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Jamie Madillfa05f602015-05-07 13:47:11 -04001//
2// Copyright 2015 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
Jamie Madill14718762016-09-06 15:56:54 -04007#include "common/mathutil.h"
Corentin Wallezd3970de2015-05-14 11:07:48 -04008#include "test_utils/ANGLETest.h"
Olli Etuaho989cac32016-06-08 16:18:49 -07009#include "test_utils/gl_raii.h"
Jamie Madillf67115c2014-04-22 13:14:05 -040010
Jamie Madillfa05f602015-05-07 13:47:11 -040011using namespace angle;
Austin Kinross18b931d2014-09-29 12:58:31 -070012
Jamie Madillfa05f602015-05-07 13:47:11 -040013namespace
14{
15
Vincent Lang25ab4512016-05-13 18:13:59 +020016// Take a pixel, and reset the components not covered by the format to default
Geoff Langf607c602016-09-21 11:46:48 -040017// values. In particular, the default value for the alpha component is 255
Vincent Lang25ab4512016-05-13 18:13:59 +020018// (1.0 as unsigned normalized fixed point value).
Geoff Langf607c602016-09-21 11:46:48 -040019GLColor SliceFormatColor(GLenum format, GLColor full)
Vincent Lang25ab4512016-05-13 18:13:59 +020020{
21 switch (format)
22 {
23 case GL_RED:
Geoff Langf607c602016-09-21 11:46:48 -040024 return GLColor(full.R, 0, 0, 255u);
Vincent Lang25ab4512016-05-13 18:13:59 +020025 case GL_RG:
Geoff Langf607c602016-09-21 11:46:48 -040026 return GLColor(full.R, full.G, 0, 255u);
Vincent Lang25ab4512016-05-13 18:13:59 +020027 case GL_RGB:
Geoff Langf607c602016-09-21 11:46:48 -040028 return GLColor(full.R, full.G, full.B, 255u);
Vincent Lang25ab4512016-05-13 18:13:59 +020029 case GL_RGBA:
30 return full;
31 default:
Jamie Madille1faacb2016-12-13 12:42:14 -050032 EXPECT_TRUE(false);
Geoff Langf607c602016-09-21 11:46:48 -040033 return GLColor::white;
Vincent Lang25ab4512016-05-13 18:13:59 +020034 }
Vincent Lang25ab4512016-05-13 18:13:59 +020035}
36
Olli Etuaho4a8329f2016-01-11 17:12:57 +020037class TexCoordDrawTest : public ANGLETest
Jamie Madillf67115c2014-04-22 13:14:05 -040038{
Jamie Madillbc393df2015-01-29 13:46:07 -050039 protected:
Olli Etuaho51f1c0f2016-01-13 16:16:24 +020040 TexCoordDrawTest() : ANGLETest(), mProgram(0), mFramebuffer(0), mFramebufferColorTexture(0)
Jamie Madillf67115c2014-04-22 13:14:05 -040041 {
42 setWindowWidth(128);
43 setWindowHeight(128);
44 setConfigRedBits(8);
45 setConfigGreenBits(8);
46 setConfigBlueBits(8);
47 setConfigAlphaBits(8);
48 }
49
Olli Etuaho4a8329f2016-01-11 17:12:57 +020050 virtual std::string getVertexShaderSource()
Jamie Madillf67115c2014-04-22 13:14:05 -040051 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +030052 return
53 R"(precision highp float;
Geoff Langc41e42d2014-04-28 10:58:16 -040054 attribute vec4 position;
55 varying vec2 texcoord;
56
57 void main()
58 {
Olli Etuaho4a8329f2016-01-11 17:12:57 +020059 gl_Position = vec4(position.xy, 0.0, 1.0);
Geoff Langc41e42d2014-04-28 10:58:16 -040060 texcoord = (position.xy * 0.5) + 0.5;
Olli Etuahoa20af6d2017-09-18 13:32:29 +030061 })";
Olli Etuaho4a8329f2016-01-11 17:12:57 +020062 }
Geoff Langc41e42d2014-04-28 10:58:16 -040063
Olli Etuaho4a8329f2016-01-11 17:12:57 +020064 virtual std::string getFragmentShaderSource() = 0;
65
Olli Etuahoa1c917f2016-04-06 13:50:03 +030066 virtual void setUpProgram()
Olli Etuaho4a8329f2016-01-11 17:12:57 +020067 {
Olli Etuaho4a8329f2016-01-11 17:12:57 +020068 const std::string vertexShaderSource = getVertexShaderSource();
69 const std::string fragmentShaderSource = getFragmentShaderSource();
70
71 mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
72 ASSERT_NE(0u, mProgram);
73 ASSERT_GL_NO_ERROR();
Olli Etuahoa1c917f2016-04-06 13:50:03 +030074 }
75
76 void SetUp() override
77 {
78 ANGLETest::SetUp();
Olli Etuaho51f1c0f2016-01-13 16:16:24 +020079
80 setUpFramebuffer();
Olli Etuaho4a8329f2016-01-11 17:12:57 +020081 }
82
83 void TearDown() override
84 {
Olli Etuaho51f1c0f2016-01-13 16:16:24 +020085 glBindFramebuffer(GL_FRAMEBUFFER, 0);
86 glDeleteFramebuffers(1, &mFramebuffer);
87 glDeleteTextures(1, &mFramebufferColorTexture);
Olli Etuaho4a8329f2016-01-11 17:12:57 +020088 glDeleteProgram(mProgram);
89 ANGLETest::TearDown();
90 }
91
Olli Etuaho51f1c0f2016-01-13 16:16:24 +020092 void setUpFramebuffer()
93 {
94 // We use an FBO to work around an issue where the default framebuffer applies SRGB
95 // conversion (particularly known to happen incorrectly on Intel GL drivers). It's not
96 // clear whether this issue can even be fixed on all backends. For example GLES 3.0.4 spec
97 // section 4.4 says that the format of the default framebuffer is entirely up to the window
98 // system, so it might be SRGB, and GLES 3.0 doesn't have a "FRAMEBUFFER_SRGB" to turn off
99 // SRGB conversion like desktop GL does.
100 // TODO(oetuaho): Get rid of this if the underlying issue is fixed.
101 glGenFramebuffers(1, &mFramebuffer);
102 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
103
104 glGenTextures(1, &mFramebufferColorTexture);
105 glBindTexture(GL_TEXTURE_2D, mFramebufferColorTexture);
106 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
107 GL_UNSIGNED_BYTE, nullptr);
108 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
109 mFramebufferColorTexture, 0);
110 ASSERT_GL_NO_ERROR();
111 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
112 glBindTexture(GL_TEXTURE_2D, 0);
113 }
114
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200115 // Returns the created texture ID.
116 GLuint create2DTexture()
117 {
118 GLuint texture2D;
119 glGenTextures(1, &texture2D);
120 glBindTexture(GL_TEXTURE_2D, texture2D);
Yunchao Hef81ce4a2017-04-24 10:49:17 +0800121 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200122 EXPECT_GL_NO_ERROR();
123 return texture2D;
124 }
125
126 GLuint mProgram;
Olli Etuaho51f1c0f2016-01-13 16:16:24 +0200127 GLuint mFramebuffer;
128
129 private:
130 GLuint mFramebufferColorTexture;
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200131};
132
133class Texture2DTest : public TexCoordDrawTest
134{
135 protected:
136 Texture2DTest() : TexCoordDrawTest(), mTexture2D(0), mTexture2DUniformLocation(-1) {}
137
138 std::string getFragmentShaderSource() override
139 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300140 return
141 R"(precision highp float;
Geoff Langc41e42d2014-04-28 10:58:16 -0400142 uniform sampler2D tex;
143 varying vec2 texcoord;
144
145 void main()
146 {
147 gl_FragColor = texture2D(tex, texcoord);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300148 })";
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200149 }
Geoff Langc41e42d2014-04-28 10:58:16 -0400150
Olli Etuaho96963162016-03-21 11:54:33 +0200151 virtual const char *getTextureUniformName() { return "tex"; }
152
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300153 void setUpProgram() override
154 {
155 TexCoordDrawTest::setUpProgram();
156 mTexture2DUniformLocation = glGetUniformLocation(mProgram, getTextureUniformName());
157 ASSERT_NE(-1, mTexture2DUniformLocation);
158 }
159
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200160 void SetUp() override
161 {
162 TexCoordDrawTest::SetUp();
163 mTexture2D = create2DTexture();
Jamie Madilld4cfa572014-07-08 10:00:32 -0400164
Jamie Madill9aca0592014-10-06 16:26:59 -0400165 ASSERT_GL_NO_ERROR();
Jamie Madillf67115c2014-04-22 13:14:05 -0400166 }
167
Jamie Madillfa05f602015-05-07 13:47:11 -0400168 void TearDown() override
Jamie Madillf67115c2014-04-22 13:14:05 -0400169 {
Jamie Madilld4cfa572014-07-08 10:00:32 -0400170 glDeleteTextures(1, &mTexture2D);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200171 TexCoordDrawTest::TearDown();
Jamie Madillf67115c2014-04-22 13:14:05 -0400172 }
173
Jamie Madillbc393df2015-01-29 13:46:07 -0500174 // Tests CopyTexSubImage with floating point textures of various formats.
175 void testFloatCopySubImage(int sourceImageChannels, int destImageChannels)
176 {
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300177 setUpProgram();
178
Martin Radev1be913c2016-07-11 17:59:16 +0300179 if (getClientMajorVersion() < 3)
Geoff Langfbfa47c2015-03-31 11:26:00 -0400180 {
Yunchao He9550c602018-02-13 14:47:05 +0800181 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_storage") ||
182 !extensionEnabled("GL_OES_texture_float"));
Geoff Langc4e93662017-05-01 10:45:59 -0400183
Yunchao He9550c602018-02-13 14:47:05 +0800184 ANGLE_SKIP_TEST_IF((sourceImageChannels < 3 || destImageChannels < 3) &&
185 !extensionEnabled("GL_EXT_texture_rg"));
Geoff Langfbfa47c2015-03-31 11:26:00 -0400186
Yunchao He9550c602018-02-13 14:47:05 +0800187 ANGLE_SKIP_TEST_IF(destImageChannels == 3 &&
188 !extensionEnabled("GL_CHROMIUM_color_buffer_float_rgb"));
Geoff Lang677bb6f2017-04-05 12:40:40 -0400189
Yunchao He9550c602018-02-13 14:47:05 +0800190 ANGLE_SKIP_TEST_IF(destImageChannels == 4 &&
191 !extensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
Geoff Lang677bb6f2017-04-05 12:40:40 -0400192
Yunchao He9550c602018-02-13 14:47:05 +0800193 ANGLE_SKIP_TEST_IF(destImageChannels <= 2);
Geoff Lang677bb6f2017-04-05 12:40:40 -0400194 }
195 else
196 {
Yunchao He9550c602018-02-13 14:47:05 +0800197 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_color_buffer_float"));
Geoff Lang677bb6f2017-04-05 12:40:40 -0400198
Yunchao He9550c602018-02-13 14:47:05 +0800199 ANGLE_SKIP_TEST_IF(destImageChannels == 3 &&
200 !extensionEnabled("GL_CHROMIUM_color_buffer_float_rgb"));
Geoff Langfbfa47c2015-03-31 11:26:00 -0400201 }
202
Jamie Madill50cf2be2018-06-15 09:46:57 -0400203 // clang-format off
Jamie Madillbc393df2015-01-29 13:46:07 -0500204 GLfloat sourceImageData[4][16] =
205 {
206 { // R
207 1.0f,
208 0.0f,
209 0.0f,
210 1.0f
211 },
212 { // RG
213 1.0f, 0.0f,
214 0.0f, 1.0f,
215 0.0f, 0.0f,
216 1.0f, 1.0f
217 },
218 { // RGB
219 1.0f, 0.0f, 0.0f,
220 0.0f, 1.0f, 0.0f,
221 0.0f, 0.0f, 1.0f,
222 1.0f, 1.0f, 0.0f
223 },
224 { // RGBA
225 1.0f, 0.0f, 0.0f, 1.0f,
226 0.0f, 1.0f, 0.0f, 1.0f,
227 0.0f, 0.0f, 1.0f, 1.0f,
228 1.0f, 1.0f, 0.0f, 1.0f
229 },
230 };
Jamie Madill50cf2be2018-06-15 09:46:57 -0400231 // clang-format on
Jamie Madillbc393df2015-01-29 13:46:07 -0500232
Jamie Madill50cf2be2018-06-15 09:46:57 -0400233 GLenum imageFormats[] = {
234 GL_R32F, GL_RG32F, GL_RGB32F, GL_RGBA32F,
Jamie Madillbc393df2015-01-29 13:46:07 -0500235 };
236
Jamie Madill50cf2be2018-06-15 09:46:57 -0400237 GLenum sourceUnsizedFormats[] = {
238 GL_RED, GL_RG, GL_RGB, GL_RGBA,
Jamie Madillbc393df2015-01-29 13:46:07 -0500239 };
240
241 GLuint textures[2];
242
243 glGenTextures(2, textures);
244
Jamie Madill50cf2be2018-06-15 09:46:57 -0400245 GLfloat *imageData = sourceImageData[sourceImageChannels - 1];
246 GLenum sourceImageFormat = imageFormats[sourceImageChannels - 1];
Jamie Madillbc393df2015-01-29 13:46:07 -0500247 GLenum sourceUnsizedFormat = sourceUnsizedFormats[sourceImageChannels - 1];
Jamie Madill50cf2be2018-06-15 09:46:57 -0400248 GLenum destImageFormat = imageFormats[destImageChannels - 1];
Jamie Madillbc393df2015-01-29 13:46:07 -0500249
250 glBindTexture(GL_TEXTURE_2D, textures[0]);
Geoff Langc4e93662017-05-01 10:45:59 -0400251 if (getClientMajorVersion() >= 3)
252 {
253 glTexStorage2D(GL_TEXTURE_2D, 1, sourceImageFormat, 2, 2);
254 }
255 else
256 {
257 glTexStorage2DEXT(GL_TEXTURE_2D, 1, sourceImageFormat, 2, 2);
258 }
Jamie Madillbc393df2015-01-29 13:46:07 -0500259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
261 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, sourceUnsizedFormat, GL_FLOAT, imageData);
262
hendrikwb27f79a2015-03-04 11:26:46 -0800263 if (sourceImageChannels < 3 && !extensionEnabled("GL_EXT_texture_rg"))
Jamie Madillbc393df2015-01-29 13:46:07 -0500264 {
265 // This is not supported
266 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
267 }
268 else
269 {
270 ASSERT_GL_NO_ERROR();
271 }
272
273 GLuint fbo;
274 glGenFramebuffers(1, &fbo);
275 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
276 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
277
278 glBindTexture(GL_TEXTURE_2D, textures[1]);
Geoff Langc4e93662017-05-01 10:45:59 -0400279 if (getClientMajorVersion() >= 3)
280 {
281 glTexStorage2D(GL_TEXTURE_2D, 1, destImageFormat, 2, 2);
282 }
283 else
284 {
285 glTexStorage2DEXT(GL_TEXTURE_2D, 1, destImageFormat, 2, 2);
286 }
Jamie Madillbc393df2015-01-29 13:46:07 -0500287 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
288 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
289
290 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 2, 2);
291 ASSERT_GL_NO_ERROR();
292
293 glBindFramebuffer(GL_FRAMEBUFFER, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200294 drawQuad(mProgram, "position", 0.5f);
Jamie Madillbc393df2015-01-29 13:46:07 -0500295
296 int testImageChannels = std::min(sourceImageChannels, destImageChannels);
297
Olli Etuahoa314b612016-03-10 16:43:00 +0200298 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
Jamie Madillbc393df2015-01-29 13:46:07 -0500299 if (testImageChannels > 1)
300 {
301 EXPECT_PIXEL_EQ(getWindowHeight() - 1, 0, 0, 255, 0, 255);
302 EXPECT_PIXEL_EQ(getWindowHeight() - 1, getWindowWidth() - 1, 255, 255, 0, 255);
303 if (testImageChannels > 2)
304 {
305 EXPECT_PIXEL_EQ(0, getWindowWidth() - 1, 0, 0, 255, 255);
306 }
307 }
308
309 glDeleteFramebuffers(1, &fbo);
310 glDeleteTextures(2, textures);
311
312 ASSERT_GL_NO_ERROR();
313 }
314
Jamie Madilld4cfa572014-07-08 10:00:32 -0400315 GLuint mTexture2D;
Jamie Madilld4cfa572014-07-08 10:00:32 -0400316 GLint mTexture2DUniformLocation;
Jamie Madillf67115c2014-04-22 13:14:05 -0400317};
318
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200319class Texture2DTestES3 : public Texture2DTest
320{
321 protected:
322 Texture2DTestES3() : Texture2DTest() {}
323
324 std::string getVertexShaderSource() override
325 {
326 return std::string(
327 "#version 300 es\n"
328 "out vec2 texcoord;\n"
329 "in vec4 position;\n"
330 "void main()\n"
331 "{\n"
332 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
333 " texcoord = (position.xy * 0.5) + 0.5;\n"
334 "}\n");
335 }
336
337 std::string getFragmentShaderSource() override
338 {
339 return std::string(
340 "#version 300 es\n"
341 "precision highp float;\n"
342 "uniform highp sampler2D tex;\n"
343 "in vec2 texcoord;\n"
344 "out vec4 fragColor;\n"
345 "void main()\n"
346 "{\n"
347 " fragColor = texture(tex, texcoord);\n"
348 "}\n");
349 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300350
351 void SetUp() override
352 {
353 Texture2DTest::SetUp();
354 setUpProgram();
355 }
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200356};
357
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200358class Texture2DIntegerAlpha1TestES3 : public Texture2DTest
359{
360 protected:
361 Texture2DIntegerAlpha1TestES3() : Texture2DTest() {}
362
363 std::string getVertexShaderSource() override
364 {
365 return std::string(
366 "#version 300 es\n"
367 "out vec2 texcoord;\n"
368 "in vec4 position;\n"
369 "void main()\n"
370 "{\n"
371 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
372 " texcoord = (position.xy * 0.5) + 0.5;\n"
373 "}\n");
374 }
375
376 std::string getFragmentShaderSource() override
377 {
378 return std::string(
379 "#version 300 es\n"
380 "precision highp float;\n"
381 "uniform highp isampler2D tex;\n"
382 "in vec2 texcoord;\n"
383 "out vec4 fragColor;\n"
384 "void main()\n"
385 "{\n"
386 " vec4 green = vec4(0, 1, 0, 1);\n"
387 " vec4 black = vec4(0, 0, 0, 0);\n"
388 " fragColor = (texture(tex, texcoord).a == 1) ? green : black;\n"
389 "}\n");
390 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300391
392 void SetUp() override
393 {
394 Texture2DTest::SetUp();
395 setUpProgram();
396 }
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200397};
398
399class Texture2DUnsignedIntegerAlpha1TestES3 : public Texture2DTest
400{
401 protected:
402 Texture2DUnsignedIntegerAlpha1TestES3() : Texture2DTest() {}
403
404 std::string getVertexShaderSource() override
405 {
406 return std::string(
407 "#version 300 es\n"
408 "out vec2 texcoord;\n"
409 "in vec4 position;\n"
410 "void main()\n"
411 "{\n"
412 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
413 " texcoord = (position.xy * 0.5) + 0.5;\n"
414 "}\n");
415 }
416
417 std::string getFragmentShaderSource() override
418 {
419 return std::string(
420 "#version 300 es\n"
421 "precision highp float;\n"
422 "uniform highp usampler2D tex;\n"
423 "in vec2 texcoord;\n"
424 "out vec4 fragColor;\n"
425 "void main()\n"
426 "{\n"
427 " vec4 green = vec4(0, 1, 0, 1);\n"
428 " vec4 black = vec4(0, 0, 0, 0);\n"
429 " fragColor = (texture(tex, texcoord).a == 1u) ? green : black;\n"
430 "}\n");
431 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300432
433 void SetUp() override
434 {
435 Texture2DTest::SetUp();
436 setUpProgram();
437 }
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200438};
439
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200440class Texture2DTestWithDrawScale : public Texture2DTest
Jamie Madill2453dbc2015-07-14 11:35:42 -0400441{
442 protected:
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200443 Texture2DTestWithDrawScale() : Texture2DTest(), mDrawScaleUniformLocation(-1) {}
