blob: e179e9977010c46f67c359ae406390de250ff132 [file] [log] [blame]
Jamie Madillfa05f602015-05-07 13:47:11 -04001//
2// Copyright 2015 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
Jamie Madill14718762016-09-06 15:56:54 -04007#include "common/mathutil.h"
Corentin Wallezd3970de2015-05-14 11:07:48 -04008#include "test_utils/ANGLETest.h"
Olli Etuaho989cac32016-06-08 16:18:49 -07009#include "test_utils/gl_raii.h"
Jamie Madillf67115c2014-04-22 13:14:05 -040010
Jamie Madillfa05f602015-05-07 13:47:11 -040011using namespace angle;
Austin Kinross18b931d2014-09-29 12:58:31 -070012
Jamie Madillfa05f602015-05-07 13:47:11 -040013namespace
14{
15
Mohan Maiya6caa2652019-09-11 08:06:13 -070016constexpr GLuint kPixelTolerance = 1u;
17constexpr GLfloat kPixelTolerance32F = 0.01f;
Mohan Maiya8f1169e2019-06-27 15:32:32 -070018
Brandon Schadeefb45ed2019-09-24 09:23:53 -070019// Single compressed ETC2 block of source pixels all set red
20constexpr uint8_t kCompressedImageETC2[] = {0x7E, 0x80, 0x04, 0x7F, 0x00, 0x07, 0xE0, 0x00};
21
Vincent Lang25ab4512016-05-13 18:13:59 +020022// Take a pixel, and reset the components not covered by the format to default
Geoff Langf607c602016-09-21 11:46:48 -040023// values. In particular, the default value for the alpha component is 255
Vincent Lang25ab4512016-05-13 18:13:59 +020024// (1.0 as unsigned normalized fixed point value).
Mohan Maiya6caa2652019-09-11 08:06:13 -070025// For legacy formats, the components may be reordered to match the color that
26// would be created if a pixel of that format was initialized from the given color
Geoff Langf607c602016-09-21 11:46:48 -040027GLColor SliceFormatColor(GLenum format, GLColor full)
Vincent Lang25ab4512016-05-13 18:13:59 +020028{
29 switch (format)
30 {
31 case GL_RED:
Geoff Langf607c602016-09-21 11:46:48 -040032 return GLColor(full.R, 0, 0, 255u);
Vincent Lang25ab4512016-05-13 18:13:59 +020033 case GL_RG:
Geoff Langf607c602016-09-21 11:46:48 -040034 return GLColor(full.R, full.G, 0, 255u);
Vincent Lang25ab4512016-05-13 18:13:59 +020035 case GL_RGB:
Geoff Langf607c602016-09-21 11:46:48 -040036 return GLColor(full.R, full.G, full.B, 255u);
Vincent Lang25ab4512016-05-13 18:13:59 +020037 case GL_RGBA:
38 return full;
Mohan Maiya6caa2652019-09-11 08:06:13 -070039 case GL_LUMINANCE:
40 return GLColor(full.R, full.R, full.R, 255u);
41 case GL_ALPHA:
42 return GLColor(0, 0, 0, full.R);
43 case GL_LUMINANCE_ALPHA:
44 return GLColor(full.R, full.R, full.R, full.G);
Vincent Lang25ab4512016-05-13 18:13:59 +020045 default:
Jamie Madille1faacb2016-12-13 12:42:14 -050046 EXPECT_TRUE(false);
Geoff Langf607c602016-09-21 11:46:48 -040047 return GLColor::white;
Vincent Lang25ab4512016-05-13 18:13:59 +020048 }
Vincent Lang25ab4512016-05-13 18:13:59 +020049}
50
Mohan Maiya6caa2652019-09-11 08:06:13 -070051// As above, for 32F colors
52GLColor32F SliceFormatColor32F(GLenum format, GLColor32F full)
53{
54 switch (format)
55 {
56 case GL_RED:
57 return GLColor32F(full.R, 0.0f, 0.0f, 1.0f);
58 case GL_RG:
59 return GLColor32F(full.R, full.G, 0.0f, 1.0f);
60 case GL_RGB:
61 return GLColor32F(full.R, full.G, full.B, 1.0f);
62 case GL_RGBA:
63 return full;
64 case GL_LUMINANCE:
65 return GLColor32F(full.R, full.R, full.R, 1.0f);
66 case GL_ALPHA:
67 return GLColor32F(0.0f, 0.0f, 0.0f, full.R);
68 case GL_LUMINANCE_ALPHA:
69 return GLColor32F(full.R, full.R, full.R, full.G);
70 default:
71 EXPECT_TRUE(false);
72 return GLColor32F(1.0f, 1.0f, 1.0f, 1.0f);
73 }
74}
75
Olli Etuaho4a8329f2016-01-11 17:12:57 +020076class TexCoordDrawTest : public ANGLETest
Jamie Madillf67115c2014-04-22 13:14:05 -040077{
Jamie Madillbc393df2015-01-29 13:46:07 -050078 protected:
Olli Etuaho51f1c0f2016-01-13 16:16:24 +020079 TexCoordDrawTest() : ANGLETest(), mProgram(0), mFramebuffer(0), mFramebufferColorTexture(0)
Jamie Madillf67115c2014-04-22 13:14:05 -040080 {
81 setWindowWidth(128);
82 setWindowHeight(128);
83 setConfigRedBits(8);
84 setConfigGreenBits(8);
85 setConfigBlueBits(8);
86 setConfigAlphaBits(8);
87 }
88
Jamie Madill35cd7332018-12-02 12:03:33 -050089 virtual const char *getVertexShaderSource()
Jamie Madillf67115c2014-04-22 13:14:05 -040090 {
Jamie Madill35cd7332018-12-02 12:03:33 -050091 return R"(precision highp float;
92attribute vec4 position;
93varying vec2 texcoord;
Geoff Langc41e42d2014-04-28 10:58:16 -040094
Jamie Madill35cd7332018-12-02 12:03:33 -050095void main()
96{
97 gl_Position = vec4(position.xy, 0.0, 1.0);
98 texcoord = (position.xy * 0.5) + 0.5;
99})";
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200100 }
Geoff Langc41e42d2014-04-28 10:58:16 -0400101
Jamie Madill35cd7332018-12-02 12:03:33 -0500102 virtual const char *getFragmentShaderSource() = 0;
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200103
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300104 virtual void setUpProgram()
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200105 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500106 const char *vertexShaderSource = getVertexShaderSource();
107 const char *fragmentShaderSource = getFragmentShaderSource();
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200108
109 mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
110 ASSERT_NE(0u, mProgram);
111 ASSERT_GL_NO_ERROR();
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300112 }
113
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400114 void testSetUp() override { setUpFramebuffer(); }
Olli Etuaho51f1c0f2016-01-13 16:16:24 +0200115
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400116 void testTearDown() override
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200117 {
Olli Etuaho51f1c0f2016-01-13 16:16:24 +0200118 glBindFramebuffer(GL_FRAMEBUFFER, 0);
119 glDeleteFramebuffers(1, &mFramebuffer);
120 glDeleteTextures(1, &mFramebufferColorTexture);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200121 glDeleteProgram(mProgram);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200122 }
123
Olli Etuaho51f1c0f2016-01-13 16:16:24 +0200124 void setUpFramebuffer()
125 {
126 // We use an FBO to work around an issue where the default framebuffer applies SRGB
127 // conversion (particularly known to happen incorrectly on Intel GL drivers). It's not
128 // clear whether this issue can even be fixed on all backends. For example GLES 3.0.4 spec
129 // section 4.4 says that the format of the default framebuffer is entirely up to the window
130 // system, so it might be SRGB, and GLES 3.0 doesn't have a "FRAMEBUFFER_SRGB" to turn off
131 // SRGB conversion like desktop GL does.
132 // TODO(oetuaho): Get rid of this if the underlying issue is fixed.
133 glGenFramebuffers(1, &mFramebuffer);
134 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
135
136 glGenTextures(1, &mFramebufferColorTexture);
137 glBindTexture(GL_TEXTURE_2D, mFramebufferColorTexture);
138 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
139 GL_UNSIGNED_BYTE, nullptr);
140 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
141 mFramebufferColorTexture, 0);
142 ASSERT_GL_NO_ERROR();
143 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
144 glBindTexture(GL_TEXTURE_2D, 0);
145 }
146
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200147 // Returns the created texture ID.
148 GLuint create2DTexture()
149 {
150 GLuint texture2D;
151 glGenTextures(1, &texture2D);
152 glBindTexture(GL_TEXTURE_2D, texture2D);
Yunchao Hef81ce4a2017-04-24 10:49:17 +0800153 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200154 EXPECT_GL_NO_ERROR();
155 return texture2D;
156 }
157
158 GLuint mProgram;
Olli Etuaho51f1c0f2016-01-13 16:16:24 +0200159 GLuint mFramebuffer;
160
161 private:
162 GLuint mFramebufferColorTexture;
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200163};
164
165class Texture2DTest : public TexCoordDrawTest
166{
167 protected:
168 Texture2DTest() : TexCoordDrawTest(), mTexture2D(0), mTexture2DUniformLocation(-1) {}
169
Jamie Madill35cd7332018-12-02 12:03:33 -0500170 const char *getFragmentShaderSource() override
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200171 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500172 return R"(precision highp float;
173uniform sampler2D tex;
174varying vec2 texcoord;
Geoff Langc41e42d2014-04-28 10:58:16 -0400175
Jamie Madill35cd7332018-12-02 12:03:33 -0500176void main()
177{
178 gl_FragColor = texture2D(tex, texcoord);
179})";
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200180 }
Geoff Langc41e42d2014-04-28 10:58:16 -0400181
Olli Etuaho96963162016-03-21 11:54:33 +0200182 virtual const char *getTextureUniformName() { return "tex"; }
183
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300184 void setUpProgram() override
185 {
186 TexCoordDrawTest::setUpProgram();
187 mTexture2DUniformLocation = glGetUniformLocation(mProgram, getTextureUniformName());
188 ASSERT_NE(-1, mTexture2DUniformLocation);
189 }
190
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400191 void testSetUp() override
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200192 {
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400193 TexCoordDrawTest::testSetUp();
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200194 mTexture2D = create2DTexture();
Jamie Madilld4cfa572014-07-08 10:00:32 -0400195
Jamie Madill9aca0592014-10-06 16:26:59 -0400196 ASSERT_GL_NO_ERROR();
Jamie Madillf67115c2014-04-22 13:14:05 -0400197 }
198
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400199 void testTearDown() override
Jamie Madillf67115c2014-04-22 13:14:05 -0400200 {
Jamie Madilld4cfa572014-07-08 10:00:32 -0400201 glDeleteTextures(1, &mTexture2D);
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400202 TexCoordDrawTest::testTearDown();
Jamie Madillf67115c2014-04-22 13:14:05 -0400203 }
204
Jamie Madillbc393df2015-01-29 13:46:07 -0500205 // Tests CopyTexSubImage with floating point textures of various formats.
206 void testFloatCopySubImage(int sourceImageChannels, int destImageChannels)
207 {
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300208 setUpProgram();
209
Martin Radev1be913c2016-07-11 17:59:16 +0300210 if (getClientMajorVersion() < 3)
Geoff Langfbfa47c2015-03-31 11:26:00 -0400211 {
Jamie Madillb8149072019-04-30 16:14:44 -0400212 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage") ||
213 !IsGLExtensionEnabled("GL_OES_texture_float"));
Geoff Langc4e93662017-05-01 10:45:59 -0400214
Yunchao He9550c602018-02-13 14:47:05 +0800215 ANGLE_SKIP_TEST_IF((sourceImageChannels < 3 || destImageChannels < 3) &&
Jamie Madillb8149072019-04-30 16:14:44 -0400216 !IsGLExtensionEnabled("GL_EXT_texture_rg"));
Geoff Langfbfa47c2015-03-31 11:26:00 -0400217
Yunchao He9550c602018-02-13 14:47:05 +0800218 ANGLE_SKIP_TEST_IF(destImageChannels == 3 &&
Jamie Madillb8149072019-04-30 16:14:44 -0400219 !IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgb"));
Geoff Lang677bb6f2017-04-05 12:40:40 -0400220
Yunchao He9550c602018-02-13 14:47:05 +0800221 ANGLE_SKIP_TEST_IF(destImageChannels == 4 &&
Jamie Madillb8149072019-04-30 16:14:44 -0400222 !IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
Geoff Lang677bb6f2017-04-05 12:40:40 -0400223
Yunchao He9550c602018-02-13 14:47:05 +0800224 ANGLE_SKIP_TEST_IF(destImageChannels <= 2);
Geoff Lang677bb6f2017-04-05 12:40:40 -0400225 }
226 else
227 {
Jamie Madillb8149072019-04-30 16:14:44 -0400228 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_color_buffer_float"));
Geoff Lang677bb6f2017-04-05 12:40:40 -0400229
Yunchao He9550c602018-02-13 14:47:05 +0800230 ANGLE_SKIP_TEST_IF(destImageChannels == 3 &&
Jamie Madillb8149072019-04-30 16:14:44 -0400231 !IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgb"));
Geoff Langfbfa47c2015-03-31 11:26:00 -0400232 }
233
Jamie Madill50cf2be2018-06-15 09:46:57 -0400234 // clang-format off
Jamie Madillbc393df2015-01-29 13:46:07 -0500235 GLfloat sourceImageData[4][16] =
236 {
237 { // R
238 1.0f,
239 0.0f,
240 0.0f,
241 1.0f
242 },
243 { // RG
244 1.0f, 0.0f,
245 0.0f, 1.0f,
246 0.0f, 0.0f,
247 1.0f, 1.0f
248 },
249 { // RGB
250 1.0f, 0.0f, 0.0f,
251 0.0f, 1.0f, 0.0f,
252 0.0f, 0.0f, 1.0f,
253 1.0f, 1.0f, 0.0f
254 },
255 { // RGBA
256 1.0f, 0.0f, 0.0f, 1.0f,
257 0.0f, 1.0f, 0.0f, 1.0f,
258 0.0f, 0.0f, 1.0f, 1.0f,
259 1.0f, 1.0f, 0.0f, 1.0f
260 },
261 };
Jamie Madill50cf2be2018-06-15 09:46:57 -0400262 // clang-format on
Jamie Madillbc393df2015-01-29 13:46:07 -0500263
Jamie Madill50cf2be2018-06-15 09:46:57 -0400264 GLenum imageFormats[] = {
Jamie Madillb980c562018-11-27 11:34:27 -0500265 GL_R32F,
266 GL_RG32F,
267 GL_RGB32F,
268 GL_RGBA32F,
Jamie Madillbc393df2015-01-29 13:46:07 -0500269 };
270
Jamie Madill50cf2be2018-06-15 09:46:57 -0400271 GLenum sourceUnsizedFormats[] = {
Jamie Madillb980c562018-11-27 11:34:27 -0500272 GL_RED,
273 GL_RG,
274 GL_RGB,
275 GL_RGBA,
Jamie Madillbc393df2015-01-29 13:46:07 -0500276 };
277
278 GLuint textures[2];
279
280 glGenTextures(2, textures);
281
Jamie Madill50cf2be2018-06-15 09:46:57 -0400282 GLfloat *imageData = sourceImageData[sourceImageChannels - 1];
283 GLenum sourceImageFormat = imageFormats[sourceImageChannels - 1];
Jamie Madillbc393df2015-01-29 13:46:07 -0500284 GLenum sourceUnsizedFormat = sourceUnsizedFormats[sourceImageChannels - 1];
Jamie Madill50cf2be2018-06-15 09:46:57 -0400285 GLenum destImageFormat = imageFormats[destImageChannels - 1];
Jamie Madillbc393df2015-01-29 13:46:07 -0500286
287 glBindTexture(GL_TEXTURE_2D, textures[0]);
Geoff Langc4e93662017-05-01 10:45:59 -0400288 if (getClientMajorVersion() >= 3)
289 {
290 glTexStorage2D(GL_TEXTURE_2D, 1, sourceImageFormat, 2, 2);
291 }
292 else
293 {
294 glTexStorage2DEXT(GL_TEXTURE_2D, 1, sourceImageFormat, 2, 2);
295 }
Jamie Madillbc393df2015-01-29 13:46:07 -0500296 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
297 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
298 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, sourceUnsizedFormat, GL_FLOAT, imageData);
299
Jamie Madillb8149072019-04-30 16:14:44 -0400300 if (sourceImageChannels < 3 && !IsGLExtensionEnabled("GL_EXT_texture_rg"))
Jamie Madillbc393df2015-01-29 13:46:07 -0500301 {
302 // This is not supported
303 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
304 }
305 else
306 {
307 ASSERT_GL_NO_ERROR();
308 }
309
310 GLuint fbo;
311 glGenFramebuffers(1, &fbo);
312 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
313 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
314
315 glBindTexture(GL_TEXTURE_2D, textures[1]);
Geoff Langc4e93662017-05-01 10:45:59 -0400316 if (getClientMajorVersion() >= 3)
317 {
318 glTexStorage2D(GL_TEXTURE_2D, 1, destImageFormat, 2, 2);
319 }
320 else
321 {
322 glTexStorage2DEXT(GL_TEXTURE_2D, 1, destImageFormat, 2, 2);
323 }
Jamie Madillbc393df2015-01-29 13:46:07 -0500324 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
325 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
326
327 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 2, 2);
328 ASSERT_GL_NO_ERROR();
329
330 glBindFramebuffer(GL_FRAMEBUFFER, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200331 drawQuad(mProgram, "position", 0.5f);
Jamie Madillbc393df2015-01-29 13:46:07 -0500332
333 int testImageChannels = std::min(sourceImageChannels, destImageChannels);
334
Olli Etuahoa314b612016-03-10 16:43:00 +0200335 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
Jamie Madillbc393df2015-01-29 13:46:07 -0500336 if (testImageChannels > 1)
337 {
338 EXPECT_PIXEL_EQ(getWindowHeight() - 1, 0, 0, 255, 0, 255);
339 EXPECT_PIXEL_EQ(getWindowHeight() - 1, getWindowWidth() - 1, 255, 255, 0, 255);
340 if (testImageChannels > 2)
341 {
342 EXPECT_PIXEL_EQ(0, getWindowWidth() - 1, 0, 0, 255, 255);
343 }
344 }
345
346 glDeleteFramebuffers(1, &fbo);
347 glDeleteTextures(2, textures);
348
349 ASSERT_GL_NO_ERROR();
350 }
351
Jamie Madilld4cfa572014-07-08 10:00:32 -0400352 GLuint mTexture2D;
Jamie Madilld4cfa572014-07-08 10:00:32 -0400353 GLint mTexture2DUniformLocation;
Jamie Madillf67115c2014-04-22 13:14:05 -0400354};
355
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200356class Texture2DTestES3 : public Texture2DTest
357{
358 protected:
359 Texture2DTestES3() : Texture2DTest() {}
360
Jamie Madill35cd7332018-12-02 12:03:33 -0500361 const char *getVertexShaderSource() override
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200362 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500363 return "#version 300 es\n"
364 "out vec2 texcoord;\n"
365 "in vec4 position;\n"
366 "void main()\n"
367 "{\n"
368 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
369 " texcoord = (position.xy * 0.5) + 0.5;\n"
370 "}\n";
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200371 }
372
Jamie Madill35cd7332018-12-02 12:03:33 -0500373 const char *getFragmentShaderSource() override
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200374 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500375 return "#version 300 es\n"
376 "precision highp float;\n"
377 "uniform highp sampler2D tex;\n"
378 "in vec2 texcoord;\n"
379 "out vec4 fragColor;\n"
380 "void main()\n"
381 "{\n"
382 " fragColor = texture(tex, texcoord);\n"
383 "}\n";
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200384 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300385
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400386 void testSetUp() override
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300387 {
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400388 Texture2DTest::testSetUp();
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300389 setUpProgram();
390 }
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200391};
392
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200393class Texture2DIntegerAlpha1TestES3 : public Texture2DTest
394{
395 protected:
396 Texture2DIntegerAlpha1TestES3() : Texture2DTest() {}
397
Jamie Madill35cd7332018-12-02 12:03:33 -0500398 const char *getVertexShaderSource() override
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200399 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500400 return "#version 300 es\n"
401 "out vec2 texcoord;\n"
402 "in vec4 position;\n"
403 "void main()\n"
404 "{\n"
405 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
406 " texcoord = (position.xy * 0.5) + 0.5;\n"
407 "}\n";
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200408 }
409
Jamie Madill35cd7332018-12-02 12:03:33 -0500410 const char *getFragmentShaderSource() override
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200411 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500412 return "#version 300 es\n"
413 "precision highp float;\n"
414 "uniform highp isampler2D tex;\n"
415 "in vec2 texcoord;\n"
416 "out vec4 fragColor;\n"
417 "void main()\n"
418 "{\n"
419 " vec4 green = vec4(0, 1, 0, 1);\n"
420 " vec4 black = vec4(0, 0, 0, 0);\n"
421 " fragColor = (texture(tex, texcoord).a == 1) ? green : black;\n"
422 "}\n";
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200423 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300424
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400425 void testSetUp() override
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300426 {
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400427 Texture2DTest::testSetUp();
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300428 setUpProgram();
429 }
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200430};
431
432class Texture2DUnsignedIntegerAlpha1TestES3 : public Texture2DTest
433{
434 protected:
435 Texture2DUnsignedIntegerAlpha1TestES3() : Texture2DTest() {}
436
Jamie Madill35cd7332018-12-02 12:03:33 -0500437 const char *getVertexShaderSource() override
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200438 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500439 return "#version 300 es\n"
440 "out vec2 texcoord;\n"
441 "in vec4 position;\n"
442 "void main()\n"
443 "{\n"
444 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
445 " texcoord = (position.xy * 0.5) + 0.5;\n"
446 "}\n";
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200447 }
448
Jamie Madill35cd7332018-12-02 12:03:33 -0500449 const char *getFragmentShaderSource() override
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200450 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500451 return "#version 300 es\n"
452 "precision highp float;\n"
453 "uniform highp usampler2D tex;\n"
454 "in vec2 texcoord;\n"
455 "out vec4 fragColor;\n"
456 "void main()\n"
457 "{\n"
458 " vec4 green = vec4(0, 1, 0, 1);\n"
459 " vec4 black = vec4(0, 0, 0, 0);\n"
460 " fragColor = (texture(tex, texcoord).a == 1u) ? green : black;\n"
461 "}\n";
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200462 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300463
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400464 void testSetUp() override
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300465 {
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400466 Texture2DTest::testSetUp();
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300467 setUpProgram();
468 }
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200469};
470
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200471class Texture2DTestWithDrawScale : public Texture2DTest
Jamie Madill2453dbc2015-07-14 11:35:42 -0400472{
473 protected:
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200474 Texture2DTestWithDrawScale() : Texture2DTest(), mDrawScaleUniformLocation(-1) {}
475
Jamie Madill35cd7332018-12-02 12:03:33 -0500476 const char *getVertexShaderSource() override
Jamie Madill2453dbc2015-07-14 11:35:42 -0400477 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300478 return
479 R"(precision highp float;
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200480 attribute vec4 position;
481 varying vec2 texcoord;
482
483 uniform vec2 drawScale;
484
485 void main()
486 {
487 gl_Position = vec4(position.xy * drawScale, 0.0, 1.0);
488 texcoord = (position.xy * 0.5) + 0.5;
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300489 })";
Jamie Madill2453dbc2015-07-14 11:35:42 -0400490 }
491
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400492 void testSetUp() override
Jamie Madill2453dbc2015-07-14 11:35:42 -0400493 {
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400494 Texture2DTest::testSetUp();
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300495
496 setUpProgram();
497
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200498 mDrawScaleUniformLocation = glGetUniformLocation(mProgram, "drawScale");
499 ASSERT_NE(-1, mDrawScaleUniformLocation);
Jamie Madill2453dbc2015-07-14 11:35:42 -0400500
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200501 glUseProgram(mProgram);
502 glUniform2f(mDrawScaleUniformLocation, 1.0f, 1.0f);
503 glUseProgram(0);
504 ASSERT_GL_NO_ERROR();
505 }
506
507 GLint mDrawScaleUniformLocation;
508};
509
Olli Etuaho4644a202016-01-12 15:12:53 +0200510class Sampler2DAsFunctionParameterTest : public Texture2DTest
511{
512 protected:
513 Sampler2DAsFunctionParameterTest() : Texture2DTest() {}
514
Jamie Madill35cd7332018-12-02 12:03:33 -0500515 const char *getFragmentShaderSource() override
Olli Etuaho4644a202016-01-12 15:12:53 +0200516 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300517 return
518 R"(precision highp float;
Olli Etuaho4644a202016-01-12 15:12:53 +0200519 uniform sampler2D tex;
520 varying vec2 texcoord;
521
522 vec4 computeFragColor(sampler2D aTex)
523 {
524 return texture2D(aTex, texcoord);
525 }
526
527 void main()
528 {
529 gl_FragColor = computeFragColor(tex);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300530 })";
Olli Etuaho4644a202016-01-12 15:12:53 +0200531 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300532
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400533 void testSetUp() override
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300534 {
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400535 Texture2DTest::testSetUp();
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300536 setUpProgram();
537 }
Olli Etuaho4644a202016-01-12 15:12:53 +0200538};
539
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200540class TextureCubeTest : public TexCoordDrawTest
541{
542 protected:
543 TextureCubeTest()
544 : TexCoordDrawTest(),
545 mTexture2D(0),
546 mTextureCube(0),
547 mTexture2DUniformLocation(-1),
548 mTextureCubeUniformLocation(-1)
Jamie Madillb980c562018-11-27 11:34:27 -0500549 {}
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200550
Jamie Madill35cd7332018-12-02 12:03:33 -0500551 const char *getFragmentShaderSource() override
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200552 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300553 return
554 R"(precision highp float;
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200555 uniform sampler2D tex2D;
556 uniform samplerCube texCube;
557 varying vec2 texcoord;
558
559 void main()
560 {
561 gl_FragColor = texture2D(tex2D, texcoord);
562 gl_FragColor += textureCube(texCube, vec3(texcoord, 0));
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300563 })";
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200564 }
565
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400566 void testSetUp() override
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200567 {
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400568 TexCoordDrawTest::testSetUp();
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200569
570 glGenTextures(1, &mTextureCube);
571 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
Geoff Langc4e93662017-05-01 10:45:59 -0400572 for (GLenum face = 0; face < 6; face++)
573 {
574 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, 1, 1, 0, GL_RGBA,
575 GL_UNSIGNED_BYTE, nullptr);
576 }
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200577 EXPECT_GL_NO_ERROR();
578
579 mTexture2D = create2DTexture();
580
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300581 setUpProgram();
582
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200583 mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D");
584 ASSERT_NE(-1, mTexture2DUniformLocation);
585 mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube");
586 ASSERT_NE(-1, mTextureCubeUniformLocation);
587 }
588
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400589 void testTearDown() override
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200590 {
591 glDeleteTextures(1, &mTextureCube);
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400592 TexCoordDrawTest::testTearDown();
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200593 }
594
595 GLuint mTexture2D;
596 GLuint mTextureCube;
597 GLint mTexture2DUniformLocation;
598 GLint mTextureCubeUniformLocation;
599};
600
Martin Radev7e2c0d32017-09-15 14:25:42 +0300601class TextureCubeTestES3 : public ANGLETest
602{
603 protected:
604 TextureCubeTestES3() {}
605};
606
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200607class SamplerArrayTest : public TexCoordDrawTest
608{
609 protected:
610 SamplerArrayTest()
611 : TexCoordDrawTest(),
612 mTexture2DA(0),
613 mTexture2DB(0),
614 mTexture0UniformLocation(-1),
615 mTexture1UniformLocation(-1)
Jamie Madillb980c562018-11-27 11:34:27 -0500616 {}
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200617
Jamie Madill35cd7332018-12-02 12:03:33 -0500618 const char *getFragmentShaderSource() override
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200619 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300620 return
621 R"(precision mediump float;
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200622 uniform highp sampler2D tex2DArray[2];
623 varying vec2 texcoord;
624 void main()
625 {
626 gl_FragColor = texture2D(tex2DArray[0], texcoord);
627 gl_FragColor += texture2D(tex2DArray[1], texcoord);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300628 })";
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200629 }
630
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400631 void testSetUp() override
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200632 {
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400633 TexCoordDrawTest::testSetUp();
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200634
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300635 setUpProgram();
636
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200637 mTexture0UniformLocation = glGetUniformLocation(mProgram, "tex2DArray[0]");
638 ASSERT_NE(-1, mTexture0UniformLocation);
639 mTexture1UniformLocation = glGetUniformLocation(mProgram, "tex2DArray[1]");
640 ASSERT_NE(-1, mTexture1UniformLocation);
641
642 mTexture2DA = create2DTexture();
643 mTexture2DB = create2DTexture();
644 ASSERT_GL_NO_ERROR();
645 }
646
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400647 void testTearDown() override
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200648 {
