xref: /aosp_15_r20/external/angle/src/tests/gl_tests/SixteenBppTextureTest.cpp (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2015 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 // SixteenBppTextureTest:
7*8975f5c5SAndroid Build Coastguard Worker //   Basic tests using 16bpp texture formats (e.g. GL_RGB565).
8*8975f5c5SAndroid Build Coastguard Worker 
9*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/ANGLETest.h"
10*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/gl_raii.h"
11*8975f5c5SAndroid Build Coastguard Worker 
12*8975f5c5SAndroid Build Coastguard Worker #include "image_util/imageformats.h"
13*8975f5c5SAndroid Build Coastguard Worker 
14*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
15*8975f5c5SAndroid Build Coastguard Worker 
16*8975f5c5SAndroid Build Coastguard Worker namespace
17*8975f5c5SAndroid Build Coastguard Worker {
18*8975f5c5SAndroid Build Coastguard Worker 
Convert565(const R5G6B5 & rgb565)19*8975f5c5SAndroid Build Coastguard Worker GLColor Convert565(const R5G6B5 &rgb565)
20*8975f5c5SAndroid Build Coastguard Worker {
21*8975f5c5SAndroid Build Coastguard Worker     gl::ColorF colorf;
22*8975f5c5SAndroid Build Coastguard Worker     R5G6B5::readColor(&colorf, &rgb565);
23*8975f5c5SAndroid Build Coastguard Worker     Vector4 vecColor(colorf.red, colorf.green, colorf.blue, colorf.alpha);
24*8975f5c5SAndroid Build Coastguard Worker     return GLColor(vecColor);
25*8975f5c5SAndroid Build Coastguard Worker }
26*8975f5c5SAndroid Build Coastguard Worker 
Convert565(const GLColor & glColor)27*8975f5c5SAndroid Build Coastguard Worker R5G6B5 Convert565(const GLColor &glColor)
28*8975f5c5SAndroid Build Coastguard Worker {
29*8975f5c5SAndroid Build Coastguard Worker     const Vector4 &vecColor = glColor.toNormalizedVector();
30*8975f5c5SAndroid Build Coastguard Worker     gl::ColorF colorf(vecColor.x(), vecColor.y(), vecColor.z(), vecColor.w());
31*8975f5c5SAndroid Build Coastguard Worker     R5G6B5 rgb565;
32*8975f5c5SAndroid Build Coastguard Worker     R5G6B5::writeColor(&rgb565, &colorf);
33*8975f5c5SAndroid Build Coastguard Worker     return rgb565;
34*8975f5c5SAndroid Build Coastguard Worker }
35*8975f5c5SAndroid Build Coastguard Worker 
36*8975f5c5SAndroid Build Coastguard Worker class SixteenBppTextureTest : public ANGLETest<>
37*8975f5c5SAndroid Build Coastguard Worker {
38*8975f5c5SAndroid Build Coastguard Worker   protected:
SixteenBppTextureTest()39*8975f5c5SAndroid Build Coastguard Worker     SixteenBppTextureTest()
40*8975f5c5SAndroid Build Coastguard Worker     {
41*8975f5c5SAndroid Build Coastguard Worker         setWindowWidth(128);
42*8975f5c5SAndroid Build Coastguard Worker         setWindowHeight(128);
43*8975f5c5SAndroid Build Coastguard Worker         setConfigRedBits(8);
44*8975f5c5SAndroid Build Coastguard Worker         setConfigGreenBits(8);
45*8975f5c5SAndroid Build Coastguard Worker         setConfigBlueBits(8);
46*8975f5c5SAndroid Build Coastguard Worker         setConfigAlphaBits(8);
47*8975f5c5SAndroid Build Coastguard Worker     }
48*8975f5c5SAndroid Build Coastguard Worker 
testSetUp()49*8975f5c5SAndroid Build Coastguard Worker     void testSetUp() override
50*8975f5c5SAndroid Build Coastguard Worker     {
51*8975f5c5SAndroid Build Coastguard Worker         constexpr char kVS[] = R"(precision highp float;
52*8975f5c5SAndroid Build Coastguard Worker attribute vec4 position;
53*8975f5c5SAndroid Build Coastguard Worker varying vec2 texcoord;
54*8975f5c5SAndroid Build Coastguard Worker 
55*8975f5c5SAndroid Build Coastguard Worker void main()
56*8975f5c5SAndroid Build Coastguard Worker {
57*8975f5c5SAndroid Build Coastguard Worker     gl_Position = vec4(position.xy, 0.0, 1.0);
58*8975f5c5SAndroid Build Coastguard Worker     texcoord = (position.xy * 0.5) + 0.5;
59*8975f5c5SAndroid Build Coastguard Worker })";
60*8975f5c5SAndroid Build Coastguard Worker 
61*8975f5c5SAndroid Build Coastguard Worker         constexpr char kFS[] = R"(precision highp float;
62*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D tex;
63*8975f5c5SAndroid Build Coastguard Worker varying vec2 texcoord;
64*8975f5c5SAndroid Build Coastguard Worker 
65*8975f5c5SAndroid Build Coastguard Worker void main()
66*8975f5c5SAndroid Build Coastguard Worker {
67*8975f5c5SAndroid Build Coastguard Worker     gl_FragColor = texture2D(tex, texcoord);
68*8975f5c5SAndroid Build Coastguard Worker })";
69*8975f5c5SAndroid Build Coastguard Worker 
70*8975f5c5SAndroid Build Coastguard Worker         m2DProgram                = CompileProgram(kVS, kFS);
71*8975f5c5SAndroid Build Coastguard Worker         mTexture2DUniformLocation = glGetUniformLocation(m2DProgram, "tex");
72*8975f5c5SAndroid Build Coastguard Worker     }
73*8975f5c5SAndroid Build Coastguard Worker 
testTearDown()74*8975f5c5SAndroid Build Coastguard Worker     void testTearDown() override { glDeleteProgram(m2DProgram); }
75*8975f5c5SAndroid Build Coastguard Worker 
simpleValidationBase(GLuint tex)76*8975f5c5SAndroid Build Coastguard Worker     void simpleValidationBase(GLuint tex)
77*8975f5c5SAndroid Build Coastguard Worker     {
78*8975f5c5SAndroid Build Coastguard Worker         // Draw a quad using the texture
79*8975f5c5SAndroid Build Coastguard Worker         glClear(GL_COLOR_BUFFER_BIT);
80*8975f5c5SAndroid Build Coastguard Worker         glUseProgram(m2DProgram);
81*8975f5c5SAndroid Build Coastguard Worker         glUniform1i(mTexture2DUniformLocation, 0);
82*8975f5c5SAndroid Build Coastguard Worker         drawQuad(m2DProgram, "position", 0.5f);
83*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_NO_ERROR();
84*8975f5c5SAndroid Build Coastguard Worker 
85*8975f5c5SAndroid Build Coastguard Worker         int w = getWindowWidth() - 1;
86*8975f5c5SAndroid Build Coastguard Worker         int h = getWindowHeight() - 1;
87*8975f5c5SAndroid Build Coastguard Worker 
88*8975f5c5SAndroid Build Coastguard Worker         // Check that it drew as expected
89*8975f5c5SAndroid Build Coastguard Worker         EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
