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kc3-lang/angle/src/tests/gl_tests/gles1/BootAnimationTest.cpp

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  • Author : Brandon Schade
    Date : 2020-01-21 11:08:36
    Hash : 6c56c579
    Message : Add Android boot animation and rounding error test This introduces an end2end test that makes the same GLES1 calls as Android's default boot animation. The test uses images of much smaller sizes, but we do the same thing with the images as the original code (it uses one image as a mask and moves the other along behind it). The original default boot animation code can be found here: https://android.googlesource.com/platform/frameworks/base/+/refs/heads/master/cmds/bootanimation/BootAnimation.cpp#422 This change also implements glTexParameterx since the default boot animation requires it. This function is part of OES_FIXED_POINT. This also includes a test to check for int to floating point cast errors when using GL_TEXTURE_CROP_RECT_OES. Tests: angle_end2end_tests --gtest_filter=*DefaultBootAnimation* angle_end2end_tests --gtest_filter=*TextureParameterTest.IntConversionsAndIntBounds* Bug: angleproject:3644 Change-Id: Ib7e99c9dc1c001c71543d03ea4dd76082192f6a7 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2053506 Commit-Queue: Brandon Schade <b.schade@samsung.com> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com>

  • src/tests/gl_tests/gles1/BootAnimationTest.cpp
  • //
    // Copyright 2020 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.
    //
    
    // BootAnimationTest.cpp: Tests that make the same gl calls as Android's boot animations
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    #include "common/debug.h"
    #include "util/test_utils.h"
    
    using namespace angle;
    
    // Makes the same GLES 1 calls as Android's default boot animation
    // The original animation uses 2 different images -
    // One image acts as a mask and one that moves(a gradient that acts as a shining light)
    // We do the same here except with different images of much smaller resolution
    // The results of each frame of the animation are compared against expected values
    // The original source of the boot animation can be found here:
    // https://android.googlesource.com/platform/frameworks/base/+/refs/heads/master/cmds/bootanimation/BootAnimation.cpp#422
    class BootAnimationTest : public ANGLETest
    {
      protected:
        BootAnimationTest()
        {
            setWindowWidth(kWindowWidth);
            setWindowHeight(kWindowHeight);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void initTextureWithData(GLuint *texture,
                                 const void *data,
                                 GLint width,
                                 GLint height,
                                 unsigned int channels)
        {
            GLint crop[4] = {0, height, width, -height};
    
            glGenTextures(1, texture);
            glBindTexture(GL_TEXTURE_2D, *texture);
    
            switch (channels)
            {
                case 3:
                    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
                                 GL_UNSIGNED_SHORT_5_6_5, data);
                    break;
                case 4:
                    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                                 data);
                    break;
                default:
                    UNREACHABLE();
            }
    
            glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
            glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
            glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        }
    
        void testSetUp() override
        {
            EGLWindow *window = getEGLWindow();
            mDisplay          = window->getDisplay();
            mSurface          = window->getSurface();
    
            /**
             * The mask is a 4 by 1 texture colored:
             * --- --- --- ---
             * |B| |A| |B| |A|
             * --- --- --- ---
             * B is black, A is black with alpha of 0xFF
             */
            constexpr GLubyte kMask[] = {
                0x0, 0x0, 0x0, 0xff,  // black
                0x0, 0x0, 0x0, 0x0,   // transparent black
                0x0, 0x0, 0x0, 0xff,  // black
                0x0, 0x0, 0x0, 0x0    // transparent black
            };
            /**
             * The shine is a 8 by 1 texture colored:
             * --- --- --- --- --- --- --- ---
             * |R| |R| |G| |G| |B| |B| |W| |W|
             * --- --- --- --- --- --- --- ---
             * R is red, G is green, B is blue, W is white
             */
            constexpr GLushort kShine[] = {0xF800,  // 2 red pixels
                                           0xF800,
                                           0x07E0,  // 2 green pixels
                                           0x07E0,
                                           0x001F,  // 2 blue pixels
                                           0x001F,
                                           0xFFFF,  // 2 white pixels
                                           0xFFFF};
    
            constexpr unsigned int kMaskColorChannels  = 4;
            constexpr unsigned int kShineColorChannels = 3;
    
            initTextureWithData(&mTextureNames[0], kMask, kMaskWidth, kMaskHeight, kMaskColorChannels);
            initTextureWithData(&mTextureNames[1], kShine, kShineWidth, kShineHeight,
                                kShineColorChannels);
    
            // clear screen
            glShadeModel(GL_FLAT);
            glDisable(GL_DITHER);
            glDisable(GL_SCISSOR_TEST);
            glClearColor(0, 1, 1, 1);
            glClear(GL_COLOR_BUFFER_BIT);
            eglSwapBuffers(mDisplay, mSurface);
            glEnable(GL_TEXTURE_2D);
            glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
    
            glScissor(kMaskBoundaryLeft, kMaskBoundaryBottom, kMaskWidth, kMaskHeight);
    
            // Blend state
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
        }
    
        void testTearDown() override
        {
            glDeleteTextures(1, &mTextureNames[0]);
            glDeleteTextures(1, &mTextureNames[1]);
        }
    
        void checkMaskColor(unsigned int iterationCount, unsigned int maskSlot)
        {
            // kOffset is necessary as the visible part is the left most section of the shine
            // but then we shift the images right
            constexpr unsigned int kOffset = 7;
    