649 glDeleteTextures(1, &mTexture2DA);
650 glDeleteTextures(1, &mTexture2DB);
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400651 TexCoordDrawTest::testTearDown();
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200652 }
653
654 void testSamplerArrayDraw()
655 {
656 GLubyte texData[4];
657 texData[0] = 0;
658 texData[1] = 60;
659 texData[2] = 0;
660 texData[3] = 255;
661
662 glActiveTexture(GL_TEXTURE0);
663 glBindTexture(GL_TEXTURE_2D, mTexture2DA);
664 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
665
666 texData[1] = 120;
667 glActiveTexture(GL_TEXTURE1);
668 glBindTexture(GL_TEXTURE_2D, mTexture2DB);
669 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
670 EXPECT_GL_ERROR(GL_NO_ERROR);
671
672 glUseProgram(mProgram);
673 glUniform1i(mTexture0UniformLocation, 0);
674 glUniform1i(mTexture1UniformLocation, 1);
675 drawQuad(mProgram, "position", 0.5f);
676 EXPECT_GL_NO_ERROR();
677
678 EXPECT_PIXEL_NEAR(0, 0, 0, 180, 0, 255, 2);
679 }
680
681 GLuint mTexture2DA;
682 GLuint mTexture2DB;
683 GLint mTexture0UniformLocation;
684 GLint mTexture1UniformLocation;
685};
686
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200687class SamplerArrayAsFunctionParameterTest : public SamplerArrayTest
688{
689 protected:
690 SamplerArrayAsFunctionParameterTest() : SamplerArrayTest() {}
691
Jamie Madill35cd7332018-12-02 12:03:33 -0500692 const char *getFragmentShaderSource() override
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200693 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300694 return
695 R"(precision mediump float;
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200696 uniform highp sampler2D tex2DArray[2];
697 varying vec2 texcoord;
698
699 vec4 computeFragColor(highp sampler2D aTex2DArray[2])
700 {
701 return texture2D(aTex2DArray[0], texcoord) + texture2D(aTex2DArray[1], texcoord);
702 }
703
704 void main()
705 {
706 gl_FragColor = computeFragColor(tex2DArray);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300707 })";
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200708 }
709};
710
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200711class Texture2DArrayTestES3 : public TexCoordDrawTest
712{
713 protected:
714 Texture2DArrayTestES3() : TexCoordDrawTest(), m2DArrayTexture(0), mTextureArrayLocation(-1) {}
715
Jamie Madill35cd7332018-12-02 12:03:33 -0500716 const char *getVertexShaderSource() override
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200717 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500718 return "#version 300 es\n"
719 "out vec2 texcoord;\n"
720 "in vec4 position;\n"
721 "void main()\n"
722 "{\n"
723 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
724 " texcoord = (position.xy * 0.5) + 0.5;\n"
725 "}\n";
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200726 }
Jamie Madill2453dbc2015-07-14 11:35:42 -0400727
Jamie Madill35cd7332018-12-02 12:03:33 -0500728 const char *getFragmentShaderSource() override
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200729 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500730 return "#version 300 es\n"
731 "precision highp float;\n"
732 "uniform highp sampler2DArray tex2DArray;\n"
733 "in vec2 texcoord;\n"
734 "out vec4 fragColor;\n"
735 "void main()\n"
736 "{\n"
737 " fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.y, 0.0));\n"
738 "}\n";
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200739 }
Jamie Madill2453dbc2015-07-14 11:35:42 -0400740
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400741 void testSetUp() override
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200742 {
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400743 TexCoordDrawTest::testSetUp();
Jamie Madill2453dbc2015-07-14 11:35:42 -0400744
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300745 setUpProgram();
746
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200747 mTextureArrayLocation = glGetUniformLocation(mProgram, "tex2DArray");
Jamie Madill2453dbc2015-07-14 11:35:42 -0400748 ASSERT_NE(-1, mTextureArrayLocation);
749
750 glGenTextures(1, &m2DArrayTexture);
751 ASSERT_GL_NO_ERROR();
752 }
753
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400754 void testTearDown() override
Jamie Madill2453dbc2015-07-14 11:35:42 -0400755 {
756 glDeleteTextures(1, &m2DArrayTexture);
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400757 TexCoordDrawTest::testTearDown();
Jamie Madill2453dbc2015-07-14 11:35:42 -0400758 }
759
760 GLuint m2DArrayTexture;
Jamie Madill2453dbc2015-07-14 11:35:42 -0400761 GLint mTextureArrayLocation;
762};
763
Olli Etuahobce743a2016-01-15 17:18:28 +0200764class TextureSizeTextureArrayTest : public TexCoordDrawTest
765{
766 protected:
767 TextureSizeTextureArrayTest()
768 : TexCoordDrawTest(),
769 mTexture2DA(0),
770 mTexture2DB(0),
771 mTexture0Location(-1),
772 mTexture1Location(-1)
Jamie Madillb980c562018-11-27 11:34:27 -0500773 {}
Olli Etuahobce743a2016-01-15 17:18:28 +0200774
Jamie Madill35cd7332018-12-02 12:03:33 -0500775 const char *getVertexShaderSource() override { return essl3_shaders::vs::Simple(); }
Olli Etuahobce743a2016-01-15 17:18:28 +0200776
Jamie Madill35cd7332018-12-02 12:03:33 -0500777 const char *getFragmentShaderSource() override
Olli Etuahobce743a2016-01-15 17:18:28 +0200778 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500779 return "#version 300 es\n"
780 "precision highp float;\n"
781 "uniform highp sampler2D tex2DArray[2];\n"
782 "out vec4 fragColor;\n"
783 "void main()\n"
784 "{\n"
785 " float red = float(textureSize(tex2DArray[0], 0).x) / 255.0;\n"
786 " float green = float(textureSize(tex2DArray[1], 0).x) / 255.0;\n"
787 " fragColor = vec4(red, green, 0.0, 1.0);\n"
788 "}\n";
Olli Etuahobce743a2016-01-15 17:18:28 +0200789 }
790
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400791 void testSetUp() override
Olli Etuahobce743a2016-01-15 17:18:28 +0200792 {
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400793 TexCoordDrawTest::testSetUp();
Olli Etuahobce743a2016-01-15 17:18:28 +0200794
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300795 setUpProgram();
796
Olli Etuahobce743a2016-01-15 17:18:28 +0200797 mTexture0Location = glGetUniformLocation(mProgram, "tex2DArray[0]");
798 ASSERT_NE(-1, mTexture0Location);
799 mTexture1Location = glGetUniformLocation(mProgram, "tex2DArray[1]");
800 ASSERT_NE(-1, mTexture1Location);
801
802 mTexture2DA = create2DTexture();
803 mTexture2DB = create2DTexture();
804 ASSERT_GL_NO_ERROR();
805 }
806
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400807 void testTearDown() override
Olli Etuahobce743a2016-01-15 17:18:28 +0200808 {
809 glDeleteTextures(1, &mTexture2DA);
810 glDeleteTextures(1, &mTexture2DB);
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400811 TexCoordDrawTest::testTearDown();
Olli Etuahobce743a2016-01-15 17:18:28 +0200812 }
813
814 GLuint mTexture2DA;
815 GLuint mTexture2DB;
816 GLint mTexture0Location;
817 GLint mTexture1Location;
818};
819
Olli Etuahoa314b612016-03-10 16:43:00 +0200820class Texture3DTestES3 : public TexCoordDrawTest
821{
822 protected:
823 Texture3DTestES3() : TexCoordDrawTest(), mTexture3D(0), mTexture3DUniformLocation(-1) {}
824
Jamie Madill35cd7332018-12-02 12:03:33 -0500825 const char *getVertexShaderSource() override
Olli Etuahoa314b612016-03-10 16:43:00 +0200826 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500827 return "#version 300 es\n"
828 "out vec2 texcoord;\n"
829 "in vec4 position;\n"
830 "void main()\n"
831 "{\n"
832 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
833 " texcoord = (position.xy * 0.5) + 0.5;\n"
834 "}\n";
Olli Etuahoa314b612016-03-10 16:43:00 +0200835 }
836
Jamie Madill35cd7332018-12-02 12:03:33 -0500837 const char *getFragmentShaderSource() override
Olli Etuahoa314b612016-03-10 16:43:00 +0200838 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500839 return "#version 300 es\n"
840 "precision highp float;\n"
841 "uniform highp sampler3D tex3D;\n"
842 "in vec2 texcoord;\n"
843 "out vec4 fragColor;\n"
844 "void main()\n"
845 "{\n"
846 " fragColor = texture(tex3D, vec3(texcoord, 0.0));\n"
847 "}\n";
Olli Etuahoa314b612016-03-10 16:43:00 +0200848 }
849
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400850 void testSetUp() override
Olli Etuahoa314b612016-03-10 16:43:00 +0200851 {
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400852 TexCoordDrawTest::testSetUp();
Olli Etuahoa314b612016-03-10 16:43:00 +0200853
854 glGenTextures(1, &mTexture3D);
855
856 setUpProgram();
857
858 mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D");
859 ASSERT_NE(-1, mTexture3DUniformLocation);
860 }
861
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400862 void testTearDown() override
Olli Etuahoa314b612016-03-10 16:43:00 +0200863 {
864 glDeleteTextures(1, &mTexture3D);
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400865 TexCoordDrawTest::testTearDown();
Olli Etuahoa314b612016-03-10 16:43:00 +0200866 }
867
868 GLuint mTexture3D;
869 GLint mTexture3DUniformLocation;
870};
871
Olli Etuaho1a679902016-01-14 12:21:47 +0200872class ShadowSamplerPlusSampler3DTestES3 : public TexCoordDrawTest
873{
874 protected:
875 ShadowSamplerPlusSampler3DTestES3()
876 : TexCoordDrawTest(),
877 mTextureShadow(0),
878 mTexture3D(0),
879 mTextureShadowUniformLocation(-1),
880 mTexture3DUniformLocation(-1),
881 mDepthRefUniformLocation(-1)
Jamie Madillb980c562018-11-27 11:34:27 -0500882 {}
Olli Etuaho1a679902016-01-14 12:21:47 +0200883
Jamie Madill35cd7332018-12-02 12:03:33 -0500884 const char *getVertexShaderSource() override
Olli Etuaho1a679902016-01-14 12:21:47 +0200885 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500886 return "#version 300 es\n"
887 "out vec2 texcoord;\n"
888 "in vec4 position;\n"
889 "void main()\n"
890 "{\n"
891 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
892 " texcoord = (position.xy * 0.5) + 0.5;\n"
893 "}\n";
Olli Etuaho1a679902016-01-14 12:21:47 +0200894 }
895
Jamie Madill35cd7332018-12-02 12:03:33 -0500896 const char *getFragmentShaderSource() override
Olli Etuaho1a679902016-01-14 12:21:47 +0200897 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500898 return "#version 300 es\n"
899 "precision highp float;\n"
900 "uniform highp sampler2DShadow tex2DShadow;\n"
901 "uniform highp sampler3D tex3D;\n"
902 "in vec2 texcoord;\n"
903 "uniform float depthRef;\n"
904 "out vec4 fragColor;\n"
905 "void main()\n"
906 "{\n"
907 " fragColor = vec4(texture(tex2DShadow, vec3(texcoord, depthRef)) * 0.5);\n"
908 " fragColor += texture(tex3D, vec3(texcoord, 0.0));\n"
909 "}\n";
Olli Etuaho1a679902016-01-14 12:21:47 +0200910 }
911
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400912 void testSetUp() override
Olli Etuaho1a679902016-01-14 12:21:47 +0200913 {
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400914 TexCoordDrawTest::testSetUp();
Olli Etuaho1a679902016-01-14 12:21:47 +0200915
916 glGenTextures(1, &mTexture3D);
917
918 glGenTextures(1, &mTextureShadow);
919 glBindTexture(GL_TEXTURE_2D, mTextureShadow);
920 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
921
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300922 setUpProgram();
923
Olli Etuaho1a679902016-01-14 12:21:47 +0200924 mTextureShadowUniformLocation = glGetUniformLocation(mProgram, "tex2DShadow");
925 ASSERT_NE(-1, mTextureShadowUniformLocation);
926 mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D");
927 ASSERT_NE(-1, mTexture3DUniformLocation);
928 mDepthRefUniformLocation = glGetUniformLocation(mProgram, "depthRef");
929 ASSERT_NE(-1, mDepthRefUniformLocation);
930 }
931
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400932 void testTearDown() override
Olli Etuaho1a679902016-01-14 12:21:47 +0200933 {
934 glDeleteTextures(1, &mTextureShadow);
935 glDeleteTextures(1, &mTexture3D);
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400936 TexCoordDrawTest::testTearDown();
Olli Etuaho1a679902016-01-14 12:21:47 +0200937 }
938
939 GLuint mTextureShadow;
940 GLuint mTexture3D;
941 GLint mTextureShadowUniformLocation;
942 GLint mTexture3DUniformLocation;
943 GLint mDepthRefUniformLocation;
944};
945
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200946class SamplerTypeMixTestES3 : public TexCoordDrawTest
947{
948 protected:
949 SamplerTypeMixTestES3()
950 : TexCoordDrawTest(),
951 mTexture2D(0),
952 mTextureCube(0),
953 mTexture2DShadow(0),
954 mTextureCubeShadow(0),
955 mTexture2DUniformLocation(-1),
956 mTextureCubeUniformLocation(-1),
957 mTexture2DShadowUniformLocation(-1),
958 mTextureCubeShadowUniformLocation(-1),
959 mDepthRefUniformLocation(-1)
Jamie Madillb980c562018-11-27 11:34:27 -0500960 {}
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200961
Jamie Madill35cd7332018-12-02 12:03:33 -0500962 const char *getVertexShaderSource() override
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200963 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500964 return "#version 300 es\n"
965 "out vec2 texcoord;\n"
966 "in vec4 position;\n"
967 "void main()\n"
968 "{\n"
969 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
970 " texcoord = (position.xy * 0.5) + 0.5;\n"
971 "}\n";
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200972 }
973
Jamie Madill35cd7332018-12-02 12:03:33 -0500974 const char *getFragmentShaderSource() override
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200975 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500976 return "#version 300 es\n"
977 "precision highp float;\n"
978 "uniform highp sampler2D tex2D;\n"
979 "uniform highp samplerCube texCube;\n"
980 "uniform highp sampler2DShadow tex2DShadow;\n"
981 "uniform highp samplerCubeShadow texCubeShadow;\n"
982 "in vec2 texcoord;\n"
983 "uniform float depthRef;\n"
984 "out vec4 fragColor;\n"
985 "void main()\n"
986 "{\n"
987 " fragColor = texture(tex2D, texcoord);\n"
988 " fragColor += texture(texCube, vec3(1.0, 0.0, 0.0));\n"
989 " fragColor += vec4(texture(tex2DShadow, vec3(texcoord, depthRef)) * 0.25);\n"
990 " fragColor += vec4(texture(texCubeShadow, vec4(1.0, 0.0, 0.0, depthRef)) * "
991 "0.125);\n"
992 "}\n";
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200993 }
994
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400995 void testSetUp() override
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200996 {
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400997 TexCoordDrawTest::testSetUp();
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200998
999 glGenTextures(1, &mTexture2D);
1000 glGenTextures(1, &mTextureCube);
1001
1002 glGenTextures(1, &mTexture2DShadow);
1003 glBindTexture(GL_TEXTURE_2D, mTexture2DShadow);
1004 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
1005
1006 glGenTextures(1, &mTextureCubeShadow);
1007 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCubeShadow);
1008 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
1009
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001010 setUpProgram();
1011
Olli Etuahoc8c99a02016-01-14 16:47:22 +02001012 mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D");
1013 ASSERT_NE(-1, mTexture2DUniformLocation);
1014 mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube");
1015 ASSERT_NE(-1, mTextureCubeUniformLocation);
1016 mTexture2DShadowUniformLocation = glGetUniformLocation(mProgram, "tex2DShadow");
1017 ASSERT_NE(-1, mTexture2DShadowUniformLocation);
1018 mTextureCubeShadowUniformLocation = glGetUniformLocation(mProgram, "texCubeShadow");
1019 ASSERT_NE(-1, mTextureCubeShadowUniformLocation);
1020 mDepthRefUniformLocation = glGetUniformLocation(mProgram, "depthRef");
1021 ASSERT_NE(-1, mDepthRefUniformLocation);
1022
1023 ASSERT_GL_NO_ERROR();
1024 }
1025
Jamie Madill5cbaa3f2019-05-07 15:49:22 -04001026 void testTearDown() override
Olli Etuahoc8c99a02016-01-14 16:47:22 +02001027 {
1028 glDeleteTextures(1, &mTexture2D);
1029 glDeleteTextures(1, &mTextureCube);
1030 glDeleteTextures(1, &mTexture2DShadow);
1031 glDeleteTextures(1, &mTextureCubeShadow);
Jamie Madill5cbaa3f2019-05-07 15:49:22 -04001032 TexCoordDrawTest::testTearDown();
Olli Etuahoc8c99a02016-01-14 16:47:22 +02001033 }
1034
1035 GLuint mTexture2D;
1036 GLuint mTextureCube;
1037 GLuint mTexture2DShadow;
1038 GLuint mTextureCubeShadow;
1039 GLint mTexture2DUniformLocation;
1040 GLint mTextureCubeUniformLocation;
1041 GLint mTexture2DShadowUniformLocation;
1042 GLint mTextureCubeShadowUniformLocation;
1043 GLint mDepthRefUniformLocation;
1044};
1045
Olli Etuaho96963162016-03-21 11:54:33 +02001046class SamplerInStructTest : public Texture2DTest
1047{
1048 protected:
1049 SamplerInStructTest() : Texture2DTest() {}
1050
1051 const char *getTextureUniformName() override { return "us.tex"; }
1052
Jamie Madill35cd7332018-12-02 12:03:33 -05001053 const char *getFragmentShaderSource() override
Olli Etuaho96963162016-03-21 11:54:33 +02001054 {
Jamie Madill35cd7332018-12-02 12:03:33 -05001055 return "precision highp float;\n"
1056 "struct S\n"
1057 "{\n"
1058 " vec4 a;\n"
1059 " highp sampler2D tex;\n"
1060 "};\n"
1061 "uniform S us;\n"
1062 "varying vec2 texcoord;\n"
1063 "void main()\n"
1064 "{\n"
1065 " gl_FragColor = texture2D(us.tex, texcoord + us.a.x);\n"
1066 "}\n";
Olli Etuaho96963162016-03-21 11:54:33 +02001067 }
1068
1069 void runSamplerInStructTest()
1070 {
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001071 setUpProgram();
1072
Olli Etuaho96963162016-03-21 11:54:33 +02001073 glActiveTexture(GL_TEXTURE0);
1074 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Olli Etuahoa314b612016-03-10 16:43:00 +02001075 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1076 &GLColor::green);
Olli Etuaho96963162016-03-21 11:54:33 +02001077 drawQuad(mProgram, "position", 0.5f);
Olli Etuahoa314b612016-03-10 16:43:00 +02001078 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Olli Etuaho96963162016-03-21 11:54:33 +02001079 }
1080};
1081
1082class SamplerInStructAsFunctionParameterTest : public SamplerInStructTest
1083{
1084 protected:
1085 SamplerInStructAsFunctionParameterTest() : SamplerInStructTest() {}
1086
Jamie Madill35cd7332018-12-02 12:03:33 -05001087 const char *getFragmentShaderSource() override
Olli Etuaho96963162016-03-21 11:54:33 +02001088 {
Jamie Madill35cd7332018-12-02 12:03:33 -05001089 return "precision highp float;\n"
1090 "struct S\n"
1091 "{\n"
1092 " vec4 a;\n"
1093 " highp sampler2D tex;\n"
1094 "};\n"
1095 "uniform S us;\n"
1096 "varying vec2 texcoord;\n"
1097 "vec4 sampleFrom(S s) {\n"
1098 " return texture2D(s.tex, texcoord + s.a.x);\n"
1099 "}\n"
1100 "void main()\n"
1101 "{\n"
1102 " gl_FragColor = sampleFrom(us);\n"
1103 "}\n";
Olli Etuaho96963162016-03-21 11:54:33 +02001104 }
1105};
1106
1107class SamplerInStructArrayAsFunctionParameterTest : public SamplerInStructTest
1108{
1109 protected:
1110 SamplerInStructArrayAsFunctionParameterTest() : SamplerInStructTest() {}
1111
1112 const char *getTextureUniformName() override { return "us[0].tex"; }
1113
Jamie Madill35cd7332018-12-02 12:03:33 -05001114 const char *getFragmentShaderSource() override
Olli Etuaho96963162016-03-21 11:54:33 +02001115 {
Jamie Madill35cd7332018-12-02 12:03:33 -05001116 return "precision highp float;\n"
1117 "struct S\n"
1118 "{\n"
1119 " vec4 a;\n"
1120 " highp sampler2D tex;\n"
1121 "};\n"
1122 "uniform S us[1];\n"
1123 "varying vec2 texcoord;\n"
1124 "vec4 sampleFrom(S s) {\n"
1125 " return texture2D(s.tex, texcoord + s.a.x);\n"
1126 "}\n"
1127 "void main()\n"
1128 "{\n"
1129 " gl_FragColor = sampleFrom(us[0]);\n"
1130 "}\n";
Olli Etuaho96963162016-03-21 11:54:33 +02001131 }
1132};
1133
1134class SamplerInNestedStructAsFunctionParameterTest : public SamplerInStructTest
1135{
1136 protected:
1137 SamplerInNestedStructAsFunctionParameterTest() : SamplerInStructTest() {}
1138
1139 const char *getTextureUniformName() override { return "us[0].sub.tex"; }
1140
Jamie Madill35cd7332018-12-02 12:03:33 -05001141 const char *getFragmentShaderSource() override
Olli Etuaho96963162016-03-21 11:54:33 +02001142 {
Jamie Madill35cd7332018-12-02 12:03:33 -05001143 return "precision highp float;\n"
1144 "struct SUB\n"
1145 "{\n"
1146 " vec4 a;\n"
1147 " highp sampler2D tex;\n"
1148 "};\n"
1149 "struct S\n"
1150 "{\n"
1151 " SUB sub;\n"
1152 "};\n"
1153 "uniform S us[1];\n"
1154 "varying vec2 texcoord;\n"
1155 "vec4 sampleFrom(SUB s) {\n"
1156 " return texture2D(s.tex, texcoord + s.a.x);\n"
1157 "}\n"
1158 "void main()\n"
1159 "{\n"
1160 " gl_FragColor = sampleFrom(us[0].sub);\n"
1161 "}\n";
Olli Etuaho96963162016-03-21 11:54:33 +02001162 }
1163};
1164
1165class SamplerInStructAndOtherVariableTest : public SamplerInStructTest
1166{
1167 protected:
1168 SamplerInStructAndOtherVariableTest() : SamplerInStructTest() {}
1169
Jamie Madill35cd7332018-12-02 12:03:33 -05001170 const char *getFragmentShaderSource() override
Olli Etuaho96963162016-03-21 11:54:33 +02001171 {
Jamie Madill35cd7332018-12-02 12:03:33 -05001172 return "precision highp float;\n"
1173 "struct S\n"
1174 "{\n"
1175 " vec4 a;\n"
1176 " highp sampler2D tex;\n"
1177 "};\n"
1178 "uniform S us;\n"
1179 "uniform float us_tex;\n"
1180 "varying vec2 texcoord;\n"
1181 "void main()\n"
1182 "{\n"
1183 " gl_FragColor = texture2D(us.tex, texcoord + us.a.x + us_tex);\n"
1184 "}\n";
Olli Etuaho96963162016-03-21 11:54:33 +02001185 }
1186};
1187
Anders Leinof6cbe442019-04-18 15:32:07 +03001188class Texture2DIntegerTestES3 : public Texture2DTest
1189{
1190 protected:
1191 Texture2DIntegerTestES3() : Texture2DTest() {}
1192
1193 const char *getVertexShaderSource() override
1194 {
1195 return "#version 300 es\n"
1196 "out vec2 texcoord;\n"
1197 "in vec4 position;\n"
1198 "void main()\n"
1199 "{\n"
1200 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
1201 " texcoord = (position.xy * 0.5) + 0.5;\n"
1202 "}\n";
1203 }
1204
1205 const char *getFragmentShaderSource() override
1206 {
1207 return "#version 300 es\n"
1208 "precision highp float;\n"
1209 "precision highp usampler2D;\n"
1210 "uniform usampler2D tex;\n"
1211 "in vec2 texcoord;\n"
1212 "out vec4 fragColor;\n"
1213 "void main()\n"
1214 "{\n"
Anders Leino8224a582019-05-20 12:39:29 +03001215 " fragColor = vec4(texture(tex, texcoord))/255.0;\n"
Anders Leinof6cbe442019-04-18 15:32:07 +03001216 "}\n";
1217 }
1218};
1219
Anders Leino60cc7512019-05-06 09:25:27 +03001220class TextureCubeIntegerTestES3 : public TexCoordDrawTest
1221{
1222 protected:
1223 TextureCubeIntegerTestES3()
1224 : TexCoordDrawTest(), mTextureCube(0), mTextureCubeUniformLocation(-1)
1225 {}
1226
1227 const char *getVertexShaderSource() override
1228 {
1229 return "#version 300 es\n"
1230 "out vec2 texcoord;\n"
1231 "in vec4 position;\n"
1232 "void main()\n"
1233 "{\n"
1234 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
1235 " texcoord = 0.5*position.xy;\n"
1236 "}\n";
1237 }
1238
1239 const char *getFragmentShaderSource() override
1240 {
1241 return "#version 300 es\n"
1242 "precision highp float;\n"
1243 "precision highp usamplerCube;\n"
1244 "uniform usamplerCube texCube;\n"
1245 "in vec2 texcoord;\n"
1246 "out vec4 fragColor;\n"
1247 "void main()\n"
1248 "{\n"
1249 " fragColor = vec4(texture(texCube, vec3(texcoord, 1)))/255.0;\n"
1250 "}\n";
1251 }
1252
1253 void testSetUp() override
1254 {
1255 TexCoordDrawTest::testSetUp();
1256 glGenTextures(1, &mTextureCube);
1257 setUpProgram();
1258
1259 mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube");
1260 ASSERT_NE(-1, mTextureCubeUniformLocation);
1261 }
1262
1263 void testTearDown() override
1264 {
1265 glDeleteTextures(1, &mTextureCube);
1266 TexCoordDrawTest::testTearDown();
1267 }
1268
1269 GLuint mTextureCube;
1270 GLint mTextureCubeUniformLocation;
1271};
1272
Anders Leinoe4452442019-05-09 13:29:49 +03001273class TextureCubeIntegerEdgeTestES3 : public TextureCubeIntegerTestES3
1274{
1275 protected:
1276 TextureCubeIntegerEdgeTestES3() : TextureCubeIntegerTestES3() {}
1277
1278 const char *getVertexShaderSource() override
1279 {
1280 return "#version 300 es\n"
1281 "out vec2 texcoord;\n"
1282 "in vec4 position;\n"
1283 "void main()\n"
1284 "{\n"
1285 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
1286 " texcoord = position.xy;\n"
1287 "}\n";
1288 }
1289
1290 const char *getFragmentShaderSource() override
1291 {
1292 return "#version 300 es\n"
1293 "precision highp float;\n"
1294 "precision highp usamplerCube;\n"
1295 "uniform usamplerCube texCube;\n"
1296 "in vec2 texcoord;\n"
1297 "out vec4 fragColor;\n"
1298 "void main()\n"
1299 "{\n"
1300 " fragColor = vec4(texture(texCube, vec3(texcoord, 0)))/255.0;\n"
1301 "}\n";
1302 }
1303};
1304
Anders Leino1b6aded2019-05-20 12:56:34 +03001305class Texture2DIntegerProjectiveOffsetTestES3 : public Texture2DTest
1306{
1307 protected:
1308 Texture2DIntegerProjectiveOffsetTestES3() : Texture2DTest() {}
1309
1310 const char *getVertexShaderSource() override
1311 {
1312 return "#version 300 es\n"
1313 "out vec2 texcoord;\n"
1314 "in vec4 position;\n"
1315 "void main()\n"
1316 "{\n"
1317 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
1318 " texcoord = 0.5*position.xy + vec2(0.5, 0.5);\n"
1319 "}\n";
1320 }
1321
1322 const char *getFragmentShaderSource() override
1323 {
1324 return "#version 300 es\n"
1325 "precision highp float;\n"
1326 "precision highp usampler2D;\n"
1327 "uniform usampler2D tex;\n"
1328 "in vec2 texcoord;\n"
1329 "out vec4 fragColor;\n"
1330 "void main()\n"
1331 "{\n"
1332 " fragColor = vec4(textureProjOffset(tex, vec3(texcoord, 1), ivec2(0,0), "
1333 "0.0))/255.0;\n"
1334 "}\n";
1335 }
1336};
1337
Anders Leino69d04932019-05-20 14:04:13 +03001338class Texture2DArrayIntegerTestES3 : public Texture2DArrayTestES3
1339{
1340 protected:
1341 Texture2DArrayIntegerTestES3() : Texture2DArrayTestES3() {}
1342
1343 const char *getVertexShaderSource() override
1344 {
1345 return "#version 300 es\n"
1346 "out vec2 texcoord;\n"
1347 "in vec4 position;\n"
1348 "void main()\n"
1349 "{\n"
1350 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
1351 " texcoord = (position.xy * 0.5) + 0.5;\n"
1352 "}\n";
1353 }
1354
1355 const char *getFragmentShaderSource() override
1356 {
1357 return "#version 300 es\n"
1358 "precision highp float;\n"
1359 "uniform highp usampler2DArray tex2DArray;\n"
1360 "in vec2 texcoord;\n"
1361 "out vec4 fragColor;\n"
1362 "void main()\n"
1363 "{\n"
1364 " fragColor = vec4(texture(tex2DArray, vec3(texcoord.x, texcoord.y, "
1365 "0.0)))/255.0;\n"
1366 "}\n";
1367 }
1368};
1369
Anders Leino262e2822019-05-20 14:24:40 +03001370class Texture3DIntegerTestES3 : public Texture3DTestES3
1371{
1372 protected:
1373 Texture3DIntegerTestES3() : Texture3DTestES3() {}
1374
1375 const char *getVertexShaderSource() override
1376 {
1377 return "#version 300 es\n"
1378 "out vec2 texcoord;\n"
1379 "in vec4 position;\n"
1380 "void main()\n"
1381 "{\n"
1382 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
1383 " texcoord = (position.xy * 0.5) + 0.5;\n"
1384 "}\n";
1385 }
1386
1387 const char *getFragmentShaderSource() override
1388 {
1389 return "#version 300 es\n"
1390 "precision highp float;\n"
1391 "uniform highp usampler3D tex3D;\n"
1392 "in vec2 texcoord;\n"
1393 "out vec4 fragColor;\n"
1394 "void main()\n"
1395 "{\n"
1396 " fragColor = vec4(texture(tex3D, vec3(texcoord, 0.0)))/255.0;\n"
1397 "}\n";
1398 }
1399};
1400
Brandon Schadeefb45ed2019-09-24 09:23:53 -07001401class PBOCompressedTextureTest : public Texture2DTest
1402{
1403 protected:
1404 PBOCompressedTextureTest() : Texture2DTest() {}
1405
1406 void testSetUp() override
1407 {
1408 TexCoordDrawTest::testSetUp();
1409 glGenTextures(1, &mTexture2D);
1410 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1411 EXPECT_GL_NO_ERROR();
1412
1413 setUpProgram();
1414
1415 glGenBuffers(1, &mPBO);
1416 }
1417
1418 void testTearDown() override
1419 {
1420 glDeleteBuffers(1, &mPBO);
1421 Texture2DTest::testTearDown();
1422 }
1423
1424 GLuint mPBO;
1425};
1426
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001427TEST_P(Texture2DTest, NegativeAPISubImage)
Jamie Madillf67115c2014-04-22 13:14:05 -04001428{
Jamie Madilld4cfa572014-07-08 10:00:32 -04001429 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Jamie Madillf67115c2014-04-22 13:14:05 -04001430 EXPECT_GL_ERROR(GL_NO_ERROR);
1431
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001432 setUpProgram();
1433
Jamie Madill50cf2be2018-06-15 09:46:57 -04001434 const GLubyte *pixels[20] = {0};
Jamie Madillf67115c2014-04-22 13:14:05 -04001435 glTexSubImage2D(GL_TEXTURE_2D, 0, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
1436 EXPECT_GL_ERROR(GL_INVALID_VALUE);
Geoff Langc51642b2016-11-14 16:18:26 -05001437
Jamie Madillb8149072019-04-30 16:14:44 -04001438 if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
Geoff Langc51642b2016-11-14 16:18:26 -05001439 {
1440 // Create a 1-level immutable texture.
1441 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
1442
1443 // Try calling sub image on the second level.
