Hash :
d922775b
Author :
Date :
2017-10-19T16:23:07
Clean up passed end2end tests on Intel Windows platform Intel driver has released its latest versions, many intel driver bugs are fixed. This patch cleans up end2end test cases skipped on windows 10 and windows 7. The test environment is as follows, Hardware: Skylake(HD 530), Kabylake(HD 630) Driver version: 4815, 4821 OS: windows 10(15063), windows 7. BUG=angleproject:2205 Change-Id: Iae14763aa86a572da1221e9ea35b28da2561d3b0 Reviewed-on: https://chromium-review.googlesource.com/729549 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: 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.
//
// D3DImageFormatConversionTest:
// Basic tests to validate code relating to D3D Image format conversions.
#include "test_utils/ANGLETest.h"
#include "image_util/imageformats.h"
using namespace angle;
namespace
{
class D3DImageFormatConversionTest : public ANGLETest
{
protected:
D3DImageFormatConversionTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void SetUp() override
{
ANGLETest::SetUp();
const std::string vertexShaderSource =
R"(precision highp float;
attribute vec4 position;
varying vec2 texcoord;
void main()
{
gl_Position = vec4(position.xy, 0.0, 1.0);
texcoord = (position.xy * 0.5) + 0.5;
})";
const std::string fragmentShaderSource2D =
R"(precision highp float;
uniform sampler2D tex;
varying vec2 texcoord;
void main()
{
gl_FragColor = texture2D(tex, texcoord);
})";
m2DProgram = CompileProgram(vertexShaderSource, fragmentShaderSource2D);
mTexture2DUniformLocation = glGetUniformLocation(m2DProgram, "tex");
}
void TearDown() override
{
glDeleteProgram(m2DProgram);
ANGLETest::TearDown();
}
// Uses ColorStructType::writeColor to populate initial data for a texture, pass it to glTexImage2D, then render with it.
// The resulting colors should match the colors passed into ::writeColor.
template <typename ColorStructType>
void runTest(GLenum tex2DFormat, GLenum tex2DType)
{
gl::ColorF srcColorF[4];
ColorStructType pixels[4];
GLuint tex = 0;
GLuint fbo = 0;
glGenTextures(1, &tex);
glGenFramebuffers(1, &fbo);
EXPECT_GL_NO_ERROR();
srcColorF[0].red = 1.0f; srcColorF[0].green = 0.0f; srcColorF[0].blue = 0.0f; srcColorF[0].alpha = 1.0f; // Red
srcColorF[1].red = 0.0f; srcColorF[1].green = 1.0f; srcColorF[1].blue = 0.0f; srcColorF[1].alpha = 1.0f; // Green
srcColorF[2].red = 0.0f; srcColorF[2].green = 0.0f; srcColorF[2].blue = 1.0f; srcColorF[2].alpha = 1.0f; // Blue
srcColorF[3].red = 1.0f; srcColorF[3].green = 1.0f; srcColorF[3].blue = 0.0f; srcColorF[3].alpha = 1.0f; // Red + Green (Yellow)
// Convert the ColorF into the pixels that will be fed to glTexImage2D
for (unsigned int i = 0; i < 4; i++)
{
ColorStructType::writeColor(&(pixels[i]), &(srcColorF[i]));
}
// Generate the texture
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, tex2DFormat, 2, 2, 0, tex2DFormat, tex2DType, pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
// Draw a quad using the texture
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(m2DProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(m2DProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
// Check that the pixel colors match srcColorF
EXPECT_PIXEL_EQ( 0, 0, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(getWindowHeight() - 1, 0, 0, 255, 0, 255);
EXPECT_PIXEL_EQ( 0, getWindowWidth() - 1, 0, 0, 255, 255);
EXPECT_PIXEL_EQ(getWindowHeight() - 1, getWindowWidth() - 1, 255, 255, 0, 255);
swapBuffers();
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &tex);
}
GLuint m2DProgram;
GLint mTexture2DUniformLocation;
};
// Validation test for rx::R4G4B4A4's writeColor functions
TEST_P(D3DImageFormatConversionTest, WriteColorFunctionR4G4B4A4)
{
runTest<R4G4B4A4>(GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4);
}
// Validation test for rx::R5G5B5A1's writeColor functions
TEST_P(D3DImageFormatConversionTest, WriteColorFunctionR5G5B5A1)
{
runTest<R5G5B5A1>(GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1);
}
// Validation test for rx::R5G6B5's writeColor functions
TEST_P(D3DImageFormatConversionTest, WriteColorFunctionR5G6B5)
{
runTest<R5G6B5>(GL_RGB, GL_UNSIGNED_SHORT_5_6_5);
}
// Validation test for rx::R8G8B8A8's writeColor functions
TEST_P(D3DImageFormatConversionTest, WriteColorFunctionR8G8B8A8)
{
runTest<R8G8B8A8>(GL_RGBA, GL_UNSIGNED_BYTE);
}
// Validation test for rx::R8G8B8's writeColor functions
TEST_P(D3DImageFormatConversionTest, WriteColorFunctionR8G8B8)
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
runTest<R8G8B8>(GL_RGB, GL_UNSIGNED_BYTE);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
// Even though this test is only run on Windows (since it includes imageformats.h from the D3D renderer), we can still run the test
// against OpenGL. This is valuable, since it provides extra validation using a renderer that doesn't use imageformats.h itself.
ANGLE_INSTANTIATE_TEST(D3DImageFormatConversionTest, ES2_D3D9(), ES2_D3D11(), ES2_D3D11_FL9_3(), ES2_OPENGL());
} // namespace