Branch :
//
// 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());