| // |
| // Copyright 2018 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // CopyTexture3DTest.cpp: Tests of the GL_ANGLE_copy_texture_3d extension |
| |
| #include "test_utils/ANGLETest.h" |
| |
| #include "test_utils/gl_raii.h" |
| |
| namespace angle |
| { |
| |
| class CopyTexture3DTest : public ANGLETest |
| { |
| protected: |
| CopyTexture3DTest() |
| { |
| setWindowWidth(256); |
| setWindowHeight(256); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| } |
| |
| void testSetUp() override |
| { |
| const char *vertexShaderSource = getVertexShaderSource(); |
| const char *fragmentShaderSource = getFragmentShaderSource(); |
| |
| mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| ASSERT_NE(0u, mProgram); |
| |
| glUseProgram(mProgram); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| const char *getVertexShaderSource() |
| { |
| return "#version 300 es\n" |
| "out vec3 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = (position.xyz * 0.5) + 0.5;\n" |
| "}\n"; |
| } |
| |
| bool checkExtensions() const |
| { |
| if (!IsGLExtensionEnabled("GL_ANGLE_copy_texture_3d")) |
| { |
| std::cout << "Test skipped because GL_ANGLE_copy_texture_3d is not available." |
| << std::endl; |
| return false; |
| } |
| |
| EXPECT_NE(nullptr, glCopyTexture3DANGLE); |
| EXPECT_NE(nullptr, glCopySubTexture3DANGLE); |
| return true; |
| } |
| |
| void testCopy(const GLenum testTarget, |
| const GLColor &sourceColor, |
| GLenum destInternalFormat, |
| GLenum destType, |
| bool flipY, |
| bool premultiplyAlpha, |
| bool unmultiplyAlpha, |
| const GLColor &expectedColor) |
| { |
| std::vector<GLColor> texDataColor(2u * 2u * 2u, sourceColor); |
| |
| glBindTexture(testTarget, sourceTexture.get()); |
| glTexImage3D(testTarget, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataColor.data()); |
| glTexParameteri(testTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(testTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(testTarget, GL_TEXTURE_BASE_LEVEL, 0); |
| glTexParameteri(testTarget, GL_TEXTURE_MAX_LEVEL, 0); |
| EXPECT_GL_NO_ERROR(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(testTarget, destTexture.get()); |
| glCopyTexture3DANGLE(sourceTexture.get(), 0, testTarget, destTexture.get(), 0, |
| destInternalFormat, destType, flipY, premultiplyAlpha, |
| unmultiplyAlpha); |
| EXPECT_GL_NO_ERROR(); |
| |
| GLRenderbuffer rbo; |
| glBindRenderbuffer(GL_RENDERBUFFER, rbo); |
| |
| GLenum renderType = 0; |
| |
| switch (destInternalFormat) |
| { |
| case GL_RGB: |
| case GL_RGBA: |
| case GL_LUMINANCE: |
| case GL_LUMINANCE_ALPHA: |
| case GL_ALPHA: |
| case GL_R8: |
| case GL_RG: |
| case GL_RG8: |
| case GL_RGB8: |
| case GL_RGBA8: |
| case GL_SRGB8: |
| case GL_RGB565: |
| case GL_SRGB8_ALPHA8: |
| case GL_RGB5_A1: |
| case GL_RGBA4: |
| case GL_R8_SNORM: |
| case GL_RG8_SNORM: |
| case GL_RGB8_SNORM: |
| case GL_RGBA8_SNORM: |
| case GL_RGB10_A2: |
| renderType = GL_RGBA8; |
| break; |
| case GL_R8I: |
| case GL_R16I: |
| case GL_R32I: |
| case GL_RG8I: |
| case GL_RG16I: |
| case GL_RG32I: |
| case GL_RGB8I: |
| case GL_RGB16I: |
| case GL_RGB32I: |
| case GL_RGBA8I: |
| case GL_RGBA16I: |
| case GL_RGBA32I: |
| renderType = GL_RGBA8I; |
| break; |
| case GL_R8UI: |
| case GL_R16UI: |
| case GL_R32UI: |
| case GL_RG8UI: |
| case GL_RG16UI: |
| case GL_RG32UI: |
| case GL_RGB8UI: |
| case GL_RGB16UI: |
| case GL_RGB32UI: |
| case GL_RGBA8UI: |
| case GL_RGBA16UI: |
| case GL_RGBA32UI: |
| case GL_RGB10_A2UI: |
| renderType = GL_RGBA8UI; |
| break; |
| case GL_R16F: |
| case GL_RGB16F: |
| case GL_RGB32F: |
| case GL_R32F: |
| case GL_RG16F: |
| case GL_RG32F: |
| case GL_RGBA16F: |
| case GL_RGBA32F: |
| case GL_R11F_G11F_B10F: |
| case GL_RGB9_E5: |
| renderType = GL_RGBA32F; |
| break; |
| default: |
| ASSERT_TRUE(false); |
| } |
| |
| glRenderbufferStorage(GL_RENDERBUFFER, renderType, 1, 1); |
| |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo); |
| |
| glTexParameteri(testTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(testTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(testTarget, GL_TEXTURE_BASE_LEVEL, 0); |
| glTexParameteri(testTarget, GL_TEXTURE_MAX_LEVEL, 0); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| |
| if (renderType == GL_RGBA8) |
| { |
| GLColor actual; |
| glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &actual.R); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_COLOR_NEAR(expectedColor, actual, 1); |
| return; |
| } |
| else if (renderType == GL_RGBA32F) |
| { |
| float expectedColorFloat[4] = {static_cast<float>(expectedColor.R) / 255, |
| static_cast<float>(expectedColor.G) / 255, |
| static_cast<float>(expectedColor.B) / 255, |
| static_cast<float>(expectedColor.A) / 255}; |
| EXPECT_PIXEL_COLOR32F_NEAR(0, 0, |
| GLColor32F(expectedColorFloat[0], expectedColorFloat[1], |
| expectedColorFloat[2], expectedColorFloat[3]), |
| 0.01); |
| return; |
| } |
| else if (renderType == GL_RGBA8UI) |
| { |
| GLuint pixel[4] = {0}; |
| glReadPixels(0, 0, 1, 1, GL_RGBA_INTEGER, GL_UNSIGNED_INT, pixel); |
| EXPECT_COLOR_NEAR( |
| expectedColor, |
| GLColor(static_cast<GLubyte>(pixel[0]), static_cast<GLubyte>(pixel[1]), |
| static_cast<GLubyte>(pixel[2]), static_cast<GLubyte>(pixel[3])), |
| 0.2); |
| } |
| else if (renderType == GL_RGBA8I) |
| { |
| GLint pixel[4] = {0}; |
| glReadPixels(0, 0, 1, 1, GL_RGBA_INTEGER, GL_INT, pixel); |
| EXPECT_COLOR_NEAR( |
| expectedColor, |
| GLColor(static_cast<GLubyte>(pixel[0]), static_cast<GLubyte>(pixel[1]), |
| static_cast<GLubyte>(pixel[2]), static_cast<GLubyte>(pixel[3])), |
| 0.2); |
| } |
| else |
| { |
| ASSERT_TRUE(false); |
| } |
| } |
| |
| virtual const char *getFragmentShaderSource() = 0; |
| |
| GLuint mProgram = 0; |
| GLTexture sourceTexture; |
| GLTexture destTexture; |
| }; |
| |
| class Texture3DCopy : public CopyTexture3DTest |
| { |
| protected: |
| Texture3DCopy() {} |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp sampler3D tex3D;\n" |
| "in vec3 texcoord;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = texture(tex3D, vec3(texcoord.x, texcoord.z, texcoord.y));\n" |
| "}\n"; |
| } |
| }; |
| |
| class Texture2DArrayCopy : public CopyTexture3DTest |
| { |
| protected: |
| Texture2DArrayCopy() {} |
| |
| const char *getFragmentShaderSource() override |
| { |
| return "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp sampler2DArray tex2DArray;\n" |
| "in vec3 texcoord;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.z, texcoord.y));\n" |
| "}\n"; |
| } |
| }; |
| |
| // Test that glCopySubTexture3DANGLE correctly copies to and from a GL_TEXTURE_3D texture. |
| TEST_P(Texture3DCopy, CopySubTexture) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| sourceTexture.get(); |
| std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green); |
| std::vector<GLColor> texDataRed(2u * 2u * 2u, GLColor::red); |
| |
| glBindTexture(GL_TEXTURE_3D, sourceTexture.get()); |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 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(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_3D, destTexture.get()); |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataRed.data()); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0); |
| EXPECT_GL_NO_ERROR(); |
| glCopySubTexture3DANGLE(sourceTexture.get(), 0, GL_TEXTURE_3D, destTexture.get(), 0, 0, 0, 0, 0, |
| 0, 0, 2, 2, 2, false, false, false); |
| glBindTexture(GL_TEXTURE_3D, destTexture.get()); |
| EXPECT_GL_NO_ERROR(); |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that glCopyTexture3DANGLE correctly copies from a non-zero mipmap on a GL_TEXTURE_3D |
| // texture. |
| TEST_P(Texture3DCopy, CopyFromMipmap) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| std::vector<GLColor> texDataGreen(4u * 4u * 4u, GLColor::green); |
| |
| glBindTexture(GL_TEXTURE_3D, sourceTexture.get()); |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 4, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA, 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(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_3D, destTexture.get()); |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| 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, 0); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0); |
| EXPECT_GL_NO_ERROR(); |
| |
| glCopyTexture3DANGLE(sourceTexture.get(), 1, GL_TEXTURE_3D, destTexture.get(), 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, false, false, false); |
| glBindTexture(GL_TEXTURE_3D, destTexture.get()); |
| EXPECT_GL_NO_ERROR(); |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that glCopySubTexture3DANGLE's offset and dimension parameters work correctly with a |
| // GL_TEXTURE_3D texture. |
