Commit b97a3e77 by Olli Etuaho Committed by Commit Bot

Clean up MipmapTest

This refactoring is done to prepare for adding more mipmap tests for ES3 where base level / max level is changed from 0. 1. Reuse drawQuad() from ANGLETest instead of having completely custom quad drawing code, and reuse the same clear+draw function for both 2D and cube map texture tests. 2. Add a helper function for clearing texture level 0 with glClear. 3. Remove a few redundant texture binding and useProgram calls. 4. Rely on sampler uniforms being set to 0 by default and texture unit 0 being active by default. 5. Remove "Offscreen" from variable names. 6. Split SetUp functions to helper functions. 7. Reuse FillWithRGBA from TextureTest also in MipmapTest. BUG=angleproject:596 TEST=angle_end2end_tests Change-Id: I9fd738f4b8b0a19c7aa1d267f7dbaa40a6935631 Reviewed-on: https://chromium-review.googlesource.com/338791Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
parent b0a53105
......@@ -12,6 +12,15 @@ class MipmapTest : public ANGLETest
{
protected:
MipmapTest()
: m2DProgram(0),
mCubeProgram(0),
mTexture2D(0),
mTextureCube(0),
mLevelZeroBlueInitData(nullptr),
mLevelZeroWhiteInitData(nullptr),
mLevelOneInitData(nullptr),
mLevelTwoInitData(nullptr),
mOffscreenFramebuffer(0)
{
setWindowWidth(128);
setWindowHeight(128);
......@@ -21,21 +30,18 @@ class MipmapTest : public ANGLETest
setConfigAlphaBits(8);
}
virtual void SetUp()
void setUp2DProgram()
{
ANGLETest::SetUp();
// Vertex Shader source
const std::string vs = SHADER_SOURCE
(
attribute vec4 aPosition;
attribute vec2 aTexCoord;
varying vec2 vTexCoord;
void main()
{
gl_Position = aPosition;
vTexCoord = aTexCoord;
vTexCoord = (aPosition.xy * 0.5) + 0.5;
}
);
......@@ -54,11 +60,11 @@ class MipmapTest : public ANGLETest
);
m2DProgram = CompileProgram(vs, fs);
if (m2DProgram == 0)
{
FAIL() << "shader compilation failed.";
}
ASSERT_NE(0u, m2DProgram);
}
void setUpCubeProgram()
{
// A simple vertex shader for the texture cube
const std::string cubeVS = SHADER_SOURCE
(
......@@ -85,17 +91,16 @@ class MipmapTest : public ANGLETest
);
mCubeProgram = CompileProgram(cubeVS, cubeFS);
if (mCubeProgram == 0)
{
FAIL() << "shader compilation failed.";
}
ASSERT_NE(0u, mCubeProgram);
}
m2DTextureUniformPosition = glGetUniformLocation(m2DProgram, "uTexture");
m2DPositionAttributePosition = glGetAttribLocation(m2DProgram, "aPosition");
m2DTexCoordAttributePosition = glGetAttribLocation(m2DProgram, "aTexCoord");
void SetUp() override
{
ANGLETest::SetUp();
setUp2DProgram();
mCubeTextureUniformPosition = glGetUniformLocation(mCubeProgram, "uTexture");
mCubePositionAttributePosition = glGetAttribLocation(mCubeProgram, "aPosition");
setUpCubeProgram();
mLevelZeroBlueInitData = createRGBInitData(getWindowWidth(), getWindowHeight(), 0, 0, 255); // Blue
mLevelZeroWhiteInitData = createRGBInitData(getWindowWidth(), getWindowHeight(), 255, 255, 255); // White
......@@ -103,22 +108,17 @@ class MipmapTest : public ANGLETest
mLevelTwoInitData = createRGBInitData((getWindowWidth() / 4), (getWindowHeight() / 4), 255, 0, 0); // Red
glGenFramebuffers(1, &mOffscreenFramebuffer);
glGenTextures(1, &mOffscreenTexture2D);
glGenTextures(1, &mTexture2D);
// Initialize the texture2D to be empty, and don't use mips.
