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

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  • 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"
    #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 testSetUp() override
        {
            constexpr char kVS[] = R"(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;
    })";
    
            constexpr char kFS[] = R"(precision highp float;
    uniform sampler2D tex;
    varying vec2 texcoord;
    
    void main()
    {
        gl_FragColor = texture2D(tex, texcoord);
    })";
    
            m2DProgram                = CompileProgram(kVS, kFS);
            mTexture2DUniformLocation = glGetUniformLocation(m2DProgram, "tex");
        }
    
        void testTearDown() override { glDeleteProgram(m2DProgram); }
    
        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)
    {
        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_RGB5_A1 textures.
    // Samples from the texture, renders to it, generates mipmaps etc.
    TEST_P(SixteenBppTextureTest, RGBA5551Validation)
    {
        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)
    {
        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_RGBA4 textures.
    // Samples from the texture, renders to it, generates mipmaps etc.
    TEST_P(SixteenBppTextureTest, RGBA4444Validation)
    {
        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)
    {
        const std::array<GLColor, 4> kFourColors = {
            {GLColor::red, GLColor::green, GLColor::blue, 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,
                     kFourColors.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
        ANGLE_SKIP_TEST_IF(IsOpenGLES());
    
        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
        ANGLE_SKIP_TEST_IF(IsOpenGLES());
    
        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);
    
        constexpr char kVS[] =
            "#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"
            "}";
        constexpr char kFS[] =
            "#version 300 es\n"
            "in mediump vec4 fcolor;\n"
            "out mediump vec4 color;\n"
            "void main() {\n"
            "    color = fcolor;\n"
            "}";
    
        GLuint program = CompileProgram(kVS, kFS);
        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);
    }
    
    class SixteenBppTextureDitheringTestES3 : public SixteenBppTextureTestES3
    {
      protected:
        SixteenBppTextureDitheringTestES3()
        {
            setWindowWidth(512);
            setWindowHeight(512);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        enum class Gradient
        {
            RedGreen,
            RedBlue,
            GreenBlue,
        };
    
        std::string makeVS(Gradient gradient)
        {
            std::ostringstream vs;
            vs << R"(#version 300 es
    out mediump vec4 color;
    void main()
    {
        // gl_VertexID    x    y
        //      0        -1   -1   Black
        //      1         1   -1   Red
        //      2        -1    1   Green
        //      3         1    1   Yellow
        int bit0 = gl_VertexID & 1;
        int bit1 = gl_VertexID >> 1;
        gl_Position = vec4(bit0 * 2 - 1, bit1 * 2 - 1, 0, 1);
        color = )";
            switch (gradient)
            {
                case Gradient::RedGreen:
                    vs << "vec4(bit0, bit1, 0, 1)";
                    break;
                case Gradient::RedBlue:
                    vs << "vec4(bit1, 0, bit0, 1)";
                    break;
                case Gradient::GreenBlue:
                    vs << "vec4(0, bit0, bit1, 1)";
                    break;
            }
            vs << R"(;
    })";
    
            return vs.str();
        }
    
        const char *getFS()
        {
            return R"(#version 300 es
    precision mediump float;
    in vec4 color;
    out vec4 colorOut;
    void main()
    {
        colorOut = color;
    })";
        }
    
        GLColor getRightColor(Gradient gradient)
        {
            switch (gradient)
            {
                case Gradient::RedGreen:
                    return GLColor::red;
                case Gradient::RedBlue:
                    return GLColor::blue;
                case Gradient::GreenBlue:
                    return GLColor::green;
                default:
                    UNREACHABLE();
                    return GLColor::red;
            }
        }
    
        GLColor getTopColor(Gradient gradient)
        {
            switch (gradient)
            {
                case Gradient::RedGreen:
                    return GLColor::green;
                case Gradient::RedBlue:
                    return GLColor::red;
                case Gradient::GreenBlue:
                    return GLColor::blue;
                default:
                    UNREACHABLE();
                    return GLColor::red;
            }
        }
    
        void bandingTest(GLenum format, Gradient gradient);
    };
    
    void SixteenBppTextureDitheringTestES3::bandingTest(GLenum format, Gradient gradient)
    {
        int w = getWindowWidth();
        int h = getWindowHeight();
    
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexStorage2D(GL_TEXTURE_2D, 1, format, w, h);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
    
        ANGLE_GL_PROGRAM(program, makeVS(gradient).c_str(), getFS());
        glUseProgram(program);
    
        glViewport(0, 0, w, h);
    
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        ASSERT_GL_NO_ERROR();
    
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
        // Draw a quad using the texture
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        glUseProgram(m2DProgram);
        glUniform1i(mTexture2DUniformLocation, 0);
        drawQuad(m2DProgram, "position", 0.5f);
        ASSERT_GL_NO_ERROR();
    
        // Verify results.  Note that no dithering algorithm is specified by the spec, so the test
        // cannot actually verify that the output is dithered in any way.  These tests exist for visual
        // verification and debugging only.
        int maxError = 0;
        switch (format)
        {
            case GL_RGBA4:
                maxError = 256 / 16;
                break;
            case GL_RGB5_A1:
            case GL_RGB565:
                maxError = 256 / 32;
                break;
            default:
                UNREACHABLE();
        }
    
        const GLColor rightColor    = getRightColor(gradient);
        const GLColor topColor      = getTopColor(gradient);
        const GLColor topRightColor = GLColor(rightColor.R + topColor.R, rightColor.G + topColor.G,
                                              rightColor.B + topColor.B, 255);
    
        EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::black, maxError);
        EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, rightColor, maxError);
        EXPECT_PIXEL_COLOR_NEAR(0, h - 1, topColor, maxError);
        EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, topRightColor, maxError);
        ASSERT_GL_NO_ERROR();
    }
    
    // Test dithering applied to RGBA4.
    TEST_P(SixteenBppTextureDitheringTestES3, RGBA4)
    {
        bandingTest(GL_RGBA4, Gradient::RedGreen);
    }
    
    // Test dithering applied to RGBA5551.
    TEST_P(SixteenBppTextureDitheringTestES3, RGBA5551)
    {
        bandingTest(GL_RGB5_A1, Gradient::RedBlue);
    }
    
    // Test dithering applied to RGB565.
    TEST_P(SixteenBppTextureDitheringTestES3, RGB565)
    {
        bandingTest(GL_RGB565, Gradient::GreenBlue);
    }
    
    ANGLE_INSTANTIATE_TEST_ES2(SixteenBppTextureTest);
    
    GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(SixteenBppTextureTestES3);
    ANGLE_INSTANTIATE_TEST_ES3(SixteenBppTextureTestES3);
    
    GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(SixteenBppTextureDitheringTestES3);
    ANGLE_INSTANTIATE_TEST_ES3(SixteenBppTextureDitheringTestES3);
    
    }  // namespace