1444 glTexSubImage2D(GL_TEXTURE_2D, 1, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
1445 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1446 }
Jamie Madillf67115c2014-04-22 13:14:05 -04001447}
Geoff Langc41e42d2014-04-28 10:58:16 -04001448
John Bauman18319182016-09-28 14:22:27 -07001449// Test that querying GL_TEXTURE_BINDING* doesn't cause an unexpected error.
1450TEST_P(Texture2DTest, QueryBinding)
1451{
1452 glBindTexture(GL_TEXTURE_2D, 0);
1453 EXPECT_GL_ERROR(GL_NO_ERROR);
1454
1455 GLint textureBinding;
1456 glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
1457 EXPECT_GL_NO_ERROR();
1458 EXPECT_EQ(0, textureBinding);
1459
1460 glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &textureBinding);
Jamie Madillb8149072019-04-30 16:14:44 -04001461 if (IsGLExtensionEnabled("GL_OES_EGL_image_external") ||
1462 IsGLExtensionEnabled("GL_NV_EGL_stream_consumer_external"))
John Bauman18319182016-09-28 14:22:27 -07001463 {
1464 EXPECT_GL_NO_ERROR();
1465 EXPECT_EQ(0, textureBinding);
1466 }
1467 else
1468 {
1469 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1470 }
1471}
1472
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001473TEST_P(Texture2DTest, ZeroSizedUploads)
Geoff Langc41e42d2014-04-28 10:58:16 -04001474{
Jamie Madilld4cfa572014-07-08 10:00:32 -04001475 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Geoff Langc41e42d2014-04-28 10:58:16 -04001476 EXPECT_GL_ERROR(GL_NO_ERROR);
1477
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001478 setUpProgram();
1479
Geoff Langc41e42d2014-04-28 10:58:16 -04001480 // Use the texture first to make sure it's in video memory
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001481 glUseProgram(mProgram);
Jamie Madilld4cfa572014-07-08 10:00:32 -04001482 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001483 drawQuad(mProgram, "position", 0.5f);
Geoff Langc41e42d2014-04-28 10:58:16 -04001484
Jamie Madill50cf2be2018-06-15 09:46:57 -04001485 const GLubyte *pixel[4] = {0};
Geoff Langc41e42d2014-04-28 10:58:16 -04001486
1487 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
1488 EXPECT_GL_NO_ERROR();
1489
1490 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
1491 EXPECT_GL_NO_ERROR();
1492
1493 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
1494 EXPECT_GL_NO_ERROR();
1495}
Jamie Madilld4cfa572014-07-08 10:00:32 -04001496
1497// Test drawing with two texture types, to trigger an ANGLE bug in validation
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001498TEST_P(TextureCubeTest, CubeMapBug)
Jamie Madilld4cfa572014-07-08 10:00:32 -04001499{
1500 glActiveTexture(GL_TEXTURE0);
1501 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1502 glActiveTexture(GL_TEXTURE1);
1503 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
1504 EXPECT_GL_ERROR(GL_NO_ERROR);
1505
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001506 glUseProgram(mProgram);
1507 glUniform1i(mTexture2DUniformLocation, 0);
1508 glUniform1i(mTextureCubeUniformLocation, 1);
1509 drawQuad(mProgram, "position", 0.5f);
Jamie Madilld4cfa572014-07-08 10:00:32 -04001510 EXPECT_GL_NO_ERROR();
1511}
Jamie Madill9aca0592014-10-06 16:26:59 -04001512
Olli Etuaho53a2da12016-01-11 15:43:32 +02001513// Test drawing with two texture types accessed from the same shader and check that the result of
1514// drawing is correct.
1515TEST_P(TextureCubeTest, CubeMapDraw)
1516{
1517 GLubyte texData[4];
1518 texData[0] = 0;
1519 texData[1] = 60;
1520 texData[2] = 0;
1521 texData[3] = 255;
1522
1523 glActiveTexture(GL_TEXTURE0);
1524 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1525 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
1526
1527 glActiveTexture(GL_TEXTURE1);
1528 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
1529 texData[1] = 120;
1530 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
1531 texData);
1532 EXPECT_GL_ERROR(GL_NO_ERROR);
1533
1534 glUseProgram(mProgram);
1535 glUniform1i(mTexture2DUniformLocation, 0);
1536 glUniform1i(mTextureCubeUniformLocation, 1);
1537 drawQuad(mProgram, "position", 0.5f);
1538 EXPECT_GL_NO_ERROR();
1539
1540 int px = getWindowWidth() - 1;
1541 int py = 0;
1542 EXPECT_PIXEL_NEAR(px, py, 0, 180, 0, 255, 2);
1543}
1544
Olli Etuaho4644a202016-01-12 15:12:53 +02001545TEST_P(Sampler2DAsFunctionParameterTest, Sampler2DAsFunctionParameter)
1546{
1547 glActiveTexture(GL_TEXTURE0);
1548 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1549 GLubyte texData[4];
1550 texData[0] = 0;
1551 texData[1] = 128;
1552 texData[2] = 0;
1553 texData[3] = 255;
1554 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
1555 glUseProgram(mProgram);
1556 glUniform1i(mTexture2DUniformLocation, 0);
1557 drawQuad(mProgram, "position", 0.5f);
1558 EXPECT_GL_NO_ERROR();
1559
1560 EXPECT_PIXEL_NEAR(0, 0, 0, 128, 0, 255, 2);
1561}
1562
Olli Etuaho2173db3d2016-01-12 13:55:14 +02001563// Test drawing with two textures passed to the shader in a sampler array.
1564TEST_P(SamplerArrayTest, SamplerArrayDraw)
1565{
1566 testSamplerArrayDraw();
1567}
1568
1569// Test drawing with two textures passed to the shader in a sampler array which is passed to a
1570// user-defined function in the shader.
1571TEST_P(SamplerArrayAsFunctionParameterTest, SamplerArrayAsFunctionParameter)
1572{
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05001573 // TODO: Diagnose and fix. http://anglebug.com/2955
1574 ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
1575
Olli Etuaho2173db3d2016-01-12 13:55:14 +02001576 testSamplerArrayDraw();
1577}
1578
Jamie Madill9aca0592014-10-06 16:26:59 -04001579// Copy of a test in conformance/textures/texture-mips, to test generate mipmaps
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001580TEST_P(Texture2DTestWithDrawScale, MipmapsTwice)
Jamie Madill9aca0592014-10-06 16:26:59 -04001581{
1582 int px = getWindowWidth() / 2;
1583 int py = getWindowHeight() / 2;
1584
1585 glActiveTexture(GL_TEXTURE0);
1586 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1587
Olli Etuahoa314b612016-03-10 16:43:00 +02001588 std::vector<GLColor> pixelsRed(16u * 16u, GLColor::red);
Jamie Madill9aca0592014-10-06 16:26:59 -04001589
Olli Etuahoa314b612016-03-10 16:43:00 +02001590 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data());
Jamie Madill9aca0592014-10-06 16:26:59 -04001591 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1592 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1593 glGenerateMipmap(GL_TEXTURE_2D);
1594
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001595 glUseProgram(mProgram);
Jamie Madill9aca0592014-10-06 16:26:59 -04001596 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001597 glUniform2f(mDrawScaleUniformLocation, 0.0625f, 0.0625f);
1598 drawQuad(mProgram, "position", 0.5f);
Jamie Madill9aca0592014-10-06 16:26:59 -04001599 EXPECT_GL_NO_ERROR();
Olli Etuahoa314b612016-03-10 16:43:00 +02001600 EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
Jamie Madill9aca0592014-10-06 16:26:59 -04001601
Olli Etuahoa314b612016-03-10 16:43:00 +02001602 std::vector<GLColor> pixelsBlue(16u * 16u, GLColor::blue);
Jamie Madill9aca0592014-10-06 16:26:59 -04001603
Olli Etuahoa314b612016-03-10 16:43:00 +02001604 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1605 pixelsBlue.data());
Jamie Madill9aca0592014-10-06 16:26:59 -04001606 glGenerateMipmap(GL_TEXTURE_2D);
1607
Olli Etuahoa314b612016-03-10 16:43:00 +02001608 std::vector<GLColor> pixelsGreen(16u * 16u, GLColor::green);
Jamie Madill9aca0592014-10-06 16:26:59 -04001609
Olli Etuahoa314b612016-03-10 16:43:00 +02001610 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1611 pixelsGreen.data());
Jamie Madill9aca0592014-10-06 16:26:59 -04001612 glGenerateMipmap(GL_TEXTURE_2D);
1613
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001614 drawQuad(mProgram, "position", 0.5f);
Jamie Madill9aca0592014-10-06 16:26:59 -04001615
1616 EXPECT_GL_NO_ERROR();
Olli Etuahoa314b612016-03-10 16:43:00 +02001617 EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
Jamie Madill9aca0592014-10-06 16:26:59 -04001618}
Jamie Madillf8fccb32014-11-12 15:05:26 -05001619
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001620// Test creating a FBO with a cube map render target, to test an ANGLE bug
1621// https://code.google.com/p/angleproject/issues/detail?id=849
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001622TEST_P(TextureCubeTest, CubeMapFBO)
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001623{
Michael Spangd8506c72019-01-29 15:35:09 -05001624 // http://anglebug.com/3145
1625 ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan());
1626
Shahbaz Youssefi0c128e12019-03-25 23:50:14 -04001627 // http://anglebug.com/2822
1628 ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
1629
Jamie Madill3f3b3582018-09-14 10:38:44 -04001630 GLFramebuffer fbo;
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001631 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1632
1633 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
Jamie Madill50cf2be2018-06-15 09:46:57 -04001634 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
1635 mTextureCube, 0);
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001636
Corentin Wallez322653b2015-06-17 18:33:56 +02001637 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001638 EXPECT_GL_NO_ERROR();
Jamie Madill3f3b3582018-09-14 10:38:44 -04001639
1640 // Test clearing the six mip faces individually.
1641 std::array<GLColor, 6> faceColors = {{GLColor::red, GLColor::green, GLColor::blue,
1642 GLColor::yellow, GLColor::cyan, GLColor::magenta}};
1643
1644 for (size_t faceIndex = 0; faceIndex < 6; ++faceIndex)
1645 {
1646 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
1647 GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, mTextureCube, 0);
1648
1649 Vector4 clearColorF = faceColors[faceIndex].toNormalizedVector();
1650 glClearColor(clearColorF.x(), clearColorF.y(), clearColorF.z(), clearColorF.w());
1651 glClear(GL_COLOR_BUFFER_BIT);
1652
1653 EXPECT_PIXEL_COLOR_EQ(0, 0, faceColors[faceIndex]);
1654 }
1655
1656 // Iterate the faces again to make sure the colors haven't changed.
1657 for (size_t faceIndex = 0; faceIndex < 6; ++faceIndex)
1658 {
1659 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
1660 GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, mTextureCube, 0);
1661 EXPECT_PIXEL_COLOR_EQ(0, 0, faceColors[faceIndex])
1662 << "face color " << faceIndex << " shouldn't change";
1663 }
1664}
1665
1666// Tests clearing a cube map with a scissor enabled.
1667TEST_P(TextureCubeTest, CubeMapFBOScissoredClear)
1668{
1669 // TODO(jie.a.chen): Diagnose and fix. http://anglebug.com/2822
1670 ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel() && IsWindows());
1671
Michael Spangd8506c72019-01-29 15:35:09 -05001672 // http://anglebug.com/3145
1673 ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan());
1674
Jamie Madill3f3b3582018-09-14 10:38:44 -04001675 constexpr size_t kSize = 16;
1676
1677 GLFramebuffer fbo;
1678 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1679 glViewport(0, 0, kSize, kSize);
1680
1681 GLTexture texcube;
1682 glBindTexture(GL_TEXTURE_CUBE_MAP, texcube);
1683 for (GLenum face = 0; face < 6; face++)
1684 {
1685 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA,
1686 GL_UNSIGNED_BYTE, nullptr);
1687 }
1688 ASSERT_GL_NO_ERROR();
1689
1690 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
1691 texcube, 0);
1692
1693 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1694 ASSERT_GL_NO_ERROR();
1695
1696 glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
1697 glClear(GL_COLOR_BUFFER_BIT);
1698 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1699
1700 glEnable(GL_SCISSOR_TEST);
1701 glScissor(kSize / 2, 0, kSize / 2, kSize);
1702 glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
1703 glClear(GL_COLOR_BUFFER_BIT);
1704
1705 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1706 EXPECT_PIXEL_COLOR_EQ(kSize / 2 + 1, 0, GLColor::green);
1707
1708 ASSERT_GL_NO_ERROR();
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001709}
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001710
Jamie Madill50cf2be2018-06-15 09:46:57 -04001711// Test that glTexSubImage2D works properly when glTexStorage2DEXT has initialized the image with a
1712// default color.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001713TEST_P(Texture2DTest, TexStorage)
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001714{
Jamie Madillb8149072019-04-30 16:14:44 -04001715 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
1716 !IsGLExtensionEnabled("GL_EXT_texture_storage"));
Geoff Langc4e93662017-05-01 10:45:59 -04001717
Jamie Madill50cf2be2018-06-15 09:46:57 -04001718 int width = getWindowWidth();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001719 int height = getWindowHeight();
1720
1721 GLuint tex2D;
1722 glGenTextures(1, &tex2D);
1723 glActiveTexture(GL_TEXTURE0);
1724 glBindTexture(GL_TEXTURE_2D, tex2D);
1725
1726 // Fill with red
1727 std::vector<GLubyte> pixels(3 * 16 * 16);
1728 for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
1729 {
1730 pixels[pixelId * 3 + 0] = 255;
1731 pixels[pixelId * 3 + 1] = 0;
1732 pixels[pixelId * 3 + 2] = 0;
1733 }
1734
1735 // ANGLE internally uses RGBA as the DirectX format for RGB images
Jamie Madill50cf2be2018-06-15 09:46:57 -04001736 // therefore glTexStorage2DEXT initializes the image to a default color to get a consistent
1737 // 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 -04001738 if (getClientMajorVersion() >= 3)
1739 {
1740 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1741 }
1742 else
1743 {
1744 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1745 }
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001746
1747 // Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched.
1748 // glTexSubImage2D should take into account that the image is dirty.
1749 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGB, GL_UNSIGNED_BYTE, pixels.data());
1750 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1751 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1752
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001753 setUpProgram();
1754
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001755 glUseProgram(mProgram);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001756 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001757 drawQuad(mProgram, "position", 0.5f);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001758 glDeleteTextures(1, &tex2D);
1759 EXPECT_GL_NO_ERROR();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001760 EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
Geoff Langfbfa47c2015-03-31 11:26:00 -04001761
1762 // Validate that the region of the texture without data has an alpha of 1.0
Jamie Madill05b35b22017-10-03 09:01:44 -04001763 angle::GLColor pixel = ReadColor(3 * width / 4, 3 * height / 4);
1764 EXPECT_EQ(255, pixel.A);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001765}
1766
Jamie Madill50cf2be2018-06-15 09:46:57 -04001767// Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2DEXT has
1768// initialized the image with a default color.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001769TEST_P(Texture2DTest, TexStorageWithPBO)
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001770{
Brandon Schadeefb45ed2019-09-24 09:23:53 -07001771 // http://anglebug.com/4126
1772 ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL());
1773
1774 if (getClientMajorVersion() < 3)
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001775 {
Brandon Schadeefb45ed2019-09-24 09:23:53 -07001776 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
1777 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001778 }
Brandon Schadeefb45ed2019-09-24 09:23:53 -07001779
1780 const int width = getWindowWidth();
1781 const int height = getWindowHeight();
1782 const size_t pixelCount = width * height;
1783 const int componentCount = 3;
1784
1785 GLuint tex2D;
1786 glGenTextures(1, &tex2D);
1787 glActiveTexture(GL_TEXTURE0);
1788 glBindTexture(GL_TEXTURE_2D, tex2D);
1789
1790 // Fill with red
1791 std::vector<GLubyte> pixels(componentCount * pixelCount);
1792 for (size_t pixelId = 0; pixelId < pixelCount; ++pixelId)
1793 {
1794 pixels[pixelId * componentCount + 0] = 255;
1795 pixels[pixelId * componentCount + 1] = 0;
1796 pixels[pixelId * componentCount + 2] = 0;
1797 }
1798
1799 // Read 16x16 region from red backbuffer to PBO
1800 GLuint pbo;
1801 glGenBuffers(1, &pbo);
1802 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
1803 glBufferData(GL_PIXEL_UNPACK_BUFFER, componentCount * pixelCount, pixels.data(),
1804 GL_STATIC_DRAW);
1805
1806 // ANGLE internally uses RGBA as the DirectX format for RGB images
1807 // therefore glTexStorage2DEXT initializes the image to a default color to get a consistent
1808 // alpha color. The data is kept in a CPU-side image and the image is marked as dirty.
1809 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, width, height);
1810
1811 // Initializes the color of the upper-left quadrant of pixels, leaves the other pixels
1812 // untouched. glTexSubImage2D should take into account that the image is dirty.
1813 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width / 2, height / 2, GL_RGB, GL_UNSIGNED_BYTE,
1814 nullptr);
1815 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1816 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1817
1818 setUpProgram();
1819
1820 glUseProgram(mProgram);
1821 glUniform1i(mTexture2DUniformLocation, 0);
1822 drawQuad(mProgram, "position", 0.5f);
1823 glDeleteTextures(1, &tex2D);
1824 glDeleteBuffers(1, &pbo);
1825 EXPECT_GL_NO_ERROR();
1826 EXPECT_PIXEL_EQ(3 * width / 4, 3 * height / 4, 0, 0, 0, 255);
1827 EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
1828}
1829
1830// Test that glTexSubImage2D combined with a PBO works properly after deleting the PBO
1831// and drawing with the texture
1832// Pseudo code for the follow test:
1833// 1. Upload PBO to mTexture2D
1834// 2. Delete PBO
1835// 3. Draw with otherTexture (x5)
1836// 4. Draw with mTexture2D
1837// 5. Validate color output
1838TEST_P(Texture2DTest, PBOWithMultipleDraws)
1839{
1840 if (getClientMajorVersion() < 3)
1841 {
1842 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
1843 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
1844 }
1845
1846 const GLuint width = getWindowWidth();
1847 const GLuint height = getWindowHeight();
1848 const GLuint windowPixelCount = width * height;
1849 std::vector<GLColor> pixelsRed(windowPixelCount, GLColor::red);
1850 std::vector<GLColor> pixelsGreen(windowPixelCount, GLColor::green);
1851
1852 // Create secondary draw that does not use mTexture
1853 const char *vertexShaderSource = getVertexShaderSource();
1854 const char *fragmentShaderSource = getFragmentShaderSource();
1855 ANGLE_GL_PROGRAM(otherProgram, vertexShaderSource, fragmentShaderSource);
1856
1857 GLint uniformLoc = glGetUniformLocation(otherProgram, getTextureUniformName());
1858 ASSERT_NE(-1, uniformLoc);
1859 glUseProgram(0);
1860
1861 // Create secondary Texture to draw with
1862 GLTexture otherTexture;
1863 glActiveTexture(GL_TEXTURE0);
1864 glBindTexture(GL_TEXTURE_2D, otherTexture);
1865 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
1866 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
1867 pixelsRed.data());
1868 ASSERT_GL_NO_ERROR();
1869
1870 // Setup primary Texture
1871 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1872 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1873 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1874 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
1875 ASSERT_GL_NO_ERROR();
1876
1877 // Setup PBO
1878 GLuint pbo = 0;
1879 glGenBuffers(1, &pbo);
1880 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
1881 glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
1882 GL_STATIC_DRAW);
1883 ASSERT_GL_NO_ERROR();
1884
1885 // Write PBO to mTexture
1886 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, 0);
1887 ASSERT_GL_NO_ERROR();
1888 // Delete PBO as ANGLE should be properly handling refcount of this buffer
1889 glDeleteBuffers(1, &pbo);
1890 pixelsGreen.clear();
1891
1892 // Do 5 draws not involving primary texture that the PBO updated
1893 glUseProgram(otherProgram);
1894 glUniform1i(uniformLoc, 0);
1895 glBindTexture(GL_TEXTURE_2D, otherTexture);
1896 drawQuad(otherProgram, "position", 0.5f);
1897 glBindTexture(GL_TEXTURE_2D, 0);
1898 glUseProgram(0);
1899
1900 glUseProgram(otherProgram);
1901 glUniform1i(uniformLoc, 0);
1902 glBindTexture(GL_TEXTURE_2D, otherTexture);
1903 drawQuad(otherProgram, "position", 0.5f);
1904 glBindTexture(GL_TEXTURE_2D, 0);
1905 glUseProgram(0);
1906
1907 glUseProgram(otherProgram);
1908 glUniform1i(uniformLoc, 0);
1909 glBindTexture(GL_TEXTURE_2D, otherTexture);
1910 drawQuad(otherProgram, "position", 0.5f);
1911 glBindTexture(GL_TEXTURE_2D, 0);
1912 glUseProgram(0);
1913
1914 glUseProgram(otherProgram);
1915 glUniform1i(uniformLoc, 0);
1916 glBindTexture(GL_TEXTURE_2D, otherTexture);
1917 drawQuad(otherProgram, "position", 0.5f);
1918 glBindTexture(GL_TEXTURE_2D, 0);
1919 glUseProgram(0);
1920 ASSERT_GL_NO_ERROR();
1921
1922 std::vector<GLColor> output(windowPixelCount, GLColor::black);
1923 glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
1924 output.data());
1925 EXPECT_EQ(pixelsRed, output);
1926
1927 setUpProgram();
1928 // Draw using PBO updated texture
1929 glUseProgram(mProgram);
1930 glUniform1i(mTexture2DUniformLocation, 0);
1931 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1932 drawQuad(mProgram, "position", 0.5f);
1933 ASSERT_GL_NO_ERROR();
1934
1935 std::vector<GLColor> actual(windowPixelCount, GLColor::black);
1936 glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
1937 actual.data());
1938 // Value should be green as it was updated during PBO transfer to mTexture
1939 std::vector<GLColor> expected(windowPixelCount, GLColor::green);
1940 EXPECT_EQ(expected, actual);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001941}
Jamie Madillbc393df2015-01-29 13:46:07 -05001942
Mohan Maiya6caa2652019-09-11 08:06:13 -07001943// Tests CopySubImage for float formats
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001944TEST_P(Texture2DTest, CopySubImageFloat_R_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001945{
1946 testFloatCopySubImage(1, 1);
1947}
1948
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001949TEST_P(Texture2DTest, CopySubImageFloat_RG_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001950{
1951 testFloatCopySubImage(2, 1);
1952}
1953
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001954TEST_P(Texture2DTest, CopySubImageFloat_RG_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001955{
1956 testFloatCopySubImage(2, 2);
1957}
1958
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001959TEST_P(Texture2DTest, CopySubImageFloat_RGB_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001960{
1961 testFloatCopySubImage(3, 1);
1962}
1963
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001964TEST_P(Texture2DTest, CopySubImageFloat_RGB_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001965{
1966 testFloatCopySubImage(3, 2);
1967}
1968
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001969TEST_P(Texture2DTest, CopySubImageFloat_RGB_RGB)
Jamie Madillbc393df2015-01-29 13:46:07 -05001970{
Yunchao He9550c602018-02-13 14:47:05 +08001971 // TODO(cwallez): Fix on Linux Intel drivers (http://anglebug.com/1346)
Mohan Maiya6caa2652019-09-11 08:06:13 -07001972 ANGLE_SKIP_TEST_IF(IsIntel() && IsLinux() && IsOpenGL());
Corentin Wallez9e3c6152016-03-29 21:58:33 -04001973
Yunchao He9550c602018-02-13 14:47:05 +08001974 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
1975 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08001976
Jamie Madillbc393df2015-01-29 13:46:07 -05001977 testFloatCopySubImage(3, 3);
1978}
1979
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001980TEST_P(Texture2DTest, CopySubImageFloat_RGBA_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001981{
1982 testFloatCopySubImage(4, 1);
1983}
1984
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001985TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001986{
1987 testFloatCopySubImage(4, 2);
1988}
1989
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001990TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGB)
Jamie Madillbc393df2015-01-29 13:46:07 -05001991{
Yunchao He9550c602018-02-13 14:47:05 +08001992 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
1993 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08001994
Jamie Madillbc393df2015-01-29 13:46:07 -05001995 testFloatCopySubImage(4, 3);
1996}
1997
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001998TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGBA)
Jamie Madillbc393df2015-01-29 13:46:07 -05001999{
Yunchao He9550c602018-02-13 14:47:05 +08002000 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
2001 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08002002
Jamie Madillbc393df2015-01-29 13:46:07 -05002003 testFloatCopySubImage(4, 4);
2004}
Austin Kinross07285142015-03-26 11:36:16 -07002005
Jamie Madill50cf2be2018-06-15 09:46:57 -04002006// Port of
2007// https://www.khronos.org/registry/webgl/conformance-suites/1.0.3/conformance/textures/texture-npot.html
2008// Run against GL_ALPHA/UNSIGNED_BYTE format, to ensure that D3D11 Feature Level 9_3 correctly
2009// handles GL_ALPHA
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002010TEST_P(Texture2DTest, TextureNPOT_GL_ALPHA_UBYTE)
Austin Kinross07285142015-03-26 11:36:16 -07002011{
2012 const int npotTexSize = 5;
Jamie Madill50cf2be2018-06-15 09:46:57 -04002013 const int potTexSize = 4; // Should be less than npotTexSize
Austin Kinross07285142015-03-26 11:36:16 -07002014 GLuint tex2D;
2015
Jamie Madillb8149072019-04-30 16:14:44 -04002016 if (IsGLExtensionEnabled("GL_OES_texture_npot"))
Austin Kinross07285142015-03-26 11:36:16 -07002017 {
2018 // This test isn't applicable if texture_npot is enabled
2019 return;
2020 }
2021
Olli Etuahoa1c917f2016-04-06 13:50:03 +03002022 setUpProgram();
2023
Austin Kinross07285142015-03-26 11:36:16 -07002024 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
2025
Austin Kinross5faa15b2016-01-11 13:32:48 -08002026 // Default unpack alignment is 4. The values of 'pixels' below needs it to be 1.
2027 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2028
Austin Kinross07285142015-03-26 11:36:16 -07002029 glActiveTexture(GL_TEXTURE0);
2030 glGenTextures(1, &tex2D);
2031 glBindTexture(GL_TEXTURE_2D, tex2D);
2032
Till Rathmannc1551dc2018-08-15 17:04:49 +02002033 const std::vector<GLubyte> pixels(1 * npotTexSize * npotTexSize, 64);
Austin Kinross07285142015-03-26 11:36:16 -07002034
2035 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2036 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2037
2038 // Check that an NPOT texture not on level 0 generates INVALID_VALUE
Jamie Madill50cf2be2018-06-15 09:46:57 -04002039 glTexImage2D(GL_TEXTURE_2D, 1, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA,
2040 GL_UNSIGNED_BYTE, pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07002041 EXPECT_GL_ERROR(GL_INVALID_VALUE);
2042
2043 // Check that an NPOT texture on level 0 succeeds
Jamie Madill50cf2be2018-06-15 09:46:57 -04002044 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA,
2045 GL_UNSIGNED_BYTE, pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07002046 EXPECT_GL_NO_ERROR();
2047
2048 // Check that generateMipmap fails on NPOT
2049 glGenerateMipmap(GL_TEXTURE_2D);
2050 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2051
2052 // Check that nothing is drawn if filtering is not correct for NPOT
2053 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2054 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2055 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
2056 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
2057 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002058 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07002059 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255);
2060
2061 // NPOT texture with TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,255
2062 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2063 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2064 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
2065 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002066 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07002067 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255);
2068
2069 // NPOT texture with TEXTURE_MIN_FILTER set to LINEAR should draw
2070 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2071 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002072 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07002073 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64);
2074
2075 // Check that glTexImage2D for POT texture succeeds
Jamie Madill50cf2be2018-06-15 09:46:57 -04002076 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, potTexSize, potTexSize, 0, GL_ALPHA, GL_UNSIGNED_BYTE,
2077 pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07002078 EXPECT_GL_NO_ERROR();
2079
2080 // Check that generateMipmap for an POT texture succeeds
2081 glGenerateMipmap(GL_TEXTURE_2D);
2082 EXPECT_GL_NO_ERROR();
2083
2084 // POT texture with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR should draw
2085 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2086 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2087 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
2088 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
2089 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002090 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07002091 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64);
2092 EXPECT_GL_NO_ERROR();
2093}
Jamie Madillfa05f602015-05-07 13:47:11 -04002094
Austin Kinross08528e12015-10-07 16:24:40 -07002095// Test to ensure that glTexSubImage2D always accepts data for non-power-of-two subregions.
2096// ANGLE previously rejected this if GL_OES_texture_npot wasn't active, which is incorrect.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002097TEST_P(Texture2DTest, NPOTSubImageParameters)
Austin Kinross08528e12015-10-07 16:24:40 -07002098{
2099 glActiveTexture(GL_TEXTURE0);
2100 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2101
2102 // Create an 8x8 (i.e. power-of-two) texture.
2103 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2104 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
2105 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2106 glGenerateMipmap(GL_TEXTURE_2D);
2107
2108 // Supply a 3x3 (i.e. non-power-of-two) subimage to the texture.
2109 // This should always work, even if GL_OES_texture_npot isn't active.
Geoff Langfb052642017-10-24 13:42:09 -04002110 std::array<GLColor, 3 * 3> data;
2111 glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 3, 3, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
Austin Kinross08528e12015-10-07 16:24:40 -07002112
2113 EXPECT_GL_NO_ERROR();
2114}
2115
Geoff Lang3702d8c2019-04-08 13:44:06 -04002116// Regression test for http://crbug.com/949985 to make sure dirty bits are propagated up from
2117// TextureImpl and the texture is synced before being used in a draw call.
2118TEST_P(Texture2DTestES3, TextureImplPropogatesDirtyBits)
2119{
2120 ANGLE_SKIP_TEST_IF(IsIntel() && IsOpenGL());
Yuly Novikove6b23e42019-04-10 17:19:15 -04002121 // Flaky hangs on Win10 AMD RX 550 GL. http://anglebug.com/3371
2122 ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsOpenGL());
Yuly Novikovbd4ff472019-07-19 22:08:17 +00002123 // D3D Debug device reports an error. http://anglebug.com/3501
2124 ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D11());
Cody Northrop988f7172019-09-30 15:52:37 -06002125 // TODO(cnorthrop): Needs triage on Vulkan backend. http://anglebug.com/3950
Cody Northropcb16fb52019-08-29 16:53:55 -06002126 ANGLE_SKIP_TEST_IF(IsVulkan());
Geoff Lang3702d8c2019-04-08 13:44:06 -04002127
2128 // The workaround in the GL backend required to trigger this bug generates driver warning
2129 // messages.
