xref: /aosp_15_r20/external/angle/src/tests/gl_tests/PVRTCCompressedTextureTest.cpp (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2023 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker 
7*8975f5c5SAndroid Build Coastguard Worker // PVRTCCompressedTextureTest.cpp: Sampling tests for PVRTC texture formats
8*8975f5c5SAndroid Build Coastguard Worker // Invalid usage errors are covered by CompressedTextureFormatsTest.
9*8975f5c5SAndroid Build Coastguard Worker 
10*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/ANGLETest.h"
11*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/gl_raii.h"
12*8975f5c5SAndroid Build Coastguard Worker 
13*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
14*8975f5c5SAndroid Build Coastguard Worker 
15*8975f5c5SAndroid Build Coastguard Worker class PVRTCCompressedTextureTestES3 : public ANGLETest<>
16*8975f5c5SAndroid Build Coastguard Worker {
17*8975f5c5SAndroid Build Coastguard Worker     static constexpr int kDim = 128;
18*8975f5c5SAndroid Build Coastguard Worker 
19*8975f5c5SAndroid Build Coastguard Worker   protected:
PVRTCCompressedTextureTestES3()20*8975f5c5SAndroid Build Coastguard Worker     PVRTCCompressedTextureTestES3()
21*8975f5c5SAndroid Build Coastguard Worker     {
22*8975f5c5SAndroid Build Coastguard Worker         setWindowWidth(kDim);
23*8975f5c5SAndroid Build Coastguard Worker         setWindowHeight(kDim);
24*8975f5c5SAndroid Build Coastguard Worker         setConfigRedBits(8);
25*8975f5c5SAndroid Build Coastguard Worker         setConfigGreenBits(8);
26*8975f5c5SAndroid Build Coastguard Worker         setConfigBlueBits(8);
27*8975f5c5SAndroid Build Coastguard Worker         setConfigAlphaBits(8);
28*8975f5c5SAndroid Build Coastguard Worker     }
29*8975f5c5SAndroid Build Coastguard Worker 
testSetUp()30*8975f5c5SAndroid Build Coastguard Worker     void testSetUp() override
31*8975f5c5SAndroid Build Coastguard Worker     {
32*8975f5c5SAndroid Build Coastguard Worker         // Prepare some filler data.
33*8975f5c5SAndroid Build Coastguard Worker         // The test only asserts that direct and PBO texture uploads produce
34*8975f5c5SAndroid Build Coastguard Worker         // identical results, so the decoded values do not matter here.
35*8975f5c5SAndroid Build Coastguard Worker         for (size_t i = 0; i < mTextureData.size(); ++i)
36*8975f5c5SAndroid Build Coastguard Worker         {
37*8975f5c5SAndroid Build Coastguard Worker             mTextureData[i] = static_cast<uint8_t>(i + i / 8 + i / 2048);
38*8975f5c5SAndroid Build Coastguard Worker         }
39*8975f5c5SAndroid Build Coastguard Worker     }
40*8975f5c5SAndroid Build Coastguard Worker 
test(GLenum format,GLsizei dimension)41*8975f5c5SAndroid Build Coastguard Worker     void test(GLenum format, GLsizei dimension)
42*8975f5c5SAndroid Build Coastguard Worker     {
43*8975f5c5SAndroid Build Coastguard Worker         // Placeholder for the decoded color values from a directly uploaded texture.
