// See the License for the specific language governing permissions and
// limitations under the License.
+// OpenGL ES unit tests that provide coverage for functionality not tested by
+// the dEQP test suite. Also used as a smoke test.
+
#include "gtest/gtest.h"
#include "gmock/gmock.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <GLES3/gl3.h>
+#include <GL/glcorearb.h>
+#include <GL/glext.h>
#if defined(_WIN32)
#include <Windows.h>
#endif
+#include <string.h>
+
+#define EXPECT_GLENUM_EQ(expected, actual) EXPECT_EQ(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
+
class SwiftShaderTest : public testing::Test
{
protected:
EGL_NONE
};
- EGLConfig config;
EGLint num_config = -1;
EGLBoolean success = eglChooseConfig(display, configAttributes, &config, 1, &num_config);
EXPECT_EQ(EGL_SUCCESS, eglGetError());
EXPECT_EQ(context, currentContext);
}
- EXPECT_EQ((GLenum)GL_NO_ERROR, glGetError());
+ EXPECT_GLENUM_EQ(GL_NO_ERROR, glGetError());
}
void Uninitialize()
EXPECT_EQ((EGLBoolean)EGL_TRUE, success);
}
+ struct ProgramHandles
+ {
+ GLuint program;
+ GLuint vertexShader;
+ GLuint fragmentShader;
+ };
+
+ ProgramHandles createProgram(const std::string& vs, const std::string& fs)
+ {
+ ProgramHandles ph;
+ ph.program = glCreateProgram();
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ ph.vertexShader = glCreateShader(GL_VERTEX_SHADER);
+ const char* vsSource[1] = { vs.c_str() };
+ glShaderSource(ph.vertexShader, 1, vsSource, nullptr);
+ glCompileShader(ph.vertexShader);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+ GLint vsCompileStatus = 0;
+ glGetShaderiv(ph.vertexShader, GL_COMPILE_STATUS, &vsCompileStatus);
+ EXPECT_EQ(vsCompileStatus, GL_TRUE);
+
+ ph.fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+ const char* fsSource[1] = { fs.c_str() };
+ glShaderSource(ph.fragmentShader, 1, fsSource, nullptr);
+ glCompileShader(ph.fragmentShader);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+ GLint fsCompileStatus = 0;
+ glGetShaderiv(ph.fragmentShader, GL_COMPILE_STATUS, &fsCompileStatus);
+ EXPECT_EQ(fsCompileStatus, GL_TRUE);
+
+ glAttachShader(ph.program, ph.vertexShader);
+ glAttachShader(ph.program, ph.fragmentShader);
+ glLinkProgram(ph.program);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ GLint linkStatus = 0;
+ glGetProgramiv(ph.program, GL_LINK_STATUS, &linkStatus);
+ EXPECT_NE(linkStatus, 0);
+
+ return ph;
+ }
+
+ void deleteProgram(const ProgramHandles& ph)
+ {
+ glDeleteShader(ph.fragmentShader);
+ glDeleteShader(ph.vertexShader);
+ glDeleteProgram(ph.program);
+ }
+
+ void drawQuad(GLuint program, const char* textureName = nullptr)
+ {
+ GLint prevProgram = 0;
+ glGetIntegerv(GL_CURRENT_PROGRAM, &prevProgram);
+
+ glUseProgram(program);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ GLint posLoc = glGetAttribLocation(program, "position");
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ if(textureName)
+ {
+ GLint location = glGetUniformLocation(program, textureName);
+ ASSERT_NE(-1, location);
+ glUniform1i(location, 0);
+ }
+
+ float vertices[18] = { -1.0f, 1.0f, 0.5f,
+ -1.0f, -1.0f, 0.5f,
+ 1.0f, -1.0f, 0.5f,
+ -1.0f, 1.0f, 0.5f,
+ 1.0f, -1.0f, 0.5f,
+ 1.0f, 1.0f, 0.5f };
+
+ glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, vertices);
+ glEnableVertexAttribArray(posLoc);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
+ glDisableVertexAttribArray(posLoc);
+ glUseProgram(prevProgram);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+ }
+
+ EGLDisplay getDisplay() const { return display; }
+ EGLConfig getConfig() const { return config; }
+ EGLSurface getSurface() const { return surface; }
+ EGLContext getContext() const { return context; }
+
private:
EGLDisplay display;
+ EGLConfig config;
EGLSurface surface;
EGLContext context;
};
Initialize(2, true);
const GLubyte *glVendor = glGetString(GL_VENDOR);
- EXPECT_EQ((GLenum)GL_NO_ERROR, glGetError());
+ EXPECT_GLENUM_EQ(GL_NO_ERROR, glGetError());
EXPECT_STREQ("Google Inc.", (const char*)glVendor);
const GLubyte *glRenderer = glGetString(GL_RENDERER);
- EXPECT_EQ((GLenum)GL_NO_ERROR, glGetError());
+ EXPECT_GLENUM_EQ(GL_NO_ERROR, glGetError());
EXPECT_STREQ("Google SwiftShader", (const char*)glRenderer);
const GLubyte *glVersion = glGetString(GL_VERSION);
- EXPECT_EQ((GLenum)GL_NO_ERROR, glGetError());
+ EXPECT_GLENUM_EQ(GL_NO_ERROR, glGetError());
EXPECT_THAT((const char*)glVersion, testing::HasSubstr("OpenGL ES 2.0 SwiftShader "));
Uninitialize();
}
-// Note: GL_ARB_texture_rectangle is part of gl2extchromium.h in the Chromium repo
-// GL_ARB_texture_rectangle
-#ifndef GL_ARB_texture_rectangle
-#define GL_ARB_texture_rectangle 1
+// Test unrolling of a loop
+TEST_F(SwiftShaderTest, UnrollLoop)
+{
+ Initialize(3, false);
-#ifndef GL_SAMPLER_2D_RECT_ARB
-#define GL_SAMPLER_2D_RECT_ARB 0x8B63
-#endif
+ unsigned char green[4] = { 0, 255, 0, 255 };
-#ifndef GL_TEXTURE_BINDING_RECTANGLE_ARB
-#define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6
-#endif
+ const std::string vs =
+ "#version 300 es\n"
+ "in vec4 position;\n"
+ "out vec4 color;\n"
+ "void main()\n"
+ "{\n"
+ " for(int i = 0; i < 4; i++)\n"
+ " {\n"
+ " color[i] = (i % 2 == 0) ? 0.0 : 1.0;\n"
+ " }\n"
+ " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
+ "}\n";
-#ifndef GL_TEXTURE_RECTANGLE_ARB
-#define GL_TEXTURE_RECTANGLE_ARB 0x84F5
-#endif
+ const std::string fs =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "in vec4 color;\n"
+ "out vec4 fragColor;\n"
+ "void main()\n"
+ "{\n"
+ " fragColor = color;\n"
+ "}\n";
-#ifndef GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB
-#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8
-#endif
+ const ProgramHandles ph = createProgram(vs, fs);
+
+ // Expect the info log to contain "unrolled". This is not a spec requirement.