| TEST_P(Texture3DCopy, OffsetSubCopy) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| GLColor rgbaPixels[27]; |
| |
| // Create pixel data for a 3x3x3 red cube |
| for (int i = 0; i < 27; i++) |
| { |
| rgbaPixels[i] = GLColor(255u, 0u, 0u, 255u); |
| } |
| |
| // Change a pixel to create a 1x1x1 blue cube at (0, 0, 0) |
| rgbaPixels[0] = GLColor(0u, 0u, 255u, 255u); |
| |
| // Change some pixels to green to create a 2x2x2 cube starting at (1, 1, 1) |
| rgbaPixels[13] = GLColor(0u, 255u, 0u, 255u); |
| rgbaPixels[14] = GLColor(0u, 255u, 0u, 255u); |
| rgbaPixels[16] = GLColor(0u, 255u, 0u, 255u); |
| rgbaPixels[17] = GLColor(0u, 255u, 0u, 255u); |
| rgbaPixels[22] = GLColor(0u, 255u, 0u, 255u); |
| rgbaPixels[23] = GLColor(0u, 255u, 0u, 255u); |
| rgbaPixels[25] = GLColor(0u, 255u, 0u, 255u); |
| rgbaPixels[26] = GLColor(0u, 255u, 0u, 255u); |
| |
| glBindTexture(GL_TEXTURE_3D, sourceTexture.get()); |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 3, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgbaPixels); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0); |
| EXPECT_GL_NO_ERROR(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_3D, destTexture.get()); |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
| |
| EXPECT_GL_NO_ERROR(); |
| // Copy the 2x2x2 green cube into a new texture |
| glCopySubTexture3DANGLE(sourceTexture.get(), 0, GL_TEXTURE_3D, destTexture.get(), 0, 0, 0, 0, 1, |
| 1, 1, 2, 2, 2, false, false, false); |
| glBindTexture(GL_TEXTURE_3D, destTexture.get()); |
| EXPECT_GL_NO_ERROR(); |
| drawQuad(mProgram, "position", 1.0f); |
| int width = getWindowWidth() - 1; |
| int height = getWindowHeight() - 1; |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(width, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(0, height, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(width, height, GLColor::green); |
| |
| // Copy the 1x1x1 blue cube into the the 2x2x2 green cube at location (1, 1, 1) |
| glCopySubTexture3DANGLE(sourceTexture.get(), 0, GL_TEXTURE_3D, destTexture.get(), 0, 1, 1, 1, 0, |
| 0, 0, 1, 1, 1, false, false, false); |
| EXPECT_GL_NO_ERROR(); |
| drawQuad(mProgram, "position", 1.0f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(width, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(0, height, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(width, height, GLColor::blue); |
| } |
| |
| // Test that the flipY parameter works with a GL_TEXTURE_3D texture. |
| TEST_P(Texture3DCopy, FlipY) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| // Create a 2x2x2 cube. The top half is red. The bottom half is green. |
| GLColor rgbaPixels[8] = {GLColor::green, GLColor::green, GLColor::red, GLColor::red, |
| GLColor::green, GLColor::green, GLColor::red, GLColor::red}; |
| |
| glBindTexture(GL_TEXTURE_3D, sourceTexture.get()); |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgbaPixels); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
| |
| // mProgram creates a quad with the colors from the top (y-direction) layer of the 3D texture. |
| // 3D pixel (<x>, <y>, <z>) is drawn to 2D pixel (<x>, <z>) for <y> = 1. |
| drawQuad(mProgram, "position", 1.0f); |
| |
| int width = getWindowWidth() - 1; |
| int height = getWindowHeight() - 1; |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(width, 0, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(0, height, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(width, height, GLColor::red); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_3D, destTexture.get()); |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
| EXPECT_GL_NO_ERROR(); |
| |
| // Flip the y coordinate. This will put the greem half on top, and the red half on the bottom. |
| glCopyTexture3DANGLE(sourceTexture.get(), 0, GL_TEXTURE_3D, destTexture.get(), 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, true, false, false); |
| |
| glBindTexture(GL_TEXTURE_3D, destTexture.get()); |
| EXPECT_GL_NO_ERROR(); |
| drawQuad(mProgram, "position", 1.0f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(0, height, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(width, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(width, height, GLColor::green); |
| } |
| |
| // Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_3D with unsized |
| // formats. |
| TEST_P(Texture3DCopy, UnsizedFormats) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB, GL_UNSIGNED_BYTE, false, false, |
| false, GLColor(250, 200, 150, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB, GL_UNSIGNED_BYTE, false, true, |
| false, GLColor(98, 78, 59, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(100, 150, 200, 200), GL_RGB, GL_UNSIGNED_BYTE, false, false, |
| true, GLColor(128, 191, 255, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB, GL_UNSIGNED_SHORT_5_6_5, false, |
| false, false, GLColor(247, 199, 148, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB, GL_UNSIGNED_SHORT_5_6_5, false, |
| true, false, GLColor(99, 77, 57, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(100, 150, 200, 200), GL_RGB, GL_UNSIGNED_SHORT_5_6_5, false, |
| false, true, GLColor(132, 190, 255, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_BYTE, false, false, |
| false, GLColor(250, 200, 150, 100)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_BYTE, false, true, |
| false, GLColor(98, 78, 59, 100)); |
| testCopy(GL_TEXTURE_3D, GLColor(100, 150, 200, 200), GL_RGBA, GL_UNSIGNED_BYTE, false, false, |
| true, GLColor(128, 191, 255, 200)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, false, |
| false, false, GLColor(255, 204, 153, 102)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, false, |
| true, false, GLColor(102, 85, 51, 102)); |
| testCopy(GL_TEXTURE_3D, GLColor(100, 150, 200, 200), GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, false, |
| false, true, GLColor(136, 187, 255, 204)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, false, |
| false, false, GLColor(247, 198, 148, 0)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, false, |
| true, false, GLColor(99, 82, 57, 0)); |
| testCopy(GL_TEXTURE_3D, GLColor(100, 150, 200, 200), GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, false, |
| false, true, GLColor(132, 189, 255, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_LUMINANCE, GL_UNSIGNED_BYTE, false, |
| false, false, GLColor(250, 250, 250, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_LUMINANCE, GL_UNSIGNED_BYTE, false, |
| true, false, GLColor(98, 98, 98, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(100, 150, 200, 200), GL_LUMINANCE, GL_UNSIGNED_BYTE, false, |
| false, true, GLColor(128, 128, 128, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, |
| false, false, false, GLColor(250, 250, 250, 100)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, |
| false, true, false, GLColor(98, 98, 98, 100)); |
| testCopy(GL_TEXTURE_3D, GLColor(100, 150, 200, 200), GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, |
| false, false, true, GLColor(128, 128, 128, 200)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_ALPHA, GL_UNSIGNED_BYTE, false, false, |
| false, GLColor(0, 0, 0, 100)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_ALPHA, GL_UNSIGNED_BYTE, false, false, |
| false, GLColor(0, 0, 0, 100)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_ALPHA, GL_UNSIGNED_BYTE, false, false, |
| false, GLColor(0, 0, 0, 100)); |
| } |
| |
| // Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_3D with snorm |
| // formats. |
| TEST_P(Texture3DCopy, SnormFormats) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 190), GL_R8_SNORM, GL_BYTE, false, false, false, |
| GLColor(251, 0, 0, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 190), GL_R8_SNORM, GL_BYTE, false, true, false, |
| GLColor(187, 0, 0, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(200, 150, 100, 230), GL_R8_SNORM, GL_BYTE, false, false, true, |
| GLColor(221, 0, 0, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 190), GL_RG8_SNORM, GL_BYTE, false, false, false, |
| GLColor(251, 201, 0, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 190), GL_RG8_SNORM, GL_BYTE, false, true, false, |
| GLColor(187, 149, 0, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(200, 150, 100, 230), GL_RG8_SNORM, GL_BYTE, false, false, true, |
| GLColor(221, 167, 0, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 190), GL_RGB8_SNORM, GL_BYTE, false, false, |
| false, GLColor(251, 201, 151, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 190), GL_RGB8_SNORM, GL_BYTE, false, true, false, |
| GLColor(187, 149, 112, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(200, 150, 100, 230), GL_RGB8_SNORM, GL_BYTE, false, false, true, |
| GLColor(221, 167, 110, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 190), GL_RGBA8_SNORM, GL_BYTE, false, false, |
