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//
// Copyright 2022 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.
//
// PalettedTextureTest.cpp: Tests paletted texture decompression
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "common/matrix_utils.h"
#include "common/vector_utils.h"
#include "util/random_utils.h"
#include <stdint.h>
#include <vector>
using namespace angle;
class PalettedTextureTest : public ANGLETest<>
{
protected:
PalettedTextureTest()
{
setWindowWidth(32);
setWindowHeight(32);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
};
// Check that paletted formats are reported as supported.
TEST_P(PalettedTextureTest, PalettedFormatsAreSupported)
{
ANGLE_SKIP_TEST_IF(!IsVulkan());
std::vector<GLint> mustSupportFormats{
GL_PALETTE4_RGB8_OES, GL_PALETTE4_RGBA8_OES, GL_PALETTE4_R5_G6_B5_OES,
GL_PALETTE4_RGBA4_OES, GL_PALETTE4_RGB5_A1_OES, GL_PALETTE8_RGB8_OES,
GL_PALETTE8_RGBA8_OES, GL_PALETTE8_R5_G6_B5_OES, GL_PALETTE8_RGBA4_OES,
GL_PALETTE8_RGB5_A1_OES,
};
GLint numSupportedFormats;
glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numSupportedFormats);
std::vector<GLint> supportedFormats(numSupportedFormats, 0);
glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, supportedFormats.data());
for (GLint format : mustSupportFormats)
{
EXPECT_TRUE(std::find(supportedFormats.begin(), supportedFormats.end(), format) !=
supportedFormats.end());
}
}
// Check that sampling a paletted texture works.
TEST_P(PalettedTextureTest, PalettedTextureSampling)
{
ANGLE_SKIP_TEST_IF(!IsVulkan());
struct Vertex
{
GLfloat position[3];
GLfloat uv[2];
};
glEnable(GL_TEXTURE_2D);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
struct TestImage
{
GLColor palette[16];
uint8_t texels[2]; // 2x2, each texel is 4-bit
};
TestImage testImage = {
{
GLColor::cyan,
GLColor::yellow,
GLColor::magenta,
GLColor::red,
},
{
0x01,
0x23,
},
};
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_PALETTE4_RGBA8_OES, 2, 2, 0, sizeof testImage,
&testImage);
EXPECT_GL_NO_ERROR();
glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
for (int i = 0; i < 10; i++)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustumf(-1, 1, -1, 1, 5.0, 60.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -8.0f);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
std::vector<Vertex> vertices = {
{{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}},
{{-1.0f, 1.0f, 0.0f}, {0.0f, 1.0f}},
{{1.0f, -1.0f, 0.0f}, {1.0f, 0.0f}},
{{1.0f, 1.0f, 0.0f}, {1.0f, 1.0f}},
};
glVertexPointer(3, GL_FLOAT, sizeof vertices[0], &vertices[0].position);
glTexCoordPointer(2, GL_FLOAT, sizeof vertices[0], &vertices[0].uv);
glDrawArrays(GL_TRIANGLE_STRIP, 0, vertices.size());
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_NEAR(8, 8, testImage.palette[0], 0);
EXPECT_PIXEL_COLOR_NEAR(24, 8, testImage.palette[1], 0);
EXPECT_PIXEL_COLOR_NEAR(8, 24, testImage.palette[2], 0);
EXPECT_PIXEL_COLOR_NEAR(24, 24, testImage.palette[3], 0);
swapBuffers();
}
}
ANGLE_INSTANTIATE_TEST_ES1(PalettedTextureTest);