| // |
| // Copyright 2015 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. |
| // |
| |
| #include "common/mathutil.h" |
| #include "test_utils/ANGLETest.h" |
| #include "test_utils/gl_raii.h" |
| |
| using namespace angle; |
| |
| namespace |
| { |
| |
| constexpr GLuint kPixelTolerance = 1u; |
| constexpr GLfloat kPixelTolerance32F = 0.01f; |
| |
| // Take a pixel, and reset the components not covered by the format to default |
| // values. In particular, the default value for the alpha component is 255 |
| // (1.0 as unsigned normalized fixed point value). |
| // For legacy formats, the components may be reordered to match the color that |
| // would be created if a pixel of that format was initialized from the given color |
| GLColor SliceFormatColor(GLenum format, GLColor full) |
| { |
| switch (format) |
| { |
| case GL_RED: |
| return GLColor(full.R, 0, 0, 255u); |
| case GL_RG: |
| return GLColor(full.R, full.G, 0, 255u); |
| case GL_RGB: |
| return GLColor(full.R, full.G, full.B, 255u); |
| case GL_RGBA: |
| return full; |
| case GL_LUMINANCE: |
| return GLColor(full.R, full.R, full.R, 255u); |
| case GL_ALPHA: |
| return GLColor(0, 0, 0, full.R); |
| case GL_LUMINANCE_ALPHA: |
| return GLColor(full.R, full.R, full.R, full.G); |
| default: |
| EXPECT_TRUE(false); |
| return GLColor::white; |
| } |
| } |
| |
| // As above, for 32F colors |
| GLColor32F SliceFormatColor32F(GLenum format, GLColor32F full) |
| { |
| switch (format) |
| { |
| case GL_RED: |
| return GLColor32F(full.R, 0.0f, 0.0f, 1.0f); |
| case GL_RG: |
| return GLColor32F(full.R, full.G, 0.0f, 1.0f); |
| case GL_RGB: |
| return GLColor32F(full.R, full.G, full.B, 1.0f); |
| case GL_RGBA: |
| return full; |
| case GL_LUMINANCE: |
| return GLColor32F(full.R, full.R, full.R, 1.0f); |
| case GL_ALPHA: |
| return GLColor32F(0.0f, 0.0f, 0.0f, full.R); |
| case GL_LUMINANCE_ALPHA: |
| return GLColor32F(full.R, full.R, full.R, full.G); |
| default: |
| EXPECT_TRUE(false); |
| return GLColor32F(1.0f, 1.0f, 1.0f, 1.0f); |
| } |
| } |
| |
| class TexCoordDrawTest : public ANGLETest |
| { |
| protected: |
| TexCoordDrawTest() : ANGLETest(), mProgram(0), mFramebuffer(0), mFramebufferColorTexture(0) |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| } |
| |
| virtual const char *getVertexShaderSource() |
| { |
| return R"(precision highp float; |
| attribute vec4 position; |
| varying vec2 texcoord; |
| |
| void main() |
| { |
| gl_Position = vec4(position.xy, 0.0, 1.0); |
| texcoord = (position.xy * 0.5) + 0.5; |
| })"; |
| } |
| |
| virtual const char *getFragmentShaderSource() = 0; |
| |
| virtual void setUpProgram() |
| { |
| const char *vertexShaderSource = getVertexShaderSource(); |
| const char *fragmentShaderSource = getFragmentShaderSource(); |
| |
| mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| ASSERT_NE(0u, mProgram); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void testSetUp() override { setUpFramebuffer(); } |
| |
| void testTearDown() override |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| glDeleteFramebuffers(1, &mFramebuffer); |
| glDeleteTextures(1, &mFramebufferColorTexture); |
| glDeleteProgram(mProgram); |
| } |
| |
| void setUpFramebuffer() |
| { |
| // We use an FBO to work around an issue where the default framebuffer applies SRGB |
| // conversion (particularly known to happen incorrectly on Intel GL drivers). It's not |
| // clear whether this issue can even be fixed on all backends. For example GLES 3.0.4 spec |
| // section 4.4 says that the format of the default framebuffer is entirely up to the window |
| // system, so it might be SRGB, and GLES 3.0 doesn't have a "FRAMEBUFFER_SRGB" to turn off |
| // SRGB conversion like desktop GL does. |
| // TODO(oetuaho): Get rid of this if the underlying issue is fixed. |
| glGenFramebuffers(1, &mFramebuffer); |
| glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); |
| |
| glGenTextures(1, &mFramebufferColorTexture); |
| glBindTexture(GL_TEXTURE_2D, mFramebufferColorTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, nullptr); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| mFramebufferColorTexture, 0); |
| ASSERT_GL_NO_ERROR(); |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| glBindTexture(GL_TEXTURE_2D, 0); |
| } |
| |
| // Returns the created texture ID. |
| GLuint create2DTexture() |
| { |
| GLuint texture2D; |
| glGenTextures(1, &texture2D); |
| glBindTexture(GL_TEXTURE_2D, texture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| EXPECT_GL_NO_ERROR(); |
| return texture2D; |
| } |
| |
| GLuint mProgram; |
| GLuint mFramebuffer; |
| |
| private: |
| GLuint mFramebufferColorTexture; |
| }; |
| |
| class Texture2DTest : public TexCoordDrawTest |
| { |
| protected: |
| Texture2DTest() : TexCoordDrawTest(), mTexture2D(0), mTexture2DUniformLocation(-1) {} |
| |
| const char *getFragmentShaderSource() override |
| { |
| return R"(precision highp float; |
| uniform sampler2D tex; |
| varying vec2 texcoord; |
| |
| void main() |
| { |
| gl_FragColor = texture2D(tex, texcoord); |
| })"; |
| } |
| |
| virtual const char *getTextureUniformName() { return "tex"; } |
| |
| void setUpProgram() override |
| { |
| TexCoordDrawTest::setUpProgram(); |
| mTexture2DUniformLocation = glGetUniformLocation(mProgram, getTextureUniformName()); |
| ASSERT_NE(-1, mTexture2DUniformLocation); |
| } |
| |
| void testSetUp() override |
| { |
| TexCoordDrawTest::testSetUp(); |
| mTexture2D = create2DTexture(); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void testTearDown() override |
| { |
| glDeleteTextures(1, &mTexture2D); |
| TexCoordDrawTest::testTearDown(); |
| } |
| |
| // Tests CopyTexSubImage with floating point textures of various formats. |
| void testFloatCopySubImage(int sourceImageChannels, int destImageChannels) |
| { |
| setUpProgram(); |
| |
| if (getClientMajorVersion() < 3) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage") || |
| !IsGLExtensionEnabled("GL_OES_texture_float")); |
| |
| ANGLE_SKIP_TEST_IF((sourceImageChannels < 3 || destImageChannels < 3) && |
| !IsGLExtensionEnabled("GL_EXT_texture_rg")); |
| |
| ANGLE_SKIP_TEST_IF(destImageChannels == 3 && |
| !IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgb")); |
| |
| ANGLE_SKIP_TEST_IF(destImageChannels == 4 && |
| !IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba")); |
| |
| ANGLE_SKIP_TEST_IF(destImageChannels <= 2); |
| } |
| else |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_color_buffer_float")); |
| |
| ANGLE_SKIP_TEST_IF(destImageChannels == 3 && |
| !IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgb")); |
| } |
| |
| // clang-format off |
| GLfloat sourceImageData[4][16] = |
| { |
| { // R |
| 1.0f, |
| 0.0f, |
| 0.0f, |
| 1.0f |
| }, |
| { // RG |
| 1.0f, 0.0f, |
| 0.0f, 1.0f, |
| 0.0f, 0.0f, |
| 1.0f, 1.0f |
| }, |
| { // RGB |
| 1.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, |
| 1.0f, 1.0f, 0.0f |
| }, |
| { // RGBA |
| 1.0f, 0.0f, 0.0f, 1.0f, |
| 0.0f, 1.0f, 0.0f, 1.0f, |
| 0.0f, 0.0f, 1.0f, 1.0f, |
| 1.0f, 1.0f, 0.0f, 1.0f |
| }, |
| }; |
| // clang-format on |
| |
| GLenum imageFormats[] = { |
| GL_R32F, |
| GL_RG32F, |
| GL_RGB32F, |
| GL_RGBA32F, |
| }; |
| |
| GLenum sourceUnsizedFormats[] = { |
| GL_RED, |
| GL_RG, |
| GL_RGB, |
| GL_RGBA, |
| }; |
| |
| GLuint textures[2]; |
| |
| glGenTextures(2, textures); |
| |
| GLfloat *imageData = sourceImageData[sourceImageChannels - 1]; |
| GLenum sourceImageFormat = imageFormats[sourceImageChannels - 1]; |
| GLenum sourceUnsizedFormat = sourceUnsizedFormats[sourceImageChannels - 1]; |
| GLenum destImageFormat = imageFormats[destImageChannels - 1]; |
| |
| glBindTexture(GL_TEXTURE_2D, textures[0]); |
| if (getClientMajorVersion() >= 3) |
| { |
| glTexStorage2D(GL_TEXTURE_2D, 1, sourceImageFormat, 2, 2); |
| } |
| else |
| { |
| glTexStorage2DEXT(GL_TEXTURE_2D, 1, sourceImageFormat, 2, 2); |
| } |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, sourceUnsizedFormat, GL_FLOAT, imageData); |
| |
| if (sourceImageChannels < 3 && !IsGLExtensionEnabled("GL_EXT_texture_rg")) |
| { |
| // This is not supported |
| ASSERT_GL_ERROR(GL_INVALID_OPERATION); |
| } |
| else |
| { |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| GLuint fbo; |
| glGenFramebuffers(1, &fbo); |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); |
| |
| glBindTexture(GL_TEXTURE_2D, textures[1]); |
| if (getClientMajorVersion() >= 3) |
| { |
| glTexStorage2D(GL_TEXTURE_2D, 1, destImageFormat, 2, 2); |
| } |
| else |
| { |
| glTexStorage2DEXT(GL_TEXTURE_2D, 1, destImageFormat, 2, 2); |
| } |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 2, 2); |
| ASSERT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| drawQuad(mProgram, "position", 0.5f); |
| |
| int testImageChannels = std::min(sourceImageChannels, destImageChannels); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| if (testImageChannels > 1) |
| { |
| EXPECT_PIXEL_EQ(getWindowHeight() - 1, 0, 0, 255, 0, 255); |
| EXPECT_PIXEL_EQ(getWindowHeight() - 1, getWindowWidth() - 1, 255, 255, 0, 255); |
| if (testImageChannels > 2) |
| { |
| EXPECT_PIXEL_EQ(0, getWindowWidth() - 1, 0, 0, 255, 255); |
| } |
| } |
| |
| glDeleteFramebuffers(1, &fbo); |
| glDeleteTextures(2, textures); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| GLuint mTexture2D; |
| GLint mTexture2DUniformLocation; |
| }; |
| |
| class Texture2DTestES3 : public Texture2DTest |
| { |
| protected: |
| Texture2DTestES3() : Texture2DTest() {} |
| |
| const char *getVertexShaderSource() override |
| { |
| return "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = (position.xy * 0.5) + 0.5;\n" |
| "}\n"; |
| } |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp sampler2D tex;\n" |
| "in vec2 texcoord;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = texture(tex, texcoord);\n" |
| "}\n"; |
| } |
| |
| void testSetUp() override |
| { |
| Texture2DTest::testSetUp(); |
| setUpProgram(); |
| } |
| }; |
| |
| class Texture2DIntegerAlpha1TestES3 : public Texture2DTest |
| { |
| protected: |
| Texture2DIntegerAlpha1TestES3() : Texture2DTest() {} |
| |
| const char *getVertexShaderSource() override |
| { |
| return "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = (position.xy * 0.5) + 0.5;\n" |
| "}\n"; |
| } |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp isampler2D tex;\n" |
| "in vec2 texcoord;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " vec4 green = vec4(0, 1, 0, 1);\n" |
| " vec4 black = vec4(0, 0, 0, 0);\n" |
| " fragColor = (texture(tex, texcoord).a == 1) ? green : black;\n" |
| "}\n"; |
| } |
| |
| void testSetUp() override |
| { |
| Texture2DTest::testSetUp(); |
| setUpProgram(); |
| } |
| }; |
| |
| class Texture2DUnsignedIntegerAlpha1TestES3 : public Texture2DTest |
| { |
| protected: |
| Texture2DUnsignedIntegerAlpha1TestES3() : Texture2DTest() {} |
| |
| const char *getVertexShaderSource() override |
| { |
| return "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = (position.xy * 0.5) + 0.5;\n" |
| "}\n"; |
| } |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp usampler2D tex;\n" |
| "in vec2 texcoord;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " vec4 green = vec4(0, 1, 0, 1);\n" |
| " vec4 black = vec4(0, 0, 0, 0);\n" |
| " fragColor = (texture(tex, texcoord).a == 1u) ? green : black;\n" |
| "}\n"; |
| } |
| |
| void testSetUp() override |
| { |
| Texture2DTest::testSetUp(); |
| setUpProgram(); |
| } |
| }; |
| |
| class Texture2DTestWithDrawScale : public Texture2DTest |
| { |
| protected: |
| Texture2DTestWithDrawScale() : Texture2DTest(), mDrawScaleUniformLocation(-1) {} |
| |
| const char *getVertexShaderSource() override |
| { |
| return |
| R"(precision highp float; |
| attribute vec4 position; |
| varying vec2 texcoord; |
| |
| uniform vec2 drawScale; |
| |
| void main() |
| { |
| gl_Position = vec4(position.xy * drawScale, 0.0, 1.0); |
| texcoord = (position.xy * 0.5) + 0.5; |
| })"; |
| } |
| |
| void testSetUp() override |
| { |
| Texture2DTest::testSetUp(); |
| |
| setUpProgram(); |
| |
| mDrawScaleUniformLocation = glGetUniformLocation(mProgram, "drawScale"); |
| ASSERT_NE(-1, mDrawScaleUniformLocation); |
| |
| glUseProgram(mProgram); |
| glUniform2f(mDrawScaleUniformLocation, 1.0f, 1.0f); |
| glUseProgram(0); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| GLint mDrawScaleUniformLocation; |
| }; |
| |
| class Sampler2DAsFunctionParameterTest : public Texture2DTest |
| { |
| protected: |
| Sampler2DAsFunctionParameterTest() : Texture2DTest() {} |
| |
| const char *getFragmentShaderSource() override |
| { |
| return |
| R"(precision highp float; |
| uniform sampler2D tex; |
| varying vec2 texcoord; |
| |
| vec4 computeFragColor(sampler2D aTex) |
| { |
| return texture2D(aTex, texcoord); |
| } |
| |
| void main() |
| { |
| gl_FragColor = computeFragColor(tex); |
| })"; |
| } |
| |
| void testSetUp() override |
| { |
| Texture2DTest::testSetUp(); |
| setUpProgram(); |
| } |
| }; |
| |
| class TextureCubeTest : public TexCoordDrawTest |
| { |
| protected: |
| TextureCubeTest() |
| : TexCoordDrawTest(), |
| mTexture2D(0), |
| mTextureCube(0), |
| mTexture2DUniformLocation(-1), |
| mTextureCubeUniformLocation(-1) |
| {} |
| |
| const char *getFragmentShaderSource() override |
| { |
| return |
| R"(precision highp float; |
| uniform sampler2D tex2D; |
| uniform samplerCube texCube; |
| varying vec2 texcoord; |
| |
| void main() |
| { |
| gl_FragColor = texture2D(tex2D, texcoord); |
| gl_FragColor += textureCube(texCube, vec3(texcoord, 0)); |
| })"; |
| } |
| |
| void testSetUp() override |
| { |
| TexCoordDrawTest::testSetUp(); |
| |
| glGenTextures(1, &mTextureCube); |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube); |
| for (GLenum face = 0; face < 6; face++) |
| { |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, 1, 1, 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, nullptr); |
| } |
| EXPECT_GL_NO_ERROR(); |
| |
| mTexture2D = create2DTexture(); |
| |
| setUpProgram(); |
| |
| mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D"); |
| ASSERT_NE(-1, mTexture2DUniformLocation); |
| mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube"); |
| ASSERT_NE(-1, mTextureCubeUniformLocation); |
| } |
| |
| void testTearDown() override |
| { |
| glDeleteTextures(1, &mTextureCube); |
| TexCoordDrawTest::testTearDown(); |
| } |
| |
| GLuint mTexture2D; |
| GLuint mTextureCube; |
| GLint mTexture2DUniformLocation; |
| GLint mTextureCubeUniformLocation; |
| }; |
| |
| class TextureCubeTestES3 : public ANGLETest |
| { |
| protected: |
| TextureCubeTestES3() {} |
| }; |
| |
| class SamplerArrayTest : public TexCoordDrawTest |
| { |
| protected: |
| SamplerArrayTest() |
| : TexCoordDrawTest(), |
| mTexture2DA(0), |
| mTexture2DB(0), |
| mTexture0UniformLocation(-1), |
| mTexture1UniformLocation(-1) |
| {} |
| |
| const char *getFragmentShaderSource() override |
| { |
| return |
| R"(precision mediump float; |
| uniform highp sampler2D tex2DArray[2]; |
| varying vec2 texcoord; |
| void main() |
| { |
| gl_FragColor = texture2D(tex2DArray[0], texcoord); |
| gl_FragColor += texture2D(tex2DArray[1], texcoord); |
| })"; |
| } |
| |
| void testSetUp() override |
| { |
| TexCoordDrawTest::testSetUp(); |
| |
| setUpProgram(); |
| |
| mTexture0UniformLocation = glGetUniformLocation(mProgram, "tex2DArray[0]"); |
| ASSERT_NE(-1, mTexture0UniformLocation); |
| mTexture1UniformLocation = glGetUniformLocation(mProgram, "tex2DArray[1]"); |
| ASSERT_NE(-1, mTexture1UniformLocation); |
| |
| mTexture2DA = create2DTexture(); |
| mTexture2DB = create2DTexture(); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void testTearDown() override |
| { |
| glDeleteTextures(1, &mTexture2DA); |
| glDeleteTextures(1, &mTexture2DB); |
| TexCoordDrawTest::testTearDown(); |
| } |
| |
| void testSamplerArrayDraw() |
| { |
| GLubyte texData[4]; |
| texData[0] = 0; |
| texData[1] = 60; |
| texData[2] = 0; |
| texData[3] = 255; |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2DA); |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData); |
| |
| texData[1] = 120; |
| glActiveTexture(GL_TEXTURE1); |
| glBindTexture(GL_TEXTURE_2D, mTexture2DB); |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData); |
| EXPECT_GL_ERROR(GL_NO_ERROR); |
| |
| glUseProgram(mProgram); |
| glUniform1i(mTexture0UniformLocation, 0); |
| glUniform1i(mTexture1UniformLocation, 1); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_NEAR(0, 0, 0, 180, 0, 255, 2); |
| } |
| |
| GLuint mTexture2DA; |
| GLuint mTexture2DB; |
| GLint mTexture0UniformLocation; |
| GLint mTexture1UniformLocation; |
| }; |
| |
| class SamplerArrayAsFunctionParameterTest : public SamplerArrayTest |
| { |
| protected: |
| SamplerArrayAsFunctionParameterTest() : SamplerArrayTest() {} |
| |
| const char *getFragmentShaderSource() override |
| { |
| return |
| R"(precision mediump float; |
| uniform highp sampler2D tex2DArray[2]; |
| varying vec2 texcoord; |
| |
| vec4 computeFragColor(highp sampler2D aTex2DArray[2]) |
| { |
| return texture2D(aTex2DArray[0], texcoord) + texture2D(aTex2DArray[1], texcoord); |
| } |
| |
| void main() |
| { |
| gl_FragColor = computeFragColor(tex2DArray); |
| })"; |
| } |
| }; |
| |
| class Texture2DArrayTestES3 : public TexCoordDrawTest |
| { |
| protected: |
| Texture2DArrayTestES3() : TexCoordDrawTest(), m2DArrayTexture(0), mTextureArrayLocation(-1) {} |
| |
| const char *getVertexShaderSource() override |
| { |
| return "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = (position.xy * 0.5) + 0.5;\n" |
| "}\n"; |
| } |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp sampler2DArray tex2DArray;\n" |
| "in vec2 texcoord;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.y, 0.0));\n" |
| "}\n"; |
| } |
| |
| void testSetUp() override |
| { |
| TexCoordDrawTest::testSetUp(); |
| |
| setUpProgram(); |
| |
| mTextureArrayLocation = glGetUniformLocation(mProgram, "tex2DArray"); |
| ASSERT_NE(-1, mTextureArrayLocation); |
| |
| glGenTextures(1, &m2DArrayTexture); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void testTearDown() override |
| { |
| glDeleteTextures(1, &m2DArrayTexture); |
| TexCoordDrawTest::testTearDown(); |
| } |
| |
| GLuint m2DArrayTexture; |
| GLint mTextureArrayLocation; |
| }; |
| |
| class TextureSizeTextureArrayTest : public TexCoordDrawTest |
| { |
| protected: |
| TextureSizeTextureArrayTest() |
| : TexCoordDrawTest(), |
| mTexture2DA(0), |
| mTexture2DB(0), |
| mTexture0Location(-1), |
| mTexture1Location(-1) |
| {} |
| |
| const char *getVertexShaderSource() override { return essl3_shaders::vs::Simple(); } |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp sampler2D tex2DArray[2];\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " float red = float(textureSize(tex2DArray[0], 0).x) / 255.0;\n" |
| " float green = float(textureSize(tex2DArray[1], 0).x) / 255.0;\n" |
| " fragColor = vec4(red, green, 0.0, 1.0);\n" |
| "}\n"; |
| } |
| |
| void testSetUp() override |
| { |
| TexCoordDrawTest::testSetUp(); |
| |
| setUpProgram(); |
| |
| mTexture0Location = glGetUniformLocation(mProgram, "tex2DArray[0]"); |
| ASSERT_NE(-1, mTexture0Location); |
| mTexture1Location = glGetUniformLocation(mProgram, "tex2DArray[1]"); |
| ASSERT_NE(-1, mTexture1Location); |
| |
| mTexture2DA = create2DTexture(); |
| mTexture2DB = create2DTexture(); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void testTearDown() override |
| { |
| glDeleteTextures(1, &mTexture2DA); |
| glDeleteTextures(1, &mTexture2DB); |
| TexCoordDrawTest::testTearDown(); |
| } |
| |
| GLuint mTexture2DA; |
| GLuint mTexture2DB; |
| GLint mTexture0Location; |
| GLint mTexture1Location; |
| }; |
| |
| class Texture3DTestES3 : public TexCoordDrawTest |
| { |
| protected: |
| Texture3DTestES3() : TexCoordDrawTest(), mTexture3D(0), mTexture3DUniformLocation(-1) {} |
| |
| const char *getVertexShaderSource() override |
| { |
| return "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = (position.xy * 0.5) + 0.5;\n" |
| "}\n"; |
| } |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp sampler3D tex3D;\n" |
| "in vec2 texcoord;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = texture(tex3D, vec3(texcoord, 0.0));\n" |
| "}\n"; |
| } |
| |
| void testSetUp() override |
| { |
| TexCoordDrawTest::testSetUp(); |
| |
| glGenTextures(1, &mTexture3D); |
| |
| setUpProgram(); |
| |
| mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D"); |
