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

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  • Author : Kenneth Russell
    Date : 2015-07-07 15:16:49
    Hash : 6affeef6
    Message : Suppress angle_end2end_tests failures on Linux/NVIDIA and Linux/AMD. Verified the NVIDIA suppression locally; assuming the AMD suppression will take effect on the bot. Thanks to geofflang@ and cwallez@ for the suggestion on the approach to take. BUG=angleproject:892 Change-Id: Ida4b6c1395185b0dfb0ea890395e35cb6db7ccd5 Reviewed-on: https://chromium-review.googlesource.com/283974 Tested-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Brandon Jones <bajones@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/IncompleteTextureTest.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"
    
    #include <vector>
    
    using namespace angle;
    
    class IncompleteTextureTest : public ANGLETest
    {
      protected:
        IncompleteTextureTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            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 fragmentShaderSource = SHADER_SOURCE
            (
                precision highp float;
                uniform sampler2D tex;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_FragColor = texture2D(tex, texcoord);
                }
            );
    
            mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            mTextureUniformLocation = glGetUniformLocation(mProgram, "tex");
        }
    
        virtual void TearDown()
        {
            glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        void fillTextureData(std::vector<GLubyte> &buffer, GLubyte r, GLubyte g, GLubyte b, GLubyte a)
        {
            size_t count = buffer.size() / 4;
            for (size_t i = 0; i < count; i++)
            {
                buffer[i * 4 + 0] = r;
                buffer[i * 4 + 1] = g;
                buffer[i * 4 + 2] = b;
                buffer[i * 4 + 3] = a;
            }
        }
    
        GLuint mProgram;
        GLint mTextureUniformLocation;
    };
    
    TEST_P(IncompleteTextureTest, IncompleteTexture2D)
    {
        // TODO(cwallez): figure out why this is broken on Linux/NVIDIA.
    #ifdef ANGLE_PLATFORM_LINUX
        if (isNVidia() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
        {
            std::cout << "Test skipped on Linux NVIDIA on OpenGL." << std::endl;
            return;
        }
    #endif
    
        GLuint tex;
        glGenTextures(1, &tex);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, tex);
    
        glUseProgram(mProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        const GLsizei textureWidth = 2;
        const GLsizei textureHeight = 2;
        std::vector<GLubyte> textureData(textureWidth * textureHeight * 4);
        fillTextureData(textureData, 255, 0, 0, 255);
    
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, &textureData[0]);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 255);
    
        glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, textureWidth >> 1, textureHeight >> 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &textureData[0]);
    
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        glDeleteTextures(1, &tex);
    }
    
    TEST_P(IncompleteTextureTest, UpdateTexture)
    {
        GLuint tex;
        glGenTextures(1, &tex);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, tex);
    
        glUseProgram(mProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        const GLsizei redTextureWidth = 64;
        const GLsizei redTextureHeight = 64;
        std::vector<GLubyte> redTextureData(redTextureWidth * redTextureHeight * 4);
        fillTextureData(redTextureData, 255, 0, 0, 255);
        for (size_t i = 0; i < 7; i++)
        {
            glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, redTextureWidth >> i, redTextureHeight >> i, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                         &redTextureData[0]);
        }
    
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        const GLsizei greenTextureWidth = 32;
        const GLsizei greenTextureHeight = 32;
        std::vector<GLubyte> greenTextureData(greenTextureWidth * greenTextureHeight * 4);
        fillTextureData(greenTextureData, 0, 255, 0, 255);
    
        for (size_t i = 0; i < 6; i++)
        {
            glTexSubImage2D(GL_TEXTURE_2D, i, greenTextureWidth >> i, greenTextureHeight >> i,
                            greenTextureWidth >> i, greenTextureHeight >> i, GL_RGBA, GL_UNSIGNED_BYTE,
                            &greenTextureData[0]);
        }
    
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_EQ(getWindowWidth() - greenTextureWidth, getWindowHeight() - greenTextureWidth, 0, 255, 0, 255);
    
        glDeleteTextures(1, &tex);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(IncompleteTextureTest, ES2_D3D9(), ES2_D3D11(), ES2_OPENGL());