Hash :
18b931d5
Author :
Date :
2014-09-29T12:58:31
Configure Google Tests to run against multiple renderers/GLES versions BUG=angle:611 Change-Id: I7d43612171c439045038db9ae82fd8716c0b31c6 Reviewed-on: https://chromium-review.googlesource.com/220400 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Austin Kinross <aukinros@microsoft.com>
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#include "ANGLETest.h"
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
typedef ::testing::Types<TFT<Gles::Two, Rend::D3D11>, TFT<Gles::Two, Rend::D3D9>> TestFixtureTypes;
TYPED_TEST_CASE(TextureTest, TestFixtureTypes);
template<typename T>
class TextureTest : public ANGLETest
{
protected:
TextureTest() : ANGLETest(T::GetGlesMajorVersion(), T::GetRequestedRenderer())
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
virtual void SetUp()
{
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;
void main()
{
gl_Position = position;
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);
if (m2DProgram == 0 || mCubeProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mTexture2DUniformLocation = glGetUniformLocation(m2DProgram, "tex");
}
virtual void TearDown()
{
glDeleteTextures(1, &mTexture2D);
glDeleteTextures(1, &mTextureCube);
glDeleteProgram(m2DProgram);
glDeleteProgram(mCubeProgram);
ANGLETest::TearDown();
}
GLuint mTexture2D;
GLuint mTextureCube;
GLuint m2DProgram;
GLuint mCubeProgram;
GLint mTexture2DUniformLocation;
};
TYPED_TEST(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);
}
TYPED_TEST(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
TYPED_TEST(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();
}