+ GLsizei length = 0;
+ glGetShaderiv(ph.vertexShader, GL_INFO_LOG_LENGTH, &length);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+ EXPECT_NE(length, 0);
+ char *log = new char[length];
+ GLsizei written = 0;
+ glGetShaderInfoLog(ph.vertexShader, length, &written, log);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+ EXPECT_EQ(length, written + 1);
+ EXPECT_NE(strstr(log, "unrolled"), nullptr);
+ delete[] log;
+
+ glUseProgram(ph.program);
+
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ drawQuad(ph.program);
+
+ deleteProgram(ph);
+
+ compareColor(green);
+
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ Uninitialize();
+}
+
+// Test non-canonical or non-deterministic loops do not get unrolled
+TEST_F(SwiftShaderTest, DynamicLoop)
+{
+ Initialize(3, false);
+
+ unsigned char green[4] = { 0, 255, 0, 255 };
+
+ const std::string vs =
+ "#version 300 es\n"
+ "in vec4 position;\n"
+ "out vec4 color;\n"
+ "void main()\n"
+ "{\n"
+ " for(int i = 0; i < 4; )\n"
+ " {\n"
+ " color[i] = (i % 2 == 0) ? 0.0 : 1.0;\n"
+ " i++;"
+ " }\n"
+ " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
+ "}\n";
+
+ const std::string fs =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "in vec4 color;\n"
+ "out vec4 fragColor;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 temp;"
+ " for(int i = 0; i < 4; i++)\n"
+ " {\n"
+ " if(color.x < 0.0) return;"
+ " temp[i] = color[i];\n"
+ " }\n"
+ " fragColor = vec4(temp[0], temp[1], temp[2], temp[3]);\n"
+ "}\n";
+
+ const ProgramHandles ph = createProgram(vs, fs);
+
+ // Expect the info logs to be empty. This is not a spec requirement.
+ GLsizei length = 0;
+ glGetShaderiv(ph.vertexShader, GL_INFO_LOG_LENGTH, &length);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+ EXPECT_EQ(length, 0);
+ glGetShaderiv(ph.fragmentShader, GL_INFO_LOG_LENGTH, &length);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+ EXPECT_EQ(length, 0);
+
+ glUseProgram(ph.program);
+
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ drawQuad(ph.program);
+
+ deleteProgram(ph);
+
+ compareColor(green);
+
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ Uninitialize();
+}
+
+// Test dynamic indexing
+TEST_F(SwiftShaderTest, DynamicIndexing)
+{
+ Initialize(3, false);
+
+ unsigned char green[4] = { 0, 255, 0, 255 };
+
+ const std::string vs =
+ "#version 300 es\n"
+ "in vec4 position;\n"
+ "out float color[4];\n"
+ "void main()\n"
+ "{\n"
+ " for(int i = 0; i < 4; )\n"
+ " {\n"
+ " int j = (gl_VertexID + i) % 4;\n"
+ " color[j] = (j % 2 == 0) ? 0.0 : 1.0;\n"
+ " i++;"
+ " }\n"
+ " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
+ "}\n";
+
+ const std::string fs =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "in float color[4];\n"
+ "out vec4 fragColor;\n"
+ "void main()\n"
+ "{\n"
+ " float temp[4];"
+ " for(int i = 0; i < 4; )\n"
+ " {\n"
+ " temp[i] = color[i];\n"
+ " i++;"
+ " }\n"
+ " fragColor = vec4(temp[0], temp[1], temp[2], temp[3]);\n"
+ "}\n";
+
+ const ProgramHandles ph = createProgram(vs, fs);
+
+ glUseProgram(ph.program);
+
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ drawQuad(ph.program);
+
+ deleteProgram(ph);
+
+ compareColor(green);
+
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ Uninitialize();
+}
+
+// Tests construction of a structure containing a single matrix
+TEST_F(SwiftShaderTest, MatrixInStruct)
+{
+ Initialize(2, false);
+
+ const std::string fs =
+ "#version 100\n"
+ "precision mediump float;\n"
+ "struct S\n"
+ "{\n"
+ " mat2 rotation;\n"
+ "};\n"
+ "void main(void)\n"
+ "{\n"
+ " float angle = 1.0;\n"
+ " S(mat2(1.0, angle, 1.0, 1.0));\n"
+ "}\n";
-#endif // GL_ARB_texture_rectangle
+ GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+ const char *fsSource[1] = { fs.c_str() };
+ glShaderSource(fragmentShader, 1, fsSource, nullptr);
+ glCompileShader(fragmentShader);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+ GLint compileStatus = 0;
+ glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &compileStatus);
+ EXPECT_NE(compileStatus, 0);
+
+ Uninitialize();
+}
+
+// Test sampling from a sampler in a struct as a function argument
+TEST_F(SwiftShaderTest, SamplerArrayInStructArrayAsFunctionArg)
+{
+ Initialize(3, false);
+
+ GLuint tex = 1;
+ glBindTexture(GL_TEXTURE_2D, tex);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ unsigned char green[4] = { 0, 255, 0, 255 };
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, green);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ const std::string vs =
+ "#version 300 es\n"
+ "in vec4 position;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
+ "}\n";
+
+ const std::string fs =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "struct SamplerStruct{ sampler2D tex[2]; };\n"
+ "vec4 doSample(in SamplerStruct s[2])\n"
+ "{\n"
+ " return texture(s[1].tex[1], vec2(0.0));\n"
+ "}\n"
+ "uniform SamplerStruct samplerStruct[2];\n"
+ "out vec4 fragColor;\n"
+ "void main()\n"
+ "{\n"
+ " fragColor = doSample(samplerStruct);\n"
+ "}\n";
+
+ const ProgramHandles ph = createProgram(vs, fs);
+
+ glUseProgram(ph.program);
+ GLint location = glGetUniformLocation(ph.program, "samplerStruct[1].tex[1]");
+ ASSERT_NE(-1, location);
+ glUniform1i(location, 0);
+
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ drawQuad(ph.program, "samplerStruct[1].tex[1]");
+
+ deleteProgram(ph);
+
+ compareColor(green);
+
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ Uninitialize();
+}
+
+// Test sampling from a sampler in a struct as a function argument
+TEST_F(SwiftShaderTest, AtanCornerCases)
+{
+ Initialize(3, false);
+
+ const std::string vs =
+ "#version 300 es\n"
+ "in vec4 position;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
+ "}\n";
+
+ const std::string fs =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "const float kPI = 3.14159265358979323846;"
+ "uniform float positive_value;\n"
+ "uniform float negative_value;\n"
+ "out vec4 fragColor;\n"
+ "void main()\n"
+ "{\n"
+ " // Should yield vec4(0, pi, pi/2, -pi/2)\n"
+ " vec4 result = atan(vec4(0.0, 0.0, positive_value, negative_value),\n"
+ " vec4(positive_value, negative_value, 0.0, 0.0));\n"
+ " fragColor = (result / vec4(kPI)) + vec4(0.5, -0.5, 0.0, 1.0) + vec4(0.5 / 255.0);\n"
+ "}\n";
+
+ const ProgramHandles ph = createProgram(vs, fs);
+
+ glUseProgram(ph.program);
+ GLint positive_value = glGetUniformLocation(ph.program, "positive_value");
+ ASSERT_NE(-1, positive_value);
+ GLint negative_value = glGetUniformLocation(ph.program, "negative_value");
+ ASSERT_NE(-1, negative_value);
+ glUniform1f(positive_value, 1.0);
+ glUniform1f(negative_value, -1.0);
+
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ drawQuad(ph.program, nullptr);
+
+ deleteProgram(ph);
+
+ unsigned char grey[4] = { 128, 128, 128, 128 };
+ compareColor(grey);
+
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ Uninitialize();
+}
+
+// Test conditions that should result in a GL_OUT_OF_MEMORY and not crash
+TEST_F(SwiftShaderTest, OutOfMemory)
+{
+ // Image sizes are assumed to fit in a 32-bit signed integer by the renderer,
+ // so test that we can't create a 2+ GiB image.
