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diff --git a/dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fTextureStateQuery.js b/dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fTextureStateQuery.js
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+++ b/dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fTextureStateQuery.js
@@ -0,0 +1,376 @@
+/*-------------------------------------------------------------------------
+ * drawElements Quality Program OpenGL ES Utilities
+ * ------------------------------------------------
+ *
+ * Copyright 2014 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the 'License');
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an 'AS IS' BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+'use strict';
+goog.provide('functional.gles3.es3fTextureStateQuery');
+goog.require('framework.common.tcuTestCase');
+goog.require('framework.delibs.debase.deRandom');
+goog.require('functional.gles3.es3fApiCase');
+goog.require('modules.shared.glsStateQuery');
+
+goog.scope(function() {
+var es3fTextureStateQuery = functional.gles3.es3fTextureStateQuery;
+var tcuTestCase = framework.common.tcuTestCase;
+var glsStateQuery = modules.shared.glsStateQuery;
+var es3fApiCase = functional.gles3.es3fApiCase;
+var deRandom = framework.delibs.debase.deRandom;
+
+var setParentClass = function(child, parent) {
+ child.prototype = Object.create(parent.prototype);
+ child.prototype.constructor = child;
+};
+
+/**
+ * @constructor
+ * @extends {es3fApiCase.ApiCase}
+ * @param {string} name
+ * @param {string} description
+ * @param {number} textureTarget
+ */
+es3fTextureStateQuery.TextureCase = function(name, description, textureTarget) {
+ es3fApiCase.ApiCase.call(this, name, description, gl);
+ /** @type {WebGLTexture} */ this.m_texture;
+ this.m_textureTarget = textureTarget;
+};
+
+setParentClass(es3fTextureStateQuery.TextureCase, es3fApiCase.ApiCase);
+
+es3fTextureStateQuery.TextureCase.prototype.testTexture = function() {
+ throw new Error('Virtual function. Please override.');
+};
+
+es3fTextureStateQuery.TextureCase.prototype.test = function() {
+ this.m_texture = gl.createTexture();
+ gl.bindTexture(this.m_textureTarget, this.m_texture);
+
+ this.testTexture();
+
+ gl.bindTexture(this.m_textureTarget, null);
+ gl.deleteTexture(this.m_texture);
+};
+
+/**
+ * @constructor
+ * @extends {es3fTextureStateQuery.TextureCase}
+ * @param {string} name
+ * @param {string} description
+ * @param {number} textureTarget
+ */
+es3fTextureStateQuery.IsTextureCase = function(name, description, textureTarget) {
+ es3fTextureStateQuery.TextureCase.call(this, name, description, textureTarget);
+};
+
+setParentClass(es3fTextureStateQuery.IsTextureCase, es3fTextureStateQuery.TextureCase);
+
+es3fTextureStateQuery.IsTextureCase.prototype.testTexture = function() {
+ this.check(glsStateQuery.compare(gl.isTexture(this.m_texture), true), 'gl.isTexture() should have returned true');
+};
+
