Hash :
a6b16d29
Author :
Date :
2021-03-02T19:04:57
Suppress UNINSTANTIATED_PARAMETERIZED_TEST failures on Ozone We only support ES2 on Ozone, so tests that depend on ES3 or ES31 support are not instantiated there. Bug: chromium:1183147 Change-Id: Id58bcd9b44a5b9a70b5ae8115e27c44f5dc81226 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2726550 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
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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"
#include "test_utils/gl_raii.h"
namespace angle
{
class CopyTexImageTest : public ANGLETest
{
protected:
CopyTexImageTest()
{
setWindowWidth(32);
setWindowHeight(32);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void testSetUp() override
{
mTextureProgram =
CompileProgram(essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
if (mTextureProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mTextureUniformLocation =
glGetUniformLocation(mTextureProgram, essl1_shaders::Texture2DUniform());
ASSERT_GL_NO_ERROR();
}
void testTearDown() override { glDeleteProgram(mTextureProgram); }
void initializeResources(GLenum format, GLenum type)
{
for (size_t i = 0; i < kFboCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, mFboTextures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, format, kFboSizes[i], kFboSizes[i], 0, format, type,
nullptr);
// Disable mipmapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, mFbos[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mFboTextures[i], 0);
glClearColor(kFboColors[i][0], kFboColors[i][1], kFboColors[i][2], kFboColors[i][3]);
glClear(GL_COLOR_BUFFER_BIT);
}
ASSERT_GL_NO_ERROR();
}
void verifyResults(GLuint texture,
const GLubyte data[4],
GLint fboSize,
GLint xs,
GLint ys,
GLint xe,
GLint ye)
{
glViewport(0, 0, fboSize, fboSize);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Draw a quad with the target texture
glUseProgram(mTextureProgram);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(mTextureUniformLocation, 0);
drawQuad(mTextureProgram, essl1_shaders::PositionAttrib(), 0.5f);
// Expect that the rendered quad has the same color as the source texture
EXPECT_PIXEL_NEAR(xs, ys, data[0], data[1], data[2], data[3], 1.0);
EXPECT_PIXEL_NEAR(xs, ye - 1, data[0], data[1], data[2], data[3], 1.0);
EXPECT_PIXEL_NEAR(xe - 1, ys, data[0], data[1], data[2], data[3], 1.0);
EXPECT_PIXEL_NEAR(xe - 1, ye - 1, data[0], data[1], data[2], data[3], 1.0);
EXPECT_PIXEL_NEAR((xs + xe) / 2, (ys + ye) / 2, data[0], data[1], data[2], data[3], 1.0);
}
void runCopyTexImageTest(GLenum format, GLubyte expected[3][4])
{
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
// Disable mipmapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Perform the copy multiple times.
//
// - The first time, a new texture is created
// - The second time, as the fbo size is the same as previous, the texture storage is not
// recreated.
// - The third time, the fbo size is different, so a new texture is created.
for (size_t i = 0; i < kFboCount; ++i)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFbos[i]);
glCopyTexImage2D(GL_TEXTURE_2D, 0, format, 0, 0, kFboSizes[i], kFboSizes[i], 0);
ASSERT_GL_NO_ERROR();
verifyResults(tex, expected[i], kFboSizes[i], 0, 0, kFboSizes[i], kFboSizes[i]);
}
}
void runCopyTexSubImageTest(GLenum format, GLubyte expected[3][4])
{
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
// Disable mipmapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Create the texture with copy of the first fbo.
glBindFramebuffer(GL_FRAMEBUFFER, mFbos[0]);
glCopyTexImage2D(GL_TEXTURE_2D, 0, format, 0, 0, kFboSizes[0], kFboSizes[0], 0);
ASSERT_GL_NO_ERROR();
verifyResults(tex, expected[0], kFboSizes[0], 0, 0, kFboSizes[0], kFboSizes[0]);
// Make sure out-of-bound writes to the texture return invalid value.
glBindFramebuffer(GL_FRAMEBUFFER, mFbos[1]);
// xoffset < 0 and yoffset < 0
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, -1, -1, 0, 0, kFboSizes[0], kFboSizes[0]);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
// xoffset + width > w and yoffset + height > h
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 1, 1, 0, 0, kFboSizes[0], kFboSizes[0]);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
// xoffset + width > w and yoffset + height > h, out of bounds
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, -1, -1, 1 + kFboSizes[0], 1 + kFboSizes[0]);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
// Copy the second fbo over a portion of the image.