| false, GLColor(251, 201, 151, 191)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 190), GL_RGBA8_SNORM, GL_BYTE, false, true, |
| false, GLColor(187, 149, 112, 191)); |
| testCopy(GL_TEXTURE_3D, GLColor(200, 150, 100, 230), GL_RGBA8_SNORM, GL_BYTE, false, false, |
| true, GLColor(221, 167, 110, 231)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB10_A2, |
| GL_UNSIGNED_INT_2_10_10_10_REV, false, false, false, GLColor(250, 200, 150, 85)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB10_A2, |
| GL_UNSIGNED_INT_2_10_10_10_REV, false, true, false, GLColor(196, 157, 118, 170)); |
| testCopy(GL_TEXTURE_3D, GLColor(100, 150, 250, 200), GL_RGB10_A2, |
| GL_UNSIGNED_INT_2_10_10_10_REV, false, false, true, GLColor(128, 191, 255, 170)); |
| } |
| |
| // Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_3D with unsigned |
| // byte formats. |
| TEST_P(Texture3DCopy, UnsignedByteFormats) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_R8, GL_UNSIGNED_BYTE, false, false, |
| false, GLColor(250, 0, 0, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_R8, GL_UNSIGNED_BYTE, false, true, |
| false, GLColor(98, 0, 0, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_R8, GL_UNSIGNED_BYTE, false, false, |
| true, GLColor(255, 0, 0, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RG8, GL_UNSIGNED_BYTE, false, false, |
| false, GLColor(250, 200, 0, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RG8, GL_UNSIGNED_BYTE, false, true, |
| false, GLColor(98, 78, 0, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RG8, GL_UNSIGNED_BYTE, false, false, |
| true, GLColor(255, 255, 0, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB8, GL_UNSIGNED_BYTE, false, false, |
| false, GLColor(250, 200, 150, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB8, GL_UNSIGNED_BYTE, false, true, |
| false, GLColor(98, 78, 59, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB8, GL_UNSIGNED_BYTE, false, false, |
| true, GLColor(255, 255, 255, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA8, GL_UNSIGNED_BYTE, false, false, |
| false, GLColor(250, 200, 150, 100)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA8, GL_UNSIGNED_BYTE, false, true, |
| false, GLColor(98, 78, 59, 100)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA8, GL_UNSIGNED_BYTE, false, false, |
| true, GLColor(255, 255, 255, 100)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA4, GL_UNSIGNED_BYTE, false, false, |
| false, GLColor(255, 204, 153, 102)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA4, GL_UNSIGNED_BYTE, false, true, |
| false, GLColor(102, 85, 51, 102)); |
| testCopy(GL_TEXTURE_3D, GLColor(100, 150, 200, 210), GL_RGBA4, GL_UNSIGNED_BYTE, false, false, |
| true, GLColor(119, 187, 238, 204)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA4, GL_UNSIGNED_SHORT_4_4_4_4, false, |
| false, false, GLColor(255, 204, 153, 102)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA4, GL_UNSIGNED_SHORT_4_4_4_4, false, |
| true, false, GLColor(102, 85, 51, 102)); |
| testCopy(GL_TEXTURE_3D, GLColor(100, 150, 200, 210), GL_RGBA4, GL_UNSIGNED_SHORT_4_4_4_4, false, |
| false, true, GLColor(119, 187, 238, 204)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_SRGB8, GL_UNSIGNED_BYTE, false, false, |
| false, GLColor(244, 148, 78, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_SRGB8, GL_UNSIGNED_BYTE, false, true, |
| false, GLColor(31, 19, 11, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_SRGB8, GL_UNSIGNED_BYTE, false, false, |
| true, GLColor(52, 253, 53, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_SRGB8_ALPHA8, GL_UNSIGNED_BYTE, false, |
| false, false, GLColor(244, 148, 78, 100)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_SRGB8_ALPHA8, GL_UNSIGNED_BYTE, false, |
| true, false, GLColor(31, 19, 11, 100)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_SRGB8_ALPHA8, GL_UNSIGNED_BYTE, false, |
| false, true, GLColor(52, 253, 53, 100)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB5_A1, GL_UNSIGNED_BYTE, false, false, |
| false, GLColor(247, 198, 148, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB5_A1, GL_UNSIGNED_BYTE, false, true, |
| false, GLColor(99, 82, 57, 0)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB5_A1, GL_UNSIGNED_BYTE, false, false, |
| true, GLColor(255, 255, 255, 0)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB5_A1, GL_UNSIGNED_INT_2_10_10_10_REV, |
| false, false, false, GLColor(247, 198, 148, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB5_A1, GL_UNSIGNED_INT_2_10_10_10_REV, |
| false, true, false, GLColor(198, 156, 115, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(100, 150, 250, 200), GL_RGB5_A1, GL_UNSIGNED_INT_2_10_10_10_REV, |
| false, false, true, GLColor(132, 189, 255, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB5_A1, GL_UNSIGNED_SHORT_5_5_5_1, |
| false, false, false, GLColor(247, 198, 148, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB5_A1, GL_UNSIGNED_SHORT_5_5_5_1, |
| false, true, false, GLColor(198, 156, 115, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(100, 150, 250, 200), GL_RGB5_A1, GL_UNSIGNED_SHORT_5_5_5_1, |
| false, false, true, GLColor(132, 189, 255, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB565, GL_UNSIGNED_BYTE, false, false, |
| false, GLColor(247, 199, 148, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB565, GL_UNSIGNED_BYTE, false, true, |
| false, GLColor(198, 158, 115, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(100, 150, 250, 200), GL_RGB565, GL_UNSIGNED_BYTE, false, false, |
| true, GLColor(132, 190, 255, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB565, GL_UNSIGNED_SHORT_5_6_5, false, |
| false, false, GLColor(247, 199, 148, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB565, GL_UNSIGNED_SHORT_5_6_5, false, |
| true, false, GLColor(198, 158, 115, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(100, 150, 250, 200), GL_RGB565, GL_UNSIGNED_SHORT_5_6_5, false, |
| false, true, GLColor(132, 190, 255, 255)); |
| } |
| |
| // Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_3D with float |
| // formats. |
| TEST_P(Texture3DCopy, FloatFormats) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| std::vector<GLenum> floatTypes = {GL_FLOAT, GL_HALF_FLOAT, GL_UNSIGNED_INT_10F_11F_11F_REV, |
| GL_UNSIGNED_INT_5_9_9_9_REV}; |
| |
| for (GLenum floatType : floatTypes) |
| { |
| if (floatType != GL_UNSIGNED_INT_5_9_9_9_REV && |
| floatType != GL_UNSIGNED_INT_10F_11F_11F_REV) |
| { |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_R16F, floatType, false, false, |
| false, GLColor(210, 0, 0, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_R16F, floatType, false, true, |
| false, GLColor(191, 0, 0, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_R16F, floatType, false, false, |
| true, GLColor(227, 0, 0, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RG16F, floatType, false, false, |
| false, GLColor(210, 200, 0, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RG16F, floatType, false, true, |
| false, GLColor(191, 184, 0, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RG16F, floatType, false, false, |
| true, GLColor(227, 217, 0, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGB16F, floatType, false, false, |
| false, GLColor(210, 200, 150, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGB16F, floatType, false, true, |
| false, GLColor(191, 184, 138, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGB16F, floatType, false, false, |
| true, GLColor(227, 217, 161, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGBA16F, floatType, false, |
| false, false, GLColor(210, 200, 150, 235)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGBA16F, floatType, false, true, |
| false, GLColor(191, 184, 138, 235)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGBA16F, floatType, false, |
| false, true, GLColor(227, 217, 161, 235)); |
| } |
| |
| if (floatType != GL_UNSIGNED_INT_5_9_9_9_REV) |
| { |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_R11F_G11F_B10F, floatType, |
| false, false, false, GLColor(210, 200, 148, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_R11F_G11F_B10F, floatType, |
| false, true, false, GLColor(191, 184, 138, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_R11F_G11F_B10F, floatType, |
| false, false, true, GLColor(227, 217, 161, 255)); |
| } |
| |
| if (floatType != GL_UNSIGNED_INT_10F_11F_11F_REV) |
| { |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGB9_E5, floatType, false, |
| false, false, GLColor(210, 200, 148, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGB9_E5, floatType, false, true, |
| false, GLColor(192, 184, 138, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGB9_E5, floatType, false, |
