Hash :
35cd7332
Author :
Date :
2018-12-02T12:03:33
Refactor test shader style. This change enforces a lot more consistency. We pass const char * to the Compile functions instead of std::string. Also fixes the indentation of C++11 block comments to be more consistent. Bug: angleproject:2995 Change-Id: Id6e5ea94055d8cbd420df4ea2e81b2d96cb5ce78 Reviewed-on: https://chromium-review.googlesource.com/c/1357103 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// 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 "test_utils/gl_raii.h"
namespace angle
{
class CopyTexImageTest : public ANGLETest
{
protected:
CopyTexImageTest()
{
setWindowWidth(16);
setWindowHeight(16);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
GLuint createFramebuffer(GLenum format, GLenum type, GLfloat color[4]) const
{
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLuint texture = createTexture(format, type);
glBindTexture(GL_TEXTURE_2D, texture);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glClearColor(color[0], color[1], color[2], color[3]);
glClear(GL_COLOR_BUFFER_BIT);
return fbo;
}
GLuint createTexture(GLenum format, GLenum type) const
{
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, format, 16, 16, 0, format, type, nullptr);
// Disable mipmapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
return tex;
}
GLuint createTextureFromCopyTexImage(GLuint fbo, GLenum format) const
{
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glCopyTexImage2D(GL_TEXTURE_2D, 0, format, 0, 0, 16, 16, 0);
// Disable mipmapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
return tex;
}
void copyTextureWithCopyTexSubImage(GLuint fbo,
GLuint texture,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei w,
GLsizei h) const
{
glBindTexture(GL_TEXTURE_2D, texture);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, xoffset, yoffset, x, y, w, h);
}
void SetUp() override
{
ANGLETest::SetUp();
constexpr char kVS[] =
"precision highp float;\n"
"attribute vec4 position;\n"
"varying vec2 texcoord;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
" texcoord = (position.xy * 0.5) + 0.5;\n"
" texcoord.y = 1.0 - texcoord.y;\n"
"}\n";
constexpr char kFS[] =
"precision highp float;\n"
"uniform sampler2D tex;\n"
"varying vec2 texcoord;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex, texcoord);\n"
"}\n";
mTextureProgram = CompileProgram(kVS, kFS);
if (mTextureProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mTextureUniformLocation = glGetUniformLocation(mTextureProgram, "tex");
ASSERT_GL_NO_ERROR();
}
void TearDown() override
{
glDeleteProgram(mTextureProgram);
ANGLETest::TearDown();
}
void verifyResults(GLuint texture, GLubyte data[4], GLint x, GLint y)
{
glViewport(0, 0, 16, 16);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Draw a quad with the target texture
glUseProgram(mTextureProgram);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(mTextureUniformLocation, 0);
drawQuad(mTextureProgram, "position", 0.5f);
// Expect that the rendered quad has the same color as the source texture
EXPECT_PIXEL_NEAR(x, y, data[0], data[1], data[2], data[3], 1.0);
}
GLuint mTextureProgram;
GLint mTextureUniformLocation;
};
TEST_P(CopyTexImageTest, RGBAToL)
{
GLfloat color[] = {
0.25f,
1.0f,
0.75f,
0.5f,
};
GLuint fbo = createFramebuffer(GL_RGBA, GL_UNSIGNED_BYTE, color);
GLuint tex = createTextureFromCopyTexImage(fbo, GL_LUMINANCE);
GLubyte expected[] = {
64,
64,
64,
255,
};
verifyResults(tex, expected, 0, 0);
}
TEST_P(CopyTexImageTest, RGBToL)
{
GLfloat color[] = {
0.25f,
1.0f,
0.75f,
0.5f,
};
GLuint fbo = createFramebuffer(GL_RGB, GL_UNSIGNED_BYTE, color);
GLuint tex = createTextureFromCopyTexImage(fbo, GL_LUMINANCE);
GLubyte expected[] = {
64,
64,
64,
255,
};
verifyResults(tex, expected, 0, 0);
}
TEST_P(CopyTexImageTest, RGBAToLA)
{
GLfloat color[] = {
0.25f,
1.0f,
0.75f,
0.5f,
};
GLuint fbo = createFramebuffer(GL_RGBA, GL_UNSIGNED_BYTE, color);
GLuint tex = createTextureFromCopyTexImage(fbo, GL_LUMINANCE_ALPHA);
GLubyte expected[] = {
64,
64,
64,
127,
};
verifyResults(tex, expected, 0, 0);
}
TEST_P(CopyTexImageTest, RGBAToA)