44*8975f5c5SAndroid Build Coastguard Worker         std::array<GLColor, kDim * kDim> controlData;
45*8975f5c5SAndroid Build Coastguard Worker 
46*8975f5c5SAndroid Build Coastguard Worker         GLsizei imageSize = 0;
47*8975f5c5SAndroid Build Coastguard Worker         switch (format)
48*8975f5c5SAndroid Build Coastguard Worker         {
49*8975f5c5SAndroid Build Coastguard Worker             case GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG:
50*8975f5c5SAndroid Build Coastguard Worker             case GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG:
51*8975f5c5SAndroid Build Coastguard Worker             case GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT:
52*8975f5c5SAndroid Build Coastguard Worker             case GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT:
53*8975f5c5SAndroid Build Coastguard Worker                 imageSize = (std::max(dimension, 8) * std::max(dimension, 8) * 4 + 7) / 8;
54*8975f5c5SAndroid Build Coastguard Worker                 break;
55*8975f5c5SAndroid Build Coastguard Worker             case GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG:
56*8975f5c5SAndroid Build Coastguard Worker             case GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG:
57*8975f5c5SAndroid Build Coastguard Worker             case GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT:
58*8975f5c5SAndroid Build Coastguard Worker             case GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT:
59*8975f5c5SAndroid Build Coastguard Worker                 imageSize = (std::max(dimension, 16) * std::max(dimension, 8) * 2 + 7) / 8;
60*8975f5c5SAndroid Build Coastguard Worker                 break;
61*8975f5c5SAndroid Build Coastguard Worker         }
62*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GT(imageSize, 0);
63*8975f5c5SAndroid Build Coastguard Worker 
64*8975f5c5SAndroid Build Coastguard Worker         // Directly upload compressed data and remember the decoded values.
65*8975f5c5SAndroid Build Coastguard Worker         {
66*8975f5c5SAndroid Build Coastguard Worker             GLTexture texture;
67*8975f5c5SAndroid Build Coastguard Worker             glBindTexture(GL_TEXTURE_2D, texture);
68*8975f5c5SAndroid Build Coastguard Worker             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
69*8975f5c5SAndroid Build Coastguard Worker             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
70*8975f5c5SAndroid Build Coastguard Worker             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
71*8975f5c5SAndroid Build Coastguard Worker             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
72*8975f5c5SAndroid Build Coastguard Worker 
73*8975f5c5SAndroid Build Coastguard Worker             glCompressedTexImage2D(GL_TEXTURE_2D, 0, format, dimension, dimension, 0, imageSize,
74*8975f5c5SAndroid Build Coastguard Worker                                    mTextureData.data());
75*8975f5c5SAndroid Build Coastguard Worker             ASSERT_GL_NO_ERROR();
76*8975f5c5SAndroid Build Coastguard Worker 
77*8975f5c5SAndroid Build Coastguard Worker             glClear(GL_COLOR_BUFFER_BIT);
78*8975f5c5SAndroid Build Coastguard Worker             drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.0f);
79*8975f5c5SAndroid Build Coastguard Worker             ASSERT_GL_NO_ERROR();
80*8975f5c5SAndroid Build Coastguard Worker 
81*8975f5c5SAndroid Build Coastguard Worker             glReadPixels(0, 0, kDim, kDim, GL_RGBA, GL_UNSIGNED_BYTE, controlData.data());
82*8975f5c5SAndroid Build Coastguard Worker             ASSERT_GL_NO_ERROR();
83*8975f5c5SAndroid Build Coastguard Worker         }
84*8975f5c5SAndroid Build Coastguard Worker 
85*8975f5c5SAndroid Build Coastguard Worker         // Upload the same compressed data using a PBO with different
86*8975f5c5SAndroid Build Coastguard Worker         // offsets and check that it is sampled correctly each time.
