Commit 8e7549bd by Geoff Lang

Revert "In D3D11, check for 16-bit texture support and use if possible"

Causing failures on Windows 8 bots running ES CTS and Windows 7 Intel bot running angle tests. Example failures: https://build.chromium.org/p/chromium.gpu.fyi/builders/Win8%20Release%20%28NVIDIA%29/builds/14442 https://build.chromium.org/p/chromium.gpu.fyi/builders/Win7%20Release%20%28Intel%29/builds/11627 This reverts commit d63f08fc. Change-Id: I841aee5fb0973432f249277126424b909d5b3e17 Reviewed-on: https://chromium-review.googlesource.com/273416Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Tested-by: 's avatarGeoff Lang <geofflang@chromium.org>
parent 294cad9d
......@@ -569,7 +569,6 @@ inline bool IsIntegerCastSafe(BigIntT bigValue)
#if defined(_MSC_VER)
#define ANGLE_ROTL(x,y) _rotl(x,y)
#define ANGLE_ROTR16(x,y) _rotr16(x,y)
#else
......@@ -578,13 +577,7 @@ inline uint32_t RotL(uint32_t x, int8_t r)
return (x << r) | (x >> (32 - r));
}
inline uint16_t RotR16(uint16_t x, int8_t r)
{
return (x >> r) | (x << (16 - r));
}
#define ANGLE_ROTL(x,y) RotL(x,y)
#define ANGLE_ROTR16(x,y) RotR16(x,y)
#endif // namespace rx
......
......@@ -307,7 +307,7 @@ gl::Error Clear11::clearFramebuffer(const ClearParameters &clearParams, const gl
// Check if the actual format has a channel that the internal format does not and set them to the
// default values
float clearValues[4] =
const float clearValues[4] =
{
((formatInfo.redBits == 0 && dxgiFormatInfo.redBits > 0) ? 0.0f : clearParams.colorFClearValue.red),
((formatInfo.greenBits == 0 && dxgiFormatInfo.greenBits > 0) ? 0.0f : clearParams.colorFClearValue.green),
......@@ -315,14 +315,6 @@ gl::Error Clear11::clearFramebuffer(const ClearParameters &clearParams, const gl
((formatInfo.alphaBits == 0 && dxgiFormatInfo.alphaBits > 0) ? 1.0f : clearParams.colorFClearValue.alpha),
};
if (dxgiFormatInfo.alphaBits == 1)
{
// Some drivers do not correctly handle calling Clear() on a format with 1-bit alpha.
// They can incorrectly round all non-zero values up to 1.0f. Note that WARP does not do this.
// We should handle the rounding for them instead.
clearValues[3] = (clearParams.colorFClearValue.alpha >= 0.5f) ? 1.0f : 0.0f;
}
if (needScissoredClear)
{
// We shouldn't reach here if deviceContext1 is unavailable.
......
......@@ -213,9 +213,6 @@ Renderer11::Renderer11(egl::Display *display)
mRenderer11DeviceCaps.supportsClearView = false;
mRenderer11DeviceCaps.supportsConstantBufferOffsets = false;
mRenderer11DeviceCaps.supportsDXGI1_2 = false;
mRenderer11DeviceCaps.B5G6R5support = 0;
mRenderer11DeviceCaps.B4G4R4A4support = 0;
mRenderer11DeviceCaps.B5G5R5A1support = 0;
mD3d11Module = NULL;
mDxgiModule = NULL;
......@@ -454,6 +451,7 @@ egl::Error Renderer11::initialize()
SafeRelease(dxgiDevice);
IDXGIAdapter2 *dxgiAdapter2 = d3d11::DynamicCastComObject<IDXGIAdapter2>(mDxgiAdapter);
mRenderer11DeviceCaps.supportsDXGI1_2 = (dxgiAdapter2 != nullptr);
// On D3D_FEATURE_LEVEL_9_*, IDXGIAdapter::GetDesc returns "Software Adapter" for the description string.
// If DXGI1.2 is available then IDXGIAdapter2::GetDesc2 can be used to get the actual hardware values.
