blob: 0d4ff200210db7b1fd67a0f96f76b71b259d148d [file] [log] [blame]
//
// 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.
//
// CurrentTextureCoordsTest.cpp: Tests basic usage of glMultiTexCoord4(f|x).
#include "test_utils/ANGLETest.h"
#include "common/vector_utils.h"
#include "test_utils/gl_raii.h"
#include "util/random_utils.h"
#include <array>
#include <stdint.h>
using namespace angle;
using TextureCoord = std::array<float, 4>;
class CurrentTextureCoordsTest : public ANGLETest
{
protected:
CurrentTextureCoordsTest()
{
setWindowWidth(32);
setWindowHeight(32);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
};
// State query: Checks the initial state is correct.
TEST_P(CurrentTextureCoordsTest, InitialState)
{
GLint maxUnits = 0;
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxUnits);
EXPECT_GL_NO_ERROR();
const TextureCoord kZero = {0.0f, 0.0f, 0.0f, 0.0f};
TextureCoord actualTexCoord;
for (GLint i = 0; i < maxUnits; i++)
{
glActiveTexture(GL_TEXTURE0 + i);
EXPECT_GL_NO_ERROR();
glGetFloatv(GL_CURRENT_TEXTURE_COORDS, actualTexCoord.data());
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kZero, actualTexCoord);
}
}
// Checks that errors are generated if the texture unit specified is invalid.
TEST_P(CurrentTextureCoordsTest, Negative)
{
GLint maxUnits = 0;
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxUnits);
EXPECT_GL_NO_ERROR();
glMultiTexCoord4f(GL_TEXTURE0 - 1, 1.0f, 0.0f, 0.0f, 0.0f);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glMultiTexCoord4f(GL_TEXTURE0 + maxUnits, 1.0f, 0.0f, 0.0f, 0.0f);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Tests setting and getting the current texture coordinates for each unit and with float/fixed
// inputs.
TEST_P(CurrentTextureCoordsTest, Set)
{
float epsilon = 0.00001f;
GLint maxUnits = 0;
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxUnits);
EXPECT_GL_NO_ERROR();
TextureCoord actualTexCoord;
for (int i = 0; i < maxUnits; i++)
{
glActiveTexture(GL_TEXTURE0 + i);
glMultiTexCoord4f(GL_TEXTURE0 + i, 0.1f, 0.2f, 0.3f, 0.4f);
glGetFloatv(GL_CURRENT_TEXTURE_COORDS, actualTexCoord.data());
EXPECT_EQ((TextureCoord{0.1f, 0.2f, 0.3f, 0.4f}), actualTexCoord);
glMultiTexCoord4x(GL_TEXTURE0 + i, 0x10000, 0x0, 0x3333, 0x5555);
glGetFloatv(GL_CURRENT_TEXTURE_COORDS, actualTexCoord.data());
EXPECT_NEAR(1.0f, actualTexCoord[0], epsilon);
EXPECT_NEAR(0.0f, actualTexCoord[1], epsilon);
EXPECT_NEAR(0.2f, actualTexCoord[2], epsilon);
EXPECT_NEAR(1.0f / 3.0f, actualTexCoord[3], epsilon);
}
}
ANGLE_INSTANTIATE_TEST_ES1(CurrentTextureCoordsTest);