summaryrefslogtreecommitdiffstats
path: root/gfx/angle/src/tests/gl_tests/MaxTextureSizeTest.cpp
blob: ab46d6f767da8607da2e0d6561811cb41c8e76df (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
//
// 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 MaxTextureSizeTest : public ANGLETest
{
  protected:
    MaxTextureSizeTest()
    {
        setWindowWidth(512);
        setWindowHeight(512);
        setConfigRedBits(8);
        setConfigGreenBits(8);
        setConfigBlueBits(8);
        setConfigAlphaBits(8);
    }

    void SetUp() override
    {
        ANGLETest::SetUp();

        const std::string vsSource = SHADER_SOURCE
        (
            precision highp float;
            attribute vec4 position;
            varying vec2 texcoord;

            void main()
            {
                gl_Position = position;
                texcoord = (position.xy * 0.5) + 0.5;
            }
        );

        const std::string textureFSSource = SHADER_SOURCE
        (
            precision highp float;
            uniform sampler2D tex;
            varying vec2 texcoord;

            void main()
            {
                gl_FragColor = texture2D(tex, texcoord);
            }
        );

        const std::string blueFSSource = SHADER_SOURCE
        (
            precision highp float;

            void main()
            {
                gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
            }
        );

        mTextureProgram = CompileProgram(vsSource, textureFSSource);
        mBlueProgram = CompileProgram(vsSource, blueFSSource);
        if (mTextureProgram == 0 || mBlueProgram == 0)
        {
            FAIL() << "shader compilation failed.";
        }

        mTextureUniformLocation = glGetUniformLocation(mTextureProgram, "tex");

        glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTexture2DSize);
        glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &mMaxTextureCubeSize);
        glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &mMaxRenderbufferSize);

        ASSERT_GL_NO_ERROR();
    }

    void TearDown() override
    {
        glDeleteProgram(mTextureProgram);
        glDeleteProgram(mBlueProgram);

        ANGLETest::TearDown();
    }

    GLuint mTextureProgram;
    GLint mTextureUniformLocation;

    GLuint mBlueProgram;

    GLint mMaxTexture2DSize;
    GLint mMaxTextureCubeSize;
    GLint mMaxRenderbufferSize;
};

TEST_P(MaxTextureSizeTest, SpecificationTexImage)
{
    GLuint tex;
    glGenTextures(1, &tex);
    glBindTexture(GL_TEXTURE_2D, tex);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    GLsizei textureWidth = mMaxTexture2DSize;
    GLsizei textureHeight = 64;

    std::vector<GLubyte> data(textureWidth * textureHeight * 4);
    for (int y = 0; y < textureHeight; y++)
    {
        for (int x = 0; x < textureWidth; x++)
        {
            GLubyte* pixel = &data[0] + ((y * textureWidth + x) * 4);

            // Draw a gradient, red in direction, green in y direction
            pixel[0] = static_cast<GLubyte>((float(x) / textureWidth) * 255);
            pixel[1] = static_cast<GLubyte>((float(y) / textureHeight) * 255);
            pixel[2] = 0;
            pixel[3] = 255;
        }
    }

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
    EXPECT_GL_NO_ERROR();

    glUseProgram(mTextureProgram);
    glUniform1i(mTextureUniformLocation, 0);

    drawQuad(mTextureProgram, "position", 0.5f);

    std::vector<GLubyte> pixels(getWindowWidth() * getWindowHeight() * 4);
    glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]);

    for (int y = 1; y < getWindowHeight(); y++)
    {
        for (int x = 1; x < getWindowWidth(); x++)
        {
            const GLubyte* prevPixel = &pixels[0] + (((y - 1) * getWindowWidth() + (x - 1)) * 4);
            const GLubyte* curPixel = &pixels[0] + ((y * getWindowWidth() + x) * 4);

            EXPECT_GE(curPixel[0], prevPixel[0]);
            EXPECT_GE(curPixel[1], prevPixel[1]);
            EXPECT_EQ(curPixel[2], prevPixel[2]);
            EXPECT_EQ(curPixel[3], prevPixel[3]);
        }
    }
}

TEST_P(MaxTextureSizeTest, SpecificationTexStorage)
{
    if (getClientMajorVersion() < 3 &&
        (!extensionEnabled("GL_EXT_texture_storage") || !extensionEnabled("GL_OES_rgb8_rgba8")))
    {
        return;
    }

