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

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  • Author : Corentin Wallez
    Date : 2015-05-14 11:07:48
    Hash : d3970de4
    Message : Move ANGLETest back in test_utils, leaving a proxy header for Chromium BUG=angleproject:892 Change-Id: Ibd494813be87e996096077d6e208cc92461b8f49 Reviewed-on: https://chromium-review.googlesource.com/271154 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>

  • src/tests/gl_tests/CompressedTextureTest.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"
    
    #include "media/pixel.inl"
    
    using namespace angle;
    
    class CompressedTextureTest : public ANGLETest
    {
      protected:
        CompressedTextureTest()
        {
            setWindowWidth(512);
            setWindowHeight(512);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            const std::string vsSource = SHADER_SOURCE
            (
                precision highp float;
                attribute vec4 position;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_Position = position;
                    texcoord = (position.xy * 0.5) + 0.5;
                    texcoord.y = 1.0 - texcoord.y;
                }
            );
    
            const std::string textureFSSource = SHADER_SOURCE
            (
                precision highp float;
                uniform sampler2D tex;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_FragColor = texture2D(tex, texcoord);
                }
            );
    
            mTextureProgram = CompileProgram(vsSource, textureFSSource);
            if (mTextureProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            mTextureUniformLocation = glGetUniformLocation(mTextureProgram, "tex");
    
            ASSERT_GL_NO_ERROR();
        }
    
        virtual void TearDown()
        {
            glDeleteProgram(mTextureProgram);
    
            ANGLETest::TearDown();
        }
    
        GLuint mTextureProgram;
        GLint mTextureUniformLocation;
    };
    
    TEST_P(CompressedTextureTest, CompressedTexImage)
    {
        if (!extensionEnabled("GL_EXT_texture_compression_dxt1"))
        {
            std::cout << "Test skipped because GL_EXT_texture_compression_dxt1 is not available." << std::endl;
            return;
        }
    
        GLuint texture;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
        glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height, 0, pixel_0_size, pixel_0_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_width, pixel_1_height, 0, pixel_1_size, pixel_1_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_width, pixel_2_height, 0, pixel_2_size, pixel_2_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 3, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_width, pixel_3_height, 0, pixel_3_size, pixel_3_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_width, pixel_4_height, 0, pixel_4_size, pixel_4_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 5, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_width, pixel_5_height, 0, pixel_5_size, pixel_5_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 6, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_width, pixel_6_height, 0, pixel_6_size, pixel_6_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 7, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_width, pixel_7_height, 0, pixel_7_size, pixel_7_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 8, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_width, pixel_8_height, 0, pixel_8_size, pixel_8_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 9, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_width, pixel_9_height, 0, pixel_9_size, pixel_9_data);
    
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        drawQuad(mTextureProgram, "position", 0.5f);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteTextures(1, &texture);
    
        EXPECT_GL_NO_ERROR();
    }
    
    TEST_P(CompressedTextureTest, CompressedTexStorage)
    {
        if (!extensionEnabled("GL_EXT_texture_compression_dxt1"))
        {
            std::cout << "Test skipped due to missing GL_EXT_texture_compression_dxt1" << std::endl;
            return;
        }
    
        if (getClientVersion() < 3 && (!extensionEnabled("GL_EXT_texture_storage") || !extensionEnabled("GL_OES_rgb8_rgba8")))
        {
            std::cout << "Test skipped due to missing ES3 or GL_EXT_texture_storage or GL_OES_rgb8_rgba8" << std::endl;
            return;
        }
    
        GLuint texture;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
        if (getClientVersion() < 3)
        {
            glTexStorage2DEXT(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height);
        }
        else
        {
            glTexStorage2D(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height);
        }
        EXPECT_GL_NO_ERROR();
    
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, pixel_0_width, pixel_0_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_size, pixel_0_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, pixel_1_width, pixel_1_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_size, pixel_1_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, pixel_2_width, pixel_2_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_size, pixel_2_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 3, 0, 0, pixel_3_width, pixel_3_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_size, pixel_3_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 4, 0, 0, pixel_4_width, pixel_4_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_size, pixel_4_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 5, 0, 0, pixel_5_width, pixel_5_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_size, pixel_5_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 6, 0, 0, pixel_6_width, pixel_6_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_size, pixel_6_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 7, 0, 0, pixel_7_width, pixel_7_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_size, pixel_7_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 8, 0, 0, pixel_8_width, pixel_8_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_size, pixel_8_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 9, 0, 0, pixel_9_width, pixel_9_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_size, pixel_9_data);
    
