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

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  • Author : Jamie Madill
    Date : 2018-12-02 12:03:33
    Hash : 35cd7332
    Message : Refactor test shader style. This change enforces a lot more consistency. We pass const char * to the Compile functions instead of std::string. Also fixes the indentation of C++11 block comments to be more consistent. Bug: angleproject:2995 Change-Id: Id6e5ea94055d8cbd420df4ea2e81b2d96cb5ce78 Reviewed-on: https://chromium-review.googlesource.com/c/1357103 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/DXTSRGBCompressedTextureTest.cpp
  • //
    // Copyright 2016 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.
    //
    // DXTSRGBCompressedTextureTest.cpp
    //   Tests for sRGB DXT textures (GL_EXT_texture_compression_s3tc_srgb)
    //
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    #include "media/pixel.inl"
    
    #include "DXTSRGBCompressedTextureTestData.inl"
    
    using namespace angle;
    
    static constexpr int kWindowSize = 64;
    
    class DXTSRGBCompressedTextureTest : public ANGLETest
    {
      protected:
        DXTSRGBCompressedTextureTest()
        {
            setWindowWidth(kWindowSize);
            setWindowHeight(kWindowSize);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            constexpr char kVS[] =
                "precision highp float;\n"
                "attribute vec4 position;\n"
                "varying vec2 texcoord;\n"
                "void main() {\n"
                "    gl_Position = position;\n"
                "    texcoord = (position.xy * 0.5) + 0.5;\n"
                "    texcoord.y = 1.0 - texcoord.y;\n"
                "}";
    
            constexpr char kFS[] =
                "precision highp float;\n"
                "uniform sampler2D tex;\n"
                "varying vec2 texcoord;\n"
                "void main() {\n"
                "    gl_FragColor = texture2D(tex, texcoord);\n"
                "}\n";
    
            mTextureProgram = CompileProgram(kVS, kFS);
            ASSERT_NE(0u, mTextureProgram);
    
            mTextureUniformLocation = glGetUniformLocation(mTextureProgram, "tex");
            ASSERT_NE(-1, mTextureUniformLocation);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteProgram(mTextureProgram);
    
            ANGLETest::TearDown();
        }
    
        void runTestChecks(const TestCase &test)
        {
            GLColor actual[kWindowSize * kWindowSize] = {0};
            drawQuad(mTextureProgram, "position", 0.5f);
            ASSERT_GL_NO_ERROR();
            glReadPixels(0, 0, kWindowSize, kWindowSize, GL_RGBA, GL_UNSIGNED_BYTE,
                         reinterpret_cast<void *>(actual));
            ASSERT_GL_NO_ERROR();
            for (GLsizei y = 0; y < test.height; ++y)
            {
                for (GLsizei x = 0; x < test.width; ++x)
                {
                    GLColor exp = reinterpret_cast<const GLColor *>(test.expected)[y * test.width + x];
                    size_t x_actual = (x * kWindowSize + kWindowSize / 2) / test.width;
                    size_t y_actual =
                        ((test.height - y - 1) * kWindowSize + kWindowSize / 2) / test.height;
                    GLColor act = actual[y_actual * kWindowSize + x_actual];
                    EXPECT_COLOR_NEAR(exp, act, 2.0);
                }
            }
        }
    
        void runTest(GLenum format)
        {
            ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_compression_s3tc_srgb"));
    
            const TestCase &test = kTests.at(format);
    
            GLTexture texture;
            glBindTexture(GL_TEXTURE_2D, texture.get());
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
            glUseProgram(mTextureProgram);
            glUniform1i(mTextureUniformLocation, 0);
            ASSERT_GL_NO_ERROR();
    
            glCompressedTexImage2D(GL_TEXTURE_2D, 0, format, test.width, test.height, 0, test.dataSize,
                                   test.data);
            ASSERT_GL_NO_ERROR() << "glCompressedTexImage2D(format=" << format << ")";
            runTestChecks(test);
    
            glCompressedTexImage2D(GL_TEXTURE_2D, 0, format, test.width, test.height, 0, test.dataSize,
                                   nullptr);
            ASSERT_GL_NO_ERROR() << "glCompressedTexImage2D(format=" << format << ", data=null)";
            glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, test.width, test.height, format,
                                      test.dataSize, test.data);
            ASSERT_GL_NO_ERROR() << "glCompressedTexSubImage2D(format=" << format << ")";
            runTestChecks(test);
    
            ASSERT_GL_NO_ERROR();
        }
    
        GLuint mTextureProgram        = 0;
        GLint mTextureUniformLocation = -1;
    };
    
    // Test correct decompression of 8x8 textures (four 4x4 blocks) of SRGB_S3TC_DXT1
    TEST_P(DXTSRGBCompressedTextureTest, Decompression8x8RGBDXT1)
    {
        runTest(GL_COMPRESSED_SRGB_S3TC_DXT1_EXT);
    }
    
    // Test correct decompression of 8x8 textures (four 4x4 blocks) of SRGB_ALPHA_S3TC_DXT1
    TEST_P(DXTSRGBCompressedTextureTest, Decompression8x8RGBADXT1)
    {
        runTest(GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT);
    }
    
    // Test correct decompression of 8x8 textures (four 4x4 blocks) of SRGB_ALPHA_S3TC_DXT3
    TEST_P(DXTSRGBCompressedTextureTest, Decompression8x8RGBADXT3)
    {
        runTest(GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT);
    }
    
    // Test correct decompression of 8x8 textures (four 4x4 blocks) of SRGB_ALPHA_S3TC_DXT5
    TEST_P(DXTSRGBCompressedTextureTest, Decompression8x8RGBADXT5)
    {
        runTest(GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST(DXTSRGBCompressedTextureTest,
                           ES2_D3D11(),
                           ES2_D3D11_FL9_3(),
                           ES3_D3D11(),
                           ES2_OPENGL(),
                           ES3_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGLES(),
                           ES2_VULKAN());