Hash :
2453dbcb
Author :
Date :
2015-07-14T11:35:42
Fix 2D array texture redefinition. Only happens with texture formats that require initialization. BUG=angleproject:1069 TEST=dEQP-GLES3.functional.texture.format.sized.2d_array.* all pass Change-Id: I215d1262cddcde4ed218b6f023e67747cbc3eeaf Reviewed-on: https://chromium-review.googlesource.com/285347 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Brandon Jones <bajones@google.com>
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//
// 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"
using namespace angle;
namespace
{
class TextureTest : public ANGLETest
{
protected:
TextureTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void SetUp() override
{
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;
uniform vec2 textureScale;
void main()
{
gl_Position = vec4(position.xy * textureScale, 0.0, 1.0);
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);
ASSERT_NE(0u, m2DProgram);
ASSERT_NE(0u, mCubeProgram);
mTexture2DUniformLocation = glGetUniformLocation(m2DProgram, "tex");
ASSERT_NE(-1, mTexture2DUniformLocation);
mTextureScaleUniformLocation = glGetUniformLocation(m2DProgram, "textureScale");
ASSERT_NE(-1, mTextureScaleUniformLocation);
glUseProgram(m2DProgram);
glUniform2f(mTextureScaleUniformLocation, 1.0f, 1.0f);
glUseProgram(0);
ASSERT_GL_NO_ERROR();
}
void TearDown() override
{
glDeleteTextures(1, &mTexture2D);
glDeleteTextures(1, &mTextureCube);
glDeleteProgram(m2DProgram);
glDeleteProgram(mCubeProgram);
ANGLETest::TearDown();
}
// Tests CopyTexSubImage with floating point textures of various formats.
void testFloatCopySubImage(int sourceImageChannels, int destImageChannels)
{
// TODO(jmadill): Figure out why this is broken on Intel D3D11
if (isIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
{
std::cout << "Test skipped on Intel D3D11." << std::endl;
return;
}
if (getClientVersion() < 3)
{
if (!extensionEnabled("GL_OES_texture_float"))
{
std::cout << "Test skipped due to missing GL_OES_texture_float." << std::endl;
return;
}
if ((sourceImageChannels < 3 || destImageChannels < 3) && !extensionEnabled("GL_EXT_texture_rg"))
{
std::cout << "Test skipped due to missing GL_EXT_texture_rg." << std::endl;
return;
}
}
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
},
};
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]);
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 && !extensionEnabled("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]);
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(m2DProgram, "position", 0.5f);
int testImageChannels = std::min(sourceImageChannels, destImageChannels);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
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;
GLuint mTextureCube;
GLuint m2DProgram;
GLuint mCubeProgram;
GLint mTexture2DUniformLocation;
GLint mTextureScaleUniformLocation;
};
class TextureTestES3 : public ANGLETest
{
protected:
TextureTestES3()
: m2DArrayTexture(0),
m2DArrayProgram(0),
mTextureArrayLocation(-1)
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void SetUp() override
{
ANGLETest::SetUp();
const std::string vertexShaderSource =
"#version 300 es\n"
"out vec2 texcoord;\n"
"in vec4 position;\n"
"void main() {\n"
" gl_Position = vec4(position.xy, 0.0, 1.0);\n"
" texcoord = (position.xy * 0.5) + 0.5;\n"
"}";
const std::string fragmentShaderSource2DArray =
"#version 300 es\n"
"precision highp float;\n"
"uniform 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";
m2DArrayProgram = CompileProgram(vertexShaderSource, fragmentShaderSource2DArray);
ASSERT_NE(0u, m2DArrayProgram);
mTextureArrayLocation = glGetUniformLocation(m2DArrayProgram, "tex2DArray");
ASSERT_NE(-1, mTextureArrayLocation);
glGenTextures(1, &m2DArrayTexture);
ASSERT_GL_NO_ERROR();
}
void TearDown() override
{
glDeleteTextures(1, &m2DArrayTexture);
glDeleteProgram(m2DArrayProgram);
}
GLuint m2DArrayTexture;
GLuint m2DArrayProgram;
GLint mTextureArrayLocation;
};
TEST_P(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_P(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_P(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();
}
// Copy of a test in conformance/textures/texture-mips, to test generate mipmaps
TEST_P(TextureTest, MipmapsTwice)
{
int px = getWindowWidth() / 2;
int py = getWindowHeight() / 2;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
// Fill with red
std::vector<GLubyte> pixels(4 * 16 * 16);
for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
{
pixels[pixelId * 4 + 0] = 255;
pixels[pixelId * 4 + 1] = 0;
pixels[pixelId * 4 + 2] = 0;
pixels[pixelId * 4 + 3] = 255;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels.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(m2DProgram);
glUniform1i(mTexture2DUniformLocation, 0);
glUniform2f(mTextureScaleUniformLocation, 0.0625f, 0.0625f);
drawQuad(m2DProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(px, py, 255, 0, 0, 255);
// Fill with blue
for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
{
pixels[pixelId * 4 + 0] = 0;
pixels[pixelId * 4 + 1] = 0;
pixels[pixelId * 4 + 2] = 255;
pixels[pixelId * 4 + 3] = 255;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
glGenerateMipmap(GL_TEXTURE_2D);
// Fill with green
for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
{
pixels[pixelId * 4 + 0] = 0;
pixels[pixelId * 4 + 1] = 255;
pixels[pixelId * 4 + 2] = 0;
pixels[pixelId * 4 + 3] = 255;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
glGenerateMipmap(GL_TEXTURE_2D);
drawQuad(m2DProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(px, py, 0, 255, 0, 255);
}
// 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(TextureTest, CubeMapFBO)
{
GLuint fbo;
glGenFramebuffers(1, &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));
glDeleteFramebuffers(1, &fbo);
EXPECT_GL_NO_ERROR();
}
// Test that glTexSubImage2D works properly when glTexStorage2DEXT has initialized the image with a default color.
