diff options
Diffstat (limited to 'gfx/angle/src/tests/gl_tests/SixteenBppTextureTest.cpp')
-rwxr-xr-x | gfx/angle/src/tests/gl_tests/SixteenBppTextureTest.cpp | 551 |
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 new file mode 100755 index 000000000..dfc4111d7 --- /dev/null +++ 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 |