blob: 95461c9c1611a09bd3c76bdfa7892168d85e5381 [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
Olli Etuaho4a8329f2016-01-11 17:12:57 +020050 virtual std::string getVertexShaderSource()
Jamie Madillf67115c2014-04-22 13:14:05 -040051 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +030052 return
53 R"(precision highp float;
Geoff Langc41e42d2014-04-28 10:58:16 -040054 attribute vec4 position;
55 varying vec2 texcoord;
56
57 void main()
58 {
Olli Etuaho4a8329f2016-01-11 17:12:57 +020059 gl_Position = vec4(position.xy, 0.0, 1.0);
Geoff Langc41e42d2014-04-28 10:58:16 -040060 texcoord = (position.xy * 0.5) + 0.5;
Olli Etuahoa20af6d2017-09-18 13:32:29 +030061 })";
Olli Etuaho4a8329f2016-01-11 17:12:57 +020062 }
Geoff Langc41e42d2014-04-28 10:58:16 -040063
Olli Etuaho4a8329f2016-01-11 17:12:57 +020064 virtual std::string getFragmentShaderSource() = 0;
65
Olli Etuahoa1c917f2016-04-06 13:50:03 +030066 virtual void setUpProgram()
Olli Etuaho4a8329f2016-01-11 17:12:57 +020067 {
Olli Etuaho4a8329f2016-01-11 17:12:57 +020068 const std::string vertexShaderSource = getVertexShaderSource();
69 const std::string fragmentShaderSource = getFragmentShaderSource();
70
71 mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
72 ASSERT_NE(0u, mProgram);
73 ASSERT_GL_NO_ERROR();
Olli Etuahoa1c917f2016-04-06 13:50:03 +030074 }
75
76 void SetUp() override
77 {
78 ANGLETest::SetUp();
Olli Etuaho51f1c0f2016-01-13 16:16:24 +020079
80 setUpFramebuffer();
Olli Etuaho4a8329f2016-01-11 17:12:57 +020081 }
82
83 void TearDown() override
84 {
Olli Etuaho51f1c0f2016-01-13 16:16:24 +020085 glBindFramebuffer(GL_FRAMEBUFFER, 0);
86 glDeleteFramebuffers(1, &mFramebuffer);
87 glDeleteTextures(1, &mFramebufferColorTexture);
Olli Etuaho4a8329f2016-01-11 17:12:57 +020088 glDeleteProgram(mProgram);
89 ANGLETest::TearDown();
90 }
91
Olli Etuaho51f1c0f2016-01-13 16:16:24 +020092 void setUpFramebuffer()
93 {
94 // We use an FBO to work around an issue where the default framebuffer applies SRGB
95 // conversion (particularly known to happen incorrectly on Intel GL drivers). It's not
96 // clear whether this issue can even be fixed on all backends. For example GLES 3.0.4 spec
97 // section 4.4 says that the format of the default framebuffer is entirely up to the window
98 // system, so it might be SRGB, and GLES 3.0 doesn't have a "FRAMEBUFFER_SRGB" to turn off
99 // SRGB conversion like desktop GL does.
100 // TODO(oetuaho): Get rid of this if the underlying issue is fixed.
101 glGenFramebuffers(1, &mFramebuffer);
102 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
103
104 glGenTextures(1, &mFramebufferColorTexture);
105 glBindTexture(GL_TEXTURE_2D, mFramebufferColorTexture);
106 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
107 GL_UNSIGNED_BYTE, nullptr);
108 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
109 mFramebufferColorTexture, 0);
110 ASSERT_GL_NO_ERROR();
111 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
112 glBindTexture(GL_TEXTURE_2D, 0);
113 }
114
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200115 // Returns the created texture ID.
116 GLuint create2DTexture()
117 {
118 GLuint texture2D;
119 glGenTextures(1, &texture2D);
120 glBindTexture(GL_TEXTURE_2D, texture2D);
Yunchao Hef81ce4a2017-04-24 10:49:17 +0800121 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200122 EXPECT_GL_NO_ERROR();
123 return texture2D;
124 }
125
126 GLuint mProgram;
Olli Etuaho51f1c0f2016-01-13 16:16:24 +0200127 GLuint mFramebuffer;
128
129 private:
130 GLuint mFramebufferColorTexture;
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200131};
132
133class Texture2DTest : public TexCoordDrawTest
134{
135 protected:
136 Texture2DTest() : TexCoordDrawTest(), mTexture2D(0), mTexture2DUniformLocation(-1) {}
137
138 std::string getFragmentShaderSource() override
139 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300140 return
141 R"(precision highp float;
Geoff Langc41e42d2014-04-28 10:58:16 -0400142 uniform sampler2D tex;
143 varying vec2 texcoord;
144
145 void main()
146 {
147 gl_FragColor = texture2D(tex, texcoord);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300148 })";
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200149 }
Geoff Langc41e42d2014-04-28 10:58:16 -0400150
Olli Etuaho96963162016-03-21 11:54:33 +0200151 virtual const char *getTextureUniformName() { return "tex"; }
152
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300153 void setUpProgram() override
154 {
155 TexCoordDrawTest::setUpProgram();
156 mTexture2DUniformLocation = glGetUniformLocation(mProgram, getTextureUniformName());
157 ASSERT_NE(-1, mTexture2DUniformLocation);
158 }
159
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200160 void SetUp() override
161 {
162 TexCoordDrawTest::SetUp();
163 mTexture2D = create2DTexture();
Jamie Madilld4cfa572014-07-08 10:00:32 -0400164
Jamie Madill9aca0592014-10-06 16:26:59 -0400165 ASSERT_GL_NO_ERROR();
Jamie Madillf67115c2014-04-22 13:14:05 -0400166 }
167
Jamie Madillfa05f602015-05-07 13:47:11 -0400168 void TearDown() override
Jamie Madillf67115c2014-04-22 13:14:05 -0400169 {
Jamie Madilld4cfa572014-07-08 10:00:32 -0400170 glDeleteTextures(1, &mTexture2D);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200171 TexCoordDrawTest::TearDown();
Jamie Madillf67115c2014-04-22 13:14:05 -0400172 }
173
Jamie Madillbc393df2015-01-29 13:46:07 -0500174 // Tests CopyTexSubImage with floating point textures of various formats.
175 void testFloatCopySubImage(int sourceImageChannels, int destImageChannels)
176 {
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300177 setUpProgram();
178
Martin Radev1be913c2016-07-11 17:59:16 +0300179 if (getClientMajorVersion() < 3)
Geoff Langfbfa47c2015-03-31 11:26:00 -0400180 {
Yunchao He9550c602018-02-13 14:47:05 +0800181 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_storage") ||
182 !extensionEnabled("GL_OES_texture_float"));
Geoff Langc4e93662017-05-01 10:45:59 -0400183
Yunchao He9550c602018-02-13 14:47:05 +0800184 ANGLE_SKIP_TEST_IF((sourceImageChannels < 3 || destImageChannels < 3) &&
185 !extensionEnabled("GL_EXT_texture_rg"));
Geoff Langfbfa47c2015-03-31 11:26:00 -0400186
Yunchao He9550c602018-02-13 14:47:05 +0800187 ANGLE_SKIP_TEST_IF(destImageChannels == 3 &&
188 !extensionEnabled("GL_CHROMIUM_color_buffer_float_rgb"));
Geoff Lang677bb6f2017-04-05 12:40:40 -0400189
Yunchao He9550c602018-02-13 14:47:05 +0800190 ANGLE_SKIP_TEST_IF(destImageChannels == 4 &&
191 !extensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
Geoff Lang677bb6f2017-04-05 12:40:40 -0400192
Yunchao He9550c602018-02-13 14:47:05 +0800193 ANGLE_SKIP_TEST_IF(destImageChannels <= 2);
Geoff Lang677bb6f2017-04-05 12:40:40 -0400194 }
195 else
196 {
Yunchao He9550c602018-02-13 14:47:05 +0800197 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_color_buffer_float"));
Geoff Lang677bb6f2017-04-05 12:40:40 -0400198
Yunchao He9550c602018-02-13 14:47:05 +0800199 ANGLE_SKIP_TEST_IF(destImageChannels == 3 &&
200 !extensionEnabled("GL_CHROMIUM_color_buffer_float_rgb"));
Geoff Langfbfa47c2015-03-31 11:26:00 -0400201 }
202
Jamie Madill50cf2be2018-06-15 09:46:57 -0400203 // clang-format off
Jamie Madillbc393df2015-01-29 13:46:07 -0500204 GLfloat sourceImageData[4][16] =
205 {
206 { // R
207 1.0f,
208 0.0f,
209 0.0f,
210 1.0f
211 },
212 { // RG
213 1.0f, 0.0f,
214 0.0f, 1.0f,
215 0.0f, 0.0f,
216 1.0f, 1.0f
217 },
218 { // RGB
219 1.0f, 0.0f, 0.0f,
220 0.0f, 1.0f, 0.0f,
221 0.0f, 0.0f, 1.0f,
222 1.0f, 1.0f, 0.0f
223 },
224 { // RGBA
225 1.0f, 0.0f, 0.0f, 1.0f,
226 0.0f, 1.0f, 0.0f, 1.0f,
227 0.0f, 0.0f, 1.0f, 1.0f,
228 1.0f, 1.0f, 0.0f, 1.0f
229 },
230 };
Jamie Madill50cf2be2018-06-15 09:46:57 -0400231 // clang-format on
Jamie Madillbc393df2015-01-29 13:46:07 -0500232
Jamie Madill50cf2be2018-06-15 09:46:57 -0400233 GLenum imageFormats[] = {
234 GL_R32F, GL_RG32F, GL_RGB32F, GL_RGBA32F,
Jamie Madillbc393df2015-01-29 13:46:07 -0500235 };
236
Jamie Madill50cf2be2018-06-15 09:46:57 -0400237 GLenum sourceUnsizedFormats[] = {
238 GL_RED, GL_RG, GL_RGB, GL_RGBA,
Jamie Madillbc393df2015-01-29 13:46:07 -0500239 };
240
241 GLuint textures[2];
242
243 glGenTextures(2, textures);
244
Jamie Madill50cf2be2018-06-15 09:46:57 -0400245 GLfloat *imageData = sourceImageData[sourceImageChannels - 1];
246 GLenum sourceImageFormat = imageFormats[sourceImageChannels - 1];
Jamie Madillbc393df2015-01-29 13:46:07 -0500247 GLenum sourceUnsizedFormat = sourceUnsizedFormats[sourceImageChannels - 1];
Jamie Madill50cf2be2018-06-15 09:46:57 -0400248 GLenum destImageFormat = imageFormats[destImageChannels - 1];
Jamie Madillbc393df2015-01-29 13:46:07 -0500249
250 glBindTexture(GL_TEXTURE_2D, textures[0]);
Geoff Langc4e93662017-05-01 10:45:59 -0400251 if (getClientMajorVersion() >= 3)
252 {
253 glTexStorage2D(GL_TEXTURE_2D, 1, sourceImageFormat, 2, 2);
254 }
255 else
256 {
257 glTexStorage2DEXT(GL_TEXTURE_2D, 1, sourceImageFormat, 2, 2);
258 }
Jamie Madillbc393df2015-01-29 13:46:07 -0500259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
261 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, sourceUnsizedFormat, GL_FLOAT, imageData);
262
hendrikwb27f79a2015-03-04 11:26:46 -0800263 if (sourceImageChannels < 3 && !extensionEnabled("GL_EXT_texture_rg"))
Jamie Madillbc393df2015-01-29 13:46:07 -0500264 {
265 // This is not supported
266 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
267 }
268 else
269 {
270 ASSERT_GL_NO_ERROR();
271 }
272
273 GLuint fbo;
274 glGenFramebuffers(1, &fbo);
275 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
276 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
277
278 glBindTexture(GL_TEXTURE_2D, textures[1]);
Geoff Langc4e93662017-05-01 10:45:59 -0400279 if (getClientMajorVersion() >= 3)
280 {
281 glTexStorage2D(GL_TEXTURE_2D, 1, destImageFormat, 2, 2);
282 }
283 else
284 {
285 glTexStorage2DEXT(GL_TEXTURE_2D, 1, destImageFormat, 2, 2);
286 }
Jamie Madillbc393df2015-01-29 13:46:07 -0500287 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
288 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
289
290 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 2, 2);
291 ASSERT_GL_NO_ERROR();
292
293 glBindFramebuffer(GL_FRAMEBUFFER, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200294 drawQuad(mProgram, "position", 0.5f);
Jamie Madillbc393df2015-01-29 13:46:07 -0500295
296 int testImageChannels = std::min(sourceImageChannels, destImageChannels);
297
Olli Etuahoa314b612016-03-10 16:43:00 +0200298 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
Jamie Madillbc393df2015-01-29 13:46:07 -0500299 if (testImageChannels > 1)
300 {
301 EXPECT_PIXEL_EQ(getWindowHeight() - 1, 0, 0, 255, 0, 255);
302 EXPECT_PIXEL_EQ(getWindowHeight() - 1, getWindowWidth() - 1, 255, 255, 0, 255);
303 if (testImageChannels > 2)
304 {
305 EXPECT_PIXEL_EQ(0, getWindowWidth() - 1, 0, 0, 255, 255);
306 }
307 }
308
309 glDeleteFramebuffers(1, &fbo);
310 glDeleteTextures(2, textures);
311
312 ASSERT_GL_NO_ERROR();
313 }
314
Jamie Madilld4cfa572014-07-08 10:00:32 -0400315 GLuint mTexture2D;
Jamie Madilld4cfa572014-07-08 10:00:32 -0400316 GLint mTexture2DUniformLocation;
Jamie Madillf67115c2014-04-22 13:14:05 -0400317};
318
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200319class Texture2DTestES3 : public Texture2DTest
320{
321 protected:
322 Texture2DTestES3() : Texture2DTest() {}
323
324 std::string getVertexShaderSource() override
325 {
326 return std::string(
327 "#version 300 es\n"
328 "out vec2 texcoord;\n"
329 "in vec4 position;\n"
330 "void main()\n"
331 "{\n"
332 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
333 " texcoord = (position.xy * 0.5) + 0.5;\n"
334 "}\n");
335 }
336
337 std::string getFragmentShaderSource() override
338 {
339 return std::string(
340 "#version 300 es\n"
341 "precision highp float;\n"
342 "uniform highp sampler2D tex;\n"
343 "in vec2 texcoord;\n"
344 "out vec4 fragColor;\n"
345 "void main()\n"
346 "{\n"
347 " fragColor = texture(tex, texcoord);\n"
348 "}\n");
349 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300350
351 void SetUp() override
352 {
353 Texture2DTest::SetUp();
354 setUpProgram();
355 }
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200356};
357
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200358class Texture2DIntegerAlpha1TestES3 : public Texture2DTest
359{
360 protected:
361 Texture2DIntegerAlpha1TestES3() : Texture2DTest() {}
362
363 std::string getVertexShaderSource() override
364 {
365 return std::string(
366 "#version 300 es\n"
367 "out vec2 texcoord;\n"
368 "in vec4 position;\n"
369 "void main()\n"
370 "{\n"
371 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
372 " texcoord = (position.xy * 0.5) + 0.5;\n"
373 "}\n");
374 }
375
376 std::string getFragmentShaderSource() override
377 {
378 return std::string(
379 "#version 300 es\n"
380 "precision highp float;\n"
381 "uniform highp isampler2D tex;\n"
382 "in vec2 texcoord;\n"
383 "out vec4 fragColor;\n"
384 "void main()\n"
385 "{\n"
386 " vec4 green = vec4(0, 1, 0, 1);\n"
387 " vec4 black = vec4(0, 0, 0, 0);\n"
388 " fragColor = (texture(tex, texcoord).a == 1) ? green : black;\n"
389 "}\n");
390 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300391
392 void SetUp() override
393 {
394 Texture2DTest::SetUp();
395 setUpProgram();
396 }
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200397};
398
399class Texture2DUnsignedIntegerAlpha1TestES3 : public Texture2DTest
400{
401 protected:
402 Texture2DUnsignedIntegerAlpha1TestES3() : Texture2DTest() {}
403
404 std::string getVertexShaderSource() override
405 {
406 return std::string(
407 "#version 300 es\n"
408 "out vec2 texcoord;\n"
409 "in vec4 position;\n"
410 "void main()\n"
411 "{\n"
412 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
413 " texcoord = (position.xy * 0.5) + 0.5;\n"
414 "}\n");
415 }
416
417 std::string getFragmentShaderSource() override
418 {
419 return std::string(
420 "#version 300 es\n"
421 "precision highp float;\n"
422 "uniform highp usampler2D tex;\n"
423 "in vec2 texcoord;\n"
424 "out vec4 fragColor;\n"
425 "void main()\n"
426 "{\n"
427 " vec4 green = vec4(0, 1, 0, 1);\n"
428 " vec4 black = vec4(0, 0, 0, 0);\n"
429 " fragColor = (texture(tex, texcoord).a == 1u) ? green : black;\n"
430 "}\n");
431 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300432
433 void SetUp() override
434 {
435 Texture2DTest::SetUp();
436 setUpProgram();
437 }
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200438};
439
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200440class Texture2DTestWithDrawScale : public Texture2DTest
Jamie Madill2453dbc2015-07-14 11:35:42 -0400441{
442 protected:
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200443 Texture2DTestWithDrawScale() : Texture2DTest(), mDrawScaleUniformLocation(-1) {}
444
445 std::string getVertexShaderSource() override
Jamie Madill2453dbc2015-07-14 11:35:42 -0400446 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300447 return
448 R"(precision highp float;
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200449 attribute vec4 position;
450 varying vec2 texcoord;
451
452 uniform vec2 drawScale;
453
454 void main()
455 {
456 gl_Position = vec4(position.xy * drawScale, 0.0, 1.0);
457 texcoord = (position.xy * 0.5) + 0.5;
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300458 })";
Jamie Madill2453dbc2015-07-14 11:35:42 -0400459 }
460
461 void SetUp() override
462 {
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200463 Texture2DTest::SetUp();
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300464
465 setUpProgram();
466
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200467 mDrawScaleUniformLocation = glGetUniformLocation(mProgram, "drawScale");
468 ASSERT_NE(-1, mDrawScaleUniformLocation);
Jamie Madill2453dbc2015-07-14 11:35:42 -0400469
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200470 glUseProgram(mProgram);
471 glUniform2f(mDrawScaleUniformLocation, 1.0f, 1.0f);
472 glUseProgram(0);
473 ASSERT_GL_NO_ERROR();
474 }
475
476 GLint mDrawScaleUniformLocation;
477};
478
Olli Etuaho4644a202016-01-12 15:12:53 +0200479class Sampler2DAsFunctionParameterTest : public Texture2DTest
480{
481 protected:
482 Sampler2DAsFunctionParameterTest() : Texture2DTest() {}
483
484 std::string getFragmentShaderSource() override
485 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300486 return
487 R"(precision highp float;
Olli Etuaho4644a202016-01-12 15:12:53 +0200488 uniform sampler2D tex;
489 varying vec2 texcoord;
490
491 vec4 computeFragColor(sampler2D aTex)
492 {
493 return texture2D(aTex, texcoord);
494 }
495
496 void main()
497 {
498 gl_FragColor = computeFragColor(tex);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300499 })";
Olli Etuaho4644a202016-01-12 15:12:53 +0200500 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300501
502 void SetUp() override
503 {
504 Texture2DTest::SetUp();
505 setUpProgram();
506 }
Olli Etuaho4644a202016-01-12 15:12:53 +0200507};
508
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200509class TextureCubeTest : public TexCoordDrawTest
510{
511 protected:
512 TextureCubeTest()
513 : TexCoordDrawTest(),
514 mTexture2D(0),
515 mTextureCube(0),
516 mTexture2DUniformLocation(-1),
517 mTextureCubeUniformLocation(-1)
518 {
519 }
520
521 std::string getFragmentShaderSource() override
522 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300523 return
524 R"(precision highp float;
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200525 uniform sampler2D tex2D;
526 uniform samplerCube texCube;
527 varying vec2 texcoord;
528
529 void main()
530 {
531 gl_FragColor = texture2D(tex2D, texcoord);
532 gl_FragColor += textureCube(texCube, vec3(texcoord, 0));
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300533 })";
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200534 }
535
536 void SetUp() override
537 {
538 TexCoordDrawTest::SetUp();
539
540 glGenTextures(1, &mTextureCube);
541 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
Geoff Langc4e93662017-05-01 10:45:59 -0400542 for (GLenum face = 0; face < 6; face++)
543 {
544 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, 1, 1, 0, GL_RGBA,
545 GL_UNSIGNED_BYTE, nullptr);
546 }
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200547 EXPECT_GL_NO_ERROR();
548
549 mTexture2D = create2DTexture();
550
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300551 setUpProgram();
552
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200553 mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D");
554 ASSERT_NE(-1, mTexture2DUniformLocation);
555 mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube");
556 ASSERT_NE(-1, mTextureCubeUniformLocation);
557 }
558
559 void TearDown() override
560 {
561 glDeleteTextures(1, &mTextureCube);
562 TexCoordDrawTest::TearDown();
563 }
564
565 GLuint mTexture2D;
566 GLuint mTextureCube;
567 GLint mTexture2DUniformLocation;
568 GLint mTextureCubeUniformLocation;
569};
570
Martin Radev7e2c0d32017-09-15 14:25:42 +0300571class TextureCubeTestES3 : public ANGLETest
572{
573 protected:
574 TextureCubeTestES3() {}
575};
576
