blob: 32993d6a92ae10784928f775f8f4e93a411c898b [file] [log] [blame]
//
// Copyright 2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#include "common/mathutil.h"
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
constexpr GLuint kPixelTolerance = 1u;
constexpr GLfloat kPixelTolerance32F = 0.01f;
// Single compressed ETC2 block of source pixels all set red
constexpr uint8_t kCompressedImageETC2[] = {0x7E, 0x80, 0x04, 0x7F, 0x00, 0x07, 0xE0, 0x00};
// Take a pixel, and reset the components not covered by the format to default
// values. In particular, the default value for the alpha component is 255
// (1.0 as unsigned normalized fixed point value).
// For legacy formats, the components may be reordered to match the color that
// would be created if a pixel of that format was initialized from the given color
GLColor SliceFormatColor(GLenum format, GLColor full)
{
switch (format)
{
case GL_RED:
return GLColor(full.R, 0, 0, 255u);
case GL_RG:
return GLColor(full.R, full.G, 0, 255u);
case GL_RGB:
return GLColor(full.R, full.G, full.B, 255u);
case GL_RGBA:
return full;
case GL_LUMINANCE:
return GLColor(full.R, full.R, full.R, 255u);
case GL_ALPHA:
return GLColor(0, 0, 0, full.R);
case GL_LUMINANCE_ALPHA:
return GLColor(full.R, full.R, full.R, full.G);
default:
EXPECT_TRUE(false);
return GLColor::white;
}
}
GLColor16UI SliceFormatColor16UI(GLenum format, GLColor16UI full)
{
switch (format)
{
case GL_RED:
return GLColor16UI(full.R, 0, 0, 0xFFFF);
case GL_RG:
return GLColor16UI(full.R, full.G, 0, 0xFFFF);
case GL_RGB:
return GLColor16UI(full.R, full.G, full.B, 0xFFFF);
case GL_RGBA:
return full;
case GL_LUMINANCE:
return GLColor16UI(full.R, full.R, full.R, 0xFFFF);
case GL_ALPHA:
return GLColor16UI(0, 0, 0, full.R);
case GL_LUMINANCE_ALPHA:
return GLColor16UI(full.R, full.R, full.R, full.G);
default:
EXPECT_TRUE(false);
return GLColor16UI(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF);
}
}
// As above, for 32F colors
GLColor32F SliceFormatColor32F(GLenum format, GLColor32F full)
{
switch (format)
{
case GL_RED:
return GLColor32F(full.R, 0.0f, 0.0f, 1.0f);
case GL_RG:
return GLColor32F(full.R, full.G, 0.0f, 1.0f);
case GL_RGB:
return GLColor32F(full.R, full.G, full.B, 1.0f);
case GL_RGBA:
return full;
case GL_LUMINANCE:
return GLColor32F(full.R, full.R, full.R, 1.0f);
case GL_ALPHA:
return GLColor32F(0.0f, 0.0f, 0.0f, full.R);
case GL_LUMINANCE_ALPHA:
return GLColor32F(full.R, full.R, full.R, full.G);
default:
EXPECT_TRUE(false);
return GLColor32F(1.0f, 1.0f, 1.0f, 1.0f);
}
}
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 const char *getVertexShaderSource()
{
return R"(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 const char *getFragmentShaderSource() = 0;
virtual void setUpProgram()
{
const char *vertexShaderSource = getVertexShaderSource();
const char *fragmentShaderSource = getFragmentShaderSource();
mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
ASSERT_NE(0u, mProgram);
ASSERT_GL_NO_ERROR();
}
void testSetUp() override { setUpFramebuffer(); }
void testTearDown() override
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &mFramebuffer);
glDeleteTextures(1, &mFramebufferColorTexture);
glDeleteProgram(mProgram);
}
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, nullptr);
EXPECT_GL_NO_ERROR();
return texture2D;
}
GLuint mProgram;
GLuint mFramebuffer;
private:
GLuint mFramebufferColorTexture;
};
class Texture2DTest : public TexCoordDrawTest
{
protected:
Texture2DTest() : TexCoordDrawTest(), mTexture2D(0), mTexture2DUniformLocation(-1) {}
const char *getFragmentShaderSource() override
{
return R"(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 testSetUp() override
{
TexCoordDrawTest::testSetUp();
mTexture2D = create2DTexture();
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteTextures(1, &mTexture2D);
TexCoordDrawTest::testTearDown();
}
// Tests CopyTexSubImage with floating point textures of various formats.
void testFloatCopySubImage(int sourceImageChannels, int destImageChannels)
{
setUpProgram();
if (getClientMajorVersion() < 3)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage") ||
!IsGLExtensionEnabled("GL_OES_texture_float"));
ANGLE_SKIP_TEST_IF((sourceImageChannels < 3 || destImageChannels < 3) &&
!IsGLExtensionEnabled("GL_EXT_texture_rg"));
ANGLE_SKIP_TEST_IF(destImageChannels == 3 &&
!IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgb"));
ANGLE_SKIP_TEST_IF(destImageChannels == 4 &&
!IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
ANGLE_SKIP_TEST_IF(destImageChannels <= 2);
}
else
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_color_buffer_float"));
ANGLE_SKIP_TEST_IF(destImageChannels == 3 &&
!IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgb"));
}
// clang-format off
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
},
};
// clang-format on
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]);
if (getClientMajorVersion() >= 3)
{
glTexStorage2D(GL_TEXTURE_2D, 1, sourceImageFormat, 2, 2);
}
else
{
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 && !IsGLExtensionEnabled("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]);
if (getClientMajorVersion() >= 3)
{
glTexStorage2D(GL_TEXTURE_2D, 1, destImageFormat, 2, 2);
}
else
{
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() {}
const char *getVertexShaderSource() override
{
return "#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";
}
const char *getFragmentShaderSource() override
{
return "#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 testSetUp() override
{
Texture2DTest::testSetUp();
setUpProgram();
}
};
class Texture2DIntegerAlpha1TestES3 : public Texture2DTest
{
protected:
Texture2DIntegerAlpha1TestES3() : Texture2DTest() {}
const char *getVertexShaderSource() override
{
return "#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";
}
const char *getFragmentShaderSource() override
{
return "#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 testSetUp() override
{
Texture2DTest::testSetUp();
setUpProgram();
}
};
class Texture2DUnsignedIntegerAlpha1TestES3 : public Texture2DTest
{
protected:
Texture2DUnsignedIntegerAlpha1TestES3() : Texture2DTest() {}
const char *getVertexShaderSource() override
{
return "#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";
}
const char *getFragmentShaderSource() override
{
return "#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 testSetUp() override
{
Texture2DTest::testSetUp();
setUpProgram();
}
};
class Texture2DTestWithDrawScale : public Texture2DTest
{
protected:
Texture2DTestWithDrawScale() : Texture2DTest(), mDrawScaleUniformLocation(-1) {}
const char *getVertexShaderSource() override
{
return
R"(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 testSetUp() override
{
Texture2DTest::testSetUp();
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() {}
const char *getFragmentShaderSource() override
{
return
R"(precision highp float;
uniform sampler2D tex;
varying vec2 texcoord;
vec4 computeFragColor(sampler2D aTex)
{
return texture2D(aTex, texcoord);
}
void main()
{
gl_FragColor = computeFragColor(tex);
})";
}
void testSetUp() override
{
Texture2DTest::testSetUp();
setUpProgram();
}
};
class TextureCubeTest : public TexCoordDrawTest
{
protected:
TextureCubeTest()
: TexCoordDrawTest(),
mTexture2D(0),
mTextureCube(0),
mTexture2DUniformLocation(-1),
mTextureCubeUniformLocation(-1)
{}
const char *getFragmentShaderSource() override
{
return
R"(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 testSetUp() override
{
TexCoordDrawTest::testSetUp();
glGenTextures(1, &mTextureCube);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
for (GLenum face = 0; face < 6; face++)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, 1, 1, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
}
EXPECT_GL_NO_ERROR();
mTexture2D = create2DTexture();
setUpProgram();
mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D");
ASSERT_NE(-1, mTexture2DUniformLocation);
mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube");
ASSERT_NE(-1, mTextureCubeUniformLocation);
}
void testTearDown() override
{
glDeleteTextures(1, &mTextureCube);
TexCoordDrawTest::testTearDown();
}
GLuint mTexture2D;
GLuint mTextureCube;
GLint mTexture2DUniformLocation;
GLint mTextureCubeUniformLocation;
};
class TextureCubeTestES3 : public ANGLETest
{
protected:
TextureCubeTestES3() {}
};
class SamplerArrayTest : public TexCoordDrawTest
{
protected:
SamplerArrayTest()
: TexCoordDrawTest(),
mTexture2DA(0),
mTexture2DB(0),
mTexture0UniformLocation(-1),
mTexture1UniformLocation(-1)
{}
const char *getFragmentShaderSource() override
{
return
R"(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 testSetUp() override
{
TexCoordDrawTest::testSetUp();
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 testTearDown() override
{
glDeleteTextures(1, &mTexture2DA);
glDeleteTextures(1, &mTexture2DB);
TexCoordDrawTest::testTearDown();
}
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() {}
const char *getFragmentShaderSource() override
{
return
R"(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) {}
const char *getVertexShaderSource() override
{
return "#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";
}
const char *getFragmentShaderSource() override
{
return "#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 testSetUp() override
{
TexCoordDrawTest::testSetUp();
setUpProgram();
mTextureArrayLocation = glGetUniformLocation(mProgram, "tex2DArray");
ASSERT_NE(-1, mTextureArrayLocation);
glGenTextures(1, &m2DArrayTexture);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteTextures(1, &m2DArrayTexture);
TexCoordDrawTest::testTearDown();
}
GLuint m2DArrayTexture;
GLint mTextureArrayLocation;
};
class TextureSizeTextureArrayTest : public TexCoordDrawTest
{
protected:
TextureSizeTextureArrayTest()
: TexCoordDrawTest(),
mTexture2DA(0),
mTexture2DB(0),
mTexture0Location(-1),
mTexture1Location(-1)
{}
const char *getVertexShaderSource() override { return essl3_shaders::vs::Simple(); }
const char *getFragmentShaderSource() override
{
return "#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 testSetUp() override
{
TexCoordDrawTest::testSetUp();
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 testTearDown() override
{
glDeleteTextures(1, &mTexture2DA);
glDeleteTextures(1, &mTexture2DB);
TexCoordDrawTest::testTearDown();
}
GLuint mTexture2DA;
GLuint mTexture2DB;
GLint mTexture0Location;
GLint mTexture1Location;
};
class Texture3DTestES3 : public TexCoordDrawTest
{
protected:
Texture3DTestES3() : TexCoordDrawTest(), mTexture3D(0), mTexture3DUniformLocation(-1) {}
const char *getVertexShaderSource() override
{
return "#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";
}
const char *getFragmentShaderSource() override
{
return "#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 testSetUp() override
{
TexCoordDrawTest::testSetUp();
glGenTextures(1, &mTexture3D);
setUpProgram();
mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D");
ASSERT_NE(-1, mTexture3DUniformLocation);
}
void testTearDown() override
{
glDeleteTextures(1, &mTexture3D);
TexCoordDrawTest::testTearDown();
}
GLuint mTexture3D;
GLint mTexture3DUniformLocation;
};
class ShadowSamplerPlusSampler3DTestES3 : public TexCoordDrawTest
{
protected:
ShadowSamplerPlusSampler3DTestES3()
: TexCoordDrawTest(),
mTextureShadow(0),
mTexture3D(0),
mTextureShadowUniformLocation(-1),
mTexture3DUniformLocation(-1),
mDepthRefUniformLocation(-1)
{}
const char *getVertexShaderSource() override
{
return "#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";
}
const char *getFragmentShaderSource() override
{
return "#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 testSetUp() override
{
TexCoordDrawTest::testSetUp();
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 testTearDown() override
{
glDeleteTextures(1, &mTextureShadow);
glDeleteTextures(1, &mTexture3D);
TexCoordDrawTest::testTearDown();
}
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)
{}
const char *getVertexShaderSource() override
{
return "#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";
}
const char *getFragmentShaderSource() override
{
return "#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 testSetUp() override
{
TexCoordDrawTest::testSetUp();
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 testTearDown() override
{
glDeleteTextures(1, &mTexture2D);
glDeleteTextures(1, &mTextureCube);
glDeleteTextures(1, &mTexture2DShadow);
glDeleteTextures(1, &mTextureCubeShadow);
TexCoordDrawTest::testTearDown();
}
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"; }
const char *getFragmentShaderSource() override
{
return "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() {}
const char *getFragmentShaderSource() override
{
return "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"; }
const char *getFragmentShaderSource() override
{
return "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"; }
const char *getFragmentShaderSource() override
{
return "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() {}
const char *getFragmentShaderSource() override
{
return "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";
}
};
class Texture2DIntegerTestES3 : public Texture2DTest
{
protected:
Texture2DIntegerTestES3() : Texture2DTest() {}
const char *getVertexShaderSource() override
{
return "#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";
}
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"precision highp usampler2D;\n"
"uniform usampler2D tex;\n"
"in vec2 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = vec4(texture(tex, texcoord))/255.0;\n"
"}\n";
}
};
class TextureCubeIntegerTestES3 : public TexCoordDrawTest
{
protected:
TextureCubeIntegerTestES3()
: TexCoordDrawTest(), mTextureCube(0), mTextureCubeUniformLocation(-1)
{}
const char *getVertexShaderSource() override
{
return "#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 = 0.5*position.xy;\n"
"}\n";
}
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"precision highp usamplerCube;\n"
"uniform usamplerCube texCube;\n"
"in vec2 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = vec4(texture(texCube, vec3(texcoord, 1)))/255.0;\n"
"}\n";
}
void testSetUp() override
{
TexCoordDrawTest::testSetUp();
glGenTextures(1, &mTextureCube);
setUpProgram();
mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube");
ASSERT_NE(-1, mTextureCubeUniformLocation);
}
void testTearDown() override
{
glDeleteTextures(1, &mTextureCube);
TexCoordDrawTest::testTearDown();
}
GLuint mTextureCube;
GLint mTextureCubeUniformLocation;
};
class TextureCubeIntegerEdgeTestES3 : public TextureCubeIntegerTestES3
{
protected:
