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

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  • Author : Olli Etuaho
    Date : 2017-09-18 13:32:29
    Hash : a20af6d7
    Message : Use C++11 raw string literals instead of SHADER_SOURCE macro This is better in many ways: 1. It doesn't confuse clang format 2. \n doesn't need to be included after preprocessor directives like the version directive. 3. It's using built-in functionality instead of something custom. Raw string literals should be the preferred way to include shader source in C++ files going forward. BUG=angleproject:2157 TEST=angle_end2end_tests Change-Id: I8b236a6e2d5c25d920297e5bc5b5b143eddeba1f Reviewed-on: https://chromium-review.googlesource.com/671046 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>

  • src/tests/gl_tests/UnpackAlignmentTest.cpp
  • //
    // 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.
    //
    
    #include "test_utils/ANGLETest.h"
    
    using namespace angle;
    
    namespace
    {
    
    class UnpackAlignmentTest : public ANGLETest
    {
      protected:
        UnpackAlignmentTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
    
            mProgram = 0;
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            const std::string vertexShaderSource =
                R"(precision highp float;
                attribute vec4 position;
    
                void main()
                {
                    gl_Position = position;
                })";
    
            const std::string fragmentShaderSource =
                R"(uniform sampler2D tex;
    
                void main()
                {
                    gl_FragColor = texture2D(tex, vec2(0.0, 1.0));
                })";
    
            mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
        }
    
        void TearDown() override
        {
            glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        void getPixelSize(GLenum format, GLenum type, unsigned int* size)
        {
            switch (type)
            {
              case GL_UNSIGNED_SHORT_5_5_5_1:
              case GL_UNSIGNED_SHORT_5_6_5:
              case GL_UNSIGNED_SHORT_4_4_4_4:
                *size = sizeof(GLushort);
                break;
    
              case GL_UNSIGNED_BYTE:
                {
                    unsigned int compCount = 0;
                    switch (format)
                    {
                      case GL_RGBA:            compCount = 4; break;
                      case GL_RGB:             compCount = 3; break;
                      case GL_LUMINANCE_ALPHA: compCount = 2; break;
                      case GL_LUMINANCE:       compCount = 1; break;
                      case GL_ALPHA:           compCount = 1; break;
                      default:                 FAIL() << "unknown pixel format.";
                    }
                    *size = sizeof(GLubyte) * compCount;
                }
                break;
              default:
                FAIL() << "unknown pixel type.";
            }
        }
    
        bool formatHasRGB(GLenum format)
        {
            return (format != GL_ALPHA);
        }
    
        void testAlignment(int alignment, unsigned int offset, GLenum format, GLenum type)
        {
            static const unsigned int width = 7;
            static const unsigned int height = 2;
    
            glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
    
            GLint readbackAlignment;
            glGetIntegerv(GL_UNPACK_ALIGNMENT, &readbackAlignment);
            EXPECT_EQ(alignment, readbackAlignment);
    
            GLubyte buf[1024];
            memset(buf, 0, sizeof(buf));
    
            unsigned int pixelSize;
            getPixelSize(format, type, &pixelSize);
            for (unsigned int i = 0; i < pixelSize; i++)
            {
                buf[offset+i] = 0xFF;
            }
    
            GLuint tex;
            glGenTextures(1, &tex);
            glBindTexture(GL_TEXTURE_2D, tex);
    
            glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, type, &buf[0]);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
            drawQuad(mProgram, "position", 0.5f);
    
            GLubyte expectedRGB = formatHasRGB(format) ? 255 : 0;
            EXPECT_PIXEL_EQ(0, 0, expectedRGB, expectedRGB, expectedRGB, 255);
    
            glDeleteTextures(1, &tex);
        }
    
        GLuint mProgram;
    };
    
    TEST_P(UnpackAlignmentTest, DefaultAlignment)
    {
        GLint defaultAlignment;
        glGetIntegerv(GL_UNPACK_ALIGNMENT, &defaultAlignment);
        EXPECT_EQ(defaultAlignment, 4);
    }
    