+ {
+ Initialize(3, false);
+
+ GLuint tex = 1;
+ glBindTexture(GL_TEXTURE_3D, tex);
+
+ const int width = 0xC2;
+ const int height = 0x541;
+ const int depth = 0x404;
+ glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA32F, width, height, depth, 0, GL_RGBA, GL_FLOAT, nullptr);
+ EXPECT_GLENUM_EQ(GL_OUT_OF_MEMORY, glGetError());
+
+ // The spec states that the GL is in an undefined state when GL_OUT_OF_MEMORY
+ // is returned, and the context must be recreated before attempting more rendering.
+ Uninitialize();
+ }
+}
// Test using TexImage2D to define a rectangle texture
// Defining level 0 is allowed
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
// Defining level other than 0 is not allowed
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 1, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
- EXPECT_EQ(GL_INVALID_VALUE, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_VALUE, glGetError());
GLint maxSize = 0;
glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &maxSize);
// Defining a texture larger than the max size is disallowed
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, maxSize + 1, maxSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
- EXPECT_EQ(GL_INVALID_VALUE, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_VALUE, glGetError());
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, maxSize, maxSize + 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
- EXPECT_EQ(GL_INVALID_VALUE, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_VALUE, glGetError());
Uninitialize();
}
GLuint tex = 1;
glBindTexture(GL_TEXTURE_2D, tex);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 16, 16, 0, 128, data);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
}
// Rectangle textures cannot be compressed
GLuint tex = 2;
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex);
glCompressedTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 16, 16, 0, 128, data);
- EXPECT_EQ(GL_INVALID_ENUM, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_ENUM, glGetError());
}
Uninitialize();
GLuint tex = 1;
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex);
glTexStorage2D(GL_TEXTURE_RECTANGLE_ARB, 1, GL_RGBA8UI, 16, 16);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
}
// Having more than one level is not allowed
// Use 5 levels because the EXT_texture_storage extension requires a mip chain all the way
// to a 1x1 mip.
glTexStorage2D(GL_TEXTURE_RECTANGLE_ARB, 5, GL_RGBA8UI, 16, 16);
- EXPECT_EQ(GL_INVALID_VALUE, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_VALUE, glGetError());
}
GLint maxSize = 0;
GLuint tex = 4;
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex);
glTexStorage2D(GL_TEXTURE_RECTANGLE_ARB, 1, GL_RGBA8UI, maxSize + 1, maxSize);
- EXPECT_EQ(GL_INVALID_VALUE, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_VALUE, glGetError());
glTexStorage2D(GL_TEXTURE_RECTANGLE_ARB, 1, GL_RGBA8UI, maxSize, maxSize + 1);
- EXPECT_EQ(GL_INVALID_VALUE, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_VALUE, glGetError());
}
// Compressed formats are disallowed
GLuint tex = 5;
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex);
glTexStorage2D(GL_TEXTURE_RECTANGLE_ARB, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 16, 16);
- EXPECT_EQ(GL_INVALID_ENUM, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_ENUM, glGetError());
Uninitialize();
}
// Only wrap mode CLAMP_TO_EDGE is supported
// Wrap S
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_REPEAT);
- EXPECT_EQ(GL_INVALID_ENUM, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_ENUM, glGetError());
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
- EXPECT_EQ(GL_INVALID_ENUM, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_ENUM, glGetError());
// Wrap T
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_REPEAT);
- EXPECT_EQ(GL_INVALID_ENUM, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_ENUM, glGetError());
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
- EXPECT_EQ(GL_INVALID_ENUM, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_ENUM, glGetError());
// Min filter has to be nearest or linear
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
- EXPECT_EQ(GL_INVALID_ENUM, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_ENUM, glGetError());
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
- EXPECT_EQ(GL_INVALID_ENUM, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_ENUM, glGetError());
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
- EXPECT_EQ(GL_INVALID_ENUM, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_ENUM, glGetError());
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- EXPECT_EQ(GL_INVALID_ENUM, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_ENUM, glGetError());
// Base level has to be 0
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BASE_LEVEL, 0);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BASE_LEVEL, 1);
- EXPECT_EQ(GL_INVALID_OPERATION, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_OPERATION, glGetError());
Uninitialize();
}
GLuint tex = 1;
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
GLuint fbo = 1;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Using level 0 of a rectangle texture is valid.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, tex, 0);
- EXPECT_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
// Setting level != 0 is invalid
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, tex, 1);
- EXPECT_EQ(GL_INVALID_VALUE, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_VALUE, glGetError());
Uninitialize();
}
GLuint tex = 1;
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
unsigned char green[4] = { 0, 255, 0, 255 };
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, green);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
const std::string vs =
"attribute vec4 position;\n"
" gl_FragColor = texture2DRect(tex, vec2(0, 0));\n"
"}\n";
- GLuint program = glCreateProgram();
- EXPECT_EQ(GL_NONE, glGetError());
-
- GLuint vsShader = glCreateShader(GL_VERTEX_SHADER);
- const char* vsSource[1] = { vs.c_str() };
- glShaderSource(vsShader, 1, vsSource, nullptr);
- glCompileShader(vsShader);
- EXPECT_EQ(GL_NONE, glGetError());
-
- GLuint fsShader = glCreateShader(GL_FRAGMENT_SHADER);
- const char* fsSource[1] = { fs.c_str() };
- glShaderSource(fsShader, 1, fsSource, nullptr);
- glCompileShader(fsShader);
- EXPECT_EQ(GL_NONE, glGetError());
+ const ProgramHandles ph = createProgram(vs, fs);
- glAttachShader(program, vsShader);
- glAttachShader(program, fsShader);
- glLinkProgram(program);
- EXPECT_EQ(GL_NONE, glGetError());
-
- glUseProgram(program);
- GLint location = glGetUniformLocation(program, "tex");
+ glUseProgram(ph.program);
+ GLint location = glGetUniformLocation(ph.program, "tex");
ASSERT_NE(-1, location);
glUniform1i(location, 0);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ drawQuad(ph.program, "tex");
- GLint prevProgram = 0;
- glGetIntegerv(GL_CURRENT_PROGRAM, &prevProgram);
+ deleteProgram(ph);
- glUseProgram(program);
- EXPECT_EQ(GL_NONE, glGetError());
+ compareColor(green);
- GLint posLoc = glGetAttribLocation(program, "position");
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
- float vertices[18] = { -1.0f, 1.0f, 0.5f,
- -1.0f, -1.0f, 0.5f,
- 1.0f, -1.0f, 0.5f,
- -1.0f, 1.0f, 0.5f,
- 1.0f, -1.0f, 0.5f,
- 1.0f, 1.0f, 0.5f };
- glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, vertices);
- glEnableVertexAttribArray(posLoc);
- glDrawArrays(GL_TRIANGLES, 0, 6);
- EXPECT_EQ(GL_NONE, glGetError());
+ Uninitialize();
+}
- glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
- glDisableVertexAttribArray(posLoc);
- glUseProgram(prevProgram);
- EXPECT_EQ(GL_NONE, glGetError());
+// Test sampling from a rectangle texture
+TEST_F(SwiftShaderTest, TextureRectangle_SamplingFromRectangleESSL3)
+{
+ Initialize(3, false);
+
+ GLuint tex = 1;
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ unsigned char green[4] = { 0, 255, 0, 255 };
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, green);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ const std::string vs =
+ "#version 300 es\n"
+ "in vec4 position;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
+ "}\n";
+
+ const std::string fs =
+ "#version 300 es\n"
+ "#extension GL_ARB_texture_rectangle : require\n"
+ "precision mediump float;\n"
+ "uniform sampler2DRect tex;\n"
+ "out vec4 fragColor;\n"
+ "void main()\n"
+ "{\n"
+ " fragColor = texture(tex, vec2(0, 0));\n"
+ "}\n";
+
+ const ProgramHandles ph = createProgram(vs, fs);
+
+ glUseProgram(ph.program);
+ GLint location = glGetUniformLocation(ph.program, "tex");
+ ASSERT_NE(-1, location);
+ glUniform1i(location, 0);
+
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ drawQuad(ph.program, "tex");
+
+ deleteProgram(ph);
compareColor(green);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
Uninitialize();
}
GLuint fbo = 1;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, tex, 0);
- EXPECT_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
// Clearing a texture is just as good as checking we can render to it, right?