| ASSERT_NE(-1, mTexture3DUniformLocation); |
| } |
| |
| void testTearDown() override |
| { |
| glDeleteTextures(1, &mTexture3D); |
| TexCoordDrawTest::testTearDown(); |
| } |
| |
| GLuint mTexture3D; |
| GLint mTexture3DUniformLocation; |
| }; |
| |
| class ShadowSamplerPlusSampler3DTestES3 : public TexCoordDrawTest |
| { |
| protected: |
| ShadowSamplerPlusSampler3DTestES3() |
| : TexCoordDrawTest(), |
| mTextureShadow(0), |
| mTexture3D(0), |
| mTextureShadowUniformLocation(-1), |
| mTexture3DUniformLocation(-1), |
| mDepthRefUniformLocation(-1) |
| {} |
| |
| const char *getVertexShaderSource() override |
| { |
| return "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = (position.xy * 0.5) + 0.5;\n" |
| "}\n"; |
| } |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp sampler2DShadow tex2DShadow;\n" |
| "uniform highp sampler3D tex3D;\n" |
| "in vec2 texcoord;\n" |
| "uniform float depthRef;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = vec4(texture(tex2DShadow, vec3(texcoord, depthRef)) * 0.5);\n" |
| " fragColor += texture(tex3D, vec3(texcoord, 0.0));\n" |
| "}\n"; |
| } |
| |
| void testSetUp() override |
| { |
| TexCoordDrawTest::testSetUp(); |
| |
| glGenTextures(1, &mTexture3D); |
| |
| glGenTextures(1, &mTextureShadow); |
| glBindTexture(GL_TEXTURE_2D, mTextureShadow); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); |
| |
| setUpProgram(); |
| |
| mTextureShadowUniformLocation = glGetUniformLocation(mProgram, "tex2DShadow"); |
| ASSERT_NE(-1, mTextureShadowUniformLocation); |
| mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D"); |
| ASSERT_NE(-1, mTexture3DUniformLocation); |
| mDepthRefUniformLocation = glGetUniformLocation(mProgram, "depthRef"); |
| ASSERT_NE(-1, mDepthRefUniformLocation); |
| } |
| |
| void testTearDown() override |
| { |
| glDeleteTextures(1, &mTextureShadow); |
| glDeleteTextures(1, &mTexture3D); |
| TexCoordDrawTest::testTearDown(); |
| } |
| |
| GLuint mTextureShadow; |
| GLuint mTexture3D; |
| GLint mTextureShadowUniformLocation; |
| GLint mTexture3DUniformLocation; |
| GLint mDepthRefUniformLocation; |
| }; |
| |
| class SamplerTypeMixTestES3 : public TexCoordDrawTest |
| { |
| protected: |
| SamplerTypeMixTestES3() |
| : TexCoordDrawTest(), |
| mTexture2D(0), |
| mTextureCube(0), |
| mTexture2DShadow(0), |
| mTextureCubeShadow(0), |
| mTexture2DUniformLocation(-1), |
| mTextureCubeUniformLocation(-1), |
| mTexture2DShadowUniformLocation(-1), |
| mTextureCubeShadowUniformLocation(-1), |
| mDepthRefUniformLocation(-1) |
| {} |
| |
| const char *getVertexShaderSource() override |
| { |
| return "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = (position.xy * 0.5) + 0.5;\n" |
| "}\n"; |
| } |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp sampler2D tex2D;\n" |
| "uniform highp samplerCube texCube;\n" |
| "uniform highp sampler2DShadow tex2DShadow;\n" |
| "uniform highp samplerCubeShadow texCubeShadow;\n" |
| "in vec2 texcoord;\n" |
| "uniform float depthRef;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = texture(tex2D, texcoord);\n" |
| " fragColor += texture(texCube, vec3(1.0, 0.0, 0.0));\n" |
| " fragColor += vec4(texture(tex2DShadow, vec3(texcoord, depthRef)) * 0.25);\n" |
| " fragColor += vec4(texture(texCubeShadow, vec4(1.0, 0.0, 0.0, depthRef)) * " |
| "0.125);\n" |
| "}\n"; |
| } |
| |
| void testSetUp() override |
| { |
| TexCoordDrawTest::testSetUp(); |
| |
| glGenTextures(1, &mTexture2D); |
| glGenTextures(1, &mTextureCube); |
| |
| glGenTextures(1, &mTexture2DShadow); |
| glBindTexture(GL_TEXTURE_2D, mTexture2DShadow); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); |
| |
| glGenTextures(1, &mTextureCubeShadow); |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCubeShadow); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); |
| |
| setUpProgram(); |
| |
| mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D"); |
| ASSERT_NE(-1, mTexture2DUniformLocation); |
| mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube"); |
| ASSERT_NE(-1, mTextureCubeUniformLocation); |
| mTexture2DShadowUniformLocation = glGetUniformLocation(mProgram, "tex2DShadow"); |
| ASSERT_NE(-1, mTexture2DShadowUniformLocation); |
| mTextureCubeShadowUniformLocation = glGetUniformLocation(mProgram, "texCubeShadow"); |
| ASSERT_NE(-1, mTextureCubeShadowUniformLocation); |
| mDepthRefUniformLocation = glGetUniformLocation(mProgram, "depthRef"); |
| ASSERT_NE(-1, mDepthRefUniformLocation); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void testTearDown() override |
| { |
| glDeleteTextures(1, &mTexture2D); |
| glDeleteTextures(1, &mTextureCube); |
| glDeleteTextures(1, &mTexture2DShadow); |
| glDeleteTextures(1, &mTextureCubeShadow); |
| TexCoordDrawTest::testTearDown(); |
| } |
| |
| GLuint mTexture2D; |
| GLuint mTextureCube; |
| GLuint mTexture2DShadow; |
| GLuint mTextureCubeShadow; |
| GLint mTexture2DUniformLocation; |
| GLint mTextureCubeUniformLocation; |
| GLint mTexture2DShadowUniformLocation; |
| GLint mTextureCubeShadowUniformLocation; |
| GLint mDepthRefUniformLocation; |
| }; |
| |
| class SamplerInStructTest : public Texture2DTest |
| { |
| protected: |
| SamplerInStructTest() : Texture2DTest() {} |
| |
| const char *getTextureUniformName() override { return "us.tex"; } |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "precision highp float;\n" |
| "struct S\n" |
| "{\n" |
| " vec4 a;\n" |
| " highp sampler2D tex;\n" |
| "};\n" |
| "uniform S us;\n" |
| "varying vec2 texcoord;\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = texture2D(us.tex, texcoord + us.a.x);\n" |
| "}\n"; |
| } |
| |
| void runSamplerInStructTest() |
| { |
| setUpProgram(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| &GLColor::green); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| }; |
| |
| class SamplerInStructAsFunctionParameterTest : public SamplerInStructTest |
| { |
| protected: |
| SamplerInStructAsFunctionParameterTest() : SamplerInStructTest() {} |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "precision highp float;\n" |
| "struct S\n" |
| "{\n" |
| " vec4 a;\n" |
| " highp sampler2D tex;\n" |
| "};\n" |
| "uniform S us;\n" |
| "varying vec2 texcoord;\n" |
| "vec4 sampleFrom(S s) {\n" |
| " return texture2D(s.tex, texcoord + s.a.x);\n" |
| "}\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = sampleFrom(us);\n" |
| "}\n"; |
| } |
| }; |
| |
| class SamplerInStructArrayAsFunctionParameterTest : public SamplerInStructTest |
| { |
| protected: |
| SamplerInStructArrayAsFunctionParameterTest() : SamplerInStructTest() {} |
| |
| const char *getTextureUniformName() override { return "us[0].tex"; } |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "precision highp float;\n" |
| "struct S\n" |
| "{\n" |
| " vec4 a;\n" |
| " highp sampler2D tex;\n" |
| "};\n" |
| "uniform S us[1];\n" |
| "varying vec2 texcoord;\n" |
| "vec4 sampleFrom(S s) {\n" |
| " return texture2D(s.tex, texcoord + s.a.x);\n" |
| "}\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = sampleFrom(us[0]);\n" |
| "}\n"; |
| } |
| }; |
| |
| class SamplerInNestedStructAsFunctionParameterTest : public SamplerInStructTest |
| { |
| protected: |
| SamplerInNestedStructAsFunctionParameterTest() : SamplerInStructTest() {} |
| |
| const char *getTextureUniformName() override { return "us[0].sub.tex"; } |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "precision highp float;\n" |
| "struct SUB\n" |
| "{\n" |
| " vec4 a;\n" |
| " highp sampler2D tex;\n" |
| "};\n" |
| "struct S\n" |
| "{\n" |
| " SUB sub;\n" |
| "};\n" |
| "uniform S us[1];\n" |
| "varying vec2 texcoord;\n" |
| "vec4 sampleFrom(SUB s) {\n" |
| " return texture2D(s.tex, texcoord + s.a.x);\n" |
| "}\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = sampleFrom(us[0].sub);\n" |
| "}\n"; |
| } |
| }; |
| |
| class SamplerInStructAndOtherVariableTest : public SamplerInStructTest |
| { |
| protected: |
| SamplerInStructAndOtherVariableTest() : SamplerInStructTest() {} |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "precision highp float;\n" |
| "struct S\n" |
| "{\n" |
| " vec4 a;\n" |
| " highp sampler2D tex;\n" |
| "};\n" |
| "uniform S us;\n" |
| "uniform float us_tex;\n" |
| "varying vec2 texcoord;\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = texture2D(us.tex, texcoord + us.a.x + us_tex);\n" |
| "}\n"; |
| } |
| }; |
| |
| class Texture2DIntegerTestES3 : public Texture2DTest |
| { |
| protected: |
| Texture2DIntegerTestES3() : Texture2DTest() {} |
| |
| const char *getVertexShaderSource() override |
| { |
| return "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = (position.xy * 0.5) + 0.5;\n" |
| "}\n"; |
| } |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "#version 300 es\n" |
| "precision highp float;\n" |
| "precision highp usampler2D;\n" |
| "uniform usampler2D tex;\n" |
| "in vec2 texcoord;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = vec4(texture(tex, texcoord))/255.0;\n" |
| "}\n"; |
| } |
| }; |
| |
| class TextureCubeIntegerTestES3 : public TexCoordDrawTest |
| { |
| protected: |
| TextureCubeIntegerTestES3() |
| : TexCoordDrawTest(), mTextureCube(0), mTextureCubeUniformLocation(-1) |
| {} |
| |
| const char *getVertexShaderSource() override |
| { |
| return "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = 0.5*position.xy;\n" |
| "}\n"; |
| } |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "#version 300 es\n" |
| "precision highp float;\n" |
| "precision highp usamplerCube;\n" |
| "uniform usamplerCube texCube;\n" |
| "in vec2 texcoord;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = vec4(texture(texCube, vec3(texcoord, 1)))/255.0;\n" |
| "}\n"; |
| } |
| |
| void testSetUp() override |
| { |
| TexCoordDrawTest::testSetUp(); |
| glGenTextures(1, &mTextureCube); |
| setUpProgram(); |
| |
| mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube"); |
| ASSERT_NE(-1, mTextureCubeUniformLocation); |
| } |
| |
| void testTearDown() override |
| { |
| glDeleteTextures(1, &mTextureCube); |
| TexCoordDrawTest::testTearDown(); |
| } |
| |
| GLuint mTextureCube; |
| GLint mTextureCubeUniformLocation; |
| }; |
| |
| class TextureCubeIntegerEdgeTestES3 : public TextureCubeIntegerTestES3 |
| { |
| protected: |
| TextureCubeIntegerEdgeTestES3() : TextureCubeIntegerTestES3() {} |
| |
| const char *getVertexShaderSource() override |
| { |
| return "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = position.xy;\n" |
| "}\n"; |
| } |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "#version 300 es\n" |
| "precision highp float;\n" |
| "precision highp usamplerCube;\n" |
| "uniform usamplerCube texCube;\n" |
| "in vec2 texcoord;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = vec4(texture(texCube, vec3(texcoord, 0)))/255.0;\n" |
| "}\n"; |
| } |
| }; |
| |
| class Texture2DIntegerProjectiveOffsetTestES3 : public Texture2DTest |
| { |
| protected: |
| Texture2DIntegerProjectiveOffsetTestES3() : Texture2DTest() {} |
| |
| const char *getVertexShaderSource() override |
| { |
| return "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = 0.5*position.xy + vec2(0.5, 0.5);\n" |
| "}\n"; |
| } |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "#version 300 es\n" |
| "precision highp float;\n" |
| "precision highp usampler2D;\n" |
| "uniform usampler2D tex;\n" |
| "in vec2 texcoord;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = vec4(textureProjOffset(tex, vec3(texcoord, 1), ivec2(0,0), " |
| "0.0))/255.0;\n" |
| "}\n"; |
| } |
| }; |
| |
| class Texture2DArrayIntegerTestES3 : public Texture2DArrayTestES3 |
| { |
| protected: |
| Texture2DArrayIntegerTestES3() : Texture2DArrayTestES3() {} |
| |
| const char *getVertexShaderSource() override |
| { |
| return "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = (position.xy * 0.5) + 0.5;\n" |
| "}\n"; |
| } |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp usampler2DArray tex2DArray;\n" |
| "in vec2 texcoord;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = vec4(texture(tex2DArray, vec3(texcoord.x, texcoord.y, " |
| "0.0)))/255.0;\n" |
| "}\n"; |
| } |
| }; |
| |
| class Texture3DIntegerTestES3 : public Texture3DTestES3 |
| { |
| protected: |
| Texture3DIntegerTestES3() : Texture3DTestES3() {} |
| |
| const char *getVertexShaderSource() override |
| { |
| return "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = (position.xy * 0.5) + 0.5;\n" |
| "}\n"; |
| } |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp usampler3D tex3D;\n" |
| "in vec2 texcoord;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = vec4(texture(tex3D, vec3(texcoord, 0.0)))/255.0;\n" |
| "}\n"; |
| } |
| }; |
| |
| TEST_P(Texture2DTest, NegativeAPISubImage) |
| { |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| EXPECT_GL_ERROR(GL_NO_ERROR); |
| |
| setUpProgram(); |
| |
| const GLubyte *pixels[20] = {0}; |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
| EXPECT_GL_ERROR(GL_INVALID_VALUE); |
| |
| if (IsGLExtensionEnabled("GL_EXT_texture_storage")) |
| { |
| // Create a 1-level immutable texture. |
| glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2); |
| |
| // Try calling sub image on the second level. |
| glTexSubImage2D(GL_TEXTURE_2D, 1, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| } |
| } |
| |
| // Test that querying GL_TEXTURE_BINDING* doesn't cause an unexpected error. |
| TEST_P(Texture2DTest, QueryBinding) |
| { |
| glBindTexture(GL_TEXTURE_2D, 0); |
| EXPECT_GL_ERROR(GL_NO_ERROR); |
| |
| GLint textureBinding; |
| glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_EQ(0, textureBinding); |
| |
| glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &textureBinding); |
| if (IsGLExtensionEnabled("GL_OES_EGL_image_external") || |
| IsGLExtensionEnabled("GL_NV_EGL_stream_consumer_external")) |
| { |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_EQ(0, textureBinding); |
| } |
| else |
| { |
| EXPECT_GL_ERROR(GL_INVALID_ENUM); |
| } |
| } |
| |
| TEST_P(Texture2DTest, ZeroSizedUploads) |
| { |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| EXPECT_GL_ERROR(GL_NO_ERROR); |
| |
| setUpProgram(); |
| |
| // Use the texture first to make sure it's in video memory |
| glUseProgram(mProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| drawQuad(mProgram, "position", 0.5f); |
| |
| const GLubyte *pixel[4] = {0}; |
| |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel); |
| EXPECT_GL_NO_ERROR(); |
| |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel); |
| EXPECT_GL_NO_ERROR(); |
| |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel); |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Test drawing with two texture types, to trigger an ANGLE bug in validation |
| TEST_P(TextureCubeTest, CubeMapBug) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glActiveTexture(GL_TEXTURE1); |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube); |
| EXPECT_GL_ERROR(GL_NO_ERROR); |
| |
| glUseProgram(mProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| glUniform1i(mTextureCubeUniformLocation, 1); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Test drawing with two texture types accessed from the same shader and check that the result of |
| // drawing is correct. |
| TEST_P(TextureCubeTest, CubeMapDraw) |
| { |
| GLubyte texData[4]; |
| texData[0] = 0; |
| texData[1] = 60; |
| texData[2] = 0; |
| texData[3] = 255; |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData); |
| |
| glActiveTexture(GL_TEXTURE1); |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube); |
| texData[1] = 120; |
| glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, |
| texData); |
| EXPECT_GL_ERROR(GL_NO_ERROR); |
| |
| glUseProgram(mProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| glUniform1i(mTextureCubeUniformLocation, 1); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| |
| int px = getWindowWidth() - 1; |
| int py = 0; |
| EXPECT_PIXEL_NEAR(px, py, 0, 180, 0, 255, 2); |
| } |
| |
| TEST_P(Sampler2DAsFunctionParameterTest, Sampler2DAsFunctionParameter) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| GLubyte texData[4]; |
| texData[0] = 0; |
| texData[1] = 128; |
| texData[2] = 0; |
| texData[3] = 255; |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData); |
| glUseProgram(mProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_NEAR(0, 0, 0, 128, 0, 255, 2); |
| } |
| |
| // Test drawing with two textures passed to the shader in a sampler array. |
| TEST_P(SamplerArrayTest, SamplerArrayDraw) |
| { |
| testSamplerArrayDraw(); |
| } |
| |
| // Test drawing with two textures passed to the shader in a sampler array which is passed to a |
| // user-defined function in the shader. |
| TEST_P(SamplerArrayAsFunctionParameterTest, SamplerArrayAsFunctionParameter) |
| { |
| // TODO: Diagnose and fix. http://anglebug.com/2955 |
| ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid()); |
| |
| testSamplerArrayDraw(); |
| } |
| |
| // Copy of a test in conformance/textures/texture-mips, to test generate mipmaps |
| TEST_P(Texture2DTestWithDrawScale, MipmapsTwice) |
| { |
| int px = getWindowWidth() / 2; |
| int py = getWindowHeight() / 2; |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| std::vector<GLColor> pixelsRed(16u * 16u, GLColor::red); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data()); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glGenerateMipmap(GL_TEXTURE_2D); |
| |
| glUseProgram(mProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| glUniform2f(mDrawScaleUniformLocation, 0.0625f, 0.0625f); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red); |
| |
| std::vector<GLColor> pixelsBlue(16u * 16u, GLColor::blue); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| pixelsBlue.data()); |
| glGenerateMipmap(GL_TEXTURE_2D); |
| |
| std::vector<GLColor> pixelsGreen(16u * 16u, GLColor::green); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| pixelsGreen.data()); |
| glGenerateMipmap(GL_TEXTURE_2D); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green); |
| } |
| |
| // Test creating a FBO with a cube map render target, to test an ANGLE bug |
| // https://code.google.com/p/angleproject/issues/detail?id=849 |
| TEST_P(TextureCubeTest, CubeMapFBO) |
| { |
| // http://anglebug.com/3145 |
| ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan()); |
| |
| // http://anglebug.com/2822 |
| ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan()); |
| |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, |
| mTextureCube, 0); |
| |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| EXPECT_GL_NO_ERROR(); |
| |
| // Test clearing the six mip faces individually. |
| std::array<GLColor, 6> faceColors = {{GLColor::red, GLColor::green, GLColor::blue, |
| GLColor::yellow, GLColor::cyan, GLColor::magenta}}; |
| |
| for (size_t faceIndex = 0; faceIndex < 6; ++faceIndex) |
| { |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, mTextureCube, 0); |
| |
| Vector4 clearColorF = faceColors[faceIndex].toNormalizedVector(); |
| glClearColor(clearColorF.x(), clearColorF.y(), clearColorF.z(), clearColorF.w()); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, faceColors[faceIndex]); |
| } |
| |
| // Iterate the faces again to make sure the colors haven't changed. |
| for (size_t faceIndex = 0; faceIndex < 6; ++faceIndex) |
| { |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, mTextureCube, 0); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, faceColors[faceIndex]) |
| << "face color " << faceIndex << " shouldn't change"; |
| } |
| } |
| |
| // Tests clearing a cube map with a scissor enabled. |
| TEST_P(TextureCubeTest, CubeMapFBOScissoredClear) |
| { |
| // TODO(jie.a.chen): Diagnose and fix. http://anglebug.com/2822 |
| ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel() && IsWindows()); |
| |
| // http://anglebug.com/3145 |
| ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan()); |
| |
| constexpr size_t kSize = 16; |
| |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| glViewport(0, 0, kSize, kSize); |
| |
| GLTexture texcube; |
| glBindTexture(GL_TEXTURE_CUBE_MAP, texcube); |
| for (GLenum face = 0; face < 6; face++) |
| { |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, nullptr); |
| } |
| ASSERT_GL_NO_ERROR(); |
| |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, |
| texcube, 0); |
| |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| ASSERT_GL_NO_ERROR(); |
| |
