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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /gfx/angle/src/tests/gl_tests/TextureTest.cpp
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/tests/gl_tests/TextureTest.cpp')
-rwxr-xr-xgfx/angle/src/tests/gl_tests/TextureTest.cpp3772
1 files changed, 3772 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/gl_tests/TextureTest.cpp b/gfx/angle/src/tests/gl_tests/TextureTest.cpp
new file mode 100755
index 000000000..ee2fc7ca9
--- /dev/null
+++ b/gfx/angle/src/tests/gl_tests/TextureTest.cpp
@@ -0,0 +1,3772 @@
+//
+// 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
+{
+
+// 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).
+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;
+ default:
+ UNREACHABLE();
+ return GLColor::white;
+ }
+}
+
+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 std::string getVertexShaderSource()
+ {
+ return std::string(SHADER_SOURCE
+ (
+ 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 std::string getFragmentShaderSource() = 0;
+
+ virtual void setUpProgram()
+ {
+ const std::string vertexShaderSource = getVertexShaderSource();
+ const std::string fragmentShaderSource = getFragmentShaderSource();
+
+ mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
+ ASSERT_NE(0u, mProgram);
+ ASSERT_GL_NO_ERROR();
+ }
+
+ void SetUp() override
+ {
+ ANGLETest::SetUp();
+
+ setUpFramebuffer();
+ }
+
+ void TearDown() override
+ {
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteFramebuffers(1, &mFramebuffer);
+ glDeleteTextures(1, &mFramebufferColorTexture);
+ glDeleteProgram(mProgram);
+ ANGLETest::TearDown();
+ }
+
+ 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, NULL);
+ EXPECT_GL_NO_ERROR();
+ return texture2D;
+ }
+
+ GLuint mProgram;
+ GLuint mFramebuffer;
+
+ private:
+ GLuint mFramebufferColorTexture;
+};
+
+class Texture2DTest : public TexCoordDrawTest
+{
+ protected:
+ Texture2DTest() : TexCoordDrawTest(), mTexture2D(0), mTexture2DUniformLocation(-1) {}
+
+ std::string getFragmentShaderSource() override
+ {
+ return std::string(SHADER_SOURCE
+ (
+ 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 SetUp() override
+ {
+ TexCoordDrawTest::SetUp();
+ mTexture2D = create2DTexture();
+
+ ASSERT_GL_NO_ERROR();
+ }
+
+ void TearDown() override
+ {
+ glDeleteTextures(1, &mTexture2D);
+ TexCoordDrawTest::TearDown();
+ }
+
+ // Tests CopyTexSubImage with floating point textures of various formats.
+ void testFloatCopySubImage(int sourceImageChannels, int destImageChannels)
+ {
+ // TODO(jmadill): Figure out why this is broken on Intel D3D11
+ if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
+ {
+ std::cout << "Test skipped on Intel D3D11." << std::endl;
+ return;
+ }
+
+ setUpProgram();
+
+ if (getClientMajorVersion() < 3)
+ {
+ if (!extensionEnabled("GL_OES_texture_float"))
+ {
+ std::cout << "Test skipped due to missing GL_OES_texture_float." << std::endl;
+ return;
+ }
+
+ if ((sourceImageChannels < 3 || destImageChannels < 3) && !extensionEnabled("GL_EXT_texture_rg"))
+ {
+ std::cout << "Test skipped due to missing GL_EXT_texture_rg." << std::endl;
+ return;
+ }
+ }
+
+ 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
+ },
+ };
+
+ 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]);
+ 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 && !extensionEnabled("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]);
+ 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() {}
+
+ std::string getVertexShaderSource() override
+ {
+ return std::string(
+ "#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");
+ }
+
+ std::string getFragmentShaderSource() override
+ {
+ return std::string(
+ "#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 SetUp() override
+ {
+ Texture2DTest::SetUp();
+ setUpProgram();
+ }
+};
+
+class Texture2DIntegerAlpha1TestES3 : public Texture2DTest
+{
+ protected:
+ Texture2DIntegerAlpha1TestES3() : Texture2DTest() {}
+
+ std::string getVertexShaderSource() override
+ {
+ return std::string(
+ "#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");
+ }
+
+ std::string getFragmentShaderSource() override
+ {
+ return std::string(
+ "#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 SetUp() override
+ {
+ Texture2DTest::SetUp();
