1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2015 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker
7*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/ANGLETest.h"
8*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/gl_raii.h"
9*8975f5c5SAndroid Build Coastguard Worker
10*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
11*8975f5c5SAndroid Build Coastguard Worker
12*8975f5c5SAndroid Build Coastguard Worker class CubeMapTextureTest : public ANGLETest<>
13*8975f5c5SAndroid Build Coastguard Worker {
14*8975f5c5SAndroid Build Coastguard Worker protected:
CubeMapTextureTest()15*8975f5c5SAndroid Build Coastguard Worker CubeMapTextureTest()
16*8975f5c5SAndroid Build Coastguard Worker {
17*8975f5c5SAndroid Build Coastguard Worker setWindowWidth(256);
18*8975f5c5SAndroid Build Coastguard Worker setWindowHeight(256);
19*8975f5c5SAndroid Build Coastguard Worker setConfigRedBits(8);
20*8975f5c5SAndroid Build Coastguard Worker setConfigGreenBits(8);
21*8975f5c5SAndroid Build Coastguard Worker setConfigBlueBits(8);
22*8975f5c5SAndroid Build Coastguard Worker setConfigAlphaBits(8);
23*8975f5c5SAndroid Build Coastguard Worker }
24*8975f5c5SAndroid Build Coastguard Worker
testSetUp()25*8975f5c5SAndroid Build Coastguard Worker void testSetUp() override
26*8975f5c5SAndroid Build Coastguard Worker {
27*8975f5c5SAndroid Build Coastguard Worker mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
28*8975f5c5SAndroid Build Coastguard Worker if (mProgram == 0)
29*8975f5c5SAndroid Build Coastguard Worker {
30*8975f5c5SAndroid Build Coastguard Worker FAIL() << "shader compilation failed.";
31*8975f5c5SAndroid Build Coastguard Worker }
32*8975f5c5SAndroid Build Coastguard Worker
33*8975f5c5SAndroid Build Coastguard Worker mColorLocation = glGetUniformLocation(mProgram, essl1_shaders::ColorUniform());
34*8975f5c5SAndroid Build Coastguard Worker
35*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
36*8975f5c5SAndroid Build Coastguard Worker
37*8975f5c5SAndroid Build Coastguard Worker glClearColor(0, 0, 0, 0);
38*8975f5c5SAndroid Build Coastguard Worker glClearDepthf(0.0);
39*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
40*8975f5c5SAndroid Build Coastguard Worker
41*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_BLEND);
42*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_DEPTH_TEST);
43*8975f5c5SAndroid Build Coastguard Worker
44*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
45*8975f5c5SAndroid Build Coastguard Worker }
46*8975f5c5SAndroid Build Coastguard Worker
testTearDown()47*8975f5c5SAndroid Build Coastguard Worker void testTearDown() override { glDeleteProgram(mProgram); }
48*8975f5c5SAndroid Build Coastguard Worker
49*8975f5c5SAndroid Build Coastguard Worker void runSampleCoordinateTransformTest(const char *shader, const bool useES3);
50*8975f5c5SAndroid Build Coastguard Worker
51*8975f5c5SAndroid Build Coastguard Worker GLuint mProgram;
52*8975f5c5SAndroid Build Coastguard Worker GLint mColorLocation;
53*8975f5c5SAndroid Build Coastguard Worker };
54*8975f5c5SAndroid Build Coastguard Worker
55*8975f5c5SAndroid Build Coastguard Worker // Verify that rendering to the faces of a cube map consecutively will correctly render to each
56*8975f5c5SAndroid Build Coastguard Worker // face.