{
GLfloat color[] = {
0.25f,
1.0f,
0.75f,
0.5f,
};
GLuint fbo = createFramebuffer(GL_RGBA, GL_UNSIGNED_BYTE, color);
GLuint tex = createTextureFromCopyTexImage(fbo, GL_ALPHA);
GLubyte expected[] = {
0,
0,
0,
127,
};
verifyResults(tex, expected, 0, 0);
}
TEST_P(CopyTexImageTest, SubImageRGBAToL)
{
GLfloat color0[] = {
0.25f,
1.0f,
0.75f,
0.5f,
};
GLuint fbo0 = createFramebuffer(GL_RGBA, GL_UNSIGNED_BYTE, color0);
GLuint tex = createTextureFromCopyTexImage(fbo0, GL_LUMINANCE);
GLfloat color1[] = {
0.5f,
0.25f,
1.0f,
0.75f,
};
GLuint fbo1 = createFramebuffer(GL_RGBA, GL_UNSIGNED_BYTE, color1);
copyTextureWithCopyTexSubImage(fbo1, tex, 2, 4, 5, 6, 8, 8);
GLubyte expected0[] = {
64,
64,
64,
255,
};
verifyResults(tex, expected0, 0, 0);
GLubyte expected1[] = {
127,
127,
127,
255,
};
verifyResults(tex, expected1, 7, 7);
}
TEST_P(CopyTexImageTest, SubImageRGBAToLA)
{
GLfloat color0[] = {
0.25f,
1.0f,
0.75f,
0.5f,
};
GLuint fbo0 = createFramebuffer(GL_RGBA, GL_UNSIGNED_BYTE, color0);
GLuint tex = createTextureFromCopyTexImage(fbo0, GL_LUMINANCE_ALPHA);
GLfloat color1[] = {
0.5f,
0.25f,
1.0f,
0.75f,
};
GLuint fbo1 = createFramebuffer(GL_RGBA, GL_UNSIGNED_BYTE, color1);
copyTextureWithCopyTexSubImage(fbo1, tex, 2, 4, 5, 6, 8, 8);
GLubyte expected0[] = {
64,
64,
64,
127,
};
verifyResults(tex, expected0, 0, 0);
GLubyte expected1[] = {
127,
127,
127,
192,
};
verifyResults(tex, expected1, 7, 7);
}
TEST_P(CopyTexImageTest, SubImageRGBToL)
{
GLfloat color0[] = {
0.25f,
1.0f,
0.75f,
0.5f,
};
GLuint fbo0 = createFramebuffer(GL_RGB, GL_UNSIGNED_BYTE, color0);
GLuint tex = createTextureFromCopyTexImage(fbo0, GL_LUMINANCE);
GLfloat color1[] = {
0.5f,
0.25f,
1.0f,
0.75f,
};
GLuint fbo1 = createFramebuffer(GL_RGB, GL_UNSIGNED_BYTE, color1);
copyTextureWithCopyTexSubImage(fbo1, tex, 2, 4, 5, 6, 8, 8);
GLubyte expected0[] = {
64,
64,
64,
255,
};
verifyResults(tex, expected0, 0, 0);
GLubyte expected1[] = {
127,
127,
127,
255,
};
verifyResults(tex, expected1, 7, 7);
}
// Read default framebuffer with glCopyTexImage2D().
TEST_P(CopyTexImageTest, DefaultFramebuffer)
{
// Seems to be a bug in Mesa with the GLX back end: cannot read framebuffer until we draw to it.
// glCopyTexImage2D() below will fail without this clear.
glClear(GL_COLOR_BUFFER_BIT);
const GLint w = getWindowWidth(), h = getWindowHeight();
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, w, h, 0);
EXPECT_GL_NO_ERROR();
}
// Read default framebuffer with glCopyTexSubImage2D().
TEST_P(CopyTexImageTest, SubDefaultFramebuffer)
{
// Seems to be a bug in Mesa with the GLX back end: cannot read framebuffer until we draw to it.
// glCopyTexSubImage2D() below will fail without this clear.
glClear(GL_COLOR_BUFFER_BIT);
const GLint w = getWindowWidth(), h = getWindowHeight();
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h);
EXPECT_GL_NO_ERROR();
}
// specialization of CopyTexImageTest is added so that some tests can be explicitly run with an ES3
// context
class CopyTexImageTestES3 : public CopyTexImageTest
{};
// The test verifies that glCopyTexSubImage2D generates a GL_INVALID_OPERATION error
// when the read buffer is GL_NONE.
// Reference: GLES 3.0.4, Section 3.8.5 Alternate Texture Image Specification Commands
TEST_P(CopyTexImageTestES3, ReadBufferIsNone)
{
GLfloat color[] = {
0.25f,
1.0f,
0.75f,
0.5f,
};
GLuint fbo = createFramebuffer(GL_RGBA, GL_UNSIGNED_BYTE, color);
GLuint tex = createTextureFromCopyTexImage(fbo, GL_RGBA);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindTexture(GL_TEXTURE_2D, tex);
glReadBuffer(GL_NONE);
EXPECT_GL_NO_ERROR();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 4, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glDeleteFramebuffers(1, &fbo);
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(CopyTexImageTest,
ES2_D3D9(),
ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE),
ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE),
ES2_OPENGL(),
ES2_OPENGL(3, 3),
ES2_OPENGLES(),
ES2_VULKAN());
ANGLE_INSTANTIATE_TEST(CopyTexImageTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
} // namespace angle