444
445 std::string getVertexShaderSource() override
Jamie Madill2453dbc2015-07-14 11:35:42 -0400446 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300447 return
448 R"(precision highp float;
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200449 attribute vec4 position;
450 varying vec2 texcoord;
451
452 uniform vec2 drawScale;
453
454 void main()
455 {
456 gl_Position = vec4(position.xy * drawScale, 0.0, 1.0);
457 texcoord = (position.xy * 0.5) + 0.5;
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300458 })";
Jamie Madill2453dbc2015-07-14 11:35:42 -0400459 }
460
461 void SetUp() override
462 {
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200463 Texture2DTest::SetUp();
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300464
465 setUpProgram();
466
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200467 mDrawScaleUniformLocation = glGetUniformLocation(mProgram, "drawScale");
468 ASSERT_NE(-1, mDrawScaleUniformLocation);
Jamie Madill2453dbc2015-07-14 11:35:42 -0400469
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200470 glUseProgram(mProgram);
471 glUniform2f(mDrawScaleUniformLocation, 1.0f, 1.0f);
472 glUseProgram(0);
473 ASSERT_GL_NO_ERROR();
474 }
475
476 GLint mDrawScaleUniformLocation;
477};
478
Olli Etuaho4644a202016-01-12 15:12:53 +0200479class Sampler2DAsFunctionParameterTest : public Texture2DTest
480{
481 protected:
482 Sampler2DAsFunctionParameterTest() : Texture2DTest() {}
483
484 std::string getFragmentShaderSource() override
485 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300486 return
487 R"(precision highp float;
Olli Etuaho4644a202016-01-12 15:12:53 +0200488 uniform sampler2D tex;
489 varying vec2 texcoord;
490
491 vec4 computeFragColor(sampler2D aTex)
492 {
493 return texture2D(aTex, texcoord);
494 }
495
496 void main()
497 {
498 gl_FragColor = computeFragColor(tex);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300499 })";
Olli Etuaho4644a202016-01-12 15:12:53 +0200500 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300501
502 void SetUp() override
503 {
504 Texture2DTest::SetUp();
505 setUpProgram();
506 }
Olli Etuaho4644a202016-01-12 15:12:53 +0200507};
508
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200509class TextureCubeTest : public TexCoordDrawTest
510{
511 protected:
512 TextureCubeTest()
513 : TexCoordDrawTest(),
514 mTexture2D(0),
515 mTextureCube(0),
516 mTexture2DUniformLocation(-1),
517 mTextureCubeUniformLocation(-1)
518 {
519 }
520
521 std::string getFragmentShaderSource() override
522 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300523 return
524 R"(precision highp float;
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200525 uniform sampler2D tex2D;
526 uniform samplerCube texCube;
527 varying vec2 texcoord;
528
529 void main()
530 {
531 gl_FragColor = texture2D(tex2D, texcoord);
532 gl_FragColor += textureCube(texCube, vec3(texcoord, 0));
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300533 })";
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200534 }
535
536 void SetUp() override
537 {
538 TexCoordDrawTest::SetUp();
539
540 glGenTextures(1, &mTextureCube);
541 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
Geoff Langc4e93662017-05-01 10:45:59 -0400542 for (GLenum face = 0; face < 6; face++)
543 {
544 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, 1, 1, 0, GL_RGBA,
545 GL_UNSIGNED_BYTE, nullptr);
546 }
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200547 EXPECT_GL_NO_ERROR();
548
549 mTexture2D = create2DTexture();
550
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300551 setUpProgram();
552
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200553 mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D");
554 ASSERT_NE(-1, mTexture2DUniformLocation);
555 mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube");
556 ASSERT_NE(-1, mTextureCubeUniformLocation);
557 }
558
559 void TearDown() override
560 {
561 glDeleteTextures(1, &mTextureCube);
562 TexCoordDrawTest::TearDown();
563 }
564
565 GLuint mTexture2D;
566 GLuint mTextureCube;
567 GLint mTexture2DUniformLocation;
568 GLint mTextureCubeUniformLocation;
569};
570
Martin Radev7e2c0d32017-09-15 14:25:42 +0300571class TextureCubeTestES3 : public ANGLETest
572{
573 protected:
574 TextureCubeTestES3() {}
575};
576
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200577class SamplerArrayTest : public TexCoordDrawTest
578{
579 protected:
580 SamplerArrayTest()
581 : TexCoordDrawTest(),
582 mTexture2DA(0),
583 mTexture2DB(0),
584 mTexture0UniformLocation(-1),
585 mTexture1UniformLocation(-1)
586 {
587 }
588
589 std::string getFragmentShaderSource() override
590 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300591 return
592 R"(precision mediump float;
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200593 uniform highp sampler2D tex2DArray[2];
594 varying vec2 texcoord;
595 void main()
596 {
597 gl_FragColor = texture2D(tex2DArray[0], texcoord);
598 gl_FragColor += texture2D(tex2DArray[1], texcoord);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300599 })";
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200600 }
601
602 void SetUp() override
603 {
604 TexCoordDrawTest::SetUp();
605
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300606 setUpProgram();
607
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200608 mTexture0UniformLocation = glGetUniformLocation(mProgram, "tex2DArray[0]");
609 ASSERT_NE(-1, mTexture0UniformLocation);
610 mTexture1UniformLocation = glGetUniformLocation(mProgram, "tex2DArray[1]");
611 ASSERT_NE(-1, mTexture1UniformLocation);
612
613 mTexture2DA = create2DTexture();
614 mTexture2DB = create2DTexture();
615 ASSERT_GL_NO_ERROR();
616 }
617
618 void TearDown() override
619 {
620 glDeleteTextures(1, &mTexture2DA);
621 glDeleteTextures(1, &mTexture2DB);
622 TexCoordDrawTest::TearDown();
623 }
624
625 void testSamplerArrayDraw()
626 {
627 GLubyte texData[4];
628 texData[0] = 0;
629 texData[1] = 60;
630 texData[2] = 0;
631 texData[3] = 255;
632
633 glActiveTexture(GL_TEXTURE0);
634 glBindTexture(GL_TEXTURE_2D, mTexture2DA);
635 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
636
637 texData[1] = 120;
638 glActiveTexture(GL_TEXTURE1);
639 glBindTexture(GL_TEXTURE_2D, mTexture2DB);
640 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
641 EXPECT_GL_ERROR(GL_NO_ERROR);
642
643 glUseProgram(mProgram);
644 glUniform1i(mTexture0UniformLocation, 0);
645 glUniform1i(mTexture1UniformLocation, 1);
646 drawQuad(mProgram, "position", 0.5f);
647 EXPECT_GL_NO_ERROR();
648
649 EXPECT_PIXEL_NEAR(0, 0, 0, 180, 0, 255, 2);
650 }
651
652 GLuint mTexture2DA;
653 GLuint mTexture2DB;
654 GLint mTexture0UniformLocation;
655 GLint mTexture1UniformLocation;
656};
657
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200658class SamplerArrayAsFunctionParameterTest : public SamplerArrayTest
659{
660 protected:
661 SamplerArrayAsFunctionParameterTest() : SamplerArrayTest() {}
662
663 std::string getFragmentShaderSource() override
664 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300665 return
666 R"(precision mediump float;
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200667 uniform highp sampler2D tex2DArray[2];
668 varying vec2 texcoord;
669
670 vec4 computeFragColor(highp sampler2D aTex2DArray[2])
671 {
672 return texture2D(aTex2DArray[0], texcoord) + texture2D(aTex2DArray[1], texcoord);
673 }
674
675 void main()
676 {
677 gl_FragColor = computeFragColor(tex2DArray);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300678 })";
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200679 }
680};
681
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200682class Texture2DArrayTestES3 : public TexCoordDrawTest
683{
684 protected:
685 Texture2DArrayTestES3() : TexCoordDrawTest(), m2DArrayTexture(0), mTextureArrayLocation(-1) {}
686
687 std::string getVertexShaderSource() override
688 {
689 return std::string(
Jamie Madill2453dbc2015-07-14 11:35:42 -0400690 "#version 300 es\n"
691 "out vec2 texcoord;\n"
692 "in vec4 position;\n"
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200693 "void main()\n"
694 "{\n"
695 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
696 " texcoord = (position.xy * 0.5) + 0.5;\n"
697 "}\n");
698 }
Jamie Madill2453dbc2015-07-14 11:35:42 -0400699
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200700 std::string getFragmentShaderSource() override
701 {
702 return std::string(
Jamie Madill2453dbc2015-07-14 11:35:42 -0400703 "#version 300 es\n"
704 "precision highp float;\n"
Olli Etuaho183d7e22015-11-20 15:59:09 +0200705 "uniform highp sampler2DArray tex2DArray;\n"
Jamie Madill2453dbc2015-07-14 11:35:42 -0400706 "in vec2 texcoord;\n"
707 "out vec4 fragColor;\n"
708 "void main()\n"
709 "{\n"
710 " fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.y, 0.0));\n"
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200711 "}\n");
712 }
Jamie Madill2453dbc2015-07-14 11:35:42 -0400713
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200714 void SetUp() override
715 {
716 TexCoordDrawTest::SetUp();
Jamie Madill2453dbc2015-07-14 11:35:42 -0400717
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300718 setUpProgram();
719
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200720 mTextureArrayLocation = glGetUniformLocation(mProgram, "tex2DArray");
Jamie Madill2453dbc2015-07-14 11:35:42 -0400721 ASSERT_NE(-1, mTextureArrayLocation);
722
723 glGenTextures(1, &m2DArrayTexture);
724 ASSERT_GL_NO_ERROR();
725 }
726
727 void TearDown() override
728 {
729 glDeleteTextures(1, &m2DArrayTexture);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200730 TexCoordDrawTest::TearDown();
Jamie Madill2453dbc2015-07-14 11:35:42 -0400731 }
732
733 GLuint m2DArrayTexture;
Jamie Madill2453dbc2015-07-14 11:35:42 -0400734 GLint mTextureArrayLocation;
735};
736
Olli Etuahobce743a2016-01-15 17:18:28 +0200737class TextureSizeTextureArrayTest : public TexCoordDrawTest
738{
739 protected:
740 TextureSizeTextureArrayTest()
741 : TexCoordDrawTest(),
742 mTexture2DA(0),
743 mTexture2DB(0),
744 mTexture0Location(-1),
745 mTexture1Location(-1)
746 {
747 }
748
749 std::string getVertexShaderSource() override
750 {
Olli Etuaho5804dc82018-04-13 14:11:46 +0300751 return std::string(essl3_shaders::vs::Simple());
Olli Etuahobce743a2016-01-15 17:18:28 +0200752 }
753
754 std::string getFragmentShaderSource() override
755 {
756 return std::string(
757 "#version 300 es\n"
758 "precision highp float;\n"
759 "uniform highp sampler2D tex2DArray[2];\n"
760 "out vec4 fragColor;\n"
761 "void main()\n"
762 "{\n"
763 " float red = float(textureSize(tex2DArray[0], 0).x) / 255.0;\n"
764 " float green = float(textureSize(tex2DArray[1], 0).x) / 255.0;\n"
765 " fragColor = vec4(red, green, 0.0, 1.0);\n"
766 "}\n");
767 }
768
769 void SetUp() override
770 {
771 TexCoordDrawTest::SetUp();
772
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300773 setUpProgram();
774
Olli Etuahobce743a2016-01-15 17:18:28 +0200775 mTexture0Location = glGetUniformLocation(mProgram, "tex2DArray[0]");
776 ASSERT_NE(-1, mTexture0Location);
777 mTexture1Location = glGetUniformLocation(mProgram, "tex2DArray[1]");
778 ASSERT_NE(-1, mTexture1Location);
779
780 mTexture2DA = create2DTexture();
781 mTexture2DB = create2DTexture();
782 ASSERT_GL_NO_ERROR();
783 }
784
785 void TearDown() override
786 {
787 glDeleteTextures(1, &mTexture2DA);
788 glDeleteTextures(1, &mTexture2DB);
789 TexCoordDrawTest::TearDown();
790 }
791
792 GLuint mTexture2DA;
793 GLuint mTexture2DB;
794 GLint mTexture0Location;
795 GLint mTexture1Location;
796};
797
Olli Etuahoa314b612016-03-10 16:43:00 +0200798class Texture3DTestES3 : public TexCoordDrawTest
799{
800 protected:
801 Texture3DTestES3() : TexCoordDrawTest(), mTexture3D(0), mTexture3DUniformLocation(-1) {}
802
803 std::string getVertexShaderSource() override
804 {
805 return std::string(
806 "#version 300 es\n"
807 "out vec2 texcoord;\n"
808 "in vec4 position;\n"
809 "void main()\n"
810 "{\n"
811 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
812 " texcoord = (position.xy * 0.5) + 0.5;\n"
813 "}\n");
814 }
815
816 std::string getFragmentShaderSource() override
817 {
818 return std::string(
819 "#version 300 es\n"
820 "precision highp float;\n"
821 "uniform highp sampler3D tex3D;\n"
822 "in vec2 texcoord;\n"
823 "out vec4 fragColor;\n"
824 "void main()\n"
825 "{\n"
826 " fragColor = texture(tex3D, vec3(texcoord, 0.0));\n"
827 "}\n");
828 }
829
830 void SetUp() override
831 {
832 TexCoordDrawTest::SetUp();
833
834 glGenTextures(1, &mTexture3D);
835
836 setUpProgram();
837
838 mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D");
839 ASSERT_NE(-1, mTexture3DUniformLocation);
840 }
841
842 void TearDown() override
843 {
844 glDeleteTextures(1, &mTexture3D);
845 TexCoordDrawTest::TearDown();
846 }
847
848 GLuint mTexture3D;
849 GLint mTexture3DUniformLocation;
850};
851
Olli Etuaho1a679902016-01-14 12:21:47 +0200852class ShadowSamplerPlusSampler3DTestES3 : public TexCoordDrawTest
853{
854 protected:
855 ShadowSamplerPlusSampler3DTestES3()
856 : TexCoordDrawTest(),
857 mTextureShadow(0),
858 mTexture3D(0),
859 mTextureShadowUniformLocation(-1),
860 mTexture3DUniformLocation(-1),
861 mDepthRefUniformLocation(-1)
862 {
863 }
864
865 std::string getVertexShaderSource() override
866 {
867 return std::string(
868 "#version 300 es\n"
869 "out vec2 texcoord;\n"
870 "in vec4 position;\n"
871 "void main()\n"
872 "{\n"
873 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
874 " texcoord = (position.xy * 0.5) + 0.5;\n"
875 "}\n");
876 }
877
878 std::string getFragmentShaderSource() override
879 {
880 return std::string(
881 "#version 300 es\n"
882 "precision highp float;\n"
883 "uniform highp sampler2DShadow tex2DShadow;\n"
884 "uniform highp sampler3D tex3D;\n"
885 "in vec2 texcoord;\n"
886 "uniform float depthRef;\n"
887 "out vec4 fragColor;\n"
888 "void main()\n"
889 "{\n"
890 " fragColor = vec4(texture(tex2DShadow, vec3(texcoord, depthRef)) * 0.5);\n"
891 " fragColor += texture(tex3D, vec3(texcoord, 0.0));\n"
892 "}\n");
893 }
894
895 void SetUp() override
896 {
897 TexCoordDrawTest::SetUp();
898
899 glGenTextures(1, &mTexture3D);
900
901 glGenTextures(1, &mTextureShadow);
902 glBindTexture(GL_TEXTURE_2D, mTextureShadow);
903 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
904
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300905 setUpProgram();
906
Olli Etuaho1a679902016-01-14 12:21:47 +0200907 mTextureShadowUniformLocation = glGetUniformLocation(mProgram, "tex2DShadow");
908 ASSERT_NE(-1, mTextureShadowUniformLocation);
909 mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D");
910 ASSERT_NE(-1, mTexture3DUniformLocation);
911 mDepthRefUniformLocation = glGetUniformLocation(mProgram, "depthRef");
912 ASSERT_NE(-1, mDepthRefUniformLocation);
913 }
914
915 void TearDown() override
916 {
917 glDeleteTextures(1, &mTextureShadow);
918 glDeleteTextures(1, &mTexture3D);
919 TexCoordDrawTest::TearDown();
920 }
921
922 GLuint mTextureShadow;
923 GLuint mTexture3D;
924 GLint mTextureShadowUniformLocation;
925 GLint mTexture3DUniformLocation;
926 GLint mDepthRefUniformLocation;
927};
928
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200929class SamplerTypeMixTestES3 : public TexCoordDrawTest
930{
931 protected:
932 SamplerTypeMixTestES3()
933 : TexCoordDrawTest(),
934 mTexture2D(0),
935 mTextureCube(0),
936 mTexture2DShadow(0),
937 mTextureCubeShadow(0),
938 mTexture2DUniformLocation(-1),
939 mTextureCubeUniformLocation(-1),
940 mTexture2DShadowUniformLocation(-1),
941 mTextureCubeShadowUniformLocation(-1),
942 mDepthRefUniformLocation(-1)
943 {
944 }
945
946 std::string getVertexShaderSource() override
947 {
948 return std::string(
949 "#version 300 es\n"
950 "out vec2 texcoord;\n"
951 "in vec4 position;\n"
952 "void main()\n"
953 "{\n"
954 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
955 " texcoord = (position.xy * 0.5) + 0.5;\n"
956 "}\n");
957 }
958
959 std::string getFragmentShaderSource() override
960 {
961 return std::string(
962 "#version 300 es\n"
963 "precision highp float;\n"
964 "uniform highp sampler2D tex2D;\n"
965 "uniform highp samplerCube texCube;\n"
966 "uniform highp sampler2DShadow tex2DShadow;\n"
967 "uniform highp samplerCubeShadow texCubeShadow;\n"
968 "in vec2 texcoord;\n"
969 "uniform float depthRef;\n"
970 "out vec4 fragColor;\n"
971 "void main()\n"
972 "{\n"
973 " fragColor = texture(tex2D, texcoord);\n"
974 " fragColor += texture(texCube, vec3(1.0, 0.0, 0.0));\n"
975 " fragColor += vec4(texture(tex2DShadow, vec3(texcoord, depthRef)) * 0.25);\n"
976 " fragColor += vec4(texture(texCubeShadow, vec4(1.0, 0.0, 0.0, depthRef)) * "
977 "0.125);\n"
978 "}\n");
979 }
980
981 void SetUp() override
982 {
983 TexCoordDrawTest::SetUp();
984
985 glGenTextures(1, &mTexture2D);
986 glGenTextures(1, &mTextureCube);
987
988 glGenTextures(1, &mTexture2DShadow);
989 glBindTexture(GL_TEXTURE_2D, mTexture2DShadow);
990 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
991
992 glGenTextures(1, &mTextureCubeShadow);
