| // | |
| // Copyright 2017 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. | |
| // | |
| // FloatingPointSurfaceTest.cpp : Test functionality of the EGL_EXT_pixel_format_float extension. | |
| #include "test_utils/ANGLETest.h" | |
| using namespace angle; | |
| class FloatingPointSurfaceTest : public ANGLETest | |
| { | |
| protected: | |
| FloatingPointSurfaceTest() | |
| { | |
| setWindowWidth(512); | |
| setWindowHeight(512); | |
| setConfigRedBits(16); | |
| setConfigGreenBits(16); | |
| setConfigBlueBits(16); | |
| setConfigAlphaBits(16); | |
| setConfigComponentType(EGL_COLOR_COMPONENT_TYPE_FLOAT_EXT); | |
| } | |
| void testSetUp() override | |
| { | |
| constexpr char kFS[] = | |
| "precision highp float;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_FragColor = vec4(1.0, 2.0, 3.0, 4.0);\n" | |
| "}\n"; | |
| mProgram = CompileProgram(essl1_shaders::vs::Simple(), kFS); | |
| ASSERT_NE(0u, mProgram) << "shader compilation failed."; | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| void testTearDown() override { glDeleteProgram(mProgram); } | |
| GLuint mProgram; | |
| }; | |
| // Test clearing and checking the color is correct | |
| TEST_P(FloatingPointSurfaceTest, Clearing) | |
| { | |
| GLColor32F clearColor(0.0f, 1.0f, 2.0f, 3.0f); | |
| glClearColor(clearColor.R, clearColor.G, clearColor.B, clearColor.A); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR32F_EQ(0, 0, clearColor); | |
| } | |
| // Test drawing and checking the color is correct | |
| TEST_P(FloatingPointSurfaceTest, Drawing) | |
| { | |
| glUseProgram(mProgram); | |
| drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_32F_EQ(0, 0, 1.0f, 2.0f, 3.0f, 4.0f); | |
| } | |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these | |
| // tests should be run against. | |
| ANGLE_INSTANTIATE_TEST(FloatingPointSurfaceTest, | |
| ES2_D3D11(), | |
| ES3_D3D11(), | |
| ES2_D3D11_PRESENT_PATH_FAST()); |