            // this solves for the color at any given position in our shine equivalent
            constexpr unsigned int kPossibleColors = 4;
            constexpr unsigned int kColorsInARow   = 2;
            unsigned int color =
                ((iterationCount - maskSlot + kOffset) / kColorsInARow) % kPossibleColors;
            switch (color)
            {
                case 0:  // white
                    EXPECT_PIXEL_EQ(kMaskBoundaryLeft + maskSlot, kMaskBoundaryBottom, 0xFF, 0xFF, 0xFF,
                                    0xFF);
                    break;
                case 1:  // blue
                    EXPECT_PIXEL_EQ(kMaskBoundaryLeft + maskSlot, kMaskBoundaryBottom, 0x00, 0x00, 0xFF,
                                    0xFF);
                    break;
                case 2:  // green
                    EXPECT_PIXEL_EQ(kMaskBoundaryLeft + maskSlot, kMaskBoundaryBottom, 0x00, 0xFF, 0x00,
                                    0xFF);
                    break;
                case 3:  // red
                    EXPECT_PIXEL_EQ(kMaskBoundaryLeft + maskSlot, kMaskBoundaryBottom, 0xFF, 0x00, 0x00,
                                    0xFF);
                    break;
                default:
                    UNREACHABLE();
            }
        }
    
        void checkClearColor()
        {
            // Areas outside of the 4x1 mask area should be the clear color due to our glScissor call
            constexpr unsigned int kImageHeight = 1;
            EXPECT_PIXEL_RECT_EQ(0, 0, kWindowWidth, kMaskBoundaryBottom, GLColor::cyan);
            EXPECT_PIXEL_RECT_EQ(0, kMaskBoundaryBottom + kImageHeight, kWindowWidth,
                                 (kWindowHeight - (kMaskBoundaryBottom + kImageHeight)), GLColor::cyan);
            EXPECT_PIXEL_RECT_EQ(0, kMaskBoundaryBottom, kMaskBoundaryLeft, kImageHeight,
                                 GLColor::cyan);
            EXPECT_PIXEL_RECT_EQ(kMaskBoundaryLeft + kMaskWidth, kMaskBoundaryBottom,
                                 (kWindowWidth - (kMaskBoundaryLeft + kMaskWidth)), kImageHeight,
                                 GLColor::cyan);
        }
    
        void validateColors(unsigned int iterationCount)
        {
            // validate all slots in our mask
            for (unsigned int maskSlot = 0; maskSlot < kMaskWidth; ++maskSlot)
            {
                // parts that are blocked in our mask are black
                switch (maskSlot)
                {
                    case kBlackMask[0]:
                    case kBlackMask[1]:
                        // slots with non zero alpha are black
                        EXPECT_PIXEL_EQ(kMaskBoundaryLeft + maskSlot, kMaskBoundaryBottom, 0x00, 0x00,
                                        0x00, 0xFF);
                        continue;
                    default:
                        checkMaskColor(iterationCount, maskSlot);
                }
            }
            // validate surrounding pixels are equal to clear color
            checkClearColor();
        }
    
        EGLDisplay mDisplay = EGL_NO_DISPLAY;
        EGLSurface mSurface = EGL_NO_SURFACE;
        GLuint mTextureNames[2];
        // This creates a kWindowWidth x kWindowHeight window.
        // A kMaskWidth by kMaskHeight rectangle is lit up by the shine
        // This lit up rectangle is positioned at (kMaskBoundaryLeft, kMaskBoundaryBottom)
        // The border around the area is cleared to GLColor::cyan
        static constexpr GLint kMaskBoundaryLeft    = 15;
        static constexpr GLint kMaskBoundaryBottom  = 7;
        static constexpr unsigned int kMaskWidth    = 4;
        static constexpr unsigned int kMaskHeight   = 1;
        static constexpr unsigned int kShineWidth   = 8;
        static constexpr unsigned int kShineHeight  = 1;
        static constexpr unsigned int kWindowHeight = 16;
        static constexpr unsigned int kWindowWidth  = 32;
        static constexpr unsigned int kBlackMask[2] = {0, 2};
    };
    
    TEST_P(BootAnimationTest, DefaultBootAnimation)
    {
        constexpr uint64_t kMaxIterationCount = 8;  // number of times we shift the shine textures
        constexpr int kStartingShinePosition  = kMaskBoundaryLeft - kShineWidth;
        constexpr int kEndingShinePosition    = kMaskBoundaryLeft;
        GLint x                               = kStartingShinePosition;
        uint64_t iterationCount               = 0;
        do
        {
            glDisable(GL_SCISSOR_TEST);
            glClear(GL_COLOR_BUFFER_BIT);
            glEnable(GL_SCISSOR_TEST);
            glDisable(GL_BLEND);
            glBindTexture(GL_TEXTURE_2D, mTextureNames[1]);
            glDrawTexiOES(x, kMaskBoundaryBottom, 0, kShineWidth, kShineHeight);
            glDrawTexiOES(x + kShineWidth, kMaskBoundaryBottom, 0, kShineWidth, kShineHeight);
            glEnable(GL_BLEND);
            glBindTexture(GL_TEXTURE_2D, mTextureNames[0]);
            glDrawTexiOES(kMaskBoundaryLeft, kMaskBoundaryBottom, 0, kMaskWidth, kMaskHeight);
            validateColors(iterationCount);
            EGLBoolean res = eglSwapBuffers(mDisplay, mSurface);
            if (res == EGL_FALSE)
            {
                break;
            }
    
            if (x == kEndingShinePosition)
            {
                x = kStartingShinePosition;
            }
            ++x;
            ++iterationCount;
        } while (iterationCount < kMaxIterationCount);
    }
    
    ANGLE_INSTANTIATE_TEST_ES1(BootAnimationTest);