glBindTexture(GL_TEXTURE_2D, mOffscreenTexture2D);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// Bind the texture2D to the offscreen framebuffer's color buffer.
glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mOffscreenTexture2D, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Create a non-mipped texture cube. Set the negative-Y face to be blue.
glGenTextures(1, &mOffscreenTextureCube);
glBindTexture(GL_TEXTURE_CUBE_MAP, mOffscreenTextureCube);
glGenTextures(1, &mTextureCube);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
......@@ -133,13 +133,13 @@ class MipmapTest : public ANGLETest
ASSERT_GL_NO_ERROR();
}
virtual void TearDown()
void TearDown() override
{
glDeleteProgram(m2DProgram);
glDeleteProgram(mCubeProgram);
glDeleteFramebuffers(1, &mOffscreenFramebuffer);
glDeleteTextures(1, &mOffscreenTexture2D);
glDeleteTextures(1, &mOffscreenTextureCube);
glDeleteTextures(1, &mTexture2D);
glDeleteTextures(1, &mTextureCube);
SafeDeleteArray(mLevelZeroBlueInitData);
SafeDeleteArray(mLevelZeroWhiteInitData);
......@@ -163,69 +163,59 @@ class MipmapTest : public ANGLETest
return data;
}
void ClearAndDrawTexturedQuad(GLuint texture, GLsizei viewportWidth, GLsizei viewportHeight)
void clearAndDrawQuad(GLuint program, GLsizei viewportWidth, GLsizei viewportHeight)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, viewportWidth, viewportHeight);
ASSERT_GL_NO_ERROR();
GLfloat vertexLocations[] =
{
-1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
};
GLfloat vertexTexCoords[] =
{
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f,
};
glUseProgram(m2DProgram);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(m2DTextureUniformPosition, 0);
glVertexAttribPointer(m2DPositionAttributePosition, 3, GL_FLOAT, GL_FALSE, 0, vertexLocations);
glEnableVertexAttribArray(m2DPositionAttributePosition);
glVertexAttribPointer(m2DTexCoordAttributePosition, 2, GL_FLOAT, GL_FALSE, 0, vertexTexCoords);
glEnableVertexAttribArray(m2DTexCoordAttributePosition);
drawQuad(program, "aPosition", 0.0f);
}
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
void clearTextureLevel0(GLenum textarget,
GLuint texture,
GLfloat red,
GLfloat green,
GLfloat blue,
GLfloat alpha)
{
glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textarget, texture, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glClearColor(red, green, blue, alpha);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
GLuint m2DProgram;
GLuint mCubeProgram;
GLuint mOffscreenFramebuffer;
GLuint mOffscreenTexture2D;
GLuint mOffscreenTextureCube;
GLint m2DTextureUniformPosition;
GLint m2DPositionAttributePosition;
GLint m2DTexCoordAttributePosition;
GLint mCubeTextureUniformPosition;
GLint mCubePositionAttributePosition;
GLuint mTexture2D;
GLuint mTextureCube;
GLubyte* mLevelZeroBlueInitData;
GLubyte* mLevelZeroWhiteInitData;
GLubyte* mLevelOneInitData;
GLubyte* mLevelTwoInitData;
private:
GLuint mOffscreenFramebuffer;
};
class MipmapTestES3 : public ANGLETest
{
protected:
MipmapTestES3()
: mTextureArray(0),
mTexture3D(0),
mArrayProgram(0),
mTextureArrayScaleUniformLocation(-1),
mTextureArraySliceUniformLocation(-1),
m3DProgram(0),
mTexture3DScaleUniformLocation(-1),
mTexture3DSliceUniformLocation(-1),
mTexture3DLODUniformLocation(-1)
