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

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  • Author : Geoff Lang
    Date : 2016-01-20 10:58:17
    Hash : e0cc2a4a
    Message : Enable all angle_end2end_tests targeting OpenGL and OpenGL ES backends. Added failure supressions and filed bugs for failing tests. BUG=angleproject:1145 BUG=angleproject:1289 BUG=angleproject:1291 BUG=angleproject:1292 BUG=angleproject:1293 BUG=angleproject:1296 Change-Id: Ida78ba855500fe8a6ce6154d43ee01520330e3b1 Reviewed-on: https://chromium-review.googlesource.com/322695 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>

  • 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>
    
    using namespace angle;
    
    class IncompleteTextureTest : public ANGLETest
    {
      protected:
        IncompleteTextureTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            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()
        {
            glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        void fillTextureData(std::vector<GLubyte> &buffer, GLubyte r, GLubyte g, GLubyte b, GLubyte a)
        {
            size_t count = buffer.size() / 4;
            for (size_t i = 0; i < count; i++)
            {
                buffer[i * 4 + 0] = r;
                buffer[i * 4 + 1] = g;
                buffer[i * 4 + 2] = b;
                buffer[i * 4 + 3] = a;
            }
        }
    
        GLuint mProgram;
        GLint mTextureUniformLocation;
    };
    
    TEST_P(IncompleteTextureTest, IncompleteTexture2D)
    {
        GLuint tex;
        glGenTextures(1, &tex);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, tex);
    
        glUseProgram(mProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        const GLsizei textureWidth = 2;
        const GLsizei textureHeight = 2;
        std::vector<GLubyte> textureData(textureWidth * textureHeight * 4);
        fillTextureData(textureData, 255, 0, 0, 255);
    
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, &textureData[0]);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 255);
    
        glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, textureWidth >> 1, textureHeight >> 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &textureData[0]);
    
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        glDeleteTextures(1, &tex);
    }
    
    TEST_P(IncompleteTextureTest, UpdateTexture)
    {
        GLuint tex;
        glGenTextures(1, &tex);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, tex);
    
        glUseProgram(mProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        const GLsizei redTextureWidth = 64;
        const GLsizei redTextureHeight = 64;
        std::vector<GLubyte> redTextureData(redTextureWidth * redTextureHeight * 4);
        fillTextureData(redTextureData, 255, 0, 0, 255);
        for (size_t i = 0; i < 7; i++)
        {
            glTexImage2D(GL_TEXTURE_2D, static_cast<GLint>(i), GL_RGBA, redTextureWidth >> i,
                         redTextureHeight >> i, 0, GL_RGBA, GL_UNSIGNED_BYTE, &redTextureData[0]);
        }
    
        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_EQ(0, 0, 255, 0, 0, 255);
    
        const GLsizei greenTextureWidth = 32;
        const GLsizei greenTextureHeight = 32;
        std::vector<GLubyte> greenTextureData(greenTextureWidth * greenTextureHeight * 4);
        fillTextureData(greenTextureData, 0, 255, 0, 255);
    
        for (size_t i = 0; i < 6; i++)
        {
            glTexSubImage2D(GL_TEXTURE_2D, static_cast<GLint>(i), greenTextureWidth >> i,
                            greenTextureHeight >> i, greenTextureWidth >> i, greenTextureHeight >> i,
                            GL_RGBA, GL_UNSIGNED_BYTE, &greenTextureData[0]);
        }
    
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_EQ(getWindowWidth() - greenTextureWidth, getWindowHeight() - greenTextureWidth, 0, 255, 0, 255);
    
        glDeleteTextures(1, &tex);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(IncompleteTextureTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES2_OPENGL(),
                           ES2_OPENGLES());