// // Copyright 2015 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #include "test_utils/ANGLETest.h" #include "test_utils/gl_raii.h" #include "media/pixel.inc" using namespace angle; class DXT1CompressedTextureTest : public ANGLETest<> { protected: DXT1CompressedTextureTest() { setWindowWidth(512); setWindowHeight(512); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); } void testSetUp() override { constexpr char kVS[] = R"(precision highp float; attribute vec4 position; varying vec2 texcoord; void main() { gl_Position = position; texcoord = (position.xy * 0.5) + 0.5; texcoord.y = 1.0 - texcoord.y; })"; constexpr char kFS[] = R"(precision highp float; uniform sampler2D tex; varying vec2 texcoord; void main() { gl_FragColor = texture2D(tex, texcoord); })"; mTextureProgram = CompileProgram(kVS, kFS); if (mTextureProgram == 0) { FAIL() << "shader compilation failed."; } mTextureUniformLocation = glGetUniformLocation(mTextureProgram, "tex"); ASSERT_GL_NO_ERROR(); } void testTearDown() override { glDeleteProgram(mTextureProgram); } GLuint mTextureProgram; GLint mTextureUniformLocation; }; TEST_P(DXT1CompressedTextureTest, CompressedTexImage) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_dxt1")); GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height, 0, pixel_0_size, pixel_0_data); glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_width, pixel_1_height, 0, pixel_1_size, pixel_1_data); glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_width, pixel_2_height, 0, pixel_2_size, pixel_2_data); glCompressedTexImage2D(GL_TEXTURE_2D, 3, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_width, pixel_3_height, 0, pixel_3_size, pixel_3_data); glCompressedTexImage2D(GL_TEXTURE_2D, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_width, pixel_4_height, 0, pixel_4_size, pixel_4_data); glCompressedTexImage2D(GL_TEXTURE_2D, 5, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_width, pixel_5_height, 0, pixel_5_size, pixel_5_data); glCompressedTexImage2D(GL_TEXTURE_2D, 6, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_width, pixel_6_height, 0, pixel_6_size, pixel_6_data); glCompressedTexImage2D(GL_TEXTURE_2D, 7, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_width, pixel_7_height, 0, pixel_7_size, pixel_7_data); glCompressedTexImage2D(GL_TEXTURE_2D, 8, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_width, pixel_8_height, 0, pixel_8_size, pixel_8_data); glCompressedTexImage2D(GL_TEXTURE_2D, 9, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_width, pixel_9_height, 0, pixel_9_size, pixel_9_data); EXPECT_GL_NO_ERROR(); glUseProgram(mTextureProgram); glUniform1i(mTextureUniformLocation, 0); drawQuad(mTextureProgram, "position", 0.5f); EXPECT_GL_NO_ERROR(); glDeleteTextures(1, &texture); EXPECT_GL_NO_ERROR(); } // Verify that DXT1 RGB textures have 1.0 alpha when sampled TEST_P(DXT1CompressedTextureTest, DXT1Alpha) { auto test = [&](const std::string &extName, GLenum format) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled(extName)); // On platforms without native support for DXT1 RGB or texture swizzling (such as D3D or // some Metal configurations), this test is allowed to succeed with transparent black // instead of opaque black. const bool opaque = !IsD3D() && !(IsMetal() && !IsMetalTextureSwizzleAvailable()); GLTexture texture; glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Image using pixels with the code for transparent black: // "BLACK, if color0 <= color1 and code(x,y) == 3" constexpr uint8_t CompressedImageDXT1[] = {0, 0, 0, 0, 255, 255, 255, 255}; glCompressedTexImage2D(GL_TEXTURE_2D, 0, format, 4, 4, 0, sizeof(CompressedImageDXT1), CompressedImageDXT1); EXPECT_GL_NO_ERROR(); glUseProgram(mTextureProgram); glUniform1i(mTextureUniformLocation, 0); constexpr GLint kDrawSize = 4; // The image is one 4x4 block, make the viewport only 4x4. glViewport(0, 0, kDrawSize, kDrawSize); drawQuad(mTextureProgram, "position", 0.5f); EXPECT_GL_NO_ERROR(); for (GLint y = 0; y < kDrawSize; y++) { for (GLint x = 0; x < kDrawSize; x++) { EXPECT_PIXEL_EQ(x, y, 0, 0, 0, opaque ? 