1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2020 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker
7*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/ANGLETest.h"
8*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/gl_raii.h"
9*8975f5c5SAndroid Build Coastguard Worker #include "util/EGLWindow.h"
10*8975f5c5SAndroid Build Coastguard Worker #include "util/OSPixmap.h"
11*8975f5c5SAndroid Build Coastguard Worker #include "util/OSWindow.h"
12*8975f5c5SAndroid Build Coastguard Worker
13*8975f5c5SAndroid Build Coastguard Worker #include <iostream>
14*8975f5c5SAndroid Build Coastguard Worker
15*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
16*8975f5c5SAndroid Build Coastguard Worker
17*8975f5c5SAndroid Build Coastguard Worker class PixmapTest : public ANGLETest<>
18*8975f5c5SAndroid Build Coastguard Worker {
19*8975f5c5SAndroid Build Coastguard Worker protected:
PixmapTest()20*8975f5c5SAndroid Build Coastguard Worker PixmapTest()
21*8975f5c5SAndroid Build Coastguard Worker {
22*8975f5c5SAndroid Build Coastguard Worker setWindowWidth(512);
23*8975f5c5SAndroid Build Coastguard Worker setWindowHeight(512);
24*8975f5c5SAndroid Build Coastguard Worker setConfigRedBits(8);
25*8975f5c5SAndroid Build Coastguard Worker setConfigGreenBits(8);
26*8975f5c5SAndroid Build Coastguard Worker setConfigBlueBits(8);
27*8975f5c5SAndroid Build Coastguard Worker setConfigAlphaBits(8);
28*8975f5c5SAndroid Build Coastguard Worker }
29*8975f5c5SAndroid Build Coastguard Worker
testSetUp()30*8975f5c5SAndroid Build Coastguard Worker void testSetUp() override
31*8975f5c5SAndroid Build Coastguard Worker {
32*8975f5c5SAndroid Build Coastguard Worker mTextureProgram =
33*8975f5c5SAndroid Build Coastguard Worker CompileProgram(essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
34*8975f5c5SAndroid Build Coastguard Worker if (mTextureProgram == 0)
35*8975f5c5SAndroid Build Coastguard Worker {
36*8975f5c5SAndroid Build Coastguard Worker FAIL() << "shader compilation failed.";
37*8975f5c5SAndroid Build Coastguard Worker }
38*8975f5c5SAndroid Build Coastguard Worker
39*8975f5c5SAndroid Build Coastguard Worker mTextureUniformLocation = glGetUniformLocation(mTextureProgram, "u_tex2D");
40*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, mTextureUniformLocation);
41*8975f5c5SAndroid Build Coastguard Worker
42*8975f5c5SAndroid Build Coastguard Worker EGLWindow *window = getEGLWindow();
43*8975f5c5SAndroid Build Coastguard Worker
44*8975f5c5SAndroid Build Coastguard Worker EGLint surfaceType = 0;
45*8975f5c5SAndroid Build Coastguard Worker eglGetConfigAttrib(window->getDisplay(), window->getConfig(), EGL_SURFACE_TYPE,
46*8975f5c5SAndroid Build Coastguard Worker &surfaceType);
47*8975f5c5SAndroid Build Coastguard Worker mSupportsPixmaps = (surfaceType & EGL_PIXMAP_BIT) != 0;
48*8975f5c5SAndroid Build Coastguard Worker
49*8975f5c5SAndroid Build Coastguard Worker EGLint bindToTextureRGBA = 0;
50*8975f5c5SAndroid Build Coastguard Worker eglGetConfigAttrib(window->getDisplay(), window->getConfig(), EGL_BIND_TO_TEXTURE_RGBA,
51*8975f5c5SAndroid Build Coastguard Worker &bindToTextureRGBA);
52*8975f5c5SAndroid Build Coastguard Worker mSupportsBindTexImage =
53*8975f5c5SAndroid Build Coastguard Worker IsEGLDisplayExtensionEnabled(window->getDisplay(), "EGL_NOK_texture_from_pixmap") &&
54*8975f5c5SAndroid Build Coastguard Worker (bindToTextureRGBA == EGL_TRUE);
55*8975f5c5SAndroid Build Coastguard Worker