993 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCubeShadow);
994 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
995
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300996 setUpProgram();
997
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200998 mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D");
999 ASSERT_NE(-1, mTexture2DUniformLocation);
1000 mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube");
1001 ASSERT_NE(-1, mTextureCubeUniformLocation);
1002 mTexture2DShadowUniformLocation = glGetUniformLocation(mProgram, "tex2DShadow");
1003 ASSERT_NE(-1, mTexture2DShadowUniformLocation);
1004 mTextureCubeShadowUniformLocation = glGetUniformLocation(mProgram, "texCubeShadow");
1005 ASSERT_NE(-1, mTextureCubeShadowUniformLocation);
1006 mDepthRefUniformLocation = glGetUniformLocation(mProgram, "depthRef");
1007 ASSERT_NE(-1, mDepthRefUniformLocation);
1008
1009 ASSERT_GL_NO_ERROR();
1010 }
1011
1012 void TearDown() override
1013 {
1014 glDeleteTextures(1, &mTexture2D);
1015 glDeleteTextures(1, &mTextureCube);
1016 glDeleteTextures(1, &mTexture2DShadow);
1017 glDeleteTextures(1, &mTextureCubeShadow);
1018 TexCoordDrawTest::TearDown();
1019 }
1020
1021 GLuint mTexture2D;
1022 GLuint mTextureCube;
1023 GLuint mTexture2DShadow;
1024 GLuint mTextureCubeShadow;
1025 GLint mTexture2DUniformLocation;
1026 GLint mTextureCubeUniformLocation;
1027 GLint mTexture2DShadowUniformLocation;
1028 GLint mTextureCubeShadowUniformLocation;
1029 GLint mDepthRefUniformLocation;
1030};
1031
Olli Etuaho96963162016-03-21 11:54:33 +02001032class SamplerInStructTest : public Texture2DTest
1033{
1034 protected:
1035 SamplerInStructTest() : Texture2DTest() {}
1036
1037 const char *getTextureUniformName() override { return "us.tex"; }
1038
1039 std::string getFragmentShaderSource() override
1040 {
1041 return std::string(
1042 "precision highp float;\n"
1043 "struct S\n"
1044 "{\n"
1045 " vec4 a;\n"
1046 " highp sampler2D tex;\n"
1047 "};\n"
1048 "uniform S us;\n"
1049 "varying vec2 texcoord;\n"
1050 "void main()\n"
1051 "{\n"
1052 " gl_FragColor = texture2D(us.tex, texcoord + us.a.x);\n"
1053 "}\n");
1054 }
1055
1056 void runSamplerInStructTest()
1057 {
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001058 setUpProgram();
1059
Olli Etuaho96963162016-03-21 11:54:33 +02001060 glActiveTexture(GL_TEXTURE0);
1061 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Olli Etuahoa314b612016-03-10 16:43:00 +02001062 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1063 &GLColor::green);
Olli Etuaho96963162016-03-21 11:54:33 +02001064 drawQuad(mProgram, "position", 0.5f);
Olli Etuahoa314b612016-03-10 16:43:00 +02001065 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Olli Etuaho96963162016-03-21 11:54:33 +02001066 }
1067};
1068
1069class SamplerInStructAsFunctionParameterTest : public SamplerInStructTest
1070{
1071 protected:
1072 SamplerInStructAsFunctionParameterTest() : SamplerInStructTest() {}
1073
1074 std::string getFragmentShaderSource() override
1075 {
1076 return std::string(
1077 "precision highp float;\n"
1078 "struct S\n"
1079 "{\n"
1080 " vec4 a;\n"
1081 " highp sampler2D tex;\n"
1082 "};\n"
1083 "uniform S us;\n"
1084 "varying vec2 texcoord;\n"
1085 "vec4 sampleFrom(S s) {\n"
1086 " return texture2D(s.tex, texcoord + s.a.x);\n"
1087 "}\n"
1088 "void main()\n"
1089 "{\n"
1090 " gl_FragColor = sampleFrom(us);\n"
1091 "}\n");
1092 }
1093};
1094
1095class SamplerInStructArrayAsFunctionParameterTest : public SamplerInStructTest
1096{
1097 protected:
1098 SamplerInStructArrayAsFunctionParameterTest() : SamplerInStructTest() {}
1099
1100 const char *getTextureUniformName() override { return "us[0].tex"; }
1101
1102 std::string getFragmentShaderSource() override
1103 {
1104 return std::string(
1105 "precision highp float;\n"
1106 "struct S\n"
1107 "{\n"
1108 " vec4 a;\n"
1109 " highp sampler2D tex;\n"
1110 "};\n"
1111 "uniform S us[1];\n"
1112 "varying vec2 texcoord;\n"
1113 "vec4 sampleFrom(S s) {\n"
1114 " return texture2D(s.tex, texcoord + s.a.x);\n"
1115 "}\n"
1116 "void main()\n"
1117 "{\n"
1118 " gl_FragColor = sampleFrom(us[0]);\n"
1119 "}\n");
1120 }
1121};
1122
1123class SamplerInNestedStructAsFunctionParameterTest : public SamplerInStructTest
1124{
1125 protected:
1126 SamplerInNestedStructAsFunctionParameterTest() : SamplerInStructTest() {}
1127
1128 const char *getTextureUniformName() override { return "us[0].sub.tex"; }
1129
1130 std::string getFragmentShaderSource() override
1131 {
1132 return std::string(
1133 "precision highp float;\n"
1134 "struct SUB\n"
1135 "{\n"
1136 " vec4 a;\n"
1137 " highp sampler2D tex;\n"
1138 "};\n"
1139 "struct S\n"
1140 "{\n"
1141 " SUB sub;\n"
1142 "};\n"
1143 "uniform S us[1];\n"
1144 "varying vec2 texcoord;\n"
1145 "vec4 sampleFrom(SUB s) {\n"
1146 " return texture2D(s.tex, texcoord + s.a.x);\n"
1147 "}\n"
1148 "void main()\n"
1149 "{\n"
1150 " gl_FragColor = sampleFrom(us[0].sub);\n"
1151 "}\n");
1152 }
1153};
1154
1155class SamplerInStructAndOtherVariableTest : public SamplerInStructTest
1156{
1157 protected:
1158 SamplerInStructAndOtherVariableTest() : SamplerInStructTest() {}
1159
1160 std::string getFragmentShaderSource() override
1161 {
1162 return std::string(
1163 "precision highp float;\n"
1164 "struct S\n"
1165 "{\n"
1166 " vec4 a;\n"
1167 " highp sampler2D tex;\n"
1168 "};\n"
1169 "uniform S us;\n"
1170 "uniform float us_tex;\n"
1171 "varying vec2 texcoord;\n"
1172 "void main()\n"
1173 "{\n"
1174 " gl_FragColor = texture2D(us.tex, texcoord + us.a.x + us_tex);\n"
1175 "}\n");
1176 }
1177};
1178
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001179TEST_P(Texture2DTest, NegativeAPISubImage)
Jamie Madillf67115c2014-04-22 13:14:05 -04001180{
Jamie Madilld4cfa572014-07-08 10:00:32 -04001181 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Jamie Madillf67115c2014-04-22 13:14:05 -04001182 EXPECT_GL_ERROR(GL_NO_ERROR);
1183
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001184 setUpProgram();
1185
Jamie Madill50cf2be2018-06-15 09:46:57 -04001186 const GLubyte *pixels[20] = {0};
Jamie Madillf67115c2014-04-22 13:14:05 -04001187 glTexSubImage2D(GL_TEXTURE_2D, 0, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
1188 EXPECT_GL_ERROR(GL_INVALID_VALUE);
Geoff Langc51642b2016-11-14 16:18:26 -05001189
1190 if (extensionEnabled("GL_EXT_texture_storage"))
1191 {
1192 // Create a 1-level immutable texture.
1193 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
1194
1195 // Try calling sub image on the second level.
1196 glTexSubImage2D(GL_TEXTURE_2D, 1, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
1197 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1198 }
Jamie Madillf67115c2014-04-22 13:14:05 -04001199}
Geoff Langc41e42d2014-04-28 10:58:16 -04001200
John Bauman18319182016-09-28 14:22:27 -07001201// Test that querying GL_TEXTURE_BINDING* doesn't cause an unexpected error.
1202TEST_P(Texture2DTest, QueryBinding)
1203{
1204 glBindTexture(GL_TEXTURE_2D, 0);
1205 EXPECT_GL_ERROR(GL_NO_ERROR);
1206
1207 GLint textureBinding;
1208 glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
1209 EXPECT_GL_NO_ERROR();
1210 EXPECT_EQ(0, textureBinding);
1211
1212 glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &textureBinding);
1213 if (extensionEnabled("GL_OES_EGL_image_external") ||
1214 extensionEnabled("GL_NV_EGL_stream_consumer_external"))
1215 {
1216 EXPECT_GL_NO_ERROR();
1217 EXPECT_EQ(0, textureBinding);
1218 }
1219 else
1220 {
1221 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1222 }
1223}
1224
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001225TEST_P(Texture2DTest, ZeroSizedUploads)
Geoff Langc41e42d2014-04-28 10:58:16 -04001226{
Jamie Madilld4cfa572014-07-08 10:00:32 -04001227 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Geoff Langc41e42d2014-04-28 10:58:16 -04001228 EXPECT_GL_ERROR(GL_NO_ERROR);
1229
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001230 setUpProgram();
1231
Geoff Langc41e42d2014-04-28 10:58:16 -04001232 // Use the texture first to make sure it's in video memory
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001233 glUseProgram(mProgram);
Jamie Madilld4cfa572014-07-08 10:00:32 -04001234 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001235 drawQuad(mProgram, "position", 0.5f);
Geoff Langc41e42d2014-04-28 10:58:16 -04001236
Jamie Madill50cf2be2018-06-15 09:46:57 -04001237 const GLubyte *pixel[4] = {0};
Geoff Langc41e42d2014-04-28 10:58:16 -04001238
1239 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
1240 EXPECT_GL_NO_ERROR();
1241
1242 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
1243 EXPECT_GL_NO_ERROR();
1244
1245 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
1246 EXPECT_GL_NO_ERROR();
1247}
Jamie Madilld4cfa572014-07-08 10:00:32 -04001248
1249// Test drawing with two texture types, to trigger an ANGLE bug in validation
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001250TEST_P(TextureCubeTest, CubeMapBug)
Jamie Madilld4cfa572014-07-08 10:00:32 -04001251{
1252 glActiveTexture(GL_TEXTURE0);
1253 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1254 glActiveTexture(GL_TEXTURE1);
1255 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
1256 EXPECT_GL_ERROR(GL_NO_ERROR);
1257
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001258 glUseProgram(mProgram);
1259 glUniform1i(mTexture2DUniformLocation, 0);
1260 glUniform1i(mTextureCubeUniformLocation, 1);
1261 drawQuad(mProgram, "position", 0.5f);
Jamie Madilld4cfa572014-07-08 10:00:32 -04001262 EXPECT_GL_NO_ERROR();
1263}
Jamie Madill9aca0592014-10-06 16:26:59 -04001264
Olli Etuaho53a2da12016-01-11 15:43:32 +02001265// Test drawing with two texture types accessed from the same shader and check that the result of
1266// drawing is correct.
1267TEST_P(TextureCubeTest, CubeMapDraw)
1268{
1269 GLubyte texData[4];
1270 texData[0] = 0;
1271 texData[1] = 60;
1272 texData[2] = 0;
1273 texData[3] = 255;
1274
1275 glActiveTexture(GL_TEXTURE0);
1276 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1277 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
1278
1279 glActiveTexture(GL_TEXTURE1);
1280 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
1281 texData[1] = 120;
1282 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
1283 texData);
1284 EXPECT_GL_ERROR(GL_NO_ERROR);
1285
1286 glUseProgram(mProgram);
1287 glUniform1i(mTexture2DUniformLocation, 0);
1288 glUniform1i(mTextureCubeUniformLocation, 1);
1289 drawQuad(mProgram, "position", 0.5f);
1290 EXPECT_GL_NO_ERROR();
1291
1292 int px = getWindowWidth() - 1;
1293 int py = 0;
1294 EXPECT_PIXEL_NEAR(px, py, 0, 180, 0, 255, 2);
1295}
1296
Olli Etuaho4644a202016-01-12 15:12:53 +02001297TEST_P(Sampler2DAsFunctionParameterTest, Sampler2DAsFunctionParameter)
1298{
1299 glActiveTexture(GL_TEXTURE0);
1300 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1301 GLubyte texData[4];
1302 texData[0] = 0;
1303 texData[1] = 128;
1304 texData[2] = 0;
1305 texData[3] = 255;
1306 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
1307 glUseProgram(mProgram);
1308 glUniform1i(mTexture2DUniformLocation, 0);
1309 drawQuad(mProgram, "position", 0.5f);
1310 EXPECT_GL_NO_ERROR();
1311
1312 EXPECT_PIXEL_NEAR(0, 0, 0, 128, 0, 255, 2);
1313}
1314
Olli Etuaho2173db3d2016-01-12 13:55:14 +02001315// Test drawing with two textures passed to the shader in a sampler array.
1316TEST_P(SamplerArrayTest, SamplerArrayDraw)
1317{
1318 testSamplerArrayDraw();
1319}
1320
1321// Test drawing with two textures passed to the shader in a sampler array which is passed to a
1322// user-defined function in the shader.
1323TEST_P(SamplerArrayAsFunctionParameterTest, SamplerArrayAsFunctionParameter)
1324{
1325 testSamplerArrayDraw();
1326}
1327
Jamie Madill9aca0592014-10-06 16:26:59 -04001328// Copy of a test in conformance/textures/texture-mips, to test generate mipmaps
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001329TEST_P(Texture2DTestWithDrawScale, MipmapsTwice)
Jamie Madill9aca0592014-10-06 16:26:59 -04001330{
Luc Ferronaf883622018-06-08 15:57:31 -04001331 // TODO(lucferron): Diagnose and fix
1332 // http://anglebug.com/2653
1333 ANGLE_SKIP_TEST_IF(IsVulkan());
1334
Jamie Madill9aca0592014-10-06 16:26:59 -04001335 int px = getWindowWidth() / 2;
1336 int py = getWindowHeight() / 2;
1337
1338 glActiveTexture(GL_TEXTURE0);
1339 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1340
Olli Etuahoa314b612016-03-10 16:43:00 +02001341 std::vector<GLColor> pixelsRed(16u * 16u, GLColor::red);
Jamie Madill9aca0592014-10-06 16:26:59 -04001342
Olli Etuahoa314b612016-03-10 16:43:00 +02001343 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data());
Jamie Madill9aca0592014-10-06 16:26:59 -04001344 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1345 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1346 glGenerateMipmap(GL_TEXTURE_2D);
1347
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001348 glUseProgram(mProgram);
Jamie Madill9aca0592014-10-06 16:26:59 -04001349 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001350 glUniform2f(mDrawScaleUniformLocation, 0.0625f, 0.0625f);
1351 drawQuad(mProgram, "position", 0.5f);
Jamie Madill9aca0592014-10-06 16:26:59 -04001352 EXPECT_GL_NO_ERROR();
Olli Etuahoa314b612016-03-10 16:43:00 +02001353 EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
Jamie Madill9aca0592014-10-06 16:26:59 -04001354
Olli Etuahoa314b612016-03-10 16:43:00 +02001355 std::vector<GLColor> pixelsBlue(16u * 16u, GLColor::blue);
Jamie Madill9aca0592014-10-06 16:26:59 -04001356
Olli Etuahoa314b612016-03-10 16:43:00 +02001357 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1358 pixelsBlue.data());
Jamie Madill9aca0592014-10-06 16:26:59 -04001359 glGenerateMipmap(GL_TEXTURE_2D);
1360
Olli Etuahoa314b612016-03-10 16:43:00 +02001361 std::vector<GLColor> pixelsGreen(16u * 16u, GLColor::green);
Jamie Madill9aca0592014-10-06 16:26:59 -04001362
Olli Etuahoa314b612016-03-10 16:43:00 +02001363 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1364 pixelsGreen.data());
Jamie Madill9aca0592014-10-06 16:26:59 -04001365 glGenerateMipmap(GL_TEXTURE_2D);
1366
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001367 drawQuad(mProgram, "position", 0.5f);
Jamie Madill9aca0592014-10-06 16:26:59 -04001368
1369 EXPECT_GL_NO_ERROR();
Olli Etuahoa314b612016-03-10 16:43:00 +02001370 EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
Jamie Madill9aca0592014-10-06 16:26:59 -04001371}
Jamie Madillf8fccb32014-11-12 15:05:26 -05001372
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001373// Test creating a FBO with a cube map render target, to test an ANGLE bug
1374// https://code.google.com/p/angleproject/issues/detail?id=849
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001375TEST_P(TextureCubeTest, CubeMapFBO)
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001376{
Luc Ferronaf883622018-06-08 15:57:31 -04001377 // TODO(jmadill): Cube map render targets. http://anglebug.com/2470
1378 ANGLE_SKIP_TEST_IF(IsVulkan());
1379
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001380 GLuint fbo;
1381 glGenFramebuffers(1, &fbo);
1382 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1383
1384 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
Jamie Madill50cf2be2018-06-15 09:46:57 -04001385 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
1386 mTextureCube, 0);
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001387
Corentin Wallez322653b2015-06-17 18:33:56 +02001388 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001389
1390 glDeleteFramebuffers(1, &fbo);
1391
1392 EXPECT_GL_NO_ERROR();
1393}
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001394
Jamie Madill50cf2be2018-06-15 09:46:57 -04001395// Test that glTexSubImage2D works properly when glTexStorage2DEXT has initialized the image with a
1396// default color.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001397TEST_P(Texture2DTest, TexStorage)
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001398{
Luc Ferron7348fc52018-05-09 07:17:16 -04001399 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_texture_storage"));
Geoff Langc4e93662017-05-01 10:45:59 -04001400
Jamie Madill50cf2be2018-06-15 09:46:57 -04001401 int width = getWindowWidth();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001402 int height = getWindowHeight();
1403
1404 GLuint tex2D;
1405 glGenTextures(1, &tex2D);
1406 glActiveTexture(GL_TEXTURE0);
1407 glBindTexture(GL_TEXTURE_2D, tex2D);
1408
1409 // Fill with red
1410 std::vector<GLubyte> pixels(3 * 16 * 16);
1411 for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
1412 {
1413 pixels[pixelId * 3 + 0] = 255;
1414 pixels[pixelId * 3 + 1] = 0;
1415 pixels[pixelId * 3 + 2] = 0;
1416 }
1417
1418 // ANGLE internally uses RGBA as the DirectX format for RGB images
Jamie Madill50cf2be2018-06-15 09:46:57 -04001419 // therefore glTexStorage2DEXT initializes the image to a default color to get a consistent
1420 // alpha color. The data is kept in a CPU-side image and the image is marked as dirty.