2130 ScopedIgnorePlatformMessages ignoreMessages;
2131
2132 setUpProgram();
2133 glUseProgram(mProgram);
2134 glActiveTexture(GL_TEXTURE0 + mTexture2DUniformLocation);
2135
2136 GLTexture dest;
2137 glBindTexture(GL_TEXTURE_2D, dest);
2138
2139 GLTexture source;
2140 glBindTexture(GL_TEXTURE_2D, source);
2141
2142 // Put data in mip 0 and 1
2143 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2144 GLColor::red.data());
2145 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2146 GLColor::green.data());
2147
2148 // Disable mipmapping so source is complete
2149 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2150 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2151
2152 // Force the dirty bits to be synchronized in source
2153 drawQuad(mProgram, "position", 1.0f);
2154
2155 // Copy from mip 1 of the source. In the GL backend this internally sets the base level to mip
2156 // 1 and sets a dirty bit.
2157 glCopyTextureCHROMIUM(source, 1, GL_TEXTURE_2D, dest, 0, GL_RGBA, GL_UNSIGNED_BYTE, GL_FALSE,
2158 GL_FALSE, GL_FALSE);
2159
2160 // Draw again, assertions are generated if the texture has internal dirty bits at draw time
2161 drawQuad(mProgram, "position", 1.0f);
2162}
2163
Geoff Lang6f691fb2019-04-25 11:01:52 -04002164// This test case changes the base level of a texture that's attached to a framebuffer, clears every
2165// level to green, and then samples the texture when rendering. Test is taken from
2166// https://www.khronos.org/registry/webgl/sdk/tests/conformance2/rendering/framebuffer-texture-changing-base-level.html
2167TEST_P(Texture2DTestES3, FramebufferTextureChangingBaselevel)
2168{
2169 // TODO(geofflang): Investigate on D3D11. http://anglebug.com/2291
2170 ANGLE_SKIP_TEST_IF(IsD3D11());
2171
Cody Northropd192e932019-09-27 10:27:10 -06002172 // TODO(cnorthrop): Failing on Vulkan/Windows/AMD. http://anglebug.com/3996
2173 ANGLE_SKIP_TEST_IF(IsVulkan() && IsWindows() && IsAMD());
Cody Northropcb16fb52019-08-29 16:53:55 -06002174
Geoff Lang6f691fb2019-04-25 11:01:52 -04002175 setUpProgram();
2176
2177 constexpr GLint width = 8;
2178 constexpr GLint height = 4;
2179
2180 GLTexture texture;
2181 glBindTexture(GL_TEXTURE_2D, texture);
2182 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2183 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2184 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2185 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2186
2187 // Create all mipmap levels for the texture from level 0 to the 1x1 pixel level.
2188 GLint level = 0;
2189 GLint levelW = width;
2190 GLint levelH = height;
2191 glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, levelW, levelH, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2192 nullptr);
2193 while (levelW > 1 || levelH > 1)
2194 {
2195 ++level;
2196 levelW = static_cast<GLint>(std::max(1.0, std::floor(width / std::pow(2, level))));
2197 levelH = static_cast<GLint>(std::max(1.0, std::floor(height / std::pow(2, level))));
2198 glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, levelW, levelH, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2199 nullptr);
2200 }
2201
2202 // Clear each level of the texture using an FBO. Change the base level to match the level used
2203 // for the FBO on each iteration.
2204 GLFramebuffer fbo;
2205 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2206 level = 0;
2207 levelW = width;
2208 levelH = height;
2209 while (levelW > 1 || levelH > 1)
2210 {
2211 levelW = static_cast<GLint>(std::floor(width / std::pow(2, level)));
2212 levelH = static_cast<GLint>(std::floor(height / std::pow(2, level)));
2213
2214 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, level);
2215 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, level);
2216
2217 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2218 EXPECT_GL_NO_ERROR();
2219
2220 glClearColor(0, 1, 0, 1);
2221 glClear(GL_COLOR_BUFFER_BIT);
2222
2223 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2224
2225 ++level;
2226 }
2227
2228 glBindFramebuffer(GL_FRAMEBUFFER, 0);
2229 glViewport(0, 0, 16, 16);
2230 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2231
2232 drawQuad(mProgram, "position", 0.5f);
2233
2234 EXPECT_GL_NO_ERROR();
2235 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2236}
2237
Olli Etuahoa7416ff2016-01-18 12:22:55 +02002238// Test to check that texture completeness is determined correctly when the texture base level is
2239// greater than 0, and also that level 0 is not sampled when base level is greater than 0.
2240TEST_P(Texture2DTestES3, DrawWithBaseLevel1)
2241{
2242 glActiveTexture(GL_TEXTURE0);
2243 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Olli Etuahoa314b612016-03-10 16:43:00 +02002244
2245 std::vector<GLColor> texDataRed(4u * 4u, GLColor::red);
2246 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
2247 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
2248 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2249 texDataGreen.data());
2250 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2251 texDataGreen.data());
Olli Etuahoa7416ff2016-01-18 12:22:55 +02002252 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2253 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2254 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2255
2256 EXPECT_GL_NO_ERROR();
2257
2258 drawQuad(mProgram, "position", 0.5f);
2259
Olli Etuahoa314b612016-03-10 16:43:00 +02002260 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2261}
2262
2263// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
2264// have images defined.
2265TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeUndefined)
2266{
Yunchao He9550c602018-02-13 14:47:05 +08002267 // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
2268 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
2269
Olli Etuahoa314b612016-03-10 16:43:00 +02002270 glActiveTexture(GL_TEXTURE0);
2271 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2272 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
2273 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2274 texDataGreen.data());
2275 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2276 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2277 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2278 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
2279
2280 EXPECT_GL_NO_ERROR();
2281
2282 drawQuad(mProgram, "position", 0.5f);
2283
2284 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2285}
2286
Olli Etuahoe8528d82016-05-16 17:50:52 +03002287// Test that drawing works correctly when level 0 is undefined and base level is 1.
2288TEST_P(Texture2DTestES3, DrawWithLevelZeroUndefined)
2289{
Yunchao He9550c602018-02-13 14:47:05 +08002290 // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
2291 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
2292
Olli Etuahoe8528d82016-05-16 17:50:52 +03002293 glActiveTexture(GL_TEXTURE0);
2294 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2295 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
2296 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2297 texDataGreen.data());
2298 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2299 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2300 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2301 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
2302
2303 EXPECT_GL_NO_ERROR();
2304
2305 // Texture is incomplete.
2306 drawQuad(mProgram, "position", 0.5f);
2307 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2308
2309 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2310 texDataGreen.data());
2311
2312 // Texture is now complete.
2313 drawQuad(mProgram, "position", 0.5f);
2314 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2315}
2316
Olli Etuahoa314b612016-03-10 16:43:00 +02002317// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
2318// dimensions that don't fit the images inside the range.
2319// GLES 3.0.4 section 3.8.13 Texture completeness
2320TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
2321{
Olli Etuahoa314b612016-03-10 16:43:00 +02002322 glActiveTexture(GL_TEXTURE0);
2323 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2324 std::vector<GLColor> texDataRed(8u * 8u, GLColor::red);
2325 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
2326 std::vector<GLColor> texDataCyan(2u * 2u, GLColor::cyan);
2327
2328 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2329 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2330
2331 // Two levels that are initially unused.
2332 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
2333 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2334 texDataCyan.data());
2335
2336 // One level that is used - only this level should affect completeness.
2337 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2338 texDataGreen.data());
2339
2340 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2341 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
2342
2343 EXPECT_GL_NO_ERROR();
2344
2345 drawQuad(mProgram, "position", 0.5f);
2346
2347 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2348
Yunchao He2f23f352018-02-11 22:11:37 +08002349 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
Olli Etuahoa314b612016-03-10 16:43:00 +02002350
2351 // Switch the level that is being used to the cyan level 2.
2352 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
2353 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
2354
2355 EXPECT_GL_NO_ERROR();
2356
2357 drawQuad(mProgram, "position", 0.5f);
2358
2359 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
2360}
2361
2362// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
2363// have images defined.
2364TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeUndefined)
2365{
Olli Etuahoa314b612016-03-10 16:43:00 +02002366 glActiveTexture(GL_TEXTURE0);
2367 glBindTexture(GL_TEXTURE_3D, mTexture3D);
2368 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
2369 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2370 texDataGreen.data());
2371 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2372 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2373 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1);
2374 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
2375
2376 EXPECT_GL_NO_ERROR();
2377
2378 drawQuad(mProgram, "position", 0.5f);
2379
2380 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2381}
2382
2383// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
2384// dimensions that don't fit the images inside the range.
2385// GLES 3.0.4 section 3.8.13 Texture completeness
2386TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
2387{
Yuly Novikovc5da7992019-06-27 12:57:13 -04002388 // Crashes on Intel Ubuntu 19.04 Mesa 19.0.2 GL. http://anglebug.com/2782
2389 ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsDesktopOpenGL());
2390
Olli Etuahoa314b612016-03-10 16:43:00 +02002391 glActiveTexture(GL_TEXTURE0);
2392 glBindTexture(GL_TEXTURE_3D, mTexture3D);
2393 std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red);
2394 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
2395 std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan);
2396
2397 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2398 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2399
2400 // Two levels that are initially unused.
2401 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2402 texDataRed.data());
2403 glTexImage3D(GL_TEXTURE_3D, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2404 texDataCyan.data());
2405
2406 // One level that is used - only this level should affect completeness.
2407 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2408 texDataGreen.data());
2409
2410 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1);
2411 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
2412
2413 EXPECT_GL_NO_ERROR();
2414
2415 drawQuad(mProgram, "position", 0.5f);
2416
2417 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2418
Yunchao He2f23f352018-02-11 22:11:37 +08002419 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
Olli Etuahoa314b612016-03-10 16:43:00 +02002420
2421 // Switch the level that is being used to the cyan level 2.
2422 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 2);
2423 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 2);
2424
2425 EXPECT_GL_NO_ERROR();
2426
2427 drawQuad(mProgram, "position", 0.5f);
2428
2429 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
2430}
2431
2432// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
2433// have images defined.
2434TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeUndefined)
2435{
Olli Etuahoa314b612016-03-10 16:43:00 +02002436 glActiveTexture(GL_TEXTURE0);
2437 glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
2438 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
2439 glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2440 texDataGreen.data());
2441 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2442 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2443 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1);
2444 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
2445
2446 EXPECT_GL_NO_ERROR();
2447
2448 drawQuad(mProgram, "position", 0.5f);
2449
2450 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2451}
2452
2453// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
2454// dimensions that don't fit the images inside the range.
2455// GLES 3.0.4 section 3.8.13 Texture completeness
2456TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
2457{
Corentin Wallez566c2e32019-08-28 18:37:58 +02002458 // TODO(crbug.com/998505): Test failing on Android FYI Release (NVIDIA Shield TV)
2459 ANGLE_SKIP_TEST_IF(IsNVIDIAShield());
2460
Olli Etuahoa314b612016-03-10 16:43:00 +02002461 glActiveTexture(GL_TEXTURE0);
2462 glBindTexture(GL_TEXTURE_3D, m2DArrayTexture);
2463 std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red);
2464 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
2465 std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan);
2466
2467 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2468 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2469
2470 // Two levels that are initially unused.
2471 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2472 texDataRed.data());
2473 glTexImage3D(GL_TEXTURE_2D_ARRAY, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2474 texDataCyan.data());
2475
2476 // One level that is used - only this level should affect completeness.
2477 glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2478 texDataGreen.data());
2479
2480 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1);
2481 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
2482
2483 EXPECT_GL_NO_ERROR();
2484
2485 drawQuad(mProgram, "position", 0.5f);
2486
2487 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2488
Yunchao He2f23f352018-02-11 22:11:37 +08002489 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
2490
Olli Etuahoa314b612016-03-10 16:43:00 +02002491 // Switch the level that is being used to the cyan level 2.
2492 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 2);
2493 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 2);
2494
2495 EXPECT_GL_NO_ERROR();
2496
2497 drawQuad(mProgram, "position", 0.5f);
2498
2499 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
2500}
2501
2502// Test that texture completeness is updated if texture max level changes.
2503// GLES 3.0.4 section 3.8.13 Texture completeness
2504TEST_P(Texture2DTestES3, TextureCompletenessChangesWithMaxLevel)
2505{
Olli Etuahoa314b612016-03-10 16:43:00 +02002506 glActiveTexture(GL_TEXTURE0);
2507 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2508 std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green);
2509
2510 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2511 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2512
2513 // A level that is initially unused.
2514 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2515 texDataGreen.data());
2516
2517 // One level that is initially used - only this level should affect completeness.
2518 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2519 texDataGreen.data());
2520
2521 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2522 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2523
2524 EXPECT_GL_NO_ERROR();
2525
2526 drawQuad(mProgram, "position", 0.5f);
2527
2528 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2529
2530 // Switch the max level to level 1. The levels within the used range now have inconsistent
2531 // dimensions and the texture should be incomplete.
2532 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
2533
2534 EXPECT_GL_NO_ERROR();
2535
2536 drawQuad(mProgram, "position", 0.5f);
2537
2538 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2539}
2540
2541// Test that 3D texture completeness is updated if texture max level changes.
2542// GLES 3.0.4 section 3.8.13 Texture completeness
2543TEST_P(Texture3DTestES3, Texture3DCompletenessChangesWithMaxLevel)
2544{
Olli Etuahoa314b612016-03-10 16:43:00 +02002545 glActiveTexture(GL_TEXTURE0);
2546 glBindTexture(GL_TEXTURE_3D, mTexture3D);
2547 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
2548
2549 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2550 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2551
2552 // A level that is initially unused.
2553 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 1, 1, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2554 texDataGreen.data());
2555
2556 // One level that is initially used - only this level should affect completeness.
2557 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2558 texDataGreen.data());
2559
2560 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
2561 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
2562
2563 EXPECT_GL_NO_ERROR();
2564
2565 drawQuad(mProgram, "position", 0.5f);
2566
2567 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2568
2569 // Switch the max level to level 1. The levels within the used range now have inconsistent
2570 // dimensions and the texture should be incomplete.
2571 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
2572
2573 EXPECT_GL_NO_ERROR();
2574
2575 drawQuad(mProgram, "position", 0.5f);
2576
2577 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2578}
2579
2580// Test that texture completeness is updated if texture base level changes.
2581// GLES 3.0.4 section 3.8.13 Texture completeness
2582TEST_P(Texture2DTestES3, TextureCompletenessChangesWithBaseLevel)
2583{
Olli Etuahoa314b612016-03-10 16:43:00 +02002584 glActiveTexture(GL_TEXTURE0);
2585 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2586 std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green);
2587
2588 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2589 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2590
2591 // Two levels that are initially unused.
2592 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2593 texDataGreen.data());
2594 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2595 texDataGreen.data());
2596
2597 // One level that is initially used - only this level should affect completeness.
2598 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2599 texDataGreen.data());
2600
2601 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
2602 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
2603
2604 EXPECT_GL_NO_ERROR();
2605
2606 drawQuad(mProgram, "position", 0.5f);
2607
2608 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2609
2610 // Switch the base level to level 1. The levels within the used range now have inconsistent
2611 // dimensions and the texture should be incomplete.
2612 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2613
2614 EXPECT_GL_NO_ERROR();
2615
2616 drawQuad(mProgram, "position", 0.5f);
2617
2618 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2619}
2620
2621// Test that texture is not complete if base level is greater than max level.
2622// GLES 3.0.4 section 3.8.13 Texture completeness
2623TEST_P(Texture2DTestES3, TextureBaseLevelGreaterThanMaxLevel)
2624{
Olli Etuahoa314b612016-03-10 16:43:00 +02002625 glActiveTexture(GL_TEXTURE0);
2626 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2627
2628 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2629 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2630
2631 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2632
2633 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2634 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2635
2636 EXPECT_GL_NO_ERROR();
2637
2638 drawQuad(mProgram, "position", 0.5f);
2639
2640 // Texture should be incomplete.
2641 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2642}
2643
2644// Test that immutable texture base level and max level are clamped.
2645// GLES 3.0.4 section 3.8.10 subsection Mipmapping
2646TEST_P(Texture2DTestES3, ImmutableTextureBaseLevelOutOfRange)
2647{
Olli Etuahoa314b612016-03-10 16:43:00 +02002648 glActiveTexture(GL_TEXTURE0);
2649 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2650
2651 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2652 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2653
2654 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
2655
2656 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2657
2658 // For immutable-format textures, base level should be clamped to [0, levels - 1], and max level
2659 // should be clamped to [base_level, levels - 1].
2660 // GLES 3.0.4 section 3.8.10 subsection Mipmapping
2661 // In the case of this test, those rules make the effective base level and max level 0.
2662 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2663 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000);
2664
2665 EXPECT_GL_NO_ERROR();
2666
2667 drawQuad(mProgram, "position", 0.5f);
2668
2669 // Texture should be complete.
2670 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2671}
2672
Olli Etuaho87fc71c2016-05-11 14:25:21 +03002673// Test that changing base level works when it affects the format of the texture.
2674TEST_P(Texture2DTestES3, TextureFormatChangesWithBaseLevel)
2675{
Corentin Wallez7f00d332019-08-28 15:19:16 +02002676 // TODO(crbug.com/998505): Test failing on Android FYI Release (NVIDIA Shield TV)
2677 ANGLE_SKIP_TEST_IF(IsNVIDIAShield());
2678
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002679 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsDesktopOpenGL());
Yunchao He9550c602018-02-13 14:47:05 +08002680
2681 // Observed incorrect rendering on AMD OpenGL.
2682 ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL());
Olli Etuaho87fc71c2016-05-11 14:25:21 +03002683
2684 glActiveTexture(GL_TEXTURE0);
2685 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2686 std::vector<GLColor> texDataCyan(4u * 4u, GLColor::cyan);
2687 std::vector<GLColor> texDataGreen(4u * 4u, GLColor::green);
2688
2689 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2690 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2691
2692 // RGBA8 level that's initially unused.
2693 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2694 texDataCyan.data());
2695
2696 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2697 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
2698
2699 // RG8 level that's initially used, with consistent dimensions with level 0 but a different
2700 // format. It reads green channel data from the green and alpha channels of texDataGreen
2701 // (this is a bit hacky but works).
2702 glTexImage2D(GL_TEXTURE_2D, 1, GL_RG8, 2, 2, 0, GL_RG, GL_UNSIGNED_BYTE, texDataGreen.data());
2703
2704 EXPECT_GL_NO_ERROR();
2705
2706 drawQuad(mProgram, "position", 0.5f);
2707
2708 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2709
2710 // Switch the texture to use the cyan level 0 with the RGBA format.
2711 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2712 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2713
2714 EXPECT_GL_NO_ERROR();
2715
2716 drawQuad(mProgram, "position", 0.5f);
2717
2718 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
2719}
2720
Olli Etuahoa314b612016-03-10 16:43:00 +02002721// Test that setting a texture image works when base level is out of range.
2722TEST_P(Texture2DTestES3, SetImageWhenBaseLevelOutOfRange)
2723{
2724 glActiveTexture(GL_TEXTURE0);
2725 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2726
2727 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2728 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2729
2730 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2731 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000);
2732
2733 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2734
2735 EXPECT_GL_NO_ERROR();
2736
2737 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2738
2739 drawQuad(mProgram, "position", 0.5f);
2740
2741 // Texture should be complete.
2742 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Olli Etuahoa7416ff2016-01-18 12:22:55 +02002743}
2744
Jamie Madill50cf2be2018-06-15 09:46:57 -04002745// In the D3D11 renderer, we need to initialize some texture formats, to fill empty channels. EG
2746// RBA->RGBA8, with 1.0 in the alpha channel. This test covers a bug where redefining array textures
2747// with these formats does not work as expected.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002748TEST_P(Texture2DArrayTestES3, RedefineInittableArray)
Jamie Madill2453dbc2015-07-14 11:35:42 -04002749{
2750 std::vector<GLubyte> pixelData;
2751 for (size_t count = 0; count < 5000; count++)
2752 {
2753 pixelData.push_back(0u);
2754 pixelData.push_back(255u);
2755 pixelData.push_back(0u);
2756 }
2757
2758 glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002759 glUseProgram(mProgram);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002760 glUniform1i(mTextureArrayLocation, 0);
2761
2762 // The first draw worked correctly.
Jamie Madill50cf2be2018-06-15 09:46:57 -04002763 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
2764 &pixelData[0]);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002765
2766 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2767 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2768 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
2769 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002770 drawQuad(mProgram, "position", 1.0f);
Olli Etuahoa314b612016-03-10 16:43:00 +02002771 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002772
2773 // The dimension of the respecification must match the original exactly to trigger the bug.
Jamie Madill50cf2be2018-06-15 09:46:57 -04002774 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
2775 &pixelData[0]);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002776 drawQuad(mProgram, "position", 1.0f);
Olli Etuahoa314b612016-03-10 16:43:00 +02002777 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002778
2779 ASSERT_GL_NO_ERROR();
2780}
2781
Olli Etuaho1a679902016-01-14 12:21:47 +02002782// Test shadow sampler and regular non-shadow sampler coexisting in the same shader.
2783// This test is needed especially to confirm that sampler registers get assigned correctly on
2784// the HLSL backend even when there's a mix of different HLSL sampler and texture types.
2785TEST_P(ShadowSamplerPlusSampler3DTestES3, ShadowSamplerPlusSampler3DDraw)
2786{
2787 glActiveTexture(GL_TEXTURE0);
2788 glBindTexture(GL_TEXTURE_3D, mTexture3D);
2789 GLubyte texData[4];
2790 texData[0] = 0;
2791 texData[1] = 60;
2792 texData[2] = 0;
2793 texData[3] = 255;
2794 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
2795
2796 glActiveTexture(GL_TEXTURE1);
2797 glBindTexture(GL_TEXTURE_2D, mTextureShadow);
2798 GLfloat depthTexData[1];
2799 depthTexData[0] = 0.5f;
2800 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
2801 depthTexData);
2802
2803 glUseProgram(mProgram);
2804 glUniform1f(mDepthRefUniformLocation, 0.3f);
2805 glUniform1i(mTexture3DUniformLocation, 0);
2806 glUniform1i(mTextureShadowUniformLocation, 1);
2807
2808 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2809 drawQuad(mProgram, "position", 0.5f);
2810 EXPECT_GL_NO_ERROR();
2811 // The shader writes 0.5 * <comparison result (1.0)> + <texture color>
2812 EXPECT_PIXEL_NEAR(0, 0, 128, 188, 128, 255, 2);
2813
2814 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GREATER);
2815 drawQuad(mProgram, "position", 0.5f);
2816 EXPECT_GL_NO_ERROR();
2817 // The shader writes 0.5 * <comparison result (0.0)> + <texture color>
2818 EXPECT_PIXEL_NEAR(0, 0, 0, 60, 0, 255, 2);
2819}
2820
Olli Etuahoc8c99a02016-01-14 16:47:22 +02002821// Test multiple different sampler types in the same shader.
2822// This test makes sure that even if sampler / texture registers get grouped together based on type
2823// or otherwise get shuffled around in the HLSL backend of the shader translator, the D3D renderer
2824// still has the right register index information for each ESSL sampler.
2825// The tested ESSL samplers have the following types in D3D11 HLSL:
2826// sampler2D: Texture2D + SamplerState
2827// samplerCube: TextureCube + SamplerState
2828// sampler2DShadow: Texture2D + SamplerComparisonState
2829// samplerCubeShadow: TextureCube + SamplerComparisonState
2830TEST_P(SamplerTypeMixTestES3, SamplerTypeMixDraw)
2831{
2832 glActiveTexture(GL_TEXTURE0);
2833 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2834 GLubyte texData[4];
2835 texData[0] = 0;
2836 texData[1] = 0;
2837 texData[2] = 120;
2838 texData[3] = 255;
2839 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
2840
2841 glActiveTexture(GL_TEXTURE1);
2842 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
2843 texData[0] = 0;
2844 texData[1] = 90;
2845 texData[2] = 0;
2846 texData[3] = 255;
2847 glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA8, 1, 1);
2848 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
2849 texData);
2850
2851 glActiveTexture(GL_TEXTURE2);
2852 glBindTexture(GL_TEXTURE_2D, mTexture2DShadow);
2853 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2854 GLfloat depthTexData[1];
2855 depthTexData[0] = 0.5f;
2856 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
2857 depthTexData);
2858
2859 glActiveTexture(GL_TEXTURE3);
2860 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCubeShadow);
2861 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2862 depthTexData[0] = 0.2f;
2863 glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_DEPTH_COMPONENT32F, 1, 1);
2864 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT,
2865 depthTexData);
2866
Tobin Ehlisbbf0ce22019-10-11 06:55:36 -06002867 // http://anglebug.com/3949: TODO: Add a DS texture case
2868
Olli Etuahoc8c99a02016-01-14 16:47:22 +02002869 EXPECT_GL_NO_ERROR();
2870
2871 glUseProgram(mProgram);
2872 glUniform1f(mDepthRefUniformLocation, 0.3f);
2873 glUniform1i(mTexture2DUniformLocation, 0);
2874 glUniform1i(mTextureCubeUniformLocation, 1);
2875 glUniform1i(mTexture2DShadowUniformLocation, 2);
2876 glUniform1i(mTextureCubeShadowUniformLocation, 3);
2877
2878 drawQuad(mProgram, "position", 0.5f);
2879 EXPECT_GL_NO_ERROR();
2880 // The shader writes:
2881 // <texture 2d color> +
2882 // <cube map color> +
2883 // 0.25 * <comparison result (1.0)> +
2884 // 0.125 * <comparison result (0.0)>
2885 EXPECT_PIXEL_NEAR(0, 0, 64, 154, 184, 255, 2);
2886}
2887
Olli Etuahobce743a2016-01-15 17:18:28 +02002888// Test different base levels on textures accessed through the same sampler array.
2889// Calling textureSize() on the samplers hits the D3D sampler metadata workaround.
2890TEST_P(TextureSizeTextureArrayTest, BaseLevelVariesInTextureArray)
2891{
Yunchao He9550c602018-02-13 14:47:05 +08002892 ANGLE_SKIP_TEST_IF(IsAMD() && IsD3D11());
2893
Olli Etuahobce743a2016-01-15 17:18:28 +02002894 glActiveTexture(GL_TEXTURE0);
2895 glBindTexture(GL_TEXTURE_2D, mTexture2DA);
2896 GLsizei size = 64;
2897 for (GLint level = 0; level < 7; ++level)
2898 {
2899 ASSERT_LT(0, size);
2900 glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2901 nullptr);
2902 size = size / 2;
2903 }
2904 ASSERT_EQ(0, size);
2905 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2906
2907 glActiveTexture(GL_TEXTURE1);
2908 glBindTexture(GL_TEXTURE_2D, mTexture2DB);
2909 size = 128;
2910 for (GLint level = 0; level < 8; ++level)
2911 {
2912 ASSERT_LT(0, size);
2913 glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2914 nullptr);
2915 size = size / 2;
2916 }
2917 ASSERT_EQ(0, size);
2918 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 3);
2919 EXPECT_GL_NO_ERROR();
2920
2921 glUseProgram(mProgram);
2922 glUniform1i(mTexture0Location, 0);
2923 glUniform1i(mTexture1Location, 1);
2924
Olli Etuaho5804dc82018-04-13 14:11:46 +03002925 drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
Olli Etuahobce743a2016-01-15 17:18:28 +02002926 EXPECT_GL_NO_ERROR();
2927 // Red channel: width of level 1 of texture A: 32.
2928 // Green channel: width of level 3 of texture B: 16.
2929 EXPECT_PIXEL_NEAR(0, 0, 32, 16, 0, 255, 2);
2930}
2931
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002932// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2933// ES 3.0.4 table 3.24
2934TEST_P(Texture2DTestES3, TextureRGBImplicitAlpha1)
2935{
2936 glActiveTexture(GL_TEXTURE0);
2937 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2938 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
2939 EXPECT_GL_NO_ERROR();
2940
2941 drawQuad(mProgram, "position", 0.5f);
2942
2943 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2944}
2945
2946// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2947// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002948TEST_P(Texture2DTest, TextureLuminanceImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002949{
Luc Ferron5164b792018-03-06 09:10:12 -05002950 setUpProgram();
2951
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002952 glActiveTexture(GL_TEXTURE0);
2953 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2954 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, nullptr);
2955 EXPECT_GL_NO_ERROR();
2956
2957 drawQuad(mProgram, "position", 0.5f);
2958
2959 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2960}
2961
Luc Ferron5164b792018-03-06 09:10:12 -05002962// Validate that every component of the pixel will be equal to the luminance value we've set
2963// and that the alpha channel will be 1 (or 255 to be exact).
2964TEST_P(Texture2DTest, TextureLuminanceRGBSame)
2965{
2966 setUpProgram();
2967
2968 glActiveTexture(GL_TEXTURE0);
2969 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2970 uint8_t pixel = 50;
2971 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &pixel);
2972 EXPECT_GL_NO_ERROR();
2973
2974 drawQuad(mProgram, "position", 0.5f);
2975
2976 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(pixel, pixel, pixel, 255));
2977}
2978
2979// Validate that every component of the pixel will be equal to the luminance value we've set
2980// and that the alpha channel will be the second component.
