// // 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. // // SixteenBppTextureTest: // Basic tests using 16bpp texture formats (e.g. GL_RGB565). #include "test_utils/ANGLETest.h" #include "test_utils/gl_raii.h" #include "image_util/imageformats.h" using namespace angle; namespace { GLColor Convert565(const R5G6B5 &rgb565) { gl::ColorF colorf; R5G6B5::readColor(&colorf, &rgb565); Vector4 vecColor(colorf.red, colorf.green, colorf.blue, colorf.alpha); return GLColor(vecColor); } R5G6B5 Convert565(const GLColor &glColor) { const Vector4 &vecColor = glColor.toNormalizedVector(); gl::ColorF colorf(vecColor.x(), vecColor.y(), vecColor.z(), vecColor.w()); R5G6B5 rgb565; R5G6B5::writeColor(&rgb565, &colorf); return rgb565; } class SixteenBppTextureTest : public ANGLETest<> { protected: SixteenBppTextureTest() { setWindowWidth(128); setWindowHeight(128); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); } void testSetUp() override { constexpr char kVS[] = R"(precision highp float; attribute vec4 position; varying vec2 texcoord; void main() { gl_Position = vec4(position.xy, 0.0, 1.0); texcoord = (position.xy * 0.5) + 0.5; })"; constexpr char kFS[] = R"(precision highp float; uniform sampler2D tex; varying vec2 texcoord; void main() { gl_FragColor = texture2D(tex, texcoord); })"; m2DProgram = CompileProgram(kVS, kFS); mTexture2DUniformLocation = glGetUniformLocation(m2DProgram, "tex"); } void testTearDown() override { glDeleteProgram(m2DProgram); } void simpleValidationBase(GLuint tex) { // Draw a quad using the texture glClear(GL_COLOR_BUFFER_BIT); glUseProgram(m2DProgram); glUniform1i(mTexture2DUniformLocation, 0); drawQuad(m2DProgram, "position", 0.5f); ASSERT_GL_NO_ERROR(); int w = getWindowWidth() - 1; int h = getWindowHeight() - 1; // Check that it drew as expected EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green); EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow); // Generate mipmaps glGenerateMipmap(GL_TEXTURE_2D); // Draw a quad using the texture glClear(GL_COLOR_BUFFER_BIT); glUseProgram(m2DProgram); glUniform1i(mTexture2DUniformLocation, 0); drawQuad(m2DProgram, "position", 0.5f); ASSERT_GL_NO_ERROR(); // Check that it drew as expected EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green); EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow); // Bind the texture as a framebuffer, render to it, then check the results GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_UNSUPPORTED) { glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); EXPECT_PIXEL_EQ(1, 0, 255, 0, 0, 255); EXPECT_PIXEL_EQ(1, 1, 255, 0, 0, 255); EXPECT_PIXEL_EQ(0, 1, 255, 0, 0, 255); } else { std::cout << "Skipping rendering to an unsupported framebuffer format" << std::endl; } } GLuint m2DProgram; GLint mTexture2DUniformLocation; }; class SixteenBppTextureTestES3 : public SixteenBppTextureTest {}; // Simple validation test for GL_RGB565 textures. // Samples from the texture, renders to it, generates mipmaps etc. TEST_P(SixteenBppTextureTest, RGB565Validation) { GLuint test; memcpy(&test, &GLColor::black, 4); R5G6B5 pixels[4] = {Convert565(GLColor::red), Convert565(GLColor::green), Convert565(GLColor::blue), Convert565(GLColor::yellow)}; glClearColor(0, 0, 0, 0); // Create a simple RGB565 texture GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); EXPECT_GL_NO_ERROR(); // Supply the data to it glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels); EXPECT_GL_NO_ERROR(); simpleValidationBase(tex); } // Simple validation test for GL_RGB5_A1 textures. // Samples from the texture, renders to it, generates mipmaps etc. TEST_P(SixteenBppTextureTest, RGBA5551Validation) { GLushort pixels[4] = { 0xF801, // Red 0x07C1, // Green 0x003F, // Blue 0xFFC1 // Red + Green }; // Create a simple 5551 texture GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); EXPECT_GL_NO_ERROR(); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, pixels); EXPECT_GL_NO_ERROR(); simpleValidationBase(tex); } // Test to ensure calling Clear() on an RGBA5551 texture does something reasonable // Based on WebGL test conformance/textures/texture-attachment-formats.html TEST_P(SixteenBppTextureTest, RGBA5551ClearAlpha) { GLTexture