87*8975f5c5SAndroid Build Coastguard Worker         for (size_t offset = 0; offset <= 8; ++offset)
88*8975f5c5SAndroid Build Coastguard Worker         {
89*8975f5c5SAndroid Build Coastguard Worker             std::vector<GLubyte> bufferData(offset);
90*8975f5c5SAndroid Build Coastguard Worker             std::copy(mTextureData.begin(), mTextureData.end(), std::back_inserter(bufferData));
91*8975f5c5SAndroid Build Coastguard Worker             ASSERT_EQ(bufferData.size(), mTextureData.size() + offset);
92*8975f5c5SAndroid Build Coastguard Worker 
93*8975f5c5SAndroid Build Coastguard Worker             GLBuffer buffer;
94*8975f5c5SAndroid Build Coastguard Worker             glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer);
95*8975f5c5SAndroid Build Coastguard Worker             glBufferData(GL_PIXEL_UNPACK_BUFFER, bufferData.size(), bufferData.data(),
96*8975f5c5SAndroid Build Coastguard Worker                          GL_STATIC_READ);
97*8975f5c5SAndroid Build Coastguard Worker             ASSERT_GL_NO_ERROR();
98*8975f5c5SAndroid Build Coastguard Worker 
99*8975f5c5SAndroid Build Coastguard Worker             GLTexture texture;
100*8975f5c5SAndroid Build Coastguard Worker             glBindTexture(GL_TEXTURE_2D, texture);
101*8975f5c5SAndroid Build Coastguard Worker             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
102*8975f5c5SAndroid Build Coastguard Worker             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
103*8975f5c5SAndroid Build Coastguard Worker             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
104*8975f5c5SAndroid Build Coastguard Worker             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
105*8975f5c5SAndroid Build Coastguard Worker 
106*8975f5c5SAndroid Build Coastguard Worker             glCompressedTexImage2D(GL_TEXTURE_2D, 0, format, dimension, dimension, 0, imageSize,
107*8975f5c5SAndroid Build Coastguard Worker                                    reinterpret_cast<void *>(offset));
108*8975f5c5SAndroid Build Coastguard Worker             ASSERT_GL_NO_ERROR();
109*8975f5c5SAndroid Build Coastguard Worker 
110*8975f5c5SAndroid Build Coastguard Worker             glClear(GL_COLOR_BUFFER_BIT);
111*8975f5c5SAndroid Build Coastguard Worker             drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.0f);
112*8975f5c5SAndroid Build Coastguard Worker             ASSERT_GL_NO_ERROR();
113*8975f5c5SAndroid Build Coastguard Worker 
114*8975f5c5SAndroid Build Coastguard Worker             std::array<GLColor, kDim * kDim> readData;
115*8975f5c5SAndroid Build Coastguard Worker             glReadPixels(0, 0, kDim, kDim, GL_RGBA, GL_UNSIGNED_BYTE, readData.data());
116*8975f5c5SAndroid Build Coastguard Worker             ASSERT_GL_NO_ERROR();
117*8975f5c5SAndroid Build Coastguard Worker 
118*8975f5c5SAndroid Build Coastguard Worker             // Check only one screen pixel for each texture pixel.
119*8975f5c5SAndroid Build Coastguard Worker             for (GLsizei x = 0; x < dimension; ++x)
120*8975f5c5SAndroid Build Coastguard Worker             {
121*8975f5c5SAndroid Build Coastguard Worker                 for (GLsizei y = 0; y < dimension; ++y)
122*8975f5c5SAndroid Build Coastguard Worker                 {
123*8975f5c5SAndroid Build Coastguard Worker                     // Tested texture sizes are multiples of the window dimensions.