TEST_P(CubeMapTextureTest,RenderToFacesConsecutively)57*8975f5c5SAndroid Build Coastguard Worker TEST_P(CubeMapTextureTest, RenderToFacesConsecutively)
58*8975f5c5SAndroid Build Coastguard Worker {
59*8975f5c5SAndroid Build Coastguard Worker // TODO: Diagnose and fix. http://anglebug.com/42261648
60*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel() && IsWindows());
61*8975f5c5SAndroid Build Coastguard Worker
62*8975f5c5SAndroid Build Coastguard Worker // http://anglebug.com/42261821
63*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel() && IsFuchsia());
64*8975f5c5SAndroid Build Coastguard Worker
65*8975f5c5SAndroid Build Coastguard Worker const GLfloat faceColors[] = {
66*8975f5c5SAndroid Build Coastguard Worker 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
67*8975f5c5SAndroid Build Coastguard Worker 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
68*8975f5c5SAndroid Build Coastguard Worker };
69*8975f5c5SAndroid Build Coastguard Worker
70*8975f5c5SAndroid Build Coastguard Worker GLuint tex = 0;
71*8975f5c5SAndroid Build Coastguard Worker glGenTextures(1, &tex);
72*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
73*8975f5c5SAndroid Build Coastguard Worker for (GLenum face = 0; face < 6; face++)
74*8975f5c5SAndroid Build Coastguard Worker {
75*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, 1, 1, 0, GL_RGBA,
76*8975f5c5SAndroid Build Coastguard Worker GL_UNSIGNED_BYTE, nullptr);
77*8975f5c5SAndroid Build Coastguard Worker }
78*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
79*8975f5c5SAndroid Build Coastguard Worker
80*8975f5c5SAndroid Build Coastguard Worker GLuint fbo = 0;
81*8975f5c5SAndroid Build Coastguard Worker glGenFramebuffers(1, &fbo);
82*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
83*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
84*8975f5c5SAndroid Build Coastguard Worker
85*8975f5c5SAndroid Build Coastguard Worker for (GLenum face = 0; face < 6; face++)
86*8975f5c5SAndroid Build Coastguard Worker {
87*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
88*8975f5c5SAndroid Build Coastguard Worker GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, tex, 0);
89*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
90*8975f5c5SAndroid Build Coastguard Worker
91*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
92*8975f5c5SAndroid Build Coastguard Worker
93*8975f5c5SAndroid Build Coastguard Worker const GLfloat *faceColor = faceColors + (face * 4);
94*8975f5c5SAndroid Build Coastguard Worker glUniform4f(mColorLocation, faceColor[0], faceColor[1], faceColor[2], faceColor[3]);
95*8975f5c5SAndroid Build Coastguard Worker
96*8975f5c5SAndroid Build Coastguard Worker drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
97*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
98*8975f5c5SAndroid Build Coastguard Worker }
99*8975f5c5SAndroid Build Coastguard Worker
100*8975f5c5SAndroid Build Coastguard Worker for (GLenum face = 0; face < 6; face++)
101*8975f5c5SAndroid Build Coastguard Worker {
102*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
103*8975f5c5SAndroid Build Coastguard Worker GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, tex, 0);
104*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
105*8975f5c5SAndroid Build Coastguard Worker
106*8975f5c5SAndroid Build Coastguard Worker const GLfloat *faceColor = faceColors + (face * 4);
107*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_EQ(0, 0, faceColor[0] * 255, faceColor[1] * 255, faceColor[2] * 255,
108*8975f5c5SAndroid Build Coastguard Worker faceColor[3] * 255);
109*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
110*8975f5c5SAndroid Build Coastguard Worker }
111*8975f5c5SAndroid Build Coastguard Worker
112*8975f5c5SAndroid Build Coastguard Worker glDeleteFramebuffers(1, &fbo);
113*8975f5c5SAndroid Build Coastguard Worker glDeleteTextures(1, &tex);
114*8975f5c5SAndroid Build Coastguard Worker
115*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
