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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /gfx/angle/src/tests/gl_tests/SixteenBppTextureTest.cpp
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/tests/gl_tests/SixteenBppTextureTest.cpp')
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1 files changed, 551 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/gl_tests/SixteenBppTextureTest.cpp b/gfx/angle/src/tests/gl_tests/SixteenBppTextureTest.cpp
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+++ b/gfx/angle/src/tests/gl_tests/SixteenBppTextureTest.cpp
@@ -0,0 +1,551 @@
+//
+// 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"
+
+#include "image_util/imageformats.h"
+
+using namespace angle;
+
+namespace
+{
+
+GLColor Convert565(const R5G6B5 &rgb565)
+{
+ gl::ColorF colorf;
+ R5G6B5::readColor(&colorf, &rgb565);
+ Vector4 vecColor(colorf.red, colorf.green, colorf.blue, colorf.alpha);
+ return GLColor(vecColor);
+}
+
+R5G6B5 Convert565(const GLColor &glColor)
+{
+ const Vector4 &vecColor = glColor.toNormalizedVector();
+ gl::ColorF colorf(vecColor.x, vecColor.y, vecColor.z, vecColor.w);
+ R5G6B5 rgb565;
+ R5G6B5::writeColor(&rgb565, &colorf);
+ return rgb565;
+}
+
+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;
+ }
+
+ GLuint test;
+ memcpy(&test, &GLColor::black, 4);
+
+ R5G6B5 pixels[4] = {Convert565(GLColor::red), Convert565(GLColor::green),
+ Convert565(GLColor::blue), Convert565(GLColor::yellow)};
+
+ 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());
+}
+
+// Test uploading RGBA8 data to RGB5A41 textures.
+TEST_P(SixteenBppTextureTestES3, RGB5A1UploadRGBA8)
+{
+ 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_RGB5_A1, 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 RGB10A2 data to RGB5A1 textures.
+TEST_P(SixteenBppTextureTestES3, RGB5A1UploadRGB10A2)
+{
+ struct RGB10A2
+ {
+ RGB10A2(uint32_t r, uint32_t g, uint32_t b, uint32_t a) : R(r), G(g), B(b), A(a) {}
+
+ uint32_t R : 10;
+ uint32_t G : 10;
+ uint32_t B : 10;
+ uint32_t A : 2;
+ };
+
+ uint32_t one10 = (1u << 10u) - 1u;
+
+ RGB10A2 red(one10, 0u, 0u, 0x3u);
+ RGB10A2 green(0u, one10, 0u, 0x3u);
+ RGB10A2 blue(0u, 0u, one10, 0x3u);
+ RGB10A2 yellow(one10, one10, 0u, 0x3u);
+
+ std::vector<RGB10A2> fourColors;
+ fourColors.push_back(red);
+ fourColors.push_back(green);
+ fourColors.push_back(blue);
+ fourColors.push_back(yellow);
+
+ GLTexture tex;
+ glBindTexture(GL_TEXTURE_2D, tex.get());
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 2, 2, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV,
+ 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 reading from RGBA4 textures attached to FBO.
+TEST_P(SixteenBppTextureTestES3, RGBA4FramebufferReadback)
+{
+ // TODO(jmadill): Fix bug with GLES
+ if (IsOpenGLES())
+ {
+ std::cout << "Test skipped on GLES." << std::endl;
+ return;
+ }
+
+ Vector4 rawColor(0.5f, 0.7f, 1.0f, 0.0f);
+ GLColor expectedColor(rawColor);
+
+ GLFramebuffer fbo;
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
+
+ GLTexture tex;
+ glBindTexture(GL_TEXTURE_2D, tex.get());
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex.get(), 0);
+
+ glClearColor(rawColor.x, rawColor.y, rawColor.z, rawColor.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ ASSERT_GL_NO_ERROR();
+
+ GLenum colorReadFormat = GL_NONE;
+ GLenum colorReadType = GL_NONE;
+ glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, reinterpret_cast<GLint *>(&colorReadFormat));
+ glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, reinterpret_cast<GLint *>(&colorReadType));
+
+ if (colorReadFormat == GL_RGBA && colorReadType == GL_UNSIGNED_BYTE)
+ {
+ GLColor actualColor = GLColor::black;
+ glReadPixels(0, 0, 1, 1, colorReadFormat, colorReadType, &actualColor);
+ EXPECT_COLOR_NEAR(expectedColor, actualColor, 20);
+ }
+ else
+ {
+ ASSERT_GLENUM_EQ(GL_RGBA, colorReadFormat);
+ ASSERT_TRUE(colorReadType == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT ||
+ colorReadType == GL_UNSIGNED_SHORT_4_4_4_4);
+
+ uint16_t rgba = 0;
+ glReadPixels(0, 0, 1, 1, colorReadFormat, colorReadType, &rgba);
+
+ GLubyte r8 = static_cast<GLubyte>((rgba & 0xF000) >> 12);
+ GLubyte g8 = static_cast<GLubyte>((rgba & 0x0F00) >> 8);
+ GLubyte b8 = static_cast<GLubyte>((rgba & 0x00F0) >> 4);
+ GLubyte a8 = static_cast<GLubyte>((rgba & 0x000F));
+
+ GLColor actualColor(r8 << 4, g8 << 4, b8 << 4, a8 << 4);
+ EXPECT_COLOR_NEAR(expectedColor, actualColor, 20);
+ }
+
+ ASSERT_GL_NO_ERROR();
+}
+
+// Test reading from RGB565 textures attached to FBO.
