| #include "ANGLETest.h" |
| |
| #include <vector> |
| |
| class SwizzleTest : public ANGLETest |
| { |
| protected: |
| SwizzleTest() |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| setClientVersion(3); |
| |
| GLenum swizzles[] = |
| { |
| GL_RED, |
| GL_GREEN, |
| GL_BLUE, |
| GL_ALPHA, |
| GL_ZERO, |
| GL_ONE, |
| }; |
| |
| for (int r = 0; r < 6; r++) |
| { |
| for (int g = 0; g < 6; g++) |
| { |
| for (int b = 0; b < 6; b++) |
| { |
| for (int a = 0; a < 6; a++) |
| { |
| swizzlePermutation permutation; |
| permutation.swizzleRed = swizzles[r]; |
| permutation.swizzleGreen = swizzles[g]; |
| permutation.swizzleBlue = swizzles[b]; |
| permutation.swizzleAlpha = swizzles[a]; |
| mPermutations.push_back(permutation); |
| } |
| } |
| } |
| } |
| } |
| |
| virtual void SetUp() |
| { |
| ANGLETest::SetUp(); |
| |
| const std::string vertexShaderSource = SHADER_SOURCE |
| ( |
| precision highp float; |
| attribute vec4 position; |
| varying vec2 texcoord; |
| |
| void main() |
| { |
| gl_Position = position; |
| texcoord = (position.xy * 0.5) + 0.5; |
| } |
| ); |
| |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision highp float; |
| uniform sampler2D tex; |
| varying vec2 texcoord; |
| |
| void main() |
| { |
| gl_FragColor = texture2D(tex, texcoord); |
| } |
| ); |
| |
| mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| if (mProgram == 0) |
| { |
| FAIL() << "shader compilation failed."; |
| } |
| |
| mTextureUniformLocation = glGetUniformLocation(mProgram, "tex"); |
| |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| } |
| |
| virtual void TearDown() |
| { |
| glDeleteProgram(mProgram); |
| glDeleteTextures(1, &mTexture); |
| |
| ANGLETest::TearDown(); |
| } |
| |
| template <typename T> |
| void init2DTexture(GLenum internalFormat, GLenum dataFormat, GLenum dataType, const T* data) |
| { |
| glGenTextures(1, &mTexture); |
| glBindTexture(GL_TEXTURE_2D, mTexture); |
| glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, 1, 1); |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, dataFormat, dataType, data); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| } |
| |
| void init2DCompressedTexture(GLenum internalFormat, GLsizei width, GLsizei height, GLsizei dataSize, const GLubyte* data) |
| { |
| glGenTextures(1, &mTexture); |
| glBindTexture(GL_TEXTURE_2D, mTexture); |
| glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, width, height, 0, dataSize, data); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| } |
| |
| GLubyte getExpectedValue(GLenum swizzle, GLubyte unswizzled[4]) |
| { |
| switch (swizzle) |
| { |
| case GL_RED: return unswizzled[0]; |
| case GL_GREEN: return unswizzled[1]; |
| case GL_BLUE: return unswizzled[2]; |
| case GL_ALPHA: return unswizzled[3]; |
| case GL_ZERO: return 0; |
| case GL_ONE: return 255; |
| default: return 0; |
| } |
| } |
| |
| void runTest2D() |
| { |
| glUseProgram(mProgram); |
| glBindTexture(GL_TEXTURE_2D, mTexture); |
| glUniform1i(mTextureUniformLocation, 0); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); |
| |
| glClear(GL_COLOR_BUFFER_BIT); |
| drawQuad(mProgram, "position", 0.5f); |
| |
| GLubyte unswizzled[4]; |
| glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &unswizzled); |