124*8975f5c5SAndroid Build Coastguard Worker                     const size_t xScaled  = x * kDim / dimension;
125*8975f5c5SAndroid Build Coastguard Worker                     const size_t yScaled  = y * kDim / dimension;
126*8975f5c5SAndroid Build Coastguard Worker                     const size_t position = yScaled * kDim + xScaled;
127*8975f5c5SAndroid Build Coastguard Worker                     EXPECT_EQ(readData[position], controlData[position])
128*8975f5c5SAndroid Build Coastguard Worker                         << "(" << x << ", " << y << ")"
129*8975f5c5SAndroid Build Coastguard Worker                         << " of " << dimension << "x" << dimension << " texture with PBO offset "
130*8975f5c5SAndroid Build Coastguard Worker                         << offset;
131*8975f5c5SAndroid Build Coastguard Worker                 }
132*8975f5c5SAndroid Build Coastguard Worker             }
133*8975f5c5SAndroid Build Coastguard Worker         }
134*8975f5c5SAndroid Build Coastguard Worker     }
135*8975f5c5SAndroid Build Coastguard Worker 
run(GLenum format)136*8975f5c5SAndroid Build Coastguard Worker     void run(GLenum format)
137*8975f5c5SAndroid Build Coastguard Worker     {
138*8975f5c5SAndroid Build Coastguard Worker         mProgram.makeRaster(essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
139*8975f5c5SAndroid Build Coastguard Worker         for (auto dimension : {1, 2, 4, 8, 16, 32, 64, 128})
140*8975f5c5SAndroid Build Coastguard Worker         {
141*8975f5c5SAndroid Build Coastguard Worker             test(format, dimension);
142*8975f5c5SAndroid Build Coastguard Worker         }
143*8975f5c5SAndroid Build Coastguard Worker     }
144*8975f5c5SAndroid Build Coastguard Worker 
145*8975f5c5SAndroid Build Coastguard Worker   private:
146*8975f5c5SAndroid Build Coastguard Worker     std::array<GLubyte, 8192> mTextureData;
147*8975f5c5SAndroid Build Coastguard Worker     GLProgram mProgram;
148*8975f5c5SAndroid Build Coastguard Worker };
149*8975f5c5SAndroid Build Coastguard Worker 
150*8975f5c5SAndroid Build Coastguard Worker // Test uploading texture data from a PBO to an RGB_PVRTC_4BPPV1 texture.
TEST_P(PVRTCCompressedTextureTestES3,RGB_PVRTC_4BPPV1)151*8975f5c5SAndroid Build Coastguard Worker TEST_P(PVRTCCompressedTextureTestES3, RGB_PVRTC_4BPPV1)
152*8975f5c5SAndroid Build Coastguard Worker {
153*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_IMG_texture_compression_pvrtc"));
154*8975f5c5SAndroid Build Coastguard Worker     run(GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG);
155*8975f5c5SAndroid Build Coastguard Worker }
156*8975f5c5SAndroid Build Coastguard Worker 
157*8975f5c5SAndroid Build Coastguard Worker // Test uploading texture data from a PBO to an RGBA_PVRTC_4BPPV1 texture.
TEST_P(PVRTCCompressedTextureTestES3,RGBA_PVRTC_4BPPV1)158*8975f5c5SAndroid Build Coastguard Worker TEST_P(PVRTCCompressedTextureTestES3, RGBA_PVRTC_4BPPV1)
159*8975f5c5SAndroid Build Coastguard Worker {
160*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_IMG_texture_compression_pvrtc"));
161*8975f5c5SAndroid Build Coastguard Worker     run(GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG);
162*8975f5c5SAndroid Build Coastguard Worker }
163*8975f5c5SAndroid Build Coastguard Worker 
164*8975f5c5SAndroid Build Coastguard Worker // Test uploading texture data from a PBO to an RGB_PVRTC_2BPPV1 texture.
TEST_P(PVRTCCompressedTextureTestES3,RGB_PVRTC_2BPPV1)165*8975f5c5SAndroid Build Coastguard Worker TEST_P(PVRTCCompressedTextureTestES3, RGB_PVRTC_2BPPV1)
166*8975f5c5SAndroid Build Coastguard Worker {
167*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_IMG_texture_compression_pvrtc"));
168*8975f5c5SAndroid Build Coastguard Worker     run(GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG);
169*8975f5c5SAndroid Build Coastguard Worker }
170*8975f5c5SAndroid Build Coastguard Worker 
171*8975f5c5SAndroid Build Coastguard Worker // Test uploading texture data from a PBO to an RGBA_PVRTC_2BPPV1 texture.