TextureCubeIntegerEdgeTestES3() : TextureCubeIntegerTestES3() {}
const char *getVertexShaderSource() override
{
return "#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;\n"
"}\n";
}
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"precision highp usamplerCube;\n"
"uniform usamplerCube texCube;\n"
"in vec2 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = vec4(texture(texCube, vec3(texcoord, 0)))/255.0;\n"
"}\n";
}
};
class Texture2DIntegerProjectiveOffsetTestES3 : public Texture2DTest
{
protected:
Texture2DIntegerProjectiveOffsetTestES3() : Texture2DTest() {}
const char *getVertexShaderSource() override
{
return "#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 = 0.5*position.xy + vec2(0.5, 0.5);\n"
"}\n";
}
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"precision highp usampler2D;\n"
"uniform usampler2D tex;\n"
"in vec2 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = vec4(textureProjOffset(tex, vec3(texcoord, 1), ivec2(0,0), "
"0.0))/255.0;\n"
"}\n";
}
};
class Texture2DArrayIntegerTestES3 : public Texture2DArrayTestES3
{
protected:
Texture2DArrayIntegerTestES3() : Texture2DArrayTestES3() {}
const char *getVertexShaderSource() override
{
return "#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";
}
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"uniform highp usampler2DArray tex2DArray;\n"
"in vec2 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = vec4(texture(tex2DArray, vec3(texcoord.x, texcoord.y, "
"0.0)))/255.0;\n"
"}\n";
}
};
class Texture3DIntegerTestES3 : public Texture3DTestES3
{
protected:
Texture3DIntegerTestES3() : Texture3DTestES3() {}
const char *getVertexShaderSource() override
{
return "#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";
}
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"uniform highp usampler3D tex3D;\n"
"in vec2 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = vec4(texture(tex3D, vec3(texcoord, 0.0)))/255.0;\n"
"}\n";
}
};
class PBOCompressedTextureTest : public Texture2DTest
{
protected:
PBOCompressedTextureTest() : Texture2DTest() {}
void testSetUp() override
{
TexCoordDrawTest::testSetUp();
glGenTextures(1, &mTexture2D);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
EXPECT_GL_NO_ERROR();
setUpProgram();
glGenBuffers(1, &mPBO);
}
void testTearDown() override
{
glDeleteBuffers(1, &mPBO);
Texture2DTest::testTearDown();
}
GLuint mPBO;
};
class ETC1CompressedTextureTest : public Texture2DTest
{
protected:
ETC1CompressedTextureTest() : Texture2DTest() {}
void testSetUp() override
{
TexCoordDrawTest::testSetUp();
glGenTextures(1, &mTexture2D);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
EXPECT_GL_NO_ERROR();
setUpProgram();
}
void testTearDown() override { Texture2DTest::testTearDown(); }
};
TEST_P(Texture2DTest, NegativeAPISubImage)
{
glBindTexture(GL_TEXTURE_2D, mTexture2D);
EXPECT_GL_ERROR(GL_NO_ERROR);
setUpProgram();
const GLubyte *pixels[20] = {0};
glTexSubImage2D(GL_TEXTURE_2D, 0, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Create a 1-level immutable texture.
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
// Try calling sub image on the second level.
glTexSubImage2D(GL_TEXTURE_2D, 1, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
}
// Test that querying GL_TEXTURE_BINDING* doesn't cause an unexpected error.
TEST_P(Texture2DTest, QueryBinding)
{
glBindTexture(GL_TEXTURE_2D, 0);
EXPECT_GL_ERROR(GL_NO_ERROR);
GLint textureBinding;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(0, textureBinding);
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &textureBinding);
if (IsGLExtensionEnabled("GL_OES_EGL_image_external") ||
IsGLExtensionEnabled("GL_NV_EGL_stream_consumer_external"))
{
EXPECT_GL_NO_ERROR();
EXPECT_EQ(0, textureBinding);
}
else
{
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
}
TEST_P(Texture2DTest, ZeroSizedUploads)
{
glBindTexture(GL_TEXTURE_2D, mTexture2D);
EXPECT_GL_ERROR(GL_NO_ERROR);
setUpProgram();
// Use the texture first to make sure it's in video memory
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
const GLubyte *pixel[4] = {0};
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
EXPECT_GL_NO_ERROR();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
EXPECT_GL_NO_ERROR();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
EXPECT_GL_NO_ERROR();
}
// Test drawing with two texture types, to trigger an ANGLE bug in validation
TEST_P(TextureCubeTest, CubeMapBug)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
EXPECT_GL_ERROR(GL_NO_ERROR);
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
glUniform1i(mTextureCubeUniformLocation, 1);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
}
// Test drawing with two texture types accessed from the same shader and check that the result of
// drawing is correct.
TEST_P(TextureCubeTest, CubeMapDraw)
{
GLubyte texData[4];
texData[0] = 0;
texData[1] = 60;
texData[2] = 0;
texData[3] = 255;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
texData[1] = 120;
glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
texData);
EXPECT_GL_ERROR(GL_NO_ERROR);
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
glUniform1i(mTextureCubeUniformLocation, 1);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
int px = getWindowWidth() - 1;
int py = 0;
EXPECT_PIXEL_NEAR(px, py, 0, 180, 0, 255, 2);
}
TEST_P(Sampler2DAsFunctionParameterTest, Sampler2DAsFunctionParameter)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
GLubyte texData[4];
texData[0] = 0;
texData[1] = 128;
texData[2] = 0;
texData[3] = 255;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(0, 0, 0, 128, 0, 255, 2);
}
// Test drawing with two textures passed to the shader in a sampler array.
TEST_P(SamplerArrayTest, SamplerArrayDraw)
{
testSamplerArrayDraw();
}
// Test drawing with two textures passed to the shader in a sampler array which is passed to a
// user-defined function in the shader.
TEST_P(SamplerArrayAsFunctionParameterTest, SamplerArrayAsFunctionParameter)
{
// TODO: Diagnose and fix. http://anglebug.com/2955
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
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)
{
// http://anglebug.com/3145
ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan());
// http://anglebug.com/2822
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
GLFramebuffer 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));
EXPECT_GL_NO_ERROR();
// Test clearing the six mip faces individually.
std::array<GLColor, 6> faceColors = {{GLColor::red, GLColor::green, GLColor::blue,
GLColor::yellow, GLColor::cyan, GLColor::magenta}};
for (size_t faceIndex = 0; faceIndex < 6; ++faceIndex)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, mTextureCube, 0);
Vector4 clearColorF = faceColors[faceIndex].toNormalizedVector();
glClearColor(clearColorF.x(), clearColorF.y(), clearColorF.z(), clearColorF.w());
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, faceColors[faceIndex]);
}
// Iterate the faces again to make sure the colors haven't changed.
for (size_t faceIndex = 0; faceIndex < 6; ++faceIndex)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, mTextureCube, 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, faceColors[faceIndex])
<< "face color " << faceIndex << " shouldn't change";
}
}
// Tests clearing a cube map with a scissor enabled.
TEST_P(TextureCubeTest, CubeMapFBOScissoredClear)
{
// TODO(jie.a.chen): Diagnose and fix. http://anglebug.com/2822
ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel() && IsWindows());
// http://anglebug.com/3145
ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan());
constexpr size_t kSize = 16;
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, kSize, kSize);
GLTexture texcube;
glBindTexture(GL_TEXTURE_CUBE_MAP, texcube);
for (GLenum face = 0; face < 6; face++)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
}
ASSERT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
texcube, 0);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
glEnable(GL_SCISSOR_TEST);
glScissor(kSize / 2, 0, kSize / 2, kSize);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize / 2 + 1, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// Test that glTexSubImage2D works properly when glTexStorage2DEXT has initialized the image with a
// default color.
TEST_P(Texture2DTest, TexStorage)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
!IsGLExtensionEnabled("GL_EXT_texture_storage"));
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.
if (getClientMajorVersion() >= 3)
{
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
}
else
{
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
angle::GLColor pixel = ReadColor(3 * width / 4, 3 * height / 4);
EXPECT_EQ(255, pixel.A);
}
// Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2DEXT has
// initialized the image with a default color.
TEST_P(Texture2DTest, TexStorageWithPBO)
{
// http://anglebug.com/4126
ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL());
if (getClientMajorVersion() < 3)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
}
const int width = getWindowWidth();
const int height = getWindowHeight();
const size_t pixelCount = width * height;
const int componentCount = 3;
GLuint tex2D;
glGenTextures(1, &tex2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
// Fill with red
std::vector<GLubyte> pixels(componentCount * pixelCount);
for (size_t pixelId = 0; pixelId < pixelCount; ++pixelId)
{
pixels[pixelId * componentCount + 0] = 255;
pixels[pixelId * componentCount + 1] = 0;
pixels[pixelId * componentCount + 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, componentCount * pixelCount, 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, width, height);
// Initializes the color of the upper-left quadrant of pixels, leaves the other pixels
// untouched. glTexSubImage2D should take into account that the image is dirty.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width / 2, height / 2, GL_RGB, GL_UNSIGNED_BYTE,
nullptr);
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);
}
// Test that glTexSubImage2D combined with a PBO works properly after deleting the PBO
// and drawing with the texture
// Pseudo code for the follow test:
// 1. Upload PBO to mTexture2D
// 2. Delete PBO
// 3. Draw with otherTexture (x5)
// 4. Draw with mTexture2D
// 5. Validate color output
TEST_P(Texture2DTest, PBOWithMultipleDraws)
{
if (getClientMajorVersion() < 3)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
}
const GLuint width = getWindowWidth();
const GLuint height = getWindowHeight();
const GLuint windowPixelCount = width * height;
std::vector<GLColor> pixelsRed(windowPixelCount, GLColor::red);
std::vector<GLColor> pixelsGreen(windowPixelCount, GLColor::green);
// Create secondary draw that does not use mTexture
const char *vertexShaderSource = getVertexShaderSource();
const char *fragmentShaderSource = getFragmentShaderSource();
ANGLE_GL_PROGRAM(otherProgram, vertexShaderSource, fragmentShaderSource);
GLint uniformLoc = glGetUniformLocation(otherProgram, getTextureUniformName());
ASSERT_NE(-1, uniformLoc);
glUseProgram(0);
// Create secondary Texture to draw with
GLTexture otherTexture;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, otherTexture);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
pixelsRed.data());
ASSERT_GL_NO_ERROR();
// Setup primary Texture
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);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
ASSERT_GL_NO_ERROR();
// Setup PBO
GLuint pbo = 0;
glGenBuffers(1, &pbo);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
// Write PBO to mTexture
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, 0);
ASSERT_GL_NO_ERROR();
// Delete PBO as ANGLE should be properly handling refcount of this buffer
glDeleteBuffers(1, &pbo);
pixelsGreen.clear();
// Do 5 draws not involving primary texture that the PBO updated
glUseProgram(otherProgram);
glUniform1i(uniformLoc, 0);
glBindTexture(GL_TEXTURE_2D, otherTexture);
drawQuad(otherProgram, "position", 0.5f);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
glUseProgram(otherProgram);
glUniform1i(uniformLoc, 0);
glBindTexture(GL_TEXTURE_2D, otherTexture);
drawQuad(otherProgram, "position", 0.5f);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
glUseProgram(otherProgram);
glUniform1i(uniformLoc, 0);
glBindTexture(GL_TEXTURE_2D, otherTexture);
drawQuad(otherProgram, "position", 0.5f);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
glUseProgram(otherProgram);
glUniform1i(uniformLoc, 0);
glBindTexture(GL_TEXTURE_2D, otherTexture);
drawQuad(otherProgram, "position", 0.5f);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
ASSERT_GL_NO_ERROR();
std::vector<GLColor> output(windowPixelCount, GLColor::black);
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
output.data());
EXPECT_EQ(pixelsRed, output);
setUpProgram();
// Draw using PBO updated texture
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
std::vector<GLColor> actual(windowPixelCount, GLColor::black);
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
actual.data());
// Value should be green as it was updated during PBO transfer to mTexture
std::vector<GLColor> expected(windowPixelCount, GLColor::green);
EXPECT_EQ(expected, actual);
}
// Tests CopySubImage for float formats
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)
{
testFloatCopySubImage(3, 1);
}
TEST_P(Texture2DTest, CopySubImageFloat_RGB_RG)
{
testFloatCopySubImage(3, 2);
}
TEST_P(Texture2DTest, CopySubImageFloat_RGB_RGB)
{
// TODO(cwallez): Fix on Linux Intel drivers (http://anglebug.com/1346)
ANGLE_SKIP_TEST_IF(IsIntel() && IsLinux() && IsOpenGL());
// Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
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)
{
// Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
testFloatCopySubImage(4, 3);
}
TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGBA)
{
// Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
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 (IsGLExtensionEnabled("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);
const std::vector<GLubyte> pixels(1 * npotTexSize * npotTexSize, 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)
{
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.
std::array<GLColor, 3 * 3> data;
glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 3, 3, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
EXPECT_GL_NO_ERROR();
}
// Regression test for http://crbug.com/949985 to make sure dirty bits are propagated up from
// TextureImpl and the texture is synced before being used in a draw call.
