1 //
2 // Copyright 2015 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 
7 #include "test_utils/ANGLETest.h"
8 #include "test_utils/gl_raii.h"
9 
10 using namespace angle;
11 
12 class CubeMapTextureTest : public ANGLETest
13 {
14   protected:
CubeMapTextureTest()15     CubeMapTextureTest()
16     {
17         setWindowWidth(256);
18         setWindowHeight(256);
19         setConfigRedBits(8);
20         setConfigGreenBits(8);
21         setConfigBlueBits(8);
22         setConfigAlphaBits(8);
23     }
24 
25     void testSetUp() override
26     {
27         mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
28         if (mProgram == 0)
29         {
30             FAIL() << "shader compilation failed.";
31         }
32 
33         mColorLocation = glGetUniformLocation(mProgram, essl1_shaders::ColorUniform());
34 
35         glUseProgram(mProgram);
36 
37         glClearColor(0, 0, 0, 0);
38         glClearDepthf(0.0);
39         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
40 
41         glEnable(GL_BLEND);
42         glDisable(GL_DEPTH_TEST);
43 
44         ASSERT_GL_NO_ERROR();
45     }
46 
47     void testTearDown() override { glDeleteProgram(mProgram); }
48 
49     void runSampleCoordinateTransformTest(const char *shader);
50 
51     GLuint mProgram;
52     GLint mColorLocation;
53 };
54 
55 // Verify that rendering to the faces of a cube map consecutively will correctly render to each
56 // face.
TEST_P(CubeMapTextureTest, RenderToFacesConsecutively)57 TEST_P(CubeMapTextureTest, RenderToFacesConsecutively)
58 {
59     // TODO: Diagnose and fix. http://anglebug.com/2954
60     ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel() && IsWindows());
61 
62     // http://anglebug.com/3145
63     ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel() && IsFuchsia());
64 
65     const GLfloat faceColors[] = {
66         1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
67         1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
68     };
69 
70     GLuint tex = 0;
71     glGenTextures(1, &tex);
72     glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
73     for (GLenum face = 0; face < 6; face++)
74     {
75         glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, 1, 1, 0, GL_RGBA,
76                      GL_UNSIGNED_BYTE, nullptr);
77     }
78     EXPECT_GL_NO_ERROR();
79 
80     GLuint fbo = 0;
81     glGenFramebuffers(1, &fbo);
82     glBindFramebuffer(GL_FRAMEBUFFER, fbo);
83     EXPECT_GL_NO_ERROR();
84 
85     for (GLenum face = 0; face < 6; face++)
86     {
87         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
88                                GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, tex, 0);
89         EXPECT_GL_NO_ERROR();
90 
91         glUseProgram(mProgram);
92 
93         const GLfloat *faceColor = faceColors + (face * 4);
94         glUniform4f(mColorLocation, faceColor[0], faceColor[1], faceColor[2], faceColor[3]);
95 
96         drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
97         EXPECT_GL_NO_ERROR();
98     }
99 
100     for (GLenum face = 0; face < 6; face++)
101     {
102         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
103                                GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, tex, 0);
104         EXPECT_GL_NO_ERROR();
105 
106         const GLfloat *faceColor = faceColors + (face * 4);
107         EXPECT_PIXEL_EQ(0, 0, faceColor[0] * 255, faceColor[1] * 255, faceColor[2] * 255,
108                         faceColor[3] * 255);
109         EXPECT_GL_NO_ERROR();
110     }
111 
112     glDeleteFramebuffers(1, &fbo);
113     glDeleteTextures(1, &tex);
114 
115     EXPECT_GL_NO_ERROR();
116 }
117 
runSampleCoordinateTransformTest(const char *shader)118 void CubeMapTextureTest::runSampleCoordinateTransformTest(const char *shader)
119 {
120     // Fails to compile the shader.  anglebug.com/3776
121     ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsWindows());
122 
123     constexpr GLsizei kCubeFaceCount            = 6;
124     constexpr GLsizei kCubeFaceSectionCount     = 4;
125     constexpr GLsizei kCubeFaceSectionCountSqrt = 2;
126 
127     constexpr GLColor faceColors[kCubeFaceCount][kCubeFaceSectionCount] = {
128         {GLColor(255, 0, 0, 255), GLColor(191, 0, 0, 255), GLColor(127, 0, 0, 255),
129          GLColor(63, 0, 0, 255)},
130         {GLColor(0, 255, 0, 255), GLColor(0, 191, 0, 255), GLColor(0, 127, 0, 255),
131          GLColor(0, 63, 0, 255)},
132         {GLColor(0, 0, 255, 255), GLColor(0, 0, 191, 255), GLColor(0, 0, 127, 255),
133          GLColor(0, 0, 63, 255)},
134         {GLColor(255, 63, 0, 255), GLColor(191, 127, 0, 255), GLColor(127, 191, 0, 255),
135          GLColor(63, 255, 0, 255)},
136         {GLColor(0, 255, 63, 255), GLColor(0, 191, 127, 255), GLColor(0, 127, 191, 255),
137          GLColor(0, 63, 255, 255)},
138         {GLColor(63, 0, 255, 255), GLColor(127, 0, 191, 255), GLColor(191, 0, 127, 255),
139          GLColor(255, 0, 63, 255)},
140     };
141 
142     constexpr GLsizei kTextureSize = 32;
143 
144     GLTexture tex;
145     glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
146     for (GLenum face = 0; face < kCubeFaceCount; face++)
147     {
148         std::vector<GLColor> faceData(kTextureSize * kTextureSize);
149 
150         // Create the face with four sections, each with a solid color from |faceColors|.
