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

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  • Author : Geoff Lang
    Date : 2015-01-29 13:25:14
    Hash : b9266276
    Message : Update texture size information on egl[Bind|Release]TexImage. BUG=450257 Change-Id: I7609131d78f255bf9f79b42f39b02303a5c14b60 Reviewed-on: https://chromium-review.googlesource.com/243915 Reviewed-by: Nicolas Capens <capn@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>

  • tests/angle_tests/BindTexImageTest.cpp
  • #include "ANGLETest.h"
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_TYPED_TEST_CASE(BindTexImageTest, ES2_D3D9, ES2_D3D11);
    
    template<typename T>
    class BindTexImageTest : public ANGLETest
    {
      protected:
        BindTexImageTest() : ANGLETest(T::GetGlesMajorVersion(), T::GetPlatform())
        {
            setWindowWidth(512);
            setWindowHeight(512);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            const std::string vsSource = SHADER_SOURCE
            (
                precision highp float;
                attribute vec4 position;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_Position = position;
                    texcoord = (position.xy * 0.5) + 0.5;
                    texcoord.y = 1.0 - texcoord.y;
                }
            );
    
            const std::string textureFSSource = SHADER_SOURCE
            (
                precision highp float;
                uniform sampler2D tex;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_FragColor = texture2D(tex, texcoord);
                }
            );
    
            mTextureProgram = CompileProgram(vsSource, textureFSSource);
            if (mTextureProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            mTextureUniformLocation = glGetUniformLocation(mTextureProgram, "tex");
    
    
            const EGLint pBufferAttributes[] =
            {
                EGL_WIDTH, mPbufferSize,
                EGL_HEIGHT, mPbufferSize,
                EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
                EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
                EGL_NONE, EGL_NONE,
            };
    
            EGLWindow *window = getEGLWindow();
            mPbuffer = eglCreatePbufferSurface(window->getDisplay(), window->getConfig(), pBufferAttributes);
            ASSERT_NE(mPbuffer, EGL_NO_SURFACE);
    
            ASSERT_GL_NO_ERROR();
        }
    
        virtual void TearDown()
        {
            glDeleteProgram(mTextureProgram);
    
            EGLWindow *window = getEGLWindow();
            eglDestroySurface(window->getDisplay(), mPbuffer);
    
            ANGLETest::TearDown();
        }
    
        GLuint mTextureProgram;
        GLint mTextureUniformLocation;
    
        const size_t mPbufferSize = 32;
        EGLSurface mPbuffer;
    };
    
    // Verify that when eglBind/ReleaseTexImage are called, the texture images are freed and their
    // size information is correctly updated.
    TYPED_TEST(BindTexImageTest, TextureSizeReset)
    {
        GLuint texture = 0;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, 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);
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        // Fill the texture with white pixels
        std::vector<GLubyte> whitePixels(mPbufferSize * mPbufferSize * 4, 255);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mPbufferSize, mPbufferSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, &whitePixels[0]);
        EXPECT_GL_NO_ERROR();
    
        // Draw the white texture and verify that the pixels are correct
        drawQuad(mTextureProgram, "position", 0.5f);
        EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255);
    
        // Bind the EGL surface and draw with it, results are undefined since nothing has
        // been written to it
        EGLWindow *window = getEGLWindow();
        eglBindTexImage(window->getDisplay(), mPbuffer, EGL_BACK_BUFFER);
        drawQuad(mTextureProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
    
        // Clear the back buffer to a unique color (green)
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
    
        // Unbind the EGL surface and try to draw with the texture again, the texture's size should
        // now be zero and incomplete so the back buffer should be black
        eglReleaseTexImage(window->getDisplay(), mPbuffer, EGL_BACK_BUFFER);
        drawQuad(mTextureProgram, "position", 0.5f);
        EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 255);
    }