glClearColor(0.0, 1.0, 0.0, 1.0);
unsigned char green[4] = { 0, 255, 0, 255 };
compareColor(green);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
Uninitialize();
}
GLint minFilter = 0;
glGetTexParameteriv(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, &minFilter);
- EXPECT_EQ(GL_LINEAR, minFilter);
+ EXPECT_GLENUM_EQ(GL_LINEAR, minFilter);
GLint wrapS = 0;
glGetTexParameteriv(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, &wrapS);
- EXPECT_EQ(GL_CLAMP_TO_EDGE, wrapS);
+ EXPECT_GLENUM_EQ(GL_CLAMP_TO_EDGE, wrapS);
GLint wrapT = 0;
glGetTexParameteriv(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, &wrapT);
- EXPECT_EQ(GL_CLAMP_TO_EDGE, wrapT);
+ EXPECT_GLENUM_EQ(GL_CLAMP_TO_EDGE, wrapT);
Uninitialize();
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
// Error case: level != 0
glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 1, GL_RGBA8, 0, 0, 1, 1, 0);
- EXPECT_EQ(GL_INVALID_VALUE, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_VALUE, glGetError());
// level = 0 works and defines the texture.
glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 0, 0, 1, 1, 0);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
GLuint fbo = 1;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
unsigned char green[4] = { 0, 255, 0, 255 };
compareColor(green);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
Uninitialize();
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
// Error case: level != 0
glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 1, 0, 0, 0, 0, 1, 1);
- EXPECT_EQ(GL_INVALID_VALUE, glGetError());
+ EXPECT_GLENUM_EQ(GL_INVALID_VALUE, glGetError());
// level = 0 works and defines the texture.
glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, 0, 0, 1, 1);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
GLuint fbo = 1;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
unsigned char green[4] = { 0, 255, 0, 255 };
compareColor(green);
- EXPECT_EQ(GL_NONE, glGetError());
+ EXPECT_GLENUM_EQ(GL_NONE, glGetError());
+
+ Uninitialize();
+}
+
+#ifndef EGL_ANGLE_iosurface_client_buffer
+#define EGL_ANGLE_iosurface_client_buffer 1
+#define EGL_IOSURFACE_ANGLE 0x3454
+#define EGL_IOSURFACE_PLANE_ANGLE 0x345A
+#define EGL_TEXTURE_RECTANGLE_ANGLE 0x345B
+#define EGL_TEXTURE_TYPE_ANGLE 0x345C
+#define EGL_TEXTURE_INTERNAL_FORMAT_ANGLE 0x345D
+#endif /* EGL_ANGLE_iosurface_client_buffer */
+
+#if defined(__APPLE__)
+#include <CoreFoundation/CoreFoundation.h>
+#include <IOSurface/IOSurface.h>
+
+namespace
+{
+ void AddIntegerValue(CFMutableDictionaryRef dictionary, const CFStringRef key, int32_t value)
+ {
+ CFNumberRef number = CFNumberCreate(nullptr, kCFNumberSInt32Type, &value);
+ CFDictionaryAddValue(dictionary, key, number);
+ CFRelease(number);
+ }
+} // anonymous namespace
+
+class EGLClientBufferWrapper
+{
+public:
+ EGLClientBufferWrapper(int width = 1, int height = 1)
+ {
+ // Create a 1 by 1 BGRA8888 IOSurface
+ ioSurface = nullptr;
+
+ CFMutableDictionaryRef dict = CFDictionaryCreateMutable(
+ kCFAllocatorDefault, 0, &kCFTypeDictionaryKeyCallBacks, &kCFTypeDictionaryValueCallBacks);
+ AddIntegerValue(dict, kIOSurfaceWidth, width);
+ AddIntegerValue(dict, kIOSurfaceHeight, height);
+ AddIntegerValue(dict, kIOSurfacePixelFormat, 'BGRA');
+ AddIntegerValue(dict, kIOSurfaceBytesPerElement, 4);
+
+ ioSurface = IOSurfaceCreate(dict);
+ CFRelease(dict);
+
+ EXPECT_NE(nullptr, ioSurface);
+ }
+
+ ~EGLClientBufferWrapper()
+ {
+ IOSurfaceUnlock(ioSurface, kIOSurfaceLockReadOnly, nullptr);
+
+ CFRelease(ioSurface);
+ }
+
+ EGLClientBuffer getClientBuffer() const
+ {
+ return ioSurface;
+ }
+
+ const unsigned char* lockColor()
+ {
+ IOSurfaceLock(ioSurface, kIOSurfaceLockReadOnly, nullptr);
+ return reinterpret_cast<const unsigned char*>(IOSurfaceGetBaseAddress(ioSurface));
+ }
+
+ void unlockColor()
+ {
+ IOSurfaceUnlock(ioSurface, kIOSurfaceLockReadOnly, nullptr);
+ }
+
+ void writeColor(void* data, size_t dataSize)
+ {
+ // Write the data to the IOSurface
+ IOSurfaceLock(ioSurface, 0, nullptr);
+ memcpy(IOSurfaceGetBaseAddress(ioSurface), data, dataSize);
+ IOSurfaceUnlock(ioSurface, 0, nullptr);
+ }
+private:
+ IOSurfaceRef ioSurface;
+};
+
+#else // __APPLE__
+
+class EGLClientBufferWrapper
+{
+public:
+ EGLClientBufferWrapper(int width = 1, int height = 1)
+ {
+ clientBuffer = new unsigned char[4 * width * height];
+ }
+
+ ~EGLClientBufferWrapper()
+ {
+ delete[] clientBuffer;
+ }
+
+ EGLClientBuffer getClientBuffer() const
+ {
+ return clientBuffer;
+ }
+
+ const unsigned char* lockColor()
+ {