116*8975f5c5SAndroid Build Coastguard Worker }
117*8975f5c5SAndroid Build Coastguard Worker
runSampleCoordinateTransformTest(const char * shader,const bool useES3)118*8975f5c5SAndroid Build Coastguard Worker void CubeMapTextureTest::runSampleCoordinateTransformTest(const char *shader, const bool useES3)
119*8975f5c5SAndroid Build Coastguard Worker {
120*8975f5c5SAndroid Build Coastguard Worker // Fails to compile the shader. anglebug.com/42262420
121*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsWindows());
122*8975f5c5SAndroid Build Coastguard Worker
123*8975f5c5SAndroid Build Coastguard Worker constexpr GLsizei kCubeFaceCount = 6;
124*8975f5c5SAndroid Build Coastguard Worker constexpr GLsizei kCubeFaceSectionCount = 4;
125*8975f5c5SAndroid Build Coastguard Worker constexpr GLsizei kCubeFaceSectionCountSqrt = 2;
126*8975f5c5SAndroid Build Coastguard Worker
127*8975f5c5SAndroid Build Coastguard Worker constexpr GLColor faceColors[kCubeFaceCount][kCubeFaceSectionCount] = {
128*8975f5c5SAndroid Build Coastguard Worker {GLColor(255, 0, 0, 255), GLColor(191, 0, 0, 255), GLColor(127, 0, 0, 255),
129*8975f5c5SAndroid Build Coastguard Worker GLColor(63, 0, 0, 255)},
130*8975f5c5SAndroid Build Coastguard Worker {GLColor(0, 255, 0, 255), GLColor(0, 191, 0, 255), GLColor(0, 127, 0, 255),
131*8975f5c5SAndroid Build Coastguard Worker GLColor(0, 63, 0, 255)},
132*8975f5c5SAndroid Build Coastguard Worker {GLColor(0, 0, 255, 255), GLColor(0, 0, 191, 255), GLColor(0, 0, 127, 255),
133*8975f5c5SAndroid Build Coastguard Worker GLColor(0, 0, 63, 255)},
134*8975f5c5SAndroid Build Coastguard Worker {GLColor(255, 63, 0, 255), GLColor(191, 127, 0, 255), GLColor(127, 191, 0, 255),
135*8975f5c5SAndroid Build Coastguard Worker GLColor(63, 255, 0, 255)},
136*8975f5c5SAndroid Build Coastguard Worker {GLColor(0, 255, 63, 255), GLColor(0, 191, 127, 255), GLColor(0, 127, 191, 255),
137*8975f5c5SAndroid Build Coastguard Worker GLColor(0, 63, 255, 255)},
138*8975f5c5SAndroid Build Coastguard Worker {GLColor(63, 0, 255, 255), GLColor(127, 0, 191, 255), GLColor(191, 0, 127, 255),
139*8975f5c5SAndroid Build Coastguard Worker GLColor(255, 0, 63, 255)},
140*8975f5c5SAndroid Build Coastguard Worker };
141*8975f5c5SAndroid Build Coastguard Worker
142*8975f5c5SAndroid Build Coastguard Worker constexpr GLsizei kTextureSize = 32;
143*8975f5c5SAndroid Build Coastguard Worker
144*8975f5c5SAndroid Build Coastguard Worker GLTexture tex;
145*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
146*8975f5c5SAndroid Build Coastguard Worker for (GLenum face = 0; face < kCubeFaceCount; face++)
147*8975f5c5SAndroid Build Coastguard Worker {
148*8975f5c5SAndroid Build Coastguard Worker std::vector<GLColor> faceData(kTextureSize * kTextureSize);
149*8975f5c5SAndroid Build Coastguard Worker
150*8975f5c5SAndroid Build Coastguard Worker // Create the face with four sections, each with a solid color from |faceColors|.
151*8975f5c5SAndroid Build Coastguard Worker for (size_t row = 0; row < kTextureSize / kCubeFaceSectionCountSqrt; ++row)
152*8975f5c5SAndroid Build Coastguard Worker {
153*8975f5c5SAndroid Build Coastguard Worker for (size_t col = 0; col < kTextureSize / kCubeFaceSectionCountSqrt; ++col)
154*8975f5c5SAndroid Build Coastguard Worker {
155*8975f5c5SAndroid Build Coastguard Worker for (size_t srow = 0; srow < kCubeFaceSectionCountSqrt; ++srow)
156*8975f5c5SAndroid Build Coastguard Worker {
157*8975f5c5SAndroid Build Coastguard Worker for (size_t scol = 0; scol < kCubeFaceSectionCountSqrt; ++scol)
158*8975f5c5SAndroid Build Coastguard Worker {
159*8975f5c5SAndroid Build Coastguard Worker size_t r = row + srow * kTextureSize / kCubeFaceSectionCountSqrt;
160*8975f5c5SAndroid Build Coastguard Worker size_t c = col + scol * kTextureSize / kCubeFaceSectionCountSqrt;
161*8975f5c5SAndroid Build Coastguard Worker size_t s = srow * kCubeFaceSectionCountSqrt + scol;
162*8975f5c5SAndroid Build Coastguard Worker faceData[r * kTextureSize + c] = faceColors[face][s];
163*8975f5c5SAndroid Build Coastguard Worker }
164*8975f5c5SAndroid Build Coastguard Worker }
165*8975f5c5SAndroid Build Coastguard Worker }
166*8975f5c5SAndroid Build Coastguard Worker }
167*8975f5c5SAndroid Build Coastguard Worker
168*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, kTextureSize, kTextureSize,
169*8975f5c5SAndroid Build Coastguard Worker 0, GL_RGBA, GL_UNSIGNED_BYTE, faceData.data());
170*8975f5c5SAndroid Build Coastguard Worker }
171*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
172*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
173*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
174*8975f5c5SAndroid Build Coastguard Worker
175*8975f5c5SAndroid Build Coastguard Worker GLTexture fboTex;
176*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, fboTex);
177*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kCubeFaceCount, kCubeFaceSectionCount, 0, GL_RGBA,
178*8975f5c5SAndroid Build Coastguard Worker GL_UNSIGNED_BYTE, nullptr);
179*8975f5c5SAndroid Build Coastguard Worker
180*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo;
181*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
182*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTex, 0);
183*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
184*8975f5c5SAndroid Build Coastguard Worker
185*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, useES3 ? essl3_shaders::vs::Simple() : essl1_shaders::vs::Simple(),
186*8975f5c5SAndroid Build Coastguard Worker shader);
187*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
188*8975f5c5SAndroid Build Coastguard Worker
189*8975f5c5SAndroid Build Coastguard Worker GLint texCubeLocation = glGetUniformLocation(program, "texCube");
190*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, texCubeLocation);
191*8975f5c5SAndroid Build Coastguard Worker glUniform1i(texCubeLocation, 0);
192*8975f5c5SAndroid Build Coastguard Worker
193*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, useES3 ? essl3_shaders::PositionAttrib() : essl1_shaders::PositionAttrib(),
194*8975f5c5SAndroid Build Coastguard Worker 0.5f);
195*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
196*8975f5c5SAndroid Build Coastguard Worker
197*8975f5c5SAndroid Build Coastguard Worker for (GLenum face = 0; face < kCubeFaceCount; face++)
198*8975f5c5SAndroid Build Coastguard Worker {
199*8975f5c5SAndroid Build Coastguard Worker // The following table defines the translation from textureCube coordinates to coordinates
200*8975f5c5SAndroid Build Coastguard Worker // in each face. The framebuffer has width 6 and height 4. Every column corresponding to
201*8975f5c5SAndroid Build Coastguard Worker // an x value represents one cube face. The values in rows are samples from the four
202*8975f5c5SAndroid Build Coastguard Worker // sections of the face.
203*8975f5c5SAndroid Build Coastguard Worker //
204*8975f5c5SAndroid Build Coastguard Worker // Major Axis Direction Target sc tc ma
205*8975f5c5SAndroid Build Coastguard Worker // +rx TEXTURE_CUBE_MAP_POSITIVE_X −rz −ry rx
206*8975f5c5SAndroid Build Coastguard Worker // −rx TEXTURE_CUBE_MAP_NEGATIVE_X rz −ry rx
207*8975f5c5SAndroid Build Coastguard Worker // +ry TEXTURE_CUBE_MAP_POSITIVE_Y rx rz ry
208*8975f5c5SAndroid Build Coastguard Worker // −ry TEXTURE_CUBE_MAP_NEGATIVE_Y rx −rz ry
209*8975f5c5SAndroid Build Coastguard Worker // +rz TEXTURE_CUBE_MAP_POSITIVE_Z rx −ry rz
210*8975f5c5SAndroid Build Coastguard Worker // −rz TEXTURE_CUBE_MAP_NEGATIVE_Z −rx −ry rz
211*8975f5c5SAndroid Build Coastguard Worker //
212*8975f5c5SAndroid Build Coastguard Worker // This table is used only to determine the direction of growth for s and t. The shader
213*8975f5c5SAndroid Build Coastguard Worker // always generates (row,col) coordinates (0, 0), (0, 1), (1, 0), (1, 1) which is the order
214*8975f5c5SAndroid Build Coastguard Worker // the data is uploaded to the faces, but based on the table above, the sample order would
215*8975f5c5SAndroid Build Coastguard Worker // be different.
