Files
Sönke Holz cb9e1feee3 LibGL+LibSoftGPU: Support GL_{UN,}PACK_SKIP_{PIXELS,ROWS}
We already store these glPixelStorei() parameters in
m_unpacking_parameters/m_packing_parameters, but didn't do anything
with them.

Setting these parameters is equivalent to offsetting the input/output
texture data pointer by a constant offset.
2026-11-01 21:27:28 +01:00

220 lines
6.7 KiB
C++

/*
* Copyright (c) 2022, Luke Wilde <[email protected]>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibGL/GL/gl.h>
#include <LibGL/GLContext.h>
#include <LibTest/TestCase.h>
static NonnullOwnPtr<GL::GLContext> create_testing_context()
{
auto bitmap = MUST(Gfx::Bitmap::create(Gfx::BitmapFormat::BGRx8888, { 1, 1 }));
auto context = MUST(GL::create_context(*bitmap));
GL::make_context_current(context);
return context;
}
TEST_CASE(0001_gl_gen_textures_does_not_return_the_same_texture_name_twice_unless_deleted)
{
// https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glGenTextures.xhtml
// "Texture names returned by a call to glGenTextures are not returned by subsequent calls, unless they are first deleted with glDeleteTextures."
auto context = create_testing_context();
GLuint texture1 = 0;
GLuint texture2 = 0;
glGenTextures(1, &texture1);
// glDeleteTextures previously did not check that the texture name was allocated by glGenTextures before adding it to the free texture name list.
// This means that if you delete a texture twice in a row, the name will appear twice in the free texture list, making glGenTextures return the
// same texture name twice in a row.
glDeleteTextures(1, &texture1);
glDeleteTextures(1, &texture1);
texture1 = 0;
glGenTextures(1, &texture1);
glGenTextures(1, &texture2);
EXPECT_NE(texture1, texture2);
}
TEST_CASE(0002_gl_cull_face_does_not_accept_left_and_right)
{
auto context = create_testing_context();
// glCullFace only accepts GL_FRONT, GL_BACK and GL_FRONT_AND_BACK. We checked if the mode was valid by performing cull_mode < GL_FRONT || cull_mode > GL_FRONT_AND_BACK.
// However, this range also contains GL_LEFT and GL_RIGHT, which we would accept when we should return a GL_INVALID_ENUM error.
glCullFace(GL_LEFT);
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_INVALID_ENUM));
glCullFace(GL_RIGHT);
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_INVALID_ENUM));
}
TEST_CASE(0003_gl_bind_buffer_names_must_be_allocated)
{
auto context = create_testing_context();
glBindBuffer(GL_ARRAY_BUFFER, 123);
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_INVALID_VALUE));
}
TEST_CASE(0004_gl_color_clear_value)
{
auto context = create_testing_context();
Array<GLdouble, 4> clear_color;
glGetDoublev(GL_COLOR_CLEAR_VALUE, clear_color.data());
EXPECT_EQ(clear_color[0], 0.);
EXPECT_EQ(clear_color[1], 0.);
EXPECT_EQ(clear_color[2], 0.);
EXPECT_EQ(clear_color[3], 0.);
glClearColor(.1f, .2f, .3f, .4f);
glGetDoublev(GL_COLOR_CLEAR_VALUE, clear_color.data());
EXPECT_APPROXIMATE(clear_color[0], .1);
EXPECT_APPROXIMATE(clear_color[1], .2);
EXPECT_APPROXIMATE(clear_color[2], .3);
EXPECT_APPROXIMATE(clear_color[3], .4);
}
TEST_CASE(0005_gl_depth_clear_value)
{
auto context = create_testing_context();
GLdouble clear_depth;
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &clear_depth);
EXPECT_EQ(clear_depth, 1.);
glClearDepth(.1f);
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &clear_depth);
EXPECT_APPROXIMATE(clear_depth, .1);
}
TEST_CASE(0006_gl_stencil_clear_value)
{
auto context = create_testing_context();
GLint clear_stencil;
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &clear_stencil);
EXPECT_EQ(clear_stencil, 0);
glClearStencil(255);
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &clear_stencil);
EXPECT_EQ(clear_stencil, 255);
}
TEST_CASE(0008_default_texture_size)
{
auto context = create_testing_context();
GLint width = -1;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
EXPECT_EQ(glGetError(), 0u);
EXPECT_EQ(width, 0);
GLint height = -1;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &height);
EXPECT_EQ(glGetError(), 0u);
EXPECT_EQ(height, 0);
}
TEST_CASE(0007_proxy_texture_2d)
{
auto context = create_testing_context();
GLint max_texture_size = -1;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
EXPECT_EQ(glGetError(), 0u);
EXPECT_NE(max_texture_size, -1);
GLint wanted_size = 4;
VERIFY(wanted_size <= max_texture_size);
glTexImage2D(GL_PROXY_TEXTURE_2D, 0, GL_RGBA, wanted_size, wanted_size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_EQ(glGetError(), 0u);
GLint width = -1;
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
EXPECT_EQ(glGetError(), 0u);
EXPECT_EQ(width, wanted_size);
GLint height = -1;
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
EXPECT_EQ(glGetError(), 0u);
EXPECT_EQ(height, wanted_size);
glActiveTexture(GL_TEXTURE1);
height = -1;
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
EXPECT_EQ(glGetError(), 0u);
EXPECT_EQ(height, wanted_size);
// This part of the test only works if there are invalid texture sizes that can be represented by an int.
VERIFY(max_texture_size < NumericLimits<GLint>::max());
wanted_size = NumericLimits<GLint>::max();
glTexImage2D(GL_PROXY_TEXTURE_2D, 0, GL_RGBA, wanted_size, wanted_size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_EQ(glGetError(), 0u);
width = -1;
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
EXPECT_EQ(glGetError(), 0u);
EXPECT_EQ(width, 0);
height = -1;
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
EXPECT_EQ(glGetError(), 0u);
EXPECT_EQ(height, 0);
}
TEST_CASE(0008_unpack_pack_skip_pixels_rows)
{
auto context = create_testing_context();
GLuint texture;
glGenTextures(1, &texture);
EXPECT_EQ(glGetError(), 0u);
glBindTexture(GL_TEXTURE_2D, texture);
EXPECT_EQ(glGetError(), 0u);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 1);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 1);
// clang-format off
u32 input_texture_data[] = {
0xdeadbeef,
0xdeadbeef, 0xdeadbeef,
0x01010101, 0x02020202,
0x03030303, 0x04040404,
};
// clang-format on
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, &input_texture_data);
EXPECT_EQ(glGetError(), 0u);
glPixelStorei(GL_PACK_SKIP_PIXELS, 1);
glPixelStorei(GL_PACK_SKIP_ROWS, 2);
u32 output_texture_data[1 + 2 * 2 + 2 * 2] = {};
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &output_texture_data);
EXPECT_EQ(glGetError(), 0u);
EXPECT_EQ(output_texture_data[1 + 2 * 2], 0x01010101u);
EXPECT_EQ(output_texture_data[1 + 2 * 2 + 1], 0x02020202u);
EXPECT_EQ(output_texture_data[1 + 2 * 2 + 2], 0x03030303u);
EXPECT_EQ(output_texture_data[1 + 2 * 2 + 3], 0x04040404u);
}