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Unified Diff: gpu/command_buffer/tests/gl_oes_texture_half_float_unittest.cc

Issue 14402003: Add OES_texture_half_float extension support in Chromium for desktop GL implementation. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: add support for glReadPixels and updated test cases Created 7 years, 8 months ago
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Index: gpu/command_buffer/tests/gl_oes_texture_half_float_unittest.cc
diff --git a/gpu/command_buffer/tests/gl_oes_texture_half_float_unittest.cc b/gpu/command_buffer/tests/gl_oes_texture_half_float_unittest.cc
new file mode 100755
index 0000000000000000000000000000000000000000..65cf3820c7b5aa5fbb5db4331853c3998296da35
--- /dev/null
+++ b/gpu/command_buffer/tests/gl_oes_texture_half_float_unittest.cc
@@ -0,0 +1,205 @@
+// Copyright (c) 2012 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#ifndef GL_GLEXT_PROTOTYPES
+#define GL_GLEXT_PROTOTYPES
+#endif
+
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+
+#include "gpu/command_buffer/tests/gl_manager.h"
+#include "gpu/command_buffer/tests/gl_test_utils.h"
+#include "testing/gmock/include/gmock/gmock.h"
+#include "testing/gtest/include/gtest/gtest.h"
+
+#define SHADER(Src) #Src
+
+namespace gpu {
+
+static const char* v_shader_str = SHADER(
+ attribute vec4 v_position;
greggman 2013/05/02 16:37:26 nit: a_ for attribute, v_ for varying?
+ void main() {
+ gl_Position = v_position;
+ }
+);
+
+static const char* f_shader_str = SHADER(
+ uniform sampler2D u_texture;
+ void main() {
+ gl_FragColor = texture2D(u_texture, vec2(0.5, 0.5)) *
+ vec4(4.0, 2.0, 0.5, 0.25);
+ }
+);
+
+class GLOesTextureHalfFloatTest : public testing::Test {
+ protected:
+ virtual void SetUp() {
+ gl_.Initialize(GLManager::Options());
+
+ glGenTextures(2, textures);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, textures[1]);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ textures[1], 0);
greggman 2013/05/02 16:37:26 nit: indenting
+ }
+
+ virtual void TearDown() {
+ glDeleteTextures(2, textures);
+ glDeleteFramebuffers(1, &fbo);
+ gl_.Destroy();
+ }
+
+ GLuint SetupUnitQuad(GLint position_location);
+
+ GLManager gl_;
+ GLuint textures[2];
+ GLuint fbo;
+};
+
+GLuint GLOesTextureHalfFloatTest::SetupUnitQuad(GLint position_location) {
greggman 2013/05/02 16:37:26 Can you just use GLTestHelper::SetupUnitQuad?
+ GLuint vbo = 0;
+ glGenBuffers(1, &vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ static float vertices[] = {
+ 1.0f, 1.0f, 1.0f,
+ -1.0f, 1.0f, 0.0f,
+ -1.0f, -1.0f, -1.0f,
+ 1.0f, 1.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f,
+ 1.0f, -1.0f, 0.0f,
+ };
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+ glEnableVertexAttribArray(position_location);
+ glVertexAttribPointer(position_location, 3, GL_FLOAT, GL_FALSE, 0, 0);
+
+ return vbo;
+}
+
+TEST_F(GLOesTextureHalfFloatTest, TexImage2DAndTexSubImage2D) {
+ if (!GLTestHelper::HasExtension("GL_OES_texture_half_float")) {
+ return;
+ }
+
+ // (0.25, 0.5, 2.0, 4.0)
+ int16 pixels[1 * 4] = { 0x3400, 0x3800, 0x4000, 0x4400 };
greggman 2013/05/02 16:37:26 static?
+ glBindTexture(GL_TEXTURE_2D, textures[0]);
+
+ GLenum formats[5] = { GL_RGBA, GL_RGB, GL_LUMINANCE_ALPHA,
+ GL_LUMINANCE, GL_ALPHA };
+ for (unsigned int i = 0; i < 5; i++) {
+ glTexImage2D(GL_TEXTURE_2D, 0, formats[i], 1, 1, 0, formats[i],
+ GL_HALF_FLOAT_OES, pixels);
+ EXPECT_TRUE(glGetError() == GL_NO_ERROR);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, formats[i],
+ GL_HALF_FLOAT_OES, pixels);
+ EXPECT_TRUE(glGetError() == GL_NO_ERROR);
+ }
+}
+
+TEST_F(GLOesTextureHalfFloatTest, ReadPixels) {
+ if (!GLTestHelper::HasExtension("GL_OES_texture_half_float")) {
+ return;
+ }
+
+ GLuint program = GLTestHelper::LoadProgram(v_shader_str, f_shader_str);
+ glUseProgram(program);
+ EXPECT_TRUE(glGetError() == GL_NO_ERROR);
+
+ GLint position_loc = glGetAttribLocation(program, "v_position");
+ SetupUnitQuad(position_loc);
+ EXPECT_TRUE(glGetError() == GL_NO_ERROR);
+
+ glBindTexture(GL_TEXTURE_2D, textures[1]);
+ glTexImage2D(
+ GL_TEXTURE_2D, 0, GL_RGBA, 4, 4,
+ 0, GL_RGBA, GL_HALF_FLOAT_OES, NULL);
+ // Direct return if GL_HALF_FLOAT_OES if not a renderable type.