+ setUpProgram();
+ }
+};
+
+class Texture2DUnsignedIntegerAlpha1TestES3 : public Texture2DTest
+{
+ protected:
+ Texture2DUnsignedIntegerAlpha1TestES3() : Texture2DTest() {}
+
+ std::string getVertexShaderSource() override
+ {
+ return std::string(
+ "#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");
+ }
+
+ std::string getFragmentShaderSource() override
+ {
+ return std::string(
+ "#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 SetUp() override
+ {
+ Texture2DTest::SetUp();
+ setUpProgram();
+ }
+};
+
+class Texture2DTestWithDrawScale : public Texture2DTest
+{
+ protected:
+ Texture2DTestWithDrawScale() : Texture2DTest(), mDrawScaleUniformLocation(-1) {}
+
+ std::string getVertexShaderSource() override
+ {
+ return std::string(SHADER_SOURCE
+ (
+ 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 SetUp() override
+ {
+ Texture2DTest::SetUp();
+
+ 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() {}
+
+ std::string getFragmentShaderSource() override
+ {
+ return std::string(SHADER_SOURCE
+ (
+ precision highp float;
+ uniform sampler2D tex;
+ varying vec2 texcoord;
+
+ vec4 computeFragColor(sampler2D aTex)
+ {
+ return texture2D(aTex, texcoord);
+ }
+
+ void main()
+ {
+ gl_FragColor = computeFragColor(tex);
+ }
+ )
+ );
+ }
+
+ void SetUp() override
+ {
+ Texture2DTest::SetUp();
+ setUpProgram();
+ }
+};
+
+class TextureCubeTest : public TexCoordDrawTest
+{
+ protected:
+ TextureCubeTest()
+ : TexCoordDrawTest(),
+ mTexture2D(0),
+ mTextureCube(0),
+ mTexture2DUniformLocation(-1),
+ mTextureCubeUniformLocation(-1)
+ {
+ }
+
+ std::string getFragmentShaderSource() override
+ {
+ return std::string(SHADER_SOURCE
+ (
+ 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 SetUp() override
+ {
+ TexCoordDrawTest::SetUp();
+
+ glGenTextures(1, &mTextureCube);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
+ glTexStorage2DEXT(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA8, 1, 1);
+ EXPECT_GL_NO_ERROR();
+
+ mTexture2D = create2DTexture();
+
+ setUpProgram();
+
+ mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D");
+ ASSERT_NE(-1, mTexture2DUniformLocation);
+ mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube");
+ ASSERT_NE(-1, mTextureCubeUniformLocation);
+ }
+
+ void TearDown() override
+ {
+ glDeleteTextures(1, &mTextureCube);
+ TexCoordDrawTest::TearDown();
+ }
+
+ GLuint mTexture2D;
+ GLuint mTextureCube;
+ GLint mTexture2DUniformLocation;
+ GLint mTextureCubeUniformLocation;
+};
+
+class SamplerArrayTest : public TexCoordDrawTest
+{
+ protected:
+ SamplerArrayTest()
+ : TexCoordDrawTest(),
+ mTexture2DA(0),
+ mTexture2DB(0),
+ mTexture0UniformLocation(-1),
+ mTexture1UniformLocation(-1)
+ {
+ }
+
+ std::string getFragmentShaderSource() override
+ {
+ return std::string(SHADER_SOURCE
+ (
+ 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 SetUp() override
+ {
+ TexCoordDrawTest::SetUp();
+
+ 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 TearDown() override
+ {
+ glDeleteTextures(1, &mTexture2DA);
+ glDeleteTextures(1, &mTexture2DB);
+ TexCoordDrawTest::TearDown();
+ }
+
+ 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() {}
+
+ std::string getFragmentShaderSource() override
+ {
+ return std::string(SHADER_SOURCE
+ (
+ 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) {}
+
+ std::string getVertexShaderSource() override
+ {
+ return std::string(
+ "#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");
+ }
+
+ std::string getFragmentShaderSource() override
+ {
+ return std::string(
+ "#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 SetUp() override
+ {
+ TexCoordDrawTest::SetUp();
+
+ setUpProgram();
+
+ mTextureArrayLocation = glGetUniformLocation(mProgram, "tex2DArray");
+ ASSERT_NE(-1, mTextureArrayLocation);
+
+ glGenTextures(1, &m2DArrayTexture);
+ ASSERT_GL_NO_ERROR();
+ }
+
+ void TearDown() override
+ {
+ glDeleteTextures(1, &m2DArrayTexture);
+ TexCoordDrawTest::TearDown();
+ }
+
+ GLuint m2DArrayTexture;
+ GLint mTextureArrayLocation;
+};
+
+class TextureSizeTextureArrayTest : public TexCoordDrawTest
+{
+ protected:
+ TextureSizeTextureArrayTest()
+ : TexCoordDrawTest(),
+ mTexture2DA(0),
+ mTexture2DB(0),
+ mTexture0Location(-1),
+ mTexture1Location(-1)
+ {
+ }
+
+ std::string getVertexShaderSource() override