......@@ -533,8 +531,6 @@ void Renderer11::initializeDevice()
{
TRACE_EVENT0("gpu.angle", "Renderer11::initializeDevice");
populateRenderer11DeviceCaps();
mStateCache.initialize(mDevice);
mInputLayoutCache.initialize(mDevice, mDeviceContext);
......@@ -565,6 +561,17 @@ void Renderer11::initializeDevice()
const gl::Caps &rendererCaps = getRendererCaps();
if (mDeviceContext1)
{
D3D11_FEATURE_DATA_D3D11_OPTIONS d3d11Options;
HRESULT result = mDevice->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options, sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS));
if (SUCCEEDED(result))
{
mRenderer11DeviceCaps.supportsClearView = (d3d11Options.ClearView != FALSE);
mRenderer11DeviceCaps.supportsConstantBufferOffsets = (d3d11Options.ConstantBufferOffsetting != FALSE);
}
}
mForceSetVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits);
mCurVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits);
......@@ -595,44 +602,6 @@ void Renderer11::initializeDevice()
NUM_ANGLE_FEATURE_LEVELS);
}
void Renderer11::populateRenderer11DeviceCaps()
{
HRESULT hr = S_OK;
if (mDeviceContext1)
{
D3D11_FEATURE_DATA_D3D11_OPTIONS d3d11Options;
HRESULT result = mDevice->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options, sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS));
if (SUCCEEDED(result))
{
mRenderer11DeviceCaps.supportsClearView = (d3d11Options.ClearView != FALSE);
mRenderer11DeviceCaps.supportsConstantBufferOffsets = (d3d11Options.ConstantBufferOffsetting != FALSE);
}
}
hr = mDevice->CheckFormatSupport(DXGI_FORMAT_B5G6R5_UNORM, &(mRenderer11DeviceCaps.B5G6R5support));
if (FAILED(hr))
{
mRenderer11DeviceCaps.B5G6R5support = 0;
}
hr = mDevice->CheckFormatSupport(DXGI_FORMAT_B4G4R4A4_UNORM, &(mRenderer11DeviceCaps.B4G4R4A4support));
if (FAILED(hr))
{
mRenderer11DeviceCaps.B4G4R4A4support = 0;
}
hr = mDevice->CheckFormatSupport(DXGI_FORMAT_B5G5R5A1_UNORM, &(mRenderer11DeviceCaps.B5G5R5A1support));
if (FAILED(hr))
{
mRenderer11DeviceCaps.B5G5R5A1support = 0;
}
IDXGIAdapter2 *dxgiAdapter2 = d3d11::DynamicCastComObject<IDXGIAdapter2>(mDxgiAdapter);
mRenderer11DeviceCaps.supportsDXGI1_2 = (dxgiAdapter2 != nullptr);
SafeRelease(dxgiAdapter2);
}
egl::ConfigSet Renderer11::generateConfigs() const
{
static const GLenum colorBufferFormats[] =
......
......@@ -45,9 +45,6 @@ struct Renderer11DeviceCaps
bool supportsDXGI1_2; // Support for DXGI 1.2
bool supportsClearView; // Support for ID3D11DeviceContext1::ClearView
bool supportsConstantBufferOffsets; // Support for Constant buffer offset
UINT B5G6R5support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B5G6R5_UNORM
UINT B4G4R4A4support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B4G4R4A4_UNORM
UINT B5G5R5A1support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B5G5R5A1_UNORM
};
enum
......@@ -274,8 +271,6 @@ class Renderer11 : public RendererD3D
ID3D11Texture2D *resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource);
void unsetConflictingSRVs(gl::SamplerType shaderType, uintptr_t resource, const gl::ImageIndex &index);
void populateRenderer11DeviceCaps();
HMODULE mD3d11Module;
HMODULE mDxgiModule;
std::vector<D3D_FEATURE_LEVEL> mAvailableFeatureLevels;
......
......@@ -8,14 +8,13 @@
// formats.
