blob: 948ef660f0fba966d282e8335481f7eb9d1b3454 [file]
#include "ANGLETest.h"
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_TYPED_TEST_CASE(BindTexImageTest, ES2_D3D9, ES2_D3D11);
template<typename T>
class BindTexImageTest : public ANGLETest
{
protected:
BindTexImageTest() : ANGLETest(T::GetGlesMajorVersion(), T::GetPlatform())
{
setWindowWidth(512);
setWindowHeight(512);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
virtual void SetUp()
{
ANGLETest::SetUp();
const std::string vsSource = SHADER_SOURCE
(
precision highp float;
attribute vec4 position;
varying vec2 texcoord;
void main()
{
gl_Position = position;
texcoord = (position.xy * 0.5) + 0.5;
texcoord.y = 1.0 - texcoord.y;
}
);
const std::string textureFSSource = SHADER_SOURCE
(
precision highp float;
uniform sampler2D tex;
varying vec2 texcoord;
void main()
{
gl_FragColor = texture2D(tex, texcoord);
}
);
mTextureProgram = CompileProgram(vsSource, textureFSSource);
if (mTextureProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mTextureUniformLocation = glGetUniformLocation(mTextureProgram, "tex");
const EGLint pBufferAttributes[] =
{
EGL_WIDTH, mPbufferSize,
EGL_HEIGHT, mPbufferSize,
EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
EGL_NONE, EGL_NONE,
};
EGLWindow *window = getEGLWindow();
mPbuffer = eglCreatePbufferSurface(window->getDisplay(), window->getConfig(), pBufferAttributes);
ASSERT_NE(mPbuffer, EGL_NO_SURFACE);
ASSERT_GL_NO_ERROR();
}
virtual void TearDown()
{
glDeleteProgram(mTextureProgram);
EGLWindow *window = getEGLWindow();
eglDestroySurface(window->getDisplay(), mPbuffer);
ANGLETest::TearDown();
}
GLuint mTextureProgram;
GLint mTextureUniformLocation;
const size_t mPbufferSize = 32;
EGLSurface mPbuffer;
};
// Verify that when eglBind/ReleaseTexImage are called, the texture images are freed and their
// size information is correctly updated.
TYPED_TEST(BindTexImageTest, TextureSizeReset)
{
GLuint texture = 0;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
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);
EXPECT_GL_NO_ERROR();
glUseProgram(mTextureProgram);
glUniform1i(mTextureUniformLocation, 0);
// Fill the texture with white pixels
std::vector<GLubyte> whitePixels(mPbufferSize * mPbufferSize * 4, 255);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mPbufferSize, mPbufferSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, &whitePixels[0]);
EXPECT_GL_NO_ERROR();
// Draw the white texture and verify that the pixels are correct
drawQuad(mTextureProgram, "position", 0.5f);
EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255);
// Bind the EGL surface and draw with it, results are undefined since nothing has
// been written to it
EGLWindow *window = getEGLWindow();
eglBindTexImage(window->getDisplay(), mPbuffer, EGL_BACK_BUFFER);
drawQuad(mTextureProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
// Clear the back buffer to a unique color (green)
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
// Unbind the EGL surface and try to draw with the texture again, the texture's size should
// now be zero and incomplete so the back buffer should be black
eglReleaseTexImage(window->getDisplay(), mPbuffer, EGL_BACK_BUFFER);
drawQuad(mTextureProgram, "position", 0.5f);
EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 255);
}