90*8975f5c5SAndroid Build Coastguard Worker         EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green);
91*8975f5c5SAndroid Build Coastguard Worker         EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue);
92*8975f5c5SAndroid Build Coastguard Worker         EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow);
93*8975f5c5SAndroid Build Coastguard Worker 
94*8975f5c5SAndroid Build Coastguard Worker         // Generate mipmaps
95*8975f5c5SAndroid Build Coastguard Worker         glGenerateMipmap(GL_TEXTURE_2D);
96*8975f5c5SAndroid Build Coastguard Worker 
97*8975f5c5SAndroid Build Coastguard Worker         // Draw a quad using the texture
98*8975f5c5SAndroid Build Coastguard Worker         glClear(GL_COLOR_BUFFER_BIT);
99*8975f5c5SAndroid Build Coastguard Worker         glUseProgram(m2DProgram);
100*8975f5c5SAndroid Build Coastguard Worker         glUniform1i(mTexture2DUniformLocation, 0);
101*8975f5c5SAndroid Build Coastguard Worker         drawQuad(m2DProgram, "position", 0.5f);
102*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_NO_ERROR();
103*8975f5c5SAndroid Build Coastguard Worker 
104*8975f5c5SAndroid Build Coastguard Worker         // Check that it drew as expected
105*8975f5c5SAndroid Build Coastguard Worker         EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
106*8975f5c5SAndroid Build Coastguard Worker         EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green);
107*8975f5c5SAndroid Build Coastguard Worker         EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue);
108*8975f5c5SAndroid Build Coastguard Worker         EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow);
109*8975f5c5SAndroid Build Coastguard Worker 
110*8975f5c5SAndroid Build Coastguard Worker         // Bind the texture as a framebuffer, render to it, then check the results
111*8975f5c5SAndroid Build Coastguard Worker         GLFramebuffer fbo;
112*8975f5c5SAndroid Build Coastguard Worker         glBindFramebuffer(GL_FRAMEBUFFER, fbo);
113*8975f5c5SAndroid Build Coastguard Worker         glBindTexture(GL_TEXTURE_2D, 0);
114*8975f5c5SAndroid Build Coastguard Worker         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
115*8975f5c5SAndroid Build Coastguard Worker 
116*8975f5c5SAndroid Build Coastguard Worker         if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_UNSUPPORTED)
117*8975f5c5SAndroid Build Coastguard Worker         {
118*8975f5c5SAndroid Build Coastguard Worker             glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
119*8975f5c5SAndroid Build Coastguard Worker             glClear(GL_COLOR_BUFFER_BIT);
120*8975f5c5SAndroid Build Coastguard Worker             EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
121*8975f5c5SAndroid Build Coastguard Worker             EXPECT_PIXEL_EQ(1, 0, 255, 0, 0, 255);
122*8975f5c5SAndroid Build Coastguard Worker             EXPECT_PIXEL_EQ(1, 1, 255, 0, 0, 255);
123*8975f5c5SAndroid Build Coastguard Worker             EXPECT_PIXEL_EQ(0, 1, 255, 0, 0, 255);
124*8975f5c5SAndroid Build Coastguard Worker         }
125*8975f5c5SAndroid Build Coastguard Worker         else
126*8975f5c5SAndroid Build Coastguard Worker         {
127*8975f5c5SAndroid Build Coastguard Worker             std::cout << "Skipping rendering to an unsupported framebuffer format" << std::endl;
128*8975f5c5SAndroid Build Coastguard Worker         }
129*8975f5c5SAndroid Build Coastguard Worker     }
130*8975f5c5SAndroid Build Coastguard Worker 
131*8975f5c5SAndroid Build Coastguard Worker     GLuint m2DProgram;
132*8975f5c5SAndroid Build Coastguard Worker     GLint mTexture2DUniformLocation;
133*8975f5c5SAndroid Build Coastguard Worker };
134*8975f5c5SAndroid Build Coastguard Worker 
135*8975f5c5SAndroid Build Coastguard Worker class SixteenBppTextureTestES3 : public SixteenBppTextureTest
136*8975f5c5SAndroid Build Coastguard Worker {};
137*8975f5c5SAndroid Build Coastguard Worker 
138*8975f5c5SAndroid Build Coastguard Worker // Simple validation test for GL_RGB565 textures.
139*8975f5c5SAndroid Build Coastguard Worker // Samples from the texture, renders to it, generates mipmaps etc.
TEST_P(SixteenBppTextureTest,RGB565Validation)140*8975f5c5SAndroid Build Coastguard Worker TEST_P(SixteenBppTextureTest, RGB565Validation)
141*8975f5c5SAndroid Build Coastguard Worker {
142*8975f5c5SAndroid Build Coastguard Worker     GLuint test;
143*8975f5c5SAndroid Build Coastguard Worker     memcpy(&test, &GLColor::black, 4);
144*8975f5c5SAndroid Build Coastguard Worker 
145*8975f5c5SAndroid Build Coastguard Worker     R5G6B5 pixels[4] = {Convert565(GLColor::red), Convert565(GLColor::green),
146*8975f5c5SAndroid Build Coastguard Worker                         Convert565(GLColor::blue), Convert565(GLColor::yellow)};
147*8975f5c5SAndroid Build Coastguard Worker 
148*8975f5c5SAndroid Build Coastguard Worker     glClearColor(0, 0, 0, 0);
149*8975f5c5SAndroid Build Coastguard Worker 
150*8975f5c5SAndroid Build Coastguard Worker     // Create a simple RGB565 texture
151*8975f5c5SAndroid Build Coastguard Worker     GLTexture tex;
152*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, tex);
153*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, nullptr);
154*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
155*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
156*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();
157*8975f5c5SAndroid Build Coastguard Worker 
158*8975f5c5SAndroid Build Coastguard Worker     // Supply the data to it
159*8975f5c5SAndroid Build Coastguard Worker     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
160*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();
161*8975f5c5SAndroid Build Coastguard Worker 
162*8975f5c5SAndroid Build Coastguard Worker     simpleValidationBase(tex);
163*8975f5c5SAndroid Build Coastguard Worker }
164*8975f5c5SAndroid Build Coastguard Worker 
165*8975f5c5SAndroid Build Coastguard Worker // Simple validation test for GL_RGB5_A1 textures.
166*8975f5c5SAndroid Build Coastguard Worker // Samples from the texture, renders to it, generates mipmaps etc.
