blob: ca5274fddb67ee7044df00a4d19a3b1155f1f767 [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.
//
// 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<GLColor> 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<GLColorRGB> 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<GLColor> 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<RGB10A2> 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<GLint *>(&colorReadFormat));
glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, reinterpret_cast<GLint *>(&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<GLubyte>((rgba & 0xF000) >> 12);
GLubyte g8 = static_cast<GLubyte>((rgba & 0x0F00) >> 8);
GLubyte b8 = static_cast<GLubyte>((rgba & 0x00F0) >> 4);
GLubyte a8 = static_cast<GLubyte>((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<GLColor> 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<GLint *>(&colorReadFormat));
glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, reinterpret_cast<GLint *>(&colorReadType));
if (colorReadFormat == GL_RGB && colorReadType == GL_UNSIGNED_SHORT_5_6_5)
{
std::vector<R5G6B5> 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