+ {
+ return std::string(
+ "#version 300 es\n"
+ "in vec4 position;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
+ "}\n");
+ }
+
+ std::string getFragmentShaderSource() override
+ {
+ return std::string(
+ "#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 SetUp() override
+ {
+ TexCoordDrawTest::SetUp();
+
+ 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 TearDown() override
+ {
+ glDeleteTextures(1, &mTexture2DA);
+ glDeleteTextures(1, &mTexture2DB);
+ TexCoordDrawTest::TearDown();
+ }
+
+ GLuint mTexture2DA;
+ GLuint mTexture2DB;
+ GLint mTexture0Location;
+ GLint mTexture1Location;
+};
+
+class Texture3DTestES3 : public TexCoordDrawTest
+{
+ protected:
+ Texture3DTestES3() : TexCoordDrawTest(), mTexture3D(0), mTexture3DUniformLocation(-1) {}
+
+ std::string getVertexShaderSource() override
+ {
+ return std::string(
+ "#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");
+ }
+
+ std::string getFragmentShaderSource() override
+ {
+ return std::string(
+ "#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 SetUp() override
+ {
+ TexCoordDrawTest::SetUp();
+
+ glGenTextures(1, &mTexture3D);
+
+ setUpProgram();
+
+ mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D");
+ ASSERT_NE(-1, mTexture3DUniformLocation);
+ }
+
+ void TearDown() override
+ {
+ glDeleteTextures(1, &mTexture3D);
+ TexCoordDrawTest::TearDown();
+ }
+
+ GLuint mTexture3D;
+ GLint mTexture3DUniformLocation;
+};
+
+class ShadowSamplerPlusSampler3DTestES3 : public TexCoordDrawTest
+{
+ protected:
+ ShadowSamplerPlusSampler3DTestES3()
+ : TexCoordDrawTest(),
+ mTextureShadow(0),
+ mTexture3D(0),
+ mTextureShadowUniformLocation(-1),
+ mTexture3DUniformLocation(-1),
+ mDepthRefUniformLocation(-1)
+ {
+ }
+
+ std::string getVertexShaderSource() override
+ {
+ return std::string(
+ "#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");
+ }
+
+ std::string getFragmentShaderSource() override
+ {
+ return std::string(
+ "#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 SetUp() override
+ {
+ TexCoordDrawTest::SetUp();
+
+ 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 TearDown() override
+ {
+ glDeleteTextures(1, &mTextureShadow);
+ glDeleteTextures(1, &mTexture3D);
+ TexCoordDrawTest::TearDown();
+ }
+
+ 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)
+ {
+ }
+
+ std::string getVertexShaderSource() override
+ {
+ return std::string(
+ "#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");
+ }
+
+ std::string getFragmentShaderSource() override
+ {
+ return std::string(
+ "#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 SetUp() override
+ {
+ TexCoordDrawTest::SetUp();
+
+ 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 TearDown() override
+ {
+ glDeleteTextures(1, &mTexture2D);
+ glDeleteTextures(1, &mTextureCube);
+ glDeleteTextures(1, &mTexture2DShadow);
+ glDeleteTextures(1, &mTextureCubeShadow);
+ TexCoordDrawTest::TearDown();
+ }
+
+ 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"; }
+
+ std::string getFragmentShaderSource() override
+ {
+ return std::string(
+ "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() {}
+
+ std::string getFragmentShaderSource() override
+ {
+ return std::string(
+ "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"; }
+
+ std::string getFragmentShaderSource() override
+ {
+ return std::string(
+ "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"; }
+
+ std::string getFragmentShaderSource() override
+ {
+ return std::string(
+ "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() {}
+
+ std::string getFragmentShaderSource() override
+ {
+ return std::string(
+ "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");
+ }
+};
+
+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 (extensionEnabled("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 (extensionEnabled("GL_OES_EGL_image_external") ||
+ extensionEnabled("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)
+{
+ 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)
+{
+ GLuint fbo;
+ glGenFramebuffers(1, &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));
+
+ glDeleteFramebuffers(1, &fbo);
+
+ EXPECT_GL_NO_ERROR();
+}
+
+// Test that glTexSubImage2D works properly when glTexStorage2DEXT has initialized the image with a default color.