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200577class SamplerArrayTest : public TexCoordDrawTest
578{
579 protected:
580 SamplerArrayTest()
581 : TexCoordDrawTest(),
582 mTexture2DA(0),
583 mTexture2DB(0),
584 mTexture0UniformLocation(-1),
585 mTexture1UniformLocation(-1)
586 {
587 }
588
589 std::string getFragmentShaderSource() override
590 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300591 return
592 R"(precision mediump float;
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200593 uniform highp sampler2D tex2DArray[2];
594 varying vec2 texcoord;
595 void main()
596 {
597 gl_FragColor = texture2D(tex2DArray[0], texcoord);
598 gl_FragColor += texture2D(tex2DArray[1], texcoord);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300599 })";
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200600 }
601
602 void SetUp() override
603 {
604 TexCoordDrawTest::SetUp();
605
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300606 setUpProgram();
607
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200608 mTexture0UniformLocation = glGetUniformLocation(mProgram, "tex2DArray[0]");
609 ASSERT_NE(-1, mTexture0UniformLocation);
610 mTexture1UniformLocation = glGetUniformLocation(mProgram, "tex2DArray[1]");
611 ASSERT_NE(-1, mTexture1UniformLocation);
612
613 mTexture2DA = create2DTexture();
614 mTexture2DB = create2DTexture();
615 ASSERT_GL_NO_ERROR();
616 }
617
618 void TearDown() override
619 {
620 glDeleteTextures(1, &mTexture2DA);
621 glDeleteTextures(1, &mTexture2DB);
622 TexCoordDrawTest::TearDown();
623 }
624
625 void testSamplerArrayDraw()
626 {
627 GLubyte texData[4];
628 texData[0] = 0;
629 texData[1] = 60;
630 texData[2] = 0;
631 texData[3] = 255;
632
633 glActiveTexture(GL_TEXTURE0);
634 glBindTexture(GL_TEXTURE_2D, mTexture2DA);
635 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
636
637 texData[1] = 120;
638 glActiveTexture(GL_TEXTURE1);
639 glBindTexture(GL_TEXTURE_2D, mTexture2DB);
640 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
641 EXPECT_GL_ERROR(GL_NO_ERROR);
642
643 glUseProgram(mProgram);
644 glUniform1i(mTexture0UniformLocation, 0);
645 glUniform1i(mTexture1UniformLocation, 1);
646 drawQuad(mProgram, "position", 0.5f);
647 EXPECT_GL_NO_ERROR();
648
649 EXPECT_PIXEL_NEAR(0, 0, 0, 180, 0, 255, 2);
650 }
651
652 GLuint mTexture2DA;
653 GLuint mTexture2DB;
654 GLint mTexture0UniformLocation;
655 GLint mTexture1UniformLocation;
656};
657
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200658class SamplerArrayAsFunctionParameterTest : public SamplerArrayTest
659{
660 protected:
661 SamplerArrayAsFunctionParameterTest() : SamplerArrayTest() {}
662
663 std::string getFragmentShaderSource() override
664 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300665 return
666 R"(precision mediump float;
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200667 uniform highp sampler2D tex2DArray[2];
668 varying vec2 texcoord;
669
670 vec4 computeFragColor(highp sampler2D aTex2DArray[2])
671 {
672 return texture2D(aTex2DArray[0], texcoord) + texture2D(aTex2DArray[1], texcoord);
673 }
674
675 void main()
676 {
677 gl_FragColor = computeFragColor(tex2DArray);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300678 })";
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200679 }
680};
681
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200682class Texture2DArrayTestES3 : public TexCoordDrawTest
683{
684 protected:
685 Texture2DArrayTestES3() : TexCoordDrawTest(), m2DArrayTexture(0), mTextureArrayLocation(-1) {}
686
687 std::string getVertexShaderSource() override
688 {
689 return std::string(
Jamie Madill2453dbc2015-07-14 11:35:42 -0400690 "#version 300 es\n"
691 "out vec2 texcoord;\n"
692 "in vec4 position;\n"
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200693 "void main()\n"
694 "{\n"
695 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
696 " texcoord = (position.xy * 0.5) + 0.5;\n"
697 "}\n");
698 }
Jamie Madill2453dbc2015-07-14 11:35:42 -0400699
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200700 std::string getFragmentShaderSource() override
701 {
702 return std::string(
Jamie Madill2453dbc2015-07-14 11:35:42 -0400703 "#version 300 es\n"
704 "precision highp float;\n"
Olli Etuaho183d7e22015-11-20 15:59:09 +0200705 "uniform highp sampler2DArray tex2DArray;\n"
Jamie Madill2453dbc2015-07-14 11:35:42 -0400706 "in vec2 texcoord;\n"
707 "out vec4 fragColor;\n"
708 "void main()\n"
709 "{\n"
710 " fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.y, 0.0));\n"
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200711 "}\n");
712 }
Jamie Madill2453dbc2015-07-14 11:35:42 -0400713
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200714 void SetUp() override
715 {
716 TexCoordDrawTest::SetUp();
Jamie Madill2453dbc2015-07-14 11:35:42 -0400717
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300718 setUpProgram();
719
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200720 mTextureArrayLocation = glGetUniformLocation(mProgram, "tex2DArray");
Jamie Madill2453dbc2015-07-14 11:35:42 -0400721 ASSERT_NE(-1, mTextureArrayLocation);
722
723 glGenTextures(1, &m2DArrayTexture);
724 ASSERT_GL_NO_ERROR();
725 }
726
727 void TearDown() override
728 {
729 glDeleteTextures(1, &m2DArrayTexture);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200730 TexCoordDrawTest::TearDown();
Jamie Madill2453dbc2015-07-14 11:35:42 -0400731 }
732
733 GLuint m2DArrayTexture;
Jamie Madill2453dbc2015-07-14 11:35:42 -0400734 GLint mTextureArrayLocation;
735};
736
Olli Etuahobce743a2016-01-15 17:18:28 +0200737class TextureSizeTextureArrayTest : public TexCoordDrawTest
738{
739 protected:
740 TextureSizeTextureArrayTest()
741 : TexCoordDrawTest(),
742 mTexture2DA(0),
743 mTexture2DB(0),
744 mTexture0Location(-1),
745 mTexture1Location(-1)
746 {
747 }
748
749 std::string getVertexShaderSource() override
750 {
Olli Etuaho5804dc82018-04-13 14:11:46 +0300751 return std::string(essl3_shaders::vs::Simple());
Olli Etuahobce743a2016-01-15 17:18:28 +0200752 }
753
754 std::string getFragmentShaderSource() override
755 {
756 return std::string(
757 "#version 300 es\n"
758 "precision highp float;\n"
759 "uniform highp sampler2D tex2DArray[2];\n"
760 "out vec4 fragColor;\n"
761 "void main()\n"
762 "{\n"
763 " float red = float(textureSize(tex2DArray[0], 0).x) / 255.0;\n"
764 " float green = float(textureSize(tex2DArray[1], 0).x) / 255.0;\n"
765 " fragColor = vec4(red, green, 0.0, 1.0);\n"
766 "}\n");
767 }
768
769 void SetUp() override
770 {
771 TexCoordDrawTest::SetUp();
772
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300773 setUpProgram();
774
Olli Etuahobce743a2016-01-15 17:18:28 +0200775 mTexture0Location = glGetUniformLocation(mProgram, "tex2DArray[0]");
776 ASSERT_NE(-1, mTexture0Location);
777 mTexture1Location = glGetUniformLocation(mProgram, "tex2DArray[1]");
778 ASSERT_NE(-1, mTexture1Location);
779
780 mTexture2DA = create2DTexture();
781 mTexture2DB = create2DTexture();
782 ASSERT_GL_NO_ERROR();
783 }
784
785 void TearDown() override
786 {
787 glDeleteTextures(1, &mTexture2DA);
788 glDeleteTextures(1, &mTexture2DB);
789 TexCoordDrawTest::TearDown();
790 }
791
792 GLuint mTexture2DA;
793 GLuint mTexture2DB;
794 GLint mTexture0Location;
795 GLint mTexture1Location;
796};
797
Olli Etuahoa314b612016-03-10 16:43:00 +0200798class Texture3DTestES3 : public TexCoordDrawTest
799{
800 protected:
801 Texture3DTestES3() : TexCoordDrawTest(), mTexture3D(0), mTexture3DUniformLocation(-1) {}
802
803 std::string getVertexShaderSource() override
804 {
805 return std::string(
806 "#version 300 es\n"
807 "out vec2 texcoord;\n"
808 "in vec4 position;\n"
809 "void main()\n"
810 "{\n"
811 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
812 " texcoord = (position.xy * 0.5) + 0.5;\n"
813 "}\n");
814 }
815
816 std::string getFragmentShaderSource() override
817 {
818 return std::string(
819 "#version 300 es\n"
820 "precision highp float;\n"
821 "uniform highp sampler3D tex3D;\n"
822 "in vec2 texcoord;\n"
823 "out vec4 fragColor;\n"
824 "void main()\n"
825 "{\n"
826 " fragColor = texture(tex3D, vec3(texcoord, 0.0));\n"
827 "}\n");
828 }
829
830 void SetUp() override
831 {
832 TexCoordDrawTest::SetUp();
833
834 glGenTextures(1, &mTexture3D);
835
836 setUpProgram();
837
838 mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D");
839 ASSERT_NE(-1, mTexture3DUniformLocation);
840 }
841
842 void TearDown() override
843 {
844 glDeleteTextures(1, &mTexture3D);
845 TexCoordDrawTest::TearDown();
846 }
847
848 GLuint mTexture3D;
849 GLint mTexture3DUniformLocation;
850};
851
Olli Etuaho1a679902016-01-14 12:21:47 +0200852class ShadowSamplerPlusSampler3DTestES3 : public TexCoordDrawTest
853{
854 protected:
855 ShadowSamplerPlusSampler3DTestES3()
856 : TexCoordDrawTest(),
857 mTextureShadow(0),
858 mTexture3D(0),
859 mTextureShadowUniformLocation(-1),
860 mTexture3DUniformLocation(-1),
861 mDepthRefUniformLocation(-1)
862 {
863 }
864
865 std::string getVertexShaderSource() override
866 {
867 return std::string(
868 "#version 300 es\n"
869 "out vec2 texcoord;\n"
870 "in vec4 position;\n"
871 "void main()\n"
872 "{\n"
873 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
874 " texcoord = (position.xy * 0.5) + 0.5;\n"
875 "}\n");
876 }
877
878 std::string getFragmentShaderSource() override
879 {
880 return std::string(
881 "#version 300 es\n"
882 "precision highp float;\n"
883 "uniform highp sampler2DShadow tex2DShadow;\n"
884 "uniform highp sampler3D tex3D;\n"
885 "in vec2 texcoord;\n"
886 "uniform float depthRef;\n"
887 "out vec4 fragColor;\n"
888 "void main()\n"
889 "{\n"
890 " fragColor = vec4(texture(tex2DShadow, vec3(texcoord, depthRef)) * 0.5);\n"
891 " fragColor += texture(tex3D, vec3(texcoord, 0.0));\n"
892 "}\n");
893 }
894
895 void SetUp() override
896 {
897 TexCoordDrawTest::SetUp();
898
899 glGenTextures(1, &mTexture3D);
900
901 glGenTextures(1, &mTextureShadow);
902 glBindTexture(GL_TEXTURE_2D, mTextureShadow);
903 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
904
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300905 setUpProgram();
906
Olli Etuaho1a679902016-01-14 12:21:47 +0200907 mTextureShadowUniformLocation = glGetUniformLocation(mProgram, "tex2DShadow");
908 ASSERT_NE(-1, mTextureShadowUniformLocation);
909 mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D");
910 ASSERT_NE(-1, mTexture3DUniformLocation);
911 mDepthRefUniformLocation = glGetUniformLocation(mProgram, "depthRef");
912 ASSERT_NE(-1, mDepthRefUniformLocation);
913 }
914
915 void TearDown() override
916 {
917 glDeleteTextures(1, &mTextureShadow);
918 glDeleteTextures(1, &mTexture3D);
919 TexCoordDrawTest::TearDown();
920 }
921
922 GLuint mTextureShadow;
923 GLuint mTexture3D;
924 GLint mTextureShadowUniformLocation;
925 GLint mTexture3DUniformLocation;
926 GLint mDepthRefUniformLocation;
927};
928
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200929class SamplerTypeMixTestES3 : public TexCoordDrawTest
930{
931 protected:
932 SamplerTypeMixTestES3()
933 : TexCoordDrawTest(),
934 mTexture2D(0),
935 mTextureCube(0),
936 mTexture2DShadow(0),
937 mTextureCubeShadow(0),
938 mTexture2DUniformLocation(-1),
939 mTextureCubeUniformLocation(-1),
940 mTexture2DShadowUniformLocation(-1),
941 mTextureCubeShadowUniformLocation(-1),
942 mDepthRefUniformLocation(-1)
943 {
944 }
945
946 std::string getVertexShaderSource() override
947 {
948 return std::string(
949 "#version 300 es\n"
950 "out vec2 texcoord;\n"
951 "in vec4 position;\n"
952 "void main()\n"
953 "{\n"
954 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
955 " texcoord = (position.xy * 0.5) + 0.5;\n"
956 "}\n");
957 }
958
959 std::string getFragmentShaderSource() override
960 {
961 return std::string(
962 "#version 300 es\n"
963 "precision highp float;\n"
964 "uniform highp sampler2D tex2D;\n"
965 "uniform highp samplerCube texCube;\n"
966 "uniform highp sampler2DShadow tex2DShadow;\n"
967 "uniform highp samplerCubeShadow texCubeShadow;\n"
968 "in vec2 texcoord;\n"
969 "uniform float depthRef;\n"
970 "out vec4 fragColor;\n"
971 "void main()\n"
972 "{\n"
973 " fragColor = texture(tex2D, texcoord);\n"
974 " fragColor += texture(texCube, vec3(1.0, 0.0, 0.0));\n"
975 " fragColor += vec4(texture(tex2DShadow, vec3(texcoord, depthRef)) * 0.25);\n"
976 " fragColor += vec4(texture(texCubeShadow, vec4(1.0, 0.0, 0.0, depthRef)) * "
977 "0.125);\n"
978 "}\n");
979 }
980
981 void SetUp() override
982 {
983 TexCoordDrawTest::SetUp();
984
985 glGenTextures(1, &mTexture2D);
986 glGenTextures(1, &mTextureCube);
987
988 glGenTextures(1, &mTexture2DShadow);
989 glBindTexture(GL_TEXTURE_2D, mTexture2DShadow);
990 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
991
992 glGenTextures(1, &mTextureCubeShadow);
993 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCubeShadow);
994 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
995
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300996 setUpProgram();
997
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200998 mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D");
999 ASSERT_NE(-1, mTexture2DUniformLocation);
1000 mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube");
1001 ASSERT_NE(-1, mTextureCubeUniformLocation);
1002 mTexture2DShadowUniformLocation = glGetUniformLocation(mProgram, "tex2DShadow");
1003 ASSERT_NE(-1, mTexture2DShadowUniformLocation);
1004 mTextureCubeShadowUniformLocation = glGetUniformLocation(mProgram, "texCubeShadow");
1005 ASSERT_NE(-1, mTextureCubeShadowUniformLocation);
1006 mDepthRefUniformLocation = glGetUniformLocation(mProgram, "depthRef");
1007 ASSERT_NE(-1, mDepthRefUniformLocation);
1008
1009 ASSERT_GL_NO_ERROR();
1010 }
1011
1012 void TearDown() override
1013 {
1014 glDeleteTextures(1, &mTexture2D);
1015 glDeleteTextures(1, &mTextureCube);
1016 glDeleteTextures(1, &mTexture2DShadow);
1017 glDeleteTextures(1, &mTextureCubeShadow);
1018 TexCoordDrawTest::TearDown();
1019 }
1020
1021 GLuint mTexture2D;
1022 GLuint mTextureCube;
1023 GLuint mTexture2DShadow;
1024 GLuint mTextureCubeShadow;
1025 GLint mTexture2DUniformLocation;
1026 GLint mTextureCubeUniformLocation;
1027 GLint mTexture2DShadowUniformLocation;
1028 GLint mTextureCubeShadowUniformLocation;
1029 GLint mDepthRefUniformLocation;
1030};
1031
Olli Etuaho96963162016-03-21 11:54:33 +02001032class SamplerInStructTest : public Texture2DTest
1033{
1034 protected:
1035 SamplerInStructTest() : Texture2DTest() {}
1036
1037 const char *getTextureUniformName() override { return "us.tex"; }
1038
1039 std::string getFragmentShaderSource() override
1040 {
1041 return std::string(
1042 "precision highp float;\n"
1043 "struct S\n"
1044 "{\n"
1045 " vec4 a;\n"
1046 " highp sampler2D tex;\n"
1047 "};\n"
1048 "uniform S us;\n"
1049 "varying vec2 texcoord;\n"
1050 "void main()\n"
1051 "{\n"
1052 " gl_FragColor = texture2D(us.tex, texcoord + us.a.x);\n"
1053 "}\n");
1054 }
1055
1056 void runSamplerInStructTest()
1057 {
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001058 setUpProgram();
1059
Olli Etuaho96963162016-03-21 11:54:33 +02001060 glActiveTexture(GL_TEXTURE0);
1061 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Olli Etuahoa314b612016-03-10 16:43:00 +02001062 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1063 &GLColor::green);
Olli Etuaho96963162016-03-21 11:54:33 +02001064 drawQuad(mProgram, "position", 0.5f);
Olli Etuahoa314b612016-03-10 16:43:00 +02001065 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Olli Etuaho96963162016-03-21 11:54:33 +02001066 }
1067};
1068
1069class SamplerInStructAsFunctionParameterTest : public SamplerInStructTest
1070{
1071 protected:
1072 SamplerInStructAsFunctionParameterTest() : SamplerInStructTest() {}
1073
1074 std::string getFragmentShaderSource() override
1075 {
1076 return std::string(
1077 "precision highp float;\n"
1078 "struct S\n"
1079 "{\n"
1080 " vec4 a;\n"
1081 " highp sampler2D tex;\n"
1082 "};\n"
1083 "uniform S us;\n"
1084 "varying vec2 texcoord;\n"
1085 "vec4 sampleFrom(S s) {\n"
1086 " return texture2D(s.tex, texcoord + s.a.x);\n"
1087 "}\n"
1088 "void main()\n"
1089 "{\n"
1090 " gl_FragColor = sampleFrom(us);\n"
1091 "}\n");
1092 }
1093};
1094
1095class SamplerInStructArrayAsFunctionParameterTest : public SamplerInStructTest
1096{
1097 protected:
1098 SamplerInStructArrayAsFunctionParameterTest() : SamplerInStructTest() {}
1099
1100 const char *getTextureUniformName() override { return "us[0].tex"; }
1101
1102 std::string getFragmentShaderSource() override
1103 {
1104 return std::string(
1105 "precision highp float;\n"
1106 "struct S\n"
1107 "{\n"
1108 " vec4 a;\n"
1109 " highp sampler2D tex;\n"
1110 "};\n"
1111 "uniform S us[1];\n"
1112 "varying vec2 texcoord;\n"
1113 "vec4 sampleFrom(S s) {\n"
1114 " return texture2D(s.tex, texcoord + s.a.x);\n"
1115 "}\n"
1116 "void main()\n"
1117 "{\n"
1118 " gl_FragColor = sampleFrom(us[0]);\n"
1119 "}\n");
1120 }
1121};
1122
1123class SamplerInNestedStructAsFunctionParameterTest : public SamplerInStructTest
1124{
1125 protected:
1126 SamplerInNestedStructAsFunctionParameterTest() : SamplerInStructTest() {}
1127
1128 const char *getTextureUniformName() override { return "us[0].sub.tex"; }
1129
1130 std::string getFragmentShaderSource() override
1131 {
1132 return std::string(
1133 "precision highp float;\n"
1134 "struct SUB\n"
1135 "{\n"
1136 " vec4 a;\n"
1137 " highp sampler2D tex;\n"
1138 "};\n"
1139 "struct S\n"
1140 "{\n"
1141 " SUB sub;\n"
1142 "};\n"
1143 "uniform S us[1];\n"
1144 "varying vec2 texcoord;\n"
1145 "vec4 sampleFrom(SUB s) {\n"
1146 " return texture2D(s.tex, texcoord + s.a.x);\n"
1147 "}\n"
1148 "void main()\n"
1149 "{\n"
1150 " gl_FragColor = sampleFrom(us[0].sub);\n"
1151 "}\n");
1152 }
1153};
1154
1155class SamplerInStructAndOtherVariableTest : public SamplerInStructTest
1156{
1157 protected:
1158 SamplerInStructAndOtherVariableTest() : SamplerInStructTest() {}
1159
1160 std::string getFragmentShaderSource() override
1161 {
1162 return std::string(
1163 "precision highp float;\n"
1164 "struct S\n"
1165 "{\n"
1166 " vec4 a;\n"
1167 " highp sampler2D tex;\n"
1168 "};\n"
1169 "uniform S us;\n"
1170 "uniform float us_tex;\n"
1171 "varying vec2 texcoord;\n"
1172 "void main()\n"
1173 "{\n"
1174 " gl_FragColor = texture2D(us.tex, texcoord + us.a.x + us_tex);\n"
1175 "}\n");
1176 }
1177};
1178
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001179TEST_P(Texture2DTest, NegativeAPISubImage)
Jamie Madillf67115c2014-04-22 13:14:05 -04001180{
Jamie Madilld4cfa572014-07-08 10:00:32 -04001181 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Jamie Madillf67115c2014-04-22 13:14:05 -04001182 EXPECT_GL_ERROR(GL_NO_ERROR);
1183
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001184 setUpProgram();
1185
Jamie Madill50cf2be2018-06-15 09:46:57 -04001186 const GLubyte *pixels[20] = {0};
Jamie Madillf67115c2014-04-22 13:14:05 -04001187 glTexSubImage2D(GL_TEXTURE_2D, 0, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
1188 EXPECT_GL_ERROR(GL_INVALID_VALUE);
Geoff Langc51642b2016-11-14 16:18:26 -05001189
1190 if (extensionEnabled("GL_EXT_texture_storage"))
1191 {
1192 // Create a 1-level immutable texture.
