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|
//
// 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"
#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 65535
// (1.0 as unsigned normalized fixed point value).
GLColor16 SliceFormatColor16(GLenum format, GLColor16 full)
{
switch (format)
{
case GL_RED:
return GLColor16(full.R, 0, 0, 65535u);
case GL_RG:
return GLColor16(full.R, full.G, 0, 65535u);
case GL_RGB:
return GLColor16(full.R, full.G, full.B, 65535u);
case GL_RGBA:
return full;
default:
UNREACHABLE();
}
return GLColor16::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);
}
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;
}
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;
GLColor16 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.R);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
GLColor16 expectedValue = imageData;
if (type == GL_SHORT)
{
// sampled as signed value; then stored as unsigned value
expectedValue = GLColor16::white;
}
EXPECT_PIXEL_COLOR16_EQ(0, 0, SliceFormatColor16(format, expectedValue));
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ASSERT_GL_NO_ERROR();
}
void testNorm16Render(GLint internalformat, GLenum format, GLenum type)
{
GLushort pixelValue = 0x6A35;
GLColor16 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.R);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR16_EQ(0, 0, SliceFormatColor16(format, imageData));
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);
GLColor16 expectedValue = GLColor16::white;
EXPECT_PIXEL_COLOR16_EQ(0, 0, SliceFormatColor16(format, expectedValue));
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);
}
// 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());
} // namespace
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