+ return clientBuffer;
+ }
+
+ void unlockColor()
+ {
+ }
+
+ void writeColor(void* data, size_t dataSize)
+ {
+ memcpy(clientBuffer, data, dataSize);
+ }
+private:
+ unsigned char* clientBuffer;
+};
+
+#endif
+
+class IOSurfaceClientBufferTest : public SwiftShaderTest
+{
+protected:
+ EGLSurface createIOSurfacePbuffer(EGLClientBuffer buffer, EGLint width, EGLint height, EGLint plane, GLenum internalFormat, GLenum type) const
+ {
+ // Make a PBuffer from it using the EGL_ANGLE_iosurface_client_buffer extension
+ const EGLint attribs[] = {
+ EGL_WIDTH, width,
+ EGL_HEIGHT, height,
+ EGL_IOSURFACE_PLANE_ANGLE, plane,
+ EGL_TEXTURE_TARGET, EGL_TEXTURE_RECTANGLE_ANGLE,
+ EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, (EGLint)internalFormat,
+ EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
+ EGL_TEXTURE_TYPE_ANGLE, (EGLint)type,
+ EGL_NONE, EGL_NONE,
+ };
+
+ EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(getDisplay(), EGL_IOSURFACE_ANGLE, buffer, getConfig(), attribs);
+ EXPECT_NE(EGL_NO_SURFACE, pbuffer);
+ return pbuffer;
+ }
+
+ void bindIOSurfaceToTexture(EGLClientBuffer buffer, EGLint width, EGLint height, EGLint plane, GLenum internalFormat, GLenum type, EGLSurface *pbuffer, GLuint *texture) const
+ {
+ *pbuffer = createIOSurfacePbuffer(buffer, width, height, plane, internalFormat, type);
+
+ // Bind the pbuffer
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, *texture);
+ EGLBoolean result = eglBindTexImage(getDisplay(), *pbuffer, EGL_BACK_BUFFER);
+ EXPECT_EQ((EGLBoolean)EGL_TRUE, result);
+ EXPECT_EQ(EGL_SUCCESS, eglGetError());
+ }
+
+ void doClear(GLenum internalFormat, bool clearToZero)
+ {
+ if(internalFormat == GL_R16UI)
+ {
+ GLuint color = clearToZero ? 0 : 257;
+ glClearBufferuiv(GL_COLOR, 0, &color);
+ EXPECT_GLENUM_EQ(GL_NO_ERROR, glGetError());
+ }
+ else
+ {
+ glClearColor(clearToZero ? 0.0f : 1.0f / 255.0f,
+ clearToZero ? 0.0f : 2.0f / 255.0f,
+ clearToZero ? 0.0f : 3.0f / 255.0f,
+ clearToZero ? 0.0f : 4.0f / 255.0f);
+ EXPECT_GLENUM_EQ(GL_NO_ERROR, glGetError());
+ glClear(GL_COLOR_BUFFER_BIT);
+ EXPECT_GLENUM_EQ(GL_NO_ERROR, glGetError());
+ }
+ }
+
+ void doClearTest(EGLClientBufferWrapper& clientBufferWrapper, GLenum internalFormat, GLenum type, void *data, size_t dataSize)
+ {
+ ASSERT_TRUE(dataSize <= 4);
+
+ // Bind the IOSurface to a texture and clear it.
+ GLuint texture = 1;
+ EGLSurface pbuffer;
+ bindIOSurfaceToTexture(clientBufferWrapper.getClientBuffer(), 1, 1, 0, internalFormat, type, &pbuffer, &texture);
+
+ // glClear the pbuffer
+ GLuint fbo = 2;
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ EXPECT_GLENUM_EQ(GL_NO_ERROR, glGetError());
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, texture, 0);
+ EXPECT_GLENUM_EQ(GL_NO_ERROR, glGetError());
+ EXPECT_GLENUM_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GL_FRAMEBUFFER_COMPLETE);
+ EXPECT_GLENUM_EQ(GL_NO_ERROR, glGetError());
+
+ doClear(internalFormat, false);
+
+ // Unbind pbuffer and check content.
+ EGLBoolean result = eglReleaseTexImage(getDisplay(), pbuffer, EGL_BACK_BUFFER);
+ EXPECT_EQ((EGLBoolean)EGL_TRUE, result);
+ EXPECT_EQ(EGL_SUCCESS, eglGetError());
+
+ const unsigned char* color = clientBufferWrapper.lockColor();
+ for(size_t i = 0; i < dataSize; ++i)
+ {
+ EXPECT_EQ(color[i], reinterpret_cast<unsigned char*>(data)[i]);
+ }
+
+ result = eglDestroySurface(getDisplay(), pbuffer);
+ EXPECT_EQ((EGLBoolean)EGL_TRUE, result);
+ EXPECT_EQ(EGL_SUCCESS, eglGetError());
+ }
+
+ void doSampleTest(EGLClientBufferWrapper& clientBufferWrapper, GLenum internalFormat, GLenum type, void *data, size_t dataSize)
+ {
+ ASSERT_TRUE(dataSize <= 4);
+
+ clientBufferWrapper.writeColor(data, dataSize);
+
+ // Bind the IOSurface to a texture and clear it.
+ GLuint texture = 1;
+ EGLSurface pbuffer;
+ bindIOSurfaceToTexture(clientBufferWrapper.getClientBuffer(), 1, 1, 0, internalFormat, type, &pbuffer, &texture);
+
+ doClear(internalFormat, true);
+
+ // Create program and draw quad using it
+ const std::string vs =
+ "attribute vec4 position;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
+ "}\n";
+
+ const std::string fs =
+ "#extension GL_ARB_texture_rectangle : require\n"
+ "precision mediump float;\n"
+ "uniform sampler2DRect tex;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = texture2DRect(tex, vec2(0, 0));\n"
+ "}\n";
+
+ const ProgramHandles ph = createProgram(vs, fs);
+
+ drawQuad(ph.program, "tex");
+
+ deleteProgram(ph);
+
+ EXPECT_GLENUM_EQ(GL_NO_ERROR, glGetError());
+
+ // Unbind pbuffer and check content.
