1#include "ANGLETest.h" 2 3#include <vector> 4 5class IncompleteTextureTest : public ANGLETest 6{ 7protected: 8 IncompleteTextureTest() 9 { 10 setWindowWidth(128); 11 setWindowHeight(128); 12 setConfigRedBits(8); 13 setConfigGreenBits(8); 14 setConfigBlueBits(8); 15 setConfigAlphaBits(8); 16 } 17 18 virtual void SetUp() 19 { 20 ANGLETest::SetUp(); 21 22 const std::string vertexShaderSource = SHADER_SOURCE 23 ( 24 precision highp float; 25 attribute vec4 position; 26 varying vec2 texcoord; 27 28 void main() 29 { 30 gl_Position = position; 31 texcoord = (position.xy * 0.5) + 0.5; 32 } 33 ); 34 35 const std::string fragmentShaderSource = SHADER_SOURCE 36 ( 37 precision highp float; 38 uniform sampler2D tex; 39 varying vec2 texcoord; 40 41 void main() 42 { 43 gl_FragColor = texture2D(tex, texcoord); 44 } 45 ); 46 47 mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource); 48 if (mProgram == 0) 49 { 50 FAIL() << "shader compilation failed."; 51 } 52 53 mTextureUniformLocation = glGetUniformLocation(mProgram, "tex"); 54 } 55 56 virtual void TearDown() 57 { 58 glDeleteProgram(mProgram); 59 60 ANGLETest::TearDown(); 61 } 62 63 void fillTextureData(std::vector<GLubyte> &buffer, GLubyte r, GLubyte g, GLubyte b, GLubyte a) 64 { 65 size_t count = buffer.size() / 4; 66 for (size_t i = 0; i < count; i++) 67 { 68 buffer[i * 4 + 0] = r; 69 buffer[i * 4 + 1] = g; 70 buffer[i * 4 + 2] = b; 71 buffer[i * 4 + 3] = a; 72 } 73 } 74 75 GLuint mProgram; 76 GLint mTextureUniformLocation; 77}; 78 79TEST_F(IncompleteTextureTest, IncompleteTexture2D) 80{ 81 GLuint tex; 82 glGenTextures(1, &tex); 83 glActiveTexture(GL_TEXTURE0); 84 glBindTexture(GL_TEXTURE_2D, tex); 85 86 glUseProgram(mProgram); 87 glUniform1i(mTextureUniformLocation, 0); 88 89 const GLsizei textureWidth = 2; 90 const GLsizei textureHeight = 2; 91 std::vector<GLubyte> textureData(textureWidth * textureHeight * 4); 92 fillTextureData(textureData, 255, 0, 0, 255); 93 94 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData.data()); 95 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 96 97 drawQuad(mProgram, "position", 0.5f); 98 EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); 99 100 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); 101 102 drawQuad(mProgram, "position", 0.5f); 103 EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 255); 104 105 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, textureWidth >> 1, textureHeight >> 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData.data()); 106 107 drawQuad(mProgram, "position", 0.5f); 108 EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); 109 110 glDeleteTextures(1, &tex); 111} 112 113TEST_F(IncompleteTextureTest, UpdateTexture) 114{ 115 GLuint tex; 116 glGenTextures(1, &tex); 117 glActiveTexture(GL_TEXTURE0); 118 glBindTexture(GL_TEXTURE_2D, tex); 119 120 glUseProgram(mProgram); 121 glUniform1i(mTextureUniformLocation, 0); 122 123 const GLsizei redTextureWidth = 64; 124 const GLsizei redTextureHeight = 64; 125 std::vector<GLubyte> redTextureData(redTextureWidth * redTextureHeight * 4); 126 fillTextureData(redTextureData, 255, 0, 0, 255); 127 for (size_t i = 0; i < 7; i++) 128 { 129 glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, redTextureWidth >> i, redTextureHeight >> i, 0, GL_RGBA, GL_UNSIGNED_BYTE, 130 redTextureData.data()); 131 } 132 133 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 134 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 135 136 drawQuad(mProgram, "position", 0.5f); 137 EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); 138 139 const GLsizei greenTextureWidth = 32; 140 const GLsizei greenTextureHeight = 32; 141 std::vector<GLubyte> greenTextureData(greenTextureWidth * greenTextureHeight * 4); 142 fillTextureData(greenTextureData, 0, 255, 0, 255); 143 144 for (size_t i = 0; i < 6; i++) 145 { 146 glTexSubImage2D(GL_TEXTURE_2D, i, greenTextureWidth >> i, greenTextureHeight >> i, 147 greenTextureWidth >> i, greenTextureHeight >> i, GL_RGBA, GL_UNSIGNED_BYTE, 148 greenTextureData.data()); 149 } 150 151 drawQuad(mProgram, "position", 0.5f); 152 EXPECT_PIXEL_EQ(getWindowWidth() - greenTextureWidth, getWindowHeight() - greenTextureWidth, 0, 255, 0, 255); 153 154 glDeleteTextures(1, &tex); 155} 156