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        drawQuad(mTextureProgram, "position", 0.5f);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteTextures(1, &texture);
    
        EXPECT_GL_NO_ERROR();
    }
    
    class CompressedTextureTestES3 : public CompressedTextureTest { };
    
    class CompressedTextureTestD3D11 : public CompressedTextureTest { };
    
    TEST_P(CompressedTextureTestES3, PBOCompressedTexImage)
    {
        GLuint texture;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
        GLuint buffer;
        glGenBuffers(1, &buffer);
        glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer);
        glBufferData(GL_PIXEL_UNPACK_BUFFER, pixel_0_size, NULL, GL_STREAM_DRAW);
        EXPECT_GL_NO_ERROR();
    
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_0_size, pixel_0_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height, 0, pixel_0_size, NULL);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_1_size, pixel_1_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_width, pixel_1_height, 0, pixel_1_size, NULL);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_2_size, pixel_2_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_width, pixel_2_height, 0, pixel_2_size, NULL);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_3_size, pixel_3_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 3, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_width, pixel_3_height, 0, pixel_3_size, NULL);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_4_size, pixel_4_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_width, pixel_4_height, 0, pixel_4_size, NULL);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_5_size, pixel_5_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 5, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_width, pixel_5_height, 0, pixel_5_size, NULL);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_6_size, pixel_6_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 6, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_width, pixel_6_height, 0, pixel_6_size, NULL);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_7_size, pixel_7_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 7, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_width, pixel_7_height, 0, pixel_7_size, NULL);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_8_size, pixel_8_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 8, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_width, pixel_8_height, 0, pixel_8_size, NULL);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_9_size, pixel_9_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 9, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_width, pixel_9_height, 0, pixel_9_size, NULL);
    
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        drawQuad(mTextureProgram, "position", 0.5f);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteTextures(1, &buffer);
        glDeleteTextures(1, &texture);
    
        EXPECT_GL_NO_ERROR();
    }
    
    
    TEST_P(CompressedTextureTestD3D11, PBOCompressedTexStorage)
    {
        if (getClientVersion() < 3 && !extensionEnabled("GL_EXT_texture_compression_dxt1"))
        {
            return;
        }
    
        if (getClientVersion() < 3 && (!extensionEnabled("GL_EXT_texture_storage") || !extensionEnabled("GL_OES_rgb8_rgba8")))
        {
            return;
        }
    
        GLuint texture;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
        if (getClientVersion() < 3)
        {
            glTexStorage2DEXT(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height);
        }
        else
        {
            glTexStorage2D(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height);
        }
        EXPECT_GL_NO_ERROR();
    
        GLuint buffer;
        glGenBuffers(1, &buffer);
        glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer);
        glBufferData(GL_PIXEL_UNPACK_BUFFER, pixel_0_size, NULL, GL_STREAM_DRAW);
        EXPECT_GL_NO_ERROR();
    
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_0_size, pixel_0_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, pixel_0_width, pixel_0_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_size, NULL);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_1_size, pixel_1_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, pixel_1_width, pixel_1_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_size, NULL);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_2_size, pixel_2_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, pixel_2_width, pixel_2_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_size, NULL);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_3_size, pixel_3_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 3, 0, 0, pixel_3_width, pixel_3_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_size, NULL);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_4_size, pixel_4_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 4, 0, 0, pixel_4_width, pixel_4_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_size, NULL);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_5_size, pixel_5_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 5, 0, 0, pixel_5_width, pixel_5_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_size, NULL);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_6_size, pixel_6_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 6, 0, 0, pixel_6_width, pixel_6_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_size, NULL);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_7_size, pixel_7_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 7, 0, 0, pixel_7_width, pixel_7_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_size, NULL);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_8_size, pixel_8_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 8, 0, 0, pixel_8_width, pixel_8_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_size, NULL);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_9_size, pixel_9_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 9, 0, 0, pixel_9_width, pixel_9_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_size, NULL);
    
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        drawQuad(mTextureProgram, "position", 0.5f);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteTextures(1, &texture);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(
        CompressedTextureTest,
        ES2_D3D9(), ES2_D3D11(), ES2_D3D11_FL9_3(), ES2_OPENGL(), ES3_OPENGL());
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(CompressedTextureTestES3, ES3_D3D11());
    
    ANGLE_INSTANTIATE_TEST(CompressedTextureTestD3D11, ES2_D3D11(), ES3_D3D11(), ES2_D3D11_FL9_3());