2981TEST_P(Texture2DTest, TextureLuminanceAlphaRGBSame)
2982{
2983 setUpProgram();
2984
2985 glActiveTexture(GL_TEXTURE0);
2986 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2987 uint8_t pixel[] = {50, 25};
2988 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 1, 1, 0, GL_LUMINANCE_ALPHA,
2989 GL_UNSIGNED_BYTE, pixel);
2990 EXPECT_GL_NO_ERROR();
2991
2992 drawQuad(mProgram, "position", 0.5f);
2993
2994 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(pixel[0], pixel[0], pixel[0], pixel[1]));
2995}
2996
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002997// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2998// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002999TEST_P(Texture2DTest, TextureLuminance32ImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02003000{
Jamie Madillb8149072019-04-30 16:14:44 -04003001 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
Luc Ferrond8c632c2018-04-10 12:31:44 -04003002 ANGLE_SKIP_TEST_IF(IsD3D9());
3003 ANGLE_SKIP_TEST_IF(IsVulkan());
Luc Ferron5164b792018-03-06 09:10:12 -05003004
3005 setUpProgram();
3006
Luc Ferrond8c632c2018-04-10 12:31:44 -04003007 glActiveTexture(GL_TEXTURE0);
3008 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3009 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_FLOAT, nullptr);
3010 EXPECT_GL_NO_ERROR();
Olli Etuaho6ee394a2016-02-18 13:30:09 +02003011
Luc Ferrond8c632c2018-04-10 12:31:44 -04003012 drawQuad(mProgram, "position", 0.5f);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02003013
Luc Ferrond8c632c2018-04-10 12:31:44 -04003014 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02003015}
3016
3017// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
3018// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05003019TEST_P(Texture2DTest, TextureLuminance16ImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02003020{
Jamie Madillb8149072019-04-30 16:14:44 -04003021 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
Luc Ferrond8c632c2018-04-10 12:31:44 -04003022 ANGLE_SKIP_TEST_IF(IsD3D9());
3023 ANGLE_SKIP_TEST_IF(IsVulkan());
Luc Ferrond8c632c2018-04-10 12:31:44 -04003024 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1420 is fixed
3025 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
Luc Ferron5164b792018-03-06 09:10:12 -05003026
Luc Ferrond8c632c2018-04-10 12:31:44 -04003027 setUpProgram();
Luc Ferron5164b792018-03-06 09:10:12 -05003028
Luc Ferrond8c632c2018-04-10 12:31:44 -04003029 glActiveTexture(GL_TEXTURE0);
3030 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3031 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_HALF_FLOAT_OES, nullptr);
3032 EXPECT_GL_NO_ERROR();
Yunchao He9550c602018-02-13 14:47:05 +08003033
Luc Ferrond8c632c2018-04-10 12:31:44 -04003034 drawQuad(mProgram, "position", 0.5f);
Yuly Novikovafcec832016-06-21 22:19:51 -04003035
Luc Ferrond8c632c2018-04-10 12:31:44 -04003036 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02003037}
3038
3039// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
3040// ES 3.0.4 table 3.24
3041TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB8UIImplicitAlpha1)
3042{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08003043 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
3044
Olli Etuaho6ee394a2016-02-18 13:30:09 +02003045 glActiveTexture(GL_TEXTURE0);
3046 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3047 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, nullptr);
3048 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3049 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3050 EXPECT_GL_NO_ERROR();
3051
3052 drawQuad(mProgram, "position", 0.5f);
3053
3054 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
3055}
3056
3057// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
3058// ES 3.0.4 table 3.24
3059TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB8IImplicitAlpha1)
3060{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08003061 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
3062
Olli Etuaho6ee394a2016-02-18 13:30:09 +02003063 glActiveTexture(GL_TEXTURE0);
3064 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3065
3066 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8I, 1, 1, 0, GL_RGB_INTEGER, GL_BYTE, nullptr);
3067 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3068 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3069 EXPECT_GL_NO_ERROR();
3070
3071 drawQuad(mProgram, "position", 0.5f);
3072
3073 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
3074}
3075
3076// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
3077// ES 3.0.4 table 3.24
3078TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB16UIImplicitAlpha1)
3079{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08003080 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
3081
Olli Etuaho6ee394a2016-02-18 13:30:09 +02003082 glActiveTexture(GL_TEXTURE0);
3083 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3084 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_SHORT, nullptr);
3085 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3086 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3087 EXPECT_GL_NO_ERROR();
3088
3089 drawQuad(mProgram, "position", 0.5f);
3090
3091 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
3092}
3093
3094// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
3095// ES 3.0.4 table 3.24
3096TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB16IImplicitAlpha1)
3097{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08003098 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
3099
Olli Etuaho6ee394a2016-02-18 13:30:09 +02003100 glActiveTexture(GL_TEXTURE0);
3101 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3102 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16I, 1, 1, 0, GL_RGB_INTEGER, GL_SHORT, nullptr);
3103 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3104 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3105 EXPECT_GL_NO_ERROR();
3106
3107 drawQuad(mProgram, "position", 0.5f);
3108
3109 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
3110}
3111
3112// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
3113// ES 3.0.4 table 3.24
3114TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB32UIImplicitAlpha1)
3115{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08003116 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
3117
Olli Etuaho6ee394a2016-02-18 13:30:09 +02003118 glActiveTexture(GL_TEXTURE0);
3119 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3120 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_INT, nullptr);
3121 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3122 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3123 EXPECT_GL_NO_ERROR();
3124
3125 drawQuad(mProgram, "position", 0.5f);
3126
3127 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
3128}
3129
3130// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
3131// ES 3.0.4 table 3.24
3132TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB32IImplicitAlpha1)
3133{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08003134 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
3135
Olli Etuaho6ee394a2016-02-18 13:30:09 +02003136 glActiveTexture(GL_TEXTURE0);
3137 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3138 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32I, 1, 1, 0, GL_RGB_INTEGER, GL_INT, nullptr);
3139 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3140 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3141 EXPECT_GL_NO_ERROR();
3142
3143 drawQuad(mProgram, "position", 0.5f);
3144
3145 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
3146}
3147
3148// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
3149// ES 3.0.4 table 3.24
3150TEST_P(Texture2DTestES3, TextureRGBSNORMImplicitAlpha1)
3151{
3152 glActiveTexture(GL_TEXTURE0);
3153 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3154 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8_SNORM, 1, 1, 0, GL_RGB, GL_BYTE, nullptr);
3155 EXPECT_GL_NO_ERROR();
3156
3157 drawQuad(mProgram, "position", 0.5f);
3158
3159 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
3160}
3161
3162// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
3163// ES 3.0.4 table 3.24
3164TEST_P(Texture2DTestES3, TextureRGB9E5ImplicitAlpha1)
3165{
3166 glActiveTexture(GL_TEXTURE0);
3167 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3168 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB9_E5, 1, 1, 0, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV,
3169 nullptr);
3170 EXPECT_GL_NO_ERROR();
3171
3172 drawQuad(mProgram, "position", 0.5f);
3173
3174 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
3175}
3176
3177// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
3178// ES 3.0.4 table 3.24
3179TEST_P(Texture2DTestES3, TextureCOMPRESSEDRGB8ETC2ImplicitAlpha1)
3180{
Geoff Lang2a19c592019-08-23 14:10:24 -04003181 // ETC texture formats are not supported on Mac OpenGL. http://anglebug.com/3853
3182 ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL());
Yuly Novikov49886892018-01-23 21:18:27 -05003183
Olli Etuaho6ee394a2016-02-18 13:30:09 +02003184 glActiveTexture(GL_TEXTURE0);
3185 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3186 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB8_ETC2, 1, 1, 0, 8, nullptr);
3187 EXPECT_GL_NO_ERROR();
3188
3189 drawQuad(mProgram, "position", 0.5f);
3190
3191 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
3192}
3193
3194// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
3195// ES 3.0.4 table 3.24
3196TEST_P(Texture2DTestES3, TextureCOMPRESSEDSRGB8ETC2ImplicitAlpha1)
3197{
Geoff Lang2a19c592019-08-23 14:10:24 -04003198 // ETC texture formats are not supported on Mac OpenGL. http://anglebug.com/3853
3199 ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL());
Yuly Novikov49886892018-01-23 21:18:27 -05003200
Olli Etuaho6ee394a2016-02-18 13:30:09 +02003201 glActiveTexture(GL_TEXTURE0);
3202 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3203 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_SRGB8_ETC2, 1, 1, 0, 8, nullptr);
3204 EXPECT_GL_NO_ERROR();
3205
3206 drawQuad(mProgram, "position", 0.5f);
3207
3208 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
3209}
3210
Olli Etuaho96963162016-03-21 11:54:33 +02003211// Use a sampler in a uniform struct.
3212TEST_P(SamplerInStructTest, SamplerInStruct)
3213{
3214 runSamplerInStructTest();
3215}
3216
3217// Use a sampler in a uniform struct that's passed as a function parameter.
3218TEST_P(SamplerInStructAsFunctionParameterTest, SamplerInStructAsFunctionParameter)
3219{
Yuly Novikovd18c0482019-04-04 19:56:43 -04003220 // Fails on Nexus 5X due to a driver bug. http://anglebug.com/1427
3221 ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsOpenGLES());
Geoff Lang8fcdf6e2016-09-16 10:45:30 -04003222
Olli Etuaho96963162016-03-21 11:54:33 +02003223 runSamplerInStructTest();
3224}
3225
3226// Use a sampler in a uniform struct array with a struct from the array passed as a function
3227// parameter.
3228TEST_P(SamplerInStructArrayAsFunctionParameterTest, SamplerInStructArrayAsFunctionParameter)
3229{
Yuly Novikovd18c0482019-04-04 19:56:43 -04003230 // Fails on Nexus 5X due to a driver bug. http://anglebug.com/1427
3231 ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsOpenGLES());
Yunchao He9550c602018-02-13 14:47:05 +08003232
Olli Etuaho96963162016-03-21 11:54:33 +02003233 runSamplerInStructTest();
3234}
3235
3236// Use a sampler in a struct inside a uniform struct with the nested struct passed as a function
3237// parameter.
3238TEST_P(SamplerInNestedStructAsFunctionParameterTest, SamplerInNestedStructAsFunctionParameter)
3239{
Yuly Novikovd18c0482019-04-04 19:56:43 -04003240 // Fails on Nexus 5X due to a driver bug. http://anglebug.com/1427
3241 ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsOpenGLES());
Yunchao He9550c602018-02-13 14:47:05 +08003242
Olli Etuaho96963162016-03-21 11:54:33 +02003243 runSamplerInStructTest();
3244}
3245
3246// Make sure that there isn't a name conflict between sampler extracted from a struct and a
3247// similarly named uniform.
3248TEST_P(SamplerInStructAndOtherVariableTest, SamplerInStructAndOtherVariable)
3249{
3250 runSamplerInStructTest();
3251}
3252
Shahbaz Youssefi962c2222019-02-20 15:43:41 -05003253// GL_EXT_texture_filter_anisotropic
3254class TextureAnisotropyTest : public Texture2DTest
3255{
3256 protected:
3257 void uploadTexture()
3258 {
3259 glActiveTexture(GL_TEXTURE0);
3260 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3261 GLColor texDataRed[1] = {GLColor::red};
3262 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed);
3263 EXPECT_GL_NO_ERROR();
3264 }
3265};
3266
3267// Tests that setting anisotropic filtering doesn't cause failures at draw time.
3268TEST_P(TextureAnisotropyTest, AnisotropyFunctional)
3269{
Jamie Madillb8149072019-04-30 16:14:44 -04003270 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_filter_anisotropic"));
Shahbaz Youssefi962c2222019-02-20 15:43:41 -05003271
3272 setUpProgram();
3273
3274 uploadTexture();
3275
3276 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3277 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3278 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.0f);
3279 EXPECT_GL_NO_ERROR();
3280
3281 drawQuad(mProgram, "position", 0.5f);
3282
3283 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
3284 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
3285 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::red);
3286}
3287
Till Rathmannb8543632018-10-02 19:46:14 +02003288// GL_OES_texture_border_clamp
3289class TextureBorderClampTest : public Texture2DTest
3290{
3291 protected:
3292 TextureBorderClampTest() : Texture2DTest() {}
3293
Jamie Madill35cd7332018-12-02 12:03:33 -05003294 const char *getVertexShaderSource() override
Till Rathmannb8543632018-10-02 19:46:14 +02003295 {
3296 return
3297 R"(precision highp float;
3298 attribute vec4 position;
3299 varying vec2 texcoord;
3300
3301 void main()
3302 {
3303 gl_Position = vec4(position.xy, 0.0, 1.0);
3304 // texcoords in [-0.5, 1.5]
3305 texcoord = (position.xy) + 0.5;
3306 })";
3307 }
3308
3309 void uploadTexture()
3310 {
3311 glActiveTexture(GL_TEXTURE0);
3312 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3313 std::vector<GLColor> texDataRed(1, GLColor::red);
3314 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
3315 texDataRed.data());
3316 EXPECT_GL_NO_ERROR();
3317 }
3318};
3319
3320// Test if the color set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the texture in
3321// GL_CLAMP_TO_BORDER wrap mode (set with glTexParameter).
3322TEST_P(TextureBorderClampTest, TextureBorderClampFunctional)
3323{
Jamie Madillb8149072019-04-30 16:14:44 -04003324 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
Till Rathmannb8543632018-10-02 19:46:14 +02003325
3326 setUpProgram();
3327
3328 uploadTexture();
3329
3330 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
3331 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
3332 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3333 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3334 glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
3335 EXPECT_GL_NO_ERROR();
3336
3337 drawQuad(mProgram, "position", 0.5f);
3338
3339 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
3340 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3341 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
3342}
3343
3344// Test reading back GL_TEXTURE_BORDER_COLOR by glGetTexParameter.
3345TEST_P(TextureBorderClampTest, TextureBorderClampFunctional2)
3346{
Jamie Madillb8149072019-04-30 16:14:44 -04003347 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
Till Rathmannb8543632018-10-02 19:46:14 +02003348
3349 glActiveTexture(GL_TEXTURE0);
3350 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3351
3352 glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
3353
3354 GLint colorFixedPoint[4] = {0};
3355 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorFixedPoint);
3356 constexpr GLint colorGreenFixedPoint[4] = {0, std::numeric_limits<GLint>::max(), 0,
3357 std::numeric_limits<GLint>::max()};
3358 EXPECT_EQ(colorFixedPoint[0], colorGreenFixedPoint[0]);
3359 EXPECT_EQ(colorFixedPoint[1], colorGreenFixedPoint[1]);
3360 EXPECT_EQ(colorFixedPoint[2], colorGreenFixedPoint[2]);
3361 EXPECT_EQ(colorFixedPoint[3], colorGreenFixedPoint[3]);
3362
3363 constexpr GLint colorBlueFixedPoint[4] = {0, 0, std::numeric_limits<GLint>::max(),
3364 std::numeric_limits<GLint>::max()};
3365 glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorBlueFixedPoint);
3366
3367 GLfloat color[4] = {0.0f};
3368 glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
3369 EXPECT_EQ(color[0], kFloatBlue.R);
3370 EXPECT_EQ(color[1], kFloatBlue.G);
3371 EXPECT_EQ(color[2], kFloatBlue.B);
3372 EXPECT_EQ(color[3], kFloatBlue.A);
3373}
3374
3375// Test GL_TEXTURE_BORDER_COLOR parameter validation at glTexParameter.
3376TEST_P(TextureBorderClampTest, TextureBorderClampValidation)
3377{
Jamie Madillb8149072019-04-30 16:14:44 -04003378 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
Till Rathmannb8543632018-10-02 19:46:14 +02003379
3380 glActiveTexture(GL_TEXTURE0);
3381 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3382
3383 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, 1.0f);
3384 EXPECT_GL_ERROR(GL_INVALID_ENUM);
3385
3386 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, std::numeric_limits<GLint>::max());
3387 EXPECT_GL_ERROR(GL_INVALID_ENUM);
3388
3389 glTexParameterfv(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
3390 EXPECT_GL_ERROR(GL_INVALID_ENUM);
3391
3392 GLint colorInt[4] = {0};
3393 glTexParameteriv(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BORDER_COLOR, colorInt);
3394 EXPECT_GL_ERROR(GL_INVALID_ENUM);
3395
3396 if (getClientMajorVersion() < 3)
3397 {
3398 glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt);
3399 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3400 glGetTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt);
3401 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3402
3403 GLuint colorUInt[4] = {0};
3404 glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt);
3405 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3406 glGetTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt);
3407 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3408
3409 GLSampler sampler;
3410 glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt);
3411 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3412 glGetSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt);
3413 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3414
3415 glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt);
3416 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3417 glGetSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt);
3418 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3419 }
3420}
3421
3422class TextureBorderClampTestES3 : public TextureBorderClampTest
3423{
3424 protected:
3425 TextureBorderClampTestES3() : TextureBorderClampTest() {}
3426};
3427
3428// Test if the color set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the texture in
3429// GL_CLAMP_TO_BORDER wrap mode (set with glSamplerParameter).
3430TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Functional)
3431{
Jamie Madillb8149072019-04-30 16:14:44 -04003432 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
Till Rathmannb8543632018-10-02 19:46:14 +02003433
3434 setUpProgram();
3435
3436 uploadTexture();
3437
3438 GLSampler sampler;
3439 glBindSampler(0, sampler);
3440 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
3441 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
3442 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3443 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3444 glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
3445 EXPECT_GL_NO_ERROR();
3446
3447 drawQuad(mProgram, "position", 0.5f);
3448
3449 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
3450 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3451 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
3452}
3453
3454// Test reading back GL_TEXTURE_BORDER_COLOR by glGetSamplerParameter.
3455TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Functional2)
3456{
Jamie Madillb8149072019-04-30 16:14:44 -04003457 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
Till Rathmannb8543632018-10-02 19:46:14 +02003458
3459 glActiveTexture(GL_TEXTURE0);
3460
3461 GLSampler sampler;
3462 glBindSampler(0, sampler);
3463
3464 glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
3465
3466 GLint colorFixedPoint[4] = {0};
3467 glGetSamplerParameteriv(sampler, GL_TEXTURE_BORDER_COLOR, colorFixedPoint);
3468 constexpr GLint colorGreenFixedPoint[4] = {0, std::numeric_limits<GLint>::max(), 0,
3469 std::numeric_limits<GLint>::max()};
3470 EXPECT_EQ(colorFixedPoint[0], colorGreenFixedPoint[0]);
3471 EXPECT_EQ(colorFixedPoint[1], colorGreenFixedPoint[1]);
3472 EXPECT_EQ(colorFixedPoint[2], colorGreenFixedPoint[2]);
3473 EXPECT_EQ(colorFixedPoint[3], colorGreenFixedPoint[3]);
3474
3475 constexpr GLint colorBlueFixedPoint[4] = {0, 0, std::numeric_limits<GLint>::max(),
3476 std::numeric_limits<GLint>::max()};
3477 glSamplerParameteriv(sampler, GL_TEXTURE_BORDER_COLOR, colorBlueFixedPoint);
3478
3479 GLfloat color[4] = {0.0f};
3480 glGetSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, color);
3481 EXPECT_EQ(color[0], kFloatBlue.R);
3482 EXPECT_EQ(color[1], kFloatBlue.G);
3483 EXPECT_EQ(color[2], kFloatBlue.B);
3484 EXPECT_EQ(color[3], kFloatBlue.A);
3485
3486 constexpr GLint colorSomewhatRedInt[4] = {500000, 0, 0, std::numeric_limits<GLint>::max()};
3487 glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorSomewhatRedInt);
3488 GLint colorInt[4] = {0};
3489 glGetSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt);
3490 EXPECT_EQ(colorInt[0], colorSomewhatRedInt[0]);
3491 EXPECT_EQ(colorInt[1], colorSomewhatRedInt[1]);
3492 EXPECT_EQ(colorInt[2], colorSomewhatRedInt[2]);
3493 EXPECT_EQ(colorInt[3], colorSomewhatRedInt[3]);
3494
3495 constexpr GLuint colorSomewhatRedUInt[4] = {500000, 0, 0, std::numeric_limits<GLuint>::max()};
3496 glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorSomewhatRedUInt);
3497 GLuint colorUInt[4] = {0};
3498 glGetSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt);
3499 EXPECT_EQ(colorUInt[0], colorSomewhatRedUInt[0]);
3500 EXPECT_EQ(colorUInt[1], colorSomewhatRedUInt[1]);
3501 EXPECT_EQ(colorUInt[2], colorSomewhatRedUInt[2]);
3502 EXPECT_EQ(colorUInt[3], colorSomewhatRedUInt[3]);
3503
3504 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3505
3506 constexpr GLint colorSomewhatGreenInt[4] = {0, 500000, 0, std::numeric_limits<GLint>::max()};
3507 glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorSomewhatGreenInt);
3508 glGetTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt);
3509 EXPECT_EQ(colorInt[0], colorSomewhatGreenInt[0]);
3510 EXPECT_EQ(colorInt[1], colorSomewhatGreenInt[1]);
3511 EXPECT_EQ(colorInt[2], colorSomewhatGreenInt[2]);
3512 EXPECT_EQ(colorInt[3], colorSomewhatGreenInt[3]);
3513
3514 constexpr GLuint colorSomewhatGreenUInt[4] = {0, 500000, 0, std::numeric_limits<GLuint>::max()};
3515 glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorSomewhatGreenUInt);
3516 glGetTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt);
3517 EXPECT_EQ(colorUInt[0], colorSomewhatGreenUInt[0]);
3518 EXPECT_EQ(colorUInt[1], colorSomewhatGreenUInt[1]);
3519 EXPECT_EQ(colorUInt[2], colorSomewhatGreenUInt[2]);
3520 EXPECT_EQ(colorUInt[3], colorSomewhatGreenUInt[3]);
3521}
3522
3523// Test GL_TEXTURE_BORDER_COLOR parameter validation at glSamplerParameter.
3524TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Validation)
3525{
Jamie Madillb8149072019-04-30 16:14:44 -04003526 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
Till Rathmannb8543632018-10-02 19:46:14 +02003527
3528 glActiveTexture(GL_TEXTURE0);
3529
3530 GLSampler sampler;
3531 glBindSampler(0, sampler);
3532
3533 glSamplerParameterf(sampler, GL_TEXTURE_BORDER_COLOR, 1.0f);
3534 EXPECT_GL_ERROR(GL_INVALID_ENUM);
3535
3536 glSamplerParameteri(sampler, GL_TEXTURE_BORDER_COLOR, std::numeric_limits<GLint>::max());
3537 EXPECT_GL_ERROR(GL_INVALID_ENUM);
3538}
3539
3540class TextureBorderClampIntegerTestES3 : public Texture2DTest
3541{
3542 protected:
3543 TextureBorderClampIntegerTestES3() : Texture2DTest(), isUnsignedIntTest(false) {}
3544
Jamie Madill35cd7332018-12-02 12:03:33 -05003545 const char *getVertexShaderSource() override
Till Rathmannb8543632018-10-02 19:46:14 +02003546 {
3547 return
3548 R"(#version 300 es
3549 out vec2 texcoord;
3550 in vec4 position;
3551
3552 void main()
3553 {
3554 gl_Position = vec4(position.xy, 0.0, 1.0);
3555 // texcoords in [-0.5, 1.5]
3556 texcoord = (position.xy) + 0.5;
3557 })";
3558 }
3559
Jamie Madillba319ba2018-12-29 10:29:33 -05003560 const char *getFragmentShaderSource() override
Till Rathmannb8543632018-10-02 19:46:14 +02003561 {
Jamie Madill35cd7332018-12-02 12:03:33 -05003562 if (isUnsignedIntTest)
3563 {
3564 return "#version 300 es\n"
3565 "precision highp float;\n"
3566 "uniform highp usampler2D tex;\n"
3567 "in vec2 texcoord;\n"
3568 "out vec4 fragColor;\n"
Till Rathmannb8543632018-10-02 19:46:14 +02003569
Jamie Madill35cd7332018-12-02 12:03:33 -05003570 "void main()\n"
3571 "{\n"
3572 "vec4 red = vec4(1.0, 0.0, 0.0, 1.0);\n"
3573 "vec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n"
3574 "fragColor = (texture(tex, texcoord).r == 150u)"
3575 " ? green : red;\n"
3576 "}\n";
3577 }
3578 else
3579 {
3580 return "#version 300 es\n"
3581 "precision highp float;\n"
3582 "uniform highp isampler2D tex;\n"
3583 "in vec2 texcoord;\n"
3584 "out vec4 fragColor;\n"
3585
3586 "void main()\n"
3587 "{\n"
3588 "vec4 red = vec4(1.0, 0.0, 0.0, 1.0);\n"
3589 "vec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n"
3590 "fragColor = (texture(tex, texcoord).r == -50)"
3591 " ? green : red;\n"
3592 "}\n";
3593 }
Till Rathmannb8543632018-10-02 19:46:14 +02003594 }
3595
3596 void uploadTexture()
3597 {
3598 glActiveTexture(GL_TEXTURE0);
3599 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3600 if (isUnsignedIntTest)
3601 {
3602 std::vector<GLubyte> texData(4, 100);
3603 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 1, 1, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE,
3604 texData.data());
3605 }
3606 else
3607 {
3608 std::vector<GLbyte> texData(4, 100);
3609 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8I, 1, 1, 0, GL_RGBA_INTEGER, GL_BYTE,
3610 texData.data());
3611 }
3612 EXPECT_GL_NO_ERROR();
3613 }
3614
3615 bool isUnsignedIntTest;
3616};
3617
3618// Test if the integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the
3619// integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIivOES).
3620TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampInteger)
3621{
Yuly Novikov1dbbc7b2019-07-31 17:49:39 -04003622 // Fails on Win10 FYI x64 Release (AMD RX 550). http://anglebug.com/3760
3623 ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
3624
Jamie Madillb8149072019-04-30 16:14:44 -04003625 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
Till Rathmannb8543632018-10-02 19:46:14 +02003626
3627 setUpProgram();
3628
3629 uploadTexture();
3630
3631 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
3632 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
3633 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3634 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3635
3636 constexpr GLint borderColor[4] = {-50, -50, -50, -50};
3637 glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
3638
3639 EXPECT_GL_NO_ERROR();
3640
3641 drawQuad(mProgram, "position", 0.5f);
3642
3643 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
3644 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3645 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
3646}
3647
3648// Test if the integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the
3649// integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIivOES).
3650TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampInteger2)
3651{
Yuly Novikov1dbbc7b2019-07-31 17:49:39 -04003652 // Fails on Win10 FYI x64 Release (AMD RX 550). http://anglebug.com/3760
3653 ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
3654
Jamie Madillb8149072019-04-30 16:14:44 -04003655 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
Till Rathmannb8543632018-10-02 19:46:14 +02003656
3657 setUpProgram();
3658
3659 uploadTexture();
3660
3661 GLSampler sampler;
3662 glBindSampler(0, sampler);
3663 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
3664 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
3665 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3666 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3667
3668 constexpr GLint borderColor[4] = {-50, -50, -50, -50};
3669 glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, borderColor);
3670
3671 EXPECT_GL_NO_ERROR();
3672
3673 drawQuad(mProgram, "position", 0.5f);
3674
3675 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
3676 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3677 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
3678}
3679
3680// Test if the unsigned integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside
3681// of the unsigned integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIuivOES).
3682TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampIntegerUnsigned)
3683{
Jamie Madillb8149072019-04-30 16:14:44 -04003684 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
Till Rathmannb8543632018-10-02 19:46:14 +02003685
3686 isUnsignedIntTest = true;
3687
3688 setUpProgram();
3689
3690 uploadTexture();
3691
3692 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
3693 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
3694 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3695 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3696
3697 constexpr GLuint borderColor[4] = {150, 150, 150, 150};
3698 glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
3699
3700 EXPECT_GL_NO_ERROR();
3701
3702 drawQuad(mProgram, "position", 0.5f);
3703
3704 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
3705 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3706 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
3707}
3708
3709// Test if the unsigned integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside
3710// of the unsigned integer texture in GL_CLAMP_TO_BORDER wrap mode (set with
3711// glSamplerParameterIuivOES).
3712TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampIntegerUnsigned2)
3713{
Jamie Madillb8149072019-04-30 16:14:44 -04003714 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
Till Rathmannb8543632018-10-02 19:46:14 +02003715
3716 isUnsignedIntTest = true;
3717
3718 setUpProgram();
3719
3720 uploadTexture();
3721
3722 GLSampler sampler;
3723 glBindSampler(0, sampler);
3724 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
3725 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
3726 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3727 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3728
3729 constexpr GLuint borderColor[4] = {150, 150, 150, 150};
3730 glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, borderColor);
3731
3732 EXPECT_GL_NO_ERROR();
3733
3734 drawQuad(mProgram, "position", 0.5f);
3735
3736 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
3737 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3738 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
3739}
3740
3741// ~GL_OES_texture_border_clamp
3742
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003743class TextureLimitsTest : public ANGLETest
3744{
3745 protected:
3746 struct RGBA8
3747 {
3748 uint8_t R, G, B, A;
3749 };
3750
3751 TextureLimitsTest()
3752 : mProgram(0), mMaxVertexTextures(0), mMaxFragmentTextures(0), mMaxCombinedTextures(0)
3753 {
3754 setWindowWidth(128);
3755 setWindowHeight(128);
3756 setConfigRedBits(8);
3757 setConfigGreenBits(8);
3758 setConfigBlueBits(8);
3759 setConfigAlphaBits(8);
3760 }
3761
Jamie Madill5cbaa3f2019-05-07 15:49:22 -04003762 void testSetUp() override
Jamie Madill0fdb9562018-09-17 17:18:43 -04003763 {
Jamie Madill0fdb9562018-09-17 17:18:43 -04003764 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &mMaxVertexTextures);
3765 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &mMaxFragmentTextures);
3766 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &mMaxCombinedTextures);
3767
3768 ASSERT_GL_NO_ERROR();
3769 }
3770
Jamie Madill5cbaa3f2019-05-07 15:49:22 -04003771 void testTearDown() override
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003772 {
3773 if (mProgram != 0)
3774 {
3775 glDeleteProgram(mProgram);
3776 mProgram = 0;
3777
3778 if (!mTextures.empty())
3779 {
3780 glDeleteTextures(static_cast<GLsizei>(mTextures.size()), &mTextures[0]);
3781 }
3782 }
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003783 }
3784
3785 void compileProgramWithTextureCounts(const std::string &vertexPrefix,
3786 GLint vertexTextureCount,
3787 GLint vertexActiveTextureCount,
3788 const std::string &fragPrefix,
3789 GLint fragmentTextureCount,
3790 GLint fragmentActiveTextureCount)
3791 {
3792 std::stringstream vertexShaderStr;
3793 vertexShaderStr << "attribute vec2 position;\n"
3794 << "varying vec4 color;\n"
3795 << "varying vec2 texCoord;\n";
3796
3797 for (GLint textureIndex = 0; textureIndex < vertexTextureCount; ++textureIndex)
3798 {
3799 vertexShaderStr << "uniform sampler2D " << vertexPrefix << textureIndex << ";\n";
3800 }
3801
3802 vertexShaderStr << "void main() {\n"
3803 << " gl_Position = vec4(position, 0, 1);\n"
3804 << " texCoord = (position * 0.5) + 0.5;\n"
3805 << " color = vec4(0);\n";
3806
3807 for (GLint textureIndex = 0; textureIndex < vertexActiveTextureCount; ++textureIndex)
3808 {
3809 vertexShaderStr << " color += texture2D(" << vertexPrefix << textureIndex
3810 << ", texCoord);\n";
3811 }
3812
3813 vertexShaderStr << "}";
3814
3815 std::stringstream fragmentShaderStr;
3816 fragmentShaderStr << "varying mediump vec4 color;\n"
3817 << "varying mediump vec2 texCoord;\n";
3818
3819 for (GLint textureIndex = 0; textureIndex < fragmentTextureCount; ++textureIndex)
3820 {
3821 fragmentShaderStr << "uniform sampler2D " << fragPrefix << textureIndex << ";\n";
3822 }
3823
3824 fragmentShaderStr << "void main() {\n"
3825 << " gl_FragColor = color;\n";
3826
3827 for (GLint textureIndex = 0; textureIndex < fragmentActiveTextureCount; ++textureIndex)
3828 {
3829 fragmentShaderStr << " gl_FragColor += texture2D(" << fragPrefix << textureIndex
3830 << ", texCoord);\n";
3831 }
3832
3833 fragmentShaderStr << "}";
3834
3835 const std::string &vertexShaderSource = vertexShaderStr.str();
3836 const std::string &fragmentShaderSource = fragmentShaderStr.str();
3837
Jamie Madill35cd7332018-12-02 12:03:33 -05003838 mProgram = CompileProgram(vertexShaderSource.c_str(), fragmentShaderSource.c_str());
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003839 }
3840
3841 RGBA8 getPixel(GLint texIndex)
3842 {
3843 RGBA8 pixel = {static_cast<uint8_t>(texIndex & 0x7u), static_cast<uint8_t>(texIndex >> 3),
3844 0, 255u};
3845 return pixel;
3846 }
3847
3848 void initTextures(GLint tex2DCount, GLint texCubeCount)
3849 {
3850 GLint totalCount = tex2DCount + texCubeCount;
3851 mTextures.assign(totalCount, 0);
3852 glGenTextures(totalCount, &mTextures[0]);
3853 ASSERT_GL_NO_ERROR();
3854
3855 std::vector<RGBA8> texData(16 * 16);
3856
3857 GLint texIndex = 0;
3858 for (; texIndex < tex2DCount; ++texIndex)
3859 {
3860 texData.assign(texData.size(), getPixel(texIndex));
3861 glActiveTexture(GL_TEXTURE0 + texIndex);
3862 glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
3863 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
3864 &texData[0]);
3865 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3866 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3867 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3868 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3869 }
3870
3871 ASSERT_GL_NO_ERROR();
3872
3873 for (; texIndex < texCubeCount; ++texIndex)
3874 {
3875 texData.assign(texData.size(), getPixel(texIndex));
3876 glActiveTexture(GL_TEXTURE0 + texIndex);
3877 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextures[texIndex]);
3878 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3879 GL_UNSIGNED_BYTE, &texData[0]);
3880 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3881 GL_UNSIGNED_BYTE, &texData[0]);
3882 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3883 GL_UNSIGNED_BYTE, &texData[0]);
3884 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3885 GL_UNSIGNED_BYTE, &texData[0]);
3886 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3887 GL_UNSIGNED_BYTE, &texData[0]);
3888 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3889 GL_UNSIGNED_BYTE, &texData[0]);
3890 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3891 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3892 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3893 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3894 }
3895
3896 ASSERT_GL_NO_ERROR();
3897 }
3898
3899 void testWithTextures(GLint vertexTextureCount,
3900 const std::string &vertexTexturePrefix,
3901 GLint fragmentTextureCount,
3902 const std::string &fragmentTexturePrefix)
3903 {
3904 // Generate textures
3905 initTextures(vertexTextureCount + fragmentTextureCount, 0);
3906
3907 glUseProgram(mProgram);
3908 RGBA8 expectedSum = {0};
3909 for (GLint texIndex = 0; texIndex < vertexTextureCount; ++texIndex)
3910 {
3911 std::stringstream uniformNameStr;
3912 uniformNameStr << vertexTexturePrefix << texIndex;
3913 const std::string &uniformName = uniformNameStr.str();
Jamie Madill50cf2be2018-06-15 09:46:57 -04003914 GLint location = glGetUniformLocation(mProgram, uniformName.c_str());
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003915 ASSERT_NE(-1, location);
3916
3917 glUniform1i(location, texIndex);
3918 RGBA8 contribution = getPixel(texIndex);
3919 expectedSum.R += contribution.R;
3920 expectedSum.G += contribution.G;
3921 }
3922
3923 for (GLint texIndex = 0; texIndex < fragmentTextureCount; ++texIndex)
3924 {
3925 std::stringstream uniformNameStr;
3926 uniformNameStr << fragmentTexturePrefix << texIndex;
3927 const std::string &uniformName = uniformNameStr.str();
Jamie Madill50cf2be2018-06-15 09:46:57 -04003928 GLint location = glGetUniformLocation(mProgram, uniformName.c_str());
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003929 ASSERT_NE(-1, location);
3930
3931 glUniform1i(location, texIndex + vertexTextureCount);
3932 RGBA8 contribution = getPixel(texIndex + vertexTextureCount);
3933 expectedSum.R += contribution.R;
3934 expectedSum.G += contribution.G;
3935 }
3936
3937 ASSERT_GE(256u, expectedSum.G);
3938
3939 drawQuad(mProgram, "position", 0.5f);
3940 ASSERT_GL_NO_ERROR();
3941 EXPECT_PIXEL_EQ(0, 0, expectedSum.R, expectedSum.G, 0, 255);
3942 }
3943
3944 GLuint mProgram;
3945 std::vector<GLuint> mTextures;
3946 GLint mMaxVertexTextures;
3947 GLint mMaxFragmentTextures;
3948 GLint mMaxCombinedTextures;
3949};
3950
3951// Test rendering with the maximum vertex texture units.