TEST_P(Texture2DTestES3, TextureImplPropogatesDirtyBits)
{
ANGLE_SKIP_TEST_IF(IsIntel() && IsOpenGL());
// Flaky hangs on Win10 AMD RX 550 GL. http://anglebug.com/3371
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsOpenGL());
// D3D Debug device reports an error. http://anglebug.com/3501
ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D11());
// TODO(cnorthrop): Needs triage on Vulkan backend. http://anglebug.com/3950
ANGLE_SKIP_TEST_IF(IsVulkan());
// The workaround in the GL backend required to trigger this bug generates driver warning
// messages.
ScopedIgnorePlatformMessages ignoreMessages;
setUpProgram();
glUseProgram(mProgram);
glActiveTexture(GL_TEXTURE0 + mTexture2DUniformLocation);
GLTexture dest;
glBindTexture(GL_TEXTURE_2D, dest);
GLTexture source;
glBindTexture(GL_TEXTURE_2D, source);
// Put data in mip 0 and 1
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
GLColor::red.data());
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
GLColor::green.data());
// Disable mipmapping so source is complete
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Force the dirty bits to be synchronized in source
drawQuad(mProgram, "position", 1.0f);
// Copy from mip 1 of the source. In the GL backend this internally sets the base level to mip
// 1 and sets a dirty bit.
glCopyTextureCHROMIUM(source, 1, GL_TEXTURE_2D, dest, 0, GL_RGBA, GL_UNSIGNED_BYTE, GL_FALSE,
GL_FALSE, GL_FALSE);
// Draw again, assertions are generated if the texture has internal dirty bits at draw time
drawQuad(mProgram, "position", 1.0f);
}
// This test case changes the base level of a texture that's attached to a framebuffer, clears every
// level to green, and then samples the texture when rendering. Test is taken from
// https://www.khronos.org/registry/webgl/sdk/tests/conformance2/rendering/framebuffer-texture-changing-base-level.html
TEST_P(Texture2DTestES3, FramebufferTextureChangingBaselevel)
{
// TODO(geofflang): Investigate on D3D11. http://anglebug.com/2291
ANGLE_SKIP_TEST_IF(IsD3D11());
// TODO(cnorthrop): Failing on Vulkan/Windows/AMD. http://anglebug.com/3996
ANGLE_SKIP_TEST_IF(IsVulkan() && IsWindows() && IsAMD());
setUpProgram();
constexpr GLint width = 8;
constexpr GLint height = 4;
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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);
// Create all mipmap levels for the texture from level 0 to the 1x1 pixel level.
GLint level = 0;
GLint levelW = width;
GLint levelH = height;
glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, levelW, levelH, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
while (levelW > 1 || levelH > 1)
{
++level;
levelW = static_cast<GLint>(std::max(1.0, std::floor(width / std::pow(2, level))));
levelH = static_cast<GLint>(std::max(1.0, std::floor(height / std::pow(2, level))));
glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, levelW, levelH, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
}
// Clear each level of the texture using an FBO. Change the base level to match the level used
// for the FBO on each iteration.
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
level = 0;
levelW = width;
levelH = height;
while (levelW > 1 || levelH > 1)
{
levelW = static_cast<GLint>(std::floor(width / std::pow(2, level)));
levelH = static_cast<GLint>(std::floor(height / std::pow(2, level)));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, level);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, level);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
EXPECT_GL_NO_ERROR();
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
++level;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, 16, 16);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// 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)
{
// Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
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)
{
// Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
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)
{
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);
ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
// 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)
{
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)
{
// Crashes on Intel Ubuntu 19.04 Mesa 19.0.2 GL. http://anglebug.com/2782
ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsDesktopOpenGL());
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);
ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
// 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)
{
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)
{
// TODO(crbug.com/998505): Test failing on Android FYI Release (NVIDIA Shield TV)
ANGLE_SKIP_TEST_IF(IsNVIDIAShield());
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);
ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
// 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)
{
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)
{
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)
{
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)
{
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)
{
// TODO(crbug.com/998505): Test failing on Android FYI Release (NVIDIA Shield TV)
ANGLE_SKIP_TEST_IF(IsNVIDIAShield());
ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsDesktopOpenGL());
// Observed incorrect rendering on AMD OpenGL.
ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL());
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);
// http://anglebug.com/3949: TODO: Add a DS texture case
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)
{
ANGLE_SKIP_TEST_IF(IsAMD() && IsD3D11());
// http://anglebug.com/4391
ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsWindows() && IsD3D11());
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, essl3_shaders::PositionAttrib(), 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(Texture2DTest, TextureLuminanceImplicitAlpha1)
{
setUpProgram();
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);
}
// Validate that every component of the pixel will be equal to the luminance value we've set
// and that the alpha channel will be 1 (or 255 to be exact).
TEST_P(Texture2DTest, TextureLuminanceRGBSame)
{
setUpProgram();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
uint8_t pixel = 50;
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &pixel);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(pixel, pixel, pixel, 255));
}
// Validate that every component of the pixel will be equal to the luminance value we've set
// and that the alpha channel will be the second component.
TEST_P(Texture2DTest, TextureLuminanceAlphaRGBSame)
{
setUpProgram();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
uint8_t pixel[] = {50, 25};
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 1, 1, 0, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, pixel);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(pixel[0], pixel[0], pixel[0], pixel[1]));
}
// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
// ES 3.0.4 table 3.24
TEST_P(Texture2DTest, TextureLuminance32ImplicitAlpha1)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
ANGLE_SKIP_TEST_IF(IsD3D9());
ANGLE_SKIP_TEST_IF(IsVulkan());
setUpProgram();
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(Texture2DTest, TextureLuminance16ImplicitAlpha1)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
ANGLE_SKIP_TEST_IF(IsD3D9());
ANGLE_SKIP_TEST_IF(IsVulkan());
// TODO(ynovikov): re-enable once root cause of http://anglebug.com/1420 is fixed
ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
setUpProgram();
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)
{
ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
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)
{
ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
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)
{
ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
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)
{
ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
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)
{
ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
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)
{
ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
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)
{
// ETC texture formats are not supported on Mac OpenGL. http://anglebug.com/3853
ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL());
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)
{
// ETC texture formats are not supported on Mac OpenGL. http://anglebug.com/3853
ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL());
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)
{
// Fails on Nexus 5X due to a driver bug. http://anglebug.com/1427
ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsOpenGLES());
runSamplerInStructTest();
}
// Use a sampler in a uniform struct array with a struct from the array passed as a function
// parameter.
TEST_P(SamplerInStructArrayAsFunctionParameterTest, SamplerInStructArrayAsFunctionParameter)
{
// Fails on Nexus 5X due to a driver bug. http://anglebug.com/1427
ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsOpenGLES());
runSamplerInStructTest();
}
// Use a sampler in a struct inside a uniform struct with the nested struct passed as a function
// parameter.
TEST_P(SamplerInNestedStructAsFunctionParameterTest, SamplerInNestedStructAsFunctionParameter)
{
// Fails on Nexus 5X due to a driver bug. http://anglebug.com/1427
ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsOpenGLES());
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();
}
// GL_EXT_texture_filter_anisotropic
class TextureAnisotropyTest : public Texture2DTest
{
protected:
void uploadTexture()
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
GLColor texDataRed[1] = {GLColor::red};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed);
EXPECT_GL_NO_ERROR();
}
};
// Tests that setting anisotropic filtering doesn't cause failures at draw time.
TEST_P(TextureAnisotropyTest, AnisotropyFunctional)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_filter_anisotropic"));
setUpProgram();
uploadTexture();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.0f);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::red);
}
// GL_OES_texture_border_clamp
class TextureBorderClampTest : public Texture2DTest
{
protected:
TextureBorderClampTest() : Texture2DTest() {}
const char *getVertexShaderSource() override
{
return
R"(precision highp float;
attribute vec4 position;
varying vec2 texcoord;
void main()
{
gl_Position = vec4(position.xy, 0.0, 1.0);
// texcoords in [-0.5, 1.5]
texcoord = (position.xy) + 0.5;
})";
}
void uploadTexture()
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
std::vector<GLColor> texDataRed(1, GLColor::red);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataRed.data());
EXPECT_GL_NO_ERROR();
}
};
// Test if the color set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the texture in
// GL_CLAMP_TO_BORDER wrap mode (set with glTexParameter).
TEST_P(TextureBorderClampTest, TextureBorderClampFunctional)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
setUpProgram();
uploadTexture();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
}
// Test reading back GL_TEXTURE_BORDER_COLOR by glGetTexParameter.
TEST_P(TextureBorderClampTest, TextureBorderClampFunctional2)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
GLint colorFixedPoint[4] = {0};
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorFixedPoint);
constexpr GLint colorGreenFixedPoint[4] = {0, std::numeric_limits<GLint>::max(), 0,
std::numeric_limits<GLint>::max()};
EXPECT_EQ(colorFixedPoint[0], colorGreenFixedPoint[0]);
EXPECT_EQ(colorFixedPoint[1], colorGreenFixedPoint[1]);
EXPECT_EQ(colorFixedPoint[2], colorGreenFixedPoint[2]);
EXPECT_EQ(colorFixedPoint[3], colorGreenFixedPoint[3]);
constexpr GLint colorBlueFixedPoint[4] = {0, 0, std::numeric_limits<GLint>::max(),
std::numeric_limits<GLint>::max()};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorBlueFixedPoint);
GLfloat color[4] = {0.0f};
glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
EXPECT_EQ(color[0], kFloatBlue.R);
EXPECT_EQ(color[1], kFloatBlue.G);
EXPECT_EQ(color[2], kFloatBlue.B);
EXPECT_EQ(color[3], kFloatBlue.A);
}
// Test GL_TEXTURE_BORDER_COLOR parameter validation at glTexParameter.
TEST_P(TextureBorderClampTest, TextureBorderClampValidation)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, 1.0f);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, std::numeric_limits<GLint>::max());
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameterfv(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLint colorInt[4] = {0};
glTexParameteriv(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BORDER_COLOR, colorInt);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (getClientMajorVersion() < 3)
{
glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glGetTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
GLuint colorUInt[4] = {0};
glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glGetTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
GLSampler sampler;
glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glGetSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glGetSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
}
class TextureBorderClampTestES3 : public TextureBorderClampTest
{
protected:
TextureBorderClampTestES3() : TextureBorderClampTest() {}
};
// Test if the color set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the texture in
// GL_CLAMP_TO_BORDER wrap mode (set with glSamplerParameter).
TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Functional)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
setUpProgram();
uploadTexture();
GLSampler sampler;
glBindSampler(0, sampler);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
}
// Test reading back GL_TEXTURE_BORDER_COLOR by glGetSamplerParameter.
TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Functional2)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
glActiveTexture(GL_TEXTURE0);
GLSampler sampler;
glBindSampler(0, sampler);
glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
GLint colorFixedPoint[4] = {0};
glGetSamplerParameteriv(sampler, GL_TEXTURE_BORDER_COLOR, colorFixedPoint);
constexpr GLint colorGreenFixedPoint[4] = {0, std::numeric_limits<GLint>::max(), 0,
std::numeric_limits<GLint>::max()};
EXPECT_EQ(colorFixedPoint[0], colorGreenFixedPoint[0]);
EXPECT_EQ(colorFixedPoint[1], colorGreenFixedPoint[1]);
EXPECT_EQ(colorFixedPoint[2], colorGreenFixedPoint[2]);
EXPECT_EQ(colorFixedPoint[3], colorGreenFixedPoint[3]);
constexpr GLint colorBlueFixedPoint[4] = {0, 0, std::numeric_limits<GLint>::max(),
std::numeric_limits<GLint>::max()};
glSamplerParameteriv(sampler, GL_TEXTURE_BORDER_COLOR, colorBlueFixedPoint);
GLfloat color[4] = {0.0f};
glGetSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, color);
EXPECT_EQ(color[0], kFloatBlue.R);
EXPECT_EQ(color[1], kFloatBlue.G);
EXPECT_EQ(color[2], kFloatBlue.B);
EXPECT_EQ(color[3], kFloatBlue.A);
constexpr GLint colorSomewhatRedInt[4] = {500000, 0, 0, std::numeric_limits<GLint>::max()};
glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorSomewhatRedInt);
GLint colorInt[4] = {0};
glGetSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt);
EXPECT_EQ(colorInt[0], colorSomewhatRedInt[0]);
EXPECT_EQ(colorInt[1], colorSomewhatRedInt[1]);
EXPECT_EQ(colorInt[2], colorSomewhatRedInt[2]);
EXPECT_EQ(colorInt[3], colorSomewhatRedInt[3]);
constexpr GLuint colorSomewhatRedUInt[4] = {500000, 0, 0, std::numeric_limits<GLuint>::max()};
glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorSomewhatRedUInt);
GLuint colorUInt[4] = {0};
glGetSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt);
EXPECT_EQ(colorUInt[0], colorSomewhatRedUInt[0]);
EXPECT_EQ(colorUInt[1], colorSomewhatRedUInt[1]);
EXPECT_EQ(colorUInt[2], colorSomewhatRedUInt[2]);
EXPECT_EQ(colorUInt[3], colorSomewhatRedUInt[3]);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
constexpr GLint colorSomewhatGreenInt[4] = {0, 500000, 0, std::numeric_limits<GLint>::max()};
glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorSomewhatGreenInt);
glGetTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt);
EXPECT_EQ(colorInt[0], colorSomewhatGreenInt[0]);
EXPECT_EQ(colorInt[1], colorSomewhatGreenInt[1]);
EXPECT_EQ(colorInt[2], colorSomewhatGreenInt[2]);
EXPECT_EQ(colorInt[3], colorSomewhatGreenInt[3]);
constexpr GLuint colorSomewhatGreenUInt[4] = {0, 500000, 0, std::numeric_limits<GLuint>::max()};
glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorSomewhatGreenUInt);
glGetTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt);
EXPECT_EQ(colorUInt[0], colorSomewhatGreenUInt[0]);
EXPECT_EQ(colorUInt[1], colorSomewhatGreenUInt[1]);
EXPECT_EQ(colorUInt[2], colorSomewhatGreenUInt[2]);
EXPECT_EQ(colorUInt[3], colorSomewhatGreenUInt[3]);
}
// Test GL_TEXTURE_BORDER_COLOR parameter validation at glSamplerParameter.
TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Validation)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
glActiveTexture(GL_TEXTURE0);
GLSampler sampler;
glBindSampler(0, sampler);
glSamplerParameterf(sampler, GL_TEXTURE_BORDER_COLOR, 1.0f);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glSamplerParameteri(sampler, GL_TEXTURE_BORDER_COLOR, std::numeric_limits<GLint>::max());
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
class TextureBorderClampIntegerTestES3 : public Texture2DTest
{
protected:
TextureBorderClampIntegerTestES3() : Texture2DTest(), isUnsignedIntTest(false) {}
const char *getVertexShaderSource() override
{
return
R"(#version 300 es
out vec2 texcoord;
in vec4 position;
void main()
{
gl_Position = vec4(position.xy, 0.0, 1.0);
// texcoords in [-0.5, 1.5]
texcoord = (position.xy) + 0.5;
})";
}
const char *getFragmentShaderSource() override
{
if (isUnsignedIntTest)
{
return "#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 red = vec4(1.0, 0.0, 0.0, 1.0);\n"
"vec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n"
"fragColor = (texture(tex, texcoord).r == 150u)"
" ? green : red;\n"
"}\n";
}
else
{
return "#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 red = vec4(1.0, 0.0, 0.0, 1.0);\n"
"vec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n"
"fragColor = (texture(tex, texcoord).r == -50)"
" ? green : red;\n"
"}\n";
}
}
void uploadTexture()
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
if (isUnsignedIntTest)
{
std::vector<GLubyte> texData(4, 100);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 1, 1, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE,
texData.data());
}
else
{
std::vector<GLbyte> texData(4, 100);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8I, 1, 1, 0, GL_RGBA_INTEGER, GL_BYTE,
texData.data());
}
EXPECT_GL_NO_ERROR();
}
bool isUnsignedIntTest;
};
// Test if the integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the
// integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIivOES).
TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampInteger)
{
// Fails on Win10 FYI x64 Release (AMD RX 550). http://anglebug.com/3760
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
setUpProgram();
uploadTexture();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
constexpr GLint borderColor[4] = {-50, -50, -50, -50};
glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
}
// Test if the integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the
// integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIivOES).
TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampInteger2)
{
// Fails on Win10 FYI x64 Release (AMD RX 550). http://anglebug.com/3760
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
setUpProgram();
uploadTexture();
GLSampler sampler;
glBindSampler(0, sampler);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
constexpr GLint borderColor[4] = {-50, -50, -50, -50};
glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, borderColor);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
}
// Test if the unsigned integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside
// of the unsigned integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIuivOES).
TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampIntegerUnsigned)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
isUnsignedIntTest = true;
setUpProgram();
uploadTexture();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
constexpr GLuint borderColor[4] = {150, 150, 150, 150};
glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
}
// Test if the unsigned integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside
// of the unsigned integer texture in GL_CLAMP_TO_BORDER wrap mode (set with
// glSamplerParameterIuivOES).
TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampIntegerUnsigned2)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
isUnsignedIntTest = true;
setUpProgram();
uploadTexture();
GLSampler sampler;
glBindSampler(0, sampler);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
constexpr GLuint borderColor[4] = {150, 150, 150, 150};
glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, borderColor);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
}
// ~GL_OES_texture_border_clamp
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);
}
void testSetUp() override
{
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 testTearDown() override
{
if (mProgram != 0)
{
glDeleteProgram(mProgram);
mProgram = 0;
if (!mTextures.empty())
{
glDeleteTextures(static_cast<GLsizei>(mTextures.size()), &mTextures[0]);
}
}
}
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.c_str(), fragmentShaderSource.c_str());
}
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)
{
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)
{
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(timvp): http://anglebug.com/3570
// Currently only fails on SwiftShader but we don't have an IsSwiftShader().
// max per-stage sampled image bindings count (32) exceeds device
// maxPerStageDescriptorSampledImages limit (16)
ANGLE_SKIP_TEST_IF(IsVulkan());
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)
{
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)
{
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)
{
constexpr char kVS[] =
"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"
"}";
constexpr char kFS[] =
"varying mediump float color;\n"
"void main() {\n"
" gl_FragColor = vec4(color, 0, 0, 1);\n"
"}";
mProgram = CompileProgram(kVS, kFS);
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);
}
class Texture2DNorm16TestES3 : public Texture2DTestES3
{
protected:
Texture2DNorm16TestES3() : Texture2DTestES3(), mTextures{0, 0, 0}, mFBO(0), mRenderbuffer(0) {}
void testSetUp() override
{
Texture2DTestES3::testSetUp();
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 testTearDown() override
{
glDeleteTextures(3, mTextures);
glDeleteFramebuffers(1, &mFBO);
glDeleteRenderbuffers(1, &mRenderbuffer);
Texture2DTestES3::testTearDown();
}
void testNorm16Texture(GLint internalformat, GLenum format, GLenum type)
{
// TODO(http://anglebug.com/4089) Fails on Win Intel OpenGL driver
ANGLE_SKIP_TEST_IF(IsIntel() && IsOpenGL());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_norm16"));
GLushort pixelValue = (type == GL_SHORT) ? 0x7FFF : 0x6A35;
GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue};
setUpProgram();
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
0);
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16_EXT, 1, 1, 0, GL_RGBA, GL_UNSIGNED_SHORT, nullptr);
glBindTexture(GL_TEXTURE_2D, mTextures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
GLubyte expectedValue = (type == GL_SHORT) ? 0xFF : static_cast<GLubyte>(pixelValue >> 8);
EXPECT_PIXEL_COLOR_EQ(0, 0,
SliceFormatColor(format, GLColor(expectedValue, expectedValue,
expectedValue, expectedValue)));
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ASSERT_GL_NO_ERROR();
}
void testReadPixelsRGBAWithRangeAndPixelStoreMode(GLuint x,
GLuint y,
GLuint width,
GLuint height,
GLint packRowLength,
GLint packAlignment,
GLint packSkipPixels,
GLint packSkipRows,
GLenum type,
GLColor16UI color)
{
// PACK modes debugging
GLint s = 2; // single component size in bytes, UNSIGNED_SHORT -> 2 in our case
GLint n = 4; // 4 components per pixel, stands for GL_RGBA
GLuint l = packRowLength == 0 ? width : packRowLength;
const GLint &a = packAlignment;
// According to
// https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glPixelStorei.xhtml
GLint k = (s >= a) ? n * l : a / s * (1 + (s * n * l - 1) / a);
std::size_t componentCount = n * packSkipPixels + k * (packSkipRows + height);
if (static_cast<GLuint>(packRowLength) < width)
{
componentCount += width * n * s - k;
}
// Populate the pixels array with random dirty value
constexpr GLushort kDirtyValue = 0x1234;
std::vector<GLushort> pixels(componentCount, kDirtyValue);
glReadPixels(x, y, width, height, GL_RGBA, type, pixels.data());
EXPECT_GL_NO_ERROR();
GLushort *pixelRowStart = pixels.data();
pixelRowStart += n * packSkipPixels + k * packSkipRows;
std::vector<bool> modifiedPixels(componentCount, false);
char errorInfo[200];
for (GLuint y = 0; y < height; ++y)
{
GLushort *curPixel = pixelRowStart;
for (GLuint x = 0, len = (y == height - 1) ? width : std::min(l, width); x < len; ++x)
{
snprintf(errorInfo, sizeof(errorInfo),
"extent: {%u, %u}, coord: (%u, %u), rowLength: %d, alignment: %d, "
"skipPixels: %d, skipRows: %d\n",
width, height, x, y, packRowLength, packAlignment, packSkipPixels,
packSkipRows);
EXPECT_EQ(color.R, curPixel[0]) << errorInfo;
EXPECT_EQ(color.G, curPixel[1]) << errorInfo;
EXPECT_EQ(color.B, curPixel[2]) << errorInfo;
EXPECT_EQ(color.A, curPixel[3]) << errorInfo;
std::ptrdiff_t diff = curPixel - pixels.data();
modifiedPixels[diff + 0] = true;
modifiedPixels[diff + 1] = true;
