| // |
| // Copyright 2015 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. |
| // |
| // SixteenBppTextureTest: |
| // Basic tests using 16bpp texture formats (e.g. GL_RGB565). |
| |
| #include "test_utils/ANGLETest.h" |
| #include "test_utils/gl_raii.h" |
| |
| using namespace angle; |
| |
| namespace |
| { |
| |
| class SixteenBppTextureTest : public ANGLETest |
| { |
| protected: |
| SixteenBppTextureTest() |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| } |
| |
| void SetUp() override |
| { |
| ANGLETest::SetUp(); |
| |
| const std::string vertexShaderSource = SHADER_SOURCE |
| ( |
| precision highp float; |
| attribute vec4 position; |
| varying vec2 texcoord; |
| |
| void main() |
| { |
| gl_Position = vec4(position.xy, 0.0, 1.0); |
| texcoord = (position.xy * 0.5) + 0.5; |
| } |
| ); |
| |
| const std::string fragmentShaderSource2D = SHADER_SOURCE |
| ( |
| precision highp float; |
| uniform sampler2D tex; |
| varying vec2 texcoord; |
| |
| void main() |
| { |
| gl_FragColor = texture2D(tex, texcoord); |
| } |
| ); |
| |
| m2DProgram = CompileProgram(vertexShaderSource, fragmentShaderSource2D); |
| mTexture2DUniformLocation = glGetUniformLocation(m2DProgram, "tex"); |
| } |
| |
| void TearDown() override |
| { |
| glDeleteProgram(m2DProgram); |
| |
| ANGLETest::TearDown(); |
| } |
| |
| void simpleValidationBase(GLuint tex) |
| { |
| // Draw a quad using the texture |
| glClear(GL_COLOR_BUFFER_BIT); |
| glUseProgram(m2DProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| drawQuad(m2DProgram, "position", 0.5f); |
| ASSERT_GL_NO_ERROR(); |
| |
| int w = getWindowWidth() - 1; |
| int h = getWindowHeight() - 1; |
| |
| // Check that it drew as expected |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue); |
| EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow); |
| |
| // Generate mipmaps |
| glGenerateMipmap(GL_TEXTURE_2D); |
| |
| // Draw a quad using the texture |
| glClear(GL_COLOR_BUFFER_BIT); |
| glUseProgram(m2DProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| drawQuad(m2DProgram, "position", 0.5f); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Check that it drew as expected |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue); |
| EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow); |
| |
| // Bind the texture as a framebuffer, render to it, then check the results |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo.get()); |
| glBindTexture(GL_TEXTURE_2D, 0); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); |
| |
| if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_UNSUPPORTED) |
| { |
| glClearColor(1.0f, 0.0f, 0.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ(1, 0, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ(1, 1, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ(0, 1, 255, 0, 0, 255); |
| } |
| else |
| { |
| std::cout << "Skipping rendering to an unsupported framebuffer format" << std::endl; |
| } |
| } |
| |
| GLuint m2DProgram; |
| GLint mTexture2DUniformLocation; |
| }; |
| |
| class SixteenBppTextureTestES3 : public SixteenBppTextureTest |
| { |
| }; |
| |
| // Simple validation test for GL_RGB565 textures. |
| // Samples from the texture, renders to it, generates mipmaps etc. |
| TEST_P(SixteenBppTextureTest, RGB565Validation) |
| { |
| // These tests fail on certain Intel machines running an un-updated version of Win7 |
| // The tests pass after installing the latest updates from Windows Update. |
| // TODO: reenable these tests once the bots have been updated |
| if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) |
| { |
| std::cout << "Test skipped on Intel D3D11." << std::endl; |
| return; |
| } |
| |
| GLushort pixels[4] = |
| { |
| 0xF800, // Red |
| 0x07E0, // Green |
| 0x001F, // Blue |
| 0xFFE0 // Red + Green |
| }; |
| |
| glClearColor(0, 0, 0, 0); |
| |
| // Create a simple RGB565 texture |
| GLTexture tex; |
| glBindTexture(GL_TEXTURE_2D, tex.get()); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| // Supply the data to it |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels); |
| EXPECT_GL_NO_ERROR(); |
| |
| simpleValidationBase(tex.get()); |
| } |
| |
| // Simple validation test for GL_RGBA5551 textures. |
| // Samples from the texture, renders to it, generates mipmaps etc. |
| TEST_P(SixteenBppTextureTest, RGBA5551Validation) |
| { |
| // These tests fail on certain Intel machines running an un-updated version of Win7 |
| // The tests pass after installing the latest updates from Windows Update. |
| // TODO: reenable these tests once the bots have been updated |