+TEST_P(SixteenBppTextureTestES3, RGB565FramebufferReadback)
+{
+ // TODO(jmadill): Fix bug with GLES
+ if (IsOpenGLES())
+ {
+ std::cout << "Test skipped on GLES." << std::endl;
+ return;
+ }
+
+ GLFramebuffer fbo;
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
+
+ std::vector<GLColor> fourColors;
+ fourColors.push_back(GLColor::red);
+ fourColors.push_back(GLColor::green);
+ fourColors.push_back(GLColor::blue);
+ fourColors.push_back(GLColor::white);
+
+ const std::string &vertexShader =
+ "#version 300 es\n"
+ "in vec4 color;\n"
+ "in vec2 position;\n"
+ "out vec4 fcolor;\n"
+ "void main() {\n"
+ " fcolor = color;\n"
+ " gl_Position = vec4(position, 0.5, 1.0);\n"
+ "}";
+ const std::string &fragmentShader =
+ "#version 300 es\n"
+ "in mediump vec4 fcolor;\n"
+ "out mediump vec4 color;\n"
+ "void main() {\n"
+ " color = fcolor;\n"
+ "}";
+
+ GLuint program = CompileProgram(vertexShader, fragmentShader);
+ glUseProgram(program);
+
+ GLint colorLocation = glGetAttribLocation(program, "color");
+ ASSERT_NE(-1, colorLocation);
+ glEnableVertexAttribArray(colorLocation);
+ glVertexAttribPointer(colorLocation, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, fourColors.data());
+
+ int w = getWindowWidth();
+ int h = getWindowHeight();
+
+ glViewport(0, 0, w, h);
+
+ GLTexture tex;
+ glBindTexture(GL_TEXTURE_2D, tex.get());
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex.get(), 0);
+
+ drawIndexedQuad(program, "position", 0.5f);
+
+ ASSERT_GL_NO_ERROR();
+
+ int t = 12;
+ EXPECT_PIXEL_COLOR_NEAR(0, h - 1, GLColor::red, t);
+ EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::green, t);
+ EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, GLColor::blue, t);
+ EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, GLColor::white, t);
+
+ GLenum colorReadFormat = GL_NONE;
+ GLenum colorReadType = GL_NONE;
+ glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, reinterpret_cast<GLint *>(&colorReadFormat));
+ glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, reinterpret_cast<GLint *>(&colorReadType));
+
+ if (colorReadFormat == GL_RGB && colorReadType == GL_UNSIGNED_SHORT_5_6_5)
+ {
+ std::vector<R5G6B5> readColors(w * h);
+ glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, readColors.data());
+
+ int hoffset = (h - 1) * w;
+ EXPECT_COLOR_NEAR(GLColor::red, Convert565(readColors[hoffset]), t);
+ EXPECT_COLOR_NEAR(GLColor::green, Convert565(readColors[0]), t);
+ EXPECT_COLOR_NEAR(GLColor::blue, Convert565(readColors[w - 1]), t);
+ EXPECT_COLOR_NEAR(GLColor::white, Convert565(readColors[w - 1 + hoffset]), t);
+ }
+
+ glDeleteProgram(program);
+}
+
+// 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