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-rwxr-xr-xgfx/angle/src/tests/gl_tests/DepthStencilFormatsTest.cpp192
1 files changed, 192 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/gl_tests/DepthStencilFormatsTest.cpp b/gfx/angle/src/tests/gl_tests/DepthStencilFormatsTest.cpp
new file mode 100755
index 000000000..f62a16578
--- /dev/null
+++ b/gfx/angle/src/tests/gl_tests/DepthStencilFormatsTest.cpp
@@ -0,0 +1,192 @@
+//
+// 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.
+//
+
+#include "test_utils/ANGLETest.h"
+
+using namespace angle;
+
+class DepthStencilFormatsTestBase : public ANGLETest
+{
+ protected:
+ DepthStencilFormatsTestBase()
+ {
+ setWindowWidth(128);
+ setWindowHeight(128);
+ setConfigRedBits(8);
+ setConfigGreenBits(8);
+ setConfigBlueBits(8);
+ setConfigAlphaBits(8);
+ }
+
+ bool checkTexImageFormatSupport(GLenum format, GLenum type)
+ {
+ EXPECT_GL_NO_ERROR();
+
+ GLuint tex = 0;
+ glGenTextures(1, &tex);
+ glBindTexture(GL_TEXTURE_2D, tex);
+ glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, type, NULL);
+ glDeleteTextures(1, &tex);
+
+ return (glGetError() == GL_NO_ERROR);
+ }
+
+ bool checkTexStorageFormatSupport(GLenum internalFormat)
+ {
+ EXPECT_GL_NO_ERROR();
+
+ GLuint tex = 0;
+ glGenTextures(1, &tex);
+ glBindTexture(GL_TEXTURE_2D, tex);
+ glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
+ glDeleteTextures(1, &tex);
+
+ return (glGetError() == GL_NO_ERROR);
+ }
+
+ bool checkRenderbufferFormatSupport(GLenum internalFormat)
+ {
+ EXPECT_GL_NO_ERROR();
+
+ GLuint rb = 0;
+ glGenRenderbuffers(1, &rb);
+ glBindRenderbuffer(GL_RENDERBUFFER, rb);
+ glRenderbufferStorage(GL_RENDERBUFFER, internalFormat, 1, 1);
+ glDeleteRenderbuffers(1, &rb);
+
+ return (glGetError() == GL_NO_ERROR);
+ }
+
+ virtual void SetUp()
+ {
+ ANGLETest::SetUp();
+
+ const std::string vertexShaderSource = SHADER_SOURCE
+ (
+ precision highp float;
+ attribute vec4 position;
+ varying vec2 texcoord;
+
+ void main()
+ {
+ gl_Position = position;
+ texcoord = (position.xy * 0.5) + 0.5;
+ }
+ );
+
+ const std::string fragmentShaderSource = SHADER_SOURCE
+ (
+ precision highp float;
+ uniform sampler2D tex;
+ varying vec2 texcoord;
+
+ void main()
+ {
+ gl_FragColor = texture2D(tex, texcoord);
+ }
+ );
+
+ mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
+ if (mProgram == 0)
+ {
+ FAIL() << "shader compilation failed.";
+ }
+
+ mTextureUniformLocation = glGetUniformLocation(mProgram, "tex");
+ EXPECT_NE(-1, mTextureUniformLocation);
+
+ glGenTextures(1, &mTexture);
+ ASSERT_GL_NO_ERROR();
+ }
+
+ virtual void TearDown()
+ {
+ glDeleteProgram(mProgram);
+ glDeleteTextures(1, &mTexture);
+
+ ANGLETest::TearDown();
+ }
+
+ GLuint mProgram;
+ GLuint mTexture;
+ GLint mTextureUniformLocation;
+};
+
+class DepthStencilFormatsTest : public DepthStencilFormatsTestBase
+{};
+
+class DepthStencilFormatsTestES3 : public DepthStencilFormatsTestBase
+{};
+
+TEST_P(DepthStencilFormatsTest, DepthTexture)
+{
+ bool shouldHaveTextureSupport = extensionEnabled("GL_ANGLE_depth_texture");
+ EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT));
+ EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_COMPONENT, GL_UNSIGNED_INT));
+
+ if (extensionEnabled("GL_EXT_texture_storage"))
+ {
+ EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH_COMPONENT16));
+ EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH_COMPONENT32_OES));
+ }
+}
+
+TEST_P(DepthStencilFormatsTest, PackedDepthStencil)
+{
+ // Expected to fail in D3D9 if GL_OES_packed_depth_stencil is not present.
+ // Expected to fail in D3D11 if GL_OES_packed_depth_stencil or GL_ANGLE_depth_texture is not present.
+
+ bool shouldHaveRenderbufferSupport = extensionEnabled("GL_OES_packed_depth_stencil");
+ EXPECT_EQ(shouldHaveRenderbufferSupport, checkRenderbufferFormatSupport(GL_DEPTH24_STENCIL8_OES));
+
+ bool shouldHaveTextureSupport = extensionEnabled("GL_OES_packed_depth_stencil") &&
+ extensionEnabled("GL_ANGLE_depth_texture");
+ EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES));
+
+ if (extensionEnabled("GL_EXT_texture_storage"))
+ {
+ EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH24_STENCIL8_OES));
+ }
+}
+
+TEST_P(DepthStencilFormatsTestES3, DrawWithDepthStencil)
+{
+ GLushort data[16];
+ for (unsigned int i = 0; i < 16; i++)
+ {
+ data[i] = std::numeric_limits<GLushort>::max();
+ }
+ glBindTexture(GL_TEXTURE_2D, mTexture);
+ glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT16, 4, 4);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, data);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ glUseProgram(mProgram);
+ glUniform1i(mTextureUniformLocation, 0);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+ drawQuad(mProgram, "position", 0.5f);
+
+ ASSERT_GL_NO_ERROR();
+
+ GLubyte pixel[4];
+ glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
+
+ // Only require the red and alpha channels have the correct values, the depth texture extensions
+ // leave the green and blue channels undefined
+ ASSERT_NEAR(255, pixel[0], 2.0);
+ ASSERT_EQ(255, pixel[3]);
+}
+
+// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
+ANGLE_INSTANTIATE_TEST(DepthStencilFormatsTest,
+ ES2_D3D9(),
+ ES2_D3D11(),
+ ES2_OPENGL(),
+ ES2_OPENGLES());
+ANGLE_INSTANTIATE_TEST(DepthStencilFormatsTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());