1193 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
1194
1195 // Try calling sub image on the second level.
1196 glTexSubImage2D(GL_TEXTURE_2D, 1, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
1197 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1198 }
Jamie Madillf67115c2014-04-22 13:14:05 -04001199}
Geoff Langc41e42d2014-04-28 10:58:16 -04001200
John Bauman18319182016-09-28 14:22:27 -07001201// Test that querying GL_TEXTURE_BINDING* doesn't cause an unexpected error.
1202TEST_P(Texture2DTest, QueryBinding)
1203{
1204 glBindTexture(GL_TEXTURE_2D, 0);
1205 EXPECT_GL_ERROR(GL_NO_ERROR);
1206
1207 GLint textureBinding;
1208 glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
1209 EXPECT_GL_NO_ERROR();
1210 EXPECT_EQ(0, textureBinding);
1211
1212 glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &textureBinding);
1213 if (extensionEnabled("GL_OES_EGL_image_external") ||
1214 extensionEnabled("GL_NV_EGL_stream_consumer_external"))
1215 {
1216 EXPECT_GL_NO_ERROR();
1217 EXPECT_EQ(0, textureBinding);
1218 }
1219 else
1220 {
1221 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1222 }
1223}
1224
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001225TEST_P(Texture2DTest, ZeroSizedUploads)
Geoff Langc41e42d2014-04-28 10:58:16 -04001226{
Jamie Madilld4cfa572014-07-08 10:00:32 -04001227 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Geoff Langc41e42d2014-04-28 10:58:16 -04001228 EXPECT_GL_ERROR(GL_NO_ERROR);
1229
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001230 setUpProgram();
1231
Geoff Langc41e42d2014-04-28 10:58:16 -04001232 // Use the texture first to make sure it's in video memory
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001233 glUseProgram(mProgram);
Jamie Madilld4cfa572014-07-08 10:00:32 -04001234 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001235 drawQuad(mProgram, "position", 0.5f);
Geoff Langc41e42d2014-04-28 10:58:16 -04001236
Jamie Madill50cf2be2018-06-15 09:46:57 -04001237 const GLubyte *pixel[4] = {0};
Geoff Langc41e42d2014-04-28 10:58:16 -04001238
1239 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
1240 EXPECT_GL_NO_ERROR();
1241
1242 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
1243 EXPECT_GL_NO_ERROR();
1244
1245 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
1246 EXPECT_GL_NO_ERROR();
1247}
Jamie Madilld4cfa572014-07-08 10:00:32 -04001248
1249// Test drawing with two texture types, to trigger an ANGLE bug in validation
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001250TEST_P(TextureCubeTest, CubeMapBug)
Jamie Madilld4cfa572014-07-08 10:00:32 -04001251{
1252 glActiveTexture(GL_TEXTURE0);
1253 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1254 glActiveTexture(GL_TEXTURE1);
1255 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
1256 EXPECT_GL_ERROR(GL_NO_ERROR);
1257
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001258 glUseProgram(mProgram);
1259 glUniform1i(mTexture2DUniformLocation, 0);
1260 glUniform1i(mTextureCubeUniformLocation, 1);
1261 drawQuad(mProgram, "position", 0.5f);
Jamie Madilld4cfa572014-07-08 10:00:32 -04001262 EXPECT_GL_NO_ERROR();
1263}
Jamie Madill9aca0592014-10-06 16:26:59 -04001264
Olli Etuaho53a2da12016-01-11 15:43:32 +02001265// Test drawing with two texture types accessed from the same shader and check that the result of
1266// drawing is correct.
1267TEST_P(TextureCubeTest, CubeMapDraw)
1268{
1269 GLubyte texData[4];
1270 texData[0] = 0;
1271 texData[1] = 60;
1272 texData[2] = 0;
1273 texData[3] = 255;
1274
1275 glActiveTexture(GL_TEXTURE0);
1276 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1277 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
1278
1279 glActiveTexture(GL_TEXTURE1);
1280 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
1281 texData[1] = 120;
1282 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
1283 texData);
1284 EXPECT_GL_ERROR(GL_NO_ERROR);
1285
1286 glUseProgram(mProgram);
1287 glUniform1i(mTexture2DUniformLocation, 0);
1288 glUniform1i(mTextureCubeUniformLocation, 1);
1289 drawQuad(mProgram, "position", 0.5f);
1290 EXPECT_GL_NO_ERROR();
1291
1292 int px = getWindowWidth() - 1;
1293 int py = 0;
1294 EXPECT_PIXEL_NEAR(px, py, 0, 180, 0, 255, 2);
1295}
1296
Olli Etuaho4644a202016-01-12 15:12:53 +02001297TEST_P(Sampler2DAsFunctionParameterTest, Sampler2DAsFunctionParameter)
1298{
1299 glActiveTexture(GL_TEXTURE0);
1300 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1301 GLubyte texData[4];
1302 texData[0] = 0;
1303 texData[1] = 128;
1304 texData[2] = 0;
1305 texData[3] = 255;
1306 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
1307 glUseProgram(mProgram);
1308 glUniform1i(mTexture2DUniformLocation, 0);
1309 drawQuad(mProgram, "position", 0.5f);
1310 EXPECT_GL_NO_ERROR();
1311
1312 EXPECT_PIXEL_NEAR(0, 0, 0, 128, 0, 255, 2);
1313}
1314
Olli Etuaho2173db3d2016-01-12 13:55:14 +02001315// Test drawing with two textures passed to the shader in a sampler array.
1316TEST_P(SamplerArrayTest, SamplerArrayDraw)
1317{
1318 testSamplerArrayDraw();
1319}
1320
1321// Test drawing with two textures passed to the shader in a sampler array which is passed to a
1322// user-defined function in the shader.
1323TEST_P(SamplerArrayAsFunctionParameterTest, SamplerArrayAsFunctionParameter)
1324{
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05001325 // TODO: Diagnose and fix. http://anglebug.com/2955
1326 ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
1327
Olli Etuaho2173db3d2016-01-12 13:55:14 +02001328 testSamplerArrayDraw();
1329}
1330
Jamie Madill9aca0592014-10-06 16:26:59 -04001331// Copy of a test in conformance/textures/texture-mips, to test generate mipmaps
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001332TEST_P(Texture2DTestWithDrawScale, MipmapsTwice)
Jamie Madill9aca0592014-10-06 16:26:59 -04001333{
1334 int px = getWindowWidth() / 2;
1335 int py = getWindowHeight() / 2;
1336
1337 glActiveTexture(GL_TEXTURE0);
1338 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1339
Olli Etuahoa314b612016-03-10 16:43:00 +02001340 std::vector<GLColor> pixelsRed(16u * 16u, GLColor::red);
Jamie Madill9aca0592014-10-06 16:26:59 -04001341
Olli Etuahoa314b612016-03-10 16:43:00 +02001342 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data());
Jamie Madill9aca0592014-10-06 16:26:59 -04001343 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1344 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1345 glGenerateMipmap(GL_TEXTURE_2D);
1346
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001347 glUseProgram(mProgram);
Jamie Madill9aca0592014-10-06 16:26:59 -04001348 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001349 glUniform2f(mDrawScaleUniformLocation, 0.0625f, 0.0625f);
1350 drawQuad(mProgram, "position", 0.5f);
Jamie Madill9aca0592014-10-06 16:26:59 -04001351 EXPECT_GL_NO_ERROR();
Olli Etuahoa314b612016-03-10 16:43:00 +02001352 EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
Jamie Madill9aca0592014-10-06 16:26:59 -04001353
Olli Etuahoa314b612016-03-10 16:43:00 +02001354 std::vector<GLColor> pixelsBlue(16u * 16u, GLColor::blue);
Jamie Madill9aca0592014-10-06 16:26:59 -04001355
Olli Etuahoa314b612016-03-10 16:43:00 +02001356 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1357 pixelsBlue.data());
Jamie Madill9aca0592014-10-06 16:26:59 -04001358 glGenerateMipmap(GL_TEXTURE_2D);
1359
Olli Etuahoa314b612016-03-10 16:43:00 +02001360 std::vector<GLColor> pixelsGreen(16u * 16u, GLColor::green);
Jamie Madill9aca0592014-10-06 16:26:59 -04001361
Olli Etuahoa314b612016-03-10 16:43:00 +02001362 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1363 pixelsGreen.data());
Jamie Madill9aca0592014-10-06 16:26:59 -04001364 glGenerateMipmap(GL_TEXTURE_2D);
1365
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001366 drawQuad(mProgram, "position", 0.5f);
Jamie Madill9aca0592014-10-06 16:26:59 -04001367
1368 EXPECT_GL_NO_ERROR();
Olli Etuahoa314b612016-03-10 16:43:00 +02001369 EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
Jamie Madill9aca0592014-10-06 16:26:59 -04001370}
Jamie Madillf8fccb32014-11-12 15:05:26 -05001371
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001372// Test creating a FBO with a cube map render target, to test an ANGLE bug
1373// https://code.google.com/p/angleproject/issues/detail?id=849
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001374TEST_P(TextureCubeTest, CubeMapFBO)
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001375{
Jamie Madill3f3b3582018-09-14 10:38:44 -04001376 GLFramebuffer fbo;
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001377 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1378
1379 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
Jamie Madill50cf2be2018-06-15 09:46:57 -04001380 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
1381 mTextureCube, 0);
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001382
Corentin Wallez322653b2015-06-17 18:33:56 +02001383 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001384 EXPECT_GL_NO_ERROR();
Jamie Madill3f3b3582018-09-14 10:38:44 -04001385
1386 // Test clearing the six mip faces individually.
1387 std::array<GLColor, 6> faceColors = {{GLColor::red, GLColor::green, GLColor::blue,
1388 GLColor::yellow, GLColor::cyan, GLColor::magenta}};
1389
1390 for (size_t faceIndex = 0; faceIndex < 6; ++faceIndex)
1391 {
1392 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
1393 GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, mTextureCube, 0);
1394
1395 Vector4 clearColorF = faceColors[faceIndex].toNormalizedVector();
1396 glClearColor(clearColorF.x(), clearColorF.y(), clearColorF.z(), clearColorF.w());
1397 glClear(GL_COLOR_BUFFER_BIT);
1398
1399 EXPECT_PIXEL_COLOR_EQ(0, 0, faceColors[faceIndex]);
1400 }
1401
1402 // Iterate the faces again to make sure the colors haven't changed.
1403 for (size_t faceIndex = 0; faceIndex < 6; ++faceIndex)
1404 {
1405 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
1406 GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, mTextureCube, 0);
1407 EXPECT_PIXEL_COLOR_EQ(0, 0, faceColors[faceIndex])
1408 << "face color " << faceIndex << " shouldn't change";
1409 }
1410}
1411
1412// Tests clearing a cube map with a scissor enabled.
1413TEST_P(TextureCubeTest, CubeMapFBOScissoredClear)
1414{
1415 // TODO(jie.a.chen): Diagnose and fix. http://anglebug.com/2822
1416 ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel() && IsWindows());
1417
1418 constexpr size_t kSize = 16;
1419
1420 GLFramebuffer fbo;
1421 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1422 glViewport(0, 0, kSize, kSize);
1423
1424 GLTexture texcube;
1425 glBindTexture(GL_TEXTURE_CUBE_MAP, texcube);
1426 for (GLenum face = 0; face < 6; face++)
1427 {
1428 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA,
1429 GL_UNSIGNED_BYTE, nullptr);
1430 }
1431 ASSERT_GL_NO_ERROR();
1432
1433 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
1434 texcube, 0);
1435
1436 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1437 ASSERT_GL_NO_ERROR();
1438
1439 glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
1440 glClear(GL_COLOR_BUFFER_BIT);
1441 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1442
1443 glEnable(GL_SCISSOR_TEST);
1444 glScissor(kSize / 2, 0, kSize / 2, kSize);
1445 glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
1446 glClear(GL_COLOR_BUFFER_BIT);
1447
1448 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1449 EXPECT_PIXEL_COLOR_EQ(kSize / 2 + 1, 0, GLColor::green);
1450
1451 ASSERT_GL_NO_ERROR();
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001452}
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001453
Jamie Madill50cf2be2018-06-15 09:46:57 -04001454// Test that glTexSubImage2D works properly when glTexStorage2DEXT has initialized the image with a
1455// default color.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001456TEST_P(Texture2DTest, TexStorage)
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001457{
Luc Ferron7348fc52018-05-09 07:17:16 -04001458 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_texture_storage"));
Geoff Langc4e93662017-05-01 10:45:59 -04001459
Jamie Madill50cf2be2018-06-15 09:46:57 -04001460 int width = getWindowWidth();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001461 int height = getWindowHeight();
1462
1463 GLuint tex2D;
1464 glGenTextures(1, &tex2D);
1465 glActiveTexture(GL_TEXTURE0);
1466 glBindTexture(GL_TEXTURE_2D, tex2D);
1467
1468 // Fill with red
1469 std::vector<GLubyte> pixels(3 * 16 * 16);
1470 for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
1471 {
1472 pixels[pixelId * 3 + 0] = 255;
1473 pixels[pixelId * 3 + 1] = 0;
1474 pixels[pixelId * 3 + 2] = 0;
1475 }
1476
1477 // ANGLE internally uses RGBA as the DirectX format for RGB images
Jamie Madill50cf2be2018-06-15 09:46:57 -04001478 // therefore glTexStorage2DEXT initializes the image to a default color to get a consistent
1479 // 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 -04001480 if (getClientMajorVersion() >= 3)
1481 {
1482 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1483 }
1484 else
1485 {
1486 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1487 }
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001488
1489 // Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched.
1490 // glTexSubImage2D should take into account that the image is dirty.
1491 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGB, GL_UNSIGNED_BYTE, pixels.data());
1492 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1493 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1494
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001495 setUpProgram();
1496
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001497 glUseProgram(mProgram);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001498 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001499 drawQuad(mProgram, "position", 0.5f);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001500 glDeleteTextures(1, &tex2D);
1501 EXPECT_GL_NO_ERROR();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001502 EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
Geoff Langfbfa47c2015-03-31 11:26:00 -04001503
1504 // Validate that the region of the texture without data has an alpha of 1.0
Jamie Madill05b35b22017-10-03 09:01:44 -04001505 angle::GLColor pixel = ReadColor(3 * width / 4, 3 * height / 4);
1506 EXPECT_EQ(255, pixel.A);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001507}
1508
Jamie Madill50cf2be2018-06-15 09:46:57 -04001509// Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2DEXT has
1510// initialized the image with a default color.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001511TEST_P(Texture2DTest, TexStorageWithPBO)
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001512{
1513 if (extensionEnabled("NV_pixel_buffer_object"))
1514 {
Jamie Madill50cf2be2018-06-15 09:46:57 -04001515 int width = getWindowWidth();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001516 int height = getWindowHeight();
1517
1518 GLuint tex2D;
1519 glGenTextures(1, &tex2D);
1520 glActiveTexture(GL_TEXTURE0);
1521 glBindTexture(GL_TEXTURE_2D, tex2D);
1522
1523 // Fill with red
1524 std::vector<GLubyte> pixels(3 * 16 * 16);
1525 for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
1526 {
1527 pixels[pixelId * 3 + 0] = 255;
1528 pixels[pixelId * 3 + 1] = 0;
1529 pixels[pixelId * 3 + 2] = 0;
1530 }
1531
1532 // Read 16x16 region from red backbuffer to PBO
1533 GLuint pbo;
1534 glGenBuffers(1, &pbo);
1535 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
1536 glBufferData(GL_PIXEL_UNPACK_BUFFER, 3 * 16 * 16, pixels.data(), GL_STATIC_DRAW);
1537
1538 // ANGLE internally uses RGBA as the DirectX format for RGB images
Jamie Madill50cf2be2018-06-15 09:46:57 -04001539 // therefore glTexStorage2DEXT initializes the image to a default color to get a consistent
1540 // 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 +00001541 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1542
1543 // Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched.
1544 // glTexSubImage2D should take into account that the image is dirty.
Yunchao Hef81ce4a2017-04-24 10:49:17 +08001545 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 +00001546 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1547 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1548
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001549 setUpProgram();
1550
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001551 glUseProgram(mProgram);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001552 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001553 drawQuad(mProgram, "position", 0.5f);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001554 glDeleteTextures(1, &tex2D);
Olli Etuaho19d48db2016-01-13 14:43:21 +02001555 glDeleteBuffers(1, &pbo);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001556 EXPECT_GL_NO_ERROR();
1557 EXPECT_PIXEL_EQ(3 * width / 4, 3 * height / 4, 0, 0, 0, 255);
1558 EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
1559 }
1560}
Jamie Madillbc393df2015-01-29 13:46:07 -05001561
1562// See description on testFloatCopySubImage
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001563TEST_P(Texture2DTest, CopySubImageFloat_R_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001564{
1565 testFloatCopySubImage(1, 1);
1566}
1567
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001568TEST_P(Texture2DTest, CopySubImageFloat_RG_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001569{
1570 testFloatCopySubImage(2, 1);
1571}
1572
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001573TEST_P(Texture2DTest, CopySubImageFloat_RG_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001574{
1575 testFloatCopySubImage(2, 2);
1576}
1577
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001578TEST_P(Texture2DTest, CopySubImageFloat_RGB_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001579{
1580 testFloatCopySubImage(3, 1);
1581}
1582
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001583TEST_P(Texture2DTest, CopySubImageFloat_RGB_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001584{
1585 testFloatCopySubImage(3, 2);
1586}
1587
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001588TEST_P(Texture2DTest, CopySubImageFloat_RGB_RGB)
Jamie Madillbc393df2015-01-29 13:46:07 -05001589{
Yunchao He9550c602018-02-13 14:47:05 +08001590 // TODO(cwallez): Fix on Linux Intel drivers (http://anglebug.com/1346)
1591 ANGLE_SKIP_TEST_IF(IsIntel() && IsLinux());
Corentin Wallez9e3c6152016-03-29 21:58:33 -04001592
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(3, 3);
1597}
1598
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001599TEST_P(Texture2DTest, CopySubImageFloat_RGBA_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001600{
1601 testFloatCopySubImage(4, 1);
1602}
1603
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001604TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001605{
1606 testFloatCopySubImage(4, 2);
1607}
1608
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001609TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGB)
Jamie Madillbc393df2015-01-29 13:46:07 -05001610{
Yunchao He9550c602018-02-13 14:47:05 +08001611 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
1612 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08001613
Jamie Madillbc393df2015-01-29 13:46:07 -05001614 testFloatCopySubImage(4, 3);
1615}
1616
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001617TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGBA)
Jamie Madillbc393df2015-01-29 13:46:07 -05001618{
Luc Ferronf786b702018-07-10 11:01:43 -04001619 // TODO(lucferron): This test fails only on linux and intel.