216*8975f5c5SAndroid Build Coastguard Worker constexpr size_t faceSampledSections[kCubeFaceCount][kCubeFaceSectionCount] = {
217*8975f5c5SAndroid Build Coastguard Worker {3, 2, 1, 0}, {2, 3, 0, 1}, {0, 1, 2, 3}, {2, 3, 0, 1}, {2, 3, 0, 1}, {3, 2, 1, 0},
218*8975f5c5SAndroid Build Coastguard Worker };
219*8975f5c5SAndroid Build Coastguard Worker
220*8975f5c5SAndroid Build Coastguard Worker for (size_t section = 0; section < kCubeFaceSectionCount; ++section)
221*8975f5c5SAndroid Build Coastguard Worker {
222*8975f5c5SAndroid Build Coastguard Worker const GLColor sectionColor = faceColors[face][faceSampledSections[face][section]];
223*8975f5c5SAndroid Build Coastguard Worker
224*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(face, section, sectionColor)
225*8975f5c5SAndroid Build Coastguard Worker << "face " << face << ", section " << section;
226*8975f5c5SAndroid Build Coastguard Worker }
227*8975f5c5SAndroid Build Coastguard Worker }
228*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
229*8975f5c5SAndroid Build Coastguard Worker }
230*8975f5c5SAndroid Build Coastguard Worker
231*8975f5c5SAndroid Build Coastguard Worker // Verify that cube map sampling follows the rules that map cubemap coordinates to coordinates
232*8975f5c5SAndroid Build Coastguard Worker // within each face. See section 3.7.5 of GLES2.0 (Cube Map Texture Selection).
TEST_P(CubeMapTextureTest,SampleCoordinateTransform)233*8975f5c5SAndroid Build Coastguard Worker TEST_P(CubeMapTextureTest, SampleCoordinateTransform)
234*8975f5c5SAndroid Build Coastguard Worker {
235*8975f5c5SAndroid Build Coastguard Worker // http://anglebug.com/40096654
236*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D9());
237*8975f5c5SAndroid Build Coastguard Worker // Create a program that samples from 6x4 directions of the cubemap, draw and verify that the
238*8975f5c5SAndroid Build Coastguard Worker // colors match the right color from |faceColors|.
239*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(precision mediump float;
240*8975f5c5SAndroid Build Coastguard Worker
241*8975f5c5SAndroid Build Coastguard Worker uniform samplerCube texCube;
242*8975f5c5SAndroid Build Coastguard Worker
243*8975f5c5SAndroid Build Coastguard Worker const mat4 coordInSection = mat4(
244*8975f5c5SAndroid Build Coastguard Worker vec4(-0.5, -0.5, 0, 0),
245*8975f5c5SAndroid Build Coastguard Worker vec4( 0.5, -0.5, 0, 0),
246*8975f5c5SAndroid Build Coastguard Worker vec4(-0.5, 0.5, 0, 0),
247*8975f5c5SAndroid Build Coastguard Worker vec4( 0.5, 0.5, 0, 0)
248*8975f5c5SAndroid Build Coastguard Worker );
249*8975f5c5SAndroid Build Coastguard Worker
250*8975f5c5SAndroid Build Coastguard Worker void main()
251*8975f5c5SAndroid Build Coastguard Worker {
252*8975f5c5SAndroid Build Coastguard Worker vec3 coord;
253*8975f5c5SAndroid Build Coastguard Worker if (gl_FragCoord.x < 2.0)
254*8975f5c5SAndroid Build Coastguard Worker {
255*8975f5c5SAndroid Build Coastguard Worker coord.x = gl_FragCoord.x < 1.0 ? 1.0 : -1.0;
256*8975f5c5SAndroid Build Coastguard Worker coord.zy = coordInSection[int(gl_FragCoord.y)].xy;
257*8975f5c5SAndroid Build Coastguard Worker }
258*8975f5c5SAndroid Build Coastguard Worker else if (gl_FragCoord.x < 4.0)
259*8975f5c5SAndroid Build Coastguard Worker {
260*8975f5c5SAndroid Build Coastguard Worker coord.y = gl_FragCoord.x < 3.0 ? 1.0 : -1.0;
261*8975f5c5SAndroid Build Coastguard Worker coord.xz = coordInSection[int(gl_FragCoord.y)].xy;
262*8975f5c5SAndroid Build Coastguard Worker }
263*8975f5c5SAndroid Build Coastguard Worker else
264*8975f5c5SAndroid Build Coastguard Worker {
265*8975f5c5SAndroid Build Coastguard Worker coord.z = gl_FragCoord.x < 5.0 ? 1.0 : -1.0;
266*8975f5c5SAndroid Build Coastguard Worker coord.xy = coordInSection[int(gl_FragCoord.y)].xy;
267*8975f5c5SAndroid Build Coastguard Worker }
268*8975f5c5SAndroid Build Coastguard Worker
269*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = textureCube(texCube, coord);
270*8975f5c5SAndroid Build Coastguard Worker })";
271*8975f5c5SAndroid Build Coastguard Worker
272*8975f5c5SAndroid Build Coastguard Worker runSampleCoordinateTransformTest(kFS, false);
273*8975f5c5SAndroid Build Coastguard Worker }
274*8975f5c5SAndroid Build Coastguard Worker
275*8975f5c5SAndroid Build Coastguard Worker // On Android Vulkan, unequal x and y derivatives cause this test to fail.
