Hash :
e975f9dc
Author :
Date :
2022-11-09T06:44:06
Capture/Replay: handle paletted textures Add a method for recompressing paletted textures on capture. Bug: angleproject:7710 Change-Id: I11af0c1cd7c3b63850c5daf96eafcd3efce65f16 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4178311 Commit-Queue: Cody Northrop <cnorthrop@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141
//
// Copyright 2022 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.
//
// PalettedTextureTest.cpp: Tests paletted texture decompression
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "common/matrix_utils.h"
#include "common/vector_utils.h"
#include "util/random_utils.h"
#include <stdint.h>
#include <vector>
using namespace angle;
class PalettedTextureTest : public ANGLETest<>
{
protected:
PalettedTextureTest()
{
setWindowWidth(32);
setWindowHeight(32);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
};
// Check that paletted formats are reported as supported.
TEST_P(PalettedTextureTest, PalettedFormatsAreSupported)
{
ANGLE_SKIP_TEST_IF(!IsVulkan());
std::vector<GLint> mustSupportFormats{
GL_PALETTE4_RGB8_OES, GL_PALETTE4_RGBA8_OES, GL_PALETTE4_R5_G6_B5_OES,
GL_PALETTE4_RGBA4_OES, GL_PALETTE4_RGB5_A1_OES, GL_PALETTE8_RGB8_OES,
GL_PALETTE8_RGBA8_OES, GL_PALETTE8_R5_G6_B5_OES, GL_PALETTE8_RGBA4_OES,
GL_PALETTE8_RGB5_A1_OES,
};
GLint numSupportedFormats;
glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numSupportedFormats);
std::vector<GLint> supportedFormats(numSupportedFormats, 0);
glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, supportedFormats.data());
for (GLint format : mustSupportFormats)
{
EXPECT_TRUE(std::find(supportedFormats.begin(), supportedFormats.end(), format) !=
supportedFormats.end());
}
}
// Check that sampling a paletted texture works.
TEST_P(PalettedTextureTest, PalettedTextureSampling)
{
ANGLE_SKIP_TEST_IF(!IsVulkan());
struct Vertex
{
GLfloat position[3];
GLfloat uv[2];
};
glEnable(GL_TEXTURE_2D);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
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);
struct TestImage
{
GLColor palette[16];
uint8_t texels[2]; // 2x2, each texel is 4-bit
};
TestImage testImage = {
{
GLColor::cyan,
GLColor::yellow,
GLColor::magenta,
GLColor::red,
},
{
0x01,
0x23,
},
};
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_PALETTE4_RGBA8_OES, 2, 2, 0, sizeof testImage,
&testImage);
EXPECT_GL_NO_ERROR();
glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
for (int i = 0; i < 10; i++)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustumf(-1, 1, -1, 1, 5.0, 60.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -8.0f);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
std::vector<Vertex> vertices = {
{{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}},
{{-1.0f, 1.0f, 0.0f}, {0.0f, 1.0f}},
{{1.0f, -1.0f, 0.0f}, {1.0f, 0.0f}},
{{1.0f, 1.0f, 0.0f}, {1.0f, 1.0f}},
};
glVertexPointer(3, GL_FLOAT, sizeof vertices[0], &vertices[0].position);
glTexCoordPointer(2, GL_FLOAT, sizeof vertices[0], &vertices[0].uv);
glDrawArrays(GL_TRIANGLE_STRIP, 0, vertices.size());
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_NEAR(8, 8, testImage.palette[0], 0);
EXPECT_PIXEL_COLOR_NEAR(24, 8, testImage.palette[1], 0);
EXPECT_PIXEL_COLOR_NEAR(8, 24, testImage.palette[2], 0);
EXPECT_PIXEL_COLOR_NEAR(24, 24, testImage.palette[3], 0);
swapBuffers();
}
}
ANGLE_INSTANTIATE_TEST_ES1(PalettedTextureTest);