modifiedPixels[diff + 2] = true;
modifiedPixels[diff + 3] = true;
curPixel += n;
}
pixelRowStart += k;
}
for (std::size_t i = 0; i < modifiedPixels.size(); ++i)
{
if (!modifiedPixels[i])
{
EXPECT_EQ(pixels[i], kDirtyValue);
}
}
}
void testNorm16RenderAndReadPixels(GLint internalformat, GLenum format, GLenum type)
{
// TODO(http://anglebug.com/4089) Fails on Win Intel OpenGL driver
ANGLE_SKIP_TEST_IF(IsIntel() && IsOpenGL());
// TODO(http://anglebug.com/4245) Fails on Win AMD OpenGL driver
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_norm16"));
GLushort pixelValue = 0x6A35;
GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue};
GLColor16UI color = SliceFormatColor16UI(
format, GLColor16UI(pixelValue, pixelValue, pixelValue, pixelValue));
// Size of drawing viewport
constexpr GLint width = 8, height = 8;
setUpProgram();
glBindTexture(GL_TEXTURE_2D, mTextures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, internalformat, width, height, 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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
// ReadPixels against different width, height, pixel pack mode combinations to test
// workaround of pixels rearrangement
// {x, y, width, height}
std::vector<std::array<GLint, 4>> areas = {
{0, 0, 1, 1}, {0, 0, 1, 2}, {0, 0, 2, 1}, {0, 0, 2, 2},
{0, 0, 3, 2}, {0, 0, 3, 3}, {0, 0, 4, 3}, {0, 0, 4, 4},
{1, 3, 3, 2}, {1, 3, 3, 3}, {3, 2, 4, 3}, {3, 2, 4, 4},
{0, 0, 5, 6}, {2, 1, 5, 6}, {0, 0, 6, 1}, {0, 0, 7, 1},
{0, 0, 7, 3}, {0, 0, 7, 8}, {1, 0, 7, 8}, {0, 0, 8, 8},
};
// Put default settings at the last
std::vector<GLint> paramsPackRowLength = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 0};
std::vector<GLint> paramsPackAlignment = {1, 2, 8, 4};
std::vector<std::array<GLint, 2>> paramsPackSkipPixelsAndRows = {{1, 0}, {0, 1}, {1, 1},
{3, 1}, {20, 20}, {0, 0}};
// Restore pixel pack modes later
GLint restorePackAlignment;
glGetIntegerv(GL_PACK_ALIGNMENT, &restorePackAlignment);
GLint restorePackRowLength;
glGetIntegerv(GL_PACK_ROW_LENGTH, &restorePackRowLength);
GLint restorePackSkipPixels;
glGetIntegerv(GL_PACK_SKIP_PIXELS, &restorePackSkipPixels);
GLint restorePackSkipRows;
glGetIntegerv(GL_PACK_SKIP_ROWS, &restorePackSkipRows);
// Variable symbols are based on:
// https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glPixelStorei.xhtml
for (const auto &skipped : paramsPackSkipPixelsAndRows)
{
glPixelStorei(GL_PACK_SKIP_PIXELS, skipped[0]);
glPixelStorei(GL_PACK_SKIP_ROWS, skipped[1]);
for (GLint a : paramsPackAlignment)
{
glPixelStorei(GL_PACK_ALIGNMENT, a);
for (GLint l : paramsPackRowLength)
{
glPixelStorei(GL_PACK_ROW_LENGTH, l);
for (const auto &area : areas)
{
ASSERT(area[0] + area[2] <= width);
ASSERT(area[1] + area[3] <= height);
testReadPixelsRGBAWithRangeAndPixelStoreMode(area[0], area[1], area[2],
area[3], l, a, skipped[0],
skipped[1], type, color);
}
}
}
}
glPixelStorei(GL_PACK_ALIGNMENT, restorePackAlignment);
glPixelStorei(GL_PACK_ROW_LENGTH, restorePackRowLength);
glPixelStorei(GL_PACK_SKIP_PIXELS, restorePackSkipPixels);
glPixelStorei(GL_PACK_SKIP_ROWS, restorePackSkipRows);
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);
EXPECT_PIXEL_16UI_COLOR(
0, 0, SliceFormatColor16UI(format, GLColor16UI(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF)));
glBindTexture(GL_TEXTURE_2D, mTextures[1]);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1],
0);
EXPECT_PIXEL_16UI_COLOR(
0, 0, SliceFormatColor16UI(format, GLColor16UI(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF)));
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
GLuint mTextures[3];
GLuint mFBO;
GLuint mRenderbuffer;
};
TEST_P(Texture2DNorm16TestES3, TextureNorm16R16TextureTest)
{
testNorm16Texture(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16R16SNORMTextureTest)
{
testNorm16Texture(GL_R16_SNORM_EXT, GL_RED, GL_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16RG16TextureTest)
{
testNorm16Texture(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16RG16SNORMTextureTest)
{
testNorm16Texture(GL_RG16_SNORM_EXT, GL_RG, GL_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16RGB16TextureTest)
{
// (http://anglebug.com/4215) Driver bug on some Qualcomm Adreno gpu
ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsOpenGLES());
testNorm16Texture(GL_RGB16_EXT, GL_RGB, GL_UNSIGNED_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16RGB16SNORMTextureTest)
{
// (http://anglebug.com/4215) Driver bug on some Qualcomm Adreno gpu
ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsOpenGLES());
testNorm16Texture(GL_RGB16_SNORM_EXT, GL_RGB, GL_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16RGBA16TextureTest)
{
testNorm16Texture(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16RGBA16SNORMTextureTest)
{
testNorm16Texture(GL_RGBA16_SNORM_EXT, GL_RGBA, GL_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16R16RenderTest)
{
testNorm16RenderAndReadPixels(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16RG16RenderTest)
{
testNorm16RenderAndReadPixels(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16RGBA16RenderTest)
{
testNorm16RenderAndReadPixels(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT);
}
class Texture2DRGTest : public Texture2DTest
{
protected:
Texture2DRGTest()
: Texture2DTest(), mRenderableTexture(0), mTestTexture(0), mFBO(0), mRenderbuffer(0)
{}
void testSetUp() override
{
Texture2DTest::testSetUp();
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &mRenderableTexture);
glGenTextures(1, &mTestTexture);
glGenFramebuffers(1, &mFBO);
glGenRenderbuffers(1, &mRenderbuffer);
glBindTexture(GL_TEXTURE_2D, mRenderableTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, mTestTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteTextures(1, &mRenderableTexture);
glDeleteTextures(1, &mTestTexture);
glDeleteFramebuffers(1, &mFBO);
glDeleteRenderbuffers(1, &mRenderbuffer);
Texture2DTest::testTearDown();
}
void setupFormatTextures(GLenum internalformat, GLenum format, GLenum type, GLvoid *imageData)
{
glBindTexture(GL_TEXTURE_2D, mRenderableTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mRenderableTexture, 0);
glBindTexture(GL_TEXTURE_2D, mTestTexture);
glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
EXPECT_GL_NO_ERROR();
}
void testRGTexture(GLColor expectedColor)
{
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedColor, kPixelTolerance);
}
void testRGRender(GLenum internalformat, GLenum format)
{
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);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, SliceFormatColor(format, GLColor(255u, 255u, 255u, 255u)));
}
GLuint mRenderableTexture;
GLuint mTestTexture;
GLuint mFBO;
GLuint mRenderbuffer;
};
// Test unorm texture formats enabled by the GL_EXT_texture_rg extension.
TEST_P(Texture2DRGTest, TextureRGUNormTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_rg"));
GLubyte pixelValue = 0xab;
GLubyte imageData[] = {pixelValue, pixelValue};
setupFormatTextures(GL_RED_EXT, GL_RED_EXT, GL_UNSIGNED_BYTE, imageData);
testRGTexture(
SliceFormatColor(GL_RED_EXT, GLColor(pixelValue, pixelValue, pixelValue, pixelValue)));
testRGRender(GL_R8_EXT, GL_RED_EXT);
setupFormatTextures(GL_RG_EXT, GL_RG_EXT, GL_UNSIGNED_BYTE, imageData);
testRGTexture(
SliceFormatColor(GL_RG_EXT, GLColor(pixelValue, pixelValue, pixelValue, pixelValue)));
testRGRender(GL_RG8_EXT, GL_RG_EXT);
}
// Test float texture formats enabled by the GL_EXT_texture_rg extension.
TEST_P(Texture2DRGTest, TextureRGFloatTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_rg"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
GLfloat pixelValue = 0.54321;
GLfloat imageData[] = {pixelValue, pixelValue};
GLubyte expectedValue = static_cast<GLubyte>(pixelValue * 255.0f);
GLColor expectedColor = GLColor(expectedValue, expectedValue, expectedValue, expectedValue);
setupFormatTextures(GL_RED_EXT, GL_RED_EXT, GL_FLOAT, imageData);
testRGTexture(SliceFormatColor(GL_RED_EXT, expectedColor));
setupFormatTextures(GL_RG_EXT, GL_RG_EXT, GL_FLOAT, imageData);
testRGTexture(SliceFormatColor(GL_RG_EXT, expectedColor));
}
// Test half-float texture formats enabled by the GL_EXT_texture_rg extension.
TEST_P(Texture2DRGTest, TextureRGHalfFloatTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_rg"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float"));
GLfloat pixelValueFloat = 0.543f;
GLhalf pixelValue = 0x3858;
GLhalf imageData[] = {pixelValue, pixelValue};
GLubyte expectedValue = static_cast<GLubyte>(pixelValueFloat * 255.0f);
GLColor expectedColor = GLColor(expectedValue, expectedValue, expectedValue, expectedValue);
setupFormatTextures(GL_RED_EXT, GL_RED_EXT, GL_HALF_FLOAT_OES, imageData);
testRGTexture(SliceFormatColor(GL_RED_EXT, expectedColor));
setupFormatTextures(GL_RG_EXT, GL_RG_EXT, GL_HALF_FLOAT_OES, imageData);
testRGTexture(SliceFormatColor(GL_RG_EXT, expectedColor));
}
class Texture2DFloatTest : public Texture2DTest
{
protected:
Texture2DFloatTest()
: Texture2DTest(), mRenderableTexture(0), mTestTexture(0), mFBO(0), mRenderbuffer(0)
{}
void testSetUp() override
{
Texture2DTest::testSetUp();
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &mRenderableTexture);
glGenTextures(1, &mTestTexture);
glGenFramebuffers(1, &mFBO);
glGenRenderbuffers(1, &mRenderbuffer);
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
glBindTexture(GL_TEXTURE_2D, mRenderableTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mRenderableTexture, 0);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteTextures(1, &mRenderableTexture);
glDeleteTextures(1, &mTestTexture);
glDeleteFramebuffers(1, &mFBO);
glDeleteRenderbuffers(1, &mRenderbuffer);
Texture2DTest::testTearDown();
}
void testFloatTextureSample(GLenum internalFormat, GLenum format, GLenum type)
{
constexpr GLfloat imageDataFloat[] = {
0.2f,
0.3f,
0.4f,
0.5f,
};
constexpr GLhalf imageDataHalf[] = {
0x3266,
0x34CD,
0x3666,
0x3800,
};
GLColor expectedValue;
for (int i = 0; i < 4; i++)
{
expectedValue[i] = static_cast<GLubyte>(imageDataFloat[i] * 255.0f);
}
const GLvoid *imageData;
switch (type)
{
case GL_FLOAT:
imageData = imageDataFloat;
break;
case GL_HALF_FLOAT:
case GL_HALF_FLOAT_OES:
imageData = imageDataHalf;
break;
default:
imageData = nullptr;
}
ASSERT(imageData != nullptr);
glBindTexture(GL_TEXTURE_2D, mTestTexture);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, format, type, imageData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_NEAR(0, 0, SliceFormatColor(format, expectedValue), kPixelTolerance);
}
void testFloatTextureLinear(GLenum internalFormat, GLenum format, GLenum type)
{
int numComponents;
switch (format)
{
case GL_RGBA:
numComponents = 4;
break;
case GL_RGB:
numComponents = 3;
break;
case GL_LUMINANCE_ALPHA:
numComponents = 2;
break;
case GL_LUMINANCE:
case GL_ALPHA:
numComponents = 1;
break;
default:
numComponents = 0;
}
ASSERT(numComponents > 0);
constexpr GLfloat pixelIntensitiesFloat[] = {0.0f, 1.0f, 0.0f, 1.0f};
constexpr GLhalf pixelIntensitiesHalf[] = {0x0000, 0x3C00, 0x0000, 0x3C00};
GLfloat imageDataFloat[16];
GLhalf imageDataHalf[16];
for (int i = 0; i < 4; i++)
{
for (int c = 0; c < numComponents; c++)
{
imageDataFloat[i * numComponents + c] = pixelIntensitiesFloat[i];
imageDataHalf[i * numComponents + c] = pixelIntensitiesHalf[i];
}
}
const GLvoid *imageData;
switch (type)
{
case GL_FLOAT:
imageData = imageDataFloat;
break;
case GL_HALF_FLOAT:
case GL_HALF_FLOAT_OES:
imageData = imageDataHalf;
break;
default:
imageData = nullptr;
}
ASSERT(imageData != nullptr);
glBindTexture(GL_TEXTURE_2D, mTestTexture);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 2, 2, 0, format, type, imageData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
// Source texture contains 2 black pixels and 2 white pixels, we sample in the center so we
// should expect the final value to be gray (halfway in-between)
EXPECT_PIXEL_COLOR_NEAR(0, 0, SliceFormatColor(format, GLColor(127u, 127u, 127u, 127u)),
kPixelTolerance);
}
bool performFloatTextureRender(GLenum internalFormat,
GLenum renderBufferFormat,
GLenum format,
GLenum type)
{
glBindTexture(GL_TEXTURE_2D, mTestTexture);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, format, type, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, renderBufferFormat, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
mRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
EXPECT_GL_NO_ERROR();
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
return true;
}
GLuint mRenderableTexture;
GLuint mTestTexture;
GLuint mFBO;
GLuint mRenderbuffer;
};
class Texture2DFloatTestES3 : public Texture2DFloatTest
{
protected:
void testFloatTextureRender(GLenum internalFormat, GLenum format, GLenum type)
{
bool framebufferComplete =
performFloatTextureRender(internalFormat, internalFormat, format, type);
EXPECT_TRUE(framebufferComplete);
EXPECT_PIXEL_COLOR32F_NEAR(0, 0,
SliceFormatColor32F(format, GLColor32F(1.0f, 1.0f, 1.0f, 1.0f)),
kPixelTolerance32F);
}
};
class Texture2DFloatTestES2 : public Texture2DFloatTest
{
protected:
bool checkFloatTextureRender(GLenum renderBufferFormat, GLenum format, GLenum type)
{
bool framebufferComplete =
performFloatTextureRender(format, renderBufferFormat, format, type);
if (!framebufferComplete)
{
return false;
}
EXPECT_PIXEL_COLOR32F_NEAR(0, 0,
SliceFormatColor32F(format, GLColor32F(1.0f, 1.0f, 1.0f, 1.0f)),
kPixelTolerance32F);
return true;
}
};
// Test texture sampling for ES3 float texture formats
TEST_P(Texture2DFloatTestES3, TextureFloatSampleBasicTest)
{
testFloatTextureSample(GL_RGBA32F, GL_RGBA, GL_FLOAT);
testFloatTextureSample(GL_RGB32F, GL_RGB, GL_FLOAT);
}
// Test texture sampling for ES2 float texture formats
TEST_P(Texture2DFloatTestES2, TextureFloatSampleBasicTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
testFloatTextureSample(GL_RGBA, GL_RGBA, GL_FLOAT);
testFloatTextureSample(GL_RGB, GL_RGB, GL_FLOAT);
}
// Test texture sampling for ES3 half float texture formats
TEST_P(Texture2DFloatTestES3, TextureHalfFloatSampleBasicTest)
{
testFloatTextureSample(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT);
testFloatTextureSample(GL_RGB16F, GL_RGB, GL_HALF_FLOAT);
}
// Test texture sampling for ES2 half float texture formats
TEST_P(Texture2DFloatTestES2, TextureHalfFloatSampleBasicTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float"));
testFloatTextureSample(GL_RGBA, GL_RGBA, GL_HALF_FLOAT_OES);
testFloatTextureSample(GL_RGB, GL_RGB, GL_HALF_FLOAT_OES);
}
// Test texture sampling for legacy GLES 2.0 float texture formats in ES3
TEST_P(Texture2DFloatTestES3, TextureFloatSampleLegacyTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
testFloatTextureSample(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT);
testFloatTextureSample(GL_ALPHA, GL_ALPHA, GL_FLOAT);
testFloatTextureSample(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT);
if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
testFloatTextureSample(GL_LUMINANCE32F_EXT, GL_LUMINANCE, GL_FLOAT);
testFloatTextureSample(GL_ALPHA32F_EXT, GL_ALPHA, GL_FLOAT);
testFloatTextureSample(GL_LUMINANCE_ALPHA32F_EXT, GL_LUMINANCE_ALPHA, GL_FLOAT);
}
}
// Test texture sampling for legacy GLES 2.0 float texture formats in ES2
TEST_P(Texture2DFloatTestES2, TextureFloatSampleLegacyTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
testFloatTextureSample(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT);
testFloatTextureSample(GL_ALPHA, GL_ALPHA, GL_FLOAT);
testFloatTextureSample(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT);
}
// Test texture sampling for legacy GLES 2.0 half float texture formats in ES3
TEST_P(Texture2DFloatTestES3, TextureHalfFloatSampleLegacyTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float"));
testFloatTextureSample(GL_LUMINANCE, GL_LUMINANCE, GL_HALF_FLOAT_OES);
testFloatTextureSample(GL_ALPHA, GL_ALPHA, GL_HALF_FLOAT_OES);
testFloatTextureSample(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES);
if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
testFloatTextureSample(GL_LUMINANCE16F_EXT, GL_LUMINANCE, GL_HALF_FLOAT);
testFloatTextureSample(GL_ALPHA16F_EXT, GL_ALPHA, GL_HALF_FLOAT);
testFloatTextureSample(GL_LUMINANCE_ALPHA16F_EXT, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT);
}
}
// Test texture sampling for legacy GLES 2.0 half float texture formats in ES2
TEST_P(Texture2DFloatTestES2, TextureHalfFloatSampleLegacyTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float"));
testFloatTextureSample(GL_LUMINANCE, GL_LUMINANCE, GL_HALF_FLOAT_OES);
testFloatTextureSample(GL_ALPHA, GL_ALPHA, GL_HALF_FLOAT_OES);
testFloatTextureSample(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES);
}
// Test linear sampling for ES3 32F formats
TEST_P(Texture2DFloatTestES3, TextureFloatLinearTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float_linear"));
testFloatTextureLinear(GL_RGBA32F, GL_RGBA, GL_FLOAT);
testFloatTextureLinear(GL_RGB32F, GL_RGB, GL_FLOAT);
}
// Test linear sampling for ES2 32F formats
TEST_P(Texture2DFloatTestES2, TextureFloatLinearTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float_linear"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
testFloatTextureLinear(GL_RGBA, GL_RGBA, GL_FLOAT);
}
// Test linear sampling for ES3 16F formats
TEST_P(Texture2DFloatTestES3, TextureHalfFloatLinearTest)
{
// Half float formats must be linearly filterable in GLES 3.0 core
testFloatTextureLinear(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT);
testFloatTextureLinear(GL_RGB16F, GL_RGB, GL_HALF_FLOAT);
}
// Test linear sampling for ES2 16F formats
TEST_P(Texture2DFloatTestES2, TextureHalfFloatLinearTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float_linear"));
testFloatTextureLinear(GL_RGBA, GL_RGBA, GL_HALF_FLOAT_OES);
testFloatTextureLinear(GL_RGB, GL_RGB, GL_HALF_FLOAT_OES);
}
// Test linear sampling for legacy GLES 2.0 32F formats in ES3
TEST_P(Texture2DFloatTestES3, TextureFloatLinearLegacyTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float_linear"));
testFloatTextureLinear(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT);
testFloatTextureLinear(GL_ALPHA, GL_ALPHA, GL_FLOAT);
testFloatTextureLinear(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT);
if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
testFloatTextureLinear(GL_LUMINANCE32F_EXT, GL_LUMINANCE, GL_FLOAT);
testFloatTextureLinear(GL_ALPHA32F_EXT, GL_ALPHA, GL_FLOAT);
testFloatTextureLinear(GL_LUMINANCE_ALPHA32F_EXT, GL_LUMINANCE_ALPHA, GL_FLOAT);
}
}
// Test linear sampling for legacy GLES 2.0 32F formats in ES2
TEST_P(Texture2DFloatTestES2, TextureFloatLinearLegacyTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float_linear"));
testFloatTextureLinear(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT);
testFloatTextureLinear(GL_ALPHA, GL_ALPHA, GL_FLOAT);
testFloatTextureLinear(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT);
}
// Test linear sampling for legacy GLES 2.0 16F formats in ES3
TEST_P(Texture2DFloatTestES3, TextureHalfFloatLinearLegacyTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float_linear"));
testFloatTextureLinear(GL_LUMINANCE, GL_LUMINANCE, GL_HALF_FLOAT_OES);
testFloatTextureLinear(GL_ALPHA, GL_ALPHA, GL_HALF_FLOAT_OES);
testFloatTextureLinear(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES);
if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
testFloatTextureLinear(GL_LUMINANCE16F_EXT, GL_LUMINANCE, GL_HALF_FLOAT);
testFloatTextureLinear(GL_ALPHA16F_EXT, GL_ALPHA, GL_HALF_FLOAT);
testFloatTextureLinear(GL_LUMINANCE_ALPHA16F_EXT, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT);
}
}
// Test linear sampling for legacy GLES 2.0 16F formats in ES2
TEST_P(Texture2DFloatTestES2, TextureHalfFloatLinearLegacyTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float_linear"));
testFloatTextureLinear(GL_LUMINANCE, GL_LUMINANCE, GL_HALF_FLOAT_OES);
testFloatTextureLinear(GL_ALPHA, GL_ALPHA, GL_HALF_FLOAT_OES);
testFloatTextureLinear(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES);
}
// Test color-renderability for ES3 float and half float textures
TEST_P(Texture2DFloatTestES3, TextureFloatRenderTest)
{
// http://anglebug.com/4092
ANGLE_SKIP_TEST_IF(IsD3D9());
// EXT_color_buffer_float covers float, half float, and 11-11-10 float formats
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_color_buffer_float"));
testFloatTextureRender(GL_R32F, GL_RED, GL_FLOAT);
testFloatTextureRender(GL_RG32F, GL_RG, GL_FLOAT);
testFloatTextureRender(GL_RGBA32F, GL_RGBA, GL_FLOAT);
testFloatTextureRender(GL_R16F, GL_RED, GL_HALF_FLOAT);
testFloatTextureRender(GL_RG16F, GL_RG, GL_HALF_FLOAT);
testFloatTextureRender(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT);
testFloatTextureRender(GL_R11F_G11F_B10F, GL_RGB, GL_FLOAT);
}
// Test color-renderability for ES2 half float textures
TEST_P(Texture2DFloatTestES2, TextureFloatRenderTest)
{
// EXT_color_buffer_half_float requires at least one format to be renderable, but does not
// require a specific one
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_color_buffer_half_float"));
// https://crbug.com/1003971
ANGLE_SKIP_TEST_IF(IsOzone());
// http://anglebug.com/4092
ANGLE_SKIP_TEST_IF(IsD3D9());
bool atLeastOneSupported = false;
if (IsGLExtensionEnabled("GL_OES_texture_half_float") ||
IsGLExtensionEnabled("GL_OES_texture_half_float"))
{
atLeastOneSupported |= checkFloatTextureRender(GL_R16F_EXT, GL_RED_EXT, GL_HALF_FLOAT_OES);
atLeastOneSupported |= checkFloatTextureRender(GL_RG16F_EXT, GL_RG_EXT, GL_HALF_FLOAT_OES);
}
if (IsGLExtensionEnabled("GL_OES_texture_half_float"))
{
atLeastOneSupported |= checkFloatTextureRender(GL_RGB16F_EXT, GL_RGB, GL_HALF_FLOAT_OES);
// If OES_texture_half_float is supported, then RGBA half float textures must be renderable
bool rgbaSupported = checkFloatTextureRender(GL_RGBA16F_EXT, GL_RGBA, GL_HALF_FLOAT_OES);
EXPECT_TRUE(rgbaSupported);
atLeastOneSupported |= rgbaSupported;
}
EXPECT_TRUE(atLeastOneSupported);
}
// 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)
{
// Crashes on Nexus 5X due to a driver bug. http://anglebug.com/1429
ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsOpenGLES());
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)
{
ANGLE_SKIP_TEST_IF(IsD3D11());
// Incorrect rendering results seen on OSX AMD.
ANGLE_SKIP_TEST_IF(IsOSX() && IsAMD());
const GLuint width = 8u;
const GLuint height = 8u;
const GLuint unpackRowLength = 5u;
const GLuint unpackSkipPixels = 1u;
setWindowWidth(width);
setWindowHeight(height);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
ASSERT_GL_NO_ERROR();
GLBuffer buf;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf.get());
std::vector<GLColor> pixelsGreen((height - 1u) * unpackRowLength + width + unpackSkipPixels,
GLColor::green);
for (GLuint skippedPixel = 0u; skippedPixel < unpackSkipPixels; ++skippedPixel)
{
pixelsGreen[skippedPixel] = GLColor(255, 0, 0, 255);
}
glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
GL_DYNAMIC_COPY);
ASSERT_GL_NO_ERROR();
glPixelStorei(GL_UNPACK_ROW_LENGTH, unpackRowLength);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, unpackSkipPixels);
ASSERT_GL_NO_ERROR();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
ASSERT_GL_NO_ERROR();
glUseProgram(mProgram);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
GLuint windowPixelCount = getWindowWidth() * getWindowHeight();
std::vector<GLColor> actual(windowPixelCount, GLColor::black);
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
actual.data());
std::vector<GLColor> expected(windowPixelCount, GLColor::green);
EXPECT_EQ(expected, actual);
}
template <typename T>
T UNorm(double value)
{
return static_cast<T>(value * static_cast<double>(std::numeric_limits<T>::max()));
}
// Test rendering a depth texture with mipmaps.
TEST_P(Texture2DTestES3, DepthTexturesWithMipmaps)
{
// TODO(cwallez) this is failing on Intel Win7 OpenGL.
// TODO(zmo) this is faling on Win Intel HD 530 Debug.
