Change-Id: If04bc249b9da8306896c89c28bb057c2cf4da511
Reviewed-on: https://chromium-review.googlesource.com/181771
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
This commit is contained in:
Geoff Lang 2014-01-15 14:51:23 -05:00
Родитель d701ea12e5
Коммит 2c254d8f0e
1 изменённых файлов: 267 добавлений и 0 удалений

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#include "ANGLETest.h"
#include <vector>
class SwizzleTest : public ANGLETest
{
protected:
SwizzleTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setClientVersion(3);
GLenum swizzles[] =
{
GL_RED,
GL_GREEN,
GL_BLUE,
GL_ALPHA,
GL_ZERO,
GL_ONE,
};
for (int r = 0; r < 6; r++)
{
for (int g = 0; g < 6; g++)
{
for (int b = 0; b < 6; b++)
{
for (int a = 0; a < 6; a++)
{
swizzlePermutation permutation;
permutation.swizzleRed = swizzles[r];
permutation.swizzleGreen = swizzles[g];
permutation.swizzleBlue = swizzles[b];
permutation.swizzleAlpha = swizzles[a];
mPermutations.push_back(permutation);
}
}
}
}
}
virtual void SetUp()
{
ANGLETest::SetUp();
const std::string vertexShaderSource = SHADER_SOURCE
(
precision highp float;
attribute vec4 position;
varying vec2 texcoord;
void main()
{
gl_Position = position;
texcoord = (position.xy * 0.5) + 0.5;
}
);
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision highp float;
uniform sampler2D tex;
varying vec2 texcoord;
void main()
{
gl_FragColor = texture2D(tex, texcoord);
}
);
mProgram = compileProgram(vertexShaderSource, fragmentShaderSource);
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mTextureUniformLocation = glGetUniformLocation(mProgram, "tex");
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
}
virtual void TearDown()
{
glDeleteProgram(mProgram);
glDeleteTextures(1, &mTexture);
ANGLETest::TearDown();
}
template <typename T>
void init2DTexture(GLenum internalFormat, GLenum dataFormat, GLenum dataType, const T* data)
{
glGenTextures(1, &mTexture);
glBindTexture(GL_TEXTURE_2D, mTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, dataFormat, dataType, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
void init2DCompressedTexture(GLenum internalFormat, GLsizei width, GLsizei height, GLsizei dataSize, const GLubyte* data)
{
glGenTextures(1, &mTexture);
glBindTexture(GL_TEXTURE_2D, mTexture);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, width, height, 0, dataSize, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
GLubyte getExpectedValue(GLenum swizzle, GLubyte unswizzled[4])
{
switch (swizzle)
{
case GL_RED: return unswizzled[0];
case GL_GREEN: return unswizzled[1];
case GL_BLUE: return unswizzled[2];
case GL_ALPHA: return unswizzled[3];
case GL_ZERO: return 0;
case GL_ONE: return 255;
default: return 0;
}
}
void runTest2D()
{
glUseProgram(mProgram);
glBindTexture(GL_TEXTURE_2D, mTexture);
glUniform1i(mTextureUniformLocation, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(mProgram, "position", 0.5f);
GLubyte unswizzled[4];
glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &unswizzled);
for (size_t i = 0; i < mPermutations.size(); i++)
{
const swizzlePermutation& permutation = mPermutations[i];
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, permutation.swizzleRed);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, permutation.swizzleGreen);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, permutation.swizzleBlue);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, permutation.swizzleAlpha);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_EQ(0, 0,
getExpectedValue(permutation.swizzleRed, unswizzled),
getExpectedValue(permutation.swizzleGreen, unswizzled),
getExpectedValue(permutation.swizzleBlue, unswizzled),
getExpectedValue(permutation.swizzleAlpha, unswizzled));
}
}
GLuint mProgram;
GLint mTextureUniformLocation;
GLuint mTexture;
struct swizzlePermutation
{
GLenum swizzleRed;
GLenum swizzleGreen;
GLenum swizzleBlue;
GLenum swizzleAlpha;
};
std::vector<swizzlePermutation> mPermutations;
};
TEST_F(SwizzleTest, rgba8_2d)
{
GLubyte data[] = { 1, 64, 128, 200 };
init2DTexture(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, data);
runTest2D();
}
TEST_F(SwizzleTest, rgb8_2d)
{
GLubyte data[] = { 77, 66, 55 };
init2DTexture(GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE, data);
runTest2D();
}
TEST_F(SwizzleTest, rg8_2d)
{
GLubyte data[] = { 11, 99 };
init2DTexture(GL_RG8, GL_RG, GL_UNSIGNED_BYTE, data);
runTest2D();
}
TEST_F(SwizzleTest, r8_2d)
{
GLubyte data[] = { 2 };
init2DTexture<GLubyte>(GL_R8, GL_RED, GL_UNSIGNED_BYTE, data);
runTest2D();
}
TEST_F(SwizzleTest, rgba32f_2d)
{
GLfloat data[] = { 0.25f, 0.5f, 0.75f, 0.8f };
init2DTexture(GL_RGBA32F, GL_RGBA, GL_FLOAT, data);
runTest2D();
}
TEST_F(SwizzleTest, rgb32f_2d)
{
GLfloat data[] = { 0.1f, 0.2f, 0.3f };
init2DTexture(GL_RGB32F, GL_RGB, GL_FLOAT, data);
runTest2D();
}
TEST_F(SwizzleTest, rg32f_2d)
{
GLfloat data[] = { 0.9f, 0.1f };
init2DTexture(GL_RG32F, GL_RG, GL_FLOAT, data);
runTest2D();
}
TEST_F(SwizzleTest, r32f_2d)
{
GLfloat data[] = { 0.5f };
init2DTexture(GL_R32F, GL_RED, GL_FLOAT, data);
runTest2D();
}
TEST_F(SwizzleTest, d32f_2d)
{
GLfloat data[] = { 0.5f };
init2DTexture(GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, data);
runTest2D();
}
TEST_F(SwizzleTest, d16_2d)
{
GLushort data[] = { 0xFF };
init2DTexture(GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, data);
runTest2D();
}
TEST_F(SwizzleTest, d24_2d)
{
GLuint data[] = { 0xFFFF };
init2DTexture(GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, data);
runTest2D();
}
#include "media/pixel.inl"
TEST_F(SwizzleTest, compressed_dxt_2d)
{
init2DCompressedTexture(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height, pixel_0_size, pixel_0_data);
runTest2D();
}