TEST_P(SixteenBppTextureTest,RGBA5551Validation)167*8975f5c5SAndroid Build Coastguard Worker TEST_P(SixteenBppTextureTest, RGBA5551Validation)
168*8975f5c5SAndroid Build Coastguard Worker {
169*8975f5c5SAndroid Build Coastguard Worker     GLushort pixels[4] = {
170*8975f5c5SAndroid Build Coastguard Worker         0xF801,  // Red
171*8975f5c5SAndroid Build Coastguard Worker         0x07C1,  // Green
172*8975f5c5SAndroid Build Coastguard Worker         0x003F,  // Blue
173*8975f5c5SAndroid Build Coastguard Worker         0xFFC1   // Red + Green
174*8975f5c5SAndroid Build Coastguard Worker     };
175*8975f5c5SAndroid Build Coastguard Worker 
176*8975f5c5SAndroid Build Coastguard Worker     // Create a simple 5551 texture
177*8975f5c5SAndroid Build Coastguard Worker     GLTexture tex;
178*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, tex);
179*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, nullptr);
180*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
181*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
182*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();
183*8975f5c5SAndroid Build Coastguard Worker 
184*8975f5c5SAndroid Build Coastguard Worker     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, pixels);
185*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();
186*8975f5c5SAndroid Build Coastguard Worker 
187*8975f5c5SAndroid Build Coastguard Worker     simpleValidationBase(tex);
188*8975f5c5SAndroid Build Coastguard Worker }
189*8975f5c5SAndroid Build Coastguard Worker 
190*8975f5c5SAndroid Build Coastguard Worker // Test to ensure calling Clear() on an RGBA5551 texture does something reasonable
191*8975f5c5SAndroid Build Coastguard Worker // Based on WebGL test conformance/textures/texture-attachment-formats.html
TEST_P(SixteenBppTextureTest,RGBA5551ClearAlpha)192*8975f5c5SAndroid Build Coastguard Worker TEST_P(SixteenBppTextureTest, RGBA5551ClearAlpha)
193*8975f5c5SAndroid Build Coastguard Worker {
194*8975f5c5SAndroid Build Coastguard Worker     GLTexture tex;
195*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer fbo;
196*8975f5c5SAndroid Build Coastguard Worker 
197*8975f5c5SAndroid Build Coastguard Worker     // Create a simple 5551 texture
198*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, tex);
199*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, nullptr);
200*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
201*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
202*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();
203*8975f5c5SAndroid Build Coastguard Worker 
204*8975f5c5SAndroid Build Coastguard Worker     // Bind the texture as a framebuffer, clear it, then check the results
205*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, fbo);
206*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, 0);
207*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
208*8975f5c5SAndroid Build Coastguard Worker 
209*8975f5c5SAndroid Build Coastguard Worker     if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_UNSUPPORTED)
210*8975f5c5SAndroid Build Coastguard Worker     {
211*8975f5c5SAndroid Build Coastguard Worker         glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
212*8975f5c5SAndroid Build Coastguard Worker         glClear(GL_COLOR_BUFFER_BIT);
213*8975f5c5SAndroid Build Coastguard Worker         EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0);
214*8975f5c5SAndroid Build Coastguard Worker 
215*8975f5c5SAndroid Build Coastguard Worker         glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
216*8975f5c5SAndroid Build Coastguard Worker         glClear(GL_COLOR_BUFFER_BIT);
217*8975f5c5SAndroid Build Coastguard Worker         EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 255);
218*8975f5c5SAndroid Build Coastguard Worker     }
219*8975f5c5SAndroid Build Coastguard Worker     else
220*8975f5c5SAndroid Build Coastguard Worker     {
221*8975f5c5SAndroid Build Coastguard Worker         std::cout << "Skipping rendering to an unsupported framebuffer format" << std::endl;
222*8975f5c5SAndroid Build Coastguard Worker     }
223*8975f5c5SAndroid Build Coastguard Worker }
224*8975f5c5SAndroid Build Coastguard Worker 
225*8975f5c5SAndroid Build Coastguard Worker // Simple validation test for GL_RGBA4 textures.
226*8975f5c5SAndroid Build Coastguard Worker // Samples from the texture, renders to it, generates mipmaps etc.
TEST_P(SixteenBppTextureTest,RGBA4444Validation)227*8975f5c5SAndroid Build Coastguard Worker TEST_P(SixteenBppTextureTest, RGBA4444Validation)
228*8975f5c5SAndroid Build Coastguard Worker {
229*8975f5c5SAndroid Build Coastguard Worker     GLushort pixels[4] = {
230*8975f5c5SAndroid Build Coastguard Worker         0xF00F,  // Red
231*8975f5c5SAndroid Build Coastguard Worker         0x0F0F,  // Green
232*8975f5c5SAndroid Build Coastguard Worker         0x00FF,  // Blue
233*8975f5c5SAndroid Build Coastguard Worker         0xFF0F   // Red + Green
234*8975f5c5SAndroid Build Coastguard Worker     };
235*8975f5c5SAndroid Build Coastguard Worker 
236*8975f5c5SAndroid Build Coastguard Worker     glClearColor(0, 0, 0, 0);
237*8975f5c5SAndroid Build Coastguard Worker 
238*8975f5c5SAndroid Build Coastguard Worker     // Generate a RGBA4444 texture, no mipmaps
239*8975f5c5SAndroid Build Coastguard Worker     GLTexture tex;
240*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, tex);
241*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, nullptr);
242*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
243*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
244*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();
245*8975f5c5SAndroid Build Coastguard Worker 
246*8975f5c5SAndroid Build Coastguard Worker     // Provide some data for the texture
247*8975f5c5SAndroid Build Coastguard Worker     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, pixels);
248*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();
249*8975f5c5SAndroid Build Coastguard Worker 
250*8975f5c5SAndroid Build Coastguard Worker     simpleValidationBase(tex);
251*8975f5c5SAndroid Build Coastguard Worker }
252*8975f5c5SAndroid Build Coastguard Worker 
253*8975f5c5SAndroid Build Coastguard Worker // Test uploading RGBA8 data to RGBA4 textures.
TEST_P(SixteenBppTextureTestES3,RGBA4UploadRGBA8)254*8975f5c5SAndroid Build Coastguard Worker TEST_P(SixteenBppTextureTestES3, RGBA4UploadRGBA8)
255*8975f5c5SAndroid Build Coastguard Worker {
256*8975f5c5SAndroid Build Coastguard Worker     const std::array<GLColor, 4> kFourColors = {
257*8975f5c5SAndroid Build Coastguard Worker         {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
258*8975f5c5SAndroid Build Coastguard Worker 
259*8975f5c5SAndroid Build Coastguard Worker     GLTexture tex;
260*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, tex);
261*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
262*8975f5c5SAndroid Build Coastguard Worker                  kFourColors.data());
263*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
264*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
265*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
266*8975f5c5SAndroid Build Coastguard Worker     simpleValidationBase(tex);
267*8975f5c5SAndroid Build Coastguard Worker }
268*8975f5c5SAndroid Build Coastguard Worker 
269*8975f5c5SAndroid Build Coastguard Worker // Test uploading RGB8 data to RGB565 textures.
TEST_P(SixteenBppTextureTestES3,RGB565UploadRGB8)270*8975f5c5SAndroid Build Coastguard Worker TEST_P(SixteenBppTextureTestES3, RGB565UploadRGB8)
271*8975f5c5SAndroid Build Coastguard Worker {
272*8975f5c5SAndroid Build Coastguard Worker     std::vector<GLColorRGB> fourColors;
273*8975f5c5SAndroid Build Coastguard Worker     fourColors.push_back(GLColorRGB::red);
274*8975f5c5SAndroid Build Coastguard Worker     fourColors.push_back(GLColorRGB::green);
275*8975f5c5SAndroid Build Coastguard Worker     fourColors.push_back(GLColorRGB::blue);
276*8975f5c5SAndroid Build Coastguard Worker     fourColors.push_back(GLColorRGB::yellow);
277*8975f5c5SAndroid Build Coastguard Worker 
278*8975f5c5SAndroid Build Coastguard Worker     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
279*8975f5c5SAndroid Build Coastguard Worker 
280*8975f5c5SAndroid Build Coastguard Worker     GLTexture tex;
281*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, tex);
282*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, fourColors.data());
283*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
284*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
285*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
286*8975f5c5SAndroid Build Coastguard Worker 
287*8975f5c5SAndroid Build Coastguard Worker     simpleValidationBase(tex);
288*8975f5c5SAndroid Build Coastguard Worker }
289*8975f5c5SAndroid Build Coastguard Worker 
290*8975f5c5SAndroid Build Coastguard Worker // Test uploading RGBA8 data to RGB5A41 textures.