255 : 0) << "at (" << x << ", " << y << ") for " << extName; } } }; test("GL_EXT_texture_compression_dxt1", GL_COMPRESSED_RGB_S3TC_DXT1_EXT); test("GL_EXT_texture_compression_s3tc_srgb", GL_COMPRESSED_SRGB_S3TC_DXT1_EXT); } TEST_P(DXT1CompressedTextureTest, CompressedTexStorage) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_dxt1")); ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 && (!IsGLExtensionEnabled("GL_EXT_texture_storage") || !IsGLExtensionEnabled("GL_OES_rgb8_rgba8"))); GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if (getClientMajorVersion() < 3) { glTexStorage2DEXT(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height); } else { glTexStorage2D(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height); } EXPECT_GL_NO_ERROR(); glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, pixel_0_width, pixel_0_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_size, pixel_0_data); glCompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, pixel_1_width, pixel_1_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_size, pixel_1_data); glCompressedTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, pixel_2_width, pixel_2_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_size, pixel_2_data); glCompressedTexSubImage2D(GL_TEXTURE_2D, 3, 0, 0, pixel_3_width, pixel_3_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_size, pixel_3_data); glCompressedTexSubImage2D(GL_TEXTURE_2D, 4, 0, 0, pixel_4_width, pixel_4_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_size, pixel_4_data); glCompressedTexSubImage2D(GL_TEXTURE_2D, 5, 0, 0, pixel_5_width, pixel_5_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_size, pixel_5_data); glCompressedTexSubImage2D(GL_TEXTURE_2D, 6, 0, 0, pixel_6_width, pixel_6_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_size, pixel_6_data); glCompressedTexSubImage2D(GL_TEXTURE_2D, 7, 0, 0, pixel_7_width, pixel_7_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_size, pixel_7_data); glCompressedTexSubImage2D(GL_TEXTURE_2D, 8, 0, 0, pixel_8_width, pixel_8_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_size, pixel_8_data); glCompressedTexSubImage2D(GL_TEXTURE_2D, 9, 0, 0, pixel_9_width, pixel_9_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_size, pixel_9_data); EXPECT_GL_NO_ERROR(); glUseProgram(mTextureProgram); glUniform1i(mTextureUniformLocation, 0); drawQuad(mTextureProgram, "position", 0.5f); EXPECT_GL_NO_ERROR(); glDeleteTextures(1, &texture); EXPECT_GL_NO_ERROR(); } // Test validation of non block sizes, width 672 and height 114 and multiple mip levels TEST_P(DXT1CompressedTextureTest, NonBlockSizesMipLevels) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_dxt1")); GLTexture texture; glBindTexture(GL_TEXTURE_2D, texture); constexpr GLuint kWidth = 674; constexpr GLuint kHeight = 114; // From EXT_texture_compression_s3tc specifications: // When an S3TC image with a width of , height of , and block size of // (8 or 16 bytes) is decoded, the corresponding image size (in // bytes) is: // ceil(/4) * ceil(/4) * blocksize. constexpr GLuint kImageSize = ((kWidth + 3) / 4) * ((kHeight + 3) / 4) * 8; glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, kWidth, kHeight, 0, kImageSize, nullptr); ASSERT_GL_NO_ERROR(); constexpr GLuint kImageSize1 = ((kWidth / 2 + 3) / 4) * ((kHeight / 2 + 3) / 4) * 8; glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, kWidth / 2, kHeight / 2, 0, kImageSize1, nullptr); ASSERT_GL_NO_ERROR(); constexpr GLuint kImageSize2 = ((kWidth / 4 + 3) / 4) * ((kHeight / 4 + 3) / 4) * 8; glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, kWidth / 4, kHeight / 4, 0, kImageSize2, nullptr); ASSERT_GL_NO_ERROR(); } // Test validation of glCompressedTexSubImage2D with DXT formats TEST_P(DXT1CompressedTextureTest, CompressedTexSubImageValidation) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_dxt1")); GLTexture texture; glBindTexture(GL_TEXTURE_2D, texture); // Size mip 0 to a large size glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height, 0, pixel_0_size, nullptr); ASSERT_GL_NO_ERROR(); // Set a sub image with an offset that isn't a multiple of the block size glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 