blob: e128d23ae362645d8d859cb2020571c0f927eef0 [file] [log] [blame]
//
// 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 "common/mathutil.h"
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
constexpr GLuint kPixelTolerance = 1u;
constexpr GLfloat kPixelTolerance32F = 0.01f;
// Single compressed ETC2 block of source pixels all set red
constexpr uint8_t kCompressedImageETC2[] = {0x7E, 0x80, 0x04, 0x7F, 0x00, 0x07, 0xE0, 0x00};
// Take a pixel, and reset the components not covered by the format to default
// values. In particular, the default value for the alpha component is 255
// (1.0 as unsigned normalized fixed point value).
// For legacy formats, the components may be reordered to match the color that
// would be created if a pixel of that format was initialized from the given color
GLColor SliceFormatColor(GLenum format, GLColor full)
{
switch (format)
{
case GL_RED:
return GLColor(full.R, 0, 0, 255u);
case GL_RG:
return GLColor(full.R, full.G, 0, 255u);
case GL_RGB:
return GLColor(full.R, full.G, full.B, 255u);
case GL_RGBA:
return full;
case GL_LUMINANCE:
return GLColor(full.R, full.R, full.R, 255u);
case GL_ALPHA:
return GLColor(0, 0, 0, full.R);
case GL_LUMINANCE_ALPHA:
return GLColor(full.R, full.R, full.R, full.G);
default:
EXPECT_TRUE(false);
return GLColor::white;
}
}
GLColor16UI SliceFormatColor16UI(GLenum format, GLColor16UI full)
{
switch (format)
{
case GL_RED:
return GLColor16UI(full.R, 0, 0, 0xFFFF);
case GL_RG:
return GLColor16UI(full.R, full.G, 0, 0xFFFF);
case GL_RGB:
return GLColor16UI(full.R, full.G, full.B, 0xFFFF);
case GL_RGBA:
return full;
case GL_LUMINANCE:
return GLColor16UI(full.R, full.R, full.R, 0xFFFF);
case GL_ALPHA:
return GLColor16UI(0, 0, 0, full.R);
case GL_LUMINANCE_ALPHA:
return GLColor16UI(full.R, full.R, full.R, full.G);
default:
EXPECT_TRUE(false);
return GLColor16UI(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF);
}
}
// As above, for 32F colors
GLColor32F SliceFormatColor32F(GLenum format, GLColor32F full)
{
switch (format)
{
case GL_RED:
return GLColor32F(full.R, 0.0f, 0.0f, 1.0f);
case GL_RG:
return GLColor32F(full.R, full.G, 0.0f, 1.0f);
case GL_RGB:
return GLColor32F(full.R, full.G, full.B, 1.0f);
case GL_RGBA:
return full;
case GL_LUMINANCE:
return GLColor32F(full.R, full.R, full.R, 1.0f);
case GL_ALPHA:
return GLColor32F(0.0f, 0.0f, 0.0f, full.R);
case GL_LUMINANCE_ALPHA:
return GLColor32F(full.R, full.R, full.R, full.G);
default:
EXPECT_TRUE(false);
return GLColor32F(1.0f, 1.0f, 1.0f, 1.0f);
}
}
class TexCoordDrawTest : public ANGLETest<>
{
protected:
TexCoordDrawTest() : ANGLETest(), mProgram(0), mFramebuffer(0), mFramebufferColorTexture(0)
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
virtual const char *getVertexShaderSource()
{
return R"(precision highp float;
attribute vec4 position;
varying vec2 texcoord;
void main()
{
gl_Position = vec4(position.xy, 0.0, 1.0);
texcoord = (position.xy * 0.5) + 0.5;
})";
}
virtual const char *getFragmentShaderSource() = 0;
virtual void setUpProgram()
{
const char *vertexShaderSource = getVertexShaderSource();
const char *fragmentShaderSource = getFragmentShaderSource();
mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
ASSERT_NE(0u, mProgram);
ASSERT_GL_NO_ERROR();
}
void testSetUp() override { setUpFramebuffer(); }
void testTearDown() override
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &mFramebuffer);
glDeleteTextures(1, &mFramebufferColorTexture);
glDeleteProgram(mProgram);
}
void setUpFramebuffer()
{
// We use an FBO to work around an issue where the default framebuffer applies SRGB
// conversion (particularly known to happen incorrectly on Intel GL drivers). It's not
// clear whether this issue can even be fixed on all backends. For example GLES 3.0.4 spec
// section 4.4 says that the format of the default framebuffer is entirely up to the window
// system, so it might be SRGB, and GLES 3.0 doesn't have a "FRAMEBUFFER_SRGB" to turn off
// SRGB conversion like desktop GL does.
// TODO(oetuaho): Get rid of this if the underlying issue is fixed.
glGenFramebuffers(1, &mFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glGenTextures(1, &mFramebufferColorTexture);
glBindTexture(GL_TEXTURE_2D, mFramebufferColorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mFramebufferColorTexture, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glBindTexture(GL_TEXTURE_2D, 0);
}
// Returns the created texture ID.
GLuint create2DTexture()
{
GLuint texture2D;
glGenTextures(1, &texture2D);
glBindTexture(GL_TEXTURE_2D, texture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
return texture2D;
}
GLuint mProgram;
GLuint mFramebuffer;
private:
GLuint mFramebufferColorTexture;
};
class Texture2DTest : public TexCoordDrawTest
{
protected:
Texture2DTest() : TexCoordDrawTest(), mTexture2D(0), mTexture2DUniformLocation(-1) {}
const char *getFragmentShaderSource() override
{
return R"(precision highp float;
uniform sampler2D tex;
varying vec2 texcoord;
void main()
{
gl_FragColor = texture2D(tex, texcoord);
})";
}
virtual const char *getTextureUniformName() { return "tex"; }
void setUpProgram() override
{
TexCoordDrawTest::setUpProgram();
mTexture2DUniformLocation = glGetUniformLocation(mProgram, getTextureUniformName());
ASSERT_NE(-1, mTexture2DUniformLocation);
}
void testSetUp() override
{
TexCoordDrawTest::testSetUp();
mTexture2D = create2DTexture();
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteTextures(1, &mTexture2D);
TexCoordDrawTest::testTearDown();
}
// Tests CopyTexSubImage with floating point textures of various formats.
void testFloatCopySubImage(int sourceImageChannels, int destImageChannels)
{
setUpProgram();
if (getClientMajorVersion() < 3)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage") ||
!IsGLExtensionEnabled("GL_OES_texture_float"));
ANGLE_SKIP_TEST_IF((sourceImageChannels < 3 || destImageChannels < 3) &&
!IsGLExtensionEnabled("GL_EXT_texture_rg"));
ANGLE_SKIP_TEST_IF(destImageChannels == 3 &&
!IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgb"));
ANGLE_SKIP_TEST_IF(destImageChannels == 4 &&
!IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
ANGLE_SKIP_TEST_IF(destImageChannels <= 2);
}
else
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_color_buffer_float"));
ANGLE_SKIP_TEST_IF(destImageChannels == 3 &&
!IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgb"));
}
// clang-format off
GLfloat sourceImageData[4][16] =
{
{ // R
1.0f,
0.0f,
0.0f,
1.0f
},
{ // RG
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 1.0f
},
{ // RGB
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f
},
{ // RGBA
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
},
};
// clang-format on
GLenum imageFormats[] = {
GL_R32F,
GL_RG32F,
GL_RGB32F,
GL_RGBA32F,
};
GLenum sourceUnsizedFormats[] = {
GL_RED,
GL_RG,
GL_RGB,
GL_RGBA,
};
GLTexture textures[2];
GLfloat *imageData = sourceImageData[sourceImageChannels - 1];
GLenum sourceImageFormat = imageFormats[sourceImageChannels - 1];
GLenum sourceUnsizedFormat = sourceUnsizedFormats[sourceImageChannels - 1];
GLenum destImageFormat = imageFormats[destImageChannels - 1];
glBindTexture(GL_TEXTURE_2D, textures[0]);
if (getClientMajorVersion() >= 3)
{
glTexStorage2D(GL_TEXTURE_2D, 1, sourceImageFormat, 2, 2);
}
else
{
glTexStorage2DEXT(GL_TEXTURE_2D, 1, sourceImageFormat, 2, 2);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, sourceUnsizedFormat, GL_FLOAT, imageData);
if (sourceImageChannels < 3 && !IsGLExtensionEnabled("GL_EXT_texture_rg"))
{
// This is not supported
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
}
else
{
ASSERT_GL_NO_ERROR();
}
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
glBindTexture(GL_TEXTURE_2D, textures[1]);
if (getClientMajorVersion() >= 3)
{
glTexStorage2D(GL_TEXTURE_2D, 1, destImageFormat, 2, 2);
}
else
{
glTexStorage2DEXT(GL_TEXTURE_2D, 1, destImageFormat, 2, 2);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 2, 2);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
drawQuad(mProgram, "position", 0.5f);
int testImageChannels = std::min(sourceImageChannels, destImageChannels);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
if (testImageChannels > 1)
{
EXPECT_PIXEL_EQ(getWindowHeight() - 1, 0, 0, 255, 0, 255);
EXPECT_PIXEL_EQ(getWindowHeight() - 1, getWindowWidth() - 1, 255, 255, 0, 255);
if (testImageChannels > 2)
{
EXPECT_PIXEL_EQ(0, getWindowWidth() - 1, 0, 0, 255, 255);
}
}
glDeleteFramebuffers(1, &fbo);
ASSERT_GL_NO_ERROR();
}
void testTextureSize(int testCaseIndex);
void testTextureSizeError();
struct UploadThenUseStageParam
{
GLenum useStage;
bool closeRenderPassAfterUse;
};
void testUploadThenUseInDifferentStages(const std::vector<UploadThenUseStageParam> &uses);
GLuint mTexture2D;
GLint mTexture2DUniformLocation;
};
class Texture2DTestES3 : public Texture2DTest
{
protected:
Texture2DTestES3() : Texture2DTest() {}
const char *getVertexShaderSource() override
{
return "#version 300 es\n"
"out vec2 texcoord;\n"
"in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position.xy, 0.0, 1.0);\n"
" texcoord = (position.xy * 0.5) + 0.5;\n"
"}\n";
}
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"uniform highp sampler2D tex;\n"
"in vec2 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = texture(tex, texcoord);\n"
"}\n";
}
void testSetUp() override
{
Texture2DTest::testSetUp();
setUpProgram();
}
void createImmutableTexture2D(GLuint texture,
size_t width,
size_t height,
GLenum format,
GLenum internalFormat,
GLenum type,
GLsizei levels,
GLubyte data[4])
{
// Support only 1 level for now
ASSERT(levels == 1);
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, levels, internalFormat, width, height);
ASSERT_GL_NO_ERROR();
if (data != nullptr)
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, type, data);
ASSERT_GL_NO_ERROR();
}
// Disable mipmapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
}
void verifyResults2D(GLuint texture, GLubyte referenceColor[4])
{
// Draw a quad with the target texture
glUseProgram(mProgram);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
// Expect that the rendered quad's color is the same as the reference color with a tolerance
// of 1
EXPECT_PIXEL_NEAR(0, 0, referenceColor[0], referenceColor[1], referenceColor[2],
referenceColor[3], 1);
}
};
class Texture2DTestES3YUV : public Texture2DTestES3
{};
class Texture2DTestES3RobustInit : public Texture2DTestES3
{
protected:
Texture2DTestES3RobustInit() : Texture2DTestES3() { setRobustResourceInit(true); }
};
class Texture2DBaseMaxTestES3 : public ANGLETest<>
{
protected:
static constexpr size_t kMip0Size = 13;
static constexpr uint32_t kMipCount = 4;
Texture2DBaseMaxTestES3() : ANGLETest(), mTextureLocation(0), mLodLocation(0)
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
static constexpr size_t getMipDataSize(size_t mip0Size, size_t mip)
{
size_t mipSize = std::max<size_t>(1u, mip0Size >> mip);
return mipSize * mipSize;
}
static constexpr size_t getTotalMipDataSize(size_t mip0Size)
{
size_t totalCount = 0;
for (size_t mip = 0; mip < kMipCount; ++mip)
{
totalCount += getMipDataSize(mip0Size, mip);
}
return totalCount;
}
static constexpr size_t getMipDataOffset(size_t mip0Size, size_t mip)
{
// This calculates:
//
// mip == 0: 0
// o.w.: sum(0, mip-1) getMipDataSize(i)
//
// The above can be calculated simply as:
//
// (mip0 >> (kMipCount-1))^2 * (0x55555555 & ((1 << (2*mip)) - 1))
// \__________ ___________/ \_______________ ________________/
// \/ \/
// last mip size sum(0, mip-1) (4^i)
//
// But let's loop explicitly for clarity.
size_t offset = 0;
for (size_t m = 0; m < mip; ++m)
{
offset += getMipDataSize(mip0Size, m);
}
return offset;
}
template <typename colorType = GLColor>
void fillMipData(colorType *data, size_t mip0Size, const colorType mipColors[kMipCount])
{
for (size_t mip = 0; mip < kMipCount; ++mip)
{
size_t offset = getMipDataOffset(mip0Size, mip);
size_t size = getMipDataSize(mip0Size, mip);
std::fill(data + offset, data + offset + size, mipColors[mip]);
}
}
void initTest(bool immutable)
{
// Set up program to sample from specific lod level.
mProgram.makeRaster(essl3_shaders::vs::Texture2DLod(), essl3_shaders::fs::Texture2DLod());
ASSERT(mProgram.valid());
glUseProgram(mProgram);
mTextureLocation = glGetUniformLocation(mProgram, essl3_shaders::Texture2DUniform());
ASSERT_NE(-1, mTextureLocation);
mLodLocation = glGetUniformLocation(mProgram, essl3_shaders::LodUniform());
ASSERT_NE(-1, mLodLocation);
// Set up texture with a handful of lods.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture);
std::array<GLColor, getTotalMipDataSize(kMip0Size)> mipData;
fillMipData(mipData.data(), kMip0Size, kMipColors);
if (immutable)
{
glTexStorage2D(GL_TEXTURE_2D, kMipCount, GL_RGBA8, kMip0Size, kMip0Size);
for (size_t mip = 0; mip < kMipCount; ++mip)
{
glTexSubImage2D(GL_TEXTURE_2D, mip, 0, 0, kMip0Size >> mip, kMip0Size >> mip,
GL_RGBA, GL_UNSIGNED_BYTE,
mipData.data() + getMipDataOffset(kMip0Size, mip));
}
}
else
{
for (size_t mip = 0; mip < kMipCount; ++mip)
{
glTexImage2D(GL_TEXTURE_2D, mip, GL_RGBA8, kMip0Size >> mip, kMip0Size >> mip, 0,
GL_RGBA, GL_UNSIGNED_BYTE,
mipData.data() + getMipDataOffset(kMip0Size, mip));
}
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
}
void setLodUniform(uint32_t lod) { glUniform1f(mLodLocation, lod); }
void testPingPongBaseLevel(bool immutable);
void testGenerateMipmapAfterRebase(bool immutable);
GLProgram mProgram;
GLTexture mTexture;
GLint mTextureLocation;
GLint mLodLocation;
const GLColor kMipColors[kMipCount] = {
GLColor::red,
GLColor::green,
GLColor::blue,
GLColor::magenta,
};
};
class TextureES31PPO
{
protected:
TextureES31PPO() : mVertProg(0), mFragProg(0), mPipeline(0) {}
const char *get2DTexturedVertexShaderSource()
{
return "#version 310 es\n"
"precision mediump float;\n"
"in vec2 position;\n"
"out vec2 texCoord;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position, 0, 1);\n"
" texCoord = position * 0.5 + vec2(0.5);\n"
"}";
}
const char *get2DTexturedFragmentShaderSource()
{
return "#version 310 es\n"
"precision mediump float;\n"
"in vec2 texCoord;\n"
"uniform sampler2D tex1;\n"
"uniform sampler2D tex2;\n"
"uniform sampler2D tex3;\n"
"uniform sampler2D tex4;\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
" color = (texture(tex1, texCoord) + texture(tex2, texCoord) \n"
" + texture(tex3, texCoord) + texture(tex4, texCoord)) * 0.25;\n"
"}";
}
void bindProgramPipeline(const GLchar *vertString, const GLchar *fragString)
{
mVertProg = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &vertString);
ASSERT_NE(mVertProg, 0u);
mFragProg = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &fragString);
ASSERT_NE(mFragProg, 0u);
// Generate a program pipeline and attach the programs to their respective stages
glGenProgramPipelines(1, &mPipeline);
EXPECT_GL_NO_ERROR();
glUseProgramStages(mPipeline, GL_VERTEX_SHADER_BIT, mVertProg);
EXPECT_GL_NO_ERROR();
glUseProgramStages(mPipeline, GL_FRAGMENT_SHADER_BIT, mFragProg);
EXPECT_GL_NO_ERROR();
glBindProgramPipeline(mPipeline);
EXPECT_GL_NO_ERROR();
}
void bind2DTexturedQuadProgramPipeline()
{
const char *vertexShaderSource = get2DTexturedVertexShaderSource();
const char *fragmentShaderSource = get2DTexturedFragmentShaderSource();
m2DTexturedQuadVertProg = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &vertexShaderSource);
ASSERT_NE(m2DTexturedQuadVertProg, 0u);
m2DTexturedQuadFragProg =
glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &fragmentShaderSource);
ASSERT_NE(m2DTexturedQuadFragProg, 0u);
// Generate a program pipeline and attach the programs to their respective stages
glGenProgramPipelines(1, &m2DTexturedQuadPipeline);
EXPECT_GL_NO_ERROR();
glUseProgramStages(m2DTexturedQuadPipeline, GL_VERTEX_SHADER_BIT, m2DTexturedQuadVertProg);
EXPECT_GL_NO_ERROR();
glUseProgramStages(m2DTexturedQuadPipeline, GL_FRAGMENT_SHADER_BIT,
m2DTexturedQuadFragProg);
EXPECT_GL_NO_ERROR();
glBindProgramPipeline(m2DTexturedQuadPipeline);
EXPECT_GL_NO_ERROR();
}
void ppoDrawQuad(std::array<Vector3, 6> &quadVertices,
const std::string &positionAttribName,
const GLfloat positionAttribZ,
const GLfloat positionAttribXYScale)
{
glUseProgram(0);
for (Vector3 &vertex : quadVertices)
{
vertex.x() *= positionAttribXYScale;
vertex.y() *= positionAttribXYScale;
vertex.z() = positionAttribZ;
}
GLint positionLocation = glGetAttribLocation(mVertProg, positionAttribName.c_str());
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, quadVertices.data());
glEnableVertexAttribArray(positionLocation);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
}
GLuint mVertProg;
GLuint mFragProg;
GLuint mPipeline;
GLuint m2DTexturedQuadVertProg;
GLuint m2DTexturedQuadFragProg;
GLuint m2DTexturedQuadPipeline;
};
class Texture2DTestES31PPO : public TextureES31PPO, public Texture2DTest
{
protected:
Texture2DTestES31PPO() : TextureES31PPO(), Texture2DTest() {}
void testSetUp() override { Texture2DTest::testSetUp(); }
};
class Texture2DIntegerAlpha1TestES3 : public Texture2DTest
{
protected:
Texture2DIntegerAlpha1TestES3() : Texture2DTest() {}
const char *getVertexShaderSource() override
{
return "#version 300 es\n"
"out vec2 texcoord;\n"
"in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position.xy, 0.0, 1.0);\n"
" texcoord = (position.xy * 0.5) + 0.5;\n"
"}\n";
}
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"uniform highp isampler2D tex;\n"
"in vec2 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" vec4 green = vec4(0, 1, 0, 1);\n"
" vec4 black = vec4(0, 0, 0, 0);\n"
" fragColor = (texture(tex, texcoord).a == 1) ? green : black;\n"
"}\n";
}
void testSetUp() override
{
Texture2DTest::testSetUp();
setUpProgram();
}
};
class Texture2DUnsignedIntegerAlpha1TestES3 : public Texture2DTest
{
protected:
Texture2DUnsignedIntegerAlpha1TestES3() : Texture2DTest() {}
const char *getVertexShaderSource() override
{
return "#version 300 es\n"
"out vec2 texcoord;\n"
"in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position.xy, 0.0, 1.0);\n"
" texcoord = (position.xy * 0.5) + 0.5;\n"
"}\n";
}
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"uniform highp usampler2D tex;\n"
"in vec2 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" vec4 green = vec4(0, 1, 0, 1);\n"
" vec4 black = vec4(0, 0, 0, 0);\n"
" fragColor = (texture(tex, texcoord).a == 1u) ? green : black;\n"
"}\n";
}
void testSetUp() override
{
Texture2DTest::testSetUp();
setUpProgram();
}
};
class Texture2DTestWithDrawScale : public Texture2DTest
{
protected:
Texture2DTestWithDrawScale() : Texture2DTest(), mDrawScaleUniformLocation(-1) {}
const char *getVertexShaderSource() override
{
return
R"(precision highp float;
attribute vec4 position;
varying vec2 texcoord;
uniform vec2 drawScale;
void main()
{
gl_Position = vec4(position.xy * drawScale, 0.0, 1.0);
texcoord = (position.xy * 0.5) + 0.5;
})";
}
void testSetUp() override
{
Texture2DTest::testSetUp();
setUpProgram();
mDrawScaleUniformLocation = glGetUniformLocation(mProgram, "drawScale");
ASSERT_NE(-1, mDrawScaleUniformLocation);
glUseProgram(mProgram);
glUniform2f(mDrawScaleUniformLocation, 1.0f, 1.0f);
glUseProgram(0);
ASSERT_GL_NO_ERROR();
}
GLint mDrawScaleUniformLocation;
};
class Sampler2DAsFunctionParameterTest : public Texture2DTest
{
protected:
Sampler2DAsFunctionParameterTest() : Texture2DTest() {}
const char *getFragmentShaderSource() override
{
return
R"(precision highp float;
uniform sampler2D tex;
varying vec2 texcoord;
vec4 computeFragColor(sampler2D aTex)
{
return texture2D(aTex, texcoord);
}
void main()
{
gl_FragColor = computeFragColor(tex);
})";
}
void testSetUp() override
{
Texture2DTest::testSetUp();
setUpProgram();
}
};
class TextureCubeTest : public TexCoordDrawTest
{
protected:
TextureCubeTest()
: TexCoordDrawTest(),
mTexture2D(0),
mTextureCube(0),
mTexture2DUniformLocation(-1),
mTextureCubeUniformLocation(-1)
{}
const char *getFragmentShaderSource() override
{
return
R"(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));
})";
}
void testSetUp() override
{
TexCoordDrawTest::testSetUp();
glGenTextures(1, &mTextureCube);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
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();
mTexture2D = create2DTexture();
setUpProgram();
mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D");
ASSERT_NE(-1, mTexture2DUniformLocation);
mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube");
ASSERT_NE(-1, mTextureCubeUniformLocation);
}
void testTearDown() override
{
glDeleteTextures(1, &mTextureCube);
TexCoordDrawTest::testTearDown();
}
GLuint mTexture2D;
GLuint mTextureCube;
GLint mTexture2DUniformLocation;
GLint mTextureCubeUniformLocation;
};
class TextureCubeTestES3 : public ANGLETest<>
{
protected:
TextureCubeTestES3() {}
};
class SamplerArrayTest : public TexCoordDrawTest
{
protected:
SamplerArrayTest()
: TexCoordDrawTest(),
mTexture2DA(0),
mTexture2DB(0),
mTexture0UniformLocation(-1),
mTexture1UniformLocation(-1)
{}
const char *getFragmentShaderSource() override
{
return
R"(precision mediump float;
uniform highp sampler2D tex2DArray[2];
varying vec2 texcoord;
void main()
{
gl_FragColor = texture2D(tex2DArray[0], texcoord);
gl_FragColor += texture2D(tex2DArray[1], texcoord);
})";
}
void testSetUp() override
{
TexCoordDrawTest::testSetUp();
setUpProgram();
mTexture0UniformLocation = glGetUniformLocation(mProgram, "tex2DArray[0]");
ASSERT_NE(-1, mTexture0UniformLocation);
mTexture1UniformLocation = glGetUniformLocation(mProgram, "tex2DArray[1]");
ASSERT_NE(-1, mTexture1UniformLocation);
mTexture2DA = create2DTexture();
mTexture2DB = create2DTexture();
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteTextures(1, &mTexture2DA);
glDeleteTextures(1, &mTexture2DB);
TexCoordDrawTest::testTearDown();
}
void testSamplerArrayDraw()
{
GLubyte texData[4];
texData[0] = 0;
texData[1] = 60;
texData[2] = 0;
texData[3] = 255;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2DA);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
texData[1] = 120;
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mTexture2DB);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
EXPECT_GL_ERROR(GL_NO_ERROR);
glUseProgram(mProgram);
glUniform1i(mTexture0UniformLocation, 0);
glUniform1i(mTexture1UniformLocation, 1);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(0, 0, 0, 180, 0, 255, 2);
}
GLuint mTexture2DA;
GLuint mTexture2DB;
GLint mTexture0UniformLocation;
GLint mTexture1UniformLocation;
};
class SamplerArrayAsFunctionParameterTest : public SamplerArrayTest
{
protected:
SamplerArrayAsFunctionParameterTest() : SamplerArrayTest() {}
const char *getFragmentShaderSource() override
{
return
R"(precision mediump float;
uniform highp sampler2D tex2DArray[2];
varying vec2 texcoord;
vec4 computeFragColor(highp sampler2D aTex2DArray[2])
{
return texture2D(aTex2DArray[0], texcoord) + texture2D(aTex2DArray[1], texcoord);
}
void main()
{
gl_FragColor = computeFragColor(tex2DArray);
})";
}
};
class Texture2DArrayTestES3 : public TexCoordDrawTest
{
protected:
Texture2DArrayTestES3()
: TexCoordDrawTest(),
m2DArrayTexture(0),
mTextureArrayLocation(-1),
mTextureArraySliceUniformLocation(-1)
{}
const char *getVertexShaderSource() override
{
return R"(#version 300 es
out vec2 texcoord;
in vec4 position;
void main()
{
gl_Position = vec4(position.xy, 0.0, 1.0);
texcoord = (position.xy * 0.5) + 0.5;
})";
}
const char *getFragmentShaderSource() override
{
return R"(#version 300 es
precision highp float;
uniform highp sampler2DArray tex2DArray;
uniform int slice;
in vec2 texcoord;
out vec4 fragColor;
void main()
{
fragColor = texture(tex2DArray, vec3(texcoord, float(slice)));
})";
}
void testSetUp() override
{
TexCoordDrawTest::testSetUp();
setUpProgram();
mTextureArrayLocation = glGetUniformLocation(mProgram, "tex2DArray");
ASSERT_NE(-1, mTextureArrayLocation);
mTextureArraySliceUniformLocation = glGetUniformLocation(mProgram, "slice");
ASSERT_NE(-1, mTextureArraySliceUniformLocation);
glGenTextures(1, &m2DArrayTexture);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteTextures(1, &m2DArrayTexture);
TexCoordDrawTest::testTearDown();
}
GLuint m2DArrayTexture;
GLint mTextureArrayLocation;
GLint mTextureArraySliceUniformLocation;
};
class TextureSizeTextureArrayTest : public TexCoordDrawTest
{
protected:
TextureSizeTextureArrayTest()
: TexCoordDrawTest(),
mTexture2DA(0),
mTexture2DB(0),
mTexture0Location(-1),
mTexture1Location(-1)
{}
const char *getVertexShaderSource() override { return essl3_shaders::vs::Simple(); }
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"uniform highp sampler2D tex2DArray[2];\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" float red = float(textureSize(tex2DArray[0], 0).x) / 255.0;\n"
" float green = float(textureSize(tex2DArray[1], 0).x) / 255.0;\n"
" fragColor = vec4(red, green, 0.0, 1.0);\n"
"}\n";
}
void testSetUp() override
{
TexCoordDrawTest::testSetUp();
setUpProgram();
mTexture0Location = glGetUniformLocation(mProgram, "tex2DArray[0]");
ASSERT_NE(-1, mTexture0Location);
mTexture1Location = glGetUniformLocation(mProgram, "tex2DArray[1]");
ASSERT_NE(-1, mTexture1Location);
mTexture2DA = create2DTexture();
mTexture2DB = create2DTexture();
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteTextures(1, &mTexture2DA);
glDeleteTextures(1, &mTexture2DB);
TexCoordDrawTest::testTearDown();
}
GLuint mTexture2DA;
GLuint mTexture2DB;
GLint mTexture0Location;
GLint mTexture1Location;
};
// Test for GL_OES_texture_3D extension
class Texture3DTestES2 : public TexCoordDrawTest
{
protected:
Texture3DTestES2() : TexCoordDrawTest(), mTexture3D(0), mTexture3DUniformLocation(-1) {}
const char *getVertexShaderSource() override
{
return "#version 100\n"
"varying vec2 texcoord;\n"
"attribute vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position.xy, 0.0, 1.0);\n"
" texcoord = (position.xy * 0.5) + 0.5;\n"
"}\n";
}
const char *getFragmentShaderSource() override
{
if (!hasTexture3DExt())
{
return "#version 100\n"
"precision highp float;\n"
"varying vec2 texcoord;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
"}\n";
}
return "#version 100\n"
"#extension GL_OES_texture_3D : enable\n"
"precision highp float;\n"
"uniform highp sampler3D tex3D;\n"
"uniform highp float level;\n"
"varying vec2 texcoord;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture3DLod(tex3D, vec3(texcoord, 0.0), level);\n"
"}\n";
}
void testSetUp() override
{
// http://anglebug.com/5728
ANGLE_SKIP_TEST_IF(IsOzone());
TexCoordDrawTest::testSetUp();
glGenTextures(1, &mTexture3D);
setUpProgram();
mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D");
if (hasTexture3DExt())
{
ASSERT_NE(-1, mTexture3DUniformLocation);
}
}
void testTearDown() override
{
glDeleteTextures(1, &mTexture3D);
TexCoordDrawTest::testTearDown();
}
bool hasTexture3DExt() const
{
// http://anglebug.com/4927
if ((IsPixel2() || IsNexus5X()) && IsOpenGLES())
{
return false;
}
return IsGLExtensionEnabled("GL_OES_texture_3D");
}
GLuint mTexture3D;
GLint mTexture3DUniformLocation;
};
class Texture3DTestES3 : public Texture3DTestES2
{
protected:
Texture3DTestES3() : Texture3DTestES2() {}
const char *getVertexShaderSource() override
{
return "#version 300 es\n"
"out vec2 texcoord;\n"
"in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position.xy, 0.0, 1.0);\n"
" texcoord = (position.xy * 0.5) + 0.5;\n"
"}\n";
}
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"uniform highp sampler3D tex3D;\n"
"in vec2 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = texture(tex3D, vec3(texcoord, 0.0));\n"
"}\n";
}
};
class ShadowSamplerPlusSampler3DTestES3 : public TexCoordDrawTest
{
protected:
ShadowSamplerPlusSampler3DTestES3()
: TexCoordDrawTest(),
mTextureShadow(0),
mTexture3D(0),
mTextureShadowUniformLocation(-1),
mTexture3DUniformLocation(-1),
mDepthRefUniformLocation(-1)
{}
const char *getVertexShaderSource() override
{
return "#version 300 es\n"
"out vec2 texcoord;\n"
"in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position.xy, 0.0, 1.0);\n"
" texcoord = (position.xy * 0.5) + 0.5;\n"
"}\n";
}
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"uniform highp sampler2DShadow tex2DShadow;\n"
"uniform highp sampler3D tex3D;\n"
"in vec2 texcoord;\n"
"uniform float depthRef;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = vec4(texture(tex2DShadow, vec3(texcoord, depthRef)) * 0.5);\n"
" fragColor += texture(tex3D, vec3(texcoord, 0.0));\n"
"}\n";
}
void testSetUp() override
{
TexCoordDrawTest::testSetUp();
glGenTextures(1, &mTexture3D);
glGenTextures(1, &mTextureShadow);
glBindTexture(GL_TEXTURE_2D, mTextureShadow);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
setUpProgram();
mTextureShadowUniformLocation = glGetUniformLocation(mProgram, "tex2DShadow");
ASSERT_NE(-1, mTextureShadowUniformLocation);
mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D");
ASSERT_NE(-1, mTexture3DUniformLocation);
mDepthRefUniformLocation = glGetUniformLocation(mProgram, "depthRef");
ASSERT_NE(-1, mDepthRefUniformLocation);
}
void testTearDown() override
{
glDeleteTextures(1, &mTextureShadow);
glDeleteTextures(1, &mTexture3D);
TexCoordDrawTest::testTearDown();
}
GLuint mTextureShadow;
GLuint mTexture3D;
GLint mTextureShadowUniformLocation;
GLint mTexture3DUniformLocation;
GLint mDepthRefUniformLocation;
};
class SamplerTypeMixTestES3 : public TexCoordDrawTest
{
protected:
SamplerTypeMixTestES3()
: TexCoordDrawTest(),
mTexture2D(0),
mTextureCube(0),
mTexture2DShadow(0),
mTextureCubeShadow(0),
mTexture2DUniformLocation(-1),
mTextureCubeUniformLocation(-1),
mTexture2DShadowUniformLocation(-1),
mTextureCubeShadowUniformLocation(-1),
mDepthRefUniformLocation(-1)
{}
const char *getVertexShaderSource() override
{
return "#version 300 es\n"
"out vec2 texcoord;\n"
"in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position.xy, 0.0, 1.0);\n"
" texcoord = (position.xy * 0.5) + 0.5;\n"
"}\n";
}
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"uniform highp sampler2D tex2D;\n"
"uniform highp samplerCube texCube;\n"
"uniform highp sampler2DShadow tex2DShadow;\n"
"uniform highp samplerCubeShadow texCubeShadow;\n"
"in vec2 texcoord;\n"
"uniform float depthRef;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = texture(tex2D, texcoord);\n"
" fragColor += texture(texCube, vec3(1.0, 0.0, 0.0));\n"
" fragColor += vec4(texture(tex2DShadow, vec3(texcoord, depthRef)) * 0.25);\n"
" fragColor += vec4(texture(texCubeShadow, vec4(1.0, 0.0, 0.0, depthRef)) * "
"0.125);\n"
"}\n";
}
void testSetUp() override
{
TexCoordDrawTest::testSetUp();
glGenTextures(1, &mTexture2D);
glGenTextures(1, &mTextureCube);
glGenTextures(1, &mTexture2DShadow);
glBindTexture(GL_TEXTURE_2D, mTexture2DShadow);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glGenTextures(1, &mTextureCubeShadow);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCubeShadow);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
setUpProgram();
mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D");
ASSERT_NE(-1, mTexture2DUniformLocation);
mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube");
ASSERT_NE(-1, mTextureCubeUniformLocation);
mTexture2DShadowUniformLocation = glGetUniformLocation(mProgram, "tex2DShadow");
ASSERT_NE(-1, mTexture2DShadowUniformLocation);
mTextureCubeShadowUniformLocation = glGetUniformLocation(mProgram, "texCubeShadow");
ASSERT_NE(-1, mTextureCubeShadowUniformLocation);
mDepthRefUniformLocation = glGetUniformLocation(mProgram, "depthRef");
ASSERT_NE(-1, mDepthRefUniformLocation);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteTextures(1, &mTexture2D);
glDeleteTextures(1, &mTextureCube);
glDeleteTextures(1, &mTexture2DShadow);
glDeleteTextures(1, &mTextureCubeShadow);
TexCoordDrawTest::testTearDown();
}
GLuint mTexture2D;
GLuint mTextureCube;
GLuint mTexture2DShadow;
GLuint mTextureCubeShadow;
GLint mTexture2DUniformLocation;
GLint mTextureCubeUniformLocation;
GLint mTexture2DShadowUniformLocation;
GLint mTextureCubeShadowUniformLocation;
GLint mDepthRefUniformLocation;
};
class SamplerInStructTest : public Texture2DTest
{
protected:
SamplerInStructTest() : Texture2DTest() {}
const char *getTextureUniformName() override { return "us.tex"; }
const char *getFragmentShaderSource() override
{
return "precision highp float;\n"
"struct S\n"
"{\n"
" vec4 a;\n"
" highp sampler2D tex;\n"
"};\n"
"uniform S us;\n"
"varying vec2 texcoord;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(us.tex, texcoord + us.a.x);\n"
"}\n";
}
void runSamplerInStructTest()
{
setUpProgram();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
&GLColor::green);
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
};
class SamplerInStructAsFunctionParameterTest : public SamplerInStructTest
{
protected:
SamplerInStructAsFunctionParameterTest() : SamplerInStructTest() {}
const char *getFragmentShaderSource() override
{
return "precision highp float;\n"
"struct S\n"
"{\n"
" vec4 a;\n"
" highp sampler2D tex;\n"
"};\n"
"uniform S us;\n"
"varying vec2 texcoord;\n"
"vec4 sampleFrom(S s) {\n"
" return texture2D(s.tex, texcoord + s.a.x);\n"
"}\n"
"void main()\n"
"{\n"
" gl_FragColor = sampleFrom(us);\n"
"}\n";
}
};
class SamplerInStructArrayAsFunctionParameterTest : public SamplerInStructTest
{
protected:
SamplerInStructArrayAsFunctionParameterTest() : SamplerInStructTest() {}
const char *getTextureUniformName() override { return "us[0].tex"; }
const char *getFragmentShaderSource() override
{
return "precision highp float;\n"
"struct S\n"
"{\n"
" vec4 a;\n"
" highp sampler2D tex;\n"
"};\n"
"uniform S us[1];\n"
"varying vec2 texcoord;\n"
"vec4 sampleFrom(S s) {\n"
" return texture2D(s.tex, texcoord + s.a.x);\n"
"}\n"
"void main()\n"
"{\n"
" gl_FragColor = sampleFrom(us[0]);\n"
"}\n";
}
};
class SamplerInNestedStructAsFunctionParameterTest : public SamplerInStructTest
{
protected:
SamplerInNestedStructAsFunctionParameterTest() : SamplerInStructTest() {}
const char *getTextureUniformName() override { return "us[0].sub.tex"; }
const char *getFragmentShaderSource() override
{
return "precision highp float;\n"
"struct SUB\n"
"{\n"
" vec4 a;\n"
" highp sampler2D tex;\n"
"};\n"
"struct S\n"
"{\n"
" SUB sub;\n"
"};\n"
"uniform S us[1];\n"
"varying vec2 texcoord;\n"
"vec4 sampleFrom(SUB s) {\n"
" return texture2D(s.tex, texcoord + s.a.x);\n"
"}\n"
"void main()\n"
"{\n"
" gl_FragColor = sampleFrom(us[0].sub);\n"
"}\n";
}
};
class SamplerInStructAndOtherVariableTest : public SamplerInStructTest
{
protected:
SamplerInStructAndOtherVariableTest() : SamplerInStructTest() {}
const char *getFragmentShaderSource() override
{
return "precision highp float;\n"
"struct S\n"
"{\n"
" vec4 a;\n"
" highp sampler2D tex;\n"
"};\n"
"uniform S us;\n"
"uniform float us_tex;\n"
"varying vec2 texcoord;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(us.tex, texcoord + us.a.x + us_tex);\n"
"}\n";
}
};
class Texture2DIntegerTestES3 : public Texture2DTest
{
protected:
Texture2DIntegerTestES3() : Texture2DTest() {}
const char *getVertexShaderSource() override
{
return "#version 300 es\n"
"out vec2 texcoord;\n"
"in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position.xy, 0.0, 1.0);\n"
" texcoord = (position.xy * 0.5) + 0.5;\n"
"}\n";
}
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"precision highp usampler2D;\n"
"uniform usampler2D tex;\n"
"in vec2 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = vec4(texture(tex, texcoord))/255.0;\n"
"}\n";
}
};
class TextureCubeIntegerTestES3 : public TexCoordDrawTest
{
protected:
TextureCubeIntegerTestES3()
: TexCoordDrawTest(), mTextureCube(0), mTextureCubeUniformLocation(-1)
{}
const char *getVertexShaderSource() override
{
return "#version 300 es\n"
"out vec2 texcoord;\n"
"in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position.xy, 0.0, 1.0);\n"
" texcoord = 0.5*position.xy;\n"
"}\n";
}
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"precision highp usamplerCube;\n"
"uniform usamplerCube texCube;\n"
"in vec2 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = vec4(texture(texCube, vec3(texcoord, 1)))/255.0;\n"
"}\n";
}
void testSetUp() override
{
TexCoordDrawTest::testSetUp();
glGenTextures(1, &mTextureCube);
setUpProgram();
mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube");
ASSERT_NE(-1, mTextureCubeUniformLocation);
}
void testTearDown() override
{
glDeleteTextures(1, &mTextureCube);
TexCoordDrawTest::testTearDown();
}
GLuint mTextureCube;
GLint mTextureCubeUniformLocation;
};
class TextureCubeIntegerEdgeTestES3 : public TextureCubeIntegerTestES3
{
protected:
TextureCubeIntegerEdgeTestES3() : TextureCubeIntegerTestES3() {}
const char *getVertexShaderSource() override
{
return "#version 300 es\n"
"out vec2 texcoord;\n"
"in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position.xy, 0.0, 1.0);\n"
" texcoord = position.xy;\n"
"}\n";
}
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"precision highp usamplerCube;\n"
"uniform usamplerCube texCube;\n"
"in vec2 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = vec4(texture(texCube, vec3(texcoord, 0)))/255.0;\n"
"}\n";
}
};
class Texture2DIntegerProjectiveOffsetTestES3 : public Texture2DTest
{
protected:
Texture2DIntegerProjectiveOffsetTestES3() : Texture2DTest() {}
const char *getVertexShaderSource() override
{
return "#version 300 es\n"
"out vec2 texcoord;\n"
"in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position.xy, 0.0, 1.0);\n"
" texcoord = 0.5*position.xy + vec2(0.5, 0.5);\n"
"}\n";
}
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"precision highp usampler2D;\n"
"uniform usampler2D tex;\n"
"in vec2 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = vec4(textureProjOffset(tex, vec3(texcoord, 1), ivec2(0,0), "
"0.0))/255.0;\n"
"}\n";
}
};
class Texture2DArrayIntegerTestES3 : public Texture2DArrayTestES3
{
protected:
Texture2DArrayIntegerTestES3() : Texture2DArrayTestES3() {}
const char *getVertexShaderSource() override
{
return R"(#version 300 es
out vec2 texcoord;
in vec4 position;
void main()
{
gl_Position = vec4(position.xy, 0.0, 1.0);
texcoord = (position.xy * 0.5) + 0.5;
})";
}
const char *getFragmentShaderSource() override
{
return R"(#version 300 es
precision highp float;
uniform highp usampler2DArray tex2DArray;
uniform int slice;
in vec2 texcoord;
out vec4 fragColor;
void main()
{
fragColor = vec4(texture(tex2DArray, vec3(texcoord, slice)))/255.0;
})";
}
};
class Texture3DIntegerTestES3 : public Texture3DTestES3
{
protected:
Texture3DIntegerTestES3() : Texture3DTestES3() {}
const char *getVertexShaderSource() override
{
return "#version 300 es\n"
"out vec2 texcoord;\n"
"in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position.xy, 0.0, 1.0);\n"
" texcoord = (position.xy * 0.5) + 0.5;\n"
"}\n";
}
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"uniform highp usampler3D tex3D;\n"
"in vec2 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = vec4(texture(tex3D, vec3(texcoord, 0.0)))/255.0;\n"
"}\n";
}
};
class PBOCompressedTextureTest : public Texture2DTest
{
protected:
PBOCompressedTextureTest() : Texture2DTest() {}
void testSetUp() override
{
TexCoordDrawTest::testSetUp();
glGenTextures(1, &mTexture2D);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
EXPECT_GL_NO_ERROR();
setUpProgram();
glGenBuffers(1, &mPBO);
}
void testTearDown() override
{
glDeleteBuffers(1, &mPBO);
Texture2DTest::testTearDown();
}
void runCompressedSubImage();
GLuint mPBO;
};
class ETC1CompressedTextureTest : public Texture2DTest
{
protected:
ETC1CompressedTextureTest() : Texture2DTest() {}
void testSetUp() override
{
TexCoordDrawTest::testSetUp();
glGenTextures(1, &mTexture2D);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
EXPECT_GL_NO_ERROR();
setUpProgram();
}
void testTearDown() override { Texture2DTest::testTearDown(); }
};
class Texture2DTestES31 : public Texture2DTest
{
protected:
Texture2DTestES31() : Texture2DTest() {}
void TestSampleWithDepthStencilMode(GLenum format, GLenum mode, bool swizzle);
};
void Texture2DTestES31::TestSampleWithDepthStencilMode(GLenum format, GLenum mode, bool swizzle)
{
constexpr GLsizei kSize = 4;
ASSERT(mode == GL_STENCIL_INDEX || mode == GL_DEPTH_COMPONENT);
bool isStencilMode;
GLenum attachment;
switch (format)
{
case GL_DEPTH_COMPONENT16:
case GL_DEPTH_COMPONENT24:
case GL_DEPTH_COMPONENT32F:
attachment = GL_DEPTH_ATTACHMENT;
isStencilMode = false;
break;
case GL_DEPTH24_STENCIL8:
case GL_DEPTH32F_STENCIL8:
attachment = GL_DEPTH_STENCIL_ATTACHMENT;
isStencilMode = mode == GL_STENCIL_INDEX;
break;
case GL_STENCIL_INDEX8:
attachment = GL_STENCIL_ATTACHMENT;
isStencilMode = true;
break;
default:
UNREACHABLE();
}
// Set up a color texture.