+ if (glCheckFramebufferStatus(GL_FRAMEBUFFER)
+ != static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE))
+ return;
+
+ // (0.25, 0.5, 0.5, 4.0) / (0x3400, 0x3800, 0x3800, 0x4400)
+ int16 pixels[1 * 4] = { 0x3400, 0x3800, 0x3800, 0x4400 };
+ glBindTexture(GL_TEXTURE_2D, textures[0]);
+ glTexImage2D(
+ GL_TEXTURE_2D, 0, GL_RGBA, 1, 1,
+ 0, GL_RGBA, GL_HALF_FLOAT_OES, pixels);
+
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+
+ uint16 actual_pixels[1 * 4] = { 0 };
+ glReadPixels(
+ 0, 0, 1, 1, GL_RGBA, GL_HALF_FLOAT_OES,
greggman 2013/05/02 16:37:26 AFAIK in GL ES 2.0 ReadPixels does not have to sup
+ actual_pixels);
+ EXPECT_TRUE(glGetError() == GL_NO_ERROR);
+
+ // (1.0, 1.0, 0.25, 1.0) / (15360, 15360, 13312, 15360)
+ EXPECT_EQ(15360, actual_pixels[0]);
+ EXPECT_EQ(15360, actual_pixels[1]);
+ EXPECT_EQ(13312, actual_pixels[2]);
+ EXPECT_EQ(15360, actual_pixels[3]);
+}
+
+
+TEST_F(GLOesTextureHalfFloatTest, OesTextureHalfFloatTest) {
+ if (!GLTestHelper::HasExtension("GL_OES_texture_half_float")) {
+ return;
+ }
+
+ GLuint program = GLTestHelper::LoadProgram(v_shader_str, f_shader_str);
+ glUseProgram(program);
+ EXPECT_TRUE(glGetError() == GL_NO_ERROR);
+
+ GLint position_loc = glGetAttribLocation(program, "v_position");
+ SetupUnitQuad(position_loc);
+ EXPECT_TRUE(glGetError() == GL_NO_ERROR);
+
+ glBindTexture(GL_TEXTURE_2D, textures[1]);
+ glTexImage2D(
+ GL_TEXTURE_2D, 0, GL_RGBA, 4, 4,
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ EXPECT_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE),
+ glCheckFramebufferStatus(GL_FRAMEBUFFER));
+
+ // (0.25, 0.5, 2.0, 4.0) / (0x3400, 0x3800, 0x4000, 0x4400)
+ int16 pixels[1 * 4] = { 0x3400, 0x3800, 0x4000, 0x4400 };
greggman 2013/05/02 16:37:26 static?
+ glBindTexture(GL_TEXTURE_2D, textures[0]);
+ glTexImage2D(
+ GL_TEXTURE_2D, 0, GL_RGBA, 1, 1,
+ 0, GL_RGBA, GL_HALF_FLOAT_OES, pixels);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ // check pixels
+ uint8 actual_pixels[1 * 4] = { 0 };
greggman 2013/05/02 16:37:26 use GLTestHelper::CheckRect?
+ glReadPixels(
+ 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
+ actual_pixels);
+ for (unsigned int i = 0; i < 4; i++) {
+ EXPECT_EQ(255, actual_pixels[i]);
+ }
+
+ glTexSubImage2D(
+ GL_TEXTURE_2D, 0, 0, 0, 1, 1,
+ GL_RGBA, GL_HALF_FLOAT_OES, pixels);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ // check pixels
+ uint8 actual_pixels_sub[1 * 4] = { 0 };
+ glReadPixels(
+ 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
+ actual_pixels_sub);
+ EXPECT_TRUE(glGetError() == GL_NO_ERROR);
+
+ for (unsigned int i = 0; i < 4; i++) {
greggman 2013/05/02 16:37:26 use GLTestHelper::CheckRect?
+ EXPECT_EQ(255, actual_pixels_sub[i]);
+ }
+}
+
+} // namespace gpu
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