Hash :
18b931d5
Author :
Date :
2014-09-29T12:58:31
Configure Google Tests to run against multiple renderers/GLES versions BUG=angle:611 Change-Id: I7d43612171c439045038db9ae82fd8716c0b31c6 Reviewed-on: https://chromium-review.googlesource.com/220400 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Austin Kinross <aukinros@microsoft.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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167
#include "ANGLETest.h"
#include "media/pixel.inl"
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
typedef ::testing::Types<TFT<Gles::Two, Rend::D3D11>, TFT<Gles::Two, Rend::D3D9>> TestFixtureTypes;
TYPED_TEST_CASE(CompressedTextureTest, TestFixtureTypes);
template<typename T>
class CompressedTextureTest : public ANGLETest
{
protected:
CompressedTextureTest() : ANGLETest(T::GetGlesMajorVersion(), T::GetRequestedRenderer())
{
setWindowWidth(512);
setWindowHeight(512);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
virtual void SetUp()
{
ANGLETest::SetUp();
const std::string vsSource = SHADER_SOURCE
(
precision highp float;
attribute vec4 position;
varying vec2 texcoord;
void main()
{
gl_Position = position;
texcoord = (position.xy * 0.5) + 0.5;
texcoord.y = 1.0 - texcoord.y;
}
);
const std::string textureFSSource = SHADER_SOURCE
(
precision highp float;
uniform sampler2D tex;
varying vec2 texcoord;
void main()
{
gl_FragColor = texture2D(tex, texcoord);
}
);
mTextureProgram = CompileProgram(vsSource, textureFSSource);
if (mTextureProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mTextureUniformLocation = glGetUniformLocation(mTextureProgram, "tex");
ASSERT_GL_NO_ERROR();
}
virtual void TearDown()
{
glDeleteProgram(mTextureProgram);
ANGLETest::TearDown();
}
GLuint mTextureProgram;
GLint mTextureUniformLocation;
};
TYPED_TEST(CompressedTextureTest, CompressedTexImage)
{
if (getClientVersion() < 3 && !extensionEnabled("GL_EXT_texture_compression_dxt1"))
{
return;
}
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height, 0, pixel_0_size, pixel_0_data);
glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_width, pixel_1_height, 0, pixel_1_size, pixel_1_data);
glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_width, pixel_2_height, 0, pixel_2_size, pixel_2_data);
glCompressedTexImage2D(GL_TEXTURE_2D, 3, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_width, pixel_3_height, 0, pixel_3_size, pixel_3_data);
glCompressedTexImage2D(GL_TEXTURE_2D, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_width, pixel_4_height, 0, pixel_4_size, pixel_4_data);
glCompressedTexImage2D(GL_TEXTURE_2D, 5, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_width, pixel_5_height, 0, pixel_5_size, pixel_5_data);
glCompressedTexImage2D(GL_TEXTURE_2D, 6, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_width, pixel_6_height, 0, pixel_6_size, pixel_6_data);
glCompressedTexImage2D(GL_TEXTURE_2D, 7, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_width, pixel_7_height, 0, pixel_7_size, pixel_7_data);
glCompressedTexImage2D(GL_TEXTURE_2D, 8, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_width, pixel_8_height, 0, pixel_8_size, pixel_8_data);
glCompressedTexImage2D(GL_TEXTURE_2D, 9, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_width, pixel_9_height, 0, pixel_9_size, pixel_9_data);
EXPECT_GL_NO_ERROR();
glUseProgram(mTextureProgram);
glUniform1i(mTextureUniformLocation, 0);
drawQuad(mTextureProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
glDeleteTextures(1, &texture);
EXPECT_GL_NO_ERROR();
}
TYPED_TEST(CompressedTextureTest, CompressedTexStorage)
{
if (getClientVersion() < 3 && !extensionEnabled("GL_EXT_texture_compression_dxt1"))
{
return;
}
if (getClientVersion() < 3 && (!extensionEnabled("GL_EXT_texture_storage") || !extensionEnabled("GL_OES_rgb8_rgba8")))
{
return;
}
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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);
if (getClientVersion() < 3)
{
glTexStorage2DEXT(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height);
}
else
{
glTexStorage2D(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height);
}
EXPECT_GL_NO_ERROR();
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, pixel_0_width, pixel_0_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_size, pixel_0_data);
glCompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, pixel_1_width, pixel_1_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_size, pixel_1_data);
glCompressedTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, pixel_2_width, pixel_2_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_size, pixel_2_data);
glCompressedTexSubImage2D(GL_TEXTURE_2D, 3, 0, 0, pixel_3_width, pixel_3_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_size, pixel_3_data);
glCompressedTexSubImage2D(GL_TEXTURE_2D, 4, 0, 0, pixel_4_width, pixel_4_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_size, pixel_4_data);
glCompressedTexSubImage2D(GL_TEXTURE_2D, 5, 0, 0, pixel_5_width, pixel_5_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_size, pixel_5_data);
glCompressedTexSubImage2D(GL_TEXTURE_2D, 6, 0, 0, pixel_6_width, pixel_6_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_size, pixel_6_data);
glCompressedTexSubImage2D(GL_TEXTURE_2D, 7, 0, 0, pixel_7_width, pixel_7_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_size, pixel_7_data);
glCompressedTexSubImage2D(GL_TEXTURE_2D, 8, 0, 0, pixel_8_width, pixel_8_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_size, pixel_8_data);
glCompressedTexSubImage2D(GL_TEXTURE_2D, 9, 0, 0, pixel_9_width, pixel_9_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_size, pixel_9_data);
EXPECT_GL_NO_ERROR();
glUseProgram(mTextureProgram);
glUniform1i(mTextureUniformLocation, 0);
drawQuad(mTextureProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
glDeleteTextures(1, &texture);
EXPECT_GL_NO_ERROR();
}