| false, true, GLColor(227, 217, 161, 255)); |
| } |
| } |
| |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_R32F, GL_FLOAT, false, false, false, |
| GLColor(210, 0, 0, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_R32F, GL_FLOAT, false, true, false, |
| GLColor(191, 0, 0, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_R32F, GL_FLOAT, false, false, true, |
| GLColor(227, 0, 0, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RG32F, GL_FLOAT, false, false, false, |
| GLColor(210, 200, 0, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RG32F, GL_FLOAT, false, true, false, |
| GLColor(191, 184, 0, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RG32F, GL_FLOAT, false, false, true, |
| GLColor(227, 217, 0, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGB32F, GL_FLOAT, false, false, false, |
| GLColor(210, 200, 150, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGB32F, GL_FLOAT, false, true, false, |
| GLColor(191, 184, 138, 255)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGB32F, GL_FLOAT, false, false, true, |
| GLColor(227, 217, 161, 255)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGBA32F, GL_FLOAT, false, false, false, |
| GLColor(210, 200, 150, 235)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGBA32F, GL_FLOAT, false, true, false, |
| GLColor(191, 184, 138, 235)); |
| testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGBA32F, GL_FLOAT, false, false, true, |
| GLColor(227, 217, 161, 235)); |
| } |
| |
| // Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_3D with integer |
| // formats. |
| TEST_P(Texture3DCopy, IntFormats) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| constexpr char kFS[] = |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp isampler3D tex3D;\n" |
| "in vec3 texcoord;\n" |
| "out ivec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = texture(tex3D, vec3(texcoord.x, texcoord.z, texcoord.y));\n" |
| "}\n"; |
| |
| mProgram = CompileProgram(getVertexShaderSource(), kFS); |
| ASSERT_NE(0u, mProgram); |
| ASSERT_GL_NO_ERROR(); |
| |
| glUseProgram(mProgram); |
| |
| // Pixels will be read as if the most significant bit is data, not the sign. The expected colors |
| // reflect this. |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_R8I, GL_BYTE, false, false, false, |
| GLColor(127, 0, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_R8I, GL_BYTE, false, true, false, |
| GLColor(115, 0, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_R8I, GL_BYTE, false, false, true, |
| GLColor(127, 0, 0, 1)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_R16I, GL_SHORT, false, false, false, |
| GLColor(127, 0, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_R16I, GL_SHORT, false, true, false, |
| GLColor(115, 0, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_R16I, GL_SHORT, false, false, true, |
| GLColor(127, 0, 0, 1)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_R32I, GL_INT, false, false, false, |
| GLColor(127, 0, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_R32I, GL_INT, false, true, false, |
| GLColor(115, 0, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_R32I, GL_INT, false, false, true, |
| GLColor(127, 0, 0, 1)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RG8I, GL_BYTE, false, false, false, |
| GLColor(127, 70, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RG8I, GL_BYTE, false, true, false, |
| GLColor(115, 63, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RG8I, GL_BYTE, false, false, true, |
| GLColor(127, 77, 0, 1)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RG16I, GL_SHORT, false, false, false, |
| GLColor(127, 70, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RG16I, GL_SHORT, false, true, false, |
| GLColor(115, 63, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RG16I, GL_SHORT, false, false, true, |
| GLColor(127, 77, 0, 1)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RG32I, GL_INT, false, false, false, |
| GLColor(127, 70, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RG32I, GL_INT, false, true, false, |
| GLColor(115, 63, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RG32I, GL_INT, false, false, true, |
| GLColor(127, 77, 0, 1)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGB8I, GL_BYTE, false, false, false, |
| GLColor(127, 70, 75, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGB8I, GL_BYTE, false, true, false, |
| GLColor(115, 63, 67, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGB8I, GL_BYTE, false, false, true, |
| GLColor(127, 77, 83, 1)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGB16I, GL_SHORT, false, false, false, |
| GLColor(127, 70, 75, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGB16I, GL_SHORT, false, true, false, |
| GLColor(115, 63, 67, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGB16I, GL_SHORT, false, false, true, |
| GLColor(127, 77, 83, 1)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGB32I, GL_INT, false, false, false, |
| GLColor(127, 70, 75, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGB32I, GL_INT, false, true, false, |
| GLColor(115, 63, 67, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGB32I, GL_INT, false, false, true, |
| GLColor(127, 77, 83, 1)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGBA8I, GL_BYTE, false, false, false, |
| GLColor(127, 70, 75, 115)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGBA8I, GL_BYTE, false, true, false, |
| GLColor(115, 63, 67, 115)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGBA8I, GL_BYTE, false, false, true, |
| GLColor(127, 77, 83, 115)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGBA16I, GL_SHORT, false, false, false, |
| GLColor(127, 70, 75, 115)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGBA16I, GL_SHORT, false, true, false, |
| GLColor(115, 63, 67, 115)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGBA16I, GL_SHORT, false, false, true, |
| GLColor(127, 77, 83, 115)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGBA32I, GL_INT, false, false, false, |
| GLColor(127, 70, 75, 115)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGBA32I, GL_INT, false, true, false, |
| GLColor(115, 63, 67, 115)); |
| testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGBA32I, GL_INT, false, false, true, |
| GLColor(127, 77, 83, 115)); |
| } |
| |
| // Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_3D with unsigned |
| // integer formats. |
| TEST_P(Texture3DCopy, UintFormats) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| constexpr char kFS[] = |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp usampler3D tex3D;\n" |
| "in vec3 texcoord;\n" |
| "out uvec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = texture(tex3D, vec3(texcoord.x, texcoord.z, texcoord.y));\n" |
| "}\n"; |
| |
| mProgram = CompileProgram(getVertexShaderSource(), kFS); |
| ASSERT_NE(0u, mProgram); |
| ASSERT_GL_NO_ERROR(); |
| |
| glUseProgram(mProgram); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_R8UI, GL_UNSIGNED_BYTE, false, false, |
| false, GLColor(128, 0, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_R8UI, GL_UNSIGNED_BYTE, false, true, |
| false, GLColor(50, 0, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_R8UI, GL_UNSIGNED_BYTE, false, false, |
| true, GLColor(255, 0, 0, 1)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_R16UI, GL_UNSIGNED_SHORT, false, false, |
| false, GLColor(128, 0, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_R16UI, GL_UNSIGNED_SHORT, false, true, |
| false, GLColor(50, 0, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_R16UI, GL_UNSIGNED_SHORT, false, false, |
| true, GLColor(255, 0, 0, 1)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_R32UI, GL_UNSIGNED_INT, false, false, |
| false, GLColor(128, 0, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_R32UI, GL_UNSIGNED_INT, false, true, |
| false, GLColor(50, 0, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_R32UI, GL_UNSIGNED_INT, false, false, |
| true, GLColor(255, 0, 0, 1)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RG8UI, GL_UNSIGNED_BYTE, false, false, |
| false, GLColor(128, 84, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RG8UI, GL_UNSIGNED_BYTE, false, true, |
| false, GLColor(50, 32, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RG8UI, GL_UNSIGNED_BYTE, false, false, |
| true, GLColor(255, 214, 0, 1)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RG16UI, GL_UNSIGNED_SHORT, false, false, |
| false, GLColor(128, 84, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RG16UI, GL_UNSIGNED_SHORT, false, true, |
| false, GLColor(50, 32, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RG16UI, GL_UNSIGNED_SHORT, false, false, |