56*8975f5c5SAndroid Build Coastguard Worker if (mSupportsPixmaps)
57*8975f5c5SAndroid Build Coastguard Worker {
58*8975f5c5SAndroid Build Coastguard Worker mOSPixmap.reset(CreateOSPixmap());
59*8975f5c5SAndroid Build Coastguard Worker
60*8975f5c5SAndroid Build Coastguard Worker OSWindow *osWindow = getOSWindow();
61*8975f5c5SAndroid Build Coastguard Worker
62*8975f5c5SAndroid Build Coastguard Worker EGLint nativeVisual = 0;
63*8975f5c5SAndroid Build Coastguard Worker ASSERT_TRUE(eglGetConfigAttrib(window->getDisplay(), window->getConfig(),
64*8975f5c5SAndroid Build Coastguard Worker EGL_NATIVE_VISUAL_ID, &nativeVisual));
65*8975f5c5SAndroid Build Coastguard Worker ASSERT_TRUE(mOSPixmap->initialize(osWindow->getNativeDisplay(), mPixmapSize,
66*8975f5c5SAndroid Build Coastguard Worker mPixmapSize, nativeVisual));
67*8975f5c5SAndroid Build Coastguard Worker
68*8975f5c5SAndroid Build Coastguard Worker std::vector<EGLint> attribs;
69*8975f5c5SAndroid Build Coastguard Worker if (mSupportsBindTexImage)
70*8975f5c5SAndroid Build Coastguard Worker {
71*8975f5c5SAndroid Build Coastguard Worker attribs.push_back(EGL_TEXTURE_FORMAT);
72*8975f5c5SAndroid Build Coastguard Worker attribs.push_back(EGL_TEXTURE_RGBA);
73*8975f5c5SAndroid Build Coastguard Worker
74*8975f5c5SAndroid Build Coastguard Worker attribs.push_back(EGL_TEXTURE_TARGET);
75*8975f5c5SAndroid Build Coastguard Worker attribs.push_back(EGL_TEXTURE_2D);
76*8975f5c5SAndroid Build Coastguard Worker }
77*8975f5c5SAndroid Build Coastguard Worker
78*8975f5c5SAndroid Build Coastguard Worker attribs.push_back(EGL_NONE);
79*8975f5c5SAndroid Build Coastguard Worker
80*8975f5c5SAndroid Build Coastguard Worker mPixmap = eglCreatePixmapSurface(window->getDisplay(), window->getConfig(),
81*8975f5c5SAndroid Build Coastguard Worker mOSPixmap->getNativePixmap(), attribs.data());
82*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(mPixmap, EGL_NO_SURFACE);
83*8975f5c5SAndroid Build Coastguard Worker ASSERT_EGL_SUCCESS();
84*8975f5c5SAndroid Build Coastguard Worker }
85*8975f5c5SAndroid Build Coastguard Worker
86*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
87*8975f5c5SAndroid Build Coastguard Worker }
88*8975f5c5SAndroid Build Coastguard Worker
testTearDown()89*8975f5c5SAndroid Build Coastguard Worker void testTearDown() override
90*8975f5c5SAndroid Build Coastguard Worker {
91*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(mTextureProgram);
92*8975f5c5SAndroid Build Coastguard Worker
93*8975f5c5SAndroid Build Coastguard Worker if (mPixmap)
94*8975f5c5SAndroid Build Coastguard Worker {
95*8975f5c5SAndroid Build Coastguard Worker EGLWindow *window = getEGLWindow();
96*8975f5c5SAndroid Build Coastguard Worker eglDestroySurface(window->getDisplay(), mPixmap);
97*8975f5c5SAndroid Build Coastguard Worker }
98*8975f5c5SAndroid Build Coastguard Worker
99*8975f5c5SAndroid Build Coastguard Worker mOSPixmap = nullptr;
100*8975f5c5SAndroid Build Coastguard Worker }
101*8975f5c5SAndroid Build Coastguard Worker
102*8975f5c5SAndroid Build Coastguard Worker GLuint mTextureProgram;
103*8975f5c5SAndroid Build Coastguard Worker GLint mTextureUniformLocation;
104*8975f5c5SAndroid Build Coastguard Worker
105*8975f5c5SAndroid Build Coastguard Worker std::unique_ptr<OSPixmap> mOSPixmap;
106*8975f5c5SAndroid Build Coastguard Worker EGLSurface mPixmap = EGL_NO_SURFACE;
107*8975f5c5SAndroid Build Coastguard Worker
