Hash :
35cd7332
Author :
Date :
2018-12-02T12:03:33
Refactor test shader style. This change enforces a lot more consistency. We pass const char * to the Compile functions instead of std::string. Also fixes the indentation of C++11 block comments to be more consistent. Bug: angleproject:2995 Change-Id: Id6e5ea94055d8cbd420df4ea2e81b2d96cb5ce78 Reviewed-on: https://chromium-review.googlesource.com/c/1357103 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// 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.
//
// PackUnpackTest:
// Tests the corrrectness of opengl 4.1 emulation of pack/unpack built-in functions.
//
#include "test_utils/ANGLETest.h"
using namespace angle;
namespace
{
class PackUnpackTest : public ANGLETest
{
protected:
PackUnpackTest()
{
setWindowWidth(16);
setWindowHeight(16);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void SetUp() override
{
ANGLETest::SetUp();
// Fragment Shader source
constexpr char kSNormFS[] = R"(#version 300 es
precision mediump float;
uniform mediump vec2 v;
layout(location = 0) out mediump vec4 fragColor;
void main()
{
uint u = packSnorm2x16(v);
vec2 r = unpackSnorm2x16(u);
fragColor = vec4(r, 0.0, 1.0);
})";
// Fragment Shader source
constexpr char kUNormFS[] = R"(#version 300 es
precision mediump float;
uniform mediump vec2 v;
layout(location = 0) out mediump vec4 fragColor;
void main()
{
uint u = packUnorm2x16(v);
vec2 r = unpackUnorm2x16(u);
fragColor = vec4(r, 0.0, 1.0);
})";
// Fragment Shader source
constexpr char kHalfFS[] = R"(#version 300 es
precision mediump float;
uniform mediump vec2 v;
layout(location = 0) out mediump vec4 fragColor;
void main()
{
uint u = packHalf2x16(v);
vec2 r = unpackHalf2x16(u);
fragColor = vec4(r, 0.0, 1.0);
})";
mSNormProgram = CompileProgram(essl3_shaders::vs::Simple(), kSNormFS);
mUNormProgram = CompileProgram(essl3_shaders::vs::Simple(), kUNormFS);
mHalfProgram = CompileProgram(essl3_shaders::vs::Simple(), kHalfFS);
if (mSNormProgram == 0 || mUNormProgram == 0 || mHalfProgram == 0)
{
FAIL() << "shader compilation failed.";
}
glGenTextures(1, &mOffscreenTexture2D);
glBindTexture(GL_TEXTURE_2D, mOffscreenTexture2D);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RG32F, getWindowWidth(), getWindowHeight());
glGenFramebuffers(1, &mOffscreenFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mOffscreenTexture2D, 0);
glViewport(0, 0, 16, 16);
const GLfloat color[] = {1.0f, 1.0f, 0.0f, 1.0f};
glClearBufferfv(GL_COLOR, 0, color);
}
void TearDown() override
{
glDeleteTextures(1, &mOffscreenTexture2D);
glDeleteFramebuffers(1, &mOffscreenFramebuffer);
glDeleteProgram(mSNormProgram);
glDeleteProgram(mUNormProgram);
glDeleteProgram(mHalfProgram);
ANGLETest::TearDown();
}
void compareBeforeAfter(GLuint program, float input1, float input2)
{
compareBeforeAfter(program, input1, input2, input1, input2);
}
void compareBeforeAfter(GLuint program,
float input1,
float input2,
float expect1,
float expect2)
{
GLint vec2Location = glGetUniformLocation(program, "v");
glUseProgram(program);
glUniform2f(vec2Location, input1, input2);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
GLfloat p[2] = {0};
glReadPixels(8, 8, 1, 1, GL_RG, GL_FLOAT, p);
ASSERT_GL_NO_ERROR();
static const double epsilon = 0.0005;
EXPECT_NEAR(p[0], expect1, epsilon);
EXPECT_NEAR(p[1], expect2, epsilon);
}
GLuint mSNormProgram;
GLuint mUNormProgram;
GLuint mHalfProgram;
GLuint mOffscreenFramebuffer;
GLuint mOffscreenTexture2D;
};
// Test the correctness of packSnorm2x16 and unpackSnorm2x16 functions calculating normal floating
// numbers.
