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Unified Diff: gpu/command_buffer/tests/gl_cube_map_texture_unittest.cc

Issue 1280163004: gpu: workaround force_cube_map_positive_x_allocation fixes Android crash. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: fix bug about cube incomplete fbo Created 5 years, 4 months ago
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Index: gpu/command_buffer/tests/gl_cube_map_texture_unittest.cc
diff --git a/gpu/command_buffer/tests/gl_cube_map_texture_unittest.cc b/gpu/command_buffer/tests/gl_cube_map_texture_unittest.cc
new file mode 100644
index 0000000000000000000000000000000000000000..f2bf35025e5441c0954549c02ecf1327a723e294
--- /dev/null
+++ b/gpu/command_buffer/tests/gl_cube_map_texture_unittest.cc
@@ -0,0 +1,124 @@
+// Copyright 2015 The Chromium 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 <GLES2/gl2.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 {
+ gl_.Initialize(GLManager::Options());
+ 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;
+ }
+ }
+
+ void TearDown() override { gl_.Destroy(); }
+
+ uint8 pixels_[256 * 4];
+ const int width_ = 16;
+ GLManager gl_;
+};
+
+INSTANTIATE_TEST_CASE_P(GLCubeMapTextureTests,
+ GLCubeMapTextureTest,
+ ::testing::ValuesIn(kCubeMapTextureTargets));
+
+TEST_P(GLCubeMapTextureTest, FramebufferTexture2DToIncompleteCubeTexture) {
+ GLenum cube_map_target = GetParam();
+
+ GLuint texture = 0;
+ glGenTextures(1, &texture);
+
+ glBindTexture(GL_TEXTURE_CUBE_MAP, texture);
+ EXPECT_TRUE(glGetError() == GL_NO_ERROR);
+
+ glTexImage2D(cube_map_target, 0, GL_RGBA, width_, width_, 0, GL_RGBA,
+ GL_UNSIGNED_BYTE, pixels_);
+ EXPECT_TRUE(glGetError() == GL_NO_ERROR);
+
+ GLuint framebuffer_id = 0;
+ glGenFramebuffers(1, &framebuffer_id);
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, cube_map_target,
+ texture, 0);
+
+ // force_gl_finish_after_compositing workaround prevents Nexus 5 crash.
+ // TODO(dshwang): remove the workaround when it's fixed. crbug.com/518889
+ EXPECT_TRUE(glGetError() == GL_NO_ERROR);
+}
+
+TEST_P(GLCubeMapTextureTest, TexImage2DAfterFBOBinding) {
+ GLenum cube_map_target = GetParam();
+
+ GLuint texture = 0;
+ glGenTextures(1, &texture);
+
+ glBindTexture(GL_TEXTURE_CUBE_MAP, texture);
+ EXPECT_TRUE(glGetError() == GL_NO_ERROR);
+
+ GLuint framebuffer_id = 0;
+ glGenFramebuffers(1, &framebuffer_id);
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, cube_map_target,
+ texture, 0);
+ EXPECT_TRUE(glGetError() == GL_NO_ERROR);
+
+ // force_gl_finish_after_compositing 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_TRUE(glGetError() == GL_NO_ERROR);
+}
+
+TEST_P(GLCubeMapTextureTest, ReadPixels) {
+ GLenum cube_map_target = GetParam();
+
+ GLuint texture = 0;
+ glGenTextures(1, &texture);
+
+ glBindTexture(GL_TEXTURE_CUBE_MAP, texture);
+ EXPECT_TRUE(glGetError() == GL_NO_ERROR);
+
+ // Make a cube texture complete
+ for (unsigned i = 0; i < arraysize(kCubeMapTextureTargets); i++) {
+ glTexImage2D(kCubeMapTextureTargets[i], 0, GL_RGBA, width_, width_, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, pixels_);
+ EXPECT_TRUE(glGetError() == GL_NO_ERROR);
+ }
+
+ GLuint framebuffer_id = 0;
+ glGenFramebuffers(1, &framebuffer_id);
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, cube_map_target,
+ texture, 0);
+ EXPECT_TRUE(glGetError() == GL_NO_ERROR);
+
+ // Check that FB is complete.
+ EXPECT_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE),
no sievers 2015/08/11 21:08:54 what about mipmaps? don't you have to set the filt
dshwang 2015/08/12 08:06:09 good point! I add filter setup in SetUp()
+ glCheckFramebufferStatus(GL_FRAMEBUFFER));
+
+ // ANGLE crashes on glReadPixels() except for CUBE_MAP_POSITIVE_X.
+ GLTestHelper::CheckPixels(0, 0, width_, width_, 0, pixels_);
+ EXPECT_TRUE(GL_NO_ERROR == glGetError());
+}
+
+} // namespace gpu

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