tex; GLFramebuffer fbo; // Create a simple 5551 texture glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); EXPECT_GL_NO_ERROR(); // Bind the texture as a framebuffer, clear it, then check the results glBindFramebuffer(GL_FRAMEBUFFER, fbo); glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_UNSUPPORTED) { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 255); } else { std::cout << "Skipping rendering to an unsupported framebuffer format" << std::endl; } } // Simple validation test for GL_RGBA4 textures. // Samples from the texture, renders to it, generates mipmaps etc. TEST_P(SixteenBppTextureTest, RGBA4444Validation) { GLushort pixels[4] = { 0xF00F, // Red 0x0F0F, // Green 0x00FF, // Blue 0xFF0F // Red + Green }; glClearColor(0, 0, 0, 0); // Generate a RGBA4444 texture, no mipmaps GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); EXPECT_GL_NO_ERROR(); // Provide some data for the texture glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, pixels); EXPECT_GL_NO_ERROR(); simpleValidationBase(tex); } // Test uploading RGBA8 data to RGBA4 textures. TEST_P(SixteenBppTextureTestES3, RGBA4UploadRGBA8) { const std::array kFourColors = { {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}}; GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, kFourColors.data()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ASSERT_GL_NO_ERROR(); simpleValidationBase(tex); } // Test uploading RGB8 data to RGB565 textures. TEST_P(SixteenBppTextureTestES3, RGB565UploadRGB8) { std::vector fourColors; fourColors.push_back(GLColorRGB::red); fourColors.push_back(GLColorRGB::green); fourColors.push_back(GLColorRGB::blue); fourColors.push_back(GLColorRGB::yellow); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, fourColors.data()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ASSERT_GL_NO_ERROR(); simpleValidationBase(tex); } // Test uploading RGBA8 data to RGB5A41 textures. TEST_P(SixteenBppTextureTestES3, RGB5A1UploadRGBA8) { std::vector fourColors; fourColors.push_back(GLColor::red); fourColors.push_back(GLColor::green); fourColors.push_back(GLColor::blue); fourColors.push_back(GLColor::yellow); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, fourColors.data()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ASSERT_GL_NO_ERROR(); simpleValidationBase(tex); } // Test uploading RGB10A2 data to RGB5A1 textures. TEST_P(SixteenBppTextureTestES3, RGB5A1UploadRGB10A2) { struct RGB10A2 { RGB10A2(uint32_t r, uint32_t g, uint32_t b, uint32_t a) : R(r), G(g), B(b), A(a) {} uint32_t R : 10; uint32_t G : 10; uint32_t B : 10; uint32_t A : 2; }; uint32_t one10 = (1u << 10u) - 1u; RGB10A2 red(one10, 0u, 0u, 0x3u); RGB10A2 green(0u, one10, 0u, 0x3u); RGB10A2 blue(0u, 0u, one10, 0x3u); RGB10A2 yellow(one10, one10, 0u, 0x3u); std::vector fourColors; fourColors.push_back(red); fourColors.push_back(green); fourColors.push_back(blue); fourColors.push_back(yellow); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 2, 2, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, fourColors.data()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ASSERT_GL_NO_ERROR(); simpleValidationBase(tex); } // Test reading from RGBA4 textures attached to FBO. TEST_P(SixteenBppTextureTestES3, RGBA4FramebufferReadback) { // TODO(jmadill): Fix bug with GLES ANGLE_SKIP_TEST_IF(IsOpenGLES()); Vector4 rawColor(0.5f, 0.7f, 1.0f, 0.0f); GLColor expectedColor(rawColor); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); glClearColor(rawColor.x(), rawColor.y(), rawColor.z(), rawColor.w()); glClear(GL_COLOR_BUFFER_BIT); ASSERT_GL_NO_ERROR(); GLenum colorReadFormat = GL_NONE; GLenum colorReadType = GL_NONE; glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, reinterpret_cast(&colorReadFormat)); glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, reinterpret_cast(&colorReadType)); if (colorReadFormat == GL_RGBA && colorReadType == GL_UNSIGNED_BYTE) { GLColor actualColor = GLColor::black; glReadPixels(0, 0, 1, 1, colorReadFormat, colorReadType, &actualColor); EXPECT_COLOR_NEAR(expectedColor, actualColor, 20); } else { ASSERT_GLENUM_EQ(GL_RGBA, colorReadFormat); ASSERT_TRUE(colorReadType == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT || colorReadType == GL_UNSIGNED_SHORT_4_4_4_4); uint16_t rgba = 0; glReadPixels(0, 0, 1, 1, colorReadFormat, colorReadType, &rgba); GLubyte r8 = static_cast((rgba & 0xF000) >> 12); GLubyte g8 = static_cast((rgba & 0x0F00) >> 8); GLubyte b8 = static_cast((rgba & 0x00F0) >> 4); GLubyte a8 = static_cast((rgba & 0x000F)); GLColor actualColor(r8 << 4, g8 << 4, b8 << 4, a8 << 4); EXPECT_COLOR_NEAR(expectedColor, actualColor, 20); } ASSERT_GL_NO_ERROR(); } // Test reading from RGB565 textures attached to FBO. TEST_P(SixteenBppTextureTestES3, RGB565FramebufferReadback) { // TODO(jmadill): Fix bug with GLES ANGLE_SKIP_TEST_IF(IsOpenGLES()); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); std::vector fourColors; fourColors.push_back(GLColor::red); fourColors.push_back(GLColor::green); fourColors.push_back(GLColor::blue); fourColors.push_back(GLColor::white); constexpr char kVS[] = "#version 300 es\n" "in vec4 color;\n" "in vec2 position;\n" "out vec4 fcolor;\n" "void main() {\n" " fcolor = color;\n" " gl_Position = vec4(position, 0.5, 1.0);\n" "}"; constexpr char kFS[] = "#version 300 es\n" "in mediump vec4 fcolor;\n" "out mediump vec4 color;\n" "void main() {\n" " color = fcolor;\n" "}"; GLuint program = CompileProgram(kVS, kFS); glUseProgram(program); GLint colorLocation = glGetAttribLocation(program, "color"); ASSERT_NE(-1, colorLocation); glEnableVertexAttribArray(colorLocation); glVertexAttribPointer(colorLocation, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, fourColors.data()); int w = getWindowWidth(); int h = getWindowHeight(); glViewport(0, 0, w, h); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); drawIndexedQuad(program, "position", 0.5f); ASSERT_GL_NO_ERROR(); int t = 12; EXPECT_PIXEL_COLOR_NEAR(0, h - 1, GLColor::red, t); EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::green, t); EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, GLColor::blue, t); EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, GLColor::white, t); GLenum colorReadFormat = GL_NONE; GLenum colorReadType = GL_NONE; glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, reinterpret_cast(&colorReadFormat)); glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, reinterpret_cast(&colorReadType)); if (colorReadFormat == GL_RGB && colorReadType == GL_UNSIGNED_SHORT_5_6_5) { std::vector readColors(w * h); glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, readColors.data()); int hoffset = (h - 1) * w; EXPECT_COLOR_NEAR(GLColor::red, Convert565(readColors[hoffset]), t); EXPECT_COLOR_NEAR(GLColor::green, Convert565(readColors[0]), t); EXPECT_COLOR_NEAR(GLColor::blue, Convert565(readColors[w - 1]), t); EXPECT_COLOR_NEAR(GLColor::white, Convert565(readColors[w - 1 + hoffset]), t); } glDeleteProgram(program); } class SixteenBppTextureDitheringTestES3 : public SixteenBppTextureTestES3 { protected: SixteenBppTextureDitheringTestES3() { setWindowWidth(512); setWindowHeight(512); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); } enum class Gradient { RedGreen, RedBlue, GreenBlue, }; std::string makeVS(Gradient gradient) { std::ostringstream vs; vs << R"(#version 300 es out mediump vec4 color; void main() { // gl_VertexID x y // 0 -1 -1 Black // 1 1 -1 Red // 2 -1 1 Green // 3 1 1 Yellow int bit0 = gl_VertexID & 1; int bit1 = gl_VertexID >> 1; gl_Position = vec4(bit0 * 2 - 1, bit1 * 2 - 1, 0, 1); color = )"; switch (gradient) { case Gradient::RedGreen: vs << "vec4(bit0, bit1, 0, 1)"; break; case Gradient::RedBlue: vs << "vec4(bit1, 0, bit0, 1)"; break; case Gradient::GreenBlue: vs << "vec4(0, bit0, bit1, 1)"; break; } vs << R"(; })"; return vs.str(); } const char *getFS() { return R"(#version 300 es precision mediump float; in vec4 color; out vec4 colorOut; void main() { colorOut = color; })"; } GLColor getRightColor(Gradient gradient) { switch (gradient) { case Gradient::RedGreen: return GLColor::red; case Gradient::RedBlue: return GLColor::blue; case Gradient::GreenBlue: return GLColor::green; default: UNREACHABLE(); return GLColor::red; } } GLColor getTopColor(Gradient gradient) { switch (gradient) { case Gradient::RedGreen: return GLColor::green; case Gradient::RedBlue: return GLColor::red; case Gradient::GreenBlue: return GLColor::blue; default: UNREACHABLE(); return GLColor::red; } } void bandingTest(GLuint fbo, GLenum format, Gradient gradient, bool ditheringExpected); void bandingTestWithSwitch(GLenum format, Gradient gradient); }; void SixteenBppTextureDitheringTestES3::bandingTest(GLuint fbo, GLenum format, Gradient gradient, bool ditheringExpected) { int w = getWindowWidth(); int h = getWindowHeight(); glBindFramebuffer(GL_FRAMEBUFFER, fbo); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexStorage2D(GL_TEXTURE_2D, 1, format, w, h); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); ANGLE_GL_PROGRAM(program, makeVS(gradient).c_str(), getFS()); glUseProgram(program); glViewport(0, 0, w, h); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); ASSERT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, 0); // Draw a quad using the texture glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glUseProgram(m2DProgram); glUniform1i(mTexture2DUniformLocation, 0); drawQuad(m2DProgram, "position", 0.5f); ASSERT_GL_NO_ERROR(); // Verify results. Note that no dithering algorithm is specified by the spec, so the test // cannot actually verify that the output is dithered in any way. These tests exist for visual // verification and debugging only. int maxError = 0; switch (format) { case GL_RGBA4: maxError = 256 / 16; break; case GL_RGB5_A1: case GL_RGB565: maxError = 256 / 32; break; default: UNREACHABLE(); } const GLColor rightColor = getRightColor(gradient); const GLColor topColor = getTopColor(gradient); const GLColor topRightColor = GLColor(rightColor.R + topColor.R, rightColor.G + topColor.G, rightColor.B + topColor.B, 255); EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::black, maxError); EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, rightColor, maxError); EXPECT_PIXEL_COLOR_NEAR(0, h - 1, topColor, maxError); EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, topRightColor, maxError); ASSERT_GL_NO_ERROR(); // Stricter pixel check on Android where dithering is supported by the driver or emulated. if (getEGLWindow()->isFeatureEnabled(Feature::EmulateDithering) || getEGLWindow()->isFeatureEnabled(Feature::SupportsLegacyDithering)) { uint32_t pixelCount = w * h; std::vector pixelData(pixelCount); glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data()); int samePixelCount = 0; for (EGLint y = 0; y < h; ++y) { for (EGLint x = 0; x < w; ++x) { EGLint srcPixel = x + y * w; if (x < w - 1 && pixelData[srcPixel] == pixelData[srcPixel + 1]) { samePixelCount++; } } } double samePixelCountRatio = (1.0 * samePixelCount) / (w * h); // ~0.3 (dithering) vs 0.8+ (no dithering) if (ditheringExpected) { EXPECT_LT(samePixelCountRatio, 0.7); } else { EXPECT_GT(samePixelCountRatio, 0.7); } } } void SixteenBppTextureDitheringTestES3::bandingTestWithSwitch(GLenum format, Gradient gradient) { GLFramebuffer fbo; GLFramebuffer anotherFbo; // GL_DITHER defaults to enabled bandingTest(fbo, format, gradient, true); glDisable(GL_DITHER); bandingTest(fbo, format, gradient, false); // Check that still disabled after switching to another framebuffer bandingTest(anotherFbo, format, gradient, false); glEnable(GL_DITHER); bandingTest(fbo, format, gradient, true); // Check that it is now enabled on another framebuffer bandingTest(anotherFbo, format, gradient, true); } // Test dithering applied to RGBA4. TEST_P(SixteenBppTextureDitheringTestES3, RGBA4) { bandingTestWithSwitch(GL_RGBA4, Gradient::RedGreen); } // Test dithering applied to RGBA5551. TEST_P(SixteenBppTextureDitheringTestES3, RGBA5551) { bandingTestWithSwitch(GL_RGB5_A1, Gradient::RedBlue); } // Test dithering applied to RGB565. TEST_P(SixteenBppTextureDitheringTestES3, RGB565) { bandingTestWithSwitch(GL_RGB565, Gradient::GreenBlue); } ANGLE_INSTANTIATE_TEST_ES2(SixteenBppTextureTest); GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(SixteenBppTextureTestES3); ANGLE_INSTANTIATE_TEST_ES3(SixteenBppTextureTestES3); GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(SixteenBppTextureDitheringTestES3); ANGLE_INSTANTIATE_TEST_ES3(SixteenBppTextureDitheringTestES3); } // namespace