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//
// 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