+/**
+ * @constructor
+ * @extends {es3fTextureStateQuery.TextureCase}
+ * @param {string} name
+ * @param {string} description
+ * @param {number} textureTarget
+ * @param {number} valueName
+ * @param {number} initialValue
+ * @param {Array<number>} valueRange
+ */
+es3fTextureStateQuery.TextureParamCase = function(name, description, textureTarget, valueName, initialValue, valueRange) {
+ es3fTextureStateQuery.TextureCase.call(this, name, description, textureTarget);
+ this.m_valueName = valueName;
+ this.m_initialValue = initialValue;
+ this.m_valueRange = valueRange;
+};
+
+setParentClass(es3fTextureStateQuery.TextureParamCase, es3fTextureStateQuery.TextureCase);
+
+es3fTextureStateQuery.TextureParamCase.prototype.testTexture = function() {
+ this.check(glsStateQuery.verifyTexture(this.m_textureTarget, this.m_valueName, this.m_initialValue));
+
+ for (var ndx = 0; ndx < this.m_valueRange.length; ++ndx) {
+ gl.texParameteri(this.m_textureTarget, this.m_valueName, this.m_valueRange[ndx]);
+
+ this.check(glsStateQuery.verifyTexture(this.m_textureTarget, this.m_valueName, this.m_valueRange[ndx]));
+ }
+
+ //check unit conversions with float
+
+ for (var ndx = 0; ndx < this.m_valueRange.length; ++ndx) {
+ gl.texParameterf(this.m_textureTarget, this.m_valueName, this.m_valueRange[ndx]);
+
+ this.check(glsStateQuery.verifyTexture(this.m_textureTarget, this.m_valueName, this.m_valueRange[ndx]));
+ }
+};
+
+/**
+ * @constructor
+ * @extends {es3fTextureStateQuery.TextureCase}
+ * @param {string} name
+ * @param {string} description
+ * @param {number} textureTarget
+ * @param {number} lodTarget
+ * @param {number} initialValue
+ */
+es3fTextureStateQuery.TextureLODCase = function(name, description, textureTarget, lodTarget, initialValue) {
+ es3fTextureStateQuery.TextureCase.call(this, name, description, textureTarget);
+ this.m_lodTarget = lodTarget;
+ this.m_initialValue = initialValue;
+};
+
+setParentClass(es3fTextureStateQuery.TextureLODCase, es3fTextureStateQuery.TextureCase);
+
+es3fTextureStateQuery.TextureLODCase.prototype.testTexture = function() {
+ var rnd = new deRandom.Random(0xabcdef);
+
+ this.check(glsStateQuery.verifyTexture(this.m_textureTarget, this.m_lodTarget, this.m_initialValue));
+
+ var numIterations = 60;
+ for (var ndx = 0; ndx < numIterations; ++ndx) {
+ var ref = rnd.getFloat(-64000, 64000);
+
+ gl.texParameterf(this.m_textureTarget, this.m_lodTarget, ref);
+
+ this.check(glsStateQuery.verifyTexture(this.m_textureTarget, this.m_lodTarget, ref));
+ }
+
+ // check unit conversions with int
+
+ for (var ndx = 0; ndx < numIterations; ++ndx) {
+ var ref = rnd.getInt(-64000, 64000);
+
+ gl.texParameteri(this.m_textureTarget, this.m_lodTarget, ref);
+
+ this.check(glsStateQuery.verifyTexture(this.m_textureTarget, this.m_lodTarget, ref));
+ }
+};
+
+/**
+ * @constructor
+ * @extends {es3fTextureStateQuery.TextureCase}
+ * @param {string} name
+ * @param {string} description
+ * @param {number} textureTarget