GLTexture colorTexture;
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
ASSERT_GL_NO_ERROR();
// Set up a depth/stencil texture to be sampled as mode.
GLTexture depthStencilTexture;
glBindTexture(GL_TEXTURE_2D, depthStencilTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, format, kSize, kSize);
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_DEPTH_STENCIL_TEXTURE_MODE, mode);
if (swizzle)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_ALPHA);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_BLUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_GREEN);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_RED);
}
ASSERT_GL_NO_ERROR();
constexpr char kStencilFS[] =
R"(#version 300 es
precision mediump float;
uniform highp usampler2D tex;
out vec4 color;
void main()
{
color = vec4(texelFetch(tex, ivec2(0, 0), 0)) / 255.0f;
})";
constexpr char kDepthFS[] =
R"(#version 300 es
precision mediump float;
uniform highp sampler2D tex;
out vec4 color;
void main()
{
color = texture(tex, vec2(0, 0));
})";
// Clear stencil to 42.
GLFramebuffer clearFBO;
glBindFramebuffer(GL_FRAMEBUFFER, clearFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, depthStencilTexture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glClearDepthf(0.5);
glClearStencil(42);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthStencilTexture);
EXPECT_GL_ERROR(GL_NO_ERROR);
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), isStencilMode ? kStencilFS : kDepthFS);
GLint texLocation = glGetUniformLocation(program, "tex");
ASSERT_NE(-1, texLocation);
ASSERT_GL_NO_ERROR();
glUseProgram(program);
glUniform1i(texLocation, 0);
GLFramebuffer drawFBO;
glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
drawQuad(program, essl3_shaders::PositionAttrib(), 0.95f);
ASSERT_GL_NO_ERROR();
if (isStencilMode)
{
GLColor expected = swizzle ? GLColor(1, 0, 0, 42) : GLColor(42, 0, 0, 1);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, expected);
}
else
{
GLColor expected = swizzle ? GLColor(255, 0, 0, 127) : GLColor(127, 0, 0, 255);
EXPECT_PIXEL_COLOR_NEAR(0, 0, expected, 1);
}
}
TEST_P(Texture2DTest, NegativeAPISubImage)
{
glBindTexture(GL_TEXTURE_2D, mTexture2D);
EXPECT_GL_ERROR(GL_NO_ERROR);
setUpProgram();
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);
if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Create a 1-level immutable texture.
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
// Try calling sub image on the second level.
glTexSubImage2D(GL_TEXTURE_2D, 1, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
}
// Test that querying GL_TEXTURE_BINDING* doesn't cause an unexpected error.
TEST_P(Texture2DTest, QueryBinding)
{
glBindTexture(GL_TEXTURE_2D, 0);
EXPECT_GL_ERROR(GL_NO_ERROR);
GLint textureBinding;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(0, textureBinding);
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &textureBinding);
if (IsGLExtensionEnabled("GL_OES_EGL_image_external") ||
IsGLExtensionEnabled("GL_NV_EGL_stream_consumer_external"))
{
EXPECT_GL_NO_ERROR();
EXPECT_EQ(0, textureBinding);
}
else
{
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
}
TEST_P(Texture2DTest, ZeroSizedUploads)
{
glBindTexture(GL_TEXTURE_2D, mTexture2D);
EXPECT_GL_ERROR(GL_NO_ERROR);
setUpProgram();
// Use the texture first to make sure it's in video memory
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "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 that interleaved superseded updates work as expected
TEST_P(Texture2DTest, InterleavedSupersedingTextureUpdates)
{
constexpr uint32_t kTexWidth = 3840;
constexpr uint32_t kTexHeight = 2160;
constexpr uint32_t kBpp = 4;
// Create the texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kTexWidth, kTexHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
EXPECT_GL_ERROR(GL_NO_ERROR);
// 1. One big upload followed by many small identical uploads
// Update the entire texture
std::vector<GLubyte> fullTextureData(kTexWidth * kTexHeight * kBpp, 128);
constexpr GLColor kFullTextureColor = GLColor(128u, 128u, 128u, 128u);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kTexWidth, kTexHeight, GL_RGBA, GL_UNSIGNED_BYTE,
fullTextureData.data());
// Make a number of identical updates to the right half of the texture
std::vector<GLubyte> rightHalfData(kTexWidth * kTexHeight * kBpp, 201);
constexpr GLColor kRightHalfColor = GLColor(201u, 201u, 201u, 201u);
for (uint32_t iteration = 0; iteration < 10; iteration++)
{
glTexSubImage2D(GL_TEXTURE_2D, 0, kTexWidth / 2, 0, kTexWidth / 2, kTexHeight, GL_RGBA,
GL_UNSIGNED_BYTE, rightHalfData.data());
}
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(1 * getWindowWidth() / 4, getWindowHeight() / 2, kFullTextureColor);
EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 2, kRightHalfColor);
// 2. Some small uploads followed by one big upload followed by many identical uploads
// Clear the entire texture
std::vector<GLubyte> zeroTextureData(kTexWidth * kTexHeight * kBpp, 255);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kTexWidth, kTexHeight, GL_RGBA, GL_UNSIGNED_BYTE,
zeroTextureData.data());
// Update the top left quadrant of the texture
std::vector<GLubyte> topLeftQuadrantData(kTexWidth * kTexHeight * kBpp, 128);
constexpr GLColor kTopLeftQuandrantTextureColor = GLColor(128u, 128u, 128u, 128u);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, kTexHeight / 2, kTexWidth / 2, kTexHeight / 2, GL_RGBA,
GL_UNSIGNED_BYTE, topLeftQuadrantData.data());
// Update the top right quadrant of the texture
std::vector<GLubyte> topRightQuadrantData(kTexWidth * kTexHeight * kBpp, 156);
constexpr GLColor kTopRightQuadrantTextureColor = GLColor(156u, 156u, 156u, 156u);
glTexSubImage2D(GL_TEXTURE_2D, 0, kTexWidth / 2, kTexHeight / 2, kTexWidth / 2, kTexHeight / 2,
GL_RGBA, GL_UNSIGNED_BYTE, topRightQuadrantData.data());
// Update the bottom half of the texture
std::vector<GLubyte> bottomHalfTextureData(kTexWidth * kTexHeight * kBpp, 187);
constexpr GLColor kBottomHalfTextureColor = GLColor(187u, 187u, 187u, 187u);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kTexWidth, kTexHeight / 2, GL_RGBA, GL_UNSIGNED_BYTE,
bottomHalfTextureData.data());
// Make a number of identical updates to the bottom right quadrant of the texture
std::vector<GLubyte> bottomRightQuadrantData(kTexWidth * kTexHeight * kBpp, 201);
constexpr GLColor kBottomRightQuadrantColor = GLColor(201u, 201u, 201u, 201u);
for (uint32_t iteration = 0; iteration < 10; iteration++)
{
glTexSubImage2D(GL_TEXTURE_2D, 0, kTexWidth / 2, 0, kTexWidth / 2, kTexHeight / 2, GL_RGBA,
GL_UNSIGNED_BYTE, bottomRightQuadrantData.data());
}
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, getWindowHeight() - 1, kTopLeftQuandrantTextureColor);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1,
kTopRightQuadrantTextureColor);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, kBottomHalfTextureColor);
EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4,
kBottomRightQuadrantColor);
// 3. Many small uploads folloed by one big upload
// Clear the entire texture
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kTexWidth, kTexHeight, GL_RGBA, GL_UNSIGNED_BYTE,
zeroTextureData.data());
// Make a number of small updates to different parts of the texture
std::vector<std::pair<GLint, GLint>> xyOffsets = {
{1, 4}, {128, 34}, {1208, 1090}, {2560, 2022}};
constexpr GLColor kRandomColor = GLColor(55u, 128u, 201u, 255u);
for (const std::pair<GLint, GLint> &xyOffset : xyOffsets)
{
glTexSubImage2D(GL_TEXTURE_2D, 0, xyOffset.first, xyOffset.second, 1, 1, GL_RGBA,
GL_UNSIGNED_BYTE, kRandomColor.data());
}
// Update the entire texture
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kTexWidth, kTexHeight, GL_RGBA, GL_UNSIGNED_BYTE,
fullTextureData.data());
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth() - 1, getWindowHeight() - 1, kFullTextureColor);
}
// Test that repeated calls to glTexSubImage2D with superseding updates works
TEST_P(Texture2DTest, ManySupersedingTextureUpdates)
{
constexpr uint32_t kTexWidth = 3840;
constexpr uint32_t kTexHeight = 2160;
constexpr uint32_t kBpp = 4;
std::vector<GLubyte> data(kTexWidth * kTexHeight * kBpp, 0);
// Create the texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kTexWidth, kTexHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
EXPECT_GL_ERROR(GL_NO_ERROR);
// Make a large number of superseding updates
for (uint32_t width = kTexWidth / 2, height = kTexHeight / 2;
width < kTexWidth && height < kTexHeight; width++, height++)
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
data.data());
}
// Upload different color to the whole texture thus superseding all prior updates.
std::vector<GLubyte> supersedingData(kTexWidth * kTexHeight * kBpp, 128);
constexpr GLColor kGray = GLColor(128u, 128u, 128u, 128u);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kTexWidth, kTexHeight, GL_RGBA, GL_UNSIGNED_BYTE,
supersedingData.data());
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, kGray);
}
TEST_P(Texture2DTest, DefineMultipleLevelsWithoutMipmapping)
{
setUpProgram();
constexpr size_t kImageSize = 256;
std::array<GLColor, kImageSize * kImageSize> kMipColors[2];
std::fill(kMipColors[0].begin(), kMipColors[0].end(), GLColor::red);
std::fill(kMipColors[1].begin(), kMipColors[1].end(), GLColor::green);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kImageSize, kImageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
kMipColors[0].data());
EXPECT_GL_NO_ERROR();
// Draw so the image is created.
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
// Define level 1 of the texture.
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, kImageSize, kImageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
kMipColors[1].data());
EXPECT_GL_NO_ERROR();
// Draw again.
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[0][0]);
}
// Test drawing with two texture types, to trigger an ANGLE bug in validation
TEST_P(TextureCubeTest, 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(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
glUniform1i(mTextureCubeUniformLocation, 1);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
}
// Test drawing with two texture types accessed from the same shader and check that the result of
// drawing is correct.
TEST_P(TextureCubeTest, CubeMapDraw)
{
GLubyte texData[4];
texData[0] = 0;
texData[1] = 60;
texData[2] = 0;
texData[3] = 255;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
texData[1] = 120;
glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
texData);
EXPECT_GL_ERROR(GL_NO_ERROR);
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
glUniform1i(mTextureCubeUniformLocation, 1);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
int px = getWindowWidth() - 1;
int py = 0;
EXPECT_PIXEL_NEAR(px, py, 0, 180, 0, 255, 2);
}
TEST_P(Sampler2DAsFunctionParameterTest, Sampler2DAsFunctionParameter)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
GLubyte texData[4];
texData[0] = 0;
texData[1] = 128;
texData[2] = 0;
texData[3] = 255;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(0, 0, 0, 128, 0, 255, 2);
}
// Test drawing with two textures passed to the shader in a sampler array.
TEST_P(SamplerArrayTest, SamplerArrayDraw)
{
testSamplerArrayDraw();
}
// Test drawing with two textures passed to the shader in a sampler array which is passed to a
// user-defined function in the shader.
TEST_P(SamplerArrayAsFunctionParameterTest, SamplerArrayAsFunctionParameter)
{
// TODO: Diagnose and fix. http://anglebug.com/2955
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
testSamplerArrayDraw();
}
// Copy of a test in conformance/textures/texture-mips, to test generate mipmaps
TEST_P(Texture2DTestWithDrawScale, MipmapsTwice)
{
int px = getWindowWidth() / 2;
int py = getWindowHeight() / 2;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
std::vector<GLColor> pixelsRed(16u * 16u, GLColor::red);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
glUniform2f(mDrawScaleUniformLocation, 0.0625f, 0.0625f);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
std::vector<GLColor> pixelsBlue(16u * 16u, GLColor::blue);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixelsBlue.data());
glGenerateMipmap(GL_TEXTURE_2D);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::blue);
std::vector<GLColor> pixelsGreen(16u * 16u, GLColor::green);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixelsGreen.data());
glGenerateMipmap(GL_TEXTURE_2D);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
}
// Test creating a FBO with a cube map render target, to test an ANGLE bug
// https://code.google.com/p/angleproject/issues/detail?id=849
TEST_P(TextureCubeTest, CubeMapFBO)
{
// http://anglebug.com/3145
ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan());
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
mTextureCube, 0);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
EXPECT_GL_NO_ERROR();
// Test clearing the six mip faces individually.
std::array<GLColor, 6> faceColors = {{GLColor::red, GLColor::green, GLColor::blue,
GLColor::yellow, GLColor::cyan, GLColor::magenta}};
for (size_t faceIndex = 0; faceIndex < 6; ++faceIndex)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, mTextureCube, 0);
Vector4 clearColorF = faceColors[faceIndex].toNormalizedVector();
glClearColor(clearColorF.x(), clearColorF.y(), clearColorF.z(), clearColorF.w());
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, faceColors[faceIndex]);
}
// Iterate the faces again to make sure the colors haven't changed.
for (size_t faceIndex = 0; faceIndex < 6; ++faceIndex)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, mTextureCube, 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, faceColors[faceIndex])
<< "face color " << faceIndex << " shouldn't change";
}
}
// Tests clearing a cube map with a scissor enabled.
TEST_P(TextureCubeTest, CubeMapFBOScissoredClear)
{
// http://anglebug.com/3145
ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan());
constexpr size_t kSize = 16;
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, kSize, kSize);
GLTexture texcube;
glBindTexture(GL_TEXTURE_CUBE_MAP, texcube);
for (GLenum face = 0; face < 6; face++)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
}
ASSERT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
texcube, 0);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
glEnable(GL_SCISSOR_TEST);
glScissor(kSize / 2, 0, kSize / 2, kSize);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize / 2 + 1, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// Test that glTexSubImage2D works properly when glTexStorage2DEXT has initialized the image with a
// default color.
TEST_P(Texture2DTest, TexStorage)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
!IsGLExtensionEnabled("GL_EXT_texture_storage"));
int width = getWindowWidth();
int height = getWindowHeight();
GLTexture tex2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
// Fill with red
std::vector<GLubyte> pixels(3 * 16 * 16);
for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
{
pixels[pixelId * 3 + 0] = 255;
pixels[pixelId * 3 + 1] = 0;
pixels[pixelId * 3 + 2] = 0;
}
// ANGLE internally uses RGBA as the DirectX format for RGB images
// therefore glTexStorage2DEXT initializes the image to a default color to get a consistent
// alpha color. The data is kept in a CPU-side image and the image is marked as dirty.
if (getClientMajorVersion() >= 3)
{
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
}
else
{
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
}
// Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched.
// glTexSubImage2D should take into account that the image is dirty.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGB, GL_UNSIGNED_BYTE, pixels.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
// Validate that the region of the texture without data has an alpha of 1.0
angle::GLColor pixel = ReadColor(3 * width / 4, 3 * height / 4);
EXPECT_EQ(255, pixel.A);
}
// Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2DEXT has
// initialized the image with a default color.
TEST_P(Texture2DTest, TexStorageWithPBO)
{
// http://anglebug.com/4126
ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL());
// http://anglebug.com/5081
ANGLE_SKIP_TEST_IF(IsWindows() && IsNVIDIA() && IsOpenGL());
// http://anglebug.com/5651
ANGLE_SKIP_TEST_IF(IsLinux() && IsNVIDIA() && IsOpenGL());
// http://anglebug.com/5097
ANGLE_SKIP_TEST_IF(IsLinux() && IsOpenGL() && IsTSan());
if (getClientMajorVersion() < 3)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
}
const int width = getWindowWidth();
const int height = getWindowHeight();
const size_t pixelCount = width * height;
const int componentCount = 3;
GLTexture tex2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
// Fill with red
std::vector<GLubyte> pixels(componentCount * pixelCount);
for (size_t pixelId = 0; pixelId < pixelCount; ++pixelId)
{
pixels[pixelId * componentCount + 0] = 255;
pixels[pixelId * componentCount + 1] = 0;
pixels[pixelId * componentCount + 2] = 0;
}
// Read 16x16 region from red backbuffer to PBO
GLuint pbo;
glGenBuffers(1, &pbo);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
glBufferData(GL_PIXEL_UNPACK_BUFFER, componentCount * pixelCount, pixels.data(),
GL_STATIC_DRAW);
// ANGLE internally uses RGBA as the DirectX format for RGB images
// therefore glTexStorage2DEXT initializes the image to a default color to get a consistent
// alpha color. The data is kept in a CPU-side image and the image is marked as dirty.
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, width, height);
// Initializes the color of the upper-left quadrant of pixels, leaves the other pixels
// untouched. glTexSubImage2D should take into account that the image is dirty.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width / 2, height / 2, GL_RGB, GL_UNSIGNED_BYTE,
nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
glDeleteBuffers(1, &pbo);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(3 * width / 4, 3 * height / 4, 0, 0, 0, 255);
EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
}
// Test that glTexSubImage2D combined with a PBO works properly after deleting the PBO
// and drawing with the texture
// Pseudo code for the follow test:
// 1. Upload PBO to mTexture2D
// 2. Delete PBO
// 3. Draw with otherTexture (x5)
// 4. Draw with mTexture2D
// 5. Validate color output
TEST_P(Texture2DTest, PBOWithMultipleDraws)
{
if (getClientMajorVersion() < 3)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
}
const GLuint width = getWindowWidth();
const GLuint height = getWindowHeight();
const GLuint windowPixelCount = width * height;
std::vector<GLColor> pixelsRed(windowPixelCount, GLColor::red);
std::vector<GLColor> pixelsGreen(windowPixelCount, GLColor::green);
// Create secondary draw that does not use mTexture
const char *vertexShaderSource = getVertexShaderSource();
const char *fragmentShaderSource = getFragmentShaderSource();
ANGLE_GL_PROGRAM(otherProgram, vertexShaderSource, fragmentShaderSource);
GLint uniformLoc = glGetUniformLocation(otherProgram, getTextureUniformName());
ASSERT_NE(-1, uniformLoc);
glUseProgram(0);
// Create secondary Texture to draw with
GLTexture otherTexture;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, otherTexture);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
pixelsRed.data());
ASSERT_GL_NO_ERROR();
// Setup primary Texture
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
ASSERT_GL_NO_ERROR();
// Setup PBO
GLuint pbo = 0;
glGenBuffers(1, &pbo);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
// Write PBO to mTexture
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, 0);
ASSERT_GL_NO_ERROR();
// Delete PBO as ANGLE should be properly handling refcount of this buffer
glDeleteBuffers(1, &pbo);
pixelsGreen.clear();
// Do 5 draws not involving primary texture that the PBO updated
glUseProgram(otherProgram);
glUniform1i(uniformLoc, 0);
glBindTexture(GL_TEXTURE_2D, otherTexture);
drawQuad(otherProgram, "position", 0.5f);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
glUseProgram(otherProgram);
glUniform1i(uniformLoc, 0);
glBindTexture(GL_TEXTURE_2D, otherTexture);
drawQuad(otherProgram, "position", 0.5f);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
glUseProgram(otherProgram);
glUniform1i(uniformLoc, 0);
glBindTexture(GL_TEXTURE_2D, otherTexture);
drawQuad(otherProgram, "position", 0.5f);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
glUseProgram(otherProgram);
glUniform1i(uniformLoc, 0);
glBindTexture(GL_TEXTURE_2D, otherTexture);
drawQuad(otherProgram, "position", 0.5f);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
ASSERT_GL_NO_ERROR();
std::vector<GLColor> output(windowPixelCount, GLColor::black);
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
output.data());
EXPECT_EQ(pixelsRed, output);
setUpProgram();
// Draw using PBO updated texture
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
std::vector<GLColor> actual(windowPixelCount, GLColor::black);
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
actual.data());
// Value should be green as it was updated during PBO transfer to mTexture
std::vector<GLColor> expected(windowPixelCount, GLColor::green);
EXPECT_EQ(expected, actual);
}
// Test that stencil texture uploads work.
TEST_P(Texture2DTestES3, TexImageWithStencilData)
{
constexpr GLsizei kSize = 4;
const std::array<std::tuple<GLenum, GLenum, int, int>, 3> testConfigs = {
std::make_tuple(GL_DEPTH32F_STENCIL8, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8, 4),
std::make_tuple(GL_DEPTH24_STENCIL8, GL_UNSIGNED_INT_24_8, 4, 0),
std::make_tuple(GL_STENCIL_INDEX8, GL_UNSIGNED_BYTE, 1, 0)};
for (auto testConfig : testConfigs)
{
const GLenum format = std::get<0>(testConfig);
const GLenum type = std::get<1>(testConfig);
const GLenum typeLength = std::get<2>(testConfig);
const GLenum typeOffset = std::get<3>(testConfig);
ANGLE_SKIP_TEST_IF(format == GL_STENCIL_INDEX8 &&
!IsGLExtensionEnabled("GL_OES_texture_stencil8"));
// Set up the framebuffer
GLTexture colorTexture;
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
ASSERT_GL_NO_ERROR();
GLTexture depthStencilTexture;
glBindTexture(GL_TEXTURE_2D, depthStencilTexture);
GLubyte pixels[kSize * kSize * 8] = {};
for (size_t pixelId = 0; pixelId < kSize * kSize; ++pixelId)
{
pixels[pixelId * typeLength + typeOffset] = 0xD5;
}
glTexImage2D(GL_TEXTURE_2D, 0, format, kSize, kSize, 0,
format == GL_STENCIL_INDEX8 ? GL_STENCIL_INDEX : GL_DEPTH_STENCIL, type,
pixels);
ASSERT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture,
0);
glFramebufferTexture2D(
GL_FRAMEBUFFER,
format == GL_STENCIL_INDEX8 ? GL_STENCIL_ATTACHMENT : GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, depthStencilTexture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
// Clear only color.
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// If stencil is not set to 0xD5, rendering would fail.
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 0xD5, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0xFF);
// Draw red
ANGLE_GL_PROGRAM(drawRed, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
drawQuad(drawRed, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::red);
}
}
// Test that glTexSubImage2D combined with a PBO works properly. PBO has all pixels as red
// except the middle one being green.
TEST_P(Texture2DTest, TexStorageWithPBOMiddlePixelDifferent)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
int width = getWindowWidth();
int height = getWindowHeight();
GLTexture tex2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
std::vector<GLubyte> pixels(3 * 16 * 16);
// Initialize texture with default black color.
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 16, 16, GL_RGB, GL_UNSIGNED_BYTE, pixels.data());
// Fill PBO's data with red, with middle one as green
for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
{
if (pixelId == 8 * 7 + 7)
{
pixels[pixelId * 3 + 0] = 0;
pixels[pixelId * 3 + 1] = 255;
pixels[pixelId * 3 + 2] = 0;
}
else
{
pixels[pixelId * 3 + 0] = 255;
pixels[pixelId * 3 + 1] = 0;
pixels[pixelId * 3 + 2] = 0;
}
}
GLuint pbo;
glGenBuffers(1, &pbo);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
glBufferData(GL_PIXEL_UNPACK_BUFFER, 3 * 16 * 16, pixels.data(), GL_STATIC_DRAW);
// Update the color of the texture's upper-left 8x8 pixels, leaves the other pixels untouched.
// glTexSubImage2D should take into account that the image is dirty.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
glDeleteBuffers(1, &pbo);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(3 * width / 4, 3 * height / 4, 0, 0, 0, 255);
EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(width / 2 - 1, height / 2 - 1, 0, 255, 0, 255);
}
// Test that glTexSubImage2D combined with a PBO works properly when glTexImage2D has
// initialized the image with a luminance color
TEST_P(Texture2DTest, TexImageWithLuminancePBO)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
int width = getWindowWidth();
int height = getWindowHeight();
GLTexture tex2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 16, 16, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
nullptr);
// Fill PBO with white, with middle one as grey
std::vector<GLubyte> pixels(16 * 16);
for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
{
if (pixelId == 8 * 7 + 7)
{
pixels[pixelId] = 128;
}
else
{
pixels[pixelId] = 255;
}
}
GLuint pbo;
glGenBuffers(1, &pbo);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
glBufferData(GL_PIXEL_UNPACK_BUFFER, 16 * 16, pixels.data(), GL_STATIC_DRAW);
// Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched.
// glTexSubImage2D should take into account that the image is dirty.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_LUMINANCE, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
glDeleteBuffers(1, &pbo);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 255, 255, 255);
EXPECT_PIXEL_NEAR(width / 2 - 1, height / 2 - 1, 128, 128, 128, 255, 1);
}
// Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2DEXT has
// initialized the image with a RGB656 color
TEST_P(Texture2DTest, TexImageWithRGB565PBO)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
int width = getWindowWidth();
int height = getWindowHeight();
GLTexture tex2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
// Fill PBO with red, with middle one as green
std::vector<GLushort> pixels(16 * 16);
for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
{
if (pixelId == 8 * 7 + 8)
{
pixels[pixelId] = 0x7E0;
}
else
{
pixels[pixelId] = 0xF800;
}
}
GLuint pbo;
glGenBuffers(1, &pbo);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
glBufferData(GL_PIXEL_UNPACK_BUFFER, 2 * 16 * 16, pixels.data(), GL_STATIC_DRAW);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB565, 16, 16);
// Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched.
// glTexSubImage2D should take into account that the image is dirty.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
reinterpret_cast<void *>(2));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
glDeleteBuffers(1, &pbo);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(width / 2 - 1, height / 2 - 1, 0, 255, 0, 255);
}
// Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2DEXT has
// initialized the image with a RGBA4444 color
TEST_P(Texture2DTest, TexImageWithRGBA4444PBO)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
int width = getWindowWidth();
int height = getWindowHeight();
GLTexture tex2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
// Fill PBO with red, with middle one as green
std::vector<GLushort> pixels(16 * 16);
for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
{
if (pixelId == 8 * 7 + 8)
{
pixels[pixelId] = 0xF0F;
}
else
{
pixels[pixelId] = 0xF00F;
}
}
GLuint pbo;
glGenBuffers(1, &pbo);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
glBufferData(GL_PIXEL_UNPACK_BUFFER, 2 * 16 * 16, pixels.data(), GL_STATIC_DRAW);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA4, 16, 16);
// Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched.
// glTexSubImage2D should take into account that the image is dirty.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4,
reinterpret_cast<void *>(2));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
glDeleteBuffers(1, &pbo);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(width / 2 - 1, height / 2 - 1, 0, 255, 0, 255);
}
// Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2DEXT has
// initialized the image with a RGBA5551 color
TEST_P(Texture2DTest, TexImageWithRGBA5551PBO)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
int width = getWindowWidth();
int height = getWindowHeight();
GLTexture tex2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
// Fill PBO with red, with middle one as green
std::vector<GLushort> pixels(16 * 16);
for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
{
if (pixelId == 8 * 7 + 7)
{
pixels[pixelId] = 0x7C1;
}
else
{
pixels[pixelId] = 0xF801;
}
}
GLuint pbo;
glGenBuffers(1, &pbo);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
glBufferData(GL_PIXEL_UNPACK_BUFFER, 2 * 16 * 16, pixels.data(), GL_STATIC_DRAW);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB5_A1, 16, 16);
// Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched.
// glTexSubImage2D should take into account that the image is dirty.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
glDeleteBuffers(1, &pbo);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(width / 2 - 1, height / 2 - 1, 0, 255, 0, 255);
}
// Test that glTexSubImage2D from a PBO respects GL_UNPACK_ROW_LENGTH.
TEST_P(Texture2DTest, TexImageUnpackRowLengthPBO)
{
if (getClientMajorVersion() < 3)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_unpack_subimage"));
}
const int width = getWindowWidth() / 2;
const int height = getWindowHeight();
const int rowLength = getWindowWidth();
const int bufferSize = rowLength * height;
GLTexture tex2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
std::vector<GLColor> pixels(bufferSize);
for (int y = 0; y < rowLength; ++y)
{
for (int x = 0; x < width; ++x)
{
pixels[y * rowLength + x] =
x < width ? (y < height / 2 ? GLColor::green : GLColor::blue) : GLColor::red;
}
}
GLuint pbo;
glGenBuffers(1, &pbo);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
glBufferData(GL_PIXEL_UNPACK_BUFFER, bufferSize * sizeof(GLColor), pixels.data(),
GL_STATIC_DRAW);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
// Initializes the texture from width x height of the PBO.
glPixelStorei(GL_UNPACK_ROW_LENGTH, rowLength);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
glDeleteBuffers(1, &pbo);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, height - 1, GLColor::blue);
}
// Test if the KHR debug label is set and passed to D3D correctly using glCopyTexImage2D.
TEST_P(Texture2DTest, TextureKHRDebugLabelWithCopyTexImage2D)
{
GLTexture texture2D;
glBindTexture(GL_TEXTURE_2D, texture2D);
// Create a texture and copy into, to initialize storage object.