{
setWindowWidth(128);
setWindowHeight(128);
......@@ -235,19 +225,12 @@ class MipmapTestES3 : public ANGLETest
setConfigAlphaBits(8);
}
virtual void SetUp()
std::string vertexShaderSource()
{
ANGLETest::SetUp();
glGenTextures(1, &mTextureArray);
EXPECT_GL_NO_ERROR();
ASSERT_GL_NO_ERROR();
// Don't put "#version ..." on its own line. See [cpp]p1:
// "If there are sequences of preprocessing tokens within the list of arguments that
// would otherwise act as preprocessing directives, the behavior is undefined"
const std::string vertexShaderSource = SHADER_SOURCE
return SHADER_SOURCE
( #version 300 es\n
precision highp float;
in vec4 position;
......@@ -261,7 +244,10 @@ class MipmapTestES3 : public ANGLETest
texcoord = (position.xy * 0.5) + 0.5;
}
);
}
void setUpArrayProgram()
{
const std::string fragmentShaderSourceArray = SHADER_SOURCE
( #version 300 es\n
precision highp float;
......@@ -276,15 +262,12 @@ class MipmapTestES3 : public ANGLETest
}
);
mArrayProgram = CompileProgram(vertexShaderSource, fragmentShaderSourceArray);
mArrayProgram = CompileProgram(vertexShaderSource(), fragmentShaderSourceArray);
if (mArrayProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mTextureArrayUniformLocation = glGetUniformLocation(mArrayProgram, "tex");
ASSERT_NE(-1, mTextureArrayUniformLocation);
mTextureArrayScaleUniformLocation = glGetUniformLocation(mArrayProgram, "textureScale");
ASSERT_NE(-1, mTextureArrayScaleUniformLocation);
......@@ -295,11 +278,10 @@ class MipmapTestES3 : public ANGLETest
glUniform2f(mTextureArrayScaleUniformLocation, 1.0f, 1.0f);
glUseProgram(0);
ASSERT_GL_NO_ERROR();
}
glGenTextures(1, &mTexture3D);
ASSERT_GL_NO_ERROR();
void setUp3DProgram()
{
const std::string fragmentShaderSource3D = SHADER_SOURCE
( #version 300 es\n
precision highp float;
......@@ -315,15 +297,12 @@ class MipmapTestES3 : public ANGLETest
}
);
m3DProgram = CompileProgram(vertexShaderSource, fragmentShaderSource3D);
m3DProgram = CompileProgram(vertexShaderSource(), fragmentShaderSource3D);
if (m3DProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mTexture3DUniformLocation = glGetUniformLocation(m3DProgram, "tex");
ASSERT_NE(-1, mTexture3DUniformLocation);
mTexture3DScaleUniformLocation = glGetUniformLocation(m3DProgram, "textureScale");
ASSERT_NE(-1, mTexture3DScaleUniformLocation);
......@@ -340,7 +319,19 @@ class MipmapTestES3 : public ANGLETest
ASSERT_GL_NO_ERROR();
}
virtual void TearDown()
void SetUp() override
{
ANGLETest::SetUp();
glGenTextures(1, &mTextureArray);
glGenTextures(1, &mTexture3D);
ASSERT_GL_NO_ERROR();
setUpArrayProgram();
setUp3DProgram();
}
void TearDown() override
{
glDeleteTextures(1, &mTextureArray);
glDeleteProgram(mArrayProgram);
......@@ -355,12 +346,10 @@ class MipmapTestES3 : public ANGLETest
GLuint mTexture3D;
GLuint mArrayProgram;
GLint mTextureArrayUniformLocation;
GLint mTextureArrayScaleUniformLocation;
GLint mTextureArraySliceUniformLocation;
GLuint m3DProgram;
GLint mTexture3DUniformLocation;
GLint mTexture3DScaleUniformLocation;
GLint mTexture3DSliceUniformLocation;
GLint mTexture3DLODUniformLocation;
......@@ -372,7 +361,7 @@ class MipmapTestES3 : public ANGLETest
TEST_P(MipmapTest, DISABLED_ThreeLevelsInitData)
{
// Pass in level zero init data.
