Commit 3e1b4f80 by Jamie Madill Committed by Commit Bot

Refactor ReadPixelsTest.

Split the test into several categories based on what fixture types they need. BUG=angleproject:1290 Change-Id: Ia25a022d90a0571e03d86c8e38f6243189968149 Reviewed-on: https://chromium-review.googlesource.com/324020Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> Tested-by: 's avatarJamie Madill <jmadill@chromium.org>
parent ed1afee6
......@@ -3,11 +3,21 @@
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ReadPixelsTest:
// Tests calls related to glReadPixels.
//
#include "test_utils/ANGLETest.h"
#include <array>
#include "random_utils.h"
using namespace angle;
namespace
{
class ReadPixelsTest : public ANGLETest
{
protected:
......@@ -20,77 +30,9 @@ class ReadPixelsTest : public ANGLETest
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
virtual void SetUp()
{
ANGLETest::SetUp();
glGenBuffers(1, &mPBO);
glBindBuffer(GL_PIXEL_PACK_BUFFER, mPBO);
glBufferData(GL_PIXEL_PACK_BUFFER, 4 * getWindowWidth() * getWindowHeight(), NULL, GL_STATIC_DRAW);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
const char *vertexShaderSrc = SHADER_SOURCE
(
attribute vec4 aTest;
attribute vec2 aPosition;
varying vec4 vTest;
void main()
{
vTest = aTest;
gl_Position = vec4(aPosition, 0.0, 1.0);
gl_PointSize = 1.0;
}
);
const char *fragmentShaderSrc = SHADER_SOURCE
(
precision mediump float;
varying vec4 vTest;
void main()
{
gl_FragColor = vTest;
}
);
mProgram = CompileProgram(vertexShaderSrc, fragmentShaderSrc);
glGenTextures(1, &mTexture);
glBindTexture(GL_TEXTURE_2D, mTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 4, 1);
glGenFramebuffers(1, &mFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glGenBuffers(1, &mPositionVBO);
glBindBuffer(GL_ARRAY_BUFFER, mPositionVBO);
glBufferData(GL_ARRAY_BUFFER, 128, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
ASSERT_GL_NO_ERROR();
}
virtual void TearDown()
{
ANGLETest::TearDown();
glDeleteBuffers(1, &mPBO);
glDeleteProgram(mProgram);
glDeleteTextures(1, &mTexture);
glDeleteFramebuffers(1, &mFBO);
}
GLuint mPBO;
GLuint mProgram;
GLuint mTexture;
GLuint mFBO;
GLuint mPositionVBO;
};
// Test out of bounds reads.
TEST_P(ReadPixelsTest, OutOfBounds)
{
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
......@@ -124,7 +66,49 @@ TEST_P(ReadPixelsTest, OutOfBounds)
}
}
TEST_P(ReadPixelsTest, PBOWithOtherTarget)
class ReadPixelsPBOTest : public ReadPixelsTest
{
protected:
ReadPixelsPBOTest() : mPBO(0), mTexture(0), mFBO(0) {}
void SetUp() override
{
ANGLETest::SetUp();
glGenBuffers(1, &mPBO);
glBindBuffer(GL_PIXEL_PACK_BUFFER, mPBO);
glBufferData(GL_PIXEL_PACK_BUFFER, 4 * getWindowWidth() * getWindowHeight(), nullptr,
GL_STATIC_DRAW);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glGenTextures(1, &mTexture);
glBindTexture(GL_TEXTURE_2D, mTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 4, 1);
glGenFramebuffers(1, &mFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ASSERT_GL_NO_ERROR();
}
void TearDown() override
{
ANGLETest::TearDown();
glDeleteBuffers(1, &mPBO);
glDeleteTextures(1, &mTexture);
glDeleteFramebuffers(1, &mFBO);
}
GLuint mPBO;
GLuint mTexture;
GLuint mFBO;
};
// Test that binding a PBO to ARRAY_BUFFER works as expected.
TEST_P(ReadPixelsPBOTest, ArrayBufferTarget)
{
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
......@@ -149,7 +133,8 @@ TEST_P(ReadPixelsTest, PBOWithOtherTarget)
EXPECT_GL_NO_ERROR();
}
TEST_P(ReadPixelsTest, PBOWithExistingData)
// Test that using a PBO does not overwrite existing data.
TEST_P(ReadPixelsPBOTest, ExistingDataPreserved)
{
// TODO(geofflang): Figure out why this fails on AMD OpenGL (http://anglebug.com/1291)
if (isAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
......@@ -194,7 +179,8 @@ TEST_P(ReadPixelsTest, PBOWithExistingData)
EXPECT_GL_NO_ERROR();
}
TEST_P(ReadPixelsTest, PBOAndSubData)
// Test that calling SubData preserves PBO data.