| true, GLColor(255, 214, 0, 1)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RG32UI, GL_UNSIGNED_INT, false, false, |
| false, GLColor(128, 84, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RG32UI, GL_UNSIGNED_INT, false, true, |
| false, GLColor(50, 32, 0, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RG32UI, GL_UNSIGNED_INT, false, false, |
| true, GLColor(255, 214, 0, 1)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB8UI, GL_UNSIGNED_BYTE, false, false, |
| false, GLColor(128, 84, 32, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB8UI, GL_UNSIGNED_BYTE, false, true, |
| false, GLColor(50, 32, 12, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB8UI, GL_UNSIGNED_BYTE, false, false, |
| true, GLColor(255, 214, 81, 1)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB16UI, GL_UNSIGNED_SHORT, false, false, |
| false, GLColor(128, 84, 32, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB16UI, GL_UNSIGNED_SHORT, false, true, |
| false, GLColor(50, 32, 12, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB16UI, GL_UNSIGNED_SHORT, false, false, |
| true, GLColor(255, 214, 81, 1)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB32UI, GL_UNSIGNED_INT, false, false, |
| false, GLColor(128, 84, 32, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB32UI, GL_UNSIGNED_INT, false, true, |
| false, GLColor(50, 32, 12, 1)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB32UI, GL_UNSIGNED_INT, false, false, |
| true, GLColor(255, 214, 81, 1)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGBA8UI, GL_UNSIGNED_BYTE, false, false, |
| false, GLColor(128, 84, 32, 100)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGBA8UI, GL_UNSIGNED_BYTE, false, true, |
| false, GLColor(50, 32, 12, 100)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGBA8UI, GL_UNSIGNED_BYTE, false, false, |
| true, GLColor(255, 214, 81, 100)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGBA16UI, GL_UNSIGNED_SHORT, false, false, |
| false, GLColor(128, 84, 32, 100)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGBA16UI, GL_UNSIGNED_SHORT, false, true, |
| false, GLColor(50, 32, 12, 100)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGBA16UI, GL_UNSIGNED_SHORT, false, false, |
| true, GLColor(255, 214, 81, 100)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGBA32UI, GL_UNSIGNED_INT, false, false, |
| false, GLColor(128, 84, 32, 100)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGBA32UI, GL_UNSIGNED_INT, false, true, |
| false, GLColor(50, 32, 12, 100)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGBA32UI, GL_UNSIGNED_INT, false, false, |
| true, GLColor(255, 214, 81, 100)); |
| |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB10_A2UI, |
| GL_UNSIGNED_INT_2_10_10_10_REV, false, false, false, GLColor(128, 84, 32, 3)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB10_A2UI, |
| GL_UNSIGNED_INT_2_10_10_10_REV, false, true, false, GLColor(50, 32, 12, 3)); |
| testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB10_A2UI, |
| GL_UNSIGNED_INT_2_10_10_10_REV, false, false, true, GLColor(255, 214, 81, 3)); |
| } |
| |
| // Test that glCopySubTexture3DANGLE correctly copies to and from a GL_TEXTURE_2D_ARRAY texture. |
| TEST_P(Texture2DArrayCopy, CopySubTexture) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green); |
| std::vector<GLColor> texDataRed(2u * 2u * 2u, GLColor::red); |
| |
| glBindTexture(GL_TEXTURE_2D_ARRAY, sourceTexture.get()); |
| EXPECT_GL_NO_ERROR(); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| EXPECT_GL_NO_ERROR(); |
| 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, 0); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0); |
| EXPECT_GL_NO_ERROR(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D_ARRAY, destTexture.get()); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataRed.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, 0); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0); |
| EXPECT_GL_NO_ERROR(); |
| glCopySubTexture3DANGLE(sourceTexture.get(), 0, GL_TEXTURE_2D_ARRAY, destTexture.get(), 0, 0, 0, |
| 0, 0, 0, 0, 2, 2, 2, false, false, false); |
| EXPECT_GL_NO_ERROR(); |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that glCopyTexture3DANGLE correctly copies from a non-zero mipmap on a GL_TEXTURE_2D_ARRAY |
| // texture. |
| TEST_P(Texture2DArrayCopy, CopyFromMipmap) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| std::vector<GLColor> texDataGreen4(4u * 4u * 4u, GLColor::green); |
| std::vector<GLColor> texDataGreen2(2u * 2u * 2u, GLColor::green); |
| std::vector<GLColor> texDataRed2(2u * 2u * 2u, GLColor::red); |
| |
| glBindTexture(GL_TEXTURE_2D_ARRAY, sourceTexture.get()); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 4, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen4.data()); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen2.data()); |
| EXPECT_GL_NO_ERROR(); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1); |
| EXPECT_GL_NO_ERROR(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D_ARRAY, destTexture.get()); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0); |
| |
| EXPECT_GL_NO_ERROR(); |
| glCopyTexture3DANGLE(sourceTexture.get(), 1, GL_TEXTURE_2D_ARRAY, destTexture.get(), 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, false, false, false); |
| |
| EXPECT_GL_NO_ERROR(); |
| drawQuad(mProgram, "position", 1.0f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that glCopySubTexture3DANGLE's offset and dimension parameters work correctly with a |
| // GL_TEXTURE_2D_ARRAY texture. |
| TEST_P(Texture2DArrayCopy, OffsetSubCopy) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| GLColor rgbaPixels[27]; |
| |
| // Create pixel data for a 3x3x3 red cube |
| for (int i = 0; i < 27; i++) |
| { |
| rgbaPixels[i] = GLColor(255u, 0u, 0u, 255u); |
| } |
| |
| // Change a pixel to create a 1x1x1 blue cube at (0, 0, 0) |
| rgbaPixels[0] = GLColor(0u, 0u, 255u, 255u); |
| |
| // Change some pixels to green to create a 2x2x2 cube starting at (1, 1, 1) |
| rgbaPixels[13] = GLColor(0u, 255u, 0u, 255u); |
| rgbaPixels[14] = GLColor(0u, 255u, 0u, 255u); |
| rgbaPixels[16] = GLColor(0u, 255u, 0u, 255u); |
| rgbaPixels[17] = GLColor(0u, 255u, 0u, 255u); |
| rgbaPixels[22] = GLColor(0u, 255u, 0u, 255u); |
| rgbaPixels[23] = GLColor(0u, 255u, 0u, 255u); |
| rgbaPixels[25] = GLColor(0u, 255u, 0u, 255u); |
| rgbaPixels[26] = GLColor(0u, 255u, 0u, 255u); |
| |
| glBindTexture(GL_TEXTURE_2D_ARRAY, sourceTexture.get()); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 3, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| rgbaPixels); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0); |
| EXPECT_GL_NO_ERROR(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D_ARRAY, destTexture.get()); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
| |
| EXPECT_GL_NO_ERROR(); |
| // Copy the 2x2x2 green cube into a new texture |
| glCopySubTexture3DANGLE(sourceTexture.get(), 0, GL_TEXTURE_2D_ARRAY, destTexture.get(), 0, 0, 0, |
| 0, 1, 1, 1, 2, 2, 2, false, false, false); |
| glBindTexture(GL_TEXTURE_2D_ARRAY, destTexture.get()); |
| EXPECT_GL_NO_ERROR(); |
| drawQuad(mProgram, "position", 1.0f); |
| int width = getWindowWidth() - 1; |
| int height = getWindowHeight() - 1; |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(width, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(0, height, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(width, height, GLColor::green); |
| |
| // Copy the 1x1x1 blue cube into the the 2x2x2 green cube at location (1, 1, 1) |
| glCopySubTexture3DANGLE(sourceTexture.get(), 0, GL_TEXTURE_2D_ARRAY, destTexture.get(), 0, 1, 1, |
| 1, 0, 0, 0, 1, 1, 1, false, false, false); |
| EXPECT_GL_NO_ERROR(); |
| drawQuad(mProgram, "position", 1.0f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(width, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(0, height, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(width, height, GLColor::blue); |
| } |
| |
| // Test that the flipY parameter works with a GL_TEXTURE_2D_ARRAY texture. |
| TEST_P(Texture2DArrayCopy, FlipY) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| // Create a 2x2x2 cube. The top half is red. The bottom half is green. |
| GLColor rgbaPixels[8] = {GLColor::green, GLColor::green, GLColor::red, GLColor::red, |
| GLColor::green, GLColor::green, GLColor::red, GLColor::red}; |
| |
| glBindTexture(GL_TEXTURE_2D_ARRAY, sourceTexture.get()); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| rgbaPixels); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
| |
| drawQuad(mProgram, "position", 1.0f); |
| |
| int width = getWindowWidth() - 1; |
