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kc3-lang/angle/tests/angle_tests/TextureTest.cpp

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  • Author : Jamie Madill
    Date : 2015-01-30 14:00:51
    Hash : c3b9b26a
    Message : Skip failing Texture tests on Intel D3D11. There are currently some failures on the Chromium GPU FYI bots. The failing machine is using an Intel HD 3000, and the group of failing tests are the TextureTest.CopySubImageFloat_* group. I'm unable to repro these failures, but disable the tests until we can fix them. Also clean up our method of determining Renderer properties in ANGLETest. BUG=angle:850 Change-Id: I444b9d3497ea635fbd8957ac243b16c822c19d06 Reviewed-on: https://chromium-review.googlesource.com/244781 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Nicolas Capens <capn@chromium.org>

  • tests/angle_tests/TextureTest.cpp
  • #include "ANGLETest.h"
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_TYPED_TEST_CASE(TextureTest, ES2_D3D9, ES2_D3D11);
    
    template<typename T>
    class TextureTest : public ANGLETest
    {
      protected:
        TextureTest() : ANGLETest(T::GetGlesMajorVersion(), T::GetPlatform())
        {
            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;
    
                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);
            if (m2DProgram == 0 || mCubeProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            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();
        }
    
        virtual void TearDown()
        {
            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)
        {
            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 < 4 && !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);
            swapBuffers();
    
            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;
    };
    
    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();
    }
    
    // Copy of a test in conformance/textures/texture-mips, to test generate mipmaps
    TYPED_TEST(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
    TYPED_TEST(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_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.
    TYPED_TEST(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(3*width/4, 3*height/4, 0, 0, 0, 255);
        EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
    }
    
    // Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2DEXT has initialized the image with a default color.
    TYPED_TEST(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
    // TODO(jmadill): Fix sampling from unused channels on D3D9
    TYPED_TEST(TextureTest, DISABLED_CopySubImageFloat_R_R)
    {
        testFloatCopySubImage(1, 1);
    }
    
    // TODO(jmadill): Fix sampling from unused channels on D3D9
    TYPED_TEST(TextureTest, DISABLED_CopySubImageFloat_RG_R)
    {
        testFloatCopySubImage(2, 1);
    }
    
    // TODO(jmadill): Fix sampling from unused channels on D3D9
    TYPED_TEST(TextureTest, DISABLED_CopySubImageFloat_RG_RG)
    {
        testFloatCopySubImage(2, 2);
    }
    
    // TODO(jmadill): Fix sampling from unused channels on D3D9
    TYPED_TEST(TextureTest, DISABLED_CopySubImageFloat_RGB_R)
    {
        testFloatCopySubImage(3, 1);
    }
    
    // TODO(jmadill): Fix sampling from unused channels on D3D9
    TYPED_TEST(TextureTest, DISABLED_CopySubImageFloat_RGB_RG)
    {
        testFloatCopySubImage(3, 2);
    }
    
    TYPED_TEST(TextureTest, CopySubImageFloat_RGB_RGB)
    {
        // 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;
        }
    
        testFloatCopySubImage(3, 3);
    }
    
    // TODO(jmadill): Fix sampling from unused channels on D3D9
    TYPED_TEST(TextureTest, DISABLED_CopySubImageFloat_RGBA_R)
    {
        testFloatCopySubImage(4, 1);
    }
    
    // TODO(jmadill): Fix sampling from unused channels on D3D9
    TYPED_TEST(TextureTest, DISABLED_CopySubImageFloat_RGBA_RG)
    {
        testFloatCopySubImage(4, 2);
    }
    
    TYPED_TEST(TextureTest, CopySubImageFloat_RGBA_RGB)
    {
        // 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;
        }
    
        testFloatCopySubImage(4, 3);
    }
    
    TYPED_TEST(TextureTest, CopySubImageFloat_RGBA_RGBA)
    {
        // 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;
        }
    
        testFloatCopySubImage(4, 4);
    }