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

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  • Author : Geoff Lang
    Date : 2017-01-13 15:55:07
    Hash : c5a2a172
    Message : Add EGL_EXT_pixel_format_float support, enables float EGL surfaces. Add floating point EGL configs for the D3D11 backend. BUG=angleproject:1707 Change-Id: Ic84cd3a0d41e78cc39d0275d83e7695f55673ddf Reviewed-on: https://chromium-review.googlesource.com/428294 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>

  • src/tests/gl_tests/FloatingPointSurfaceTest.cpp
  • //
    // Copyright 2017 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.
    //
    
    // FloatingPointSurfaceTest.cpp : Test functionality of the EGL_EXT_pixel_format_float extension.
    
    #include "test_utils/ANGLETest.h"
    
    using namespace angle;
    
    class FloatingPointSurfaceTest : public ANGLETest
    {
      protected:
        FloatingPointSurfaceTest()
        {
            setWindowWidth(512);
            setWindowHeight(512);
            setConfigRedBits(16);
            setConfigGreenBits(16);
            setConfigBlueBits(16);
            setConfigAlphaBits(16);
            setConfigComponentType(EGL_COLOR_COMPONENT_TYPE_FLOAT_EXT);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            const std::string vsSource =
                "precision highp float;\n"
                "attribute vec4 position;\n"
                "void main()\n"
                "{\n"
                "   gl_Position = position;\n"
                "}\n";
    
            const std::string fsSource =
                "precision highp float;\n"
                "void main()\n"
                "{\n"
                "   gl_FragColor = vec4(1.0, 2.0, 3.0, 4.0);\n"
                "}\n";
    
            mProgram = CompileProgram(vsSource, fsSource);
            ASSERT_NE(0u, mProgram) << "shader compilation failed.";
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        GLuint mProgram;
    };
    
    // Test clearing and checking the color is correct
    TEST_P(FloatingPointSurfaceTest, Clearing)
    {
        GLColor32F clearColor(0.0f, 1.0f, 2.0f, 3.0f);
        glClearColor(clearColor.R, clearColor.G, clearColor.B, clearColor.A);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR32F_EQ(0, 0, clearColor);
    }
    
    // Test drawing and checking the color is correct
    TEST_P(FloatingPointSurfaceTest, Drawing)
    {
        glUseProgram(mProgram);
        drawQuad(mProgram, "position", 0.5f);
    
        EXPECT_PIXEL_32F_EQ(0, 0, 1.0f, 2.0f, 3.0f, 4.0f);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST(FloatingPointSurfaceTest,
                           ES2_D3D11(),
                           ES3_D3D11(),
                           ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE));