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
9*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
10*8975f5c5SAndroid Build Coastguard Worker
11*8975f5c5SAndroid Build Coastguard Worker class FramebufferRenderMipmapTest : public ANGLETest<>
12*8975f5c5SAndroid Build Coastguard Worker {
13*8975f5c5SAndroid Build Coastguard Worker protected:
FramebufferRenderMipmapTest()14*8975f5c5SAndroid Build Coastguard Worker FramebufferRenderMipmapTest()
15*8975f5c5SAndroid Build Coastguard Worker {
16*8975f5c5SAndroid Build Coastguard Worker setWindowWidth(256);
17*8975f5c5SAndroid Build Coastguard Worker setWindowHeight(256);
18*8975f5c5SAndroid Build Coastguard Worker setConfigRedBits(8);
19*8975f5c5SAndroid Build Coastguard Worker setConfigGreenBits(8);
20*8975f5c5SAndroid Build Coastguard Worker setConfigBlueBits(8);
21*8975f5c5SAndroid Build Coastguard Worker setConfigAlphaBits(8);
22*8975f5c5SAndroid Build Coastguard Worker }
23*8975f5c5SAndroid Build Coastguard Worker
testSetUp()24*8975f5c5SAndroid Build Coastguard Worker void testSetUp() override
25*8975f5c5SAndroid Build Coastguard Worker {
26*8975f5c5SAndroid Build Coastguard Worker mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
27*8975f5c5SAndroid Build Coastguard Worker if (mProgram == 0)
28*8975f5c5SAndroid Build Coastguard Worker {
29*8975f5c5SAndroid Build Coastguard Worker FAIL() << "shader compilation failed.";
30*8975f5c5SAndroid Build Coastguard Worker }
31*8975f5c5SAndroid Build Coastguard Worker
32*8975f5c5SAndroid Build Coastguard Worker mColorLocation = glGetUniformLocation(mProgram, essl1_shaders::ColorUniform());
33*8975f5c5SAndroid Build Coastguard Worker
34*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
35*8975f5c5SAndroid Build Coastguard Worker
36*8975f5c5SAndroid Build Coastguard Worker glClearColor(0, 0, 0, 0);
37*8975f5c5SAndroid Build Coastguard Worker glClearDepthf(0.0);
38*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
39*8975f5c5SAndroid Build Coastguard Worker
40*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_BLEND);
41*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_DEPTH_TEST);
42*8975f5c5SAndroid Build Coastguard Worker
43*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
44*8975f5c5SAndroid Build Coastguard Worker }
45*8975f5c5SAndroid Build Coastguard Worker
testTearDown()46*8975f5c5SAndroid Build Coastguard Worker void testTearDown() override { glDeleteProgram(mProgram); }
47*8975f5c5SAndroid Build Coastguard Worker
48*8975f5c5SAndroid Build Coastguard Worker GLuint mProgram;
49*8975f5c5SAndroid Build Coastguard Worker GLint mColorLocation;
50*8975f5c5SAndroid Build Coastguard Worker };
51*8975f5c5SAndroid Build Coastguard Worker
52*8975f5c5SAndroid Build Coastguard Worker // Validate that if we are in ES3 or GL_OES_fbo_render_mipmap exists, there are no validation errors
53*8975f5c5SAndroid Build Coastguard Worker // when using a non-zero level in glFramebufferTexture2D.
TEST_P(FramebufferRenderMipmapTest,Validation)54*8975f5c5SAndroid Build Coastguard Worker TEST_P(FramebufferRenderMipmapTest, Validation)
55*8975f5c5SAndroid Build Coastguard Worker {
56*8975f5c5SAndroid Build Coastguard Worker bool renderToMipmapSupported =
57*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_OES_fbo_render_mipmap") || getClientMajorVersion() > 2;
58*8975f5c5SAndroid Build Coastguard Worker
59*8975f5c5SAndroid Build Coastguard Worker GLuint tex = 0;
60*8975f5c5SAndroid Build Coastguard Worker glGenTextures(1, &tex);
61*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, tex);
62*8975f5c5SAndroid Build Coastguard Worker
63*8975f5c5SAndroid Build Coastguard Worker const GLint levels = 5;
64*8975f5c5SAndroid Build Coastguard Worker for (GLint i = 0; i < levels; i++)
65*8975f5c5SAndroid Build Coastguard Worker {
66*8975f5c5SAndroid Build Coastguard Worker GLsizei size = 1 << ((levels - 1) - i);
67*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
68*8975f5c5SAndroid Build Coastguard Worker }
69*8975f5c5SAndroid Build Coastguard Worker
70*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
71*8975f5c5SAndroid Build Coastguard Worker
72*8975f5c5SAndroid Build Coastguard Worker GLuint fbo = 0;
73*8975f5c5SAndroid Build Coastguard Worker glGenFramebuffers(1, &fbo);
74*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
75*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
76*8975f5c5SAndroid Build Coastguard Worker
77*8975f5c5SAndroid Build Coastguard Worker for (GLint i = 0; i < levels; i++)
78*8975f5c5SAndroid Build Coastguard Worker {
79*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, i);
80*8975f5c5SAndroid Build Coastguard Worker
81*8975f5c5SAndroid Build Coastguard Worker if (i > 0 && !renderToMipmapSupported)
82*8975f5c5SAndroid Build Coastguard Worker {
83*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_VALUE);
84*8975f5c5SAndroid Build Coastguard Worker }
85*8975f5c5SAndroid Build Coastguard Worker else