1620 // http://anglebug.com/2726
1621 ANGLE_SKIP_TEST_IF(IsVulkan() && IsLinux() && IsIntel());
1622
Yunchao He9550c602018-02-13 14:47:05 +08001623 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
1624 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08001625
Jamie Madillbc393df2015-01-29 13:46:07 -05001626 testFloatCopySubImage(4, 4);
1627}
Austin Kinross07285142015-03-26 11:36:16 -07001628
Jamie Madill50cf2be2018-06-15 09:46:57 -04001629// Port of
1630// https://www.khronos.org/registry/webgl/conformance-suites/1.0.3/conformance/textures/texture-npot.html
1631// Run against GL_ALPHA/UNSIGNED_BYTE format, to ensure that D3D11 Feature Level 9_3 correctly
1632// handles GL_ALPHA
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001633TEST_P(Texture2DTest, TextureNPOT_GL_ALPHA_UBYTE)
Austin Kinross07285142015-03-26 11:36:16 -07001634{
1635 const int npotTexSize = 5;
Jamie Madill50cf2be2018-06-15 09:46:57 -04001636 const int potTexSize = 4; // Should be less than npotTexSize
Austin Kinross07285142015-03-26 11:36:16 -07001637 GLuint tex2D;
1638
1639 if (extensionEnabled("GL_OES_texture_npot"))
1640 {
1641 // This test isn't applicable if texture_npot is enabled
1642 return;
1643 }
1644
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001645 setUpProgram();
1646
Austin Kinross07285142015-03-26 11:36:16 -07001647 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
1648
Austin Kinross5faa15b2016-01-11 13:32:48 -08001649 // Default unpack alignment is 4. The values of 'pixels' below needs it to be 1.
1650 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
1651
Austin Kinross07285142015-03-26 11:36:16 -07001652 glActiveTexture(GL_TEXTURE0);
1653 glGenTextures(1, &tex2D);
1654 glBindTexture(GL_TEXTURE_2D, tex2D);
1655
Till Rathmannc1551dc2018-08-15 17:04:49 +02001656 const std::vector<GLubyte> pixels(1 * npotTexSize * npotTexSize, 64);
Austin Kinross07285142015-03-26 11:36:16 -07001657
1658 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1659 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1660
1661 // Check that an NPOT texture not on level 0 generates INVALID_VALUE
Jamie Madill50cf2be2018-06-15 09:46:57 -04001662 glTexImage2D(GL_TEXTURE_2D, 1, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA,
1663 GL_UNSIGNED_BYTE, pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07001664 EXPECT_GL_ERROR(GL_INVALID_VALUE);
1665
1666 // Check that an NPOT texture on level 0 succeeds
Jamie Madill50cf2be2018-06-15 09:46:57 -04001667 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA,
1668 GL_UNSIGNED_BYTE, pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07001669 EXPECT_GL_NO_ERROR();
1670
1671 // Check that generateMipmap fails on NPOT
1672 glGenerateMipmap(GL_TEXTURE_2D);
1673 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1674
1675 // Check that nothing is drawn if filtering is not correct for NPOT
1676 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1677 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1678 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1679 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1680 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001681 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001682 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255);
1683
1684 // NPOT texture with TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,255
1685 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1686 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1687 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
1688 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001689 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001690 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255);
1691
1692 // NPOT texture with TEXTURE_MIN_FILTER set to LINEAR should draw
1693 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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
1698 // Check that glTexImage2D for POT texture succeeds
Jamie Madill50cf2be2018-06-15 09:46:57 -04001699 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, potTexSize, potTexSize, 0, GL_ALPHA, GL_UNSIGNED_BYTE,
1700 pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07001701 EXPECT_GL_NO_ERROR();
1702
1703 // Check that generateMipmap for an POT texture succeeds
1704 glGenerateMipmap(GL_TEXTURE_2D);
1705 EXPECT_GL_NO_ERROR();
1706
1707 // POT texture with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR should draw
1708 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1709 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1710 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1711 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1712 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001713 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001714 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64);
1715 EXPECT_GL_NO_ERROR();
1716}
Jamie Madillfa05f602015-05-07 13:47:11 -04001717
Austin Kinross08528e12015-10-07 16:24:40 -07001718// Test to ensure that glTexSubImage2D always accepts data for non-power-of-two subregions.
1719// ANGLE previously rejected this if GL_OES_texture_npot wasn't active, which is incorrect.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001720TEST_P(Texture2DTest, NPOTSubImageParameters)
Austin Kinross08528e12015-10-07 16:24:40 -07001721{
1722 glActiveTexture(GL_TEXTURE0);
1723 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1724
1725 // Create an 8x8 (i.e. power-of-two) texture.
1726 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1727 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1728 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1729 glGenerateMipmap(GL_TEXTURE_2D);
1730
1731 // Supply a 3x3 (i.e. non-power-of-two) subimage to the texture.
1732 // This should always work, even if GL_OES_texture_npot isn't active.
Geoff Langfb052642017-10-24 13:42:09 -04001733 std::array<GLColor, 3 * 3> data;
1734 glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 3, 3, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
Austin Kinross08528e12015-10-07 16:24:40 -07001735
1736 EXPECT_GL_NO_ERROR();
1737}
1738
Olli Etuahoa7416ff2016-01-18 12:22:55 +02001739// Test to check that texture completeness is determined correctly when the texture base level is
1740// greater than 0, and also that level 0 is not sampled when base level is greater than 0.
1741TEST_P(Texture2DTestES3, DrawWithBaseLevel1)
1742{
1743 glActiveTexture(GL_TEXTURE0);
1744 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Olli Etuahoa314b612016-03-10 16:43:00 +02001745
1746 std::vector<GLColor> texDataRed(4u * 4u, GLColor::red);
1747 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
1748 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1749 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1750 texDataGreen.data());
1751 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1752 texDataGreen.data());
Olli Etuahoa7416ff2016-01-18 12:22:55 +02001753 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1754 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1755 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1756
1757 EXPECT_GL_NO_ERROR();
1758
1759 drawQuad(mProgram, "position", 0.5f);
1760
Olli Etuahoa314b612016-03-10 16:43:00 +02001761 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1762}
1763
1764// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
1765// have images defined.
1766TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeUndefined)
1767{
Yunchao He9550c602018-02-13 14:47:05 +08001768 // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
1769 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
1770
Olli Etuahoa314b612016-03-10 16:43:00 +02001771 glActiveTexture(GL_TEXTURE0);
1772 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1773 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1774 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1775 texDataGreen.data());
1776 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1777 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1778 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1779 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
1780
1781 EXPECT_GL_NO_ERROR();
1782
1783 drawQuad(mProgram, "position", 0.5f);
1784
1785 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1786}
1787
Olli Etuahoe8528d82016-05-16 17:50:52 +03001788// Test that drawing works correctly when level 0 is undefined and base level is 1.
1789TEST_P(Texture2DTestES3, DrawWithLevelZeroUndefined)
1790{
Yunchao He9550c602018-02-13 14:47:05 +08001791 // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
1792 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
1793
Olli Etuahoe8528d82016-05-16 17:50:52 +03001794 glActiveTexture(GL_TEXTURE0);
1795 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1796 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1797 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1798 texDataGreen.data());
1799 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1800 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1801 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1802 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
1803
1804 EXPECT_GL_NO_ERROR();
1805
1806 // Texture is incomplete.
1807 drawQuad(mProgram, "position", 0.5f);
1808 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
1809
1810 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1811 texDataGreen.data());
1812
1813 // Texture is now complete.
1814 drawQuad(mProgram, "position", 0.5f);
1815 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1816}
1817
Olli Etuahoa314b612016-03-10 16:43:00 +02001818// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
1819// dimensions that don't fit the images inside the range.
1820// GLES 3.0.4 section 3.8.13 Texture completeness
1821TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
1822{
Olli Etuahoa314b612016-03-10 16:43:00 +02001823 glActiveTexture(GL_TEXTURE0);
1824 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1825 std::vector<GLColor> texDataRed(8u * 8u, GLColor::red);
1826 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1827 std::vector<GLColor> texDataCyan(2u * 2u, GLColor::cyan);
1828
1829 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1830 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1831
1832 // Two levels that are initially unused.
1833 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
1834 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1835 texDataCyan.data());
1836
1837 // One level that is used - only this level should affect completeness.
1838 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1839 texDataGreen.data());
1840
1841 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1842 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
1843
1844 EXPECT_GL_NO_ERROR();
1845
1846 drawQuad(mProgram, "position", 0.5f);
1847
1848 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1849
Yunchao He2f23f352018-02-11 22:11:37 +08001850 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
Olli Etuahoa314b612016-03-10 16:43:00 +02001851
1852 // Switch the level that is being used to the cyan level 2.
1853 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
1854 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
1855
1856 EXPECT_GL_NO_ERROR();
1857
1858 drawQuad(mProgram, "position", 0.5f);
1859
1860 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
1861}
1862
1863// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
1864// have images defined.
1865TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeUndefined)
1866{
Olli Etuahoa314b612016-03-10 16:43:00 +02001867 glActiveTexture(GL_TEXTURE0);
1868 glBindTexture(GL_TEXTURE_3D, mTexture3D);
1869 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1870 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1871 texDataGreen.data());
1872 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1873 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1874 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1);
1875 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
1876
1877 EXPECT_GL_NO_ERROR();
1878
1879 drawQuad(mProgram, "position", 0.5f);
1880
1881 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1882}
1883
1884// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
1885// dimensions that don't fit the images inside the range.
1886// GLES 3.0.4 section 3.8.13 Texture completeness
1887TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
1888{
Olli Etuahoa314b612016-03-10 16:43:00 +02001889 glActiveTexture(GL_TEXTURE0);
1890 glBindTexture(GL_TEXTURE_3D, mTexture3D);
1891 std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red);
1892 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1893 std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan);
1894
1895 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1896 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1897
1898 // Two levels that are initially unused.
1899 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1900 texDataRed.data());
1901 glTexImage3D(GL_TEXTURE_3D, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1902 texDataCyan.data());
1903
1904 // One level that is used - only this level should affect completeness.
1905 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1906 texDataGreen.data());
1907
1908 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1);
1909 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
1910
1911 EXPECT_GL_NO_ERROR();
1912
1913 drawQuad(mProgram, "position", 0.5f);
1914
1915 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1916
Yunchao He2f23f352018-02-11 22:11:37 +08001917 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
Olli Etuahoa314b612016-03-10 16:43:00 +02001918
1919 // Switch the level that is being used to the cyan level 2.
1920 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 2);
1921 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 2);
1922
1923 EXPECT_GL_NO_ERROR();
1924
1925 drawQuad(mProgram, "position", 0.5f);
1926
1927 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
1928}
1929
1930// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
1931// have images defined.
1932TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeUndefined)
1933{
Olli Etuahoa314b612016-03-10 16:43:00 +02001934 glActiveTexture(GL_TEXTURE0);
1935 glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
1936 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1937 glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1938 texDataGreen.data());
1939 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1940 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1941 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1);
1942 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
1943
1944 EXPECT_GL_NO_ERROR();
1945
1946 drawQuad(mProgram, "position", 0.5f);
1947
1948 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1949}
1950
1951// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
1952// dimensions that don't fit the images inside the range.
1953// GLES 3.0.4 section 3.8.13 Texture completeness
1954TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
1955{
Olli Etuahoa314b612016-03-10 16:43:00 +02001956 glActiveTexture(GL_TEXTURE0);
1957 glBindTexture(GL_TEXTURE_3D, m2DArrayTexture);
1958 std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red);
1959 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1960 std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan);
1961
1962 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1963 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1964
1965 // Two levels that are initially unused.
1966 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1967 texDataRed.data());
1968 glTexImage3D(GL_TEXTURE_2D_ARRAY, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1969 texDataCyan.data());
1970
1971 // One level that is used - only this level should affect completeness.
1972 glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1973 texDataGreen.data());
1974
1975 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1);
1976 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
1977
1978 EXPECT_GL_NO_ERROR();
1979
1980 drawQuad(mProgram, "position", 0.5f);
1981
1982 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1983
Yunchao He2f23f352018-02-11 22:11:37 +08001984 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
1985
Yunchao He9550c602018-02-13 14:47:05 +08001986 // NVIDIA was observed drawing color 0,0,0,0 instead of the texture color after the base
1987 // level was changed.
1988 ANGLE_SKIP_TEST_IF(IsNVIDIA() && (IsOpenGL() || IsOpenGLES()));
Olli Etuahoa314b612016-03-10 16:43:00 +02001989
1990 // Switch the level that is being used to the cyan level 2.
1991 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 2);
1992 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 2);
1993
1994 EXPECT_GL_NO_ERROR();
1995
1996 drawQuad(mProgram, "position", 0.5f);
1997
1998 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
1999}
2000
2001// Test that texture completeness is updated if texture max level changes.
2002// GLES 3.0.4 section 3.8.13 Texture completeness
2003TEST_P(Texture2DTestES3, TextureCompletenessChangesWithMaxLevel)
2004{
Olli Etuahoa314b612016-03-10 16:43:00 +02002005 glActiveTexture(GL_TEXTURE0);
2006 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2007 std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green);
2008
2009 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2010 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2011
2012 // A level that is initially unused.
2013 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2014 texDataGreen.data());
2015
2016 // One level that is initially used - only this level should affect completeness.
2017 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2018 texDataGreen.data());
2019
2020 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2021 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2022
2023 EXPECT_GL_NO_ERROR();
2024
2025 drawQuad(mProgram, "position", 0.5f);
2026
2027 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2028
2029 // Switch the max level to level 1. The levels within the used range now have inconsistent
2030 // dimensions and the texture should be incomplete.
2031 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
2032
2033 EXPECT_GL_NO_ERROR();
2034
2035 drawQuad(mProgram, "position", 0.5f);
2036
2037 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2038}
2039
2040// Test that 3D texture completeness is updated if texture max level changes.
2041// GLES 3.0.4 section 3.8.13 Texture completeness
2042TEST_P(Texture3DTestES3, Texture3DCompletenessChangesWithMaxLevel)
2043{
Olli Etuahoa314b612016-03-10 16:43:00 +02002044 glActiveTexture(GL_TEXTURE0);
2045 glBindTexture(GL_TEXTURE_3D, mTexture3D);
2046 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
2047
2048 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2049 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2050
2051 // A level that is initially unused.
2052 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 1, 1, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2053 texDataGreen.data());
2054
2055 // One level that is initially used - only this level should affect completeness.
2056 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2057 texDataGreen.data());
2058
2059 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
2060 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
2061
2062 EXPECT_GL_NO_ERROR();
2063
2064 drawQuad(mProgram, "position", 0.5f);
2065
2066 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2067
2068 // Switch the max level to level 1. The levels within the used range now have inconsistent
2069 // dimensions and the texture should be incomplete.
2070 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
2071
2072 EXPECT_GL_NO_ERROR();
2073
2074 drawQuad(mProgram, "position", 0.5f);
2075
2076 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2077}
2078
2079// Test that texture completeness is updated if texture base level changes.
2080// GLES 3.0.4 section 3.8.13 Texture completeness
2081TEST_P(Texture2DTestES3, TextureCompletenessChangesWithBaseLevel)
2082{
Olli Etuahoa314b612016-03-10 16:43:00 +02002083 glActiveTexture(GL_TEXTURE0);
2084 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2085 std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green);
2086
2087 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2088 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2089
2090 // Two levels that are initially unused.
2091 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2092 texDataGreen.data());
2093 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2094 texDataGreen.data());
2095
2096 // One level that is initially used - only this level should affect completeness.
2097 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2098 texDataGreen.data());
2099
2100 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
2101 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
2102
2103 EXPECT_GL_NO_ERROR();
2104
2105 drawQuad(mProgram, "position", 0.5f);
2106
2107 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2108
2109 // Switch the base level to level 1. The levels within the used range now have inconsistent
2110 // dimensions and the texture should be incomplete.
2111 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2112
2113 EXPECT_GL_NO_ERROR();
2114
2115 drawQuad(mProgram, "position", 0.5f);
2116
2117 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2118}
2119
2120// Test that texture is not complete if base level is greater than max level.
2121// GLES 3.0.4 section 3.8.13 Texture completeness
2122TEST_P(Texture2DTestES3, TextureBaseLevelGreaterThanMaxLevel)
2123{
Olli Etuahoa314b612016-03-10 16:43:00 +02002124 glActiveTexture(GL_TEXTURE0);
2125 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2126
2127 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2128 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2129
2130 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2131
2132 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2133 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2134
2135 EXPECT_GL_NO_ERROR();
2136
2137 drawQuad(mProgram, "position", 0.5f);
2138
2139 // Texture should be incomplete.
2140 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2141}
2142
2143// Test that immutable texture base level and max level are clamped.
2144// GLES 3.0.4 section 3.8.10 subsection Mipmapping
2145TEST_P(Texture2DTestES3, ImmutableTextureBaseLevelOutOfRange)
2146{
Olli Etuahoa314b612016-03-10 16:43:00 +02002147 glActiveTexture(GL_TEXTURE0);
2148 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2149
2150 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2151 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2152
2153 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
2154
2155 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2156
2157 // For immutable-format textures, base level should be clamped to [0, levels - 1], and max level
2158 // should be clamped to [base_level, levels - 1].
2159 // GLES 3.0.4 section 3.8.10 subsection Mipmapping
2160 // In the case of this test, those rules make the effective base level and max level 0.
2161 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2162 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000);
2163
2164 EXPECT_GL_NO_ERROR();
2165
2166 drawQuad(mProgram, "position", 0.5f);
2167
2168 // Texture should be complete.
2169 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2170}
2171
Olli Etuaho87fc71c2016-05-11 14:25:21 +03002172// Test that changing base level works when it affects the format of the texture.
2173TEST_P(Texture2DTestES3, TextureFormatChangesWithBaseLevel)
2174{
Yunchao He9550c602018-02-13 14:47:05 +08002175 // Observed rendering corruption on NVIDIA OpenGL.
2176 ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGL());
2177
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002178 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsDesktopOpenGL());
Yunchao He9550c602018-02-13 14:47:05 +08002179
2180 // Observed incorrect rendering on AMD OpenGL.
2181 ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL());
Olli Etuaho87fc71c2016-05-11 14:25:21 +03002182
2183 glActiveTexture(GL_TEXTURE0);
2184 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2185 std::vector<GLColor> texDataCyan(4u * 4u, GLColor::cyan);
2186 std::vector<GLColor> texDataGreen(4u * 4u, GLColor::green);
2187
2188 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2189 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2190
2191 // RGBA8 level that's initially unused.
2192 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2193 texDataCyan.data());
2194
2195 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2196 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
2197
2198 // RG8 level that's initially used, with consistent dimensions with level 0 but a different
2199 // format. It reads green channel data from the green and alpha channels of texDataGreen
2200 // (this is a bit hacky but works).