TEST_P(SixteenBppTextureTestES3,RGB5A1UploadRGBA8)291*8975f5c5SAndroid Build Coastguard Worker TEST_P(SixteenBppTextureTestES3, RGB5A1UploadRGBA8)
292*8975f5c5SAndroid Build Coastguard Worker {
293*8975f5c5SAndroid Build Coastguard Worker     std::vector<GLColor> fourColors;
294*8975f5c5SAndroid Build Coastguard Worker     fourColors.push_back(GLColor::red);
295*8975f5c5SAndroid Build Coastguard Worker     fourColors.push_back(GLColor::green);
296*8975f5c5SAndroid Build Coastguard Worker     fourColors.push_back(GLColor::blue);
297*8975f5c5SAndroid Build Coastguard Worker     fourColors.push_back(GLColor::yellow);
298*8975f5c5SAndroid Build Coastguard Worker 
299*8975f5c5SAndroid Build Coastguard Worker     GLTexture tex;
300*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, tex);
301*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
302*8975f5c5SAndroid Build Coastguard Worker                  fourColors.data());
303*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
304*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
305*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
306*8975f5c5SAndroid Build Coastguard Worker     simpleValidationBase(tex);
307*8975f5c5SAndroid Build Coastguard Worker }
308*8975f5c5SAndroid Build Coastguard Worker 
309*8975f5c5SAndroid Build Coastguard Worker // Test uploading RGB10A2 data to RGB5A1 textures.
TEST_P(SixteenBppTextureTestES3,RGB5A1UploadRGB10A2)310*8975f5c5SAndroid Build Coastguard Worker TEST_P(SixteenBppTextureTestES3, RGB5A1UploadRGB10A2)
311*8975f5c5SAndroid Build Coastguard Worker {
312*8975f5c5SAndroid Build Coastguard Worker     struct RGB10A2
313*8975f5c5SAndroid Build Coastguard Worker     {
314*8975f5c5SAndroid Build Coastguard Worker         RGB10A2(uint32_t r, uint32_t g, uint32_t b, uint32_t a) : R(r), G(g), B(b), A(a) {}
315*8975f5c5SAndroid Build Coastguard Worker 
316*8975f5c5SAndroid Build Coastguard Worker         uint32_t R : 10;
317*8975f5c5SAndroid Build Coastguard Worker         uint32_t G : 10;
318*8975f5c5SAndroid Build Coastguard Worker         uint32_t B : 10;
319*8975f5c5SAndroid Build Coastguard Worker         uint32_t A : 2;
320*8975f5c5SAndroid Build Coastguard Worker     };
321*8975f5c5SAndroid Build Coastguard Worker 
322*8975f5c5SAndroid Build Coastguard Worker     uint32_t one10 = (1u << 10u) - 1u;
323*8975f5c5SAndroid Build Coastguard Worker 
324*8975f5c5SAndroid Build Coastguard Worker     RGB10A2 red(one10, 0u, 0u, 0x3u);
325*8975f5c5SAndroid Build Coastguard Worker     RGB10A2 green(0u, one10, 0u, 0x3u);
326*8975f5c5SAndroid Build Coastguard Worker     RGB10A2 blue(0u, 0u, one10, 0x3u);
327*8975f5c5SAndroid Build Coastguard Worker     RGB10A2 yellow(one10, one10, 0u, 0x3u);
328*8975f5c5SAndroid Build Coastguard Worker 
329*8975f5c5SAndroid Build Coastguard Worker     std::vector<RGB10A2> fourColors;
330*8975f5c5SAndroid Build Coastguard Worker     fourColors.push_back(red);
331*8975f5c5SAndroid Build Coastguard Worker     fourColors.push_back(green);
332*8975f5c5SAndroid Build Coastguard Worker     fourColors.push_back(blue);
333*8975f5c5SAndroid Build Coastguard Worker     fourColors.push_back(yellow);
334*8975f5c5SAndroid Build Coastguard Worker 
335*8975f5c5SAndroid Build Coastguard Worker     GLTexture tex;
336*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, tex);
337*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 2, 2, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV,
338*8975f5c5SAndroid Build Coastguard Worker                  fourColors.data());
339*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
340*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
341*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
342*8975f5c5SAndroid Build Coastguard Worker     simpleValidationBase(tex);
343*8975f5c5SAndroid Build Coastguard Worker }
344*8975f5c5SAndroid Build Coastguard Worker 
345*8975f5c5SAndroid Build Coastguard Worker // Test reading from RGBA4 textures attached to FBO.
TEST_P(SixteenBppTextureTestES3,RGBA4FramebufferReadback)346*8975f5c5SAndroid Build Coastguard Worker TEST_P(SixteenBppTextureTestES3, RGBA4FramebufferReadback)
347*8975f5c5SAndroid Build Coastguard Worker {
348*8975f5c5SAndroid Build Coastguard Worker     // TODO(jmadill): Fix bug with GLES
349*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(IsOpenGLES());
350*8975f5c5SAndroid Build Coastguard Worker 
351*8975f5c5SAndroid Build Coastguard Worker     Vector4 rawColor(0.5f, 0.7f, 1.0f, 0.0f);
352*8975f5c5SAndroid Build Coastguard Worker     GLColor expectedColor(rawColor);
353*8975f5c5SAndroid Build Coastguard Worker 
354*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer fbo;
355*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, fbo);
356*8975f5c5SAndroid Build Coastguard Worker 
357*8975f5c5SAndroid Build Coastguard Worker     GLTexture tex;
358*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, tex);
359*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
360*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
361*8975f5c5SAndroid Build Coastguard Worker 
362*8975f5c5SAndroid Build Coastguard Worker     glClearColor(rawColor.x(), rawColor.y(), rawColor.z(), rawColor.w());
363*8975f5c5SAndroid Build Coastguard Worker     glClear(GL_COLOR_BUFFER_BIT);
364*8975f5c5SAndroid Build Coastguard Worker 
365*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
366*8975f5c5SAndroid Build Coastguard Worker 
367*8975f5c5SAndroid Build Coastguard Worker     GLenum colorReadFormat = GL_NONE;
368*8975f5c5SAndroid Build Coastguard Worker     GLenum colorReadType   = GL_NONE;
369*8975f5c5SAndroid Build Coastguard Worker     glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, reinterpret_cast<GLint *>(&colorReadFormat));
370*8975f5c5SAndroid Build Coastguard Worker     glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, reinterpret_cast<GLint *>(&colorReadType));
371*8975f5c5SAndroid Build Coastguard Worker 
372*8975f5c5SAndroid Build Coastguard Worker     if (colorReadFormat == GL_RGBA && colorReadType == GL_UNSIGNED_BYTE)
373*8975f5c5SAndroid Build Coastguard Worker     {
374*8975f5c5SAndroid Build Coastguard Worker         GLColor actualColor = GLColor::black;
375*8975f5c5SAndroid Build Coastguard Worker         glReadPixels(0, 0, 1, 1, colorReadFormat, colorReadType, &actualColor);
376*8975f5c5SAndroid Build Coastguard Worker         EXPECT_COLOR_NEAR(expectedColor, actualColor, 20);
377*8975f5c5SAndroid Build Coastguard Worker     }
378*8975f5c5SAndroid Build Coastguard Worker     else
379*8975f5c5SAndroid Build Coastguard Worker     {