151         for (size_t row = 0; row < kTextureSize / kCubeFaceSectionCountSqrt; ++row)
152         {
153             for (size_t col = 0; col < kTextureSize / kCubeFaceSectionCountSqrt; ++col)
154             {
155                 for (size_t srow = 0; srow < kCubeFaceSectionCountSqrt; ++srow)
156                 {
157                     for (size_t scol = 0; scol < kCubeFaceSectionCountSqrt; ++scol)
158                     {
159                         size_t r = row + srow * kTextureSize / kCubeFaceSectionCountSqrt;
160                         size_t c = col + scol * kTextureSize / kCubeFaceSectionCountSqrt;
161                         size_t s = srow * kCubeFaceSectionCountSqrt + scol;
162                         faceData[r * kTextureSize + c] = faceColors[face][s];
163                     }
164                 }
165             }
166         }
167 
168         glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, kTextureSize, kTextureSize,
169                      0, GL_RGBA, GL_UNSIGNED_BYTE, faceData.data());
170     }
171     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
172     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
173     EXPECT_GL_NO_ERROR();
174 
175     GLTexture fboTex;
176     glBindTexture(GL_TEXTURE_2D, fboTex);
177     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kCubeFaceCount, kCubeFaceSectionCount, 0, GL_RGBA,
178                  GL_UNSIGNED_BYTE, nullptr);
179 
180     GLFramebuffer fbo;
181     glBindFramebuffer(GL_FRAMEBUFFER, fbo);
182     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTex, 0);
183     EXPECT_GL_NO_ERROR();
184 
185     ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), shader);
186     glUseProgram(program);
187 
188     GLint texCubeLocation = glGetUniformLocation(program, "texCube");
189     ASSERT_NE(-1, texCubeLocation);
190     glUniform1i(texCubeLocation, 0);
191 
192     drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
193     EXPECT_GL_NO_ERROR();
194 
195     for (GLenum face = 0; face < kCubeFaceCount; face++)
196     {
197         // The following table defines the translation from textureCube coordinates to coordinates
198         // in each face.  The framebuffer has width 6 and height 4.  Every column corresponding to
199         // an x value represents one cube face.  The values in rows are samples from the four
200         // sections of the face.
201         //
202         // Major    Axis Direction Target    sc  tc  ma
203         //  +rx  TEXTURE_CUBE_MAP_POSITIVE_X −rz −ry rx
204         //  −rx  TEXTURE_CUBE_MAP_NEGATIVE_X  rz −ry rx
205         //  +ry  TEXTURE_CUBE_MAP_POSITIVE_Y  rx  rz ry
206         //  −ry  TEXTURE_CUBE_MAP_NEGATIVE_Y  rx −rz ry
207         //  +rz  TEXTURE_CUBE_MAP_POSITIVE_Z  rx −ry rz
208         //  −rz  TEXTURE_CUBE_MAP_NEGATIVE_Z −rx −ry rz
209         //
210         // This table is used only to determine the direction of growth for s and t.  The shader
211         // always generates (row,col) coordinates (0, 0), (0, 1), (1, 0), (1, 1) which is the order
212         // the data is uploaded to the faces, but based on the table above, the sample order would
213         // be different.