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 32, 32, 0);
// Set KHR Debug Label.
std::string label = "TestKHR.DebugLabel";
glObjectLabelKHR(GL_TEXTURE, texture2D, -1, label.c_str());
std::vector<char> labelBuf(label.length() + 1);
GLsizei labelLengthBuf = 0;
glGetObjectLabelKHR(GL_TEXTURE, texture2D, static_cast<GLsizei>(labelBuf.size()),
&labelLengthBuf, labelBuf.data());
EXPECT_EQ(static_cast<GLsizei>(label.length()), labelLengthBuf);
EXPECT_STREQ(label.c_str(), labelBuf.data());
// Delete the texture.
texture2D.reset();
EXPECT_GL_NO_ERROR();
glObjectLabelKHR(GL_TEXTURE, texture2D, -1, label.c_str());
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glGetObjectLabelKHR(GL_TEXTURE, texture2D, static_cast<GLsizei>(labelBuf.size()),
&labelLengthBuf, labelBuf.data());
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Test to call labeling API before the storage texture is created.
TEST_P(Texture2DTest, CallKHRDebugLabelBeforeTexStorageCreation)
{
GLTexture texture2D;
glBindTexture(GL_TEXTURE_2D, texture2D);
// Set label before texture storage creation.
std::string label = "TestKHR.DebugLabel";
glObjectLabelKHR(GL_TEXTURE, texture2D, -1, label.c_str());
// Create a texture and copy into, to initialize storage object.
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 32, 32, 0);
std::vector<char> labelBuf(label.length() + 1);
GLsizei labelLengthBuf = 0;
glGetObjectLabelKHR(GL_TEXTURE, texture2D, static_cast<GLsizei>(labelBuf.size()),
&labelLengthBuf, labelBuf.data());
EXPECT_EQ(static_cast<GLsizei>(label.length()), labelLengthBuf);
EXPECT_STREQ(label.c_str(), labelBuf.data());
// Delete the texture.
texture2D.reset();
EXPECT_GL_NO_ERROR();
glObjectLabelKHR(GL_TEXTURE, texture2D, -1, label.c_str());
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glGetObjectLabelKHR(GL_TEXTURE, texture2D, static_cast<GLsizei>(labelBuf.size()),
&labelLengthBuf, labelBuf.data());
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2D has
// initialized the image with a depth-only format.
TEST_P(Texture2DTestES3, TexImageWithDepthPBO)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
// http://anglebug.com/5315
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX());
constexpr GLsizei kSize = 4;
// Set up the framebuffer.
GLTexture colorTexture;
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
GLTexture depthTexture;
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT16, kSize, kSize);
ASSERT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
// Clear depth to 0, ensuring the texture's image is allocated.
glClearDepthf(0);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Fill depth with 1.0f.
std::vector<GLushort> pixels(kSize * kSize);
for (size_t pixelId = 0; pixelId < pixels.size(); ++pixelId)
{
pixels[pixelId] = 0xFFFF;
}
GLuint pbo;
glGenBuffers(1, &pbo);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
glBufferData(GL_PIXEL_UNPACK_BUFFER, pixels.size() * sizeof(pixels[0]), pixels.data(),
GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
// Upload PBO data.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kSize, kSize, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,
nullptr);
// If depth is not set to 1, rendering would fail.
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// Draw red
ANGLE_GL_PROGRAM(drawRed, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
drawQuad(drawRed, essl1_shaders::PositionAttrib(), 0.95f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::red);
}
// Test sampling modes with a DEPTH_COMPONENT16 texture.
TEST_P(Texture2DTestES31, TexSampleModesWithDepth16)
{
TestSampleWithDepthStencilMode(GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, false);
TestSampleWithDepthStencilMode(GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, true);
TestSampleWithDepthStencilMode(GL_DEPTH_COMPONENT16, GL_STENCIL_INDEX, false);
TestSampleWithDepthStencilMode(GL_DEPTH_COMPONENT16, GL_STENCIL_INDEX, true);
}
// Test sampling modes with a DEPTH_COMPONENT24 texture.
TEST_P(Texture2DTestES31, TexSampleModesWithDepth24)
{
TestSampleWithDepthStencilMode(GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, false);
TestSampleWithDepthStencilMode(GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, true);
TestSampleWithDepthStencilMode(GL_DEPTH_COMPONENT24, GL_STENCIL_INDEX, false);
TestSampleWithDepthStencilMode(GL_DEPTH_COMPONENT24, GL_STENCIL_INDEX, true);
}
// Test depth sampling with a DEPTH_COMPONENT32F texture.
TEST_P(Texture2DTestES31, TexSampleModesWithDepth32f)
{
TestSampleWithDepthStencilMode(GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, false);
TestSampleWithDepthStencilMode(GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, true);
TestSampleWithDepthStencilMode(GL_DEPTH_COMPONENT32F, GL_STENCIL_INDEX, false);
TestSampleWithDepthStencilMode(GL_DEPTH_COMPONENT32F, GL_STENCIL_INDEX, true);
}
// Test sampling modes with a DEPTH24_STENCIL8 texture.
TEST_P(Texture2DTestES31, TexSampleModesWithDepth24Stencil8)
{
TestSampleWithDepthStencilMode(GL_DEPTH24_STENCIL8, GL_DEPTH_COMPONENT, false);
TestSampleWithDepthStencilMode(GL_DEPTH24_STENCIL8, GL_DEPTH_COMPONENT, true);
TestSampleWithDepthStencilMode(GL_DEPTH24_STENCIL8, GL_STENCIL_INDEX, false);
TestSampleWithDepthStencilMode(GL_DEPTH24_STENCIL8, GL_STENCIL_INDEX, true);
}
// Test sampling modes with a DEPTH32F_STENCIL8 texture.
TEST_P(Texture2DTestES31, TexSampleModesWithDepth32fStencil8)
{
TestSampleWithDepthStencilMode(GL_DEPTH32F_STENCIL8, GL_DEPTH_COMPONENT, false);
TestSampleWithDepthStencilMode(GL_DEPTH32F_STENCIL8, GL_DEPTH_COMPONENT, true);
TestSampleWithDepthStencilMode(GL_DEPTH32F_STENCIL8, GL_STENCIL_INDEX, false);
TestSampleWithDepthStencilMode(GL_DEPTH32F_STENCIL8, GL_STENCIL_INDEX, true);
}
// Test sampling modes with a STENCIL_INDEX8 texture.
TEST_P(Texture2DTestES31, TexSampleModesWithStencil8)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_stencil8"));
TestSampleWithDepthStencilMode(GL_STENCIL_INDEX8, GL_DEPTH_COMPONENT, false);
TestSampleWithDepthStencilMode(GL_STENCIL_INDEX8, GL_DEPTH_COMPONENT, true);
TestSampleWithDepthStencilMode(GL_STENCIL_INDEX8, GL_STENCIL_INDEX, false);
TestSampleWithDepthStencilMode(GL_STENCIL_INDEX8, GL_STENCIL_INDEX, true);
}
// Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2D has
// initialized the image with a stencil-only format.
TEST_P(Texture2DTestES3, TexImageWithStencilPBO)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
// http://anglebug.com/5315
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX());
constexpr GLsizei kSize = 4;
// Set up the framebuffer.
GLTexture colorTexture;
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
GLTexture stencilTexture;
glBindTexture(GL_TEXTURE_2D, stencilTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_STENCIL_INDEX8, kSize, kSize);
ASSERT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, stencilTexture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
// Clear stencil to 0, ensuring the texture's image is allocated.
glClearStencil(0);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Fill stencil with 0x4E
std::vector<GLubyte> pixels(kSize * kSize);
for (size_t pixelId = 0; pixelId < pixels.size(); ++pixelId)
{
pixels[pixelId] = 0x4E;
}
GLuint pbo;
glGenBuffers(1, &pbo);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
glBufferData(GL_PIXEL_UNPACK_BUFFER, pixels.size() * sizeof(pixels[0]), pixels.data(),
GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
// Upload PBO data.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kSize, kSize, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE,
nullptr);
ASSERT_GL_NO_ERROR();
// If stencil is not set to 0x4E, rendering would fail.
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 0x4E, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0xFF);
// Draw red
ANGLE_GL_PROGRAM(drawRed, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
drawQuad(drawRed, essl1_shaders::PositionAttrib(), 0.95f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::red);
}
// Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2D has
// initialized the image with a depth/stencil format.
TEST_P(Texture2DTestES3, TexImageWithDepthStencilPBO)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
// http://anglebug.com/5313
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
// http://anglebug.com/5315
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX());
constexpr GLsizei kSize = 4;
// Set up the framebuffer.
GLTexture colorTexture;
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
GLTexture depthStencilTexture;
glBindTexture(GL_TEXTURE_2D, depthStencilTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, kSize, kSize);
ASSERT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
depthStencilTexture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
// Clear depth and stencil to 0, ensuring the texture's image is allocated.
glClearDepthf(0);
glClearStencil(0);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Fill depth with 1.0f and stencil with 0xD5
std::vector<GLuint> pixels(kSize * kSize);
for (size_t pixelId = 0; pixelId < pixels.size(); ++pixelId)
{
pixels[pixelId] = 0xFFFFFFD5;
}
GLuint pbo;
glGenBuffers(1, &pbo);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
glBufferData(GL_PIXEL_UNPACK_BUFFER, pixels.size() * sizeof(pixels[0]), pixels.data(),
GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
// Upload PBO data.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kSize, kSize, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8,
nullptr);
// If depth is not set to 1, rendering would fail.
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// If stencil is not set to 0xD5, rendering would fail.
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 0xD5, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0xFF);
// Draw red
ANGLE_GL_PROGRAM(drawRed, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
drawQuad(drawRed, essl1_shaders::PositionAttrib(), 0.95f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::red);
}
// Test functionality of GL_ANGLE_yuv_internal_format with min/mag filters
// set to nearest and linear modes.
TEST_P(Texture2DTestES3YUV, TexStorage2DYuvFilterModes)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_yuv_internal_format"));
// Create YUV texture
GLTexture yuvTexture;
GLubyte yuvColor[] = {40, 40, 40, 40, 40, 40, 40, 40, 240, 109, 240, 109};
GLubyte expectedRgbColor[] = {0, 0, 255, 255};
createImmutableTexture2D(yuvTexture, 2, 4, GL_G8_B8R8_2PLANE_420_UNORM_ANGLE,
GL_G8_B8R8_2PLANE_420_UNORM_ANGLE, GL_UNSIGNED_BYTE, 1, yuvColor);
// Default is nearest filter mode
verifyResults2D(yuvTexture, expectedRgbColor);
ASSERT_GL_NO_ERROR();
// Enable linear filter mode
glBindTexture(GL_TEXTURE_2D, yuvTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
verifyResults2D(yuvTexture, expectedRgbColor);
ASSERT_GL_NO_ERROR();
const int windowHeight = getWindowHeight();
EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::blue, 1);
EXPECT_PIXEL_COLOR_NEAR(0, windowHeight - 1, GLColor::blue, 1);
EXPECT_PIXEL_COLOR_NEAR(0, windowHeight / 2, GLColor::blue, 1);
}
// Test functionality of GL_ANGLE_yuv_internal_format while cycling through RGB and YUV sources
TEST_P(Texture2DTestES3, TexStorage2DCycleThroughYuvAndRgbSources)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_yuv_internal_format"));
// Create YUV texture
GLTexture yuvTexture;
GLubyte yuvColor[6] = {40, 40, 40, 40, 240, 109};
GLubyte expectedRgbColor[4] = {0, 0, 255, 255};
createImmutableTexture2D(yuvTexture, 2, 2, GL_G8_B8R8_2PLANE_420_UNORM_ANGLE,
GL_G8_B8R8_2PLANE_420_UNORM_ANGLE, GL_UNSIGNED_BYTE, 1, yuvColor);
// Create RGBA texture
GLTexture rgbaTexture;
GLubyte rgbaColor[4] = {0, 0, 255, 255};
createImmutableTexture2D(rgbaTexture, 1, 1, GL_RGBA, GL_RGBA8, GL_UNSIGNED_BYTE, 1, rgbaColor);
// Cycle through source textures
// RGBA source
verifyResults2D(rgbaTexture, rgbaColor);
ASSERT_GL_NO_ERROR();
// YUV source
verifyResults2D(yuvTexture, expectedRgbColor);
ASSERT_GL_NO_ERROR();
// RGBA source
verifyResults2D(rgbaTexture, rgbaColor);
ASSERT_GL_NO_ERROR();
}
// Test functionality of GL_ANGLE_yuv_internal_format with large number of YUV sources
TEST_P(Texture2DTestES3, TexStorage2DLargeYuvTextureCount)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_yuv_internal_format"));
constexpr uint32_t kTextureCount = 16;
// Create YUV texture
GLTexture yuvTexture[kTextureCount];
for (uint32_t i = 0; i < kTextureCount; i++)
{
// Create 2 plane YCbCr 420 texture
createImmutableTexture2D(yuvTexture[i], 2, 2, GL_G8_B8R8_2PLANE_420_UNORM_ANGLE,
GL_G8_B8R8_2PLANE_420_UNORM_ANGLE, GL_UNSIGNED_BYTE, 1, nullptr);
}
// Cycle through YUV source textures
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
for (uint32_t i = 0; i < kTextureCount; i++)
{
glBindTexture(GL_TEXTURE_2D, yuvTexture[i]);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
}
}
// Test functionality of GL_ANGLE_yuv_internal_format with simultaneous use of multiple YUV sources
TEST_P(Texture2DTestES3, TexStorage2DSimultaneousUseOfMultipleYuvSourcesNoData)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_yuv_internal_format"));
// Create YUV texture
// Create 2 plane YCbCr 420 texture
GLTexture twoPlaneYuvTexture;
createImmutableTexture2D(twoPlaneYuvTexture, 2, 2, GL_G8_B8R8_2PLANE_420_UNORM_ANGLE,
GL_G8_B8R8_2PLANE_420_UNORM_ANGLE, GL_UNSIGNED_BYTE, 1, nullptr);
// Create 3 plane YCbCr 420 texture
GLTexture threePlaneYuvTexture;
createImmutableTexture2D(threePlaneYuvTexture, 2, 2, GL_G8_B8_R8_3PLANE_420_UNORM_ANGLE,
GL_G8_B8_R8_3PLANE_420_UNORM_ANGLE, GL_UNSIGNED_BYTE, 1, nullptr);
// Cycle through YUV source textures
// Create program with 2 samplers
const char *vertexShaderSource = getVertexShaderSource();
const char *fragmentShaderSource = R"(#version 300 es
precision highp float;
uniform sampler2D tex0;
uniform sampler2D tex1;
in vec2 texcoord;
out vec4 fragColor;
void main()
{
vec4 color0 = texture(tex0, texcoord);
vec4 color1 = texture(tex1, texcoord);
fragColor = color0 + color1;
})";
ANGLE_GL_PROGRAM(twoSamplersProgram, vertexShaderSource, fragmentShaderSource);
glUseProgram(twoSamplersProgram);
GLint tex0Location = glGetUniformLocation(twoSamplersProgram, "tex0");
ASSERT_NE(-1, tex0Location);
GLint tex1Location = glGetUniformLocation(twoSamplersProgram, "tex1");
ASSERT_NE(-1, tex1Location);
glUniform1i(tex0Location, 0);
glUniform1i(tex1Location, 1);
// Bind 2 plane YUV source
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, twoPlaneYuvTexture);
ASSERT_GL_NO_ERROR();
// Bind 3 plane YUV source
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, threePlaneYuvTexture);
ASSERT_GL_NO_ERROR();
drawQuad(twoSamplersProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
// Switch active texture index and draw again
// Bind 2 plane YUV source
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, twoPlaneYuvTexture);
ASSERT_GL_NO_ERROR();
// Bind 3 plane YUV source
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, threePlaneYuvTexture);
ASSERT_GL_NO_ERROR();
drawQuad(twoSamplersProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
}
// Test functional of GL_ANGLE_yuv_internal_format while cycling through YUV sources
TEST_P(Texture2DTestES3, TexStorage2DCycleThroughYuvSourcesNoData)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_yuv_internal_format"));
// Create YUV texture
// Create 2 plane YCbCr 420 texture
GLTexture twoPlaneYuvTexture;
createImmutableTexture2D(twoPlaneYuvTexture, 2, 2, GL_G8_B8R8_2PLANE_420_UNORM_ANGLE,
GL_G8_B8R8_2PLANE_420_UNORM_ANGLE, GL_UNSIGNED_BYTE, 1, nullptr);
// Create 3 plane YCbCr 420 texture
GLTexture threePlaneYuvTexture;
createImmutableTexture2D(threePlaneYuvTexture, 2, 2, GL_G8_B8_R8_3PLANE_420_UNORM_ANGLE,
GL_G8_B8_R8_3PLANE_420_UNORM_ANGLE, GL_UNSIGNED_BYTE, 1, nullptr);
// Cycle through YUV source textures
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
// 2 plane YUV source
glBindTexture(GL_TEXTURE_2D, twoPlaneYuvTexture);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
// 3 plane YUV source
glBindTexture(GL_TEXTURE_2D, threePlaneYuvTexture);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
// 2 plane YUV source
glBindTexture(GL_TEXTURE_2D, twoPlaneYuvTexture);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
}
// Tests CopySubImage for float formats
TEST_P(Texture2DTest, CopySubImageFloat_R_R)
{
testFloatCopySubImage(1, 1);
}
TEST_P(Texture2DTest, CopySubImageFloat_RG_R)
{
testFloatCopySubImage(2, 1);
}
TEST_P(Texture2DTest, CopySubImageFloat_RG_RG)
{
testFloatCopySubImage(2, 2);
}
TEST_P(Texture2DTest, CopySubImageFloat_RGB_R)
{
testFloatCopySubImage(3, 1);
}
TEST_P(Texture2DTest, CopySubImageFloat_RGB_RG)
{
testFloatCopySubImage(3, 2);
}
TEST_P(Texture2DTest, CopySubImageFloat_RGB_RGB)
{
// TODO(cwallez): Fix on Linux Intel drivers (http://anglebug.com/1346)
ANGLE_SKIP_TEST_IF(IsIntel() && IsLinux() && IsOpenGL());
testFloatCopySubImage(3, 3);
}
TEST_P(Texture2DTest, CopySubImageFloat_RGBA_R)
{
testFloatCopySubImage(4, 1);
}
TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RG)
{
testFloatCopySubImage(4, 2);
}
TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGB)
{
testFloatCopySubImage(4, 3);
}
TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGBA)
{
testFloatCopySubImage(4, 4);
}
// Port of
// https://www.khronos.org/registry/webgl/conformance-suites/1.0.3/conformance/textures/texture-npot.html
// Run against GL_ALPHA/UNSIGNED_BYTE format, to ensure that D3D11 Feature Level 9_3 correctly
// handles GL_ALPHA
TEST_P(Texture2DTest, TextureNPOT_GL_ALPHA_UBYTE)
{
const int npotTexSize = 5;
const int potTexSize = 4; // Should be less than npotTexSize
GLTexture tex2D;
if (IsGLExtensionEnabled("GL_OES_texture_npot"))
{
// This test isn't applicable if texture_npot is enabled
return;
}
setUpProgram();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Default unpack alignment is 4. The values of 'pixels' below needs it to be 1.
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
const std::vector<GLubyte> pixels(1 * npotTexSize * npotTexSize, 64);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Check that an NPOT texture not on level 0 generates INVALID_VALUE
glTexImage2D(GL_TEXTURE_2D, 1, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA,
GL_UNSIGNED_BYTE, pixels.data());
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// Check that an NPOT texture on level 0 succeeds
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA,
GL_UNSIGNED_BYTE, pixels.data());
EXPECT_GL_NO_ERROR();
// Check that generateMipmap fails on NPOT
glGenerateMipmap(GL_TEXTURE_2D);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Check that nothing is drawn if filtering is not correct for NPOT
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_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(mProgram, "position", 1.0f);
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255);
// NPOT texture with TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,255
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(mProgram, "position", 1.0f);
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255);
// NPOT texture with TEXTURE_MIN_FILTER set to LINEAR should draw
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(mProgram, "position", 1.0f);
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64);
// Check that glTexImage2D for POT texture succeeds
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, potTexSize, potTexSize, 0, GL_ALPHA, GL_UNSIGNED_BYTE,
pixels.data());
EXPECT_GL_NO_ERROR();
// Check that generateMipmap for an POT texture succeeds
glGenerateMipmap(GL_TEXTURE_2D);
EXPECT_GL_NO_ERROR();
// POT texture with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR should draw
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(mProgram, "position", 1.0f);
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64);
EXPECT_GL_NO_ERROR();
}
// Test to ensure that glTexSubImage2D always accepts data for non-power-of-two subregions.
// ANGLE previously rejected this if GL_OES_texture_npot wasn't active, which is incorrect.
TEST_P(Texture2DTest, NPOTSubImageParameters)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
// Create an 8x8 (i.e. power-of-two) texture.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
// Supply a 3x3 (i.e. non-power-of-two) subimage to the texture.
// This should always work, even if GL_OES_texture_npot isn't active.
std::array<GLColor, 3 * 3> data;
glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 3, 3, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
EXPECT_GL_NO_ERROR();
}
// Regression test for https://crbug.com/1222516 to prevent integer overflow during validation.
TEST_P(Texture2DTest, SubImageValidationOverflow)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
glTexSubImage2D(GL_TEXTURE_2D, 0, -4, 0, 2147483647, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, -4, 1, 2147483647, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Test that when a mutable texture is deleted, its corresponding pointer in the Vulkan backend,
// which is used for mutable texture flushing, is also deleted, and is not accessed by the new
// mutable texture after it.
TEST_P(Texture2DTest, MutableUploadThenDeleteThenMutableUpload)
{
GLTexture texture1;
glBindTexture(GL_TEXTURE_2D, texture1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
GLColor::red.data());
texture1.reset();
EXPECT_GL_NO_ERROR();
GLTexture texture2;
glBindTexture(GL_TEXTURE_2D, texture2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
GLColor::green.data());
texture2.reset();
EXPECT_GL_NO_ERROR();
}
// Test to ensure that glTexStorage3D accepts ASTC sliced 3D. https://crbug.com/1060012
TEST_P(Texture3DTestES3, ImmutableASTCSliced3D)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_KHR_texture_compression_astc_sliced_3d"));
glBindTexture(GL_TEXTURE_3D, mTexture3D);
glTexStorage3D(GL_TEXTURE_3D, 1, GL_COMPRESSED_RGBA_ASTC_4x4, 4, 4, 1);
EXPECT_GL_NO_ERROR();
}
void FillLevel(GLint level,
GLuint width,
GLuint height,
const GLColor &color,
bool cubemap,
bool subTex)
{
std::vector<GLColor> pixels(width * height, color);
std::vector<GLenum> targets;
if (cubemap)
{
targets = {GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z};
}
else
{
targets = {GL_TEXTURE_2D};
}
for (GLenum target : targets)
{
if (subTex)
{
glTexSubImage2D(target, level, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
pixels.data());
}
else
{
glTexImage2D(target, level, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixels.data());
}
}
}
// This is part of tests that webgl_conformance_vulkan_passthrough_tests
// conformance/textures/misc/texture-size.html does
void Texture2DTest::testTextureSize(int testCaseIndex)
{
std::array<GLColor, 6> kNewMipColors = {
GLColor::green, GLColor::red, GLColor::blue,
GLColor::yellow, GLColor::magenta, GLColor::cyan,
};
GLuint colorCount = 0;
setUpProgram();
constexpr char kVS[] =
R"(precision highp float;
attribute vec4 position;
varying vec3 texcoord;
void main()
{
gl_Position = position;
texcoord = (position.xyz * 0.5) + 0.5;
}
)";
constexpr char kFS[] =
R"(precision mediump float;
uniform samplerCube tex;
varying vec3 texcoord;
void main()
{
gl_FragColor = textureCube(tex, texcoord);
})";
ANGLE_GL_PROGRAM(programCubeMap, kVS, kFS);
GLint textureCubeUniformLocation = glGetUniformLocation(programCubeMap, "tex");
ASSERT_NE(-1, textureCubeUniformLocation);
ASSERT_GL_NO_ERROR();
GLint max2DSize = 0;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max2DSize);
GLint maxCubeMapSize = 0;
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &maxCubeMapSize);
// Assuming 2048x2048xRGBA (22 mb with mips) will run on all WebGL platforms
GLint max2DSquareSize = std::min(max2DSize, 2048);
// I'd prefer this to be 2048 but that's 16 mb x 6 faces or 128 mb (with mips)
// 1024 is 33.5 mb (with mips)
maxCubeMapSize = std::min(maxCubeMapSize, 1024);
ASSERT_GL_NO_ERROR();
for (GLint size = 1; size <= max2DSize; size *= 2)
{
bool cubeMap = testCaseIndex == 3;
GLenum texTarget = cubeMap ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
GLuint program = cubeMap ? programCubeMap : mProgram;
GLint texWidth = 0, texHeight = 0;
switch (testCaseIndex)
{
case 0:
texWidth = size;
texHeight = 1;
break;
case 1:
texWidth = 1;
texHeight = size;
break;
case 2:
case 3:
texWidth = size;
texHeight = size;
break;
}
if (texWidth == texHeight && size > max2DSquareSize)
{
return;
}
if (cubeMap && size > maxCubeMapSize)
{
return;
}
GLTexture texture;
glActiveTexture(GL_TEXTURE0);
glBindTexture(texTarget, texture);
FillLevel(0, texWidth, texHeight, kNewMipColors[colorCount], cubeMap, false);
glTexParameteri(texTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(texTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(texTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(texTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
ASSERT_GL_NO_ERROR();
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
glUseProgram(program);
if (cubeMap)
{
glUniform1i(textureCubeUniformLocation, 0);
}
else
{
glUniform1i(mTexture2DUniformLocation, 0);
}
drawQuad(program, "position", 1.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, kNewMipColors[colorCount]);
colorCount = (colorCount + 1) % kNewMipColors.size();
FillLevel(0, texWidth, texHeight, kNewMipColors[colorCount], cubeMap, false);
glGenerateMipmap(texTarget);
ASSERT_GL_NO_ERROR();
glTexParameteri(texTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(program, "position", 1.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, kNewMipColors[colorCount]);
colorCount = (colorCount + 1) % kNewMipColors.size();
FillLevel(0, texWidth, texHeight, kNewMipColors[colorCount], cubeMap, true);
glGenerateMipmap(texTarget);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(program, "position", 1.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, kNewMipColors[colorCount]);
}
}
void Texture2DTest::testTextureSizeError()
{
GLint max2DSize = 0;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max2DSize);
glActiveTexture(GL_TEXTURE0);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
FillLevel(0, max2DSize, max2DSize, GLColor::red, false, false);
GLenum err = glGetError();
bool passed = (err == GL_NO_ERROR || err == GL_OUT_OF_MEMORY);
ASSERT_TRUE(passed);
}
// Permutation 0 of testTextureSize.
TEST_P(Texture2DTest, TextureSizeCase0)
{
testTextureSize(0);
}
// Permutation 1 of testTextureSize.
TEST_P(Texture2DTest, TextureSizeCase1)
{
testTextureSize(1);
}
// Permutation 2 of testTextureSize.
TEST_P(Texture2DTest, TextureSizeCase2)
{
testTextureSize(2);
}
// Permutation 3 of testTextureSize.
TEST_P(Texture2DTest, TextureSizeCase3)
{
testTextureSize(3);
}
// Test allocating a very large texture
TEST_P(Texture2DTest, TextureMaxSize)
{
testTextureSizeError();
}
// Test that drawing works correctly RGBA 3D texture
TEST_P(Texture3DTestES2, RGBA)
{
ANGLE_SKIP_TEST_IF(!hasTexture3DExt());
// http://anglebug.com/5728
ANGLE_SKIP_TEST_IF(IsOzone());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, mTexture3D);
std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
std::vector<GLColor> texDataRed(1u * 1u * 1u, GLColor::red);
glTexImage3DOES(GL_TEXTURE_3D, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexImage3DOES(GL_TEXTURE_3D, 1, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataRed.data());
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that drawing works correctly Luminance 3D texture
TEST_P(Texture3DTestES2, Luminance)
{
ANGLE_SKIP_TEST_IF(!hasTexture3DExt());
// http://anglebug.com/5728
ANGLE_SKIP_TEST_IF(IsOzone());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, mTexture3D);
std::vector<GLubyte> texData(2u * 2u * 2u, 125);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage3DOES(GL_TEXTURE_3D, 0, GL_LUMINANCE, 2, 2, 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
texData.data());
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(125, 125, 125, 255));
}
// Test that drawing works correctly with glCopyTexSubImage3D
TEST_P(Texture3DTestES2, CopySubImageRGBA)
{
ANGLE_SKIP_TEST_IF(!hasTexture3DExt());
// http://anglebug.com/5728
ANGLE_SKIP_TEST_IF(IsOzone());
glClearColor(0, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, mTexture3D);
std::vector<GLColor> texDataRed(4u * 4u * 4u, GLColor::red);
glTexImage3DOES(GL_TEXTURE_3D, 0, GL_RGBA, 4, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataRed.data());
glTexImage3DOES(GL_TEXTURE_3D, 1, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataRed.data());
glTexImage3DOES(GL_TEXTURE_3D, 2, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataRed.data());
glCopyTexSubImage3DOES(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
glCopyTexSubImage3DOES(GL_TEXTURE_3D, 1, 0, 0, 1, 0, 0, 2, 2);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
EXPECT_GL_NO_ERROR();
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glUseProgram(mProgram);
glUniform1f(glGetUniformLocation(mProgram, "level"), 1);
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
TEST_P(Texture3DTestES2, CopySubImageLuminance)
{
ANGLE_SKIP_TEST_IF(!hasTexture3DExt());
// http://anglebug.com/5728
ANGLE_SKIP_TEST_IF(IsOzone());
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, mTexture3D);
glTexImage3DOES(GL_TEXTURE_3D, 0, GL_LUMINANCE, 4, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
nullptr);
glTexImage3DOES(GL_TEXTURE_3D, 1, GL_LUMINANCE, 2, 2, 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
nullptr);
glTexImage3DOES(GL_TEXTURE_3D, 2, GL_LUMINANCE, 1, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
nullptr);
glCopyTexSubImage3DOES(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
glCopyTexSubImage3DOES(GL_TEXTURE_3D, 1, 0, 0, 1, 0, 0, 2, 2);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
EXPECT_GL_NO_ERROR();
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glUseProgram(mProgram);
glUniform1f(glGetUniformLocation(mProgram, "level"), 1);
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
}
TEST_P(Texture3DTestES2, CopySubImageAlpha)
{
ANGLE_SKIP_TEST_IF(!hasTexture3DExt());
// http://anglebug.com/5728
ANGLE_SKIP_TEST_IF(IsOzone());
glClearColor(1, 0, 0, 0.5);
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, mTexture3D);
glTexImage3DOES(GL_TEXTURE_3D, 0, GL_ALPHA, 4, 4, 4, 0, GL_ALPHA, GL_UNSIGNED_BYTE, nullptr);
glTexImage3DOES(GL_TEXTURE_3D, 1, GL_ALPHA, 2, 2, 2, 0, GL_ALPHA, GL_UNSIGNED_BYTE, nullptr);
glTexImage3DOES(GL_TEXTURE_3D, 2, GL_ALPHA, 1, 1, 1, 0, GL_ALPHA, GL_UNSIGNED_BYTE, nullptr);
glCopyTexSubImage3DOES(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
glCopyTexSubImage3DOES(GL_TEXTURE_3D, 1, 0, 0, 1, 0, 0, 2, 2);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
EXPECT_GL_NO_ERROR();
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glUseProgram(mProgram);
glUniform1f(glGetUniformLocation(mProgram, "level"), 1);
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(0, 0, 0, 128), 1.0);
}
// Verify shrinking a texture with glTexStorage2D works correctly
TEST_P(Texture2DTestES3, ChangeTexSizeWithTexStorage)
{
// TODO: http://anglebug.com/5256
ANGLE_SKIP_TEST_IF(IsWindows() && IsOpenGL());
constexpr uint32_t kSizeLarge = 128;
constexpr uint32_t kSizeSmall = 64;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// Create the texture with 'large' dimensions
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSizeLarge, kSizeLarge, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
ASSERT_GL_NO_ERROR();
GLFramebuffer destFbo;
glBindFramebuffer(GL_FRAMEBUFFER, destFbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture2D, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Draw with the new texture so it's created in the back end
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
glUseProgram(blueProgram);
drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, kSizeLarge, kSizeLarge, GLColor::blue);
// Shrink the texture
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSizeSmall, kSizeSmall);
ASSERT_GL_NO_ERROR();
// Create a source texture/FBO to blit from
GLTexture sourceTex;
glBindTexture(GL_TEXTURE_2D, sourceTex.get());
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSizeSmall, kSizeSmall);
ASSERT_GL_NO_ERROR();
GLFramebuffer sourceFbo;
glBindFramebuffer(GL_FRAMEBUFFER, sourceFbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sourceTex, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Fill the source texture with green
ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
glUseProgram(greenProgram);
drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, kSizeSmall, kSizeSmall, GLColor::green);
// Blit the source (green) to the destination
glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, destFbo);
glBlitFramebuffer(0, 0, kSizeSmall, kSizeSmall, 0, 0, kSizeSmall, kSizeSmall,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Render to the default framebuffer sampling from the blited texture and verify it's green
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
ANGLE_GL_PROGRAM(texProgram, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
glUseProgram(texProgram);
drawQuad(texProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::green);
}
// Regression test for http://crbug.com/949985 to make sure dirty bits are propagated up from
// TextureImpl and the texture is synced before being used in a draw call.
TEST_P(Texture2DTestES3, TextureImplPropogatesDirtyBits)
{
ANGLE_SKIP_TEST_IF(IsIntel() && IsOpenGL());
// Flaky hangs on Win10 AMD RX 550 GL. http://anglebug.com/3371
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsOpenGL());
// D3D Debug device reports an error. http://anglebug.com/3501
ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D11());
// Support copy from levels outside the image range. http://anglebug.com/4733
ANGLE_SKIP_TEST_IF(IsVulkan());
// The workaround in the GL backend required to trigger this bug generates driver warning
// messages.
ScopedIgnorePlatformMessages ignoreMessages;
setUpProgram();
glUseProgram(mProgram);
glActiveTexture(GL_TEXTURE0 + mTexture2DUniformLocation);
GLTexture dest;
glBindTexture(GL_TEXTURE_2D, dest);
GLTexture source;
glBindTexture(GL_TEXTURE_2D, source);
// Put data in mip 0 and 1
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
GLColor::red.data());
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
GLColor::green.data());
// Disable mipmapping so source is complete
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Force the dirty bits to be synchronized in source
drawQuad(mProgram, "position", 1.0f);
// Copy from mip 1 of the source. In the GL backend this internally sets the base level to mip
// 1 and sets a dirty bit.
glCopyTextureCHROMIUM(source, 1, GL_TEXTURE_2D, dest, 0, GL_RGBA, GL_UNSIGNED_BYTE, GL_FALSE,
GL_FALSE, GL_FALSE);
// Draw again, assertions are generated if the texture has internal dirty bits at draw time
drawQuad(mProgram, "position", 1.0f);
}
// This test case changes the base level of a texture that's attached to a framebuffer, clears every
// level to green, and then samples the texture when rendering. Test is taken from
// https://www.khronos.org/registry/webgl/sdk/tests/conformance2/rendering/framebuffer-texture-changing-base-level.html
TEST_P(Texture2DTestES3, FramebufferTextureChangingBaselevel)
{
// TODO(cnorthrop): Failing on Vulkan/Windows/AMD. http://anglebug.com/3996
ANGLE_SKIP_TEST_IF(IsVulkan() && IsWindows() && IsAMD());
setUpProgram();
constexpr GLint width = 8;
constexpr GLint height = 4;
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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);
// Create all mipmap levels for the texture from level 0 to the 1x1 pixel level.
GLint level = 0;
GLint levelW = width;
GLint levelH = height;
glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, levelW, levelH, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
while (levelW > 1 || levelH > 1)
{
++level;
levelW = static_cast<GLint>(std::max(1.0, std::floor(width / std::pow(2, level))));
levelH = static_cast<GLint>(std::max(1.0, std::floor(height / std::pow(2, level))));
glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, levelW, levelH, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
}
// Clear each level of the texture using an FBO. Change the base level to match the level used
// for the FBO on each iteration.
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
level = 0;
levelW = width;
levelH = height;
while (levelW > 1 || levelH > 1)
{
levelW = static_cast<GLint>(std::floor(width / std::pow(2, level)));
levelH = static_cast<GLint>(std::floor(height / std::pow(2, level)));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, level);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, level);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
EXPECT_GL_NO_ERROR();
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
++level;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, 16, 16);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that changing the base level of a texture after redefining a level outside the mip-chain
// preserves the other mips' data.
TEST_P(Texture2DBaseMaxTestES3, ExtendMipChainAfterRedefine)
{
// http://anglebug.com/4699
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsOSX());
// http://anglebug.com/5153
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsNVIDIA() && IsOSX());
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
std::array<GLColor, getTotalMipDataSize(kMip0Size)> mipData;
fillMipData(mipData.data(), kMip0Size, kMipColors);
for (size_t mip = 1; mip < kMipCount; ++mip)
{
glTexImage2D(GL_TEXTURE_2D, mip, GL_RGBA8, kMip0Size >> mip, kMip0Size >> mip, 0, GL_RGBA,
GL_UNSIGNED_BYTE, mipData.data() + getMipDataOffset(kMip0Size, mip));
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Mip 1 is green. Verify this.
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[1]);
// http://anglebug.com/4709
ANGLE_SKIP_TEST_IF(IsOpenGL() && (IsIntel() || IsAMD()) && IsWindows());
// Add mip 0 and rebase the mip chain.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kMip0Size, kMip0Size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
mipData.data() + getMipDataOffset(kMip0Size, 0));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
// Mip 1 should still be green.