3952TEST_P(TextureLimitsTest, MaxVertexTextures)
3953{
3954 compileProgramWithTextureCounts("tex", mMaxVertexTextures, mMaxVertexTextures, "tex", 0, 0);
3955 ASSERT_NE(0u, mProgram);
3956 ASSERT_GL_NO_ERROR();
3957
3958 testWithTextures(mMaxVertexTextures, "tex", 0, "tex");
3959}
3960
3961// Test rendering with the maximum fragment texture units.
3962TEST_P(TextureLimitsTest, MaxFragmentTextures)
3963{
3964 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures, mMaxFragmentTextures);
3965 ASSERT_NE(0u, mProgram);
3966 ASSERT_GL_NO_ERROR();
3967
3968 testWithTextures(mMaxFragmentTextures, "tex", 0, "tex");
3969}
3970
3971// Test rendering with maximum combined texture units.
3972TEST_P(TextureLimitsTest, MaxCombinedTextures)
3973{
3974 GLint vertexTextures = mMaxVertexTextures;
3975
3976 if (vertexTextures + mMaxFragmentTextures > mMaxCombinedTextures)
3977 {
3978 vertexTextures = mMaxCombinedTextures - mMaxFragmentTextures;
3979 }
3980
3981 compileProgramWithTextureCounts("vtex", vertexTextures, vertexTextures, "ftex",
3982 mMaxFragmentTextures, mMaxFragmentTextures);
3983 ASSERT_NE(0u, mProgram);
3984 ASSERT_GL_NO_ERROR();
3985
3986 testWithTextures(vertexTextures, "vtex", mMaxFragmentTextures, "ftex");
3987}
3988
3989// Negative test for exceeding the number of vertex textures
3990TEST_P(TextureLimitsTest, ExcessiveVertexTextures)
3991{
3992 compileProgramWithTextureCounts("tex", mMaxVertexTextures + 1, mMaxVertexTextures + 1, "tex", 0,
3993 0);
3994 ASSERT_EQ(0u, mProgram);
3995}
3996
3997// Negative test for exceeding the number of fragment textures
3998TEST_P(TextureLimitsTest, ExcessiveFragmentTextures)
3999{
4000 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures + 1,
4001 mMaxFragmentTextures + 1);
4002 ASSERT_EQ(0u, mProgram);
4003}
4004
4005// Test active vertex textures under the limit, but excessive textures specified.
4006TEST_P(TextureLimitsTest, MaxActiveVertexTextures)
4007{
4008 compileProgramWithTextureCounts("tex", mMaxVertexTextures + 4, mMaxVertexTextures, "tex", 0, 0);
4009 ASSERT_NE(0u, mProgram);
4010 ASSERT_GL_NO_ERROR();
4011
4012 testWithTextures(mMaxVertexTextures, "tex", 0, "tex");
4013}
4014
4015// Test active fragment textures under the limit, but excessive textures specified.
4016TEST_P(TextureLimitsTest, MaxActiveFragmentTextures)
4017{
4018 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures + 4,
4019 mMaxFragmentTextures);
4020 ASSERT_NE(0u, mProgram);
4021 ASSERT_GL_NO_ERROR();
4022
4023 testWithTextures(0, "tex", mMaxFragmentTextures, "tex");
4024}
4025
4026// Negative test for pointing two sampler uniforms of different types to the same texture.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02004027// GLES 2.0.25 section 2.10.4 page 39.
Jamie Madill3d3d2f22015-09-23 16:47:51 -04004028TEST_P(TextureLimitsTest, TextureTypeConflict)
4029{
Jamie Madill35cd7332018-12-02 12:03:33 -05004030 constexpr char kVS[] =
Jamie Madill3d3d2f22015-09-23 16:47:51 -04004031 "attribute vec2 position;\n"
4032 "varying float color;\n"
4033 "uniform sampler2D tex2D;\n"
4034 "uniform samplerCube texCube;\n"
4035 "void main() {\n"
4036 " gl_Position = vec4(position, 0, 1);\n"
4037 " vec2 texCoord = (position * 0.5) + 0.5;\n"
4038 " color = texture2D(tex2D, texCoord).x;\n"
4039 " color += textureCube(texCube, vec3(texCoord, 0)).x;\n"
4040 "}";
Jamie Madill35cd7332018-12-02 12:03:33 -05004041 constexpr char kFS[] =
Jamie Madill3d3d2f22015-09-23 16:47:51 -04004042 "varying mediump float color;\n"
4043 "void main() {\n"
4044 " gl_FragColor = vec4(color, 0, 0, 1);\n"
4045 "}";
4046
Jamie Madill35cd7332018-12-02 12:03:33 -05004047 mProgram = CompileProgram(kVS, kFS);
Jamie Madill3d3d2f22015-09-23 16:47:51 -04004048 ASSERT_NE(0u, mProgram);
4049
4050 initTextures(1, 0);
4051
4052 glUseProgram(mProgram);
4053 GLint tex2DLocation = glGetUniformLocation(mProgram, "tex2D");
4054 ASSERT_NE(-1, tex2DLocation);
4055 GLint texCubeLocation = glGetUniformLocation(mProgram, "texCube");
4056 ASSERT_NE(-1, texCubeLocation);
4057
4058 glUniform1i(tex2DLocation, 0);
4059 glUniform1i(texCubeLocation, 0);
4060 ASSERT_GL_NO_ERROR();
4061
4062 drawQuad(mProgram, "position", 0.5f);
4063 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4064}
4065
Vincent Lang25ab4512016-05-13 18:13:59 +02004066class Texture2DNorm16TestES3 : public Texture2DTestES3
4067{
4068 protected:
4069 Texture2DNorm16TestES3() : Texture2DTestES3(), mTextures{0, 0, 0}, mFBO(0), mRenderbuffer(0) {}
4070
Jamie Madill5cbaa3f2019-05-07 15:49:22 -04004071 void testSetUp() override
Vincent Lang25ab4512016-05-13 18:13:59 +02004072 {
Jamie Madill5cbaa3f2019-05-07 15:49:22 -04004073 Texture2DTestES3::testSetUp();
Vincent Lang25ab4512016-05-13 18:13:59 +02004074
4075 glActiveTexture(GL_TEXTURE0);
4076 glGenTextures(3, mTextures);
4077 glGenFramebuffers(1, &mFBO);
4078 glGenRenderbuffers(1, &mRenderbuffer);
4079
4080 for (size_t textureIndex = 0; textureIndex < 3; textureIndex++)
4081 {
4082 glBindTexture(GL_TEXTURE_2D, mTextures[textureIndex]);
4083 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
4084 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
4085 }
4086
4087 glBindTexture(GL_TEXTURE_2D, 0);
4088
4089 ASSERT_GL_NO_ERROR();
4090 }
4091
Jamie Madill5cbaa3f2019-05-07 15:49:22 -04004092 void testTearDown() override
Vincent Lang25ab4512016-05-13 18:13:59 +02004093 {
4094 glDeleteTextures(3, mTextures);
4095 glDeleteFramebuffers(1, &mFBO);
4096 glDeleteRenderbuffers(1, &mRenderbuffer);
4097
Jamie Madill5cbaa3f2019-05-07 15:49:22 -04004098 Texture2DTestES3::testTearDown();
Vincent Lang25ab4512016-05-13 18:13:59 +02004099 }
4100
4101 void testNorm16Texture(GLint internalformat, GLenum format, GLenum type)
4102 {
Geoff Langf607c602016-09-21 11:46:48 -04004103 GLushort pixelValue = (type == GL_SHORT) ? 0x7FFF : 0x6A35;
4104 GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue};
Vincent Lang25ab4512016-05-13 18:13:59 +02004105
4106 setUpProgram();
4107
4108 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
4109 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
4110 0);
4111
4112 glBindTexture(GL_TEXTURE_2D, mTextures[0]);
4113 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16_EXT, 1, 1, 0, GL_RGBA, GL_UNSIGNED_SHORT, nullptr);
4114
4115 glBindTexture(GL_TEXTURE_2D, mTextures[1]);
Geoff Langf607c602016-09-21 11:46:48 -04004116 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
Vincent Lang25ab4512016-05-13 18:13:59 +02004117
4118 EXPECT_GL_NO_ERROR();
4119
4120 drawQuad(mProgram, "position", 0.5f);
4121
Geoff Langf607c602016-09-21 11:46:48 -04004122 GLubyte expectedValue = (type == GL_SHORT) ? 0xFF : static_cast<GLubyte>(pixelValue >> 8);
Vincent Lang25ab4512016-05-13 18:13:59 +02004123
Jamie Madill50cf2be2018-06-15 09:46:57 -04004124 EXPECT_PIXEL_COLOR_EQ(0, 0,
4125 SliceFormatColor(format, GLColor(expectedValue, expectedValue,
4126 expectedValue, expectedValue)));
Vincent Lang25ab4512016-05-13 18:13:59 +02004127
4128 glBindFramebuffer(GL_FRAMEBUFFER, 0);
4129
4130 ASSERT_GL_NO_ERROR();
4131 }
4132
4133 void testNorm16Render(GLint internalformat, GLenum format, GLenum type)
4134 {
Jamie Madill50cf2be2018-06-15 09:46:57 -04004135 GLushort pixelValue = 0x6A35;
Geoff Langf607c602016-09-21 11:46:48 -04004136 GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue};
Vincent Lang25ab4512016-05-13 18:13:59 +02004137
4138 setUpProgram();
4139
4140 glBindTexture(GL_TEXTURE_2D, mTextures[1]);
4141 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, nullptr);
4142
4143 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
4144 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1],
4145 0);
4146
4147 glBindTexture(GL_TEXTURE_2D, mTextures[2]);
Geoff Langf607c602016-09-21 11:46:48 -04004148 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
Vincent Lang25ab4512016-05-13 18:13:59 +02004149
4150 EXPECT_GL_NO_ERROR();
4151
4152 drawQuad(mProgram, "position", 0.5f);
4153
Geoff Langf607c602016-09-21 11:46:48 -04004154 GLubyte expectedValue = static_cast<GLubyte>(pixelValue >> 8);
Jamie Madill50cf2be2018-06-15 09:46:57 -04004155 EXPECT_PIXEL_COLOR_EQ(0, 0,
4156 SliceFormatColor(format, GLColor(expectedValue, expectedValue,
4157 expectedValue, expectedValue)));
Vincent Lang25ab4512016-05-13 18:13:59 +02004158
4159 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
4160 glRenderbufferStorage(GL_RENDERBUFFER, internalformat, 1, 1);
4161 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
4162 mRenderbuffer);
4163 glBindRenderbuffer(GL_RENDERBUFFER, 0);
4164 EXPECT_GL_NO_ERROR();
4165
4166 glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
4167 glClear(GL_COLOR_BUFFER_BIT);
4168
shrekshaoe33c1582019-11-06 16:55:29 -08004169 EXPECT_PIXEL_COLOR_EQ(0, 0, SliceFormatColor(format, GLColor::white));
4170
4171 glBindTexture(GL_TEXTURE_2D, mTextures[1]);
Vincent Lang25ab4512016-05-13 18:13:59 +02004172 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
4173
shrekshaoe33c1582019-11-06 16:55:29 -08004174 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1],
4175 0);
Geoff Langf607c602016-09-21 11:46:48 -04004176 EXPECT_PIXEL_COLOR_EQ(0, 0, SliceFormatColor(format, GLColor::white));
Vincent Lang25ab4512016-05-13 18:13:59 +02004177
4178 glBindFramebuffer(GL_FRAMEBUFFER, 0);
4179
4180 ASSERT_GL_NO_ERROR();
4181 }
4182
4183 GLuint mTextures[3];
4184 GLuint mFBO;
4185 GLuint mRenderbuffer;
4186};
4187
4188// Test texture formats enabled by the GL_EXT_texture_norm16 extension.
4189TEST_P(Texture2DNorm16TestES3, TextureNorm16Test)
4190{
shrekshaoe33c1582019-11-06 16:55:29 -08004191 // TODO(crbug.com/angleproject/4089) Fails on Nexus5X Adreno
shrekshao91075772019-11-18 15:00:29 -08004192 // TODO(crbug.com/1024387) Fails on Nexus6P
4193 ANGLE_SKIP_TEST_IF(IsNexus5X() || IsNexus6P());
shrekshaoe33c1582019-11-06 16:55:29 -08004194 // TODO(crbug.com/angleproject/4089) Fails on Win Intel OpenGL driver
4195 ANGLE_SKIP_TEST_IF(IsIntel() && IsOpenGL());
4196
Jamie Madillb8149072019-04-30 16:14:44 -04004197 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_norm16"));
Vincent Lang25ab4512016-05-13 18:13:59 +02004198
4199 testNorm16Texture(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT);
4200 testNorm16Texture(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT);
4201 testNorm16Texture(GL_RGB16_EXT, GL_RGB, GL_UNSIGNED_SHORT);
4202 testNorm16Texture(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT);
4203 testNorm16Texture(GL_R16_SNORM_EXT, GL_RED, GL_SHORT);
4204 testNorm16Texture(GL_RG16_SNORM_EXT, GL_RG, GL_SHORT);
4205 testNorm16Texture(GL_RGB16_SNORM_EXT, GL_RGB, GL_SHORT);
4206 testNorm16Texture(GL_RGBA16_SNORM_EXT, GL_RGBA, GL_SHORT);
4207
4208 testNorm16Render(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT);
4209 testNorm16Render(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT);
4210 testNorm16Render(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT);
4211}
4212
Mohan Maiya8f1169e2019-06-27 15:32:32 -07004213class Texture2DRGTest : public Texture2DTest
4214{
4215 protected:
4216 Texture2DRGTest()
4217 : Texture2DTest(), mRenderableTexture(0), mTestTexture(0), mFBO(0), mRenderbuffer(0)
4218 {}
4219
4220 void testSetUp() override
4221 {
4222 Texture2DTest::testSetUp();
4223
4224 glActiveTexture(GL_TEXTURE0);
4225 glGenTextures(1, &mRenderableTexture);
4226 glGenTextures(1, &mTestTexture);
4227 glGenFramebuffers(1, &mFBO);
4228 glGenRenderbuffers(1, &mRenderbuffer);
4229
4230 glBindTexture(GL_TEXTURE_2D, mRenderableTexture);
Mohan Maiya6caa2652019-09-11 08:06:13 -07004231 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4232 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
Mohan Maiya8f1169e2019-06-27 15:32:32 -07004233 glBindTexture(GL_TEXTURE_2D, mTestTexture);
Mohan Maiya6caa2652019-09-11 08:06:13 -07004234 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4235 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
Mohan Maiya8f1169e2019-06-27 15:32:32 -07004236
4237 glBindTexture(GL_TEXTURE_2D, 0);
4238
4239 setUpProgram();
4240 glUseProgram(mProgram);
4241 glUniform1i(mTexture2DUniformLocation, 0);
4242
4243 ASSERT_GL_NO_ERROR();
4244 }
4245
4246 void testTearDown() override
4247 {
4248 glDeleteTextures(1, &mRenderableTexture);
4249 glDeleteTextures(1, &mTestTexture);
4250 glDeleteFramebuffers(1, &mFBO);
4251 glDeleteRenderbuffers(1, &mRenderbuffer);
4252
4253 Texture2DTest::testTearDown();
4254 }
4255
4256 void setupFormatTextures(GLenum internalformat, GLenum format, GLenum type, GLvoid *imageData)
4257 {
4258 glBindTexture(GL_TEXTURE_2D, mRenderableTexture);
4259 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4260
4261 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
4262 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
4263 mRenderableTexture, 0);
4264
4265 glBindTexture(GL_TEXTURE_2D, mTestTexture);
4266 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
4267
4268 EXPECT_GL_NO_ERROR();
4269 }
4270
4271 void testRGTexture(GLColor expectedColor)
4272 {
4273 drawQuad(mProgram, "position", 0.5f);
4274
4275 EXPECT_GL_NO_ERROR();
4276 EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedColor, kPixelTolerance);
4277 }
4278
4279 void testRGRender(GLenum internalformat, GLenum format)
4280 {
4281 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
4282 glRenderbufferStorage(GL_RENDERBUFFER, internalformat, 1, 1);
4283 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
4284 mRenderbuffer);
4285 glBindRenderbuffer(GL_RENDERBUFFER, 0);
4286 EXPECT_GL_NO_ERROR();
4287
4288 glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
4289 glClear(GL_COLOR_BUFFER_BIT);
4290
4291 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
4292
4293 ASSERT_GL_NO_ERROR();
4294 EXPECT_PIXEL_COLOR_EQ(0, 0, SliceFormatColor(format, GLColor(255u, 255u, 255u, 255u)));
4295 }
4296
4297 GLuint mRenderableTexture;
4298 GLuint mTestTexture;
4299 GLuint mFBO;
4300 GLuint mRenderbuffer;
4301};
4302
4303// Test unorm texture formats enabled by the GL_EXT_texture_rg extension.
4304TEST_P(Texture2DRGTest, TextureRGUNormTest)
4305{
4306 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_rg"));
4307
4308 GLubyte pixelValue = 0xab;
4309 GLubyte imageData[] = {pixelValue, pixelValue};
4310
4311 setupFormatTextures(GL_RED_EXT, GL_RED_EXT, GL_UNSIGNED_BYTE, imageData);
4312 testRGTexture(
4313 SliceFormatColor(GL_RED_EXT, GLColor(pixelValue, pixelValue, pixelValue, pixelValue)));
4314 testRGRender(GL_R8_EXT, GL_RED_EXT);
4315
4316 setupFormatTextures(GL_RG_EXT, GL_RG_EXT, GL_UNSIGNED_BYTE, imageData);
4317 testRGTexture(
4318 SliceFormatColor(GL_RG_EXT, GLColor(pixelValue, pixelValue, pixelValue, pixelValue)));
4319 testRGRender(GL_RG8_EXT, GL_RG_EXT);
4320}
4321
4322// Test float texture formats enabled by the GL_EXT_texture_rg extension.
4323TEST_P(Texture2DRGTest, TextureRGFloatTest)
4324{
4325 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_rg"));
4326 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
4327
4328 GLfloat pixelValue = 0.54321;
4329 GLfloat imageData[] = {pixelValue, pixelValue};
4330
4331 GLubyte expectedValue = static_cast<GLubyte>(pixelValue * 255.0f);
4332 GLColor expectedColor = GLColor(expectedValue, expectedValue, expectedValue, expectedValue);
4333
4334 setupFormatTextures(GL_RED_EXT, GL_RED_EXT, GL_FLOAT, imageData);
4335 testRGTexture(SliceFormatColor(GL_RED_EXT, expectedColor));
4336
4337 setupFormatTextures(GL_RG_EXT, GL_RG_EXT, GL_FLOAT, imageData);
4338 testRGTexture(SliceFormatColor(GL_RG_EXT, expectedColor));
4339}
4340
4341// Test half-float texture formats enabled by the GL_EXT_texture_rg extension.