glBindTexture(GL_TEXTURE_2D, mOffscreenTexture2D);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroBlueInitData);
ASSERT_GL_NO_ERROR();
......@@ -380,15 +369,15 @@ TEST_P(MipmapTest, DISABLED_ThreeLevelsInitData)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// Draw a full-sized quad, and check it's blue.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
// Draw a half-sized quad, and check it's blue.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
// Draw a quarter-sized quad, and check it's blue.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
// Complete the texture by initializing the remaining levels.
......@@ -405,22 +394,22 @@ TEST_P(MipmapTest, DISABLED_ThreeLevelsInitData)
ASSERT_GL_NO_ERROR();
// Draw a full-sized quad, and check it's blue.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
// Draw a half-sized quad, and check it's blue. We've not enabled mipmaps yet, so our init data for level one shouldn't be used.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
// Enable mipmaps.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
// Draw a half-sized quad, and check it's green.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
// Draw a quarter-sized quad, and check it's black, since we've not passed any init data for level two.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 0, 255);
// Pass in level two init data.
......@@ -428,45 +417,45 @@ TEST_P(MipmapTest, DISABLED_ThreeLevelsInitData)
ASSERT_GL_NO_ERROR();
// Draw a full-sized quad, and check it's blue.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
// Draw a half-sized quad, and check it's green.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
// Draw a quarter-sized quad, and check it's red.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 255, 0, 0, 255);
// Now disable mipmaps again, and render multiple sized quads. They should all be blue, since level 0 is blue.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
// Now reset level 0 to white, keeping mipmaps disabled. Then, render various sized quads. They should be white.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroWhiteInitData);
ASSERT_GL_NO_ERROR();
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 255, 255, 255);
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 255, 255, 255, 255);
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 255, 255, 255, 255);
// Then enable mipmaps again. The quads should be white, green, red respectively.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 255, 255, 255);
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 255, 0, 0, 255);
}
......@@ -478,6 +467,7 @@ TEST_P(MipmapTest, DISABLED_ThreeLevelsInitData)
TEST_P(MipmapTest, GenerateMipmapFromInitDataThenRender)
{
// Pass in initial data so the texture is blue.
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroBlueInitData);
// Then generate the mips.
......@@ -488,42 +478,40 @@ TEST_P(MipmapTest, GenerateMipmapFromInitDataThenRender)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
// Now draw the texture to various different sized areas.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
// Use mip level 1
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
// Use mip level 2
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
ASSERT_GL_NO_ERROR();
// Disable mips. Render a quad using the texture and ensure it's blue.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
// Clear level 0 of the texture.
glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Clear level 0 of the texture to red.
clearTextureLevel0(GL_TEXTURE_2D, mTexture2D, 1.0f, 0.0f, 0.0f, 1.0f);
// Reenable mips, and try rendering different-sized quads.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
// Level 0 is now red, so this should render red.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 0, 255);
// Use mip level 1, blue.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
// Use mip level 2, blue.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
}
......@@ -532,12 +520,9 @@ TEST_P(MipmapTest, GenerateMipmapFromInitDataThenRender)
// The test ensures that the zero-level texture is correctly copied into the mipped texture before the mipmaps are generated.
TEST_P(MipmapTest, GenerateMipmapFromRenderedImage)
{
// Bind the offscreen framebuffer/texture.
glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
// Clear the texture to blue.
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
clearTextureLevel0(GL_TEXTURE_2D, mTexture2D, 0.0f, 0.0f, 1.0f, 1.0f);
// Then generate the mips
glGenerateMipmap(GL_TEXTURE_2D);
......@@ -547,15 +532,15 @@ TEST_P(MipmapTest, GenerateMipmapFromRenderedImage)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
// Now draw the texture to various different sized areas.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
// Use mip level 1
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
// Use mip level 2
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
}
......@@ -570,19 +555,14 @@ TEST_P(MipmapTest, RenderOntoLevelZeroAfterGenerateMipmap)
return;
}
// Bind the offscreen texture/framebuffer.
glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
// Clear the texture to blue.
