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//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// TextureTargetEnableTest.cpp: Tests basic usage of built-in vertex attributes of GLES1.
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
class TextureTargetEnableTest : public ANGLETest
{
protected:
TextureTargetEnableTest()
{
setWindowWidth(32);
setWindowHeight(32);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
};
// Checks that 2D/Cube targets are disabled initially.
TEST_P(TextureTargetEnableTest, InitialState)
{
EXPECT_GL_FALSE(glIsEnabled(GL_TEXTURE_2D));
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(glIsEnabled(GL_TEXTURE_CUBE_MAP));
EXPECT_GL_NO_ERROR();
}
// Checks that 2D/cube targets can be set to enabled or disabled.
TEST_P(TextureTargetEnableTest, Set)
{
glEnable(GL_TEXTURE_2D);
EXPECT_GL_NO_ERROR();
EXPECT_GL_TRUE(glIsEnabled(GL_TEXTURE_2D));
glEnable(GL_TEXTURE_CUBE_MAP);
EXPECT_GL_NO_ERROR();
EXPECT_GL_TRUE(glIsEnabled(GL_TEXTURE_CUBE_MAP));
}
// Checks that targets can be set to enabled or disabled and it does not affect the setting of
// other texture units.
TEST_P(TextureTargetEnableTest, SetSeparateUnits)
{
GLint units;
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &units);
for (int i = 0; i < units; i++)
{
glActiveTexture(GL_TEXTURE0 + i);
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(glIsEnabled(GL_TEXTURE_2D));
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(glIsEnabled(GL_TEXTURE_CUBE_MAP));
EXPECT_GL_NO_ERROR();
glEnable(GL_TEXTURE_2D);
EXPECT_GL_NO_ERROR();
EXPECT_GL_TRUE(glIsEnabled(GL_TEXTURE_2D));
glEnable(GL_TEXTURE_CUBE_MAP);
EXPECT_GL_NO_ERROR();
EXPECT_GL_TRUE(glIsEnabled(GL_TEXTURE_CUBE_MAP));
}
}
ANGLE_INSTANTIATE_TEST(TextureTargetEnableTest,
ES1_D3D11(),
ES1_OPENGL(),
ES1_OPENGLES(),
ES1_VULKAN());