380*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GLENUM_EQ(GL_RGBA, colorReadFormat);
381*8975f5c5SAndroid Build Coastguard Worker         ASSERT_TRUE(colorReadType == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT ||
382*8975f5c5SAndroid Build Coastguard Worker                     colorReadType == GL_UNSIGNED_SHORT_4_4_4_4);
383*8975f5c5SAndroid Build Coastguard Worker 
384*8975f5c5SAndroid Build Coastguard Worker         uint16_t rgba = 0;
385*8975f5c5SAndroid Build Coastguard Worker         glReadPixels(0, 0, 1, 1, colorReadFormat, colorReadType, &rgba);
386*8975f5c5SAndroid Build Coastguard Worker 
387*8975f5c5SAndroid Build Coastguard Worker         GLubyte r8 = static_cast<GLubyte>((rgba & 0xF000) >> 12);
388*8975f5c5SAndroid Build Coastguard Worker         GLubyte g8 = static_cast<GLubyte>((rgba & 0x0F00) >> 8);
389*8975f5c5SAndroid Build Coastguard Worker         GLubyte b8 = static_cast<GLubyte>((rgba & 0x00F0) >> 4);
390*8975f5c5SAndroid Build Coastguard Worker         GLubyte a8 = static_cast<GLubyte>((rgba & 0x000F));
391*8975f5c5SAndroid Build Coastguard Worker 
392*8975f5c5SAndroid Build Coastguard Worker         GLColor actualColor(r8 << 4, g8 << 4, b8 << 4, a8 << 4);
393*8975f5c5SAndroid Build Coastguard Worker         EXPECT_COLOR_NEAR(expectedColor, actualColor, 20);
394*8975f5c5SAndroid Build Coastguard Worker     }
395*8975f5c5SAndroid Build Coastguard Worker 
396*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
397*8975f5c5SAndroid Build Coastguard Worker }
398*8975f5c5SAndroid Build Coastguard Worker 
399*8975f5c5SAndroid Build Coastguard Worker // Test reading from RGB565 textures attached to FBO.
TEST_P(SixteenBppTextureTestES3,RGB565FramebufferReadback)400*8975f5c5SAndroid Build Coastguard Worker TEST_P(SixteenBppTextureTestES3, RGB565FramebufferReadback)
401*8975f5c5SAndroid Build Coastguard Worker {
402*8975f5c5SAndroid Build Coastguard Worker     // TODO(jmadill): Fix bug with GLES
403*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(IsOpenGLES());
404*8975f5c5SAndroid Build Coastguard Worker 
405*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer fbo;
406*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, fbo);
407*8975f5c5SAndroid Build Coastguard Worker 
408*8975f5c5SAndroid Build Coastguard Worker     std::vector<GLColor> fourColors;
409*8975f5c5SAndroid Build Coastguard Worker     fourColors.push_back(GLColor::red);
410*8975f5c5SAndroid Build Coastguard Worker     fourColors.push_back(GLColor::green);
411*8975f5c5SAndroid Build Coastguard Worker     fourColors.push_back(GLColor::blue);
412*8975f5c5SAndroid Build Coastguard Worker     fourColors.push_back(GLColor::white);
413*8975f5c5SAndroid Build Coastguard Worker 
414*8975f5c5SAndroid Build Coastguard Worker     constexpr char kVS[] =
415*8975f5c5SAndroid Build Coastguard Worker         "#version 300 es\n"
416*8975f5c5SAndroid Build Coastguard Worker         "in vec4 color;\n"
417*8975f5c5SAndroid Build Coastguard Worker         "in vec2 position;\n"
418*8975f5c5SAndroid Build Coastguard Worker         "out vec4 fcolor;\n"
419*8975f5c5SAndroid Build Coastguard Worker         "void main() {\n"
420*8975f5c5SAndroid Build Coastguard Worker         "    fcolor = color;\n"
421*8975f5c5SAndroid Build Coastguard Worker         "    gl_Position = vec4(position, 0.5, 1.0);\n"
422*8975f5c5SAndroid Build Coastguard Worker         "}";
423*8975f5c5SAndroid Build Coastguard Worker     constexpr char kFS[] =
424*8975f5c5SAndroid Build Coastguard Worker         "#version 300 es\n"
425*8975f5c5SAndroid Build Coastguard Worker         "in mediump vec4 fcolor;\n"
426*8975f5c5SAndroid Build Coastguard Worker         "out mediump vec4 color;\n"
427*8975f5c5SAndroid Build Coastguard Worker         "void main() {\n"
428*8975f5c5SAndroid Build Coastguard Worker         "    color = fcolor;\n"
429*8975f5c5SAndroid Build Coastguard Worker         "}";
430*8975f5c5SAndroid Build Coastguard Worker 
431*8975f5c5SAndroid Build Coastguard Worker     GLuint program = CompileProgram(kVS, kFS);
432*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(program);
433*8975f5c5SAndroid Build Coastguard Worker 
434*8975f5c5SAndroid Build Coastguard Worker     GLint colorLocation = glGetAttribLocation(program, "color");
435*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(-1, colorLocation);
436*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(colorLocation);
437*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(colorLocation, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, fourColors.data());
438*8975f5c5SAndroid Build Coastguard Worker 
439*8975f5c5SAndroid Build Coastguard Worker     int w = getWindowWidth();
440*8975f5c5SAndroid Build Coastguard Worker     int h = getWindowHeight();
441*8975f5c5SAndroid Build Coastguard Worker 
442*8975f5c5SAndroid Build Coastguard Worker     glViewport(0, 0, w, h);
443*8975f5c5SAndroid Build Coastguard Worker 
444*8975f5c5SAndroid Build Coastguard Worker     GLTexture tex;
445*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, tex);
446*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
447*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
448*8975f5c5SAndroid Build Coastguard Worker 
449*8975f5c5SAndroid Build Coastguard Worker     drawIndexedQuad(program, "position", 0.5f);
450*8975f5c5SAndroid Build Coastguard Worker 
451*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
452*8975f5c5SAndroid Build Coastguard Worker 
453*8975f5c5SAndroid Build Coastguard Worker     int t = 12;
454*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_NEAR(0, h - 1, GLColor::red, t);
455*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::green, t);
456*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, GLColor::blue, t);
457*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, GLColor::white, t);
458*8975f5c5SAndroid Build Coastguard Worker 
459*8975f5c5SAndroid Build Coastguard Worker     GLenum colorReadFormat = GL_NONE;
460*8975f5c5SAndroid Build Coastguard Worker     GLenum colorReadType   = GL_NONE;
461*8975f5c5SAndroid Build Coastguard Worker     glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, reinterpret_cast<GLint *>(&colorReadFormat));
462*8975f5c5SAndroid Build Coastguard Worker     glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, reinterpret_cast<GLint *>(&colorReadType));
463*8975f5c5SAndroid Build Coastguard Worker 
464*8975f5c5SAndroid Build Coastguard Worker     if (colorReadFormat == GL_RGB && colorReadType == GL_UNSIGNED_SHORT_5_6_5)
465*8975f5c5SAndroid Build Coastguard Worker     {