#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/Renderer.h"
#include "libANGLE/renderer/d3d/copyimage.h"
#include "libANGLE/renderer/d3d/generatemip.h"
#include "libANGLE/renderer/d3d/loadimage.h"
#include "libANGLE/renderer/d3d/d3d11/copyvertex.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
namespace rx
{
......@@ -211,10 +210,6 @@ static ColorFormatInfoMap BuildColorFormatInfoMap()
InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, 9, 9, 9, 0, 5);
InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R11G11B10_FLOAT, 11, 11, 10, 0, 0);
InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_B5G6R5_UNORM, 5, 6, 5, 0, 0);
InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_B4G4R4A4_UNORM, 4, 4, 4, 4, 0);
InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_B5G5R5A1_UNORM, 5, 5, 5, 1, 0);
return map;
}
......@@ -316,56 +311,6 @@ static bool OnlyFL9_3(const Renderer11DeviceCaps &deviceCaps)
return (deviceCaps.featureLevel == D3D_FEATURE_LEVEL_9_3);
}
template <DXGI_FORMAT format, bool requireSupport>
static bool SupportsFormat(const Renderer11DeviceCaps &deviceCaps)
{
// Must support texture, SRV and RTV support
UINT mustSupport = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE |
D3D11_FORMAT_SUPPORT_SHADER_SAMPLE | D3D11_FORMAT_SUPPORT_MIP | D3D11_FORMAT_SUPPORT_RENDER_TARGET;
if (d3d11_gl::GetMaximumClientVersion(deviceCaps.featureLevel) > 2)
{
mustSupport |= D3D11_FORMAT_SUPPORT_TEXTURE3D;
}
bool fullSupport = false;
if (format == DXGI_FORMAT_B5G6R5_UNORM)
{
// All hardware that supports DXGI_FORMAT_B5G6R5_UNORM should support autogen mipmaps, but check anyway.
mustSupport |= D3D11_FORMAT_SUPPORT_MIP_AUTOGEN;
fullSupport = ((deviceCaps.B5G6R5support & mustSupport) == mustSupport);
}
else if (format == DXGI_FORMAT_B4G4R4A4_UNORM)
{
fullSupport = ((deviceCaps.B4G4R4A4support & mustSupport) == mustSupport);
}
else if (format == DXGI_FORMAT_B5G5R5A1_UNORM)
{
fullSupport = ((deviceCaps.B5G5R5A1support & mustSupport) == mustSupport);
}
else
{
UNREACHABLE();
return false;
}
// This 'SupportsFormat' function is used by individual entries in the D3D11 Format Map below, which maps GL formats to DXGI formats.
if (requireSupport)
{
// This means that ANGLE would like to use the entry in the map if the inputted DXGI format *IS* supported.
// e.g. the entry might map GL_RGB5_A1 to DXGI_FORMAT_B5G5R5A1, which should only be used if DXGI_FORMAT_B5G5R5A1 is supported.
// In this case, we should only return 'true' if the format *IS* supported.
return fullSupport;
}
else
{
// This means that ANGLE would like to use the entry in the map if the inputted DXGI format *ISN'T* supported.
// This might be a fallback entry. e.g. for ANGLE to use DXGI_FORMAT_R8G8B8A8_UNORM if DXGI_FORMAT_B5G5R5A1 isn't supported.
// In this case, we should only return 'true' if the format *ISN'T* supported.
