xref: /aosp_15_r20/external/angle/src/tests/gl_tests/FramebufferRenderMipmapTest.cpp (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
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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