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

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  • Author : Geoff Lang
    Date : 2016-01-20 10:58:17
    Hash : e0cc2a4a
    Message : Enable all angle_end2end_tests targeting OpenGL and OpenGL ES backends. Added failure supressions and filed bugs for failing tests. BUG=angleproject:1145 BUG=angleproject:1289 BUG=angleproject:1291 BUG=angleproject:1292 BUG=angleproject:1293 BUG=angleproject:1296 Change-Id: Ida78ba855500fe8a6ce6154d43ee01520330e3b1 Reviewed-on: https://chromium-review.googlesource.com/322695 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/DepthStencilFormatsTest.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.
    //
    
    #include "test_utils/ANGLETest.h"
    
    using namespace angle;
    
    class DepthStencilFormatsTestBase : public ANGLETest
    {
      protected:
        DepthStencilFormatsTestBase()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        bool checkTexImageFormatSupport(GLenum format, GLenum type)
        {
            EXPECT_GL_NO_ERROR();
    
            GLuint tex = 0;
            glGenTextures(1, &tex);
            glBindTexture(GL_TEXTURE_2D, tex);
            glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, type, NULL);
            glDeleteTextures(1, &tex);
    
            return (glGetError() == GL_NO_ERROR);
        }
    
        bool checkTexStorageFormatSupport(GLenum internalFormat)
        {
            EXPECT_GL_NO_ERROR();
    
            GLuint tex = 0;
            glGenTextures(1, &tex);
            glBindTexture(GL_TEXTURE_2D, tex);
            glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
            glDeleteTextures(1, &tex);
    
            return (glGetError() == GL_NO_ERROR);
        }
    
        bool checkRenderbufferFormatSupport(GLenum internalFormat)
        {
            EXPECT_GL_NO_ERROR();
    
            GLuint rb = 0;
            glGenRenderbuffers(1, &rb);
            glBindRenderbuffer(GL_RENDERBUFFER, rb);
            glRenderbufferStorage(GL_RENDERBUFFER, internalFormat, 1, 1);
            glDeleteRenderbuffers(1, &rb);
    
            return (glGetError() == GL_NO_ERROR);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            const std::string vertexShaderSource = SHADER_SOURCE
            (
                precision highp float;
                attribute vec4 position;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_Position = position;
                    texcoord = (position.xy * 0.5) + 0.5;
                }
            );
    
            const std::string fragmentShaderSource = SHADER_SOURCE
            (
                precision highp float;
                uniform sampler2D tex;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_FragColor = texture2D(tex, texcoord);
                }
            );
    
            mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            mTextureUniformLocation = glGetUniformLocation(mProgram, "tex");
            EXPECT_NE(-1, mTextureUniformLocation);
    
            glGenTextures(1, &mTexture);
            ASSERT_GL_NO_ERROR();
        }
    
        virtual void TearDown()
        {
            glDeleteProgram(mProgram);
            glDeleteTextures(1, &mTexture);
    
            ANGLETest::TearDown();
        }
    
        GLuint mProgram;
        GLuint mTexture;
        GLint mTextureUniformLocation;
    };
    
    class DepthStencilFormatsTest : public DepthStencilFormatsTestBase
    {};
    
    class DepthStencilFormatsTestES3 : public DepthStencilFormatsTestBase
    {};
    
    TEST_P(DepthStencilFormatsTest, DepthTexture)
    {
        bool shouldHaveTextureSupport = extensionEnabled("GL_ANGLE_depth_texture");
        EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT));
        EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_COMPONENT, GL_UNSIGNED_INT));
    
        if (extensionEnabled("GL_EXT_texture_storage"))
        {
            EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH_COMPONENT16));
            EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH_COMPONENT32_OES));
        }
    }
    
    TEST_P(DepthStencilFormatsTest, PackedDepthStencil)
    {
        // Expected to fail in D3D9 if GL_OES_packed_depth_stencil is not present.
        // Expected to fail in D3D11 if GL_OES_packed_depth_stencil or GL_ANGLE_depth_texture is not present.
    
        bool shouldHaveRenderbufferSupport = extensionEnabled("GL_OES_packed_depth_stencil");
        EXPECT_EQ(shouldHaveRenderbufferSupport, checkRenderbufferFormatSupport(GL_DEPTH24_STENCIL8_OES));
    
        bool shouldHaveTextureSupport = extensionEnabled("GL_OES_packed_depth_stencil") &&
                                        extensionEnabled("GL_ANGLE_depth_texture");
        EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES));
    
        if (extensionEnabled("GL_EXT_texture_storage"))
        {
            EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH24_STENCIL8_OES));
        }
    }
    
    TEST_P(DepthStencilFormatsTestES3, DrawWithDepthStencil)
    {
        GLushort data[16];
        for (unsigned int i = 0; i < 16; i++)
        {
            data[i] = std::numeric_limits<GLushort>::max();
        }
        glBindTexture(GL_TEXTURE_2D, mTexture);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT16, 4, 4);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, data);
    
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        glUseProgram(mProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        glClear(GL_COLOR_BUFFER_BIT);
        drawQuad(mProgram, "position", 0.5f);
    
        ASSERT_GL_NO_ERROR();
    
        GLubyte pixel[4];
        glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
    
        // Only require the red and alpha channels have the correct values, the depth texture extensions
        // leave the green and blue channels undefined
        ASSERT_NEAR(255, pixel[0], 2.0);
        ASSERT_EQ(255, pixel[3]);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(DepthStencilFormatsTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES2_OPENGL(),
                           ES2_OPENGLES());
    ANGLE_INSTANTIATE_TEST(DepthStencilFormatsTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());