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kc3-lang/angle/tests/angle_tests/TextureTest.cpp

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  • Author : Geoff Lang
    Date : 2014-04-28 10:58:16
    Hash : c41e42d4
    Message : Early-out of *TexSubImage* calls when the width, height or depth is zero. BUG=angle:622 Change-Id: I74ef5b684151895b24a15fa8f799a633174622c2 Reviewed-on: https://chromium-review.googlesource.com/197270 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shannon Woods <shannonwoods@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>

  • tests/angle_tests/TextureTest.cpp
  • #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, &mTexture);
    
            glBindTexture(GL_TEXTURE_2D, mTexture);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
            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 fragmentShaderSource = SHADER_SOURCE
            (
                precision highp float;
                uniform sampler2D tex;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_FragColor = texture2D(tex, texcoord);
                }
            );
    
            mProgram = compileProgram(vertexShaderSource, fragmentShaderSource);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            mTextureUniformLocation = glGetUniformLocation(mProgram, "tex");
        }
    
        virtual void TearDown()
        {
            glDeleteTextures(1, &mTexture);
            glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        GLuint mTexture;
    
        GLuint mProgram;
        GLint mTextureUniformLocation;
    };
    
    TEST_F(TextureTest, negative_api_subimage)
    {
        glBindTexture(GL_TEXTURE_2D, mTexture);
        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, zero_sized_uploads)
    {
        glBindTexture(GL_TEXTURE_2D, mTexture);
        EXPECT_GL_ERROR(GL_NO_ERROR);
    
        // Use the texture first to make sure it's in video memory
        glUseProgram(mProgram);
        glUniform1i(mTextureUniformLocation, 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();
    }