xref: /aosp_15_r20/external/angle/src/tests/gl_tests/FramebufferRenderMipmapTest.cpp (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1 //
2 // Copyright 2015 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 
7 #include "test_utils/ANGLETest.h"
8 
9 using namespace angle;
10 
11 class FramebufferRenderMipmapTest : public ANGLETest<>
12 {
13   protected:
FramebufferRenderMipmapTest()14     FramebufferRenderMipmapTest()
15     {
16         setWindowWidth(256);
17         setWindowHeight(256);
18         setConfigRedBits(8);
19         setConfigGreenBits(8);
20         setConfigBlueBits(8);
21         setConfigAlphaBits(8);
22     }
23 
testSetUp()24     void testSetUp() override
25     {
26         mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
27         if (mProgram == 0)
28         {
29             FAIL() << "shader compilation failed.";
30         }
31 
32         mColorLocation = glGetUniformLocation(mProgram, essl1_shaders::ColorUniform());
33 
34         glUseProgram(mProgram);
35 
36         glClearColor(0, 0, 0, 0);
37         glClearDepthf(0.0);
38         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
39 
40         glEnable(GL_BLEND);
41         glDisable(GL_DEPTH_TEST);
42 
43         ASSERT_GL_NO_ERROR();
44     }
45 
testTearDown()46     void testTearDown() override { glDeleteProgram(mProgram); }
47 
48     GLuint mProgram;
49     GLint mColorLocation;
50 };
51 
52 // Validate that if we are in ES3 or GL_OES_fbo_render_mipmap exists, there are no validation errors
53 // when using a non-zero level in glFramebufferTexture2D.
TEST_P(FramebufferRenderMipmapTest,Validation)54 TEST_P(FramebufferRenderMipmapTest, Validation)
55 {
56     bool renderToMipmapSupported =
57         IsGLExtensionEnabled("GL_OES_fbo_render_mipmap") || getClientMajorVersion() > 2;
58 
59     GLuint tex = 0;
60     glGenTextures(1, &tex);
61     glBindTexture(GL_TEXTURE_2D, tex);
62 
63     const GLint levels = 5;
64     for (GLint i = 0; i < levels; i++)
65     {
66         GLsizei size = 1 << ((levels - 1) - i);
67         glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
68     }
69 
70     EXPECT_GL_NO_ERROR();
71 
72     GLuint fbo = 0;
73     glGenFramebuffers(1, &fbo);
74     glBindFramebuffer(GL_FRAMEBUFFER, fbo);
75     EXPECT_GL_NO_ERROR();
76 
77     for (GLint i = 0; i < levels; i++)
78     {
79         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, i);
80 
81         if (i > 0 && !renderToMipmapSupported)
82         {
83             EXPECT_GL_ERROR(GL_INVALID_VALUE);
84         }
85         else
86         {
87             EXPECT_GL_NO_ERROR();
88             EXPECT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
89         }
90     }
91 
92     glDeleteFramebuffers(1, &fbo);
93     glDeleteTextures(1, &tex);
94 }
95 
96 // Render to various levels of a texture and check that they have the correct color data via
97 // ReadPixels
TEST_P(FramebufferRenderMipmapTest,RenderToMipmap)98 TEST_P(FramebufferRenderMipmapTest, RenderToMipmap)
99 {
100     bool renderToMipmapSupported =
101         IsGLExtensionEnabled("GL_OES_fbo_render_mipmap") || getClientMajorVersion() > 2;
102     ANGLE_SKIP_TEST_IF(!renderToMipmapSupported);
103 
104     const GLfloat levelColors[] = {
105         1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
106         1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
107     };
108     const GLint testLevels = static_cast<GLint>(ArraySize(levelColors) / 4);
109 
110     GLuint tex = 0;
111     glGenTextures(1, &tex);
112     glBindTexture(GL_TEXTURE_2D, tex);
113 
114     for (GLint i = 0; i < testLevels; i++)
115     {
116         GLsizei size = 1 << ((testLevels - 1) - i);
117         glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
118     }
119 
120     EXPECT_GL_NO_ERROR();
121 
122     GLuint fbo = 0;
123     glGenFramebuffers(1, &fbo);
124     glBindFramebuffer(GL_FRAMEBUFFER, fbo);
125     EXPECT_GL_NO_ERROR();
126 
127     // Render to the levels of the texture with different colors
128     for (GLint i = 0; i < testLevels; i++)
129     {
130         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, i);
131         EXPECT_GL_NO_ERROR();
132 
133         glUseProgram(mProgram);
134         glUniform4fv(mColorLocation, 1, levelColors + (i * 4));
135 
136         drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
137         EXPECT_GL_NO_ERROR();
138     }
139 
140     // Test that the levels of the texture are correct
141     for (GLint i = 0; i < testLevels; i++)
142     {
143         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, i);
144         EXPECT_GL_NO_ERROR();
145 
146         const GLfloat *color = levelColors + (i * 4);
147         EXPECT_PIXEL_EQ(0, 0, color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255);
148     }
149 
150     glDeleteFramebuffers(1, &fbo);
151     glDeleteTextures(1, &tex);
152 
153     EXPECT_GL_NO_ERROR();
154 }
155 
156 // Use this to select which configurations (e.g. which renderer, which GLES major version) these
157 // tests should be run against.
158 ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(FramebufferRenderMipmapTest);
159