Geoff Langc4e93662017-05-01 10:45:59 -04001421 if (getClientMajorVersion() >= 3)
1422 {
1423 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1424 }
1425 else
1426 {
1427 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1428 }
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001429
1430 // Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched.
1431 // glTexSubImage2D should take into account that the image is dirty.
1432 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGB, GL_UNSIGNED_BYTE, pixels.data());
1433 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1434 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1435
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001436 setUpProgram();
1437
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001438 glUseProgram(mProgram);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001439 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001440 drawQuad(mProgram, "position", 0.5f);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001441 glDeleteTextures(1, &tex2D);
1442 EXPECT_GL_NO_ERROR();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001443 EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
Geoff Langfbfa47c2015-03-31 11:26:00 -04001444
1445 // Validate that the region of the texture without data has an alpha of 1.0
Jamie Madill05b35b22017-10-03 09:01:44 -04001446 angle::GLColor pixel = ReadColor(3 * width / 4, 3 * height / 4);
1447 EXPECT_EQ(255, pixel.A);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001448}
1449
Jamie Madill50cf2be2018-06-15 09:46:57 -04001450// Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2DEXT has
1451// initialized the image with a default color.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001452TEST_P(Texture2DTest, TexStorageWithPBO)
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001453{
1454 if (extensionEnabled("NV_pixel_buffer_object"))
1455 {
Jamie Madill50cf2be2018-06-15 09:46:57 -04001456 int width = getWindowWidth();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001457 int height = getWindowHeight();
1458
1459 GLuint tex2D;
1460 glGenTextures(1, &tex2D);
1461 glActiveTexture(GL_TEXTURE0);
1462 glBindTexture(GL_TEXTURE_2D, tex2D);
1463
1464 // Fill with red
1465 std::vector<GLubyte> pixels(3 * 16 * 16);
1466 for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
1467 {
1468 pixels[pixelId * 3 + 0] = 255;
1469 pixels[pixelId * 3 + 1] = 0;
1470 pixels[pixelId * 3 + 2] = 0;
1471 }
1472
1473 // Read 16x16 region from red backbuffer to PBO
1474 GLuint pbo;
1475 glGenBuffers(1, &pbo);
1476 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
1477 glBufferData(GL_PIXEL_UNPACK_BUFFER, 3 * 16 * 16, pixels.data(), GL_STATIC_DRAW);
1478
1479 // ANGLE internally uses RGBA as the DirectX format for RGB images
Jamie Madill50cf2be2018-06-15 09:46:57 -04001480 // therefore glTexStorage2DEXT initializes the image to a default color to get a consistent
1481 // alpha color. The data is kept in a CPU-side image and the image is marked as dirty.
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001482 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1483
1484 // Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched.
1485 // glTexSubImage2D should take into account that the image is dirty.
Yunchao Hef81ce4a2017-04-24 10:49:17 +08001486 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001487 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1488 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1489
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001490 setUpProgram();
1491
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001492 glUseProgram(mProgram);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001493 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001494 drawQuad(mProgram, "position", 0.5f);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001495 glDeleteTextures(1, &tex2D);
Olli Etuaho19d48db2016-01-13 14:43:21 +02001496 glDeleteBuffers(1, &pbo);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001497 EXPECT_GL_NO_ERROR();
1498 EXPECT_PIXEL_EQ(3 * width / 4, 3 * height / 4, 0, 0, 0, 255);
1499 EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
1500 }
1501}
Jamie Madillbc393df2015-01-29 13:46:07 -05001502
1503// See description on testFloatCopySubImage
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001504TEST_P(Texture2DTest, CopySubImageFloat_R_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001505{
1506 testFloatCopySubImage(1, 1);
1507}
1508
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001509TEST_P(Texture2DTest, CopySubImageFloat_RG_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001510{
1511 testFloatCopySubImage(2, 1);
1512}
1513
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001514TEST_P(Texture2DTest, CopySubImageFloat_RG_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001515{
1516 testFloatCopySubImage(2, 2);
1517}
1518
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001519TEST_P(Texture2DTest, CopySubImageFloat_RGB_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001520{
1521 testFloatCopySubImage(3, 1);
1522}
1523
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001524TEST_P(Texture2DTest, CopySubImageFloat_RGB_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001525{
1526 testFloatCopySubImage(3, 2);
1527}
1528
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001529TEST_P(Texture2DTest, CopySubImageFloat_RGB_RGB)
Jamie Madillbc393df2015-01-29 13:46:07 -05001530{
Yunchao He9550c602018-02-13 14:47:05 +08001531 // TODO(cwallez): Fix on Linux Intel drivers (http://anglebug.com/1346)
1532 ANGLE_SKIP_TEST_IF(IsIntel() && IsLinux());
Corentin Wallez9e3c6152016-03-29 21:58:33 -04001533
Yunchao He9550c602018-02-13 14:47:05 +08001534 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
1535 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08001536
Jamie Madillbc393df2015-01-29 13:46:07 -05001537 testFloatCopySubImage(3, 3);
1538}
1539
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001540TEST_P(Texture2DTest, CopySubImageFloat_RGBA_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001541{
1542 testFloatCopySubImage(4, 1);
1543}
1544
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001545TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001546{
1547 testFloatCopySubImage(4, 2);
1548}
1549
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001550TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGB)
Jamie Madillbc393df2015-01-29 13:46:07 -05001551{
Yunchao He9550c602018-02-13 14:47:05 +08001552 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
1553 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08001554
Jamie Madillbc393df2015-01-29 13:46:07 -05001555 testFloatCopySubImage(4, 3);
1556}
1557
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001558TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGBA)
Jamie Madillbc393df2015-01-29 13:46:07 -05001559{
Luc Ferronf786b702018-07-10 11:01:43 -04001560 // TODO(lucferron): This test fails only on linux and intel.
1561 // http://anglebug.com/2726
1562 ANGLE_SKIP_TEST_IF(IsVulkan() && IsLinux() && IsIntel());
1563
Yunchao He9550c602018-02-13 14:47:05 +08001564 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
1565 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08001566
Jamie Madillbc393df2015-01-29 13:46:07 -05001567 testFloatCopySubImage(4, 4);
1568}
Austin Kinross07285142015-03-26 11:36:16 -07001569
Jamie Madill50cf2be2018-06-15 09:46:57 -04001570// Port of
1571// https://www.khronos.org/registry/webgl/conformance-suites/1.0.3/conformance/textures/texture-npot.html
1572// Run against GL_ALPHA/UNSIGNED_BYTE format, to ensure that D3D11 Feature Level 9_3 correctly
1573// handles GL_ALPHA
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001574TEST_P(Texture2DTest, TextureNPOT_GL_ALPHA_UBYTE)
Austin Kinross07285142015-03-26 11:36:16 -07001575{
1576 const int npotTexSize = 5;
Jamie Madill50cf2be2018-06-15 09:46:57 -04001577 const int potTexSize = 4; // Should be less than npotTexSize
Austin Kinross07285142015-03-26 11:36:16 -07001578 GLuint tex2D;
1579
1580 if (extensionEnabled("GL_OES_texture_npot"))
1581 {
1582 // This test isn't applicable if texture_npot is enabled
1583 return;
1584 }
1585
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001586 setUpProgram();
1587
Austin Kinross07285142015-03-26 11:36:16 -07001588 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
1589
Austin Kinross5faa15b2016-01-11 13:32:48 -08001590 // Default unpack alignment is 4. The values of 'pixels' below needs it to be 1.
1591 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
1592
Austin Kinross07285142015-03-26 11:36:16 -07001593 glActiveTexture(GL_TEXTURE0);
1594 glGenTextures(1, &tex2D);
1595 glBindTexture(GL_TEXTURE_2D, tex2D);
1596
1597 std::vector<GLubyte> pixels(1 * npotTexSize * npotTexSize);
1598 for (size_t pixelId = 0; pixelId < npotTexSize * npotTexSize; ++pixelId)
1599 {
1600 pixels[pixelId] = 64;
1601 }
1602
1603 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1604 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1605
1606 // Check that an NPOT texture not on level 0 generates INVALID_VALUE
Jamie Madill50cf2be2018-06-15 09:46:57 -04001607 glTexImage2D(GL_TEXTURE_2D, 1, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA,
1608 GL_UNSIGNED_BYTE, pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07001609 EXPECT_GL_ERROR(GL_INVALID_VALUE);
1610
1611 // Check that an NPOT texture on level 0 succeeds
Jamie Madill50cf2be2018-06-15 09:46:57 -04001612 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA,
1613 GL_UNSIGNED_BYTE, pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07001614 EXPECT_GL_NO_ERROR();
1615
1616 // Check that generateMipmap fails on NPOT
1617 glGenerateMipmap(GL_TEXTURE_2D);
1618 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1619
1620 // Check that nothing is drawn if filtering is not correct for NPOT
1621 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1622 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1623 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1624 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1625 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001626 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001627 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255);
1628
1629 // NPOT texture with TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,255
1630 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1631 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1632 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
1633 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001634 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001635 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255);
1636
1637 // NPOT texture with TEXTURE_MIN_FILTER set to LINEAR should draw
1638 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1639 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001640 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001641 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64);
1642
1643 // Check that glTexImage2D for POT texture succeeds
Jamie Madill50cf2be2018-06-15 09:46:57 -04001644 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, potTexSize, potTexSize, 0, GL_ALPHA, GL_UNSIGNED_BYTE,
1645 pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07001646 EXPECT_GL_NO_ERROR();
1647
1648 // Check that generateMipmap for an POT texture succeeds
1649 glGenerateMipmap(GL_TEXTURE_2D);
1650 EXPECT_GL_NO_ERROR();
1651
1652 // POT texture with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR should draw
1653 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1654 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1655 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1656 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1657 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001658 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001659 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64);
1660 EXPECT_GL_NO_ERROR();
1661}
Jamie Madillfa05f602015-05-07 13:47:11 -04001662
Austin Kinross08528e12015-10-07 16:24:40 -07001663// Test to ensure that glTexSubImage2D always accepts data for non-power-of-two subregions.
1664// ANGLE previously rejected this if GL_OES_texture_npot wasn't active, which is incorrect.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001665TEST_P(Texture2DTest, NPOTSubImageParameters)
Austin Kinross08528e12015-10-07 16:24:40 -07001666{
1667 glActiveTexture(GL_TEXTURE0);
1668 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1669
1670 // Create an 8x8 (i.e. power-of-two) texture.
1671 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1672 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1673 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1674 glGenerateMipmap(GL_TEXTURE_2D);
1675
1676 // Supply a 3x3 (i.e. non-power-of-two) subimage to the texture.
1677 // This should always work, even if GL_OES_texture_npot isn't active.
Geoff Langfb052642017-10-24 13:42:09 -04001678 std::array<GLColor, 3 * 3> data;
1679 glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 3, 3, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
Austin Kinross08528e12015-10-07 16:24:40 -07001680
1681 EXPECT_GL_NO_ERROR();
1682}
1683
Olli Etuahoa7416ff2016-01-18 12:22:55 +02001684// Test to check that texture completeness is determined correctly when the texture base level is
1685// greater than 0, and also that level 0 is not sampled when base level is greater than 0.
1686TEST_P(Texture2DTestES3, DrawWithBaseLevel1)
1687{
1688 glActiveTexture(GL_TEXTURE0);
1689 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Olli Etuahoa314b612016-03-10 16:43:00 +02001690
1691 std::vector<GLColor> texDataRed(4u * 4u, GLColor::red);
1692 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
1693 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1694 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1695 texDataGreen.data());
1696 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1697 texDataGreen.data());
Olli Etuahoa7416ff2016-01-18 12:22:55 +02001698 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1699 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1700 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1701
1702 EXPECT_GL_NO_ERROR();
1703
1704 drawQuad(mProgram, "position", 0.5f);
1705
Olli Etuahoa314b612016-03-10 16:43:00 +02001706 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1707}
1708
1709// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
1710// have images defined.
1711TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeUndefined)
1712{
Yunchao He9550c602018-02-13 14:47:05 +08001713 // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
1714 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
1715
Olli Etuahoa314b612016-03-10 16:43:00 +02001716 glActiveTexture(GL_TEXTURE0);
1717 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1718 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1719 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1720 texDataGreen.data());
1721 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1722 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1723 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1724 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
1725
1726 EXPECT_GL_NO_ERROR();
1727
1728 drawQuad(mProgram, "position", 0.5f);
1729
1730 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1731}
1732
Olli Etuahoe8528d82016-05-16 17:50:52 +03001733// Test that drawing works correctly when level 0 is undefined and base level is 1.
1734TEST_P(Texture2DTestES3, DrawWithLevelZeroUndefined)
1735{
Yunchao He9550c602018-02-13 14:47:05 +08001736 // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
1737 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
1738
Olli Etuahoe8528d82016-05-16 17:50:52 +03001739 glActiveTexture(GL_TEXTURE0);
1740 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1741 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1742 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1743 texDataGreen.data());
1744 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1745 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1746 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1747 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
1748
1749 EXPECT_GL_NO_ERROR();
1750
1751 // Texture is incomplete.
1752 drawQuad(mProgram, "position", 0.5f);
1753 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
1754
1755 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1756 texDataGreen.data());
1757
1758 // Texture is now complete.
1759 drawQuad(mProgram, "position", 0.5f);
1760 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1761}
1762
Olli Etuahoa314b612016-03-10 16:43:00 +02001763// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
1764// dimensions that don't fit the images inside the range.
1765// GLES 3.0.4 section 3.8.13 Texture completeness
1766TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
1767{
Olli Etuahoa314b612016-03-10 16:43:00 +02001768 glActiveTexture(GL_TEXTURE0);
1769 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1770 std::vector<GLColor> texDataRed(8u * 8u, GLColor::red);
1771 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1772 std::vector<GLColor> texDataCyan(2u * 2u, GLColor::cyan);
1773
1774 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1775 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1776
1777 // Two levels that are initially unused.
1778 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
1779 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1780 texDataCyan.data());
1781
1782 // One level that is used - only this level should affect completeness.
1783 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1784 texDataGreen.data());
1785
1786 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1787 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
1788
1789 EXPECT_GL_NO_ERROR();
1790
1791 drawQuad(mProgram, "position", 0.5f);
1792
1793 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1794
Yunchao He2f23f352018-02-11 22:11:37 +08001795 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
Olli Etuahoa314b612016-03-10 16:43:00 +02001796
1797 // Switch the level that is being used to the cyan level 2.
1798 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
1799 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
1800
1801 EXPECT_GL_NO_ERROR();
1802
1803 drawQuad(mProgram, "position", 0.5f);
1804
1805 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
1806}
1807
1808// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
1809// have images defined.
1810TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeUndefined)
1811{
Olli Etuahoa314b612016-03-10 16:43:00 +02001812 glActiveTexture(GL_TEXTURE0);
1813 glBindTexture(GL_TEXTURE_3D, mTexture3D);
1814 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1815 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1816 texDataGreen.data());
1817 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1818 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1819 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1);
1820 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
1821
1822 EXPECT_GL_NO_ERROR();
1823
1824 drawQuad(mProgram, "position", 0.5f);
1825
1826 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1827}
1828
1829// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
1830// dimensions that don't fit the images inside the range.
1831// GLES 3.0.4 section 3.8.13 Texture completeness
1832TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
1833{
Olli Etuahoa314b612016-03-10 16:43:00 +02001834 glActiveTexture(GL_TEXTURE0);
1835 glBindTexture(GL_TEXTURE_3D, mTexture3D);
1836 std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red);
1837 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1838 std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan);
1839
1840 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1841 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1842
1843 // Two levels that are initially unused.
1844 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1845 texDataRed.data());
1846 glTexImage3D(GL_TEXTURE_3D, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1847 texDataCyan.data());
1848
1849 // One level that is used - only this level should affect completeness.
1850 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1851 texDataGreen.data());
1852
1853 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1);
1854 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
1855
1856 EXPECT_GL_NO_ERROR();
1857
1858 drawQuad(mProgram, "position", 0.5f);
1859
1860 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1861
Yunchao He2f23f352018-02-11 22:11:37 +08001862 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
Olli Etuahoa314b612016-03-10 16:43:00 +02001863
1864 // Switch the level that is being used to the cyan level 2.
1865 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 2);
1866 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 2);
1867
1868 EXPECT_GL_NO_ERROR();
1869
1870 drawQuad(mProgram, "position", 0.5f);
1871
1872 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
1873}
1874
1875// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
1876// have images defined.
1877TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeUndefined)
1878{
Olli Etuahoa314b612016-03-10 16:43:00 +02001879 glActiveTexture(GL_TEXTURE0);
1880 glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
1881 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1882 glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1883 texDataGreen.data());
1884 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1885 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1886 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1);
1887 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
1888
1889 EXPECT_GL_NO_ERROR();
1890
1891 drawQuad(mProgram, "position", 0.5f);
1892
1893 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1894}
1895
1896// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
1897// dimensions that don't fit the images inside the range.
1898// GLES 3.0.4 section 3.8.13 Texture completeness
1899TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
1900{
Olli Etuahoa314b612016-03-10 16:43:00 +02001901 glActiveTexture(GL_TEXTURE0);
1902 glBindTexture(GL_TEXTURE_3D, m2DArrayTexture);
1903 std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red);
1904 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1905 std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan);
1906
1907 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1908 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1909
1910 // Two levels that are initially unused.
1911 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1912 texDataRed.data());
1913 glTexImage3D(GL_TEXTURE_2D_ARRAY, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1914 texDataCyan.data());
1915
1916 // One level that is used - only this level should affect completeness.
1917 glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1918 texDataGreen.data());
1919
1920 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1);
1921 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
1922
1923 EXPECT_GL_NO_ERROR();
1924
1925 drawQuad(mProgram, "position", 0.5f);
1926
1927 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1928
Yunchao He2f23f352018-02-11 22:11:37 +08001929 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
1930
Yunchao He9550c602018-02-13 14:47:05 +08001931 // NVIDIA was observed drawing color 0,0,0,0 instead of the texture color after the base
1932 // level was changed.
1933 ANGLE_SKIP_TEST_IF(IsNVIDIA() && (IsOpenGL() || IsOpenGLES()));
Olli Etuahoa314b612016-03-10 16:43:00 +02001934
1935 // Switch the level that is being used to the cyan level 2.
1936 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 2);
1937 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 2);
1938
1939 EXPECT_GL_NO_ERROR();
1940
1941 drawQuad(mProgram, "position", 0.5f);
1942
1943 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
1944}
1945
1946// Test that texture completeness is updated if texture max level changes.