Mohan Maiya6caa2652019-09-11 08:06:13 -07004342TEST_P(Texture2DRGTest, TextureRGHalfFloatTest)
Mohan Maiya8f1169e2019-06-27 15:32:32 -07004343{
4344 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_rg"));
4345 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float"));
4346
4347 GLfloat pixelValueFloat = 0.543f;
4348 GLhalf pixelValue = 0x3858;
4349 GLhalf imageData[] = {pixelValue, pixelValue};
4350
4351 GLubyte expectedValue = static_cast<GLubyte>(pixelValueFloat * 255.0f);
4352 GLColor expectedColor = GLColor(expectedValue, expectedValue, expectedValue, expectedValue);
4353
4354 setupFormatTextures(GL_RED_EXT, GL_RED_EXT, GL_HALF_FLOAT_OES, imageData);
4355 testRGTexture(SliceFormatColor(GL_RED_EXT, expectedColor));
4356
4357 setupFormatTextures(GL_RG_EXT, GL_RG_EXT, GL_HALF_FLOAT_OES, imageData);
4358 testRGTexture(SliceFormatColor(GL_RG_EXT, expectedColor));
4359}
4360
Mohan Maiya6caa2652019-09-11 08:06:13 -07004361class Texture2DFloatTest : public Texture2DTest
4362{
4363 protected:
4364 Texture2DFloatTest()
4365 : Texture2DTest(), mRenderableTexture(0), mTestTexture(0), mFBO(0), mRenderbuffer(0)
4366 {}
4367
4368 void testSetUp() override
4369 {
4370 Texture2DTest::testSetUp();
4371
4372 glActiveTexture(GL_TEXTURE0);
4373 glGenTextures(1, &mRenderableTexture);
4374 glGenTextures(1, &mTestTexture);
4375 glGenFramebuffers(1, &mFBO);
4376 glGenRenderbuffers(1, &mRenderbuffer);
4377
4378 setUpProgram();
4379 glUseProgram(mProgram);
4380 glUniform1i(mTexture2DUniformLocation, 0);
4381
4382 glBindTexture(GL_TEXTURE_2D, mRenderableTexture);
4383 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4384
4385 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
4386 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
4387 mRenderableTexture, 0);
4388
4389 ASSERT_GL_NO_ERROR();
4390 }
4391
4392 void testTearDown() override
4393 {
4394 glDeleteTextures(1, &mRenderableTexture);
4395 glDeleteTextures(1, &mTestTexture);
4396 glDeleteFramebuffers(1, &mFBO);
4397 glDeleteRenderbuffers(1, &mRenderbuffer);
4398
4399 Texture2DTest::testTearDown();
4400 }
4401
4402 void testFloatTextureSample(GLenum internalFormat, GLenum format, GLenum type)
4403 {
4404 constexpr GLfloat imageDataFloat[] = {
4405 0.2f,
4406 0.3f,
4407 0.4f,
4408 0.5f,
4409 };
4410 constexpr GLhalf imageDataHalf[] = {
4411 0x3266,
4412 0x34CD,
4413 0x3666,
4414 0x3800,
4415 };
4416 GLColor expectedValue;
4417 for (int i = 0; i < 4; i++)
4418 {
4419 expectedValue[i] = static_cast<GLubyte>(imageDataFloat[i] * 255.0f);
4420 }
4421
4422 const GLvoid *imageData;
4423 switch (type)
4424 {
4425 case GL_FLOAT:
4426 imageData = imageDataFloat;
4427 break;
4428 case GL_HALF_FLOAT:
4429 case GL_HALF_FLOAT_OES:
4430 imageData = imageDataHalf;
4431 break;
4432 default:
4433 imageData = nullptr;
4434 }
4435 ASSERT(imageData != nullptr);
4436
4437 glBindTexture(GL_TEXTURE_2D, mTestTexture);
4438 glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, format, type, imageData);
4439
4440 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4441 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4442
4443 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
4444 drawQuad(mProgram, "position", 0.5f);
4445
4446 EXPECT_GL_NO_ERROR();
4447 EXPECT_PIXEL_COLOR_NEAR(0, 0, SliceFormatColor(format, expectedValue), kPixelTolerance);
4448 }
4449
4450 void testFloatTextureLinear(GLenum internalFormat, GLenum format, GLenum type)
4451 {
4452 int numComponents;
4453 switch (format)
4454 {
4455 case GL_RGBA:
4456 numComponents = 4;
4457 break;
4458 case GL_RGB:
4459 numComponents = 3;
4460 break;
4461 case GL_LUMINANCE_ALPHA:
4462 numComponents = 2;
4463 break;
4464 case GL_LUMINANCE:
4465 case GL_ALPHA:
4466 numComponents = 1;
4467 break;
4468 default:
4469 numComponents = 0;
4470 }
4471 ASSERT(numComponents > 0);
4472
4473 constexpr GLfloat pixelIntensitiesFloat[] = {0.0f, 1.0f, 0.0f, 1.0f};
4474 constexpr GLhalf pixelIntensitiesHalf[] = {0x0000, 0x3C00, 0x0000, 0x3C00};
4475
4476 GLfloat imageDataFloat[16];
4477 GLhalf imageDataHalf[16];
4478 for (int i = 0; i < 4; i++)
4479 {
4480 for (int c = 0; c < numComponents; c++)
4481 {
4482 imageDataFloat[i * numComponents + c] = pixelIntensitiesFloat[i];
4483 imageDataHalf[i * numComponents + c] = pixelIntensitiesHalf[i];
4484 }
4485 }
4486
4487 const GLvoid *imageData;
4488 switch (type)
4489 {
4490 case GL_FLOAT:
4491 imageData = imageDataFloat;
4492 break;
4493 case GL_HALF_FLOAT:
4494 case GL_HALF_FLOAT_OES:
4495 imageData = imageDataHalf;
4496 break;
4497 default:
4498 imageData = nullptr;
4499 }
4500 ASSERT(imageData != nullptr);
4501
4502 glBindTexture(GL_TEXTURE_2D, mTestTexture);
4503 glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 2, 2, 0, format, type, imageData);
4504
4505 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
4506 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
4507
4508 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
4509 drawQuad(mProgram, "position", 0.5f);
4510
4511 EXPECT_GL_NO_ERROR();
4512 // Source texture contains 2 black pixels and 2 white pixels, we sample in the center so we
4513 // should expect the final value to be gray (halfway in-between)
4514 EXPECT_PIXEL_COLOR_NEAR(0, 0, SliceFormatColor(format, GLColor(127u, 127u, 127u, 127u)),
4515 kPixelTolerance);
4516 }
4517
4518 bool performFloatTextureRender(GLenum internalFormat,
4519 GLenum renderBufferFormat,
4520 GLenum format,
4521 GLenum type)
4522 {
4523 glBindTexture(GL_TEXTURE_2D, mTestTexture);
4524 glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, format, type, nullptr);
4525 glBindTexture(GL_TEXTURE_2D, 0);
4526
4527 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
4528 glRenderbufferStorage(GL_RENDERBUFFER, renderBufferFormat, 1, 1);
4529 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
4530 mRenderbuffer);
4531 glBindRenderbuffer(GL_RENDERBUFFER, 0);
4532 EXPECT_GL_NO_ERROR();
4533
4534 if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
4535 {
4536 return false;
4537 }
4538
4539 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
4540
4541 glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
4542 glClear(GL_COLOR_BUFFER_BIT);
4543
4544 EXPECT_GL_NO_ERROR();
4545 return true;
4546 }
4547
4548 GLuint mRenderableTexture;
4549 GLuint mTestTexture;
4550 GLuint mFBO;
4551 GLuint mRenderbuffer;
4552};
4553
4554class Texture2DFloatTestES3 : public Texture2DFloatTest
4555{
4556 protected:
4557 void testFloatTextureRender(GLenum internalFormat, GLenum format, GLenum type)
4558 {
4559 bool framebufferComplete =
4560 performFloatTextureRender(internalFormat, internalFormat, format, type);
4561 EXPECT_TRUE(framebufferComplete);
4562 EXPECT_PIXEL_COLOR32F_NEAR(0, 0,
4563 SliceFormatColor32F(format, GLColor32F(1.0f, 1.0f, 1.0f, 1.0f)),
4564 kPixelTolerance32F);
4565 }
4566};
4567
4568class Texture2DFloatTestES2 : public Texture2DFloatTest
4569{
4570 protected:
4571 bool checkFloatTextureRender(GLenum renderBufferFormat, GLenum format, GLenum type)
4572 {
4573 bool framebufferComplete =
4574 performFloatTextureRender(format, renderBufferFormat, format, type);
4575
4576 if (!framebufferComplete)
4577 {
4578 return false;
4579 }
4580
4581 EXPECT_PIXEL_COLOR32F_NEAR(0, 0,
4582 SliceFormatColor32F(format, GLColor32F(1.0f, 1.0f, 1.0f, 1.0f)),
4583 kPixelTolerance32F);
4584 return true;
4585 }
4586};
4587
4588// Test texture sampling for ES3 float texture formats
4589TEST_P(Texture2DFloatTestES3, TextureFloatSampleBasicTest)
4590{
4591 testFloatTextureSample(GL_RGBA32F, GL_RGBA, GL_FLOAT);
4592 testFloatTextureSample(GL_RGB32F, GL_RGB, GL_FLOAT);
4593}
4594
4595// Test texture sampling for ES2 float texture formats
4596TEST_P(Texture2DFloatTestES2, TextureFloatSampleBasicTest)
4597{
4598 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
4599 testFloatTextureSample(GL_RGBA, GL_RGBA, GL_FLOAT);
4600 testFloatTextureSample(GL_RGB, GL_RGB, GL_FLOAT);
4601}
4602
4603// Test texture sampling for ES3 half float texture formats
4604TEST_P(Texture2DFloatTestES3, TextureHalfFloatSampleBasicTest)
4605{
4606 testFloatTextureSample(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT);
4607 testFloatTextureSample(GL_RGB16F, GL_RGB, GL_HALF_FLOAT);
4608}
4609
4610// Test texture sampling for ES2 half float texture formats
4611TEST_P(Texture2DFloatTestES2, TextureHalfFloatSampleBasicTest)
4612{
4613 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float"));
4614 testFloatTextureSample(GL_RGBA, GL_RGBA, GL_HALF_FLOAT_OES);
4615 testFloatTextureSample(GL_RGB, GL_RGB, GL_HALF_FLOAT_OES);
4616}
4617
4618// Test texture sampling for legacy GLES 2.0 float texture formats in ES3
4619TEST_P(Texture2DFloatTestES3, TextureFloatSampleLegacyTest)
4620{
4621 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
4622
4623 testFloatTextureSample(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT);
4624 testFloatTextureSample(GL_ALPHA, GL_ALPHA, GL_FLOAT);
4625 testFloatTextureSample(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT);
4626
4627 if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
4628 {
4629 testFloatTextureSample(GL_LUMINANCE32F_EXT, GL_LUMINANCE, GL_FLOAT);
4630 testFloatTextureSample(GL_ALPHA32F_EXT, GL_ALPHA, GL_FLOAT);
4631 testFloatTextureSample(GL_LUMINANCE_ALPHA32F_EXT, GL_LUMINANCE_ALPHA, GL_FLOAT);
4632 }
4633}
4634
4635// Test texture sampling for legacy GLES 2.0 float texture formats in ES2
4636TEST_P(Texture2DFloatTestES2, TextureFloatSampleLegacyTest)
4637{
4638 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
4639
4640 testFloatTextureSample(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT);
4641 testFloatTextureSample(GL_ALPHA, GL_ALPHA, GL_FLOAT);
4642 testFloatTextureSample(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT);
4643}
4644
4645// Test texture sampling for legacy GLES 2.0 half float texture formats in ES3
4646TEST_P(Texture2DFloatTestES3, TextureHalfFloatSampleLegacyTest)
4647{
4648 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float"));
4649
4650 testFloatTextureSample(GL_LUMINANCE, GL_LUMINANCE, GL_HALF_FLOAT_OES);
4651 testFloatTextureSample(GL_ALPHA, GL_ALPHA, GL_HALF_FLOAT_OES);
4652 testFloatTextureSample(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES);
4653
4654 if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
4655 {
4656 testFloatTextureSample(GL_LUMINANCE16F_EXT, GL_LUMINANCE, GL_HALF_FLOAT);
4657 testFloatTextureSample(GL_ALPHA16F_EXT, GL_ALPHA, GL_HALF_FLOAT);
4658 testFloatTextureSample(GL_LUMINANCE_ALPHA16F_EXT, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT);
4659 }
4660}
4661// Test texture sampling for legacy GLES 2.0 half float texture formats in ES2
4662TEST_P(Texture2DFloatTestES2, TextureHalfFloatSampleLegacyTest)
4663{
4664 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float"));
4665
4666 testFloatTextureSample(GL_LUMINANCE, GL_LUMINANCE, GL_HALF_FLOAT_OES);
4667 testFloatTextureSample(GL_ALPHA, GL_ALPHA, GL_HALF_FLOAT_OES);
4668 testFloatTextureSample(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES);
4669}
4670
4671// Test linear sampling for ES3 32F formats
4672TEST_P(Texture2DFloatTestES3, TextureFloatLinearTest)
4673{
4674 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float_linear"));
4675
4676 testFloatTextureLinear(GL_RGBA32F, GL_RGBA, GL_FLOAT);
4677 testFloatTextureLinear(GL_RGB32F, GL_RGB, GL_FLOAT);
4678}
4679// Test linear sampling for ES2 32F formats
4680TEST_P(Texture2DFloatTestES2, TextureFloatLinearTest)
4681{
4682 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float_linear"));
4683
4684 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
4685
4686 testFloatTextureLinear(GL_RGBA, GL_RGBA, GL_FLOAT);
4687}
4688
4689// Test linear sampling for ES3 16F formats
4690TEST_P(Texture2DFloatTestES3, TextureHalfFloatLinearTest)
4691{
4692 // Half float formats must be linearly filterable in GLES 3.0 core
4693 testFloatTextureLinear(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT);
4694 testFloatTextureLinear(GL_RGB16F, GL_RGB, GL_HALF_FLOAT);
4695}
4696// Test linear sampling for ES2 16F formats
4697TEST_P(Texture2DFloatTestES2, TextureHalfFloatLinearTest)
4698{
4699 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float_linear"));
4700 testFloatTextureLinear(GL_RGBA, GL_RGBA, GL_HALF_FLOAT_OES);
4701 testFloatTextureLinear(GL_RGB, GL_RGB, GL_HALF_FLOAT_OES);
4702}
4703
4704// Test linear sampling for legacy GLES 2.0 32F formats in ES3
4705TEST_P(Texture2DFloatTestES3, TextureFloatLinearLegacyTest)
4706{
4707 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
4708 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float_linear"));
4709
4710 testFloatTextureLinear(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT);
4711 testFloatTextureLinear(GL_ALPHA, GL_ALPHA, GL_FLOAT);
4712 testFloatTextureLinear(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT);
4713
4714 if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
4715 {
4716 testFloatTextureLinear(GL_LUMINANCE32F_EXT, GL_LUMINANCE, GL_FLOAT);
4717 testFloatTextureLinear(GL_ALPHA32F_EXT, GL_ALPHA, GL_FLOAT);
4718 testFloatTextureLinear(GL_LUMINANCE_ALPHA32F_EXT, GL_LUMINANCE_ALPHA, GL_FLOAT);
4719 }
4720}
4721// Test linear sampling for legacy GLES 2.0 32F formats in ES2
4722TEST_P(Texture2DFloatTestES2, TextureFloatLinearLegacyTest)
4723{
4724 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
4725 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float_linear"));
4726
4727 testFloatTextureLinear(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT);
4728 testFloatTextureLinear(GL_ALPHA, GL_ALPHA, GL_FLOAT);
4729 testFloatTextureLinear(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT);
4730}
4731
4732// Test linear sampling for legacy GLES 2.0 16F formats in ES3
4733TEST_P(Texture2DFloatTestES3, TextureHalfFloatLinearLegacyTest)
4734{
4735 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float"));
4736 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float_linear"));
4737
4738 testFloatTextureLinear(GL_LUMINANCE, GL_LUMINANCE, GL_HALF_FLOAT_OES);
4739 testFloatTextureLinear(GL_ALPHA, GL_ALPHA, GL_HALF_FLOAT_OES);
4740 testFloatTextureLinear(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES);
4741
4742 if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
4743 {
4744 testFloatTextureLinear(GL_LUMINANCE16F_EXT, GL_LUMINANCE, GL_HALF_FLOAT);
4745 testFloatTextureLinear(GL_ALPHA16F_EXT, GL_ALPHA, GL_HALF_FLOAT);
4746 testFloatTextureLinear(GL_LUMINANCE_ALPHA16F_EXT, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT);
4747 }
4748}
4749// Test linear sampling for legacy GLES 2.0 16F formats in ES2
4750TEST_P(Texture2DFloatTestES2, TextureHalfFloatLinearLegacyTest)
4751{
4752 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float"));
4753 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float_linear"));
4754
4755 testFloatTextureLinear(GL_LUMINANCE, GL_LUMINANCE, GL_HALF_FLOAT_OES);
4756 testFloatTextureLinear(GL_ALPHA, GL_ALPHA, GL_HALF_FLOAT_OES);
4757 testFloatTextureLinear(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES);
4758}
4759
4760// Test color-renderability for ES3 float and half float textures
4761TEST_P(Texture2DFloatTestES3, TextureFloatRenderTest)
4762{
Tobin Ehlis1a01b4b2019-11-11 16:41:07 -07004763 // http://anglebug.com/4092
4764 ANGLE_SKIP_TEST_IF(IsD3D9());
Mohan Maiya6caa2652019-09-11 08:06:13 -07004765 // EXT_color_buffer_float covers float, half float, and 11-11-10 float formats
4766 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_color_buffer_float"));
4767
4768 testFloatTextureRender(GL_R32F, GL_RED, GL_FLOAT);
4769 testFloatTextureRender(GL_RG32F, GL_RG, GL_FLOAT);
4770 testFloatTextureRender(GL_RGBA32F, GL_RGBA, GL_FLOAT);
4771
4772 testFloatTextureRender(GL_R16F, GL_RED, GL_HALF_FLOAT);
4773 testFloatTextureRender(GL_RG16F, GL_RG, GL_HALF_FLOAT);
4774 testFloatTextureRender(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT);
4775
4776 testFloatTextureRender(GL_R11F_G11F_B10F, GL_RGB, GL_FLOAT);
4777}
4778
4779// Test color-renderability for ES2 half float textures
4780TEST_P(Texture2DFloatTestES2, TextureFloatRenderTest)
4781{
4782 // EXT_color_buffer_half_float requires at least one format to be renderable, but does not
4783 // require a specific one
4784 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_color_buffer_half_float"));
Zhenyao Mo20bb47d2019-09-16 12:55:30 -07004785 // https://crbug.com/1003971
4786 ANGLE_SKIP_TEST_IF(IsOzone());
Tobin Ehlis1a01b4b2019-11-11 16:41:07 -07004787 // http://anglebug.com/4092
4788 ANGLE_SKIP_TEST_IF(IsD3D9());
Mohan Maiya6caa2652019-09-11 08:06:13 -07004789
4790 bool atLeastOneSupported = false;
4791
4792 if (IsGLExtensionEnabled("GL_OES_texture_half_float") ||
4793 IsGLExtensionEnabled("GL_OES_texture_half_float"))
4794 {
4795 atLeastOneSupported |= checkFloatTextureRender(GL_R16F_EXT, GL_RED_EXT, GL_HALF_FLOAT_OES);
4796 atLeastOneSupported |= checkFloatTextureRender(GL_RG16F_EXT, GL_RG_EXT, GL_HALF_FLOAT_OES);
4797 }
4798 if (IsGLExtensionEnabled("GL_OES_texture_half_float"))
4799 {
4800 atLeastOneSupported |= checkFloatTextureRender(GL_RGB16F_EXT, GL_RGB, GL_HALF_FLOAT_OES);
4801
4802 // If OES_texture_half_float is supported, then RGBA half float textures must be renderable
4803 bool rgbaSupported = checkFloatTextureRender(GL_RGBA16F_EXT, GL_RGBA, GL_HALF_FLOAT_OES);
4804 EXPECT_TRUE(rgbaSupported);
4805 atLeastOneSupported |= rgbaSupported;
4806 }
4807
4808 EXPECT_TRUE(atLeastOneSupported);
4809}
4810
Olli Etuaho95faa232016-06-07 14:01:53 -07004811// Test that UNPACK_SKIP_IMAGES doesn't have an effect on 2D texture uploads.
4812// GLES 3.0.4 section 3.8.3.
4813TEST_P(Texture2DTestES3, UnpackSkipImages2D)
4814{
Yuly Novikovd18c0482019-04-04 19:56:43 -04004815 // Crashes on Nexus 5X due to a driver bug. http://anglebug.com/1429
4816 ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsOpenGLES());
Olli Etuaho95faa232016-06-07 14:01:53 -07004817
4818 glBindTexture(GL_TEXTURE_2D, mTexture2D);
4819 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
4820 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
4821 ASSERT_GL_NO_ERROR();
4822
4823 // SKIP_IMAGES should not have an effect on uploading 2D textures
4824 glPixelStorei(GL_UNPACK_SKIP_IMAGES, 1000);
4825 ASSERT_GL_NO_ERROR();
4826
4827 std::vector<GLColor> pixelsGreen(128u * 128u, GLColor::green);
4828
4829 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE,
4830 pixelsGreen.data());
4831 ASSERT_GL_NO_ERROR();
4832
4833 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE,
4834 pixelsGreen.data());
4835 ASSERT_GL_NO_ERROR();
4836
4837 glUseProgram(mProgram);
4838 drawQuad(mProgram, "position", 0.5f);
4839 ASSERT_GL_NO_ERROR();
4840
4841 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
4842}
4843
Olli Etuaho989cac32016-06-08 16:18:49 -07004844// Test that skip defined in unpack parameters is taken into account when determining whether
4845// unpacking source extends outside unpack buffer bounds.
4846TEST_P(Texture2DTestES3, UnpackSkipPixelsOutOfBounds)
4847{
4848 glBindTexture(GL_TEXTURE_2D, mTexture2D);
4849 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
4850 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
4851 ASSERT_GL_NO_ERROR();
4852
4853 GLBuffer buf;
4854 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf.get());
4855 std::vector<GLColor> pixelsGreen(128u * 128u, GLColor::green);
4856 glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
4857 GL_DYNAMIC_COPY);
4858 ASSERT_GL_NO_ERROR();
4859
4860 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
4861 ASSERT_GL_NO_ERROR();
4862
4863 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 1);
4864 ASSERT_GL_NO_ERROR();
4865
4866 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, 0);
4867 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4868
4869 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
4870 glPixelStorei(GL_UNPACK_SKIP_ROWS, 1);
4871 ASSERT_GL_NO_ERROR();
4872
4873 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, 0);
4874 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4875}
4876
Olli Etuaho218cf9e2016-05-20 13:55:24 +03004877// Test that unpacking rows that overlap in a pixel unpack buffer works as expected.
4878TEST_P(Texture2DTestES3, UnpackOverlappingRowsFromUnpackBuffer)
4879{
Yunchao He9550c602018-02-13 14:47:05 +08004880 ANGLE_SKIP_TEST_IF(IsD3D11());
4881
4882 // Incorrect rendering results seen on OSX AMD.
4883 ANGLE_SKIP_TEST_IF(IsOSX() && IsAMD());
Olli Etuaho218cf9e2016-05-20 13:55:24 +03004884
4885 const GLuint width = 8u;
4886 const GLuint height = 8u;
4887 const GLuint unpackRowLength = 5u;
4888 const GLuint unpackSkipPixels = 1u;
4889
4890 setWindowWidth(width);
4891 setWindowHeight(height);
4892
4893 glBindTexture(GL_TEXTURE_2D, mTexture2D);
4894 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
4895 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
4896 ASSERT_GL_NO_ERROR();
4897
4898 GLBuffer buf;
4899 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf.get());
4900 std::vector<GLColor> pixelsGreen((height - 1u) * unpackRowLength + width + unpackSkipPixels,
4901 GLColor::green);
4902
4903 for (GLuint skippedPixel = 0u; skippedPixel < unpackSkipPixels; ++skippedPixel)
4904 {
4905 pixelsGreen[skippedPixel] = GLColor(255, 0, 0, 255);
4906 }
4907
4908 glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
4909 GL_DYNAMIC_COPY);
4910 ASSERT_GL_NO_ERROR();
4911
4912 glPixelStorei(GL_UNPACK_ROW_LENGTH, unpackRowLength);
4913 glPixelStorei(GL_UNPACK_SKIP_PIXELS, unpackSkipPixels);
4914 ASSERT_GL_NO_ERROR();
4915
4916 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
4917 ASSERT_GL_NO_ERROR();
4918
4919 glUseProgram(mProgram);
4920 drawQuad(mProgram, "position", 0.5f);
4921 ASSERT_GL_NO_ERROR();
4922
4923 GLuint windowPixelCount = getWindowWidth() * getWindowHeight();
4924 std::vector<GLColor> actual(windowPixelCount, GLColor::black);
4925 glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
4926 actual.data());
4927 std::vector<GLColor> expected(windowPixelCount, GLColor::green);
4928 EXPECT_EQ(expected, actual);
4929}
4930
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04004931template <typename T>
4932T UNorm(double value)
4933{
4934 return static_cast<T>(value * static_cast<double>(std::numeric_limits<T>::max()));
4935}
4936
4937// Test rendering a depth texture with mipmaps.
4938TEST_P(Texture2DTestES3, DepthTexturesWithMipmaps)
4939{
Zhenyao Moe520d7c2017-01-13 13:46:49 -08004940 // TODO(cwallez) this is failing on Intel Win7 OpenGL.
4941 // TODO(zmo) this is faling on Win Intel HD 530 Debug.
Jiawei Shaoaf0f31d2018-09-27 15:42:31 +08004942 // http://anglebug.com/1706
4943 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
Corentin Walleze731d8a2016-09-07 10:56:25 -04004944
Jamie Madill24980272019-04-03 09:03:51 -04004945 // Seems to fail on AMD D3D11. Possibly driver bug. http://anglebug.com/3342
4946 ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsD3D11());
4947
Cody Northrop988f7172019-09-30 15:52:37 -06004948 // TODO(cnorthrop): Also failing on Vulkan/Windows/AMD. http://anglebug.com/3950
Cody Northropcb16fb52019-08-29 16:53:55 -06004949 ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsVulkan());
4950
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04004951 const int size = getWindowWidth();
4952
4953 auto dim = [size](int level) { return size >> level; };
Jamie Madill14718762016-09-06 15:56:54 -04004954 int levels = gl::log2(size);
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04004955
4956 glActiveTexture(GL_TEXTURE0);
4957 glBindTexture(GL_TEXTURE_2D, mTexture2D);
4958 glTexStorage2D(GL_TEXTURE_2D, levels, GL_DEPTH_COMPONENT24, size, size);
4959 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
4960 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4961 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4962 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4963 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
4964 ASSERT_GL_NO_ERROR();
4965
4966 glUseProgram(mProgram);
4967 glUniform1i(mTexture2DUniformLocation, 0);
4968
4969 std::vector<unsigned char> expected;
4970
4971 for (int level = 0; level < levels; ++level)
4972 {
4973 double value = (static_cast<double>(level) / static_cast<double>(levels - 1));
4974 expected.push_back(UNorm<unsigned char>(value));
4975
4976 int levelDim = dim(level);
4977
4978 ASSERT_GT(levelDim, 0);
4979
4980 std::vector<unsigned int> initData(levelDim * levelDim, UNorm<unsigned int>(value));
4981 glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, levelDim, levelDim, GL_DEPTH_COMPONENT,
4982 GL_UNSIGNED_INT, initData.data());
4983 }
4984 ASSERT_GL_NO_ERROR();
4985
4986 for (int level = 0; level < levels; ++level)
4987 {
4988 glViewport(0, 0, dim(level), dim(level));
4989 drawQuad(mProgram, "position", 0.5f);
4990 GLColor actual = ReadColor(0, 0);
4991 EXPECT_NEAR(expected[level], actual.R, 10u);
4992 }
4993
4994 ASSERT_GL_NO_ERROR();
4995}
4996
Courtney Goeltzenleuchter1f2782e2019-08-29 14:19:23 -06004997class Texture2DDepthTest : public Texture2DTest
4998{
4999 protected:
5000 Texture2DDepthTest() : Texture2DTest() {}
5001
5002 const char *getVertexShaderSource() override
5003 {
5004 return "attribute vec4 vPosition;\n"
5005 "void main() {\n"
5006 " gl_Position = vPosition;\n"
5007 "}\n";
5008 }
5009
5010 const char *getFragmentShaderSource() override
5011 {
5012 return "precision mediump float;\n"
5013 "uniform sampler2D ShadowMap;"
5014 "void main() {\n"
5015 " vec4 shadow_value = texture2D(ShadowMap, vec2(0.5, 0.5));"
5016 " if (shadow_value.x == shadow_value.z && shadow_value.x != 0.0) {"
5017 " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);"
5018 " } else {"
5019 " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
5020 " }"
5021 "}\n";
5022 }
5023
5024 bool checkTexImageFormatSupport(GLenum format, GLenum internalformat, GLenum type)
5025 {
5026 EXPECT_GL_NO_ERROR();
5027
5028 GLTexture tex;
5029 glBindTexture(GL_TEXTURE_2D, tex);
5030 glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, type, nullptr);
5031
5032 return (glGetError() == GL_NO_ERROR);
5033 }
5034
5035 void testBehavior(bool useSizedComponent)
5036 {
5037 int w = getWindowWidth();
5038 int h = getWindowHeight();
5039 GLuint format = GL_DEPTH_COMPONENT;
5040 GLuint internalFormat = GL_DEPTH_COMPONENT;
5041
5042 if (useSizedComponent)
5043 {
5044 internalFormat = GL_DEPTH_COMPONENT24;
5045 }
5046
5047 GLFramebuffer fbo;
5048 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
5049 ASSERT_GL_NO_ERROR();
5050
5051 GLTexture depthTexture;
5052 glBindTexture(GL_TEXTURE_2D, depthTexture);
5053 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5054 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5055 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
5056 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
5057
5058 TexCoordDrawTest::setUpProgram();
5059 GLint shadowMapLocation = glGetUniformLocation(mProgram, "ShadowMap");
5060 ASSERT_NE(-1, shadowMapLocation);
5061
5062 GLint positionLocation = glGetAttribLocation(mProgram, "vPosition");
5063 ASSERT_NE(-1, positionLocation);
5064
5065 ANGLE_SKIP_TEST_IF(!checkTexImageFormatSupport(format, internalFormat, GL_UNSIGNED_INT));
5066 glBindTexture(GL_TEXTURE_2D, depthTexture);
5067 glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, w, h, 0, format, GL_UNSIGNED_INT, nullptr);
5068 ASSERT_GL_NO_ERROR();
5069
5070 // try adding a color buffer.
5071 GLuint colorTex = 0;
5072 glGenTextures(1, &colorTex);
5073 glBindTexture(GL_TEXTURE_2D, colorTex);
5074 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
5075 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
5076 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
5077 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
5078 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
5079 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
5080 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
5081 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
5082 ASSERT_GL_NO_ERROR();
5083
5084 glViewport(0, 0, w, h);
5085 // Fill depthTexture with 0.75
5086 glClearDepthf(0.75);
5087 glClear(GL_DEPTH_BUFFER_BIT);
5088
5089 // Revert to normal framebuffer to test depth shader
5090 glBindFramebuffer(GL_FRAMEBUFFER, 0);
5091 glViewport(0, 0, w, h);
5092 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
5093 glClearDepthf(0.0f);
5094 ASSERT_GL_NO_ERROR();
5095
5096 glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
5097 ASSERT_GL_NO_ERROR();
5098
5099 glActiveTexture(GL_TEXTURE0);
5100 glBindTexture(GL_TEXTURE_2D, depthTexture);
5101
5102 glUseProgram(mProgram);
5103 ASSERT_GL_NO_ERROR();
5104
5105 glUniform1i(shadowMapLocation, 0);
5106
5107 const GLfloat gTriangleVertices[] = {-0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f};
5108
5109 glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, gTriangleVertices);
5110 ASSERT_GL_NO_ERROR();
5111 glEnableVertexAttribArray(positionLocation);
5112 ASSERT_GL_NO_ERROR();
5113 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
5114 ASSERT_GL_NO_ERROR();
5115
5116 GLuint pixels[1];
5117 glReadPixels(w / 2, h / 2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
5118 ASSERT_GL_NO_ERROR();
5119
5120 // The GLES 3.x spec says that the depth texture sample can be found in the RED component.
5121 // However, the OES_depth_texture indicates that the depth value is treated as luminance and
5122 // is in all the color components. Multiple implementations implement a workaround that
5123 // follows the OES_depth_texture behavior if the internalformat given at glTexImage2D was a
5124 // unsized format (e.g. DEPTH_COMPONENT) and the GLES 3.x behavior if it was a sized
5125 // internalformat such as GL_DEPTH_COMPONENT24. The shader will write out a different color
5126 // depending on if it sees the texture sample in only the RED component.
5127 if (useSizedComponent)
5128 {
5129 ASSERT_NE(pixels[0], 0xff0000ff);
5130 }
5131 else
5132 {
5133 ASSERT_EQ(pixels[0], 0xff0000ff);
5134 }
5135
5136 glBindFramebuffer(GL_FRAMEBUFFER, 0);
5137 glDeleteProgram(mProgram);
5138 }
5139};
5140
5141// Test depth texture compatibility with OES_depth_texture. Uses unsized internformat.
5142TEST_P(Texture2DDepthTest, DepthTextureES2Compatibility)
5143{
5144 ANGLE_SKIP_TEST_IF(IsD3D11());
5145 ANGLE_SKIP_TEST_IF(IsIntel() && IsD3D9());
Tobin Ehlis7af26762019-10-23 16:18:57 -06005146 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_depth_texture") &&
5147 !IsGLExtensionEnabled("GL_OES_depth_texture"));
Tobin Ehlis1a01b4b2019-11-11 16:41:07 -07005148 // http://anglebug.com/4092
5149 ANGLE_SKIP_TEST_IF(IsOpenGL() || IsOpenGLES());
Courtney Goeltzenleuchter1f2782e2019-08-29 14:19:23 -06005150
5151 // When the depth texture is specified with unsized internalformat implementations follow
5152 // OES_depth_texture behavior. Otherwise they follow GLES 3.0 behavior.
5153 testBehavior(false);
5154}
5155
5156// Test depth texture compatibility with GLES3 using sized internalformat.
5157TEST_P(Texture2DDepthTest, DepthTextureES3Compatibility)
5158{
5159 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
5160
5161 testBehavior(true);
5162}
5163
Jamie Madill7ffdda92016-09-08 13:26:51 -04005164// Tests unpacking into the unsized GL_ALPHA format.
5165TEST_P(Texture2DTestES3, UnsizedAlphaUnpackBuffer)
5166{
Jamie Madill7ffdda92016-09-08 13:26:51 -04005167 // Initialize the texure.
5168 glBindTexture(GL_TEXTURE_2D, mTexture2D);
5169 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, getWindowWidth(), getWindowHeight(), 0, GL_ALPHA,
5170 GL_UNSIGNED_BYTE, nullptr);
5171 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5172 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5173
5174 std::vector<GLubyte> bufferData(getWindowWidth() * getWindowHeight(), 127);
5175
5176 // Pull in the color data from the unpack buffer.
Jamie Madill2e600342016-09-19 13:56:40 -04005177 GLBuffer unpackBuffer;
Jamie Madill7ffdda92016-09-08 13:26:51 -04005178 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
5179 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get());
5180 glBufferData(GL_PIXEL_UNPACK_BUFFER, getWindowWidth() * getWindowHeight(), bufferData.data(),
5181 GL_STATIC_DRAW);
5182
5183 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth(), getWindowHeight(), GL_ALPHA,
5184 GL_UNSIGNED_BYTE, nullptr);
5185
5186 // Clear to a weird color to make sure we're drawing something.
5187 glClearColor(0.5f, 0.8f, 1.0f, 0.2f);
5188 glClear(GL_COLOR_BUFFER_BIT);
5189
5190 // Draw with the alpha texture and verify.
5191 drawQuad(mProgram, "position", 0.5f);
Jamie Madill7ffdda92016-09-08 13:26:51 -04005192
5193 ASSERT_GL_NO_ERROR();
5194 EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 127, 1);
5195}
5196
Jamie Madill2e600342016-09-19 13:56:40 -04005197// Ensure stale unpack data doesn't propagate in D3D11.
5198TEST_P(Texture2DTestES3, StaleUnpackData)
5199{
5200 // Init unpack buffer.
5201 GLsizei pixelCount = getWindowWidth() * getWindowHeight() / 2;
5202 std::vector<GLColor> pixels(pixelCount, GLColor::red);
5203
5204 GLBuffer unpackBuffer;
5205 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
5206 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get());
5207 GLsizei bufferSize = pixelCount * sizeof(GLColor);
5208 glBufferData(GL_PIXEL_UNPACK_BUFFER, bufferSize, pixels.data(), GL_STATIC_DRAW);
5209
5210 // Create from unpack buffer.
5211 glBindTexture(GL_TEXTURE_2D, mTexture2D);
5212 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWindowWidth() / 2, getWindowHeight() / 2, 0,
5213 GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
5214 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5215 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5216
5217 drawQuad(mProgram, "position", 0.5f);
5218
5219 ASSERT_GL_NO_ERROR();
5220 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
5221
5222 // Fill unpack with green, recreating buffer.
5223 pixels.assign(getWindowWidth() * getWindowHeight(), GLColor::green);
5224 GLsizei size2 = getWindowWidth() * getWindowHeight() * sizeof(GLColor);
5225 glBufferData(GL_PIXEL_UNPACK_BUFFER, size2, pixels.data(), GL_STATIC_DRAW);
5226
5227 // Reinit texture with green.
5228 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GL_RGBA,
5229 GL_UNSIGNED_BYTE, nullptr);
5230
5231 drawQuad(mProgram, "position", 0.5f);
5232
5233 ASSERT_GL_NO_ERROR();
5234 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
5235}
5236
Geoff Langfb7685f2017-11-13 11:44:11 -05005237// Ensure that texture parameters passed as floats that are converted to ints are rounded before
5238// validating they are less than 0.
5239TEST_P(Texture2DTestES3, TextureBaseMaxLevelRoundingValidation)
5240{
5241 GLTexture texture;
5242 glBindTexture(GL_TEXTURE_2D, texture);
5243
5244 // Use a negative number that will round to zero when converted to an integer
5245 // According to the spec(2.3.1 Data Conversion For State - Setting Commands):
5246 // "Validation of values performed by state-setting commands is performed after conversion,
5247 // unless specified otherwise for a specific command."