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[1]);
// Verify the other mips too.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 2);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[2]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 3);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[3]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// http://anglebug.com/4704
ANGLE_SKIP_TEST_IF(IsVulkan());
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[0]);
}
// Test that changing the base level of a texture multiple times preserves the data.
TEST_P(Texture2DBaseMaxTestES3, PingPongBaseLevel)
{
testPingPongBaseLevel(false);
}
TEST_P(Texture2DBaseMaxTestES3, PingPongBaseLevelImmutable)
{
testPingPongBaseLevel(true);
}
void Texture2DBaseMaxTestES3::testPingPongBaseLevel(bool immutable)
{
// http://anglebug.com/4710
ANGLE_SKIP_TEST_IF(IsD3D());
// http://anglebug.com/4711
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsAMD() && IsWindows());
// http://anglebug.com/4701
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsOSX());
initTest(immutable);
// Ping pong a few times.
for (uint32_t tries = 0; tries < 2; ++tries)
{
// Rebase to different mips and verify mips.
for (uint32_t base = 0; base < kMipCount; ++base)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, base);
for (uint32_t lod = 0; lod < kMipCount - base; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[base + lod]);
}
}
// Rebase backwards and verify mips.
for (uint32_t base = kMipCount - 2; base > 0; --base)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, base);
for (uint32_t lod = 0; lod < kMipCount - base; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[base + lod]);
}
}
}
}
// Test that glTexSubImage2D after incompatibly redefining a mip level correctly applies the update
// after the redefine data.
TEST_P(Texture2DBaseMaxTestES3, SubImageAfterRedefine)
{
initTest(false);
// Test that all mips have the expected data initially (this makes sure the texture image is
// created already).
for (uint32_t lod = 0; lod < kMipCount; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[lod]);
}
// Redefine every level, followed by a glTexSubImage2D
const GLColor kNewMipColors[kMipCount] = {
GLColor::yellow,
GLColor::cyan,
GLColor(127, 0, 0, 255),
GLColor(0, 127, 0, 255),
};
std::array<GLColor, getTotalMipDataSize(kMip0Size * 2)> newMipData;
fillMipData(newMipData.data(), kMip0Size * 2, kNewMipColors);
const GLColor kSubImageMipColors[kMipCount] = {
GLColor(0, 0, 127, 255),
GLColor(127, 127, 0, 255),
GLColor(0, 127, 127, 255),
GLColor(127, 0, 127, 255),
};
std::array<GLColor, getTotalMipDataSize(kMip0Size)> subImageMipData;
fillMipData(subImageMipData.data(), kMip0Size, kSubImageMipColors);
for (size_t mip = 0; mip < kMipCount; ++mip)
{
// Redefine the level.
size_t newMipSize = (kMip0Size * 2) >> mip;
glTexImage2D(GL_TEXTURE_2D, mip, GL_RGBA8, newMipSize, newMipSize, 0, GL_RGBA,
GL_UNSIGNED_BYTE, newMipData.data() + getMipDataOffset(kMip0Size * 2, mip));
// Immediately follow that with a subimage update.
glTexSubImage2D(GL_TEXTURE_2D, mip, 0, 0, kMip0Size >> mip, kMip0Size >> mip, GL_RGBA,
GL_UNSIGNED_BYTE,
subImageMipData.data() + getMipDataOffset(kMip0Size, mip));
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, kMipCount - 1);
// Test that the texture looks as expected.
const int w = getWindowWidth() - 1;
const int h = getWindowHeight() - 1;
for (uint32_t lod = 0; lod < kMipCount; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kSubImageMipColors[lod]);
EXPECT_PIXEL_COLOR_EQ(w, 0, kNewMipColors[lod]);
EXPECT_PIXEL_COLOR_EQ(0, h, kNewMipColors[lod]);
EXPECT_PIXEL_COLOR_EQ(w, h, kNewMipColors[lod]);
}
}
// Test that incompatibly redefining a level then redefining it back to its original size works.
TEST_P(Texture2DBaseMaxTestES3, IncompatiblyRedefineLevelThenRevert)
{
initTest(false);
// Test that all mips have the expected data initially (this makes sure the texture image is
// created already).
for (uint32_t lod = 0; lod < kMipCount; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[lod]);
}
// Redefine Mip 1 to be larger.
constexpr size_t kLargeMip1Size = getMipDataSize(kMip0Size * 2, 1);
std::array<GLColor, kLargeMip1Size> interimMipData;
std::fill(interimMipData.data(), interimMipData.data() + kLargeMip1Size, GLColor::yellow);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kMip0Size, kMip0Size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
interimMipData.data());
// Redefine Mip 1 back to its original size.
constexpr size_t kNormalMip1Size = getMipDataSize(kMip0Size, 1);
std::array<GLColor, kLargeMip1Size> newMipData;
std::fill(newMipData.data(), newMipData.data() + kNormalMip1Size, GLColor::cyan);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kMip0Size / 2, kMip0Size / 2, 0, GL_RGBA,
GL_UNSIGNED_BYTE, newMipData.data());
// Verify texture colors.
for (uint32_t lod = 0; lod < kMipCount; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, lod == 1 ? GLColor::cyan : kMipColors[lod]);
}
}
// Test that redefining every level of a texture to another format works. The format uses more
// bits per component, to ensure alignment requirements for the new format are taken into account.
TEST_P(Texture2DBaseMaxTestES3, RedefineEveryLevelToAnotherFormat)
{
initTest(false);
// Test that all mips have the expected data initially (this makes sure the texture image is
// created already).
for (uint32_t lod = 0; lod < kMipCount; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[lod]);
}
const GLColor32F kNewMipColors[kMipCount] = {
GLColor32F(1.0, 1.0, 0.0, 1.0f),
GLColor32F(1.0, 0.0, 1.0, 1.0f),
GLColor32F(0.0, 1.0, 1.0, 1.0f),
GLColor32F(1.0, 1.0, 1.0, 1.0f),
};
std::array<GLColor32F, getTotalMipDataSize(kMip0Size)> newMipData;
fillMipData(newMipData.data(), kMip0Size, kNewMipColors);
// Redefine every level with the new format.
for (size_t mip = 0; mip < kMipCount; ++mip)
{
glTexImage2D(GL_TEXTURE_2D, mip, GL_RGBA32F, kMip0Size >> mip, kMip0Size >> mip, 0, GL_RGBA,
GL_FLOAT, newMipData.data() + getMipDataOffset(kMip0Size, mip));
}
// Verify texture colors.
for (uint32_t lod = 0; lod < kMipCount; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
GLColor32F mipColor32F = kNewMipColors[lod];
GLColor mipColor(static_cast<GLubyte>(std::roundf(mipColor32F.R * 255)),
static_cast<GLubyte>(std::roundf(mipColor32F.G * 255)),
static_cast<GLubyte>(std::roundf(mipColor32F.B * 255)),
static_cast<GLubyte>(std::roundf(mipColor32F.A * 255)));
EXPECT_PIXEL_COLOR_EQ(0, 0, mipColor);
}
}
// Test that generating mipmaps after change base level.
TEST_P(Texture2DBaseMaxTestES3, GenerateMipmapAfterRebase)
{
// http://anglebug.com/5880
ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL());
testGenerateMipmapAfterRebase(false);
}
TEST_P(Texture2DBaseMaxTestES3, GenerateMipmapAfterRebaseImmutable)
{
// http://anglebug.com/4710
ANGLE_SKIP_TEST_IF(IsD3D());
// http://anglebug.com/5798
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsNVIDIA());
// http://anglebug.com/5880
ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL());
testGenerateMipmapAfterRebase(true);
}
void Texture2DBaseMaxTestES3::testGenerateMipmapAfterRebase(bool immutable)
{
initTest(immutable);
// Test that all mips have the expected data initially (this makes sure the texture image is
// created already).
for (uint32_t lod = 0; lod < kMipCount; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[lod]);
}
// Update level 1 (any level would do other than 0) with new data
const GLColor kNewMipColor = GLColor::yellow;
std::array<GLColor, getMipDataSize(kMip0Size >> 1, 0)> newMipData;
std::fill(newMipData.begin(), newMipData.end(), kNewMipColor);
glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, kMip0Size >> 1, kMip0Size >> 1, GL_RGBA,
GL_UNSIGNED_BYTE, newMipData.data());
// Change base level and max level and then generate mipmaps. This should redefine level 1 and 2
// with kNewMipColor and leave levels 0 and 3 unchanged.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, kMipCount - 2);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, kMipCount - 1);
// Test that the texture looks as expected.
const int w = getWindowWidth() - 1;
const int h = getWindowHeight() - 1;
for (uint32_t lod = 0; lod < kMipCount; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
if (lod == 0)
{
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[lod]) << "lod " << lod;
EXPECT_PIXEL_COLOR_EQ(w, 0, kMipColors[lod]) << "lod " << lod;
EXPECT_PIXEL_COLOR_EQ(0, h, kMipColors[lod]) << "lod " << lod;
EXPECT_PIXEL_COLOR_EQ(w, h, kMipColors[lod]) << "lod " << lod;
}
else if (lod == kMipCount - 1)
{
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[lod]) << "lod " << lod;
EXPECT_PIXEL_COLOR_EQ(w, 0, kMipColors[lod]) << "lod " << lod;
EXPECT_PIXEL_COLOR_EQ(0, h, kMipColors[lod]) << "lod " << lod;
EXPECT_PIXEL_COLOR_EQ(w, h, kMipColors[lod]) << "lod " << lod;
}
else
{
EXPECT_PIXEL_COLOR_EQ(0, 0, kNewMipColor) << "lod " << lod;
EXPECT_PIXEL_COLOR_EQ(w, 0, kNewMipColor) << "lod " << lod;
EXPECT_PIXEL_COLOR_EQ(0, h, kNewMipColor) << "lod " << lod;
EXPECT_PIXEL_COLOR_EQ(w, h, kNewMipColor) << "lod " << lod;
}
}
}
// Test that generating mipmaps after incompatibly redefining a level works.
TEST_P(Texture2DBaseMaxTestES3, GenerateMipmapAfterRedefine)
{
initTest(false);
// Test that all mips have the expected data initially (this makes sure the texture image is
// created already).
for (uint32_t lod = 0; lod < kMipCount; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[lod]);
}
// Redefine level 1 (any level would do other than 0) to an incompatible size, say the same size
// as level 0.
const GLColor kNewMipColor = GLColor::yellow;
std::array<GLColor, getMipDataSize(kMip0Size, 0)> newMipData;
std::fill(newMipData.begin(), newMipData.end(), kNewMipColor);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kMip0Size, kMip0Size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
newMipData.data());
// Generate mipmaps. This should redefine level 1 back to being compatible with level 0.
glGenerateMipmap(GL_TEXTURE_2D);
// Test that the texture looks as expected.
const int w = getWindowWidth() - 1;
const int h = getWindowHeight() - 1;
for (uint32_t lod = 0; lod < kMipCount; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[0]);
EXPECT_PIXEL_COLOR_EQ(w, 0, kMipColors[0]);
EXPECT_PIXEL_COLOR_EQ(0, h, kMipColors[0]);
EXPECT_PIXEL_COLOR_EQ(w, h, kMipColors[0]);
}
}
// Test that generating mipmaps after incompatibly redefining a level while simultaneously changing
// the base level works.
TEST_P(Texture2DBaseMaxTestES3, GenerateMipmapAfterRedefineAndRebase)
{
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsOpenGL());
// http://crbug.com/1100613
ANGLE_SKIP_TEST_IF(IsNVIDIAShield());
// TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs.
ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL());
initTest(false);
// Test that all mips have the expected data initially (this makes sure the texture image is
// created already).
for (uint32_t lod = 0; lod < kMipCount; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[lod]) << lod;
}
// Redefine level 2 to an incompatible size, say the same size as level 0.
const GLColor kNewMipColor = GLColor::yellow;
std::array<GLColor, getMipDataSize(kMip0Size, 0)> newMipData;
std::fill(newMipData.begin(), newMipData.end(), kNewMipColor);
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, kMip0Size, kMip0Size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
newMipData.data());
// Set base level of the texture to 1 then generate mipmaps. Level 2 that's redefined should
// go back to being compatibly defined.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
glGenerateMipmap(GL_TEXTURE_2D);
// Test that the texture looks as expected.
const int w = getWindowWidth() - 1;
const int h = getWindowHeight() - 1;
for (uint32_t lod = 0; lod < kMipCount; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[1]) << lod;
EXPECT_PIXEL_COLOR_EQ(w, 0, kMipColors[1]) << lod;
EXPECT_PIXEL_COLOR_EQ(0, h, kMipColors[1]) << lod;
EXPECT_PIXEL_COLOR_EQ(w, h, kMipColors[1]) << lod;
}
// Redefine level 1 (current base level) to an incompatible size.
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kMip0Size, kMip0Size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
newMipData.data());
// Set base level of the texture back to 0 then generate mipmaps. Level 1 should go back to
// being compatibly defined.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glGenerateMipmap(GL_TEXTURE_2D);
// Test that the texture looks as expected.
for (uint32_t lod = 0; lod < kMipCount; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[0]) << lod;
EXPECT_PIXEL_COLOR_EQ(w, 0, kMipColors[0]) << lod;
EXPECT_PIXEL_COLOR_EQ(0, h, kMipColors[0]) << lod;
EXPECT_PIXEL_COLOR_EQ(w, h, kMipColors[0]) << lod;
}
}
// Test that generating mipmaps after incompatibly redefining the base level of the texture works.
TEST_P(Texture2DBaseMaxTestES3, GenerateMipmapAfterRedefiningBase)
{
initTest(false);
// Test that all mips have the expected data initially (this makes sure the texture image is
// created already).
for (uint32_t lod = 0; lod < kMipCount; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[lod]);
}
// Redefine level 0 to an incompatible size.
const GLColor kNewMipColor = GLColor::yellow;
std::array<GLColor, getMipDataSize(kMip0Size * 2, 0)> newMipData;
std::fill(newMipData.begin(), newMipData.end(), kNewMipColor);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kMip0Size * 2, kMip0Size * 2, 0, GL_RGBA,
GL_UNSIGNED_BYTE, newMipData.data());
// Generate mipmaps.
glGenerateMipmap(GL_TEXTURE_2D);
// Test that the texture looks as expected.
const int w = getWindowWidth() - 1;
const int h = getWindowHeight() - 1;
for (uint32_t lod = 0; lod < kMipCount + 1; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kNewMipColor);
EXPECT_PIXEL_COLOR_EQ(w, 0, kNewMipColor);
EXPECT_PIXEL_COLOR_EQ(0, h, kNewMipColor);
EXPECT_PIXEL_COLOR_EQ(w, h, kNewMipColor);
}
}
// Test that generating mipmaps after incompatibly redefining the base level while simultaneously
// changing MAX_LEVEL works.
TEST_P(Texture2DBaseMaxTestES3, GenerateMipmapAfterRedefiningBaseAndChangingMax)
{
initTest(false);
// Test that all mips have the expected data initially (this makes sure the texture image is
// created already).
for (uint32_t lod = 0; lod < kMipCount; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[lod]);
}
// Redefine level 0 to an incompatible size.
const GLColor kNewMipColor = GLColor::yellow;
std::array<GLColor, getMipDataSize(kMip0Size * 2, 0)> newMipData;
std::fill(newMipData.begin(), newMipData.end(), kNewMipColor);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kMip0Size * 2, kMip0Size * 2, 0, GL_RGBA,
GL_UNSIGNED_BYTE, newMipData.data());
// Set max level of the texture to 2 then generate mipmaps.
constexpr uint32_t kMaxLevel = 2;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, kMaxLevel);
glGenerateMipmap(GL_TEXTURE_2D);
// Test that the texture looks as expected.
const int w = getWindowWidth() - 1;
const int h = getWindowHeight() - 1;
for (uint32_t lod = 0; lod <= kMaxLevel; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kNewMipColor);
EXPECT_PIXEL_COLOR_EQ(w, 0, kNewMipColor);
EXPECT_PIXEL_COLOR_EQ(0, h, kNewMipColor);
EXPECT_PIXEL_COLOR_EQ(w, h, kNewMipColor);
}
}
// Test that stage invalid texture levels work.
TEST_P(Texture2DBaseMaxTestES3, StageInvalidLevels)
{
constexpr uint32_t kMaxLevel = 2;
const GLColor kMipColor[kMaxLevel + 1] = {GLColor::red, GLColor::green, GLColor::blue};
initTest(false);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
std::vector<GLColor> texDataCyan(2u * 2u, GLColor::cyan);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataCyan.data());
setLodUniform(0);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
std::vector<GLColor> texDataRed(4u * 4u, GLColor::red);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
// Test that the texture looks as expected.
const int w = getWindowWidth() - 1;
const int h = getWindowHeight() - 1;
for (uint32_t lod = 0; lod <= kMaxLevel; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColor[lod]);
EXPECT_PIXEL_COLOR_EQ(w, 0, kMipColor[lod]);
EXPECT_PIXEL_COLOR_EQ(0, h, kMipColor[lod]);
EXPECT_PIXEL_COLOR_EQ(w, h, kMipColor[lod]);
}
}
// Test redefine a mutable texture into an immutable texture.
TEST_P(Texture2DBaseMaxTestES3, RedefineMutableToImmutable)
{
// http://anglebug.com/4710
ANGLE_SKIP_TEST_IF(IsD3D());
// http://anglebug.com/4701
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsOSX());
constexpr uint32_t kBaseLevel = 1;
const GLColor kNewMipColors[kMipCount] = {
GLColor::yellow,
GLColor::cyan,
GLColor::white,
GLColor(127u, 127u, 127u, 255u),
};
initTest(false);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, kBaseLevel);
// Test that all mips have the expected data
for (uint32_t lod = kBaseLevel; lod < kMipCount; ++lod)
{
setLodUniform(lod - kBaseLevel);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[lod]);
}
glTexStorage2D(GL_TEXTURE_2D, kMipCount, GL_RGBA8, kMip0Size, kMip0Size);
std::array<GLColor, getTotalMipDataSize(kMip0Size)> mipData;
fillMipData(mipData.data(), kMip0Size, kNewMipColors);
for (size_t mip = 0; mip < kMipCount; ++mip)
{
glTexSubImage2D(GL_TEXTURE_2D, mip, 0, 0, kMip0Size >> mip, kMip0Size >> mip, GL_RGBA,
GL_UNSIGNED_BYTE, mipData.data() + getMipDataOffset(kMip0Size, mip));
}
// Test that all enabled mips have the expected data
for (uint32_t lod = kBaseLevel; lod < kMipCount; ++lod)
{
setLodUniform(lod - kBaseLevel);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kNewMipColors[lod]);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
for (uint32_t lod = 0; lod < kBaseLevel; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kNewMipColors[lod]);
}
}
// Test that redefine a level with incompatible size beyond the max level.
TEST_P(Texture2DBaseMaxTestES3, RedefineIncompatibleLevelBeyondMaxLevel)
{
initTest(false);
// Test that all mips have the expected data initially (this makes sure the texture image is
// created already).
for (uint32_t lod = 0; lod < kMipCount; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[lod]);
}
uint32_t maxLevel = 1;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, maxLevel);
// Update level 0
const GLColor kNewMipLevle0Color = GLColor::yellow;
std::array<GLColor, getMipDataSize(kMip0Size, 0)> newMipData;
std::fill(newMipData.begin(), newMipData.end(), kNewMipLevle0Color);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kMip0Size, kMip0Size, GL_RGBA, GL_UNSIGNED_BYTE,
newMipData.data());
// Update level 2 with incompatible data
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 10, 10, 0, GL_RGBA, GL_UNSIGNED_BYTE,
newMipData.data());
EXPECT_GL_NO_ERROR();
// Test that the texture looks as expected.
const int w = getWindowWidth() - 1;
const int h = getWindowHeight() - 1;
for (uint32_t lod = 0; lod < maxLevel; ++lod)
{
setLodUniform(lod);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
if (lod == 0)
{
EXPECT_PIXEL_COLOR_EQ(0, 0, kNewMipLevle0Color);
EXPECT_PIXEL_COLOR_EQ(w, 0, kNewMipLevle0Color);
EXPECT_PIXEL_COLOR_EQ(0, h, kNewMipLevle0Color);
EXPECT_PIXEL_COLOR_EQ(w, h, kNewMipLevle0Color);
}
else
{
EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[lod]);
EXPECT_PIXEL_COLOR_EQ(w, 0, kMipColors[lod]);
EXPECT_PIXEL_COLOR_EQ(0, h, kMipColors[lod]);
EXPECT_PIXEL_COLOR_EQ(w, h, kMipColors[lod]);
}
}
}
// Port test from web_gl/conformance2/textures/misc/fuzz-545-immutable-tex-render-feedback.html.
// What this tries to do is create a render feedback loop and ensure it is not crashing.
TEST_P(Texture2DBaseMaxTestES3, Fuzz545ImmutableTexRenderFeedback)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
constexpr uint32_t MIPS = 2;
constexpr uint32_t SIZE = 10;
GLTexture immutTex;
glBindTexture(GL_TEXTURE_2D, immutTex);
glTexStorage2D(GL_TEXTURE_2D, MIPS, GL_RGBA8, SIZE, SIZE);
GLTexture mutTex;
glBindTexture(GL_TEXTURE_2D, mutTex);
for (uint32_t mip = 0; mip < MIPS; mip++)
{
const uint32_t size = SIZE >> mip;
glTexImage2D(GL_TEXTURE_2D, mip, GL_RGBA8, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
}
constexpr GLenum MAG_FILTERS[] = {GL_LINEAR, GL_NEAREST};
constexpr GLenum MIN_FILTERS[] = {
GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_NEAREST,
GL_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST_MIPMAP_NEAREST};
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
const GLuint texs[] = {immutTex, mutTex};
for (const GLuint tex : texs)
{
glBindTexture(GL_TEXTURE_2D, tex);
for (GLuint level_prime_base = 0; level_prime_base < (MIPS + 1); level_prime_base++)
{ // `level_base` in GLES
// ES 3.0.6 p150
GLuint _level_base = level_prime_base;
if (tex == immutTex)
{
_level_base = std::min(_level_base, MIPS - 1);
}
const GLuint level_base = _level_base;
for (GLuint _level_prime_max = (level_prime_base - 1); _level_prime_max < (MIPS + 2);
_level_prime_max++)
{ // `q` in GLES
if (_level_prime_max < 0)
continue;
if (_level_prime_max == (MIPS + 1))
{
_level_prime_max = 10000; // This is the default, after all!
}
const GLuint level_prime_max = _level_prime_max;
// ES 3.0.6 p150
GLuint _level_max = level_prime_max;
if (tex == immutTex)
{
_level_max = std::min(std::max(level_base, level_prime_max), MIPS - 1);
}
const GLuint level_max = _level_max;
const GLuint p = std::floor((float)std::log2(SIZE)) + level_base;
const GLuint q = std::min(p, level_max);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, level_prime_base);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level_prime_max);
const bool mipComplete = (q <= MIPS - 1);
for (const GLenum minFilter : MIN_FILTERS)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
for (const GLenum magFilter : MAG_FILTERS)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
for (GLuint dstMip = 0; dstMip < (MIPS + 1); dstMip++)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, tex, dstMip);
// ES3.0 p213-214
bool fbComplete = true;
// * "The width and height of `image` are non-zero"
fbComplete &= (0 <= dstMip && dstMip <= MIPS - 1);
if (tex != immutTex)
{ // "...does not name an immutable-format texture..."
// * "...the value of [level] must be in the range `[level_base,
// q]`"
fbComplete &= (level_base <= dstMip && dstMip <= q);
// * "...the value of [level] is not `level_base`, then the texture
// must be mipmap complete"
if (dstMip != level_base)
{
fbComplete &= mipComplete;
}
}
// -
GLenum expectError = 0;
GLenum expectStatus = GL_FRAMEBUFFER_COMPLETE;
if (!fbComplete)
{
expectStatus = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
expectError = GL_INVALID_FRAMEBUFFER_OPERATION;
}
// -
EXPECT_GLENUM_EQ(expectStatus,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5, 1.0f, true);
EXPECT_EQ(expectError, glGetError());
}
}
}
}
}
}
}
// Test to check that texture completeness is determined correctly when the texture base level is
// greater than 0, and also that level 0 is not sampled when base level is greater than 0.
TEST_P(Texture2DTestES3, DrawWithBaseLevel1)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
std::vector<GLColor> texDataRed(4u * 4u, GLColor::red);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test basic GL_EXT_copy_image copy without any bound textures
TEST_P(Texture2DTestES3, CopyImage)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_copy_image"));
std::vector<GLColor> texDataRed(4u * 4u, GLColor::red);
GLTexture srcTexture;
GLTexture destTexture;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, destTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
std::vector<GLColor> texDataGreen(4u * 4u, GLColor::green);
glBindTexture(GL_TEXTURE_2D, srcTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glBindTexture(GL_TEXTURE_2D, 0);
// copy
glCopyImageSubDataEXT(srcTexture, GL_TEXTURE_2D, 0, 2, 2, 0, destTexture, GL_TEXTURE_2D, 0, 2,
2, 0, 2, 2, 1);
glBindTexture(GL_TEXTURE_2D, destTexture);
EXPECT_GL_NO_ERROR();
glViewport(0, 0, 4, 4);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(2, 2, 2, 2, GLColor::green);
EXPECT_PIXEL_RECT_EQ(0, 0, 4, 2, GLColor::red);
EXPECT_PIXEL_RECT_EQ(0, 0, 2, 4, GLColor::red);
}
// Test GL_EXT_copy_image compressed texture copy with mipmaps smaller than the block size
TEST_P(Texture2DTestES3, CopyCompressedImageMipMaps)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_copy_image"));
// TODO(http://anglebug.com/5634): Fix calls to vkCmdCopyBufferToImage() with images smaller
// than the compressed format block size.
ANGLE_SKIP_TEST_IF(getEGLWindow()->isFeatureEnabled(Feature::AllocateNonZeroMemory));
constexpr uint32_t kSize = 4;
constexpr size_t kNumLevels = 3;
const uint8_t CompressedImageETC1[8] = {0x0, 0x0, 0xf8, 0x2, 0xff, 0xff, 0x0, 0x0};
GLTexture srcTexture;
glBindTexture(GL_TEXTURE_2D, srcTexture);
for (size_t level = 0; level < kNumLevels; ++level)
{
glCompressedTexImage2D(GL_TEXTURE_2D, level, GL_ETC1_RGB8_OES, kSize >> level,
kSize >> level, 0, 8, CompressedImageETC1);
EXPECT_GL_NO_ERROR();
}
GLTexture destTexture;
glBindTexture(GL_TEXTURE_2D, destTexture);
for (size_t level = 0; level < kNumLevels; ++level)
{
glCompressedTexImage2D(GL_TEXTURE_2D, level, GL_ETC1_RGB8_OES, kSize >> level,
kSize >> level, 0, 8, nullptr);
EXPECT_GL_NO_ERROR();
}
glBindTexture(GL_TEXTURE_2D, 0);
// copy
for (size_t level = 0; level < kNumLevels; ++level)
{
glCopyImageSubDataEXT(srcTexture, GL_TEXTURE_2D, level, 0, 0, 0, destTexture, GL_TEXTURE_2D,
level, 0, 0, 0, kSize >> level, kSize >> level, 1);
EXPECT_GL_NO_ERROR();
}
}
// Test GL_EXT_copy_image copy with a non-zero base level
TEST_P(Texture2DTestES3, CopyImageBaseLevel1)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_copy_image"));
std::vector<GLColor> texDataBlack(8u * 8u, GLColor::black);
std::vector<GLColor> texDataRed(4u * 4u, GLColor::red);
std::vector<GLColor> texDataGreen(4u * 4u, GLColor::green);
std::vector<GLColor> texDataBlue(4u * 4u, GLColor::blue);
GLTexture srcTexture;
GLTexture destTexture;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, destTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataBlack.data());
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexImage2D(GL_TEXTURE_2D, 3, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataBlue.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glBindTexture(GL_TEXTURE_2D, srcTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataBlack.data());
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataBlue.data());
glTexImage2D(GL_TEXTURE_2D, 3, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glBindTexture(GL_TEXTURE_2D, 0);
// copy
glCopyImageSubDataEXT(srcTexture, GL_TEXTURE_2D, 1, 2, 2, 0, destTexture, GL_TEXTURE_2D, 1, 2,
2, 0, 2, 2, 1);
glBindTexture(GL_TEXTURE_2D, destTexture);
EXPECT_GL_NO_ERROR();
glViewport(0, 0, 4, 4);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(2, 2, 2, 2, GLColor::green);
EXPECT_PIXEL_RECT_EQ(0, 0, 4, 2, GLColor::red);
EXPECT_PIXEL_RECT_EQ(0, 0, 2, 4, GLColor::red);
}
// Test basic GL_EXT_copy_image copy without any draw calls by attaching the texture
// to a framebuffer and reads from the framebuffer to validate the copy
TEST_P(Texture2DTestES3, CopyImageFB)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_copy_image"));
glViewport(0, 0, 4, 4);
std::vector<GLColor> texDataRed(4u * 4u, GLColor::red);
GLTexture srcTexture;
GLTexture destTexture;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, destTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
std::vector<GLColor> texDataGreen(4u * 4u, GLColor::green);
glBindTexture(GL_TEXTURE_2D, srcTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glBindTexture(GL_TEXTURE_2D, 0);
// copy
glCopyImageSubDataEXT(srcTexture, GL_TEXTURE_2D, 0, 0, 0, 0, destTexture, GL_TEXTURE_2D, 0, 0,
1, 0, 3, 3, 1);
EXPECT_GL_NO_ERROR();
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destTexture, 0);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_PIXEL_RECT_EQ(0, 1, 3, 3, GLColor::green);
EXPECT_PIXEL_RECT_EQ(3, 0, 1, 4, GLColor::red);
EXPECT_PIXEL_RECT_EQ(0, 0, 4, 1, GLColor::red);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
// Test GL_EXT_copy_image copy to a framebuffer attachment after
// invalidation. Then draw with blending onto the framebuffer.
TEST_P(Texture2DTestES3, CopyImageFBInvalidateThenBlend)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_copy_image"));
ANGLE_GL_PROGRAM(drawBlueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
ANGLE_GL_PROGRAM(drawRedProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glViewport(0, 0, 4, 4);
GLTexture srcTexture;
GLTexture textureAttachment;
std::vector<GLColor> texDataGreen(4u * 4u, GLColor::green);
glBindTexture(GL_TEXTURE_2D, srcTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_2D, textureAttachment);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glBindTexture(GL_TEXTURE_2D, 0);
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureAttachment,
0);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Draw something in the texture to make sure it's image is defined.
drawQuad(drawRedProgram, essl1_shaders::PositionAttrib(), 0.0f);
// Invalidate the framebuffer.
const GLenum discards[] = {GL_COLOR_ATTACHMENT0};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, discards);
ASSERT_GL_NO_ERROR();
// Copy into the framebuffer attachment.
glCopyImageSubDataEXT(srcTexture, GL_TEXTURE_2D, 0, 0, 0, 0, textureAttachment, GL_TEXTURE_2D,
0, 0, 0, 0, 4, 4, 1);
EXPECT_GL_NO_ERROR();
// Draw and blend, making sure both the copy and draw happen correctly.
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
drawQuad(drawBlueProgram, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, 4, 4, GLColor::cyan);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
// have images defined.
TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeUndefined)
{
// Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that drawing works correctly when level 0 is undefined and base level is 1.
TEST_P(Texture2DTestES3, DrawWithLevelZeroUndefined)
{
// Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
EXPECT_GL_NO_ERROR();
// Texture is incomplete.
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
// Texture is now complete.
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
// dimensions that don't fit the images inside the range.
// GLES 3.0.4 section 3.8.13 Texture completeness
TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
std::vector<GLColor> texDataRed(8u * 8u, GLColor::red);
std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
std::vector<GLColor> texDataCyan(2u * 2u, GLColor::cyan);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// Two levels that are initially unused.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataCyan.data());
// One level that is used - only this level should affect completeness.
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
// Switch the level that is being used to the cyan level 2.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
}
// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
// have images defined.
TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeUndefined)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, mTexture3D);
std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
// dimensions that don't fit the images inside the range.
// GLES 3.0.4 section 3.8.13 Texture completeness
TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, mTexture3D);
std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red);
std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// Two levels that are initially unused.
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataRed.data());
glTexImage3D(GL_TEXTURE_3D, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataCyan.data());
// One level that is used - only this level should affect completeness.
glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
// Switch the level that is being used to the cyan level 2.
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 2);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 2);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
}
// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
// have images defined.
TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeUndefined)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
// dimensions that don't fit the images inside the range.
// GLES 3.0.4 section 3.8.13 Texture completeness
TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
{
// TODO(crbug.com/998505): Test failing on Android FYI Release (NVIDIA Shield TV)
ANGLE_SKIP_TEST_IF(IsNVIDIAShield());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, m2DArrayTexture);
std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red);
std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// Two levels that are initially unused.
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataRed.data());
glTexImage3D(GL_TEXTURE_2D_ARRAY, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataCyan.data());
// One level that is used - only this level should affect completeness.
glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
// Switch the level that is being used to the cyan level 2.
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 2);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 2);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
}
// Create a 2D array, then immediately redefine it to have fewer layers. Regression test for a bug
// in the Vulkan backend where the old higher-layer-count data upload was not removed.
TEST_P(Texture2DArrayTestES3, TextureArrayRedefineThenUse)
{
int px = getWindowWidth() / 2;
int py = getWindowHeight() / 2;
glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
// Fill the whole texture with red, then redefine it and fill with green
std::vector<GLColor> pixelsRed(2 * 2 * 4, GLColor::red);
std::vector<GLColor> pixelsGreen(2 * 2 * 2, GLColor::green);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 2, 2, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixelsRed.data());
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixelsGreen.data());
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
EXPECT_GL_NO_ERROR();
glUseProgram(mProgram);
EXPECT_GL_NO_ERROR();
// Draw the first slice
glUniform1i(mTextureArraySliceUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
// Draw the second slice
glUniform1i(mTextureArraySliceUniformLocation, 1);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
}
// Create a 2D array texture and update layers with data and test that pruning
// of superseded updates works as expected.
TEST_P(Texture2DArrayTestES3, TextureArrayPruneSupersededUpdates)
{
constexpr uint32_t kTexWidth = 256;
constexpr uint32_t kTexHeight = 256;
constexpr uint32_t kTexLayers = 3;
glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
// Initialize entire texture.
constexpr GLColor kInitialExpectedColor = GLColor(201u, 201u, 201u, 201u);
std::vector<GLColor> initialData(kTexWidth * kTexHeight * kTexLayers, kInitialExpectedColor);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, kTexWidth, kTexHeight, kTexLayers, 0, GL_RGBA,
GL_UNSIGNED_BYTE, initialData.data());
// Upate different layers with different colors, these together should supersed
// the entire init update
constexpr GLColor kExpectedColor[] = {GLColor(32u, 32u, 32u, 32u), GLColor(64u, 64u, 64u, 64u),
GLColor(128u, 128u, 128u, 128u)};
std::vector<GLColor> supersedingData[] = {
std::vector<GLColor>(kTexWidth * kTexHeight, kExpectedColor[0]),
std::vector<GLColor>(kTexWidth * kTexHeight, kExpectedColor[1]),
std::vector<GLColor>(kTexWidth * kTexHeight, kExpectedColor[2])};
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, kTexWidth, kTexHeight, 1, GL_RGBA,
GL_UNSIGNED_BYTE, supersedingData[0].data());
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, kTexWidth, kTexHeight, 1, GL_RGBA,
GL_UNSIGNED_BYTE, supersedingData[1].data());
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 2, kTexWidth, kTexHeight, 1, GL_RGBA,
GL_UNSIGNED_BYTE, supersedingData[2].data());
glUseProgram(mProgram);
EXPECT_GL_NO_ERROR();
// Draw layer 0
glUniform1i(mTextureArraySliceUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, kExpectedColor[0]);
// Draw layer 1
glUniform1i(mTextureArraySliceUniformLocation, 1);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, kExpectedColor[1]);
// Draw layer 2
glUniform1i(mTextureArraySliceUniformLocation, 2);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, kExpectedColor[2]);
}
// Create a 2D array, use it, then redefine it to have fewer layers. Regression test for a bug in
// the Vulkan backend where the old higher-layer-count data upload was not removed.
TEST_P(Texture2DArrayTestES3, TextureArrayUseThenRedefineThenUse)
{
int px = getWindowWidth() / 2;
int py = getWindowHeight() / 2;
glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
// Fill the whole texture with red.
std::vector<GLColor> pixelsRed(2 * 2 * 4, GLColor::red);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 2, 2, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixelsRed.data());
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
EXPECT_GL_NO_ERROR();
glUseProgram(mProgram);
EXPECT_GL_NO_ERROR();
// Draw the first slice
glUniform1i(mTextureArraySliceUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
// Draw the fourth slice
glUniform1i(mTextureArraySliceUniformLocation, 3);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
// Redefine the image and fill with green
std::vector<GLColor> pixelsGreen(2 * 2 * 2, GLColor::green);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixelsGreen.data());
// Draw the first slice
glUniform1i(mTextureArraySliceUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
// Draw the second slice
glUniform1i(mTextureArraySliceUniformLocation, 1);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
}
// Test that texture completeness is updated if texture max level changes.