466*8975f5c5SAndroid Build Coastguard Worker         std::vector<R5G6B5> readColors(w * h);
467*8975f5c5SAndroid Build Coastguard Worker         glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, readColors.data());
468*8975f5c5SAndroid Build Coastguard Worker 
469*8975f5c5SAndroid Build Coastguard Worker         int hoffset = (h - 1) * w;
470*8975f5c5SAndroid Build Coastguard Worker         EXPECT_COLOR_NEAR(GLColor::red, Convert565(readColors[hoffset]), t);
471*8975f5c5SAndroid Build Coastguard Worker         EXPECT_COLOR_NEAR(GLColor::green, Convert565(readColors[0]), t);
472*8975f5c5SAndroid Build Coastguard Worker         EXPECT_COLOR_NEAR(GLColor::blue, Convert565(readColors[w - 1]), t);
473*8975f5c5SAndroid Build Coastguard Worker         EXPECT_COLOR_NEAR(GLColor::white, Convert565(readColors[w - 1 + hoffset]), t);
474*8975f5c5SAndroid Build Coastguard Worker     }
475*8975f5c5SAndroid Build Coastguard Worker 
476*8975f5c5SAndroid Build Coastguard Worker     glDeleteProgram(program);
477*8975f5c5SAndroid Build Coastguard Worker }
478*8975f5c5SAndroid Build Coastguard Worker 
479*8975f5c5SAndroid Build Coastguard Worker class SixteenBppTextureDitheringTestES3 : public SixteenBppTextureTestES3
480*8975f5c5SAndroid Build Coastguard Worker {
481*8975f5c5SAndroid Build Coastguard Worker   protected:
SixteenBppTextureDitheringTestES3()482*8975f5c5SAndroid Build Coastguard Worker     SixteenBppTextureDitheringTestES3()
483*8975f5c5SAndroid Build Coastguard Worker     {
484*8975f5c5SAndroid Build Coastguard Worker         setWindowWidth(512);
485*8975f5c5SAndroid Build Coastguard Worker         setWindowHeight(512);
486*8975f5c5SAndroid Build Coastguard Worker         setConfigRedBits(8);
487*8975f5c5SAndroid Build Coastguard Worker         setConfigGreenBits(8);
488*8975f5c5SAndroid Build Coastguard Worker         setConfigBlueBits(8);
489*8975f5c5SAndroid Build Coastguard Worker         setConfigAlphaBits(8);
490*8975f5c5SAndroid Build Coastguard Worker     }
491*8975f5c5SAndroid Build Coastguard Worker 
492*8975f5c5SAndroid Build Coastguard Worker     enum class Gradient
493*8975f5c5SAndroid Build Coastguard Worker     {
494*8975f5c5SAndroid Build Coastguard Worker         RedGreen,
495*8975f5c5SAndroid Build Coastguard Worker         RedBlue,
496*8975f5c5SAndroid Build Coastguard Worker         GreenBlue,
497*8975f5c5SAndroid Build Coastguard Worker     };
498*8975f5c5SAndroid Build Coastguard Worker 
makeVS(Gradient gradient)499*8975f5c5SAndroid Build Coastguard Worker     std::string makeVS(Gradient gradient)
500*8975f5c5SAndroid Build Coastguard Worker     {
501*8975f5c5SAndroid Build Coastguard Worker         std::ostringstream vs;
502*8975f5c5SAndroid Build Coastguard Worker         vs << R"(#version 300 es
503*8975f5c5SAndroid Build Coastguard Worker out mediump vec4 color;
504*8975f5c5SAndroid Build Coastguard Worker void main()
505*8975f5c5SAndroid Build Coastguard Worker {
506*8975f5c5SAndroid Build Coastguard Worker     // gl_VertexID    x    y
507*8975f5c5SAndroid Build Coastguard Worker     //      0        -1   -1   Black
508*8975f5c5SAndroid Build Coastguard Worker     //      1         1   -1   Red
509*8975f5c5SAndroid Build Coastguard Worker     //      2        -1    1   Green
510*8975f5c5SAndroid Build Coastguard Worker     //      3         1    1   Yellow
511*8975f5c5SAndroid Build Coastguard Worker     int bit0 = gl_VertexID & 1;
512*8975f5c5SAndroid Build Coastguard Worker     int bit1 = gl_VertexID >> 1;
513*8975f5c5SAndroid Build Coastguard Worker     gl_Position = vec4(bit0 * 2 - 1, bit1 * 2 - 1, 0, 1);
514*8975f5c5SAndroid Build Coastguard Worker     color = )";
515*8975f5c5SAndroid Build Coastguard Worker         switch (gradient)
516*8975f5c5SAndroid Build Coastguard Worker         {
517*8975f5c5SAndroid Build Coastguard Worker             case Gradient::RedGreen:
518*8975f5c5SAndroid Build Coastguard Worker                 vs << "vec4(bit0, bit1, 0, 1)";
519*8975f5c5SAndroid Build Coastguard Worker                 break;
520*8975f5c5SAndroid Build Coastguard Worker             case Gradient::RedBlue:
521*8975f5c5SAndroid Build Coastguard Worker                 vs << "vec4(bit1, 0, bit0, 1)";
522*8975f5c5SAndroid Build Coastguard Worker                 break;
523*8975f5c5SAndroid Build Coastguard Worker             case Gradient::GreenBlue:
524*8975f5c5SAndroid Build Coastguard Worker                 vs << "vec4(0, bit0, bit1, 1)";
525*8975f5c5SAndroid Build Coastguard Worker                 break;
526*8975f5c5SAndroid Build Coastguard Worker         }
527*8975f5c5SAndroid Build Coastguard Worker         vs << R"(;
528*8975f5c5SAndroid Build Coastguard Worker })";
529*8975f5c5SAndroid Build Coastguard Worker 
530*8975f5c5SAndroid Build Coastguard Worker         return vs.str();
531*8975f5c5SAndroid Build Coastguard Worker     }
532*8975f5c5SAndroid Build Coastguard Worker 
getFS()533*8975f5c5SAndroid Build Coastguard Worker     const char *getFS()
534*8975f5c5SAndroid Build Coastguard Worker     {
535*8975f5c5SAndroid Build Coastguard Worker         return R"(#version 300 es
536*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
537*8975f5c5SAndroid Build Coastguard Worker in vec4 color;
538*8975f5c5SAndroid Build Coastguard Worker out vec4 colorOut;
539*8975f5c5SAndroid Build Coastguard Worker void main()
540*8975f5c5SAndroid Build Coastguard Worker {
541*8975f5c5SAndroid Build Coastguard Worker     colorOut = color;
542*8975f5c5SAndroid Build Coastguard Worker })";
543*8975f5c5SAndroid Build Coastguard Worker     }
544*8975f5c5SAndroid Build Coastguard Worker 
getRightColor(Gradient gradient)545*8975f5c5SAndroid Build Coastguard Worker     GLColor getRightColor(Gradient gradient)
546*8975f5c5SAndroid Build Coastguard Worker     {
547*8975f5c5SAndroid Build Coastguard Worker         switch (gradient)
548*8975f5c5SAndroid Build Coastguard Worker         {
549*8975f5c5SAndroid Build Coastguard Worker             case Gradient::RedGreen:
550*8975f5c5SAndroid Build Coastguard Worker                 return GLColor::red;
551*8975f5c5SAndroid Build Coastguard Worker             case Gradient::RedBlue:
552*8975f5c5SAndroid Build Coastguard Worker                 return GLColor::blue;
553*8975f5c5SAndroid Build Coastguard Worker             case Gradient::GreenBlue:
554*8975f5c5SAndroid Build Coastguard Worker                 return GLColor::green;
555*8975f5c5SAndroid Build Coastguard Worker             default:
556*8975f5c5SAndroid Build Coastguard Worker                 UNREACHABLE();