86*8975f5c5SAndroid Build Coastguard Worker {
87*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
88*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
89*8975f5c5SAndroid Build Coastguard Worker }
90*8975f5c5SAndroid Build Coastguard Worker }
91*8975f5c5SAndroid Build Coastguard Worker
92*8975f5c5SAndroid Build Coastguard Worker glDeleteFramebuffers(1, &fbo);
93*8975f5c5SAndroid Build Coastguard Worker glDeleteTextures(1, &tex);
94*8975f5c5SAndroid Build Coastguard Worker }
95*8975f5c5SAndroid Build Coastguard Worker
96*8975f5c5SAndroid Build Coastguard Worker // Render to various levels of a texture and check that they have the correct color data via
97*8975f5c5SAndroid Build Coastguard Worker // ReadPixels
TEST_P(FramebufferRenderMipmapTest,RenderToMipmap)98*8975f5c5SAndroid Build Coastguard Worker TEST_P(FramebufferRenderMipmapTest, RenderToMipmap)
99*8975f5c5SAndroid Build Coastguard Worker {
100*8975f5c5SAndroid Build Coastguard Worker bool renderToMipmapSupported =
101*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_OES_fbo_render_mipmap") || getClientMajorVersion() > 2;
102*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!renderToMipmapSupported);
103*8975f5c5SAndroid Build Coastguard Worker
104*8975f5c5SAndroid Build Coastguard Worker const GLfloat levelColors[] = {
105*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,
106*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,
107*8975f5c5SAndroid Build Coastguard Worker };
108*8975f5c5SAndroid Build Coastguard Worker const GLint testLevels = static_cast<GLint>(ArraySize(levelColors) / 4);
109*8975f5c5SAndroid Build Coastguard Worker
110*8975f5c5SAndroid Build Coastguard Worker GLuint tex = 0;
111*8975f5c5SAndroid Build Coastguard Worker glGenTextures(1, &tex);
112*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, tex);
113*8975f5c5SAndroid Build Coastguard Worker
114*8975f5c5SAndroid Build Coastguard Worker for (GLint i = 0; i < testLevels; i++)
115*8975f5c5SAndroid Build Coastguard Worker {
116*8975f5c5SAndroid Build Coastguard Worker GLsizei size = 1 << ((testLevels - 1) - i);
117*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
118*8975f5c5SAndroid Build Coastguard Worker }
119*8975f5c5SAndroid Build Coastguard Worker
120*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
121*8975f5c5SAndroid Build Coastguard Worker
122*8975f5c5SAndroid Build Coastguard Worker GLuint fbo = 0;
123*8975f5c5SAndroid Build Coastguard Worker glGenFramebuffers(1, &fbo);
124*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
125*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
126*8975f5c5SAndroid Build Coastguard Worker
127*8975f5c5SAndroid Build Coastguard Worker // Render to the levels of the texture with different colors
128*8975f5c5SAndroid Build Coastguard Worker for (GLint i = 0; i < testLevels; i++)
129*8975f5c5SAndroid Build Coastguard Worker {
130*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, i);
131*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
132*8975f5c5SAndroid Build Coastguard Worker
133*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
134*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(mColorLocation, 1, levelColors + (i * 4));
135*8975f5c5SAndroid Build Coastguard Worker
136*8975f5c5SAndroid Build Coastguard Worker drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
137*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
138*8975f5c5SAndroid Build Coastguard Worker }
139*8975f5c5SAndroid Build Coastguard Worker
140*8975f5c5SAndroid Build Coastguard Worker // Test that the levels of the texture are correct
141*8975f5c5SAndroid Build Coastguard Worker for (GLint i = 0; i < testLevels; i++)
142*8975f5c5SAndroid Build Coastguard Worker {
143*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, i);
144*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
145*8975f5c5SAndroid Build Coastguard Worker
146*8975f5c5SAndroid Build Coastguard Worker const GLfloat *color = levelColors + (i * 4);
147*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_EQ(0, 0, color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255);
148*8975f5c5SAndroid Build Coastguard Worker }
149*8975f5c5SAndroid Build Coastguard Worker
150*8975f5c5SAndroid Build Coastguard Worker glDeleteFramebuffers(1, &fbo);
151*8975f5c5SAndroid Build Coastguard Worker glDeleteTextures(1, &tex);
152*8975f5c5SAndroid Build Coastguard Worker
153*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
154*8975f5c5SAndroid Build Coastguard Worker }
155*8975f5c5SAndroid Build Coastguard Worker
156*8975f5c5SAndroid Build Coastguard Worker // Use this to select which configurations (e.g. which renderer, which GLES major version) these
157*8975f5c5SAndroid Build Coastguard Worker // tests should be run against.
158*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(FramebufferRenderMipmapTest);
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