From 5f8de423f190bbb79a62f804151bc24824fa32d8 Mon Sep 17 00:00:00 2001 From: "Matt A. Tobin" Date: Fri, 2 Feb 2018 04:16:08 -0500 Subject: Add m-esr52 at 52.6.0 --- .../tests/gl_tests/DXT1CompressedTextureTest.cpp | 326 +++++++++++++++++++++ 1 file changed, 326 insertions(+) create mode 100755 gfx/angle/src/tests/gl_tests/DXT1CompressedTextureTest.cpp (limited to 'gfx/angle/src/tests/gl_tests/DXT1CompressedTextureTest.cpp') diff --git a/gfx/angle/src/tests/gl_tests/DXT1CompressedTextureTest.cpp b/gfx/angle/src/tests/gl_tests/DXT1CompressedTextureTest.cpp new file mode 100755 index 000000000..34b6b9ec3 --- /dev/null +++ b/gfx/angle/src/tests/gl_tests/DXT1CompressedTextureTest.cpp @@ -0,0 +1,326 @@ +// +// 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" + +#include "media/pixel.inl" + +using namespace angle; + +class DXT1CompressedTextureTest : public ANGLETest +{ + protected: + DXT1CompressedTextureTest() + { + setWindowWidth(512); + setWindowHeight(512); + setConfigRedBits(8); + setConfigGreenBits(8); + setConfigBlueBits(8); + setConfigAlphaBits(8); + } + + virtual void SetUp() + { + ANGLETest::SetUp(); + + const std::string vsSource = SHADER_SOURCE + ( + precision highp float; + attribute vec4 position; + varying vec2 texcoord; + + void main() + { + gl_Position = position; + texcoord = (position.xy * 0.5) + 0.5; + texcoord.y = 1.0 - texcoord.y; + } + ); + + const std::string textureFSSource = SHADER_SOURCE + ( + precision highp float; + uniform sampler2D tex; + varying vec2 texcoord; + + void main() + { + gl_FragColor = texture2D(tex, texcoord); + } + ); + + mTextureProgram = CompileProgram(vsSource, textureFSSource); + if (mTextureProgram == 0) + { + FAIL() << "shader compilation failed."; + } + + mTextureUniformLocation = glGetUniformLocation(mTextureProgram, "tex"); + + ASSERT_GL_NO_ERROR(); + } + + virtual void TearDown() + { + glDeleteProgram(mTextureProgram); + + ANGLETest::TearDown(); + } + + GLuint mTextureProgram; + GLint mTextureUniformLocation; +}; + +TEST_P(DXT1CompressedTextureTest, CompressedTexImage) +{ + if (!extensionEnabled("GL_EXT_texture_compression_dxt1")) + { + std::cout << "Test skipped because GL_EXT_texture_compression_dxt1 is not available." << std::endl; + return; + } + + GLuint texture; + glGenTextures(1, &texture); + glBindTexture(GL_TEXTURE_2D, texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height, 0, pixel_0_size, pixel_0_data); + glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_width, pixel_1_height, 0, pixel_1_size, pixel_1_data); + glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_width, pixel_2_height, 0, pixel_2_size, pixel_2_data); + glCompressedTexImage2D(GL_TEXTURE_2D, 3, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_width, pixel_3_height, 0, pixel_3_size, pixel_3_data); + glCompressedTexImage2D(GL_TEXTURE_2D, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_width, pixel_4_height, 0, pixel_4_size, pixel_4_data); + glCompressedTexImage2D(GL_TEXTURE_2D, 5, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_width, pixel_5_height, 0, pixel_5_size, pixel_5_data); + glCompressedTexImage2D(GL_TEXTURE_2D, 6, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_width, pixel_6_height, 0, pixel_6_size, pixel_6_data); + glCompressedTexImage2D(GL_TEXTURE_2D, 7, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_width, pixel_7_height, 0, pixel_7_size, pixel_7_data); + glCompressedTexImage2D(GL_TEXTURE_2D, 8, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_width, pixel_8_height, 0, pixel_8_size, pixel_8_data); + glCompressedTexImage2D(GL_TEXTURE_2D, 9, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_width, pixel_9_height, 0, pixel_9_size, pixel_9_data); + + EXPECT_GL_NO_ERROR(); + + glUseProgram(mTextureProgram); + glUniform1i(mTextureUniformLocation, 0); + + drawQuad(mTextureProgram, "position", 0.5f); + + EXPECT_GL_NO_ERROR(); + + glDeleteTextures(1, &texture); + + EXPECT_GL_NO_ERROR(); +} + +TEST_P(DXT1CompressedTextureTest, CompressedTexStorage) +{ + if (!extensionEnabled("GL_EXT_texture_compression_dxt1")) + { + std::cout << "Test skipped due to missing GL_EXT_texture_compression_dxt1" << std::endl; + return; + } + + if (getClientMajorVersion() < 3 && + (!extensionEnabled("GL_EXT_texture_storage") || !extensionEnabled("GL_OES_rgb8_rgba8"))) + { + std::cout << "Test skipped due to missing ES3 or GL_EXT_texture_storage or GL_OES_rgb8_rgba8" << std::endl; + return; + } + + GLuint texture; + glGenTextures(1, &texture); + glBindTexture(GL_TEXTURE_2D, texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + if (getClientMajorVersion() < 3) + { + glTexStorage2DEXT(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height); + } + else + { + glTexStorage2D(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height); + } + EXPECT_GL_NO_ERROR(); + + glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, pixel_0_width, pixel_0_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_size, pixel_0_data); + glCompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, pixel_1_width, pixel_1_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_size, pixel_1_data); + glCompressedTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, pixel_2_width, pixel_2_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_size, pixel_2_data); + glCompressedTexSubImage2D(GL_TEXTURE_2D, 3, 0, 0, pixel_3_width, pixel_3_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_size, pixel_3_data); + glCompressedTexSubImage2D(GL_TEXTURE_2D, 4, 0, 0, pixel_4_width, pixel_4_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_size, pixel_4_data); + glCompressedTexSubImage2D(GL_TEXTURE_2D, 5, 0, 0, pixel_5_width, pixel_5_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_size, pixel_5_data); + glCompressedTexSubImage2D(GL_TEXTURE_2D, 6, 0, 0, pixel_6_width, pixel_6_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_size, pixel_6_data); + glCompressedTexSubImage2D(GL_TEXTURE_2D, 7, 0, 0, pixel_7_width, pixel_7_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_size, pixel_7_data); + glCompressedTexSubImage2D(GL_TEXTURE_2D, 8, 0, 0, pixel_8_width, pixel_8_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_size, pixel_8_data); + glCompressedTexSubImage2D(GL_TEXTURE_2D, 9, 0, 0, pixel_9_width, pixel_9_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_size, pixel_9_data); + + EXPECT_GL_NO_ERROR(); + + glUseProgram(mTextureProgram); + glUniform1i(mTextureUniformLocation, 0); + + drawQuad(mTextureProgram, "position", 0.5f); + + EXPECT_GL_NO_ERROR(); + + glDeleteTextures(1, &texture); + + EXPECT_GL_NO_ERROR(); +} + +class DXT1CompressedTextureTestES3 : public DXT1CompressedTextureTest { }; + +class DXT1CompressedTextureTestD3D11 : public DXT1CompressedTextureTest { }; + +TEST_P(DXT1CompressedTextureTestES3, PBOCompressedTexImage) +{ + if (!extensionEnabled("GL_EXT_texture_compression_dxt1")) + { + std::cout << "Test skipped because GL_EXT_texture_compression_dxt1 is not available." + << std::endl; + return; + } + + GLuint texture; + glGenTextures(1, &texture); + glBindTexture(GL_TEXTURE_2D, texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + GLuint buffer; + glGenBuffers(1, &buffer); + glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer); + glBufferData(GL_PIXEL_UNPACK_BUFFER, pixel_0_size, NULL, GL_STREAM_DRAW); + EXPECT_GL_NO_ERROR(); + + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_0_size, pixel_0_data); + glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height, 0, pixel_0_size, NULL); + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_1_size, pixel_1_data); + glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_width, pixel_1_height, 0, pixel_1_size, NULL); + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_2_size, pixel_2_data); + glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_width, pixel_2_height, 0, pixel_2_size, NULL); + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_3_size, pixel_3_data); + glCompressedTexImage2D(GL_TEXTURE_2D, 3, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_width, pixel_3_height, 0, pixel_3_size, NULL); + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_4_size, pixel_4_data); + glCompressedTexImage2D(GL_TEXTURE_2D, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_width, pixel_4_height, 0, pixel_4_size, NULL); + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_5_size, pixel_5_data); + glCompressedTexImage2D(GL_TEXTURE_2D, 5, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_width, pixel_5_height, 0, pixel_5_size, NULL); + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_6_size, pixel_6_data); + glCompressedTexImage2D(GL_TEXTURE_2D, 6, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_width, pixel_6_height, 0, pixel_6_size, NULL); + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_7_size, pixel_7_data); + glCompressedTexImage2D(GL_TEXTURE_2D, 7, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_width, pixel_7_height, 0, pixel_7_size, NULL); + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_8_size, pixel_8_data); + glCompressedTexImage2D(GL_TEXTURE_2D, 8, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_width, pixel_8_height, 0, pixel_8_size, NULL); + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_9_size, pixel_9_data); + glCompressedTexImage2D(GL_TEXTURE_2D, 9, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_width, pixel_9_height, 0, pixel_9_size, NULL); + + EXPECT_GL_NO_ERROR(); + + glUseProgram(mTextureProgram); + glUniform1i(mTextureUniformLocation, 0); + + drawQuad(mTextureProgram, "position", 0.5f); + + EXPECT_GL_NO_ERROR(); + + glDeleteTextures(1, &buffer); + glDeleteTextures(1, &texture); + + EXPECT_GL_NO_ERROR(); +} + + +TEST_P(DXT1CompressedTextureTestD3D11, PBOCompressedTexStorage) +{ + if (getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_texture_compression_dxt1")) + { + return; + } + + if (getClientMajorVersion() < 3 && + (!extensionEnabled("GL_EXT_texture_storage") || !extensionEnabled("GL_OES_rgb8_rgba8"))) + { + return; + } + + GLuint texture; + glGenTextures(1, &texture); + glBindTexture(GL_TEXTURE_2D, texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + if (getClientMajorVersion() < 3) + { + glTexStorage2DEXT(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height); + } + else + { + glTexStorage2D(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height); + } + EXPECT_GL_NO_ERROR(); + + GLuint buffer; + glGenBuffers(1, &buffer); + glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer); + glBufferData(GL_PIXEL_UNPACK_BUFFER, pixel_0_size, NULL, GL_STREAM_DRAW); + EXPECT_GL_NO_ERROR(); + + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_0_size, pixel_0_data); + glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, pixel_0_width, pixel_0_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_size, NULL); + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_1_size, pixel_1_data); + glCompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, pixel_1_width, pixel_1_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_size, NULL); + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_2_size, pixel_2_data); + glCompressedTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, pixel_2_width, pixel_2_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_size, NULL); + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_3_size, pixel_3_data); + glCompressedTexSubImage2D(GL_TEXTURE_2D, 3, 0, 0, pixel_3_width, pixel_3_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_size, NULL); + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_4_size, pixel_4_data); + glCompressedTexSubImage2D(GL_TEXTURE_2D, 4, 0, 0, pixel_4_width, pixel_4_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_size, NULL); + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_5_size, pixel_5_data); + glCompressedTexSubImage2D(GL_TEXTURE_2D, 5, 0, 0, pixel_5_width, pixel_5_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_size, NULL); + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_6_size, pixel_6_data); + glCompressedTexSubImage2D(GL_TEXTURE_2D, 6, 0, 0, pixel_6_width, pixel_6_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_size, NULL); + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_7_size, pixel_7_data); + glCompressedTexSubImage2D(GL_TEXTURE_2D, 7, 0, 0, pixel_7_width, pixel_7_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_size, NULL); + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_8_size, pixel_8_data); + glCompressedTexSubImage2D(GL_TEXTURE_2D, 8, 0, 0, pixel_8_width, pixel_8_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_size, NULL); + glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_9_size, pixel_9_data); + glCompressedTexSubImage2D(GL_TEXTURE_2D, 9, 0, 0, pixel_9_width, pixel_9_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_size, NULL); + + EXPECT_GL_NO_ERROR(); + + glUseProgram(mTextureProgram); + glUniform1i(mTextureUniformLocation, 0); + + drawQuad(mTextureProgram, "position", 0.5f); + + EXPECT_GL_NO_ERROR(); + + glDeleteTextures(1, &texture); + + EXPECT_GL_NO_ERROR(); +} + +// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. +ANGLE_INSTANTIATE_TEST(DXT1CompressedTextureTest, + ES2_D3D9(), + ES2_D3D11(), + ES2_D3D11_FL9_3(), + ES2_OPENGL(), + ES3_OPENGL(), + ES2_OPENGLES(), + ES3_OPENGLES()); + +// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. +ANGLE_INSTANTIATE_TEST(DXT1CompressedTextureTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES()); + +ANGLE_INSTANTIATE_TEST(DXT1CompressedTextureTestD3D11, ES2_D3D11(), ES3_D3D11(), ES2_D3D11_FL9_3()); -- cgit v1.2.3