// // Copyright 2015 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #include "test_utils/ANGLETest.h" #include "test_utils/gl_raii.h" using namespace angle; namespace { void TexImageCubeMapFaces(GLint level, GLenum internalformat, GLsizei width, GLenum format, GLenum type, void *pixels) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, level, internalformat, width, width, 0, format, type, pixels); glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, level, internalformat, width, width, 0, format, type, pixels); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, level, internalformat, width, width, 0, format, type, pixels); glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, level, internalformat, width, width, 0, format, type, pixels); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, level, internalformat, width, width, 0, format, type, pixels); glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, level, internalformat, width, width, 0, format, type, pixels); } class BaseMipmapTest : public ANGLETest { protected: void clearAndDrawQuad(GLuint program, GLsizei viewportWidth, GLsizei viewportHeight) { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glViewport(0, 0, viewportWidth, viewportHeight); ASSERT_GL_NO_ERROR(); drawQuad(program, "position", 0.0f); } }; } // namespace class MipmapTest : public BaseMipmapTest { protected: MipmapTest() : m2DProgram(0), mCubeProgram(0), mTexture2D(0), mTextureCube(0), mLevelZeroBlueInitData(), mLevelZeroWhiteInitData(), mLevelOneGreenInitData(), mLevelTwoRedInitData(), mOffscreenFramebuffer(0) { setWindowWidth(128); setWindowHeight(128); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); } void setUp2DProgram() { // Vertex Shader source constexpr char kVS[] = R"(attribute vec4 position; varying vec2 vTexCoord; void main() { gl_Position = position; vTexCoord = (position.xy * 0.5) + 0.5; })"; // Fragment Shader source constexpr char kFS[] = R"(precision mediump float; uniform sampler2D uTexture; varying vec2 vTexCoord; void main() { gl_FragColor = texture2D(uTexture, vTexCoord); })"; m2DProgram = CompileProgram(kVS, kFS); ASSERT_NE(0u, m2DProgram); } void setUpCubeProgram() { // A simple vertex shader for the texture cube constexpr char kVS[] = R"(attribute vec4 position; varying vec4 vPosition; void main() { gl_Position = position; vPosition = position; })"; // A very simple fragment shader to sample from the negative-Y face of a texture cube. constexpr char kFS[] = R"(precision mediump float; uniform samplerCube uTexture; varying vec4 vPosition; void main() { gl_FragColor = textureCube(uTexture, vec3(vPosition.x, -1, vPosition.y)); })"; mCubeProgram = CompileProgram(kVS, kFS); ASSERT_NE(0u, mCubeProgram); } void testSetUp() override { setUp2DProgram(); setUpCubeProgram(); mLevelZeroBlueInitData = createRGBInitData(getWindowWidth(), getWindowHeight(), 0, 0, 255); // Blue mLevelZeroWhiteInitData = createRGBInitData(getWindowWidth(), getWindowHeight(), 255, 255, 255); // White mLevelOneGreenInitData = createRGBInitData((getWindowWidth() / 2), (getWindowHeight() / 2), 0, 255, 0); // Green mLevelTwoRedInitData = createRGBInitData((getWindowWidth() / 4), (getWindowHeight() / 4), 255, 0, 0); // Red glGenFramebuffers(1, &mOffscreenFramebuffer); glGenTextures(1, &mTexture2D); // Initialize the texture2D to be empty, and don't use mips. glBindTexture(GL_TEXTURE_2D, mTexture2D); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); ASSERT_EQ(getWindowWidth(), getWindowHeight()); // Create a non-mipped texture cube. Set the negative-Y face to be blue. glGenTextures(1, &mTextureCube); glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube); TexImageCubeMapFaces(0, GL_RGB, getWindowWidth(), GL_RGB, GL_UNSIGNED_BYTE, nullptr); glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGB, getWindowWidth(), getWindowWidth(), 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroBlueInitData.data()); // Complete the texture cube without mipmaps to start with. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); ASSERT_GL_NO_ERROR(); } void testTearDown() override { glDeleteProgram(m2DProgram); glDeleteProgram(mCubeProgram); glDeleteFramebuffers(1, &mOffscreenFramebuffer); glDeleteTextures(1, &mTexture2D); glDeleteTextures(1, &mTextureCube); } std::vector createRGBInitData(GLint width, GLint height, GLint r, GLint g, GLint b) { std::vector data(3 * width * height); for (int i = 0; i < width * height; i += 1) { data[3 * i + 0] = static_cast(r); data[3 * i + 1] = static_cast(g); data[3 * i + 2] = static_cast(b); } return data; } 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 mTexture2D; GLuint mTextureCube; std::vector mLevelZeroBlueInitData; std::vector mLevelZeroWhiteInitData; std::vector mLevelOneGreenInitData; std::vector mLevelTwoRedInitData; private: GLuint mOffscreenFramebuffer; }; class MipmapTestES3 : public BaseMipmapTest { protected: MipmapTestES3() : mTexture(0), mArrayProgram(0), mTextureArraySliceUniformLocation(-1), m3DProgram(0), mTexture3DSliceUniformLocation(-1), mTexture3DLODUniformLocation(-1), m2DProgram(0) { setWindowWidth(128); setWindowHeight(128); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); } const char *vertexShaderSource() { // 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" return R"(#version 300 es precision highp float; in vec4 position; out vec2 texcoord; void main() { gl_Position = vec4(position.xy, 0.0, 1.0); texcoord = (position.xy * 0.5) + 0.5; })"; } void setUpArrayProgram() { constexpr char kFS[] = R"(#version 300 es precision highp float; uniform highp sampler2DArray tex; uniform int slice; in vec2 texcoord; out vec4 out_FragColor; void main() { out_FragColor = texture(tex, vec3(texcoord, float(slice))); })"; mArrayProgram = CompileProgram(vertexShaderSource(), kFS); if (mArrayProgram == 0) { FAIL() << "shader compilation failed."; } mTextureArraySliceUniformLocation = glGetUniformLocation(mArrayProgram, "slice"); ASSERT_NE(-1, mTextureArraySliceUniformLocation); glUseProgram(mArrayProgram); glUseProgram(0); ASSERT_GL_NO_ERROR(); } void setUp3DProgram() { constexpr char kFS[] = R"(#version 300 es precision highp float; uniform highp sampler3D tex; uniform float slice; uniform float lod; in vec2 texcoord; out vec4 out_FragColor; void main() { out_FragColor = textureLod(tex, vec3(texcoord, slice), lod); })"; m3DProgram = CompileProgram(vertexShaderSource(), kFS); if (m3DProgram == 0) { FAIL() << "shader compilation failed."; } mTexture3DSliceUniformLocation = glGetUniformLocation(m3DProgram, "slice"); ASSERT_NE(-1, mTexture3DSliceUniformLocation); mTexture3DLODUniformLocation = glGetUniformLocation(m3DProgram, "lod"); ASSERT_NE(-1, mTexture3DLODUniformLocation); glUseProgram(m3DProgram); glUniform1f(mTexture3DLODUniformLocation, 0); glUseProgram(0); ASSERT_GL_NO_ERROR(); } void setUp2DProgram() { constexpr char kFS[] = R"(#version 300 es precision highp float; uniform highp sampler2D tex; in vec2 texcoord; out vec4 out_FragColor; void main() { out_FragColor = texture(tex, texcoord); })"; m2DProgram = CompileProgram(vertexShaderSource(), kFS); ASSERT_NE(0u, m2DProgram); ASSERT_GL_NO_ERROR(); } void setUpCubeProgram() { // A very simple fragment shader to sample from the negative-Y face of a texture cube. constexpr char kFS[] = R"(#version 300 es precision mediump float; uniform samplerCube uTexture; in vec2 texcoord; out vec4 out_FragColor; void main() { out_FragColor = texture(uTexture, vec3(texcoord.x, -1, texcoord.y)); })"; mCubeProgram = CompileProgram(vertexShaderSource(), kFS); ASSERT_NE(0u, mCubeProgram); ASSERT_GL_NO_ERROR(); } void testSetUp() override { glGenTextures(1, &mTexture); ASSERT_GL_NO_ERROR(); setUpArrayProgram(); setUp3DProgram(); setUp2DProgram(); setUpCubeProgram(); } void testTearDown() override { glDeleteTextures(1, &mTexture); glDeleteProgram(mArrayProgram); glDeleteProgram(m3DProgram); glDeleteProgram(m2DProgram); glDeleteProgram(mCubeProgram); } GLuint mTexture; GLuint mArrayProgram; GLint mTextureArraySliceUniformLocation; GLuint m3DProgram; GLint mTexture3DSliceUniformLocation; GLint mTexture3DLODUniformLocation; GLuint m2DProgram; GLuint mCubeProgram; }; class MipmapTestES31 : public BaseMipmapTest { protected: MipmapTestES31() { setWindowWidth(128); setWindowHeight(128); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); } }; // This test uses init data for the first three levels of the texture. It passes the level 0 data // in, then renders, then level 1, then renders, etc. This ensures that renderers using the zero LOD // workaround (e.g. D3D11 FL9_3) correctly pass init data to the mipmapped texture, even if the the // zero-LOD texture is currently in use. TEST_P(MipmapTest, DISABLED_ThreeLevelsInitData) { // Pass in level zero init data. glBindTexture(GL_TEXTURE_2D, mTexture2D); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroBlueInitData.data()); ASSERT_GL_NO_ERROR(); // Disable mips. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Draw a full-sized quad, and check it's blue. clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue); // Draw a half-sized quad, and check it's blue. clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); // Draw a quarter-sized quad, and check it's blue. clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue); // Complete the texture by initializing the remaining levels. int n = 1; while (getWindowWidth() / (1U << n) >= 1) { glTexImage2D(GL_TEXTURE_2D, n, GL_RGB, getWindowWidth() / (1U << n), getWindowWidth() / (1U << n), 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); ASSERT_GL_NO_ERROR(); n += 1; } // Pass in level one init data. glTexImage2D(GL_TEXTURE_2D, 1, GL_RGB, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelOneGreenInitData.data()); ASSERT_GL_NO_ERROR(); // Draw a full-sized quad, and check it's blue. clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue); // 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. clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); // Enable mipmaps. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); // Draw a half-sized quad, and check it's green. clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green); // Draw a quarter-sized quad, and check it's black, since we've not passed any init data for // level two. clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::black); // Pass in level two init data. glTexImage2D(GL_TEXTURE_2D, 2, GL_RGB, getWindowWidth() / 4, getWindowHeight() / 4, 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelTwoRedInitData.data()); ASSERT_GL_NO_ERROR(); // Draw a full-sized quad, and check it's blue. clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue); // Draw a half-sized quad, and check it's green. clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green); // Draw a quarter-sized quad, and check it's red. clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::red); // 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); clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue); clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue); // 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.data()); ASSERT_GL_NO_ERROR(); clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::white); clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::white); clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::white); // Then enable mipmaps again. The quads should be white, green, red respectively. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::white); clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green); clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::red); } // This test generates (and uses) mipmaps on a texture using init data. D3D11 will use a // non-renderable TextureStorage for this. The test then disables mips, renders to level zero of the // texture, and reenables mips before using the texture again. To do this, D3D11 has to convert the // TextureStorage into a renderable one. This test ensures that the conversion works correctly. In // particular, on D3D11 Feature Level 9_3 it ensures that both the zero LOD workaround texture AND // the 'normal' texture are copied during conversion. 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.data()); // Then generate the mips. glGenerateMipmap(GL_TEXTURE_2D); ASSERT_GL_NO_ERROR(); // Enable mipmaps. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); // Now draw the texture to various different sized areas. clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue); // Use mip level 1 clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); // Use mip level 2 clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue); 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); clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue); // 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. clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red); // Use mip level 1, blue. clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); // Use mip level 2, blue. clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue); } // This test ensures that mips are correctly generated from a rendered image. // In particular, on D3D11 Feature Level 9_3, the clear call will be performed on the zero-level // texture, rather than the mipped one. The test ensures that the zero-level texture is correctly // copied into the mipped texture before the mipmaps are generated. TEST_P(MipmapTest, GenerateMipmapFromRenderedImage) { glBindTexture(GL_TEXTURE_2D, mTexture2D); // Clear the texture to blue. clearTextureLevel0(GL_TEXTURE_2D, mTexture2D, 0.0f, 0.0f, 1.0f, 1.0f); // Then generate the mips glGenerateMipmap(GL_TEXTURE_2D); ASSERT_GL_NO_ERROR(); // Enable mips. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); // Now draw the texture to various different sized areas. clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue); // Use mip level 1 clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); // Use mip level 2 clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue); } // Test to ensure that rendering to a mipmapped texture works, regardless of whether mipmaps are // enabled or not. // TODO: This test hits a texture rebind bug in the D3D11 renderer. Fix this. TEST_P(MipmapTest, RenderOntoLevelZeroAfterGenerateMipmap) { // TODO(geofflang): Figure out why this is broken on AMD OpenGL ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL()); glBindTexture(GL_TEXTURE_2D, mTexture2D); // Clear the texture to blue. 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. clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue); // Now go back to the texture, and generate mips on it. glGenerateMipmap(GL_TEXTURE_2D); ASSERT_GL_NO_ERROR(); // Now try rendering the textured quad again. Note: we've not told GL to use the generated mips. // The quad should be blue. clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue); // Now tell GL to use the generated mips. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); EXPECT_GL_NO_ERROR(); // Now render the textured quad again. It should be still be blue. clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue); // Now render the textured quad to an area smaller than the texture (i.e. to force // minification). This should be blue. clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue); // Now clear the texture to green. This just clears the top level. The lower mips should remain // blue. 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. clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green); // Render a small textured quad. This forces minification, so should render blue (the color of // levels 1+). clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue); // Disable mipmaps again glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 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. clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green); // Render a small textured quad. This would force minification if mips were enabled, but they're // not. Therefore, this should be green. clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::green); } // This test defines a valid mipchain manually, with an extra level that's unused on the first few // draws. Later on, it redefines the whole mipchain but this time, uses the last mip that was // already uploaded before. The test expects that mip to be usable. TEST_P(MipmapTest, DefineValidExtraLevelAndUseItLater) { glBindTexture(GL_TEXTURE_2D, mTexture2D); GLubyte *levels[] = {mLevelZeroBlueInitData.data(), mLevelOneGreenInitData.data(), mLevelTwoRedInitData.data()}; int maxLevel = 1 + static_cast(floor(log2(std::max(getWindowWidth(), getWindowHeight())))); for (int i = 0; i < maxLevel; i++) { glTexImage2D(GL_TEXTURE_2D, i, GL_RGB, getWindowWidth() >> i, getWindowHeight() >> i, 0, GL_RGB, GL_UNSIGNED_BYTE, levels[i % 3]); } // Define an extra level that won't be used for now std::vector magentaExtraLevelData = createRGBInitData(getWindowWidth() * 2, getWindowHeight() * 2, 255, 0, 255); glTexImage2D(GL_TEXTURE_2D, maxLevel, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, magentaExtraLevelData.data()); ASSERT_GL_NO_ERROR(); // Enable mipmaps. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); // Draw a full-sized quad using mip 0, and check it's blue. clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue); // Draw a full-sized quad using mip 1, and check it's green. clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green); // Draw a full-sized quad using mip 2, and check it's red. clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::red); // Draw a full-sized quad using the last mip, and check it's green. clearAndDrawQuad(m2DProgram, 1, 1); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); // Now redefine everything above level 8 to be a mipcomplete chain again. std::vector levelDoubleSizeYellowInitData = createRGBInitData(getWindowWidth() * 2, getWindowHeight() * 2, 255, 255, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth() * 2, getWindowHeight() * 2, 0, GL_RGB, GL_UNSIGNED_BYTE, levelDoubleSizeYellowInitData.data()); // 256 for (int i = 0; i < maxLevel - 1; i++) { glTexImage2D(GL_TEXTURE_2D, i + 1, GL_RGB, getWindowWidth() >> i, getWindowHeight() >> i, 0, GL_RGB, GL_UNSIGNED_BYTE, levels[i % 3]); } // At this point we have a valid mip chain, the last level being magenta if we draw 1x1 pixel. clearAndDrawQuad(m2DProgram, 1, 1); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta); // Draw