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// From now on, default clear color is black.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
clearTextureLevel0(GL_TEXTURE_2D, mTexture2D, 0.0f, 0.0f, 1.0f, 1.0f);
// Now, draw the texture to a quad that's the same size as the texture. This draws to the default framebuffer.
// The quad should be blue.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
// Now go back to the texture, and generate mips on it.
......@@ -591,7 +571,7 @@ TEST_P(MipmapTest, RenderOntoLevelZeroAfterGenerateMipmap)
// Now try rendering the textured quad again. Note: we've not told GL to use the generated mips.
// The quad should be blue.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
// Now tell GL to use the generated mips.
......@@ -599,27 +579,22 @@ TEST_P(MipmapTest, RenderOntoLevelZeroAfterGenerateMipmap)
EXPECT_GL_NO_ERROR();
// Now render the textured quad again. It should be still be blue.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
// Now render the textured quad to an area smaller than the texture (i.e. to force minification). This should be blue.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
// Now clear the texture to green. This just clears the top level. The lower mips should remain blue.
glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// From now on, default clear color is black.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
clearTextureLevel0(GL_TEXTURE_2D, mTexture2D, 0.0f, 1.0f, 0.0f, 1.0f);
// Render a textured quad equal in size to the texture. This should be green, since we just cleared level 0.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 255, 0, 255);
// Render a small textured quad. This forces minification, so should render blue (the color of levels 1+).
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
// Disable mipmaps again
......@@ -627,11 +602,11 @@ TEST_P(MipmapTest, RenderOntoLevelZeroAfterGenerateMipmap)
ASSERT_GL_NO_ERROR();
// Render a textured quad equal in size to the texture. This should be green, the color of level 0 in the texture.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 255, 0, 255);
// Render a small textured quad. This would force minification if mips were enabled, but they're not. Therefore, this should be green.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 255, 0, 255);
}
......@@ -639,125 +614,59 @@ TEST_P(MipmapTest, RenderOntoLevelZeroAfterGenerateMipmap)
// works as expected. It tests enabling/disabling mipmaps, generating mipmaps, and rendering to level zero.
TEST_P(MipmapTest, TextureCubeGeneralLevelZero)
{
GLfloat vertexLocations[] =
{
-1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
};
// Set up the viewport, program, attributes, sampler and texture for the cube
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, getWindowWidth(), getWindowHeight());
glUseProgram(mCubeProgram);
glVertexAttribPointer(mCubePositionAttributePosition, 3, GL_FLOAT, GL_FALSE, 0, vertexLocations);
glEnableVertexAttribArray(mCubePositionAttributePosition);
glUniform1i(mCubeTextureUniformPosition, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, mOffscreenTextureCube);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
// Draw. Since the negative-Y face's is blue, this should be blue.
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
// Generate mipmaps, and render. This should be blue.
glClear(GL_COLOR_BUFFER_BIT);
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
// Draw using a smaller viewport (to force a lower LOD of the texture). This should still be blue.
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, getWindowWidth() / 4, getWindowHeight() / 4);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
// Now clear the negative-Y face of the cube to red.
glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, mOffscreenTextureCube, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Switch back to the default framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_CUBE_MAP, mOffscreenTextureCube);
clearTextureLevel0(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, mTextureCube, 1.0f, 0.0f, 0.0f, 1.0f);
// Draw using a full-size viewport. This should be red.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, getWindowWidth(), getWindowHeight());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
// Draw using a quarter-size viewport, to force a lower LOD. This should be *BLUE*, since we only cleared level zero
// of the negative-Y face to red, and left its mipmaps blue.
