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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: resolve sievers's comment 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..7644a82b8f3ef0ad59d503ad1441186567e400f0
--- /dev/null
+++ b/gpu/command_buffer/tests/gl_cube_map_texture_unittest.cc
@@ -0,0 +1,138 @@
+// 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;
+ }
+
+ 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 pixels_[256 * 4];
+ const int width_ = 16;
+ GLuint texture_;
+ GLuint framebuffer_id_;
+};
+
+INSTANTIATE_TEST_CASE_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_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_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
+}
+
+TEST_P(GLCubeMapTextureTest, 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 < arraysize(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_);
+ EXPECT_TRUE(GL_NO_ERROR == glGetError());
+}
+
+#if defined(OS_WIN)
+// TODO(dshwang): ANGLE crashes. crbug.com/518889
+TEST_P(GLCubeMapTextureTest, DISABLED_ReadPixelsFromIncompleteFBO) {
+#else
+TEST_P(GLCubeMapTextureTest, ReadPixelsFromIncompleteFBO) {
+#endif
+ 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_gl_finish_after_compositing 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());
+
+ GLsizei size = width_ * width_ * 4;
+ scoped_ptr<uint8[]> pixels(new uint8[size]);
+ // ANGLE crashes on glReadPixels() from incomplete FBO.
+ glReadPixels(0, 0, width_, width_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get());
+ // TODO(dshwang): According to spec, above glReadPixels() should fail and
+ // glGetError() should report an error, but some drivers are fine to bind
+ // incomplete cube map texture to FBO. crbug.com/517548
+ glGetError();
+}
+
+} // namespace gpu
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