| int height = getWindowHeight() - 1; |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(width, 0, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(0, height, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(width, height, GLColor::red); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D_ARRAY, destTexture.get()); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
| EXPECT_GL_NO_ERROR(); |
| |
| // Flip the y coordinate. This will put the greem half on top, and the red half on the bottom. |
| glCopyTexture3DANGLE(sourceTexture.get(), 0, GL_TEXTURE_2D_ARRAY, destTexture.get(), 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, true, false, false); |
| |
| glBindTexture(GL_TEXTURE_2D_ARRAY, destTexture.get()); |
| EXPECT_GL_NO_ERROR(); |
| drawQuad(mProgram, "position", 1.0f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(0, height, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(width, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(width, height, GLColor::green); |
| } |
| |
| // Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_2D_ARRAY with |
| // unsized formats. |
| TEST_P(Texture2DArrayCopy, UnsizedFormats) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB, GL_UNSIGNED_BYTE, false, |
| false, false, GLColor(250, 200, 150, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB, GL_UNSIGNED_BYTE, false, |
| true, false, GLColor(98, 78, 59, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 200, 200), GL_RGB, GL_UNSIGNED_BYTE, false, |
| false, true, GLColor(128, 191, 255, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB, GL_UNSIGNED_SHORT_5_6_5, |
| false, false, false, GLColor(247, 199, 148, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB, GL_UNSIGNED_SHORT_5_6_5, |
| false, true, false, GLColor(99, 77, 57, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 200, 200), GL_RGB, GL_UNSIGNED_SHORT_5_6_5, |
| false, false, true, GLColor(132, 190, 255, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_BYTE, false, |
| false, false, GLColor(250, 200, 150, 100)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_BYTE, false, |
| true, false, GLColor(98, 78, 59, 100)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 200, 200), GL_RGBA, GL_UNSIGNED_BYTE, false, |
| false, true, GLColor(128, 191, 255, 200)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, |
| false, false, false, GLColor(255, 204, 153, 102)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, |
| false, true, false, GLColor(102, 85, 51, 102)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 200, 200), GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, |
| false, false, true, GLColor(136, 187, 255, 204)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, |
| false, false, false, GLColor(247, 198, 148, 0)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, |
| false, true, false, GLColor(99, 82, 57, 0)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 200, 200), GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, |
| false, false, true, GLColor(132, 189, 255, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_LUMINANCE, GL_UNSIGNED_BYTE, |
| false, false, false, GLColor(250, 250, 250, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_LUMINANCE, GL_UNSIGNED_BYTE, |
| false, true, false, GLColor(98, 98, 98, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 200, 200), GL_LUMINANCE, GL_UNSIGNED_BYTE, |
| false, false, true, GLColor(128, 128, 128, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, |
| false, false, false, GLColor(250, 250, 250, 100)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, |
| false, true, false, GLColor(98, 98, 98, 100)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 200, 200), GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, |
| false, false, true, GLColor(128, 128, 128, 200)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_ALPHA, GL_UNSIGNED_BYTE, false, |
| false, false, GLColor(0, 0, 0, 100)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_ALPHA, GL_UNSIGNED_BYTE, false, |
| false, false, GLColor(0, 0, 0, 100)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_ALPHA, GL_UNSIGNED_BYTE, false, |
| false, false, GLColor(0, 0, 0, 100)); |
| } |
| |
| // Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_2D_ARRAY with |
| // snorm formats. |
| TEST_P(Texture2DArrayCopy, SnormFormats) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_R8_SNORM, GL_BYTE, false, false, |
| false, GLColor(251, 0, 0, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_R8_SNORM, GL_BYTE, false, true, |
| false, GLColor(187, 0, 0, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(200, 150, 100, 230), GL_R8_SNORM, GL_BYTE, false, false, |
| true, GLColor(221, 0, 0, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_RG8_SNORM, GL_BYTE, false, false, |
| false, GLColor(251, 201, 0, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_RG8_SNORM, GL_BYTE, false, true, |
| false, GLColor(187, 149, 0, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(200, 150, 100, 230), GL_RG8_SNORM, GL_BYTE, false, false, |
| true, GLColor(221, 167, 0, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_RGB8_SNORM, GL_BYTE, false, false, |
| false, GLColor(251, 201, 151, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_RGB8_SNORM, GL_BYTE, false, true, |
| false, GLColor(187, 149, 112, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(200, 150, 100, 230), GL_RGB8_SNORM, GL_BYTE, false, false, |
| true, GLColor(221, 167, 110, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_RGBA8_SNORM, GL_BYTE, false, |
| false, false, GLColor(251, 201, 151, 191)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_RGBA8_SNORM, GL_BYTE, false, true, |
| false, GLColor(187, 149, 112, 191)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(200, 150, 100, 230), GL_RGBA8_SNORM, GL_BYTE, false, |
| false, true, GLColor(221, 167, 110, 231)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB10_A2, |
| GL_UNSIGNED_INT_2_10_10_10_REV, false, false, false, GLColor(250, 200, 150, 85)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB10_A2, |
| GL_UNSIGNED_INT_2_10_10_10_REV, false, true, false, GLColor(196, 157, 118, 170)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 250, 200), GL_RGB10_A2, |
| GL_UNSIGNED_INT_2_10_10_10_REV, false, false, true, GLColor(128, 191, 255, 170)); |
| } |
| |
| // Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_2D_ARRAY with |
| // unsigned byte formats. |
| TEST_P(Texture2DArrayCopy, UnsignedByteFormats) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| // Flay on Windows D3D11. http://anglebug.com/2896 |
| ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D11()); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_R8, GL_UNSIGNED_BYTE, false, |
| false, false, GLColor(250, 0, 0, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_R8, GL_UNSIGNED_BYTE, false, true, |
| false, GLColor(98, 0, 0, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_R8, GL_UNSIGNED_BYTE, false, |
| false, true, GLColor(255, 0, 0, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RG8, GL_UNSIGNED_BYTE, false, |
| false, false, GLColor(250, 200, 0, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RG8, GL_UNSIGNED_BYTE, false, |
| true, false, GLColor(98, 78, 0, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RG8, GL_UNSIGNED_BYTE, false, |
| false, true, GLColor(255, 255, 0, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB8, GL_UNSIGNED_BYTE, false, |
| false, false, GLColor(250, 200, 150, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB8, GL_UNSIGNED_BYTE, false, |
| true, false, GLColor(98, 78, 59, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB8, GL_UNSIGNED_BYTE, false, |
| false, true, GLColor(255, 255, 255, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA8, GL_UNSIGNED_BYTE, false, |
| false, false, GLColor(250, 200, 150, 100)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA8, GL_UNSIGNED_BYTE, false, |
| true, false, GLColor(98, 78, 59, 100)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA8, GL_UNSIGNED_BYTE, false, |
| false, true, GLColor(255, 255, 255, 100)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA4, GL_UNSIGNED_BYTE, false, |
| false, false, GLColor(255, 204, 153, 102)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA4, GL_UNSIGNED_BYTE, false, |
| true, false, GLColor(102, 85, 51, 102)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 200, 210), GL_RGBA4, GL_UNSIGNED_BYTE, false, |
| false, true, GLColor(119, 187, 238, 204)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA4, GL_UNSIGNED_SHORT_4_4_4_4, |
| false, false, false, GLColor(255, 204, 153, 102)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA4, GL_UNSIGNED_SHORT_4_4_4_4, |
| false, true, false, GLColor(102, 85, 51, 102)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 200, 210), GL_RGBA4, GL_UNSIGNED_SHORT_4_4_4_4, |
