Edit

kc3-lang/angle/src/tests/gl_tests/SixteenBppTextureTest.cpp

Branch :

  • Show log

    Commit

  • Author : Austin Kinross
    Date : 2015-06-04 13:09:06
    Hash : 405f3471
    Message : In D3D11, check for 16-bit texture support and use if possible BUG=angleproject:1002 The last patch added new tests which failed on some Intel Win7 machines. This was due to a driver bug. Windows Updates have been applied to the failing machine, and the tests now pass. Changes between second and current (third) failed 16-bit patch: - Reenable usage of 16-bit DXGI textures on all Intel cards - Disable 16bpp tests on Intel D3D11 until the bots are updated - Updated Win7 test machine. Tests now pass Changes between first and second failed 16-bit patch: - Disabled usage of 16-bit DXGI textures on all Intel cards - Added DXGI->GL conversion entries for 16-bit formats, which fixes FBO readback issues. The ES CTS and dEQP tests which failed with the last patch now pass. Change-Id: Id8ea89bfbc450beea54afdd398956bc97ecf3c01 Reviewed-on: https://chromium-review.googlesource.com/275082 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Austin Kinross <aukinros@microsoft.com>

  • src/tests/gl_tests/SixteenBppTextureTest.cpp
  • //
    // 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"
    
    using namespace angle;
    
    namespace
    {
    
    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);
            EXPECT_GL_NO_ERROR();
    
            // Check that it drew as expected
            EXPECT_PIXEL_EQ(0,                     0,                    255,   0,   0, 255);
            EXPECT_PIXEL_EQ(getWindowHeight() - 1, 0,                      0, 255,   0, 255);
            EXPECT_PIXEL_EQ(0,                     getWindowWidth() - 1,   0,   0, 255, 255);
            EXPECT_PIXEL_EQ(getWindowHeight() - 1, getWindowWidth() - 1, 255, 255,   0, 255);
            swapBuffers();
    
            // 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);
            EXPECT_GL_NO_ERROR();
    
            // Check that it drew as expected
            EXPECT_PIXEL_EQ(0,                     0,                    255,   0,   0, 255);
            EXPECT_PIXEL_EQ(getWindowHeight() - 1, 0,                      0, 255,   0, 255);
            EXPECT_PIXEL_EQ(0,                     getWindowWidth() - 1,   0,   0, 255, 255);
            EXPECT_PIXEL_EQ(getWindowHeight() - 1, getWindowWidth() - 1, 255, 255,   0, 255);
            swapBuffers();
    
            // Bind the texture as a framebuffer, render to it, then check the results
            GLuint fbo = 0;
            glGenFramebuffers(1, &fbo);
            glBindFramebuffer(GL_FRAMEBUFFER, fbo);
            glBindTexture(GL_TEXTURE_2D, 0);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
    
            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);
    
            glDeleteFramebuffers(1, &fbo);
        }
    
        GLuint m2DProgram;
        GLint mTexture2DUniformLocation;
    };
    
    // 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;
        }
    
        GLushort pixels[4] =
        {
            0xF800, // Red
            0x07E0, // Green
            0x001F, // Blue
            0xFFE0  // Red + Green
        };
    
        glClearColor(0, 0, 0, 0);
    
        // Create a simple RGB565 texture
        GLuint tex = 0;
        glGenTextures(1, &tex);
        glBindTexture(GL_TEXTURE_2D, tex);
        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);
    
        glDeleteTextures(1, &tex);
    }
    
    // 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
        GLuint tex = 0;
        glGenTextures(1, &tex);
        glBindTexture(GL_TEXTURE_2D, tex);
        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);
    
        glDeleteTextures(1, &tex);
    }
    
    // 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;
        }
    
        GLuint tex = 0;
        GLuint fbo = 0;
        GLubyte pixel[4];
    
        glClearColor(0.0f, 0.0f, 0.0f, 0.1f);
    
        // Create a simple 5551 texture
        glGenTextures(1, &tex);
        glBindTexture(GL_TEXTURE_2D, tex);
        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
        glGenFramebuffers(1, &fbo);
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glBindTexture(GL_TEXTURE_2D, 0);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
        glClear(GL_COLOR_BUFFER_BIT);
        glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_NEAR(0, pixel[0], 32);
        EXPECT_NEAR(0, pixel[1], 32);
        EXPECT_NEAR(0, pixel[2], 32);
        EXPECT_NEAR(26, pixel[3], 128);
    
        glDeleteFramebuffers(1, &fbo);
        glDeleteTextures(1, &tex);
        glDeleteFramebuffers(1, &fbo);
    }
    
    // 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
        GLuint tex = 0;
        glGenTextures(1, &tex);
        glBindTexture(GL_TEXTURE_2D, tex);
        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);
    
        glDeleteTextures(1, &tex);
    }
    
    // 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());
    
    } // namespace