| glClearColor(1.0f, 0.0f, 0.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| |
| glEnable(GL_SCISSOR_TEST); |
| glScissor(kSize / 2, 0, kSize / 2, kSize); |
| glClearColor(0.0f, 1.0f, 0.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(kSize / 2 + 1, 0, GLColor::green); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| // Test that glTexSubImage2D works properly when glTexStorage2DEXT has initialized the image with a |
| // default color. |
| TEST_P(Texture2DTest, TexStorage) |
| { |
| ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 && |
| !IsGLExtensionEnabled("GL_EXT_texture_storage")); |
| |
| int width = getWindowWidth(); |
| int height = getWindowHeight(); |
| |
| GLuint tex2D; |
| glGenTextures(1, &tex2D); |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, tex2D); |
| |
| // Fill with red |
| std::vector<GLubyte> pixels(3 * 16 * 16); |
| for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId) |
| { |
| pixels[pixelId * 3 + 0] = 255; |
| pixels[pixelId * 3 + 1] = 0; |
| pixels[pixelId * 3 + 2] = 0; |
| } |
| |
| // ANGLE internally uses RGBA as the DirectX format for RGB images |
| // therefore glTexStorage2DEXT initializes the image to a default color to get a consistent |
| // alpha color. The data is kept in a CPU-side image and the image is marked as dirty. |
| if (getClientMajorVersion() >= 3) |
| { |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16); |
| } |
| else |
| { |
| glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16); |
| } |
| |
| // Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched. |
| // glTexSubImage2D should take into account that the image is dirty. |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGB, GL_UNSIGNED_BYTE, pixels.data()); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| |
| setUpProgram(); |
| |
| glUseProgram(mProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| drawQuad(mProgram, "position", 0.5f); |
| glDeleteTextures(1, &tex2D); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255); |
| |
| // Validate that the region of the texture without data has an alpha of 1.0 |
| angle::GLColor pixel = ReadColor(3 * width / 4, 3 * height / 4); |
| EXPECT_EQ(255, pixel.A); |
| } |
| |
| // Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2DEXT has |
| // initialized the image with a default color. |
| TEST_P(Texture2DTest, TexStorageWithPBO) |
| { |
| if (IsGLExtensionEnabled("NV_pixel_buffer_object")) |
| { |
| int width = getWindowWidth(); |
| int height = getWindowHeight(); |
| |
| GLuint tex2D; |
| glGenTextures(1, &tex2D); |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, tex2D); |
| |
| // Fill with red |
| std::vector<GLubyte> pixels(3 * 16 * 16); |
| for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId) |
| { |
| pixels[pixelId * 3 + 0] = 255; |
| pixels[pixelId * 3 + 1] = 0; |
| pixels[pixelId * 3 + 2] = 0; |
| } |
| |
| // Read 16x16 region from red backbuffer to PBO |
| GLuint pbo; |
| glGenBuffers(1, &pbo); |
| glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo); |
| glBufferData(GL_PIXEL_UNPACK_BUFFER, 3 * 16 * 16, pixels.data(), GL_STATIC_DRAW); |
| |
| // ANGLE internally uses RGBA as the DirectX format for RGB images |
| // therefore glTexStorage2DEXT initializes the image to a default color to get a consistent |
| // alpha color. The data is kept in a CPU-side image and the image is marked as dirty. |
| glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16); |
| |
| // Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched. |
| // glTexSubImage2D should take into account that the image is dirty. |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGB, GL_UNSIGNED_BYTE, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| |
| setUpProgram(); |
| |
| glUseProgram(mProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| drawQuad(mProgram, "position", 0.5f); |
| glDeleteTextures(1, &tex2D); |
| glDeleteBuffers(1, &pbo); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(3 * width / 4, 3 * height / 4, 0, 0, 0, 255); |
| EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255); |
| } |
| } |
| |
| // Tests CopySubImage for float formats |
| TEST_P(Texture2DTest, CopySubImageFloat_R_R) |
| { |
| testFloatCopySubImage(1, 1); |
| } |
| |
| TEST_P(Texture2DTest, CopySubImageFloat_RG_R) |
| { |
| testFloatCopySubImage(2, 1); |
| } |
| |
| TEST_P(Texture2DTest, CopySubImageFloat_RG_RG) |
| { |
| testFloatCopySubImage(2, 2); |
| } |
| |
| TEST_P(Texture2DTest, CopySubImageFloat_RGB_R) |
| { |
| testFloatCopySubImage(3, 1); |
| } |
| |
| TEST_P(Texture2DTest, CopySubImageFloat_RGB_RG) |
| { |
| testFloatCopySubImage(3, 2); |
| } |
| |
| TEST_P(Texture2DTest, CopySubImageFloat_RGB_RGB) |
| { |
| // TODO(cwallez): Fix on Linux Intel drivers (http://anglebug.com/1346) |
| ANGLE_SKIP_TEST_IF(IsIntel() && IsLinux() && IsOpenGL()); |
| |
| // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284) |
| ANGLE_SKIP_TEST_IF(IsD3D11_FL93()); |
| |
| testFloatCopySubImage(3, 3); |
| } |
| |
| TEST_P(Texture2DTest, CopySubImageFloat_RGBA_R) |
| { |
| testFloatCopySubImage(4, 1); |
| } |
| |
| TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RG) |
| { |
| testFloatCopySubImage(4, 2); |
| } |
| |
| TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGB) |
| { |
| // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284) |
| ANGLE_SKIP_TEST_IF(IsD3D11_FL93()); |
| |
| testFloatCopySubImage(4, 3); |
| } |
| |
| TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGBA) |
| { |
| // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284) |
| ANGLE_SKIP_TEST_IF(IsD3D11_FL93()); |
| |
| testFloatCopySubImage(4, 4); |
| } |
| |
| // Port of |
| // https://www.khronos.org/registry/webgl/conformance-suites/1.0.3/conformance/textures/texture-npot.html |
| // Run against GL_ALPHA/UNSIGNED_BYTE format, to ensure that D3D11 Feature Level 9_3 correctly |
| // handles GL_ALPHA |
| TEST_P(Texture2DTest, TextureNPOT_GL_ALPHA_UBYTE) |
| { |
| const int npotTexSize = 5; |
| const int potTexSize = 4; // Should be less than npotTexSize |
| GLuint tex2D; |
| |
| if (IsGLExtensionEnabled("GL_OES_texture_npot")) |
| { |
| // This test isn't applicable if texture_npot is enabled |
| return; |
| } |
| |
| setUpProgram(); |
| |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| |
| // Default unpack alignment is 4. The values of 'pixels' below needs it to be 1. |
| glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glGenTextures(1, &tex2D); |
| glBindTexture(GL_TEXTURE_2D, tex2D); |
| |
| const std::vector<GLubyte> pixels(1 * npotTexSize * npotTexSize, 64); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| |
| // Check that an NPOT texture not on level 0 generates INVALID_VALUE |
| glTexImage2D(GL_TEXTURE_2D, 1, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA, |
| GL_UNSIGNED_BYTE, pixels.data()); |
| EXPECT_GL_ERROR(GL_INVALID_VALUE); |
| |
| // Check that an NPOT texture on level 0 succeeds |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA, |
| GL_UNSIGNED_BYTE, pixels.data()); |
| EXPECT_GL_NO_ERROR(); |
| |
| // Check that generateMipmap fails on NPOT |
| glGenerateMipmap(GL_TEXTURE_2D); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| |
| // Check that nothing is drawn if filtering is not correct for NPOT |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| glClear(GL_COLOR_BUFFER_BIT); |
| drawQuad(mProgram, "position", 1.0f); |
| EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255); |
| |
| // NPOT texture with TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,255 |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); |
| glClear(GL_COLOR_BUFFER_BIT); |
| drawQuad(mProgram, "position", 1.0f); |
| EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255); |
| |
| // NPOT texture with TEXTURE_MIN_FILTER set to LINEAR should draw |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glClear(GL_COLOR_BUFFER_BIT); |
| drawQuad(mProgram, "position", 1.0f); |
| EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64); |
| |
| // Check that glTexImage2D for POT texture succeeds |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, potTexSize, potTexSize, 0, GL_ALPHA, GL_UNSIGNED_BYTE, |
| pixels.data()); |
| EXPECT_GL_NO_ERROR(); |
| |
| // Check that generateMipmap for an POT texture succeeds |
| glGenerateMipmap(GL_TEXTURE_2D); |
| EXPECT_GL_NO_ERROR(); |
| |
| // POT texture with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR should draw |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| glClear(GL_COLOR_BUFFER_BIT); |
| drawQuad(mProgram, "position", 1.0f); |
| EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64); |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Test to ensure that glTexSubImage2D always accepts data for non-power-of-two subregions. |
| // ANGLE previously rejected this if GL_OES_texture_npot wasn't active, which is incorrect. |
| TEST_P(Texture2DTest, NPOTSubImageParameters) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| // Create an 8x8 (i.e. power-of-two) texture. |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glGenerateMipmap(GL_TEXTURE_2D); |
| |
| // Supply a 3x3 (i.e. non-power-of-two) subimage to the texture. |
| // This should always work, even if GL_OES_texture_npot isn't active. |
| std::array<GLColor, 3 * 3> data; |
| glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 3, 3, GL_RGBA, GL_UNSIGNED_BYTE, data.data()); |
| |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Regression test for http://crbug.com/949985 to make sure dirty bits are propagated up from |
| // TextureImpl and the texture is synced before being used in a draw call. |
| TEST_P(Texture2DTestES3, TextureImplPropogatesDirtyBits) |
| { |
| ANGLE_SKIP_TEST_IF(IsIntel() && IsOpenGL()); |
| // Flaky hangs on Win10 AMD RX 550 GL. http://anglebug.com/3371 |
| ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsOpenGL()); |
| // D3D Debug device reports an error. http://anglebug.com/3501 |
| ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D11()); |
| // TODO(cnorthrop): Needs triage on Vulkan backend. http://anglebug.com/3950 |
| ANGLE_SKIP_TEST_IF(IsVulkan()); |
| |
| // The workaround in the GL backend required to trigger this bug generates driver warning |
| // messages. |
| ScopedIgnorePlatformMessages ignoreMessages; |
| |
| setUpProgram(); |
| glUseProgram(mProgram); |
| glActiveTexture(GL_TEXTURE0 + mTexture2DUniformLocation); |
| |
| GLTexture dest; |
| glBindTexture(GL_TEXTURE_2D, dest); |
| |
| GLTexture source; |
| glBindTexture(GL_TEXTURE_2D, source); |
| |
| // Put data in mip 0 and 1 |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| GLColor::red.data()); |
| glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| GLColor::green.data()); |
| |
| // Disable mipmapping so source is complete |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| |
| // Force the dirty bits to be synchronized in source |
| drawQuad(mProgram, "position", 1.0f); |
| |
| // Copy from mip 1 of the source. In the GL backend this internally sets the base level to mip |
| // 1 and sets a dirty bit. |
| glCopyTextureCHROMIUM(source, 1, GL_TEXTURE_2D, dest, 0, GL_RGBA, GL_UNSIGNED_BYTE, GL_FALSE, |
| GL_FALSE, GL_FALSE); |
| |
| // Draw again, assertions are generated if the texture has internal dirty bits at draw time |
| drawQuad(mProgram, "position", 1.0f); |
| } |
| |
| // This test case changes the base level of a texture that's attached to a framebuffer, clears every |
| // level to green, and then samples the texture when rendering. Test is taken from |
| // https://www.khronos.org/registry/webgl/sdk/tests/conformance2/rendering/framebuffer-texture-changing-base-level.html |
| TEST_P(Texture2DTestES3, FramebufferTextureChangingBaselevel) |
| { |
| // TODO(geofflang): Investigate on D3D11. http://anglebug.com/2291 |
| ANGLE_SKIP_TEST_IF(IsD3D11()); |
| |
| // TODO(cnorthrop): Framebuffer level support. http://anglebug.com/3184 |
| ANGLE_SKIP_TEST_IF(IsVulkan()); |
| |
| setUpProgram(); |
| |
| constexpr GLint width = 8; |
| constexpr GLint height = 4; |
| |
| GLTexture texture; |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| |
| // Create all mipmap levels for the texture from level 0 to the 1x1 pixel level. |
| GLint level = 0; |
| GLint levelW = width; |
| GLint levelH = height; |
| glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, levelW, levelH, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| nullptr); |
| while (levelW > 1 || levelH > 1) |
| { |
| ++level; |
| levelW = static_cast<GLint>(std::max(1.0, std::floor(width / std::pow(2, level)))); |
| levelH = static_cast<GLint>(std::max(1.0, std::floor(height / std::pow(2, level)))); |
| glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, levelW, levelH, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| nullptr); |
| } |
| |
| // Clear each level of the texture using an FBO. Change the base level to match the level used |
| // for the FBO on each iteration. |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| level = 0; |
| levelW = width; |
| levelH = height; |
| while (levelW > 1 || levelH > 1) |
| { |
| levelW = static_cast<GLint>(std::floor(width / std::pow(2, level))); |
| levelH = static_cast<GLint>(std::floor(height / std::pow(2, level))); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, level); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, level); |
| |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| EXPECT_GL_NO_ERROR(); |
| |
| glClearColor(0, 1, 0, 1); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| ++level; |
| } |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| glViewport(0, 0, 16, 16); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test to check that texture completeness is determined correctly when the texture base level is |
| // greater than 0, and also that level 0 is not sampled when base level is greater than 0. |
| TEST_P(Texture2DTestES3, DrawWithBaseLevel1) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| std::vector<GLColor> texDataRed(4u * 4u, GLColor::red); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data()); |
| std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green); |
| glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not |
| // have images defined. |
| TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeUndefined) |
| { |
| // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array. |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL()); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green); |
| glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that drawing works correctly when level 0 is undefined and base level is 1. |
| TEST_P(Texture2DTestES3, DrawWithLevelZeroUndefined) |
| { |
| // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array. |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL()); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green); |
| glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| // Texture is incomplete. |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); |
| |
| glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| // Texture is now complete. |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have |
| // dimensions that don't fit the images inside the range. |
| // GLES 3.0.4 section 3.8.13 Texture completeness |
| TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| std::vector<GLColor> texDataRed(8u * 8u, GLColor::red); |
| std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green); |
| std::vector<GLColor> texDataCyan(2u * 2u, GLColor::cyan); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| |
| // Two levels that are initially unused. |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data()); |
| glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataCyan.data()); |
| |
| // One level that is used - only this level should affect completeness. |
| glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL()); |
| |
| // Switch the level that is being used to the cyan level 2. |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan); |
| } |
| |
| // Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not |
| // have images defined. |
| TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeUndefined) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_3D, mTexture3D); |
| std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green); |
| glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have |
| // dimensions that don't fit the images inside the range. |
| // GLES 3.0.4 section 3.8.13 Texture completeness |
| TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions) |
| { |
| // Crashes on Intel Ubuntu 19.04 Mesa 19.0.2 GL. http://anglebug.com/2782 |
| ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsDesktopOpenGL()); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_3D, mTexture3D); |
| std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red); |
| std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green); |
| std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan); |
| |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| |
| // Two levels that are initially unused. |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataRed.data()); |
| glTexImage3D(GL_TEXTURE_3D, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataCyan.data()); |
| |
| // One level that is used - only this level should affect completeness. |
| glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL()); |
| |
| // Switch the level that is being used to the cyan level 2. |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 2); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 2); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan); |
| } |
| |
| // Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not |
| // have images defined. |
| TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeUndefined) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture); |
| std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have |
| // dimensions that don't fit the images inside the range. |
| // GLES 3.0.4 section 3.8.13 Texture completeness |
| TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions) |
| { |
| // TODO(crbug.com/998505): Test failing on Android FYI Release (NVIDIA Shield TV) |
| ANGLE_SKIP_TEST_IF(IsNVIDIAShield()); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_3D, m2DArrayTexture); |
| std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red); |
| std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green); |
| std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan); |
| |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| |
| // Two levels that are initially unused. |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataRed.data()); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataCyan.data()); |
| |
| // One level that is used - only this level should affect completeness. |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL()); |
| |
| // Switch the level that is being used to the cyan level 2. |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 2); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 2); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan); |
| } |
| |
| // Test that texture completeness is updated if texture max level changes. |
| // GLES 3.0.4 section 3.8.13 Texture completeness |
| TEST_P(Texture2DTestES3, TextureCompletenessChangesWithMaxLevel) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| |
| // A level that is initially unused. |
| glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| // One level that is initially used - only this level should affect completeness. |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| // Switch the max level to level 1. The levels within the used range now have inconsistent |
| // dimensions and the texture should be incomplete. |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); |
| } |
| |
| // Test that 3D texture completeness is updated if texture max level changes. |
| // GLES 3.0.4 section 3.8.13 Texture completeness |
| TEST_P(Texture3DTestES3, Texture3DCompletenessChangesWithMaxLevel) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_3D, mTexture3D); |
| std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green); |
| |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| |
| // A level that is initially unused. |
| glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 1, 1, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| // One level that is initially used - only this level should affect completeness. |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| // Switch the max level to level 1. The levels within the used range now have inconsistent |
| // dimensions and the texture should be incomplete. |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); |
| } |
| |
| // Test that texture completeness is updated if texture base level changes. |
| // GLES 3.0.4 section 3.8.13 Texture completeness |
| TEST_P(Texture2DTestES3, TextureCompletenessChangesWithBaseLevel) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| |
| // Two levels that are initially unused. |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| // One level that is initially used - only this level should affect completeness. |
| glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| // Switch the base level to level 1. The levels within the used range now have inconsistent |
| // dimensions and the texture should be incomplete. |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); |
| } |
| |
| // Test that texture is not complete if base level is greater than max level. |
| // GLES 3.0.4 section 3.8.13 Texture completeness |
| TEST_P(Texture2DTestES3, TextureBaseLevelGreaterThanMaxLevel) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| // Texture should be incomplete. |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); |
| } |
| |
| // Test that immutable texture base level and max level are clamped. |
| // GLES 3.0.4 section 3.8.10 subsection Mipmapping |
| TEST_P(Texture2DTestES3, ImmutableTextureBaseLevelOutOfRange) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1); |
| |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); |
| |
| // For immutable-format textures, base level should be clamped to [0, levels - 1], and max level |
| // should be clamped to [base_level, levels - 1]. |
| // GLES 3.0.4 section 3.8.10 subsection Mipmapping |
| // In the case of this test, those rules make the effective base level and max level 0. |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| // Texture should be complete. |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that changing base level works when it affects the format of the texture. |
| TEST_P(Texture2DTestES3, TextureFormatChangesWithBaseLevel) |
| { |
| // TODO(crbug.com/998505): Test failing on Android FYI Release (NVIDIA Shield TV) |
| ANGLE_SKIP_TEST_IF(IsNVIDIAShield()); |
| |
| ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsDesktopOpenGL()); |
| |
| // Observed incorrect rendering on AMD OpenGL. |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL()); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| std::vector<GLColor> texDataCyan(4u * 4u, GLColor::cyan); |
| std::vector<GLColor> texDataGreen(4u * 4u, GLColor::green); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| |
| // RGBA8 level that's initially unused. |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataCyan.data()); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); |
| |
| // RG8 level that's initially used, with consistent dimensions with level 0 but a different |
| // format. It reads green channel data from the green and alpha channels of texDataGreen |
| // (this is a bit hacky but works). |
| glTexImage2D(GL_TEXTURE_2D, 1, GL_RG8, 2, 2, 0, GL_RG, GL_UNSIGNED_BYTE, texDataGreen.data()); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| // Switch the texture to use the cyan level 0 with the RGBA format. |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan); |
| } |
| |
| // Test that setting a texture image works when base level is out of range. |
| TEST_P(Texture2DTestES3, SetImageWhenBaseLevelOutOfRange) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| // Texture should be complete. |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // In the D3D11 renderer, we need to initialize some texture formats, to fill empty channels. EG |
| // RBA->RGBA8, with 1.0 in the alpha channel. This test covers a bug where redefining array textures |
| // with these formats does not work as expected. |
| TEST_P(Texture2DArrayTestES3, RedefineInittableArray) |
| { |
| std::vector<GLubyte> pixelData; |
| for (size_t count = 0; count < 5000; count++) |
| { |
| pixelData.push_back(0u); |
| pixelData.push_back(255u); |
| pixelData.push_back(0u); |
| } |
| |
| glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture); |
| glUseProgram(mProgram); |
| glUniform1i(mTextureArrayLocation, 0); |
| |
| // The first draw worked correctly. |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, |
| &pixelData[0]); |
| |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| drawQuad(mProgram, "position", 1.0f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| // The dimension of the respecification must match the original exactly to trigger the bug. |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, |
| &pixelData[0]); |
| drawQuad(mProgram, "position", 1.0f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| // Test shadow sampler and regular non-shadow sampler coexisting in the same shader. |
| // This test is needed especially to confirm that sampler registers get assigned correctly on |
| // the HLSL backend even when there's a mix of different HLSL sampler and texture types. |
| TEST_P(ShadowSamplerPlusSampler3DTestES3, ShadowSamplerPlusSampler3DDraw) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_3D, mTexture3D); |
| GLubyte texData[4]; |
| texData[0] = 0; |
| texData[1] = 60; |
| texData[2] = 0; |
| texData[3] = 255; |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData); |
| |
| glActiveTexture(GL_TEXTURE1); |
| glBindTexture(GL_TEXTURE_2D, mTextureShadow); |
| GLfloat depthTexData[1]; |
| depthTexData[0] = 0.5f; |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT, |
| depthTexData); |
| |
| glUseProgram(mProgram); |
| glUniform1f(mDepthRefUniformLocation, 0.3f); |
| glUniform1i(mTexture3DUniformLocation, 0); |
| glUniform1i(mTextureShadowUniformLocation, 1); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| // The shader writes 0.5 * <comparison result (1.0)> + <texture color> |
| EXPECT_PIXEL_NEAR(0, 0, 128, 188, 128, 255, 2); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GREATER); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| // The shader writes 0.5 * <comparison result (0.0)> + <texture color> |
| EXPECT_PIXEL_NEAR(0, 0, 0, 60, 0, 255, 2); |
| } |
| |
| // Test multiple different sampler types in the same shader. |
| // This test makes sure that even if sampler / texture registers get grouped together based on type |
| // or otherwise get shuffled around in the HLSL backend of the shader translator, the D3D renderer |
| // still has the right register index information for each ESSL sampler. |
| // The tested ESSL samplers have the following types in D3D11 HLSL: |
| // sampler2D: Texture2D + SamplerState |
| // samplerCube: TextureCube + SamplerState |
| // sampler2DShadow: Texture2D + SamplerComparisonState |
| // samplerCubeShadow: TextureCube + SamplerComparisonState |
| TEST_P(SamplerTypeMixTestES3, SamplerTypeMixDraw) |
| { |
| // TODO(cnorthrop): Requires non-color staging buffer support. http://anglebug.com/3949 |
| ANGLE_SKIP_TEST_IF(IsVulkan()); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| GLubyte texData[4]; |
| texData[0] = 0; |
| texData[1] = 0; |
| texData[2] = 120; |
| texData[3] = 255; |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData); |
| |
| glActiveTexture(GL_TEXTURE1); |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube); |
| texData[0] = 0; |
| texData[1] = 90; |
| texData[2] = 0; |
| texData[3] = 255; |
| glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA8, 1, 1); |
| glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, |
| texData); |
| |
| glActiveTexture(GL_TEXTURE2); |
| glBindTexture(GL_TEXTURE_2D, mTexture2DShadow); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); |
| GLfloat depthTexData[1]; |
| depthTexData[0] = 0.5f; |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT, |
| depthTexData); |
| |
| glActiveTexture(GL_TEXTURE3); |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCubeShadow); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); |
| depthTexData[0] = 0.2f; |
| glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_DEPTH_COMPONENT32F, 1, 1); |
| glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, |
| depthTexData); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glUseProgram(mProgram); |
| glUniform1f(mDepthRefUniformLocation, 0.3f); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| glUniform1i(mTextureCubeUniformLocation, 1); |
| glUniform1i(mTexture2DShadowUniformLocation, 2); |
| glUniform1i(mTextureCubeShadowUniformLocation, 3); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| // The shader writes: |
| // <texture 2d color> + |
| // <cube map color> + |
| // 0.25 * <comparison result (1.0)> + |
| // 0.125 * <comparison result (0.0)> |
| EXPECT_PIXEL_NEAR(0, 0, 64, 154, 184, 255, 2); |
| } |
| |
| // Test different base levels on textures accessed through the same sampler array. |
| // Calling textureSize() on the samplers hits the D3D sampler metadata workaround. |
| TEST_P(TextureSizeTextureArrayTest, BaseLevelVariesInTextureArray) |
| { |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsD3D11()); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2DA); |
| GLsizei size = 64; |
| for (GLint level = 0; level < 7; ++level) |
| { |
| ASSERT_LT(0, size); |
| glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| nullptr); |
| size = size / 2; |
| } |
| ASSERT_EQ(0, size); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); |
| |
| glActiveTexture(GL_TEXTURE1); |
| glBindTexture(GL_TEXTURE_2D, mTexture2DB); |
| size = 128; |
| for (GLint level = 0; level < 8; ++level) |
| { |
| ASSERT_LT(0, size); |
| glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| nullptr); |
| size = size / 2; |
| } |
| ASSERT_EQ(0, size); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 3); |
| EXPECT_GL_NO_ERROR(); |
| |
| glUseProgram(mProgram); |
| glUniform1i(mTexture0Location, 0); |
| glUniform1i(mTexture1Location, 1); |
| |
| drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| // Red channel: width of level 1 of texture A: 32. |
| // Green channel: width of level 3 of texture B: 16. |
| EXPECT_PIXEL_NEAR(0, 0, 32, 16, 0, 255, 2); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DTestES3, TextureRGBImplicitAlpha1) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DTest, TextureLuminanceImplicitAlpha1) |
| { |
| setUpProgram(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, nullptr); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // Validate that every component of the pixel will be equal to the luminance value we've set |
| // and that the alpha channel will be 1 (or 255 to be exact). |
| TEST_P(Texture2DTest, TextureLuminanceRGBSame) |
| { |
| setUpProgram(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| uint8_t pixel = 50; |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &pixel); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(pixel, pixel, pixel, 255)); |
| } |
| |
| // Validate that every component of the pixel will be equal to the luminance value we've set |
| // and that the alpha channel will be the second component. |
| TEST_P(Texture2DTest, TextureLuminanceAlphaRGBSame) |
| { |
| setUpProgram(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| uint8_t pixel[] = {50, 25}; |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 1, 1, 0, GL_LUMINANCE_ALPHA, |
| GL_UNSIGNED_BYTE, pixel); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(pixel[0], pixel[0], pixel[0], pixel[1])); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DTest, TextureLuminance32ImplicitAlpha1) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float")); |
| ANGLE_SKIP_TEST_IF(IsD3D9()); |
| ANGLE_SKIP_TEST_IF(IsVulkan()); |
| |
| setUpProgram(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_FLOAT, nullptr); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DTest, TextureLuminance16ImplicitAlpha1) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float")); |
| ANGLE_SKIP_TEST_IF(IsD3D9()); |
| ANGLE_SKIP_TEST_IF(IsVulkan()); |
| // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1420 is fixed |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES()); |
| |
| setUpProgram(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_HALF_FLOAT_OES, nullptr); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB8UIImplicitAlpha1) |
| { |
| ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX()); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB8IImplicitAlpha1) |
| { |
| ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX()); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8I, 1, 1, 0, GL_RGB_INTEGER, GL_BYTE, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB16UIImplicitAlpha1) |
| { |
| ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX()); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_SHORT, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB16IImplicitAlpha1) |
| { |
| ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX()); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16I, 1, 1, 0, GL_RGB_INTEGER, GL_SHORT, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB32UIImplicitAlpha1) |
| { |
| ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX()); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_INT, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB32IImplicitAlpha1) |
| { |
| ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX()); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32I, 1, 1, 0, GL_RGB_INTEGER, GL_INT, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DTestES3, TextureRGBSNORMImplicitAlpha1) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8_SNORM, 1, 1, 0, GL_RGB, GL_BYTE, nullptr); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DTestES3, TextureRGB9E5ImplicitAlpha1) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB9_E5, 1, 1, 0, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV, |
| nullptr); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DTestES3, TextureCOMPRESSEDRGB8ETC2ImplicitAlpha1) |
| { |
| // ETC texture formats are not supported on Mac OpenGL. http://anglebug.com/3853 |
| ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL()); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB8_ETC2, 1, 1, 0, 8, nullptr); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DTestES3, TextureCOMPRESSEDSRGB8ETC2ImplicitAlpha1) |
| { |
| // ETC texture formats are not supported on Mac OpenGL. http://anglebug.com/3853 |
| ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL()); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_SRGB8_ETC2, 1, 1, 0, 8, nullptr); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // Use a sampler in a uniform struct. |
| TEST_P(SamplerInStructTest, SamplerInStruct) |
| { |
| runSamplerInStructTest(); |
| } |
| |
| // Use a sampler in a uniform struct that's passed as a function parameter. |
| TEST_P(SamplerInStructAsFunctionParameterTest, SamplerInStructAsFunctionParameter) |
| { |
| // Fails on Nexus 5X due to a driver bug. http://anglebug.com/1427 |
| ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsOpenGLES()); |
| |
| runSamplerInStructTest(); |
| } |
| |
| // Use a sampler in a uniform struct array with a struct from the array passed as a function |
| // parameter. |
| TEST_P(SamplerInStructArrayAsFunctionParameterTest, SamplerInStructArrayAsFunctionParameter) |
| { |
| // Fails on Nexus 5X due to a driver bug. http://anglebug.com/1427 |
| ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsOpenGLES()); |
| |
| runSamplerInStructTest(); |
| } |
| |
| // Use a sampler in a struct inside a uniform struct with the nested struct passed as a function |
| // parameter. |
| TEST_P(SamplerInNestedStructAsFunctionParameterTest, SamplerInNestedStructAsFunctionParameter) |
| { |
| // Fails on Nexus 5X due to a driver bug. http://anglebug.com/1427 |
| ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsOpenGLES()); |
| |
| runSamplerInStructTest(); |
| } |
| |
| // Make sure that there isn't a name conflict between sampler extracted from a struct and a |
| // similarly named uniform. |
| TEST_P(SamplerInStructAndOtherVariableTest, SamplerInStructAndOtherVariable) |
| { |
| runSamplerInStructTest(); |
| } |
| |
| // GL_EXT_texture_filter_anisotropic |
| class TextureAnisotropyTest : public Texture2DTest |
| { |
| protected: |
| void uploadTexture() |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| GLColor texDataRed[1] = {GLColor::red}; |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed); |
| EXPECT_GL_NO_ERROR(); |
| } |
| }; |
| |
| // Tests that setting anisotropic filtering doesn't cause failures at draw time. |
| TEST_P(TextureAnisotropyTest, AnisotropyFunctional) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_filter_anisotropic")); |
| |
| setUpProgram(); |
| |
| uploadTexture(); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.0f); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::red); |
| } |
| |
| // GL_OES_texture_border_clamp |
| class TextureBorderClampTest : public Texture2DTest |
| { |
| protected: |
| TextureBorderClampTest() : Texture2DTest() {} |
| |
| const char *getVertexShaderSource() override |
| { |
| return |
| R"(precision highp float; |
| attribute vec4 position; |
| varying vec2 texcoord; |
| |
| void main() |
| { |
| gl_Position = vec4(position.xy, 0.0, 1.0); |
| // texcoords in [-0.5, 1.5] |
| texcoord = (position.xy) + 0.5; |
| })"; |
| } |
| |
| void uploadTexture() |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| std::vector<GLColor> texDataRed(1, GLColor::red); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataRed.data()); |
| EXPECT_GL_NO_ERROR(); |
| } |
| }; |
| |
| // Test if the color set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the texture in |
| // GL_CLAMP_TO_BORDER wrap mode (set with glTexParameter). |
| TEST_P(TextureBorderClampTest, TextureBorderClampFunctional) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp")); |
| |
| setUpProgram(); |
| |
| uploadTexture(); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green); |
| } |
| |
| // Test reading back GL_TEXTURE_BORDER_COLOR by glGetTexParameter. |
| TEST_P(TextureBorderClampTest, TextureBorderClampFunctional2) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp")); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R); |
| |
| GLint colorFixedPoint[4] = {0}; |
| glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorFixedPoint); |
| constexpr GLint colorGreenFixedPoint[4] = {0, std::numeric_limits<GLint>::max(), 0, |
| std::numeric_limits<GLint>::max()}; |
| EXPECT_EQ(colorFixedPoint[0], colorGreenFixedPoint[0]); |
| EXPECT_EQ(colorFixedPoint[1], colorGreenFixedPoint[1]); |
| EXPECT_EQ(colorFixedPoint[2], colorGreenFixedPoint[2]); |
| EXPECT_EQ(colorFixedPoint[3], colorGreenFixedPoint[3]); |
| |
| constexpr GLint colorBlueFixedPoint[4] = {0, 0, std::numeric_limits<GLint>::max(), |
| std::numeric_limits<GLint>::max()}; |
| glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorBlueFixedPoint); |
| |
| GLfloat color[4] = {0.0f}; |
| glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color); |
| EXPECT_EQ(color[0], kFloatBlue.R); |
| EXPECT_EQ(color[1], kFloatBlue.G); |
| EXPECT_EQ(color[2], kFloatBlue.B); |
| EXPECT_EQ(color[3], kFloatBlue.A); |
| } |
| |
| // Test GL_TEXTURE_BORDER_COLOR parameter validation at glTexParameter. |
| TEST_P(TextureBorderClampTest, TextureBorderClampValidation) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp")); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, 1.0f); |
| EXPECT_GL_ERROR(GL_INVALID_ENUM); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, std::numeric_limits<GLint>::max()); |
| EXPECT_GL_ERROR(GL_INVALID_ENUM); |
| |
| glTexParameterfv(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R); |
| EXPECT_GL_ERROR(GL_INVALID_ENUM); |
| |
| GLint colorInt[4] = {0}; |
| glTexParameteriv(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BORDER_COLOR, colorInt); |
| EXPECT_GL_ERROR(GL_INVALID_ENUM); |
| |
| if (getClientMajorVersion() < 3) |