| false, false, true, GLColor(119, 187, 238, 204)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB5_A1, GL_UNSIGNED_BYTE, false, |
| false, false, GLColor(247, 198, 148, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB5_A1, GL_UNSIGNED_BYTE, false, |
| true, false, GLColor(99, 82, 57, 0)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB5_A1, GL_UNSIGNED_BYTE, false, |
| false, true, GLColor(255, 255, 255, 0)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB5_A1, |
| GL_UNSIGNED_INT_2_10_10_10_REV, false, false, false, GLColor(247, 198, 148, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB5_A1, |
| GL_UNSIGNED_INT_2_10_10_10_REV, false, true, false, GLColor(198, 156, 115, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 250, 200), GL_RGB5_A1, |
| GL_UNSIGNED_INT_2_10_10_10_REV, false, false, true, GLColor(132, 189, 255, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB5_A1, |
| GL_UNSIGNED_SHORT_5_5_5_1, false, false, false, GLColor(247, 198, 148, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB5_A1, |
| GL_UNSIGNED_SHORT_5_5_5_1, false, true, false, GLColor(198, 156, 115, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 250, 200), GL_RGB5_A1, |
| GL_UNSIGNED_SHORT_5_5_5_1, false, false, true, GLColor(132, 189, 255, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB565, GL_UNSIGNED_BYTE, false, |
| false, false, GLColor(247, 199, 148, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB565, GL_UNSIGNED_BYTE, false, |
| true, false, GLColor(198, 158, 115, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 250, 200), GL_RGB565, GL_UNSIGNED_BYTE, false, |
| false, true, GLColor(132, 190, 255, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB565, GL_UNSIGNED_SHORT_5_6_5, |
| false, false, false, GLColor(247, 199, 148, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB565, GL_UNSIGNED_SHORT_5_6_5, |
| false, true, false, GLColor(198, 158, 115, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 250, 200), GL_RGB565, GL_UNSIGNED_SHORT_5_6_5, |
| false, false, true, GLColor(132, 190, 255, 255)); |
| |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsD3D11()); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_SRGB8, GL_UNSIGNED_BYTE, false, |
| false, false, GLColor(244, 148, 78, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_SRGB8, GL_UNSIGNED_BYTE, false, |
| true, false, GLColor(31, 19, 11, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_SRGB8, GL_UNSIGNED_BYTE, false, |
| false, true, GLColor(52, 253, 53, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_SRGB8_ALPHA8, GL_UNSIGNED_BYTE, |
| false, false, false, GLColor(244, 148, 78, 100)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_SRGB8_ALPHA8, GL_UNSIGNED_BYTE, |
| false, true, false, GLColor(31, 19, 11, 100)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_SRGB8_ALPHA8, GL_UNSIGNED_BYTE, |
| false, false, true, GLColor(52, 253, 53, 100)); |
| } |
| |
| // Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_2D_ARRAY with |
| // float formats. |
| TEST_P(Texture2DArrayCopy, FloatFormats) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| std::vector<GLenum> floatTypes = {GL_FLOAT, GL_HALF_FLOAT, GL_UNSIGNED_INT_10F_11F_11F_REV, |
| GL_UNSIGNED_INT_5_9_9_9_REV}; |
| |
| for (GLenum floatType : floatTypes) |
| { |
| if (floatType != GL_UNSIGNED_INT_5_9_9_9_REV && |
| floatType != GL_UNSIGNED_INT_10F_11F_11F_REV) |
| { |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_R16F, floatType, false, |
| false, false, GLColor(210, 0, 0, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_R16F, floatType, false, |
| true, false, GLColor(191, 0, 0, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_R16F, floatType, false, |
| false, true, GLColor(227, 0, 0, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RG16F, floatType, false, |
| false, false, GLColor(210, 200, 0, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RG16F, floatType, false, |
| true, false, GLColor(191, 184, 0, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RG16F, floatType, false, |
| false, true, GLColor(227, 217, 0, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGB16F, floatType, false, |
| false, false, GLColor(210, 200, 150, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGB16F, floatType, false, |
| true, false, GLColor(191, 184, 138, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGB16F, floatType, false, |
| false, true, GLColor(227, 217, 161, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGBA16F, floatType, false, |
| false, false, GLColor(210, 200, 150, 235)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGBA16F, floatType, false, |
| true, false, GLColor(191, 184, 138, 235)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGBA16F, floatType, false, |
| false, true, GLColor(227, 217, 161, 235)); |
| } |
| |
| if (floatType != GL_UNSIGNED_INT_5_9_9_9_REV) |
| { |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_R11F_G11F_B10F, floatType, |
| false, false, false, GLColor(210, 200, 148, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_R11F_G11F_B10F, floatType, |
| false, true, false, GLColor(191, 184, 138, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_R11F_G11F_B10F, floatType, |
| false, false, true, GLColor(227, 217, 161, 255)); |
| } |
| |
| if (floatType != GL_UNSIGNED_INT_10F_11F_11F_REV) |
| { |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGB9_E5, floatType, false, |
| false, false, GLColor(210, 200, 148, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGB9_E5, floatType, false, |
| true, false, GLColor(192, 184, 138, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGB9_E5, floatType, false, |
| false, true, GLColor(227, 217, 161, 255)); |
| } |
| } |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_R32F, GL_FLOAT, false, false, |
| false, GLColor(210, 0, 0, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_R32F, GL_FLOAT, false, true, |
| false, GLColor(191, 0, 0, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_R32F, GL_FLOAT, false, false, |
| true, GLColor(227, 0, 0, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RG32F, GL_FLOAT, false, false, |
| false, GLColor(210, 200, 0, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RG32F, GL_FLOAT, false, true, |
| false, GLColor(191, 184, 0, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RG32F, GL_FLOAT, false, false, |
| true, GLColor(227, 217, 0, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGB32F, GL_FLOAT, false, false, |
| false, GLColor(210, 200, 150, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGB32F, GL_FLOAT, false, true, |
| false, GLColor(191, 184, 138, 255)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGB32F, GL_FLOAT, false, false, |
| true, GLColor(227, 217, 161, 255)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGBA32F, GL_FLOAT, false, false, |
| false, GLColor(210, 200, 150, 235)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGBA32F, GL_FLOAT, false, true, |
| false, GLColor(191, 184, 138, 235)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGBA32F, GL_FLOAT, false, false, |
| true, GLColor(227, 217, 161, 235)); |
| } |
| |
| // Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_2D_ARRAY with |
| // integer formats. |
| TEST_P(Texture2DArrayCopy, IntFormats) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| constexpr char kFS[] = |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp isampler2DArray tex2DArray;\n" |
| "in vec3 texcoord;\n" |
| "out ivec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.z, texcoord.y));\n" |
| "}\n"; |
| |
| mProgram = CompileProgram(getVertexShaderSource(), kFS); |
| ASSERT_NE(0u, mProgram); |
| ASSERT_GL_NO_ERROR(); |
| |
| glUseProgram(mProgram); |
| |
| // Pixels will be read as if the most significant bit is data, not the sign. The expected colors |
| // reflect this. |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_R8I, GL_BYTE, false, false, false, |
| GLColor(127, 0, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_R8I, GL_BYTE, false, true, false, |
| GLColor(115, 0, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_R8I, GL_BYTE, false, false, true, |
| GLColor(127, 0, 0, 1)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_R16I, GL_SHORT, false, false, |
| false, GLColor(127, 0, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_R16I, GL_SHORT, false, true, |
| false, GLColor(115, 0, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_R16I, GL_SHORT, false, false, |
| true, GLColor(127, 0, 0, 1)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_R32I, GL_INT, false, false, false, |
| GLColor(127, 0, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_R32I, GL_INT, false, true, false, |
| GLColor(115, 0, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_R32I, GL_INT, false, false, true, |
