Hash :
03f3caec
Author :
Date :
2015-03-16T02:01:21
Emulate Missing pack_unpack functions from OpenGL 4.1 BUG=angleproject:947 TEST=angle_unittests, angle_end2end_tests Change-Id: Id1afd7630d9720b6701225b7abf1ce4a3bf528b6 Reviewed-on: https://chromium-review.googlesource.com/260232 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Tested-by: Olli Etuaho <oetuaho@nvidia.com>
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//
// 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.
//
// PackUnpackTest:
// Tests the corrrectness of opengl 4.1 emulation of pack/unpack built-in functions.
//
#include "test_utils/ANGLETest.h"
using namespace angle;
namespace
{
class PackUnpackTest : public ANGLETest
{
protected:
PackUnpackTest()
{
setWindowWidth(16);
setWindowHeight(16);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void SetUp() override
{
ANGLETest::SetUp();
// Vertex Shader source
const std::string vs = SHADER_SOURCE
( #version 300 es\n
precision mediump float;
in vec4 position;
void main()
{
gl_Position = position;
}
);
// Fragment Shader source
const std::string sNormFS = SHADER_SOURCE
( #version 300 es\n
precision mediump float;
uniform mediump vec2 v;
layout(location = 0) out mediump vec4 fragColor;
void main()
{
uint u = packSnorm2x16(v);
vec2 r = unpackSnorm2x16(u);
if (r.x < 0.0) r.x = 1.0 + r.x;
if (r.y < 0.0) r.y = 1.0 + r.y;
fragColor = vec4(r, 0.0, 1.0);
}
);
// Fragment Shader source
const std::string halfFS = SHADER_SOURCE
( #version 300 es\n
precision mediump float;
uniform mediump vec2 v;
layout(location = 0) out mediump vec4 fragColor;
void main()
{
uint u = packHalf2x16(v);
vec2 r = unpackHalf2x16(u);
if (r.x < 0.0) r.x = 1.0 + r.x;
if (r.y < 0.0) r.y = 1.0 + r.y;
fragColor = vec4(r, 0.0, 1.0);
}
);
mSNormProgram = CompileProgram(vs, sNormFS);
mHalfProgram = CompileProgram(vs, halfFS);
if (mSNormProgram == 0 || mHalfProgram == 0)
{
FAIL() << "shader compilation failed.";
}
glGenFramebuffers(1, &mOffscreenFramebuffer);
glGenTextures(1, &mOffscreenTexture2D);
}
void TearDown() override
{
glDeleteTextures(1, &mOffscreenTexture2D);
glDeleteFramebuffers(1, &mOffscreenFramebuffer);
glDeleteProgram(mSNormProgram);
glDeleteProgram(mHalfProgram);
ANGLETest::TearDown();
}
double computeOutput(float input)
{
if (input <= -1.0)
return 0;
else if (input >= 1.0)
return 255;
else if (input < -6.10E-05 && input > -1.0)
return 255 * (1.0 + input);
else
return 255 * input;
}
void compareBeforeAfter(GLuint program, float input1, float input2)
{
glBindTexture(GL_TEXTURE_2D, mOffscreenTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mOffscreenTexture2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
glViewport(0, 0, 16, 16);
const GLfloat color[] = { 1.0f, 1.0f, 0.0f, 1.0f };
glClearBufferfv(GL_COLOR, 0, color);
GLfloat vertexLocations[] =
{
-1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
};
GLint positionLocation = glGetAttribLocation(program, "position");
GLint vec2Location = glGetUniformLocation(program, "v");
glUseProgram(program);
glUniform2f(vec2Location, input1, input2);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertexLocations);
glEnableVertexAttribArray(positionLocation);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glUseProgram(0);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(8, 8, computeOutput(input1), computeOutput(input2), 0, 255, 1.0);
}
GLuint mSNormProgram;
GLuint mHalfProgram;
GLuint mOffscreenFramebuffer;
GLuint mOffscreenTexture2D;
};
// Test the correctness of packSnorm2x16 and unpackSnorm2x16 functions calculating normal floating numbers.
TEST_P(PackUnpackTest, PackUnpackSnormNormal)
{
compareBeforeAfter(mSNormProgram, 0.5f, -0.2f);
compareBeforeAfter(mSNormProgram, -0.35f, 0.75f);
compareBeforeAfter(mSNormProgram, 0.00392f, -0.99215f);
compareBeforeAfter(mSNormProgram, 1.0f, -0.00392f);
}
// Test the correctness of packHalf2x16 and unpackHalf2x16 functions calculating normal floating numbers.
TEST_P(PackUnpackTest, PackUnpackHalfNormal)
{
compareBeforeAfter(mHalfProgram, 0.5f, -0.2f);
compareBeforeAfter(mHalfProgram, -0.35f, 0.75f);
compareBeforeAfter(mHalfProgram, 0.00392f, -0.99215f);
compareBeforeAfter(mHalfProgram, 1.0f, -0.00392f);
}
// Test the correctness of packSnorm2x16 and unpackSnorm2x16 functions calculating subnormal floating numbers.
TEST_P(PackUnpackTest, PackUnpackSnormSubnormal)
{
compareBeforeAfter(mSNormProgram, 0.00001f, -0.00001f);
}
// Test the correctness of packHalf2x16 and unpackHalf2x16 functions calculating subnormal floating numbers.
TEST_P(PackUnpackTest, PackUnpackHalfSubnormal)
{
compareBeforeAfter(mHalfProgram, 0.00001f, -0.00001f);
}
// Test the correctness of packSnorm2x16 and unpackSnorm2x16 functions calculating zero floating numbers.
TEST_P(PackUnpackTest, PackUnpackSnormZero)
{
compareBeforeAfter(mSNormProgram, 0.00000f, -0.00000f);
}
// Test the correctness of packHalf2x16 and unpackHalf2x16 functions calculating zero floating numbers.
TEST_P(PackUnpackTest, PackUnpackHalfZero)
{
compareBeforeAfter(mHalfProgram, 0.00000f, -0.00000f);
}
// Test the correctness of packSnorm2x16 and unpackSnorm2x16 functions calculating overflow floating numbers.
TEST_P(PackUnpackTest, PackUnpackSnormOverflow)
{
compareBeforeAfter(mHalfProgram, 67000.0f, -67000.0f);
}
// Test the correctness of packHalf2x16 and unpackHalf2x16 functions calculating overflow floating numbers.
TEST_P(PackUnpackTest, PackUnpackHalfOverflow)
{
compareBeforeAfter(mHalfProgram, 67000.0f, -67000.0f);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(PackUnpackTest, ES3_OPENGL());
}