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, getWindowWidth() / 4, getWindowHeight() / 4);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
// Disable mipmaps again, and draw a to a quarter-size viewport.
// Since this should use level zero of the texture, this should be *RED*.
glClear(GL_COLOR_BUFFER_BIT);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glViewport(0, 0, getWindowWidth() / 4, getWindowHeight() / 4);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
}
// This test ensures that rendering to level-zero of a TextureCube works as expected.
TEST_P(MipmapTest, TextureCubeRenderToLevelZero)
{
GLfloat vertexLocations[] =
{
-1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
};
// Set up the viewport, program, attributes, sampler and texture for the cube
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, getWindowWidth(), getWindowHeight());
glUseProgram(mCubeProgram);
glVertexAttribPointer(mCubePositionAttributePosition, 3, GL_FLOAT, GL_FALSE, 0, vertexLocations);
glEnableVertexAttribArray(mCubePositionAttributePosition);
glUniform1i(mCubeTextureUniformPosition, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, mOffscreenTextureCube);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
// Draw. Since the negative-Y face's is blue, this should be blue.
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
// Now clear the negative-Y face of the cube to red.
glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, mOffscreenTextureCube, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Switch back to the default framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_CUBE_MAP, mOffscreenTextureCube);
clearTextureLevel0(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, mTextureCube, 1.0f, 0.0f, 0.0f, 1.0f);
// Draw using a full-size viewport. This should be red.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, getWindowWidth(), getWindowHeight());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
// Draw a to a quarter-size viewport. This should also be red.
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, getWindowWidth() / 4, getWindowHeight() / 4);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
}
......@@ -768,42 +677,23 @@ TEST_P(MipmapTestES3, MipmapsForTextureArray)
int px = getWindowWidth() / 2;
int py = getWindowHeight() / 2;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 5, GL_RGBA8, 16, 16, 3);
// Fill the first layer with red
std::vector<GLubyte> pixels(4 * 16 * 16);
for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
{
pixels[pixelId * 4 + 0] = 255;
pixels[pixelId * 4 + 1] = 0;
pixels[pixelId * 4 + 2] = 0;
pixels[pixelId * 4 + 3] = 255;
}
FillWithRGBA<GLubyte>(16u * 16u, 255u, 0u, 0u, 255u, pixels.data());
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
// Fill the second layer with green
for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
{
pixels[pixelId * 4 + 0] = 0;
pixels[pixelId * 4 + 1] = 255;
pixels[pixelId * 4 + 2] = 0;
pixels[pixelId * 4 + 3] = 255;
}
FillWithRGBA<GLubyte>(16u * 16u, 0u, 255u, 0u, 255u, pixels.data());
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
// Fill the third layer with blue
for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
{
pixels[pixelId * 4 + 0] = 0;
pixels[pixelId * 4 + 1] = 0;
pixels[pixelId * 4 + 2] = 255;
pixels[pixelId * 4 + 3] = 255;
}
FillWithRGBA<GLubyte>(16u * 16u, 0u, 0u, 255u, 255u, pixels.data());
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 2, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
......@@ -817,26 +707,22 @@ TEST_P(MipmapTestES3, MipmapsForTextureArray)
EXPECT_GL_NO_ERROR();
glUseProgram(mArrayProgram);
glUniform1i(mTextureArrayUniformLocation, 0);
