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kc3-lang/angle/src/tests/gl_tests/CubeMapTextureTest.cpp

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  • Author : Michael Spang
    Date : 2019-01-29 15:35:09
    Hash : d8506c7e
    Message : Disable broken tests on Fuchsia (reland) This disables tests that do not work on Fuchsia. Most of them are related to cube maps which currently crash inside the intel driver. Reland disabling -Wextra-semi. BUG=angleproject:2475, angleproject:3145, angleproject:3081 TEST=angle_end2end_tests on Fuchsia Change-Id: I65ad84f43c88e8ee83c581cc2f41046d00bbae7f Reviewed-on: https://chromium-review.googlesource.com/c/1467604 Commit-Queue: Michael Spang <spang@chromium.org> Reviewed-by: Michael Spang <spang@chromium.org>

  • src/tests/gl_tests/CubeMapTextureTest.cpp
  • //
    // 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();
    
            mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            mColorLocation = glGetUniformLocation(mProgram, essl1_shaders::ColorUniform());
    
            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)
    {
        // TODO: Diagnose and fix. http://anglebug.com/2954
        ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel() && IsWindows());
    
        // http://anglebug.com/3145
        ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel() && IsFuchsia());
    
        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);
        for (GLenum face = 0; face < 6; face++)
        {
            glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, 1, 1, 0, GL_RGBA,
                         GL_UNSIGNED_BYTE, nullptr);
        }
        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, essl1_shaders::PositionAttrib(), 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_FL10_0(),
                           ES2_D3D11_FL9_3(),
                           ES2_OPENGL(),
                           ES3_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGLES(),
                           ES2_VULKAN());