557*8975f5c5SAndroid Build Coastguard Worker                 return GLColor::red;
558*8975f5c5SAndroid Build Coastguard Worker         }
559*8975f5c5SAndroid Build Coastguard Worker     }
560*8975f5c5SAndroid Build Coastguard Worker 
getTopColor(Gradient gradient)561*8975f5c5SAndroid Build Coastguard Worker     GLColor getTopColor(Gradient gradient)
562*8975f5c5SAndroid Build Coastguard Worker     {
563*8975f5c5SAndroid Build Coastguard Worker         switch (gradient)
564*8975f5c5SAndroid Build Coastguard Worker         {
565*8975f5c5SAndroid Build Coastguard Worker             case Gradient::RedGreen:
566*8975f5c5SAndroid Build Coastguard Worker                 return GLColor::green;
567*8975f5c5SAndroid Build Coastguard Worker             case Gradient::RedBlue:
568*8975f5c5SAndroid Build Coastguard Worker                 return GLColor::red;
569*8975f5c5SAndroid Build Coastguard Worker             case Gradient::GreenBlue:
570*8975f5c5SAndroid Build Coastguard Worker                 return GLColor::blue;
571*8975f5c5SAndroid Build Coastguard Worker             default:
572*8975f5c5SAndroid Build Coastguard Worker                 UNREACHABLE();
573*8975f5c5SAndroid Build Coastguard Worker                 return GLColor::red;
574*8975f5c5SAndroid Build Coastguard Worker         }
575*8975f5c5SAndroid Build Coastguard Worker     }
576*8975f5c5SAndroid Build Coastguard Worker 
577*8975f5c5SAndroid Build Coastguard Worker     void bandingTest(GLuint fbo, GLenum format, Gradient gradient, bool ditheringExpected);
578*8975f5c5SAndroid Build Coastguard Worker     void bandingTestWithSwitch(GLenum format, Gradient gradient);
579*8975f5c5SAndroid Build Coastguard Worker };
580*8975f5c5SAndroid Build Coastguard Worker 
bandingTest(GLuint fbo,GLenum format,Gradient gradient,bool ditheringExpected)581*8975f5c5SAndroid Build Coastguard Worker void SixteenBppTextureDitheringTestES3::bandingTest(GLuint fbo,
582*8975f5c5SAndroid Build Coastguard Worker                                                     GLenum format,
583*8975f5c5SAndroid Build Coastguard Worker                                                     Gradient gradient,
584*8975f5c5SAndroid Build Coastguard Worker                                                     bool ditheringExpected)
585*8975f5c5SAndroid Build Coastguard Worker {
586*8975f5c5SAndroid Build Coastguard Worker     int w = getWindowWidth();
587*8975f5c5SAndroid Build Coastguard Worker     int h = getWindowHeight();
588*8975f5c5SAndroid Build Coastguard Worker 
589*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, fbo);
590*8975f5c5SAndroid Build Coastguard Worker 
591*8975f5c5SAndroid Build Coastguard Worker     GLTexture tex;
592*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, tex);
593*8975f5c5SAndroid Build Coastguard Worker     glTexStorage2D(GL_TEXTURE_2D, 1, format, w, h);
594*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
595*8975f5c5SAndroid Build Coastguard Worker 
596*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(program, makeVS(gradient).c_str(), getFS());
597*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(program);
598*8975f5c5SAndroid Build Coastguard Worker 
599*8975f5c5SAndroid Build Coastguard Worker     glViewport(0, 0, w, h);
600*8975f5c5SAndroid Build Coastguard Worker 
601*8975f5c5SAndroid Build Coastguard Worker     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
602*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
603*8975f5c5SAndroid Build Coastguard Worker 
604*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, 0);
605*8975f5c5SAndroid Build Coastguard Worker 
606*8975f5c5SAndroid Build Coastguard Worker     // Draw a quad using the texture
607*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
608*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
609*8975f5c5SAndroid Build Coastguard Worker 
610*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(m2DProgram);
611*8975f5c5SAndroid Build Coastguard Worker     glUniform1i(mTexture2DUniformLocation, 0);
612*8975f5c5SAndroid Build Coastguard Worker     drawQuad(m2DProgram, "position", 0.5f);
613*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
614*8975f5c5SAndroid Build Coastguard Worker 
615*8975f5c5SAndroid Build Coastguard Worker     // Verify results.  Note that no dithering algorithm is specified by the spec, so the test
616*8975f5c5SAndroid Build Coastguard Worker     // cannot actually verify that the output is dithered in any way.  These tests exist for visual
617*8975f5c5SAndroid Build Coastguard Worker     // verification and debugging only.
618*8975f5c5SAndroid Build Coastguard Worker     int maxError = 0;
619*8975f5c5SAndroid Build Coastguard Worker     switch (format)
620*8975f5c5SAndroid Build Coastguard Worker     {
621*8975f5c5SAndroid Build Coastguard Worker         case GL_RGBA4:
622*8975f5c5SAndroid Build Coastguard Worker             maxError = 256 / 16;
623*8975f5c5SAndroid Build Coastguard Worker             break;
624*8975f5c5SAndroid Build Coastguard Worker         case GL_RGB5_A1:
625*8975f5c5SAndroid Build Coastguard Worker         case GL_RGB565:
626*8975f5c5SAndroid Build Coastguard Worker             maxError = 256 / 32;
627*8975f5c5SAndroid Build Coastguard Worker             break;
628*8975f5c5SAndroid Build Coastguard Worker         default:
629*8975f5c5SAndroid Build Coastguard Worker             UNREACHABLE();
630*8975f5c5SAndroid Build Coastguard Worker     }
631*8975f5c5SAndroid Build Coastguard Worker 
632*8975f5c5SAndroid Build Coastguard Worker     const GLColor rightColor    = getRightColor(gradient);
633*8975f5c5SAndroid Build Coastguard Worker     const GLColor topColor      = getTopColor(gradient);
634*8975f5c5SAndroid Build Coastguard Worker     const GLColor topRightColor = GLColor(rightColor.R + topColor.R, rightColor.G + topColor.G,
635*8975f5c5SAndroid Build Coastguard Worker                                           rightColor.B + topColor.B, 255);
636*8975f5c5SAndroid Build Coastguard Worker 
637*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::black, maxError);
638*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, rightColor, maxError);
639*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_NEAR(0, h - 1, topColor, maxError);
640*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, topRightColor, maxError);
641*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
642*8975f5c5SAndroid Build Coastguard Worker 
643*8975f5c5SAndroid Build Coastguard Worker     // Stricter pixel check on Android where dithering is supported by the driver or emulated.