2201 glTexImage2D(GL_TEXTURE_2D, 1, GL_RG8, 2, 2, 0, GL_RG, GL_UNSIGNED_BYTE, texDataGreen.data());
2202
2203 EXPECT_GL_NO_ERROR();
2204
2205 drawQuad(mProgram, "position", 0.5f);
2206
2207 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2208
2209 // Switch the texture to use the cyan level 0 with the RGBA format.
2210 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2211 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2212
2213 EXPECT_GL_NO_ERROR();
2214
2215 drawQuad(mProgram, "position", 0.5f);
2216
2217 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
2218}
2219
Olli Etuahoa314b612016-03-10 16:43:00 +02002220// Test that setting a texture image works when base level is out of range.
2221TEST_P(Texture2DTestES3, SetImageWhenBaseLevelOutOfRange)
2222{
2223 glActiveTexture(GL_TEXTURE0);
2224 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2225
2226 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2227 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2228
2229 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2230 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000);
2231
2232 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2233
2234 EXPECT_GL_NO_ERROR();
2235
2236 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2237
2238 drawQuad(mProgram, "position", 0.5f);
2239
2240 // Texture should be complete.
2241 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Olli Etuahoa7416ff2016-01-18 12:22:55 +02002242}
2243
Jamie Madill50cf2be2018-06-15 09:46:57 -04002244// In the D3D11 renderer, we need to initialize some texture formats, to fill empty channels. EG
2245// RBA->RGBA8, with 1.0 in the alpha channel. This test covers a bug where redefining array textures
2246// with these formats does not work as expected.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002247TEST_P(Texture2DArrayTestES3, RedefineInittableArray)
Jamie Madill2453dbc2015-07-14 11:35:42 -04002248{
2249 std::vector<GLubyte> pixelData;
2250 for (size_t count = 0; count < 5000; count++)
2251 {
2252 pixelData.push_back(0u);
2253 pixelData.push_back(255u);
2254 pixelData.push_back(0u);
2255 }
2256
2257 glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002258 glUseProgram(mProgram);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002259 glUniform1i(mTextureArrayLocation, 0);
2260
2261 // The first draw worked correctly.
Jamie Madill50cf2be2018-06-15 09:46:57 -04002262 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
2263 &pixelData[0]);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002264
2265 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2266 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2267 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
2268 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002269 drawQuad(mProgram, "position", 1.0f);
Olli Etuahoa314b612016-03-10 16:43:00 +02002270 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002271
2272 // The dimension of the respecification must match the original exactly to trigger the bug.
Jamie Madill50cf2be2018-06-15 09:46:57 -04002273 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
2274 &pixelData[0]);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002275 drawQuad(mProgram, "position", 1.0f);
Olli Etuahoa314b612016-03-10 16:43:00 +02002276 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002277
2278 ASSERT_GL_NO_ERROR();
2279}
2280
Olli Etuaho1a679902016-01-14 12:21:47 +02002281// Test shadow sampler and regular non-shadow sampler coexisting in the same shader.
2282// This test is needed especially to confirm that sampler registers get assigned correctly on
2283// the HLSL backend even when there's a mix of different HLSL sampler and texture types.
2284TEST_P(ShadowSamplerPlusSampler3DTestES3, ShadowSamplerPlusSampler3DDraw)
2285{
2286 glActiveTexture(GL_TEXTURE0);
2287 glBindTexture(GL_TEXTURE_3D, mTexture3D);
2288 GLubyte texData[4];
2289 texData[0] = 0;
2290 texData[1] = 60;
2291 texData[2] = 0;
2292 texData[3] = 255;
2293 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
2294
2295 glActiveTexture(GL_TEXTURE1);
2296 glBindTexture(GL_TEXTURE_2D, mTextureShadow);
2297 GLfloat depthTexData[1];
2298 depthTexData[0] = 0.5f;
2299 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
2300 depthTexData);
2301
2302 glUseProgram(mProgram);
2303 glUniform1f(mDepthRefUniformLocation, 0.3f);
2304 glUniform1i(mTexture3DUniformLocation, 0);
2305 glUniform1i(mTextureShadowUniformLocation, 1);
2306
2307 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2308 drawQuad(mProgram, "position", 0.5f);
2309 EXPECT_GL_NO_ERROR();
2310 // The shader writes 0.5 * <comparison result (1.0)> + <texture color>
2311 EXPECT_PIXEL_NEAR(0, 0, 128, 188, 128, 255, 2);
2312
2313 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GREATER);
2314 drawQuad(mProgram, "position", 0.5f);
2315 EXPECT_GL_NO_ERROR();
2316 // The shader writes 0.5 * <comparison result (0.0)> + <texture color>
2317 EXPECT_PIXEL_NEAR(0, 0, 0, 60, 0, 255, 2);
2318}
2319
Olli Etuahoc8c99a02016-01-14 16:47:22 +02002320// Test multiple different sampler types in the same shader.
2321// This test makes sure that even if sampler / texture registers get grouped together based on type
2322// or otherwise get shuffled around in the HLSL backend of the shader translator, the D3D renderer
2323// still has the right register index information for each ESSL sampler.
2324// The tested ESSL samplers have the following types in D3D11 HLSL:
2325// sampler2D: Texture2D + SamplerState
2326// samplerCube: TextureCube + SamplerState
2327// sampler2DShadow: Texture2D + SamplerComparisonState
2328// samplerCubeShadow: TextureCube + SamplerComparisonState
2329TEST_P(SamplerTypeMixTestES3, SamplerTypeMixDraw)
2330{
2331 glActiveTexture(GL_TEXTURE0);
2332 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2333 GLubyte texData[4];
2334 texData[0] = 0;
2335 texData[1] = 0;
2336 texData[2] = 120;
2337 texData[3] = 255;
2338 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
2339
2340 glActiveTexture(GL_TEXTURE1);
2341 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
2342 texData[0] = 0;
2343 texData[1] = 90;
2344 texData[2] = 0;
2345 texData[3] = 255;
2346 glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA8, 1, 1);
2347 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
2348 texData);
2349
2350 glActiveTexture(GL_TEXTURE2);
2351 glBindTexture(GL_TEXTURE_2D, mTexture2DShadow);
2352 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2353 GLfloat depthTexData[1];
2354 depthTexData[0] = 0.5f;
2355 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
2356 depthTexData);
2357
2358 glActiveTexture(GL_TEXTURE3);
2359 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCubeShadow);
2360 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2361 depthTexData[0] = 0.2f;
2362 glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_DEPTH_COMPONENT32F, 1, 1);
2363 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT,
2364 depthTexData);
2365
2366 EXPECT_GL_NO_ERROR();
2367
2368 glUseProgram(mProgram);
2369 glUniform1f(mDepthRefUniformLocation, 0.3f);
2370 glUniform1i(mTexture2DUniformLocation, 0);
2371 glUniform1i(mTextureCubeUniformLocation, 1);
2372 glUniform1i(mTexture2DShadowUniformLocation, 2);
2373 glUniform1i(mTextureCubeShadowUniformLocation, 3);
2374
2375 drawQuad(mProgram, "position", 0.5f);
2376 EXPECT_GL_NO_ERROR();
2377 // The shader writes:
2378 // <texture 2d color> +
2379 // <cube map color> +
2380 // 0.25 * <comparison result (1.0)> +
2381 // 0.125 * <comparison result (0.0)>
2382 EXPECT_PIXEL_NEAR(0, 0, 64, 154, 184, 255, 2);
2383}
2384
Olli Etuahobce743a2016-01-15 17:18:28 +02002385// Test different base levels on textures accessed through the same sampler array.
2386// Calling textureSize() on the samplers hits the D3D sampler metadata workaround.
2387TEST_P(TextureSizeTextureArrayTest, BaseLevelVariesInTextureArray)
2388{
Yunchao He9550c602018-02-13 14:47:05 +08002389 ANGLE_SKIP_TEST_IF(IsAMD() && IsD3D11());
2390
Olli Etuahobce743a2016-01-15 17:18:28 +02002391 glActiveTexture(GL_TEXTURE0);
2392 glBindTexture(GL_TEXTURE_2D, mTexture2DA);
2393 GLsizei size = 64;
2394 for (GLint level = 0; level < 7; ++level)
2395 {
2396 ASSERT_LT(0, size);
2397 glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2398 nullptr);
2399 size = size / 2;
2400 }
2401 ASSERT_EQ(0, size);
2402 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2403
2404 glActiveTexture(GL_TEXTURE1);
2405 glBindTexture(GL_TEXTURE_2D, mTexture2DB);
2406 size = 128;
2407 for (GLint level = 0; level < 8; ++level)
2408 {
2409 ASSERT_LT(0, size);
2410 glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2411 nullptr);
2412 size = size / 2;
2413 }
2414 ASSERT_EQ(0, size);
2415 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 3);
2416 EXPECT_GL_NO_ERROR();
2417
2418 glUseProgram(mProgram);
2419 glUniform1i(mTexture0Location, 0);
2420 glUniform1i(mTexture1Location, 1);
2421
Olli Etuaho5804dc82018-04-13 14:11:46 +03002422 drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
Olli Etuahobce743a2016-01-15 17:18:28 +02002423 EXPECT_GL_NO_ERROR();
2424 // Red channel: width of level 1 of texture A: 32.
2425 // Green channel: width of level 3 of texture B: 16.
2426 EXPECT_PIXEL_NEAR(0, 0, 32, 16, 0, 255, 2);
2427}
2428
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002429// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2430// ES 3.0.4 table 3.24
2431TEST_P(Texture2DTestES3, TextureRGBImplicitAlpha1)
2432{
2433 glActiveTexture(GL_TEXTURE0);
2434 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2435 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
2436 EXPECT_GL_NO_ERROR();
2437
2438 drawQuad(mProgram, "position", 0.5f);
2439
2440 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2441}
2442
2443// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2444// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002445TEST_P(Texture2DTest, TextureLuminanceImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002446{
Luc Ferron5164b792018-03-06 09:10:12 -05002447 setUpProgram();
2448
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002449 glActiveTexture(GL_TEXTURE0);
2450 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2451 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, nullptr);
2452 EXPECT_GL_NO_ERROR();
2453
2454 drawQuad(mProgram, "position", 0.5f);
2455
2456 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2457}
2458
Luc Ferron5164b792018-03-06 09:10:12 -05002459// Validate that every component of the pixel will be equal to the luminance value we've set
2460// and that the alpha channel will be 1 (or 255 to be exact).
2461TEST_P(Texture2DTest, TextureLuminanceRGBSame)
2462{
2463 setUpProgram();
2464
2465 glActiveTexture(GL_TEXTURE0);
2466 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2467 uint8_t pixel = 50;
2468 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, 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, pixel, pixel, 255));
2474}
2475
2476// Validate that every component of the pixel will be equal to the luminance value we've set
2477// and that the alpha channel will be the second component.
2478TEST_P(Texture2DTest, TextureLuminanceAlphaRGBSame)
2479{
2480 setUpProgram();
2481
2482 glActiveTexture(GL_TEXTURE0);
2483 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2484 uint8_t pixel[] = {50, 25};
2485 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 1, 1, 0, GL_LUMINANCE_ALPHA,
2486 GL_UNSIGNED_BYTE, pixel);
2487 EXPECT_GL_NO_ERROR();
2488
2489 drawQuad(mProgram, "position", 0.5f);
2490
2491 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(pixel[0], pixel[0], pixel[0], pixel[1]));
2492}
2493
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002494// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2495// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002496TEST_P(Texture2DTest, TextureLuminance32ImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002497{
Luc Ferrond8c632c2018-04-10 12:31:44 -04002498 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_float"));
2499 ANGLE_SKIP_TEST_IF(IsD3D9());
2500 ANGLE_SKIP_TEST_IF(IsVulkan());
Luc Ferron5164b792018-03-06 09:10:12 -05002501
2502 setUpProgram();
2503
Luc Ferrond8c632c2018-04-10 12:31:44 -04002504 glActiveTexture(GL_TEXTURE0);
2505 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2506 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_FLOAT, nullptr);
2507 EXPECT_GL_NO_ERROR();
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002508
Luc Ferrond8c632c2018-04-10 12:31:44 -04002509 drawQuad(mProgram, "position", 0.5f);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002510
Luc Ferrond8c632c2018-04-10 12:31:44 -04002511 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002512}
2513
2514// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2515// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002516TEST_P(Texture2DTest, TextureLuminance16ImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002517{
Luc Ferrond8c632c2018-04-10 12:31:44 -04002518 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_float"));
2519 ANGLE_SKIP_TEST_IF(IsD3D9());
2520 ANGLE_SKIP_TEST_IF(IsVulkan());
2521 ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGLES());
2522 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1420 is fixed
2523 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
Luc Ferron5164b792018-03-06 09:10:12 -05002524
Luc Ferrond8c632c2018-04-10 12:31:44 -04002525 setUpProgram();
Luc Ferron5164b792018-03-06 09:10:12 -05002526
Luc Ferrond8c632c2018-04-10 12:31:44 -04002527 glActiveTexture(GL_TEXTURE0);
2528 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2529 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_HALF_FLOAT_OES, nullptr);
2530 EXPECT_GL_NO_ERROR();
Yunchao He9550c602018-02-13 14:47:05 +08002531
Luc Ferrond8c632c2018-04-10 12:31:44 -04002532 drawQuad(mProgram, "position", 0.5f);
Yuly Novikovafcec832016-06-21 22:19:51 -04002533
Luc Ferrond8c632c2018-04-10 12:31:44 -04002534 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002535}
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(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB8UIImplicitAlpha1)
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 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, nullptr);
2546 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2547 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2548 EXPECT_GL_NO_ERROR();
2549
2550 drawQuad(mProgram, "position", 0.5f);
2551
2552 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2553}
2554
2555// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2556// ES 3.0.4 table 3.24
2557TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB8IImplicitAlpha1)
2558{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002559 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2560
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002561 glActiveTexture(GL_TEXTURE0);
2562 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2563
2564 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8I, 1, 1, 0, GL_RGB_INTEGER, GL_BYTE, 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(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB16UIImplicitAlpha1)
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_RGB16UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_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(Texture2DIntegerAlpha1TestES3, TextureRGB16IImplicitAlpha1)
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_RGB16I, 1, 1, 0, GL_RGB_INTEGER, GL_SHORT, 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(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB32UIImplicitAlpha1)
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_RGB32UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_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(Texture2DIntegerAlpha1TestES3, TextureRGB32IImplicitAlpha1)
2631{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002632 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2633
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002634 glActiveTexture(GL_TEXTURE0);
2635 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2636 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32I, 1, 1, 0, GL_RGB_INTEGER, GL_INT, nullptr);
2637 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2638 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2639 EXPECT_GL_NO_ERROR();
2640
2641 drawQuad(mProgram, "position", 0.5f);
2642
2643 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2644}
2645
2646// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2647// ES 3.0.4 table 3.24
2648TEST_P(Texture2DTestES3, TextureRGBSNORMImplicitAlpha1)
2649{
2650 glActiveTexture(GL_TEXTURE0);
2651 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2652 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8_SNORM, 1, 1, 0, GL_RGB, GL_BYTE, nullptr);
2653 EXPECT_GL_NO_ERROR();
2654
2655 drawQuad(mProgram, "position", 0.5f);
2656
2657 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2658}
2659
2660// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2661// ES 3.0.4 table 3.24
2662TEST_P(Texture2DTestES3, TextureRGB9E5ImplicitAlpha1)
2663{
2664 glActiveTexture(GL_TEXTURE0);
2665 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2666 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB9_E5, 1, 1, 0, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV,
2667 nullptr);
2668 EXPECT_GL_NO_ERROR();
2669
2670 drawQuad(mProgram, "position", 0.5f);
2671
2672 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2673}
2674
2675// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2676// ES 3.0.4 table 3.24
2677TEST_P(Texture2DTestES3, TextureCOMPRESSEDRGB8ETC2ImplicitAlpha1)
2678{
Yunchao He9550c602018-02-13 14:47:05 +08002679 // Seems to fail on OSX 10.12 Intel.
2680 ANGLE_SKIP_TEST_IF(IsOSX() && IsIntel() && IsOpenGL());
Jamie Madillbb1db482017-01-10 10:48:32 -05002681
Yuly Novikov49886892018-01-23 21:18:27 -05002682 // http://anglebug.com/2190
2683 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA() && IsDesktopOpenGL());
2684
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002685 glActiveTexture(GL_TEXTURE0);
2686 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2687 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB8_ETC2, 1, 1, 0, 8, nullptr);
2688 EXPECT_GL_NO_ERROR();
2689
2690 drawQuad(mProgram, "position", 0.5f);
2691
2692 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2693}
2694
2695// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2696// ES 3.0.4 table 3.24
2697TEST_P(Texture2DTestES3, TextureCOMPRESSEDSRGB8ETC2ImplicitAlpha1)
2698{
Yunchao He9550c602018-02-13 14:47:05 +08002699 // Seems to fail on OSX 10.12 Intel.
2700 ANGLE_SKIP_TEST_IF(IsOSX() && IsIntel() && IsOpenGL());
Corentin Wallez9e3c6152016-03-29 21:58:33 -04002701
Yuly Novikov49886892018-01-23 21:18:27 -05002702 // http://anglebug.com/2190
2703 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA() && IsDesktopOpenGL());
2704
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002705 glActiveTexture(GL_TEXTURE0);
2706 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2707 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_SRGB8_ETC2, 1, 1, 0, 8, nullptr);
2708 EXPECT_GL_NO_ERROR();
2709
2710 drawQuad(mProgram, "position", 0.5f);
2711
2712 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2713}
2714
Olli Etuaho96963162016-03-21 11:54:33 +02002715// Use a sampler in a uniform struct.
2716TEST_P(SamplerInStructTest, SamplerInStruct)
2717{
2718 runSamplerInStructTest();
2719}
2720
2721// Use a sampler in a uniform struct that's passed as a function parameter.
2722TEST_P(SamplerInStructAsFunctionParameterTest, SamplerInStructAsFunctionParameter)
2723{
Yuly Novikovad6c0452016-06-24 22:24:37 -04002724 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08002725 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
Geoff Lang8fcdf6e2016-09-16 10:45:30 -04002726
Olli Etuaho96963162016-03-21 11:54:33 +02002727 runSamplerInStructTest();
2728}
2729
2730// Use a sampler in a uniform struct array with a struct from the array passed as a function
2731// parameter.
2732TEST_P(SamplerInStructArrayAsFunctionParameterTest, SamplerInStructArrayAsFunctionParameter)
2733{
Yuly Novikovad6c0452016-06-24 22:24:37 -04002734 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08002735 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
2736
Olli Etuaho96963162016-03-21 11:54:33 +02002737 runSamplerInStructTest();
2738}
2739
2740// Use a sampler in a struct inside a uniform struct with the nested struct passed as a function
2741// parameter.
2742TEST_P(SamplerInNestedStructAsFunctionParameterTest, SamplerInNestedStructAsFunctionParameter)
2743{
Yuly Novikovad6c0452016-06-24 22:24:37 -04002744 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08002745 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
2746
Olli Etuaho96963162016-03-21 11:54:33 +02002747 runSamplerInStructTest();
2748}
2749
2750// Make sure that there isn't a name conflict between sampler extracted from a struct and a
2751// similarly named uniform.
2752TEST_P(SamplerInStructAndOtherVariableTest, SamplerInStructAndOtherVariable)
2753{
2754 runSamplerInStructTest();
2755}
2756
Till Rathmannb8543632018-10-02 19:46:14 +02002757// GL_OES_texture_border_clamp
2758class TextureBorderClampTest : public Texture2DTest
2759{
2760 protected:
2761 TextureBorderClampTest() : Texture2DTest() {}
2762
2763 std::string getVertexShaderSource() override
2764 {
2765 return
2766 R"(precision highp float;
2767 attribute vec4 position;
2768 varying vec2 texcoord;
2769
2770 void main()
2771 {
2772 gl_Position = vec4(position.xy, 0.0, 1.0);
2773 // texcoords in [-0.5, 1.5]
2774 texcoord = (position.xy) + 0.5;
2775 })";
2776 }
2777
2778 void uploadTexture()
2779 {
2780 glActiveTexture(GL_TEXTURE0);
2781 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2782 std::vector<GLColor> texDataRed(1, GLColor::red);
2783 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2784 texDataRed.data());
2785 EXPECT_GL_NO_ERROR();
2786 }
2787};
2788
2789// Test if the color set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the texture in
2790// GL_CLAMP_TO_BORDER wrap mode (set with glTexParameter).
