blob: ce538810962c1ea5af9f77158cb74fb85515d23c [file] [log] [blame]
//
// 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 "test_utils/gl_raii.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();
}
// Test validation of glCompressedTexSubImage2D with DXT formats
TEST_P(DXT1CompressedTextureTest, CompressedTexSubImageValidation)
{
if (!extensionEnabled("GL_EXT_texture_compression_dxt1"))
{
std::cout << "Test skipped due to missing GL_EXT_texture_compression_dxt1" << std::endl;
return;
}
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
// Size mip 0 to a large size
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width,
pixel_0_height, 0, pixel_0_size, nullptr);
ASSERT_GL_NO_ERROR();
// Set a sub image with an offset that isn't a multiple of the block size
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 1, 3, pixel_1_width, pixel_1_height,
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_size, pixel_1_data);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
}
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, nullptr, 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, nullptr);
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, nullptr);
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, nullptr);
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, nullptr);
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, nullptr);
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, nullptr);
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, nullptr);
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, nullptr);
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, nullptr);
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, nullptr);
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, nullptr, 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, nullptr);
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, nullptr);
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, nullptr);
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, nullptr);
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, nullptr);
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, nullptr);
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, nullptr);
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, nullptr);
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, nullptr);
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, nullptr);
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());