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
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