214         constexpr size_t faceSampledSections[kCubeFaceCount][kCubeFaceSectionCount] = {
215             {3, 2, 1, 0}, {2, 3, 0, 1}, {0, 1, 2, 3}, {2, 3, 0, 1}, {2, 3, 0, 1}, {3, 2, 1, 0},
216         };
217 
218         for (size_t section = 0; section < kCubeFaceSectionCount; ++section)
219         {
220             const GLColor sectionColor = faceColors[face][faceSampledSections[face][section]];
221 
222             EXPECT_PIXEL_COLOR_EQ(face, section, sectionColor)
223                 << "face " << face << ", section " << section;
224         }
225     }
226     EXPECT_GL_NO_ERROR();
227 }
228 
229 // Verify that cube map sampling follows the rules that map cubemap coordinates to coordinates
230 // within each face.  See section 3.7.5 of GLES2.0 (Cube Map Texture Selection).
TEST_P(CubeMapTextureTest, SampleCoordinateTransform)231 TEST_P(CubeMapTextureTest, SampleCoordinateTransform)
232 {
233     // http://anglebug.com/4092
234     ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D9());
235     // Create a program that samples from 6x4 directions of the cubemap, draw and verify that the
236     // colors match the right color from |faceColors|.
237     constexpr char kFS[] = R"(precision mediump float;
238 
239 uniform samplerCube texCube;
240 
241 const mat4 coordInSection = mat4(
242     vec4(-0.5, -0.5, 0, 0),
243     vec4( 0.5, -0.5, 0, 0),
244     vec4(-0.5,  0.5, 0, 0),
245     vec4( 0.5,  0.5, 0, 0)
246 );
247 
248 void main()
249 {
250     vec3 coord;
251     if (gl_FragCoord.x < 2.0)
252     {
253         coord.x = gl_FragCoord.x < 1.0 ? 1.0 : -1.0;
254         coord.zy = coordInSection[int(gl_FragCoord.y)].xy;
255     }
256     else if (gl_FragCoord.x < 4.0)
257     {
258         coord.y = gl_FragCoord.x < 3.0 ? 1.0 : -1.0;
259         coord.xz = coordInSection[int(gl_FragCoord.y)].xy;
260     }
261     else
262     {
263         coord.z = gl_FragCoord.x < 5.0 ? 1.0 : -1.0;
264         coord.xy = coordInSection[int(gl_FragCoord.y)].xy;
265     }
266 
267     gl_FragColor = textureCube(texCube, coord);
268 })";
269 
270     runSampleCoordinateTransformTest(kFS);
271 }
272 
273 // On Android Vulkan, unequal x and y derivatives cause this test to fail.
TEST_P(CubeMapTextureTest, SampleCoordinateTransformGrad)274 TEST_P(CubeMapTextureTest, SampleCoordinateTransformGrad)
275 {
276     ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan());  // anglebug.com/3814
277     ANGLE_SKIP_TEST_IF(IsD3D11());                  // anglebug.com/3856
278     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_shader_texture_lod"));
279     // http://anglebug.com/4092
280     ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D9());
281 
282     constexpr char kFS[] = R"(#extension GL_EXT_shader_texture_lod : require
283 precision mediump float;
284 
285 uniform samplerCube texCube;
286 
287 const mat4 coordInSection = mat4(
288     vec4(-0.5, -0.5, 0, 0),
289     vec4( 0.5, -0.5, 0, 0),
290     vec4(-0.5,  0.5, 0, 0),
291     vec4( 0.5,  0.5, 0, 0)
292 );
293 
294 void main()
295 {
296     vec3 coord;
297     if (gl_FragCoord.x < 2.0)
298     {
299         coord.x = gl_FragCoord.x < 1.0 ? 1.0 : -1.0;
300         coord.zy = coordInSection[int(gl_FragCoord.y)].xy;
301     }
302     else if (gl_FragCoord.x < 4.0)
303     {
304         coord.y = gl_FragCoord.x < 3.0 ? 1.0 : -1.0;
305         coord.xz = coordInSection[int(gl_FragCoord.y)].xy;
306     }
307     else
308     {
309         coord.z = gl_FragCoord.x < 5.0 ? 1.0 : -1.0;
310         coord.xy = coordInSection[int(gl_FragCoord.y)].xy;
311     }
312 
313     gl_FragColor = textureCubeGradEXT(texCube, coord,
314                                       vec3(10.0, 10.0, 0.0), vec3(0.0, 10.0, 10.0));
315 })";
316 
317     runSampleCoordinateTransformTest(kFS);
318 }
319 
320 // Use this to select which configurations (e.g. which renderer, which GLES major version) these
321 // tests should be run against.
322 ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(CubeMapTextureTest);
323