// GLES 3.0.4 section 3.8.13 Texture completeness
TEST_P(Texture2DTestES3, TextureCompletenessChangesWithMaxLevel)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// A level that is initially unused.
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
// One level that is initially used - only this level should affect completeness.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Switch the max level to level 1. The levels within the used range now have inconsistent
// dimensions and the texture should be incomplete.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
}
// Test that compressed textures ignore the pixel unpack state.
// (https://crbug.org/1267496)
TEST_P(Texture3DTestES3, PixelUnpackStateTexImage)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_s3tc") &&
!IsGLExtensionEnabled("GL_ANGLE_texture_compression_dxt3"));
glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 5);
glBindTexture(GL_TEXTURE_2D_ARRAY, mTexture3D);
uint8_t data[64] = {0};
glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 4, 4, 4, 0, 64,
data);
EXPECT_GL_NO_ERROR();
}
// Test that compressed textures ignore the pixel unpack state.
// (https://crbug.org/1267496)
TEST_P(Texture3DTestES3, PixelUnpackStateTexSubImage)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_s3tc") &&
!IsGLExtensionEnabled("GL_ANGLE_texture_compression_dxt3"));
glBindTexture(GL_TEXTURE_2D_ARRAY, mTexture3D);
uint8_t data[64] = {0};
glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 4, 4, 4, 0, 64,
data);
EXPECT_GL_NO_ERROR();
glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 5);
glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 4, 4, 4,
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 64, data);
EXPECT_GL_NO_ERROR();
}
// Test that 3D texture completeness is updated if texture max level changes.
// GLES 3.0.4 section 3.8.13 Texture completeness
TEST_P(Texture3DTestES3, Texture3DCompletenessChangesWithMaxLevel)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, mTexture3D);
std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// A level that is initially unused.
glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 1, 1, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
// One level that is initially used - only this level should affect completeness.
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Switch the max level to level 1. The levels within the used range now have inconsistent
// dimensions and the texture should be incomplete.
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
}
// Test that texture completeness is updated if texture base level changes.
// GLES 3.0.4 section 3.8.13 Texture completeness
TEST_P(Texture2DTestES3, TextureCompletenessChangesWithBaseLevel)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// Two levels that are initially unused.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
// One level that is initially used - only this level should affect completeness.
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Switch the base level to level 1. The levels within the used range now have inconsistent
// dimensions and the texture should be incomplete.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
}
// Test that texture is not complete if base level is greater than max level.
// GLES 3.0.4 section 3.8.13 Texture completeness
TEST_P(Texture2DTestES3, TextureBaseLevelGreaterThanMaxLevel)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
// Texture should be incomplete.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
}
// Test that immutable texture base level and max level are clamped.
// GLES 3.0.4 section 3.8.10 subsection Mipmapping
TEST_P(Texture2DTestES3, ImmutableTextureBaseLevelOutOfRange)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
// For immutable-format textures, base level should be clamped to [0, levels - 1], and max level
// should be clamped to [base_level, levels - 1].
// GLES 3.0.4 section 3.8.10 subsection Mipmapping
// In the case of this test, those rules make the effective base level and max level 0.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
// Texture should be complete.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that changing base level works when it affects the format of the texture.
TEST_P(Texture2DTestES3, TextureFormatChangesWithBaseLevel)
{
// TODO(crbug.com/998505): Test failing on Android FYI Release (NVIDIA Shield TV)
ANGLE_SKIP_TEST_IF(IsNVIDIAShield());
ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsDesktopOpenGL());
// Observed incorrect rendering on AMD OpenGL.
ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
std::vector<GLColor> texDataCyan(4u * 4u, GLColor::cyan);
std::vector<GLColor> texDataGreen(4u * 4u, GLColor::green);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// RGBA8 level that's initially unused.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataCyan.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
// RG8 level that's initially used, with consistent dimensions with level 0 but a different
// format. It reads green channel data from the green and alpha channels of texDataGreen
// (this is a bit hacky but works).
glTexImage2D(GL_TEXTURE_2D, 1, GL_RG8, 2, 2, 0, GL_RG, GL_UNSIGNED_BYTE, texDataGreen.data());
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Switch the texture to use the cyan level 0 with the RGBA format.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
}
// Test that setting a texture image works when base level is out of range.
TEST_P(Texture2DTestES3, SetImageWhenBaseLevelOutOfRange)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
EXPECT_GL_NO_ERROR();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
drawQuad(mProgram, "position", 0.5f);
// Texture should be complete.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// In the D3D11 renderer, we need to initialize some texture formats, to fill empty channels. EG
// RBA->RGBA8, with 1.0 in the alpha channel. This test covers a bug where redefining array textures
// with these formats does not work as expected.
TEST_P(Texture2DArrayTestES3, RedefineInittableArray)
{
std::vector<GLubyte> pixelData;
for (size_t count = 0; count < 5000; count++)
{
pixelData.push_back(0u);
pixelData.push_back(255u);
pixelData.push_back(0u);
}
glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
glUseProgram(mProgram);
glUniform1i(mTextureArrayLocation, 0);
// The first draw worked correctly.
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
&pixelData[0]);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
drawQuad(mProgram, "position", 1.0f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// The dimension of the respecification must match the original exactly to trigger the bug.
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
&pixelData[0]);
drawQuad(mProgram, "position", 1.0f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// Test shadow sampler and regular non-shadow sampler coexisting in the same shader.
// This test is needed especially to confirm that sampler registers get assigned correctly on
// the HLSL backend even when there's a mix of different HLSL sampler and texture types.
TEST_P(ShadowSamplerPlusSampler3DTestES3, ShadowSamplerPlusSampler3DDraw)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, mTexture3D);
GLubyte texData[4];
texData[0] = 0;
texData[1] = 60;
texData[2] = 0;
texData[3] = 255;
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mTextureShadow);
GLfloat depthTexData[1];
depthTexData[0] = 0.5f;
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
depthTexData);
glUseProgram(mProgram);
glUniform1f(mDepthRefUniformLocation, 0.3f);
glUniform1i(mTexture3DUniformLocation, 0);
glUniform1i(mTextureShadowUniformLocation, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
// The shader writes 0.5 * <comparison result (1.0)> + <texture color>
EXPECT_PIXEL_NEAR(0, 0, 128, 188, 128, 255, 2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GREATER);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
// The shader writes 0.5 * <comparison result (0.0)> + <texture color>
EXPECT_PIXEL_NEAR(0, 0, 0, 60, 0, 255, 2);
}
// Test multiple different sampler types in the same shader.
// This test makes sure that even if sampler / texture registers get grouped together based on type
// or otherwise get shuffled around in the HLSL backend of the shader translator, the D3D renderer
// still has the right register index information for each ESSL sampler.
// The tested ESSL samplers have the following types in D3D11 HLSL:
// sampler2D: Texture2D + SamplerState
// samplerCube: TextureCube + SamplerState
// sampler2DShadow: Texture2D + SamplerComparisonState
// samplerCubeShadow: TextureCube + SamplerComparisonState
TEST_P(SamplerTypeMixTestES3, SamplerTypeMixDraw)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
GLubyte texData[4];
texData[0] = 0;
texData[1] = 0;
texData[2] = 120;
texData[3] = 255;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
texData[0] = 0;
texData[1] = 90;
texData[2] = 0;
texData[3] = 255;
glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA8, 1, 1);
glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
texData);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, mTexture2DShadow);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
GLfloat depthTexData[1];
depthTexData[0] = 0.5f;
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
depthTexData);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCubeShadow);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
depthTexData[0] = 0.2f;
glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_DEPTH_COMPONENT32F, 1, 1);
glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT,
depthTexData);
// http://anglebug.com/3949: TODO: Add a DS texture case
EXPECT_GL_NO_ERROR();
glUseProgram(mProgram);
glUniform1f(mDepthRefUniformLocation, 0.3f);
glUniform1i(mTexture2DUniformLocation, 0);
glUniform1i(mTextureCubeUniformLocation, 1);
glUniform1i(mTexture2DShadowUniformLocation, 2);
glUniform1i(mTextureCubeShadowUniformLocation, 3);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
// The shader writes:
// <texture 2d color> +
// <cube map color> +
// 0.25 * <comparison result (1.0)> +
// 0.125 * <comparison result (0.0)>
EXPECT_PIXEL_NEAR(0, 0, 64, 154, 184, 255, 2);
}
// Test different base levels on textures accessed through the same sampler array.
// Calling textureSize() on the samplers hits the D3D sampler metadata workaround.
TEST_P(TextureSizeTextureArrayTest, BaseLevelVariesInTextureArray)
{
ANGLE_SKIP_TEST_IF(IsAMD() && IsD3D11());
// http://anglebug.com/4391
ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsWindows() && IsD3D11());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2DA);
GLsizei size = 64;
for (GLint level = 0; level < 7; ++level)
{
ASSERT_LT(0, size);
glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
size = size / 2;
}
ASSERT_EQ(0, size);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mTexture2DB);
size = 128;
for (GLint level = 0; level < 8; ++level)
{
ASSERT_LT(0, size);
glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
size = size / 2;
}
ASSERT_EQ(0, size);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 3);
EXPECT_GL_NO_ERROR();
glUseProgram(mProgram);
glUniform1i(mTexture0Location, 0);
glUniform1i(mTexture1Location, 1);
drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
// Red channel: width of level 1 of texture A: 32.
// Green channel: width of level 3 of texture B: 16.
EXPECT_PIXEL_NEAR(0, 0, 32, 16, 0, 255, 2);
}
// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
// ES 3.0.4 table 3.24
TEST_P(Texture2DTestES3, TextureRGBImplicitAlpha1)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
}
// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
// ES 3.0.4 table 3.24
TEST_P(Texture2DTestES3, TextureRGBXImplicitAlpha1)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_rgbx_internal_format"));
GLTexture texture2D;
glBindTexture(GL_TEXTURE_2D, texture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBX8_ANGLE, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glActiveTexture(GL_TEXTURE0);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
}
// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
// ES 3.0.4 table 3.24
TEST_P(Texture2DTest, TextureLuminanceImplicitAlpha1)
{
setUpProgram();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
}
// Validate that every component of the pixel will be equal to the luminance value we've set
// and that the alpha channel will be 1 (or 255 to be exact).
TEST_P(Texture2DTest, TextureLuminanceRGBSame)
{
setUpProgram();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
uint8_t pixel = 50;
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &pixel);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(pixel, pixel, pixel, 255));
}
// Validate that every component of the pixel will be equal to the luminance value we've set
// and that the alpha channel will be the second component.
TEST_P(Texture2DTest, TextureLuminanceAlphaRGBSame)
{
setUpProgram();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
uint8_t pixel[] = {50, 25};
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 1, 1, 0, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, pixel);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(pixel[0], pixel[0], pixel[0], pixel[1]));
}
// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
// ES 3.0.4 table 3.24
TEST_P(Texture2DTest, TextureLuminance32ImplicitAlpha1)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
ANGLE_SKIP_TEST_IF(IsD3D9());
ANGLE_SKIP_TEST_IF(IsVulkan());
setUpProgram();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_FLOAT, nullptr);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
}
// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
// ES 3.0.4 table 3.24
TEST_P(Texture2DTest, TextureLuminance16ImplicitAlpha1)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
ANGLE_SKIP_TEST_IF(IsD3D9());
ANGLE_SKIP_TEST_IF(IsVulkan());
// TODO(ynovikov): re-enable once root cause of http://anglebug.com/1420 is fixed
ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
setUpProgram();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_HALF_FLOAT_OES, nullptr);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
}
// Test that CopyTexImage2D does not trigger assertion after CompressedTexImage2D.
// https://crbug.com/1216276
TEST_P(Texture2DTest, CopyAfterCompressed)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_dxt1"));
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, 8, nullptr);
EXPECT_GL_NO_ERROR();
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 0, 0, 4, 4, 0);
EXPECT_GL_NO_ERROR();
}
// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
// ES 3.0.4 table 3.24
TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB8UIImplicitAlpha1)
{
ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
}
// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
// ES 3.0.4 table 3.24
TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB8IImplicitAlpha1)
{
ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8I, 1, 1, 0, GL_RGB_INTEGER, GL_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
}
// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
// ES 3.0.4 table 3.24
TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB16UIImplicitAlpha1)
{
ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_SHORT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
}
// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
// ES 3.0.4 table 3.24
TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB16IImplicitAlpha1)
{
ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16I, 1, 1, 0, GL_RGB_INTEGER, GL_SHORT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
}
// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
// ES 3.0.4 table 3.24
TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB32UIImplicitAlpha1)
{
ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_INT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
}
// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
// ES 3.0.4 table 3.24
TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB32IImplicitAlpha1)
{
ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32I, 1, 1, 0, GL_RGB_INTEGER, GL_INT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
}
// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
// ES 3.0.4 table 3.24
TEST_P(Texture2DTestES3, TextureRGBSNORMImplicitAlpha1)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8_SNORM, 1, 1, 0, GL_RGB, GL_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
}
// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
// ES 3.0.4 table 3.24
TEST_P(Texture2DTestES3, TextureRGB9E5ImplicitAlpha1)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB9_E5, 1, 1, 0, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV,
nullptr);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
}
// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
// ES 3.0.4 table 3.24
TEST_P(Texture2DTestES3, TextureCOMPRESSEDRGB8ETC2ImplicitAlpha1)
{
// ETC texture formats are not supported on Mac OpenGL. http://anglebug.com/3853
ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB8_ETC2, 1, 1, 0, 8, nullptr);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
}
// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
// ES 3.0.4 table 3.24
TEST_P(Texture2DTestES3, TextureCOMPRESSEDSRGB8ETC2ImplicitAlpha1)
{
// ETC texture formats are not supported on Mac OpenGL. http://anglebug.com/3853
ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_SRGB8_ETC2, 1, 1, 0, 8, nullptr);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
}
// ETC2 punchthrough alpha formats must be initialized to opaque black when emulated
// http://anglebug.com/6936
TEST_P(Texture2DTestES3RobustInit, TextureCOMPRESSEDRGB8A1ETC2)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, 1, 1, 0,
8, nullptr);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
}
// ETC2 punchthrough alpha formats must be initialized to opaque black when emulated
// http://anglebug.com/6936
TEST_P(Texture2DTestES3RobustInit, TextureCOMPRESSEDSRGB8A1ETC2)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2, 1, 1, 0,
8, nullptr);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
}
// Test that compressed textures ignore the pixel unpack state.
// (https://crbug.org/1267496)
TEST_P(Texture2DTestES3, PixelUnpackStateTexImage)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_s3tc") &&
!IsGLExtensionEnabled("GL_ANGLE_texture_compression_dxt3"));
glPixelStorei(GL_UNPACK_ROW_LENGTH, 9);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
uint8_t data[64] = {0};
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 8, 8, 0, 64, data);
EXPECT_GL_NO_ERROR();
}
// Test that compressed textures ignore the pixel unpack state.
// (https://crbug.org/1267496)
TEST_P(Texture2DTestES3, PixelUnpackStateTexSubImage)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_s3tc") &&
!IsGLExtensionEnabled("GL_ANGLE_texture_compression_dxt3"));
glBindTexture(GL_TEXTURE_2D, mTexture2D);
uint8_t data[64] = {0};
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 8, 8, 0, 64, data);
EXPECT_GL_NO_ERROR();
glPixelStorei(GL_UNPACK_ROW_LENGTH, 9);
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 64,
data);
EXPECT_GL_NO_ERROR();
}
// Test for http://anglebug.com/6926.
TEST_P(Texture2DTestES3, TextureRGBUpdateWithPBO)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
glViewport(0, 0, 16, 16);
GLTexture tex1;
std::vector<GLColor> texDataRed(16u * 16u, GLColor::red);
std::vector<GLColor> texDataGreen(16u * 16u, GLColor::green);
glBindTexture(GL_TEXTURE_2D, tex1);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 16, 16, GL_RGB, GL_UNSIGNED_BYTE, texDataRed.data());
ASSERT_GL_NO_ERROR();
GLBuffer pbo;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
glBufferData(GL_PIXEL_UNPACK_BUFFER, 3 * 16 * 16, texDataGreen.data(), GL_STATIC_DRAW);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 16, 16, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
EXPECT_PIXEL_COLOR_EQ(4, 4, GLColor::green);
}
// Copied from Texture2DTest::TexStorage
// Test that glTexSubImage2D works properly when glTexStorage2DEXT has initialized the image with a
// default color.
TEST_P(Texture2DTestES31PPO, TexStorage)
{
ANGLE_SKIP_TEST_IF(!IsVulkan());
ANGLE_SKIP_TEST_IF((getClientMajorVersion() < 3 && getClientMinorVersion() < 1) &&
!IsGLExtensionEnabled("GL_EXT_texture_storage"));
const char *vertexShaderSource = getVertexShaderSource();
const char *fragmentShaderSource = getFragmentShaderSource();
bindProgramPipeline(vertexShaderSource, fragmentShaderSource);
mTexture2DUniformLocation = glGetUniformLocation(mFragProg, getTextureUniformName());
int width = getWindowWidth();
int height = getWindowHeight();
GLTexture tex2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
// Fill with red
std::vector<GLubyte> pixels(3 * 16 * 16);
for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
{
pixels[pixelId * 3 + 0] = 255;
pixels[pixelId * 3 + 1] = 0;
pixels[pixelId * 3 + 2] = 0;
}
// ANGLE internally uses RGBA as the internal format for RGB images, therefore glTexStorage2DEXT
// initializes the image to a default color to get a consistent alpha color. The data is kept in
// a CPU-side image and the image is marked as dirty.
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
// Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched.
// glTexSubImage2D should take into account that the image is dirty.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGB, GL_UNSIGNED_BYTE, pixels.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glActiveShaderProgram(mPipeline, mFragProg);
glUniform1i(mTexture2DUniformLocation, 0);
std::array<Vector3, 6> quadVertices = ANGLETestBase::GetQuadVertices();
ppoDrawQuad(quadVertices, "position", 0.5f, 1.0f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
// Validate that the region of the texture without data has an alpha of 1.0
angle::GLColor pixel = ReadColor(3 * width / 4, 3 * height / 4);
EXPECT_EQ(255, pixel.A);
}
// Copied from Texture2DTestES3::SingleTextureMultipleSamplers
// Tests behaviour with a single texture and multiple sampler objects.
TEST_P(Texture2DTestES31PPO, SingleTextureMultipleSamplers)
{
ANGLE_SKIP_TEST_IF(!IsVulkan());
const char *vertexShaderSource = getVertexShaderSource();
const char *fragmentShaderSource = getFragmentShaderSource();
bindProgramPipeline(vertexShaderSource, fragmentShaderSource);
mTexture2DUniformLocation = glGetUniformLocation(mFragProg, getTextureUniformName());
GLint maxTextureUnits = 0;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
ANGLE_SKIP_TEST_IF(maxTextureUnits < 4);
constexpr int kSize = 16;
std::array<Vector3, 6> quadVertices = ANGLETestBase::GetQuadVertices();
// Make a single-level texture, fill it with red.
std::vector<GLColor> redColors(kSize * kSize, GLColor::red);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
redColors.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Simple confidence check.
bind2DTexturedQuadProgramPipeline();
ppoDrawQuad(quadVertices, "position", 0.5f, 1.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Bind texture to unit 1 with a sampler object making it incomplete.
GLSampler sampler;
glBindSampler(0, sampler);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Make a mipmap texture, fill it with blue.
std::vector<GLColor> blueColors(kSize * kSize, GLColor::blue);
GLTexture mipmapTex;
glBindTexture(GL_TEXTURE_2D, mipmapTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
blueColors.data());
glGenerateMipmap(GL_TEXTURE_2D);
// Draw with the sampler, expect blue.
draw2DTexturedQuad(0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
// Simple multitexturing program.
constexpr char kVS[] =
"#version 310 es\n"
"precision mediump float;\n"
"in vec2 position;\n"
"out vec2 texCoord;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position, 0, 1);\n"
" texCoord = position * 0.5 + vec2(0.5);\n"
"}";
constexpr char kFS[] =
"#version 310 es\n"
"precision mediump float;\n"
"in vec2 texCoord;\n"
"uniform sampler2D tex1;\n"
"uniform sampler2D tex2;\n"
"uniform sampler2D tex3;\n"
"uniform sampler2D tex4;\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
" color = (texture(tex1, texCoord) + texture(tex2, texCoord) \n"
" + texture(tex3, texCoord) + texture(tex4, texCoord)) * 0.25;\n"
"}";
bindProgramPipeline(kVS, kFS);
std::array<GLint, 4> texLocations = {
{glGetUniformLocation(mFragProg, "tex1"), glGetUniformLocation(mFragProg, "tex2"),
glGetUniformLocation(mFragProg, "tex3"), glGetUniformLocation(mFragProg, "tex4")}};
for (GLint location : texLocations)
{
ASSERT_NE(-1, location);
}
// Init the uniform data.
glActiveShaderProgram(mPipeline, mFragProg);
for (GLint location = 0; location < 4; ++location)
{
glUniform1i(texLocations[location], location);
}
// Initialize four samplers
GLSampler samplers[4];
// 0: non-mipped.
glBindSampler(0, samplers[0]);
glSamplerParameteri(samplers[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(samplers[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// 1: mipped.
glBindSampler(1, samplers[1]);
glSamplerParameteri(samplers[1], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glSamplerParameteri(samplers[1], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// 2: non-mipped.
glBindSampler(2, samplers[2]);
glSamplerParameteri(samplers[2], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(samplers[2], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// 3: mipped.
glBindSampler(3, samplers[3]);
glSamplerParameteri(samplers[3], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glSamplerParameteri(samplers[3], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Bind two blue mipped textures and two single layer textures, should all draw.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mipmapTex);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, tex);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, mipmapTex);
ASSERT_GL_NO_ERROR();
ppoDrawQuad(quadVertices, "position", 0.5f, 1.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(0, 0, 128, 0, 128, 255, 2);
// Bind four single layer textures, two should be incomplete.
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, tex);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, tex);
ppoDrawQuad(quadVertices, "position", 0.5f, 1.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(0, 0, 128, 0, 0, 255, 2);
}
// Use a sampler in a uniform struct.
TEST_P(SamplerInStructTest, SamplerInStruct)
{
runSamplerInStructTest();
}
// Use a sampler in a uniform struct that's passed as a function parameter.
TEST_P(SamplerInStructAsFunctionParameterTest, SamplerInStructAsFunctionParameter)
{
// Fails on Nexus 5X due to a driver bug. http://anglebug.com/1427
ANGLE_SKIP_TEST_IF(IsNexus5X() && IsOpenGLES());
runSamplerInStructTest();
}
// Use a sampler in a uniform struct array with a struct from the array passed as a function
// parameter.
TEST_P(SamplerInStructArrayAsFunctionParameterTest, SamplerInStructArrayAsFunctionParameter)
{
// Fails on Nexus 5X due to a driver bug. http://anglebug.com/1427
ANGLE_SKIP_TEST_IF(IsNexus5X() && IsOpenGLES());
runSamplerInStructTest();
}
// Use a sampler in a struct inside a uniform struct with the nested struct passed as a function
// parameter.
TEST_P(SamplerInNestedStructAsFunctionParameterTest, SamplerInNestedStructAsFunctionParameter)
{
// Fails on Nexus 5X due to a driver bug. http://anglebug.com/1427
ANGLE_SKIP_TEST_IF(IsNexus5X() && IsOpenGLES());
runSamplerInStructTest();
}
// Make sure that there isn't a name conflict between sampler extracted from a struct and a
// similarly named uniform.
TEST_P(SamplerInStructAndOtherVariableTest, SamplerInStructAndOtherVariable)
{
runSamplerInStructTest();
}
// GL_EXT_texture_filter_anisotropic
class TextureAnisotropyTest : public Texture2DTest
{
protected:
void uploadTexture()
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
GLColor texDataRed[1] = {GLColor::red};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed);
EXPECT_GL_NO_ERROR();
}
};
// Tests that setting anisotropic filtering doesn't cause failures at draw time.
TEST_P(TextureAnisotropyTest, AnisotropyFunctional)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_filter_anisotropic"));
setUpProgram();
uploadTexture();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.0f);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::red);
}
// GL_OES_texture_border_clamp
class TextureBorderClampTest : public Texture2DTest
{
protected:
TextureBorderClampTest() : Texture2DTest() {}
const char *getVertexShaderSource() override
{
return
R"(precision highp float;
attribute vec4 position;
varying vec2 texcoord;
void main()
{
gl_Position = vec4(position.xy, 0.0, 1.0);
// texcoords in [-0.5, 1.5]
texcoord = (position.xy) + 0.5;
})";
}
void uploadTexture()
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
std::vector<GLColor> texDataRed(1, GLColor::red);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataRed.data());
EXPECT_GL_NO_ERROR();
}
};
// Test if the color set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the texture in
// GL_CLAMP_TO_BORDER wrap mode (set with glTexParameter).
TEST_P(TextureBorderClampTest, TextureBorderClampFunctional)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
setUpProgram();
uploadTexture();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
}
// Test reading back GL_TEXTURE_BORDER_COLOR by glGetTexParameter.
TEST_P(TextureBorderClampTest, TextureBorderClampFunctional2)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
GLint colorFixedPoint[4] = {0};
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorFixedPoint);
constexpr GLint colorGreenFixedPoint[4] = {0, std::numeric_limits<GLint>::max(), 0,
std::numeric_limits<GLint>::max()};
EXPECT_EQ(colorFixedPoint[0], colorGreenFixedPoint[0]);
EXPECT_EQ(colorFixedPoint[1], colorGreenFixedPoint[1]);
EXPECT_EQ(colorFixedPoint[2], colorGreenFixedPoint[2]);
EXPECT_EQ(colorFixedPoint[3], colorGreenFixedPoint[3]);
constexpr GLint colorBlueFixedPoint[4] = {0, 0, std::numeric_limits<GLint>::max(),
std::numeric_limits<GLint>::max()};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorBlueFixedPoint);
GLfloat color[4] = {0.0f};
glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
EXPECT_EQ(color[0], kFloatBlue.R);
EXPECT_EQ(color[1], kFloatBlue.G);
EXPECT_EQ(color[2], kFloatBlue.B);
EXPECT_EQ(color[3], kFloatBlue.A);
}
// Test GL_TEXTURE_BORDER_COLOR parameter validation at glTexParameter.
TEST_P(TextureBorderClampTest, TextureBorderClampValidation)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, 1.0f);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, std::numeric_limits<GLint>::max());
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameterfv(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLint colorInt[4] = {0};
glTexParameteriv(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BORDER_COLOR, colorInt);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (getClientMajorVersion() < 3)
{
glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glGetTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
GLuint colorUInt[4] = {0};
glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glGetTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
GLSampler sampler;
glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glGetSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glGetSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
}
class TextureBorderClampTestES3 : public TextureBorderClampTest
{
protected:
TextureBorderClampTestES3() : TextureBorderClampTest() {}
};
// Test if the color set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the texture in
// GL_CLAMP_TO_BORDER wrap mode (set with glSamplerParameter).
TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Functional)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
setUpProgram();
uploadTexture();
GLSampler sampler;
glBindSampler(0, sampler);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
}
// Test reading back GL_TEXTURE_BORDER_COLOR by glGetSamplerParameter.
TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Functional2)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
glActiveTexture(GL_TEXTURE0);
GLSampler sampler;
glBindSampler(0, sampler);
glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
GLint colorFixedPoint[4] = {0};
glGetSamplerParameteriv(sampler, GL_TEXTURE_BORDER_COLOR, colorFixedPoint);
constexpr GLint colorGreenFixedPoint[4] = {0, std::numeric_limits<GLint>::max(), 0,
std::numeric_limits<GLint>::max()};
EXPECT_EQ(colorFixedPoint[0], colorGreenFixedPoint[0]);
EXPECT_EQ(colorFixedPoint[1], colorGreenFixedPoint[1]);
EXPECT_EQ(colorFixedPoint[2], colorGreenFixedPoint[2]);
EXPECT_EQ(colorFixedPoint[3], colorGreenFixedPoint[3]);
constexpr GLint colorBlueFixedPoint[4] = {0, 0, std::numeric_limits<GLint>::max(),
std::numeric_limits<GLint>::max()};
glSamplerParameteriv(sampler, GL_TEXTURE_BORDER_COLOR, colorBlueFixedPoint);
GLfloat color[4] = {0.0f};
glGetSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, color);
EXPECT_EQ(color[0], kFloatBlue.R);
EXPECT_EQ(color[1], kFloatBlue.G);
EXPECT_EQ(color[2], kFloatBlue.B);
EXPECT_EQ(color[3], kFloatBlue.A);
constexpr GLint colorSomewhatRedInt[4] = {500000, 0, 0, std::numeric_limits<GLint>::max()};
glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorSomewhatRedInt);
GLint colorInt[4] = {0};
glGetSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt);
EXPECT_EQ(colorInt[0], colorSomewhatRedInt[0]);
EXPECT_EQ(colorInt[1], colorSomewhatRedInt[1]);
EXPECT_EQ(colorInt[2], colorSomewhatRedInt[2]);
EXPECT_EQ(colorInt[3], colorSomewhatRedInt[3]);
constexpr GLuint colorSomewhatRedUInt[4] = {500000, 0, 0, std::numeric_limits<GLuint>::max()};
glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorSomewhatRedUInt);
GLuint colorUInt[4] = {0};
glGetSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt);
EXPECT_EQ(colorUInt[0], colorSomewhatRedUInt[0]);
EXPECT_EQ(colorUInt[1], colorSomewhatRedUInt[1]);
EXPECT_EQ(colorUInt[2], colorSomewhatRedUInt[2]);
EXPECT_EQ(colorUInt[3], colorSomewhatRedUInt[3]);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
constexpr GLint colorSomewhatGreenInt[4] = {0, 500000, 0, std::numeric_limits<GLint>::max()};
glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorSomewhatGreenInt);
glGetTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt);
EXPECT_EQ(colorInt[0], colorSomewhatGreenInt[0]);
EXPECT_EQ(colorInt[1], colorSomewhatGreenInt[1]);
EXPECT_EQ(colorInt[2], colorSomewhatGreenInt[2]);
EXPECT_EQ(colorInt[3], colorSomewhatGreenInt[3]);
constexpr GLuint colorSomewhatGreenUInt[4] = {0, 500000, 0, std::numeric_limits<GLuint>::max()};
glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorSomewhatGreenUInt);
glGetTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt);
EXPECT_EQ(colorUInt[0], colorSomewhatGreenUInt[0]);
EXPECT_EQ(colorUInt[1], colorSomewhatGreenUInt[1]);
EXPECT_EQ(colorUInt[2], colorSomewhatGreenUInt[2]);
EXPECT_EQ(colorUInt[3], colorSomewhatGreenUInt[3]);
}
// Test GL_TEXTURE_BORDER_COLOR parameter validation at glSamplerParameter.
TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Validation)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
glActiveTexture(GL_TEXTURE0);
GLSampler sampler;
glBindSampler(0, sampler);
glSamplerParameterf(sampler, GL_TEXTURE_BORDER_COLOR, 1.0f);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glSamplerParameteri(sampler, GL_TEXTURE_BORDER_COLOR, std::numeric_limits<GLint>::max());
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
class TextureBorderClampIntegerTestES3 : public Texture2DTest
{
protected:
TextureBorderClampIntegerTestES3() : Texture2DTest(), isUnsignedIntTest(false) {}
const char *getVertexShaderSource() override
{
return
R"(#version 300 es
out vec2 texcoord;
in vec4 position;
void main()
{
gl_Position = vec4(position.xy, 0.0, 1.0);
// texcoords in [-0.5, 1.5]
texcoord = (position.xy) + 0.5;
})";
}
const char *getFragmentShaderSource() override
{
if (isUnsignedIntTest)
{
return "#version 300 es\n"
"precision highp float;\n"
"uniform highp usampler2D tex;\n"
"in vec2 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
"vec4 red = vec4(1.0, 0.0, 0.0, 1.0);\n"
"vec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n"
"fragColor = (texture(tex, texcoord).r == 150u)"
" ? green : red;\n"
"}\n";
}
else
{
return "#version 300 es\n"
"precision highp float;\n"
"uniform highp isampler2D tex;\n"
"in vec2 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
"vec4 red = vec4(1.0, 0.0, 0.0, 1.0);\n"
"vec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n"
"fragColor = (texture(tex, texcoord).r == -50)"
" ? green : red;\n"
"}\n";
}
}
void uploadTexture()
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
if (isUnsignedIntTest)
{
std::vector<GLubyte> texData(4, 100);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 1, 1, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE,
texData.data());
}
else
{
std::vector<GLbyte> texData(4, 100);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8I, 1, 1, 0, GL_RGBA_INTEGER, GL_BYTE,
texData.data());
}
EXPECT_GL_NO_ERROR();
}
bool isUnsignedIntTest;
};
// Test if the integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the
// integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIivOES).
TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampInteger)
{
// Fails on Win10 FYI x64 Release (AMD RX 550). http://anglebug.com/3760
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
setUpProgram();
uploadTexture();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
constexpr GLint borderColor[4] = {-50, -50, -50, -50};
glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
}
// Test if the integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the
// integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIivOES).
TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampInteger2)
{
// Fails on Win10 FYI x64 Release (AMD RX 550). http://anglebug.com/3760
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
setUpProgram();
uploadTexture();
GLSampler sampler;
glBindSampler(0, sampler);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
constexpr GLint borderColor[4] = {-50, -50, -50, -50};
glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, borderColor);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
}
// Test if the unsigned integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside
// of the unsigned integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIuivOES).
TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampIntegerUnsigned)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
isUnsignedIntTest = true;
setUpProgram();
uploadTexture();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
constexpr GLuint borderColor[4] = {150, 150, 150, 150};
glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
}
// Test if the unsigned integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside
// of the unsigned integer texture in GL_CLAMP_TO_BORDER wrap mode (set with
// glSamplerParameterIuivOES).
TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampIntegerUnsigned2)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_border_clamp"));
isUnsignedIntTest = true;
setUpProgram();
uploadTexture();
GLSampler sampler;
glBindSampler(0, sampler);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
constexpr GLuint borderColor[4] = {150, 150, 150, 150};
glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, borderColor);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
}
// ~GL_OES_texture_border_clamp
class TextureLimitsTest : public ANGLETest<>
{
protected:
struct RGBA8
{
uint8_t R, G, B, A;
};
TextureLimitsTest()
: mProgram(0), mMaxVertexTextures(0), mMaxFragmentTextures(0), mMaxCombinedTextures(0)
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void testSetUp() override
{
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &mMaxVertexTextures);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &mMaxFragmentTextures);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &mMaxCombinedTextures);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
if (mProgram != 0)
{
glDeleteProgram(mProgram);
mProgram = 0;
if (!mTextures.empty())
{
glDeleteTextures(static_cast<GLsizei>(mTextures.size()), &mTextures[0]);
}
}
}
void compileProgramWithTextureCounts(const std::string &vertexPrefix,
GLint vertexTextureCount,
GLint vertexActiveTextureCount,
const std::string &fragPrefix,
GLint fragmentTextureCount,
GLint fragmentActiveTextureCount)
{
std::stringstream vertexShaderStr;
vertexShaderStr << "attribute vec2 position;\n"
<< "varying vec4 color;\n"
<< "varying vec2 texCoord;\n";
for (GLint textureIndex = 0; textureIndex < vertexTextureCount; ++textureIndex)
{
vertexShaderStr << "uniform sampler2D " << vertexPrefix << textureIndex << ";\n";
}
vertexShaderStr << "void main() {\n"
<< " gl_Position = vec4(position, 0, 1);\n"
<< " texCoord = (position * 0.5) + 0.5;\n"
<< " color = vec4(0);\n";
for (GLint textureIndex = 0; textureIndex < vertexActiveTextureCount; ++textureIndex)
{
vertexShaderStr << " color += texture2D(" << vertexPrefix << textureIndex
<< ", texCoord);\n";
}
vertexShaderStr << "}";
std::stringstream fragmentShaderStr;
fragmentShaderStr << "varying mediump vec4 color;\n"
<< "varying mediump vec2 texCoord;\n";
for (GLint textureIndex = 0; textureIndex < fragmentTextureCount; ++textureIndex)
{
fragmentShaderStr << "uniform sampler2D " << fragPrefix << textureIndex << ";\n";
}
fragmentShaderStr << "void main() {\n"
<< " gl_FragColor = color;\n";
for (GLint textureIndex = 0; textureIndex < fragmentActiveTextureCount; ++textureIndex)
{
fragmentShaderStr << " gl_FragColor += texture2D(" << fragPrefix << textureIndex
<< ", texCoord);\n";
}
fragmentShaderStr << "}";
const std::string &vertexShaderSource = vertexShaderStr.str();
const std::string &fragmentShaderSource = fragmentShaderStr.str();
mProgram = CompileProgram(vertexShaderSource.c_str(), fragmentShaderSource.c_str());
}
RGBA8 getPixel(GLint texIndex)
{
RGBA8 pixel = {static_cast<uint8_t>(texIndex & 0x7u), static_cast<uint8_t>(texIndex >> 3),
0, 255u};
return pixel;
}
void initTextures(GLint tex2DCount, GLint texCubeCount)
{
GLint totalCount = tex2DCount + texCubeCount;
mTextures.assign(totalCount, 0);
glGenTextures(totalCount, &mTextures[0]);
ASSERT_GL_NO_ERROR();
std::vector<RGBA8> texData(16 * 16);
GLint texIndex = 0;
for (; texIndex < tex2DCount; ++texIndex)
{
texData.assign(texData.size(), getPixel(texIndex));
glActiveTexture(GL_TEXTURE0 + texIndex);
glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
&texData[0]);
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);
}
ASSERT_GL_NO_ERROR();
for (; texIndex < texCubeCount; ++texIndex)
{
texData.assign(texData.size(), getPixel(texIndex));
glActiveTexture(GL_TEXTURE0 + texIndex);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextures[texIndex]);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
GL_UNSIGNED_BYTE, &texData[0]);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
GL_UNSIGNED_BYTE, &texData[0]);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
GL_UNSIGNED_BYTE, &texData[0]);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
GL_UNSIGNED_BYTE, &texData[0]);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
GL_UNSIGNED_BYTE, &texData[0]);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
GL_UNSIGNED_BYTE, &texData[0]);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
ASSERT_GL_NO_ERROR();
}
void testWithTextures(GLint vertexTextureCount,
const std::string &vertexTexturePrefix,
GLint fragmentTextureCount,
const std::string &fragmentTexturePrefix)
{
// Generate textures
initTextures(vertexTextureCount + fragmentTextureCount, 0);
glUseProgram(mProgram);
RGBA8 expectedSum = {0};
for (GLint texIndex = 0; texIndex < vertexTextureCount; ++texIndex)
{
std::stringstream uniformNameStr;
uniformNameStr << vertexTexturePrefix << texIndex;
const std::string &uniformName = uniformNameStr.str();
GLint location = glGetUniformLocation(mProgram, uniformName.c_str());
ASSERT_NE(-1, location);
glUniform1i(location, texIndex);
RGBA8 contribution = getPixel(texIndex);
expectedSum.R += contribution.R;
expectedSum.G += contribution.G;
}
for (GLint texIndex = 0; texIndex < fragmentTextureCount; ++texIndex)
{
std::stringstream uniformNameStr;
uniformNameStr << fragmentTexturePrefix << texIndex;
const std::string &uniformName = uniformNameStr.str();
GLint location = glGetUniformLocation(mProgram, uniformName.c_str());
ASSERT_NE(-1, location);
glUniform1i(location, texIndex + vertexTextureCount);
RGBA8 contribution = getPixel(texIndex + vertexTextureCount);
expectedSum.R += contribution.R;
expectedSum.G += contribution.G;
}
ASSERT_GE(256u, expectedSum.G);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(0, 0, expectedSum.R, expectedSum.G, 0, 255, 1);
}
GLuint mProgram;
std::vector<GLuint> mTextures;
GLint mMaxVertexTextures;
GLint mMaxFragmentTextures;
GLint mMaxCombinedTextures;
};
// Test rendering with the maximum vertex texture units.
TEST_P(TextureLimitsTest, MaxVertexTextures)
{
compileProgramWithTextureCounts("tex", mMaxVertexTextures, mMaxVertexTextures, "tex", 0, 0);
ASSERT_NE(0u, mProgram);
ASSERT_GL_NO_ERROR();
testWithTextures(mMaxVertexTextures, "tex", 0, "tex");
}
// Test rendering with the maximum fragment texture units.
TEST_P(TextureLimitsTest, MaxFragmentTextures)
{
compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures, mMaxFragmentTextures);
ASSERT_NE(0u, mProgram);
ASSERT_GL_NO_ERROR();
testWithTextures(mMaxFragmentTextures, "tex", 0, "tex");
}
// Test rendering with maximum combined texture units.
TEST_P(TextureLimitsTest, MaxCombinedTextures)
{
GLint vertexTextures = mMaxVertexTextures;
if (vertexTextures + mMaxFragmentTextures > mMaxCombinedTextures)
{
vertexTextures = mMaxCombinedTextures - mMaxFragmentTextures;
}
compileProgramWithTextureCounts("vtex", vertexTextures, vertexTextures, "ftex",
mMaxFragmentTextures, mMaxFragmentTextures);
ASSERT_NE(0u, mProgram);
ASSERT_GL_NO_ERROR();
testWithTextures(vertexTextures, "vtex", mMaxFragmentTextures, "ftex");
}
// Negative test for exceeding the number of vertex textures
TEST_P(TextureLimitsTest, ExcessiveVertexTextures)
{
compileProgramWithTextureCounts("tex", mMaxVertexTextures + 1, mMaxVertexTextures + 1, "tex", 0,
0);
ASSERT_EQ(0u, mProgram);
}
// Negative test for exceeding the number of fragment textures
TEST_P(TextureLimitsTest, ExcessiveFragmentTextures)
{
compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures + 1,
mMaxFragmentTextures + 1);
ASSERT_EQ(0u, mProgram);
}
// Test active vertex textures under the limit, but excessive textures specified.
TEST_P(TextureLimitsTest, MaxActiveVertexTextures)
{
compileProgramWithTextureCounts("tex", mMaxVertexTextures + 4, mMaxVertexTextures, "tex", 0, 0);
ASSERT_NE(0u, mProgram);
ASSERT_GL_NO_ERROR();
testWithTextures(mMaxVertexTextures, "tex", 0, "tex");
}
// Test active fragment textures under the limit, but excessive textures specified.
TEST_P(TextureLimitsTest, MaxActiveFragmentTextures)
{
compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures + 4,
mMaxFragmentTextures);
ASSERT_NE(0u, mProgram);
ASSERT_GL_NO_ERROR();
testWithTextures(0, "tex", mMaxFragmentTextures, "tex");
}
// Negative test for pointing two sampler uniforms of different types to the same texture.
// GLES 2.0.25 section 2.10.4 page 39.
TEST_P(TextureLimitsTest, TextureTypeConflict)
{
constexpr char kVS[] =
"attribute vec2 position;\n"
"varying float color;\n"
"uniform sampler2D tex2D;\n"
"uniform samplerCube texCube;\n"
"void main() {\n"
" gl_Position = vec4(position, 0, 1);\n"
" vec2 texCoord = (position * 0.5) + 0.5;\n"
" color = texture2D(tex2D, texCoord).x;\n"
" color += textureCube(texCube, vec3(texCoord, 0)).x;\n"
"}";
constexpr char kFS[] =
"varying mediump float color;\n"
"void main() {\n"
" gl_FragColor = vec4(color, 0, 0, 1);\n"
"}";
mProgram = CompileProgram(kVS, kFS);
ASSERT_NE(0u, mProgram);
initTextures(1, 0);
glUseProgram(mProgram);
GLint tex2DLocation = glGetUniformLocation(mProgram, "tex2D");
ASSERT_NE(-1, tex2DLocation);
GLint texCubeLocation = glGetUniformLocation(mProgram, "texCube");
ASSERT_NE(-1, texCubeLocation);
glUniform1i(tex2DLocation, 0);
glUniform1i(texCubeLocation, 0);
ASSERT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
class Texture2DNorm16TestES3 : public Texture2DTestES3
{
protected:
Texture2DNorm16TestES3() : Texture2DTestES3(), mTextures{0, 0, 0}, mFBO(0), mRenderbuffer(0) {}
void testSetUp() override
{
Texture2DTestES3::testSetUp();
glActiveTexture(GL_TEXTURE0);
glGenTextures(3, mTextures);
glGenFramebuffers(1, &mFBO);
glGenRenderbuffers(1, &mRenderbuffer);
for (size_t textureIndex = 0; textureIndex < 3; textureIndex++)
{
glBindTexture(GL_TEXTURE_2D, mTextures[textureIndex]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
glBindTexture(GL_TEXTURE_2D, 0);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteTextures(3, mTextures);
glDeleteFramebuffers(1, &mFBO);
glDeleteRenderbuffers(1, &mRenderbuffer);
Texture2DTestES3::testTearDown();
}
void testNorm16Texture(GLint internalformat, GLenum format, GLenum type)
{
// TODO(http://anglebug.com/4089) Fails on Win Intel OpenGL driver
ANGLE_SKIP_TEST_IF(IsIntel() && IsOpenGL());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_norm16"));
GLushort pixelValue = (type == GL_SHORT) ? 0x7FFF : 0x6A35;
GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue};
setUpProgram();
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
0);
for (int i = 0; i < 2; ++i)
{
bool isSubImage = i == 1;
SCOPED_TRACE("is subimage:" + std::to_string(isSubImage));
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16_EXT, 1, 1, 0, GL_RGBA, GL_UNSIGNED_SHORT,
nullptr);
glBindTexture(GL_TEXTURE_2D, mTextures[1]);
if (isSubImage)
{
glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, nullptr);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, format, type, imageData);
}
else
{
glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
}
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
GLubyte expectedValue =
(type == GL_SHORT) ? 0xFF : static_cast<GLubyte>(pixelValue >> 8);
EXPECT_PIXEL_COLOR_EQ(0, 0,
SliceFormatColor(format, GLColor(expectedValue, expectedValue,
expectedValue, expectedValue)));
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ASSERT_GL_NO_ERROR();
}
void testReadPixelsRGBAWithRangeAndPixelStoreMode(GLuint x,
GLuint y,
GLuint width,
GLuint height,
GLint packRowLength,
GLint packAlignment,
GLint packSkipPixels,
GLint packSkipRows,
GLenum type,
GLColor16UI color)
{
// PACK modes debugging
GLint s = 2; // single component size in bytes, UNSIGNED_SHORT -> 2 in our case
GLint n = 4; // 4 components per pixel, stands for GL_RGBA
GLuint l = packRowLength == 0 ? width : packRowLength;
const GLint &a = packAlignment;
// According to
// https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glPixelStorei.xhtml
GLint k = (s >= a) ? n * l : a / s * (1 + (s * n * l - 1) / a);
std::size_t componentCount = n * packSkipPixels + k * (packSkipRows + height);
if (static_cast<GLuint>(packRowLength) < width)
{
componentCount += width * n * s - k;
}
// Populate the pixels array with random dirty value
constexpr GLushort kDirtyValue = 0x1234;
std::vector<GLushort> pixels(componentCount, kDirtyValue);
glReadPixels(x, y, width, height, GL_RGBA, type, pixels.data());
EXPECT_GL_NO_ERROR();
GLushort *pixelRowStart = pixels.data();
pixelRowStart += n * packSkipPixels + k * packSkipRows;
std::vector<bool> modifiedPixels(componentCount, false);
char errorInfo[200];
for (GLuint row = 0; row < height; ++row)
{
GLushort *curPixel = pixelRowStart;
for (GLuint col = 0, len = (row == height - 1) ? width : std::min(l, width); col < len;
++col)
{
snprintf(errorInfo, sizeof(errorInfo),
"extent: {%u, %u}, coord: (%u, %u), rowLength: %d, alignment: %d, "
"skipPixels: %d, skipRows: %d\n",
width, height, col, row, packRowLength, packAlignment, packSkipPixels,
packSkipRows);
EXPECT_EQ(color.R, curPixel[0]) << errorInfo;
EXPECT_EQ(color.G, curPixel[1]) << errorInfo;
EXPECT_EQ(color.B, curPixel[2]) << errorInfo;
EXPECT_EQ(color.A, curPixel[3]) << errorInfo;
std::ptrdiff_t diff = curPixel - pixels.data();
modifiedPixels[diff + 0] = true;
modifiedPixels[diff + 1] = true;
modifiedPixels[diff + 2] = true;
modifiedPixels[diff + 3] = true;
curPixel += n;
}
pixelRowStart += k;
}
for (std::size_t i = 0; i < modifiedPixels.size(); ++i)
{
if (!modifiedPixels[i])
{
EXPECT_EQ(pixels[i], kDirtyValue);
}
}
}
void testNorm16RenderAndReadPixels(GLint internalformat, GLenum format, GLenum type)
{
// TODO(http://anglebug.com/4089) Fails on Win Intel OpenGL driver
ANGLE_SKIP_TEST_IF(IsIntel() && IsOpenGL());
// TODO(http://anglebug.com/4245) Fails on Win AMD OpenGL driver
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_norm16"));
GLushort pixelValue = 0x6A35;
GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue};
GLColor16UI color = SliceFormatColor16UI(
format, GLColor16UI(pixelValue, pixelValue, pixelValue, pixelValue));
// Size of drawing viewport
constexpr GLint width = 8, height = 8;
setUpProgram();
glBindTexture(GL_TEXTURE_2D, mTextures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, internalformat, width, height, 0, format, type, nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1],
0);
glBindTexture(GL_TEXTURE_2D, mTextures[2]);
glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
// ReadPixels against different width, height, pixel pack mode combinations to test
// workaround of pixels rearrangement
// {x, y, width, height}
std::vector<std::array<GLint, 4>> areas = {
{0, 0, 1, 1}, {0, 0, 1, 2}, {0, 0, 2, 1}, {0, 0, 2, 2},
{0, 0, 3, 2}, {0, 0, 3, 3}, {0, 0, 4, 3}, {0, 0, 4, 4},
{1, 3, 3, 2}, {1, 3, 3, 3}, {3, 2, 4, 3}, {3, 2, 4, 4},
{0, 0, 5, 6}, {2, 1, 5, 6}, {0, 0, 6, 1}, {0, 0, 7, 1},
{0, 0, 7, 3}, {0, 0, 7, 8}, {1, 0, 7, 8}, {0, 0, 8, 8},
};
// Put default settings at the last
std::vector<GLint> paramsPackRowLength = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 0};
std::vector<GLint> paramsPackAlignment = {1, 2, 8, 4};
std::vector<std::array<GLint, 2>> paramsPackSkipPixelsAndRows = {{1, 0}, {0, 1}, {1, 1},
{3, 1}, {20, 20}, {0, 0}};
// Restore pixel pack modes later
GLint restorePackAlignment;
glGetIntegerv(GL_PACK_ALIGNMENT, &restorePackAlignment);
GLint restorePackRowLength;
glGetIntegerv(GL_PACK_ROW_LENGTH, &restorePackRowLength);
GLint restorePackSkipPixels;
glGetIntegerv(GL_PACK_SKIP_PIXELS, &restorePackSkipPixels);
GLint restorePackSkipRows;
glGetIntegerv(GL_PACK_SKIP_ROWS, &restorePackSkipRows);
// Variable symbols are based on:
// https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glPixelStorei.xhtml
for (const auto &skipped : paramsPackSkipPixelsAndRows)
{
glPixelStorei(GL_PACK_SKIP_PIXELS, skipped[0]);
glPixelStorei(GL_PACK_SKIP_ROWS, skipped[1]);
for (GLint a : paramsPackAlignment)
{
glPixelStorei(GL_PACK_ALIGNMENT, a);
for (GLint l : paramsPackRowLength)
{
glPixelStorei(GL_PACK_ROW_LENGTH, l);
for (const auto &area : areas)
{
ASSERT(area[0] + area[2] <= width);
ASSERT(area[1] + area[3] <= height);
testReadPixelsRGBAWithRangeAndPixelStoreMode(area[0], area[1], area[2],
area[3], l, a, skipped[0],
skipped[1], type, color);
}
}
}
}
glPixelStorei(GL_PACK_ALIGNMENT, restorePackAlignment);
glPixelStorei(GL_PACK_ROW_LENGTH, restorePackRowLength);
glPixelStorei(GL_PACK_SKIP_PIXELS, restorePackSkipPixels);
glPixelStorei(GL_PACK_SKIP_ROWS, restorePackSkipRows);
glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, internalformat, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
mRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
EXPECT_GL_NO_ERROR();
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_16UI_COLOR(
0, 0, SliceFormatColor16UI(format, GLColor16UI(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF)));
glBindTexture(GL_TEXTURE_2D, mTextures[1]);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1],
0);
EXPECT_PIXEL_16UI_COLOR(
0, 0, SliceFormatColor16UI(format, GLColor16UI(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF)));
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
GLuint mTextures[3];
GLuint mFBO;
GLuint mRenderbuffer;
};
TEST_P(Texture2DNorm16TestES3, TextureNorm16R16TextureTest)
{
testNorm16Texture(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16R16SNORMTextureTest)
{
testNorm16Texture(GL_R16_SNORM_EXT, GL_RED, GL_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16RG16TextureTest)
{
testNorm16Texture(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16RG16SNORMTextureTest)
{
testNorm16Texture(GL_RG16_SNORM_EXT, GL_RG, GL_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16RGB16TextureTest)
{
// (http://anglebug.com/4215) Driver bug on some Qualcomm Adreno gpu
ANGLE_SKIP_TEST_IF(IsNexus5X() && IsOpenGLES());
testNorm16Texture(GL_RGB16_EXT, GL_RGB, GL_UNSIGNED_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16RGB16SNORMTextureTest)
{
// (http://anglebug.com/4215) Driver bug on some Qualcomm Adreno gpu
ANGLE_SKIP_TEST_IF(IsNexus5X() && IsOpenGLES());
testNorm16Texture(GL_RGB16_SNORM_EXT, GL_RGB, GL_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16RGBA16TextureTest)
{
testNorm16Texture(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16RGBA16SNORMTextureTest)
{
testNorm16Texture(GL_RGBA16_SNORM_EXT, GL_RGBA, GL_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16R16RenderTest)
{
// http://anglebug.com/5153
ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL() && IsNVIDIA());
testNorm16RenderAndReadPixels(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16RG16RenderTest)
{
// http://anglebug.com/5153
ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL() && IsNVIDIA());
testNorm16RenderAndReadPixels(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT);
}
TEST_P(Texture2DNorm16TestES3, TextureNorm16RGBA16RenderTest)
{
// http://anglebug.com/5153
ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL() && IsNVIDIA());
testNorm16RenderAndReadPixels(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT);
}
class Texture2DRGTest : public Texture2DTest
{
protected:
Texture2DRGTest()
: Texture2DTest(), mRenderableTexture(0), mTestTexture(0), mFBO(0), mRenderbuffer(0)
{}
void testSetUp() override
{
Texture2DTest::testSetUp();
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &mRenderableTexture);
glGenTextures(1, &mTestTexture);
glGenFramebuffers(1, &mFBO);
glGenRenderbuffers(1, &mRenderbuffer);
glBindTexture(GL_TEXTURE_2D, mRenderableTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, mTestTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteTextures(1, &mRenderableTexture);
glDeleteTextures(1, &mTestTexture);
glDeleteFramebuffers(1, &mFBO);
glDeleteRenderbuffers(1, &mRenderbuffer);
Texture2DTest::testTearDown();
}
void setupFormatTextures(GLenum internalformat, GLenum format, GLenum type, GLvoid *imageData)
{
glBindTexture(GL_TEXTURE_2D, mRenderableTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mRenderableTexture, 0);
glBindTexture(GL_TEXTURE_2D, mTestTexture);
glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
EXPECT_GL_NO_ERROR();
}
void testRGTexture(GLColor expectedColor)
{
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedColor, kPixelTolerance);
}
void testRGRender(GLenum internalformat, GLenum format)
{
glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, internalformat, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
mRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
EXPECT_GL_NO_ERROR();
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, SliceFormatColor(format, GLColor(255u, 255u, 255u, 255u)));
}
GLuint mRenderableTexture;
GLuint mTestTexture;
GLuint mFBO;
GLuint mRenderbuffer;
};
// Test unorm texture formats enabled by the GL_EXT_texture_rg extension.
TEST_P(Texture2DRGTest, TextureRGUNormTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_rg"));
// This workaround causes a GL error on Windows AMD, which is likely a driver bug.
// The workaround is not intended to be enabled in this configuration so skip it.
ANGLE_SKIP_TEST_IF(
getEGLWindow()->isFeatureEnabled(Feature::EmulateCopyTexImage2DFromRenderbuffers) &&
IsWindows() && IsAMD());
GLubyte pixelValue = 0xab;
GLubyte imageData[] = {pixelValue, pixelValue};
setupFormatTextures(GL_RED_EXT, GL_RED_EXT, GL_UNSIGNED_BYTE, imageData);
testRGTexture(
SliceFormatColor(GL_RED_EXT, GLColor(pixelValue, pixelValue, pixelValue, pixelValue)));
testRGRender(GL_R8_EXT, GL_RED_EXT);
setupFormatTextures(GL_RG_EXT, GL_RG_EXT, GL_UNSIGNED_BYTE, imageData);
testRGTexture(
SliceFormatColor(GL_RG_EXT, GLColor(pixelValue, pixelValue, pixelValue, pixelValue)));
testRGRender(GL_RG8_EXT, GL_RG_EXT);
}
// Test float texture formats enabled by the GL_EXT_texture_rg extension.
TEST_P(Texture2DRGTest, TextureRGFloatTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_rg"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
GLfloat pixelValue = 0.54321;
GLfloat imageData[] = {pixelValue, pixelValue};
GLubyte expectedValue = static_cast<GLubyte>(pixelValue * 255.0f);
GLColor expectedColor = GLColor(expectedValue, expectedValue, expectedValue, expectedValue);
setupFormatTextures(GL_RED_EXT, GL_RED_EXT, GL_FLOAT, imageData);
testRGTexture(SliceFormatColor(GL_RED_EXT, expectedColor));
setupFormatTextures(GL_RG_EXT, GL_RG_EXT, GL_FLOAT, imageData);
testRGTexture(SliceFormatColor(GL_RG_EXT, expectedColor));
}
// Test half-float texture formats enabled by the GL_EXT_texture_rg extension.
TEST_P(Texture2DRGTest, TextureRGHalfFloatTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_rg"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float"));
GLfloat pixelValueFloat = 0.543f;
GLhalf pixelValue = 0x3858;
GLhalf imageData[] = {pixelValue, pixelValue};
GLubyte expectedValue = static_cast<GLubyte>(pixelValueFloat * 255.0f);
GLColor expectedColor = GLColor(expectedValue, expectedValue, expectedValue, expectedValue);
setupFormatTextures(GL_RED_EXT, GL_RED_EXT, GL_HALF_FLOAT_OES, imageData);
testRGTexture(SliceFormatColor(GL_RED_EXT, expectedColor));
setupFormatTextures(GL_RG_EXT, GL_RG_EXT, GL_HALF_FLOAT_OES, imageData);
testRGTexture(SliceFormatColor(GL_RG_EXT, expectedColor));
}
class Texture2DFloatTest : public Texture2DTest
{
protected:
Texture2DFloatTest()
: Texture2DTest(), mRenderableTexture(0), mTestTexture(0), mFBO(0), mRenderbuffer(0)
{}
void testSetUp() override
{
Texture2DTest::testSetUp();
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &mRenderableTexture);
glGenTextures(1, &mTestTexture);
glGenFramebuffers(1, &mFBO);
glGenRenderbuffers(1, &mRenderbuffer);
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
glBindTexture(GL_TEXTURE_2D, mRenderableTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mRenderableTexture, 0);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteTextures(1, &mRenderableTexture);
glDeleteTextures(1, &mTestTexture);
glDeleteFramebuffers(1, &mFBO);
glDeleteRenderbuffers(1, &mRenderbuffer);
Texture2DTest::testTearDown();
}
void testFloatTextureSample(GLenum internalFormat, GLenum format, GLenum type)
{
constexpr GLfloat imageDataFloat[] = {
0.2f,
0.3f,
0.4f,
0.5f,
};
constexpr GLhalf imageDataHalf[] = {
0x3266,
0x34CD,
0x3666,
0x3800,
};
GLColor expectedValue;
for (int i = 0; i < 4; i++)
{
expectedValue[i] = static_cast<GLubyte>(imageDataFloat[i] * 255.0f);
}
const GLvoid *imageData;
switch (type)
{
case GL_FLOAT:
imageData = imageDataFloat;
break;
case GL_HALF_FLOAT:
case GL_HALF_FLOAT_OES:
imageData = imageDataHalf;
break;
default:
imageData = nullptr;
}
ASSERT(imageData != nullptr);
glBindTexture(GL_TEXTURE_2D, mTestTexture);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, format, type, imageData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_NEAR(0, 0, SliceFormatColor(format, expectedValue), kPixelTolerance);
}
void testFloatTextureLinear(GLenum internalFormat, GLenum format, GLenum type)
{
int numComponents;
switch (format)
{
case GL_RGBA:
numComponents = 4;
break;
case GL_RGB:
numComponents = 3;
break;
case GL_LUMINANCE_ALPHA:
numComponents = 2;
break;
case GL_LUMINANCE:
case GL_ALPHA:
numComponents = 1;
break;
default:
numComponents = 0;
}
ASSERT(numComponents > 0);
constexpr GLfloat pixelIntensitiesFloat[] = {0.0f, 1.0f, 0.0f, 1.0f};
constexpr GLhalf pixelIntensitiesHalf[] = {0x0000, 0x3C00, 0x0000, 0x3C00};
GLfloat imageDataFloat[16];
GLhalf imageDataHalf[16];
for (int i = 0; i < 4; i++)
{
for (int c = 0; c < numComponents; c++)
{
imageDataFloat[i * numComponents + c] = pixelIntensitiesFloat[i];
imageDataHalf[i * numComponents + c] = pixelIntensitiesHalf[i];
}
}
const GLvoid *imageData;
switch (type)
{
case GL_FLOAT:
imageData = imageDataFloat;
break;
case GL_HALF_FLOAT:
case GL_HALF_FLOAT_OES:
imageData = imageDataHalf;
break;
default:
imageData = nullptr;
}
ASSERT(imageData != nullptr);
glBindTexture(GL_TEXTURE_2D, mTestTexture);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 2, 2, 0, format, type, imageData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
// Source texture contains 2 black pixels and 2 white pixels, we sample in the center so we
// should expect the final value to be gray (halfway in-between)
EXPECT_PIXEL_COLOR_NEAR(0, 0, SliceFormatColor(format, GLColor(127u, 127u, 127u, 127u)),
kPixelTolerance);
}
bool performFloatTextureRender(GLenum internalFormat,
GLenum renderBufferFormat,
GLenum format,
GLenum type)
{
glBindTexture(GL_TEXTURE_2D, mTestTexture);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, format, type, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, renderBufferFormat, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
mRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
EXPECT_GL_NO_ERROR();
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
return true;
}
GLuint mRenderableTexture;
GLuint mTestTexture;
GLuint mFBO;
GLuint mRenderbuffer;
};
class Texture2DFloatTestES3 : public Texture2DFloatTest
{
protected:
void testFloatTextureRender(GLenum internalFormat, GLenum format, GLenum type)
{
bool framebufferComplete =
performFloatTextureRender(internalFormat, internalFormat, format, type);
EXPECT_TRUE(framebufferComplete);
EXPECT_PIXEL_COLOR32F_NEAR(0, 0,
SliceFormatColor32F(format, GLColor32F(1.0f, 1.0f, 1.0f, 1.0f)),
kPixelTolerance32F);
}
};
class Texture2DFloatTestES2 : public Texture2DFloatTest
{
protected:
bool checkFloatTextureRender(GLenum renderBufferFormat, GLenum format, GLenum type)
{
bool framebufferComplete =
performFloatTextureRender(format, renderBufferFormat, format, type);
if (!framebufferComplete)
{
return false;
}
EXPECT_PIXEL_COLOR32F_NEAR(0, 0,
SliceFormatColor32F(format, GLColor32F(1.0f, 1.0f, 1.0f, 1.0f)),
kPixelTolerance32F);
return true;
}
};
// Test texture sampling for ES3 float texture formats
TEST_P(Texture2DFloatTestES3, TextureFloatSampleBasicTest)
{
testFloatTextureSample(GL_RGBA32F, GL_RGBA, GL_FLOAT);
testFloatTextureSample(GL_RGB32F, GL_RGB, GL_FLOAT);
}
// Test texture sampling for ES2 float texture formats
TEST_P(Texture2DFloatTestES2, TextureFloatSampleBasicTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
testFloatTextureSample(GL_RGBA, GL_RGBA, GL_FLOAT);
testFloatTextureSample(GL_RGB, GL_RGB, GL_FLOAT);
}
// Test texture sampling for ES3 half float texture formats
TEST_P(Texture2DFloatTestES3, TextureHalfFloatSampleBasicTest)
{
testFloatTextureSample(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT);
testFloatTextureSample(GL_RGB16F, GL_RGB, GL_HALF_FLOAT);
}
// Test texture sampling for ES2 half float texture formats
TEST_P(Texture2DFloatTestES2, TextureHalfFloatSampleBasicTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float"));
testFloatTextureSample(GL_RGBA, GL_RGBA, GL_HALF_FLOAT_OES);
testFloatTextureSample(GL_RGB, GL_RGB, GL_HALF_FLOAT_OES);
}
// Test texture sampling for legacy GLES 2.0 float texture formats in ES3
TEST_P(Texture2DFloatTestES3, TextureFloatSampleLegacyTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
testFloatTextureSample(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT);
testFloatTextureSample(GL_ALPHA, GL_ALPHA, GL_FLOAT);
testFloatTextureSample(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT);
if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
testFloatTextureSample(GL_LUMINANCE32F_EXT, GL_LUMINANCE, GL_FLOAT);
testFloatTextureSample(GL_ALPHA32F_EXT, GL_ALPHA, GL_FLOAT);
testFloatTextureSample(GL_LUMINANCE_ALPHA32F_EXT, GL_LUMINANCE_ALPHA, GL_FLOAT);
}
}
// Test texture sampling for legacy GLES 2.0 float texture formats in ES2
TEST_P(Texture2DFloatTestES2, TextureFloatSampleLegacyTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
testFloatTextureSample(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT);
testFloatTextureSample(GL_ALPHA, GL_ALPHA, GL_FLOAT);
testFloatTextureSample(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT);
}
// Test texture sampling for legacy GLES 2.0 half float texture formats in ES3
TEST_P(Texture2DFloatTestES3, TextureHalfFloatSampleLegacyTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float"));
testFloatTextureSample(GL_LUMINANCE, GL_LUMINANCE, GL_HALF_FLOAT_OES);
testFloatTextureSample(GL_ALPHA, GL_ALPHA, GL_HALF_FLOAT_OES);
testFloatTextureSample(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES);
if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
testFloatTextureSample(GL_LUMINANCE16F_EXT, GL_LUMINANCE, GL_HALF_FLOAT);
testFloatTextureSample(GL_ALPHA16F_EXT, GL_ALPHA, GL_HALF_FLOAT);
testFloatTextureSample(GL_LUMINANCE_ALPHA16F_EXT, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT);
}
}
// Test texture sampling for legacy GLES 2.0 half float texture formats in ES2
TEST_P(Texture2DFloatTestES2, TextureHalfFloatSampleLegacyTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float"));
testFloatTextureSample(GL_LUMINANCE, GL_LUMINANCE, GL_HALF_FLOAT_OES);
testFloatTextureSample(GL_ALPHA, GL_ALPHA, GL_HALF_FLOAT_OES);
testFloatTextureSample(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES);
}
// Test linear sampling for ES3 32F formats
TEST_P(Texture2DFloatTestES3, TextureFloatLinearTest)
{
// TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs.
ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && (IsDesktopOpenGL()));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float_linear"));
testFloatTextureLinear(GL_RGBA32F, GL_RGBA, GL_FLOAT);
testFloatTextureLinear(GL_RGB32F, GL_RGB, GL_FLOAT);
}
// Test linear sampling for ES2 32F formats
TEST_P(Texture2DFloatTestES2, TextureFloatLinearTest)
{
// TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs.
ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && (IsDesktopOpenGL()));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float_linear"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
testFloatTextureLinear(GL_RGBA, GL_RGBA, GL_FLOAT);
}
// Test linear sampling for ES3 16F formats
TEST_P(Texture2DFloatTestES3, TextureHalfFloatLinearTest)
{
// Half float formats must be linearly filterable in GLES 3.0 core
testFloatTextureLinear(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT);
testFloatTextureLinear(GL_RGB16F, GL_RGB, GL_HALF_FLOAT);
}
// Test linear sampling for ES2 16F formats
TEST_P(Texture2DFloatTestES2, TextureHalfFloatLinearTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float_linear"));
testFloatTextureLinear(GL_RGBA, GL_RGBA, GL_HALF_FLOAT_OES);
testFloatTextureLinear(GL_RGB, GL_RGB, GL_HALF_FLOAT_OES);
}
// Test linear sampling for legacy GLES 2.0 32F formats in ES3
TEST_P(Texture2DFloatTestES3, TextureFloatLinearLegacyTest)
{
// TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs.
ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && (IsDesktopOpenGL()));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float_linear"));
testFloatTextureLinear(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT);
testFloatTextureLinear(GL_ALPHA, GL_ALPHA, GL_FLOAT);
testFloatTextureLinear(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT);
if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
testFloatTextureLinear(GL_LUMINANCE32F_EXT, GL_LUMINANCE, GL_FLOAT);
testFloatTextureLinear(GL_ALPHA32F_EXT, GL_ALPHA, GL_FLOAT);
testFloatTextureLinear(GL_LUMINANCE_ALPHA32F_EXT, GL_LUMINANCE_ALPHA, GL_FLOAT);
}
}
// Test linear sampling for legacy GLES 2.0 32F formats in ES2
TEST_P(Texture2DFloatTestES2, TextureFloatLinearLegacyTest)
{
// TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs.
ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && (IsDesktopOpenGL()));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float_linear"));
testFloatTextureLinear(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT);
testFloatTextureLinear(GL_ALPHA, GL_ALPHA, GL_FLOAT);
testFloatTextureLinear(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT);
}
// Test linear sampling for legacy GLES 2.0 16F formats in ES3
TEST_P(Texture2DFloatTestES3, TextureHalfFloatLinearLegacyTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float_linear"));
testFloatTextureLinear(GL_LUMINANCE, GL_LUMINANCE, GL_HALF_FLOAT_OES);
testFloatTextureLinear(GL_ALPHA, GL_ALPHA, GL_HALF_FLOAT_OES);
testFloatTextureLinear(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES);
if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
testFloatTextureLinear(GL_LUMINANCE16F_EXT, GL_LUMINANCE, GL_HALF_FLOAT);
testFloatTextureLinear(GL_ALPHA16F_EXT, GL_ALPHA, GL_HALF_FLOAT);
testFloatTextureLinear(GL_LUMINANCE_ALPHA16F_EXT, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT);
}
}
// Test linear sampling for legacy GLES 2.0 16F formats in ES2
TEST_P(Texture2DFloatTestES2, TextureHalfFloatLinearLegacyTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_half_float_linear"));
testFloatTextureLinear(GL_LUMINANCE, GL_LUMINANCE, GL_HALF_FLOAT_OES);
testFloatTextureLinear(GL_ALPHA, GL_ALPHA, GL_HALF_FLOAT_OES);
testFloatTextureLinear(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES);
}
// Test color-renderability for ES3 float and half float textures
TEST_P(Texture2DFloatTestES3, TextureFloatRenderTest)
{
// http://anglebug.com/4092
ANGLE_SKIP_TEST_IF(IsD3D9());
// EXT_color_buffer_float covers float, half float, and 11-11-10 float formats
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_color_buffer_float"));
testFloatTextureRender(GL_R32F, GL_RED, GL_FLOAT);
testFloatTextureRender(GL_RG32F, GL_RG, GL_FLOAT);
testFloatTextureRender(GL_RGBA32F, GL_RGBA, GL_FLOAT);
testFloatTextureRender(GL_R16F, GL_RED, GL_HALF_FLOAT);
testFloatTextureRender(GL_RG16F, GL_RG, GL_HALF_FLOAT);
testFloatTextureRender(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT);
testFloatTextureRender(GL_R11F_G11F_B10F, GL_RGB, GL_FLOAT);
}
// Test color-renderability for ES2 half float textures
TEST_P(Texture2DFloatTestES2, TextureFloatRenderTest)
{
// EXT_color_buffer_half_float requires at least one format to be renderable, but does not
// require a specific one
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_color_buffer_half_float"));
// https://crbug.com/1003971
ANGLE_SKIP_TEST_IF(IsOzone());
// http://anglebug.com/4092
ANGLE_SKIP_TEST_IF(IsD3D9());
bool atLeastOneSupported = false;
if (IsGLExtensionEnabled("GL_OES_texture_half_float") ||
IsGLExtensionEnabled("GL_OES_texture_half_float"))
{
atLeastOneSupported |= checkFloatTextureRender(GL_R16F_EXT, GL_RED_EXT, GL_HALF_FLOAT_OES);
atLeastOneSupported |= checkFloatTextureRender(GL_RG16F_EXT, GL_RG_EXT, GL_HALF_FLOAT_OES);
}
if (IsGLExtensionEnabled("GL_OES_texture_half_float"))
{
atLeastOneSupported |= checkFloatTextureRender(GL_RGB16F_EXT, GL_RGB, GL_HALF_FLOAT_OES);
// If OES_texture_half_float is supported, then RGBA half float textures must be renderable
bool rgbaSupported = checkFloatTextureRender(GL_RGBA16F_EXT, GL_RGBA, GL_HALF_FLOAT_OES);
EXPECT_TRUE(rgbaSupported);
atLeastOneSupported |= rgbaSupported;
}
EXPECT_TRUE(atLeastOneSupported);
}
// Test that UNPACK_SKIP_IMAGES doesn't have an effect on 2D texture uploads.
// GLES 3.0.4 section 3.8.3.
TEST_P(Texture2DTestES3, UnpackSkipImages2D)
{
// Crashes on Nexus 5X due to a driver bug. http://anglebug.com/1429
ANGLE_SKIP_TEST_IF(IsNexus5X() && IsOpenGLES());
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
ASSERT_GL_NO_ERROR();
// SKIP_IMAGES should not have an effect on uploading 2D textures
glPixelStorei(GL_UNPACK_SKIP_IMAGES, 1000);
ASSERT_GL_NO_ERROR();
std::vector<GLColor> pixelsGreen(128u * 128u, GLColor::green);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixelsGreen.data());
ASSERT_GL_NO_ERROR();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE,
pixelsGreen.data());
ASSERT_GL_NO_ERROR();
glUseProgram(mProgram);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that skip defined in unpack parameters is taken into account when determining whether
// unpacking source extends outside unpack buffer bounds.
TEST_P(Texture2DTestES3, UnpackSkipPixelsOutOfBounds)
{
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
ASSERT_GL_NO_ERROR();
GLBuffer buf;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf.get());
std::vector<GLColor> pixelsGreen(128u * 128u, GLColor::green);
glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
GL_DYNAMIC_COPY);
ASSERT_GL_NO_ERROR();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
ASSERT_GL_NO_ERROR();
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 1);
ASSERT_GL_NO_ERROR();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, 0);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 1);
ASSERT_GL_NO_ERROR();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, 0);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that unpacking rows that overlap in a pixel unpack buffer works as expected.
TEST_P(Texture2DTestES3, UnpackOverlappingRowsFromUnpackBuffer)
{
ANGLE_SKIP_TEST_IF(IsD3D11());
// Incorrect rendering results seen on OSX AMD.
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX() && IsAMD());
const GLuint width = 8u;
const GLuint height = 8u;
const GLuint unpackRowLength = 5u;
const GLuint unpackSkipPixels = 1u;
setWindowWidth(width);
setWindowHeight(height);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
ASSERT_GL_NO_ERROR();
GLBuffer buf;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf.get());
std::vector<GLColor> pixelsGreen((height - 1u) * unpackRowLength + width + unpackSkipPixels,
GLColor::green);
for (GLuint skippedPixel = 0u; skippedPixel < unpackSkipPixels; ++skippedPixel)
{
pixelsGreen[skippedPixel] = GLColor(255, 0, 0, 255);
}
glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
GL_DYNAMIC_COPY);
ASSERT_GL_NO_ERROR();
glPixelStorei(GL_UNPACK_ROW_LENGTH, unpackRowLength);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, unpackSkipPixels);
ASSERT_GL_NO_ERROR();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
ASSERT_GL_NO_ERROR();
glUseProgram(mProgram);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
GLuint windowPixelCount = getWindowWidth() * getWindowHeight();
std::vector<GLColor> actual(windowPixelCount, GLColor::black);
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
actual.data());
std::vector<GLColor> expected(windowPixelCount, GLColor::green);
EXPECT_EQ(expected, actual);
}
template <typename T>
T UNorm(double value)
{
return static_cast<T>(value * static_cast<double>(std::numeric_limits<T>::max()));
}
// Test rendering a depth texture with mipmaps.
TEST_P(Texture2DTestES3, DepthTexturesWithMipmaps)
{
// TODO(cwallez) this is failing on Intel Win7 OpenGL.
// TODO(zmo) this is faling on Win Intel HD 530 Debug.
// http://anglebug.com/1706
ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
// Seems to fail on AMD D3D11. Possibly driver bug. http://anglebug.com/3342
ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsD3D11());
// TODO(cnorthrop): Also failing on Vulkan/Windows/AMD. http://anglebug.com/3950
ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsVulkan());
const int size = getWindowWidth();
auto dim = [size](int level) { return size >> level; };
int levels = gl::log2(size);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexStorage2D(GL_TEXTURE_2D, levels, GL_DEPTH_COMPONENT24, size, size);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_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);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
ASSERT_GL_NO_ERROR();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
std::vector<unsigned char> expected;
for (int level = 0; level < levels; ++level)
{
double value = (static_cast<double>(level) / static_cast<double>(levels - 1));
expected.push_back(UNorm<unsigned char>(value));
int levelDim = dim(level);
ASSERT_GT(levelDim, 0);
std::vector<unsigned int> initData(levelDim * levelDim, UNorm<unsigned int>(value));
glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, levelDim, levelDim, GL_DEPTH_COMPONENT,
GL_UNSIGNED_INT, initData.data());
}
ASSERT_GL_NO_ERROR();
for (int level = 0; level < levels; ++level)
{
glViewport(0, 0, dim(level), dim(level));
drawQuad(mProgram, "position", 0.5f);
GLColor actual = ReadColor(0, 0);
EXPECT_NEAR(expected[level], actual.R, 10u);
}
ASSERT_GL_NO_ERROR();
}
class Texture2DDepthTest : public Texture2DTest
{
protected:
Texture2DDepthTest() : Texture2DTest() {}
const char *getVertexShaderSource() override
{
return "attribute vec4 vPosition;\n"
"void main() {\n"
" gl_Position = vPosition;\n"
"}\n";
}
const char *getFragmentShaderSource() override
{
return "precision mediump float;\n"
"uniform sampler2D ShadowMap;"
"void main() {\n"
" vec4 shadow_value = texture2D(ShadowMap, vec2(0.5, 0.5));"
" if (shadow_value.x == shadow_value.z && shadow_value.x != 0.0) {"
" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);"
" } else {"
" gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
" }"
"}\n";
}
bool checkTexImageFormatSupport(GLenum format, GLenum internalformat, GLenum type)
{
EXPECT_GL_NO_ERROR();
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, type, nullptr);
return (glGetError() == GL_NO_ERROR);
}
void testBehavior(bool useSizedComponent)
{
int w = getWindowWidth();
int h = getWindowHeight();
GLuint format = GL_DEPTH_COMPONENT;
GLuint internalFormat = GL_DEPTH_COMPONENT;
if (useSizedComponent)
{
internalFormat = GL_DEPTH_COMPONENT24;
}
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
ASSERT_GL_NO_ERROR();
GLTexture depthTexture;
glBindTexture(GL_TEXTURE_2D, depthTexture);
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);
TexCoordDrawTest::setUpProgram();
GLint shadowMapLocation = glGetUniformLocation(mProgram, "ShadowMap");
ASSERT_NE(-1, shadowMapLocation);
GLint positionLocation = glGetAttribLocation(mProgram, "vPosition");
ASSERT_NE(-1, positionLocation);
ANGLE_SKIP_TEST_IF(!checkTexImageFormatSupport(format, internalFormat, GL_UNSIGNED_INT));
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, w, h, 0, format, GL_UNSIGNED_INT, nullptr);
ASSERT_GL_NO_ERROR();
// try adding a color buffer.
GLTexture colorTex;
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
glViewport(0, 0, w, h);
// Fill depthTexture with 0.75
glClearDepthf(0.75);
glClear(GL_DEPTH_BUFFER_BIT);
// Revert to normal framebuffer to test depth shader
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, w, h);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearDepthf(0.0f);
ASSERT_GL_NO_ERROR();
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthTexture);
glUseProgram(mProgram);
ASSERT_GL_NO_ERROR();
glUniform1i(shadowMapLocation, 0);
const GLfloat gTriangleVertices[] = {-0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f};
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, gTriangleVertices);
ASSERT_GL_NO_ERROR();
glEnableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
ASSERT_GL_NO_ERROR();
GLuint pixels[1];
glReadPixels(w / 2, h / 2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
ASSERT_GL_NO_ERROR();
// The GLES 3.x spec says that the depth texture sample can be found in the RED component.
// However, the OES_depth_texture indicates that the depth value is treated as luminance and
// is in all the color components. Multiple implementations implement a workaround that
// follows the OES_depth_texture behavior if the internalformat given at glTexImage2D was a
// unsized format (e.g. DEPTH_COMPONENT) and the GLES 3.x behavior if it was a sized
// internalformat such as GL_DEPTH_COMPONENT24. The shader will write out a different color
// depending on if it sees the texture sample in only the RED component.
if (useSizedComponent)
{
ASSERT_NE(pixels[0], 0xff0000ff);
}
else
{
ASSERT_EQ(pixels[0], 0xff0000ff);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteProgram(mProgram);
}
};
// Test depth texture compatibility with OES_depth_texture. Uses unsized internal format.
TEST_P(Texture2DDepthTest, DepthTextureES2Compatibility)
{
ANGLE_SKIP_TEST_IF(IsD3D11());
ANGLE_SKIP_TEST_IF(IsIntel() && IsD3D9());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_depth_texture") &&
!IsGLExtensionEnabled("GL_OES_depth_texture"));
// http://anglebug.com/4092
ANGLE_SKIP_TEST_IF(IsOpenGL() || IsOpenGLES());
ANGLE_SKIP_TEST_IF(IsARM64() && IsWindows() && IsD3D());
// When the depth texture is specified with unsized internalformat implementations follow
// OES_depth_texture behavior. Otherwise they follow GLES 3.0 behavior.
testBehavior(false);
}
// Test depth texture compatibility with GLES3 using sized internalformat.
TEST_P(Texture2DDepthTest, DepthTextureES3Compatibility)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
// http://anglebug.com/5243
ANGLE_SKIP_TEST_IF(IsMetal() && !IsMetalTextureSwizzleAvailable());
testBehavior(true);
}
// Tests unpacking into the unsized GL_ALPHA format.
TEST_P(Texture2DTestES3, UnsizedAlphaUnpackBuffer)
{
// Initialize the texure.
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, getWindowWidth(), getWindowHeight(), 0, GL_ALPHA,
GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
std::vector<GLubyte> bufferData(getWindowWidth() * getWindowHeight(), 127);
// Pull in the color data from the unpack buffer.
GLBuffer unpackBuffer;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get());
glBufferData(GL_PIXEL_UNPACK_BUFFER, getWindowWidth() * getWindowHeight(), bufferData.data(),
GL_STATIC_DRAW);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth(), getWindowHeight(), GL_ALPHA,
GL_UNSIGNED_BYTE, nullptr);
// Clear to a weird color to make sure we're drawing something.
glClearColor(0.5f, 0.8f, 1.0f, 0.2f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw with the alpha texture and verify.
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 127, 1);
}
// Ensure stale unpack data doesn't propagate in D3D11.
TEST_P(Texture2DTestES3, StaleUnpackData)
{
// Init unpack buffer.
GLsizei pixelCount = getWindowWidth() * getWindowHeight() / 2;
std::vector<GLColor> pixels(pixelCount, GLColor::red);
GLBuffer unpackBuffer;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get());
GLsizei bufferSize = pixelCount * sizeof(GLColor);
glBufferData(GL_PIXEL_UNPACK_BUFFER, bufferSize, pixels.data(), GL_STATIC_DRAW);
// Create from unpack buffer.
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWindowWidth() / 2, getWindowHeight() / 2, 0,
GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Fill unpack with green, recreating buffer.
pixels.assign(getWindowWidth() * getWindowHeight(), GLColor::green);
GLsizei size2 = getWindowWidth() * getWindowHeight() * sizeof(GLColor);
glBufferData(GL_PIXEL_UNPACK_BUFFER, size2, pixels.data(), GL_STATIC_DRAW);
// Reinit texture with green.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Ensure that texture parameters passed as floats that are converted to ints are rounded before
// validating they are less than 0.
TEST_P(Texture2DTestES3, TextureBaseMaxLevelRoundingValidation)
{
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
// Use a negative number that will round to zero when converted to an integer
// According to the spec(2.3.1 Data Conversion For State - Setting Commands):
// "Validation of values performed by state-setting commands is performed after conversion,
// unless specified otherwise for a specific command."
GLfloat param = -7.30157126e-07f;
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, param);
EXPECT_GL_NO_ERROR();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, param);
EXPECT_GL_NO_ERROR();
}
// This test covers a D3D format redefinition bug for 3D textures. The base level format was not
// being properly checked, and the texture storage of the previous texture format was persisting.
// This would result in an ASSERT in debug and incorrect rendering in release.
// See http://anglebug.com/1609 and WebGL 2 test conformance2/misc/views-with-offsets.html.
TEST_P(Texture3DTestES3, FormatRedefinitionBug)
{
GLTexture tex;
glBindTexture(GL_TEXTURE_3D, tex.get());
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex.get(), 0, 0);
glCheckFramebufferStatus(GL_FRAMEBUFFER);
std::vector<uint8_t> pixelData(100, 0);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB565, 1, 1, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, nullptr);
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 1, 1, 1, GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
pixelData.data());
ASSERT_GL_NO_ERROR();
}
// Test glTexSubImage using PBO to 3D texture that expose the regression bug
// https://issuetracker.google.com/170657065
TEST_P(Texture3DTestES3, TexSubImageWithPBO)
{
GLTexture tex;
GLuint pbo;
glGenBuffers(1, &pbo);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
std::vector<uint8_t> pixelData(128 * 128 * 8 * 4, 0x1f);
glBufferData(GL_PIXEL_UNPACK_BUFFER, 128 * 128 * 8 * 4, pixelData.data(), GL_STATIC_DRAW);
glBindTexture(GL_TEXTURE_3D, tex.get());
glTexStorage3D(GL_TEXTURE_3D, 8, GL_RGBA8, 128, 128, 8);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 128, 128, 8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 64, 64, 4, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexSubImage3D(GL_TEXTURE_3D, 2, 0, 0, 0, 32, 32, 2, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexSubImage3D(GL_TEXTURE_3D, 3, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexSubImage3D(GL_TEXTURE_3D, 4, 0, 0, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexSubImage3D(GL_TEXTURE_3D, 5, 0, 0, 0, 4, 4, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexSubImage3D(GL_TEXTURE_3D, 6, 0, 0, 0, 2, 2, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexSubImage3D(GL_TEXTURE_3D, 7, 0, 0, 0, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 128, 128, 8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 64, 64, 4, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexSubImage3D(GL_TEXTURE_3D, 2, 0, 0, 0, 32, 32, 2, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
}
// Test basic pixel unpack buffer OOB checks when uploading to a 2D or 3D texture
TEST_P(Texture3DTestES3, BasicUnpackBufferOOB)
{
// 2D tests
{
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex.get());
GLBuffer pbo;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get());
// Test OOB
glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 - 1, nullptr, GL_STATIC_DRAW);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
// Test OOB
glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2, nullptr, GL_STATIC_DRAW);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
}
// 3D tests
{
GLTexture tex;
glBindTexture(GL_TEXTURE_3D, tex.get());
GLBuffer pbo;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get());
// Test OOB
glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2 - 1, nullptr,
GL_STATIC_DRAW);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
// Test OOB
glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2, nullptr, GL_STATIC_DRAW);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
}
}
// Tests behaviour with a single texture and multiple sampler objects.
TEST_P(Texture2DTestES3, SingleTextureMultipleSamplers)
{
GLint maxTextureUnits = 0;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
ANGLE_SKIP_TEST_IF(maxTextureUnits < 4);
constexpr int kSize = 16;
// Make a single-level texture, fill it with red.
std::vector<GLColor> redColors(kSize * kSize, GLColor::red);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
redColors.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Simple confidence check.
draw2DTexturedQuad(0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Bind texture to unit 1 with a sampler object making it incomplete.
GLSampler sampler;
glBindSampler(0, sampler);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Make a mipmap texture, fill it with blue.
std::vector<GLColor> blueColors(kSize * kSize, GLColor::blue);
GLTexture mipmapTex;
glBindTexture(GL_TEXTURE_2D, mipmapTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
blueColors.data());
glGenerateMipmap(GL_TEXTURE_2D);
// Draw with the sampler, expect blue.
draw2DTexturedQuad(0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
// Simple multitexturing program.
constexpr char kVS[] =
"#version 300 es\n"
"in vec2 position;\n"
"out vec2 texCoord;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position, 0, 1);\n"
" texCoord = position * 0.5 + vec2(0.5);\n"
"}";
constexpr char kFS[] =
"#version 300 es\n"
"precision mediump float;\n"
"in vec2 texCoord;\n"
"uniform sampler2D tex1;\n"
"uniform sampler2D tex2;\n"
"uniform sampler2D tex3;\n"
"uniform sampler2D tex4;\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
" color = (texture(tex1, texCoord) + texture(tex2, texCoord) \n"
" + texture(tex3, texCoord) + texture(tex4, texCoord)) * 0.25;\n"
"}";
ANGLE_GL_PROGRAM(program, kVS, kFS);
std::array<GLint, 4> texLocations = {
{glGetUniformLocation(program, "tex1"), glGetUniformLocation(program, "tex2"),
glGetUniformLocation(program, "tex3"), glGetUniformLocation(program, "tex4")}};
for (GLint location : texLocations)
{
ASSERT_NE(-1, location);
}
// Init the uniform data.
glUseProgram(program);
for (GLint location = 0; location < 4; ++location)
{
glUniform1i(texLocations[location], location);
}
// Initialize four samplers
GLSampler samplers[4];
// 0: non-mipped.
glBindSampler(0, samplers[0]);
glSamplerParameteri(samplers[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(samplers[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// 1: mipped.
glBindSampler(1, samplers[1]);
glSamplerParameteri(samplers[1], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glSamplerParameteri(samplers[1], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// 2: non-mipped.
glBindSampler(2, samplers[2]);
glSamplerParameteri(samplers[2], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(samplers[2], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// 3: mipped.
glBindSampler(3, samplers[3]);
glSamplerParameteri(samplers[3], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glSamplerParameteri(samplers[3], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Bind two blue mipped textures and two single layer textures, should all draw.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mipmapTex);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, tex);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, mipmapTex);
ASSERT_GL_NO_ERROR();
drawQuad(program, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(0, 0, 128, 0, 128, 255, 2);
// Bind four single layer textures, two should be incomplete.
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, tex);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, tex);
drawQuad(program, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(0, 0, 128, 0, 0, 255, 2);
}
// The test is added to cover http://anglebug.com/2153. Cubemap completeness checks used to start
// always at level 0 instead of the base level resulting in an incomplete texture if the faces at
// level 0 are not created. The test creates a cubemap texture, specifies the images only for mip
// level 1 filled with white color, updates the base level to be 1 and renders a quad. The program
// samples the cubemap using a direction vector (1,1,1).
TEST_P(TextureCubeTestES3, SpecifyAndSampleFromBaseLevel1)
{
// Check http://anglebug.com/2155.
ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA());
constexpr char kVS[] =
R"(#version 300 es
precision mediump float;
in vec3 pos;
void main() {
gl_Position = vec4(pos, 1.0);
})";
constexpr char kFS[] =
R"(#version 300 es
precision mediump float;
out vec4 color;
uniform samplerCube uTex;
void main(){
color = texture(uTex, vec3(1.0));
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
glUniform1i(glGetUniformLocation(program, "uTex"), 0);
glActiveTexture(GL_TEXTURE0);
GLTexture cubeTex;
glBindTexture(GL_TEXTURE_CUBE_MAP, cubeTex);
const int kFaceWidth = 1;
const int kFaceHeight = 1;
std::vector<uint32_t> texData(kFaceWidth * kFaceHeight, 0xFFFFFFFF);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texData.data());
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texData.data());
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texData.data());
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texData.data());
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texData.data());
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texData.data());
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 1);
drawQuad(program, "pos", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, angle::GLColor::white);
}
// Test GL_PIXEL_UNPACK_BUFFER with GL_TEXTURE_CUBE_MAP.
TEST_P(TextureCubeTestES3, CubeMapPixelUnpackBuffer)
{
// Check http://anglebug.com/2155.
ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA());
constexpr char kVS[] =
R"(#version 300 es
precision mediump float;
in vec3 pos;
void main() {
gl_Position = vec4(pos, 1.0);
})";
constexpr char kFS[] =
R"(#version 300 es
precision mediump float;
out vec4 color;
uniform samplerCube uTex;
void main(){
color = texture(uTex, vec3(1.0));
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
glUniform1i(glGetUniformLocation(program, "uTex"), 0);
glActiveTexture(GL_TEXTURE0);
GLTexture cubeTex;
glBindTexture(GL_TEXTURE_CUBE_MAP, cubeTex);
const int kFaceWidth = 4;
const int kFaceHeight = 4;
uint16_t kHalfFloatOne = 0x3C00;
uint16_t kHalfFloatZero = 0;
glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA16F, kFaceWidth, kFaceHeight);
struct RGBA16F
{
uint16_t R, G, B, A;
};
RGBA16F redColor = {kHalfFloatOne, kHalfFloatZero, kHalfFloatZero, kHalfFloatOne};
std::vector<RGBA16F> pixels(kFaceWidth * kFaceHeight, redColor);
GLBuffer buffer;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer.get());
glBufferData(GL_PIXEL_UNPACK_BUFFER, pixels.size() * sizeof(RGBA16F), pixels.data(),
GL_DYNAMIC_DRAW);
EXPECT_GL_NO_ERROR();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (GLenum faceIndex = 0; faceIndex < 6; faceIndex++)
{
glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, 0, 0, 0, kFaceWidth,
kFaceHeight, GL_RGBA, GL_HALF_FLOAT, 0);
EXPECT_GL_NO_ERROR();
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_REPEAT);
drawQuad(program, "pos", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, angle::GLColor::red);
}
// Verify that using negative texture base level and max level generates GL_INVALID_VALUE.
TEST_P(Texture2DTestES3, NegativeTextureBaseLevelAndMaxLevel)
{
GLuint texture = create2DTexture();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, -1);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, -1);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glDeleteTextures(1, &texture);
EXPECT_GL_NO_ERROR();
}
// Test setting base level after calling generateMipmap on a LUMA texture.
// Covers http://anglebug.com/2498
TEST_P(Texture2DTestES3, GenerateMipmapAndBaseLevelLUMA)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
constexpr const GLsizei kWidth = 8;
constexpr const GLsizei kHeight = 8;
std::array<GLubyte, kWidth * kHeight * 2> whiteData;
whiteData.fill(255u);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, kWidth, kHeight, 0, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, whiteData.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, angle::GLColor::white);
}
// Incompatible levels with non-mipmap filtering should work.
TEST_P(Texture2DTestES3, IncompatibleMipsButNoMipmapFiltering)
{
// http://anglebug.com/4782
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsWindows() && (IsAMD() || IsIntel()));
// http://anglebug.com/4786
ANGLE_SKIP_TEST_IF(IsOpenGLES() && IsNVIDIAShield());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
constexpr const GLsizei kSize = 8;
const std::vector<GLColor> kLevel0Data(kSize * kSize, GLColor::blue);
const std::vector<GLColor> kLevel1Data(kSize * kSize, GLColor::red);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
kLevel0Data.data());
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
kLevel1Data.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
EXPECT_GL_NO_ERROR();
// Draw with base level 0. The GL_LINEAR filtering ensures the texture's image is not created
// with mipmap.
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kLevel0Data[0]);
// Verify draw with level 1.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, kLevel1Data[0]);
// Verify draw with level 0 again
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, kLevel0Data[0]);
}
// Enabling mipmap filtering after previously having used the texture without it should work.
TEST_P(Texture2DTestES3, NoMipmapDrawThenMipmapDraw)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
constexpr const GLsizei kSize = 8;
const std::vector<GLColor> kLevel0Data(kSize * kSize, GLColor::blue);
const std::vector<GLColor> kLevelOtherData(kSize * kSize, GLColor::red);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
kLevel0Data.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
// Draw so the texture's image is allocated.
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kLevel0Data[0]);
// Specify the rest of the image
for (GLint mip = 1; (kSize >> mip) >= 1; ++mip)
{
glTexImage2D(GL_TEXTURE_2D, mip, GL_RGBA, kSize >> mip, kSize >> mip, 0, GL_RGBA,
GL_UNSIGNED_BYTE, kLevelOtherData.data());
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Texture2DLod(), essl3_shaders::fs::Texture2DLod());
glUseProgram(program);
GLint textureLoc = glGetUniformLocation(program, essl3_shaders::Texture2DUniform());
GLint lodLoc = glGetUniformLocation(program, essl3_shaders::LodUniform());
ASSERT_NE(-1, textureLoc);
ASSERT_NE(-1, lodLoc);
glUniform1i(textureLoc, 0);
// Verify the mips
for (GLint mip = 0; (kSize >> mip) >= 1; ++mip)
{
glUniform1f(lodLoc, mip);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, (mip == 0 ? kLevel0Data[0] : kLevelOtherData[0]));
}
}
// Disabling mipmap filtering after previously having used the texture with it should work.
TEST_P(Texture2DTestES3, MipmapDrawThenNoMipmapDraw)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
constexpr const GLsizei kSize = 8;
const std::vector<GLColor> kLevel0Data(kSize * kSize, GLColor::blue);
const std::vector<GLColor> kLevelOtherData(kSize * kSize, GLColor::red);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
kLevel0Data.data());
for (GLint mip = 1; (kSize >> mip) >= 1; ++mip)
{
glTexImage2D(GL_TEXTURE_2D, mip, GL_RGBA, kSize >> mip, kSize >> mip, 0, GL_RGBA,
GL_UNSIGNED_BYTE, kLevelOtherData.data());
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Texture2DLod(), essl3_shaders::fs::Texture2DLod());
glUseProgram(program);
GLint textureLoc = glGetUniformLocation(program, essl3_shaders::Texture2DUniform());
GLint lodLoc = glGetUniformLocation(program, essl3_shaders::LodUniform());
ASSERT_NE(-1, textureLoc);
ASSERT_NE(-1, lodLoc);
glUniform1i(textureLoc, 0);
// Verify the mips.
for (GLint mip = 0; (kSize >> mip) >= 1; ++mip)
{
glUniform1f(lodLoc, mip);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, (mip == 0 ? kLevel0Data[0] : kLevelOtherData[0]));
}
// Disable mipmapping and verify mips again.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
for (GLint mip = 0; (kSize >> mip) >= 1; ++mip)
{
glUniform1f(lodLoc, mip);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, kLevel0Data[0]);
}
}
// Respecify texture with more mips.
TEST_P(Texture2DTestES3, RespecifyWithMoreMips)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
constexpr const GLsizei kSize = 8;
const std::vector<GLColor> kLevelEvenData(kSize * kSize, GLColor::blue);
const std::vector<GLColor> kLevelOddData(kSize * kSize * 4, GLColor::red);
auto getLevelData = [&](GLint mip) {
return mip % 2 == 0 ? kLevelEvenData.data() : kLevelOddData.data();
};
for (GLint mip = 0; (kSize >> mip) >= 1; ++mip)
{
glTexImage2D(GL_TEXTURE_2D, mip, GL_RGBA, kSize >> mip, kSize >> mip, 0, GL_RGBA,
GL_UNSIGNED_BYTE, getLevelData(mip));
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Texture2DLod(), essl3_shaders::fs::Texture2DLod());
glUseProgram(program);
GLint textureLoc = glGetUniformLocation(program, essl3_shaders::Texture2DUniform());
GLint lodLoc = glGetUniformLocation(program, essl3_shaders::LodUniform());
ASSERT_NE(-1, textureLoc);
ASSERT_NE(-1, lodLoc);
glUniform1i(textureLoc, 0);
// Verify the mips.
for (GLint mip = 0; (kSize >> mip) >= 1; ++mip)
{
glUniform1f(lodLoc, mip);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, getLevelData(mip)[0]);
}
// Respecify the texture with more mips, without changing any parameters.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize * 2, kSize * 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
kLevelOddData.data());
for (GLint mip = 0; (kSize >> mip) >= 1; ++mip)
{
glTexImage2D(GL_TEXTURE_2D, mip + 1, GL_RGBA, kSize >> mip, kSize >> mip, 0, GL_RGBA,
GL_UNSIGNED_BYTE, getLevelData(mip));
}
// Verify the mips.
for (GLint mip = 0; ((kSize * 2) >> mip) >= 1; ++mip)
{
glUniform1f(lodLoc, mip);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, getLevelData(mip - 1)[0]);
}
}
// Covers a bug in the D3D11 backend: http://anglebug.com/2772
// When using a sampler the texture was created as if it has mipmaps,
// regardless what you specified in GL_TEXTURE_MIN_FILTER via
// glSamplerParameteri() -- mistakenly the default value
// GL_NEAREST_MIPMAP_LINEAR or the value set via glTexParameteri() was
// evaluated.
// If you didn't provide mipmaps and didn't let the driver generate them
// this led to not sampling your texture data when minification occurred.
TEST_P(Texture2DTestES3, MinificationWithSamplerNoMipmapping)
{
constexpr char kVS[] =
"#version 300 es\n"
"out vec2 texcoord;\n"
"in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position.xy * 0.1, 0.0, 1.0);\n"
" texcoord = (position.xy * 0.5) + 0.5;\n"
"}\n";
constexpr char kFS[] =
"#version 300 es\n"
"precision highp float;\n"
"uniform highp sampler2D tex;\n"
"in vec2 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = texture(tex, texcoord);\n"
"}\n";
ANGLE_GL_PROGRAM(program, kVS, kFS);
GLSampler sampler;
glBindSampler(0, sampler);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
const GLsizei texWidth = getWindowWidth();
const GLsizei texHeight = getWindowHeight();
const std::vector<GLColor> whiteData(texWidth * texHeight, GLColor::white);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
whiteData.data());
EXPECT_GL_NO_ERROR();
drawQuad(program, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, angle::GLColor::white);
}
void Texture2DTest::testUploadThenUseInDifferentStages(
const std::vector<UploadThenUseStageParam> &uses)
{
constexpr char kVSSampleVS[] = R"(attribute vec4 a_position;
uniform sampler2D u_tex2D;
varying vec4 v_color;
void main()
{
gl_Position = vec4(a_position.xy, 0.0, 1.0);
v_color = texture2D(u_tex2D, a_position.xy * 0.5 + vec2(0.5));
})";
constexpr char kVSSampleFS[] = R"(precision mediump float;
varying vec4 v_color;
void main()
{
gl_FragColor = v_color;
})";
ANGLE_GL_PROGRAM(sampleInVS, kVSSampleVS, kVSSampleFS);
ANGLE_GL_PROGRAM(sampleInFS, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
GLFramebuffer fbo[2];
GLTexture color[2];
for (uint32_t i = 0; i < 2; ++i)
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]);
glBindTexture(GL_TEXTURE_2D, color[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color[i], 0);
}
const GLColor kImageColor(63, 31, 0, 255);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &kImageColor);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE0);
ASSERT_GL_NO_ERROR();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glClearColor(0, 0, 0, 1);
glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]);
glClear(GL_COLOR_BUFFER_BIT);
uint32_t curFboIndex = 0;
uint32_t fboDrawCount[2] = {};
for (const UploadThenUseStageParam &use : uses)
{
const GLProgram &program = use.useStage == GL_VERTEX_SHADER ? sampleInVS : sampleInFS;
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
ASSERT_GL_NO_ERROR();
++fboDrawCount[curFboIndex];
if (use.closeRenderPassAfterUse)
{
// Close the render pass without accidentally incurring additional barriers.
curFboIndex = 1 - curFboIndex;
glBindFramebuffer(GL_FRAMEBUFFER, fbo[curFboIndex]);
}
}
// Make sure the transfer operations below aren't reordered with the rendering above and thus
// introduce additional synchronization.
glFinish();
for (uint32_t i = 0; i < 2; ++i)
{
const GLColor kExpectedColor(63 * std::min(4u, fboDrawCount[i]),
31 * std::min(8u, fboDrawCount[i]), 0, 255);
glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]);
EXPECT_PIXEL_COLOR_EQ(0, 0, kExpectedColor);
}
}
// Test synchronization when a texture is used in different shader stages after data upload.
//
// - Use in VS
// - Use in FS
TEST_P(Texture2DTest, UploadThenVSThenFS)
{
testUploadThenUseInDifferentStages({
{GL_VERTEX_SHADER, false},
{GL_FRAGMENT_SHADER, false},
});
}
// Test synchronization when a texture is used in different shader stages after data upload.
//
// - Use in VS
// - Break render pass
// - Use in FS
TEST_P(Texture2DTest, UploadThenVSThenNewRPThenFS)
{
testUploadThenUseInDifferentStages({
{GL_VERTEX_SHADER, true},
{GL_FRAGMENT_SHADER, false},
});
}
// Test synchronization when a texture is used in different shader stages after data upload.
//
// - Use in FS
// - Use in VS
TEST_P(Texture2DTest, UploadThenFSThenVS)
{
testUploadThenUseInDifferentStages({
{GL_FRAGMENT_SHADER, false},
{GL_VERTEX_SHADER, false},
});
}
// Test synchronization when a texture is used in different shader stages after data upload.
//
// - Use in FS
// - Break render pass
// - Use in VS
TEST_P(Texture2DTest, UploadThenFSThenNewRPThenVS)
{
testUploadThenUseInDifferentStages({
{GL_FRAGMENT_SHADER, true},
{GL_VERTEX_SHADER, false},
});
}
// Test synchronization when a texture is used in different shader stages after data upload.
//
// - Use in VS
// - Use in FS
// - Use in VS
TEST_P(Texture2DTest, UploadThenVSThenFSThenVS)
{
testUploadThenUseInDifferentStages({
{GL_VERTEX_SHADER, false},
{GL_FRAGMENT_SHADER, false},
{GL_VERTEX_SHADER, false},
});
}
// Test synchronization when a texture is used in different shader stages after data upload.
//
// - Use in VS
// - Break render pass
// - Use in FS
// - Use in VS
TEST_P(Texture2DTest, UploadThenVSThenNewRPThenFSThenVS)
{
testUploadThenUseInDifferentStages({
{GL_VERTEX_SHADER, true},
{GL_FRAGMENT_SHADER, false},
{GL_VERTEX_SHADER, false},
});
}
// Test synchronization when a texture is used in different shader stages after data upload.
//
// - Use in VS
// - Break render pass
// - Use in FS
// - Break render pass
// - Use in VS
TEST_P(Texture2DTest, UploadThenVSThenNewRPThenFSThenNewRPThenVS)
{
testUploadThenUseInDifferentStages({
{GL_VERTEX_SHADER, true},
{GL_FRAGMENT_SHADER, true},
{GL_VERTEX_SHADER, false},
});
}
// Test synchronization when a texture is used in different shader stages after data upload.
//
// - Use in FS
// - Use in VS
// - Break render pass
// - Use in FS
TEST_P(Texture2DTest, UploadThenFSThenVSThenNewRPThenFS)
{
testUploadThenUseInDifferentStages({
{GL_FRAGMENT_SHADER, false},
{GL_VERTEX_SHADER, true},
{GL_FRAGMENT_SHADER, false},
});
}
// Test synchronization when a texture is used in different shader stages after data upload.
//
// - Use in FS
// - Break render pass
// - Use in VS
// - Use in FS
TEST_P(Texture2DTest, UploadThenFSThenNewRPThenVSThenFS)
{
testUploadThenUseInDifferentStages({
{GL_FRAGMENT_SHADER, true},
{GL_VERTEX_SHADER, false},
{GL_FRAGMENT_SHADER, false},
});
}
// Test synchronization when a texture is used in different shader stages after data upload.
//
// - Use in FS
// - Break render pass
// - Use in FS
// - Use in VS
TEST_P(Texture2DTest, UploadThenFSThenNewRPThenFSThenVS)
{
testUploadThenUseInDifferentStages({
{GL_FRAGMENT_SHADER, true},
{GL_FRAGMENT_SHADER, false},
{GL_VERTEX_SHADER, false},
});
}
// Test that clears due to emulated formats are to the correct level given non-zero base level.
TEST_P(Texture2DTestES3, NonZeroBaseEmulatedClear)
{
// Tests behavior of the Vulkan backend with emulated formats.
ANGLE_SKIP_TEST_IF(!IsVulkan());
// This test assumes GL_RGB is always emulated, which overrides the
// Feature::AllocateNonZeroMemory memory feature, clearing the memory to zero. However, if the
// format is *not* emulated and the feature Feature::AllocateNonZeroMemory is enabled, the
// texture memory will contain non-zero memory, which means the color is not black (causing the
// test to fail).
ANGLE_SKIP_TEST_IF(getEGLWindow()->isFeatureEnabled(Feature::AllocateNonZeroMemory));
setUpProgram();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGB, 4, 4, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_2D, 3, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_2D, 4, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 4);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
}
// Test that uploading data to buffer that's in use then using it as PBO to update a texture works.
TEST_P(Texture2DTestES3, UseAsUBOThenUpdateThenAsPBO)
{
const std::array<GLColor, 4> kInitialData = {GLColor::red, GLColor::red, GLColor::red,
GLColor::red};
const std::array<GLColor, 4> kUpdateData = {GLColor::blue, GLColor::blue, GLColor::blue,
GLColor::blue};
GLBuffer buffer;
glBindBuffer(GL_UNIFORM_BUFFER, buffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(kInitialData), kInitialData.data(), GL_DYNAMIC_COPY);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, buffer);
EXPECT_GL_NO_ERROR();
constexpr char kVerifyUBO[] = R"(#version 300 es
precision mediump float;
uniform block {
uvec4 data;
} ubo;
out vec4 colorOut;
void main()
{
if (all(equal(ubo.data, uvec4(0xFF0000FFu))))
colorOut = vec4(0, 1.0, 0, 1.0);
else
colorOut = vec4(1.0, 0, 0, 1.0);
})";
ANGLE_GL_PROGRAM(verifyUbo, essl3_shaders::vs::Simple(), kVerifyUBO);
drawQuad(verifyUbo, essl3_shaders::PositionAttrib(), 0.5);
EXPECT_GL_NO_ERROR();
// Update buffer data
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(kInitialData), kUpdateData.data());
EXPECT_GL_NO_ERROR();
// Bind as PBO
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer);
EXPECT_GL_NO_ERROR();
// Upload from PBO to texture
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
// Make sure uniform data is correct.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Make sure the texture data is correct.