    GLuint tex;
    glGenTextures(1, &tex);
    glBindTexture(GL_TEXTURE_2D, tex);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    GLsizei textureWidth = 64;
    GLsizei textureHeight = mMaxTexture2DSize;

    std::vector<GLubyte> data(textureWidth * textureHeight * 4);
    for (int y = 0; y < textureHeight; y++)
    {
        for (int x = 0; x < textureWidth; x++)
        {
            GLubyte* pixel = &data[0] + ((y * textureWidth + x) * 4);

            // Draw a gradient, red in direction, green in y direction
            pixel[0] = static_cast<GLubyte>((float(x) / textureWidth) * 255);
            pixel[1] = static_cast<GLubyte>((float(y) / textureHeight) * 255);
            pixel[2] = 0;
            pixel[3] = 255;
        }
    }

    if (getClientMajorVersion() < 3)
    {
        glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8_OES, textureWidth, textureHeight);
    }
    else
    {
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8_OES, textureWidth, textureHeight);
    }
    EXPECT_GL_NO_ERROR();

    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
    EXPECT_GL_NO_ERROR();

    glUseProgram(mTextureProgram);
    glUniform1i(mTextureUniformLocation, 0);

    drawQuad(mTextureProgram, "position", 0.5f);

    std::vector<GLubyte> pixels(getWindowWidth() * getWindowHeight() * 4);
    glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]);

    for (int y = 1; y < getWindowHeight(); y++)
    {
        for (int x = 1; x < getWindowWidth(); x++)
        {
            const GLubyte* prevPixel = &pixels[0] + (((y - 1) * getWindowWidth() + (x - 1)) * 4);
            const GLubyte* curPixel = &pixels[0] + ((y * getWindowWidth() + x) * 4);

            EXPECT_GE(curPixel[0], prevPixel[0]);
            EXPECT_GE(curPixel[1], prevPixel[1]);
            EXPECT_EQ(curPixel[2], prevPixel[2]);
            EXPECT_EQ(curPixel[3], prevPixel[3]);
        }
    }
}

TEST_P(MaxTextureSizeTest, RenderToTexture)
{
    if (getClientMajorVersion() < 3 && (!extensionEnabled("GL_ANGLE_framebuffer_blit")))
    {
        std::cout << "Test skipped due to missing glBlitFramebuffer[ANGLE] support." << std::endl;
        return;
    }

    GLuint fbo = 0;
    GLuint textureId = 0;
    // create a 1-level texture at maximum size
    glGenTextures(1, &textureId);
    glBindTexture(GL_TEXTURE_2D, textureId);

    GLsizei textureWidth = 64;
    GLsizei textureHeight = mMaxTexture2DSize;

    // texture setup code
    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_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT, textureWidth, textureHeight, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL);
    EXPECT_GL_NO_ERROR();

    // create an FBO and attach the texture
    glGenFramebuffers(1, &fbo);
    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId, 0);

    EXPECT_GL_NO_ERROR();
    EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));

    const int frameCount = 64;
    for (int i = 0; i < frameCount; i++)
    {
        // clear the screen
        glBindFramebuffer(GL_FRAMEBUFFER, 0);

        GLubyte clearRed = static_cast<GLubyte>((float(i) / frameCount) * 255);
        GLubyte clearGreen = 255 - clearRed;
        GLubyte clearBlue = 0;

        glClearColor(clearRed / 255.0f, clearGreen / 255.0f, clearBlue / 255.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // render blue into the texture
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        drawQuad(mBlueProgram, "position", 0.5f);

        // copy corner of texture to LL corner of window
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, 0);
        glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, fbo);
        glBlitFramebufferANGLE(0, 0, textureWidth - 1, getWindowHeight() - 1,
                               0, 0, textureWidth - 1, getWindowHeight() - 1,
                               GL_COLOR_BUFFER_BIT, GL_NEAREST);
        glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, 0);
        EXPECT_GL_NO_ERROR();

        EXPECT_PIXEL_EQ(textureWidth / 2, getWindowHeight() / 2, 0, 0, 255, 255);
        EXPECT_PIXEL_EQ(textureWidth + 10, getWindowHeight() / 2, clearRed, clearGreen, clearBlue, 255);

        swapBuffers();
    }

    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    glBindTexture(GL_TEXTURE_2D, 0);

    glDeleteFramebuffers(1, &fbo);
    glDeleteTextures(1, &textureId);
}

// TODO(geofflang): Fix the dependence on glBlitFramebufferANGLE without checks and assuming the
// default framebuffer is BGRA to enable the GL and GLES backends. (http://anglebug.com/1289)

// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(MaxTextureSizeTest, ES2_D3D9(), ES2_D3D11(), ES2_D3D11_FL9_3());