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-rwxr-xr-xgfx/angle/src/tests/gl_tests/FramebufferRenderMipmapTest.cpp204
1 files changed, 204 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/gl_tests/FramebufferRenderMipmapTest.cpp b/gfx/angle/src/tests/gl_tests/FramebufferRenderMipmapTest.cpp
new file mode 100755
index 000000000..471bf5018
--- /dev/null
+++ b/gfx/angle/src/tests/gl_tests/FramebufferRenderMipmapTest.cpp
@@ -0,0 +1,204 @@
+//
+// 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 "test_utils/ANGLETest.h"
+
+using namespace angle;
+
+class FramebufferRenderMipmapTest : public ANGLETest
+{
+ protected:
+ FramebufferRenderMipmapTest()
+ {
+ setWindowWidth(256);
+ setWindowHeight(256);
+ setConfigRedBits(8);
+ setConfigGreenBits(8);
+ setConfigBlueBits(8);
+ setConfigAlphaBits(8);
+ }
+
+ virtual void SetUp()
+ {
+ ANGLETest::SetUp();
+
+ const std::string vsSource = SHADER_SOURCE
+ (
+ attribute highp vec4 position;
+ void main(void)
+ {
+ gl_Position = position;
+ }
+ );
+
+ const std::string fsSource = SHADER_SOURCE
+ (
+ uniform highp vec4 color;
+ void main(void)
+ {
+ gl_FragColor = color;
+ }
+ );
+
+ mProgram = CompileProgram(vsSource, fsSource);
+ if (mProgram == 0)
+ {
+ FAIL() << "shader compilation failed.";
+ }
+
+ mColorLocation = glGetUniformLocation(mProgram, "color");
+
+ glUseProgram(mProgram);
+
+ glClearColor(0, 0, 0, 0);
+ glClearDepthf(0.0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glEnable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+
+ ASSERT_GL_NO_ERROR();
+ }
+
+ virtual void TearDown()
+ {
+ glDeleteProgram(mProgram);
+
+ ANGLETest::TearDown();
+ }
+
+ GLuint mProgram;
+ GLint mColorLocation;
+};
+
+// Validate that if we are in ES3 or GL_OES_fbo_render_mipmap exists, there are no validation errors
+// when using a non-zero level in glFramebufferTexture2D.
+TEST_P(FramebufferRenderMipmapTest, Validation)
+{
+ bool renderToMipmapSupported =
+ extensionEnabled("GL_OES_fbo_render_mipmap") || getClientMajorVersion() > 2;
+
+ GLuint tex = 0;
+ glGenTextures(1, &tex);
+ glBindTexture(GL_TEXTURE_2D, tex);
+
+ const GLint levels = 5;
+ for (GLint i = 0; i < levels; i++)
+ {
+ GLsizei size = 1 << ((levels - 1) - i);
+ glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ }
+
+ EXPECT_GL_NO_ERROR();
+
+ GLuint fbo = 0;
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ EXPECT_GL_NO_ERROR();
+
+ for (GLint i = 0; i < levels; i++)
+ {
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, i);
+
+ if (i > 0 && !renderToMipmapSupported)
+ {
+ EXPECT_GL_ERROR(GL_INVALID_VALUE);
+ }
+ else
+ {
+ EXPECT_GL_NO_ERROR();
+ EXPECT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
+ }
+ }
+
+ glDeleteFramebuffers(1, &fbo);
+ glDeleteTextures(1, &tex);
+}
+
+// Render to various levels of a texture and check that they have the correct color data via ReadPixels
+TEST_P(FramebufferRenderMipmapTest, RenderToMipmap)
+{
+ // TODO(geofflang): Figure out why this is broken on Intel OpenGL
+ if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ std::cout << "Test skipped on Intel OpenGL." << std::endl;
+ return;
+ }
+
+ bool renderToMipmapSupported =
+ extensionEnabled("GL_OES_fbo_render_mipmap") || getClientMajorVersion() > 2;
+ if (!renderToMipmapSupported)
+ {
+ std::cout << "Test skipped because GL_OES_fbo_render_mipmap or ES3 is not available." << std::endl;
+ return;
+ }
+
+ const GLfloat levelColors[] =
+ {
+ 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,
+ 1.0f, 0.0f, 1.0f, 1.0f,
+ 0.0f, 1.0f, 1.0f, 1.0f,
+ };
+ const GLint testLevels = static_cast<GLint>(ArraySize(levelColors) / 4);
+
+ GLuint tex = 0;
+ glGenTextures(1, &tex);
+ glBindTexture(GL_TEXTURE_2D, tex);
+
+ for (GLint i = 0; i < testLevels; i++)
+ {
+ GLsizei size = 1 << ((testLevels - 1) - i);
+ glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ }
+
+ EXPECT_GL_NO_ERROR();
+
+ GLuint fbo = 0;
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ EXPECT_GL_NO_ERROR();
+
+ // Render to the levels of the texture with different colors
+ for (GLint i = 0; i < testLevels; i++)
+ {
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, i);
+ EXPECT_GL_NO_ERROR();
+
+ glUseProgram(mProgram);
+ glUniform4fv(mColorLocation, 1, levelColors + (i * 4));
+
+ drawQuad(mProgram, "position", 0.5f);
+ EXPECT_GL_NO_ERROR();
+ }
+
+ // Test that the levels of the texture are correct
+ for (GLint i = 0; i < testLevels; i++)
+ {
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, i);
+ EXPECT_GL_NO_ERROR();
+
+ const GLfloat *color = levelColors + (i * 4);
+ EXPECT_PIXEL_EQ(0, 0, color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255);
+ }
+
+ glDeleteFramebuffers(1, &fbo);
+ glDeleteTextures(1, &tex);
+
+ EXPECT_GL_NO_ERROR();
+}
+
+// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
+ANGLE_INSTANTIATE_TEST(FramebufferRenderMipmapTest,
+ ES2_D3D9(),
+ ES2_D3D11(),
+ ES3_D3D11(),
+ ES2_OPENGL(),
+ ES3_OPENGL(),
+ ES2_OPENGLES(),
+ ES3_OPENGLES());