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kc3-lang/angle/src/tests/gl_tests/IncompleteTextureTest.cpp

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  • Author : Tobin Ehlis
    Date : 2019-11-11 16:41:07
    Hash : 1a01b4b3
    Message : Refactor end2end test macros This is a foundational CL to enabling the end2end tests on swiftshader. Refactored infrastructure with new ANGLE_INSTANTIATE_TEST_ES* macros that will run tests over all various combinations of all platforms for different ES versions. Just skipping failing tests initially to get the refactor landed. Bug: angleproject:4081 Bug: angleproject:4092 Change-Id: I017f6c3267179e49b6ae08cc7488096b423dcdb5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1904635 Commit-Queue: Tobin Ehlis <tobine@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>

  • src/tests/gl_tests/IncompleteTextureTest.cpp
  • //
    // Copyright 2015 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    #include "test_utils/ANGLETest.h"
    
    #include <vector>
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    class IncompleteTextureTest : public ANGLETest
    {
      protected:
        IncompleteTextureTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void testSetUp() override
        {
            constexpr char kVS[] = R"(precision highp float;
    attribute vec4 position;
    varying vec2 texcoord;
    
    void main()
    {
        gl_Position = position;
        texcoord = (position.xy * 0.5) + 0.5;
    })";
    
            constexpr char kFS[] = R"(precision highp float;
    uniform sampler2D tex;
    varying vec2 texcoord;
    
    void main()
    {
        gl_FragColor = texture2D(tex, texcoord);
    })";
    
            mProgram = CompileProgram(kVS, kFS);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            mTextureUniformLocation = glGetUniformLocation(mProgram, "tex");
        }
    
        void testTearDown() override { glDeleteProgram(mProgram); }
    
        GLuint mProgram;
        GLint mTextureUniformLocation;
    };
    
    class IncompleteTextureTestES3 : public ANGLETest
    {
      protected:
        IncompleteTextureTestES3()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    };
    
    class IncompleteTextureTestES31 : public ANGLETest
    {
      protected:
        IncompleteTextureTestES31()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    };
    
    // Test rendering with an incomplete texture.
    TEST_P(IncompleteTextureTest, IncompleteTexture2D)
    {
        GLTexture tex;
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, tex);
    
        glUseProgram(mProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        constexpr GLsizei kTextureSize = 2;
        std::vector<GLColor> textureData(kTextureSize * kTextureSize, GLColor::red);
    
        // Make a complete texture.
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kTextureSize, kTextureSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, textureData.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    
        // Should be complete - expect red.
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red) << "complete texture should be red";
    
        // Make texture incomplete.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    
        // Should be incomplete - expect black.
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black) << "incomplete texture should be black";
    
        // Make texture complete by defining the second mip.
        glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, kTextureSize >> 1, kTextureSize >> 1, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, textureData.data());
    
        // Should be complete - expect red.
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red) << "mip-complete texture should be red";
    }
    
    // Tests redefining a texture with half the size works as expected.
    TEST_P(IncompleteTextureTest, UpdateTexture)
    {
        GLTexture tex;
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, tex);
    
        glUseProgram(mProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        constexpr GLsizei redTextureSize = 64;
        std::vector<GLColor> redTextureData(redTextureSize * redTextureSize, GLColor::red);
        for (GLint mip = 0; mip < 7; ++mip)
        {
            const GLsizei mipSize = redTextureSize >> mip;
    
            glTexImage2D(GL_TEXTURE_2D, mip, GL_RGBA, mipSize, mipSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                         redTextureData.data());
        }
    
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        constexpr GLsizei greenTextureSize = 32;
        std::vector<GLColor> greenTextureData(greenTextureSize * greenTextureSize, GLColor::green);
    
        for (GLint mip = 0; mip < 6; ++mip)
        {
            const GLsizei mipSize = greenTextureSize >> mip;
    
            glTexSubImage2D(GL_TEXTURE_2D, mip, mipSize, mipSize, mipSize, mipSize, GL_RGBA,
                            GL_UNSIGNED_BYTE, greenTextureData.data());
        }
    
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - greenTextureSize, getWindowHeight() - greenTextureSize,
                              GLColor::green);
    }
    
    // Tests that incomplete textures don't get initialized with the unpack buffer contents.
    TEST_P(IncompleteTextureTestES3, UnpackBufferBound)
    {
        // http://anglebug.com/4092
        ANGLE_SKIP_TEST_IF(IsVulkan());
        std::vector<GLColor> red(16, GLColor::red);
    
        GLBuffer unpackBuffer;
        glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer);
        glBufferData(GL_PIXEL_UNPACK_BUFFER, red.size() * sizeof(GLColor), red.data(), GL_STATIC_DRAW);
    
        draw2DTexturedQuad(0.5f, 1.0f, true);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
    }
    
    // Tests that the incomplete multisample texture has the correct alpha value.
    TEST_P(IncompleteTextureTestES31, MultisampleTexture)
    {
        // http://anglebug.com/4092
        ANGLE_SKIP_TEST_IF(IsVulkan());
        constexpr char kVS[] = R"(#version 310 es
    in vec2 position;
    out vec2 texCoord;
    void main()
    {
        gl_Position = vec4(position, 0, 1);
        texCoord = (position * 0.5) + 0.5;
    })";
    
        constexpr char kFS[] = R"(#version 310 es
    precision mediump float;
    in vec2 texCoord;
    out vec4 color;
    uniform mediump sampler2DMS tex;
    void main()
    {
        ivec2 texSize = textureSize(tex);
        ivec2 texel = ivec2(vec2(texSize) * texCoord);
        color = texelFetch(tex, texel, 0);
    })";
    
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // The zero texture will be incomplete by default.
        ANGLE_GL_PROGRAM(program, kVS, kFS);
        drawQuad(program, "position", 0.5f);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST_ES2(IncompleteTextureTest);
    ANGLE_INSTANTIATE_TEST_ES3(IncompleteTextureTestES3);
    ANGLE_INSTANTIATE_TEST_ES31(IncompleteTextureTestES31);