GLint offset = kFboSizes[0] / 2;
GLint extent = kFboSizes[0] - offset;
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, offset, offset, kFboSizes[1] / 2, kFboSizes[1] / 2,
extent, extent);
ASSERT_GL_NO_ERROR();
verifyResults(tex, expected[1], kFboSizes[0], offset, offset, kFboSizes[0], kFboSizes[0]);
// The rest of the image should be untouched
verifyResults(tex, expected[0], kFboSizes[0], 0, 0, offset, offset);
verifyResults(tex, expected[0], kFboSizes[0], offset, 0, kFboSizes[0], offset);
verifyResults(tex, expected[0], kFboSizes[0], 0, offset, offset, kFboSizes[0]);
// Copy the third fbo over another portion of the image.
glBindFramebuffer(GL_FRAMEBUFFER, mFbos[2]);
offset = kFboSizes[0] / 4;
extent = kFboSizes[0] - offset;
// While width and height are set as 3/4 of the size, the fbo offset is given such that
// after clipping, width and height are effectively 1/2 of the size.
GLint srcOffset = kFboSizes[2] - kFboSizes[0] / 2;
GLint effectiveExtent = kFboSizes[0] / 2;
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, offset, offset, srcOffset, srcOffset, extent, extent);
ASSERT_GL_NO_ERROR();
verifyResults(tex, expected[2], kFboSizes[0], offset, offset, effectiveExtent,
effectiveExtent);
// The rest of the image should be untouched
verifyResults(tex, expected[1], kFboSizes[0], offset + effectiveExtent, kFboSizes[0] / 2,
kFboSizes[0], kFboSizes[0]);
verifyResults(tex, expected[1], kFboSizes[0], kFboSizes[0] / 2, offset + effectiveExtent,
kFboSizes[0], kFboSizes[0]);
verifyResults(tex, expected[0], kFboSizes[0], 0, 0, kFboSizes[0], offset);
verifyResults(tex, expected[0], kFboSizes[0], 0, 0, offset, kFboSizes[0]);
verifyResults(tex, expected[0], kFboSizes[0], offset + effectiveExtent, 0, kFboSizes[0],
kFboSizes[0] / 2);
verifyResults(tex, expected[0], kFboSizes[0], 0, offset + effectiveExtent, kFboSizes[0] / 2,
kFboSizes[0]);
}
GLuint mTextureProgram;
GLint mTextureUniformLocation;
static constexpr uint32_t kFboCount = 3;
GLFramebuffer mFbos[kFboCount];
GLTexture mFboTextures[kFboCount];
static constexpr uint32_t kFboSizes[kFboCount] = {16, 16, 32};
static constexpr GLfloat kFboColors[kFboCount][4] = {{0.25f, 1.0f, 0.75f, 0.5f},
{1.0f, 0.75f, 0.5f, 0.25f},
{0.5f, 0.25f, 1.0f, 0.75f}};
};
// Until C++17, need to redundantly declare the constexpr members outside the class (only the
// arrays, because the others are already const-propagated and not needed by the linker).