+ EGLBoolean result = eglReleaseTexImage(getDisplay(), pbuffer, EGL_BACK_BUFFER);
+ EXPECT_EQ((EGLBoolean)EGL_TRUE, result);
+ EXPECT_EQ(EGL_SUCCESS, eglGetError());
+
+ const unsigned char* color = clientBufferWrapper.lockColor();
+ for(size_t i = 0; i < dataSize; ++i)
+ {
+ EXPECT_EQ(color[i], reinterpret_cast<unsigned char*>(data)[i]);
+ }
+ clientBufferWrapper.unlockColor();
+ }
+};
+
+// Tests for the EGL_ANGLE_iosurface_client_buffer extension
+TEST_F(IOSurfaceClientBufferTest, RenderToBGRA8888IOSurface)
+{
+ Initialize(3, false);
+
+ { // EGLClientBufferWrapper scope
+ EGLClientBufferWrapper clientBufferWrapper;
+ unsigned char data[4] = { 3, 2, 1, 4 };
+ doClearTest(clientBufferWrapper, GL_BGRA_EXT, GL_UNSIGNED_BYTE, data, 4);
+ } // end of EGLClientBufferWrapper scope
+
+ Uninitialize();
+}
+
+// Test reading from BGRA8888 IOSurfaces
+TEST_F(IOSurfaceClientBufferTest, ReadFromBGRA8888IOSurface)
+{
+ Initialize(3, false);
+
+ { // EGLClientBufferWrapper scope
+ EGLClientBufferWrapper clientBufferWrapper;
+ unsigned char data[4] = { 3, 2, 1, 4 };
+ doSampleTest(clientBufferWrapper, GL_BGRA_EXT, GL_UNSIGNED_BYTE, data, 4);
+ } // end of EGLClientBufferWrapper scope
+
+ Uninitialize();
+}
+
+// Test using RG88 IOSurfaces for rendering
+TEST_F(IOSurfaceClientBufferTest, RenderToRG88IOSurface)
+{
+ Initialize(3, false);
+
+ { // EGLClientBufferWrapper scope
+ EGLClientBufferWrapper clientBufferWrapper;
+ unsigned char data[2] = { 1, 2 };
+ doClearTest(clientBufferWrapper, GL_RG, GL_UNSIGNED_BYTE, data, 2);
+ } // end of EGLClientBufferWrapper scope
+
+ Uninitialize();
+}
+
+// Test reading from RG88 IOSurfaces
+TEST_F(IOSurfaceClientBufferTest, ReadFromRG88IOSurface)
+{
+ Initialize(3, false);
+
+ { // EGLClientBufferWrapper scope
+ EGLClientBufferWrapper clientBufferWrapper;
+ unsigned char data[2] = { 1, 2 };
+ doSampleTest(clientBufferWrapper, GL_RG, GL_UNSIGNED_BYTE, data, 2);
+ } // end of EGLClientBufferWrapper scope
+
+ Uninitialize();
+}
+
+// Test using R8 IOSurfaces for rendering
+TEST_F(IOSurfaceClientBufferTest, RenderToR8IOSurface)
+{
+ Initialize(3, false);
+
+ { // EGLClientBufferWrapper scope
+ EGLClientBufferWrapper clientBufferWrapper;
+ unsigned char data[1] = { 1 };
+ doClearTest(clientBufferWrapper, GL_RED, GL_UNSIGNED_BYTE, data, 1);
+ } // end of EGLClientBufferWrapper scope
+
+ Uninitialize();
+}
+
+// Test reading from R8 IOSurfaces
+TEST_F(IOSurfaceClientBufferTest, ReadFromR8IOSurface)
+{
+ Initialize(3, false);
+
+ { // EGLClientBufferWrapper scope
+ EGLClientBufferWrapper clientBufferWrapper;
+ unsigned char data[1] = { 1 };
+ doSampleTest(clientBufferWrapper, GL_RED, GL_UNSIGNED_BYTE, data, 1);
+ } // end of EGLClientBufferWrapper scope
+
+ Uninitialize();
+}
+
+// Test using R16 IOSurfaces for rendering
+TEST_F(IOSurfaceClientBufferTest, RenderToR16IOSurface)
+{
+ Initialize(3, false);
+
+ { // EGLClientBufferWrapper scope
+ EGLClientBufferWrapper clientBufferWrapper;
+ uint16_t data[1] = { 257 };
+ doClearTest(clientBufferWrapper, GL_R16UI, GL_UNSIGNED_SHORT, data, 2);
+ } // end of EGLClientBufferWrapper scope
+
+ Uninitialize();
+}
+
+// Test reading from R8 IOSurfaces
+TEST_F(IOSurfaceClientBufferTest, ReadFromR16IOSurface)
+{
+ Initialize(3, false);
+
+ { // EGLClientBufferWrapper scope
+ EGLClientBufferWrapper clientBufferWrapper;
+ uint16_t data[1] = { 257 };
+ doSampleTest(clientBufferWrapper, GL_R16UI, GL_UNSIGNED_SHORT, data, 1);
+ } // end of EGLClientBufferWrapper scope
+
+ Uninitialize();
+}
+
+// Test the validation errors for missing attributes for eglCreatePbufferFromClientBuffer with
+// IOSurface
+TEST_F(IOSurfaceClientBufferTest, NegativeValidationMissingAttributes)
+{
+ Initialize(3, false);
+
+ {
+ EGLClientBufferWrapper clientBufferWrapper(10, 10);
+
+ // Success case
+ {
+ const EGLint attribs[] = {
+ EGL_WIDTH, 10,
+ EGL_HEIGHT, 10,
+ EGL_IOSURFACE_PLANE_ANGLE, 0,
+ EGL_TEXTURE_TARGET, EGL_TEXTURE_RECTANGLE_ANGLE,
+ EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_BGRA_EXT,
+ EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
+ EGL_TEXTURE_TYPE_ANGLE, GL_UNSIGNED_BYTE,
+ EGL_NONE, EGL_NONE,
+ };
+
+ EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(getDisplay(), EGL_IOSURFACE_ANGLE, clientBufferWrapper.getClientBuffer(), getConfig(), attribs);
+ EXPECT_NE(EGL_NO_SURFACE, pbuffer);
+
+ EGLBoolean result = eglDestroySurface(getDisplay(), pbuffer);
+ EXPECT_EQ((EGLBoolean)EGL_TRUE, result);
+ EXPECT_EQ(EGL_SUCCESS, eglGetError());
+ }
+
+ // Missing EGL_WIDTH
+ {
+ const EGLint attribs[] = {
+ EGL_HEIGHT, 10,
+ EGL_IOSURFACE_PLANE_ANGLE, 0,
+ EGL_TEXTURE_TARGET, EGL_TEXTURE_RECTANGLE_ANGLE,
+ EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_BGRA_EXT,
+ EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
+ EGL_TEXTURE_TYPE_ANGLE, GL_UNSIGNED_BYTE,
+ EGL_NONE, EGL_NONE,
+ };
+
+ EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(getDisplay(), EGL_IOSURFACE_ANGLE, clientBufferWrapper.getClientBuffer(), getConfig(), attribs);
+ EXPECT_EQ(EGL_NO_SURFACE, pbuffer);
+ EXPECT_EQ(EGL_BAD_PARAMETER, eglGetError());
+ }
+
+ // Missing EGL_HEIGHT
+ {
+ const EGLint attribs[] = {
+ EGL_WIDTH, 10,
+ EGL_IOSURFACE_PLANE_ANGLE, 0,
+ EGL_TEXTURE_TARGET, EGL_TEXTURE_RECTANGLE_ANGLE,
+ EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_BGRA_EXT,
+ EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