| { |
| glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| glGetTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| |
| GLuint colorUInt[4] = {0}; |
| glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| glGetTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| |
| GLSampler sampler; |
| glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| glGetSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| |
| glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| glGetSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| } |
| } |
| |
| class TextureBorderClampTestES3 : public TextureBorderClampTest |
| { |
| protected: |
| TextureBorderClampTestES3() : TextureBorderClampTest() {} |
| }; |
| |
| // Test if the color set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the texture in |
| // GL_CLAMP_TO_BORDER wrap mode (set with glSamplerParameter). |
| TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Functional) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp")); |
| |
| setUpProgram(); |
| |
| uploadTexture(); |
| |
| GLSampler sampler; |
| glBindSampler(0, sampler); |
| glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); |
| glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); |
| glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green); |
| } |
| |
| // Test reading back GL_TEXTURE_BORDER_COLOR by glGetSamplerParameter. |
| TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Functional2) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp")); |
| |
| glActiveTexture(GL_TEXTURE0); |
| |
| GLSampler sampler; |
| glBindSampler(0, sampler); |
| |
| glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R); |
| |
| GLint colorFixedPoint[4] = {0}; |
| glGetSamplerParameteriv(sampler, GL_TEXTURE_BORDER_COLOR, colorFixedPoint); |
| constexpr GLint colorGreenFixedPoint[4] = {0, std::numeric_limits<GLint>::max(), 0, |
| std::numeric_limits<GLint>::max()}; |
| EXPECT_EQ(colorFixedPoint[0], colorGreenFixedPoint[0]); |
| EXPECT_EQ(colorFixedPoint[1], colorGreenFixedPoint[1]); |
| EXPECT_EQ(colorFixedPoint[2], colorGreenFixedPoint[2]); |
| EXPECT_EQ(colorFixedPoint[3], colorGreenFixedPoint[3]); |
| |
| constexpr GLint colorBlueFixedPoint[4] = {0, 0, std::numeric_limits<GLint>::max(), |
| std::numeric_limits<GLint>::max()}; |
| glSamplerParameteriv(sampler, GL_TEXTURE_BORDER_COLOR, colorBlueFixedPoint); |
| |
| GLfloat color[4] = {0.0f}; |
| glGetSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, color); |
| EXPECT_EQ(color[0], kFloatBlue.R); |
| EXPECT_EQ(color[1], kFloatBlue.G); |
| EXPECT_EQ(color[2], kFloatBlue.B); |
| EXPECT_EQ(color[3], kFloatBlue.A); |
| |
| constexpr GLint colorSomewhatRedInt[4] = {500000, 0, 0, std::numeric_limits<GLint>::max()}; |
| glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorSomewhatRedInt); |
| GLint colorInt[4] = {0}; |
| glGetSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt); |
| EXPECT_EQ(colorInt[0], colorSomewhatRedInt[0]); |
| EXPECT_EQ(colorInt[1], colorSomewhatRedInt[1]); |
| EXPECT_EQ(colorInt[2], colorSomewhatRedInt[2]); |
| EXPECT_EQ(colorInt[3], colorSomewhatRedInt[3]); |
| |
| constexpr GLuint colorSomewhatRedUInt[4] = {500000, 0, 0, std::numeric_limits<GLuint>::max()}; |
| glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorSomewhatRedUInt); |
| GLuint colorUInt[4] = {0}; |
| glGetSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt); |
| EXPECT_EQ(colorUInt[0], colorSomewhatRedUInt[0]); |
| EXPECT_EQ(colorUInt[1], colorSomewhatRedUInt[1]); |
| EXPECT_EQ(colorUInt[2], colorSomewhatRedUInt[2]); |
| EXPECT_EQ(colorUInt[3], colorSomewhatRedUInt[3]); |
| |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| constexpr GLint colorSomewhatGreenInt[4] = {0, 500000, 0, std::numeric_limits<GLint>::max()}; |
| glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorSomewhatGreenInt); |
| glGetTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt); |
| EXPECT_EQ(colorInt[0], colorSomewhatGreenInt[0]); |
| EXPECT_EQ(colorInt[1], colorSomewhatGreenInt[1]); |
| EXPECT_EQ(colorInt[2], colorSomewhatGreenInt[2]); |
| EXPECT_EQ(colorInt[3], colorSomewhatGreenInt[3]); |
| |
| constexpr GLuint colorSomewhatGreenUInt[4] = {0, 500000, 0, std::numeric_limits<GLuint>::max()}; |
| glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorSomewhatGreenUInt); |
| glGetTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt); |
| EXPECT_EQ(colorUInt[0], colorSomewhatGreenUInt[0]); |
| EXPECT_EQ(colorUInt[1], colorSomewhatGreenUInt[1]); |
| EXPECT_EQ(colorUInt[2], colorSomewhatGreenUInt[2]); |
| EXPECT_EQ(colorUInt[3], colorSomewhatGreenUInt[3]); |
| } |
| |
| // Test GL_TEXTURE_BORDER_COLOR parameter validation at glSamplerParameter. |
| TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Validation) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp")); |
| |
| glActiveTexture(GL_TEXTURE0); |
| |
| GLSampler sampler; |
| glBindSampler(0, sampler); |
| |
| glSamplerParameterf(sampler, GL_TEXTURE_BORDER_COLOR, 1.0f); |
| EXPECT_GL_ERROR(GL_INVALID_ENUM); |
| |
| glSamplerParameteri(sampler, GL_TEXTURE_BORDER_COLOR, std::numeric_limits<GLint>::max()); |
| EXPECT_GL_ERROR(GL_INVALID_ENUM); |
| } |
| |
| class TextureBorderClampIntegerTestES3 : public Texture2DTest |
| { |
| protected: |
| TextureBorderClampIntegerTestES3() : Texture2DTest(), isUnsignedIntTest(false) {} |
| |
| const char *getVertexShaderSource() override |
| { |
| return |
| R"(#version 300 es |
| out vec2 texcoord; |
| in vec4 position; |
| |
| void main() |
| { |
| gl_Position = vec4(position.xy, 0.0, 1.0); |
| // texcoords in [-0.5, 1.5] |
| texcoord = (position.xy) + 0.5; |
| })"; |
| } |
| |
| const char *getFragmentShaderSource() override |
| { |
| if (isUnsignedIntTest) |
| { |
| return "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp usampler2D tex;\n" |
| "in vec2 texcoord;\n" |
| "out vec4 fragColor;\n" |
| |
| "void main()\n" |
| "{\n" |
| "vec4 red = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| "vec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| "fragColor = (texture(tex, texcoord).r == 150u)" |
| " ? green : red;\n" |
| "}\n"; |
| } |
| else |
| { |
| return "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp isampler2D tex;\n" |
| "in vec2 texcoord;\n" |
| "out vec4 fragColor;\n" |
| |
| "void main()\n" |
| "{\n" |
| "vec4 red = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| "vec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| "fragColor = (texture(tex, texcoord).r == -50)" |
| " ? green : red;\n" |
| "}\n"; |
| } |
| } |
| |
| void uploadTexture() |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| if (isUnsignedIntTest) |
| { |
| std::vector<GLubyte> texData(4, 100); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 1, 1, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, |
| texData.data()); |
| } |
| else |
| { |
| std::vector<GLbyte> texData(4, 100); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8I, 1, 1, 0, GL_RGBA_INTEGER, GL_BYTE, |
| texData.data()); |
| } |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| bool isUnsignedIntTest; |
| }; |
| |
| // Test if the integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the |
| // integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIivOES). |
| TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampInteger) |
| { |
| // Fails on Win10 FYI x64 Release (AMD RX 550). http://anglebug.com/3760 |
| ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL()); |
| |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp")); |
| |
| setUpProgram(); |
| |
| uploadTexture(); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| |
| constexpr GLint borderColor[4] = {-50, -50, -50, -50}; |
| glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green); |
| } |
| |
| // Test if the integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the |
| // integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIivOES). |
| TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampInteger2) |
| { |
| // Fails on Win10 FYI x64 Release (AMD RX 550). http://anglebug.com/3760 |
| ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL()); |
| |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp")); |
| |
| setUpProgram(); |
| |
| uploadTexture(); |
| |
| GLSampler sampler; |
| glBindSampler(0, sampler); |
| glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); |
| glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); |
| glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| |
| constexpr GLint borderColor[4] = {-50, -50, -50, -50}; |
| glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, borderColor); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green); |
| } |
| |
| // Test if the unsigned integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside |
| // of the unsigned integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIuivOES). |
| TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampIntegerUnsigned) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp")); |
| |
| isUnsignedIntTest = true; |
| |
| setUpProgram(); |
| |
| uploadTexture(); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| |
| constexpr GLuint borderColor[4] = {150, 150, 150, 150}; |
| glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green); |
| } |
| |
| // Test if the unsigned integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside |
| // of the unsigned integer texture in GL_CLAMP_TO_BORDER wrap mode (set with |
| // glSamplerParameterIuivOES). |
| TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampIntegerUnsigned2) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp")); |
| |
| isUnsignedIntTest = true; |
| |
| setUpProgram(); |
| |
| uploadTexture(); |
| |
| GLSampler sampler; |
| glBindSampler(0, sampler); |
| glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); |
| glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); |
| glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| |
| constexpr GLuint borderColor[4] = {150, 150, 150, 150}; |
| glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, borderColor); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green); |
| } |
| |
| // ~GL_OES_texture_border_clamp |
| |
| class TextureLimitsTest : public ANGLETest |
| { |
| protected: |
| struct RGBA8 |
| { |
| uint8_t R, G, B, A; |
| }; |
| |
| TextureLimitsTest() |
| : mProgram(0), mMaxVertexTextures(0), mMaxFragmentTextures(0), mMaxCombinedTextures(0) |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| } |
| |
| void testSetUp() override |
| { |
| glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &mMaxVertexTextures); |
| glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &mMaxFragmentTextures); |
| glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &mMaxCombinedTextures); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void testTearDown() override |
| { |
| if (mProgram != 0) |
| { |
| glDeleteProgram(mProgram); |
| mProgram = 0; |
| |
| if (!mTextures.empty()) |
| { |
| glDeleteTextures(static_cast<GLsizei>(mTextures.size()), &mTextures[0]); |
| } |
| } |
| } |
| |
| void compileProgramWithTextureCounts(const std::string &vertexPrefix, |
| GLint vertexTextureCount, |
| GLint vertexActiveTextureCount, |
| const std::string &fragPrefix, |
| GLint fragmentTextureCount, |
| GLint fragmentActiveTextureCount) |
| { |
| std::stringstream vertexShaderStr; |
| vertexShaderStr << "attribute vec2 position;\n" |
| << "varying vec4 color;\n" |
| << "varying vec2 texCoord;\n"; |
| |
| for (GLint textureIndex = 0; textureIndex < vertexTextureCount; ++textureIndex) |
| { |
| vertexShaderStr << "uniform sampler2D " << vertexPrefix << textureIndex << ";\n"; |
| } |
| |
| vertexShaderStr << "void main() {\n" |
| << " gl_Position = vec4(position, 0, 1);\n" |
| << " texCoord = (position * 0.5) + 0.5;\n" |
| << " color = vec4(0);\n"; |
| |
| for (GLint textureIndex = 0; textureIndex < vertexActiveTextureCount; ++textureIndex) |
| { |
| vertexShaderStr << " color += texture2D(" << vertexPrefix << textureIndex |
| << ", texCoord);\n"; |
| } |
| |
| vertexShaderStr << "}"; |
| |
| std::stringstream fragmentShaderStr; |
| fragmentShaderStr << "varying mediump vec4 color;\n" |
| << "varying mediump vec2 texCoord;\n"; |
| |
| for (GLint textureIndex = 0; textureIndex < fragmentTextureCount; ++textureIndex) |
| { |
| fragmentShaderStr << "uniform sampler2D " << fragPrefix << textureIndex << ";\n"; |
| } |
| |
| fragmentShaderStr << "void main() {\n" |
| << " gl_FragColor = color;\n"; |
| |
| for (GLint textureIndex = 0; textureIndex < fragmentActiveTextureCount; ++textureIndex) |
| { |
| fragmentShaderStr << " gl_FragColor += texture2D(" << fragPrefix << textureIndex |
| << ", texCoord);\n"; |
| } |
| |
| fragmentShaderStr << "}"; |
| |
| const std::string &vertexShaderSource = vertexShaderStr.str(); |
| const std::string &fragmentShaderSource = fragmentShaderStr.str(); |
| |
| mProgram = CompileProgram(vertexShaderSource.c_str(), fragmentShaderSource.c_str()); |
| } |
| |
| RGBA8 getPixel(GLint texIndex) |
| { |
| RGBA8 pixel = {static_cast<uint8_t>(texIndex & 0x7u), static_cast<uint8_t>(texIndex >> 3), |
| 0, 255u}; |
| return pixel; |
| } |
| |
| void initTextures(GLint tex2DCount, GLint texCubeCount) |
| { |
| GLint totalCount = tex2DCount + texCubeCount; |
| mTextures.assign(totalCount, 0); |
| glGenTextures(totalCount, &mTextures[0]); |
| ASSERT_GL_NO_ERROR(); |
| |
| std::vector<RGBA8> texData(16 * 16); |
| |
| GLint texIndex = 0; |
| for (; texIndex < tex2DCount; ++texIndex) |
| { |
| texData.assign(texData.size(), getPixel(texIndex)); |
| glActiveTexture(GL_TEXTURE0 + texIndex); |
| glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| &texData[0]); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| } |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| for (; texIndex < texCubeCount; ++texIndex) |
| { |
| texData.assign(texData.size(), getPixel(texIndex)); |
| glActiveTexture(GL_TEXTURE0 + texIndex); |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextures[texIndex]); |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 16, 16, 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, &texData[0]); |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 16, 16, 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, &texData[0]); |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, &texData[0]); |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 16, 16, 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, &texData[0]); |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 16, 16, 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, &texData[0]); |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, &texData[0]); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| } |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void testWithTextures(GLint vertexTextureCount, |
| const std::string &vertexTexturePrefix, |
| GLint fragmentTextureCount, |
| const std::string &fragmentTexturePrefix) |
| { |
| // Generate textures |
| initTextures(vertexTextureCount + fragmentTextureCount, 0); |
| |
| glUseProgram(mProgram); |
| RGBA8 expectedSum = {0}; |
| for (GLint texIndex = 0; texIndex < vertexTextureCount; ++texIndex) |
| { |
| std::stringstream uniformNameStr; |
| uniformNameStr << vertexTexturePrefix << texIndex; |
| const std::string &uniformName = uniformNameStr.str(); |
| GLint location = glGetUniformLocation(mProgram, uniformName.c_str()); |
| ASSERT_NE(-1, location); |
| |
| glUniform1i(location, texIndex); |
| RGBA8 contribution = getPixel(texIndex); |
| expectedSum.R += contribution.R; |
| expectedSum.G += contribution.G; |
| } |
| |
| for (GLint texIndex = 0; texIndex < fragmentTextureCount; ++texIndex) |
| { |
| std::stringstream uniformNameStr; |
| uniformNameStr << fragmentTexturePrefix << texIndex; |
| const std::string &uniformName = uniformNameStr.str(); |
| GLint location = glGetUniformLocation(mProgram, uniformName.c_str()); |
| ASSERT_NE(-1, location); |
| |
| glUniform1i(location, texIndex + vertexTextureCount); |
| RGBA8 contribution = getPixel(texIndex + vertexTextureCount); |
| expectedSum.R += contribution.R; |
| expectedSum.G += contribution.G; |
| } |
| |
| ASSERT_GE(256u, expectedSum.G); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(0, 0, expectedSum.R, expectedSum.G, 0, 255); |
| } |
| |
| GLuint mProgram; |
| std::vector<GLuint> mTextures; |
| GLint mMaxVertexTextures; |
| GLint mMaxFragmentTextures; |
| GLint mMaxCombinedTextures; |
| }; |
| |
| // Test rendering with the maximum vertex texture units. |
| TEST_P(TextureLimitsTest, MaxVertexTextures) |
| { |
| compileProgramWithTextureCounts("tex", mMaxVertexTextures, mMaxVertexTextures, "tex", 0, 0); |
| ASSERT_NE(0u, mProgram); |
| ASSERT_GL_NO_ERROR(); |
| |
| testWithTextures(mMaxVertexTextures, "tex", 0, "tex"); |
| } |
| |
| // Test rendering with the maximum fragment texture units. |
| TEST_P(TextureLimitsTest, MaxFragmentTextures) |
| { |
| compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures, mMaxFragmentTextures); |
| ASSERT_NE(0u, mProgram); |
| ASSERT_GL_NO_ERROR(); |
| |
| testWithTextures(mMaxFragmentTextures, "tex", 0, "tex"); |
| } |
| |
| // Test rendering with maximum combined texture units. |
| TEST_P(TextureLimitsTest, MaxCombinedTextures) |
| { |
| GLint vertexTextures = mMaxVertexTextures; |
| |
| if (vertexTextures + mMaxFragmentTextures > mMaxCombinedTextures) |
| { |
| vertexTextures = mMaxCombinedTextures - mMaxFragmentTextures; |
| } |
| |
| compileProgramWithTextureCounts("vtex", vertexTextures, vertexTextures, "ftex", |
| mMaxFragmentTextures, mMaxFragmentTextures); |
| ASSERT_NE(0u, mProgram); |
| ASSERT_GL_NO_ERROR(); |
| |
| testWithTextures(vertexTextures, "vtex", mMaxFragmentTextures, "ftex"); |
| } |
| |
| // Negative test for exceeding the number of vertex textures |
| TEST_P(TextureLimitsTest, ExcessiveVertexTextures) |
| { |
| compileProgramWithTextureCounts("tex", mMaxVertexTextures + 1, mMaxVertexTextures + 1, "tex", 0, |
| 0); |
| ASSERT_EQ(0u, mProgram); |
| } |
| |
| // Negative test for exceeding the number of fragment textures |
| TEST_P(TextureLimitsTest, ExcessiveFragmentTextures) |
| { |
| compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures + 1, |
| mMaxFragmentTextures + 1); |
| ASSERT_EQ(0u, mProgram); |
| } |
| |
| // Test active vertex textures under the limit, but excessive textures specified. |
| TEST_P(TextureLimitsTest, MaxActiveVertexTextures) |
| { |
| compileProgramWithTextureCounts("tex", mMaxVertexTextures + 4, mMaxVertexTextures, "tex", 0, 0); |
| ASSERT_NE(0u, mProgram); |
| ASSERT_GL_NO_ERROR(); |
| |
| testWithTextures(mMaxVertexTextures, "tex", 0, "tex"); |
| } |
| |
| // Test active fragment textures under the limit, but excessive textures specified. |
| TEST_P(TextureLimitsTest, MaxActiveFragmentTextures) |
| { |
| compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures + 4, |
| mMaxFragmentTextures); |
| ASSERT_NE(0u, mProgram); |
| ASSERT_GL_NO_ERROR(); |
| |
| testWithTextures(0, "tex", mMaxFragmentTextures, "tex"); |
| } |
| |
| // Negative test for pointing two sampler uniforms of different types to the same texture. |
| // GLES 2.0.25 section 2.10.4 page 39. |
| TEST_P(TextureLimitsTest, TextureTypeConflict) |
| { |
| constexpr char kVS[] = |
| "attribute vec2 position;\n" |
| "varying float color;\n" |
| "uniform sampler2D tex2D;\n" |
| "uniform samplerCube texCube;\n" |
| "void main() {\n" |
| " gl_Position = vec4(position, 0, 1);\n" |
| " vec2 texCoord = (position * 0.5) + 0.5;\n" |
| " color = texture2D(tex2D, texCoord).x;\n" |
| " color += textureCube(texCube, vec3(texCoord, 0)).x;\n" |
| "}"; |
| constexpr char kFS[] = |
| "varying mediump float color;\n" |
| "void main() {\n" |
| " gl_FragColor = vec4(color, 0, 0, 1);\n" |
| "}"; |
| |
| mProgram = CompileProgram(kVS, kFS); |
| ASSERT_NE(0u, mProgram); |
| |
| initTextures(1, 0); |
| |
| glUseProgram(mProgram); |
| GLint tex2DLocation = glGetUniformLocation(mProgram, "tex2D"); |
| ASSERT_NE(-1, tex2DLocation); |
| GLint texCubeLocation = glGetUniformLocation(mProgram, "texCube"); |
| ASSERT_NE(-1, texCubeLocation); |
| |
| glUniform1i(tex2DLocation, 0); |
| glUniform1i(texCubeLocation, 0); |
| ASSERT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| } |
| |
| class Texture2DNorm16TestES3 : public Texture2DTestES3 |
| { |
| protected: |