+ * @param {number} levelTarget
+ * @param {number} initialValue
+ */
+es3fTextureStateQuery.TextureLevelCase = function(name, description, textureTarget, levelTarget, initialValue) {
+ es3fTextureStateQuery.TextureCase.call(this, name, description, textureTarget);
+ this.m_levelTarget = levelTarget;
+ this.m_initialValue = initialValue;
+};
+
+setParentClass(es3fTextureStateQuery.TextureLevelCase, es3fTextureStateQuery.TextureCase);
+
+es3fTextureStateQuery.TextureLevelCase.prototype.testTexture = function() {
+ var rnd = new deRandom.Random(0xabcdef);
+
+ this.check(glsStateQuery.verifyTexture(this.m_textureTarget, this.m_levelTarget, this.m_initialValue));
+
+ var numIterations = 60;
+ for (var ndx = 0; ndx < numIterations; ++ndx) {
+ var ref = rnd.getInt(0, 64000);
+
+ gl.texParameteri(this.m_textureTarget, this.m_levelTarget, ref);
+
+ this.check(glsStateQuery.verifyTexture(this.m_textureTarget, this.m_levelTarget, ref));
+ }
+
+ // check unit conversions with float
+ var nonSignificantOffsets = [-0.45, -0.25, 0, 0.45]; // offsets O so that for any integers z in Z, o in O roundToClosestInt(z+o)==z
+
+ for (var ndx = 0; ndx < numIterations; ++ndx) {
+ var ref = rnd.getInt(0, 64000);
+
+ for (var i = 0; i < nonSignificantOffsets.length; i++) {
+ gl.texParameterf(this.m_textureTarget, this.m_levelTarget, ref + nonSignificantOffsets[i]);
+ this.check(glsStateQuery.verifyTexture(this.m_textureTarget, this.m_levelTarget, ref));
+ }
+ }
+};
+
+/**
+ * @constructor
+ * @extends {es3fTextureStateQuery.TextureCase}
+ * @param {string} name
+ * @param {string} description
+ * @param {number} textureTarget
+ */
+es3fTextureStateQuery.TextureImmutableLevelsCase = function(name, description, textureTarget) {
+ es3fTextureStateQuery.TextureCase.call(this, name, description, textureTarget);
+};
+
+setParentClass(es3fTextureStateQuery.TextureImmutableLevelsCase, es3fTextureStateQuery.TextureCase);
+
+es3fTextureStateQuery.TextureImmutableLevelsCase.prototype.testTexture = function() {
+ this.check(glsStateQuery.verifyTexture(this.m_textureTarget, gl.TEXTURE_IMMUTABLE_LEVELS, 0));
+ for (var level = 1; level <= 8; ++level) {
+ var textureID = gl.createTexture();
+ gl.bindTexture(this.m_textureTarget, textureID);
+
+ if (this.m_textureTarget == gl.TEXTURE_2D_ARRAY || this.m_textureTarget == gl.TEXTURE_3D)
+ gl.texStorage3D(this.m_textureTarget, level, gl.RGB8, 256, 256, 256);
+ else
+ gl.texStorage2D(this.m_textureTarget, level, gl.RGB8, 256, 256);
+
+ this.check(glsStateQuery.verifyTexture(this.m_textureTarget, gl.TEXTURE_IMMUTABLE_LEVELS, level));
+ gl.deleteTexture(textureID);
+ }
+};
+
+/**
+ * @constructor
+ * @extends {es3fTextureStateQuery.TextureCase}
+ * @param {string} name
+ * @param {string} description
+ * @param {number} textureTarget
+ */
+es3fTextureStateQuery.TextureImmutableFormatCase = function(name, description, textureTarget) {
+ es3fTextureStateQuery.TextureCase.call(this, name, description, textureTarget);