2791TEST_P(TextureBorderClampTest, TextureBorderClampFunctional)
2792{
2793 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
2794
2795 setUpProgram();
2796
2797 uploadTexture();
2798
2799 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
2800 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
2801 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2802 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2803 glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
2804 EXPECT_GL_NO_ERROR();
2805
2806 drawQuad(mProgram, "position", 0.5f);
2807
2808 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
2809 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2810 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
2811}
2812
2813// Test reading back GL_TEXTURE_BORDER_COLOR by glGetTexParameter.
2814TEST_P(TextureBorderClampTest, TextureBorderClampFunctional2)
2815{
2816 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
2817
2818 glActiveTexture(GL_TEXTURE0);
2819 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2820
2821 glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
2822
2823 GLint colorFixedPoint[4] = {0};
2824 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorFixedPoint);
2825 constexpr GLint colorGreenFixedPoint[4] = {0, std::numeric_limits<GLint>::max(), 0,
2826 std::numeric_limits<GLint>::max()};
2827 EXPECT_EQ(colorFixedPoint[0], colorGreenFixedPoint[0]);
2828 EXPECT_EQ(colorFixedPoint[1], colorGreenFixedPoint[1]);
2829 EXPECT_EQ(colorFixedPoint[2], colorGreenFixedPoint[2]);
2830 EXPECT_EQ(colorFixedPoint[3], colorGreenFixedPoint[3]);
2831
2832 constexpr GLint colorBlueFixedPoint[4] = {0, 0, std::numeric_limits<GLint>::max(),
2833 std::numeric_limits<GLint>::max()};
2834 glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorBlueFixedPoint);
2835
2836 GLfloat color[4] = {0.0f};
2837 glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
2838 EXPECT_EQ(color[0], kFloatBlue.R);
2839 EXPECT_EQ(color[1], kFloatBlue.G);
2840 EXPECT_EQ(color[2], kFloatBlue.B);
2841 EXPECT_EQ(color[3], kFloatBlue.A);
2842}
2843
2844// Test GL_TEXTURE_BORDER_COLOR parameter validation at glTexParameter.
2845TEST_P(TextureBorderClampTest, TextureBorderClampValidation)
2846{
2847 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
2848
2849 glActiveTexture(GL_TEXTURE0);
2850 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2851
2852 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, 1.0f);
2853 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2854
2855 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, std::numeric_limits<GLint>::max());
2856 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2857
2858 glTexParameterfv(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
2859 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2860
2861 GLint colorInt[4] = {0};
2862 glTexParameteriv(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BORDER_COLOR, colorInt);
2863 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2864
2865 if (getClientMajorVersion() < 3)
2866 {
2867 glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt);
2868 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2869 glGetTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt);
2870 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2871
2872 GLuint colorUInt[4] = {0};
2873 glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt);
2874 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2875 glGetTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt);
2876 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2877
2878 GLSampler sampler;
2879 glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt);
2880 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2881 glGetSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt);
2882 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2883
2884 glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt);
2885 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2886 glGetSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt);
2887 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2888 }
2889}
2890
2891class TextureBorderClampTestES3 : public TextureBorderClampTest
2892{
2893 protected:
2894 TextureBorderClampTestES3() : TextureBorderClampTest() {}
2895};
2896
2897// Test if the color set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the texture in
2898// GL_CLAMP_TO_BORDER wrap mode (set with glSamplerParameter).
2899TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Functional)
2900{
2901 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
2902
2903 setUpProgram();
2904
2905 uploadTexture();
2906
2907 GLSampler sampler;
2908 glBindSampler(0, sampler);
2909 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
2910 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
2911 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2912 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2913 glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
2914 EXPECT_GL_NO_ERROR();
2915
2916 drawQuad(mProgram, "position", 0.5f);
2917
2918 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
2919 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2920 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
2921}
2922
2923// Test reading back GL_TEXTURE_BORDER_COLOR by glGetSamplerParameter.
2924TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Functional2)
2925{
2926 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
2927
2928 glActiveTexture(GL_TEXTURE0);
2929
2930 GLSampler sampler;
2931 glBindSampler(0, sampler);
2932
2933 glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
2934
2935 GLint colorFixedPoint[4] = {0};
2936 glGetSamplerParameteriv(sampler, GL_TEXTURE_BORDER_COLOR, colorFixedPoint);
2937 constexpr GLint colorGreenFixedPoint[4] = {0, std::numeric_limits<GLint>::max(), 0,
2938 std::numeric_limits<GLint>::max()};
2939 EXPECT_EQ(colorFixedPoint[0], colorGreenFixedPoint[0]);
2940 EXPECT_EQ(colorFixedPoint[1], colorGreenFixedPoint[1]);
2941 EXPECT_EQ(colorFixedPoint[2], colorGreenFixedPoint[2]);
2942 EXPECT_EQ(colorFixedPoint[3], colorGreenFixedPoint[3]);
2943
2944 constexpr GLint colorBlueFixedPoint[4] = {0, 0, std::numeric_limits<GLint>::max(),
2945 std::numeric_limits<GLint>::max()};
2946 glSamplerParameteriv(sampler, GL_TEXTURE_BORDER_COLOR, colorBlueFixedPoint);
2947
2948 GLfloat color[4] = {0.0f};
2949 glGetSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, color);
2950 EXPECT_EQ(color[0], kFloatBlue.R);
2951 EXPECT_EQ(color[1], kFloatBlue.G);
2952 EXPECT_EQ(color[2], kFloatBlue.B);
2953 EXPECT_EQ(color[3], kFloatBlue.A);
2954
2955 constexpr GLint colorSomewhatRedInt[4] = {500000, 0, 0, std::numeric_limits<GLint>::max()};
2956 glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorSomewhatRedInt);
2957 GLint colorInt[4] = {0};
2958 glGetSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt);
2959 EXPECT_EQ(colorInt[0], colorSomewhatRedInt[0]);
2960 EXPECT_EQ(colorInt[1], colorSomewhatRedInt[1]);
2961 EXPECT_EQ(colorInt[2], colorSomewhatRedInt[2]);
2962 EXPECT_EQ(colorInt[3], colorSomewhatRedInt[3]);
2963
2964 constexpr GLuint colorSomewhatRedUInt[4] = {500000, 0, 0, std::numeric_limits<GLuint>::max()};
2965 glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorSomewhatRedUInt);
2966 GLuint colorUInt[4] = {0};
2967 glGetSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt);
2968 EXPECT_EQ(colorUInt[0], colorSomewhatRedUInt[0]);
2969 EXPECT_EQ(colorUInt[1], colorSomewhatRedUInt[1]);
2970 EXPECT_EQ(colorUInt[2], colorSomewhatRedUInt[2]);
2971 EXPECT_EQ(colorUInt[3], colorSomewhatRedUInt[3]);
2972
2973 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2974
2975 constexpr GLint colorSomewhatGreenInt[4] = {0, 500000, 0, std::numeric_limits<GLint>::max()};
2976 glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorSomewhatGreenInt);
2977 glGetTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt);
2978 EXPECT_EQ(colorInt[0], colorSomewhatGreenInt[0]);
2979 EXPECT_EQ(colorInt[1], colorSomewhatGreenInt[1]);
2980 EXPECT_EQ(colorInt[2], colorSomewhatGreenInt[2]);
2981 EXPECT_EQ(colorInt[3], colorSomewhatGreenInt[3]);
2982
2983 constexpr GLuint colorSomewhatGreenUInt[4] = {0, 500000, 0, std::numeric_limits<GLuint>::max()};
2984 glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorSomewhatGreenUInt);
2985 glGetTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt);
2986 EXPECT_EQ(colorUInt[0], colorSomewhatGreenUInt[0]);
2987 EXPECT_EQ(colorUInt[1], colorSomewhatGreenUInt[1]);
2988 EXPECT_EQ(colorUInt[2], colorSomewhatGreenUInt[2]);
2989 EXPECT_EQ(colorUInt[3], colorSomewhatGreenUInt[3]);
2990}
2991
2992// Test GL_TEXTURE_BORDER_COLOR parameter validation at glSamplerParameter.
2993TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Validation)
2994{
2995 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
2996
2997 glActiveTexture(GL_TEXTURE0);
2998
2999 GLSampler sampler;
3000 glBindSampler(0, sampler);
3001
3002 glSamplerParameterf(sampler, GL_TEXTURE_BORDER_COLOR, 1.0f);
3003 EXPECT_GL_ERROR(GL_INVALID_ENUM);
3004
3005 glSamplerParameteri(sampler, GL_TEXTURE_BORDER_COLOR, std::numeric_limits<GLint>::max());
3006 EXPECT_GL_ERROR(GL_INVALID_ENUM);
3007}
3008
3009class TextureBorderClampIntegerTestES3 : public Texture2DTest
3010{
3011 protected:
3012 TextureBorderClampIntegerTestES3() : Texture2DTest(), isUnsignedIntTest(false) {}
3013
3014 std::string getVertexShaderSource() override
3015 {
3016 return
3017 R"(#version 300 es
3018 out vec2 texcoord;
3019 in vec4 position;
3020
3021 void main()
3022 {
3023 gl_Position = vec4(position.xy, 0.0, 1.0);
3024 // texcoords in [-0.5, 1.5]
3025 texcoord = (position.xy) + 0.5;
3026 })";
3027 }
3028
3029 std::string getFragmentShaderSource()
3030 {
3031 // clang-format off
3032 return std::string(
3033 "#version 300 es\n"
3034 "precision highp float;\n"
3035 "uniform highp ") + (isUnsignedIntTest ? "usampler2D" : "isampler2D") + " tex;\n"
3036 "in vec2 texcoord;\n"
3037 "out vec4 fragColor;\n"
3038
3039 "void main()\n"
3040 "{\n"
3041 "vec4 red = vec4(1.0, 0.0, 0.0, 1.0);\n"
3042 "vec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n"
3043 "fragColor = (texture(tex, texcoord).r == " + (isUnsignedIntTest ? "150u" : "-50") + ")"
3044 " ? green : red;\n"
3045 "}\n";
3046 // clang-format on
3047 }
3048
3049 void uploadTexture()
3050 {
3051 glActiveTexture(GL_TEXTURE0);
3052 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3053 if (isUnsignedIntTest)
3054 {
3055 std::vector<GLubyte> texData(4, 100);
3056 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 1, 1, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE,
3057 texData.data());
3058 }
3059 else
3060 {
3061 std::vector<GLbyte> texData(4, 100);
3062 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8I, 1, 1, 0, GL_RGBA_INTEGER, GL_BYTE,
3063 texData.data());
3064 }
3065 EXPECT_GL_NO_ERROR();
3066 }
3067
3068 bool isUnsignedIntTest;
3069};
3070
3071// Test if the integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the
3072// integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIivOES).
3073TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampInteger)
3074{
3075 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
3076
3077 setUpProgram();
3078
3079 uploadTexture();
3080
3081 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
3082 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
3083 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3084 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3085
3086 constexpr GLint borderColor[4] = {-50, -50, -50, -50};
3087 glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
3088
3089 EXPECT_GL_NO_ERROR();
3090
3091 drawQuad(mProgram, "position", 0.5f);
3092
3093 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
3094 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3095 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
3096}
3097
3098// Test if the integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the
3099// integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIivOES).
3100TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampInteger2)
3101{
3102 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
3103
3104 setUpProgram();
3105
3106 uploadTexture();
3107
3108 GLSampler sampler;
3109 glBindSampler(0, sampler);
3110 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
3111 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
3112 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3113 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3114
3115 constexpr GLint borderColor[4] = {-50, -50, -50, -50};
3116 glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, borderColor);
3117
3118 EXPECT_GL_NO_ERROR();
3119
3120 drawQuad(mProgram, "position", 0.5f);
3121
3122 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
3123 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3124 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
3125}
3126
3127// Test if the unsigned integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside
3128// of the unsigned integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIuivOES).
3129TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampIntegerUnsigned)
3130{
3131 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
3132
3133 isUnsignedIntTest = true;
3134
3135 setUpProgram();
3136
3137 uploadTexture();
3138
3139 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
3140 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
3141 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3142 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3143
3144 constexpr GLuint borderColor[4] = {150, 150, 150, 150};
3145 glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
3146
3147 EXPECT_GL_NO_ERROR();
3148
3149 drawQuad(mProgram, "position", 0.5f);
3150
3151 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
3152 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3153 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
3154}
3155
3156// Test if the unsigned integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside
3157// of the unsigned integer texture in GL_CLAMP_TO_BORDER wrap mode (set with
3158// glSamplerParameterIuivOES).
3159TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampIntegerUnsigned2)
3160{
3161 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
3162
3163 isUnsignedIntTest = true;
3164
3165 setUpProgram();
3166
3167 uploadTexture();
3168
3169 GLSampler sampler;
3170 glBindSampler(0, sampler);
3171 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
3172 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
3173 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3174 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3175
3176 constexpr GLuint borderColor[4] = {150, 150, 150, 150};
3177 glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, borderColor);
3178
3179 EXPECT_GL_NO_ERROR();
3180
3181 drawQuad(mProgram, "position", 0.5f);
3182
3183 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
3184 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3185 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
3186}
3187
3188// ~GL_OES_texture_border_clamp
3189
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003190class TextureLimitsTest : public ANGLETest
3191{
3192 protected:
3193 struct RGBA8
3194 {
3195 uint8_t R, G, B, A;
3196 };
3197
3198 TextureLimitsTest()
3199 : mProgram(0), mMaxVertexTextures(0), mMaxFragmentTextures(0), mMaxCombinedTextures(0)
3200 {
3201 setWindowWidth(128);
3202 setWindowHeight(128);
3203 setConfigRedBits(8);
3204 setConfigGreenBits(8);
3205 setConfigBlueBits(8);
3206 setConfigAlphaBits(8);
3207 }
3208
Jamie Madill0fdb9562018-09-17 17:18:43 -04003209 void SetUp() override
3210 {
3211 ANGLETest::SetUp();
3212
3213 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &mMaxVertexTextures);
3214 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &mMaxFragmentTextures);
3215 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &mMaxCombinedTextures);
3216
3217 ASSERT_GL_NO_ERROR();
3218 }
3219
3220 void TearDown() override
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003221 {
3222 if (mProgram != 0)
3223 {
3224 glDeleteProgram(mProgram);
3225 mProgram = 0;
3226
3227 if (!mTextures.empty())
3228 {
3229 glDeleteTextures(static_cast<GLsizei>(mTextures.size()), &mTextures[0]);
3230 }
3231 }
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003232
Jamie Madill0fdb9562018-09-17 17:18:43 -04003233 ANGLETest::TearDown();
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003234 }
3235
3236 void compileProgramWithTextureCounts(const std::string &vertexPrefix,
3237 GLint vertexTextureCount,
3238 GLint vertexActiveTextureCount,
3239 const std::string &fragPrefix,
3240 GLint fragmentTextureCount,
3241 GLint fragmentActiveTextureCount)
3242 {
3243 std::stringstream vertexShaderStr;
3244 vertexShaderStr << "attribute vec2 position;\n"
3245 << "varying vec4 color;\n"
3246 << "varying vec2 texCoord;\n";
3247
3248 for (GLint textureIndex = 0; textureIndex < vertexTextureCount; ++textureIndex)
3249 {
3250 vertexShaderStr << "uniform sampler2D " << vertexPrefix << textureIndex << ";\n";
3251 }
3252
3253 vertexShaderStr << "void main() {\n"
3254 << " gl_Position = vec4(position, 0, 1);\n"
3255 << " texCoord = (position * 0.5) + 0.5;\n"
3256 << " color = vec4(0);\n";
3257
3258 for (GLint textureIndex = 0; textureIndex < vertexActiveTextureCount; ++textureIndex)
3259 {
3260 vertexShaderStr << " color += texture2D(" << vertexPrefix << textureIndex
3261 << ", texCoord);\n";
3262 }
3263
3264 vertexShaderStr << "}";
3265
3266 std::stringstream fragmentShaderStr;
3267 fragmentShaderStr << "varying mediump vec4 color;\n"
3268 << "varying mediump vec2 texCoord;\n";
3269
3270 for (GLint textureIndex = 0; textureIndex < fragmentTextureCount; ++textureIndex)
3271 {
3272 fragmentShaderStr << "uniform sampler2D " << fragPrefix << textureIndex << ";\n";
3273 }
3274
3275 fragmentShaderStr << "void main() {\n"
3276 << " gl_FragColor = color;\n";
3277
3278 for (GLint textureIndex = 0; textureIndex < fragmentActiveTextureCount; ++textureIndex)
3279 {
3280 fragmentShaderStr << " gl_FragColor += texture2D(" << fragPrefix << textureIndex
3281 << ", texCoord);\n";
3282 }
3283
3284 fragmentShaderStr << "}";
3285
3286 const std::string &vertexShaderSource = vertexShaderStr.str();
3287 const std::string &fragmentShaderSource = fragmentShaderStr.str();
3288
3289 mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
3290 }
3291
3292 RGBA8 getPixel(GLint texIndex)
3293 {
3294 RGBA8 pixel = {static_cast<uint8_t>(texIndex & 0x7u), static_cast<uint8_t>(texIndex >> 3),
3295 0, 255u};
3296 return pixel;
3297 }
3298
3299 void initTextures(GLint tex2DCount, GLint texCubeCount)
3300 {
3301 GLint totalCount = tex2DCount + texCubeCount;
3302 mTextures.assign(totalCount, 0);
3303 glGenTextures(totalCount, &mTextures[0]);
3304 ASSERT_GL_NO_ERROR();
3305
3306 std::vector<RGBA8> texData(16 * 16);
3307
3308 GLint texIndex = 0;
3309 for (; texIndex < tex2DCount; ++texIndex)
3310 {
3311 texData.assign(texData.size(), getPixel(texIndex));
3312 glActiveTexture(GL_TEXTURE0 + texIndex);
3313 glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
3314 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
3315 &texData[0]);
3316 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3317 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3318 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3319 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3320 }
3321
3322 ASSERT_GL_NO_ERROR();
3323
3324 for (; texIndex < texCubeCount; ++texIndex)
3325 {
3326 texData.assign(texData.size(), getPixel(texIndex));
3327 glActiveTexture(GL_TEXTURE0 + texIndex);
3328 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextures[texIndex]);
3329 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3330 GL_UNSIGNED_BYTE, &texData[0]);
3331 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3332 GL_UNSIGNED_BYTE, &texData[0]);
3333 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3334 GL_UNSIGNED_BYTE, &texData[0]);
3335 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3336 GL_UNSIGNED_BYTE, &texData[0]);
3337 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3338 GL_UNSIGNED_BYTE, &texData[0]);
3339 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3340 GL_UNSIGNED_BYTE, &texData[0]);
3341 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3342 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3343 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3344 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3345 }
3346
3347 ASSERT_GL_NO_ERROR();
3348 }
3349
3350 void testWithTextures(GLint vertexTextureCount,
3351 const std::string &vertexTexturePrefix,
3352 GLint fragmentTextureCount,
3353 const std::string &fragmentTexturePrefix)
3354 {
3355 // Generate textures
3356 initTextures(vertexTextureCount + fragmentTextureCount, 0);
3357
3358 glUseProgram(mProgram);
3359 RGBA8 expectedSum = {0};
3360 for (GLint texIndex = 0; texIndex < vertexTextureCount; ++texIndex)
3361 {
3362 std::stringstream uniformNameStr;
3363 uniformNameStr << vertexTexturePrefix << texIndex;
3364 const std::string &uniformName = uniformNameStr.str();
Jamie Madill50cf2be2018-06-15 09:46:57 -04003365 GLint location = glGetUniformLocation(mProgram, uniformName.c_str());
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003366 ASSERT_NE(-1, location);
3367
3368 glUniform1i(location, texIndex);
3369 RGBA8 contribution = getPixel(texIndex);
3370 expectedSum.R += contribution.R;
3371 expectedSum.G += contribution.G;
3372 }
3373
3374 for (GLint texIndex = 0; texIndex < fragmentTextureCount; ++texIndex)
3375 {
3376 std::stringstream uniformNameStr;
3377 uniformNameStr << fragmentTexturePrefix << texIndex;
3378 const std::string &uniformName = uniformNameStr.str();
Jamie Madill50cf2be2018-06-15 09:46:57 -04003379 GLint location = glGetUniformLocation(mProgram, uniformName.c_str());
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003380 ASSERT_NE(-1, location);
3381
3382 glUniform1i(location, texIndex + vertexTextureCount);
3383 RGBA8 contribution = getPixel(texIndex + vertexTextureCount);
3384 expectedSum.R += contribution.R;
3385 expectedSum.G += contribution.G;
3386 }
3387
3388 ASSERT_GE(256u, expectedSum.G);
3389
3390 drawQuad(mProgram, "position", 0.5f);
3391 ASSERT_GL_NO_ERROR();
3392 EXPECT_PIXEL_EQ(0, 0, expectedSum.R, expectedSum.G, 0, 255);
3393 }
3394
3395 GLuint mProgram;
3396 std::vector<GLuint> mTextures;
3397 GLint mMaxVertexTextures;
3398 GLint mMaxFragmentTextures;
3399 GLint mMaxCombinedTextures;
3400};
3401
3402// Test rendering with the maximum vertex texture units.
