Hash :
e0cc2a4a
Author :
Date :
2016-01-20T10:58:17
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>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138
//
// 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;
class CubeMapTextureTest : public ANGLETest
{
protected:
CubeMapTextureTest()
{
setWindowWidth(256);
setWindowHeight(256);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
virtual void SetUp()
{
ANGLETest::SetUp();
const std::string vsSource = SHADER_SOURCE
(
attribute highp vec4 position;
void main(void)
{
gl_Position = position;
}
);
const std::string fsSource = SHADER_SOURCE
(
uniform highp vec4 color;
void main(void)
{
gl_FragColor = color;
}
);
mProgram = CompileProgram(vsSource, fsSource);
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mColorLocation = glGetUniformLocation(mProgram, "color");
glUseProgram(mProgram);
glClearColor(0, 0, 0, 0);
glClearDepthf(0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
}
virtual void TearDown()
{
glDeleteProgram(mProgram);
ANGLETest::TearDown();
}
GLuint mProgram;
GLint mColorLocation;
};
// Verify that rendering to the faces of a cube map consecutively will correctly render to each face.
TEST_P(CubeMapTextureTest, RenderToFacesConsecutively)
{
const GLfloat faceColors[] =
{
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,
1.0f, 0.0f, 1.0f, 1.0f,
0.0f, 1.0f, 1.0f, 1.0f,
};
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
glTexStorage2DEXT(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA8_OES, 1, 1);
EXPECT_GL_NO_ERROR();
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
EXPECT_GL_NO_ERROR();
for (GLenum face = 0; face < 6; face++)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, tex, 0);
EXPECT_GL_NO_ERROR();
glUseProgram(mProgram);
const GLfloat *faceColor = faceColors + (face * 4);
glUniform4f(mColorLocation, faceColor[0], faceColor[1], faceColor[2], faceColor[3]);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
}
for (GLenum face = 0; face < 6; face++)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, tex, 0);
EXPECT_GL_NO_ERROR();
const GLfloat *faceColor = faceColors + (face * 4);
EXPECT_PIXEL_EQ(0, 0, faceColor[0] * 255, faceColor[1] * 255, faceColor[2] * 255, faceColor[3] * 255);
EXPECT_GL_NO_ERROR();
}
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &tex);
EXPECT_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(CubeMapTextureTest,
ES2_D3D11(),
ES2_D3D11_FL9_3(),
ES2_OPENGL(),
ES3_OPENGL(),
ES2_OPENGLES(),
ES3_OPENGLES());