// // 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 using namespace angle; namespace { class SwizzleTest : public ANGLETest { protected: SwizzleTest() { setWindowWidth(128); setWindowHeight(128); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); GLenum swizzles[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_ZERO, GL_ONE, }; for (int r = 0; r < 6; r++) { for (int g = 0; g < 6; g++) { for (int b = 0; b < 6; b++) { for (int a = 0; a < 6; a++) { swizzlePermutation permutation; permutation.swizzleRed = swizzles[r]; permutation.swizzleGreen = swizzles[g]; permutation.swizzleBlue = swizzles[b]; permutation.swizzleAlpha = swizzles[a]; mPermutations.push_back(permutation); } } } } } void SetUp() override { 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); ASSERT_NE(0u, mProgram); mTextureUniformLocation = glGetUniformLocation(mProgram, "tex"); ASSERT_NE(-1, mTextureUniformLocation); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); ASSERT_GL_NO_ERROR(); } void TearDown() override { glDeleteProgram(mProgram); glDeleteTextures(1, &mTexture); ANGLETest::TearDown(); } template void init2DTexture(GLenum internalFormat, GLenum dataFormat, GLenum dataType, const T* data) { glGenTextures(1, &mTexture); glBindTexture(GL_TEXTURE_2D, mTexture); glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, dataFormat, dataType, data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } void init2DCompressedTexture(GLenum internalFormat, GLsizei width, GLsizei height, GLsizei dataSize, const GLubyte* data) { glGenTextures(1, &mTexture); glBindTexture(GL_TEXTURE_2D, mTexture); glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, width, height, 0, dataSize, data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } GLubyte getExpectedValue(GLenum swizzle, GLubyte unswizzled[4]) { switch (swizzle) { case GL_RED: return unswizzled[0]; case GL_GREEN: return unswizzled[1]; case GL_BLUE: return unswizzled[2]; case GL_ALPHA: return unswizzled[3]; case GL_ZERO: return 0; case GL_ONE: return 255; default: return 0; } } void runTest2D() { // TODO(jmadill): Figure out why this fails on Intel. if (IsIntel() && GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) { std::cout << "Test skipped on Intel." << std::endl; return; } glUseProgram(mProgram); glBindTexture(GL_TEXTURE_2D, mTexture); glUniform1i(mTextureUniformLocation, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); glClear(GL_COLOR_BUFFER_BIT); drawQuad(mProgram, "position", 0.5f); GLubyte unswizzled[4]; glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &unswizzled); ASSERT_GL_NO_ERROR(); for (size_t i = 0; i < mPermutations.size(); i++) { const swizzlePermutation& permutation = mPermutations[i]; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, permutation.swizzleRed); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, permutation.swizzleGreen); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, permutation.swizzleBlue); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, permutation.swizzleAlpha); glClear(GL_COLOR_BUFFER_BIT); drawQuad(mProgram, "position", 0.5f); EXPECT_PIXEL_EQ(0, 0, getExpectedValue(permutation.swizzleRed, unswizzled), getExpectedValue(permutation.swizzleGreen, unswizzled), getExpectedValue(permutation.swizzleBlue, unswizzled), getExpectedValue(permutation.swizzleAlpha, unswizzled)); ASSERT_GL_NO_ERROR(); } } GLuint mProgram; GLint mTextureUniformLocation; GLuint mTexture; struct swizzlePermutation { GLenum swizzleRed; GLenum swizzleGreen; GLenum swizzleBlue; GLenum swizzleAlpha; }; std::vector mPermutations; }; class SwizzleIntegerTest : public SwizzleTest { protected: void SetUp() override { ANGLETest::SetUp(); const std::string vertexShaderSource = "#version 300 es\n" "precision highp float;\n" "in vec4 position;\n" "out vec2 texcoord;\n" "\n" "void main()\n" "{\n" " gl_Position = position;\n" " texcoord = (position.xy * 0.5) + 0.5;\n" "}\n"; const std::string fragmentShaderSource = "#version 300 es\n" "precision highp float;\n" "precision highp usampler2D;\n" "uniform usampler2D tex;\n" "in vec2 texcoord;\n" "out vec4 my_FragColor;\n" "\n" "void main()\n" "{\n" " uvec4 s = texture(tex, texcoord);\n" " if (s[0] == 1u) s[0] = 255u;\n" " if (s[1] == 1u) s[1] = 255u;\n" " if (s[2] == 1u) s[2] = 255u;\n" " if (s[3] == 1u) s[3] = 255u;\n" " my_FragColor = vec4(s) / 255.0;\n" "}\n"; mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource); ASSERT_NE(0u, mProgram); mTextureUniformLocation = glGetUniformLocation(mProgram, "tex"); ASSERT_NE(-1, mTextureUniformLocation); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); ASSERT_GL_NO_ERROR(); } }; TEST_P(SwizzleTest, RGBA8_2D) { GLubyte data[] = { 1, 64, 128, 200 }; init2DTexture(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, data); runTest2D(); } TEST_P(SwizzleTest, RGB8_2D) { GLubyte data[] = { 77, 66, 55 }; init2DTexture(GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE, data); runTest2D(); } TEST_P(SwizzleTest, RG8_2D) { GLubyte data[] = { 11, 99 }; init2DTexture(GL_RG8, GL_RG, GL_UNSIGNED_BYTE, data); runTest2D(); } TEST_P(SwizzleTest, R8_2D) { GLubyte data[] = { 2 }; init2DTexture(GL_R8, GL_RED, GL_UNSIGNED_BYTE, data); runTest2D(); } TEST_P(SwizzleTest, RGB10_A2_2D) { GLuint data[] = {20u | (40u << 10) | (60u << 20) | (2u << 30)}; init2DTexture(GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, data); runTest2D(); } TEST_P(SwizzleTest, RGBA32F_2D) { GLfloat data[] = { 0.25f, 0.5f, 0.75f, 0.8f }; init2DTexture(GL_RGBA32F, GL_RGBA, GL_FLOAT, data); runTest2D(); } TEST_P(SwizzleTest, RGB32F_2D) { GLfloat data[] = { 0.1f, 0.2f, 0.3f }; init2DTexture(GL_RGB32F, GL_RGB, GL_FLOAT, data); runTest2D(); } TEST_P(SwizzleTest, RG32F_2D) { GLfloat data[] = { 0.9f, 0.1f }; init2DTexture(GL_RG32F, GL_RG, GL_FLOAT, data); runTest2D(); } TEST_P(SwizzleTest, R32F_2D) { GLfloat data[] = { 0.5f }; init2DTexture(GL_R32F, GL_RED, GL_FLOAT, data); runTest2D(); } TEST_P(SwizzleTest, D32F_2D) { GLfloat data[] = { 0.5f }; init2DTexture(GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, data); runTest2D(); } TEST_P(SwizzleTest, D16_2D) { GLushort data[] = { 0xFF }; init2DTexture(GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, data); runTest2D(); } TEST_P(SwizzleTest, D24_2D) { GLuint data[] = { 0xFFFF }; init2DTexture(GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, data); runTest2D(); } TEST_P(SwizzleTest, L8_2D) { GLubyte data[] = {0x77}; init2DTexture(GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE, data); runTest2D(); } TEST_P(SwizzleTest, A8_2D) { GLubyte data[] = {0x55}; init2DTexture(GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE, data); runTest2D(); } TEST_P(SwizzleTest, LA8_2D) { GLubyte data[] = {0x77, 0x66}; init2DTexture(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data); runTest2D(); } TEST_P(SwizzleTest, L32F_2D) { GLfloat data[] = {0.7f}; init2DTexture(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT, data); runTest2D(); } TEST_P(SwizzleTest, A32F_2D) { GLfloat data[] = { 0.4f, }; init2DTexture(GL_ALPHA, GL_ALPHA, GL_FLOAT, data); runTest2D(); } TEST_P(SwizzleTest, LA32F_2D) { GLfloat data[] = { 0.5f, 0.6f, }; init2DTexture(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT, data); runTest2D(); } #include "media/pixel.inl" TEST_P(SwizzleTest, CompressedDXT_2D) { if (!extensionEnabled("GL_EXT_texture_compression_dxt1")) { std::cout << "Test skipped due to missing GL_EXT_texture_compression_dxt1." << std::endl; return; } init2DCompressedTexture(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height, pixel_0_size, pixel_0_data); runTest2D(); } TEST_P(SwizzleIntegerTest, RGB8UI_2D) { GLubyte data[] = {77, 66, 55}; init2DTexture(GL_RGB8UI, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, data); runTest2D(); } // Test that updating the texture data still generates the correct swizzles TEST_P(SwizzleTest, SubUpdate) { GLColor data(1, 64, 128, 200); init2DTexture(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, &data); glUseProgram(mProgram); glBindTexture(GL_TEXTURE_2D, mTexture); glUniform1i(mTextureUniformLocation, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_RED); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_RED); glClear(GL_COLOR_BUFFER_BIT); drawQuad(mProgram, "position", 0.5f); GLColor expectedData(data.R, data.R, data.R, data.R); EXPECT_PIXEL_COLOR_EQ(0, 0, expectedData); GLColor updateData(32, 234, 28, 232); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &updateData); glClear(GL_COLOR_BUFFER_BIT); drawQuad(mProgram, "position", 0.5f); GLColor expectedUpdateData(updateData.R, updateData.R, updateData.R, updateData.R); EXPECT_PIXEL_COLOR_EQ(0, 0, expectedUpdateData); } // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. ANGLE_INSTANTIATE_TEST(SwizzleTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGL(3, 3), ES3_OPENGLES()); ANGLE_INSTANTIATE_TEST(SwizzleIntegerTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGL(3, 3), ES3_OPENGLES()); } // namespace