3403TEST_P(TextureLimitsTest, MaxVertexTextures)
3404{
3405 compileProgramWithTextureCounts("tex", mMaxVertexTextures, mMaxVertexTextures, "tex", 0, 0);
3406 ASSERT_NE(0u, mProgram);
3407 ASSERT_GL_NO_ERROR();
3408
3409 testWithTextures(mMaxVertexTextures, "tex", 0, "tex");
3410}
3411
3412// Test rendering with the maximum fragment texture units.
3413TEST_P(TextureLimitsTest, MaxFragmentTextures)
3414{
3415 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures, mMaxFragmentTextures);
3416 ASSERT_NE(0u, mProgram);
3417 ASSERT_GL_NO_ERROR();
3418
3419 testWithTextures(mMaxFragmentTextures, "tex", 0, "tex");
3420}
3421
3422// Test rendering with maximum combined texture units.
3423TEST_P(TextureLimitsTest, MaxCombinedTextures)
3424{
3425 GLint vertexTextures = mMaxVertexTextures;
3426
3427 if (vertexTextures + mMaxFragmentTextures > mMaxCombinedTextures)
3428 {
3429 vertexTextures = mMaxCombinedTextures - mMaxFragmentTextures;
3430 }
3431
3432 compileProgramWithTextureCounts("vtex", vertexTextures, vertexTextures, "ftex",
3433 mMaxFragmentTextures, mMaxFragmentTextures);
3434 ASSERT_NE(0u, mProgram);
3435 ASSERT_GL_NO_ERROR();
3436
3437 testWithTextures(vertexTextures, "vtex", mMaxFragmentTextures, "ftex");
3438}
3439
3440// Negative test for exceeding the number of vertex textures
3441TEST_P(TextureLimitsTest, ExcessiveVertexTextures)
3442{
3443 compileProgramWithTextureCounts("tex", mMaxVertexTextures + 1, mMaxVertexTextures + 1, "tex", 0,
3444 0);
3445 ASSERT_EQ(0u, mProgram);
3446}
3447
3448// Negative test for exceeding the number of fragment textures
3449TEST_P(TextureLimitsTest, ExcessiveFragmentTextures)
3450{
3451 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures + 1,
3452 mMaxFragmentTextures + 1);
3453 ASSERT_EQ(0u, mProgram);
3454}
3455
3456// Test active vertex textures under the limit, but excessive textures specified.
3457TEST_P(TextureLimitsTest, MaxActiveVertexTextures)
3458{
3459 compileProgramWithTextureCounts("tex", mMaxVertexTextures + 4, mMaxVertexTextures, "tex", 0, 0);
3460 ASSERT_NE(0u, mProgram);
3461 ASSERT_GL_NO_ERROR();
3462
3463 testWithTextures(mMaxVertexTextures, "tex", 0, "tex");
3464}
3465
3466// Test active fragment textures under the limit, but excessive textures specified.
3467TEST_P(TextureLimitsTest, MaxActiveFragmentTextures)
3468{
3469 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures + 4,
3470 mMaxFragmentTextures);
3471 ASSERT_NE(0u, mProgram);
3472 ASSERT_GL_NO_ERROR();
3473
3474 testWithTextures(0, "tex", mMaxFragmentTextures, "tex");
3475}
3476
3477// Negative test for pointing two sampler uniforms of different types to the same texture.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02003478// GLES 2.0.25 section 2.10.4 page 39.
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003479TEST_P(TextureLimitsTest, TextureTypeConflict)
3480{
3481 const std::string &vertexShader =
3482 "attribute vec2 position;\n"
3483 "varying float color;\n"
3484 "uniform sampler2D tex2D;\n"
3485 "uniform samplerCube texCube;\n"
3486 "void main() {\n"
3487 " gl_Position = vec4(position, 0, 1);\n"
3488 " vec2 texCoord = (position * 0.5) + 0.5;\n"
3489 " color = texture2D(tex2D, texCoord).x;\n"
3490 " color += textureCube(texCube, vec3(texCoord, 0)).x;\n"
3491 "}";
3492 const std::string &fragmentShader =
3493 "varying mediump float color;\n"
3494 "void main() {\n"
3495 " gl_FragColor = vec4(color, 0, 0, 1);\n"
3496 "}";
3497
3498 mProgram = CompileProgram(vertexShader, fragmentShader);
3499 ASSERT_NE(0u, mProgram);
3500
3501 initTextures(1, 0);
3502
3503 glUseProgram(mProgram);
3504 GLint tex2DLocation = glGetUniformLocation(mProgram, "tex2D");
3505 ASSERT_NE(-1, tex2DLocation);
3506 GLint texCubeLocation = glGetUniformLocation(mProgram, "texCube");
3507 ASSERT_NE(-1, texCubeLocation);
3508
3509 glUniform1i(tex2DLocation, 0);
3510 glUniform1i(texCubeLocation, 0);
3511 ASSERT_GL_NO_ERROR();
3512
3513 drawQuad(mProgram, "position", 0.5f);
3514 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3515}
3516
Vincent Lang25ab4512016-05-13 18:13:59 +02003517class Texture2DNorm16TestES3 : public Texture2DTestES3
3518{
3519 protected:
3520 Texture2DNorm16TestES3() : Texture2DTestES3(), mTextures{0, 0, 0}, mFBO(0), mRenderbuffer(0) {}
3521
3522 void SetUp() override
3523 {
3524 Texture2DTestES3::SetUp();
3525
3526 glActiveTexture(GL_TEXTURE0);
3527 glGenTextures(3, mTextures);
3528 glGenFramebuffers(1, &mFBO);
3529 glGenRenderbuffers(1, &mRenderbuffer);
3530
3531 for (size_t textureIndex = 0; textureIndex < 3; textureIndex++)
3532 {
3533 glBindTexture(GL_TEXTURE_2D, mTextures[textureIndex]);
3534 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3535 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3536 }
3537
3538 glBindTexture(GL_TEXTURE_2D, 0);
3539
3540 ASSERT_GL_NO_ERROR();
3541 }
3542
3543 void TearDown() override
3544 {
3545 glDeleteTextures(3, mTextures);
3546 glDeleteFramebuffers(1, &mFBO);
3547 glDeleteRenderbuffers(1, &mRenderbuffer);
3548
3549 Texture2DTestES3::TearDown();
3550 }
3551
3552 void testNorm16Texture(GLint internalformat, GLenum format, GLenum type)
3553 {
Geoff Langf607c602016-09-21 11:46:48 -04003554 GLushort pixelValue = (type == GL_SHORT) ? 0x7FFF : 0x6A35;
3555 GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue};
Vincent Lang25ab4512016-05-13 18:13:59 +02003556
3557 setUpProgram();
3558
3559 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
3560 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
3561 0);
3562
3563 glBindTexture(GL_TEXTURE_2D, mTextures[0]);
3564 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16_EXT, 1, 1, 0, GL_RGBA, GL_UNSIGNED_SHORT, nullptr);
3565
3566 glBindTexture(GL_TEXTURE_2D, mTextures[1]);
Geoff Langf607c602016-09-21 11:46:48 -04003567 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
Vincent Lang25ab4512016-05-13 18:13:59 +02003568
3569 EXPECT_GL_NO_ERROR();
3570
3571 drawQuad(mProgram, "position", 0.5f);
3572
Geoff Langf607c602016-09-21 11:46:48 -04003573 GLubyte expectedValue = (type == GL_SHORT) ? 0xFF : static_cast<GLubyte>(pixelValue >> 8);
Vincent Lang25ab4512016-05-13 18:13:59 +02003574
Jamie Madill50cf2be2018-06-15 09:46:57 -04003575 EXPECT_PIXEL_COLOR_EQ(0, 0,
3576 SliceFormatColor(format, GLColor(expectedValue, expectedValue,
3577 expectedValue, expectedValue)));
Vincent Lang25ab4512016-05-13 18:13:59 +02003578
3579 glBindFramebuffer(GL_FRAMEBUFFER, 0);
3580
3581 ASSERT_GL_NO_ERROR();
3582 }
3583
3584 void testNorm16Render(GLint internalformat, GLenum format, GLenum type)
3585 {
Jamie Madill50cf2be2018-06-15 09:46:57 -04003586 GLushort pixelValue = 0x6A35;
Geoff Langf607c602016-09-21 11:46:48 -04003587 GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue};
Vincent Lang25ab4512016-05-13 18:13:59 +02003588
3589 setUpProgram();
3590
3591 glBindTexture(GL_TEXTURE_2D, mTextures[1]);
3592 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, nullptr);
3593
3594 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
3595 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1],
3596 0);
3597
3598 glBindTexture(GL_TEXTURE_2D, mTextures[2]);
Geoff Langf607c602016-09-21 11:46:48 -04003599 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
Vincent Lang25ab4512016-05-13 18:13:59 +02003600
3601 EXPECT_GL_NO_ERROR();
3602
3603 drawQuad(mProgram, "position", 0.5f);
3604
Geoff Langf607c602016-09-21 11:46:48 -04003605 GLubyte expectedValue = static_cast<GLubyte>(pixelValue >> 8);
Jamie Madill50cf2be2018-06-15 09:46:57 -04003606 EXPECT_PIXEL_COLOR_EQ(0, 0,
3607 SliceFormatColor(format, GLColor(expectedValue, expectedValue,
3608 expectedValue, expectedValue)));
Vincent Lang25ab4512016-05-13 18:13:59 +02003609
3610 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
3611 glRenderbufferStorage(GL_RENDERBUFFER, internalformat, 1, 1);
3612 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
3613 mRenderbuffer);
3614 glBindRenderbuffer(GL_RENDERBUFFER, 0);
3615 EXPECT_GL_NO_ERROR();
3616
3617 glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
3618 glClear(GL_COLOR_BUFFER_BIT);
3619
3620 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
3621
Geoff Langf607c602016-09-21 11:46:48 -04003622 EXPECT_PIXEL_COLOR_EQ(0, 0, SliceFormatColor(format, GLColor::white));
Vincent Lang25ab4512016-05-13 18:13:59 +02003623
3624 glBindFramebuffer(GL_FRAMEBUFFER, 0);
3625
3626 ASSERT_GL_NO_ERROR();
3627 }
3628
3629 GLuint mTextures[3];
3630 GLuint mFBO;
3631 GLuint mRenderbuffer;
3632};
3633
3634// Test texture formats enabled by the GL_EXT_texture_norm16 extension.
3635TEST_P(Texture2DNorm16TestES3, TextureNorm16Test)
3636{
Yunchao He9550c602018-02-13 14:47:05 +08003637 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_norm16"));
Vincent Lang25ab4512016-05-13 18:13:59 +02003638
3639 testNorm16Texture(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT);
3640 testNorm16Texture(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT);
3641 testNorm16Texture(GL_RGB16_EXT, GL_RGB, GL_UNSIGNED_SHORT);
3642 testNorm16Texture(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT);
3643 testNorm16Texture(GL_R16_SNORM_EXT, GL_RED, GL_SHORT);
3644 testNorm16Texture(GL_RG16_SNORM_EXT, GL_RG, GL_SHORT);
3645 testNorm16Texture(GL_RGB16_SNORM_EXT, GL_RGB, GL_SHORT);
3646 testNorm16Texture(GL_RGBA16_SNORM_EXT, GL_RGBA, GL_SHORT);
3647
3648 testNorm16Render(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT);
3649 testNorm16Render(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT);
3650 testNorm16Render(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT);
3651}
3652
Olli Etuaho95faa232016-06-07 14:01:53 -07003653// Test that UNPACK_SKIP_IMAGES doesn't have an effect on 2D texture uploads.
3654// GLES 3.0.4 section 3.8.3.
3655TEST_P(Texture2DTestES3, UnpackSkipImages2D)
3656{
Yuly Novikov3c754192016-06-27 19:36:41 -04003657 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1429 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08003658 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
Olli Etuaho95faa232016-06-07 14:01:53 -07003659
3660 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3661 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3662 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3663 ASSERT_GL_NO_ERROR();
3664
3665 // SKIP_IMAGES should not have an effect on uploading 2D textures
3666 glPixelStorei(GL_UNPACK_SKIP_IMAGES, 1000);
3667 ASSERT_GL_NO_ERROR();
3668
3669 std::vector<GLColor> pixelsGreen(128u * 128u, GLColor::green);
3670
3671 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE,
3672 pixelsGreen.data());
3673 ASSERT_GL_NO_ERROR();
3674
3675 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE,
3676 pixelsGreen.data());
3677 ASSERT_GL_NO_ERROR();
3678
3679 glUseProgram(mProgram);
3680 drawQuad(mProgram, "position", 0.5f);
3681 ASSERT_GL_NO_ERROR();
3682
3683 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3684}
3685
Olli Etuaho989cac32016-06-08 16:18:49 -07003686// Test that skip defined in unpack parameters is taken into account when determining whether
3687// unpacking source extends outside unpack buffer bounds.
3688TEST_P(Texture2DTestES3, UnpackSkipPixelsOutOfBounds)
3689{
3690 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3691 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3692 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3693 ASSERT_GL_NO_ERROR();
3694
3695 GLBuffer buf;
3696 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf.get());
3697 std::vector<GLColor> pixelsGreen(128u * 128u, GLColor::green);
3698 glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
3699 GL_DYNAMIC_COPY);
3700 ASSERT_GL_NO_ERROR();
3701
3702 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3703 ASSERT_GL_NO_ERROR();
3704
3705 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 1);
3706 ASSERT_GL_NO_ERROR();
3707
3708 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3709 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3710
3711 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
3712 glPixelStorei(GL_UNPACK_SKIP_ROWS, 1);
3713 ASSERT_GL_NO_ERROR();
3714
3715 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3716 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3717}
3718
Olli Etuaho218cf9e2016-05-20 13:55:24 +03003719// Test that unpacking rows that overlap in a pixel unpack buffer works as expected.
3720TEST_P(Texture2DTestES3, UnpackOverlappingRowsFromUnpackBuffer)
3721{
Yunchao He9550c602018-02-13 14:47:05 +08003722 ANGLE_SKIP_TEST_IF(IsD3D11());
3723
3724 // Incorrect rendering results seen on OSX AMD.
3725 ANGLE_SKIP_TEST_IF(IsOSX() && IsAMD());
Olli Etuaho218cf9e2016-05-20 13:55:24 +03003726
3727 const GLuint width = 8u;
3728 const GLuint height = 8u;
3729 const GLuint unpackRowLength = 5u;
3730 const GLuint unpackSkipPixels = 1u;
3731
3732 setWindowWidth(width);
3733 setWindowHeight(height);
3734
3735 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3736 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3737 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3738 ASSERT_GL_NO_ERROR();
3739
3740 GLBuffer buf;
3741 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf.get());
3742 std::vector<GLColor> pixelsGreen((height - 1u) * unpackRowLength + width + unpackSkipPixels,
3743 GLColor::green);
3744
3745 for (GLuint skippedPixel = 0u; skippedPixel < unpackSkipPixels; ++skippedPixel)
3746 {
3747 pixelsGreen[skippedPixel] = GLColor(255, 0, 0, 255);
3748 }
3749
3750 glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
3751 GL_DYNAMIC_COPY);
3752 ASSERT_GL_NO_ERROR();
3753
3754 glPixelStorei(GL_UNPACK_ROW_LENGTH, unpackRowLength);
3755 glPixelStorei(GL_UNPACK_SKIP_PIXELS, unpackSkipPixels);
3756 ASSERT_GL_NO_ERROR();
3757
3758 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3759 ASSERT_GL_NO_ERROR();
3760
3761 glUseProgram(mProgram);
3762 drawQuad(mProgram, "position", 0.5f);
3763 ASSERT_GL_NO_ERROR();
3764
3765 GLuint windowPixelCount = getWindowWidth() * getWindowHeight();
3766 std::vector<GLColor> actual(windowPixelCount, GLColor::black);
3767 glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
3768 actual.data());
3769 std::vector<GLColor> expected(windowPixelCount, GLColor::green);
3770 EXPECT_EQ(expected, actual);
3771}
3772
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04003773template <typename T>
3774T UNorm(double value)
3775{
3776 return static_cast<T>(value * static_cast<double>(std::numeric_limits<T>::max()));
3777}
3778
3779// Test rendering a depth texture with mipmaps.
3780TEST_P(Texture2DTestES3, DepthTexturesWithMipmaps)
3781{
Zhenyao Moe520d7c2017-01-13 13:46:49 -08003782 // TODO(cwallez) this is failing on Intel Win7 OpenGL.
3783 // TODO(zmo) this is faling on Win Intel HD 530 Debug.
Jiawei Shaoaf0f31d2018-09-27 15:42:31 +08003784 // http://anglebug.com/1706
3785 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
Corentin Walleze731d8a2016-09-07 10:56:25 -04003786
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04003787 const int size = getWindowWidth();
3788
3789 auto dim = [size](int level) { return size >> level; };
Jamie Madill14718762016-09-06 15:56:54 -04003790 int levels = gl::log2(size);
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04003791
3792 glActiveTexture(GL_TEXTURE0);
3793 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3794 glTexStorage2D(GL_TEXTURE_2D, levels, GL_DEPTH_COMPONENT24, size, size);
3795 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
3796 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3797 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3798 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3799 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3800 ASSERT_GL_NO_ERROR();
3801
3802 glUseProgram(mProgram);
3803 glUniform1i(mTexture2DUniformLocation, 0);
3804
3805 std::vector<unsigned char> expected;
3806
3807 for (int level = 0; level < levels; ++level)
3808 {
3809 double value = (static_cast<double>(level) / static_cast<double>(levels - 1));
3810 expected.push_back(UNorm<unsigned char>(value));
3811
3812 int levelDim = dim(level);
3813
3814 ASSERT_GT(levelDim, 0);
3815
3816 std::vector<unsigned int> initData(levelDim * levelDim, UNorm<unsigned int>(value));
3817 glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, levelDim, levelDim, GL_DEPTH_COMPONENT,
3818 GL_UNSIGNED_INT, initData.data());
3819 }
3820 ASSERT_GL_NO_ERROR();
3821
3822 for (int level = 0; level < levels; ++level)
3823 {
3824 glViewport(0, 0, dim(level), dim(level));
3825 drawQuad(mProgram, "position", 0.5f);
3826 GLColor actual = ReadColor(0, 0);
3827 EXPECT_NEAR(expected[level], actual.R, 10u);
3828 }
3829
3830 ASSERT_GL_NO_ERROR();
3831}
3832
Jamie Madill7ffdda92016-09-08 13:26:51 -04003833// Tests unpacking into the unsized GL_ALPHA format.
3834TEST_P(Texture2DTestES3, UnsizedAlphaUnpackBuffer)
3835{
Jamie Madill7ffdda92016-09-08 13:26:51 -04003836 // Initialize the texure.
3837 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3838 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, getWindowWidth(), getWindowHeight(), 0, GL_ALPHA,
3839 GL_UNSIGNED_BYTE, nullptr);
3840 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3841 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3842
3843 std::vector<GLubyte> bufferData(getWindowWidth() * getWindowHeight(), 127);
3844
3845 // Pull in the color data from the unpack buffer.
Jamie Madill2e600342016-09-19 13:56:40 -04003846 GLBuffer unpackBuffer;
Jamie Madill7ffdda92016-09-08 13:26:51 -04003847 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3848 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get());
3849 glBufferData(GL_PIXEL_UNPACK_BUFFER, getWindowWidth() * getWindowHeight(), bufferData.data(),
3850 GL_STATIC_DRAW);
3851
3852 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth(), getWindowHeight(), GL_ALPHA,
3853 GL_UNSIGNED_BYTE, nullptr);
3854
3855 // Clear to a weird color to make sure we're drawing something.
