Hash :
5804dc8e
Author :
Date :
2018-04-13T14:11:46
Refactor GL tests to use a shader library Instead of having the same simple shaders repeated over and over in the test code, reuse a single shader library. BUG=angleproject:2474 TEST=angle_end2end_tests Change-Id: I13f8ca8c0125e6d30f1761639bf8c3f69e0e77d2 Reviewed-on: https://chromium-review.googlesource.com/1012078 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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//
// 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"
using namespace angle;
class BlendMinMaxTest : public ANGLETest
{
protected:
BlendMinMaxTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
mProgram = 0;
mColorLocation = -1;
mFramebuffer = 0;
mColorRenderbuffer = 0;
}
struct Color
{
float values[4];
};
static float getExpected(bool blendMin, float curColor, float prevColor)
{
return blendMin ? std::min(curColor, prevColor) : std::max(curColor, prevColor);
}
void runTest(GLenum colorFormat, GLenum type)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_blend_minmax"));
SetUpFramebuffer(colorFormat);
int minValue = 0;
int maxValue = 1;
if (type == GL_FLOAT)
{
minValue = -1024;
maxValue = 1024;
}
const size_t colorCount = 128;
Color colors[colorCount];
for (size_t i = 0; i < colorCount; i++)
{
for (size_t j = 0; j < 4; j++)
{
colors[i].values[j] =
static_cast<float>(minValue + (rand() % (maxValue - minValue)));
}
}
float prevColor[4];
for (size_t i = 0; i < colorCount; i++)
{
const Color &color = colors[i];
glUseProgram(mProgram);
glUniform4f(mColorLocation, color.values[0], color.values[1], color.values[2], color.values[3]);
bool blendMin = (rand() % 2 == 0);
glBlendEquation(blendMin ? GL_MIN : GL_MAX);
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
float pixel[4];
if (type == GL_UNSIGNED_BYTE)
{
GLubyte ubytePixel[4];
glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, ubytePixel);
for (size_t componentIdx = 0; componentIdx < ArraySize(pixel); componentIdx++)
{
pixel[componentIdx] = ubytePixel[componentIdx] / 255.0f;
}
}
else if (type == GL_FLOAT)
{
glReadPixels(0, 0, 1, 1, GL_RGBA, GL_FLOAT, pixel);
}
else
{
FAIL() << "Unexpected pixel type";
}
if (i > 0)
{
const float errorRange = 1.0f / 255.0f;
for (size_t componentIdx = 0; componentIdx < ArraySize(pixel); componentIdx++)
{
EXPECT_NEAR(
getExpected(blendMin, color.values[componentIdx], prevColor[componentIdx]),
pixel[componentIdx], errorRange);
}
}
memcpy(prevColor, pixel, sizeof(pixel));
}
}
virtual void SetUp()
{
ANGLETest::SetUp();
mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mColorLocation = glGetUniformLocation(mProgram, essl1_shaders::ColorUniform());
glUseProgram(mProgram);
glClearColor(0, 0, 0, 0);
glClearDepthf(0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
}
void SetUpFramebuffer(GLenum colorFormat)
{
glGenFramebuffers(1, &mFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glGenRenderbuffers(1, &mColorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mColorRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, colorFormat, getWindowWidth(), getWindowHeight());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mColorRenderbuffer);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
}
virtual void TearDown()
{
glDeleteProgram(mProgram);
glDeleteFramebuffers(1, &mFramebuffer);
glDeleteRenderbuffers(1, &mColorRenderbuffer);
ANGLETest::TearDown();
}
GLuint mProgram;
GLint mColorLocation;
GLuint mFramebuffer;
GLuint mColorRenderbuffer;
};
TEST_P(BlendMinMaxTest, RGBA8)
{
runTest(GL_RGBA8, GL_UNSIGNED_BYTE);
}
TEST_P(BlendMinMaxTest, RGBA32F)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 ||
!extensionEnabled("GL_EXT_color_buffer_float"));
// Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
runTest(GL_RGBA32F, GL_FLOAT);
}
TEST_P(BlendMinMaxTest, RGBA16F)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
!extensionEnabled("GL_EXT_color_buffer_half_float"));
runTest(GL_RGBA16F, GL_FLOAT);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(BlendMinMaxTest,
ES2_D3D9(),
ES2_D3D11(),
ES3_D3D11(),
ES2_D3D11_FL9_3(),
ES2_OPENGL(),
ES3_OPENGL(),
ES2_OPENGLES(),
ES3_OPENGLES());