a full-sized quad using mip 0, and check it's yellow. clearAndDrawQuad(m2DProgram, getWindowWidth() * 2, getWindowHeight() * 2); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::yellow); // Draw a full-sized quad using mip 1, and check it's blue. clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); // Draw a full-sized quad using mip 2, and check it's green. clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::green); } // Regression test for a bug that cause mipmaps to only generate using the top left corner as input. TEST_P(MipmapTest, MipMapGenerationD3D9Bug) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage") || !IsGLExtensionEnabled("GL_OES_rgb8_rgba8") || !IsGLExtensionEnabled("GL_ANGLE_texture_usage")); const GLColor mip0Color[4] = { GLColor::red, GLColor::green, GLColor::red, GLColor::green, }; const GLColor mip1Color = GLColor(127, 127, 0, 255); GLTexture texture; glBindTexture(GL_TEXTURE_2D, texture.get()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_USAGE_ANGLE, GL_FRAMEBUFFER_ATTACHMENT_ANGLE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); glTexStorage2DEXT(GL_TEXTURE_2D, 2, GL_RGBA8_OES, 2, 2); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, mip0Color); glGenerateMipmap(GL_TEXTURE_2D); // Only draw to a 1 pixel viewport so the lower mip is used clearAndDrawQuad(m2DProgram, 1, 1); EXPECT_PIXEL_COLOR_NEAR(0, 0, mip1Color, 1.0); } // This test ensures that the level-zero workaround for TextureCubes (on D3D11 Feature Level 9_3) // works as expected. It tests enabling/disabling mipmaps, generating mipmaps, and rendering to // level zero. TEST_P(MipmapTest, TextureCubeGeneralLevelZero) { // http://anglebug.com/3145 ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan()); // http://anglebug.com/2822 ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan()); glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube); // Draw. Since the negative-Y face's is blue, this should be blue. clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); // Generate mipmaps, and render. This should be blue. glGenerateMipmap(GL_TEXTURE_CUBE_MAP); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); // Draw using a smaller viewport (to force a lower LOD of the texture). This should still be // blue. clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); // Now clear the negative-Y face of the cube to red. 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. clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); // 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. clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); // Disable mipmaps again, and draw a to a quarter-size viewport. // Since this should use level zero of the texture, this should be *RED*. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); } // This test ensures that rendering to level-zero of a TextureCube works as expected. TEST_P(MipmapTest, TextureCubeRenderToLevelZero) { // http://anglebug.com/3145 ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan()); // http://anglebug.com/2822 ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan()); glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube); // Draw. Since the negative-Y face's is blue, this should be blue. clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); // Now clear the negative-Y face of the cube to red. 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. clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); // Draw a to a quarter-size viewport. This should also be red. clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); } // Creates a mipmapped 2D array texture with three layers, and calls ANGLE's GenerateMipmap. // Then tests if the mipmaps are rendered correctly for all three layers. TEST_P(MipmapTestES3, MipmapsForTextureArray) { int px = getWindowWidth() / 2; int py = getWindowHeight() / 2; glBindTexture(GL_TEXTURE_2D_ARRAY, mTexture); glTexStorage3D(GL_TEXTURE_2D_ARRAY, 5, GL_RGBA8, 16, 16, 3); // Fill the first layer with red std::vector pixelsRed(16 * 16, GLColor::red); glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data()); // Fill the second layer with green std::vector pixelsGreen(16 * 16, GLColor::green); glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixelsGreen.data()); // Fill the third layer with blue std::vector pixelsBlue(16 * 16, GLColor::blue); glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 2, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixelsBlue.data()); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); EXPECT_GL_NO_ERROR(); glGenerateMipmap(GL_TEXTURE_2D_ARRAY); EXPECT_GL_NO_ERROR(); glUseProgram(mArrayProgram); EXPECT_GL_NO_ERROR(); // Draw