1, 3, pixel_1_width, pixel_1_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_size, pixel_1_data); ASSERT_GL_ERROR(GL_INVALID_OPERATION); // Set a sub image with a negative offset glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, -1, 0, 4, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 8, pixel_1_data); ASSERT_GL_ERROR(GL_INVALID_VALUE); glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, -1, 4, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 8, pixel_1_data); ASSERT_GL_ERROR(GL_INVALID_VALUE); } // Test that it's not possible to call CopyTexSubImage2D on a compressed texture TEST_P(DXT1CompressedTextureTest, CopyTexSubImage2DDisallowed) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_dxt1")); GLTexture texture; glBindTexture(GL_TEXTURE_2D, texture); glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height, 0, pixel_0_size, nullptr); ASSERT_GL_NO_ERROR(); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 4, 4); ASSERT_GL_ERROR(GL_INVALID_OPERATION); } TEST_P(DXT1CompressedTextureTest, PBOCompressedTexStorage) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_dxt1")); ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 && !IsGLExtensionEnabled("GL_NV_pixel_buffer_object")); ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 && (!IsGLExtensionEnabled("GL_EXT_texture_storage") || !IsGLExtensionEnabled("GL_OES_rgb8_rgba8"))); GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if (getClientMajorVersion() < 3) { glTexStorage2DEXT(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height); } else { glTexStorage2D(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height); } EXPECT_GL_NO_ERROR(); GLuint buffer; glGenBuffers(1, &buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer); glBufferData(GL_PIXEL_UNPACK_BUFFER, pixel_0_size, nullptr, GL_STREAM_DRAW); EXPECT_GL_NO_ERROR(); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_0_size, pixel_0_data); glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, pixel_0_width, pixel_0_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_size, nullptr); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_1_size, pixel_1_data); glCompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, pixel_1_width, pixel_1_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_size, nullptr); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_2_size, pixel_2_data); glCompressedTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, pixel_2_width, pixel_2_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_size, nullptr); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_3_size, pixel_3_data); glCompressedTexSubImage2D(GL_TEXTURE_2D, 3, 0, 0, pixel_3_width, pixel_3_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_size, nullptr); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_4_size, pixel_4_data); glCompressedTexSubImage2D(GL_TEXTURE_2D, 4, 0, 0, pixel_4_width, pixel_4_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_size, nullptr); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_5_size, pixel_5_data); glCompressedTexSubImage2D(GL_TEXTURE_2D, 5, 0, 0, pixel_5_width, pixel_5_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_size, nullptr); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_6_size, pixel_6_data); glCompressedTexSubImage2D(GL_TEXTURE_2D, 6, 0, 0, pixel_6_width, pixel_6_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_size, nullptr); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_7_size, pixel_7_data); glCompressedTexSubImage2D(GL_TEXTURE_2D, 7, 0, 0, pixel_7_width, pixel_7_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_size, nullptr); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_8_size, pixel_8_data); glCompressedTexSubImage2D(GL_TEXTURE_2D, 8, 0, 0, pixel_8_width, pixel_8_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_size, nullptr); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_9_size, pixel_9_data); glCompressedTexSubImage2D(GL_TEXTURE_2D, 9, 0, 0, pixel_9_width, pixel_9_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_size, nullptr); EXPECT_GL_NO_ERROR(); glUseProgram(mTextureProgram); glUniform1i(mTextureUniformLocation, 