TEST_P(CubeMapTextureTest,SampleCoordinateTransformGrad)276*8975f5c5SAndroid Build Coastguard Worker TEST_P(CubeMapTextureTest, SampleCoordinateTransformGrad)
277*8975f5c5SAndroid Build Coastguard Worker {
278*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_shader_texture_lod"));
279*8975f5c5SAndroid Build Coastguard Worker
280*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(#extension GL_EXT_shader_texture_lod : require
281*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
282*8975f5c5SAndroid Build Coastguard Worker
283*8975f5c5SAndroid Build Coastguard Worker uniform samplerCube texCube;
284*8975f5c5SAndroid Build Coastguard Worker
285*8975f5c5SAndroid Build Coastguard Worker const mat4 coordInSection = mat4(
286*8975f5c5SAndroid Build Coastguard Worker vec4(-0.5, -0.5, 0, 0),
287*8975f5c5SAndroid Build Coastguard Worker vec4( 0.5, -0.5, 0, 0),
288*8975f5c5SAndroid Build Coastguard Worker vec4(-0.5, 0.5, 0, 0),
289*8975f5c5SAndroid Build Coastguard Worker vec4( 0.5, 0.5, 0, 0)
290*8975f5c5SAndroid Build Coastguard Worker );
291*8975f5c5SAndroid Build Coastguard Worker
292*8975f5c5SAndroid Build Coastguard Worker void main()
293*8975f5c5SAndroid Build Coastguard Worker {
294*8975f5c5SAndroid Build Coastguard Worker vec3 coord;
295*8975f5c5SAndroid Build Coastguard Worker if (gl_FragCoord.x < 2.0)
296*8975f5c5SAndroid Build Coastguard Worker {
297*8975f5c5SAndroid Build Coastguard Worker coord.x = gl_FragCoord.x < 1.0 ? 1.0 : -1.0;
298*8975f5c5SAndroid Build Coastguard Worker coord.zy = coordInSection[int(gl_FragCoord.y)].xy;
299*8975f5c5SAndroid Build Coastguard Worker }
300*8975f5c5SAndroid Build Coastguard Worker else if (gl_FragCoord.x < 4.0)
301*8975f5c5SAndroid Build Coastguard Worker {
302*8975f5c5SAndroid Build Coastguard Worker coord.y = gl_FragCoord.x < 3.0 ? 1.0 : -1.0;
303*8975f5c5SAndroid Build Coastguard Worker coord.xz = coordInSection[int(gl_FragCoord.y)].xy;
304*8975f5c5SAndroid Build Coastguard Worker }
305*8975f5c5SAndroid Build Coastguard Worker else
306*8975f5c5SAndroid Build Coastguard Worker {
307*8975f5c5SAndroid Build Coastguard Worker coord.z = gl_FragCoord.x < 5.0 ? 1.0 : -1.0;
308*8975f5c5SAndroid Build Coastguard Worker coord.xy = coordInSection[int(gl_FragCoord.y)].xy;
309*8975f5c5SAndroid Build Coastguard Worker }
310*8975f5c5SAndroid Build Coastguard Worker
311*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = textureCubeGradEXT(texCube, coord,
312*8975f5c5SAndroid Build Coastguard Worker vec3(10.0, 10.0, 0.0), vec3(0.0, 10.0, 10.0));
313*8975f5c5SAndroid Build Coastguard Worker })";
314*8975f5c5SAndroid Build Coastguard Worker
315*8975f5c5SAndroid Build Coastguard Worker runSampleCoordinateTransformTest(kFS, false);
316*8975f5c5SAndroid Build Coastguard Worker }
317*8975f5c5SAndroid Build Coastguard Worker
318*8975f5c5SAndroid Build Coastguard Worker // Same as the previous but uses the ES 3.0 explicit gradient function.
