| #include "ANGLETest.h" | |
| class TextureTest : public ANGLETest | |
| { | |
| protected: | |
| TextureTest() | |
| { | |
| setWindowWidth(128); | |
| setWindowHeight(128); | |
| setConfigRedBits(8); | |
| setConfigGreenBits(8); | |
| setConfigBlueBits(8); | |
| setConfigAlphaBits(8); | |
| } | |
| virtual void SetUp() | |
| { | |
| ANGLETest::SetUp(); | |
| glGenTextures(1, &mTexture2D); | |
| glGenTextures(1, &mTextureCube); | |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); | |
| EXPECT_GL_NO_ERROR(); | |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube); | |
| glTexStorage2DEXT(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA8, 1, 1); | |
| EXPECT_GL_NO_ERROR(); | |
| ASSERT_GL_NO_ERROR(); | |
| const std::string vertexShaderSource = SHADER_SOURCE | |
| ( | |
| precision highp float; | |
| attribute vec4 position; | |
| varying vec2 texcoord; | |
| void main() | |
| { | |
| gl_Position = position; | |
| texcoord = (position.xy * 0.5) + 0.5; | |
| } | |
| ); | |
| const std::string fragmentShaderSource2D = SHADER_SOURCE | |
| ( | |
| precision highp float; | |
| uniform sampler2D tex; | |
| varying vec2 texcoord; | |
| void main() | |
| { | |
| gl_FragColor = texture2D(tex, texcoord); | |
| } | |
| ); | |
| const std::string fragmentShaderSourceCube = SHADER_SOURCE | |
| ( | |
| precision highp float; | |
| uniform sampler2D tex2D; | |
| uniform samplerCube texCube; | |
| varying vec2 texcoord; | |
| void main() | |
| { | |
| gl_FragColor = texture2D(tex2D, texcoord); | |
| gl_FragColor += textureCube(texCube, vec3(texcoord, 0)); | |
| } | |
| ); | |
| m2DProgram = compileProgram(vertexShaderSource, fragmentShaderSource2D); | |
| mCubeProgram = compileProgram(vertexShaderSource, fragmentShaderSourceCube); | |
| if (m2DProgram == 0 || mCubeProgram == 0) | |
| { | |
| FAIL() << "shader compilation failed."; | |
| } | |
| mTexture2DUniformLocation = glGetUniformLocation(m2DProgram, "tex"); | |
| } | |
| virtual void TearDown() | |
| { | |
| glDeleteTextures(1, &mTexture2D); | |
| glDeleteTextures(1, &mTextureCube); | |
| glDeleteProgram(m2DProgram); | |
| glDeleteProgram(mCubeProgram); | |
| ANGLETest::TearDown(); | |
| } | |
| GLuint mTexture2D; | |
| GLuint mTextureCube; | |
| GLuint m2DProgram; | |
| GLuint mCubeProgram; | |
| GLint mTexture2DUniformLocation; | |
| }; | |
| TEST_F(TextureTest, NegativeAPISubImage) | |
| { | |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); | |
| EXPECT_GL_ERROR(GL_NO_ERROR); | |
| const GLubyte *pixels[20] = { 0 }; | |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels); | |
| EXPECT_GL_ERROR(GL_INVALID_VALUE); | |
| } | |
| TEST_F(TextureTest, ZeroSizedUploads) | |
| { | |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); | |
| EXPECT_GL_ERROR(GL_NO_ERROR); | |
| // Use the texture first to make sure it's in video memory | |
| glUseProgram(m2DProgram); | |
| glUniform1i(mTexture2DUniformLocation, 0); | |
| drawQuad(m2DProgram, "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_F(TextureTest, 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(mCubeProgram); | |
| GLint tex2DUniformLocation = glGetUniformLocation(mCubeProgram, "tex2D"); | |
| GLint texCubeUniformLocation = glGetUniformLocation(mCubeProgram, "texCube"); | |
| EXPECT_NE(-1, tex2DUniformLocation); | |
| EXPECT_NE(-1, texCubeUniformLocation); | |
| glUniform1i(tex2DUniformLocation, 0); | |
| glUniform1i(texCubeUniformLocation, 1); | |
| drawQuad(mCubeProgram, "position", 0.5f); | |
| EXPECT_GL_NO_ERROR(); | |
| } |