TEST_P(ReadPixelsPBOTest, SubDataPreservesContents)
{
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
......@@ -222,7 +208,8 @@ TEST_P(ReadPixelsTest, PBOAndSubData)
EXPECT_GL_NO_ERROR();
}
TEST_P(ReadPixelsTest, PBOAndSubDataOffset)
// Same as the prior test, but with an offset.
TEST_P(ReadPixelsPBOTest, SubDataOffsetPreservesContents)
{
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
......@@ -255,7 +242,53 @@ TEST_P(ReadPixelsTest, PBOAndSubDataOffset)
EXPECT_GL_NO_ERROR();
}
TEST_P(ReadPixelsTest, DrawWithPBO)
class ReadPixelsPBODrawTest : public ReadPixelsPBOTest
{
protected:
ReadPixelsPBODrawTest() : mProgram(0), mPositionVBO(0) {}
void SetUp() override
{
ReadPixelsPBOTest::SetUp();
const char *vertexShaderSrc =
"attribute vec4 aTest; attribute vec2 aPosition; varying vec4 vTest;\n"
"void main()\n"
"{\n"
" vTest = aTest;\n"
" gl_Position = vec4(aPosition, 0.0, 1.0);\n"
" gl_PointSize = 1.0;\n"
"}";
const char *fragmentShaderSrc =
"precision mediump float; varying vec4 vTest;\n"
"void main()\n"
"{\n"
" gl_FragColor = vTest;\n"
"}";
mProgram = CompileProgram(vertexShaderSrc, fragmentShaderSrc);
ASSERT_NE(0u, mProgram);
glGenBuffers(1, &mPositionVBO);
glBindBuffer(GL_ARRAY_BUFFER, mPositionVBO);
glBufferData(GL_ARRAY_BUFFER, 128, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void TearDown() override
{
glDeleteProgram(mProgram);
glDeleteBuffers(1, &mPositionVBO);
ReadPixelsPBOTest::TearDown();
}
GLuint mProgram;
GLuint mPositionVBO;
};
// Test that we can draw with PBO data.
TEST_P(ReadPixelsPBODrawTest, DrawWithPBO)
{
unsigned char data[4] = { 1, 2, 3, 4 };
......@@ -307,7 +340,46 @@ TEST_P(ReadPixelsTest, DrawWithPBO)
EXPECT_EQ(4, data[3]);
}
TEST_P(ReadPixelsTest, MultisampledPBO)
class ReadPixelsMultisampleTest : public ReadPixelsTest
{
protected:
ReadPixelsMultisampleTest() : mFBO(0), mRBO(0), mPBO(0) {}
void SetUp() override
{
ANGLETest::SetUp();
glGenFramebuffers(1, &mFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glGenRenderbuffers(1, &mRBO);
glBindRenderbuffer(GL_RENDERBUFFER, mRBO);
glGenBuffers(1, &mPBO);
glBindBuffer(GL_PIXEL_PACK_BUFFER, mPBO);
glBufferData(GL_PIXEL_PACK_BUFFER, 4 * getWindowWidth() * getWindowHeight(), nullptr,
GL_STATIC_DRAW);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
ASSERT_GL_NO_ERROR();
}
void TearDown() override
{
ANGLETest::TearDown();
glDeleteFramebuffers(1, &mFBO);
glDeleteRenderbuffers(1, &mRBO);
glDeleteBuffers(1, &mPBO);
}
GLuint mFBO;
GLuint mRBO;
GLuint mPBO;
};
// Test ReadPixels from a multisampled framebuffer.
TEST_P(ReadPixelsMultisampleTest, BasicClear)
{
if (getClientVersion() < 3 && !extensionEnabled("GL_ANGLE_framebuffer_multisample"))
{
......@@ -315,14 +387,6 @@ TEST_P(ReadPixelsTest, MultisampledPBO)
return;
}
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLuint rbo;
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
if (extensionEnabled("GL_ANGLE_framebuffer_multisample"))
{
glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, 2, GL_RGBA8, 4, 4);
......@@ -332,24 +396,23 @@ TEST_P(ReadPixelsTest, MultisampledPBO)
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_RGBA8, 4, 4);
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mRBO);
ASSERT_GL_NO_ERROR();
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindBuffer(GL_PIXEL_PACK_BUFFER, mPBO);
EXPECT_GL_NO_ERROR();
glReadPixels(0, 0, 1, 1, GL_RGBA8, GL_UNSIGNED_BYTE, NULL);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glDeleteRenderbuffers(1, &rbo);
glDeleteFramebuffers(1, &fbo);
}
} // anonymous namespace
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(ReadPixelsTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
ANGLE_INSTANTIATE_TEST(ReadPixelsTest, ES2_D3D11(), ES2_OPENGL(), ES2_OPENGLES());
ANGLE_INSTANTIATE_TEST(ReadPixelsPBOTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
ANGLE_INSTANTIATE_TEST(ReadPixelsPBODrawTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
ANGLE_INSTANTIATE_TEST(ReadPixelsMultisampleTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
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