+};
+
+setParentClass(es3fTextureStateQuery.TextureImmutableFormatCase, es3fTextureStateQuery.TextureCase);
+
+es3fTextureStateQuery.TextureImmutableFormatCase.prototype.testTexture = function() {
+ this.check(glsStateQuery.verifyTexture(this.m_textureTarget, gl.TEXTURE_IMMUTABLE_LEVELS, 0));
+ var testSingleFormat = function(format) {
+ var textureID = gl.createTexture();
+ gl.bindTexture(this.m_textureTarget, textureID);
+
+ if (this.m_textureTarget == gl.TEXTURE_2D_ARRAY || this.m_textureTarget == gl.TEXTURE_3D)
+ gl.texStorage3D(this.m_textureTarget, 1, format, 32, 32, 32);
+ else
+ gl.texStorage2D(this.m_textureTarget, 1, format, 32, 32);
+
+ this.check(glsStateQuery.verifyTexture(this.m_textureTarget, gl.TEXTURE_IMMUTABLE_FORMAT, 1));
+ gl.deleteTexture(textureID);
+ };
+
+ var formats = [
+ gl.RGBA32I, gl.RGBA32UI, gl.RGBA16I, gl.RGBA16UI, gl.RGBA8, gl.RGBA8I,
+ gl.RGBA8UI, gl.SRGB8_ALPHA8, gl.RGB10_A2, gl.RGB10_A2UI, gl.RGBA4,
+ gl.RGB5_A1, gl.RGB8, gl.RGB565, gl.RG32I, gl.RG32UI, gl.RG16I, gl.RG16UI,
+ gl.RG8, gl.RG8I, gl.RG8UI, gl.R32I, gl.R32UI, gl.R16I, gl.R16UI, gl.R8,
+ gl.R8I, gl.R8UI,
+
+ gl.RGBA32F, gl.RGBA16F, gl.RGBA8_SNORM, gl.RGB32F,
+ gl.RGB32I, gl.RGB32UI, gl.RGB16F, gl.RGB16I, gl.RGB16UI, gl.RGB8_SNORM,
+ gl.RGB8I, gl.RGB8UI, gl.SRGB8, gl.R11F_G11F_B10F, gl.RGB9_E5, gl.RG32F,
+ gl.RG16F, gl.RG8_SNORM, gl.R32F, gl.R16F, gl.R8_SNORM
+ ];
+
+ var non3dFormats = [
+ gl.DEPTH_COMPONENT32F, gl.DEPTH_COMPONENT24, gl.DEPTH_COMPONENT16,
+ gl.DEPTH32F_STENCIL8, gl.DEPTH24_STENCIL8
+ ];
+
+ for (var formatNdx = 0; formatNdx < formats.length; ++formatNdx)
+ testSingleFormat.bind(this, formats[formatNdx]);
+
+ if (this.m_textureTarget != gl.TEXTURE_3D)
+ for (var formatNdx = 0; formatNdx < non3dFormats.length; ++formatNdx)
+ testSingleFormat.bind(this, non3dFormats[formatNdx]);
+};
+
+/**
+* @constructor
+* @extends {tcuTestCase.DeqpTest}
+*/
+es3fTextureStateQuery.TextureStateQuery = function() {
+ tcuTestCase.DeqpTest.call(this, 'texture', 'Texture State Query tests');
+};
+
+es3fTextureStateQuery.TextureStateQuery.prototype = Object.create(tcuTestCase.DeqpTest.prototype);
+es3fTextureStateQuery.TextureStateQuery.prototype.constructor = es3fTextureStateQuery.TextureStateQuery;
+
+es3fTextureStateQuery.TextureStateQuery.prototype.init = function() {
+ var textureTargets = [
+ ['texture_2d', gl.TEXTURE_2D],
+ ['texture_3d', gl.TEXTURE_3D],
+ ['texture_2d_array', gl.TEXTURE_2D_ARRAY],
+ ['texture_cube_map', gl.TEXTURE_CUBE_MAP]
+ ];
+
+ var state = this;
+ var wrapValues = [gl.CLAMP_TO_EDGE, gl.REPEAT, gl.MIRRORED_REPEAT];
+ var magValues = [gl.NEAREST, gl.LINEAR];
+ var minValues = [gl.NEAREST, gl.LINEAR, gl.NEAREST_MIPMAP_NEAREST, gl.NEAREST_MIPMAP_LINEAR, gl.LINEAR_MIPMAP_NEAREST, gl.LINEAR_MIPMAP_LINEAR];
+ var modes = [gl.COMPARE_REF_TO_TEXTURE, gl.NONE];
+ var compareFuncs = [gl.LEQUAL, gl.GEQUAL, gl.LESS, gl.GREATER, gl.EQUAL, gl.NOTEQUAL, gl.ALWAYS, gl.NEVER];
+ textureTargets.forEach(function(elem) {