3856 glClearColor(0.5f, 0.8f, 1.0f, 0.2f);
3857 glClear(GL_COLOR_BUFFER_BIT);
3858
3859 // Draw with the alpha texture and verify.
3860 drawQuad(mProgram, "position", 0.5f);
Jamie Madill7ffdda92016-09-08 13:26:51 -04003861
3862 ASSERT_GL_NO_ERROR();
3863 EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 127, 1);
3864}
3865
Jamie Madill2e600342016-09-19 13:56:40 -04003866// Ensure stale unpack data doesn't propagate in D3D11.
3867TEST_P(Texture2DTestES3, StaleUnpackData)
3868{
3869 // Init unpack buffer.
3870 GLsizei pixelCount = getWindowWidth() * getWindowHeight() / 2;
3871 std::vector<GLColor> pixels(pixelCount, GLColor::red);
3872
3873 GLBuffer unpackBuffer;
3874 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3875 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get());
3876 GLsizei bufferSize = pixelCount * sizeof(GLColor);
3877 glBufferData(GL_PIXEL_UNPACK_BUFFER, bufferSize, pixels.data(), GL_STATIC_DRAW);
3878
3879 // Create from unpack buffer.
3880 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3881 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWindowWidth() / 2, getWindowHeight() / 2, 0,
3882 GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3883 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3884 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3885
3886 drawQuad(mProgram, "position", 0.5f);
3887
3888 ASSERT_GL_NO_ERROR();
3889 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
3890
3891 // Fill unpack with green, recreating buffer.
3892 pixels.assign(getWindowWidth() * getWindowHeight(), GLColor::green);
3893 GLsizei size2 = getWindowWidth() * getWindowHeight() * sizeof(GLColor);
3894 glBufferData(GL_PIXEL_UNPACK_BUFFER, size2, pixels.data(), GL_STATIC_DRAW);
3895
3896 // Reinit texture with green.
3897 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GL_RGBA,
3898 GL_UNSIGNED_BYTE, nullptr);
3899
3900 drawQuad(mProgram, "position", 0.5f);
3901
3902 ASSERT_GL_NO_ERROR();
3903 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3904}
3905
Geoff Langfb7685f2017-11-13 11:44:11 -05003906// Ensure that texture parameters passed as floats that are converted to ints are rounded before
3907// validating they are less than 0.
3908TEST_P(Texture2DTestES3, TextureBaseMaxLevelRoundingValidation)
3909{
3910 GLTexture texture;
3911 glBindTexture(GL_TEXTURE_2D, texture);
3912
3913 // Use a negative number that will round to zero when converted to an integer
3914 // According to the spec(2.3.1 Data Conversion For State - Setting Commands):
3915 // "Validation of values performed by state-setting commands is performed after conversion,
3916 // unless specified otherwise for a specific command."
3917 GLfloat param = -7.30157126e-07f;
3918 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, param);
3919 EXPECT_GL_NO_ERROR();
3920
3921 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, param);
3922 EXPECT_GL_NO_ERROR();
3923}
3924
Jamie Madillf097e232016-11-05 00:44:15 -04003925// This test covers a D3D format redefinition bug for 3D textures. The base level format was not
3926// being properly checked, and the texture storage of the previous texture format was persisting.
3927// This would result in an ASSERT in debug and incorrect rendering in release.
3928// See http://anglebug.com/1609 and WebGL 2 test conformance2/misc/views-with-offsets.html.
3929TEST_P(Texture3DTestES3, FormatRedefinitionBug)
3930{
3931 GLTexture tex;
3932 glBindTexture(GL_TEXTURE_3D, tex.get());
3933 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3934
3935 GLFramebuffer framebuffer;
3936 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
3937 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex.get(), 0, 0);
3938
3939 glCheckFramebufferStatus(GL_FRAMEBUFFER);
3940
3941 std::vector<uint8_t> pixelData(100, 0);
3942
3943 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB565, 1, 1, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, nullptr);
3944 glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 1, 1, 1, GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
3945 pixelData.data());
3946
3947 ASSERT_GL_NO_ERROR();
3948}
3949
Corentin Wallezd2627992017-04-28 17:17:03 -04003950// Test basic pixel unpack buffer OOB checks when uploading to a 2D or 3D texture
3951TEST_P(Texture3DTestES3, BasicUnpackBufferOOB)
3952{
3953 // 2D tests
3954 {
3955 GLTexture tex;
3956 glBindTexture(GL_TEXTURE_2D, tex.get());
3957
3958 GLBuffer pbo;
3959 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get());
3960
3961 // Test OOB
3962 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 - 1, nullptr, GL_STATIC_DRAW);
3963 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3964 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3965
3966 // Test OOB
3967 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2, nullptr, GL_STATIC_DRAW);
3968 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3969 ASSERT_GL_NO_ERROR();
3970 }
3971
3972 // 3D tests
3973 {
3974 GLTexture tex;
3975 glBindTexture(GL_TEXTURE_3D, tex.get());
3976
3977 GLBuffer pbo;
3978 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get());
3979
3980 // Test OOB
3981 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2 - 1, nullptr,
3982 GL_STATIC_DRAW);
3983 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3984 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3985
3986 // Test OOB
3987 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2, nullptr, GL_STATIC_DRAW);
3988 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3989 ASSERT_GL_NO_ERROR();
3990 }
3991}
3992
Jamie Madill3ed60422017-09-07 11:32:52 -04003993// Tests behaviour with a single texture and multiple sampler objects.
3994TEST_P(Texture2DTestES3, SingleTextureMultipleSamplers)
3995{
3996 GLint maxTextureUnits = 0;
3997 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
3998 ANGLE_SKIP_TEST_IF(maxTextureUnits < 4);
3999
4000 constexpr int kSize = 16;
4001
4002 // Make a single-level texture, fill it with red.
4003 std::vector<GLColor> redColors(kSize * kSize, GLColor::red);
4004 GLTexture tex;
4005 glBindTexture(GL_TEXTURE_2D, tex);
4006 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
4007 redColors.data());
4008 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4009 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4010
4011 // Simple sanity check.
4012 draw2DTexturedQuad(0.5f, 1.0f, true);
4013 ASSERT_GL_NO_ERROR();
4014 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
4015
4016 // Bind texture to unit 1 with a sampler object making it incomplete.
4017 GLSampler sampler;
4018 glBindSampler(0, sampler);
4019 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
4020 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4021
4022 // Make a mipmap texture, fill it with blue.
4023 std::vector<GLColor> blueColors(kSize * kSize, GLColor::blue);
4024 GLTexture mipmapTex;
4025 glBindTexture(GL_TEXTURE_2D, mipmapTex);
4026 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
4027 blueColors.data());
4028 glGenerateMipmap(GL_TEXTURE_2D);
4029
4030 // Draw with the sampler, expect blue.
4031 draw2DTexturedQuad(0.5f, 1.0f, true);
4032 ASSERT_GL_NO_ERROR();
4033 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
4034
4035 // Simple multitexturing program.
4036 const std::string vs =
4037 "#version 300 es\n"
4038 "in vec2 position;\n"
4039 "out vec2 texCoord;\n"
4040 "void main()\n"
4041 "{\n"
4042 " gl_Position = vec4(position, 0, 1);\n"
4043 " texCoord = position * 0.5 + vec2(0.5);\n"
4044 "}";
4045 const std::string fs =
4046 "#version 300 es\n"
4047 "precision mediump float;\n"
4048 "in vec2 texCoord;\n"
4049 "uniform sampler2D tex1;\n"
4050 "uniform sampler2D tex2;\n"
4051 "uniform sampler2D tex3;\n"
4052 "uniform sampler2D tex4;\n"
4053 "out vec4 color;\n"
4054 "void main()\n"
4055 "{\n"
4056 " color = (texture(tex1, texCoord) + texture(tex2, texCoord) \n"
4057 " + texture(tex3, texCoord) + texture(tex4, texCoord)) * 0.25;\n"
4058 "}";
4059
4060 ANGLE_GL_PROGRAM(program, vs, fs);
4061
4062 std::array<GLint, 4> texLocations = {
4063 {glGetUniformLocation(program, "tex1"), glGetUniformLocation(program, "tex2"),
4064 glGetUniformLocation(program, "tex3"), glGetUniformLocation(program, "tex4")}};
4065 for (GLint location : texLocations)
4066 {
4067 ASSERT_NE(-1, location);
4068 }
4069
4070 // Init the uniform data.
4071 glUseProgram(program);
4072 for (GLint location = 0; location < 4; ++location)
4073 {
4074 glUniform1i(texLocations[location], location);
4075 }
4076
4077 // Initialize four samplers
4078 GLSampler samplers[4];
4079
4080 // 0: non-mipped.
4081 glBindSampler(0, samplers[0]);
4082 glSamplerParameteri(samplers[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4083 glSamplerParameteri(samplers[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4084
4085 // 1: mipped.
4086 glBindSampler(1, samplers[1]);
4087 glSamplerParameteri(samplers[1], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
4088 glSamplerParameteri(samplers[1], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4089
4090 // 2: non-mipped.
4091 glBindSampler(2, samplers[2]);
4092 glSamplerParameteri(samplers[2], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4093 glSamplerParameteri(samplers[2], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4094
4095 // 3: mipped.
4096 glBindSampler(3, samplers[3]);
4097 glSamplerParameteri(samplers[3], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
4098 glSamplerParameteri(samplers[3], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4099
4100 // Bind two blue mipped textures and two single layer textures, should all draw.
4101 glActiveTexture(GL_TEXTURE0);
4102 glBindTexture(GL_TEXTURE_2D, tex);
4103
4104 glActiveTexture(GL_TEXTURE1);
4105 glBindTexture(GL_TEXTURE_2D, mipmapTex);
4106
4107 glActiveTexture(GL_TEXTURE2);
4108 glBindTexture(GL_TEXTURE_2D, tex);
4109
4110 glActiveTexture(GL_TEXTURE3);
4111 glBindTexture(GL_TEXTURE_2D, mipmapTex);
4112
4113 ASSERT_GL_NO_ERROR();
4114
4115 drawQuad(program, "position", 0.5f);
4116 ASSERT_GL_NO_ERROR();
4117 EXPECT_PIXEL_NEAR(0, 0, 128, 0, 128, 255, 2);
4118
4119 // Bind four single layer textures, two should be incomplete.
4120 glActiveTexture(GL_TEXTURE1);
4121 glBindTexture(GL_TEXTURE_2D, tex);
4122
4123 glActiveTexture(GL_TEXTURE3);
4124 glBindTexture(GL_TEXTURE_2D, tex);
4125
4126 drawQuad(program, "position", 0.5f);
4127 ASSERT_GL_NO_ERROR();
4128 EXPECT_PIXEL_NEAR(0, 0, 128, 0, 0, 255, 2);
4129}
4130
Martin Radev7e2c0d32017-09-15 14:25:42 +03004131// The test is added to cover http://anglebug.com/2153. Cubemap completeness checks used to start
4132// always at level 0 instead of the base level resulting in an incomplete texture if the faces at
4133// level 0 are not created. The test creates a cubemap texture, specifies the images only for mip
4134// level 1 filled with white color, updates the base level to be 1 and renders a quad. The program
4135// samples the cubemap using a direction vector (1,1,1).
4136TEST_P(TextureCubeTestES3, SpecifyAndSampleFromBaseLevel1)
4137{
Yunchao He2f23f352018-02-11 22:11:37 +08004138 // Check http://anglebug.com/2155.
4139 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA());
4140
Martin Radev7e2c0d32017-09-15 14:25:42 +03004141 const std::string vs =
4142 R"(#version 300 es
Olli Etuahoa20af6d2017-09-18 13:32:29 +03004143 precision mediump float;
4144 in vec3 pos;
4145 void main() {
4146 gl_Position = vec4(pos, 1.0);
4147 })";
Martin Radev7e2c0d32017-09-15 14:25:42 +03004148
4149 const std::string fs =
4150 R"(#version 300 es
Olli Etuahoa20af6d2017-09-18 13:32:29 +03004151 precision mediump float;
4152 out vec4 color;
4153 uniform samplerCube uTex;
4154 void main(){
4155 color = texture(uTex, vec3(1.0));
4156 })";
Martin Radev7e2c0d32017-09-15 14:25:42 +03004157 ANGLE_GL_PROGRAM(program, vs, fs);
4158 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{
4243 const std::string vs =
4244 "#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
4253 const std::string fs =
4254 "#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";
4263 ANGLE_GL_PROGRAM(program, vs, fs);
4264
4265 GLSampler sampler;
4266 glBindSampler(0, sampler);
4267 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
4268 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
4269
4270 glActiveTexture(GL_TEXTURE0);
4271 glBindTexture(GL_TEXTURE_2D, mTexture2D);
4272
4273 const GLsizei texWidth = getWindowWidth();
4274 const GLsizei texHeight = getWindowHeight();
4275 const std::vector<GLColor> whiteData(texWidth * texHeight, GLColor::white);
4276
4277 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
4278 whiteData.data());
4279 EXPECT_GL_NO_ERROR();
4280
4281 drawQuad(program, "position", 0.5f);
4282 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, angle::GLColor::white);
4283}
4284
Jamie Madill50cf2be2018-06-15 09:46:57 -04004285// Use this to select which configurations (e.g. which renderer, which GLES major version) these
4286// tests should be run against.
Geoff Lange0cc2a42016-01-20 10:58:17 -05004287ANGLE_INSTANTIATE_TEST(Texture2DTest,
4288 ES2_D3D9(),
4289 ES2_D3D11(),
4290 ES2_D3D11_FL9_3(),
4291 ES2_OPENGL(),
Luc Ferron5164b792018-03-06 09:10:12 -05004292 ES2_OPENGLES(),
4293 ES2_VULKAN());
Geoff Lange0cc2a42016-01-20 10:58:17 -05004294ANGLE_INSTANTIATE_TEST(TextureCubeTest,
4295 ES2_D3D9(),
4296 ES2_D3D11(),
Geoff Langf7480ad2017-10-24 11:46:02 -04004297 ES2_D3D11_FL10_0(),
Geoff Lange0cc2a42016-01-20 10:58:17 -05004298 ES2_D3D11_FL9_3(),
4299 ES2_OPENGL(),
Luc Ferronaf883622018-06-08 15:57:31 -04004300 ES2_OPENGLES(),
4301 ES2_VULKAN());
Olli Etuaho51f1c0f2016-01-13 16:16:24 +02004302ANGLE_INSTANTIATE_TEST(Texture2DTestWithDrawScale,
4303 ES2_D3D9(),
4304 ES2_D3D11(),
4305 ES2_D3D11_FL9_3(),
Geoff Lange0cc2a42016-01-20 10:58:17 -05004306 ES2_OPENGL(),
Luc Ferronaf883622018-06-08 15:57:31 -04004307 ES2_OPENGLES(),
4308 ES2_VULKAN());
Olli Etuaho51f1c0f2016-01-13 16:16:24 +02004309ANGLE_INSTANTIATE_TEST(Sampler2DAsFunctionParameterTest,
4310 ES2_D3D9(),
4311 ES2_D3D11(),
4312 ES2_D3D11_FL9_3(),
Geoff Lange0cc2a42016-01-20 10:58:17 -05004313 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004314 ES2_OPENGLES(),
4315 ES2_VULKAN());
Geoff Lange0cc2a42016-01-20 10:58:17 -05004316ANGLE_INSTANTIATE_TEST(SamplerArrayTest,
4317 ES2_D3D9(),
4318 ES2_D3D11(),
4319 ES2_D3D11_FL9_3(),
4320 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004321 ES2_OPENGLES(),
4322 ES2_VULKAN());
Geoff Lange0cc2a42016-01-20 10:58:17 -05004323ANGLE_INSTANTIATE_TEST(SamplerArrayAsFunctionParameterTest,
4324 ES2_D3D9(),
4325 ES2_D3D11(),
4326 ES2_D3D11_FL9_3(),
4327 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004328 ES2_OPENGLES(),
4329 ES2_VULKAN());
Geoff Lange0cc2a42016-01-20 10:58:17 -05004330ANGLE_INSTANTIATE_TEST(Texture2DTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Olli Etuahoa314b612016-03-10 16:43:00 +02004331ANGLE_INSTANTIATE_TEST(Texture3DTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Olli Etuaho6ee394a2016-02-18 13:30:09 +02004332ANGLE_INSTANTIATE_TEST(Texture2DIntegerAlpha1TestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
4333ANGLE_INSTANTIATE_TEST(Texture2DUnsignedIntegerAlpha1TestES3,
4334 ES3_D3D11(),
4335 ES3_OPENGL(),
4336 ES3_OPENGLES());
Geoff Lange0cc2a42016-01-20 10:58:17 -05004337ANGLE_INSTANTIATE_TEST(ShadowSamplerPlusSampler3DTestES3,
4338 ES3_D3D11(),
4339 ES3_OPENGL(),
4340 ES3_OPENGLES());
4341ANGLE_INSTANTIATE_TEST(SamplerTypeMixTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
4342ANGLE_INSTANTIATE_TEST(Texture2DArrayTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Olli Etuahobce743a2016-01-15 17:18:28 +02004343ANGLE_INSTANTIATE_TEST(TextureSizeTextureArrayTest, ES3_D3D11(), ES3_OPENGL());
Olli Etuaho96963162016-03-21 11:54:33 +02004344ANGLE_INSTANTIATE_TEST(SamplerInStructTest,
4345 ES2_D3D11(),
4346 ES2_D3D11_FL9_3(),
4347 ES2_D3D9(),
4348 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004349 ES2_OPENGLES(),
4350 ES2_VULKAN());
Olli Etuaho96963162016-03-21 11:54:33 +02004351ANGLE_INSTANTIATE_TEST(SamplerInStructAsFunctionParameterTest,
4352 ES2_D3D11(),
4353 ES2_D3D11_FL9_3(),
4354 ES2_D3D9(),
4355 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004356 ES2_OPENGLES(),
4357 ES2_VULKAN());
Olli Etuaho96963162016-03-21 11:54:33 +02004358ANGLE_INSTANTIATE_TEST(SamplerInStructArrayAsFunctionParameterTest,
4359 ES2_D3D11(),
4360 ES2_D3D11_FL9_3(),
4361 ES2_D3D9(),
4362 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004363 ES2_OPENGLES(),
4364 ES2_VULKAN());
Olli Etuaho96963162016-03-21 11:54:33 +02004365ANGLE_INSTANTIATE_TEST(SamplerInNestedStructAsFunctionParameterTest,
4366 ES2_D3D11(),
4367 ES2_D3D11_FL9_3(),
4368 ES2_D3D9(),
4369 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004370 ES2_OPENGLES(),
4371 ES2_VULKAN());
Olli Etuaho96963162016-03-21 11:54:33 +02004372ANGLE_INSTANTIATE_TEST(SamplerInStructAndOtherVariableTest,
4373 ES2_D3D11(),
4374 ES2_D3D11_FL9_3(),
4375 ES2_D3D9(),
4376 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004377 ES2_OPENGLES(),
4378 ES2_VULKAN());
Till Rathmannb8543632018-10-02 19:46:14 +02004379ANGLE_INSTANTIATE_TEST(TextureBorderClampTest,
4380 ES2_D3D11(),
4381 ES2_D3D9(),
4382 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004383 ES2_OPENGLES(),
4384 ES2_VULKAN());
Till Rathmannb8543632018-10-02 19:46:14 +02004385ANGLE_INSTANTIATE_TEST(TextureBorderClampTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
4386ANGLE_INSTANTIATE_TEST(TextureBorderClampIntegerTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Luc Ferronaf883622018-06-08 15:57:31 -04004387ANGLE_INSTANTIATE_TEST(TextureLimitsTest, ES2_D3D11(), ES2_OPENGL(), ES2_OPENGLES(), ES2_VULKAN());
Vincent Lang25ab4512016-05-13 18:13:59 +02004388ANGLE_INSTANTIATE_TEST(Texture2DNorm16TestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Martin Radev7e2c0d32017-09-15 14:25:42 +03004389ANGLE_INSTANTIATE_TEST(TextureCubeTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Jamie Madillfa05f602015-05-07 13:47:11 -04004390
Jamie Madill7ffdda92016-09-08 13:26:51 -04004391} // anonymous namespace