Hash :
f7480ad2
Author :
Date :
2017-10-24T11:46:02
D3D11 FL 10: Create cubemap SRVs as cube maps instead of 2D arrays. The creation of these SRVs would fail and spew D3D11 runtime errors. BUG=angleproject:2171 Change-Id: I80b6390822f74128b3443db7b6d48c4d318ec34d Reviewed-on: https://chromium-review.googlesource.com/735745 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@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"
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();
const std::string vsSource =
R"(attribute highp vec4 position;
void main(void)
{
gl_Position = position;
})";
const std::string fsSource =
R"(uniform highp vec4 color;
void main(void)
{
gl_FragColor = color;
})";
mProgram = CompileProgram(vsSource, fsSource);
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mColorLocation = glGetUniformLocation(mProgram, "color");
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)
{
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, "position", 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());