Edit

kc3-lang/angle/src/tests/gl_tests/gles1/PointSpriteTest.cpp

Branch :

  • Show log

    Commit

  • Author : Tobin Ehlis
    Date : 2019-11-11 16:41:07
    Hash : 1a01b4b3
    Message : Refactor end2end test macros This is a foundational CL to enabling the end2end tests on swiftshader. Refactored infrastructure with new ANGLE_INSTANTIATE_TEST_ES* macros that will run tests over all various combinations of all platforms for different ES versions. Just skipping failing tests initially to get the refactor landed. Bug: angleproject:4081 Bug: angleproject:4092 Change-Id: I017f6c3267179e49b6ae08cc7488096b423dcdb5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1904635 Commit-Queue: Tobin Ehlis <tobine@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>

  • src/tests/gl_tests/gles1/PointSpriteTest.cpp
  • //
    // Copyright 2018 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.
    //
    
    // PointSpriteTest.cpp: Tests basic usage of GLES1 point sprites.
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    #include "util/random_utils.h"
    
    #include <stdint.h>
    
    using namespace angle;
    
    class PointSpriteTest : public ANGLETest
    {
      protected:
        PointSpriteTest()
        {
            setWindowWidth(1);
            setWindowHeight(1);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
        }
    };
    
    // Checks that triangles are not treated as point sprites, and that cached state
    // is properly invalidated when the primitive mode changes.
    TEST_P(PointSpriteTest, TrianglesNotTreatedAsPointSprites)
    {
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    
        glEnable(GL_POINT_SPRITE_OES);
        glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE);
    
        glEnable(GL_TEXTURE_2D);
    
        GLuint tex;
        glGenTextures(1, &tex);
        glBindTexture(GL_TEXTURE_2D, tex);
    
        // A 3x3 texture where the top right corner is green. Rendered with
        // triangles + texture coordinate 1,1 this is always green, but rendered as
        // a point sprite, red will be used as we are using nearest filtering and we
        // would be favoring only the red parts of the image in point coordinates.
        GLubyte texture[] = {
            0xff, 0x00, 0x00, 0xff, 0x00, 0x00, 0xff, 0x00, 0x00, 0xff, 0x00, 0x00, 0xff, 0x00,
            0x00, 0xff, 0x00, 0x00, 0xff, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0xff, 0x00,
        };
    
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 3, 3, 0, GL_RGB, GL_UNSIGNED_BYTE, texture);
        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);
    
        // The first coordinate, 0.9f 0.9f should be sufficiently shifted to the right
        // that the green part of the point sprite is hidden.
        std::vector<float> mPositions = {
            0.9f, 0.9f, -0.9f, 0.9f, 0.9f, -0.9f,
        };
    
        glEnableClientState(GL_VERTEX_ARRAY);
        glMultiTexCoord4f(GL_TEXTURE0, 1.0f, 1.0f, 0.0f, 0.0f);
        glVertexPointer(2, GL_FLOAT, 0, mPositions.data());
    
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
        glDrawArrays(GL_POINTS, 0, 1);
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    ANGLE_INSTANTIATE_TEST_ES1(PointSpriteTest);