constexpr uint32_t CopyTexImageTest::kFboSizes[];
constexpr GLfloat CopyTexImageTest::kFboColors[][4];
TEST_P(CopyTexImageTest, RGBAToRGB)
{
GLubyte expected[3][4] = {
{64, 255, 191, 255},
{255, 191, 127, 255},
{127, 64, 255, 255},
};
initializeResources(GL_RGBA, GL_UNSIGNED_BYTE);
runCopyTexImageTest(GL_RGB, expected);
}
TEST_P(CopyTexImageTest, RGBAToL)
{
GLubyte expected[3][4] = {
{64, 64, 64, 255},
{255, 255, 255, 255},
{127, 127, 127, 255},
};
initializeResources(GL_RGBA, GL_UNSIGNED_BYTE);
runCopyTexImageTest(GL_LUMINANCE, expected);
}
TEST_P(CopyTexImageTest, RGBToL)
{
GLubyte expected[3][4] = {
{64, 64, 64, 255},
{255, 255, 255, 255},
{127, 127, 127, 255},
};
initializeResources(GL_RGB, GL_UNSIGNED_BYTE);
runCopyTexImageTest(GL_LUMINANCE, expected);
}
TEST_P(CopyTexImageTest, RGBAToLA)
{
GLubyte expected[3][4] = {
{64, 64, 64, 127},
{255, 255, 255, 64},
{127, 127, 127, 191},
};
initializeResources(GL_RGBA, GL_UNSIGNED_BYTE);
runCopyTexImageTest(GL_LUMINANCE_ALPHA, expected);
}
TEST_P(CopyTexImageTest, RGBAToA)
{
GLubyte expected[3][4] = {
{0, 0, 0, 127},
{0, 0, 0, 64},
{0, 0, 0, 191},
};
initializeResources(GL_RGBA, GL_UNSIGNED_BYTE);
runCopyTexImageTest(GL_ALPHA, expected);
}
TEST_P(CopyTexImageTest, SubImageRGBAToRGB)
{
GLubyte expected[3][4] = {
{64, 255, 191, 255},
{255, 191, 127, 255},
{127, 64, 255, 255},
};
initializeResources(GL_RGBA, GL_UNSIGNED_BYTE);
runCopyTexSubImageTest(GL_RGB, expected);
}
TEST_P(CopyTexImageTest, SubImageRGBAToL)
{
GLubyte expected[3][4] = {
{64, 64, 64, 255},
{255, 255, 255, 255},
{127, 127, 127, 255},
};
initializeResources(GL_RGBA, GL_UNSIGNED_BYTE);
runCopyTexSubImageTest(GL_LUMINANCE, expected);
}
TEST_P(CopyTexImageTest, SubImageRGBAToLA)
{
GLubyte expected[3][4] = {
{64, 64, 64, 127},
{255, 255, 255, 64},
{127, 127, 127, 191},
};
initializeResources(GL_RGBA, GL_UNSIGNED_BYTE);
runCopyTexSubImageTest(GL_LUMINANCE_ALPHA, expected);
}
TEST_P(CopyTexImageTest, SubImageRGBToL)
{
GLubyte expected[3][4] = {
{64, 64, 64, 255},
{255, 255, 255, 255},
{127, 127, 127, 255},
};
initializeResources(GL_RGB, GL_UNSIGNED_BYTE);
runCopyTexSubImageTest(GL_LUMINANCE, expected);
}
// Read default framebuffer with glCopyTexImage2D().
TEST_P(CopyTexImageTest, DefaultFramebuffer)
{
// Seems to be a bug in Mesa with the GLX back end: cannot read framebuffer until we draw to it.
// glCopyTexImage2D() below will fail without this clear.
glClear(GL_COLOR_BUFFER_BIT);
const GLint w = getWindowWidth(), h = getWindowHeight();
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, w, h, 0);
EXPECT_GL_NO_ERROR();
}
// Read default framebuffer with glCopyTexSubImage2D().
TEST_P(CopyTexImageTest, SubDefaultFramebuffer)
{
// Seems to be a bug in Mesa with the GLX back end: cannot read framebuffer until we draw to it.
// glCopyTexSubImage2D() below will fail without this clear.
glClear(GL_COLOR_BUFFER_BIT);
const GLint w = getWindowWidth(), h = getWindowHeight();
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h);
EXPECT_GL_NO_ERROR();
}
// Calling CopyTexSubImage from cubeMap texture.
TEST_P(CopyTexImageTest, CopyTexSubImageFromCubeMap)
{
constexpr GLsizei kCubeMapFaceCount = 6;
// The framebuffer will be a face of a cube map with a different colors for each face. Each
// glCopyTexSubImage2D will take one face of this image to copy over a pixel in a 1x6
// framebuffer.