| Texture2DNorm16TestES3() : Texture2DTestES3(), mTextures{0, 0, 0}, mFBO(0), mRenderbuffer(0) {} |
| |
| void testSetUp() override |
| { |
| Texture2DTestES3::testSetUp(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glGenTextures(3, mTextures); |
| glGenFramebuffers(1, &mFBO); |
| glGenRenderbuffers(1, &mRenderbuffer); |
| |
| for (size_t textureIndex = 0; textureIndex < 3; textureIndex++) |
| { |
| glBindTexture(GL_TEXTURE_2D, mTextures[textureIndex]); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| } |
| |
| glBindTexture(GL_TEXTURE_2D, 0); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void testTearDown() override |
| { |
| glDeleteTextures(3, mTextures); |
| glDeleteFramebuffers(1, &mFBO); |
| glDeleteRenderbuffers(1, &mRenderbuffer); |
| |
| Texture2DTestES3::testTearDown(); |
| } |
| |
| void testNorm16Texture(GLint internalformat, GLenum format, GLenum type) |
| { |
| GLushort pixelValue = (type == GL_SHORT) ? 0x7FFF : 0x6A35; |
| GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue}; |
| |
| setUpProgram(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBO); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], |
| 0); |
| |
| glBindTexture(GL_TEXTURE_2D, mTextures[0]); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16_EXT, 1, 1, 0, GL_RGBA, GL_UNSIGNED_SHORT, nullptr); |
| |
| glBindTexture(GL_TEXTURE_2D, mTextures[1]); |
| glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| GLubyte expectedValue = (type == GL_SHORT) ? 0xFF : static_cast<GLubyte>(pixelValue >> 8); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, |
| SliceFormatColor(format, GLColor(expectedValue, expectedValue, |
| expectedValue, expectedValue))); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void testNorm16Render(GLint internalformat, GLenum format, GLenum type) |
| { |
| GLushort pixelValue = 0x6A35; |
| GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue}; |
| |
| setUpProgram(); |
| |
| glBindTexture(GL_TEXTURE_2D, mTextures[1]); |
| glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, nullptr); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBO); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], |
| 0); |
| |
| glBindTexture(GL_TEXTURE_2D, mTextures[2]); |
| glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| GLubyte expectedValue = static_cast<GLubyte>(pixelValue >> 8); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, |
| SliceFormatColor(format, GLColor(expectedValue, expectedValue, |
| expectedValue, expectedValue))); |
| |
| glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer); |
| glRenderbufferStorage(GL_RENDERBUFFER, internalformat, 1, 1); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, |
| mRenderbuffer); |
| glBindRenderbuffer(GL_RENDERBUFFER, 0); |
| EXPECT_GL_NO_ERROR(); |
| |
| glClearColor(1.0f, 1.0f, 1.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, SliceFormatColor(format, GLColor::white)); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| GLuint mTextures[3]; |
| GLuint mFBO; |
| GLuint mRenderbuffer; |
| }; |
| |
| // Test texture formats enabled by the GL_EXT_texture_norm16 extension. |
| TEST_P(Texture2DNorm16TestES3, TextureNorm16Test) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_norm16")); |
| |
| testNorm16Texture(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT); |
| testNorm16Texture(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT); |
| testNorm16Texture(GL_RGB16_EXT, GL_RGB, GL_UNSIGNED_SHORT); |
| testNorm16Texture(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT); |
| testNorm16Texture(GL_R16_SNORM_EXT, GL_RED, GL_SHORT); |
| testNorm16Texture(GL_RG16_SNORM_EXT, GL_RG, GL_SHORT); |
| testNorm16Texture(GL_RGB16_SNORM_EXT, GL_RGB, GL_SHORT); |
| testNorm16Texture(GL_RGBA16_SNORM_EXT, GL_RGBA, GL_SHORT); |
| |
| testNorm16Render(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT); |
| testNorm16Render(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT); |
| testNorm16Render(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT); |
| } |
| |
| class Texture2DRGTest : public Texture2DTest |
| { |
| protected: |
| Texture2DRGTest() |
| : Texture2DTest(), mRenderableTexture(0), mTestTexture(0), mFBO(0), mRenderbuffer(0) |
| {} |
| |
| void testSetUp() override |
| { |
| Texture2DTest::testSetUp(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glGenTextures(1, &mRenderableTexture); |
| glGenTextures(1, &mTestTexture); |
| glGenFramebuffers(1, &mFBO); |
| glGenRenderbuffers(1, &mRenderbuffer); |
| |
| glBindTexture(GL_TEXTURE_2D, mRenderableTexture); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glBindTexture(GL_TEXTURE_2D, mTestTexture); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| glBindTexture(GL_TEXTURE_2D, 0); |
| |
| setUpProgram(); |
| glUseProgram(mProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void testTearDown() override |
| { |
| glDeleteTextures(1, &mRenderableTexture); |
| glDeleteTextures(1, &mTestTexture); |
| glDeleteFramebuffers(1, &mFBO); |
| glDeleteRenderbuffers(1, &mRenderbuffer); |
| |
| Texture2DTest::testTearDown(); |
| } |
| |
| void setupFormatTextures(GLenum internalformat, GLenum format, GLenum type, GLvoid *imageData) |
| { |
| glBindTexture(GL_TEXTURE_2D, mRenderableTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBO); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| mRenderableTexture, 0); |
| |
| glBindTexture(GL_TEXTURE_2D, mTestTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData); |
| |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| void testRGTexture(GLColor expectedColor) |
| { |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedColor, kPixelTolerance); |
| } |
| |
| void testRGRender(GLenum internalformat, GLenum format) |
| { |
| glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer); |
| glRenderbufferStorage(GL_RENDERBUFFER, internalformat, 1, 1); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, |
| mRenderbuffer); |
| glBindRenderbuffer(GL_RENDERBUFFER, 0); |
| EXPECT_GL_NO_ERROR(); |
| |
| glClearColor(1.0f, 1.0f, 1.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, SliceFormatColor(format, GLColor(255u, 255u, 255u, 255u))); |
| } |
| |
| GLuint mRenderableTexture; |
| GLuint mTestTexture; |
| GLuint mFBO; |
| GLuint mRenderbuffer; |
| }; |
| |
| // Test unorm texture formats enabled by the GL_EXT_texture_rg extension. |
| TEST_P(Texture2DRGTest, TextureRGUNormTest) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_rg")); |
| |
| GLubyte pixelValue = 0xab; |
| GLubyte imageData[] = {pixelValue, pixelValue}; |
| |
| setupFormatTextures(GL_RED_EXT, GL_RED_EXT, GL_UNSIGNED_BYTE, imageData); |
| testRGTexture( |
| SliceFormatColor(GL_RED_EXT, GLColor(pixelValue, pixelValue, pixelValue, pixelValue))); |
| testRGRender(GL_R8_EXT, GL_RED_EXT); |
| |
| setupFormatTextures(GL_RG_EXT, GL_RG_EXT, GL_UNSIGNED_BYTE, imageData); |
| testRGTexture( |
| SliceFormatColor(GL_RG_EXT, GLColor(pixelValue, pixelValue, pixelValue, pixelValue))); |
| testRGRender(GL_RG8_EXT, GL_RG_EXT); |
| } |
| |
| // Test float texture formats enabled by the GL_EXT_texture_rg extension. |
| TEST_P(Texture2DRGTest, TextureRGFloatTest) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_rg")); |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float")); |
| |
| GLfloat pixelValue = 0.54321; |
| GLfloat imageData[] = {pixelValue, pixelValue}; |
| |
| GLubyte expectedValue = static_cast<GLubyte>(pixelValue * 255.0f); |
| GLColor expectedColor = GLColor(expectedValue, expectedValue, expectedValue, expectedValue); |
| |
| setupFormatTextures(GL_RED_EXT, GL_RED_EXT, GL_FLOAT, imageData); |
| testRGTexture(SliceFormatColor(GL_RED_EXT, expectedColor)); |
| |
| setupFormatTextures(GL_RG_EXT, GL_RG_EXT, GL_FLOAT, imageData); |
| testRGTexture(SliceFormatColor(GL_RG_EXT, expectedColor)); |
| } |
| |
| // Test half-float texture formats enabled by the GL_EXT_texture_rg extension. |
| TEST_P(Texture2DRGTest, TextureRGHalfFloatTest) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_rg")); |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float")); |
| |
| GLfloat pixelValueFloat = 0.543f; |
| GLhalf pixelValue = 0x3858; |
| GLhalf imageData[] = {pixelValue, pixelValue}; |
| |
| GLubyte expectedValue = static_cast<GLubyte>(pixelValueFloat * 255.0f); |
| GLColor expectedColor = GLColor(expectedValue, expectedValue, expectedValue, expectedValue); |
| |
| setupFormatTextures(GL_RED_EXT, GL_RED_EXT, GL_HALF_FLOAT_OES, imageData); |
| testRGTexture(SliceFormatColor(GL_RED_EXT, expectedColor)); |
| |
| setupFormatTextures(GL_RG_EXT, GL_RG_EXT, GL_HALF_FLOAT_OES, imageData); |
| testRGTexture(SliceFormatColor(GL_RG_EXT, expectedColor)); |
| } |
| |
| class Texture2DFloatTest : public Texture2DTest |
| { |
| protected: |
| Texture2DFloatTest() |
| : Texture2DTest(), mRenderableTexture(0), mTestTexture(0), mFBO(0), mRenderbuffer(0) |
| {} |
| |
| void testSetUp() override |
| { |
| Texture2DTest::testSetUp(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glGenTextures(1, &mRenderableTexture); |
| glGenTextures(1, &mTestTexture); |
| glGenFramebuffers(1, &mFBO); |
| glGenRenderbuffers(1, &mRenderbuffer); |
| |
| setUpProgram(); |
| glUseProgram(mProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| |
| glBindTexture(GL_TEXTURE_2D, mRenderableTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBO); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| mRenderableTexture, 0); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void testTearDown() override |
| { |
| glDeleteTextures(1, &mRenderableTexture); |
| glDeleteTextures(1, &mTestTexture); |
| glDeleteFramebuffers(1, &mFBO); |
| glDeleteRenderbuffers(1, &mRenderbuffer); |
| |
| Texture2DTest::testTearDown(); |
| } |
| |
| void testFloatTextureSample(GLenum internalFormat, GLenum format, GLenum type) |
| { |
| constexpr GLfloat imageDataFloat[] = { |
| 0.2f, |
| 0.3f, |
| 0.4f, |
| 0.5f, |
| }; |
| constexpr GLhalf imageDataHalf[] = { |
| 0x3266, |
| 0x34CD, |
| 0x3666, |
| 0x3800, |
| }; |
| GLColor expectedValue; |
| for (int i = 0; i < 4; i++) |
| { |
| expectedValue[i] = static_cast<GLubyte>(imageDataFloat[i] * 255.0f); |
| } |
| |
| const GLvoid *imageData; |
| switch (type) |
| { |
| case GL_FLOAT: |
| imageData = imageDataFloat; |
| break; |
| case GL_HALF_FLOAT: |
| case GL_HALF_FLOAT_OES: |
| imageData = imageDataHalf; |
| break; |
| default: |
| imageData = nullptr; |
| } |
| ASSERT(imageData != nullptr); |
| |
| glBindTexture(GL_TEXTURE_2D, mTestTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, format, type, imageData); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBO); |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, SliceFormatColor(format, expectedValue), kPixelTolerance); |
| } |
| |
| void testFloatTextureLinear(GLenum internalFormat, GLenum format, GLenum type) |
| { |
| int numComponents; |
| switch (format) |
| { |
| case GL_RGBA: |
| numComponents = 4; |
| break; |
| case GL_RGB: |
| numComponents = 3; |
| break; |
| case GL_LUMINANCE_ALPHA: |
| numComponents = 2; |
| break; |
| case GL_LUMINANCE: |
| case GL_ALPHA: |
| numComponents = 1; |
| break; |
| default: |
| numComponents = 0; |
| } |
| ASSERT(numComponents > 0); |
| |
| constexpr GLfloat pixelIntensitiesFloat[] = {0.0f, 1.0f, 0.0f, 1.0f}; |
| constexpr GLhalf pixelIntensitiesHalf[] = {0x0000, 0x3C00, 0x0000, 0x3C00}; |
| |
| GLfloat imageDataFloat[16]; |
| GLhalf imageDataHalf[16]; |
| for (int i = 0; i < 4; i++) |
| { |
| for (int c = 0; c < numComponents; c++) |
| { |
| imageDataFloat[i * numComponents + c] = pixelIntensitiesFloat[i]; |
| imageDataHalf[i * numComponents + c] = pixelIntensitiesHalf[i]; |
| } |
| } |
| |
| const GLvoid *imageData; |
| switch (type) |
| { |
| case GL_FLOAT: |
| imageData = imageDataFloat; |
| break; |
| case GL_HALF_FLOAT: |
| case GL_HALF_FLOAT_OES: |
| imageData = imageDataHalf; |
| break; |
| default: |
| imageData = nullptr; |
| } |
| ASSERT(imageData != nullptr); |
| |
| glBindTexture(GL_TEXTURE_2D, mTestTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 2, 2, 0, format, type, imageData); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBO); |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| // Source texture contains 2 black pixels and 2 white pixels, we sample in the center so we |
| // should expect the final value to be gray (halfway in-between) |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, SliceFormatColor(format, GLColor(127u, 127u, 127u, 127u)), |
| kPixelTolerance); |
| } |
| |
| bool performFloatTextureRender(GLenum internalFormat, |
| GLenum renderBufferFormat, |
| GLenum format, |
| GLenum type) |
| { |
| glBindTexture(GL_TEXTURE_2D, mTestTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, format, type, nullptr); |
| glBindTexture(GL_TEXTURE_2D, 0); |
| |
| glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer); |
| glRenderbufferStorage(GL_RENDERBUFFER, renderBufferFormat, 1, 1); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, |
| mRenderbuffer); |
| glBindRenderbuffer(GL_RENDERBUFFER, 0); |
| EXPECT_GL_NO_ERROR(); |
| |
| if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) |
| { |
| return false; |
| } |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBO); |
| |
| glClearColor(1.0f, 1.0f, 1.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| EXPECT_GL_NO_ERROR(); |
| return true; |
| } |
| |
| GLuint mRenderableTexture; |
| GLuint mTestTexture; |
| GLuint mFBO; |
| GLuint mRenderbuffer; |
| }; |
| |
| class Texture2DFloatTestES3 : public Texture2DFloatTest |
| { |
| protected: |
| void testFloatTextureRender(GLenum internalFormat, GLenum format, GLenum type) |
| { |
| bool framebufferComplete = |
| performFloatTextureRender(internalFormat, internalFormat, format, type); |
| EXPECT_TRUE(framebufferComplete); |
| EXPECT_PIXEL_COLOR32F_NEAR(0, 0, |
| SliceFormatColor32F(format, GLColor32F(1.0f, 1.0f, 1.0f, 1.0f)), |
| kPixelTolerance32F); |
| } |
| }; |
| |
| class Texture2DFloatTestES2 : public Texture2DFloatTest |
| { |
| protected: |
| bool checkFloatTextureRender(GLenum renderBufferFormat, GLenum format, GLenum type) |
| { |
| bool framebufferComplete = |
| performFloatTextureRender(format, renderBufferFormat, format, type); |
| |
| if (!framebufferComplete) |
| { |
| return false; |
| } |
| |
| EXPECT_PIXEL_COLOR32F_NEAR(0, 0, |
| SliceFormatColor32F(format, GLColor32F(1.0f, 1.0f, 1.0f, 1.0f)), |
| kPixelTolerance32F); |
| return true; |
| } |
| }; |
| |
| // Test texture sampling for ES3 float texture formats |
| TEST_P(Texture2DFloatTestES3, TextureFloatSampleBasicTest) |
| { |
| testFloatTextureSample(GL_RGBA32F, GL_RGBA, GL_FLOAT); |
| testFloatTextureSample(GL_RGB32F, GL_RGB, GL_FLOAT); |
| } |
| |
| // Test texture sampling for ES2 float texture formats |
| TEST_P(Texture2DFloatTestES2, TextureFloatSampleBasicTest) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float")); |
| testFloatTextureSample(GL_RGBA, GL_RGBA, GL_FLOAT); |
| testFloatTextureSample(GL_RGB, GL_RGB, GL_FLOAT); |
| } |
| |
| // Test texture sampling for ES3 half float texture formats |
| TEST_P(Texture2DFloatTestES3, TextureHalfFloatSampleBasicTest) |
| { |
| testFloatTextureSample(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT); |
| testFloatTextureSample(GL_RGB16F, GL_RGB, GL_HALF_FLOAT); |
| } |
| |
| // Test texture sampling for ES2 half float texture formats |
| TEST_P(Texture2DFloatTestES2, TextureHalfFloatSampleBasicTest) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float")); |
| testFloatTextureSample(GL_RGBA, GL_RGBA, GL_HALF_FLOAT_OES); |
| testFloatTextureSample(GL_RGB, GL_RGB, GL_HALF_FLOAT_OES); |
| } |
| |
| // Test texture sampling for legacy GLES 2.0 float texture formats in ES3 |
| TEST_P(Texture2DFloatTestES3, TextureFloatSampleLegacyTest) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float")); |
| |
| testFloatTextureSample(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT); |
| testFloatTextureSample(GL_ALPHA, GL_ALPHA, GL_FLOAT); |
| testFloatTextureSample(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT); |
| |
| if (IsGLExtensionEnabled("GL_EXT_texture_storage")) |
| { |
| testFloatTextureSample(GL_LUMINANCE32F_EXT, GL_LUMINANCE, GL_FLOAT); |
| testFloatTextureSample(GL_ALPHA32F_EXT, GL_ALPHA, GL_FLOAT); |
| testFloatTextureSample(GL_LUMINANCE_ALPHA32F_EXT, GL_LUMINANCE_ALPHA, GL_FLOAT); |
| } |
| } |
| |
| // Test texture sampling for legacy GLES 2.0 float texture formats in ES2 |
| TEST_P(Texture2DFloatTestES2, TextureFloatSampleLegacyTest) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float")); |
| |
| testFloatTextureSample(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT); |
| testFloatTextureSample(GL_ALPHA, GL_ALPHA, GL_FLOAT); |
| testFloatTextureSample(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT); |
| } |
| |
| // Test texture sampling for legacy GLES 2.0 half float texture formats in ES3 |
| TEST_P(Texture2DFloatTestES3, TextureHalfFloatSampleLegacyTest) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float")); |
| |
| testFloatTextureSample(GL_LUMINANCE, GL_LUMINANCE, GL_HALF_FLOAT_OES); |
| testFloatTextureSample(GL_ALPHA, GL_ALPHA, GL_HALF_FLOAT_OES); |
| testFloatTextureSample(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES); |
| |
| if (IsGLExtensionEnabled("GL_EXT_texture_storage")) |
| { |
| testFloatTextureSample(GL_LUMINANCE16F_EXT, GL_LUMINANCE, GL_HALF_FLOAT); |
| testFloatTextureSample(GL_ALPHA16F_EXT, GL_ALPHA, GL_HALF_FLOAT); |
| testFloatTextureSample(GL_LUMINANCE_ALPHA16F_EXT, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT); |
| } |
| } |
| // Test texture sampling for legacy GLES 2.0 half float texture formats in ES2 |
| TEST_P(Texture2DFloatTestES2, TextureHalfFloatSampleLegacyTest) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float")); |
| |
| testFloatTextureSample(GL_LUMINANCE, GL_LUMINANCE, GL_HALF_FLOAT_OES); |
| testFloatTextureSample(GL_ALPHA, GL_ALPHA, GL_HALF_FLOAT_OES); |
| testFloatTextureSample(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES); |
| } |
| |
| // Test linear sampling for ES3 32F formats |
| TEST_P(Texture2DFloatTestES3, TextureFloatLinearTest) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float_linear")); |
| |
| testFloatTextureLinear(GL_RGBA32F, GL_RGBA, GL_FLOAT); |
| testFloatTextureLinear(GL_RGB32F, GL_RGB, GL_FLOAT); |
| } |
| // Test linear sampling for ES2 32F formats |
| TEST_P(Texture2DFloatTestES2, TextureFloatLinearTest) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float_linear")); |
| |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float")); |
| |
| testFloatTextureLinear(GL_RGBA, GL_RGBA, GL_FLOAT); |
| } |
| |
| // Test linear sampling for ES3 16F formats |
| TEST_P(Texture2DFloatTestES3, TextureHalfFloatLinearTest) |
| { |
| // Half float formats must be linearly filterable in GLES 3.0 core |
| testFloatTextureLinear(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT); |
| testFloatTextureLinear(GL_RGB16F, GL_RGB, GL_HALF_FLOAT); |
| } |
| // Test linear sampling for ES2 16F formats |
| TEST_P(Texture2DFloatTestES2, TextureHalfFloatLinearTest) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float_linear")); |
| testFloatTextureLinear(GL_RGBA, GL_RGBA, GL_HALF_FLOAT_OES); |
| testFloatTextureLinear(GL_RGB, GL_RGB, GL_HALF_FLOAT_OES); |
| } |
| |
| // Test linear sampling for legacy GLES 2.0 32F formats in ES3 |
| TEST_P(Texture2DFloatTestES3, TextureFloatLinearLegacyTest) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float")); |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float_linear")); |
| |
| testFloatTextureLinear(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT); |
| testFloatTextureLinear(GL_ALPHA, GL_ALPHA, GL_FLOAT); |
| testFloatTextureLinear(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT); |
| |
| if (IsGLExtensionEnabled("GL_EXT_texture_storage")) |
| { |
| testFloatTextureLinear(GL_LUMINANCE32F_EXT, GL_LUMINANCE, GL_FLOAT); |
| testFloatTextureLinear(GL_ALPHA32F_EXT, GL_ALPHA, GL_FLOAT); |
| testFloatTextureLinear(GL_LUMINANCE_ALPHA32F_EXT, GL_LUMINANCE_ALPHA, GL_FLOAT); |
| } |
| } |
| // Test linear sampling for legacy GLES 2.0 32F formats in ES2 |
| TEST_P(Texture2DFloatTestES2, TextureFloatLinearLegacyTest) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float")); |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float_linear")); |