return !fullSupport;
}
}
ColorCopyFunction DXGIFormat::getFastCopyFunction(GLenum format, GLenum type) const
{
FastCopyFunctionMap::const_iterator iter = fastCopyFunctions.find(std::make_pair(format, type));
......@@ -496,11 +441,6 @@ static DXGIFormatInfoMap BuildDXGIFormatInfoMap()
AddDXGIFormat(&map, DXGI_FORMAT_BC2_UNORM, 128, 4, 4, GL_UNSIGNED_NORMALIZED, NULL, NULL, NeverSupported);
AddDXGIFormat(&map, DXGI_FORMAT_BC3_UNORM, 128, 4, 4, GL_UNSIGNED_NORMALIZED, NULL, NULL, NeverSupported);
// B5G6R5 in D3D11 is treated the same as R56GB5 in D3D9, so we can reuse the R5G6B5 functions used by the D3D9 renderer
AddDXGIFormat(&map, DXGI_FORMAT_B5G6R5_UNORM, 16, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<R5G6B5>, ReadColor<R5G6B5, GLfloat>, RequiresFeatureLevel<D3D_FEATURE_LEVEL_9_1>);
AddDXGIFormat(&map, DXGI_FORMAT_B4G4R4A4_UNORM, 16, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<B4G4R4A4>, ReadColor<B4G4R4A4, GLfloat>, NeverSupported);
AddDXGIFormat(&map, DXGI_FORMAT_B5G5R5A1_UNORM, 16, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<B5G5R5A1>, ReadColor<B5G5R5A1, GLfloat>, NeverSupported);
// Useful formats for vertex buffers
AddDXGIFormat(&map, DXGI_FORMAT_R16_UNORM, 16, 1, 1, GL_UNSIGNED_NORMALIZED, NULL, NULL, NeverSupported);
AddDXGIFormat(&map, DXGI_FORMAT_R16_SNORM, 16, 1, 1, GL_SIGNED_NORMALIZED, NULL, NULL, NeverSupported);
......@@ -590,25 +530,24 @@ static SwizzleInfoMap BuildSwizzleInfoMap()
return map;
}
typedef std::pair<GLint, DXGI_FORMAT> InitializeTextureFormatPair;
typedef std::pair<InitializeTextureFormatPair, InitializeTextureDataFunction> InternalFormatInitializerPair;
typedef std::map<InitializeTextureFormatPair, InitializeTextureDataFunction> InternalFormatInitializerMap;
typedef std::pair<GLint, InitializeTextureDataFunction> InternalFormatInitializerPair;
typedef std::map<GLint, InitializeTextureDataFunction> InternalFormatInitializerMap;
static InternalFormatInitializerMap BuildInternalFormatInitializerMap()
{
InternalFormatInitializerMap map;
map.insert(InternalFormatInitializerPair(InitializeTextureFormatPair(GL_RGB8, DXGI_FORMAT_R8G8B8A8_UNORM ), Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0xFF>));
map.insert(InternalFormatInitializerPair(InitializeTextureFormatPair(GL_RGB565, DXGI_FORMAT_R8G8B8A8_UNORM ), Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0xFF>));
map.insert(InternalFormatInitializerPair(InitializeTextureFormatPair(GL_SRGB8, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB), Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0xFF>));
map.insert(InternalFormatInitializerPair(InitializeTextureFormatPair(GL_RGB16F, DXGI_FORMAT_R16G16B16A16_FLOAT ), Initialize4ComponentData<GLhalf, 0x0000, 0x0000, 0x0000, gl::Float16One>));
map.insert(InternalFormatInitializerPair(InitializeTextureFormatPair(GL_RGB32F, DXGI_FORMAT_R32G32B32A32_FLOAT ), Initialize4ComponentData<GLfloat, 0x00000000, 0x00000000, 0x00000000, gl::Float32One>));
map.insert(InternalFormatInitializerPair(InitializeTextureFormatPair(GL_RGB8UI, DXGI_FORMAT_R8G8B8A8_UINT ), Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0x01>));
map.insert(InternalFormatInitializerPair(InitializeTextureFormatPair(GL_RGB8I, DXGI_FORMAT_R8G8B8A8_SINT ), Initialize4ComponentData<GLbyte, 0x00, 0x00, 0x00, 0x01>));