108*8975f5c5SAndroid Build Coastguard Worker const size_t mPixmapSize = 32;
109*8975f5c5SAndroid Build Coastguard Worker bool mSupportsPixmaps;
110*8975f5c5SAndroid Build Coastguard Worker bool mSupportsBindTexImage;
111*8975f5c5SAndroid Build Coastguard Worker };
112*8975f5c5SAndroid Build Coastguard Worker
113*8975f5c5SAndroid Build Coastguard Worker // Test clearing a Pixmap and checking the color is correct
TEST_P(PixmapTest,Clearing)114*8975f5c5SAndroid Build Coastguard Worker TEST_P(PixmapTest, Clearing)
115*8975f5c5SAndroid Build Coastguard Worker {
116*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!mSupportsPixmaps);
117*8975f5c5SAndroid Build Coastguard Worker
118*8975f5c5SAndroid Build Coastguard Worker EGLWindow *window = getEGLWindow();
119*8975f5c5SAndroid Build Coastguard Worker
120*8975f5c5SAndroid Build Coastguard Worker // Clear the window surface to blue and verify
121*8975f5c5SAndroid Build Coastguard Worker window->makeCurrent();
122*8975f5c5SAndroid Build Coastguard Worker ASSERT_EGL_SUCCESS();
123*8975f5c5SAndroid Build Coastguard Worker
124*8975f5c5SAndroid Build Coastguard Worker glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
125*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
126*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
127*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
128*8975f5c5SAndroid Build Coastguard Worker
129*8975f5c5SAndroid Build Coastguard Worker // Apply the Pixmap and clear it to purple and verify
130*8975f5c5SAndroid Build Coastguard Worker eglMakeCurrent(window->getDisplay(), mPixmap, mPixmap, window->getContext());
131*8975f5c5SAndroid Build Coastguard Worker ASSERT_EGL_SUCCESS();
132*8975f5c5SAndroid Build Coastguard Worker
133*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, static_cast<GLsizei>(mPixmapSize), static_cast<GLsizei>(mPixmapSize));
134*8975f5c5SAndroid Build Coastguard Worker glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
135*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
136*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
137*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_EQ(static_cast<GLint>(mPixmapSize) / 2, static_cast<GLint>(mPixmapSize) / 2, 255,
138*8975f5c5SAndroid Build Coastguard Worker 0, 255, 255);
139*8975f5c5SAndroid Build Coastguard Worker
140*8975f5c5SAndroid Build Coastguard Worker // Rebind the window surface and verify that it is still blue
141*8975f5c5SAndroid Build Coastguard Worker window->makeCurrent();
142*8975f5c5SAndroid Build Coastguard Worker ASSERT_EGL_SUCCESS();
143*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
144*8975f5c5SAndroid Build Coastguard Worker }
145*8975f5c5SAndroid Build Coastguard Worker
146*8975f5c5SAndroid Build Coastguard Worker // Bind the Pixmap to a texture and verify it renders correctly
TEST_P(PixmapTest,BindTexImage)147*8975f5c5SAndroid Build Coastguard Worker TEST_P(PixmapTest, BindTexImage)
148*8975f5c5SAndroid Build Coastguard Worker {
149*8975f5c5SAndroid Build Coastguard Worker // Test skipped because pixmaps are not supported or pixmaps do not support binding to RGBA
150*8975f5c5SAndroid Build Coastguard Worker // textures.
151*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!mSupportsPixmaps || !mSupportsBindTexImage);
152*8975f5c5SAndroid Build Coastguard Worker
153*8975f5c5SAndroid Build Coastguard Worker // This test fails flakily on Linux intel when run with many other tests.
