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

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  • Author : Jamie Madill
    Date : 2014-08-26 13:16:39
    Hash : 5599c8f6
    Message : Use shared compile helpers in the ANGLE tests. BUG=angle:730 Change-Id: Ib3bd646c73355449105e6cf79bdcf0a14b391fd2 Reviewed-on: https://chromium-review.googlesource.com/213550 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • tests/angle_tests/TextureTest.cpp
  • #include "ANGLETest.h"
    
    class TextureTest : public ANGLETest
    {
    protected:
        TextureTest()
        {
            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;
    
                void main()
                {
                    gl_Position = position;
                    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");
        }
    
        virtual void TearDown()
        {
            glDeleteTextures(1, &mTexture2D);
            glDeleteTextures(1, &mTextureCube);
            glDeleteProgram(m2DProgram);
            glDeleteProgram(mCubeProgram);
    
            ANGLETest::TearDown();
        }
    
        GLuint mTexture2D;
        GLuint mTextureCube;
    
        GLuint m2DProgram;
        GLuint mCubeProgram;
        GLint mTexture2DUniformLocation;
    };
    
    TEST_F(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);
    }
    
    TEST_F(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
    TEST_F(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();
    }