| |
| for (size_t i = 0; i < mPermutations.size(); i++) |
| { |
| const swizzlePermutation& permutation = mPermutations[i]; |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, permutation.swizzleRed); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, permutation.swizzleGreen); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, permutation.swizzleBlue); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, permutation.swizzleAlpha); |
| |
| glClear(GL_COLOR_BUFFER_BIT); |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_EQ(0, 0, |
| getExpectedValue(permutation.swizzleRed, unswizzled), |
| getExpectedValue(permutation.swizzleGreen, unswizzled), |
| getExpectedValue(permutation.swizzleBlue, unswizzled), |
| getExpectedValue(permutation.swizzleAlpha, unswizzled)); |
| } |
| } |
| |
| GLuint mProgram; |
| GLint mTextureUniformLocation; |
| |
| GLuint mTexture; |
| |
| struct swizzlePermutation |
| { |
| GLenum swizzleRed; |
| GLenum swizzleGreen; |
| GLenum swizzleBlue; |
| GLenum swizzleAlpha; |
| }; |
| std::vector<swizzlePermutation> mPermutations; |
| }; |
| |
| TEST_F(SwizzleTest, RGBA8_2D) |
| { |
| GLubyte data[] = { 1, 64, 128, 200 }; |
| init2DTexture(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, data); |
| runTest2D(); |
| } |
| |
| TEST_F(SwizzleTest, RGB8_2D) |
| { |
| GLubyte data[] = { 77, 66, 55 }; |
| init2DTexture(GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE, data); |
| runTest2D(); |
| } |
| |
| TEST_F(SwizzleTest, RG8_2D) |
| { |
| GLubyte data[] = { 11, 99 }; |
| init2DTexture(GL_RG8, GL_RG, GL_UNSIGNED_BYTE, data); |
| runTest2D(); |
| } |
| |
| TEST_F(SwizzleTest, R8_2D) |
| { |
| GLubyte data[] = { 2 }; |
| init2DTexture<GLubyte>(GL_R8, GL_RED, GL_UNSIGNED_BYTE, data); |
| runTest2D(); |
| } |
| |
| TEST_F(SwizzleTest, RGBA32F_2D) |
| { |
| GLfloat data[] = { 0.25f, 0.5f, 0.75f, 0.8f }; |
| init2DTexture(GL_RGBA32F, GL_RGBA, GL_FLOAT, data); |
| runTest2D(); |
| } |
| |
| TEST_F(SwizzleTest, RGB32F_2D) |
| { |
| GLfloat data[] = { 0.1f, 0.2f, 0.3f }; |
| init2DTexture(GL_RGB32F, GL_RGB, GL_FLOAT, data); |
| runTest2D(); |
| } |
| |
| TEST_F(SwizzleTest, RG32F_2D) |
| { |
| GLfloat data[] = { 0.9f, 0.1f }; |
| init2DTexture(GL_RG32F, GL_RG, GL_FLOAT, data); |
| runTest2D(); |
| } |
| |
| TEST_F(SwizzleTest, R32F_2D) |
| { |
| GLfloat data[] = { 0.5f }; |
| init2DTexture(GL_R32F, GL_RED, GL_FLOAT, data); |
| runTest2D(); |
| } |
| |
| TEST_F(SwizzleTest, D32F_2D) |
| { |
| GLfloat data[] = { 0.5f }; |
| init2DTexture(GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, data); |
| runTest2D(); |
| } |
| |
| TEST_F(SwizzleTest, D16_2D) |
| { |
| GLushort data[] = { 0xFF }; |
| init2DTexture(GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, data); |
| runTest2D(); |
| } |
| |
| TEST_F(SwizzleTest, D24_2D) |
| { |
| GLuint data[] = { 0xFFFF }; |
| init2DTexture(GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, data); |
| runTest2D(); |
| } |
| |
| #include "media/pixel.inl" |
| |
| TEST_F(SwizzleTest, CompressedDXT_2D) |
| { |
| init2DCompressedTexture(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height, pixel_0_size, pixel_0_data); |
| runTest2D(); |
| } |