EXPECT_GL_NO_ERROR();
// Draw the first slice
glUseProgram(mArrayProgram);
glUniform1i(mTextureArraySliceUniformLocation, 0);
drawQuad(mArrayProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(px, py, 255, 0, 0, 255);
// Draw the second slice
glUseProgram(mArrayProgram);
glUniform1i(mTextureArraySliceUniformLocation, 1);
drawQuad(mArrayProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(px, py, 0, 255, 0, 255);
// Draw the third slice
glUseProgram(mArrayProgram);
glUniform1i(mTextureArraySliceUniformLocation, 2);
drawQuad(mArrayProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
......@@ -850,31 +736,18 @@ TEST_P(MipmapTestES3, MipmapsForTexture3D)
int px = getWindowWidth() / 2;
int py = getWindowHeight() / 2;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, mTexture3D);
glTexStorage3D(GL_TEXTURE_3D, 5, GL_RGBA8, 16, 16, 2);
// Fill the first layer with red
std::vector<GLubyte> pixels(4 * 16 * 16);
for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
{
pixels[pixelId * 4 + 0] = 255;
pixels[pixelId * 4 + 1] = 0;
pixels[pixelId * 4 + 2] = 0;
pixels[pixelId * 4 + 3] = 255;
}
FillWithRGBA<GLubyte>(16u * 16u, 255u, 0u, 0u, 255u, pixels.data());
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
// Fill the second layer with green
for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
{
pixels[pixelId * 4 + 0] = 0;
pixels[pixelId * 4 + 1] = 255;
pixels[pixelId * 4 + 2] = 0;
pixels[pixelId * 4 + 3] = 255;
}
FillWithRGBA<GLubyte>(16u * 16u, 0u, 255u, 0u, 255u, pixels.data());
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
......@@ -888,13 +761,11 @@ TEST_P(MipmapTestES3, MipmapsForTexture3D)
EXPECT_GL_NO_ERROR();
glUseProgram(m3DProgram);
glUniform1i(mTexture3DUniformLocation, 0);
EXPECT_GL_NO_ERROR();
// Mipmap level 0
// Draw the first slice
glUseProgram(m3DProgram);
glUniform1f(mTexture3DLODUniformLocation, 0.);
glUniform1f(mTexture3DSliceUniformLocation, 0.25f);
drawQuad(m3DProgram, "position", 0.5f);
......@@ -902,7 +773,6 @@ TEST_P(MipmapTestES3, MipmapsForTexture3D)
EXPECT_PIXEL_EQ(px, py, 255, 0, 0, 255);
// Draw the second slice
glUseProgram(m3DProgram);
glUniform1f(mTexture3DSliceUniformLocation, 0.75f);
drawQuad(m3DProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
......@@ -910,14 +780,11 @@ TEST_P(MipmapTestES3, MipmapsForTexture3D)
// Mipmap level 1
// The second mipmap should only have one slice.
glUseProgram(m3DProgram);
glUniform1f(mTexture3DLODUniformLocation, 1.);
drawQuad(m3DProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(px, py, 127, 127, 0, 255, 1.0);
glUseProgram(m3DProgram);
glUniform1f(mTexture3DSliceUniformLocation, 0.75f);
drawQuad(m3DProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
......
......@@ -11,18 +11,6 @@ using namespace angle;
namespace
{
template <typename T>
void FillWithRGBA(size_t pixelCount, T red, T green, T blue, T alpha, T *outArray)
{
for (size_t i = 0u; i < pixelCount; ++i)
{
outArray[i * 4u] = red;
outArray[i * 4u + 1u] = green;
outArray[i * 4u + 2u] = blue;
outArray[i * 4u + 3u] = alpha;
}
}
class TexCoordDrawTest : public ANGLETest
{
protected:
......
......@@ -66,6 +66,18 @@ bool operator==(const GLColor &a, const GLColor &b);
std::ostream &operator<<(std::ostream &ostream, const GLColor &color);
GLColor ReadColor(GLint x, GLint y);
template <typename T>
void FillWithRGBA(size_t pixelCount, T red, T green, T blue, T alpha, T *outArray)
{
for (size_t i = 0u; i < pixelCount; ++i)
{
outArray[i * 4u] = red;
outArray[i * 4u + 1u] = green;
outArray[i * 4u + 2u] = blue;
outArray[i * 4u + 3u] = alpha;
}
}
} // namespace angle
#define EXPECT_PIXEL_EQ(x, y, r, g, b, a) \
......
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