TEST_P(TextureTest, TexStorage)
{
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.
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);
glUseProgram(m2DProgram);
glUniform1i(mTexture2DUniformLocation, 0);
glUniform2f(mTextureScaleUniformLocation, 1.f, 1.f);
drawQuad(m2DProgram, "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
GLubyte pixel[4];
glReadPixels(3 * width / 4, 3 * height / 4, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
EXPECT_EQ(pixel[3], 255);
}
// Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2DEXT has initialized the image with a default color.
TEST_P(TextureTest, TexStorageWithPBO)
{
if (extensionEnabled("NV_pixel_buffer_object"))
{
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;
}
// Read 16x16 region from red backbuffer to PBO
GLuint pbo;
glGenBuffers(1, &pbo);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
glBufferData(GL_PIXEL_UNPACK_BUFFER, 3 * 16 * 16, 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, 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, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glUseProgram(m2DProgram);
glUniform1i(mTexture2DUniformLocation, 0);
glUniform2f(mTextureScaleUniformLocation, 1.f, 1.f);
drawQuad(m2DProgram, "position", 0.5f);
glDeleteTextures(1, &tex2D);
glDeleteTextures(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);
}
}
// See description on testFloatCopySubImage
TEST_P(TextureTest, CopySubImageFloat_R_R)
{
testFloatCopySubImage(1, 1);
}
TEST_P(TextureTest, CopySubImageFloat_RG_R)
{
testFloatCopySubImage(2, 1);
}
TEST_P(TextureTest, CopySubImageFloat_RG_RG)
{
testFloatCopySubImage(2, 2);
}
TEST_P(TextureTest, CopySubImageFloat_RGB_R)
{
testFloatCopySubImage(3, 1);
}
TEST_P(TextureTest, CopySubImageFloat_RGB_RG)
{
testFloatCopySubImage(3, 2);
}
TEST_P(TextureTest, CopySubImageFloat_RGB_RGB)
{
testFloatCopySubImage(3, 3);
}
TEST_P(TextureTest, CopySubImageFloat_RGBA_R)
{
testFloatCopySubImage(4, 1);
}
TEST_P(TextureTest, CopySubImageFloat_RGBA_RG)
{
testFloatCopySubImage(4, 2);
}
TEST_P(TextureTest, CopySubImageFloat_RGBA_RGB)
{
testFloatCopySubImage(4, 3);
}
TEST_P(TextureTest, CopySubImageFloat_RGBA_RGBA)
{
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(TextureTest, TextureNPOT_GL_ALPHA_UBYTE)
{
const int npotTexSize = 5;
const int potTexSize = 4; // Should be less than npotTexSize
GLuint tex2D;
if (extensionEnabled("GL_OES_texture_npot"))
{
// This test isn't applicable if texture_npot is enabled
return;
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &tex2D);
glBindTexture(GL_TEXTURE_2D, tex2D);
std::vector<GLubyte> pixels(1 * npotTexSize * npotTexSize);
for (size_t pixelId = 0; pixelId < npotTexSize * npotTexSize; ++pixelId)
{
pixels[pixelId] = 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(m2DProgram, "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(m2DProgram, "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(m2DProgram, "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(m2DProgram, "position", 1.0f);
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64);
EXPECT_GL_NO_ERROR();
}
// 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(TextureTestES3, 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(m2DArrayProgram);
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(m2DArrayProgram, "position", 1.0f);
EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
// 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(m2DArrayProgram, "position", 1.0f);
EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
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(TextureTest, ES2_D3D9(), ES2_D3D11(), ES2_D3D11_FL9_3()); // TODO(geofflang): Figure out why this test fails on Intel OpenGL
ANGLE_INSTANTIATE_TEST(TextureTestES3, ES3_D3D11(), ES3_OPENGL());
} // namespace