TEST_P(PackUnpackTest, PackUnpackSnormNormal)
{
// Expect the shader to output the same value as the input
compareBeforeAfter(mSNormProgram, 0.5f, -0.2f);
compareBeforeAfter(mSNormProgram, -0.35f, 0.75f);
compareBeforeAfter(mSNormProgram, 0.00392f, -0.99215f);
compareBeforeAfter(mSNormProgram, 1.0f, -0.00392f);
}
// Test the correctness of packSnorm2x16 and unpackSnorm2x16 functions calculating normal floating
// numbers.
TEST_P(PackUnpackTest, PackUnpackUnormNormal)
{
// Expect the shader to output the same value as the input
compareBeforeAfter(mUNormProgram, 0.5f, 0.2f, 0.5f, 0.2f);
compareBeforeAfter(mUNormProgram, 0.35f, 0.75f, 0.35f, 0.75f);
compareBeforeAfter(mUNormProgram, 0.00392f, 0.99215f, 0.00392f, 0.99215f);
compareBeforeAfter(mUNormProgram, 1.0f, 0.00392f, 1.0f, 0.00392f);
}
// Test the correctness of packHalf2x16 and unpackHalf2x16 functions calculating normal floating
// numbers.
TEST_P(PackUnpackTest, PackUnpackHalfNormal)
{
// Expect the shader to output the same value as the input
compareBeforeAfter(mHalfProgram, 0.5f, -0.2f);
compareBeforeAfter(mHalfProgram, -0.35f, 0.75f);
compareBeforeAfter(mHalfProgram, 0.00392f, -0.99215f);
compareBeforeAfter(mHalfProgram, 1.0f, -0.00392f);
}
// Test the correctness of packSnorm2x16 and unpackSnorm2x16 functions calculating subnormal
// floating numbers.
TEST_P(PackUnpackTest, PackUnpackSnormSubnormal)
{
// Expect the shader to output the same value as the input
compareBeforeAfter(mSNormProgram, 0.00001f, -0.00001f);
}
// Test the correctness of packUnorm2x16 and unpackUnorm2x16 functions calculating subnormal
// floating numbers.
TEST_P(PackUnpackTest, PackUnpackUnormSubnormal)
{
// Expect the shader to output the same value as the input for positive numbers and clamp
// to [0, 1]
compareBeforeAfter(mUNormProgram, 0.00001f, -0.00001f, 0.00001f, 0.0f);
}
// Test the correctness of packHalf2x16 and unpackHalf2x16 functions calculating subnormal floating
// numbers.
TEST_P(PackUnpackTest, PackUnpackHalfSubnormal)
{
// Expect the shader to output the same value as the input
compareBeforeAfter(mHalfProgram, 0.00001f, -0.00001f);
}
// Test the correctness of packSnorm2x16 and unpackSnorm2x16 functions calculating zero floating
// numbers.
TEST_P(PackUnpackTest, PackUnpackSnormZero)
{
// Expect the shader to output the same value as the input
compareBeforeAfter(mSNormProgram, 0.00000f, -0.00000f);
}
// Test the correctness of packUnorm2x16 and unpackUnorm2x16 functions calculating zero floating
// numbers.
TEST_P(PackUnpackTest, PackUnpackUnormZero)
{
compareBeforeAfter(mUNormProgram, 0.00000f, -0.00000f, 0.00000f, 0.00000f);
}
// Test the correctness of packHalf2x16 and unpackHalf2x16 functions calculating zero floating
// numbers.
TEST_P(PackUnpackTest, PackUnpackHalfZero)
{
// Expect the shader to output the same value as the input
compareBeforeAfter(mHalfProgram, 0.00000f, -0.00000f);
}
// Test the correctness of packUnorm2x16 and unpackUnorm2x16 functions calculating overflow floating
// numbers.
TEST_P(PackUnpackTest, PackUnpackUnormOverflow)
{
// Expect the shader to clamp the input to [0, 1]
compareBeforeAfter(mUNormProgram, 67000.0f, -67000.0f, 1.0f, 0.0f);
}
// Test the correctness of packSnorm2x16 and unpackSnorm2x16 functions calculating overflow floating
// numbers.
TEST_P(PackUnpackTest, PackUnpackSnormOverflow)
{
// Expect the shader to clamp the input to [-1, 1]
compareBeforeAfter(mSNormProgram, 67000.0f, -67000.0f, 1.0f, -1.0f);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST(PackUnpackTest,
ES3_OPENGL(3, 3),
ES3_OPENGL(4, 0),
ES3_OPENGL(4, 1),
ES3_OPENGL(4, 2),
ES3_OPENGL(4, 3),
ES3_OPENGL(4, 4),
ES3_OPENGL(4, 5),
ES3_OPENGLES());
} // namespace