GLColor fboPixels[kCubeMapFaceCount] = {GLColor::red, GLColor::yellow, GLColor::green,
GLColor::cyan, GLColor::blue, GLColor::magenta};
GLColor whitePixels[kCubeMapFaceCount] = {GLColor::white, GLColor::white, GLColor::white,
GLColor::white, GLColor::white, GLColor::white};
GLTexture fboTex;
glBindTexture(GL_TEXTURE_CUBE_MAP, fboTex);
for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
face++)
{
GLsizei faceIndex = face - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
glTexImage2D(face, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &fboPixels[faceIndex]);
}
GLTexture dstTex;
glBindTexture(GL_TEXTURE_2D, dstTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kCubeMapFaceCount, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
whitePixels);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
face++)
{
GLsizei faceIndex = face - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, face, fboTex, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Copy the fbo (a cube map face) into a pixel of the destination texture.
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, faceIndex, 0, 0, 0, 1, 1);
}
// Make sure all the copies are done correctly.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dstTex, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
for (GLsizei faceIndex = 0; faceIndex < kCubeMapFaceCount; ++faceIndex)
{
EXPECT_PIXEL_COLOR_EQ(faceIndex, 0, fboPixels[faceIndex]);
}
}
// Calling CopyTexSubImage to a non-cube-complete texture.
TEST_P(CopyTexImageTest, CopyTexSubImageToNonCubeCompleteDestination)
{
// TODO(hqle): Find what wrong with NVIDIA GPU. http://anglebug.com/4137
ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsMetal());
constexpr GLsizei kCubeMapFaceCount = 6;
// The framebuffer will be a 1x6 image with 6 different colors. Each glCopyTexSubImage2D will
// take one pixel of this image to copy over each face of a cube map.
GLColor fboPixels[kCubeMapFaceCount] = {GLColor::red, GLColor::yellow, GLColor::green,
GLColor::cyan, GLColor::blue, GLColor::magenta};
GLColor whitePixel = GLColor::white;
GLTexture fboTex;
glBindTexture(GL_TEXTURE_2D, fboTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kCubeMapFaceCount, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
fboPixels);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTex, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
GLTexture cubeMap;
glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMap);
for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
face++)
{
GLsizei faceIndex = face - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
// Initialize the face with a color not found in the fbo.
glTexImage2D(face, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &whitePixel);
// Copy one pixel from the fbo into this face. The first 5 copies are done on a
// non-cube-complete texture.
glCopyTexSubImage2D(face, 0, 0, 0, faceIndex, 0, 1, 1);
}
// Make sure all the copies are done correctly.
for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
face++)
{
GLsizei faceIndex = face - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, face, cubeMap, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
EXPECT_PIXEL_COLOR_EQ(0, 0, fboPixels[faceIndex]);
}
}
// Deleting textures after copying to them. http://anglebug.com/4267
TEST_P(CopyTexImageTest, DeleteAfterCopyingToTextures)
{
// TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs.
ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL());
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLTexture texture2;
glBindTexture(GL_TEXTURE_2D, texture2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Perform CopyTexImage2D
glBindTexture(GL_TEXTURE_2D, texture);
glCopyTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 0, 0, 2, 2, 0);
ASSERT_GL_NO_ERROR();
// Not necessary to do any CopyTexImage2D operations to texture2.
// Perform CopyTexSubImage2D
glBindTexture(GL_TEXTURE_2D, texture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 0, 0, 1, 1);
ASSERT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, texture2);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
ASSERT_GL_NO_ERROR();
// Clean up - provokes crash on buggy drivers.
texture.reset();
// Crashes on Intel GPUs on macOS.
texture2.reset();
}
// Test if glCopyTexImage2D() implementation performs conversions well from GL_TEXTURE_3D to
// GL_TEXTURE_2D.
// This is similar to CopyTexImageTestES3.CopyTexSubImageFromTexture3D but for GL_OES_texture_3D
// extension.
TEST_P(CopyTexImageTest, CopyTexSubImageFrom3DTexureOES)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_3D"));
// TODO(anglebug.com/3801)
// Seems to fail on D3D11 Windows.
ANGLE_SKIP_TEST_IF(IsD3D11() & IsWindows());
// http://anglebug.com/4927
ANGLE_SKIP_TEST_IF((IsPixel2() || IsNexus5X()) && IsOpenGLES());
constexpr GLsizei kDepth = 6;
// The framebuffer will be a slice of a 3d texture with a different colors for each slice. Each
// glCopyTexSubImage2D will take one face of this image to copy over a pixel in a 1x6
// framebuffer.
GLColor fboPixels[kDepth] = {GLColor::red, GLColor::yellow, GLColor::green,
GLColor::cyan, GLColor::blue, GLColor::magenta};
GLColor whitePixels[kDepth] = {GLColor::white, GLColor::white, GLColor::white,
GLColor::white, GLColor::white, GLColor::white};
GLTexture fboTex;
glBindTexture(GL_TEXTURE_3D, fboTex);
glTexImage3DOES(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, kDepth, 0, GL_RGBA, GL_UNSIGNED_BYTE,
fboPixels);
GLTexture dstTex;
glBindTexture(GL_TEXTURE_2D, dstTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kDepth, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, whitePixels);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
for (GLsizei slice = 0; slice < kDepth; ++slice)
{
glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D, fboTex, 0,
slice);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Copy the fbo (a 3d slice) into a pixel of the destination texture.
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, slice, 0, 0, 0, 1, 1);
}
// Make sure all the copies are done correctly.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dstTex, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
for (GLsizei slice = 0; slice < kDepth; ++slice)
{
EXPECT_PIXEL_COLOR_EQ(slice, 0, fboPixels[slice]);
}
}
// specialization of CopyTexImageTest is added so that some tests can be explicitly run with an ES3
// context
class CopyTexImageTestES3 : public CopyTexImageTest
{
protected:
void initialize3DTexture(GLTexture &texture,
const GLsizei imageWidth,
const GLsizei imageHeight,
const GLsizei imageDepth,
const GLColor *textureData);
void initialize2DTexture(GLTexture &texture,
const GLsizei imageWidth,
const GLsizei imageHeight,
const GLColor *textureData);
void initialize2DTextureUShort4444(GLTexture &texture,
const GLsizei imageWidth,
const GLsizei imageHeight,
const GLColor *textureData);
void fillTexture(std::vector<GLColor> &texture, const GLColor color);
void clearTexture(GLFramebuffer &fbo, GLTexture &texture, const GLColor color);
void copyTexSubImage3D(GLTexture &subTexture2D,
const GLint xOffset,
const GLint yOffset,
const GLsizei subImageWidth,
const GLsizei subImageHeight,
const GLsizei imageDepth);
void verifyCopyTexSubImage3D(GLTexture &texture3D,
const GLint xOffset,
const GLint yOffset,
const GLColor subImageColor);
// Constants
const GLColor kSubImageColor = GLColor::yellow;
// 3D image dimensions
const GLsizei kImageWidth = getWindowWidth();
const GLsizei kImageHeight = getWindowHeight();
const GLsizei kImageDepth = 4;
// 2D sub-image dimensions
const GLsizei kSubImageWidth = getWindowWidth() / 4;
const GLsizei kSubImageHeight = getWindowHeight() / 4;
// Sub-Image Offsets
const GLint kXOffset = getWindowWidth() - kSubImageWidth;
const GLint kYOffset = getWindowHeight() - kSubImageHeight;
};
// The test verifies that glCopyTexSubImage2D generates a GL_INVALID_OPERATION error
// when the read buffer is GL_NONE.
// Reference: GLES 3.0.4, Section 3.8.5 Alternate Texture Image Specification Commands
TEST_P(CopyTexImageTestES3, ReadBufferIsNone)
{
initializeResources(GL_RGBA, GL_UNSIGNED_BYTE);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, mFbos[0]);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, kFboSizes[0], kFboSizes[0], 0);
glReadBuffer(GL_NONE);
EXPECT_GL_NO_ERROR();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 4, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test CopyTexImage3D with some simple parameters with a 2D array texture.
TEST_P(CopyTexImageTestES3, 2DArraySubImage)
{
// Seems to fail on AMD OpenGL Windows.
ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL() & IsWindows());
GLTexture tex;
glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
constexpr GLsizei kTexSize = 4;
constexpr GLsizei kLayerOffset = 1;
constexpr GLsizei kLayers = 2;
// Clear screen to green.
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Initialize a two-layer 2D array texture with red.
std::vector<GLColor> red(kTexSize * kTexSize * kLayers, GLColor::red);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, kTexSize, kTexSize, kLayers, 0, GL_RGBA,
GL_UNSIGNED_BYTE, red.data());
glCopyTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, kLayerOffset, 0, 0, kTexSize, kTexSize);
ASSERT_GL_NO_ERROR();
// Check level 0 (red from image data) and 1 (green from backbuffer clear).
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 1);
for (int x = 0; x < kTexSize; x++)
{
for (int y = 0; y < kTexSize; y++)
{
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::green);
}
}
ASSERT_GL_NO_ERROR();
}
// Test if glCopyTexImage2D() implementation performs conversions well from GL_TEXTURE_3D to
// GL_TEXTURE_2D.
TEST_P(CopyTexImageTestES3, CopyTexSubImageFromTexture3D)
{
// TODO(anglebug.com/3801)
// Seems to fail on D3D11 Windows.
ANGLE_SKIP_TEST_IF(IsD3D11() & IsWindows());
constexpr GLsizei kTexSize = 4;
constexpr GLsizei kLayers = 2;
std::vector<GLColor> red(kTexSize * kTexSize * kLayers, GLColor::red);
GLFramebuffer fbo;
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindTexture(GL_TEXTURE_2D, 0);
// We will be reading from zeroth color attachment.
glReadBuffer(GL_COLOR_ATTACHMENT0);
GLTexture src_object_id;
glBindTexture(GL_TEXTURE_3D, src_object_id);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, kTexSize, kTexSize, kLayers, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 1, kTexSize, kTexSize, 1, GL_RGBA, GL_UNSIGNED_BYTE,
red.data());
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, src_object_id, 0, 1);
ASSERT_GL_NO_ERROR();
GLTexture dst_object_id;
glBindTexture(GL_TEXTURE_2D, dst_object_id);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, kTexSize, kTexSize, 0);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_object_id,
0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Test that copying from a non-zero base texture works.
TEST_P(CopyTexImageTestES3, CopyTexSubImageFromNonZeroBase)
{
// http://anglebug.com/5000
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsWindows());
constexpr GLsizei kTexSize = 4;
std::vector<GLColor> red(kTexSize * kTexSize, GLColor::red);
std::vector<GLColor> green(kTexSize * kTexSize, GLColor::green);
// Create a framebuffer attached to a non-zero base texture
GLTexture srcColor;
glBindTexture(GL_TEXTURE_2D, srcColor);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
red.data());
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
green.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
ASSERT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, srcColor, 1);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Create a texture with an identical format
GLTexture dstColor;
glBindTexture(GL_TEXTURE_2D, dstColor);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Copy into a part of this texture.
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, kTexSize / 2, kTexSize / 2);
ASSERT_GL_NO_ERROR();
// Verify it.
constexpr std::array<GLubyte, 4> kExpected = {0, 255, 0, 255};
verifyResults(dstColor, kExpected.data(), kTexSize, 0, 0, kTexSize / 2, kTexSize / 2);
// Copy into another part of the texture. The previous verification ensures that the texture's
// internal image is allocated, so this should be a direct copy.
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, kTexSize / 2, kTexSize / 2, 0, 0, kTexSize / 2,
kTexSize / 2);
ASSERT_GL_NO_ERROR();
// Verify it.
verifyResults(dstColor, kExpected.data(), kTexSize, kTexSize / 2, kTexSize / 2, kTexSize,
kTexSize);
}
// Test that copying into a non-zero base texture works.
TEST_P(CopyTexImageTestES3, CopyTexSubImageToNonZeroBase)
{
// http://anglebug.com/5000
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsWindows());
constexpr GLsizei kTexSize = 4;
std::vector<GLColor> green(kTexSize * kTexSize, GLColor::green);
// Create a framebuffer attached to a non-zero base texture
GLTexture srcColor;
glBindTexture(GL_TEXTURE_2D, srcColor);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
green.data());
ASSERT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, srcColor, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Create a texture with an identical format
GLTexture dstColor;
glBindTexture(GL_TEXTURE_2D, dstColor);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Copy into a part of this texture.
glCopyTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 0, 0, kTexSize / 2, kTexSize / 2);
ASSERT_GL_NO_ERROR();
// Verify it.
constexpr std::array<GLubyte, 4> kExpected = {0, 255, 0, 255};
verifyResults(dstColor, kExpected.data(), kTexSize, 0, 0, kTexSize / 2, kTexSize / 2);
// Copy into another part of the texture. The previous verification ensures that the texture's
// internal image is allocated, so this should be a direct copy.
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glCopyTexSubImage2D(GL_TEXTURE_2D, 1, kTexSize / 2, kTexSize / 2, 0, 0, kTexSize / 2,
kTexSize / 2);
ASSERT_GL_NO_ERROR();
// Verify it.
verifyResults(dstColor, kExpected.data(), kTexSize, kTexSize / 2, kTexSize / 2, kTexSize,
kTexSize);
}
// Initialize the 3D texture we will copy the subImage data into
void CopyTexImageTestES3::initialize3DTexture(GLTexture &texture,
const GLsizei imageWidth,
const GLsizei imageHeight,
const GLsizei imageDepth,
const GLColor *textureData)
{
glBindTexture(GL_TEXTURE_3D, texture);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, imageWidth, imageHeight, imageDepth, 0, GL_RGBA,
GL_UNSIGNED_BYTE, textureData);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
void CopyTexImageTestES3::initialize2DTexture(GLTexture &texture,
const GLsizei imageWidth,
const GLsizei imageHeight,
const GLColor *textureData)
{
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageWidth, imageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
textureData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
void CopyTexImageTestES3::initialize2DTextureUShort4444(GLTexture &texture,
const GLsizei imageWidth,
const GLsizei imageHeight,
const GLColor *textureData)
{
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageWidth, imageHeight, 0, GL_RGBA,
GL_UNSIGNED_SHORT_4_4_4_4, textureData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
void CopyTexImageTestES3::fillTexture(std::vector<GLColor> &texture, const GLColor color)
{
for (auto &texel : texture)
{
texel = color;
}
}
void CopyTexImageTestES3::clearTexture(GLFramebuffer &fbo, GLTexture &texture, const GLColor color)
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glClearColor(color.R, color.G, color.B, color.A);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
}
void CopyTexImageTestES3::copyTexSubImage3D(GLTexture &subTexture2D,
const GLint xOffset,
const GLint yOffset,
const GLsizei subImageWidth,
const GLsizei subImageHeight,
const GLsizei imageDepth)
{
// Copy the 2D sub-image into the 3D texture
for (int currLayer = 0; currLayer < imageDepth; ++currLayer)
{
// Bind the 2D texture to GL_COLOR_ATTACHMENT0
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
subTexture2D, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glCopyTexSubImage3D(GL_TEXTURE_3D, 0, xOffset, yOffset, currLayer, 0, 0, subImageWidth,
subImageHeight);
ASSERT_GL_NO_ERROR();
}
}
void CopyTexImageTestES3::verifyCopyTexSubImage3D(GLTexture &texture3D,
const GLint xOffset,
const GLint yOffset,
const GLColor subImageColor)
{
// Bind to an FBO to check the copy was successful
for (int currLayer = 0; currLayer < kImageDepth; ++currLayer)
{
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture3D, 0, currLayer);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(xOffset, yOffset, subImageColor);
}
}
// Test glCopyTexSubImage3D with initialized texture data
TEST_P(CopyTexImageTestES3, 3DSubImageRawTextureData)
{
// Texture data
std::vector<GLColor> textureData(kImageWidth * kImageHeight * kImageDepth);
// Fill the textures with color
fillTexture(textureData, GLColor::red);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLTexture texture3D;
initialize3DTexture(texture3D, kImageWidth, kImageHeight, kImageDepth, textureData.data());
// The 2D texture that will be the sub-image copied into the destination texture
GLTexture subTexture2D;
initialize2DTexture(subTexture2D, kSubImageWidth, kSubImageHeight, nullptr);
clearTexture(fbo, subTexture2D, kSubImageColor);
// Copy the 2D subimage into the 3D texture
copyTexSubImage3D(subTexture2D, kXOffset, kYOffset, kSubImageWidth, kSubImageHeight,
kImageDepth);
// Verify the color wasn't overwritten
verifyCopyTexSubImage3D(texture3D, 0, 0, GLColor::red);
// Verify the copy succeeded
verifyCopyTexSubImage3D(texture3D, kXOffset, kYOffset, kSubImageColor);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_3D, 0);
}
// Test glCopyTexSubImage3D with initialized texture data that was drawn to
TEST_P(CopyTexImageTestES3, 3DSubImageDrawTextureData)
{
// TODO(anglebug.com/3801)
ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D11());
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// The 3D texture we will copy the sub-image into
GLTexture texture3D;
initialize3DTexture(texture3D, kImageWidth, kImageHeight, kImageDepth, nullptr);
// Draw to each layer in the 3D texture
for (int currLayer = 0; currLayer < kImageDepth; ++currLayer)
{
ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture3D, 0,
currLayer);
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture3D, 0,
currLayer);
ASSERT_GL_NO_ERROR();
glUseProgram(greenProgram);
drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// The 2D texture that will be the sub-image copied into the destination texture
GLTexture subTexture2D;
initialize2DTexture(subTexture2D, kSubImageWidth, kSubImageHeight, nullptr);
clearTexture(fbo, subTexture2D, kSubImageColor);
// Copy the 2D sub-image into the 3D texture
copyTexSubImage3D(subTexture2D, kXOffset, kYOffset, kSubImageWidth, kSubImageHeight,
kImageDepth);
// Verify the color wasn't overwritten
verifyCopyTexSubImage3D(texture3D, 0, 0, GLColor::green);
// Verify the copy succeeded
verifyCopyTexSubImage3D(texture3D, kXOffset, kYOffset, kSubImageColor);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_3D, 0);
}
// Test glCopyTexSubImage3D with mismatched texture formats
TEST_P(CopyTexImageTestES3, 3DSubImageDrawMismatchedTextureTypes)
{
// TODO(anglebug.com/3801)
ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D11());
// TODO(anglebug.com/5491)
ANGLE_SKIP_TEST_IF(IsIOS() && IsOpenGLES());
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// The 3D texture we will copy the sub-image into
GLTexture texture3D;
initialize3DTexture(texture3D, kImageWidth, kImageHeight, kImageDepth, nullptr);
// Draw to each layer in the 3D texture
for (int currLayer = 0; currLayer < kImageDepth; ++currLayer)
{
ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture3D, 0, currLayer);
ASSERT_GL_NO_ERROR();
glUseProgram(greenProgram);
drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// The 2D texture that will be the sub-image copied into the destination texture
GLTexture subTexture2D;
initialize2DTextureUShort4444(subTexture2D, kSubImageWidth, kSubImageHeight, nullptr);
clearTexture(fbo, subTexture2D, kSubImageColor);
// Copy the 2D sub-image into the 3D texture
copyTexSubImage3D(subTexture2D, kXOffset, kYOffset, kSubImageWidth, kSubImageHeight,
kImageDepth);
// Verify the color wasn't overwritten
verifyCopyTexSubImage3D(texture3D, 0, 0, GLColor::green);
// Verify the copy succeeded
verifyCopyTexSubImage3D(texture3D, kXOffset, kYOffset, kSubImageColor);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_3D, 0);
}
ANGLE_INSTANTIATE_TEST(CopyTexImageTest,
ANGLE_ALL_TEST_PLATFORMS_ES2,
ES2_D3D11_PRESENT_PATH_FAST(),
ES3_VULKAN(),
WithEmulateCopyTexImage2DFromRenderbuffers(ES2_OPENGL()),
WithEmulateCopyTexImage2DFromRenderbuffers(ES2_OPENGLES()));
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(CopyTexImageTestES3);
ANGLE_INSTANTIATE_TEST(CopyTexImageTestES3,
ANGLE_ALL_TEST_PLATFORMS_ES3,
WithEmulateCopyTexImage2DFromRenderbuffers(ES3_OPENGL()),
WithEmulateCopyTexImage2DFromRenderbuffers(ES3_OPENGLES()));
} // namespace angle