1947// GLES 3.0.4 section 3.8.13 Texture completeness
1948TEST_P(Texture2DTestES3, TextureCompletenessChangesWithMaxLevel)
1949{
Olli Etuahoa314b612016-03-10 16:43:00 +02001950 glActiveTexture(GL_TEXTURE0);
1951 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1952 std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green);
1953
1954 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1955 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1956
1957 // A level that is initially unused.
1958 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1959 texDataGreen.data());
1960
1961 // One level that is initially used - only this level should affect completeness.
1962 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1963 texDataGreen.data());
1964
1965 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
1966 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
1967
1968 EXPECT_GL_NO_ERROR();
1969
1970 drawQuad(mProgram, "position", 0.5f);
1971
1972 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1973
1974 // Switch the max level to level 1. The levels within the used range now have inconsistent
1975 // dimensions and the texture should be incomplete.
1976 glTexParameteri(GL_TEXTURE_2D, 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::black);
1983}
1984
1985// Test that 3D texture completeness is updated if texture max level changes.
1986// GLES 3.0.4 section 3.8.13 Texture completeness
1987TEST_P(Texture3DTestES3, Texture3DCompletenessChangesWithMaxLevel)
1988{
Olli Etuahoa314b612016-03-10 16:43:00 +02001989 glActiveTexture(GL_TEXTURE0);
1990 glBindTexture(GL_TEXTURE_3D, mTexture3D);
1991 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1992
1993 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1994 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1995
1996 // A level that is initially unused.
1997 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 1, 1, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1998 texDataGreen.data());
1999
2000 // One level that is initially used - only this level should affect completeness.
2001 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2002 texDataGreen.data());
2003
2004 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
2005 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
2006
2007 EXPECT_GL_NO_ERROR();
2008
2009 drawQuad(mProgram, "position", 0.5f);
2010
2011 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2012
2013 // Switch the max level to level 1. The levels within the used range now have inconsistent
2014 // dimensions and the texture should be incomplete.
2015 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
2016
2017 EXPECT_GL_NO_ERROR();
2018
2019 drawQuad(mProgram, "position", 0.5f);
2020
2021 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2022}
2023
2024// Test that texture completeness is updated if texture base level changes.
2025// GLES 3.0.4 section 3.8.13 Texture completeness
2026TEST_P(Texture2DTestES3, TextureCompletenessChangesWithBaseLevel)
2027{
Olli Etuahoa314b612016-03-10 16:43:00 +02002028 glActiveTexture(GL_TEXTURE0);
2029 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2030 std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green);
2031
2032 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2033 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2034
2035 // Two levels that are initially unused.
2036 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2037 texDataGreen.data());
2038 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2039 texDataGreen.data());
2040
2041 // One level that is initially used - only this level should affect completeness.
2042 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2043 texDataGreen.data());
2044
2045 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
2046 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
2047
2048 EXPECT_GL_NO_ERROR();
2049
2050 drawQuad(mProgram, "position", 0.5f);
2051
2052 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2053
2054 // Switch the base level to level 1. The levels within the used range now have inconsistent
2055 // dimensions and the texture should be incomplete.
2056 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2057
2058 EXPECT_GL_NO_ERROR();
2059
2060 drawQuad(mProgram, "position", 0.5f);
2061
2062 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2063}
2064
2065// Test that texture is not complete if base level is greater than max level.
2066// GLES 3.0.4 section 3.8.13 Texture completeness
2067TEST_P(Texture2DTestES3, TextureBaseLevelGreaterThanMaxLevel)
2068{
Olli Etuahoa314b612016-03-10 16:43:00 +02002069 glActiveTexture(GL_TEXTURE0);
2070 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2071
2072 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2073 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2074
2075 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2076
2077 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2078 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2079
2080 EXPECT_GL_NO_ERROR();
2081
2082 drawQuad(mProgram, "position", 0.5f);
2083
2084 // Texture should be incomplete.
2085 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2086}
2087
2088// Test that immutable texture base level and max level are clamped.
2089// GLES 3.0.4 section 3.8.10 subsection Mipmapping
2090TEST_P(Texture2DTestES3, ImmutableTextureBaseLevelOutOfRange)
2091{
Olli Etuahoa314b612016-03-10 16:43:00 +02002092 glActiveTexture(GL_TEXTURE0);
2093 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2094
2095 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2096 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2097
2098 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
2099
2100 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2101
2102 // For immutable-format textures, base level should be clamped to [0, levels - 1], and max level
2103 // should be clamped to [base_level, levels - 1].
2104 // GLES 3.0.4 section 3.8.10 subsection Mipmapping
2105 // In the case of this test, those rules make the effective base level and max level 0.
2106 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2107 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000);
2108
2109 EXPECT_GL_NO_ERROR();
2110
2111 drawQuad(mProgram, "position", 0.5f);
2112
2113 // Texture should be complete.
2114 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2115}
2116
Olli Etuaho87fc71c2016-05-11 14:25:21 +03002117// Test that changing base level works when it affects the format of the texture.
2118TEST_P(Texture2DTestES3, TextureFormatChangesWithBaseLevel)
2119{
Yunchao He9550c602018-02-13 14:47:05 +08002120 // Observed rendering corruption on NVIDIA OpenGL.
2121 ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGL());
2122
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002123 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsDesktopOpenGL());
Yunchao He9550c602018-02-13 14:47:05 +08002124
2125 // Observed incorrect rendering on AMD OpenGL.
2126 ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL());
Olli Etuaho87fc71c2016-05-11 14:25:21 +03002127
2128 glActiveTexture(GL_TEXTURE0);
2129 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2130 std::vector<GLColor> texDataCyan(4u * 4u, GLColor::cyan);
2131 std::vector<GLColor> texDataGreen(4u * 4u, GLColor::green);
2132
2133 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2134 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2135
2136 // RGBA8 level that's initially unused.
2137 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2138 texDataCyan.data());
2139
2140 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2141 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
2142
2143 // RG8 level that's initially used, with consistent dimensions with level 0 but a different
2144 // format. It reads green channel data from the green and alpha channels of texDataGreen
2145 // (this is a bit hacky but works).
2146 glTexImage2D(GL_TEXTURE_2D, 1, GL_RG8, 2, 2, 0, GL_RG, GL_UNSIGNED_BYTE, texDataGreen.data());
2147
2148 EXPECT_GL_NO_ERROR();
2149
2150 drawQuad(mProgram, "position", 0.5f);
2151
2152 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2153
2154 // Switch the texture to use the cyan level 0 with the RGBA format.
2155 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2156 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2157
2158 EXPECT_GL_NO_ERROR();
2159
2160 drawQuad(mProgram, "position", 0.5f);
2161
2162 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
2163}
2164
Olli Etuahoa314b612016-03-10 16:43:00 +02002165// Test that setting a texture image works when base level is out of range.
2166TEST_P(Texture2DTestES3, SetImageWhenBaseLevelOutOfRange)
2167{
2168 glActiveTexture(GL_TEXTURE0);
2169 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2170
2171 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2172 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2173
2174 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2175 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000);
2176
2177 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2178
2179 EXPECT_GL_NO_ERROR();
2180
2181 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2182
2183 drawQuad(mProgram, "position", 0.5f);
2184
2185 // Texture should be complete.
2186 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Olli Etuahoa7416ff2016-01-18 12:22:55 +02002187}
2188
Jamie Madill50cf2be2018-06-15 09:46:57 -04002189// In the D3D11 renderer, we need to initialize some texture formats, to fill empty channels. EG
2190// RBA->RGBA8, with 1.0 in the alpha channel. This test covers a bug where redefining array textures
2191// with these formats does not work as expected.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002192TEST_P(Texture2DArrayTestES3, RedefineInittableArray)
Jamie Madill2453dbc2015-07-14 11:35:42 -04002193{
2194 std::vector<GLubyte> pixelData;
2195 for (size_t count = 0; count < 5000; count++)
2196 {
2197 pixelData.push_back(0u);
2198 pixelData.push_back(255u);
2199 pixelData.push_back(0u);
2200 }
2201
2202 glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002203 glUseProgram(mProgram);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002204 glUniform1i(mTextureArrayLocation, 0);
2205
2206 // The first draw worked correctly.
Jamie Madill50cf2be2018-06-15 09:46:57 -04002207 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
2208 &pixelData[0]);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002209
2210 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2211 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2212 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
2213 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002214 drawQuad(mProgram, "position", 1.0f);
Olli Etuahoa314b612016-03-10 16:43:00 +02002215 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002216
2217 // The dimension of the respecification must match the original exactly to trigger the bug.
Jamie Madill50cf2be2018-06-15 09:46:57 -04002218 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
2219 &pixelData[0]);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002220 drawQuad(mProgram, "position", 1.0f);
Olli Etuahoa314b612016-03-10 16:43:00 +02002221 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002222
2223 ASSERT_GL_NO_ERROR();
2224}
2225
Olli Etuaho1a679902016-01-14 12:21:47 +02002226// Test shadow sampler and regular non-shadow sampler coexisting in the same shader.
2227// This test is needed especially to confirm that sampler registers get assigned correctly on
2228// the HLSL backend even when there's a mix of different HLSL sampler and texture types.
2229TEST_P(ShadowSamplerPlusSampler3DTestES3, ShadowSamplerPlusSampler3DDraw)
2230{
2231 glActiveTexture(GL_TEXTURE0);
2232 glBindTexture(GL_TEXTURE_3D, mTexture3D);
2233 GLubyte texData[4];
2234 texData[0] = 0;
2235 texData[1] = 60;
2236 texData[2] = 0;
2237 texData[3] = 255;
2238 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
2239
2240 glActiveTexture(GL_TEXTURE1);
2241 glBindTexture(GL_TEXTURE_2D, mTextureShadow);
2242 GLfloat depthTexData[1];
2243 depthTexData[0] = 0.5f;
2244 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
2245 depthTexData);
2246
2247 glUseProgram(mProgram);
2248 glUniform1f(mDepthRefUniformLocation, 0.3f);
2249 glUniform1i(mTexture3DUniformLocation, 0);
2250 glUniform1i(mTextureShadowUniformLocation, 1);
2251
2252 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2253 drawQuad(mProgram, "position", 0.5f);
2254 EXPECT_GL_NO_ERROR();
2255 // The shader writes 0.5 * <comparison result (1.0)> + <texture color>
2256 EXPECT_PIXEL_NEAR(0, 0, 128, 188, 128, 255, 2);
2257
2258 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GREATER);
2259 drawQuad(mProgram, "position", 0.5f);
2260 EXPECT_GL_NO_ERROR();
2261 // The shader writes 0.5 * <comparison result (0.0)> + <texture color>
2262 EXPECT_PIXEL_NEAR(0, 0, 0, 60, 0, 255, 2);
2263}
2264
Olli Etuahoc8c99a02016-01-14 16:47:22 +02002265// Test multiple different sampler types in the same shader.
2266// This test makes sure that even if sampler / texture registers get grouped together based on type
2267// or otherwise get shuffled around in the HLSL backend of the shader translator, the D3D renderer
2268// still has the right register index information for each ESSL sampler.
2269// The tested ESSL samplers have the following types in D3D11 HLSL:
2270// sampler2D: Texture2D + SamplerState
2271// samplerCube: TextureCube + SamplerState
2272// sampler2DShadow: Texture2D + SamplerComparisonState
2273// samplerCubeShadow: TextureCube + SamplerComparisonState
2274TEST_P(SamplerTypeMixTestES3, SamplerTypeMixDraw)
2275{
2276 glActiveTexture(GL_TEXTURE0);
2277 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2278 GLubyte texData[4];
2279 texData[0] = 0;
2280 texData[1] = 0;
2281 texData[2] = 120;
2282 texData[3] = 255;
2283 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
2284
2285 glActiveTexture(GL_TEXTURE1);
2286 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
2287 texData[0] = 0;
2288 texData[1] = 90;
2289 texData[2] = 0;
2290 texData[3] = 255;
2291 glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA8, 1, 1);
2292 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
2293 texData);
2294
2295 glActiveTexture(GL_TEXTURE2);
2296 glBindTexture(GL_TEXTURE_2D, mTexture2DShadow);
2297 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2298 GLfloat depthTexData[1];
2299 depthTexData[0] = 0.5f;
2300 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
2301 depthTexData);
2302
2303 glActiveTexture(GL_TEXTURE3);
2304 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCubeShadow);
2305 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2306 depthTexData[0] = 0.2f;
2307 glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_DEPTH_COMPONENT32F, 1, 1);
2308 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT,
2309 depthTexData);
2310
2311 EXPECT_GL_NO_ERROR();
2312
2313 glUseProgram(mProgram);
2314 glUniform1f(mDepthRefUniformLocation, 0.3f);
2315 glUniform1i(mTexture2DUniformLocation, 0);
2316 glUniform1i(mTextureCubeUniformLocation, 1);
2317 glUniform1i(mTexture2DShadowUniformLocation, 2);
2318 glUniform1i(mTextureCubeShadowUniformLocation, 3);
2319
2320 drawQuad(mProgram, "position", 0.5f);
2321 EXPECT_GL_NO_ERROR();
2322 // The shader writes:
2323 // <texture 2d color> +
2324 // <cube map color> +
2325 // 0.25 * <comparison result (1.0)> +
2326 // 0.125 * <comparison result (0.0)>
2327 EXPECT_PIXEL_NEAR(0, 0, 64, 154, 184, 255, 2);
2328}
2329
Olli Etuahobce743a2016-01-15 17:18:28 +02002330// Test different base levels on textures accessed through the same sampler array.
2331// Calling textureSize() on the samplers hits the D3D sampler metadata workaround.
2332TEST_P(TextureSizeTextureArrayTest, BaseLevelVariesInTextureArray)
2333{
Yunchao He9550c602018-02-13 14:47:05 +08002334 ANGLE_SKIP_TEST_IF(IsAMD() && IsD3D11());
2335
Olli Etuahobce743a2016-01-15 17:18:28 +02002336 glActiveTexture(GL_TEXTURE0);
2337 glBindTexture(GL_TEXTURE_2D, mTexture2DA);
2338 GLsizei size = 64;
2339 for (GLint level = 0; level < 7; ++level)
2340 {
2341 ASSERT_LT(0, size);
2342 glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2343 nullptr);
2344 size = size / 2;
2345 }
2346 ASSERT_EQ(0, size);
2347 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2348
2349 glActiveTexture(GL_TEXTURE1);
2350 glBindTexture(GL_TEXTURE_2D, mTexture2DB);
2351 size = 128;
2352 for (GLint level = 0; level < 8; ++level)
2353 {
2354 ASSERT_LT(0, size);
2355 glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2356 nullptr);
2357 size = size / 2;
2358 }
2359 ASSERT_EQ(0, size);
2360 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 3);
2361 EXPECT_GL_NO_ERROR();
2362
2363 glUseProgram(mProgram);
2364 glUniform1i(mTexture0Location, 0);
2365 glUniform1i(mTexture1Location, 1);
2366
Olli Etuaho5804dc82018-04-13 14:11:46 +03002367 drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
Olli Etuahobce743a2016-01-15 17:18:28 +02002368 EXPECT_GL_NO_ERROR();
2369 // Red channel: width of level 1 of texture A: 32.
2370 // Green channel: width of level 3 of texture B: 16.
2371 EXPECT_PIXEL_NEAR(0, 0, 32, 16, 0, 255, 2);
2372}
2373
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002374// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2375// ES 3.0.4 table 3.24
2376TEST_P(Texture2DTestES3, TextureRGBImplicitAlpha1)
2377{
2378 glActiveTexture(GL_TEXTURE0);
2379 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2380 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
2381 EXPECT_GL_NO_ERROR();
2382
2383 drawQuad(mProgram, "position", 0.5f);
2384
2385 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2386}
2387
2388// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2389// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002390TEST_P(Texture2DTest, TextureLuminanceImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002391{
Luc Ferron5164b792018-03-06 09:10:12 -05002392 setUpProgram();
2393
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002394 glActiveTexture(GL_TEXTURE0);
2395 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2396 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, nullptr);
2397 EXPECT_GL_NO_ERROR();
2398
2399 drawQuad(mProgram, "position", 0.5f);
2400
2401 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2402}
2403
Luc Ferron5164b792018-03-06 09:10:12 -05002404// Validate that every component of the pixel will be equal to the luminance value we've set
2405// and that the alpha channel will be 1 (or 255 to be exact).
2406TEST_P(Texture2DTest, TextureLuminanceRGBSame)
2407{
2408 setUpProgram();
2409
2410 glActiveTexture(GL_TEXTURE0);
2411 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2412 uint8_t pixel = 50;
2413 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &pixel);
2414 EXPECT_GL_NO_ERROR();
2415
2416 drawQuad(mProgram, "position", 0.5f);
2417
2418 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(pixel, pixel, pixel, 255));
2419}
2420
2421// Validate that every component of the pixel will be equal to the luminance value we've set
2422// and that the alpha channel will be the second component.