+TEST_P(Texture2DTest, TexStorage)
+{
+ 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.
+ 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
+ GLubyte pixel[4];
+ glReadPixels(3 * width / 4, 3 * height / 4, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
+ EXPECT_EQ(pixel[3], 255);
+}
+
+// Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2DEXT has initialized the image with a default color.
+TEST_P(Texture2DTest, TexStorageWithPBO)
+{
+ if (extensionEnabled("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, NULL);
+ 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);
+ }
+}
+
+// See description on testFloatCopySubImage
+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)
+{
+ if (IsIntel() && IsLinux())
+ {
+ // TODO(cwallez): Fix on Linux Intel drivers (http://anglebug.com/1346)
+ std::cout << "Test disabled on Linux Intel OpenGL." << std::endl;
+ return;
+ }
+
+ testFloatCopySubImage(3, 1);
+}
+
+TEST_P(Texture2DTest, CopySubImageFloat_RGB_RG)
+{
+ if (IsIntel() && IsLinux())
+ {
+ // TODO(cwallez): Fix on Linux Intel drivers (http://anglebug.com/1346)
+ std::cout << "Test disabled on Linux Intel OpenGL." << std::endl;
+ return;
+ }
+
+ testFloatCopySubImage(3, 2);
+}
+
+TEST_P(Texture2DTest, CopySubImageFloat_RGB_RGB)
+{
+ if (IsIntel() && IsLinux())
+ {
+ // TODO(cwallez): Fix on Linux Intel drivers (http://anglebug.com/1346)
+ std::cout << "Test disabled on Linux Intel OpenGL." << std::endl;
+ return;
+ }
+
+ // TODO (bug 1284): Investigate RGBA32f D3D SDK Layers messages on D3D11_FL9_3
+ if (IsD3D11_FL93())
+ {
+ std::cout << "Test skipped on Feature Level 9_3." << std::endl;
+ return;
+ }
+
+ 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)
+{
+ // TODO (bug 1284): Investigate RGBA32f D3D SDK Layers messages on D3D11_FL9_3
+ if (IsD3D11_FL93())
+ {
+ std::cout << "Test skipped on Feature Level 9_3." << std::endl;
+ return;
+ }
+
+ testFloatCopySubImage(4, 3);
+}
+
+TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGBA)
+{
+ // TODO (bug 1284): Investigate RGBA32f D3D SDK Layers messages on D3D11_FL9_3
+ if (IsD3D11_FL93())
+ {
+ std::cout << "Test skipped on Feature Level 9_3." << std::endl;
+ return;
+ }
+
+ 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 (extensionEnabled("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);
+
+ std::vector<GLubyte> pixels(1 * npotTexSize * npotTexSize);
+ for (size_t pixelId = 0; pixelId < npotTexSize * npotTexSize; ++pixelId)
+ {
+ pixels[pixelId] = 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)
+{
+ // TODO(geofflang): Allow the GL backend to accept SubImage calls with a null data ptr. (bug
+ // 1278)
+ if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE ||
+ getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
+ {
+ std::cout << "Test disabled on OpenGL." << std::endl;
+ return;
+ }
+
+ 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.
+ glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 3, 3, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+
+ EXPECT_GL_NO_ERROR();
+}
+
+// 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)
+{
+ if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
+ std::cout << "Test skipped on AMD OpenGL." << std::endl;
+ return;
+ }
+ if (IsOSX())
+ {
+ // Observed incorrect rendering on OSX.
+ std::cout << "Test skipped on OSX." << std::endl;
+ return;
+ }
+ 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)
+{
+ if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
+ std::cout << "Test skipped on AMD OpenGL." << std::endl;
+ return;
+ }
+ if (IsOSX())
+ {
+ // Observed incorrect rendering on OSX.
