Added compressed texture tests.
Change-Id: Id6090b134b957ca195afa615d61a10f8b008208e
Reviewed-on: https://chromium-review.googlesource.com/179358
Reviewed-by: Nicolas Capens <nicolascapens@chromium.org>
Commit-Queue: Nicolas Capens <nicolascapens@chromium.org>
Tested-by: Nicolas Capens <nicolascapens@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/tests/angle_tests/CompressedTextureTest.cpp b/tests/angle_tests/CompressedTextureTest.cpp
new file mode 100644
index 0000000..7fb193c
--- /dev/null
+++ b/tests/angle_tests/CompressedTextureTest.cpp
@@ -0,0 +1,154 @@
+#include "ANGLETest.h"
+#include "media/stanfordbunny.inl"
+#include "media/stanforddragon.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, std::max(stanfordbunnyWidth >> 0, 1U), std::max(stanfordbunnyHeight >> 0, 1U), 0, sizeof(stanfordbunny_0), stanfordbunny_0);
+ glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, std::max(stanfordbunnyWidth >> 1, 1U), std::max(stanfordbunnyHeight >> 1, 1U), 0, sizeof(stanfordbunny_1), stanfordbunny_1);
+ glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, std::max(stanfordbunnyWidth >> 2, 1U), std::max(stanfordbunnyHeight >> 2, 1U), 0, sizeof(stanfordbunny_2), stanfordbunny_2);
+ glCompressedTexImage2D(GL_TEXTURE_2D, 3, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, std::max(stanfordbunnyWidth >> 3, 1U), std::max(stanfordbunnyHeight >> 3, 1U), 0, sizeof(stanfordbunny_3), stanfordbunny_3);
+ glCompressedTexImage2D(GL_TEXTURE_2D, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, std::max(stanfordbunnyWidth >> 4, 1U), std::max(stanfordbunnyHeight >> 4, 1U), 0, sizeof(stanfordbunny_4), stanfordbunny_4);
+ glCompressedTexImage2D(GL_TEXTURE_2D, 5, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, std::max(stanfordbunnyWidth >> 5, 1U), std::max(stanfordbunnyHeight >> 5, 1U), 0, sizeof(stanfordbunny_5), stanfordbunny_5);
+ glCompressedTexImage2D(GL_TEXTURE_2D, 6, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, std::max(stanfordbunnyWidth >> 6, 1U), std::max(stanfordbunnyHeight >> 6, 1U), 0, sizeof(stanfordbunny_6), stanfordbunny_6);
+ glCompressedTexImage2D(GL_TEXTURE_2D, 7, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, std::max(stanfordbunnyWidth >> 7, 1U), std::max(stanfordbunnyHeight >> 7, 1U), 0, sizeof(stanfordbunny_7), stanfordbunny_7);
+ glCompressedTexImage2D(GL_TEXTURE_2D, 8, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, std::max(stanfordbunnyWidth >> 8, 1U), std::max(stanfordbunnyHeight >> 8, 1U), 0, sizeof(stanfordbunny_8), stanfordbunny_8);
+ glCompressedTexImage2D(GL_TEXTURE_2D, 9, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, std::max(stanfordbunnyWidth >> 9, 1U), std::max(stanfordbunnyHeight >> 9, 1U), 0, sizeof(stanfordbunny_9), stanfordbunny_9);
+
+ 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, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, stanforddragonWidth, stanforddragonHeight);
+ }
+ else
+ {
+ glTexStorage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, stanforddragonWidth, stanforddragonHeight);
+ }
+ EXPECT_GL_NO_ERROR();
+
+ glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, stanforddragonWidth, stanforddragonHeight, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, sizeof(stanforddragon), stanforddragon);
+
+ 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();
+}