2423TEST_P(Texture2DTest, TextureLuminanceAlphaRGBSame)
2424{
2425 setUpProgram();
2426
2427 glActiveTexture(GL_TEXTURE0);
2428 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2429 uint8_t pixel[] = {50, 25};
2430 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 1, 1, 0, GL_LUMINANCE_ALPHA,
2431 GL_UNSIGNED_BYTE, pixel);
2432 EXPECT_GL_NO_ERROR();
2433
2434 drawQuad(mProgram, "position", 0.5f);
2435
2436 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(pixel[0], pixel[0], pixel[0], pixel[1]));
2437}
2438
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002439// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2440// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002441TEST_P(Texture2DTest, TextureLuminance32ImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002442{
Luc Ferrond8c632c2018-04-10 12:31:44 -04002443 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_float"));
2444 ANGLE_SKIP_TEST_IF(IsD3D9());
2445 ANGLE_SKIP_TEST_IF(IsVulkan());
Luc Ferron5164b792018-03-06 09:10:12 -05002446
2447 setUpProgram();
2448
Luc Ferrond8c632c2018-04-10 12:31:44 -04002449 glActiveTexture(GL_TEXTURE0);
2450 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2451 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_FLOAT, nullptr);
2452 EXPECT_GL_NO_ERROR();
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002453
Luc Ferrond8c632c2018-04-10 12:31:44 -04002454 drawQuad(mProgram, "position", 0.5f);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002455
Luc Ferrond8c632c2018-04-10 12:31:44 -04002456 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002457}
2458
2459// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2460// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002461TEST_P(Texture2DTest, TextureLuminance16ImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002462{
Luc Ferrond8c632c2018-04-10 12:31:44 -04002463 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_float"));
2464 ANGLE_SKIP_TEST_IF(IsD3D9());
2465 ANGLE_SKIP_TEST_IF(IsVulkan());
2466 ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGLES());
2467 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1420 is fixed
2468 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
Luc Ferron5164b792018-03-06 09:10:12 -05002469
Luc Ferrond8c632c2018-04-10 12:31:44 -04002470 setUpProgram();
Luc Ferron5164b792018-03-06 09:10:12 -05002471
Luc Ferrond8c632c2018-04-10 12:31:44 -04002472 glActiveTexture(GL_TEXTURE0);
2473 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2474 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_HALF_FLOAT_OES, nullptr);
2475 EXPECT_GL_NO_ERROR();
Yunchao He9550c602018-02-13 14:47:05 +08002476
Luc Ferrond8c632c2018-04-10 12:31:44 -04002477 drawQuad(mProgram, "position", 0.5f);
Yuly Novikovafcec832016-06-21 22:19:51 -04002478
Luc Ferrond8c632c2018-04-10 12:31:44 -04002479 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002480}
2481
2482// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2483// ES 3.0.4 table 3.24
2484TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB8UIImplicitAlpha1)
2485{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002486 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2487
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002488 glActiveTexture(GL_TEXTURE0);
2489 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2490 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, nullptr);
2491 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2492 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2493 EXPECT_GL_NO_ERROR();
2494
2495 drawQuad(mProgram, "position", 0.5f);
2496
2497 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2498}
2499
2500// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2501// ES 3.0.4 table 3.24
2502TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB8IImplicitAlpha1)
2503{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002504 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2505
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002506 glActiveTexture(GL_TEXTURE0);
2507 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2508
2509 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8I, 1, 1, 0, GL_RGB_INTEGER, GL_BYTE, nullptr);
2510 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2511 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2512 EXPECT_GL_NO_ERROR();
2513
2514 drawQuad(mProgram, "position", 0.5f);
2515
2516 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2517}
2518
2519// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2520// ES 3.0.4 table 3.24
2521TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB16UIImplicitAlpha1)
2522{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002523 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2524
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002525 glActiveTexture(GL_TEXTURE0);
2526 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2527 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_SHORT, nullptr);
2528 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2529 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2530 EXPECT_GL_NO_ERROR();
2531
2532 drawQuad(mProgram, "position", 0.5f);
2533
2534 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2535}
2536
2537// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2538// ES 3.0.4 table 3.24
2539TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB16IImplicitAlpha1)
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_RGB16I, 1, 1, 0, GL_RGB_INTEGER, GL_SHORT, 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(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB32UIImplicitAlpha1)
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 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_INT, nullptr);
2564 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2565 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2566 EXPECT_GL_NO_ERROR();
2567
2568 drawQuad(mProgram, "position", 0.5f);
2569
2570 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2571}
2572
2573// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2574// ES 3.0.4 table 3.24
2575TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB32IImplicitAlpha1)
2576{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002577 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2578
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002579 glActiveTexture(GL_TEXTURE0);
2580 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2581 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32I, 1, 1, 0, GL_RGB_INTEGER, GL_INT, nullptr);
2582 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2583 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2584 EXPECT_GL_NO_ERROR();
2585
2586 drawQuad(mProgram, "position", 0.5f);
2587
2588 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2589}
2590
2591// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2592// ES 3.0.4 table 3.24
2593TEST_P(Texture2DTestES3, TextureRGBSNORMImplicitAlpha1)
2594{
2595 glActiveTexture(GL_TEXTURE0);
2596 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2597 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8_SNORM, 1, 1, 0, GL_RGB, GL_BYTE, nullptr);
2598 EXPECT_GL_NO_ERROR();
2599
2600 drawQuad(mProgram, "position", 0.5f);
2601
2602 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2603}
2604
2605// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2606// ES 3.0.4 table 3.24
2607TEST_P(Texture2DTestES3, TextureRGB9E5ImplicitAlpha1)
2608{
2609 glActiveTexture(GL_TEXTURE0);
2610 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2611 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB9_E5, 1, 1, 0, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV,
2612 nullptr);
2613 EXPECT_GL_NO_ERROR();
2614
2615 drawQuad(mProgram, "position", 0.5f);
2616
2617 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2618}
2619
2620// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2621// ES 3.0.4 table 3.24
2622TEST_P(Texture2DTestES3, TextureCOMPRESSEDRGB8ETC2ImplicitAlpha1)
2623{
Yunchao He9550c602018-02-13 14:47:05 +08002624 // Seems to fail on OSX 10.12 Intel.
2625 ANGLE_SKIP_TEST_IF(IsOSX() && IsIntel() && IsOpenGL());
Jamie Madillbb1db482017-01-10 10:48:32 -05002626
Yuly Novikov49886892018-01-23 21:18:27 -05002627 // http://anglebug.com/2190
2628 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA() && IsDesktopOpenGL());
2629
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002630 glActiveTexture(GL_TEXTURE0);
2631 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2632 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB8_ETC2, 1, 1, 0, 8, nullptr);
2633 EXPECT_GL_NO_ERROR();
2634
2635 drawQuad(mProgram, "position", 0.5f);
2636
2637 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2638}
2639
2640// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2641// ES 3.0.4 table 3.24
2642TEST_P(Texture2DTestES3, TextureCOMPRESSEDSRGB8ETC2ImplicitAlpha1)
2643{
Yunchao He9550c602018-02-13 14:47:05 +08002644 // Seems to fail on OSX 10.12 Intel.
2645 ANGLE_SKIP_TEST_IF(IsOSX() && IsIntel() && IsOpenGL());
Corentin Wallez9e3c6152016-03-29 21:58:33 -04002646
Yuly Novikov49886892018-01-23 21:18:27 -05002647 // http://anglebug.com/2190
2648 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA() && IsDesktopOpenGL());
2649
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002650 glActiveTexture(GL_TEXTURE0);
2651 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2652 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_SRGB8_ETC2, 1, 1, 0, 8, nullptr);
2653 EXPECT_GL_NO_ERROR();
2654
2655 drawQuad(mProgram, "position", 0.5f);
2656
2657 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2658}
2659
Olli Etuaho96963162016-03-21 11:54:33 +02002660// Use a sampler in a uniform struct.
2661TEST_P(SamplerInStructTest, SamplerInStruct)
2662{
2663 runSamplerInStructTest();
2664}
2665
2666// Use a sampler in a uniform struct that's passed as a function parameter.
2667TEST_P(SamplerInStructAsFunctionParameterTest, SamplerInStructAsFunctionParameter)
2668{
Yuly Novikovad6c0452016-06-24 22:24:37 -04002669 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08002670 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
Geoff Lang8fcdf6e2016-09-16 10:45:30 -04002671
Olli Etuaho96963162016-03-21 11:54:33 +02002672 runSamplerInStructTest();
2673}
2674
2675// Use a sampler in a uniform struct array with a struct from the array passed as a function
2676// parameter.
2677TEST_P(SamplerInStructArrayAsFunctionParameterTest, SamplerInStructArrayAsFunctionParameter)
2678{
Yuly Novikovad6c0452016-06-24 22:24:37 -04002679 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08002680 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
2681
Olli Etuaho96963162016-03-21 11:54:33 +02002682 runSamplerInStructTest();
2683}
2684
2685// Use a sampler in a struct inside a uniform struct with the nested struct passed as a function
2686// parameter.
2687TEST_P(SamplerInNestedStructAsFunctionParameterTest, SamplerInNestedStructAsFunctionParameter)
2688{
Yuly Novikovad6c0452016-06-24 22:24:37 -04002689 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08002690 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
2691
Olli Etuaho96963162016-03-21 11:54:33 +02002692 runSamplerInStructTest();
2693}
2694
2695// Make sure that there isn't a name conflict between sampler extracted from a struct and a
2696// similarly named uniform.
2697TEST_P(SamplerInStructAndOtherVariableTest, SamplerInStructAndOtherVariable)
2698{
2699 runSamplerInStructTest();
2700}
2701
Jamie Madill3d3d2f22015-09-23 16:47:51 -04002702class TextureLimitsTest : public ANGLETest
2703{
2704 protected:
2705 struct RGBA8
2706 {
2707 uint8_t R, G, B, A;
2708 };
2709
2710 TextureLimitsTest()
2711 : mProgram(0), mMaxVertexTextures(0), mMaxFragmentTextures(0), mMaxCombinedTextures(0)
2712 {
2713 setWindowWidth(128);
2714 setWindowHeight(128);
2715 setConfigRedBits(8);
2716 setConfigGreenBits(8);
2717 setConfigBlueBits(8);
2718 setConfigAlphaBits(8);
2719 }
2720
2721 ~TextureLimitsTest()
2722 {
2723 if (mProgram != 0)
2724 {
2725 glDeleteProgram(mProgram);
2726 mProgram = 0;
2727
2728 if (!mTextures.empty())
2729 {
2730 glDeleteTextures(static_cast<GLsizei>(mTextures.size()), &mTextures[0]);
2731 }
2732 }
2733 }
2734
2735 void SetUp() override
2736 {
2737 ANGLETest::SetUp();
2738
2739 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &mMaxVertexTextures);
2740 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &mMaxFragmentTextures);
2741 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &mMaxCombinedTextures);
2742
2743 ASSERT_GL_NO_ERROR();
2744 }
2745
2746 void compileProgramWithTextureCounts(const std::string &vertexPrefix,
2747 GLint vertexTextureCount,
2748 GLint vertexActiveTextureCount,
2749 const std::string &fragPrefix,
2750 GLint fragmentTextureCount,
2751 GLint fragmentActiveTextureCount)
2752 {
2753 std::stringstream vertexShaderStr;
2754 vertexShaderStr << "attribute vec2 position;\n"
2755 << "varying vec4 color;\n"
2756 << "varying vec2 texCoord;\n";
2757
2758 for (GLint textureIndex = 0; textureIndex < vertexTextureCount; ++textureIndex)
2759 {
2760 vertexShaderStr << "uniform sampler2D " << vertexPrefix << textureIndex << ";\n";
2761 }
2762
2763 vertexShaderStr << "void main() {\n"
2764 << " gl_Position = vec4(position, 0, 1);\n"
2765 << " texCoord = (position * 0.5) + 0.5;\n"
2766 << " color = vec4(0);\n";
2767
2768 for (GLint textureIndex = 0; textureIndex < vertexActiveTextureCount; ++textureIndex)
2769 {
2770 vertexShaderStr << " color += texture2D(" << vertexPrefix << textureIndex
2771 << ", texCoord);\n";
2772 }
2773
2774 vertexShaderStr << "}";
2775
2776 std::stringstream fragmentShaderStr;
2777 fragmentShaderStr << "varying mediump vec4 color;\n"
2778 << "varying mediump vec2 texCoord;\n";
2779
2780 for (GLint textureIndex = 0; textureIndex < fragmentTextureCount; ++textureIndex)
2781 {
2782 fragmentShaderStr << "uniform sampler2D " << fragPrefix << textureIndex << ";\n";
2783 }
2784
2785 fragmentShaderStr << "void main() {\n"
2786 << " gl_FragColor = color;\n";
2787
2788 for (GLint textureIndex = 0; textureIndex < fragmentActiveTextureCount; ++textureIndex)
2789 {
2790 fragmentShaderStr << " gl_FragColor += texture2D(" << fragPrefix << textureIndex
2791 << ", texCoord);\n";
2792 }
2793
2794 fragmentShaderStr << "}";
2795
2796 const std::string &vertexShaderSource = vertexShaderStr.str();
2797 const std::string &fragmentShaderSource = fragmentShaderStr.str();
2798
2799 mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
2800 }
2801
2802 RGBA8 getPixel(GLint texIndex)
2803 {
2804 RGBA8 pixel = {static_cast<uint8_t>(texIndex & 0x7u), static_cast<uint8_t>(texIndex >> 3),
2805 0, 255u};
2806 return pixel;
2807 }
2808
2809 void initTextures(GLint tex2DCount, GLint texCubeCount)
2810 {
2811 GLint totalCount = tex2DCount + texCubeCount;
2812 mTextures.assign(totalCount, 0);
2813 glGenTextures(totalCount, &mTextures[0]);
2814 ASSERT_GL_NO_ERROR();
2815
2816 std::vector<RGBA8> texData(16 * 16);
2817
2818 GLint texIndex = 0;
2819 for (; texIndex < tex2DCount; ++texIndex)
2820 {
2821 texData.assign(texData.size(), getPixel(texIndex));
2822 glActiveTexture(GL_TEXTURE0 + texIndex);
2823 glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
2824 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2825 &texData[0]);
2826 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2827 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2828 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2829 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2830 }
2831
2832 ASSERT_GL_NO_ERROR();
2833
2834 for (; texIndex < texCubeCount; ++texIndex)
2835 {
2836 texData.assign(texData.size(), getPixel(texIndex));
2837 glActiveTexture(GL_TEXTURE0 + texIndex);
2838 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextures[texIndex]);
2839 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
2840 GL_UNSIGNED_BYTE, &texData[0]);
2841 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
2842 GL_UNSIGNED_BYTE, &texData[0]);
2843 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
2844 GL_UNSIGNED_BYTE, &texData[0]);
2845 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
2846 GL_UNSIGNED_BYTE, &texData[0]);
2847 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
2848 GL_UNSIGNED_BYTE, &texData[0]);
2849 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
2850 GL_UNSIGNED_BYTE, &texData[0]);
2851 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2852 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2853 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2854 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2855 }
2856
2857 ASSERT_GL_NO_ERROR();
2858 }
2859
2860 void testWithTextures(GLint vertexTextureCount,
2861 const std::string &vertexTexturePrefix,
2862 GLint fragmentTextureCount,
2863 const std::string &fragmentTexturePrefix)
2864 {
2865 // Generate textures
2866 initTextures(vertexTextureCount + fragmentTextureCount, 0);
2867
2868 glUseProgram(mProgram);
2869 RGBA8 expectedSum = {0};
2870 for (GLint texIndex = 0; texIndex < vertexTextureCount; ++texIndex)
2871 {
2872 std::stringstream uniformNameStr;
2873 uniformNameStr << vertexTexturePrefix << texIndex;
2874 const std::string &uniformName = uniformNameStr.str();
Jamie Madill50cf2be2018-06-15 09:46:57 -04002875 GLint location = glGetUniformLocation(mProgram, uniformName.c_str());
Jamie Madill3d3d2f22015-09-23 16:47:51 -04002876 ASSERT_NE(-1, location);
2877
2878 glUniform1i(location, texIndex);
2879 RGBA8 contribution = getPixel(texIndex);
2880 expectedSum.R += contribution.R;
2881 expectedSum.G += contribution.G;
2882 }
2883
2884 for (GLint texIndex = 0; texIndex < fragmentTextureCount; ++texIndex)
2885 {
2886 std::stringstream uniformNameStr;
2887 uniformNameStr << fragmentTexturePrefix << texIndex;
2888 const std::string &uniformName = uniformNameStr.str();
Jamie Madill50cf2be2018-06-15 09:46:57 -04002889 GLint location = glGetUniformLocation(mProgram, uniformName.c_str());
Jamie Madill3d3d2f22015-09-23 16:47:51 -04002890 ASSERT_NE(-1, location);
2891
2892 glUniform1i(location, texIndex + vertexTextureCount);
2893 RGBA8 contribution = getPixel(texIndex + vertexTextureCount);
2894 expectedSum.R += contribution.R;
2895 expectedSum.G += contribution.G;
2896 }
2897
2898 ASSERT_GE(256u, expectedSum.G);
2899
2900 drawQuad(mProgram, "position", 0.5f);
2901 ASSERT_GL_NO_ERROR();
2902 EXPECT_PIXEL_EQ(0, 0, expectedSum.R, expectedSum.G, 0, 255);
2903 }
2904
2905 GLuint mProgram;
2906 std::vector<GLuint> mTextures;
2907 GLint mMaxVertexTextures;
2908 GLint mMaxFragmentTextures;
2909 GLint mMaxCombinedTextures;
2910};
2911
2912// Test rendering with the maximum vertex texture units.
2913TEST_P(TextureLimitsTest, MaxVertexTextures)
2914{
2915 compileProgramWithTextureCounts("tex", mMaxVertexTextures, mMaxVertexTextures, "tex", 0, 0);
2916 ASSERT_NE(0u, mProgram);
2917 ASSERT_GL_NO_ERROR();
2918
2919 testWithTextures(mMaxVertexTextures, "tex", 0, "tex");
2920}
2921
2922// Test rendering with the maximum fragment texture units.
2923TEST_P(TextureLimitsTest, MaxFragmentTextures)
2924{
2925 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures, mMaxFragmentTextures);
2926 ASSERT_NE(0u, mProgram);
2927 ASSERT_GL_NO_ERROR();
2928
2929 testWithTextures(mMaxFragmentTextures, "tex", 0, "tex");
2930}
2931
2932// Test rendering with maximum combined texture units.
2933TEST_P(TextureLimitsTest, MaxCombinedTextures)
2934{
Luc Ferronaf883622018-06-08 15:57:31 -04002935 // TODO(lucferron): Diagnose and fix
2936 // http://anglebug.com/2654
2937 ANGLE_SKIP_TEST_IF(IsVulkan());
2938
Jamie Madill3d3d2f22015-09-23 16:47:51 -04002939 GLint vertexTextures = mMaxVertexTextures;
2940
2941 if (vertexTextures + mMaxFragmentTextures > mMaxCombinedTextures)
2942 {
2943 vertexTextures = mMaxCombinedTextures - mMaxFragmentTextures;
2944 }
2945
2946 compileProgramWithTextureCounts("vtex", vertexTextures, vertexTextures, "ftex",
2947 mMaxFragmentTextures, mMaxFragmentTextures);
2948 ASSERT_NE(0u, mProgram);
2949 ASSERT_GL_NO_ERROR();
2950
2951 testWithTextures(vertexTextures, "vtex", mMaxFragmentTextures, "ftex");
2952}
2953
2954// Negative test for exceeding the number of vertex textures
2955TEST_P(TextureLimitsTest, ExcessiveVertexTextures)
2956{
2957 compileProgramWithTextureCounts("tex", mMaxVertexTextures + 1, mMaxVertexTextures + 1, "tex", 0,
2958 0);
2959 ASSERT_EQ(0u, mProgram);
2960}
2961
2962// Negative test for exceeding the number of fragment textures
2963TEST_P(TextureLimitsTest, ExcessiveFragmentTextures)
2964{
2965 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures + 1,
2966 mMaxFragmentTextures + 1);
2967 ASSERT_EQ(0u, mProgram);
2968}
2969
2970// Test active vertex textures under the limit, but excessive textures specified.
2971TEST_P(TextureLimitsTest, MaxActiveVertexTextures)
2972{
Luc Ferronaf883622018-06-08 15:57:31 -04002973 // TODO(lucferron): Diagnose and fix
2974 // http://anglebug.com/2654
2975 ANGLE_SKIP_TEST_IF(IsVulkan());
2976
Jamie Madill3d3d2f22015-09-23 16:47:51 -04002977 compileProgramWithTextureCounts("tex", mMaxVertexTextures + 4, mMaxVertexTextures, "tex", 0, 0);
2978 ASSERT_NE(0u, mProgram);
2979 ASSERT_GL_NO_ERROR();
2980
2981 testWithTextures(mMaxVertexTextures, "tex", 0, "tex");
2982}
2983
2984// Test active fragment textures under the limit, but excessive textures specified.