+ std::cout << "Test skipped on OSX." << std::endl;
+ return;
+ }
+ 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)
+{
+ if (IsOSX())
+ {
+ // Observed incorrect rendering on OSX.
+ std::cout << "Test skipped on OSX." << std::endl;
+ return;
+ }
+ 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);
+
+ if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ // Intel was observed drawing color 0,0,0,0 instead of the texture color after the base
+ // level was changed.
+ std::cout << "Test partially skipped on Intel OpenGL." << std::endl;
+ return;
+ }
+
+ // 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)
+{
+ if (IsOSX())
+ {
+ // Observed incorrect rendering on OSX.
+ std::cout << "Test skipped on OSX." << std::endl;
+ return;
+ }
+ 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)
+{
+ if (IsOSX())
+ {
+ // Observed incorrect rendering on OSX.
+ std::cout << "Test skipped on OSX." << std::endl;
+ return;
+ }
+ 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);
+
+ if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ // Intel was observed drawing color 0,0,0,0 instead of the texture color after the base
+ // level was changed.
+ std::cout << "Test partially skipped on Intel OpenGL." << std::endl;
+ return;
+ }
+
+ // 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)
+{
+ if (IsOSX())
+ {
+ // Observed incorrect rendering on OSX.
+ std::cout << "Test skipped on OSX." << std::endl;
+ return;
+ }
+ 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)
+{
+ if (IsOSX())
+ {
+ // Observed incorrect rendering on OSX.
+ std::cout << "Test skipped on OSX." << std::endl;
+ return;
+ }
+ 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);
+
+ if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ // Intel was observed drawing color 0,0,0,0 instead of the texture color after the base
+ // level was changed.
+ std::cout << "Test partially skipped on Intel OpenGL." << std::endl;
+ return;
+ }
+ if (IsNVIDIA() && (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE ||
+ getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE))
+ {
+ // NVIDIA was observed drawing color 0,0,0,0 instead of the texture color after the base
+ // level was changed.
+ std::cout << "Test partially skipped on NVIDIA OpenGL." << std::endl;
+ return;
+ }
+
+ // 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)
+{
+ if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ // Intel was observed having wrong behavior after the texture is made incomplete by changing
+ // the base level.
+ std::cout << "Test skipped on Intel OpenGL." << std::endl;
+ return;
+ }
+ if (IsOSX())
+ {
+ // Observed incorrect rendering on OSX.
+ std::cout << "Test skipped on OSX." << std::endl;
+ return;
+ }
+
+ 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)
+{
+ if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ // Intel was observed having wrong behavior after the texture is made incomplete by changing
+ // the base level.
+ std::cout << "Test skipped on Intel OpenGL." << std::endl;
+ return;
+ }
+ if (IsOSX())
+ {
+ // Observed incorrect rendering on OSX.
+ std::cout << "Test skipped on OSX." << std::endl;
+ return;
+ }
+
+ 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)
+{
+ if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ // Intel was observed having wrong behavior after the texture is made incomplete by changing
+ // the base level.
+ std::cout << "Test skipped on Intel OpenGL." << std::endl;
+ return;
+ }
+
+ 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)
+{
+ if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ // Intel Windows OpenGL driver crashes if the base level of a non-immutable texture is out
+ // of range.
+ std::cout << "Test skipped on Intel OpenGL." << std::endl;
+ return;
+ }
+
+ 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)
+{
+ if (IsNVIDIA() && IsOpenGL())
+ {
+ // Observed rendering corruption on NVIDIA OpenGL.
+ std::cout << "Test skipped on NVIDIA OpenGL." << std::endl;
+ return;
+ }
+ if (IsIntel() && IsDesktopOpenGL())
+ {
+ // Observed incorrect rendering on Intel OpenGL.
+ std::cout << "Test skipped on Intel OpenGL." << std::endl;
+ return;
+ }
+ if (IsAMD() && IsDesktopOpenGL())
+ {
+ // Observed incorrect rendering on AMD OpenGL.