+ EGL_TEXTURE_TYPE_ANGLE, GL_UNSIGNED_BYTE,
+ EGL_NONE, EGL_NONE,
+ };
+
+ EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(getDisplay(), EGL_IOSURFACE_ANGLE, clientBufferWrapper.getClientBuffer(), getConfig(), attribs);
+ EXPECT_EQ(EGL_NO_SURFACE, pbuffer);
+ EXPECT_EQ(EGL_BAD_PARAMETER, eglGetError());
+ }
+
+ // Missing EGL_IOSURFACE_PLANE_ANGLE
+ {
+ const EGLint attribs[] = {
+ EGL_WIDTH, 10,
+ EGL_HEIGHT, 10,
+ EGL_TEXTURE_TARGET, EGL_TEXTURE_RECTANGLE_ANGLE,
+ EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_BGRA_EXT,
+ EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
+ EGL_TEXTURE_TYPE_ANGLE, GL_UNSIGNED_BYTE,
+ EGL_NONE, EGL_NONE,
+ };
+
+ EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(getDisplay(), EGL_IOSURFACE_ANGLE, clientBufferWrapper.getClientBuffer(), getConfig(), attribs);
+ EXPECT_EQ(EGL_NO_SURFACE, pbuffer);
+ EXPECT_EQ(EGL_BAD_PARAMETER, eglGetError());
+ }
+
+ // Missing EGL_TEXTURE_TARGET - EGL_BAD_MATCH from the base spec of
+ // eglCreatePbufferFromClientBuffer
+ {
+ const EGLint attribs[] = {
+ EGL_WIDTH, 10,
+ EGL_HEIGHT, 10,
+ EGL_IOSURFACE_PLANE_ANGLE, 0,
+ EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_BGRA_EXT,
+ EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
+ EGL_TEXTURE_TYPE_ANGLE, GL_UNSIGNED_BYTE,
+ EGL_NONE, EGL_NONE,
+ };
+
+ EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(getDisplay(), EGL_IOSURFACE_ANGLE, clientBufferWrapper.getClientBuffer(), getConfig(), attribs);
+ EXPECT_EQ(EGL_NO_SURFACE, pbuffer);
+ EXPECT_EQ(EGL_BAD_MATCH, eglGetError());
+ }
+
+ // Missing EGL_TEXTURE_INTERNAL_FORMAT_ANGLE
+ {
+ const EGLint attribs[] = {
+ EGL_WIDTH, 10,
+ EGL_HEIGHT, 10,
+ EGL_IOSURFACE_PLANE_ANGLE, 0,
+ EGL_TEXTURE_TARGET, EGL_TEXTURE_RECTANGLE_ANGLE,
+ EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
+ EGL_TEXTURE_TYPE_ANGLE, GL_UNSIGNED_BYTE,
+ EGL_NONE, EGL_NONE,
+ };
+
+ EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(getDisplay(), EGL_IOSURFACE_ANGLE, clientBufferWrapper.getClientBuffer(), getConfig(), attribs);
+ EXPECT_EQ(EGL_NO_SURFACE, pbuffer);
+ EXPECT_EQ(EGL_BAD_PARAMETER, eglGetError());
+ }
+
+ // Missing EGL_TEXTURE_FORMAT - EGL_BAD_MATCH from the base spec of
+ // eglCreatePbufferFromClientBuffer
+ {
+ const EGLint attribs[] = {
+ EGL_WIDTH, 10,
+ EGL_HEIGHT, 10,
+ EGL_IOSURFACE_PLANE_ANGLE, 0,
+ EGL_TEXTURE_TARGET, EGL_TEXTURE_RECTANGLE_ANGLE,
+ EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_BGRA_EXT,
+ EGL_TEXTURE_TYPE_ANGLE, GL_UNSIGNED_BYTE,
+ EGL_NONE, EGL_NONE,
+ };
+
+ EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(getDisplay(), EGL_IOSURFACE_ANGLE, clientBufferWrapper.getClientBuffer(), getConfig(), attribs);
+ EXPECT_EQ(EGL_NO_SURFACE, pbuffer);
+ EXPECT_EQ(EGL_BAD_MATCH, eglGetError());
+ }
+
+ // Missing EGL_TEXTURE_TYPE_ANGLE
+ {
+ const EGLint attribs[] = {
+ EGL_WIDTH, 10,
+ EGL_HEIGHT, 10,
+ EGL_IOSURFACE_PLANE_ANGLE, 0,
+ EGL_TEXTURE_TARGET, EGL_TEXTURE_RECTANGLE_ANGLE,
+ EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_BGRA_EXT,
+ EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
+ EGL_NONE, EGL_NONE,
+ };
+
+ EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(getDisplay(), EGL_IOSURFACE_ANGLE, clientBufferWrapper.getClientBuffer(), getConfig(), attribs);
+ EXPECT_EQ(EGL_NO_SURFACE, pbuffer);
+ EXPECT_EQ(EGL_BAD_PARAMETER, eglGetError());
+ }
+ }
+
+ Uninitialize();
+}
+
+// Test the validation errors for bad parameters for eglCreatePbufferFromClientBuffer with IOSurface
+TEST_F(IOSurfaceClientBufferTest, NegativeValidationBadAttributes)
+{
+ Initialize(3, false);
+
+ {
+ EGLClientBufferWrapper clientBufferWrapper(10, 10);
+
+ // Success case
+ {
+ const EGLint attribs[] = {
+ EGL_WIDTH, 10,
+ EGL_HEIGHT, 10,
+ EGL_IOSURFACE_PLANE_ANGLE, 0,
+ EGL_TEXTURE_TARGET, EGL_TEXTURE_RECTANGLE_ANGLE,
+ EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_BGRA_EXT,
+ EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
+ EGL_TEXTURE_TYPE_ANGLE, GL_UNSIGNED_BYTE,
+ EGL_NONE, EGL_NONE,
+ };
+
+ EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(getDisplay(), EGL_IOSURFACE_ANGLE, clientBufferWrapper.getClientBuffer(), getConfig(), attribs);
+ EXPECT_NE(EGL_NO_SURFACE, pbuffer);
+
+ EGLBoolean result = eglDestroySurface(getDisplay(), pbuffer);
+ EXPECT_EQ((EGLBoolean)EGL_TRUE, result);
+ EXPECT_EQ(EGL_SUCCESS, eglGetError());
+ }
+
+ // EGL_TEXTURE_FORMAT must be EGL_TEXTURE_RGBA
+ {
+ const EGLint attribs[] = {
+ EGL_WIDTH, 10,
+ EGL_HEIGHT, 10,
+ EGL_IOSURFACE_PLANE_ANGLE, 0,
+ EGL_TEXTURE_TARGET, EGL_TEXTURE_RECTANGLE_ANGLE,
+ EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_BGRA_EXT,
+ EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGB,
+ EGL_TEXTURE_TYPE_ANGLE, GL_UNSIGNED_BYTE,
+ EGL_NONE, EGL_NONE,
+ };
+
+ EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(getDisplay(), EGL_IOSURFACE_ANGLE, clientBufferWrapper.getClientBuffer(), getConfig(), attribs);
+ EXPECT_EQ(EGL_NO_SURFACE, pbuffer);
+ EXPECT_EQ(EGL_BAD_ATTRIBUTE, eglGetError());
+ }
+
+ // EGL_WIDTH must be at least 1
+ {
+ const EGLint attribs[] = {
+ EGL_WIDTH, 0,
+ EGL_HEIGHT, 10,
+ EGL_IOSURFACE_PLANE_ANGLE, 0,
+ EGL_TEXTURE_TARGET, EGL_TEXTURE_RECTANGLE_ANGLE,
+ EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_BGRA_EXT,
+ EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
+ EGL_TEXTURE_TYPE_ANGLE, GL_UNSIGNED_BYTE,
+ EGL_NONE, EGL_NONE,
+ };
+
+ EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(getDisplay(), EGL_IOSURFACE_ANGLE, clientBufferWrapper.getClientBuffer(), getConfig(), attribs);
+ EXPECT_EQ(EGL_NO_SURFACE, pbuffer);
+ EXPECT_EQ(EGL_BAD_ATTRIBUTE, eglGetError());
+ }
+
+ // EGL_HEIGHT must be at least 1
+ {
+ const EGLint attribs[] = {
+ EGL_WIDTH, 10,
+ EGL_HEIGHT, 0,
+ EGL_IOSURFACE_PLANE_ANGLE, 0,
+ EGL_TEXTURE_TARGET, EGL_TEXTURE_RECTANGLE_ANGLE,
+ EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_BGRA_EXT,
+ EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
+ EGL_TEXTURE_TYPE_ANGLE, GL_UNSIGNED_BYTE,
+ EGL_NONE, EGL_NONE,
+ };
+
+ EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(getDisplay(), EGL_IOSURFACE_ANGLE, clientBufferWrapper.getClientBuffer(), getConfig(), attribs);
+ EXPECT_EQ(EGL_NO_SURFACE, pbuffer);
+ EXPECT_EQ(EGL_BAD_ATTRIBUTE, eglGetError());
+ }
+
+#if defined(__APPLE__)
+ // EGL_WIDTH must be at most the width of the IOSurface
+ {
+ const EGLint attribs[] = {
+ EGL_WIDTH, 11,
+ EGL_HEIGHT, 10,
+ EGL_IOSURFACE_PLANE_ANGLE, 0,
+ EGL_TEXTURE_TARGET, EGL_TEXTURE_RECTANGLE_ANGLE,
+ EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_BGRA_EXT,
+ EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
+ EGL_TEXTURE_TYPE_ANGLE, GL_UNSIGNED_BYTE,
+ EGL_NONE, EGL_NONE,
+ };
+
+ EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(getDisplay(), EGL_IOSURFACE_ANGLE, clientBufferWrapper.getClientBuffer(), getConfig(), attribs);
+ EXPECT_EQ(EGL_NO_SURFACE, pbuffer);
+ EXPECT_EQ(EGL_BAD_ATTRIBUTE, eglGetError());
+ }
+
+ // EGL_HEIGHT must be at most the height of the IOSurface
+ {
+ const EGLint attribs[] = {
+ EGL_WIDTH, 10,
+ EGL_HEIGHT, 11,
+ EGL_IOSURFACE_PLANE_ANGLE, 0,
+ EGL_TEXTURE_TARGET, EGL_TEXTURE_RECTANGLE_ANGLE,
+ EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_BGRA_EXT,
+ EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
+ EGL_TEXTURE_TYPE_ANGLE, GL_UNSIGNED_BYTE,
+ EGL_NONE, EGL_NONE,
+ };
+
+ EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(getDisplay(), EGL_IOSURFACE_ANGLE, clientBufferWrapper.getClientBuffer(), getConfig(), attribs);
+ EXPECT_EQ(EGL_NO_SURFACE, pbuffer);
+ EXPECT_EQ(EGL_BAD_ATTRIBUTE, eglGetError());
+ }
+
+ // EGL_IOSURFACE_PLANE_ANGLE must less than the number of planes of the IOSurface
+ {
+ const EGLint attribs[] = {
+ EGL_WIDTH, 10,
+ EGL_HEIGHT, 10,
+ EGL_IOSURFACE_PLANE_ANGLE, 1,
+ EGL_TEXTURE_TARGET, EGL_TEXTURE_RECTANGLE_ANGLE,
+ EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_BGRA_EXT,
+ EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
+ EGL_TEXTURE_TYPE_ANGLE, GL_UNSIGNED_BYTE,
+ EGL_NONE, EGL_NONE,
+ };
+
+ EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(getDisplay(), EGL_IOSURFACE_ANGLE, clientBufferWrapper.getClientBuffer(), getConfig(), attribs);
+ EXPECT_EQ(EGL_NO_SURFACE, pbuffer);
+ EXPECT_EQ(EGL_BAD_ATTRIBUTE, eglGetError());
+ }
+#endif
+
+ // EGL_TEXTURE_FORMAT must be at EGL_TEXTURE_RECTANGLE_ANGLE
+ {
+ const EGLint attribs[] = {
+ EGL_WIDTH, 10,
+ EGL_HEIGHT, 10,
+ EGL_IOSURFACE_PLANE_ANGLE, 0,
+ EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
+ EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_BGRA_EXT,
+ EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
+ EGL_TEXTURE_TYPE_ANGLE, GL_UNSIGNED_BYTE,
+ EGL_NONE, EGL_NONE,
+ };
+
+ EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(getDisplay(), EGL_IOSURFACE_ANGLE, clientBufferWrapper.getClientBuffer(), getConfig(), attribs);
+ EXPECT_EQ(EGL_NO_SURFACE, pbuffer);
+ EXPECT_EQ(EGL_BAD_ATTRIBUTE, eglGetError());
+ }
+
+ // EGL_IOSURFACE_PLANE_ANGLE must be at least 0
+ {
+ const EGLint attribs[] = {
+ EGL_WIDTH, 10,
+ EGL_HEIGHT, 10,
+ EGL_IOSURFACE_PLANE_ANGLE, -1,
+ EGL_TEXTURE_TARGET, EGL_TEXTURE_RECTANGLE_ANGLE,
+ EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_BGRA_EXT,
+ EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
+ EGL_TEXTURE_TYPE_ANGLE, GL_UNSIGNED_BYTE,
+ EGL_NONE, EGL_NONE,
+ };
+
+ EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(getDisplay(), EGL_IOSURFACE_ANGLE, clientBufferWrapper.getClientBuffer(), getConfig(), attribs);
+ EXPECT_EQ(EGL_NO_SURFACE, pbuffer);
+ EXPECT_EQ(EGL_BAD_ATTRIBUTE, eglGetError());
+ }
+
+ // The internal format / type most be listed in the table
+ {
+ const EGLint attribs[] = {
+ EGL_WIDTH, 10,
+ EGL_HEIGHT, 10,
+ EGL_IOSURFACE_PLANE_ANGLE, 0,
+ EGL_TEXTURE_TARGET, EGL_TEXTURE_RECTANGLE_ANGLE,
+ EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_RGBA,
+ EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
+ EGL_TEXTURE_TYPE_ANGLE, GL_UNSIGNED_BYTE,
+ EGL_NONE, EGL_NONE,
+ };
+
+ EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(getDisplay(), EGL_IOSURFACE_ANGLE, clientBufferWrapper.getClientBuffer(), getConfig(), attribs);
+ EXPECT_EQ(EGL_NO_SURFACE, pbuffer);
+ EXPECT_EQ(EGL_BAD_ATTRIBUTE, eglGetError());
+ }
+ }
+
+ Uninitialize();
+}
+
+// Test IOSurface pbuffers cannot be made current
+TEST_F(IOSurfaceClientBufferTest, MakeCurrentDisallowed)
+{
+ Initialize(3, false);
+
+ {
+ EGLClientBufferWrapper clientBufferWrapper(10, 10);
+
+ EGLSurface pbuffer = createIOSurfacePbuffer(clientBufferWrapper.getClientBuffer(), 10, 10, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE);
+
+ EGLBoolean result = eglMakeCurrent(getDisplay(), pbuffer, pbuffer, getContext());
+ EXPECT_EQ((EGLBoolean)EGL_FALSE, result);
+ EXPECT_EQ(EGL_BAD_SURFACE, eglGetError());
+ }
Uninitialize();
}