154*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel());
155*8975f5c5SAndroid Build Coastguard Worker // http://anglebug.com/42263925
156*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsLinux() && IsAMD() && IsDesktopOpenGL());
157*8975f5c5SAndroid Build Coastguard Worker
158*8975f5c5SAndroid Build Coastguard Worker EGLWindow *window = getEGLWindow();
159*8975f5c5SAndroid Build Coastguard Worker
160*8975f5c5SAndroid Build Coastguard Worker // Apply the Pixmap and clear it to purple
161*8975f5c5SAndroid Build Coastguard Worker eglMakeCurrent(window->getDisplay(), mPixmap, mPixmap, window->getContext());
162*8975f5c5SAndroid Build Coastguard Worker ASSERT_EGL_SUCCESS();
163*8975f5c5SAndroid Build Coastguard Worker
164*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, static_cast<GLsizei>(mPixmapSize), static_cast<GLsizei>(mPixmapSize));
165*8975f5c5SAndroid Build Coastguard Worker glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
166*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
167*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
168*8975f5c5SAndroid Build Coastguard Worker
169*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_EQ(static_cast<GLint>(mPixmapSize) / 2, static_cast<GLint>(mPixmapSize) / 2, 255,
170*8975f5c5SAndroid Build Coastguard Worker 0, 255, 255);
171*8975f5c5SAndroid Build Coastguard Worker
172*8975f5c5SAndroid Build Coastguard Worker // Apply the window surface
173*8975f5c5SAndroid Build Coastguard Worker window->makeCurrent();
174*8975f5c5SAndroid Build Coastguard Worker
175*8975f5c5SAndroid Build Coastguard Worker // Create a texture and bind the pixmap to it
176*8975f5c5SAndroid Build Coastguard Worker GLuint texture = 0;
177*8975f5c5SAndroid Build Coastguard Worker glGenTextures(1, &texture);
178*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
179*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
180*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
181*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
182*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
183*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
184*8975f5c5SAndroid Build Coastguard Worker
185*8975f5c5SAndroid Build Coastguard Worker eglBindTexImage(window->getDisplay(), mPixmap, EGL_BACK_BUFFER);
186*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, getWindowWidth(), getWindowHeight());
187*8975f5c5SAndroid Build Coastguard Worker ASSERT_EGL_SUCCESS();
188*8975f5c5SAndroid Build Coastguard Worker
189*8975f5c5SAndroid Build Coastguard Worker // Draw a quad and verify that it is purple
190*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mTextureProgram);
191*8975f5c5SAndroid Build Coastguard Worker glUniform1i(mTextureUniformLocation, 0);
192*8975f5c5SAndroid Build Coastguard Worker
193*8975f5c5SAndroid Build Coastguard Worker drawQuad(mTextureProgram, essl31_shaders::PositionAttrib(), 0.5f);
194*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
195*8975f5c5SAndroid Build Coastguard Worker
196*8975f5c5SAndroid Build Coastguard Worker // Unbind the texture
197*8975f5c5SAndroid Build Coastguard Worker eglReleaseTexImage(window->getDisplay(), mPixmap, EGL_BACK_BUFFER);
198*8975f5c5SAndroid Build Coastguard Worker ASSERT_EGL_SUCCESS();
199*8975f5c5SAndroid Build Coastguard Worker
200*8975f5c5SAndroid Build Coastguard Worker // Verify that purple was drawn
201*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 255, 255);
202*8975f5c5SAndroid Build Coastguard Worker
203*8975f5c5SAndroid Build Coastguard Worker glDeleteTextures(1, &texture);
204*8975f5c5SAndroid Build Coastguard Worker }
205*8975f5c5SAndroid Build Coastguard Worker
206*8975f5c5SAndroid Build Coastguard Worker // Bind a Pixmap, redefine the texture, and verify it renders correctly
TEST_P(PixmapTest,BindTexImageAndRedefineTexture)207*8975f5c5SAndroid Build Coastguard Worker TEST_P(PixmapTest, BindTexImageAndRedefineTexture)
208*8975f5c5SAndroid Build Coastguard Worker {
209*8975f5c5SAndroid Build Coastguard Worker // Test skipped because pixmaps are not supported or Pixmaps do not support binding to RGBA
210*8975f5c5SAndroid Build Coastguard Worker // textures.