+ var name = elem[0];
+ var target = elem[1];
+ state.addChild(new es3fTextureStateQuery.IsTextureCase(name + '_is_texture', 'IsTexture', target));
+ state.addChild(new es3fTextureStateQuery.TextureParamCase(name + '_texture_wrap_s' , 'TEXTURE_WRAP_S',
+ target, gl.TEXTURE_WRAP_S, gl.REPEAT, wrapValues));
+ if (target == gl.TEXTURE_2D ||
+ target == gl.TEXTURE_3D ||
+ target == gl.TEXTURE_CUBE_MAP)
+ state.addChild(new es3fTextureStateQuery.TextureParamCase(name + '_texture_wrap_t' , 'TEXTURE_WRAP_T',
+ target, gl.TEXTURE_WRAP_T, gl.REPEAT, wrapValues));
+
+ if (target == gl.TEXTURE_3D)
+ state.addChild(new es3fTextureStateQuery.TextureParamCase(name + '_texture_wrap_r' , 'TEXTURE_WRAP_R',
+ target, gl.TEXTURE_WRAP_R, gl.REPEAT, wrapValues));
+
+ state.addChild(new es3fTextureStateQuery.TextureParamCase(name + '_texture_mag_filter' , 'TEXTURE_MAG_FILTER',
+ target, gl.TEXTURE_MAG_FILTER, gl.LINEAR, magValues));
+ state.addChild(new es3fTextureStateQuery.TextureParamCase(name + '_texture_min_filter' , 'TEXTURE_MIN_FILTER',
+ target, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR, minValues));
+ state.addChild(new es3fTextureStateQuery.TextureLODCase(name + '_texture_min_lod' , 'TEXTURE_MIN_LOD', target, gl.TEXTURE_MIN_LOD, -1000));
+ state.addChild(new es3fTextureStateQuery.TextureLODCase(name + '_texture_max_lod' , 'TEXTURE_MAX_LOD', target, gl.TEXTURE_MAX_LOD, 1000));
+ state.addChild(new es3fTextureStateQuery.TextureLevelCase(name + '_texture_base_level' , 'TEXTURE_BASE_LEVEL', target, gl.TEXTURE_BASE_LEVEL, 0));
+ state.addChild(new es3fTextureStateQuery.TextureLevelCase(name + '_texture_max_level' , 'TEXTURE_MAX_LEVEL', target, gl.TEXTURE_MAX_LEVEL, 1000));
+
+ state.addChild(new es3fTextureStateQuery.TextureParamCase(name + '_texture_compare_mode' , 'TEXTURE_COMPARE_MODE',
+ target, gl.TEXTURE_COMPARE_MODE, gl.NONE, modes));
+ state.addChild(new es3fTextureStateQuery.TextureParamCase(name + '_texture_compare_func' , 'TEXTURE_COMPARE_FUNC',
+ target, gl.TEXTURE_COMPARE_FUNC, gl.LEQUAL, compareFuncs));
+
+ state.addChild(new es3fTextureStateQuery.TextureImmutableLevelsCase(name + '_texture_immutable_levels', 'TEXTURE_IMMUTABLE_LEVELS', target));
+ state.addChild(new es3fTextureStateQuery.TextureImmutableFormatCase(name + '_texture_immutable_format', 'TEXTURE_IMMUTABLE_FORMAT', target));
+ });
+};
+
+/**
+* Run test
+* @param {WebGL2RenderingContext} context
+*/
+es3fTextureStateQuery.run = function(context) {
+ gl = context;
+ //Set up Test Root parameters
+ var state = tcuTestCase.runner;
+ state.setRoot(new es3fTextureStateQuery.TextureStateQuery());
+
+ //Set up name and description of this test series.
+ setCurrentTestName(state.testCases.fullName());
+ description(state.testCases.getDescription());
+
+ try {
+ //Run test cases
+ tcuTestCase.runTestCases();
+ }
+ catch (err) {
+ testFailedOptions('Failed to es3fTextureStateQuery.run tests', false);
+ tcuTestCase.runner.terminate();
+ }
+};
+
+});