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//
// Copyright 2018 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.
//
// BasicDrawTest.cpp: Tests basic fullscreen quad draw with and without
// GL_TEXTURE_2D enabled.
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include <vector>
using namespace angle;
class BasicDrawTest : public ANGLETest<>
{
protected:
BasicDrawTest()
{
setWindowWidth(32);
setWindowHeight(32);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
std::vector<float> mPositions = {
-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f,
};
void drawRedQuad()
{
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
EXPECT_GL_NO_ERROR();
glEnableClientState(GL_VERTEX_ARRAY);
EXPECT_GL_NO_ERROR();
glVertexPointer(2, GL_FLOAT, 0, mPositions.data());
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
};
// Draws a fullscreen quad with a certain color.
TEST_P(BasicDrawTest, DrawColor)
{
drawRedQuad();
}
// Checks that textures can be enabled or disabled.
TEST_P(BasicDrawTest, EnableDisableTexture)
{
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
// Green
GLubyte texture[] = {
0x00,
0xff,
0x00,
};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, texture);
// Texturing is disabled; still red;
drawRedQuad();
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
// Texturing enabled; is green (provided modulate w/ white)
glEnable(GL_TEXTURE_2D);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Check that glClearColorx, glClearDepthx, glLineWidthx, glPolygonOffsetx can work.
TEST_P(BasicDrawTest, DepthTest)
{
glClearColorx(0x4000, 0x8000, 0x8000, 0x8000);
EXPECT_GL_NO_ERROR();
glClearDepthx(0x8000);
EXPECT_GL_NO_ERROR();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 128, 1.0);
// Fail Depth Test and can't draw the red triangle
std::vector<float> Positions = {-1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f};
glEnable(GL_DEPTH_TEST);
glLineWidthx(0x10000);
EXPECT_GL_NO_ERROR();
glPolygonOffsetx(0, 0);
EXPECT_GL_NO_ERROR();
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
glEnableClientState(GL_VERTEX_ARRAY);
EXPECT_GL_NO_ERROR();
glVertexPointer(3, GL_FLOAT, 0, Positions.data());
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 128, 1.0);
glDisable(GL_DEPTH_TEST);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
// Check that depth range can be set by glDepthRangex.
TEST_P(BasicDrawTest, SetDepthRangex)
{
glDepthRangex(0x8000, 0x10000);
EXPECT_GL_NO_ERROR();
GLfixed depth_range[2];
glGetFixedv(GL_DEPTH_RANGE, depth_range);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(0x8000, depth_range[0]);
EXPECT_EQ(0x10000, depth_range[1]);
}
// Check that sample coverage parameters can be set by glSampleCoveragex.
TEST_P(BasicDrawTest, SetSampleCoveragex)
{
GLfixed isSampleCoverage;
GLfixed samplecoveragevalue;
GLfixed samplecoverageinvert;
glEnable(GL_SAMPLE_COVERAGE);
EXPECT_GL_NO_ERROR();
glGetFixedv(GL_SAMPLE_COVERAGE, &isSampleCoverage);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(0x10000, isSampleCoverage);
glSampleCoveragex(0x8000, true);
EXPECT_GL_NO_ERROR();
glGetFixedv(GL_SAMPLE_COVERAGE_VALUE, &samplecoveragevalue);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(0x8000, samplecoveragevalue);
glGetFixedv(GL_SAMPLE_COVERAGE_INVERT, &samplecoverageinvert);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(0x10000, samplecoverageinvert);
}
ANGLE_INSTANTIATE_TEST_ES1(BasicDrawTest);