    
    TEST_P(UnpackAlignmentTest, Alignment1RGBAUByte)
    {
        testAlignment(1, 7 * 4, GL_RGBA, GL_UNSIGNED_BYTE);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment1RGBUByte)
    {
        testAlignment(1, 7 * 3, GL_RGB, GL_UNSIGNED_BYTE);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment1RGBAUShort4444)
    {
        testAlignment(1, 7 * 2, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment1RGBAUShort5551)
    {
        testAlignment(1, 7 * 2, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment1RGBAUShort565)
    {
        testAlignment(1, 7 * 2, GL_RGB, GL_UNSIGNED_SHORT_5_6_5);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment1LAUByte)
    {
        testAlignment(1, 7 * 2, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment1LUByte)
    {
        testAlignment(1, 7, GL_LUMINANCE, GL_UNSIGNED_BYTE);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment1AUByte)
    {
        testAlignment(1, 7, GL_ALPHA, GL_UNSIGNED_BYTE);
    }
    
    
    TEST_P(UnpackAlignmentTest, Alignment2RGBAUByte)
    {
        testAlignment(2, 7 * 4, GL_RGBA, GL_UNSIGNED_BYTE);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment2RGBUByte)
    {
        testAlignment(2, 7 * 3 + 1, GL_RGB, GL_UNSIGNED_BYTE);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment2RGBAUShort4444)
    {
        testAlignment(2, 7 * 2, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment2RGBAUShort5551)
    {
        testAlignment(2, 7 * 2, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment2RGBAUShort565)
    {
        testAlignment(2, 7 * 2, GL_RGB, GL_UNSIGNED_SHORT_5_6_5);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment2LAUByte)
    {
        testAlignment(2, 7 * 2, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment2LAByte)
    {
        testAlignment(2, 7 + 1, GL_LUMINANCE, GL_UNSIGNED_BYTE);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment2AUByte)
    {
        testAlignment(2, 7 + 1, GL_ALPHA, GL_UNSIGNED_BYTE);
    }
    
    
    TEST_P(UnpackAlignmentTest, Alignment4RGBAUByte)
    {
        testAlignment(4, 7 * 4, GL_RGBA, GL_UNSIGNED_BYTE);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment4RGBUByte)
    {
        testAlignment(4, 7 * 3 + 3, GL_RGB, GL_UNSIGNED_BYTE);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment4RGBAUShort4444)
    {
        testAlignment(4, 7 * 2 + 2, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment4RGBAUShort5551)
    {
        testAlignment(4, 7 * 2 + 2, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment4RGBAUShort565)
    {
        testAlignment(4, 7 * 2 + 2, GL_RGB, GL_UNSIGNED_SHORT_5_6_5);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment4LAUByte)
    {
        testAlignment(4, 7 * 2 + 2, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment4LUByte)
    {
        testAlignment(4, 7 + 1, GL_LUMINANCE, GL_UNSIGNED_BYTE);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment4AUByte)
    {
        testAlignment(4, 7 + 1, GL_ALPHA, GL_UNSIGNED_BYTE);
    }
    
    
    TEST_P(UnpackAlignmentTest, Alignment8RGBAUByte)
    {
        testAlignment(8, 7 * 4 + 4, GL_RGBA, GL_UNSIGNED_BYTE);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment8RGBUByte)
    {
        testAlignment(8, 7 * 3 + 3, GL_RGB, GL_UNSIGNED_BYTE);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment8RGBAUShort4444)
    {
        testAlignment(8, 7 * 2 + 2, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment8RGBAUShort5551)
    {
        testAlignment(8, 7 * 2 + 2, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment8RGBAUShort565)
    {
        testAlignment(8, 7 * 2 + 2, GL_RGB, GL_UNSIGNED_SHORT_5_6_5);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment8LAUByte)
    {
        testAlignment(8, 7 * 2 + 2, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment8LUByte)
    {
        testAlignment(8, 7 + 1, GL_LUMINANCE, GL_UNSIGNED_BYTE);
    }
    
    TEST_P(UnpackAlignmentTest, Alignment8AUByte)
    {
        testAlignment(8, 7 + 1, GL_ALPHA, GL_UNSIGNED_BYTE);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(UnpackAlignmentTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES2_OPENGL(),
                           ES3_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGLES());
    
    } // namespace