| |
| testFloatTextureLinear(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT); |
| testFloatTextureLinear(GL_ALPHA, GL_ALPHA, GL_FLOAT); |
| testFloatTextureLinear(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT); |
| } |
| |
| // Test linear sampling for legacy GLES 2.0 16F formats in ES3 |
| TEST_P(Texture2DFloatTestES3, TextureHalfFloatLinearLegacyTest) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float")); |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float_linear")); |
| |
| testFloatTextureLinear(GL_LUMINANCE, GL_LUMINANCE, GL_HALF_FLOAT_OES); |
| testFloatTextureLinear(GL_ALPHA, GL_ALPHA, GL_HALF_FLOAT_OES); |
| testFloatTextureLinear(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES); |
| |
| if (IsGLExtensionEnabled("GL_EXT_texture_storage")) |
| { |
| testFloatTextureLinear(GL_LUMINANCE16F_EXT, GL_LUMINANCE, GL_HALF_FLOAT); |
| testFloatTextureLinear(GL_ALPHA16F_EXT, GL_ALPHA, GL_HALF_FLOAT); |
| testFloatTextureLinear(GL_LUMINANCE_ALPHA16F_EXT, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT); |
| } |
| } |
| // Test linear sampling for legacy GLES 2.0 16F formats in ES2 |
| TEST_P(Texture2DFloatTestES2, TextureHalfFloatLinearLegacyTest) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float")); |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float_linear")); |
| |
| testFloatTextureLinear(GL_LUMINANCE, GL_LUMINANCE, GL_HALF_FLOAT_OES); |
| testFloatTextureLinear(GL_ALPHA, GL_ALPHA, GL_HALF_FLOAT_OES); |
| testFloatTextureLinear(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES); |
| } |
| |
| // Test color-renderability for ES3 float and half float textures |
| TEST_P(Texture2DFloatTestES3, TextureFloatRenderTest) |
| { |
| // EXT_color_buffer_float covers float, half float, and 11-11-10 float formats |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_color_buffer_float")); |
| |
| testFloatTextureRender(GL_R32F, GL_RED, GL_FLOAT); |
| testFloatTextureRender(GL_RG32F, GL_RG, GL_FLOAT); |
| testFloatTextureRender(GL_RGBA32F, GL_RGBA, GL_FLOAT); |
| |
| testFloatTextureRender(GL_R16F, GL_RED, GL_HALF_FLOAT); |
| testFloatTextureRender(GL_RG16F, GL_RG, GL_HALF_FLOAT); |
| testFloatTextureRender(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT); |
| |
| testFloatTextureRender(GL_R11F_G11F_B10F, GL_RGB, GL_FLOAT); |
| } |
| |
| // Test color-renderability for ES2 half float textures |
| TEST_P(Texture2DFloatTestES2, TextureFloatRenderTest) |
| { |
| // EXT_color_buffer_half_float requires at least one format to be renderable, but does not |
| // require a specific one |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_color_buffer_half_float")); |
| // https://crbug.com/1003971 |
| ANGLE_SKIP_TEST_IF(IsOzone()); |
| |
| bool atLeastOneSupported = false; |
| |
| if (IsGLExtensionEnabled("GL_OES_texture_half_float") || |
| IsGLExtensionEnabled("GL_OES_texture_half_float")) |
| { |
| atLeastOneSupported |= checkFloatTextureRender(GL_R16F_EXT, GL_RED_EXT, GL_HALF_FLOAT_OES); |
| atLeastOneSupported |= checkFloatTextureRender(GL_RG16F_EXT, GL_RG_EXT, GL_HALF_FLOAT_OES); |
| } |
| if (IsGLExtensionEnabled("GL_OES_texture_half_float")) |
| { |
| atLeastOneSupported |= checkFloatTextureRender(GL_RGB16F_EXT, GL_RGB, GL_HALF_FLOAT_OES); |
| |
| // If OES_texture_half_float is supported, then RGBA half float textures must be renderable |
| bool rgbaSupported = checkFloatTextureRender(GL_RGBA16F_EXT, GL_RGBA, GL_HALF_FLOAT_OES); |
| EXPECT_TRUE(rgbaSupported); |
| atLeastOneSupported |= rgbaSupported; |
| } |
| |
| EXPECT_TRUE(atLeastOneSupported); |
| } |
| |
| // Test that UNPACK_SKIP_IMAGES doesn't have an effect on 2D texture uploads. |
| // GLES 3.0.4 section 3.8.3. |
| TEST_P(Texture2DTestES3, UnpackSkipImages2D) |
| { |
| // Crashes on Nexus 5X due to a driver bug. http://anglebug.com/1429 |
| ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsOpenGLES()); |
| |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| ASSERT_GL_NO_ERROR(); |
| |
| // SKIP_IMAGES should not have an effect on uploading 2D textures |
| glPixelStorei(GL_UNPACK_SKIP_IMAGES, 1000); |
| ASSERT_GL_NO_ERROR(); |
| |
| std::vector<GLColor> pixelsGreen(128u * 128u, GLColor::green); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| pixelsGreen.data()); |
| ASSERT_GL_NO_ERROR(); |
| |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, |
| pixelsGreen.data()); |
| ASSERT_GL_NO_ERROR(); |
| |
| glUseProgram(mProgram); |
| drawQuad(mProgram, "position", 0.5f); |
| ASSERT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that skip defined in unpack parameters is taken into account when determining whether |
| // unpacking source extends outside unpack buffer bounds. |
| TEST_P(Texture2DTestES3, UnpackSkipPixelsOutOfBounds) |
| { |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLBuffer buf; |
| glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf.get()); |
| std::vector<GLColor> pixelsGreen(128u * 128u, GLColor::green); |
| glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(), |
| GL_DYNAMIC_COPY); |
| ASSERT_GL_NO_ERROR(); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); |
| ASSERT_GL_NO_ERROR(); |
| |
| glPixelStorei(GL_UNPACK_SKIP_PIXELS, 1); |
| ASSERT_GL_NO_ERROR(); |
| |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, 0); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| |
| glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0); |
| glPixelStorei(GL_UNPACK_SKIP_ROWS, 1); |
| ASSERT_GL_NO_ERROR(); |
| |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, 0); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| } |
| |
| // Test that unpacking rows that overlap in a pixel unpack buffer works as expected. |
| TEST_P(Texture2DTestES3, UnpackOverlappingRowsFromUnpackBuffer) |
| { |
| ANGLE_SKIP_TEST_IF(IsD3D11()); |
| |
| // Incorrect rendering results seen on OSX AMD. |
| ANGLE_SKIP_TEST_IF(IsOSX() && IsAMD()); |
| |
| const GLuint width = 8u; |
| const GLuint height = 8u; |
| const GLuint unpackRowLength = 5u; |
| const GLuint unpackSkipPixels = 1u; |
| |
| setWindowWidth(width); |
| setWindowHeight(height); |
| |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLBuffer buf; |
| glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf.get()); |
| std::vector<GLColor> pixelsGreen((height - 1u) * unpackRowLength + width + unpackSkipPixels, |
| GLColor::green); |
| |
| for (GLuint skippedPixel = 0u; skippedPixel < unpackSkipPixels; ++skippedPixel) |
| { |
| pixelsGreen[skippedPixel] = GLColor(255, 0, 0, 255); |
| } |
| |
| glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(), |
| GL_DYNAMIC_COPY); |
| ASSERT_GL_NO_ERROR(); |
| |
| glPixelStorei(GL_UNPACK_ROW_LENGTH, unpackRowLength); |
| glPixelStorei(GL_UNPACK_SKIP_PIXELS, unpackSkipPixels); |
| ASSERT_GL_NO_ERROR(); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); |
| ASSERT_GL_NO_ERROR(); |
| |
| glUseProgram(mProgram); |
| drawQuad(mProgram, "position", 0.5f); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLuint windowPixelCount = getWindowWidth() * getWindowHeight(); |
| std::vector<GLColor> actual(windowPixelCount, GLColor::black); |
| glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE, |
| actual.data()); |
| std::vector<GLColor> expected(windowPixelCount, GLColor::green); |
| EXPECT_EQ(expected, actual); |
| } |
| |
| template <typename T> |
| T UNorm(double value) |
| { |
| return static_cast<T>(value * static_cast<double>(std::numeric_limits<T>::max())); |
| } |
| |
| // Test rendering a depth texture with mipmaps. |
| TEST_P(Texture2DTestES3, DepthTexturesWithMipmaps) |
| { |
| // TODO(cwallez) this is failing on Intel Win7 OpenGL. |
| // TODO(zmo) this is faling on Win Intel HD 530 Debug. |
| // http://anglebug.com/1706 |
| ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL()); |
| |
| // Seems to fail on AMD D3D11. Possibly driver bug. http://anglebug.com/3342 |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsD3D11()); |
| |
| // TODO(cnorthrop): Also failing on Vulkan/Windows/AMD. http://anglebug.com/3950 |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsVulkan()); |
| |
| const int size = getWindowWidth(); |
| |
| auto dim = [size](int level) { return size >> level; }; |
| int levels = gl::log2(size); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexStorage2D(GL_TEXTURE_2D, levels, GL_DEPTH_COMPONENT24, size, size); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| ASSERT_GL_NO_ERROR(); |
| |
| glUseProgram(mProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| |
| std::vector<unsigned char> expected; |
| |
| for (int level = 0; level < levels; ++level) |
| { |
| double value = (static_cast<double>(level) / static_cast<double>(levels - 1)); |
| expected.push_back(UNorm<unsigned char>(value)); |
| |
| int levelDim = dim(level); |
| |
| ASSERT_GT(levelDim, 0); |
| |
| std::vector<unsigned int> initData(levelDim * levelDim, UNorm<unsigned int>(value)); |
| glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, levelDim, levelDim, GL_DEPTH_COMPONENT, |
| GL_UNSIGNED_INT, initData.data()); |
| } |
| ASSERT_GL_NO_ERROR(); |
| |
| for (int level = 0; level < levels; ++level) |
| { |
| glViewport(0, 0, dim(level), dim(level)); |
| drawQuad(mProgram, "position", 0.5f); |
| GLColor actual = ReadColor(0, 0); |
| EXPECT_NEAR(expected[level], actual.R, 10u); |
| } |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| class Texture2DDepthTest : public Texture2DTest |
| { |
| protected: |
| Texture2DDepthTest() : Texture2DTest() {} |
| |
| const char *getVertexShaderSource() override |
| { |
| return "attribute vec4 vPosition;\n" |
| "void main() {\n" |
| " gl_Position = vPosition;\n" |
| "}\n"; |
| } |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "precision mediump float;\n" |
| "uniform sampler2D ShadowMap;" |
| "void main() {\n" |
| " vec4 shadow_value = texture2D(ShadowMap, vec2(0.5, 0.5));" |
| " if (shadow_value.x == shadow_value.z && shadow_value.x != 0.0) {" |
| " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);" |
| " } else {" |
| " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| " }" |
| "}\n"; |
| } |
| |
| bool checkTexImageFormatSupport(GLenum format, GLenum internalformat, GLenum type) |
| { |
| EXPECT_GL_NO_ERROR(); |
| |
| GLTexture tex; |
| glBindTexture(GL_TEXTURE_2D, tex); |
| glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, type, nullptr); |
| |
| return (glGetError() == GL_NO_ERROR); |
| } |
| |
| void testBehavior(bool useSizedComponent) |
| { |
| int w = getWindowWidth(); |
| int h = getWindowHeight(); |
| GLuint format = GL_DEPTH_COMPONENT; |
| GLuint internalFormat = GL_DEPTH_COMPONENT; |
| |
| if (useSizedComponent) |
| { |
| internalFormat = GL_DEPTH_COMPONENT24; |
| } |
| |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLTexture depthTexture; |
| glBindTexture(GL_TEXTURE_2D, depthTexture); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| |
| TexCoordDrawTest::setUpProgram(); |
| GLint shadowMapLocation = glGetUniformLocation(mProgram, "ShadowMap"); |
| ASSERT_NE(-1, shadowMapLocation); |
| |
| GLint positionLocation = glGetAttribLocation(mProgram, "vPosition"); |
| ASSERT_NE(-1, positionLocation); |
| |
| ANGLE_SKIP_TEST_IF(!checkTexImageFormatSupport(format, internalFormat, GL_UNSIGNED_INT)); |
| glBindTexture(GL_TEXTURE_2D, depthTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, w, h, 0, format, GL_UNSIGNED_INT, nullptr); |
| ASSERT_GL_NO_ERROR(); |
| |
| // try adding a color buffer. |
| GLuint colorTex = 0; |
| glGenTextures(1, &colorTex); |
| glBindTexture(GL_TEXTURE_2D, colorTex); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| ASSERT_GL_NO_ERROR(); |
| |
| glViewport(0, 0, w, h); |
| // Fill depthTexture with 0.75 |
| glClearDepthf(0.75); |
| glClear(GL_DEPTH_BUFFER_BIT); |
| |
| // Revert to normal framebuffer to test depth shader |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| glViewport(0, 0, w, h); |
| glClearColor(0.0f, 0.0f, 0.0f, 1.0f); |
| glClearDepthf(0.0f); |
| ASSERT_GL_NO_ERROR(); |
| |
| glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); |
| ASSERT_GL_NO_ERROR(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, depthTexture); |
| |
| glUseProgram(mProgram); |
| ASSERT_GL_NO_ERROR(); |
| |
| glUniform1i(shadowMapLocation, 0); |
| |
| const GLfloat gTriangleVertices[] = {-0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f}; |
| |
| glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, gTriangleVertices); |
| ASSERT_GL_NO_ERROR(); |
| glEnableVertexAttribArray(positionLocation); |
| ASSERT_GL_NO_ERROR(); |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLuint pixels[1]; |
| glReadPixels(w / 2, h / 2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
| ASSERT_GL_NO_ERROR(); |
| |
| // The GLES 3.x spec says that the depth texture sample can be found in the RED component. |
| // However, the OES_depth_texture indicates that the depth value is treated as luminance and |
| // is in all the color components. Multiple implementations implement a workaround that |
| // follows the OES_depth_texture behavior if the internalformat given at glTexImage2D was a |
| // unsized format (e.g. DEPTH_COMPONENT) and the GLES 3.x behavior if it was a sized |
| // internalformat such as GL_DEPTH_COMPONENT24. The shader will write out a different color |
| // depending on if it sees the texture sample in only the RED component. |
| if (useSizedComponent) |
| { |
| ASSERT_NE(pixels[0], 0xff0000ff); |
| } |
| else |
| { |
| ASSERT_EQ(pixels[0], 0xff0000ff); |
| } |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| glDeleteProgram(mProgram); |
| } |
| }; |
| |
| // Test depth texture compatibility with OES_depth_texture. Uses unsized internformat. |
| TEST_P(Texture2DDepthTest, DepthTextureES2Compatibility) |
| { |
| ANGLE_SKIP_TEST_IF(IsD3D11()); |
| ANGLE_SKIP_TEST_IF(IsIntel() && IsD3D9()); |
| |
| // When the depth texture is specified with unsized internalformat implementations follow |
| // OES_depth_texture behavior. Otherwise they follow GLES 3.0 behavior. |
| testBehavior(false); |
| } |
| |
| // Test depth texture compatibility with GLES3 using sized internalformat. |
| TEST_P(Texture2DDepthTest, DepthTextureES3Compatibility) |
| { |
| ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3); |
| |
| testBehavior(true); |
| } |
| |
| // Tests unpacking into the unsized GL_ALPHA format. |
| TEST_P(Texture2DTestES3, UnsizedAlphaUnpackBuffer) |
| { |
| // Initialize the texure. |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, getWindowWidth(), getWindowHeight(), 0, GL_ALPHA, |
| GL_UNSIGNED_BYTE, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| std::vector<GLubyte> bufferData(getWindowWidth() * getWindowHeight(), 127); |
| |
| // Pull in the color data from the unpack buffer. |
| GLBuffer unpackBuffer; |
| glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get()); |
| glBufferData(GL_PIXEL_UNPACK_BUFFER, getWindowWidth() * getWindowHeight(), bufferData.data(), |
| GL_STATIC_DRAW); |
| |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth(), getWindowHeight(), GL_ALPHA, |
| GL_UNSIGNED_BYTE, nullptr); |
| |
| // Clear to a weird color to make sure we're drawing something. |
| glClearColor(0.5f, 0.8f, 1.0f, 0.2f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| // Draw with the alpha texture and verify. |
| drawQuad(mProgram, "position", 0.5f); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 127, 1); |
| } |
| |
| // Ensure stale unpack data doesn't propagate in D3D11. |
| TEST_P(Texture2DTestES3, StaleUnpackData) |
| { |
| // Init unpack buffer. |
| GLsizei pixelCount = getWindowWidth() * getWindowHeight() / 2; |
| std::vector<GLColor> pixels(pixelCount, GLColor::red); |
| |
| GLBuffer unpackBuffer; |
| glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get()); |
| GLsizei bufferSize = pixelCount * sizeof(GLColor); |
| glBufferData(GL_PIXEL_UNPACK_BUFFER, bufferSize, pixels.data(), GL_STATIC_DRAW); |
| |
| // Create from unpack buffer. |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWindowWidth() / 2, getWindowHeight() / 2, 0, |
| GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| |
| // Fill unpack with green, recreating buffer. |
| pixels.assign(getWindowWidth() * getWindowHeight(), GLColor::green); |
| GLsizei size2 = getWindowWidth() * getWindowHeight() * sizeof(GLColor); |
| glBufferData(GL_PIXEL_UNPACK_BUFFER, size2, pixels.data(), GL_STATIC_DRAW); |
| |
| // Reinit texture with green. |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GL_RGBA, |
| GL_UNSIGNED_BYTE, nullptr); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Ensure that texture parameters passed as floats that are converted to ints are rounded before |
| // validating they are less than 0. |
| TEST_P(Texture2DTestES3, TextureBaseMaxLevelRoundingValidation) |
| { |
| GLTexture texture; |
| glBindTexture(GL_TEXTURE_2D, texture); |
| |
| // Use a negative number that will round to zero when converted to an integer |
| // According to the spec(2.3.1 Data Conversion For State - Setting Commands): |
| // "Validation of values performed by state-setting commands is performed after conversion, |
| // unless specified otherwise for a specific command." |
| GLfloat param = -7.30157126e-07f; |
| glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, param); |
| EXPECT_GL_NO_ERROR(); |
| |
| glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, param); |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // This test covers a D3D format redefinition bug for 3D textures. The base level format was not |
| // being properly checked, and the texture storage of the previous texture format was persisting. |
| // This would result in an ASSERT in debug and incorrect rendering in release. |
| // See http://anglebug.com/1609 and WebGL 2 test conformance2/misc/views-with-offsets.html. |
| TEST_P(Texture3DTestES3, FormatRedefinitionBug) |
| { |
| GLTexture tex; |
| glBindTexture(GL_TEXTURE_3D, tex.get()); |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| GLFramebuffer framebuffer; |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get()); |
| glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex.get(), 0, 0); |
| |
| glCheckFramebufferStatus(GL_FRAMEBUFFER); |
| |
| std::vector<uint8_t> pixelData(100, 0); |
| |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB565, 1, 1, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, nullptr); |
| glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 1, 1, 1, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, |
| pixelData.data()); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| // Test basic pixel unpack buffer OOB checks when uploading to a 2D or 3D texture |
| TEST_P(Texture3DTestES3, BasicUnpackBufferOOB) |
| { |
| // 2D tests |
| { |
| GLTexture tex; |
| glBindTexture(GL_TEXTURE_2D, tex.get()); |
| |
| GLBuffer pbo; |
| glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get()); |
| |
| // Test OOB |
| glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 - 1, nullptr, GL_STATIC_DRAW); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| ASSERT_GL_ERROR(GL_INVALID_OPERATION); |
| |
| // Test OOB |
| glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2, nullptr, GL_STATIC_DRAW); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| // 3D tests |
| { |
| GLTexture tex; |
| glBindTexture(GL_TEXTURE_3D, tex.get()); |
| |
| GLBuffer pbo; |
| glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get()); |
| |
| // Test OOB |
| glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2 - 1, nullptr, |
| GL_STATIC_DRAW); |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| ASSERT_GL_ERROR(GL_INVALID_OPERATION); |
| |
| // Test OOB |
| glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2, nullptr, GL_STATIC_DRAW); |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| ASSERT_GL_NO_ERROR(); |
| } |
| } |
| |
| // Tests behaviour with a single texture and multiple sampler objects. |
| TEST_P(Texture2DTestES3, SingleTextureMultipleSamplers) |
| { |
| GLint maxTextureUnits = 0; |
| glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits); |
| ANGLE_SKIP_TEST_IF(maxTextureUnits < 4); |
| |
| constexpr int kSize = 16; |
| |
| // Make a single-level texture, fill it with red. |
| std::vector<GLColor> redColors(kSize * kSize, GLColor::red); |
| GLTexture tex; |
| glBindTexture(GL_TEXTURE_2D, tex); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| redColors.data()); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| // Simple sanity check. |
| draw2DTexturedQuad(0.5f, 1.0f, true); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| |
| // Bind texture to unit 1 with a sampler object making it incomplete. |
| GLSampler sampler; |
| glBindSampler(0, sampler); |
| glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); |
| glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| // Make a mipmap texture, fill it with blue. |
| std::vector<GLColor> blueColors(kSize * kSize, GLColor::blue); |
| GLTexture mipmapTex; |
| glBindTexture(GL_TEXTURE_2D, mipmapTex); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| blueColors.data()); |
| glGenerateMipmap(GL_TEXTURE_2D); |
| |
| // Draw with the sampler, expect blue. |
| draw2DTexturedQuad(0.5f, 1.0f, true); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); |
| |
| // Simple multitexturing program. |
| constexpr char kVS[] = |
| "#version 300 es\n" |
| "in vec2 position;\n" |
| "out vec2 texCoord;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position, 0, 1);\n" |
| " texCoord = position * 0.5 + vec2(0.5);\n" |
| "}"; |
| |
| constexpr char kFS[] = |
| "#version 300 es\n" |
| "precision mediump float;\n" |
| "in vec2 texCoord;\n" |
| "uniform sampler2D tex1;\n" |
| "uniform sampler2D tex2;\n" |
| "uniform sampler2D tex3;\n" |
| "uniform sampler2D tex4;\n" |
| "out vec4 color;\n" |
| "void main()\n" |
| "{\n" |
| " color = (texture(tex1, texCoord) + texture(tex2, texCoord) \n" |
| " + texture(tex3, texCoord) + texture(tex4, texCoord)) * 0.25;\n" |
| "}"; |
| |
| ANGLE_GL_PROGRAM(program, kVS, kFS); |
| |
| std::array<GLint, 4> texLocations = { |
| {glGetUniformLocation(program, "tex1"), glGetUniformLocation(program, "tex2"), |
| glGetUniformLocation(program, "tex3"), glGetUniformLocation(program, "tex4")}}; |
| for (GLint location : texLocations) |
| { |
| ASSERT_NE(-1, location); |
| } |
| |
| // Init the uniform data. |
| glUseProgram(program); |
| for (GLint location = 0; location < 4; ++location) |
| { |
| glUniform1i(texLocations[location], location); |
| } |
| |
| // Initialize four samplers |
| GLSampler samplers[4]; |
| |
| // 0: non-mipped. |
| glBindSampler(0, samplers[0]); |
| glSamplerParameteri(samplers[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glSamplerParameteri(samplers[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| // 1: mipped. |
| glBindSampler(1, samplers[1]); |
| glSamplerParameteri(samplers[1], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); |
| glSamplerParameteri(samplers[1], GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| // 2: non-mipped. |
| glBindSampler(2, samplers[2]); |
| glSamplerParameteri(samplers[2], GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glSamplerParameteri(samplers[2], GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| // 3: mipped. |
| glBindSampler(3, samplers[3]); |
| glSamplerParameteri(samplers[3], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); |
| glSamplerParameteri(samplers[3], GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| // Bind two blue mipped textures and two single layer textures, should all draw. |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, tex); |
| |
| glActiveTexture(GL_TEXTURE1); |
| glBindTexture(GL_TEXTURE_2D, mipmapTex); |
| |
| glActiveTexture(GL_TEXTURE2); |
| glBindTexture(GL_TEXTURE_2D, tex); |
| |
| glActiveTexture(GL_TEXTURE3); |
| glBindTexture(GL_TEXTURE_2D, mipmapTex); |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| drawQuad(program, "position", 0.5f); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_NEAR(0, 0, 128, 0, 128, 255, 2); |
| |
| // Bind four single layer textures, two should be incomplete. |
| glActiveTexture(GL_TEXTURE1); |
| glBindTexture(GL_TEXTURE_2D, tex); |
| |
| glActiveTexture(GL_TEXTURE3); |
| glBindTexture(GL_TEXTURE_2D, tex); |
| |
| drawQuad(program, "position", 0.5f); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_NEAR(0, 0, 128, 0, 0, 255, 2); |
| } |
| |
| // The test is added to cover http://anglebug.com/2153. Cubemap completeness checks used to start |
| // always at level 0 instead of the base level resulting in an incomplete texture if the faces at |
| // level 0 are not created. The test creates a cubemap texture, specifies the images only for mip |
| // level 1 filled with white color, updates the base level to be 1 and renders a quad. The program |
| // samples the cubemap using a direction vector (1,1,1). |
| TEST_P(TextureCubeTestES3, SpecifyAndSampleFromBaseLevel1) |
| { |
| // Check http://anglebug.com/2155. |
| ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA()); |
| |
| constexpr char kVS[] = |
| R"(#version 300 es |
| precision mediump float; |
| in vec3 pos; |
| void main() { |
| gl_Position = vec4(pos, 1.0); |
| })"; |
| |
| constexpr char kFS[] = |
| R"(#version 300 es |
| precision mediump float; |
| out vec4 color; |
| uniform samplerCube uTex; |
| void main(){ |
| color = texture(uTex, vec3(1.0)); |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, kVS, kFS); |
| glUseProgram(program); |
| |
| glUniform1i(glGetUniformLocation(program, "uTex"), 0); |
| glActiveTexture(GL_TEXTURE0); |
| |
| GLTexture cubeTex; |
| glBindTexture(GL_TEXTURE_CUBE_MAP, cubeTex); |
| |
| const int kFaceWidth = 1; |
| const int kFaceHeight = 1; |
| std::vector<uint32_t> texData(kFaceWidth * kFaceHeight, 0xFFFFFFFF); |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, texData.data()); |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, texData.data()); |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, texData.data()); |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, texData.data()); |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, texData.data()); |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, texData.data()); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 1); |
| |
| drawQuad(program, "pos", 0.5f, 1.0f, true); |
| ASSERT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, angle::GLColor::white); |
| } |
| |
| // Verify that using negative texture base level and max level generates GL_INVALID_VALUE. |
| TEST_P(Texture2DTestES3, NegativeTextureBaseLevelAndMaxLevel) |
| { |
| GLuint texture = create2DTexture(); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, -1); |
| EXPECT_GL_ERROR(GL_INVALID_VALUE); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, -1); |
| EXPECT_GL_ERROR(GL_INVALID_VALUE); |
| |
| glDeleteTextures(1, &texture); |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Test setting base level after calling generateMipmap on a LUMA texture. |
| // Covers http://anglebug.com/2498 |
| TEST_P(Texture2DTestES3, GenerateMipmapAndBaseLevelLUMA) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| constexpr const GLsizei kWidth = 8; |
| constexpr const GLsizei kHeight = 8; |
| std::array<GLubyte, kWidth * kHeight * 2> whiteData; |
| whiteData.fill(255u); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, kWidth, kHeight, 0, GL_LUMINANCE_ALPHA, |
| GL_UNSIGNED_BYTE, whiteData.data()); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glGenerateMipmap(GL_TEXTURE_2D); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, angle::GLColor::white); |
| } |
| |
| // Covers a bug in the D3D11 backend: http://anglebug.com/2772 |
| // When using a sampler the texture was created as if it has mipmaps, |
| // regardless what you specified in GL_TEXTURE_MIN_FILTER via |
| // glSamplerParameteri() -- mistakenly the default value |
| // GL_NEAREST_MIPMAP_LINEAR or the value set via glTexParameteri() was |
| // evaluated. |
| // If you didn't provide mipmaps and didn't let the driver generate them |
| // this led to not sampling your texture data when minification occurred. |
| TEST_P(Texture2DTestES3, MinificationWithSamplerNoMipmapping) |
| { |
| // TODO: Triage this failure on Vulkan: http://anglebug.com/3950 |
| ANGLE_SKIP_TEST_IF(IsVulkan()); |
| |
| constexpr char kVS[] = |
| "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy * 0.1, 0.0, 1.0);\n" |
| " texcoord = (position.xy * 0.5) + 0.5;\n" |
| "}\n"; |
| |
| constexpr char kFS[] = |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp sampler2D tex;\n" |
| "in vec2 texcoord;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = texture(tex, texcoord);\n" |
| "}\n"; |
| |
| ANGLE_GL_PROGRAM(program, kVS, kFS); |
| |
| GLSampler sampler; |
| glBindSampler(0, sampler); |
| glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| const GLsizei texWidth = getWindowWidth(); |
| const GLsizei texHeight = getWindowHeight(); |
| const std::vector<GLColor> whiteData(texWidth * texHeight, GLColor::white); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| whiteData.data()); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(program, "position", 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, angle::GLColor::white); |
| } |
| |
| // Draw a quad with an integer texture with a non-zero base level, and test that the color of the |
| // texture is output. |
| TEST_P(Texture2DIntegerTestES3, IntegerTextureNonZeroBaseLevel) |
| { |
| // http://anglebug.com/3478 |
| ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL()); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| int width = getWindowWidth(); |
| int height = getWindowHeight(); |
| GLColor color = GLColor::green; |
| std::vector<GLColor> pixels(width * height, color); |
| GLint baseLevel = 1; |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, baseLevel); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexImage2D(GL_TEXTURE_2D, baseLevel, GL_RGBA8UI, width, height, 0, GL_RGBA_INTEGER, |
| GL_UNSIGNED_BYTE, pixels.data()); |
| |
| setUpProgram(); |
| glUseProgram(mProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, color); |
| EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color); |
| } |
| |
| // Draw a quad with an integer cube texture with a non-zero base level, and test that the color of |
| // the texture is output. |
| TEST_P(TextureCubeIntegerTestES3, IntegerCubeTextureNonZeroBaseLevel) |
| { |
| // All output checks returned black, rather than the texture color. |
| ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL()); |
| |
| glActiveTexture(GL_TEXTURE0); |
| |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube); |
| GLint baseLevel = 1; |
| int width = getWindowWidth(); |
| int height = getWindowHeight(); |
| GLColor color = GLColor::green; |
| std::vector<GLColor> pixels(width * height, color); |
| for (GLenum faceIndex = 0; faceIndex < 6; faceIndex++) |
| { |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, baseLevel, GL_RGBA8UI, width, |
| height, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, pixels.data()); |
| EXPECT_GL_NO_ERROR(); |
| } |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, baseLevel); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| glUseProgram(mProgram); |
| glUniform1i(mTextureCubeUniformLocation, 0); |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, color); |
| EXPECT_PIXEL_COLOR_EQ(width - 1, 0, color); |
| EXPECT_PIXEL_COLOR_EQ(0, height - 1, color); |
| EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color); |
| } |
| |
| // This test sets up a cube map with four distincly colored MIP levels. |
| // The size of the texture and the geometry is chosen such that levels 1 or 2 should be chosen at |
| // the corners of the screen. |
| TEST_P(TextureCubeIntegerEdgeTestES3, IntegerCubeTextureCorner) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube); |
| int width = getWindowWidth(); |
| int height = getWindowHeight(); |
| ASSERT_EQ(width, height); |
| GLColor color[4] = {GLColor::white, GLColor::green, GLColor::blue, GLColor::red}; |
| for (GLint level = 0; level < 4; level++) |
| { |
| for (GLenum faceIndex = 0; faceIndex < 6; faceIndex++) |
| { |
| int levelWidth = (2 * width) >> level; |
| int levelHeight = (2 * height) >> level; |
| std::vector<GLColor> pixels(levelWidth * levelHeight, color[level]); |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, GL_RGBA8UI, levelWidth, |
| levelHeight, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, pixels.data()); |
| EXPECT_GL_NO_ERROR(); |
| } |
| } |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 3); |
| |
| glUseProgram(mProgram); |
| glUniform1i(mTextureCubeUniformLocation, 0); |
| drawQuad(mProgram, "position", 0.5f); |
| |
| ASSERT_GL_NO_ERROR(); |
| // Check that we do not read from levels 0 or 3. Levels 1 and 2 are both acceptable. |
| EXPECT_EQ(ReadColor(0, 0).R, 0); |
| EXPECT_EQ(ReadColor(width - 1, 0).R, 0); |
| EXPECT_EQ(ReadColor(0, height - 1).R, 0); |
| EXPECT_EQ(ReadColor(width - 1, height - 1).R, 0); |
| } |
| |
| // Draw a quad with an integer texture with a non-zero base level, and test that the color of the |
| // texture is output. |
| TEST_P(Texture2DIntegerProjectiveOffsetTestES3, NonZeroBaseLevel) |
| { |
| // Fails on AMD: http://crbug.com/967796 |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsOpenGL()); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| int width = getWindowWidth(); |
| int height = getWindowHeight(); |
| GLColor color = GLColor::green; |
| std::vector<GLColor> pixels(width * height, color); |
| GLint baseLevel = 1; |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, baseLevel); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexImage2D(GL_TEXTURE_2D, baseLevel, GL_RGBA8UI, width, height, 0, GL_RGBA_INTEGER, |
| GL_UNSIGNED_BYTE, pixels.data()); |
| |
| setUpProgram(); |
| glUseProgram(mProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, color); |
| EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color); |
| } |
| |
| // Draw a quad with an integer texture with a non-zero base level, and test that the color of the |
| // texture is output. |
| TEST_P(Texture2DArrayIntegerTestES3, NonZeroBaseLevel) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture); |
| int width = getWindowWidth(); |
| int height = getWindowHeight(); |
| int depth = 2; |
| GLColor color = GLColor::green; |
| std::vector<GLColor> pixels(width * height * depth, color); |
| GLint baseLevel = 1; |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, baseLevel, GL_RGBA8UI, width, height, depth, 0, |
| GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, pixels.data()); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, baseLevel); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, color); |
| EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color); |
| } |
| |
| // Draw a quad with an integer 3D texture with a non-zero base level, and test that the color of the |
| // texture is output. |
| TEST_P(Texture3DIntegerTestES3, NonZeroBaseLevel) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_3D, mTexture3D); |
| int width = getWindowWidth(); |
| int height = getWindowHeight(); |
| int depth = 2; |
| GLColor color = GLColor::green; |
| std::vector<GLColor> pixels(width * height * depth, color); |
| GLint baseLevel = 1; |
| glTexImage3D(GL_TEXTURE_3D, baseLevel, GL_RGBA8UI, width, height, depth, 0, GL_RGBA_INTEGER, |
| GL_UNSIGNED_BYTE, pixels.data()); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, baseLevel); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, color); |
| EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color); |
| } |
| |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these |
| // tests should be run against. |
| ANGLE_INSTANTIATE_TEST(Texture2DTest, |
| ES2_D3D9(), |
| ES2_D3D11(), |
| ES2_OPENGL(), |
| ES2_OPENGLES(), |
| ES2_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(TextureCubeTest, |
| ES2_D3D9(), |
| ES2_D3D11(), |
| ES2_OPENGL(), |
| ES2_OPENGLES(), |
| ES2_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(Texture2DTestWithDrawScale, |
| ES2_D3D9(), |
| ES2_D3D11(), |
| ES2_OPENGL(), |
| ES2_OPENGLES(), |
| ES2_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(Sampler2DAsFunctionParameterTest, |
| ES2_D3D9(), |
| ES2_D3D11(), |
| ES2_OPENGL(), |
| ES2_OPENGLES(), |
| ES2_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(SamplerArrayTest, |
| ES2_D3D9(), |
| ES2_D3D11(), |
| ES2_OPENGL(), |
| ES2_OPENGLES(), |
| ES2_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(SamplerArrayAsFunctionParameterTest, |
| ES2_D3D9(), |
| ES2_D3D11(), |
| ES2_OPENGL(), |
| ES2_OPENGLES(), |
| ES2_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(Texture2DTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES(), ES3_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(Texture3DTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES(), ES3_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(Texture2DIntegerAlpha1TestES3, |
| ES3_D3D11(), |
| ES3_OPENGL(), |
| ES3_OPENGLES(), |
| ES3_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(Texture2DUnsignedIntegerAlpha1TestES3, |
| ES3_D3D11(), |
| ES3_OPENGL(), |
| ES3_OPENGLES(), |
| ES3_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(ShadowSamplerPlusSampler3DTestES3, |
| ES3_D3D11(), |
| ES3_OPENGL(), |
| ES3_OPENGLES()); |
| ANGLE_INSTANTIATE_TEST(SamplerTypeMixTestES3, |
| ES3_D3D11(), |
| ES3_OPENGL(), |
| ES3_OPENGLES(), |
| ES3_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(Texture2DArrayTestES3, |
| ES3_D3D11(), |
| ES3_OPENGL(), |
| ES3_OPENGLES(), |
| ES3_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(TextureSizeTextureArrayTest, ES3_D3D11(), ES3_OPENGL(), ES3_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(SamplerInStructTest, |
| ES2_D3D11(), |
| ES2_D3D9(), |
| ES2_OPENGL(), |
| ES2_OPENGLES(), |
| ES2_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(SamplerInStructAsFunctionParameterTest, |
| ES2_D3D11(), |
| ES2_D3D9(), |
| ES2_OPENGL(), |
| ES2_OPENGLES(), |
| ES2_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(SamplerInStructArrayAsFunctionParameterTest, |
| ES2_D3D11(), |
| ES2_D3D9(), |
| ES2_OPENGL(), |
| ES2_OPENGLES(), |
| ES2_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(SamplerInNestedStructAsFunctionParameterTest, |
| ES2_D3D11(), |
| ES2_D3D9(), |
| ES2_OPENGL(), |
| ES2_OPENGLES(), |
| ES2_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(SamplerInStructAndOtherVariableTest, |
| ES2_D3D11(), |
| ES2_D3D9(), |
| ES2_OPENGL(), |
| ES2_OPENGLES(), |
| ES2_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(TextureAnisotropyTest, |
| ES2_D3D11(), |
| ES2_D3D9(), |
| ES2_OPENGL(), |
| ES2_OPENGLES(), |
| ES2_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(TextureBorderClampTest, |
| ES2_D3D11(), |
| ES2_D3D9(), |
| ES2_OPENGL(), |
| ES2_OPENGLES(), |
| ES2_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(TextureBorderClampTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES()); |
| ANGLE_INSTANTIATE_TEST(TextureBorderClampIntegerTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES()); |
| ANGLE_INSTANTIATE_TEST(TextureLimitsTest, ES2_D3D11(), ES2_OPENGL(), ES2_OPENGLES(), ES2_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(Texture2DNorm16TestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES()); |
| ANGLE_INSTANTIATE_TEST(Texture2DRGTest, |
| ES2_D3D11(), |
| ES3_D3D11(), |
| ES2_OPENGL(), |
| ES3_OPENGL(), |
| ES2_OPENGLES(), |
| ES3_OPENGLES(), |
| ES2_VULKAN(), |
| ES3_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(Texture2DFloatTestES3, |
| ES3_D3D11(), |
| ES3_OPENGL(), |
| ES3_OPENGLES(), |
| ES3_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(Texture2DFloatTestES2, |
| ES2_D3D11(), |
| ES2_OPENGL(), |
| ES2_OPENGLES(), |
| ES2_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(TextureCubeTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES(), ES3_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(Texture2DIntegerTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(TextureCubeIntegerTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(TextureCubeIntegerEdgeTestES3, ES3_D3D11(), ES3_OPENGL()); |
| ANGLE_INSTANTIATE_TEST(Texture2DIntegerProjectiveOffsetTestES3, |
| ES3_D3D11(), |
| ES3_OPENGL(), |
| ES3_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(Texture2DArrayIntegerTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(Texture3DIntegerTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(Texture2DDepthTest, |
| ES2_D3D9(), |
| ES2_D3D11(), |
| ES2_OPENGL(), |
| ES2_OPENGLES(), |
| ES2_VULKAN(), |
| ES3_VULKAN()); |
| |
| } // anonymous namespace |