| #include "ANGLETest.h" |
| #include "media/pixel.inl" |
| |
| class CompressedTextureTest : public ANGLETest |
| { |
| protected: |
| CompressedTextureTest() |
| { |
| setWindowWidth(512); |
| setWindowHeight(512); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| } |
| |
| virtual void SetUp() |
| { |
| ANGLETest::SetUp(); |
| |
| const std::string vsSource = SHADER_SOURCE |
| ( |
| precision highp float; |
| attribute vec4 position; |
| varying vec2 texcoord; |
| |
| void main() |
| { |
| gl_Position = position; |
| texcoord = (position.xy * 0.5) + 0.5; |
| texcoord.y = 1.0 - texcoord.y; |
| } |
| ); |
| |
| const std::string textureFSSource = SHADER_SOURCE |
| ( |
| precision highp float; |
| uniform sampler2D tex; |
| varying vec2 texcoord; |
| |
| void main() |
| { |
| gl_FragColor = texture2D(tex, texcoord); |
| } |
| ); |
| |
| mTextureProgram = compileProgram(vsSource, textureFSSource); |
| if (mTextureProgram == 0) |
| { |
| FAIL() << "shader compilation failed."; |
| } |
| |
| mTextureUniformLocation = glGetUniformLocation(mTextureProgram, "tex"); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| virtual void TearDown() |
| { |
| glDeleteProgram(mTextureProgram); |
| |
| ANGLETest::TearDown(); |
| } |
| |
| GLuint mTextureProgram; |
| GLint mTextureUniformLocation; |
| }; |
| |
| TEST_F(CompressedTextureTest, compressed_tex_image) |
| { |
| if (getClientVersion() < 3 && !extensionEnabled("GL_EXT_texture_compression_dxt1")) |
| { |
| return; |
| } |
| |
| GLuint texture; |
| glGenTextures(1, &texture); |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| |
| glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height, 0, pixel_0_size, pixel_0_data); |
| glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_width, pixel_1_height, 0, pixel_1_size, pixel_1_data); |
| glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_width, pixel_2_height, 0, pixel_2_size, pixel_2_data); |
| glCompressedTexImage2D(GL_TEXTURE_2D, 3, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_width, pixel_3_height, 0, pixel_3_size, pixel_3_data); |
| glCompressedTexImage2D(GL_TEXTURE_2D, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_width, pixel_4_height, 0, pixel_4_size, pixel_4_data); |
| glCompressedTexImage2D(GL_TEXTURE_2D, 5, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_width, pixel_5_height, 0, pixel_5_size, pixel_5_data); |
| glCompressedTexImage2D(GL_TEXTURE_2D, 6, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_width, pixel_6_height, 0, pixel_6_size, pixel_6_data); |
| glCompressedTexImage2D(GL_TEXTURE_2D, 7, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_width, pixel_7_height, 0, pixel_7_size, pixel_7_data); |
| glCompressedTexImage2D(GL_TEXTURE_2D, 8, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_width, pixel_8_height, 0, pixel_8_size, pixel_8_data); |
| glCompressedTexImage2D(GL_TEXTURE_2D, 9, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_width, pixel_9_height, 0, pixel_9_size, pixel_9_data); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glUseProgram(mTextureProgram); |
| glUniform1i(mTextureUniformLocation, 0); |
| |
| drawQuad(mTextureProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glDeleteTextures(1, &texture); |
| |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| TEST_F(CompressedTextureTest, compressed_tex_storage) |
| { |
| if (getClientVersion() < 3 && !extensionEnabled("GL_EXT_texture_compression_dxt1")) |
| { |
| return; |
| } |
| |
| if (getClientVersion() < 3 && (!extensionEnabled("GL_EXT_texture_storage") || !extensionEnabled("GL_OES_rgb8_rgba8"))) |
| { |
| return; |
| } |
| |
| GLuint texture; |
| glGenTextures(1, &texture); |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| |
| if (getClientVersion() < 3) |
| { |
| glTexStorage2DEXT(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height); |
| } |
| else |
| { |
| glTexStorage2D(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height); |
| } |
| EXPECT_GL_NO_ERROR(); |
| |
| glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, pixel_0_width, pixel_0_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_size, pixel_0_data); |
| glCompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, pixel_1_width, pixel_1_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_size, pixel_1_data); |
| glCompressedTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, pixel_2_width, pixel_2_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_size, pixel_2_data); |
| glCompressedTexSubImage2D(GL_TEXTURE_2D, 3, 0, 0, pixel_3_width, pixel_3_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_size, pixel_3_data); |
| glCompressedTexSubImage2D(GL_TEXTURE_2D, 4, 0, 0, pixel_4_width, pixel_4_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_size, pixel_4_data); |
| glCompressedTexSubImage2D(GL_TEXTURE_2D, 5, 0, 0, pixel_5_width, pixel_5_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_size, pixel_5_data); |
| glCompressedTexSubImage2D(GL_TEXTURE_2D, 6, 0, 0, pixel_6_width, pixel_6_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_size, pixel_6_data); |
| glCompressedTexSubImage2D(GL_TEXTURE_2D, 7, 0, 0, pixel_7_width, pixel_7_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_size, pixel_7_data); |
| glCompressedTexSubImage2D(GL_TEXTURE_2D, 8, 0, 0, pixel_8_width, pixel_8_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_size, pixel_8_data); |
| glCompressedTexSubImage2D(GL_TEXTURE_2D, 9, 0, 0, pixel_9_width, pixel_9_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_size, pixel_9_data); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glUseProgram(mTextureProgram); |
| glUniform1i(mTextureUniformLocation, 0); |
| |
| drawQuad(mTextureProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glDeleteTextures(1, &texture); |
| |
| EXPECT_GL_NO_ERROR(); |
| } |