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gpu / command_buffer / tests / gl_cube_map_texture_unittest.cc [blame]
// Copyright 2015 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifdef UNSAFE_BUFFERS_BUILD
// TODO(crbug.com/40285824): Remove this and convert code to safer constructs.
#pragma allow_unsafe_buffers
#endif
#include <GLES2/gl2.h>
#include <stdint.h>
#include <memory>
#include "base/containers/heap_array.h"
#include "gpu/command_buffer/tests/gl_manager.h"
#include "gpu/command_buffer/tests/gl_test_utils.h"
#include "testing/gtest/include/gtest/gtest.h"
namespace gpu {
namespace {
const GLenum kCubeMapTextureTargets[] = {
GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
};
} // namespace
// A collection of tests that exercise the cube map texture.
class GLCubeMapTextureTest : public testing::TestWithParam<GLenum> {
protected:
void SetUp() override {
// ANGLE and NVidia fails ReadPixelsFromIncompleteCubeTexture without this
// workaround.
GpuDriverBugWorkarounds workarounds;
workarounds.force_cube_complete = true;
gl_.InitializeWithWorkarounds(GLManager::Options(), workarounds);
DCHECK(gl_.workarounds().force_cube_complete);
for (int i = 0; i < 256; i++) {
pixels_[i * 4] = 255u;
pixels_[(i * 4) + 1] = 0;
pixels_[(i * 4) + 2] = 0;
pixels_[(i * 4) + 3] = 255u;
}
glGenTextures(1, &texture_);
glBindTexture(GL_TEXTURE_CUBE_MAP, texture_);
EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
glGenFramebuffers(1, &framebuffer_id_);
}
void TearDown() override {
glDeleteTextures(1, &texture_);
glDeleteFramebuffers(1, &framebuffer_id_);
gl_.Destroy();
}
GLManager gl_;
uint8_t pixels_[256 * 4];
const int width_ = 16;
GLuint texture_;
GLuint framebuffer_id_;
};
INSTANTIATE_TEST_SUITE_P(GLCubeMapTextureTests,
GLCubeMapTextureTest,
::testing::ValuesIn(kCubeMapTextureTargets));
TEST_P(GLCubeMapTextureTest, TexImage2DAfterFBOBinding) {
GLenum cube_map_target = GetParam();
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id_);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, cube_map_target,
texture_, 0);
EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
glBindTexture(GL_TEXTURE_CUBE_MAP, texture_);
// force_cube_map_positive_x_allocation workaround prevents Nexus 5 crash.
// TODO(dshwang): remove the workaround when it's fixed. crbug.com/518889
glTexImage2D(cube_map_target, 0, GL_RGBA, width_, width_, 0, GL_RGBA,
GL_UNSIGNED_BYTE, pixels_);
EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
}
// TODO(crbug.com/40246425): Re-enable this test
TEST_P(GLCubeMapTextureTest, DISABLED_ReadPixels) {
GLenum cube_map_target = GetParam();
glBindTexture(GL_TEXTURE_CUBE_MAP, texture_);
EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
// Make a cube texture complete
for (unsigned i = 0; i < std::size(kCubeMapTextureTargets); i++) {
glTexImage2D(kCubeMapTextureTargets[i], 0, GL_RGBA, width_, width_, 0,
GL_RGBA, GL_UNSIGNED_BYTE, pixels_);
EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
}
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id_);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, cube_map_target,
texture_, 0);
EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
// Check that FB is complete.
EXPECT_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE),
glCheckFramebufferStatus(GL_FRAMEBUFFER));
GLTestHelper::CheckPixels(0, 0, width_, width_, 0, pixels_, nullptr);
EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
}
// TODO(crbug.com/40246425): Re-enable this test
TEST_P(GLCubeMapTextureTest, DISABLED_ReadPixelsFromIncompleteCubeTexture) {
GLenum cube_map_target = GetParam();
glBindTexture(GL_TEXTURE_CUBE_MAP, texture_);
EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
glTexImage2D(cube_map_target, 0, GL_RGBA, width_, width_, 0, GL_RGBA,
GL_UNSIGNED_BYTE, pixels_);
EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id_);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, cube_map_target,
texture_, 0);
// force_cube_map_positive_x_allocation workaround prevents Nexus 5 crash.
// TODO(dshwang): remove the workaround when it's fixed. crbug.com/518889
EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
// Check that FB is not complete.
EXPECT_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT),
glCheckFramebufferStatus(GL_FRAMEBUFFER));
GLsizei size = width_ * width_ * 4;
auto pixels = base::HeapArray<uint8_t>::Uninit(size);
glReadPixels(0, 0, width_, width_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
EXPECT_EQ(static_cast<GLenum>(GL_INVALID_FRAMEBUFFER_OPERATION),
glGetError());
}
} // namespace gpu