Hash :
c5a2a172
Author :
Date :
2017-01-13T15:55:07
Add EGL_EXT_pixel_format_float support, enables float EGL surfaces. Add floating point EGL configs for the D3D11 backend. BUG=angleproject:1707 Change-Id: Ic84cd3a0d41e78cc39d0275d83e7695f55673ddf Reviewed-on: https://chromium-review.googlesource.com/428294 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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//
// Copyright 2017 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.
//
// FloatingPointSurfaceTest.cpp : Test functionality of the EGL_EXT_pixel_format_float extension.
#include "test_utils/ANGLETest.h"
using namespace angle;
class FloatingPointSurfaceTest : public ANGLETest
{
protected:
FloatingPointSurfaceTest()
{
setWindowWidth(512);
setWindowHeight(512);
setConfigRedBits(16);
setConfigGreenBits(16);
setConfigBlueBits(16);
setConfigAlphaBits(16);
setConfigComponentType(EGL_COLOR_COMPONENT_TYPE_FLOAT_EXT);
}
void SetUp() override
{
ANGLETest::SetUp();
const std::string vsSource =
"precision highp float;\n"
"attribute vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
const std::string fsSource =
"precision highp float;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1.0, 2.0, 3.0, 4.0);\n"
"}\n";
mProgram = CompileProgram(vsSource, fsSource);
ASSERT_NE(0u, mProgram) << "shader compilation failed.";
ASSERT_GL_NO_ERROR();
}
void TearDown() override
{
glDeleteProgram(mProgram);
ANGLETest::TearDown();
}
GLuint mProgram;
};
// Test clearing and checking the color is correct
TEST_P(FloatingPointSurfaceTest, Clearing)
{
GLColor32F clearColor(0.0f, 1.0f, 2.0f, 3.0f);
glClearColor(clearColor.R, clearColor.G, clearColor.B, clearColor.A);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR32F_EQ(0, 0, clearColor);
}
// Test drawing and checking the color is correct
TEST_P(FloatingPointSurfaceTest, Drawing)
{
glUseProgram(mProgram);
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_32F_EQ(0, 0, 1.0f, 2.0f, 3.0f, 4.0f);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST(FloatingPointSurfaceTest,
ES2_D3D11(),
ES3_D3D11(),
ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE));