Move end2end and standalone tests to gl_tests and egl_tests
Also introduce a test_utils directory that contains helpers used for all
types of tests.
BUG=angleproject:892
Change-Id: I9e1bff895020ffd3a109162283971a290a1098bd
Reviewed-on: https://chromium-review.googlesource.com/270198
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/tests/gl_tests/SwizzleTest.cpp b/src/tests/gl_tests/SwizzleTest.cpp
new file mode 100644
index 0000000..06e2a05
--- /dev/null
+++ b/src/tests/gl_tests/SwizzleTest.cpp
@@ -0,0 +1,287 @@
+//
+// Copyright 2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+#include "test_utils/ANGLETest.h"
+
+#include <vector>
+
+using namespace angle;
+
+namespace
+{
+
+class SwizzleTest : public ANGLETest
+{
+ protected:
+ SwizzleTest()
+ {
+ setWindowWidth(128);
+ setWindowHeight(128);
+ setConfigRedBits(8);
+ setConfigGreenBits(8);
+ setConfigBlueBits(8);
+ setConfigAlphaBits(8);
+
+ 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);
+ }
+ }
+ }
+ }
+ }
+
+ void SetUp() override
+ {
+ 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);
+ }
+
+ void TearDown() override
+ {
+ 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_P(SwizzleTest, RGBA8_2D)
+{
+ GLubyte data[] = { 1, 64, 128, 200 };
+ init2DTexture(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, data);
+ runTest2D();
+}
+
+TEST_P(SwizzleTest, RGB8_2D)
+{
+ GLubyte data[] = { 77, 66, 55 };
+ init2DTexture(GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE, data);
+ runTest2D();
+}
+
+TEST_P(SwizzleTest, RG8_2D)
+{
+ GLubyte data[] = { 11, 99 };
+ init2DTexture(GL_RG8, GL_RG, GL_UNSIGNED_BYTE, data);
+ runTest2D();
+}
+
+TEST_P(SwizzleTest, R8_2D)
+{
+ GLubyte data[] = { 2 };
+ init2DTexture(GL_R8, GL_RED, GL_UNSIGNED_BYTE, data);
+ runTest2D();
+}
+
+TEST_P(SwizzleTest, RGBA32F_2D)
+{
+ GLfloat data[] = { 0.25f, 0.5f, 0.75f, 0.8f };
+ init2DTexture(GL_RGBA32F, GL_RGBA, GL_FLOAT, data);
+ runTest2D();
+}
+
+TEST_P(SwizzleTest, RGB32F_2D)
+{
+ GLfloat data[] = { 0.1f, 0.2f, 0.3f };
+ init2DTexture(GL_RGB32F, GL_RGB, GL_FLOAT, data);
+ runTest2D();
+}
+
+TEST_P(SwizzleTest, RG32F_2D)
+{
+ GLfloat data[] = { 0.9f, 0.1f };
+ init2DTexture(GL_RG32F, GL_RG, GL_FLOAT, data);
+ runTest2D();
+}
+
+TEST_P(SwizzleTest, R32F_2D)
+{
+ GLfloat data[] = { 0.5f };
+ init2DTexture(GL_R32F, GL_RED, GL_FLOAT, data);
+ runTest2D();
+}
+
+TEST_P(SwizzleTest, D32F_2D)
+{
+ GLfloat data[] = { 0.5f };
+ init2DTexture(GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, data);
+ runTest2D();
+}
+
+TEST_P(SwizzleTest, D16_2D)
+{
+ GLushort data[] = { 0xFF };
+ init2DTexture(GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, data);
+ runTest2D();
+}
+
+TEST_P(SwizzleTest, D24_2D)
+{
+ GLuint data[] = { 0xFFFF };
+ init2DTexture(GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, data);
+ runTest2D();
+}
+
+#include "media/pixel.inl"
+
+TEST_P(SwizzleTest, CompressedDXT_2D)
+{
+ if (!extensionEnabled("GL_EXT_texture_compression_dxt1"))
+ {
+ return;
+ }
+
+ init2DCompressedTexture(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height, pixel_0_size, pixel_0_data);
+ runTest2D();
+}
+
+// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
+ANGLE_INSTANTIATE_TEST(SwizzleTest, ES3_D3D11());
+
+} // namespace