moz-skia/tests/FloatingPointTextureTest.cpp

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3.0 KiB
C++

/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
/*
* This is a straightforward test of floating point textures, which are
* supported on some platforms. As of right now, this test only supports
* 32 bit floating point textures, and indeed floating point test values
* have been selected to require 32 bits of precision and full IEEE conformance
*/
#if SK_SUPPORT_GPU
#include <float.h>
#include "Test.h"
#include "GrContext.h"
#include "GrTexture.h"
#include "GrContextFactory.h"
#include "SkGpuDevice.h"
static const int DEV_W = 100, DEV_H = 100;
static const int FP_CONTROL_ARRAY_SIZE = DEV_W * DEV_H * sizeof(float);
static const float kMaxIntegerRepresentableInSPFloatingPoint = 16777216; // 2 ^ 24
static const SkIRect DEV_RECT = SkIRect::MakeWH(DEV_W, DEV_H);
DEF_GPUTEST(FloatingPointTextureTest, reporter, factory) {
float controlPixelData[FP_CONTROL_ARRAY_SIZE];
float readBuffer[FP_CONTROL_ARRAY_SIZE];
for (int i = 0; i < FP_CONTROL_ARRAY_SIZE; i += 4) {
controlPixelData[i] = FLT_MIN;
controlPixelData[i + 1] = FLT_MAX;
controlPixelData[i + 2] = FLT_EPSILON;
controlPixelData[i + 3] = kMaxIntegerRepresentableInSPFloatingPoint;
}
for (int origin = 0; origin < 2; ++origin) {
int glCtxTypeCnt = 1;
glCtxTypeCnt = GrContextFactory::kGLContextTypeCnt;
for (int glCtxType = 0; glCtxType < glCtxTypeCnt; ++glCtxType) {
GrTextureDesc desc;
desc.fFlags = kRenderTarget_GrTextureFlagBit;
desc.fWidth = DEV_W;
desc.fHeight = DEV_H;
desc.fConfig = kRGBA_float_GrPixelConfig;
desc.fOrigin = 0 == origin ?
kTopLeft_GrSurfaceOrigin : kBottomLeft_GrSurfaceOrigin;
GrContext* context = NULL;
GrContextFactory::GLContextType type =
static_cast<GrContextFactory::GLContextType>(glCtxType);
if (!GrContextFactory::IsRenderingGLContext(type)) {
continue;
}
context = factory->get(type);
if (NULL == context){
continue;
}
SkAutoTUnref<GrTexture> fpTexture(context->createUncachedTexture(desc,
NULL,
0));
// Floating point textures are NOT supported everywhere
if (NULL == fpTexture) {
continue;
}
// write square
context->writeTexturePixels(fpTexture, 0, 0, DEV_W, DEV_H, desc.fConfig,
controlPixelData, 0);
context->readTexturePixels(fpTexture, 0, 0, DEV_W, DEV_H, desc.fConfig, readBuffer, 0);
for (int j = 0; j < FP_CONTROL_ARRAY_SIZE; ++j) {
REPORTER_ASSERT(reporter, readBuffer[j] == controlPixelData[j]);
}
}
}
}
#endif