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
EXPECT_GL_NO_ERROR();
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
// Test if the RenderTargetCache is updated when the TextureStorage object is freed
TEST_P(Texture2DTestES3, UpdateRenderTargetCacheOnDestroyTexStorage)
{
ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
const GLenum attachments[] = {GL_COLOR_ATTACHMENT0};
GLTexture tex;
GLFramebuffer fb;
glBindTexture(GL_TEXTURE_2D, tex);
glTexStorage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 100, 1);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
drawQuad(drawRed, essl3_shaders::PositionAttrib(), 1.0f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, 100, 1, GLColor::red);
}
// Draw a quad with an integer texture with a non-zero base level, and test that the color of the
// texture is output.
TEST_P(Texture2DIntegerTestES3, IntegerTextureNonZeroBaseLevel)
{
// http://anglebug.com/3478
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
int width = getWindowWidth();
int height = getWindowHeight();
GLColor color = GLColor::green;
std::vector<GLColor> pixels(width * height, color);
GLint baseLevel = 1;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, baseLevel);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, baseLevel, GL_RGBA8UI, width, height, 0, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, pixels.data());
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color);
}
// Draw a quad with an integer cube texture with a non-zero base level, and test that the color of
// the texture is output.
TEST_P(TextureCubeIntegerTestES3, IntegerCubeTextureNonZeroBaseLevel)
{
// All output checks returned black, rather than the texture color.
ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
GLint baseLevel = 1;
int width = getWindowWidth();
int height = getWindowHeight();
GLColor color = GLColor::green;
std::vector<GLColor> pixels(width * height, color);
for (GLenum faceIndex = 0; faceIndex < 6; faceIndex++)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, baseLevel, GL_RGBA8UI, width,
height, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, pixels.data());
EXPECT_GL_NO_ERROR();
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, baseLevel);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glUseProgram(mProgram);
glUniform1i(mTextureCubeUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
EXPECT_PIXEL_COLOR_EQ(width - 1, 0, color);
EXPECT_PIXEL_COLOR_EQ(0, height - 1, color);
EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color);
}
// This test sets up a cube map with four distincly colored MIP levels.
// The size of the texture and the geometry is chosen such that levels 1 or 2 should be chosen at
// the corners of the screen.
TEST_P(TextureCubeIntegerEdgeTestES3, IntegerCubeTextureCorner)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
int width = getWindowWidth();
int height = getWindowHeight();
ASSERT_EQ(width, height);
GLColor color[4] = {GLColor::white, GLColor::green, GLColor::blue, GLColor::red};
for (GLint level = 0; level < 4; level++)
{
for (GLenum faceIndex = 0; faceIndex < 6; faceIndex++)
{
int levelWidth = (2 * width) >> level;
int levelHeight = (2 * height) >> level;
std::vector<GLColor> pixels(levelWidth * levelHeight, color[level]);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, GL_RGBA8UI, levelWidth,
levelHeight, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, pixels.data());
EXPECT_GL_NO_ERROR();
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 3);
glUseProgram(mProgram);
glUniform1i(mTextureCubeUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
// Check that we do not read from levels 0 or 3. Levels 1 and 2 are both acceptable.
EXPECT_EQ(ReadColor(0, 0).R, 0);
EXPECT_EQ(ReadColor(width - 1, 0).R, 0);
EXPECT_EQ(ReadColor(0, height - 1).R, 0);
EXPECT_EQ(ReadColor(width - 1, height - 1).R, 0);
}
// Draw a quad with an integer texture with a non-zero base level, and test that the color of the
// texture is output.
TEST_P(Texture2DIntegerProjectiveOffsetTestES3, NonZeroBaseLevel)
{
// Fails on AMD: http://crbug.com/967796
ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsOpenGL());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
int width = getWindowWidth();
int height = getWindowHeight();
GLColor color = GLColor::green;
std::vector<GLColor> pixels(width * height, color);
GLint baseLevel = 1;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, baseLevel);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, baseLevel, GL_RGBA8UI, width, height, 0, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, pixels.data());
setUpProgram();
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color);
}
// Draw a quad with an integer texture with a non-zero base level, and test that the color of the
// texture is output.
TEST_P(Texture2DArrayIntegerTestES3, NonZeroBaseLevel)
{
// Test fail: http://anglebug.com/5959
ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX() && IsOpenGL());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
int width = getWindowWidth();
int height = getWindowHeight();
int depth = 2;
GLColor color = GLColor::green;
std::vector<GLColor> pixels(width * height * depth, color);
GLint baseLevel = 1;
glTexImage3D(GL_TEXTURE_2D_ARRAY, baseLevel, GL_RGBA8UI, width, height, depth, 0,
GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, pixels.data());
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, baseLevel);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color);
}
// Draw a quad with an integer 3D texture with a non-zero base level, and test that the color of the
// texture is output.
TEST_P(Texture3DIntegerTestES3, NonZeroBaseLevel)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, mTexture3D);
int width = getWindowWidth();
int height = getWindowHeight();
int depth = 2;
GLColor color = GLColor::green;
std::vector<GLColor> pixels(width * height * depth, color);
GLint baseLevel = 1;
glTexImage3D(GL_TEXTURE_3D, baseLevel, GL_RGBA8UI, width, height, depth, 0, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, pixels.data());
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, baseLevel);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
EXPECT_PIXEL_COLOR_EQ(width - 1, height - 1, color);
}
void PBOCompressedTextureTest::runCompressedSubImage()
{
// ETC texture formats are not supported on Mac OpenGL. http://anglebug.com/3853
ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL());
// http://anglebug.com/4115
ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsDesktopOpenGL());
ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsDesktopOpenGL());
if (getClientMajorVersion() < 3)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_compressed_ETC2_RGB8_texture"));
}
const GLuint width = 4u;
const GLuint height = 4u;
setWindowWidth(width);
setWindowHeight(height);
// Setup primary Texture
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if (getClientMajorVersion() < 3)
{
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGB8_ETC2, width, height);
}
else
{
glTexStorage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGB8_ETC2, width, height);
}
ASSERT_GL_NO_ERROR();
// Setup PBO and fill it with a red
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mPBO);
glBufferData(GL_PIXEL_UNPACK_BUFFER, width * height / 2u, kCompressedImageETC2, GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
// Write PBO to mTexture
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_COMPRESSED_RGB8_ETC2,
width * height / 2u, nullptr);
ASSERT_GL_NO_ERROR();
setUpProgram();
// Draw using PBO updated texture
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Test that uses glCompressedTexSubImage2D combined with a PBO
TEST_P(PBOCompressedTextureTest, PBOCompressedSubImage)
{
runCompressedSubImage();
}
// Verify the row length state is ignored when using compressed tex image calls.
TEST_P(PBOCompressedTextureTest, PBOCompressedSubImageWithUnpackRowLength)
{
// ROW_LENGTH requires ES3 or an extension.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
!IsGLExtensionEnabled("GL_EXT_unpack_subimage"));
glPixelStorei(GL_UNPACK_ROW_LENGTH, 1);
runCompressedSubImage();
}
class PBOCompressedTexture3DTest : public ANGLETest<>
{
protected:
PBOCompressedTexture3DTest() {}
};
// Test that uses glCompressedTexSubImage3D combined with a PBO
TEST_P(PBOCompressedTexture3DTest, 2DArray)
{
// We use GetTexImage to determine if the internal texture format is emulated
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_get_image"));
const GLuint width = 4u;
const GLuint height = 4u;
const GLuint depth = 1u;
setWindowWidth(width);
setWindowHeight(height);
// Setup primary texture as a 2DArray holding ETC2 data
GLTexture texture2DArray;
glBindTexture(GL_TEXTURE_2D_ARRAY, texture2DArray);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_COMPRESSED_RGB8_ETC2, width, height, depth);
// If the format emulated, we can't transfer it from a PBO
ANGLE_SKIP_TEST_IF(IsFormatEmulated(GL_TEXTURE_2D_ARRAY));
// Set up a VS that simply passes through position and texcord
const char kVS[] = R"(#version 300 es
in vec4 position;
out vec3 texCoord;
void main()
{
gl_Position = vec4(position.xy, 0.0, 1.0);
texCoord = vec3(position.xy * 0.5 + vec2(0.5), 0.0);
})";
// and FS that pulls from the 2DArray, writing out color
const char kFS[] = R"(#version 300 es
precision mediump float;
uniform highp sampler2DArray tex2DArray;
in vec3 texCoord;
out vec4 fragColor;
void main()
{
fragColor = texture(tex2DArray, texCoord);
})";
// Compile the shaders and create the program
ANGLE_GL_PROGRAM(program, kVS, kFS);
ASSERT_GL_NO_ERROR();
// Setup PBO and fill it with a red
GLBuffer pbo;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
glBufferData(GL_PIXEL_UNPACK_BUFFER, width * height * depth / 2u, kCompressedImageETC2,
GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
// Write PBO to texture2DArray
glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, width, height, depth,
GL_COMPRESSED_RGB8_ETC2, width * height * depth / 2u, nullptr);
ASSERT_GL_NO_ERROR();
// Draw using PBO updated texture
glUseProgram(program);
glUniform1i(glGetUniformLocation(program, "tex2DArray"), 0);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture2DArray);
drawQuad(program, "position", 0.5f);
ASSERT_GL_NO_ERROR();
// Verify the texture now contains data from the PBO
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Test using ETC1_RGB8 with subimage updates
TEST_P(ETC1CompressedTextureTest, ETC1CompressedSubImage)
{
// ETC texture formats are not supported on Mac OpenGL. http://anglebug.com/3853
ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL());
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
!IsGLExtensionEnabled("GL_EXT_texture_storage"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_compressed_ETC1_RGB8_sub_texture"));
const GLuint width = 4u;
const GLuint height = 4u;
setWindowWidth(width);
setWindowHeight(height);
// Setup primary Texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if (getClientMajorVersion() < 3)
{
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_ETC1_RGB8_OES, width, height);
}
else
{
glTexStorage2D(GL_TEXTURE_2D, 1, GL_ETC1_RGB8_OES, width, height);
}
ASSERT_GL_NO_ERROR();
// Populate a subimage of the texture
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_ETC1_RGB8_OES,
width * height / 2u, kCompressedImageETC2);
ASSERT_GL_NO_ERROR();
// Render and ensure we get red
glUseProgram(mProgram);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Fully-define a NPOT compressed texture and draw; set MAX_LEVEL and draw; then increase
// MAX_LEVEL and draw. This used to cause Vulkan validation errors.
TEST_P(ETC1CompressedTextureTest, ETC1CompressedImageNPOT)
{
// ETC texture formats are not supported on Mac OpenGL. http://anglebug.com/3853
ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL());
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_compressed_ETC1_RGB8_sub_texture"));
const GLuint width = 5u;
const GLuint height = 5u;
// round up to the nearest block size
const GLsizei imageSize = 8 * 8 / 2;
// smallest block size
const GLsizei minImageSize = 4 * 4 / 2;
uint8_t data[imageSize] = {0};
setWindowWidth(width);
setWindowHeight(height);
// Setup primary Texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_ETC1_RGB8_OES, width, height, 0, imageSize, data);
ASSERT_GL_NO_ERROR();
glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_ETC1_RGB8_OES, width / 2, height / 2, 0,
minImageSize, data);
ASSERT_GL_NO_ERROR();
glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_ETC1_RGB8_OES, width / 4, height / 4, 0,
minImageSize, data);
ASSERT_GL_NO_ERROR();
glUseProgram(mProgram);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
}
// Define two NPOT compressed textures, set MAX_LEVEL, draw, and swap buffers
// with the two textures. This used to cause release of staging buffers
// that have not been flushed.
TEST_P(ETC1CompressedTextureTest, ETC1CompressedImageDraws)
{
// ETC texture formats are not supported on Mac OpenGL. http://anglebug.com/3853
ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL());
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_compressed_ETC1_RGB8_sub_texture"));
const GLuint width = 384u;
const GLuint height = 384u;
// round up to the nearest block size
const GLsizei imageSize = width * height / 2;
uint8_t data[imageSize] = {0};
setWindowWidth(width);
setWindowHeight(height);
const GLuint smallerWidth = 384u;
const GLuint smallerHeight = 320u;
// round up to the nearest block size
const GLsizei smallerImageSize = smallerWidth * smallerHeight / 2;
// Setup primary Texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_ETC1_RGB8_OES, smallerWidth, smallerHeight, 0,
smallerImageSize, data);
ASSERT_GL_NO_ERROR();
glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_ETC1_RGB8_OES, 192, 160, 0, 15360, data);
ASSERT_GL_NO_ERROR();
GLTexture largerTexture;
glBindTexture(GL_TEXTURE_2D, largerTexture);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_ETC1_RGB8_OES, width, height, 0, imageSize, data);
ASSERT_GL_NO_ERROR();
glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_ETC1_RGB8_OES, 192, 192, 0, 18432, data);
ASSERT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glUseProgram(mProgram);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
swapBuffers();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
swapBuffers();
glBindTexture(GL_TEXTURE_2D, largerTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
swapBuffers();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
swapBuffers();
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
drawQuad(mProgram, "position", 0.5f);
swapBuffers();
ASSERT_GL_NO_ERROR();
}
// Fully-define a compressed texture and draw; then decrease MAX_LEVEL and draw; then increase
// MAX_LEVEL and draw. This used to cause Vulkan validation errors.
TEST_P(ETC1CompressedTextureTest, ETC1ShrinkThenGrowMaxLevels)
{
// ETC texture formats are not supported on Mac OpenGL. http://anglebug.com/3853
ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL());
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_compressed_ETC1_RGB8_sub_texture"));
const GLuint width = 4u;
const GLuint height = 4u;
setWindowWidth(width);
setWindowHeight(height);
// Setup primary Texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if (getClientMajorVersion() < 3)
{
glTexStorage2DEXT(GL_TEXTURE_2D, 3, GL_ETC1_RGB8_OES, width, height);
}
else
{
glTexStorage2D(GL_TEXTURE_2D, 3, GL_ETC1_RGB8_OES, width, height);
}
ASSERT_GL_NO_ERROR();
// Populate a subimage of the texture
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_ETC1_RGB8_OES,
width * height / 2u, kCompressedImageETC2);
glCompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, width / 2, height / 2, GL_ETC1_RGB8_OES,
width * height / 2u, kCompressedImageETC2);
glCompressedTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, width / 4, height / 4, GL_ETC1_RGB8_OES,
width * height / 2u, kCompressedImageETC2);
ASSERT_GL_NO_ERROR();
// Set MAX_LEVEL to 2 (the highest level)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
// Render and ensure we get red
glUseProgram(mProgram);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
ASSERT_GL_NO_ERROR();
// Decrease MAX_LEVEL to 0, render, and ensure we still get red
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
ASSERT_GL_NO_ERROR();
// Increase MAX_LEVEL back to 2, render, and ensure we still get red
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
ASSERT_GL_NO_ERROR();
}
class TextureBufferTestES31 : public ANGLETest<>
{
protected:
TextureBufferTestES31() {}
};
// Test that mutating a buffer attached to a texture returns correct results in query.
TEST_P(TextureBufferTestES31, QueryWidthAfterBufferResize)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_buffer"));
constexpr GLint kInitialSize = 128;
constexpr std::array<GLint, 4> kModifiedSizes = {96, 192, 32, 256};
GLTexture texture;
glBindTexture(GL_TEXTURE_BUFFER, texture);
GLBuffer buffer;
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
glBufferData(GL_TEXTURE_BUFFER, kInitialSize, nullptr, GL_STATIC_DRAW);
glTexBufferEXT(GL_TEXTURE_BUFFER, GL_RGBA8, buffer);
ASSERT_GL_NO_ERROR();
GLint queryResult = 0;
glGetTexLevelParameteriv(GL_TEXTURE_BUFFER, 0, GL_TEXTURE_WIDTH, &queryResult);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(queryResult, kInitialSize / 4);
for (GLint modifiedSize : kModifiedSizes)
{
glBufferData(GL_TEXTURE_BUFFER, modifiedSize, nullptr, GL_STATIC_DRAW);
glGetTexLevelParameteriv(GL_TEXTURE_BUFFER, 0, GL_TEXTURE_WIDTH, &queryResult);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(queryResult, modifiedSize / 4);
}
}
// Test that uploading data to buffer that's in use then using it as texture buffer works.
TEST_P(TextureBufferTestES31, UseAsUBOThenUpdateThenAsTextureBuffer)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_buffer"));
// Claims to support GL_OES_texture_buffer, but fails compilation of shader because "extension
// 'GL_OES_texture_buffer' is not supported". http://anglebug.com/5832
ANGLE_SKIP_TEST_IF(IsQualcomm() && IsOpenGLES());
const std::array<GLColor, 4> kInitialData = {GLColor::red, GLColor::red, GLColor::red,
GLColor::red};
const std::array<GLColor, 4> kUpdateData = {GLColor::blue, GLColor::blue, GLColor::blue,
GLColor::blue};
GLBuffer buffer;
glBindBuffer(GL_UNIFORM_BUFFER, buffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(kInitialData), kInitialData.data(), GL_DYNAMIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, buffer);
EXPECT_GL_NO_ERROR();
constexpr char kVerifyUBO[] = R"(#version 310 es
precision mediump float;
layout(binding = 0) uniform block {
uvec4 data;
} ubo;
out vec4 colorOut;
void main()
{
if (all(equal(ubo.data, uvec4(0xFF0000FFu))))
colorOut = vec4(0, 1.0, 0, 1.0);
else
colorOut = vec4(1.0, 0, 0, 1.0);
})";
ANGLE_GL_PROGRAM(verifyUbo, essl31_shaders::vs::Simple(), kVerifyUBO);
drawQuad(verifyUbo, essl31_shaders::PositionAttrib(), 0.5);
EXPECT_GL_NO_ERROR();
// Update buffer data
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(kInitialData), kUpdateData.data());
EXPECT_GL_NO_ERROR();
// Bind as texture buffer
GLTexture texture;
glBindTexture(GL_TEXTURE_BUFFER, texture);
glTexBufferEXT(GL_TEXTURE_BUFFER, GL_RGBA8, buffer);
EXPECT_GL_NO_ERROR();
constexpr char kVerifySamplerBuffer[] = R"(#version 310 es
#extension GL_OES_texture_buffer : require
precision mediump float;
uniform highp samplerBuffer s;
out vec4 colorOut;
void main()
{
colorOut = texelFetch(s, 0);
})";
ANGLE_GL_PROGRAM(verifySamplerBuffer, essl31_shaders::vs::Simple(), kVerifySamplerBuffer);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
drawQuad(verifySamplerBuffer, essl31_shaders::PositionAttrib(), 0.5);
EXPECT_GL_NO_ERROR();
// Make sure both draw calls succeed
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
}
// Test that mapping a texture buffer with GL_MAP_INVALIDATE_BUFFER_BIT and writing to it works
// correctly.
TEST_P(TextureBufferTestES31, MapTextureBufferInvalidateThenWrite)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_buffer"));
// TODO(http://anglebug.com/5832): Claims to support GL_OES_texture_buffer, but fails
// compilation of shader because "extension 'GL_OES_texture_buffer' is not supported".
ANGLE_SKIP_TEST_IF(IsQualcomm() && IsOpenGLES());
// TODO(http://anglebug.com/6396): The OpenGL backend doesn't correctly handle texture buffers
// being invalidated when mapped.
ANGLE_SKIP_TEST_IF(IsOpenGL());
const std::array<GLColor, 4> kInitialData = {GLColor::red, GLColor::red, GLColor::red,
GLColor::red};
const std::array<GLColor, 4> kUpdateData = {GLColor::blue, GLColor::blue, GLColor::blue,
GLColor::blue};
GLBuffer buffer;
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
glBufferData(GL_TEXTURE_BUFFER, sizeof(kInitialData), kInitialData.data(), GL_DYNAMIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, buffer);
EXPECT_GL_NO_ERROR();
// Bind as texture buffer
GLTexture texture;
glBindTexture(GL_TEXTURE_BUFFER, texture);
glTexBufferEXT(GL_TEXTURE_BUFFER, GL_RGBA8, buffer);
EXPECT_GL_NO_ERROR();
constexpr char kSamplerBuffer[] = R"(#version 310 es
#extension GL_OES_texture_buffer : require
precision mediump float;
uniform highp samplerBuffer s;
out vec4 colorOut;
void main()
{
colorOut = texelFetch(s, 0);
})";
ANGLE_GL_PROGRAM(initialSamplerBuffer, essl31_shaders::vs::Simple(), kSamplerBuffer);
drawQuad(initialSamplerBuffer, essl31_shaders::PositionAttrib(), 0.5);
EXPECT_GL_NO_ERROR();
// Don't read back, so we don't break the render pass.
// Map the buffer and update it.
void *mappedBuffer = glMapBufferRange(GL_TEXTURE_BUFFER, 0, sizeof(kInitialData),
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
memcpy(mappedBuffer, kUpdateData.data(), sizeof(kInitialData));
glUnmapBuffer(GL_TEXTURE_BUFFER);
// Draw with the updated buffer data.
ANGLE_GL_PROGRAM(updateSamplerBuffer, essl31_shaders::vs::Simple(), kSamplerBuffer);
drawQuad(updateSamplerBuffer, essl31_shaders::PositionAttrib(), 0.5);
EXPECT_GL_NO_ERROR();
// Make sure both draw calls succeed
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
// Test that calling glBufferData on a buffer that is used as texture buffer still works correctly.
TEST_P(TextureBufferTestES31, TextureBufferThenBufferData)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_buffer"));
const std::array<GLColor, 4> kInitialData = {GLColor::red, GLColor::red, GLColor::red,
GLColor::red};
const std::array<GLColor, 4> kUpdateData = {GLColor::blue, GLColor::blue, GLColor::blue,
GLColor::blue};
// Create buffer and initialize with data
GLBuffer buffer;
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
glBufferData(GL_TEXTURE_BUFFER, sizeof(kInitialData), kInitialData.data(), GL_DYNAMIC_DRAW);
// Bind as texture buffer
GLTexture texture;
glBindTexture(GL_TEXTURE_BUFFER, texture);
glTexBufferEXT(GL_TEXTURE_BUFFER, GL_RGBA8, buffer);
EXPECT_GL_NO_ERROR();
constexpr char kSamplerBuffer[] = R"(#version 310 es
#extension GL_OES_texture_buffer : require
precision mediump float;
uniform highp samplerBuffer s;
out vec4 colorOut;
void main()
{
colorOut = texelFetch(s, 0);
})";
ANGLE_GL_PROGRAM(initialSamplerBuffer, essl31_shaders::vs::Simple(), kSamplerBuffer);
drawQuad(initialSamplerBuffer, essl31_shaders::PositionAttrib(), 0.5);
// Don't read back, so we keep the original buffer busy. Issue a glBufferData call with same
// size and nullptr so that the old buffer storage gets orphaned.
glBufferData(GL_TEXTURE_BUFFER, sizeof(kUpdateData), nullptr, GL_DYNAMIC_DRAW);
glBufferSubData(GL_TEXTURE_BUFFER, 0, sizeof(kUpdateData), kUpdateData.data());
// Draw with the updated buffer data.
ANGLE_GL_PROGRAM(updateSamplerBuffer, essl31_shaders::vs::Simple(), kSamplerBuffer);
drawQuad(updateSamplerBuffer, essl31_shaders::PositionAttrib(), 0.5);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
// Test that the correct error is generated if texture buffer support used anyway when not enabled.
TEST_P(TextureBufferTestES31, TestErrorWhenNotEnabled)
{
ANGLE_SKIP_TEST_IF(IsGLExtensionEnabled("GL_EXT_texture_buffer"));
GLTexture texture;
glBindTexture(GL_TEXTURE_BUFFER, texture);
ASSERT_GL_ERROR(GL_INVALID_ENUM);
}
class CopyImageTestES31 : public ANGLETest<>
{
protected:
CopyImageTestES31() {}
};
// Test that copies between RGB formats doesn't affect the emulated alpha channel, if any.
TEST_P(CopyImageTestES31, PreserveEmulatedAlpha)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_copy_image"));
constexpr GLsizei kSize = 1;
GLTexture src, dst;
// Set up the textures
glBindTexture(GL_TEXTURE_2D, src);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, kSize, kSize);
const GLColor kInitColor(50, 100, 150, 200);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kSize, kSize, GL_RGB, GL_UNSIGNED_BYTE, &kInitColor);
glBindTexture(GL_TEXTURE_2D, dst);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8UI, kSize, kSize);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Copy from src to dst
glCopyImageSubDataEXT(src, GL_TEXTURE_2D, 0, 0, 0, 0, dst, GL_TEXTURE_2D, 0, 0, 0, 0, kSize,
kSize, 1);
// Bind dst as image
glBindImageTexture(0, dst, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8UI);
// Create a buffer for output
constexpr GLsizei kBufferSize = kSize * kSize * sizeof(uint32_t) * 4;
GLBuffer buffer;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, kBufferSize, nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, buffer);
constexpr char kCS[] = R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(rgba8ui, binding = 0) readonly uniform highp uimage2D imageIn;
layout(std140, binding = 1) buffer dataOut {
uvec4 data[];
};
void main()
{
uvec4 color = imageLoad(imageIn, ivec2(0));
data[0] = color;
})";
ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
glUseProgram(program);
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
const uint32_t *ptr = reinterpret_cast<uint32_t *>(
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, kBufferSize, GL_MAP_READ_BIT));
EXPECT_EQ(ptr[0], kInitColor.R);
EXPECT_EQ(ptr[1], kInitColor.G);
EXPECT_EQ(ptr[2], kInitColor.B);
// Expect alpha to be 1, even if the RGB format is emulated with RGBA.
EXPECT_EQ(ptr[3], 1u);
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
}
// Verify a common pattern used by the Unreal Engine that trips up the tracer
TEST_P(CopyImageTestES31, CubeMapCopyImageSubData)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_copy_image"));
constexpr char kVS[] =
R"(#version 300 es
precision mediump float;
in vec3 pos;
void main() {
gl_Position = vec4(pos, 1.0);
})";
constexpr char kFS[] =
R"(#version 300 es
precision mediump float;
out vec4 color;
uniform samplerCube uTex;
void main(){
// sample from lod 1.0
color = textureLod(uTex, vec3(1.0), 1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
// Set up two cube maps, then verify we can copy between them
constexpr size_t kSize = 2;
constexpr int levels = 2;
std::vector<GLColor> pixelsGreen(kSize * kSize, GLColor::green);
std::vector<GLColor> pixelsRed(kSize * kSize, GLColor::red);
// Initialize src to green
GLTexture texCubeSrc;
glBindTexture(GL_TEXTURE_CUBE_MAP, texCubeSrc);
for (int i = 0; i < levels; i++)
{
for (GLenum face = 0; face < 6; face++)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, i, GL_RGBA, kSize >> i, kSize >> i,
0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsGreen.data());
}
}
ASSERT_GL_NO_ERROR();
// Initialize dst to red
GLTexture texCubeDst;
glBindTexture(GL_TEXTURE_CUBE_MAP, texCubeDst);
for (int i = 0; i < levels; i++)
{
for (GLenum face = 0; face < 6; face++)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, i, GL_RGBA, kSize >> i, kSize >> i,
0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data());
}
}
ASSERT_GL_NO_ERROR();
// Clear to blue
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
// Sample from the dst texture to ensure it has the right color
GLint textureLoc = glGetUniformLocation(program, "uTex");
ASSERT_NE(-1, textureLoc);
glUniform1i(textureLoc, 0);
// Draw once and sample from level 1, which is red
drawQuad(program, "pos", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Swap to trigger MEC
swapBuffers();
// Copy level 1 from src to dst
glCopyImageSubDataEXT(texCubeSrc, GL_TEXTURE_CUBE_MAP, 1, 0, 0, 0, texCubeDst,
GL_TEXTURE_CUBE_MAP, 1, 0, 0, 0, kSize >> 1, kSize >> 1, 6);
ASSERT_GL_NO_ERROR();
// Draw again and verify we get green
drawQuad(program, "pos", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Swap again to end the capture
swapBuffers();
ASSERT_GL_NO_ERROR();
}
class TextureChangeStorageUploadTest : public ANGLETest<>
{
protected:
TextureChangeStorageUploadTest()
{
setWindowWidth(256);
setWindowHeight(256);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void testSetUp() override
{
mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
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);
glGenTextures(1, &mTexture);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteTextures(1, &mTexture);
glDeleteProgram(mProgram);
}
GLuint mProgram;
GLint mColorLocation;
GLuint mTexture;
};
// Verify that respecifying storage and re-uploading doesn't crash.
TEST_P(TextureChangeStorageUploadTest, Basic)
{
constexpr int kImageSize = 8; // 4 doesn't trip ASAN
constexpr int kSmallerImageSize = kImageSize / 2;
EXPECT_GT(kImageSize, kSmallerImageSize);
EXPECT_GT(kSmallerImageSize / 2, 0);
std::array<GLColor, kImageSize * kImageSize> kColor;
glBindTexture(GL_TEXTURE_2D, mTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kImageSize, kImageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
kColor.data());
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSmallerImageSize, kSmallerImageSize);
// need partial update to sidestep optimizations that remove the full upload
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kSmallerImageSize / 2, kSmallerImageSize / 2, GL_RGBA,
GL_UNSIGNED_BYTE, kColor.data());
EXPECT_GL_NO_ERROR();
}
class ExtraSamplerCubeShadowUseTest : public ANGLETest<>
{
protected:
ExtraSamplerCubeShadowUseTest() : ANGLETest() {}
const char *getVertexShaderSource() { return "#version 300 es\nvoid main() {}"; }
const char *getFragmentShaderSource()
{
return R"(#version 300 es
precision mediump float;
uniform mediump samplerCube var_0002; // this has to be there
uniform highp samplerCubeShadow var_0004; // this has to be a cube shadow sampler
out vec4 color;
void main() {
vec4 var_0031 = texture(var_0002, vec3(1,1,1));
ivec2 size = textureSize(var_0004, 0) ;
var_0031.x += float(size.y);
color = var_0031;
})";
}
void testSetUp() override
{
mProgram = CompileProgram(getVertexShaderSource(), getFragmentShaderSource());
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
glUseProgram(mProgram);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override { glDeleteProgram(mProgram); }
GLuint mProgram;
};
TEST_P(ExtraSamplerCubeShadowUseTest, Basic)
{
glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
#define ES2_EMULATE_COPY_TEX_IMAGE_VIA_SUB() \
ES2_OPENGL().enable(Feature::EmulateCopyTexImage2D), \
ES2_OPENGLES().enable(Feature::EmulateCopyTexImage2D)
#define ES3_EMULATE_COPY_TEX_IMAGE_VIA_SUB() \
ES3_OPENGL().enable(Feature::EmulateCopyTexImage2D), \
ES3_OPENGLES().enable(Feature::EmulateCopyTexImage2D)
#define ES2_EMULATE_COPY_TEX_IMAGE() \
ES2_OPENGL().enable(Feature::EmulateCopyTexImage2DFromRenderbuffers), \
ES2_OPENGLES().enable(Feature::EmulateCopyTexImage2DFromRenderbuffers)
#define ES3_EMULATE_COPY_TEX_IMAGE() \
ES3_OPENGL().enable(Feature::EmulateCopyTexImage2DFromRenderbuffers), \
ES3_OPENGLES().enable(Feature::EmulateCopyTexImage2DFromRenderbuffers)
ANGLE_INSTANTIATE_TEST(Texture2DTest,
ANGLE_ALL_TEST_PLATFORMS_ES2,
ES2_EMULATE_COPY_TEX_IMAGE_VIA_SUB(),
ES2_EMULATE_COPY_TEX_IMAGE());
ANGLE_INSTANTIATE_TEST_ES2(TextureCubeTest);
ANGLE_INSTANTIATE_TEST_ES2(Texture2DTestWithDrawScale);
ANGLE_INSTANTIATE_TEST_ES2(Sampler2DAsFunctionParameterTest);
ANGLE_INSTANTIATE_TEST_ES2(SamplerArrayTest);
ANGLE_INSTANTIATE_TEST_ES2(SamplerArrayAsFunctionParameterTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(Texture2DTestES3);
ANGLE_INSTANTIATE_TEST_ES3_AND(Texture2DTestES3,
ES3_VULKAN().enable(Feature::AllocateNonZeroMemory),
ES3_VULKAN().enable(Feature::ForceFallbackFormat));
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(Texture2DTestES3YUV);
ANGLE_INSTANTIATE_TEST_ES3_AND(Texture2DTestES3YUV,
ES3_VULKAN().enable(Feature::PreferLinearFilterForYUV));
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(Texture2DTestES3RobustInit);
ANGLE_INSTANTIATE_TEST_ES3(Texture2DTestES3RobustInit);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(Texture2DTestES31PPO);
ANGLE_INSTANTIATE_TEST_ES31(Texture2DTestES31PPO);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(Texture2DBaseMaxTestES3);
ANGLE_INSTANTIATE_TEST_ES3(Texture2DBaseMaxTestES3);
ANGLE_INSTANTIATE_TEST_ES2(Texture3DTestES2);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(Texture3DTestES3);
ANGLE_INSTANTIATE_TEST_ES3(Texture3DTestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(Texture2DIntegerAlpha1TestES3);
ANGLE_INSTANTIATE_TEST_ES3(Texture2DIntegerAlpha1TestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(Texture2DUnsignedIntegerAlpha1TestES3);
ANGLE_INSTANTIATE_TEST_ES3(Texture2DUnsignedIntegerAlpha1TestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ShadowSamplerPlusSampler3DTestES3);
ANGLE_INSTANTIATE_TEST_ES3(ShadowSamplerPlusSampler3DTestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(SamplerTypeMixTestES3);
ANGLE_INSTANTIATE_TEST_ES3(SamplerTypeMixTestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(Texture2DArrayTestES3);
ANGLE_INSTANTIATE_TEST_ES3(Texture2DArrayTestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(TextureSizeTextureArrayTest);
ANGLE_INSTANTIATE_TEST_ES3(TextureSizeTextureArrayTest);
ANGLE_INSTANTIATE_TEST_ES2(SamplerInStructTest);
ANGLE_INSTANTIATE_TEST_ES2(SamplerInStructAsFunctionParameterTest);
ANGLE_INSTANTIATE_TEST_ES2(SamplerInStructArrayAsFunctionParameterTest);
ANGLE_INSTANTIATE_TEST_ES2(SamplerInNestedStructAsFunctionParameterTest);
ANGLE_INSTANTIATE_TEST_ES2(SamplerInStructAndOtherVariableTest);
ANGLE_INSTANTIATE_TEST_ES2(TextureAnisotropyTest);
ANGLE_INSTANTIATE_TEST_ES2(TextureBorderClampTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(TextureBorderClampTestES3);
ANGLE_INSTANTIATE_TEST_ES3(TextureBorderClampTestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(TextureBorderClampIntegerTestES3);
ANGLE_INSTANTIATE_TEST_ES3(TextureBorderClampIntegerTestES3);
ANGLE_INSTANTIATE_TEST_ES2(TextureLimitsTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(Texture2DNorm16TestES3);
ANGLE_INSTANTIATE_TEST_ES3(Texture2DNorm16TestES3);
ANGLE_INSTANTIATE_TEST(Texture2DRGTest,
ANGLE_ALL_TEST_PLATFORMS_ES2,
ANGLE_ALL_TEST_PLATFORMS_ES3,
ES2_EMULATE_COPY_TEX_IMAGE_VIA_SUB(),
ES3_EMULATE_COPY_TEX_IMAGE_VIA_SUB(),
ES2_EMULATE_COPY_TEX_IMAGE(),
ES3_EMULATE_COPY_TEX_IMAGE());
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(Texture2DFloatTestES3);
ANGLE_INSTANTIATE_TEST_ES3(Texture2DFloatTestES3);
ANGLE_INSTANTIATE_TEST_ES2(Texture2DFloatTestES2);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(TextureCubeTestES3);
ANGLE_INSTANTIATE_TEST_ES3(TextureCubeTestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(Texture2DIntegerTestES3);
ANGLE_INSTANTIATE_TEST_ES3(Texture2DIntegerTestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(TextureCubeIntegerTestES3);
ANGLE_INSTANTIATE_TEST_ES3(TextureCubeIntegerTestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(TextureCubeIntegerEdgeTestES3);
ANGLE_INSTANTIATE_TEST_ES3(TextureCubeIntegerEdgeTestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(Texture2DIntegerProjectiveOffsetTestES3);
ANGLE_INSTANTIATE_TEST_ES3(Texture2DIntegerProjectiveOffsetTestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(Texture2DArrayIntegerTestES3);
ANGLE_INSTANTIATE_TEST_ES3(Texture2DArrayIntegerTestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(Texture3DIntegerTestES3);
ANGLE_INSTANTIATE_TEST_ES3(Texture3DIntegerTestES3);
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(Texture2DDepthTest);
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(PBOCompressedTextureTest);
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(ETC1CompressedTextureTest);
ANGLE_INSTANTIATE_TEST_ES3(PBOCompressedTexture3DTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(TextureBufferTestES31);
ANGLE_INSTANTIATE_TEST_ES31(TextureBufferTestES31);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(CopyImageTestES31);
ANGLE_INSTANTIATE_TEST_ES31(CopyImageTestES31);
ANGLE_INSTANTIATE_TEST_ES3(TextureChangeStorageUploadTest);
ANGLE_INSTANTIATE_TEST_ES3(ExtraSamplerCubeShadowUseTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(Texture2DTestES31);
ANGLE_INSTANTIATE_TEST_ES31_AND(Texture2DTestES31,
ES31_VULKAN().enable(Feature::ForceFallbackFormat));
} // anonymous namespace