5248 GLfloat param = -7.30157126e-07f;
5249 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, param);
5250 EXPECT_GL_NO_ERROR();
5251
5252 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, param);
5253 EXPECT_GL_NO_ERROR();
5254}
5255
Jamie Madillf097e232016-11-05 00:44:15 -04005256// This test covers a D3D format redefinition bug for 3D textures. The base level format was not
5257// being properly checked, and the texture storage of the previous texture format was persisting.
5258// This would result in an ASSERT in debug and incorrect rendering in release.
5259// See http://anglebug.com/1609 and WebGL 2 test conformance2/misc/views-with-offsets.html.
5260TEST_P(Texture3DTestES3, FormatRedefinitionBug)
5261{
5262 GLTexture tex;
5263 glBindTexture(GL_TEXTURE_3D, tex.get());
5264 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
5265
5266 GLFramebuffer framebuffer;
5267 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
5268 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex.get(), 0, 0);
5269
5270 glCheckFramebufferStatus(GL_FRAMEBUFFER);
5271
5272 std::vector<uint8_t> pixelData(100, 0);
5273
5274 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB565, 1, 1, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, nullptr);
5275 glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 1, 1, 1, GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
5276 pixelData.data());
5277
5278 ASSERT_GL_NO_ERROR();
5279}
5280
Corentin Wallezd2627992017-04-28 17:17:03 -04005281// Test basic pixel unpack buffer OOB checks when uploading to a 2D or 3D texture
5282TEST_P(Texture3DTestES3, BasicUnpackBufferOOB)
5283{
5284 // 2D tests
5285 {
5286 GLTexture tex;
5287 glBindTexture(GL_TEXTURE_2D, tex.get());
5288
5289 GLBuffer pbo;
5290 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get());
5291
5292 // Test OOB
5293 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 - 1, nullptr, GL_STATIC_DRAW);
5294 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
5295 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
5296
5297 // Test OOB
5298 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2, nullptr, GL_STATIC_DRAW);
5299 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
5300 ASSERT_GL_NO_ERROR();
5301 }
5302
5303 // 3D tests
5304 {
5305 GLTexture tex;
5306 glBindTexture(GL_TEXTURE_3D, tex.get());
5307
5308 GLBuffer pbo;
5309 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get());
5310
5311 // Test OOB
5312 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2 - 1, nullptr,
5313 GL_STATIC_DRAW);
5314 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
5315 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
5316
5317 // Test OOB
5318 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2, nullptr, GL_STATIC_DRAW);
5319 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
5320 ASSERT_GL_NO_ERROR();
5321 }
5322}
5323
Jamie Madill3ed60422017-09-07 11:32:52 -04005324// Tests behaviour with a single texture and multiple sampler objects.
5325TEST_P(Texture2DTestES3, SingleTextureMultipleSamplers)
5326{
5327 GLint maxTextureUnits = 0;
5328 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
5329 ANGLE_SKIP_TEST_IF(maxTextureUnits < 4);
5330
5331 constexpr int kSize = 16;
5332
5333 // Make a single-level texture, fill it with red.
5334 std::vector<GLColor> redColors(kSize * kSize, GLColor::red);
5335 GLTexture tex;
5336 glBindTexture(GL_TEXTURE_2D, tex);
5337 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
5338 redColors.data());
5339 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5340 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5341
5342 // Simple sanity check.
5343 draw2DTexturedQuad(0.5f, 1.0f, true);
5344 ASSERT_GL_NO_ERROR();
5345 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
5346
5347 // Bind texture to unit 1 with a sampler object making it incomplete.
5348 GLSampler sampler;
5349 glBindSampler(0, sampler);
5350 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
5351 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5352
5353 // Make a mipmap texture, fill it with blue.
5354 std::vector<GLColor> blueColors(kSize * kSize, GLColor::blue);
5355 GLTexture mipmapTex;
5356 glBindTexture(GL_TEXTURE_2D, mipmapTex);
5357 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
5358 blueColors.data());
5359 glGenerateMipmap(GL_TEXTURE_2D);
5360
5361 // Draw with the sampler, expect blue.
5362 draw2DTexturedQuad(0.5f, 1.0f, true);
5363 ASSERT_GL_NO_ERROR();
5364 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
5365
5366 // Simple multitexturing program.
Jamie Madill35cd7332018-12-02 12:03:33 -05005367 constexpr char kVS[] =
Jamie Madill3ed60422017-09-07 11:32:52 -04005368 "#version 300 es\n"
5369 "in vec2 position;\n"
5370 "out vec2 texCoord;\n"
5371 "void main()\n"
5372 "{\n"
5373 " gl_Position = vec4(position, 0, 1);\n"
5374 " texCoord = position * 0.5 + vec2(0.5);\n"
5375 "}";
Jamie Madill35cd7332018-12-02 12:03:33 -05005376
5377 constexpr char kFS[] =
Jamie Madill3ed60422017-09-07 11:32:52 -04005378 "#version 300 es\n"
5379 "precision mediump float;\n"
5380 "in vec2 texCoord;\n"
5381 "uniform sampler2D tex1;\n"
5382 "uniform sampler2D tex2;\n"
5383 "uniform sampler2D tex3;\n"
5384 "uniform sampler2D tex4;\n"
5385 "out vec4 color;\n"
5386 "void main()\n"
5387 "{\n"
5388 " color = (texture(tex1, texCoord) + texture(tex2, texCoord) \n"
5389 " + texture(tex3, texCoord) + texture(tex4, texCoord)) * 0.25;\n"
5390 "}";
5391
Jamie Madill35cd7332018-12-02 12:03:33 -05005392 ANGLE_GL_PROGRAM(program, kVS, kFS);
Jamie Madill3ed60422017-09-07 11:32:52 -04005393
5394 std::array<GLint, 4> texLocations = {
5395 {glGetUniformLocation(program, "tex1"), glGetUniformLocation(program, "tex2"),
5396 glGetUniformLocation(program, "tex3"), glGetUniformLocation(program, "tex4")}};
5397 for (GLint location : texLocations)
5398 {
5399 ASSERT_NE(-1, location);
5400 }
5401
5402 // Init the uniform data.
5403 glUseProgram(program);
5404 for (GLint location = 0; location < 4; ++location)
5405 {
5406 glUniform1i(texLocations[location], location);
5407 }
5408
5409 // Initialize four samplers
5410 GLSampler samplers[4];
5411
5412 // 0: non-mipped.
5413 glBindSampler(0, samplers[0]);
5414 glSamplerParameteri(samplers[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5415 glSamplerParameteri(samplers[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5416
5417 // 1: mipped.
5418 glBindSampler(1, samplers[1]);
5419 glSamplerParameteri(samplers[1], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
5420 glSamplerParameteri(samplers[1], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5421
5422 // 2: non-mipped.
5423 glBindSampler(2, samplers[2]);
5424 glSamplerParameteri(samplers[2], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5425 glSamplerParameteri(samplers[2], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5426
5427 // 3: mipped.
5428 glBindSampler(3, samplers[3]);
5429 glSamplerParameteri(samplers[3], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
5430 glSamplerParameteri(samplers[3], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5431
5432 // Bind two blue mipped textures and two single layer textures, should all draw.
5433 glActiveTexture(GL_TEXTURE0);
5434 glBindTexture(GL_TEXTURE_2D, tex);
5435
5436 glActiveTexture(GL_TEXTURE1);
5437 glBindTexture(GL_TEXTURE_2D, mipmapTex);
5438
5439 glActiveTexture(GL_TEXTURE2);
5440 glBindTexture(GL_TEXTURE_2D, tex);
5441
5442 glActiveTexture(GL_TEXTURE3);
5443 glBindTexture(GL_TEXTURE_2D, mipmapTex);
5444
5445 ASSERT_GL_NO_ERROR();
5446
5447 drawQuad(program, "position", 0.5f);
5448 ASSERT_GL_NO_ERROR();
5449 EXPECT_PIXEL_NEAR(0, 0, 128, 0, 128, 255, 2);
5450
5451 // Bind four single layer textures, two should be incomplete.
5452 glActiveTexture(GL_TEXTURE1);
5453 glBindTexture(GL_TEXTURE_2D, tex);
5454
5455 glActiveTexture(GL_TEXTURE3);
5456 glBindTexture(GL_TEXTURE_2D, tex);
5457
5458 drawQuad(program, "position", 0.5f);
5459 ASSERT_GL_NO_ERROR();
5460 EXPECT_PIXEL_NEAR(0, 0, 128, 0, 0, 255, 2);
5461}
5462
Martin Radev7e2c0d32017-09-15 14:25:42 +03005463// The test is added to cover http://anglebug.com/2153. Cubemap completeness checks used to start
5464// always at level 0 instead of the base level resulting in an incomplete texture if the faces at
5465// level 0 are not created. The test creates a cubemap texture, specifies the images only for mip
5466// level 1 filled with white color, updates the base level to be 1 and renders a quad. The program
5467// samples the cubemap using a direction vector (1,1,1).
5468TEST_P(TextureCubeTestES3, SpecifyAndSampleFromBaseLevel1)
5469{
Yunchao He2f23f352018-02-11 22:11:37 +08005470 // Check http://anglebug.com/2155.
5471 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA());
5472
Jamie Madill35cd7332018-12-02 12:03:33 -05005473 constexpr char kVS[] =
Martin Radev7e2c0d32017-09-15 14:25:42 +03005474 R"(#version 300 es
Olli Etuahoa20af6d2017-09-18 13:32:29 +03005475 precision mediump float;
5476 in vec3 pos;
5477 void main() {
5478 gl_Position = vec4(pos, 1.0);
5479 })";
Martin Radev7e2c0d32017-09-15 14:25:42 +03005480
Jamie Madill35cd7332018-12-02 12:03:33 -05005481 constexpr char kFS[] =
Martin Radev7e2c0d32017-09-15 14:25:42 +03005482 R"(#version 300 es
Olli Etuahoa20af6d2017-09-18 13:32:29 +03005483 precision mediump float;
5484 out vec4 color;
5485 uniform samplerCube uTex;
5486 void main(){
5487 color = texture(uTex, vec3(1.0));
5488 })";
Jamie Madill35cd7332018-12-02 12:03:33 -05005489
5490 ANGLE_GL_PROGRAM(program, kVS, kFS);
Martin Radev7e2c0d32017-09-15 14:25:42 +03005491 glUseProgram(program);
5492
5493 glUniform1i(glGetUniformLocation(program, "uTex"), 0);
5494 glActiveTexture(GL_TEXTURE0);
5495
5496 GLTexture cubeTex;
5497 glBindTexture(GL_TEXTURE_CUBE_MAP, cubeTex);
5498
5499 const int kFaceWidth = 1;
5500 const int kFaceHeight = 1;
5501 std::vector<uint32_t> texData(kFaceWidth * kFaceHeight, 0xFFFFFFFF);
5502 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
5503 GL_UNSIGNED_BYTE, texData.data());
5504 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
5505 GL_UNSIGNED_BYTE, texData.data());
5506 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
5507 GL_UNSIGNED_BYTE, texData.data());
5508 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
5509 GL_UNSIGNED_BYTE, texData.data());
5510 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
5511 GL_UNSIGNED_BYTE, texData.data());
5512 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
5513 GL_UNSIGNED_BYTE, texData.data());
5514 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5515 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5516 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT);
5517 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT);
5518 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_REPEAT);
5519 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 1);
5520
5521 drawQuad(program, "pos", 0.5f, 1.0f, true);
5522 ASSERT_GL_NO_ERROR();
5523
5524 EXPECT_PIXEL_COLOR_EQ(0, 0, angle::GLColor::white);
5525}
5526
Jiawei Shao3c43b4d2018-02-23 11:08:28 +08005527// Verify that using negative texture base level and max level generates GL_INVALID_VALUE.
5528TEST_P(Texture2DTestES3, NegativeTextureBaseLevelAndMaxLevel)
5529{
5530 GLuint texture = create2DTexture();
5531
5532 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, -1);
5533 EXPECT_GL_ERROR(GL_INVALID_VALUE);
5534
5535 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, -1);
5536 EXPECT_GL_ERROR(GL_INVALID_VALUE);
5537
5538 glDeleteTextures(1, &texture);
5539 EXPECT_GL_NO_ERROR();
5540}
5541
Olli Etuaho023371b2018-04-24 17:43:32 +03005542// Test setting base level after calling generateMipmap on a LUMA texture.
5543// Covers http://anglebug.com/2498
5544TEST_P(Texture2DTestES3, GenerateMipmapAndBaseLevelLUMA)
5545{
5546 glActiveTexture(GL_TEXTURE0);
5547 glBindTexture(GL_TEXTURE_2D, mTexture2D);
5548
5549 constexpr const GLsizei kWidth = 8;
5550 constexpr const GLsizei kHeight = 8;
5551 std::array<GLubyte, kWidth * kHeight * 2> whiteData;
5552 whiteData.fill(255u);
5553
5554 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, kWidth, kHeight, 0, GL_LUMINANCE_ALPHA,
5555 GL_UNSIGNED_BYTE, whiteData.data());
5556 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
5557 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
5558 glGenerateMipmap(GL_TEXTURE_2D);
5559 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
5560 EXPECT_GL_NO_ERROR();
5561
5562 drawQuad(mProgram, "position", 0.5f);
5563 EXPECT_PIXEL_COLOR_EQ(0, 0, angle::GLColor::white);
5564}
5565
Till Rathmannc1551dc2018-08-15 17:04:49 +02005566// Covers a bug in the D3D11 backend: http://anglebug.com/2772
5567// When using a sampler the texture was created as if it has mipmaps,
5568// regardless what you specified in GL_TEXTURE_MIN_FILTER via
5569// glSamplerParameteri() -- mistakenly the default value
5570// GL_NEAREST_MIPMAP_LINEAR or the value set via glTexParameteri() was
5571// evaluated.
5572// If you didn't provide mipmaps and didn't let the driver generate them
5573// this led to not sampling your texture data when minification occurred.
5574TEST_P(Texture2DTestES3, MinificationWithSamplerNoMipmapping)
5575{
Cody Northrop988f7172019-09-30 15:52:37 -06005576 // TODO: Triage this failure on Vulkan: http://anglebug.com/3950
Cody Northropcb16fb52019-08-29 16:53:55 -06005577 ANGLE_SKIP_TEST_IF(IsVulkan());
5578
Jamie Madill35cd7332018-12-02 12:03:33 -05005579 constexpr char kVS[] =
Till Rathmannc1551dc2018-08-15 17:04:49 +02005580 "#version 300 es\n"
5581 "out vec2 texcoord;\n"
5582 "in vec4 position;\n"
5583 "void main()\n"
5584 "{\n"
5585 " gl_Position = vec4(position.xy * 0.1, 0.0, 1.0);\n"
5586 " texcoord = (position.xy * 0.5) + 0.5;\n"
5587 "}\n";
5588
Jamie Madill35cd7332018-12-02 12:03:33 -05005589 constexpr char kFS[] =
Till Rathmannc1551dc2018-08-15 17:04:49 +02005590 "#version 300 es\n"
5591 "precision highp float;\n"
5592 "uniform highp sampler2D tex;\n"
5593 "in vec2 texcoord;\n"
5594 "out vec4 fragColor;\n"
5595 "void main()\n"
5596 "{\n"
5597 " fragColor = texture(tex, texcoord);\n"
5598 "}\n";
Jamie Madill35cd7332018-12-02 12:03:33 -05005599
5600 ANGLE_GL_PROGRAM(program, kVS, kFS);
Till Rathmannc1551dc2018-08-15 17:04:49 +02005601
5602 GLSampler sampler;
5603 glBindSampler(0, sampler);
5604 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
5605 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
5606
5607 glActiveTexture(GL_TEXTURE0);
5608 glBindTexture(GL_TEXTURE_2D, mTexture2D);
5609
5610 const GLsizei texWidth = getWindowWidth();
5611 const GLsizei texHeight = getWindowHeight();
5612 const std::vector<GLColor> whiteData(texWidth * texHeight, GLColor::white);
5613
5614 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
5615 whiteData.data());
5616 EXPECT_GL_NO_ERROR();
5617
5618 drawQuad(program, "position", 0.5f);
5619 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, angle::GLColor::white);
5620}
5621
Anders Leinof6cbe442019-04-18 15:32:07 +03005622// Draw a quad with an integer texture with a non-zero base level, and test that the color of the
5623// texture is output.
5624TEST_P(Texture2DIntegerTestES3, IntegerTextureNonZeroBaseLevel)
5625{
Yuly Novikovd2683452019-05-23 16:11:19 -04005626 // http://anglebug.com/3478
5627 ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
5628
Anders Leinof6cbe442019-04-18 15:32:07 +03005629 glActiveTexture(GL_TEXTURE0);
5630 glBindTexture(GL_TEXTURE_2D, mTexture2D);
5631 int width = getWindowWidth();
5632 int height = getWindowHeight();
5633 GLColor color = GLColor::green;
5634 std::vector<GLColor> pixels(width * height, color);
5635 GLint baseLevel = 1;
5636 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, baseLevel);
5637 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5638 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5639 glTexImage2D(GL_TEXTURE_2D, baseLevel, GL_RGBA8UI, width, height, 0, GL_RGBA_INTEGER,
5640 GL_UNSIGNED_BYTE, pixels.data());
5641
5642 setUpProgram();
5643 glUseProgram(mProgram);
5644 glUniform1i(mTexture2DUniformLocation, 0);
5645 drawQuad(mProgram, "position", 0.5f);
5646
5647 EXPECT_GL_NO_ERROR();
5648 EXPECT_PIXEL_COLOR_EQ(0, 0, color);
5649 EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color);
5650}
5651
Anders Leino60cc7512019-05-06 09:25:27 +03005652// Draw a quad with an integer cube texture with a non-zero base level, and test that the color of
5653// the texture is output.
5654TEST_P(TextureCubeIntegerTestES3, IntegerCubeTextureNonZeroBaseLevel)
5655{
5656 // All output checks returned black, rather than the texture color.
5657 ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL());
5658
5659 glActiveTexture(GL_TEXTURE0);
5660
5661 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
5662 GLint baseLevel = 1;
5663 int width = getWindowWidth();
5664 int height = getWindowHeight();
5665 GLColor color = GLColor::green;
5666 std::vector<GLColor> pixels(width * height, color);
5667 for (GLenum faceIndex = 0; faceIndex < 6; faceIndex++)
5668 {
5669 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, baseLevel, GL_RGBA8UI, width,
5670 height, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, pixels.data());
5671 EXPECT_GL_NO_ERROR();
5672 }
5673 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, baseLevel);
5674 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5675 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5676
5677 glUseProgram(mProgram);
5678 glUniform1i(mTextureCubeUniformLocation, 0);
5679 drawQuad(mProgram, "position", 0.5f);
5680
5681 EXPECT_GL_NO_ERROR();
5682 EXPECT_PIXEL_COLOR_EQ(0, 0, color);
5683 EXPECT_PIXEL_COLOR_EQ(width - 1, 0, color);
5684 EXPECT_PIXEL_COLOR_EQ(0, height - 1, color);
5685 EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color);
5686}
5687
Anders Leinoe4452442019-05-09 13:29:49 +03005688// This test sets up a cube map with four distincly colored MIP levels.
5689// The size of the texture and the geometry is chosen such that levels 1 or 2 should be chosen at
5690// the corners of the screen.
5691TEST_P(TextureCubeIntegerEdgeTestES3, IntegerCubeTextureCorner)
5692{
5693 glActiveTexture(GL_TEXTURE0);
5694
5695 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
5696 int width = getWindowWidth();
5697 int height = getWindowHeight();
5698 ASSERT_EQ(width, height);
5699 GLColor color[4] = {GLColor::white, GLColor::green, GLColor::blue, GLColor::red};
5700 for (GLint level = 0; level < 4; level++)
5701 {
5702 for (GLenum faceIndex = 0; faceIndex < 6; faceIndex++)
5703 {
5704 int levelWidth = (2 * width) >> level;
5705 int levelHeight = (2 * height) >> level;
5706 std::vector<GLColor> pixels(levelWidth * levelHeight, color[level]);
5707 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, GL_RGBA8UI, levelWidth,
5708 levelHeight, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, pixels.data());
5709 EXPECT_GL_NO_ERROR();
5710 }
5711 }
5712 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
5713 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5714 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 3);
5715
5716 glUseProgram(mProgram);
5717 glUniform1i(mTextureCubeUniformLocation, 0);
5718 drawQuad(mProgram, "position", 0.5f);
5719
5720 ASSERT_GL_NO_ERROR();
5721 // Check that we do not read from levels 0 or 3. Levels 1 and 2 are both acceptable.
5722 EXPECT_EQ(ReadColor(0, 0).R, 0);
5723 EXPECT_EQ(ReadColor(width - 1, 0).R, 0);
5724 EXPECT_EQ(ReadColor(0, height - 1).R, 0);
5725 EXPECT_EQ(ReadColor(width - 1, height - 1).R, 0);
5726}
5727
Anders Leino1b6aded2019-05-20 12:56:34 +03005728// Draw a quad with an integer texture with a non-zero base level, and test that the color of the
5729// texture is output.
5730TEST_P(Texture2DIntegerProjectiveOffsetTestES3, NonZeroBaseLevel)
5731{
Jamie Madill29ac2742019-05-28 15:53:00 -04005732 // Fails on AMD: http://crbug.com/967796
Jamie Madill06055b52019-05-29 14:31:42 -04005733 ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsOpenGL());
Jamie Madill29ac2742019-05-28 15:53:00 -04005734
Anders Leino1b6aded2019-05-20 12:56:34 +03005735 glActiveTexture(GL_TEXTURE0);
5736 glBindTexture(GL_TEXTURE_2D, mTexture2D);
5737 int width = getWindowWidth();
5738 int height = getWindowHeight();
5739 GLColor color = GLColor::green;
5740 std::vector<GLColor> pixels(width * height, color);
5741 GLint baseLevel = 1;
5742 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, baseLevel);
5743 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5744 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5745 glTexImage2D(GL_TEXTURE_2D, baseLevel, GL_RGBA8UI, width, height, 0, GL_RGBA_INTEGER,
5746 GL_UNSIGNED_BYTE, pixels.data());
5747
5748 setUpProgram();
5749 glUseProgram(mProgram);
5750 glUniform1i(mTexture2DUniformLocation, 0);
5751 drawQuad(mProgram, "position", 0.5f);
5752
5753 EXPECT_GL_NO_ERROR();
5754 EXPECT_PIXEL_COLOR_EQ(0, 0, color);
5755 EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color);
5756}
5757
Anders Leino69d04932019-05-20 14:04:13 +03005758// Draw a quad with an integer texture with a non-zero base level, and test that the color of the
5759// texture is output.
5760TEST_P(Texture2DArrayIntegerTestES3, NonZeroBaseLevel)
5761{
5762 glActiveTexture(GL_TEXTURE0);
5763 glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
5764 int width = getWindowWidth();
5765 int height = getWindowHeight();
5766 int depth = 2;
5767 GLColor color = GLColor::green;
5768 std::vector<GLColor> pixels(width * height * depth, color);
5769 GLint baseLevel = 1;
5770 glTexImage3D(GL_TEXTURE_2D_ARRAY, baseLevel, GL_RGBA8UI, width, height, depth, 0,
5771 GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, pixels.data());
5772 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, baseLevel);
5773 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5774 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5775
5776 drawQuad(mProgram, "position", 0.5f);
5777
5778 EXPECT_GL_NO_ERROR();
5779 EXPECT_PIXEL_COLOR_EQ(0, 0, color);
5780 EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color);
5781}
5782
Anders Leino262e2822019-05-20 14:24:40 +03005783// Draw a quad with an integer 3D texture with a non-zero base level, and test that the color of the
5784// texture is output.
5785TEST_P(Texture3DIntegerTestES3, NonZeroBaseLevel)
5786{
5787 glActiveTexture(GL_TEXTURE0);
5788 glBindTexture(GL_TEXTURE_3D, mTexture3D);
5789 int width = getWindowWidth();
5790 int height = getWindowHeight();
5791 int depth = 2;
5792 GLColor color = GLColor::green;
5793 std::vector<GLColor> pixels(width * height * depth, color);
5794 GLint baseLevel = 1;
5795 glTexImage3D(GL_TEXTURE_3D, baseLevel, GL_RGBA8UI, width, height, depth, 0, GL_RGBA_INTEGER,
5796 GL_UNSIGNED_BYTE, pixels.data());
5797 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, baseLevel);
5798 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5799 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5800
5801 drawQuad(mProgram, "position", 0.5f);
5802
5803 EXPECT_GL_NO_ERROR();
5804 EXPECT_PIXEL_COLOR_EQ(0, 0, color);
5805 EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color);
5806}
5807
Brandon Schadeefb45ed2019-09-24 09:23:53 -07005808// Test that uses glCompressedTexSubImage2D combined with a PBO
5809TEST_P(PBOCompressedTextureTest, PBOCompressedSubImage)
5810{
5811 // ETC texture formats are not supported on Mac OpenGL. http://anglebug.com/3853
5812 ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL());
5813 // http://anglebug.com/4115
5814 ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsDesktopOpenGL());
5815 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsDesktopOpenGL());
5816
5817 if (getClientMajorVersion() < 3)
5818 {
5819 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
5820 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
5821 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_compressed_ETC2_RGB8_texture"));
5822 }
5823
5824 const GLuint width = 4u;
5825 const GLuint height = 4u;
5826
5827 setWindowWidth(width);
5828 setWindowHeight(height);
5829
5830 // Setup primary Texture
5831 glBindTexture(GL_TEXTURE_2D, mTexture2D);
5832 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
5833 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
5834
5835 if (getClientMajorVersion() < 3)
5836 {
5837 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGB8_ETC2, width, height);
5838 }
5839 else
5840 {
5841 glTexStorage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGB8_ETC2, width, height);
5842 }
5843 ASSERT_GL_NO_ERROR();
5844
5845 // Setup PBO and fill it with a red
5846 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mPBO);
5847 glBufferData(GL_PIXEL_UNPACK_BUFFER, width * height / 2u, kCompressedImageETC2, GL_STATIC_DRAW);
5848 ASSERT_GL_NO_ERROR();
5849
5850 // Write PBO to mTexture
5851 glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_COMPRESSED_RGB8_ETC2,
5852 width * height / 2u, nullptr);
5853 ASSERT_GL_NO_ERROR();
5854
5855 setUpProgram();
5856 // Draw using PBO updated texture
5857 glUseProgram(mProgram);
5858 glUniform1i(mTexture2DUniformLocation, 0);
5859 glBindTexture(GL_TEXTURE_2D, mTexture2D);
5860 drawQuad(mProgram, "position", 0.5f);
5861 ASSERT_GL_NO_ERROR();
5862
5863 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
5864 ASSERT_GL_NO_ERROR();
5865}
5866
Jamie Madill50cf2be2018-06-15 09:46:57 -04005867// Use this to select which configurations (e.g. which renderer, which GLES major version) these
5868// tests should be run against.
Tobin Ehlis1a01b4b2019-11-11 16:41:07 -07005869ANGLE_INSTANTIATE_TEST_ES2(Texture2DTest);
5870ANGLE_INSTANTIATE_TEST_ES2(TextureCubeTest);
5871ANGLE_INSTANTIATE_TEST_ES2(Texture2DTestWithDrawScale);
5872ANGLE_INSTANTIATE_TEST_ES2(Sampler2DAsFunctionParameterTest);
5873ANGLE_INSTANTIATE_TEST_ES2(SamplerArrayTest);
5874ANGLE_INSTANTIATE_TEST_ES2(SamplerArrayAsFunctionParameterTest);
5875ANGLE_INSTANTIATE_TEST_ES3(Texture2DTestES3);
5876ANGLE_INSTANTIATE_TEST_ES3(Texture3DTestES3);
5877ANGLE_INSTANTIATE_TEST_ES3(Texture2DIntegerAlpha1TestES3);
5878ANGLE_INSTANTIATE_TEST_ES3(Texture2DUnsignedIntegerAlpha1TestES3);
5879ANGLE_INSTANTIATE_TEST_ES3(ShadowSamplerPlusSampler3DTestES3);
5880ANGLE_INSTANTIATE_TEST_ES3(SamplerTypeMixTestES3);
5881ANGLE_INSTANTIATE_TEST_ES3(Texture2DArrayTestES3);
5882ANGLE_INSTANTIATE_TEST_ES3(TextureSizeTextureArrayTest);
5883ANGLE_INSTANTIATE_TEST_ES2(SamplerInStructTest);
5884ANGLE_INSTANTIATE_TEST_ES2(SamplerInStructAsFunctionParameterTest);
5885ANGLE_INSTANTIATE_TEST_ES2(SamplerInStructArrayAsFunctionParameterTest);
5886ANGLE_INSTANTIATE_TEST_ES2(SamplerInNestedStructAsFunctionParameterTest);
5887ANGLE_INSTANTIATE_TEST_ES2(SamplerInStructAndOtherVariableTest);
5888ANGLE_INSTANTIATE_TEST_ES2(TextureAnisotropyTest);
5889ANGLE_INSTANTIATE_TEST_ES2(TextureBorderClampTest);
5890ANGLE_INSTANTIATE_TEST_ES3(TextureBorderClampTestES3);
5891ANGLE_INSTANTIATE_TEST_ES3(TextureBorderClampIntegerTestES3);
5892ANGLE_INSTANTIATE_TEST_ES2(TextureLimitsTest);
5893ANGLE_INSTANTIATE_TEST_ES3(Texture2DNorm16TestES3);
5894ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(Texture2DRGTest);
5895ANGLE_INSTANTIATE_TEST_ES3(Texture2DFloatTestES3);
5896ANGLE_INSTANTIATE_TEST_ES2(Texture2DFloatTestES2);
5897ANGLE_INSTANTIATE_TEST_ES3(TextureCubeTestES3);
5898ANGLE_INSTANTIATE_TEST_ES3(Texture2DIntegerTestES3);
5899ANGLE_INSTANTIATE_TEST_ES3(TextureCubeIntegerTestES3);
5900ANGLE_INSTANTIATE_TEST_ES3(TextureCubeIntegerEdgeTestES3);
5901ANGLE_INSTANTIATE_TEST_ES3(Texture2DIntegerProjectiveOffsetTestES3);
5902ANGLE_INSTANTIATE_TEST_ES3(Texture2DArrayIntegerTestES3);
5903ANGLE_INSTANTIATE_TEST_ES3(Texture3DIntegerTestES3);
5904ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(Texture2DDepthTest);
Brandon Schadeefb45ed2019-09-24 09:23:53 -07005905ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(PBOCompressedTextureTest);
Jamie Madillfa05f602015-05-07 13:47:11 -04005906
Jamie Madill7ffdda92016-09-08 13:26:51 -04005907} // anonymous namespace