// // 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 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 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 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 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(&colorReadFormat)); glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, reinterpret_cast(&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((rgba & 0xF000) >> 12); GLubyte g8 = static_cast((rgba & 0x0F00) >> 8); GLubyte b8 = static_cast((rgba & 0x00F0) >> 4); GLubyte a8 = static_cast((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 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(&colorReadFormat)); glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, reinterpret_cast(&colorReadType)); if (colorReadFormat == GL_RGB && colorReadType == GL_UNSIGNED_SHORT_5_6_5) { std::vector 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