TEST_P(PVRTCCompressedTextureTestES3,RGBA_PVRTC_2BPPV1)172*8975f5c5SAndroid Build Coastguard Worker TEST_P(PVRTCCompressedTextureTestES3, RGBA_PVRTC_2BPPV1)
173*8975f5c5SAndroid Build Coastguard Worker {
174*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_IMG_texture_compression_pvrtc"));
175*8975f5c5SAndroid Build Coastguard Worker     run(GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG);
176*8975f5c5SAndroid Build Coastguard Worker }
177*8975f5c5SAndroid Build Coastguard Worker 
178*8975f5c5SAndroid Build Coastguard Worker // Test uploading texture data from a PBO to an SRGB_PVRTC_4BPPV1 texture.
TEST_P(PVRTCCompressedTextureTestES3,SRGB_PVRTC_4BPPV1)179*8975f5c5SAndroid Build Coastguard Worker TEST_P(PVRTCCompressedTextureTestES3, SRGB_PVRTC_4BPPV1)
180*8975f5c5SAndroid Build Coastguard Worker {
181*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_IMG_texture_compression_pvrtc"));
182*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_pvrtc_sRGB"));
183*8975f5c5SAndroid Build Coastguard Worker     run(GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT);
184*8975f5c5SAndroid Build Coastguard Worker }
185*8975f5c5SAndroid Build Coastguard Worker 
186*8975f5c5SAndroid Build Coastguard Worker // Test uploading texture data from a PBO to an SRGB_ALPHA_PVRTC_4BPPV1 texture.
TEST_P(PVRTCCompressedTextureTestES3,SRGB_ALPHA_PVRTC_4BPPV1)187*8975f5c5SAndroid Build Coastguard Worker TEST_P(PVRTCCompressedTextureTestES3, SRGB_ALPHA_PVRTC_4BPPV1)
188*8975f5c5SAndroid Build Coastguard Worker {
189*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_IMG_texture_compression_pvrtc"));
190*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_pvrtc_sRGB"));
191*8975f5c5SAndroid Build Coastguard Worker     run(GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT);
192*8975f5c5SAndroid Build Coastguard Worker }
193*8975f5c5SAndroid Build Coastguard Worker 
194*8975f5c5SAndroid Build Coastguard Worker // Test uploading texture data from a PBO to an SRGB_PVRTC_2BPPV1 texture.
TEST_P(PVRTCCompressedTextureTestES3,SRGB_PVRTC_2BPPV1)195*8975f5c5SAndroid Build Coastguard Worker TEST_P(PVRTCCompressedTextureTestES3, SRGB_PVRTC_2BPPV1)
196*8975f5c5SAndroid Build Coastguard Worker {
197*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_IMG_texture_compression_pvrtc"));
198*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_pvrtc_sRGB"));
199*8975f5c5SAndroid Build Coastguard Worker     run(GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT);
200*8975f5c5SAndroid Build Coastguard Worker }
201*8975f5c5SAndroid Build Coastguard Worker 
202*8975f5c5SAndroid Build Coastguard Worker // Test uploading texture data from a PBO to an SRGB_ALPHA_PVRTC_2BPPV1 texture.
TEST_P(PVRTCCompressedTextureTestES3,SRGB_ALPHA_PVRTC_2BPPV1)203*8975f5c5SAndroid Build Coastguard Worker TEST_P(PVRTCCompressedTextureTestES3, SRGB_ALPHA_PVRTC_2BPPV1)
204*8975f5c5SAndroid Build Coastguard Worker {
205*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_IMG_texture_compression_pvrtc"));
206*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_pvrtc_sRGB"));
207*8975f5c5SAndroid Build Coastguard Worker     run(GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT);
208*8975f5c5SAndroid Build Coastguard Worker }
209*8975f5c5SAndroid Build Coastguard Worker 
210*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(PVRTCCompressedTextureTestES3);
211*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES3(PVRTCCompressedTextureTestES3);
212