0); drawQuad(mTextureProgram, "position", 0.5f); EXPECT_GL_NO_ERROR(); glDeleteTextures(1, &texture); EXPECT_GL_NO_ERROR(); } class DXT1CompressedTextureTestES3 : public DXT1CompressedTextureTest {}; TEST_P(DXT1CompressedTextureTestES3, PBOCompressedTexImage) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_dxt1")); GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); GLuint buffer; glGenBuffers(1, &buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer); glBufferData(GL_PIXEL_UNPACK_BUFFER, pixel_0_size, nullptr, GL_STREAM_DRAW); EXPECT_GL_NO_ERROR(); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_0_size, pixel_0_data); glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height, 0, pixel_0_size, nullptr); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_1_size, pixel_1_data); glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_width, pixel_1_height, 0, pixel_1_size, nullptr); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_2_size, pixel_2_data); glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_width, pixel_2_height, 0, pixel_2_size, nullptr); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_3_size, pixel_3_data); glCompressedTexImage2D(GL_TEXTURE_2D, 3, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_width, pixel_3_height, 0, pixel_3_size, nullptr); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_4_size, pixel_4_data); glCompressedTexImage2D(GL_TEXTURE_2D, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_width, pixel_4_height, 0, pixel_4_size, nullptr); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_5_size, pixel_5_data); glCompressedTexImage2D(GL_TEXTURE_2D, 5, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_width, pixel_5_height, 0, pixel_5_size, nullptr); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_6_size, pixel_6_data); glCompressedTexImage2D(GL_TEXTURE_2D, 6, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_width, pixel_6_height, 0, pixel_6_size, nullptr); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_7_size, pixel_7_data); glCompressedTexImage2D(GL_TEXTURE_2D, 7, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_width, pixel_7_height, 0, pixel_7_size, nullptr); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_8_size, pixel_8_data); glCompressedTexImage2D(GL_TEXTURE_2D, 8, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_width, pixel_8_height, 0, pixel_8_size, nullptr); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_9_size, pixel_9_data); glCompressedTexImage2D(GL_TEXTURE_2D, 9, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_width, pixel_9_height, 0, pixel_9_size, nullptr); EXPECT_GL_NO_ERROR(); glUseProgram(mTextureProgram); glUniform1i(mTextureUniformLocation, 0); drawQuad(mTextureProgram, "position", 0.5f); EXPECT_GL_NO_ERROR(); glDeleteTextures(1, &buffer); glDeleteTextures(1, &texture); EXPECT_GL_NO_ERROR(); } // Test validation of glCompressedTexSubImage3D with DXT formats TEST_P(DXT1CompressedTextureTestES3, CompressedTexSubImageValidation) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_dxt1")); GLTexture texture; glBindTexture(GL_TEXTURE_2D_ARRAY, texture); // Size mip 0 to a large size glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height, 1, 0, pixel_0_size, nullptr); ASSERT_GL_NO_ERROR(); // Set a sub image with a negative offset glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, -1, 0, 0, 4, 4, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 8, pixel_1_data); ASSERT_GL_ERROR(GL_INVALID_VALUE); glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, -1, 0, 4, 4, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 8, pixel_1_data); ASSERT_GL_ERROR(GL_INVALID_VALUE); glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, -1, 4, 4, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 8, pixel_1_data); ASSERT_GL_ERROR(GL_INVALID_VALUE); } // Test validation of glCompressedTexSubImage3D with per-slice data uploads TEST_P(DXT1CompressedTextureTestES3, CompressedTexSubImage3DValidationPerSlice) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_dxt1")); GLTexture texture; glBindTexture(GL_TEXTURE_2D_ARRAY, texture); const