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

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  • Author : Geoff Lang
    Date : 2015-05-20 14:10:46
    Hash : f34d1db9
    Message : Add table entries for almost all the remaining GL texture formats. BUG=angleproject:884 BUG=angleproject:967 Change-Id: I113757dd9e1fae8fe0241a7286be979a90891b53 Reviewed-on: https://chromium-review.googlesource.com/270275 Reviewed-by: Brandon Jones <bajones@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org> Reviewed-on: https://chromium-review.googlesource.com/273135

  • src/tests/gl_tests/BlendMinMaxTest.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 BlendMinMaxTest : public ANGLETest
    {
      protected:
        BlendMinMaxTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
    
            mProgram = 0;
            mColorLocation = -1;
        }
    
        struct Color
        {
            float values[4];
        };
    
        static GLubyte getExpected(bool blendMin, float curColor, GLubyte prevColor)
        {
            GLubyte curAsUbyte = static_cast<GLubyte>((curColor * std::numeric_limits<GLubyte>::max()) + 0.5f);
            return blendMin ? std::min<GLubyte>(curAsUbyte, prevColor) : std::max<GLubyte>(curAsUbyte, prevColor);
        }
    
        void runTest(GLenum colorFormat)
        {
            if (getClientVersion() < 3 && !extensionEnabled("GL_EXT_blend_minmax"))
            {
                std::cout << "Test skipped because ES3 or GL_EXT_blend_minmax is not available." << std::endl;
                return;
            }
    
            SetUpFramebuffer(colorFormat);
    
            const size_t colorCount = 1024;
            Color colors[colorCount];
            for (size_t i = 0; i < colorCount; i++)
            {
                for (size_t j = 0; j < 4; j++)
                {
                    colors[i].values[j] = (rand() % 255) / 255.0f;
                }
            }
    
            GLubyte 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, "aPosition", 0.5f);
    
                if (i > 0)
                {
                    EXPECT_PIXEL_EQ(0, 0,
                                    getExpected(blendMin, color.values[0], prevColor[0]),
                                    getExpected(blendMin, color.values[1], prevColor[1]),
                                    getExpected(blendMin, color.values[2], prevColor[2]),
                                    getExpected(blendMin, color.values[3], prevColor[3]));
                }
    
                glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, prevColor);
            }
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            const std::string testVertexShaderSource = SHADER_SOURCE
            (
                attribute highp vec4 aPosition;
    
                void main(void)
                {
                    gl_Position = aPosition;
                }
            );
    
            const std::string testFragmentShaderSource = SHADER_SOURCE
            (
                uniform highp vec4 color;
                void main(void)
                {
                    gl_FragColor = color;
                }
            );
    
            mProgram = CompileProgram(testVertexShaderSource, testFragmentShaderSource);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            mColorLocation = glGetUniformLocation(mProgram, "color");
    
            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_DRAW_FRAMEBUFFER, mFramebuffer);
            glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer);
    
            glGenRenderbuffers(1, &mColorRenderbuffer);
            glBindRenderbuffer(GL_RENDERBUFFER, mColorRenderbuffer);
            glRenderbufferStorage(GL_RENDERBUFFER, colorFormat, getWindowWidth(), getWindowHeight());
            glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mColorRenderbuffer);
    
            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);
    }
    
    TEST_P(BlendMinMaxTest, RGBA32f)
    {
        if (getClientVersion() < 3 && !extensionEnabled("GL_OES_texture_float"))
        {
            std::cout << "Test skipped because ES3 or GL_OES_texture_float is not available." << std::endl;
            return;
        }
    
        runTest(GL_RGBA32F);
    }
    
    TEST_P(BlendMinMaxTest, RGBA16F)
    {
        if (getClientVersion() < 3 && !extensionEnabled("GL_OES_texture_half_float"))
        {
            std::cout << "Test skipped because ES3 or GL_OES_texture_half_float is not available." << std::endl;
            return;
        }
    
        runTest(GL_RGBA16F);
    }
    
    // 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(), ES2_OPENGL());