644*8975f5c5SAndroid Build Coastguard Worker     if (getEGLWindow()->isFeatureEnabled(Feature::EmulateDithering) ||
645*8975f5c5SAndroid Build Coastguard Worker         getEGLWindow()->isFeatureEnabled(Feature::SupportsLegacyDithering))
646*8975f5c5SAndroid Build Coastguard Worker     {
647*8975f5c5SAndroid Build Coastguard Worker         uint32_t pixelCount = w * h;
648*8975f5c5SAndroid Build Coastguard Worker         std::vector<uint32_t> pixelData(pixelCount);
649*8975f5c5SAndroid Build Coastguard Worker         glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data());
650*8975f5c5SAndroid Build Coastguard Worker 
651*8975f5c5SAndroid Build Coastguard Worker         int samePixelCount = 0;
652*8975f5c5SAndroid Build Coastguard Worker         for (EGLint y = 0; y < h; ++y)
653*8975f5c5SAndroid Build Coastguard Worker         {
654*8975f5c5SAndroid Build Coastguard Worker             for (EGLint x = 0; x < w; ++x)
655*8975f5c5SAndroid Build Coastguard Worker             {
656*8975f5c5SAndroid Build Coastguard Worker                 EGLint srcPixel = x + y * w;
657*8975f5c5SAndroid Build Coastguard Worker                 if (x < w - 1 && pixelData[srcPixel] == pixelData[srcPixel + 1])
658*8975f5c5SAndroid Build Coastguard Worker                 {
659*8975f5c5SAndroid Build Coastguard Worker                     samePixelCount++;
660*8975f5c5SAndroid Build Coastguard Worker                 }
661*8975f5c5SAndroid Build Coastguard Worker             }
662*8975f5c5SAndroid Build Coastguard Worker         }
663*8975f5c5SAndroid Build Coastguard Worker 
664*8975f5c5SAndroid Build Coastguard Worker         double samePixelCountRatio = (1.0 * samePixelCount) / (w * h);
665*8975f5c5SAndroid Build Coastguard Worker         // ~0.3 (dithering) vs 0.8+ (no dithering)
666*8975f5c5SAndroid Build Coastguard Worker         if (ditheringExpected)
667*8975f5c5SAndroid Build Coastguard Worker         {
668*8975f5c5SAndroid Build Coastguard Worker             EXPECT_LT(samePixelCountRatio, 0.7);
669*8975f5c5SAndroid Build Coastguard Worker         }
670*8975f5c5SAndroid Build Coastguard Worker         else
671*8975f5c5SAndroid Build Coastguard Worker         {
672*8975f5c5SAndroid Build Coastguard Worker             EXPECT_GT(samePixelCountRatio, 0.7);
673*8975f5c5SAndroid Build Coastguard Worker         }
674*8975f5c5SAndroid Build Coastguard Worker     }
675*8975f5c5SAndroid Build Coastguard Worker }
676*8975f5c5SAndroid Build Coastguard Worker 
bandingTestWithSwitch(GLenum format,Gradient gradient)677*8975f5c5SAndroid Build Coastguard Worker void SixteenBppTextureDitheringTestES3::bandingTestWithSwitch(GLenum format, Gradient gradient)
678*8975f5c5SAndroid Build Coastguard Worker {
679*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer fbo;
680*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer anotherFbo;
681*8975f5c5SAndroid Build Coastguard Worker 
682*8975f5c5SAndroid Build Coastguard Worker     // GL_DITHER defaults to enabled
683*8975f5c5SAndroid Build Coastguard Worker     bandingTest(fbo, format, gradient, true);
684*8975f5c5SAndroid Build Coastguard Worker 
685*8975f5c5SAndroid Build Coastguard Worker     glDisable(GL_DITHER);
686*8975f5c5SAndroid Build Coastguard Worker     bandingTest(fbo, format, gradient, false);
687*8975f5c5SAndroid Build Coastguard Worker 
688*8975f5c5SAndroid Build Coastguard Worker     // Check that still disabled after switching to another framebuffer
689*8975f5c5SAndroid Build Coastguard Worker     bandingTest(anotherFbo, format, gradient, false);
690*8975f5c5SAndroid Build Coastguard Worker 
691*8975f5c5SAndroid Build Coastguard Worker     glEnable(GL_DITHER);
692*8975f5c5SAndroid Build Coastguard Worker     bandingTest(fbo, format, gradient, true);
693*8975f5c5SAndroid Build Coastguard Worker 
694*8975f5c5SAndroid Build Coastguard Worker     // Check that it is now enabled on another framebuffer
695*8975f5c5SAndroid Build Coastguard Worker     bandingTest(anotherFbo, format, gradient, true);
696*8975f5c5SAndroid Build Coastguard Worker }
697*8975f5c5SAndroid Build Coastguard Worker 
698*8975f5c5SAndroid Build Coastguard Worker // Test dithering applied to RGBA4.
TEST_P(SixteenBppTextureDitheringTestES3,RGBA4)699*8975f5c5SAndroid Build Coastguard Worker TEST_P(SixteenBppTextureDitheringTestES3, RGBA4)
700*8975f5c5SAndroid Build Coastguard Worker {
701*8975f5c5SAndroid Build Coastguard Worker     bandingTestWithSwitch(GL_RGBA4, Gradient::RedGreen);
702*8975f5c5SAndroid Build Coastguard Worker }
703*8975f5c5SAndroid Build Coastguard Worker 
704*8975f5c5SAndroid Build Coastguard Worker // Test dithering applied to RGBA5551.
TEST_P(SixteenBppTextureDitheringTestES3,RGBA5551)705*8975f5c5SAndroid Build Coastguard Worker TEST_P(SixteenBppTextureDitheringTestES3, RGBA5551)
706*8975f5c5SAndroid Build Coastguard Worker {
707*8975f5c5SAndroid Build Coastguard Worker     bandingTestWithSwitch(GL_RGB5_A1, Gradient::RedBlue);
708*8975f5c5SAndroid Build Coastguard Worker }
709*8975f5c5SAndroid Build Coastguard Worker 
710*8975f5c5SAndroid Build Coastguard Worker // Test dithering applied to RGB565.
TEST_P(SixteenBppTextureDitheringTestES3,RGB565)711*8975f5c5SAndroid Build Coastguard Worker TEST_P(SixteenBppTextureDitheringTestES3, RGB565)
712*8975f5c5SAndroid Build Coastguard Worker {
713*8975f5c5SAndroid Build Coastguard Worker     bandingTestWithSwitch(GL_RGB565, Gradient::GreenBlue);
714*8975f5c5SAndroid Build Coastguard Worker }
715*8975f5c5SAndroid Build Coastguard Worker 
716*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES2(SixteenBppTextureTest);
717*8975f5c5SAndroid Build Coastguard Worker 
718*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(SixteenBppTextureTestES3);
719*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES3(SixteenBppTextureTestES3);
720*8975f5c5SAndroid Build Coastguard Worker 
721*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(SixteenBppTextureDitheringTestES3);
722*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES3(SixteenBppTextureDitheringTestES3);
723*8975f5c5SAndroid Build Coastguard Worker 
724*8975f5c5SAndroid Build Coastguard Worker }  // namespace
725