+ std::cout << "Test skipped on AMD OpenGL." << std::endl;
+ return;
+ }
+
+ 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)
+{
+ 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)
+{
+ if ((IsAMD() || IsIntel()) && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
+ {
+ std::cout << "Test skipped on Intel and AMD D3D." << std::endl;
+ return;
+ }
+ 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, "position", 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(Texture2DTestES3, TextureLuminanceImplicitAlpha1)
+{
+ 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);
+}
+
+// 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, TextureLuminance32ImplicitAlpha1)
+{
+ if (extensionEnabled("GL_OES_texture_float"))
+ {
+ 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(Texture2DTestES3, TextureLuminance16ImplicitAlpha1)
+{
+ if (extensionEnabled("GL_OES_texture_half_float"))
+ {
+ if (IsNVIDIA() && IsOpenGLES())
+ {
+ std::cout << "Test skipped on NVIDIA" << std::endl;
+ return;
+ }
+ // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1420 is fixed
+ if (IsAndroid() && IsAdreno() && IsOpenGLES())
+ {
+ std::cout << "Test skipped on Adreno OpenGLES on Android." << std::endl;
+ return;
+ }
+
+ 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)
+{
+ if (IsIntel())
+ {
+ std::cout << "Test disabled on Intel." << std::endl;
+ return;
+ }
+ 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)
+{
+ if (IsIntel())
+ {
+ std::cout << "Test disabled on Intel." << std::endl;
+ return;
+ }
+ 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)
+{
+ if (IsIntel())
+ {
+ std::cout << "Test disabled on Intel." << std::endl;
+ return;
+ }
+ 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)
+{
+ if (IsIntel())
+ {
+ std::cout << "Test disabled on Intel." << std::endl;
+ return;
+ }
+ 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)
+{
+ if (IsIntel())
+ {
+ std::cout << "Test disabled on Intel." << std::endl;
+ return;
+ }
+ 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)
+{
+ if (IsIntel())
+ {
+ std::cout << "Test disabled on Intel." << std::endl;
+ return;
+ }
+ 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)
+{
+ 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)
+{
+ if (IsIntel() && IsLinux())
+ {
+ // TODO(cwallez): Fix on Linux Intel drivers (http://anglebug.com/1346)
+ std::cout << "Test disabled on Linux Intel OpenGL." << std::endl;
+ return;
+ }
+
+ 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)
+{
+ // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
+ if (IsAndroid() && IsAdreno() && IsOpenGLES())
+ {
+ std::cout << "Test skipped on Adreno OpenGLES on Android." << std::endl;
+ return;
+ }
+
+ if (IsWindows() && IsIntel() && IsOpenGL())
+ {
+ std::cout << "Test skipped on Windows OpenGL on Intel." << std::endl;
+ return;
+ }
+
+ runSamplerInStructTest();
+}
+
+// Use a sampler in a uniform struct array with a struct from the array passed as a function
+// parameter.
+TEST_P(SamplerInStructArrayAsFunctionParameterTest, SamplerInStructArrayAsFunctionParameter)
+{
+ if (IsIntel() && GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ std::cout << "Test skipped on Intel OpenGL." << std::endl;
+ return;
+ }
+ // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
+ if (IsAndroid() && IsAdreno() && IsOpenGLES())
+ {
+ std::cout << "Test skipped on Adreno OpenGLES on Android." << std::endl;
+ return;
+ }
+ runSamplerInStructTest();
+}
+
+// Use a sampler in a struct inside a uniform struct with the nested struct passed as a function
+// parameter.
+TEST_P(SamplerInNestedStructAsFunctionParameterTest, SamplerInNestedStructAsFunctionParameter)
+{
+ if (IsIntel() && GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ std::cout << "Test skipped on Intel OpenGL." << std::endl;
+ return;
+ }
+ // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
+ if (IsAndroid() && IsAdreno() && IsOpenGLES())
+ {
+ std::cout << "Test skipped on Adreno OpenGLES on Android." << std::endl;
+ return;
+ }
+ 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();
+}
+
+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);
+ }
+
+ ~TextureLimitsTest()
+ {
+ if (mProgram != 0)
+ {
+ glDeleteProgram(mProgram);
+ mProgram = 0;
+
+ if (!mTextures.empty())
+ {
+ glDeleteTextures(static_cast<GLsizei>(mTextures.size()), &mTextures[0]);
+ }
+ }
+ }
+
+ void SetUp() override
+ {
+ ANGLETest::SetUp();
+
+ 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 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, fragmentShaderSource);
+ }
+
+ 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)
+{
+ // TODO(jmadill): Figure out why this fails on Intel.