// http://anglebug.com/1706
ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
// Seems to fail on AMD D3D11. Possibly driver bug. http://anglebug.com/3342
ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsD3D11());
// TODO(cnorthrop): Also failing on Vulkan/Windows/AMD. http://anglebug.com/3950
ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsVulkan());
const int size = getWindowWidth();
auto dim = [size](int level) { return size >> level; };
int levels = gl::log2(size);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexStorage2D(GL_TEXTURE_2D, levels, GL_DEPTH_COMPONENT24, size, size);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
ASSERT_GL_NO_ERROR();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
std::vector<unsigned char> expected;
for (int level = 0; level < levels; ++level)
{
double value = (static_cast<double>(level) / static_cast<double>(levels - 1));
expected.push_back(UNorm<unsigned char>(value));
int levelDim = dim(level);
ASSERT_GT(levelDim, 0);
std::vector<unsigned int> initData(levelDim * levelDim, UNorm<unsigned int>(value));
glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, levelDim, levelDim, GL_DEPTH_COMPONENT,
GL_UNSIGNED_INT, initData.data());
}
ASSERT_GL_NO_ERROR();
for (int level = 0; level < levels; ++level)
{
glViewport(0, 0, dim(level), dim(level));
drawQuad(mProgram, "position", 0.5f);
GLColor actual = ReadColor(0, 0);
EXPECT_NEAR(expected[level], actual.R, 10u);
}
ASSERT_GL_NO_ERROR();
}
class Texture2DDepthTest : public Texture2DTest
{
protected:
Texture2DDepthTest() : Texture2DTest() {}
const char *getVertexShaderSource() override
{
return "attribute vec4 vPosition;\n"
"void main() {\n"
" gl_Position = vPosition;\n"
"}\n";
}
const char *getFragmentShaderSource() override
{
return "precision mediump float;\n"
"uniform sampler2D ShadowMap;"
"void main() {\n"
" vec4 shadow_value = texture2D(ShadowMap, vec2(0.5, 0.5));"
" if (shadow_value.x == shadow_value.z && shadow_value.x != 0.0) {"
" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);"
" } else {"
" gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
" }"
"}\n";
}
bool checkTexImageFormatSupport(GLenum format, GLenum internalformat, GLenum type)
{
EXPECT_GL_NO_ERROR();
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, type, nullptr);
return (glGetError() == GL_NO_ERROR);
}
void testBehavior(bool useSizedComponent)
{
int w = getWindowWidth();
int h = getWindowHeight();
GLuint format = GL_DEPTH_COMPONENT;
GLuint internalFormat = GL_DEPTH_COMPONENT;
if (useSizedComponent)
{
internalFormat = GL_DEPTH_COMPONENT24;
}
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
ASSERT_GL_NO_ERROR();
GLTexture depthTexture;
glBindTexture(GL_TEXTURE_2D, depthTexture);
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);
TexCoordDrawTest::setUpProgram();
GLint shadowMapLocation = glGetUniformLocation(mProgram, "ShadowMap");
ASSERT_NE(-1, shadowMapLocation);
GLint positionLocation = glGetAttribLocation(mProgram, "vPosition");
ASSERT_NE(-1, positionLocation);
ANGLE_SKIP_TEST_IF(!checkTexImageFormatSupport(format, internalFormat, GL_UNSIGNED_INT));
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, w, h, 0, format, GL_UNSIGNED_INT, nullptr);
ASSERT_GL_NO_ERROR();
// try adding a color buffer.
GLuint colorTex = 0;
glGenTextures(1, &colorTex);
glBindTexture(GL_TEXTURE_2D, colorTex);
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_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
glViewport(0, 0, w, h);
// Fill depthTexture with 0.75
glClearDepthf(0.75);
glClear(GL_DEPTH_BUFFER_BIT);
// Revert to normal framebuffer to test depth shader
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, w, h);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearDepthf(0.0f);
ASSERT_GL_NO_ERROR();
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthTexture);
glUseProgram(mProgram);
ASSERT_GL_NO_ERROR();
glUniform1i(shadowMapLocation, 0);
const GLfloat gTriangleVertices[] = {-0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f};
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, gTriangleVertices);
ASSERT_GL_NO_ERROR();
glEnableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
ASSERT_GL_NO_ERROR();
GLuint pixels[1];
glReadPixels(w / 2, h / 2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
ASSERT_GL_NO_ERROR();
// The GLES 3.x spec says that the depth texture sample can be found in the RED component.
// However, the OES_depth_texture indicates that the depth value is treated as luminance and
// is in all the color components. Multiple implementations implement a workaround that
// follows the OES_depth_texture behavior if the internalformat given at glTexImage2D was a
// unsized format (e.g. DEPTH_COMPONENT) and the GLES 3.x behavior if it was a sized
// internalformat such as GL_DEPTH_COMPONENT24. The shader will write out a different color
// depending on if it sees the texture sample in only the RED component.
if (useSizedComponent)
{
ASSERT_NE(pixels[0], 0xff0000ff);
}
else
{
ASSERT_EQ(pixels[0], 0xff0000ff);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteProgram(mProgram);
}
};
// Test depth texture compatibility with OES_depth_texture. Uses unsized internformat.
TEST_P(Texture2DDepthTest, DepthTextureES2Compatibility)
{
ANGLE_SKIP_TEST_IF(IsD3D11());
ANGLE_SKIP_TEST_IF(IsIntel() && IsD3D9());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_depth_texture") &&
!IsGLExtensionEnabled("GL_OES_depth_texture"));
// http://anglebug.com/4092
ANGLE_SKIP_TEST_IF(IsOpenGL() || IsOpenGLES());
ANGLE_SKIP_TEST_IF(IsARM64() && IsWindows() && IsD3D());
// When the depth texture is specified with unsized internalformat implementations follow
// OES_depth_texture behavior. Otherwise they follow GLES 3.0 behavior.
testBehavior(false);
}
// Test depth texture compatibility with GLES3 using sized internalformat.
TEST_P(Texture2DDepthTest, DepthTextureES3Compatibility)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
testBehavior(true);
}
// Tests unpacking into the unsized GL_ALPHA format.
TEST_P(Texture2DTestES3, UnsizedAlphaUnpackBuffer)
{
// Initialize the texure.
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, getWindowWidth(), getWindowHeight(), 0, GL_ALPHA,
GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
std::vector<GLubyte> bufferData(getWindowWidth() * getWindowHeight(), 127);
// Pull in the color data from the unpack buffer.
GLBuffer unpackBuffer;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get());
glBufferData(GL_PIXEL_UNPACK_BUFFER, getWindowWidth() * getWindowHeight(), bufferData.data(),
GL_STATIC_DRAW);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth(), getWindowHeight(), GL_ALPHA,
GL_UNSIGNED_BYTE, nullptr);
// Clear to a weird color to make sure we're drawing something.
glClearColor(0.5f, 0.8f, 1.0f, 0.2f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw with the alpha texture and verify.
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 127, 1);
}
// Ensure stale unpack data doesn't propagate in D3D11.
TEST_P(Texture2DTestES3, StaleUnpackData)
{
// Init unpack buffer.
GLsizei pixelCount = getWindowWidth() * getWindowHeight() / 2;
std::vector<GLColor> pixels(pixelCount, GLColor::red);
GLBuffer unpackBuffer;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get());
GLsizei bufferSize = pixelCount * sizeof(GLColor);
glBufferData(GL_PIXEL_UNPACK_BUFFER, bufferSize, pixels.data(), GL_STATIC_DRAW);
// Create from unpack buffer.
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWindowWidth() / 2, getWindowHeight() / 2, 0,
GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Fill unpack with green, recreating buffer.
pixels.assign(getWindowWidth() * getWindowHeight(), GLColor::green);
GLsizei size2 = getWindowWidth() * getWindowHeight() * sizeof(GLColor);
glBufferData(GL_PIXEL_UNPACK_BUFFER, size2, pixels.data(), GL_STATIC_DRAW);
// Reinit texture with green.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Ensure that texture parameters passed as floats that are converted to ints are rounded before
// validating they are less than 0.
TEST_P(Texture2DTestES3, TextureBaseMaxLevelRoundingValidation)
{
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
// Use a negative number that will round to zero when converted to an integer
// According to the spec(2.3.1 Data Conversion For State - Setting Commands):
// "Validation of values performed by state-setting commands is performed after conversion,
// unless specified otherwise for a specific command."
GLfloat param = -7.30157126e-07f;
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, param);
EXPECT_GL_NO_ERROR();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, param);
EXPECT_GL_NO_ERROR();
}
// This test covers a D3D format redefinition bug for 3D textures. The base level format was not
// being properly checked, and the texture storage of the previous texture format was persisting.
// This would result in an ASSERT in debug and incorrect rendering in release.
// See http://anglebug.com/1609 and WebGL 2 test conformance2/misc/views-with-offsets.html.
TEST_P(Texture3DTestES3, FormatRedefinitionBug)
{
GLTexture tex;
glBindTexture(GL_TEXTURE_3D, tex.get());
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex.get(), 0, 0);
glCheckFramebufferStatus(GL_FRAMEBUFFER);
std::vector<uint8_t> pixelData(100, 0);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB565, 1, 1, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, nullptr);
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 1, 1, 1, GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
pixelData.data());
ASSERT_GL_NO_ERROR();
}
// Test basic pixel unpack buffer OOB checks when uploading to a 2D or 3D texture
TEST_P(Texture3DTestES3, BasicUnpackBufferOOB)
{
// 2D tests
{
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex.get());
GLBuffer pbo;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get());
// Test OOB
glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 - 1, nullptr, GL_STATIC_DRAW);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
// Test OOB
glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2, nullptr, GL_STATIC_DRAW);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
}
// 3D tests
{
GLTexture tex;
glBindTexture(GL_TEXTURE_3D, tex.get());
GLBuffer pbo;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get());
// Test OOB
glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2 - 1, nullptr,
GL_STATIC_DRAW);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
// Test OOB
glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2, nullptr, GL_STATIC_DRAW);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
}
}
// Tests behaviour with a single texture and multiple sampler objects.
TEST_P(Texture2DTestES3, SingleTextureMultipleSamplers)
{
GLint maxTextureUnits = 0;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
ANGLE_SKIP_TEST_IF(maxTextureUnits < 4);
constexpr int kSize = 16;
// Make a single-level texture, fill it with red.
std::vector<GLColor> redColors(kSize * kSize, GLColor::red);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
redColors.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Simple sanity check.
draw2DTexturedQuad(0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Bind texture to unit 1 with a sampler object making it incomplete.
GLSampler sampler;
glBindSampler(0, sampler);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Make a mipmap texture, fill it with blue.
std::vector<GLColor> blueColors(kSize * kSize, GLColor::blue);
GLTexture mipmapTex;
glBindTexture(GL_TEXTURE_2D, mipmapTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
blueColors.data());
glGenerateMipmap(GL_TEXTURE_2D);
// Draw with the sampler, expect blue.
draw2DTexturedQuad(0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
// Simple multitexturing program.
constexpr char kVS[] =
"#version 300 es\n"
"in vec2 position;\n"
"out vec2 texCoord;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position, 0, 1);\n"
" texCoord = position * 0.5 + vec2(0.5);\n"
"}";
constexpr char kFS[] =
"#version 300 es\n"
"precision mediump float;\n"
"in vec2 texCoord;\n"
"uniform sampler2D tex1;\n"
"uniform sampler2D tex2;\n"
"uniform sampler2D tex3;\n"
"uniform sampler2D tex4;\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
" color = (texture(tex1, texCoord) + texture(tex2, texCoord) \n"
" + texture(tex3, texCoord) + texture(tex4, texCoord)) * 0.25;\n"
"}";
ANGLE_GL_PROGRAM(program, kVS, kFS);
std::array<GLint, 4> texLocations = {
{glGetUniformLocation(program, "tex1"), glGetUniformLocation(program, "tex2"),
glGetUniformLocation(program, "tex3"), glGetUniformLocation(program, "tex4")}};
for (GLint location : texLocations)
{
ASSERT_NE(-1, location);
}
// Init the uniform data.
glUseProgram(program);
for (GLint location = 0; location < 4; ++location)
{
glUniform1i(texLocations[location], location);
}
// Initialize four samplers
GLSampler samplers[4];
// 0: non-mipped.
glBindSampler(0, samplers[0]);
glSamplerParameteri(samplers[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(samplers[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// 1: mipped.
glBindSampler(1, samplers[1]);
glSamplerParameteri(samplers[1], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glSamplerParameteri(samplers[1], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// 2: non-mipped.
glBindSampler(2, samplers[2]);
glSamplerParameteri(samplers[2], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(samplers[2], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// 3: mipped.
glBindSampler(3, samplers[3]);
glSamplerParameteri(samplers[3], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glSamplerParameteri(samplers[3], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Bind two blue mipped textures and two single layer textures, should all draw.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mipmapTex);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, tex);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, mipmapTex);
ASSERT_GL_NO_ERROR();
drawQuad(program, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(0, 0, 128, 0, 128, 255, 2);
// Bind four single layer textures, two should be incomplete.
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, tex);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, tex);
drawQuad(program, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(0, 0, 128, 0, 0, 255, 2);
}
// The test is added to cover http://anglebug.com/2153. Cubemap completeness checks used to start
// always at level 0 instead of the base level resulting in an incomplete texture if the faces at
// level 0 are not created. The test creates a cubemap texture, specifies the images only for mip
// level 1 filled with white color, updates the base level to be 1 and renders a quad. The program
// samples the cubemap using a direction vector (1,1,1).
TEST_P(TextureCubeTestES3, SpecifyAndSampleFromBaseLevel1)
{
// Check http://anglebug.com/2155.
ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA());
constexpr char kVS[] =
R"(#version 300 es
precision mediump float;
in vec3 pos;
void main() {
gl_Position = vec4(pos, 1.0);
})";
constexpr char kFS[] =
R"(#version 300 es
precision mediump float;
out vec4 color;
uniform samplerCube uTex;
void main(){
color = texture(uTex, vec3(1.0));
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
glUniform1i(glGetUniformLocation(program, "uTex"), 0);
glActiveTexture(GL_TEXTURE0);
GLTexture cubeTex;
glBindTexture(GL_TEXTURE_CUBE_MAP, cubeTex);
const int kFaceWidth = 1;
const int kFaceHeight = 1;
std::vector<uint32_t> texData(kFaceWidth * kFaceHeight, 0xFFFFFFFF);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texData.data());
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texData.data());
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texData.data());
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texData.data());
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texData.data());
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texData.data());
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 1);
drawQuad(program, "pos", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, angle::GLColor::white);
}
// Verify that using negative texture base level and max level generates GL_INVALID_VALUE.
TEST_P(Texture2DTestES3, NegativeTextureBaseLevelAndMaxLevel)
{
GLuint texture = create2DTexture();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, -1);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, -1);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glDeleteTextures(1, &texture);
EXPECT_GL_NO_ERROR();
}
// Test setting base level after calling generateMipmap on a LUMA texture.
// Covers http://anglebug.com/2498
TEST_P(Texture2DTestES3, GenerateMipmapAndBaseLevelLUMA)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
constexpr const GLsizei kWidth = 8;
constexpr const GLsizei kHeight = 8;
std::array<GLubyte, kWidth * kHeight * 2> whiteData;
whiteData.fill(255u);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, kWidth, kHeight, 0, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, whiteData.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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, angle::GLColor::white);
}
// Covers a bug in the D3D11 backend: http://anglebug.com/2772
// When using a sampler the texture was created as if it has mipmaps,
// regardless what you specified in GL_TEXTURE_MIN_FILTER via
// glSamplerParameteri() -- mistakenly the default value
// GL_NEAREST_MIPMAP_LINEAR or the value set via glTexParameteri() was
// evaluated.
// If you didn't provide mipmaps and didn't let the driver generate them
// this led to not sampling your texture data when minification occurred.
TEST_P(Texture2DTestES3, MinificationWithSamplerNoMipmapping)
{
// TODO: Triage this failure on Vulkan: http://anglebug.com/3950
ANGLE_SKIP_TEST_IF(IsVulkan());
constexpr char kVS[] =
"#version 300 es\n"
"out vec2 texcoord;\n"
"in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position.xy * 0.1, 0.0, 1.0);\n"
" texcoord = (position.xy * 0.5) + 0.5;\n"
"}\n";
constexpr char kFS[] =
"#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";
ANGLE_GL_PROGRAM(program, kVS, kFS);
GLSampler sampler;
glBindSampler(0, sampler);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
const GLsizei texWidth = getWindowWidth();
const GLsizei texHeight = getWindowHeight();
const std::vector<GLColor> whiteData(texWidth * texHeight, GLColor::white);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
whiteData.data());
EXPECT_GL_NO_ERROR();
drawQuad(program, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, angle::GLColor::white);
}
// Draw a quad with an integer texture with a non-zero base level, and test that the color of the
// texture is output.
TEST_P(Texture2DIntegerTestES3, IntegerTextureNonZeroBaseLevel)
{
// http://anglebug.com/3478
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
int width = getWindowWidth();
int height = getWindowHeight();
GLColor color = GLColor::green;
std::vector<GLColor> pixels(width * height, color);
GLint baseLevel = 1;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, baseLevel);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, baseLevel, GL_RGBA8UI, width, height, 0, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, pixels.data());
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color);
}
// Draw a quad with an integer cube texture with a non-zero base level, and test that the color of
// the texture is output.
TEST_P(TextureCubeIntegerTestES3, IntegerCubeTextureNonZeroBaseLevel)
{
// All output checks returned black, rather than the texture color.
ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
GLint baseLevel = 1;
int width = getWindowWidth();
int height = getWindowHeight();
GLColor color = GLColor::green;
std::vector<GLColor> pixels(width * height, color);
for (GLenum faceIndex = 0; faceIndex < 6; faceIndex++)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, baseLevel, GL_RGBA8UI, width,
height, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, pixels.data());
EXPECT_GL_NO_ERROR();
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, baseLevel);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glUseProgram(mProgram);
glUniform1i(mTextureCubeUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
EXPECT_PIXEL_COLOR_EQ(width - 1, 0, color);
EXPECT_PIXEL_COLOR_EQ(0, height - 1, color);
EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color);
}
// This test sets up a cube map with four distincly colored MIP levels.
// The size of the texture and the geometry is chosen such that levels 1 or 2 should be chosen at
// the corners of the screen.
TEST_P(TextureCubeIntegerEdgeTestES3, IntegerCubeTextureCorner)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
int width = getWindowWidth();
int height = getWindowHeight();
ASSERT_EQ(width, height);
GLColor color[4] = {GLColor::white, GLColor::green, GLColor::blue, GLColor::red};
for (GLint level = 0; level < 4; level++)
{
for (GLenum faceIndex = 0; faceIndex < 6; faceIndex++)
{
int levelWidth = (2 * width) >> level;
int levelHeight = (2 * height) >> level;
std::vector<GLColor> pixels(levelWidth * levelHeight, color[level]);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, GL_RGBA8UI, levelWidth,
levelHeight, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, pixels.data());
EXPECT_GL_NO_ERROR();
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 3);
glUseProgram(mProgram);
glUniform1i(mTextureCubeUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
// Check that we do not read from levels 0 or 3. Levels 1 and 2 are both acceptable.
EXPECT_EQ(ReadColor(0, 0).R, 0);
EXPECT_EQ(ReadColor(width - 1, 0).R, 0);
EXPECT_EQ(ReadColor(0, height - 1).R, 0);
EXPECT_EQ(ReadColor(width - 1, height - 1).R, 0);
}
// Draw a quad with an integer texture with a non-zero base level, and test that the color of the
// texture is output.
TEST_P(Texture2DIntegerProjectiveOffsetTestES3, NonZeroBaseLevel)
{
// Fails on AMD: http://crbug.com/967796
ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsOpenGL());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
int width = getWindowWidth();
int height = getWindowHeight();
GLColor color = GLColor::green;
std::vector<GLColor> pixels(width * height, color);
GLint baseLevel = 1;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, baseLevel);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, baseLevel, GL_RGBA8UI, width, height, 0, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, pixels.data());
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color);
}
// Draw a quad with an integer texture with a non-zero base level, and test that the color of the
// texture is output.
TEST_P(Texture2DArrayIntegerTestES3, NonZeroBaseLevel)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
int width = getWindowWidth();
int height = getWindowHeight();
int depth = 2;
GLColor color = GLColor::green;
std::vector<GLColor> pixels(width * height * depth, color);
GLint baseLevel = 1;
glTexImage3D(GL_TEXTURE_2D_ARRAY, baseLevel, GL_RGBA8UI, width, height, depth, 0,
GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, pixels.data());
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, baseLevel);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color);
}
// Draw a quad with an integer 3D texture with a non-zero base level, and test that the color of the
// texture is output.
TEST_P(Texture3DIntegerTestES3, NonZeroBaseLevel)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, mTexture3D);
int width = getWindowWidth();
int height = getWindowHeight();
int depth = 2;
GLColor color = GLColor::green;
std::vector<GLColor> pixels(width * height * depth, color);
GLint baseLevel = 1;
glTexImage3D(GL_TEXTURE_3D, baseLevel, GL_RGBA8UI, width, height, depth, 0, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, pixels.data());
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, baseLevel);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color);
}
// Test that uses glCompressedTexSubImage2D combined with a PBO
TEST_P(PBOCompressedTextureTest, PBOCompressedSubImage)
{
// ETC texture formats are not supported on Mac OpenGL. http://anglebug.com/3853
ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL());
// http://anglebug.com/4115
ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsDesktopOpenGL());
ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsDesktopOpenGL());
if (getClientMajorVersion() < 3)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_compressed_ETC2_RGB8_texture"));
}
const GLuint width = 4u;
const GLuint height = 4u;
setWindowWidth(width);
setWindowHeight(height);
// Setup primary Texture
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);
if (getClientMajorVersion() < 3)
{
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGB8_ETC2, width, height);
}
else
{
glTexStorage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGB8_ETC2, width, height);
}
ASSERT_GL_NO_ERROR();
// Setup PBO and fill it with a red
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mPBO);
glBufferData(GL_PIXEL_UNPACK_BUFFER, width * height / 2u, kCompressedImageETC2, GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
// Write PBO to mTexture
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_COMPRESSED_RGB8_ETC2,
width * height / 2u, nullptr);
ASSERT_GL_NO_ERROR();
setUpProgram();
// Draw using PBO updated texture
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Test using ETC1_RGB8 with subimage updates
TEST_P(ETC1CompressedTextureTest, ETC1CompressedSubImage)
{
// ETC texture formats are not supported on Mac OpenGL. http://anglebug.com/3853
ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL());
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
!IsGLExtensionEnabled("GL_EXT_texture_storage"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_compressed_ETC1_RGB8_sub_texture"));
const GLuint width = 4u;
const GLuint height = 4u;
setWindowWidth(width);
setWindowHeight(height);
// Setup primary Texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if (getClientMajorVersion() < 3)
{
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_ETC1_RGB8_OES, width, height);
}
else
{
glTexStorage2D(GL_TEXTURE_2D, 1, GL_ETC1_RGB8_OES, width, height);
}
ASSERT_GL_NO_ERROR();
// Populate a subimage of the texture
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_ETC1_RGB8_OES,
width * height / 2u, kCompressedImageETC2);
ASSERT_GL_NO_ERROR();
// Render and ensure we get red
glUseProgram(mProgram);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST_ES2(Texture2DTest);
ANGLE_INSTANTIATE_TEST_ES2(TextureCubeTest);
ANGLE_INSTANTIATE_TEST_ES2(Texture2DTestWithDrawScale);
ANGLE_INSTANTIATE_TEST_ES2(Sampler2DAsFunctionParameterTest);
ANGLE_INSTANTIATE_TEST_ES2(SamplerArrayTest);
ANGLE_INSTANTIATE_TEST_ES2(SamplerArrayAsFunctionParameterTest);
ANGLE_INSTANTIATE_TEST_ES3(Texture2DTestES3);
ANGLE_INSTANTIATE_TEST_ES3(Texture3DTestES3);
ANGLE_INSTANTIATE_TEST_ES3(Texture2DIntegerAlpha1TestES3);
ANGLE_INSTANTIATE_TEST_ES3(Texture2DUnsignedIntegerAlpha1TestES3);
ANGLE_INSTANTIATE_TEST_ES3(ShadowSamplerPlusSampler3DTestES3);
ANGLE_INSTANTIATE_TEST_ES3(SamplerTypeMixTestES3);
ANGLE_INSTANTIATE_TEST_ES3(Texture2DArrayTestES3);
ANGLE_INSTANTIATE_TEST_ES3(TextureSizeTextureArrayTest);
ANGLE_INSTANTIATE_TEST_ES2(SamplerInStructTest);
ANGLE_INSTANTIATE_TEST_ES2(SamplerInStructAsFunctionParameterTest);
ANGLE_INSTANTIATE_TEST_ES2(SamplerInStructArrayAsFunctionParameterTest);
ANGLE_INSTANTIATE_TEST_ES2(SamplerInNestedStructAsFunctionParameterTest);
ANGLE_INSTANTIATE_TEST_ES2(SamplerInStructAndOtherVariableTest);
ANGLE_INSTANTIATE_TEST_ES2(TextureAnisotropyTest);
ANGLE_INSTANTIATE_TEST_ES2(TextureBorderClampTest);
ANGLE_INSTANTIATE_TEST_ES3(TextureBorderClampTestES3);
ANGLE_INSTANTIATE_TEST_ES3(TextureBorderClampIntegerTestES3);
ANGLE_INSTANTIATE_TEST_ES2(TextureLimitsTest);
ANGLE_INSTANTIATE_TEST_ES3(Texture2DNorm16TestES3);
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(Texture2DRGTest);
ANGLE_INSTANTIATE_TEST_ES3(Texture2DFloatTestES3);
ANGLE_INSTANTIATE_TEST_ES2(Texture2DFloatTestES2);
ANGLE_INSTANTIATE_TEST_ES3(TextureCubeTestES3);
ANGLE_INSTANTIATE_TEST_ES3(Texture2DIntegerTestES3);
ANGLE_INSTANTIATE_TEST_ES3(TextureCubeIntegerTestES3);
ANGLE_INSTANTIATE_TEST_ES3(TextureCubeIntegerEdgeTestES3);
ANGLE_INSTANTIATE_TEST_ES3(Texture2DIntegerProjectiveOffsetTestES3);
ANGLE_INSTANTIATE_TEST_ES3(Texture2DArrayIntegerTestES3);
ANGLE_INSTANTIATE_TEST_ES3(Texture3DIntegerTestES3);
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(Texture2DDepthTest);
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(PBOCompressedTextureTest);
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(ETC1CompressedTextureTest);
} // anonymous namespace