2985TEST_P(TextureLimitsTest, MaxActiveFragmentTextures)
2986{
Luc Ferronaf883622018-06-08 15:57:31 -04002987 // TODO(lucferron): Diagnose and fix
2988 // http://anglebug.com/2654
2989 ANGLE_SKIP_TEST_IF(IsVulkan());
2990
Jamie Madill3d3d2f22015-09-23 16:47:51 -04002991 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures + 4,
2992 mMaxFragmentTextures);
2993 ASSERT_NE(0u, mProgram);
2994 ASSERT_GL_NO_ERROR();
2995
2996 testWithTextures(0, "tex", mMaxFragmentTextures, "tex");
2997}
2998
2999// Negative test for pointing two sampler uniforms of different types to the same texture.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02003000// GLES 2.0.25 section 2.10.4 page 39.
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003001TEST_P(TextureLimitsTest, TextureTypeConflict)
3002{
3003 const std::string &vertexShader =
3004 "attribute vec2 position;\n"
3005 "varying float color;\n"
3006 "uniform sampler2D tex2D;\n"
3007 "uniform samplerCube texCube;\n"
3008 "void main() {\n"
3009 " gl_Position = vec4(position, 0, 1);\n"
3010 " vec2 texCoord = (position * 0.5) + 0.5;\n"
3011 " color = texture2D(tex2D, texCoord).x;\n"
3012 " color += textureCube(texCube, vec3(texCoord, 0)).x;\n"
3013 "}";
3014 const std::string &fragmentShader =
3015 "varying mediump float color;\n"
3016 "void main() {\n"
3017 " gl_FragColor = vec4(color, 0, 0, 1);\n"
3018 "}";
3019
3020 mProgram = CompileProgram(vertexShader, fragmentShader);
3021 ASSERT_NE(0u, mProgram);
3022
3023 initTextures(1, 0);
3024
3025 glUseProgram(mProgram);
3026 GLint tex2DLocation = glGetUniformLocation(mProgram, "tex2D");
3027 ASSERT_NE(-1, tex2DLocation);
3028 GLint texCubeLocation = glGetUniformLocation(mProgram, "texCube");
3029 ASSERT_NE(-1, texCubeLocation);
3030
3031 glUniform1i(tex2DLocation, 0);
3032 glUniform1i(texCubeLocation, 0);
3033 ASSERT_GL_NO_ERROR();
3034
3035 drawQuad(mProgram, "position", 0.5f);
3036 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3037}
3038
Vincent Lang25ab4512016-05-13 18:13:59 +02003039class Texture2DNorm16TestES3 : public Texture2DTestES3
3040{
3041 protected:
3042 Texture2DNorm16TestES3() : Texture2DTestES3(), mTextures{0, 0, 0}, mFBO(0), mRenderbuffer(0) {}
3043
3044 void SetUp() override
3045 {
3046 Texture2DTestES3::SetUp();
3047
3048 glActiveTexture(GL_TEXTURE0);
3049 glGenTextures(3, mTextures);
3050 glGenFramebuffers(1, &mFBO);
3051 glGenRenderbuffers(1, &mRenderbuffer);
3052
3053 for (size_t textureIndex = 0; textureIndex < 3; textureIndex++)
3054 {
3055 glBindTexture(GL_TEXTURE_2D, mTextures[textureIndex]);
3056 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3057 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3058 }
3059
3060 glBindTexture(GL_TEXTURE_2D, 0);
3061
3062 ASSERT_GL_NO_ERROR();
3063 }
3064
3065 void TearDown() override
3066 {
3067 glDeleteTextures(3, mTextures);
3068 glDeleteFramebuffers(1, &mFBO);
3069 glDeleteRenderbuffers(1, &mRenderbuffer);
3070
3071 Texture2DTestES3::TearDown();
3072 }
3073
3074 void testNorm16Texture(GLint internalformat, GLenum format, GLenum type)
3075 {
Geoff Langf607c602016-09-21 11:46:48 -04003076 GLushort pixelValue = (type == GL_SHORT) ? 0x7FFF : 0x6A35;
3077 GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue};
Vincent Lang25ab4512016-05-13 18:13:59 +02003078
3079 setUpProgram();
3080
3081 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
3082 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
3083 0);
3084
3085 glBindTexture(GL_TEXTURE_2D, mTextures[0]);
3086 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16_EXT, 1, 1, 0, GL_RGBA, GL_UNSIGNED_SHORT, nullptr);
3087
3088 glBindTexture(GL_TEXTURE_2D, mTextures[1]);
Geoff Langf607c602016-09-21 11:46:48 -04003089 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
Vincent Lang25ab4512016-05-13 18:13:59 +02003090
3091 EXPECT_GL_NO_ERROR();
3092
3093 drawQuad(mProgram, "position", 0.5f);
3094
Geoff Langf607c602016-09-21 11:46:48 -04003095 GLubyte expectedValue = (type == GL_SHORT) ? 0xFF : static_cast<GLubyte>(pixelValue >> 8);
Vincent Lang25ab4512016-05-13 18:13:59 +02003096
Jamie Madill50cf2be2018-06-15 09:46:57 -04003097 EXPECT_PIXEL_COLOR_EQ(0, 0,
3098 SliceFormatColor(format, GLColor(expectedValue, expectedValue,
3099 expectedValue, expectedValue)));
Vincent Lang25ab4512016-05-13 18:13:59 +02003100
3101 glBindFramebuffer(GL_FRAMEBUFFER, 0);
3102
3103 ASSERT_GL_NO_ERROR();
3104 }
3105
3106 void testNorm16Render(GLint internalformat, GLenum format, GLenum type)
3107 {
Jamie Madill50cf2be2018-06-15 09:46:57 -04003108 GLushort pixelValue = 0x6A35;
Geoff Langf607c602016-09-21 11:46:48 -04003109 GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue};
Vincent Lang25ab4512016-05-13 18:13:59 +02003110
3111 setUpProgram();
3112
3113 glBindTexture(GL_TEXTURE_2D, mTextures[1]);
3114 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, nullptr);
3115
3116 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
3117 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1],
3118 0);
3119
3120 glBindTexture(GL_TEXTURE_2D, mTextures[2]);
Geoff Langf607c602016-09-21 11:46:48 -04003121 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
Vincent Lang25ab4512016-05-13 18:13:59 +02003122
3123 EXPECT_GL_NO_ERROR();
3124
3125 drawQuad(mProgram, "position", 0.5f);
3126
Geoff Langf607c602016-09-21 11:46:48 -04003127 GLubyte expectedValue = static_cast<GLubyte>(pixelValue >> 8);
Jamie Madill50cf2be2018-06-15 09:46:57 -04003128 EXPECT_PIXEL_COLOR_EQ(0, 0,
3129 SliceFormatColor(format, GLColor(expectedValue, expectedValue,
3130 expectedValue, expectedValue)));
Vincent Lang25ab4512016-05-13 18:13:59 +02003131
3132 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
3133 glRenderbufferStorage(GL_RENDERBUFFER, internalformat, 1, 1);
3134 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
3135 mRenderbuffer);
3136 glBindRenderbuffer(GL_RENDERBUFFER, 0);
3137 EXPECT_GL_NO_ERROR();
3138
3139 glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
3140 glClear(GL_COLOR_BUFFER_BIT);
3141
3142 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
3143
Geoff Langf607c602016-09-21 11:46:48 -04003144 EXPECT_PIXEL_COLOR_EQ(0, 0, SliceFormatColor(format, GLColor::white));
Vincent Lang25ab4512016-05-13 18:13:59 +02003145
3146 glBindFramebuffer(GL_FRAMEBUFFER, 0);
3147
3148 ASSERT_GL_NO_ERROR();
3149 }
3150
3151 GLuint mTextures[3];
3152 GLuint mFBO;
3153 GLuint mRenderbuffer;
3154};
3155
3156// Test texture formats enabled by the GL_EXT_texture_norm16 extension.
3157TEST_P(Texture2DNorm16TestES3, TextureNorm16Test)
3158{
Yunchao He9550c602018-02-13 14:47:05 +08003159 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_norm16"));
Vincent Lang25ab4512016-05-13 18:13:59 +02003160
3161 testNorm16Texture(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT);
3162 testNorm16Texture(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT);
3163 testNorm16Texture(GL_RGB16_EXT, GL_RGB, GL_UNSIGNED_SHORT);
3164 testNorm16Texture(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT);
3165 testNorm16Texture(GL_R16_SNORM_EXT, GL_RED, GL_SHORT);
3166 testNorm16Texture(GL_RG16_SNORM_EXT, GL_RG, GL_SHORT);
3167 testNorm16Texture(GL_RGB16_SNORM_EXT, GL_RGB, GL_SHORT);
3168 testNorm16Texture(GL_RGBA16_SNORM_EXT, GL_RGBA, GL_SHORT);
3169
3170 testNorm16Render(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT);
3171 testNorm16Render(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT);
3172 testNorm16Render(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT);
3173}
3174
Olli Etuaho95faa232016-06-07 14:01:53 -07003175// Test that UNPACK_SKIP_IMAGES doesn't have an effect on 2D texture uploads.
3176// GLES 3.0.4 section 3.8.3.
3177TEST_P(Texture2DTestES3, UnpackSkipImages2D)
3178{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08003179 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsDesktopOpenGL());
3180
Yuly Novikov3c754192016-06-27 19:36:41 -04003181 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1429 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08003182 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
Olli Etuaho95faa232016-06-07 14:01:53 -07003183
3184 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3185 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3186 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3187 ASSERT_GL_NO_ERROR();
3188
3189 // SKIP_IMAGES should not have an effect on uploading 2D textures
3190 glPixelStorei(GL_UNPACK_SKIP_IMAGES, 1000);
3191 ASSERT_GL_NO_ERROR();
3192
3193 std::vector<GLColor> pixelsGreen(128u * 128u, GLColor::green);
3194
3195 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE,
3196 pixelsGreen.data());
3197 ASSERT_GL_NO_ERROR();
3198
3199 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE,
3200 pixelsGreen.data());
3201 ASSERT_GL_NO_ERROR();
3202
3203 glUseProgram(mProgram);
3204 drawQuad(mProgram, "position", 0.5f);
3205 ASSERT_GL_NO_ERROR();
3206
3207 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3208}
3209
Olli Etuaho989cac32016-06-08 16:18:49 -07003210// Test that skip defined in unpack parameters is taken into account when determining whether
3211// unpacking source extends outside unpack buffer bounds.
3212TEST_P(Texture2DTestES3, UnpackSkipPixelsOutOfBounds)
3213{
3214 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3215 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3216 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3217 ASSERT_GL_NO_ERROR();
3218
3219 GLBuffer buf;
3220 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf.get());
3221 std::vector<GLColor> pixelsGreen(128u * 128u, GLColor::green);
3222 glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
3223 GL_DYNAMIC_COPY);
3224 ASSERT_GL_NO_ERROR();
3225
3226 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3227 ASSERT_GL_NO_ERROR();
3228
3229 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 1);
3230 ASSERT_GL_NO_ERROR();
3231
3232 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3233 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3234
3235 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
3236 glPixelStorei(GL_UNPACK_SKIP_ROWS, 1);
3237 ASSERT_GL_NO_ERROR();
3238
3239 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3240 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3241}
3242
Olli Etuaho218cf9e2016-05-20 13:55:24 +03003243// Test that unpacking rows that overlap in a pixel unpack buffer works as expected.
3244TEST_P(Texture2DTestES3, UnpackOverlappingRowsFromUnpackBuffer)
3245{
Yunchao He9550c602018-02-13 14:47:05 +08003246 ANGLE_SKIP_TEST_IF(IsD3D11());
3247
3248 // Incorrect rendering results seen on OSX AMD.
3249 ANGLE_SKIP_TEST_IF(IsOSX() && IsAMD());
Olli Etuaho218cf9e2016-05-20 13:55:24 +03003250
3251 const GLuint width = 8u;
3252 const GLuint height = 8u;
3253 const GLuint unpackRowLength = 5u;
3254 const GLuint unpackSkipPixels = 1u;
3255
3256 setWindowWidth(width);
3257 setWindowHeight(height);
3258
3259 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3262 ASSERT_GL_NO_ERROR();
3263
3264 GLBuffer buf;
3265 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf.get());
3266 std::vector<GLColor> pixelsGreen((height - 1u) * unpackRowLength + width + unpackSkipPixels,
3267 GLColor::green);
3268
3269 for (GLuint skippedPixel = 0u; skippedPixel < unpackSkipPixels; ++skippedPixel)
3270 {
3271 pixelsGreen[skippedPixel] = GLColor(255, 0, 0, 255);
3272 }
3273
3274 glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
3275 GL_DYNAMIC_COPY);
3276 ASSERT_GL_NO_ERROR();
3277
3278 glPixelStorei(GL_UNPACK_ROW_LENGTH, unpackRowLength);
3279 glPixelStorei(GL_UNPACK_SKIP_PIXELS, unpackSkipPixels);
3280 ASSERT_GL_NO_ERROR();
3281
3282 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3283 ASSERT_GL_NO_ERROR();
3284
3285 glUseProgram(mProgram);
3286 drawQuad(mProgram, "position", 0.5f);
3287 ASSERT_GL_NO_ERROR();
3288
3289 GLuint windowPixelCount = getWindowWidth() * getWindowHeight();
3290 std::vector<GLColor> actual(windowPixelCount, GLColor::black);
3291 glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
3292 actual.data());
3293 std::vector<GLColor> expected(windowPixelCount, GLColor::green);
3294 EXPECT_EQ(expected, actual);
3295}
3296
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04003297template <typename T>
3298T UNorm(double value)
3299{
3300 return static_cast<T>(value * static_cast<double>(std::numeric_limits<T>::max()));
3301}
3302
3303// Test rendering a depth texture with mipmaps.
3304TEST_P(Texture2DTestES3, DepthTexturesWithMipmaps)
3305{
Zhenyao Moe520d7c2017-01-13 13:46:49 -08003306 // TODO(cwallez) this is failing on Intel Win7 OpenGL.
3307 // TODO(zmo) this is faling on Win Intel HD 530 Debug.
3308 // http://anglebugs.com/1706
Yunchao He9550c602018-02-13 14:47:05 +08003309 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows());
Corentin Walleze731d8a2016-09-07 10:56:25 -04003310
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04003311 const int size = getWindowWidth();
3312
3313 auto dim = [size](int level) { return size >> level; };
Jamie Madill14718762016-09-06 15:56:54 -04003314 int levels = gl::log2(size);
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04003315
3316 glActiveTexture(GL_TEXTURE0);
3317 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3318 glTexStorage2D(GL_TEXTURE_2D, levels, GL_DEPTH_COMPONENT24, size, size);
3319 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
3320 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3321 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3322 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3323 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3324 ASSERT_GL_NO_ERROR();
3325
3326 glUseProgram(mProgram);
3327 glUniform1i(mTexture2DUniformLocation, 0);
3328
3329 std::vector<unsigned char> expected;
3330
3331 for (int level = 0; level < levels; ++level)
3332 {
3333 double value = (static_cast<double>(level) / static_cast<double>(levels - 1));
3334 expected.push_back(UNorm<unsigned char>(value));
3335
3336 int levelDim = dim(level);
3337
3338 ASSERT_GT(levelDim, 0);
3339
3340 std::vector<unsigned int> initData(levelDim * levelDim, UNorm<unsigned int>(value));
3341 glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, levelDim, levelDim, GL_DEPTH_COMPONENT,
3342 GL_UNSIGNED_INT, initData.data());
3343 }
3344 ASSERT_GL_NO_ERROR();
3345
3346 for (int level = 0; level < levels; ++level)
3347 {
3348 glViewport(0, 0, dim(level), dim(level));
3349 drawQuad(mProgram, "position", 0.5f);
3350 GLColor actual = ReadColor(0, 0);
3351 EXPECT_NEAR(expected[level], actual.R, 10u);
3352 }
3353
3354 ASSERT_GL_NO_ERROR();
3355}
3356
Jamie Madill7ffdda92016-09-08 13:26:51 -04003357// Tests unpacking into the unsized GL_ALPHA format.
3358TEST_P(Texture2DTestES3, UnsizedAlphaUnpackBuffer)
3359{
Jamie Madill7ffdda92016-09-08 13:26:51 -04003360 // Initialize the texure.
3361 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3362 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, getWindowWidth(), getWindowHeight(), 0, GL_ALPHA,
3363 GL_UNSIGNED_BYTE, nullptr);
3364 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3365 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3366
3367 std::vector<GLubyte> bufferData(getWindowWidth() * getWindowHeight(), 127);
3368
3369 // Pull in the color data from the unpack buffer.
Jamie Madill2e600342016-09-19 13:56:40 -04003370 GLBuffer unpackBuffer;
Jamie Madill7ffdda92016-09-08 13:26:51 -04003371 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3372 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get());
3373 glBufferData(GL_PIXEL_UNPACK_BUFFER, getWindowWidth() * getWindowHeight(), bufferData.data(),
3374 GL_STATIC_DRAW);
3375
3376 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth(), getWindowHeight(), GL_ALPHA,
3377 GL_UNSIGNED_BYTE, nullptr);
3378
3379 // Clear to a weird color to make sure we're drawing something.
3380 glClearColor(0.5f, 0.8f, 1.0f, 0.2f);
3381 glClear(GL_COLOR_BUFFER_BIT);
3382
3383 // Draw with the alpha texture and verify.
3384 drawQuad(mProgram, "position", 0.5f);
Jamie Madill7ffdda92016-09-08 13:26:51 -04003385
3386 ASSERT_GL_NO_ERROR();
3387 EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 127, 1);
3388}
3389
Jamie Madill2e600342016-09-19 13:56:40 -04003390// Ensure stale unpack data doesn't propagate in D3D11.
3391TEST_P(Texture2DTestES3, StaleUnpackData)
3392{
3393 // Init unpack buffer.
3394 GLsizei pixelCount = getWindowWidth() * getWindowHeight() / 2;
3395 std::vector<GLColor> pixels(pixelCount, GLColor::red);
3396
3397 GLBuffer unpackBuffer;
3398 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3399 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get());
3400 GLsizei bufferSize = pixelCount * sizeof(GLColor);
3401 glBufferData(GL_PIXEL_UNPACK_BUFFER, bufferSize, pixels.data(), GL_STATIC_DRAW);
3402
3403 // Create from unpack buffer.
3404 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3405 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWindowWidth() / 2, getWindowHeight() / 2, 0,
3406 GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3407 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3408 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3409
3410 drawQuad(mProgram, "position", 0.5f);
3411
3412 ASSERT_GL_NO_ERROR();
3413 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
3414
3415 // Fill unpack with green, recreating buffer.
3416 pixels.assign(getWindowWidth() * getWindowHeight(), GLColor::green);
3417 GLsizei size2 = getWindowWidth() * getWindowHeight() * sizeof(GLColor);
3418 glBufferData(GL_PIXEL_UNPACK_BUFFER, size2, pixels.data(), GL_STATIC_DRAW);
3419
3420 // Reinit texture with green.
3421 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GL_RGBA,
3422 GL_UNSIGNED_BYTE, nullptr);
3423
3424 drawQuad(mProgram, "position", 0.5f);
3425
3426 ASSERT_GL_NO_ERROR();
3427 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3428}
3429
Geoff Langfb7685f2017-11-13 11:44:11 -05003430// Ensure that texture parameters passed as floats that are converted to ints are rounded before
3431// validating they are less than 0.