+ if (IsIntel() && GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ std::cout << "Test skipped on Intel." << std::endl;
+ return;
+ }
+
+ 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)
+{
+ // TODO(jmadill): Figure out why this fails on Intel.
+ if (IsIntel() && GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ std::cout << "Test skipped on Intel." << std::endl;
+ return;
+ }
+
+ 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)
+{
+ // TODO(jmadill): Investigate workaround.
+ if (IsIntel() && GetParam() == ES2_OPENGL())
+ {
+ std::cout << "Test skipped on Intel." << std::endl;
+ return;
+ }
+
+ 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)
+{
+ // TODO(jmadill): Figure out why this fails on Intel.
+ if (IsIntel() && GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ std::cout << "Test skipped on Intel." << std::endl;
+ return;
+ }
+
+ 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)
+{
+ // TODO(jmadill): Figure out why this fails on Intel.
+ if (IsIntel() && GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ std::cout << "Test skipped on Intel." << std::endl;
+ return;
+ }
+
+ 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)
+{
+ const std::string &vertexShader =
+ "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"
+ "}";
+ const std::string &fragmentShader =
+ "varying mediump float color;\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(color, 0, 0, 1);\n"
+ "}";
+
+ mProgram = CompileProgram(vertexShader, fragmentShader);
+ 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);
+}
+
+// Negative test for rendering with texture outside the valid range.
+// TODO(jmadill): Possibly adjust the test according to the spec:
+// GLES 3.0.4 section 2.12.7 mentions that specifying an out-of-range sampler uniform value
+// generates an INVALID_VALUE error - GLES 2.0 doesn't yet have this mention.
+TEST_P(TextureLimitsTest, DrawWithTexturePastMaximum)
+{
+ const std::string &vertexShader =
+ "attribute vec2 position;\n"
+ "varying float color;\n"
+ "uniform sampler2D tex2D;\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"
+ "}";
+ const std::string &fragmentShader =
+ "varying mediump float color;\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(color, 0, 0, 1);\n"
+ "}";
+
+ mProgram = CompileProgram(vertexShader, fragmentShader);
+ ASSERT_NE(0u, mProgram);
+
+ glUseProgram(mProgram);
+ GLint tex2DLocation = glGetUniformLocation(mProgram, "tex2D");
+ ASSERT_NE(-1, tex2DLocation);
+
+ glUniform1i(tex2DLocation, mMaxCombinedTextures);
+ 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 SetUp() override
+ {
+ Texture2DTestES3::SetUp();
+
+ 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 TearDown() override
+ {
+ glDeleteTextures(3, mTextures);
+ glDeleteFramebuffers(1, &mFBO);
+ glDeleteRenderbuffers(1, &mRenderbuffer);
+
+ Texture2DTestES3::TearDown();
+ }
+
+ 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)
+{
+ if (!extensionEnabled("GL_EXT_texture_norm16"))
+ {
+ std::cout << "Test skipped due to missing GL_EXT_texture_norm16." << std::endl;
+ return;
+ }
+
+ 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);
+}
+
+// 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)
+{
+ if (IsIntel() && IsDesktopOpenGL())
+ {
+ std::cout << "Test skipped on Intel OpenGL." << std::endl;
+ return;
+ }
+ // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1429 is fixed
+ if (IsAndroid() && IsAdreno() && IsOpenGLES())
+ {
+ std::cout << "Test skipped on Adreno OpenGLES on Android." << std::endl;
+ return;
+ }
+
+ 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)
+{
+ if (IsD3D11())
+ {
+ std::cout << "Test skipped on D3D." << std::endl;
+ return;
+ }
+ if (IsOSX() && IsAMD())
+ {
+ // Incorrect rendering results seen on OSX AMD.
+ std::cout << "Test skipped on OSX AMD." << std::endl;
+ return;
+ }
+
+ 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
+ if (IsIntel() && IsWindows() && IsOpenGL())
+ {
+ std::cout << "Test skipped on Intel OpenGL." << std::endl;
+ return;
+ }
+
+ 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();
+}
+
+// Tests unpacking into the unsized GL_ALPHA format.
+TEST_P(Texture2DTestES3, UnsizedAlphaUnpackBuffer)
+{
+ // TODO(jmadill): Figure out why this fails on OSX.
+ ANGLE_SKIP_TEST_IF(IsOSX());
+
+ // 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);
+}
+
+// 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();
+}
+
+// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
+// TODO(oetuaho): Enable all below tests on OpenGL. Requires a fix for ANGLE bug 1278.