GLenum format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; // 8x8x2, 4x4x2, 2x2x2, 1x1x2 glTexStorage3D(GL_TEXTURE_2D_ARRAY, 4, format, 8, 8, 2); ASSERT_GL_NO_ERROR(); uint8_t data[32] = {}; glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 8, 8, 1, format, 32, data); ASSERT_GL_NO_ERROR(); glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, 8, 8, 1, format, 32, data); ASSERT_GL_NO_ERROR(); glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 1, 0, 0, 0, 4, 4, 1, format, 8, data); ASSERT_GL_NO_ERROR(); glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 1, 0, 0, 1, 4, 4, 1, format, 8, data); ASSERT_GL_NO_ERROR(); glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 2, 0, 0, 0, 2, 2, 1, format, 8, data); ASSERT_GL_NO_ERROR(); glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 2, 0, 0, 1, 2, 2, 1, format, 8, data); ASSERT_GL_NO_ERROR(); glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 3, 0, 0, 0, 1, 1, 1, format, 8, data); ASSERT_GL_NO_ERROR(); glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 3, 0, 0, 1, 1, 1, 1, format, 8, data); ASSERT_GL_NO_ERROR(); } // Test validation of glCompressedTexSubImage3D with combined per-level data uploads TEST_P(DXT1CompressedTextureTestES3, CompressedTexSubImage3DValidationPerLevel) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_dxt1")); GLTexture texture; glBindTexture(GL_TEXTURE_2D_ARRAY, texture); const GLenum format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; // 8x8x2, 4x4x2, 2x2x2, 1x1x2 glTexStorage3D(GL_TEXTURE_2D_ARRAY, 4, format, 8, 8, 2); ASSERT_GL_NO_ERROR(); uint8_t data[64] = {}; glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 8, 8, 2, format, 64, data); ASSERT_GL_NO_ERROR(); glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 1, 0, 0, 0, 4, 4, 2, format, 16, data); ASSERT_GL_NO_ERROR(); glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 2, 0, 0, 0, 2, 2, 2, format, 16, data); ASSERT_GL_NO_ERROR(); glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 3, 0, 0, 0, 1, 1, 2, format, 16, data); ASSERT_GL_NO_ERROR(); } // Test validation of glCompressedTexSubImage3D with DXT formats TEST_P(DXT1CompressedTextureTestES3, CopyTexSubImage3DDisallowed) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_dxt1")); GLTexture texture; glBindTexture(GL_TEXTURE_2D_ARRAY, texture); GLsizei depth = 4; glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height, depth, 0, pixel_0_size * depth, nullptr); ASSERT_GL_NO_ERROR(); glCopyTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 0, 0, 4, 4); ASSERT_GL_ERROR(GL_INVALID_OPERATION); } class DXT1CompressedTextureTestWebGL2 : public DXT1CompressedTextureTest { protected: DXT1CompressedTextureTestWebGL2() { setWebGLCompatibilityEnabled(true); setRobustResourceInit(true); } }; // Regression test for https://crbug.com/1289428 TEST_P(DXT1CompressedTextureTestWebGL2, InitializeTextureContents) { ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_texture_compression_dxt1")); glUseProgram(mTextureProgram); glUniform1i(mTextureUniformLocation, 0); glClearColor(0, 0, 1, 1); const std::array kGreen = {0xE0, 0x07, 0xE0, 0x07, 0x00, 0x00, 0x00, 0x00}; GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); 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); glTexStorage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4); EXPECT_GL_NO_ERROR(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawQuad(mTextureProgram, "position", 0.5f, 1.0f, true); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::black); glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 8, kGreen.data()); EXPECT_GL_NO_ERROR(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawQuad(mTextureProgram, "position", 0.5f, 1.0f, true); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green); } ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(DXT1CompressedTextureTest); GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(DXT1CompressedTextureTestES3); ANGLE_INSTANTIATE_TEST_ES3_AND(DXT1CompressedTextureTestES3, ES3_VULKAN().enable(angle::Feature::ForceRobustResourceInit)); ANGLE_INSTANTIATE_TEST_ES3(DXT1CompressedTextureTestWebGL2);