| GLColor(127, 0, 0, 1)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RG8I, GL_BYTE, false, false, |
| false, GLColor(127, 70, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RG8I, GL_BYTE, false, true, false, |
| GLColor(115, 63, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RG8I, GL_BYTE, false, false, true, |
| GLColor(127, 77, 0, 1)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RG16I, GL_SHORT, false, false, |
| false, GLColor(127, 70, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RG16I, GL_SHORT, false, true, |
| false, GLColor(115, 63, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RG16I, GL_SHORT, false, false, |
| true, GLColor(127, 77, 0, 1)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RG32I, GL_INT, false, false, |
| false, GLColor(127, 70, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RG32I, GL_INT, false, true, false, |
| GLColor(115, 63, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RG32I, GL_INT, false, false, true, |
| GLColor(127, 77, 0, 1)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGB8I, GL_BYTE, false, false, |
| false, GLColor(127, 70, 75, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGB8I, GL_BYTE, false, true, |
| false, GLColor(115, 63, 67, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGB8I, GL_BYTE, false, false, |
| true, GLColor(127, 77, 83, 1)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGB16I, GL_SHORT, false, false, |
| false, GLColor(127, 70, 75, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGB16I, GL_SHORT, false, true, |
| false, GLColor(115, 63, 67, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGB16I, GL_SHORT, false, false, |
| true, GLColor(127, 77, 83, 1)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGB32I, GL_INT, false, false, |
| false, GLColor(127, 70, 75, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGB32I, GL_INT, false, true, |
| false, GLColor(115, 63, 67, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGB32I, GL_INT, false, false, |
| true, GLColor(127, 77, 83, 1)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGBA8I, GL_BYTE, false, false, |
| false, GLColor(127, 70, 75, 115)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGBA8I, GL_BYTE, false, true, |
| false, GLColor(115, 63, 67, 115)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGBA8I, GL_BYTE, false, false, |
| true, GLColor(127, 77, 83, 115)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGBA16I, GL_SHORT, false, false, |
| false, GLColor(127, 70, 75, 115)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGBA16I, GL_SHORT, false, true, |
| false, GLColor(115, 63, 67, 115)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGBA16I, GL_SHORT, false, false, |
| true, GLColor(127, 77, 83, 115)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGBA32I, GL_INT, false, false, |
| false, GLColor(127, 70, 75, 115)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGBA32I, GL_INT, false, true, |
| false, GLColor(115, 63, 67, 115)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGBA32I, GL_INT, false, false, |
| true, GLColor(127, 77, 83, 115)); |
| } |
| |
| // Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_2D_ARRAY with |
| // unsigned integer formats. |
| TEST_P(Texture2DArrayCopy, UintFormats) |
| { |
| ANGLE_SKIP_TEST_IF(!checkExtensions()); |
| |
| constexpr char kFS[] = |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp usampler2DArray tex2DArray;\n" |
| "in vec3 texcoord;\n" |
| "out uvec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.z, texcoord.y));\n" |
| "}\n"; |
| |
| mProgram = CompileProgram(getVertexShaderSource(), kFS); |
| ASSERT_NE(0u, mProgram); |
| ASSERT_GL_NO_ERROR(); |
| |
| glUseProgram(mProgram); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_R8UI, GL_UNSIGNED_BYTE, false, |
| false, false, GLColor(128, 0, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_R8UI, GL_UNSIGNED_BYTE, false, true, |
| false, GLColor(50, 0, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_R8UI, GL_UNSIGNED_BYTE, false, |
| false, true, GLColor(255, 0, 0, 1)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_R16UI, GL_UNSIGNED_SHORT, false, |
| false, false, GLColor(128, 0, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_R16UI, GL_UNSIGNED_SHORT, false, |
| true, false, GLColor(50, 0, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_R16UI, GL_UNSIGNED_SHORT, false, |
| false, true, GLColor(255, 0, 0, 1)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_R32UI, GL_UNSIGNED_INT, false, |
| false, false, GLColor(128, 0, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_R32UI, GL_UNSIGNED_INT, false, true, |
| false, GLColor(50, 0, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_R32UI, GL_UNSIGNED_INT, false, |
| false, true, GLColor(255, 0, 0, 1)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RG8UI, GL_UNSIGNED_BYTE, false, |
| false, false, GLColor(128, 84, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RG8UI, GL_UNSIGNED_BYTE, false, |
| true, false, GLColor(50, 32, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RG8UI, GL_UNSIGNED_BYTE, false, |
| false, true, GLColor(255, 214, 0, 1)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RG16UI, GL_UNSIGNED_SHORT, false, |
| false, false, GLColor(128, 84, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RG16UI, GL_UNSIGNED_SHORT, false, |
| true, false, GLColor(50, 32, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RG16UI, GL_UNSIGNED_SHORT, false, |
| false, true, GLColor(255, 214, 0, 1)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RG32UI, GL_UNSIGNED_INT, false, |
| false, false, GLColor(128, 84, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RG32UI, GL_UNSIGNED_INT, false, |
| true, false, GLColor(50, 32, 0, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RG32UI, GL_UNSIGNED_INT, false, |
| false, true, GLColor(255, 214, 0, 1)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB8UI, GL_UNSIGNED_BYTE, false, |
| false, false, GLColor(128, 84, 32, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB8UI, GL_UNSIGNED_BYTE, false, |
| true, false, GLColor(50, 32, 12, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB8UI, GL_UNSIGNED_BYTE, false, |
| false, true, GLColor(255, 214, 81, 1)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB16UI, GL_UNSIGNED_SHORT, false, |
| false, false, GLColor(128, 84, 32, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB16UI, GL_UNSIGNED_SHORT, false, |
| true, false, GLColor(50, 32, 12, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB16UI, GL_UNSIGNED_SHORT, false, |
| false, true, GLColor(255, 214, 81, 1)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB32UI, GL_UNSIGNED_INT, false, |
| false, false, GLColor(128, 84, 32, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB32UI, GL_UNSIGNED_INT, false, |
| true, false, GLColor(50, 32, 12, 1)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB32UI, GL_UNSIGNED_INT, false, |
| false, true, GLColor(255, 214, 81, 1)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGBA8UI, GL_UNSIGNED_BYTE, false, |
| false, false, GLColor(128, 84, 32, 100)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGBA8UI, GL_UNSIGNED_BYTE, false, |
| true, false, GLColor(50, 32, 12, 100)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGBA8UI, GL_UNSIGNED_BYTE, false, |
| false, true, GLColor(255, 214, 81, 100)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGBA16UI, GL_UNSIGNED_SHORT, false, |
| false, false, GLColor(128, 84, 32, 100)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGBA16UI, GL_UNSIGNED_SHORT, false, |
| true, false, GLColor(50, 32, 12, 100)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGBA16UI, GL_UNSIGNED_SHORT, false, |
| false, true, GLColor(255, 214, 81, 100)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGBA32UI, GL_UNSIGNED_INT, false, |
| false, false, GLColor(128, 84, 32, 100)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGBA32UI, GL_UNSIGNED_INT, false, |
| true, false, GLColor(50, 32, 12, 100)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGBA32UI, GL_UNSIGNED_INT, false, |
| false, true, GLColor(255, 214, 81, 100)); |
| |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB10_A2UI, |
| GL_UNSIGNED_INT_2_10_10_10_REV, false, false, false, GLColor(128, 84, 32, 3)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB10_A2UI, |
| GL_UNSIGNED_INT_2_10_10_10_REV, false, true, false, GLColor(50, 32, 12, 3)); |
| testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB10_A2UI, |
| GL_UNSIGNED_INT_2_10_10_10_REV, false, false, true, GLColor(255, 214, 81, 3)); |
| } |
| |
| ANGLE_INSTANTIATE_TEST(Texture3DCopy, ES3_D3D11()); |
| ANGLE_INSTANTIATE_TEST(Texture2DArrayCopy, ES3_D3D11()); |
| |
| } // namespace angle |