211*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!mSupportsPixmaps || !mSupportsBindTexImage);
212*8975f5c5SAndroid Build Coastguard Worker
213*8975f5c5SAndroid Build Coastguard Worker EGLWindow *window = getEGLWindow();
214*8975f5c5SAndroid Build Coastguard Worker
215*8975f5c5SAndroid Build Coastguard Worker // Apply the Pixmap and clear it to purple
216*8975f5c5SAndroid Build Coastguard Worker eglMakeCurrent(window->getDisplay(), mPixmap, mPixmap, window->getContext());
217*8975f5c5SAndroid Build Coastguard Worker ASSERT_EGL_SUCCESS();
218*8975f5c5SAndroid Build Coastguard Worker
219*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, static_cast<GLsizei>(mPixmapSize), static_cast<GLsizei>(mPixmapSize));
220*8975f5c5SAndroid Build Coastguard Worker glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
221*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
222*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
223*8975f5c5SAndroid Build Coastguard Worker
224*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_EQ(static_cast<GLint>(mPixmapSize) / 2, static_cast<GLint>(mPixmapSize) / 2, 255,
225*8975f5c5SAndroid Build Coastguard Worker 0, 255, 255);
226*8975f5c5SAndroid Build Coastguard Worker
227*8975f5c5SAndroid Build Coastguard Worker // Apply the window surface
228*8975f5c5SAndroid Build Coastguard Worker window->makeCurrent();
229*8975f5c5SAndroid Build Coastguard Worker
230*8975f5c5SAndroid Build Coastguard Worker // Create a texture and bind the Pixmap to it
231*8975f5c5SAndroid Build Coastguard Worker GLuint texture = 0;
232*8975f5c5SAndroid Build Coastguard Worker glGenTextures(1, &texture);
233*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
234*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
235*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
236*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
237*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
238*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
239*8975f5c5SAndroid Build Coastguard Worker
240*8975f5c5SAndroid Build Coastguard Worker eglBindTexImage(window->getDisplay(), mPixmap, EGL_BACK_BUFFER);
241*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, getWindowWidth(), getWindowHeight());
242*8975f5c5SAndroid Build Coastguard Worker ASSERT_EGL_SUCCESS();
243*8975f5c5SAndroid Build Coastguard Worker
244*8975f5c5SAndroid Build Coastguard Worker // Redefine the texture
245*8975f5c5SAndroid Build Coastguard Worker unsigned int pixelValue = 0xFFFF00FF;
246*8975f5c5SAndroid Build Coastguard Worker std::vector<unsigned int> pixelData(getWindowWidth() * getWindowHeight(), pixelValue);
247*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
248*8975f5c5SAndroid Build Coastguard Worker GL_UNSIGNED_BYTE, &pixelData[0]);
249*8975f5c5SAndroid Build Coastguard Worker
250*8975f5c5SAndroid Build Coastguard Worker // Draw a quad and verify that it is magenta
251*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mTextureProgram);
252*8975f5c5SAndroid Build Coastguard Worker glUniform1i(mTextureUniformLocation, 0);
253*8975f5c5SAndroid Build Coastguard Worker
254*8975f5c5SAndroid Build Coastguard Worker drawQuad(mTextureProgram, essl31_shaders::PositionAttrib(), 0.5f);
255*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
256*8975f5c5SAndroid Build Coastguard Worker
257*8975f5c5SAndroid Build Coastguard Worker // Verify that magenta was drawn
258*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 255, 255);
259*8975f5c5SAndroid Build Coastguard Worker
260*8975f5c5SAndroid Build Coastguard Worker glDeleteTextures(1, &texture);
261*8975f5c5SAndroid Build Coastguard Worker }
262*8975f5c5SAndroid Build Coastguard Worker
263*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES2(PixmapTest);
264