the first slice glUniform1i(mTextureArraySliceUniformLocation, 0); drawQuad(mArrayProgram, "position", 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red); // Draw the second slice glUniform1i(mTextureArraySliceUniformLocation, 1); drawQuad(mArrayProgram, "position", 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green); // Draw the third slice glUniform1i(mTextureArraySliceUniformLocation, 2); drawQuad(mArrayProgram, "position", 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::blue); } // Create a mipmapped 2D array texture with more layers than width / height, and call // GenerateMipmap. TEST_P(MipmapTestES3, MipmapForDeepTextureArray) { int px = getWindowWidth() / 2; int py = getWindowHeight() / 2; glBindTexture(GL_TEXTURE_2D_ARRAY, mTexture); // Fill the whole texture with red. std::vector pixelsRed(2 * 2 * 4, GLColor::red); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 2, 2, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data()); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); EXPECT_GL_NO_ERROR(); glGenerateMipmap(GL_TEXTURE_2D_ARRAY); EXPECT_GL_NO_ERROR(); glUseProgram(mArrayProgram); EXPECT_GL_NO_ERROR(); // Draw the first slice glUniform1i(mTextureArraySliceUniformLocation, 0); drawQuad(mArrayProgram, "position", 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red); // Draw the fourth slice glUniform1i(mTextureArraySliceUniformLocation, 3); drawQuad(mArrayProgram, "position", 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red); } // Creates a mipmapped 3D texture with two layers, and calls ANGLE's GenerateMipmap. // Then tests if the mipmaps are rendered correctly for all two layers. TEST_P(MipmapTestES3, MipmapsForTexture3D) { int px = getWindowWidth() / 2; int py = getWindowHeight() / 2; glBindTexture(GL_TEXTURE_3D, mTexture); glTexStorage3D(GL_TEXTURE_3D, 5, GL_RGBA8, 16, 16, 2); // Fill the first layer with red std::vector pixelsRed(16 * 16, GLColor::red); glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data()); // Fill the second layer with green std::vector pixelsGreen(16 * 16, GLColor::green); glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixelsGreen.data()); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); EXPECT_GL_NO_ERROR(); glGenerateMipmap(GL_TEXTURE_3D); EXPECT_GL_NO_ERROR(); glUseProgram(m3DProgram); EXPECT_GL_NO_ERROR(); // Mipmap level 0 // Draw the first slice glUniform1f(mTexture3DLODUniformLocation, 0.); glUniform1f(mTexture3DSliceUniformLocation, 0.25f); drawQuad(m3DProgram, "position", 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red); // Draw the second slice glUniform1f(mTexture3DSliceUniformLocation, 0.75f); drawQuad(m3DProgram, "position", 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green); // Regenerate mipmap of same color texture glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data()); glGenerateMipmap(GL_TEXTURE_3D); EXPECT_GL_NO_ERROR(); // Mipmap level 1 8*8*1 glUniform1f(mTexture3DLODUniformLocation, 1.); drawQuad(m3DProgram, "position", 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red); // Mipmap level 2 4*4*1 glUniform1f(mTexture3DLODUniformLocation, 2.); drawQuad(m3DProgram, "position", 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red); // Mipmap level 3 2*2*1 glUniform1f(mTexture3DLODUniformLocation, 3.); drawQuad(m3DProgram, "position", 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red); // Mipmap level 4 1*1*1 glUniform1f(mTexture3DLODUniformLocation, 4.); drawQuad(m3DProgram, "position", 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red); } // Create a 2D texture with levels 0-2, call GenerateMipmap with base level 1 so that level 0 stays // the same, and then sample levels 0 and 2. // GLES 3.0.4 section 3.8.10: // "Mipmap generation replaces texel array levels levelbase + 1 through q with arrays derived from // the levelbase array, regardless of their previous contents. All other mipmap arrays, including // the levelbase array, are left unchanged by this computation." TEST_P(MipmapTestES3, GenerateMipmapBaseLevel) { // Observed incorrect rendering on AMD, sampling level 2 returns black. ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL()); glBindTexture(GL_TEXTURE_2D, mTexture); ASSERT_EQ(getWindowWidth(), getWindowHeight()); // Fill level 0 with blue std::vector pixelsBlue(getWindowWidth() * getWindowHeight(), GLColor::blue); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsBlue.data()); // Fill level 1 with red std::vector pixelsRed(getWindowWidth() * getWindowHeight() / 4, GLColor::red); glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data()); // Fill level 2 with green std::vector pixelsGreen(getWindowWidth() * getWindowHeight() / 16, GLColor::green); glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, getWindowWidth() / 4, getWindowHeight() / 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsGreen.data()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); EXPECT_GL_NO_ERROR(); // The blue level 0 should be untouched by this since base level is 1. glGenerateMipmap(GL_TEXTURE_2D); EXPECT_GL_NO_ERROR(); // Draw using level 2. It should be set to red by GenerateMipmap. clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::red); // Draw using level 0. It should still be blue. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue); } // Create a cube map with levels 0-2, call GenerateMipmap with base level 1 so that level 0 stays // the same, and then sample levels 0 and 2. // GLES 3.0.4 section 3.8.10: // "Mipmap generation replaces texel array levels levelbase + 1 through q with arrays derived from // the levelbase array, regardless of their previous contents. All other mipmap arrays, including // the levelbase array, are left unchanged by this computation." TEST_P(MipmapTestES3, GenerateMipmapCubeBaseLevel) { // Observed incorrect rendering on AMD, sampling level 2 returns black. ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL()); ASSERT_EQ(getWindowWidth(), getWindowHeight()); glBindTexture(GL_TEXTURE_CUBE_MAP, mTexture); std::vector pixelsBlue(getWindowWidth() * getWindowWidth(), GLColor::blue); TexImageCubeMapFaces(0, GL_RGBA8, getWindowWidth(), GL_RGBA, GL_UNSIGNED_BYTE, pixelsBlue.data()); // Fill level 1 with red std::vector pixelsRed(getWindowWidth() * getWindowWidth() / 4, GLColor::red); TexImageCubeMapFaces(1, GL_RGBA8, getWindowWidth() / 2, GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data()); // Fill level 2 with green std::vector pixelsGreen(getWindowWidth() * getWindowWidth() / 16, GLColor::green); TexImageCubeMapFaces(2, GL_RGBA8, getWindowWidth() / 4, GL_RGBA, GL_UNSIGNED_BYTE, pixelsGreen.data()); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 1); EXPECT_GL_NO_ERROR(); // The blue level 0 should be untouched by this since base level is 1. glGenerateMipmap(GL_TEXTURE_CUBE_MAP); EXPECT_GL_NO_ERROR(); // Draw using level 2. It should be set to red by GenerateMipmap. clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::red); // Observed incorrect rendering on NVIDIA, level zero seems to be incorrectly affected by // GenerateMipmap. // http://anglebug.com/3851 ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGL()); // Draw using level 0. It should still be blue. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0); clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue); } // Create a texture with levels 0-2, call GenerateMipmap with max level 1 so that level 2 stays the // same, and then sample levels 1 and 2. // GLES 3.0.4 section 3.8.10: // "Mipmap generation replaces texel array levels levelbase + 1 through q with arrays derived from // the levelbase array, regardless of their previous contents. All other mipmap arrays, including // the levelbase array, are left unchanged by this computation." TEST_P(MipmapTestES3, GenerateMipmapMaxLevel) { glBindTexture(GL_TEXTURE_2D, mTexture); // Fill level 0 with blue std::vector pixelsBlue(getWindowWidth() * getWindowHeight(), GLColor::blue); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsBlue.data()); // Fill level 1 with red std::vector pixelsRed(getWindowWidth() * getWindowHeight() / 4, GLColor::red); glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data()); // Fill level 2 with green std::vector pixelsGreen(getWindowWidth() * getWindowHeight() / 16, GLColor::green); glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, getWindowWidth() / 4, getWindowHeight() / 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsGreen.data()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); EXPECT_GL_NO_ERROR(); // The green level 2 should be untouched by this since max level is 1. glGenerateMipmap(GL_TEXTURE_2D); EXPECT_GL_NO_ERROR(); // Draw using level 1. It should be set to blue by GenerateMipmap. clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); // Draw using level 2. It should still be green. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2); clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::green); } // Call GenerateMipmap with out-of-range base level. The spec is interpreted so that an out-of-range // base level does not have a color-renderable/texture-filterable internal format, so the // GenerateMipmap call generates INVALID_OPERATION. GLES 3.0.4 section 3.8.10: // "If the levelbase array was not specified with an unsized internal format from table 3.3 or a // sized internal format that is both color-renderable and texture-filterable according to table // 3.13, an INVALID_OPERATION error is generated." TEST_P(MipmapTestES3, GenerateMipmapBaseLevelOutOfRange) { glBindTexture(GL_TEXTURE_2D, mTexture); // Fill level 0 with blue std::vector pixelsBlue(getWindowWidth() * getWindowHeight(), GLColor::blue); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsBlue.data()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1000); EXPECT_GL_NO_ERROR(); // Expecting the out-of-range base level to be treated as not color-renderable and // texture-filterable. glGenerateMipmap(GL_TEXTURE_2D); EXPECT_GL_ERROR(GL_INVALID_OPERATION); // Draw using level 0. It should still be blue. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue); } // Call GenerateMipmap with out-of-range base level on an immutable texture. The base level should // be clamped, so the call doesn't generate an error. TEST_P(MipmapTestES3, GenerateMipmapBaseLevelOutOfRangeImmutableTexture) { // TODO(cnorthrop): Interacts with immutable texture supprt: http://anglebug.com/3950 ANGLE_SKIP_TEST_IF(IsVulkan()); glBindTexture(GL_TEXTURE_2D, mTexture); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1000); EXPECT_GL_NO_ERROR(); // This is essentially a no-op, since the texture only has one level. glGenerateMipmap(GL_TEXTURE_2D); EXPECT_GL_NO_ERROR(); // The only level of the texture should still be green. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green); } // A native version of the WebGL2 test tex-base-level-bug.html TEST_P(MipmapTestES3, BaseLevelTextureBug) { ANGLE_SKIP_TEST_IF(IsOpenGL() && IsAMD()); // Regression in 10.12.4 needing workaround -- crbug.com/705865. // Seems to be passing on AMD GPUs. Definitely not NVIDIA. // Probably not Intel. ANGLE_SKIP_TEST_IF(IsOSX() && (IsNVIDIA() || IsIntel())); // TODO(cnorthrop): Figure out what's going on here: http://anglebug.com/3950 ANGLE_SKIP_TEST_IF(IsVulkan()); std::vector texDataRed(2u * 2u, GLColor::red); glBindTexture(GL_TEXTURE_2D, mTexture); glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); ASSERT_GL_NO_ERROR(); drawQuad(m2DProgram, "position", 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); ASSERT_GL_NO_ERROR(); drawQuad(m2DProgram, "position", 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); } TEST_P(MipmapTestES31, MipmapWithMemoryBarrier) { std::vector pixelsRed(getWindowWidth() * getWindowHeight(), GLColor::red); std::vector pixelsGreen(getWindowWidth() * getWindowHeight() / 4, GLColor::green); constexpr char kVS[] = R"(#version 300 es precision highp float; in vec4 position; out vec2 texcoord; void main() { gl_Position = vec4(position.xy, 0.0, 1.0); texcoord = (position.xy * 0.5) + 0.5; })"; constexpr char kFS[] = R"(#version 300 es precision highp float; uniform highp sampler2D tex; in vec2 texcoord; out vec4 out_FragColor; void main() { out_FragColor = texture(tex, texcoord); })"; ANGLE_GL_PROGRAM(m2DProgram, kVS, kFS); glUseProgram(m2DProgram); // Create a texture with red and enable the mipmap GLTexture texture; glBindTexture(GL_TEXTURE_2D, texture); // Fill level 0 with red glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); EXPECT_GL_NO_ERROR(); glGenerateMipmap(GL_TEXTURE_2D); ASSERT_GL_NO_ERROR(); // level 2 is red clearAndDrawQuad(m2DProgram.get(), getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::red); // Clear the level 1 to green glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GL_RGBA, GL_UNSIGNED_BYTE, pixelsGreen.data()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); EXPECT_GL_NO_ERROR(); glGenerateMipmap(GL_TEXTURE_2D); ASSERT_GL_NO_ERROR(); // Insert a memory barrier, then it will break the graph node submission order. glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); // level 0 is red clearAndDrawQuad(m2DProgram.get(), getWindowWidth(), getWindowHeight()); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red); // Draw using level 2. It should be set to green by GenerateMipmap. clearAndDrawQuad(m2DProgram.get(), getWindowWidth() / 4, getWindowHeight() / 4); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::green); } // Use this to select which configurations (e.g. which renderer, which GLES major version) these // tests should be run against. ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(MipmapTest); ANGLE_INSTANTIATE_TEST_ES3(MipmapTestES3); ANGLE_INSTANTIATE_TEST_ES31(MipmapTestES31);