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-rwxr-xr-xgfx/angle/src/tests/gl_tests/CubeMapTextureTest.cpp138
1 files changed, 138 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/gl_tests/CubeMapTextureTest.cpp b/gfx/angle/src/tests/gl_tests/CubeMapTextureTest.cpp
new file mode 100755
index 000000000..10fce15b0
--- /dev/null
+++ b/gfx/angle/src/tests/gl_tests/CubeMapTextureTest.cpp
@@ -0,0 +1,138 @@
+//
+// Copyright 2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+#include "test_utils/ANGLETest.h"
+
+using namespace angle;
+
+class CubeMapTextureTest : public ANGLETest
+{
+ protected:
+ CubeMapTextureTest()
+ {
+ setWindowWidth(256);
+ setWindowHeight(256);
+ setConfigRedBits(8);
+ setConfigGreenBits(8);
+ setConfigBlueBits(8);
+ setConfigAlphaBits(8);
+ }
+
+ virtual void SetUp()
+ {
+ ANGLETest::SetUp();
+
+ const std::string vsSource = SHADER_SOURCE
+ (
+ attribute highp vec4 position;
+ void main(void)
+ {
+ gl_Position = position;
+ }
+ );
+
+ const std::string fsSource = SHADER_SOURCE
+ (
+ uniform highp vec4 color;
+ void main(void)
+ {
+ gl_FragColor = color;
+ }
+ );
+
+ mProgram = CompileProgram(vsSource, fsSource);
+ if (mProgram == 0)
+ {
+ FAIL() << "shader compilation failed.";
+ }
+
+ mColorLocation = glGetUniformLocation(mProgram, "color");
+
+ glUseProgram(mProgram);
+
+ glClearColor(0, 0, 0, 0);
+ glClearDepthf(0.0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glEnable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+
+ ASSERT_GL_NO_ERROR();
+ }
+
+ virtual void TearDown()
+ {
+ glDeleteProgram(mProgram);
+
+ ANGLETest::TearDown();
+ }
+
+ GLuint mProgram;
+ GLint mColorLocation;
+};
+
+// Verify that rendering to the faces of a cube map consecutively will correctly render to each face.
+TEST_P(CubeMapTextureTest, RenderToFacesConsecutively)
+{
+ const GLfloat faceColors[] =
+ {
+ 1.0f, 0.0f, 0.0f, 1.0f,
+ 0.0f, 1.0f, 0.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f, 0.0f, 1.0f,
+ 1.0f, 0.0f, 1.0f, 1.0f,
+ 0.0f, 1.0f, 1.0f, 1.0f,
+ };
+
+ GLuint tex = 0;
+ glGenTextures(1, &tex);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
+ glTexStorage2DEXT(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA8_OES, 1, 1);
+ EXPECT_GL_NO_ERROR();
+
+ GLuint fbo = 0;
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ EXPECT_GL_NO_ERROR();
+
+ for (GLenum face = 0; face < 6; face++)
+ {
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, tex, 0);
+ EXPECT_GL_NO_ERROR();
+
+ glUseProgram(mProgram);
+
+ const GLfloat *faceColor = faceColors + (face * 4);
+ glUniform4f(mColorLocation, faceColor[0], faceColor[1], faceColor[2], faceColor[3]);
+
+ drawQuad(mProgram, "position", 0.5f);
+ EXPECT_GL_NO_ERROR();
+ }
+
+ for (GLenum face = 0; face < 6; face++)
+ {
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, tex, 0);
+ EXPECT_GL_NO_ERROR();
+
+ const GLfloat *faceColor = faceColors + (face * 4);
+ EXPECT_PIXEL_EQ(0, 0, faceColor[0] * 255, faceColor[1] * 255, faceColor[2] * 255, faceColor[3] * 255);
+ EXPECT_GL_NO_ERROR();
+ }
+
+ glDeleteFramebuffers(1, &fbo);
+ glDeleteTextures(1, &tex);
+
+ EXPECT_GL_NO_ERROR();
+}
+
+// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
+ANGLE_INSTANTIATE_TEST(CubeMapTextureTest,
+ ES2_D3D11(),
+ ES2_D3D11_FL9_3(),
+ ES2_OPENGL(),
+ ES3_OPENGL(),
+ ES2_OPENGLES(),
+ ES3_OPENGLES());