TEST_P(CubeMapTextureTest,SampleCoordinateTransformGrad_ES3)319*8975f5c5SAndroid Build Coastguard Worker TEST_P(CubeMapTextureTest, SampleCoordinateTransformGrad_ES3)
320*8975f5c5SAndroid Build Coastguard Worker {
321*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
322*8975f5c5SAndroid Build Coastguard Worker
323*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(#version 300 es
324*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
325*8975f5c5SAndroid Build Coastguard Worker
326*8975f5c5SAndroid Build Coastguard Worker uniform samplerCube texCube;
327*8975f5c5SAndroid Build Coastguard Worker out vec4 my_FragColor;
328*8975f5c5SAndroid Build Coastguard Worker
329*8975f5c5SAndroid Build Coastguard Worker const mat4 coordInSection = mat4(
330*8975f5c5SAndroid Build Coastguard Worker vec4(-0.5, -0.5, 0, 0),
331*8975f5c5SAndroid Build Coastguard Worker vec4( 0.5, -0.5, 0, 0),
332*8975f5c5SAndroid Build Coastguard Worker vec4(-0.5, 0.5, 0, 0),
333*8975f5c5SAndroid Build Coastguard Worker vec4( 0.5, 0.5, 0, 0)
334*8975f5c5SAndroid Build Coastguard Worker );
335*8975f5c5SAndroid Build Coastguard Worker
336*8975f5c5SAndroid Build Coastguard Worker void main()
337*8975f5c5SAndroid Build Coastguard Worker {
338*8975f5c5SAndroid Build Coastguard Worker vec3 coord;
339*8975f5c5SAndroid Build Coastguard Worker if (gl_FragCoord.x < 2.0)
340*8975f5c5SAndroid Build Coastguard Worker {
341*8975f5c5SAndroid Build Coastguard Worker coord.x = gl_FragCoord.x < 1.0 ? 1.0 : -1.0;
342*8975f5c5SAndroid Build Coastguard Worker coord.zy = coordInSection[int(gl_FragCoord.y)].xy;
343*8975f5c5SAndroid Build Coastguard Worker }
344*8975f5c5SAndroid Build Coastguard Worker else if (gl_FragCoord.x < 4.0)
345*8975f5c5SAndroid Build Coastguard Worker {
346*8975f5c5SAndroid Build Coastguard Worker coord.y = gl_FragCoord.x < 3.0 ? 1.0 : -1.0;
347*8975f5c5SAndroid Build Coastguard Worker coord.xz = coordInSection[int(gl_FragCoord.y)].xy;
348*8975f5c5SAndroid Build Coastguard Worker }
349*8975f5c5SAndroid Build Coastguard Worker else
350*8975f5c5SAndroid Build Coastguard Worker {
351*8975f5c5SAndroid Build Coastguard Worker coord.z = gl_FragCoord.x < 5.0 ? 1.0 : -1.0;
352*8975f5c5SAndroid Build Coastguard Worker coord.xy = coordInSection[int(gl_FragCoord.y)].xy;
353*8975f5c5SAndroid Build Coastguard Worker }
354*8975f5c5SAndroid Build Coastguard Worker
355*8975f5c5SAndroid Build Coastguard Worker my_FragColor = textureGrad(texCube, coord,
356*8975f5c5SAndroid Build Coastguard Worker vec3(10.0, 10.0, 0.0), vec3(0.0, 10.0, 10.0));
357*8975f5c5SAndroid Build Coastguard Worker })";
358*8975f5c5SAndroid Build Coastguard Worker
359*8975f5c5SAndroid Build Coastguard Worker runSampleCoordinateTransformTest(kFS, true);
360*8975f5c5SAndroid Build Coastguard Worker }
361*8975f5c5SAndroid Build Coastguard Worker
362*8975f5c5SAndroid Build Coastguard Worker // Use this to select which configurations (e.g. which renderer, which GLES major version) these
363*8975f5c5SAndroid Build Coastguard Worker // tests should be run against.
364*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(CubeMapTextureTest);
365