+ANGLE_INSTANTIATE_TEST(Texture2DTest,
+ ES2_D3D9(),
+ ES2_D3D11(),
+ ES2_D3D11_FL9_3(),
+ ES2_OPENGL(),
+ ES2_OPENGLES());
+ANGLE_INSTANTIATE_TEST(TextureCubeTest,
+ ES2_D3D9(),
+ ES2_D3D11(),
+ ES2_D3D11_FL9_3(),
+ ES2_OPENGL(),
+ ES2_OPENGLES());
+ANGLE_INSTANTIATE_TEST(Texture2DTestWithDrawScale,
+ ES2_D3D9(),
+ ES2_D3D11(),
+ ES2_D3D11_FL9_3(),
+ ES2_OPENGL(),
+ ES2_OPENGLES());
+ANGLE_INSTANTIATE_TEST(Sampler2DAsFunctionParameterTest,
+ ES2_D3D9(),
+ ES2_D3D11(),
+ ES2_D3D11_FL9_3(),
+ ES2_OPENGL(),
+ ES2_OPENGLES());
+ANGLE_INSTANTIATE_TEST(SamplerArrayTest,
+ ES2_D3D9(),
+ ES2_D3D11(),
+ ES2_D3D11_FL9_3(),
+ ES2_OPENGL(),
+ ES2_OPENGLES());
+ANGLE_INSTANTIATE_TEST(SamplerArrayAsFunctionParameterTest,
+ ES2_D3D9(),
+ ES2_D3D11(),
+ ES2_D3D11_FL9_3(),
+ ES2_OPENGL(),
+ ES2_OPENGLES());
+ANGLE_INSTANTIATE_TEST(Texture2DTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
+ANGLE_INSTANTIATE_TEST(Texture3DTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
+ANGLE_INSTANTIATE_TEST(Texture2DIntegerAlpha1TestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
+ANGLE_INSTANTIATE_TEST(Texture2DUnsignedIntegerAlpha1TestES3,
+ ES3_D3D11(),
+ ES3_OPENGL(),
+ ES3_OPENGLES());
+ANGLE_INSTANTIATE_TEST(ShadowSamplerPlusSampler3DTestES3,
+ ES3_D3D11(),
+ ES3_OPENGL(),
+ ES3_OPENGLES());
+ANGLE_INSTANTIATE_TEST(SamplerTypeMixTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
+ANGLE_INSTANTIATE_TEST(Texture2DArrayTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
+ANGLE_INSTANTIATE_TEST(TextureSizeTextureArrayTest, ES3_D3D11(), ES3_OPENGL());
+ANGLE_INSTANTIATE_TEST(SamplerInStructTest,
+ ES2_D3D11(),
+ ES2_D3D11_FL9_3(),
+ ES2_D3D9(),
+ ES2_OPENGL(),
+ ES2_OPENGLES());
+ANGLE_INSTANTIATE_TEST(SamplerInStructAsFunctionParameterTest,
+ ES2_D3D11(),
+ ES2_D3D11_FL9_3(),
+ ES2_D3D9(),
+ ES2_OPENGL(),
+ ES2_OPENGLES());
+ANGLE_INSTANTIATE_TEST(SamplerInStructArrayAsFunctionParameterTest,
+ ES2_D3D11(),
+ ES2_D3D11_FL9_3(),
+ ES2_D3D9(),
+ ES2_OPENGL(),
+ ES2_OPENGLES());
+ANGLE_INSTANTIATE_TEST(SamplerInNestedStructAsFunctionParameterTest,
+ ES2_D3D11(),
+ ES2_D3D11_FL9_3(),
+ ES2_D3D9(),
+ ES2_OPENGL(),
+ ES2_OPENGLES());
+ANGLE_INSTANTIATE_TEST(SamplerInStructAndOtherVariableTest,
+ ES2_D3D11(),
+ ES2_D3D11_FL9_3(),
+ ES2_D3D9(),
+ ES2_OPENGL(),
+ ES2_OPENGLES());
+ANGLE_INSTANTIATE_TEST(TextureLimitsTest, ES2_D3D11(), ES2_OPENGL(), ES2_OPENGLES());
+ANGLE_INSTANTIATE_TEST(Texture2DNorm16TestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
+
+} // anonymous namespace