| if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) |
| { |
| std::cout << "Test skipped on Intel D3D11." << std::endl; |
| return; |
| } |
| |
| GLushort pixels[4] = |
| { |
| 0xF801, // Red |
| 0x07C1, // Green |
| 0x003F, // Blue |
| 0xFFC1 // Red + Green |
| }; |
| |
| // Create a simple 5551 texture |
| GLTexture tex; |
| glBindTexture(GL_TEXTURE_2D, tex.get()); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, pixels); |
| EXPECT_GL_NO_ERROR(); |
| |
| simpleValidationBase(tex.get()); |
| } |
| |
| // Test to ensure calling Clear() on an RGBA5551 texture does something reasonable |
| // Based on WebGL test conformance/textures/texture-attachment-formats.html |
| TEST_P(SixteenBppTextureTest, RGBA5551ClearAlpha) |
| { |
| // These tests fail on certain Intel machines running an un-updated version of Win7 |
| // The tests pass after installing the latest updates from Windows Update. |
| // TODO: reenable these tests once the bots have been updated |
| if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) |
| { |
| std::cout << "Test skipped on Intel D3D11." << std::endl; |
| return; |
| } |
| |
| GLTexture tex; |
| GLFramebuffer fbo; |
| |
| // Create a simple 5551 texture |
| glBindTexture(GL_TEXTURE_2D, tex.get()); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| // Bind the texture as a framebuffer, clear it, then check the results |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo.get()); |
| glBindTexture(GL_TEXTURE_2D, 0); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex.get(), 0); |
| |
| if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_UNSUPPORTED) |
| { |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0); |
| |
| glClearColor(0.0f, 0.0f, 0.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 255); |
| } |
| else |
| { |
| std::cout << "Skipping rendering to an unsupported framebuffer format" << std::endl; |
| } |
| } |
| |
| // Simple validation test for GL_RGBA4444 textures. |
| // Samples from the texture, renders to it, generates mipmaps etc. |
| TEST_P(SixteenBppTextureTest, RGBA4444Validation) |
| { |
| // These tests fail on certain Intel machines running an un-updated version of Win7 |
| // The tests pass after installing the latest updates from Windows Update. |
| // TODO: reenable these tests once the bots have been updated |
| if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) |
| { |
| std::cout << "Test skipped on Intel D3D11." << std::endl; |
| return; |
| } |
| |
| GLushort pixels[4] = |
| { |
| 0xF00F, // Red |
| 0x0F0F, // Green |
| 0x00FF, // Blue |
| 0xFF0F // Red + Green |
| }; |
| |
| glClearColor(0, 0, 0, 0); |
| |
| // Generate a RGBA4444 texture, no mipmaps |
| GLTexture tex; |
| glBindTexture(GL_TEXTURE_2D, tex.get()); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| // Provide some data for the texture |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, pixels); |
| EXPECT_GL_NO_ERROR(); |
| |
| simpleValidationBase(tex.get()); |
| } |
| |
| // Test uploading RGBA8 data to RGBA4 textures. |
| TEST_P(SixteenBppTextureTestES3, RGBA4UploadRGBA8) |
| { |
| std::vector<GLColor> fourColors; |
| fourColors.push_back(GLColor::red); |
| fourColors.push_back(GLColor::green); |
| fourColors.push_back(GLColor::blue); |
| fourColors.push_back(GLColor::yellow); |
| |
| GLTexture tex; |
| glBindTexture(GL_TEXTURE_2D, tex.get()); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, fourColors.data()); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| ASSERT_GL_NO_ERROR(); |
| simpleValidationBase(tex.get()); |
| } |
| |
| // Test uploading RGB8 data to RGB565 textures. |
| TEST_P(SixteenBppTextureTestES3, RGB565UploadRGB8) |
| { |
| std::vector<GLColorRGB> fourColors; |
| fourColors.push_back(GLColorRGB::red); |
| fourColors.push_back(GLColorRGB::green); |
| fourColors.push_back(GLColorRGB::blue); |
| fourColors.push_back(GLColorRGB::yellow); |
| |
| glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| |
| GLTexture tex; |
| glBindTexture(GL_TEXTURE_2D, tex.get()); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, fourColors.data()); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| ASSERT_GL_NO_ERROR(); |
| |
| simpleValidationBase(tex.get()); |
| } |
| |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. |
| ANGLE_INSTANTIATE_TEST(SixteenBppTextureTest, |
| ES2_D3D9(), |
| ES2_D3D11(), |
| ES2_D3D11_FL9_3(), |
| ES2_OPENGL(), |
| ES2_OPENGLES()); |
| |
| ANGLE_INSTANTIATE_TEST(SixteenBppTextureTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES()); |
| |
| } // namespace |