3432TEST_P(Texture2DTestES3, TextureBaseMaxLevelRoundingValidation)
3433{
3434 GLTexture texture;
3435 glBindTexture(GL_TEXTURE_2D, texture);
3436
3437 // Use a negative number that will round to zero when converted to an integer
3438 // According to the spec(2.3.1 Data Conversion For State - Setting Commands):
3439 // "Validation of values performed by state-setting commands is performed after conversion,
3440 // unless specified otherwise for a specific command."
3441 GLfloat param = -7.30157126e-07f;
3442 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, param);
3443 EXPECT_GL_NO_ERROR();
3444
3445 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, param);
3446 EXPECT_GL_NO_ERROR();
3447}
3448
Jamie Madillf097e232016-11-05 00:44:15 -04003449// This test covers a D3D format redefinition bug for 3D textures. The base level format was not
3450// being properly checked, and the texture storage of the previous texture format was persisting.
3451// This would result in an ASSERT in debug and incorrect rendering in release.
3452// See http://anglebug.com/1609 and WebGL 2 test conformance2/misc/views-with-offsets.html.
3453TEST_P(Texture3DTestES3, FormatRedefinitionBug)
3454{
3455 GLTexture tex;
3456 glBindTexture(GL_TEXTURE_3D, tex.get());
3457 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3458
3459 GLFramebuffer framebuffer;
3460 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
3461 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex.get(), 0, 0);
3462
3463 glCheckFramebufferStatus(GL_FRAMEBUFFER);
3464
3465 std::vector<uint8_t> pixelData(100, 0);
3466
3467 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB565, 1, 1, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, nullptr);
3468 glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 1, 1, 1, GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
3469 pixelData.data());
3470
3471 ASSERT_GL_NO_ERROR();
3472}
3473
Corentin Wallezd2627992017-04-28 17:17:03 -04003474// Test basic pixel unpack buffer OOB checks when uploading to a 2D or 3D texture
3475TEST_P(Texture3DTestES3, BasicUnpackBufferOOB)
3476{
3477 // 2D tests
3478 {
3479 GLTexture tex;
3480 glBindTexture(GL_TEXTURE_2D, tex.get());
3481
3482 GLBuffer pbo;
3483 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get());
3484
3485 // Test OOB
3486 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 - 1, nullptr, GL_STATIC_DRAW);
3487 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3488 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3489
3490 // Test OOB
3491 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2, nullptr, GL_STATIC_DRAW);
3492 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3493 ASSERT_GL_NO_ERROR();
3494 }
3495
3496 // 3D tests
3497 {
3498 GLTexture tex;
3499 glBindTexture(GL_TEXTURE_3D, tex.get());
3500
3501 GLBuffer pbo;
3502 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get());
3503
3504 // Test OOB
3505 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2 - 1, nullptr,
3506 GL_STATIC_DRAW);
3507 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3508 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3509
3510 // Test OOB
3511 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2, nullptr, GL_STATIC_DRAW);
3512 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3513 ASSERT_GL_NO_ERROR();
3514 }
3515}
3516
Jamie Madill3ed60422017-09-07 11:32:52 -04003517// Tests behaviour with a single texture and multiple sampler objects.
3518TEST_P(Texture2DTestES3, SingleTextureMultipleSamplers)
3519{
3520 GLint maxTextureUnits = 0;
3521 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
3522 ANGLE_SKIP_TEST_IF(maxTextureUnits < 4);
3523
3524 constexpr int kSize = 16;
3525
3526 // Make a single-level texture, fill it with red.
3527 std::vector<GLColor> redColors(kSize * kSize, GLColor::red);
3528 GLTexture tex;
3529 glBindTexture(GL_TEXTURE_2D, tex);
3530 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
3531 redColors.data());
3532 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3533 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3534
3535 // Simple sanity check.
3536 draw2DTexturedQuad(0.5f, 1.0f, true);
3537 ASSERT_GL_NO_ERROR();
3538 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
3539
3540 // Bind texture to unit 1 with a sampler object making it incomplete.
3541 GLSampler sampler;
3542 glBindSampler(0, sampler);
3543 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
3544 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3545
3546 // Make a mipmap texture, fill it with blue.
3547 std::vector<GLColor> blueColors(kSize * kSize, GLColor::blue);
3548 GLTexture mipmapTex;
3549 glBindTexture(GL_TEXTURE_2D, mipmapTex);
3550 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
3551 blueColors.data());
3552 glGenerateMipmap(GL_TEXTURE_2D);
3553
3554 // Draw with the sampler, expect blue.
3555 draw2DTexturedQuad(0.5f, 1.0f, true);
3556 ASSERT_GL_NO_ERROR();
3557 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
3558
3559 // Simple multitexturing program.
3560 const std::string vs =
3561 "#version 300 es\n"
3562 "in vec2 position;\n"
3563 "out vec2 texCoord;\n"
3564 "void main()\n"
3565 "{\n"
3566 " gl_Position = vec4(position, 0, 1);\n"
3567 " texCoord = position * 0.5 + vec2(0.5);\n"
3568 "}";
3569 const std::string fs =
3570 "#version 300 es\n"
3571 "precision mediump float;\n"
3572 "in vec2 texCoord;\n"
3573 "uniform sampler2D tex1;\n"
3574 "uniform sampler2D tex2;\n"
3575 "uniform sampler2D tex3;\n"
3576 "uniform sampler2D tex4;\n"
3577 "out vec4 color;\n"
3578 "void main()\n"
3579 "{\n"
3580 " color = (texture(tex1, texCoord) + texture(tex2, texCoord) \n"
3581 " + texture(tex3, texCoord) + texture(tex4, texCoord)) * 0.25;\n"
3582 "}";
3583
3584 ANGLE_GL_PROGRAM(program, vs, fs);
3585
3586 std::array<GLint, 4> texLocations = {
3587 {glGetUniformLocation(program, "tex1"), glGetUniformLocation(program, "tex2"),
3588 glGetUniformLocation(program, "tex3"), glGetUniformLocation(program, "tex4")}};
3589 for (GLint location : texLocations)
3590 {
3591 ASSERT_NE(-1, location);
3592 }
3593
3594 // Init the uniform data.
3595 glUseProgram(program);
3596 for (GLint location = 0; location < 4; ++location)
3597 {
3598 glUniform1i(texLocations[location], location);
3599 }
3600
3601 // Initialize four samplers
3602 GLSampler samplers[4];
3603
3604 // 0: non-mipped.
3605 glBindSampler(0, samplers[0]);
3606 glSamplerParameteri(samplers[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3607 glSamplerParameteri(samplers[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3608
3609 // 1: mipped.
3610 glBindSampler(1, samplers[1]);
3611 glSamplerParameteri(samplers[1], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
3612 glSamplerParameteri(samplers[1], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3613
3614 // 2: non-mipped.
3615 glBindSampler(2, samplers[2]);
3616 glSamplerParameteri(samplers[2], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3617 glSamplerParameteri(samplers[2], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3618
3619 // 3: mipped.
3620 glBindSampler(3, samplers[3]);
3621 glSamplerParameteri(samplers[3], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
3622 glSamplerParameteri(samplers[3], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3623
3624 // Bind two blue mipped textures and two single layer textures, should all draw.
3625 glActiveTexture(GL_TEXTURE0);
3626 glBindTexture(GL_TEXTURE_2D, tex);
3627
3628 glActiveTexture(GL_TEXTURE1);
3629 glBindTexture(GL_TEXTURE_2D, mipmapTex);
3630
3631 glActiveTexture(GL_TEXTURE2);
3632 glBindTexture(GL_TEXTURE_2D, tex);
3633
3634 glActiveTexture(GL_TEXTURE3);
3635 glBindTexture(GL_TEXTURE_2D, mipmapTex);
3636
3637 ASSERT_GL_NO_ERROR();
3638
3639 drawQuad(program, "position", 0.5f);
3640 ASSERT_GL_NO_ERROR();
3641 EXPECT_PIXEL_NEAR(0, 0, 128, 0, 128, 255, 2);
3642
3643 // Bind four single layer textures, two should be incomplete.
3644 glActiveTexture(GL_TEXTURE1);
3645 glBindTexture(GL_TEXTURE_2D, tex);
3646
3647 glActiveTexture(GL_TEXTURE3);
3648 glBindTexture(GL_TEXTURE_2D, tex);
3649
3650 drawQuad(program, "position", 0.5f);
3651 ASSERT_GL_NO_ERROR();
3652 EXPECT_PIXEL_NEAR(0, 0, 128, 0, 0, 255, 2);
3653}
3654
Martin Radev7e2c0d32017-09-15 14:25:42 +03003655// The test is added to cover http://anglebug.com/2153. Cubemap completeness checks used to start
3656// always at level 0 instead of the base level resulting in an incomplete texture if the faces at
3657// level 0 are not created. The test creates a cubemap texture, specifies the images only for mip
3658// level 1 filled with white color, updates the base level to be 1 and renders a quad. The program
3659// samples the cubemap using a direction vector (1,1,1).
3660TEST_P(TextureCubeTestES3, SpecifyAndSampleFromBaseLevel1)
3661{
Yunchao He2f23f352018-02-11 22:11:37 +08003662 // Check http://anglebug.com/2155.
3663 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA());
3664
Martin Radev7e2c0d32017-09-15 14:25:42 +03003665 const std::string vs =
3666 R"(#version 300 es
Olli Etuahoa20af6d2017-09-18 13:32:29 +03003667 precision mediump float;
3668 in vec3 pos;
3669 void main() {
3670 gl_Position = vec4(pos, 1.0);
3671 })";
Martin Radev7e2c0d32017-09-15 14:25:42 +03003672
3673 const std::string fs =
3674 R"(#version 300 es
Olli Etuahoa20af6d2017-09-18 13:32:29 +03003675 precision mediump float;
3676 out vec4 color;
3677 uniform samplerCube uTex;
3678 void main(){
3679 color = texture(uTex, vec3(1.0));
3680 })";
Martin Radev7e2c0d32017-09-15 14:25:42 +03003681 ANGLE_GL_PROGRAM(program, vs, fs);
3682 glUseProgram(program);
3683
3684 glUniform1i(glGetUniformLocation(program, "uTex"), 0);
3685 glActiveTexture(GL_TEXTURE0);
3686
3687 GLTexture cubeTex;
3688 glBindTexture(GL_TEXTURE_CUBE_MAP, cubeTex);
3689
3690 const int kFaceWidth = 1;
3691 const int kFaceHeight = 1;
3692 std::vector<uint32_t> texData(kFaceWidth * kFaceHeight, 0xFFFFFFFF);
3693 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
3694 GL_UNSIGNED_BYTE, texData.data());
3695 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
3696 GL_UNSIGNED_BYTE, texData.data());
3697 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
3698 GL_UNSIGNED_BYTE, texData.data());
3699 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
3700 GL_UNSIGNED_BYTE, texData.data());
3701 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
3702 GL_UNSIGNED_BYTE, texData.data());
3703 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
3704 GL_UNSIGNED_BYTE, texData.data());
3705 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3706 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3707 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT);
3708 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT);
3709 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_REPEAT);
3710 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 1);
3711
3712 drawQuad(program, "pos", 0.5f, 1.0f, true);
3713 ASSERT_GL_NO_ERROR();
3714
3715 EXPECT_PIXEL_COLOR_EQ(0, 0, angle::GLColor::white);
3716}
3717
Jiawei Shao3c43b4d2018-02-23 11:08:28 +08003718// Verify that using negative texture base level and max level generates GL_INVALID_VALUE.
3719TEST_P(Texture2DTestES3, NegativeTextureBaseLevelAndMaxLevel)
3720{
3721 GLuint texture = create2DTexture();
3722
3723 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, -1);
3724 EXPECT_GL_ERROR(GL_INVALID_VALUE);
3725
3726 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, -1);
3727 EXPECT_GL_ERROR(GL_INVALID_VALUE);
3728
3729 glDeleteTextures(1, &texture);
3730 EXPECT_GL_NO_ERROR();
3731}
3732
Olli Etuaho023371b2018-04-24 17:43:32 +03003733// Test setting base level after calling generateMipmap on a LUMA texture.
3734// Covers http://anglebug.com/2498
3735TEST_P(Texture2DTestES3, GenerateMipmapAndBaseLevelLUMA)
3736{
3737 glActiveTexture(GL_TEXTURE0);
3738 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3739
3740 constexpr const GLsizei kWidth = 8;
3741 constexpr const GLsizei kHeight = 8;
3742 std::array<GLubyte, kWidth * kHeight * 2> whiteData;
3743 whiteData.fill(255u);
3744
3745 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, kWidth, kHeight, 0, GL_LUMINANCE_ALPHA,
3746 GL_UNSIGNED_BYTE, whiteData.data());
3747 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
3748 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3749 glGenerateMipmap(GL_TEXTURE_2D);
3750 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
3751 EXPECT_GL_NO_ERROR();
3752
3753 drawQuad(mProgram, "position", 0.5f);
3754 EXPECT_PIXEL_COLOR_EQ(0, 0, angle::GLColor::white);
3755}
3756
Jamie Madill50cf2be2018-06-15 09:46:57 -04003757// Use this to select which configurations (e.g. which renderer, which GLES major version) these
3758// tests should be run against.
Geoff Lange0cc2a42016-01-20 10:58:17 -05003759ANGLE_INSTANTIATE_TEST(Texture2DTest,
3760 ES2_D3D9(),
3761 ES2_D3D11(),
3762 ES2_D3D11_FL9_3(),
3763 ES2_OPENGL(),
Luc Ferron5164b792018-03-06 09:10:12 -05003764 ES2_OPENGLES(),
3765 ES2_VULKAN());
Geoff Lange0cc2a42016-01-20 10:58:17 -05003766ANGLE_INSTANTIATE_TEST(TextureCubeTest,
3767 ES2_D3D9(),
3768 ES2_D3D11(),
Geoff Langf7480ad2017-10-24 11:46:02 -04003769 ES2_D3D11_FL10_0(),
Geoff Lange0cc2a42016-01-20 10:58:17 -05003770 ES2_D3D11_FL9_3(),
3771 ES2_OPENGL(),
Luc Ferronaf883622018-06-08 15:57:31 -04003772 ES2_OPENGLES(),
3773 ES2_VULKAN());
Olli Etuaho51f1c0f2016-01-13 16:16:24 +02003774ANGLE_INSTANTIATE_TEST(Texture2DTestWithDrawScale,
3775 ES2_D3D9(),
3776 ES2_D3D11(),
3777 ES2_D3D11_FL9_3(),
Geoff Lange0cc2a42016-01-20 10:58:17 -05003778 ES2_OPENGL(),
Luc Ferronaf883622018-06-08 15:57:31 -04003779 ES2_OPENGLES(),
3780 ES2_VULKAN());
Olli Etuaho51f1c0f2016-01-13 16:16:24 +02003781ANGLE_INSTANTIATE_TEST(Sampler2DAsFunctionParameterTest,
3782 ES2_D3D9(),
3783 ES2_D3D11(),
3784 ES2_D3D11_FL9_3(),
Geoff Lange0cc2a42016-01-20 10:58:17 -05003785 ES2_OPENGL(),
3786 ES2_OPENGLES());
3787ANGLE_INSTANTIATE_TEST(SamplerArrayTest,
3788 ES2_D3D9(),
3789 ES2_D3D11(),
3790 ES2_D3D11_FL9_3(),
3791 ES2_OPENGL(),
3792 ES2_OPENGLES());
3793ANGLE_INSTANTIATE_TEST(SamplerArrayAsFunctionParameterTest,
3794 ES2_D3D9(),
3795 ES2_D3D11(),
3796 ES2_D3D11_FL9_3(),
3797 ES2_OPENGL(),
3798 ES2_OPENGLES());
3799ANGLE_INSTANTIATE_TEST(Texture2DTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Olli Etuahoa314b612016-03-10 16:43:00 +02003800ANGLE_INSTANTIATE_TEST(Texture3DTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Olli Etuaho6ee394a2016-02-18 13:30:09 +02003801ANGLE_INSTANTIATE_TEST(Texture2DIntegerAlpha1TestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
3802ANGLE_INSTANTIATE_TEST(Texture2DUnsignedIntegerAlpha1TestES3,
3803 ES3_D3D11(),
3804 ES3_OPENGL(),
3805 ES3_OPENGLES());
Geoff Lange0cc2a42016-01-20 10:58:17 -05003806ANGLE_INSTANTIATE_TEST(ShadowSamplerPlusSampler3DTestES3,
3807 ES3_D3D11(),
3808 ES3_OPENGL(),
3809 ES3_OPENGLES());
3810ANGLE_INSTANTIATE_TEST(SamplerTypeMixTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
3811ANGLE_INSTANTIATE_TEST(Texture2DArrayTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Olli Etuahobce743a2016-01-15 17:18:28 +02003812ANGLE_INSTANTIATE_TEST(TextureSizeTextureArrayTest, ES3_D3D11(), ES3_OPENGL());
Olli Etuaho96963162016-03-21 11:54:33 +02003813ANGLE_INSTANTIATE_TEST(SamplerInStructTest,
3814 ES2_D3D11(),
3815 ES2_D3D11_FL9_3(),
3816 ES2_D3D9(),
3817 ES2_OPENGL(),
3818 ES2_OPENGLES());
3819ANGLE_INSTANTIATE_TEST(SamplerInStructAsFunctionParameterTest,
3820 ES2_D3D11(),
3821 ES2_D3D11_FL9_3(),
3822 ES2_D3D9(),
3823 ES2_OPENGL(),
3824 ES2_OPENGLES());
3825ANGLE_INSTANTIATE_TEST(SamplerInStructArrayAsFunctionParameterTest,
3826 ES2_D3D11(),
3827 ES2_D3D11_FL9_3(),
3828 ES2_D3D9(),
3829 ES2_OPENGL(),
3830 ES2_OPENGLES());
3831ANGLE_INSTANTIATE_TEST(SamplerInNestedStructAsFunctionParameterTest,
3832 ES2_D3D11(),
3833 ES2_D3D11_FL9_3(),
3834 ES2_D3D9(),
3835 ES2_OPENGL(),
3836 ES2_OPENGLES());
3837ANGLE_INSTANTIATE_TEST(SamplerInStructAndOtherVariableTest,
3838 ES2_D3D11(),
3839 ES2_D3D11_FL9_3(),
3840 ES2_D3D9(),
3841 ES2_OPENGL(),
3842 ES2_OPENGLES());
Luc Ferronaf883622018-06-08 15:57:31 -04003843ANGLE_INSTANTIATE_TEST(TextureLimitsTest, ES2_D3D11(), ES2_OPENGL(), ES2_OPENGLES(), ES2_VULKAN());
Vincent Lang25ab4512016-05-13 18:13:59 +02003844ANGLE_INSTANTIATE_TEST(Texture2DNorm16TestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Martin Radev7e2c0d32017-09-15 14:25:42 +03003845ANGLE_INSTANTIATE_TEST(TextureCubeTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Jamie Madillfa05f602015-05-07 13:47:11 -04003846
Jamie Madill7ffdda92016-09-08 13:26:51 -04003847} // anonymous namespace