Hash :
5599c8f6
Author :
Date :
2014-08-26T13:16:39
Use shared compile helpers in the ANGLE tests. BUG=angle:730 Change-Id: Ib3bd646c73355449105e6cf79bdcf0a14b391fd2 Reviewed-on: https://chromium-review.googlesource.com/213550 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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#include "ANGLETest.h"
class BlendMinMaxTest : public ANGLETest
{
protected:
BlendMinMaxTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
mProgram = 0;
mColorLocation = -1;
}
struct Color
{
float values[4];
};
static GLubyte getExpected(bool blendMin, float curColor, GLubyte prevColor)
{
GLubyte curAsUbyte = (curColor * std::numeric_limits<GLubyte>::max()) + 0.5f;
return blendMin ? std::min<GLubyte>(curAsUbyte, prevColor) : std::max<GLubyte>(curAsUbyte, prevColor);
}
void runTest()
{
const size_t colorCount = 1024;
Color colors[colorCount];
for (size_t i = 0; i < colorCount; i++)
{
for (size_t j = 0; j < 4; j++)
{
colors[i].values[j] = (rand() % 255) / 255.0f;
}
}
GLubyte prevColor[4];
for (size_t i = 0; i < colorCount; i++)
{
const Color &color = colors[i];
glUseProgram(mProgram);
glUniform4f(mColorLocation, color.values[0], color.values[1], color.values[2], color.values[3]);
bool blendMin = (rand() % 2 == 0);
glBlendEquation(blendMin ? GL_MIN : GL_MAX);
drawQuad(mProgram, "aPosition", 0.5f);
if (i > 0)
{
EXPECT_PIXEL_EQ(0, 0,
getExpected(blendMin, color.values[0], prevColor[0]),
getExpected(blendMin, color.values[1], prevColor[1]),
getExpected(blendMin, color.values[2], prevColor[2]),
getExpected(blendMin, color.values[3], prevColor[3]));
}
glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, prevColor);
}
}
virtual void SetUp()
{
ANGLETest::SetUp();
const std::string testVertexShaderSource = SHADER_SOURCE
(
attribute highp vec4 aPosition;
void main(void)
{
gl_Position = aPosition;
}
);
const std::string testFragmentShaderSource = SHADER_SOURCE
(
uniform highp vec4 color;
void main(void)
{
gl_FragColor = color;
}
);
mProgram = CompileProgram(testVertexShaderSource, testFragmentShaderSource);
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mColorLocation = glGetUniformLocation(mProgram, "color");
glUseProgram(mProgram);
glClearColor(0, 0, 0, 0);
glClearDepthf(0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
}
void SetUpFramebuffer(GLenum colorFormat)
{
glGenFramebuffers(1, &mFramebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer);
glGenRenderbuffers(1, &mColorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mColorRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, colorFormat, getWindowWidth(), getWindowHeight());
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mColorRenderbuffer);
ASSERT_GL_NO_ERROR();
}
virtual void TearDown()
{
glDeleteProgram(mProgram);
glDeleteFramebuffers(1, &mFramebuffer);
glDeleteRenderbuffers(1, &mColorRenderbuffer);
ANGLETest::TearDown();
}
GLuint mProgram;
GLint mColorLocation;
GLuint mFramebuffer;
GLuint mColorRenderbuffer;
};
TEST_F(BlendMinMaxTest, RGBA8)
{
SetUpFramebuffer(GL_RGBA8);
runTest();
}
TEST_F(BlendMinMaxTest, RGBA32f)
{
SetUpFramebuffer(GL_RGBA32F);
runTest();
}
TEST_F(BlendMinMaxTest, RGBA16F)
{
SetUpFramebuffer(GL_RGBA16F);
runTest();
}