map.insert(InternalFormatInitializerPair(InitializeTextureFormatPair(GL_RGB16UI, DXGI_FORMAT_R16G16B16A16_UINT ), Initialize4ComponentData<GLushort, 0x0000, 0x0000, 0x0000, 0x0001>));
map.insert(InternalFormatInitializerPair(InitializeTextureFormatPair(GL_RGB16I, DXGI_FORMAT_R16G16B16A16_SINT ), Initialize4ComponentData<GLshort, 0x0000, 0x0000, 0x0000, 0x0001>));
map.insert(InternalFormatInitializerPair(InitializeTextureFormatPair(GL_RGB32UI, DXGI_FORMAT_R32G32B32A32_UINT ), Initialize4ComponentData<GLuint, 0x00000000, 0x00000000, 0x00000000, 0x00000001>));
map.insert(InternalFormatInitializerPair(InitializeTextureFormatPair(GL_RGB32I, DXGI_FORMAT_R32G32B32A32_SINT ), Initialize4ComponentData<GLint, 0x00000000, 0x00000000, 0x00000000, 0x00000001>));
map.insert(InternalFormatInitializerPair(GL_RGB8, Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0xFF> ));
map.insert(InternalFormatInitializerPair(GL_RGB565, Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0xFF> ));
map.insert(InternalFormatInitializerPair(GL_SRGB8, Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0xFF> ));
map.insert(InternalFormatInitializerPair(GL_RGB16F, Initialize4ComponentData<GLhalf, 0x0000, 0x0000, 0x0000, gl::Float16One>));
map.insert(InternalFormatInitializerPair(GL_RGB32F, Initialize4ComponentData<GLfloat, 0x00000000, 0x00000000, 0x00000000, gl::Float32One>));
map.insert(InternalFormatInitializerPair(GL_RGB8UI, Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0x01> ));
map.insert(InternalFormatInitializerPair(GL_RGB8I, Initialize4ComponentData<GLbyte, 0x00, 0x00, 0x00, 0x01> ));
map.insert(InternalFormatInitializerPair(GL_RGB16UI, Initialize4ComponentData<GLushort, 0x0000, 0x0000, 0x0000, 0x0001> ));
map.insert(InternalFormatInitializerPair(GL_RGB16I, Initialize4ComponentData<GLshort, 0x0000, 0x0000, 0x0000, 0x0001> ));
map.insert(InternalFormatInitializerPair(GL_RGB32UI, Initialize4ComponentData<GLuint, 0x00000000, 0x00000000, 0x00000000, 0x00000001> ));
map.insert(InternalFormatInitializerPair(GL_RGB32I, Initialize4ComponentData<GLint, 0x00000000, 0x00000000, 0x00000000, 0x00000001> ));
return map;
}
......@@ -655,10 +594,8 @@ D3D11LoadFunctionMap BuildD3D11LoadFunctionMap()
InsertLoadFunction(&map, GL_SRGB8_ALPHA8, GL_UNSIGNED_BYTE, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, LoadToNative<GLubyte, 4> );
InsertLoadFunction(&map, GL_RGBA8_SNORM, GL_BYTE, DXGI_FORMAT_R8G8B8A8_SNORM, LoadToNative<GLbyte, 4> );
InsertLoadFunction(&map, GL_RGBA4, GL_UNSIGNED_SHORT_4_4_4_4, DXGI_FORMAT_R8G8B8A8_UNORM, LoadRGBA4ToRGBA8 );
InsertLoadFunction(&map, GL_RGBA4, GL_UNSIGNED_SHORT_4_4_4_4, DXGI_FORMAT_B4G4R4A4_UNORM, LoadRGBA4ToARGB4 );
InsertLoadFunction(&map, GL_RGB10_A2, GL_UNSIGNED_INT_2_10_10_10_REV, DXGI_FORMAT_R10G10B10A2_UNORM, LoadToNative<GLuint, 1> );
InsertLoadFunction(&map, GL_RGB5_A1, GL_UNSIGNED_SHORT_5_5_5_1, DXGI_FORMAT_R8G8B8A8_UNORM, LoadRGB5A1ToRGBA8 );
InsertLoadFunction(&map, GL_RGB5_A1, GL_UNSIGNED_SHORT_5_5_5_1, DXGI_FORMAT_B5G5R5A1_UNORM, LoadRGB5A1ToA1RGB5 );
InsertLoadFunction(&map, GL_RGB5_A1, GL_UNSIGNED_INT_2_10_10_10_REV, DXGI_FORMAT_R8G8B8A8_UNORM, LoadRGB10A2ToRGBA8 );
InsertLoadFunction(&map, GL_RGBA16F, GL_HALF_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, LoadToNative<GLhalf, 4> );
InsertLoadFunction(&map, GL_RGBA16F, GL_HALF_FLOAT_OES, DXGI_FORMAT_R16G16B16A16_FLOAT, LoadToNative<GLhalf, 4> );
......@@ -676,7 +613,6 @@ D3D11LoadFunctionMap BuildD3D11LoadFunctionMap()
InsertLoadFunction(&map, GL_SRGB8, GL_UNSIGNED_BYTE, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, LoadToNative3To4<GLubyte, 0xFF> );
InsertLoadFunction(&map, GL_RGB8_SNORM, GL_BYTE, DXGI_FORMAT_R8G8B8A8_SNORM, LoadToNative3To4<GLbyte, 0x7F> );
InsertLoadFunction(&map, GL_RGB565, GL_UNSIGNED_SHORT_5_6_5, DXGI_FORMAT_R8G8B8A8_UNORM, LoadR5G6B5ToRGBA8 );
InsertLoadFunction(&map, GL_RGB565, GL_UNSIGNED_SHORT_5_6_5, DXGI_FORMAT_B5G6R5_UNORM, LoadToNative<GLushort, 1> );
InsertLoadFunction(&map, GL_R11F_G11F_B10F, GL_UNSIGNED_INT_10F_11F_11F_REV, DXGI_FORMAT_R11G11B10_FLOAT, LoadToNative<GLuint, 1> );
InsertLoadFunction(&map, GL_RGB9_E5, GL_UNSIGNED_INT_5_9_9_9_REV, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, LoadToNative<GLuint, 1> );
InsertLoadFunction(&map, GL_RGB16F, GL_HALF_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, LoadToNative3To4<GLhalf, gl::Float16One>);
......@@ -915,7 +851,7 @@ static inline void InsertD3D11FormatInfo(D3D11ES3FormatMap *formatMap, GLenum in
// Check if there is an initialization function for this texture format
static const InternalFormatInitializerMap initializerMap = BuildInternalFormatInitializerMap();
InternalFormatInitializerMap::const_iterator initializerIter = initializerMap.find(InitializeTextureFormatPair(internalFormat, texFormat));
InternalFormatInitializerMap::const_iterator initializerIter = initializerMap.find(internalFormat);
info.dataInitializerFunction = (initializerIter != initializerMap.end()) ? initializerIter->second : NULL;
// Gather all the load functions for this internal format
......@@ -948,68 +884,65 @@ static D3D11ES3FormatMap BuildD3D11FormatMap()
D3D11ES3FormatMap map;
// | GL internal format | D3D11 texture format | D3D11 SRV format | D3D11 RTV format | D3D11 DSV format | Requirements
InsertD3D11FormatInfo(&map, GL_NONE, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R8, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG8, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB8, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB565, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, SupportsFormat<DXGI_FORMAT_B5G6R5_UNORM, false>);
InsertD3D11FormatInfo(&map, GL_RGB565, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, SupportsFormat<DXGI_FORMAT_B5G6R5_UNORM, true> );
InsertD3D11FormatInfo(&map, GL_RGBA4, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, SupportsFormat<DXGI_FORMAT_B4G4R4A4_UNORM, false>);
InsertD3D11FormatInfo(&map, GL_RGBA4, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, SupportsFormat<DXGI_FORMAT_B4G4R4A4_UNORM, true> );
InsertD3D11FormatInfo(&map, GL_RGB5_A1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, SupportsFormat<DXGI_FORMAT_B5G5R5A1_UNORM, false>);
InsertD3D11FormatInfo(&map, GL_RGB5_A1, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, SupportsFormat<DXGI_FORMAT_B5G5R5A1_UNORM, true> );
InsertD3D11FormatInfo(&map, GL_RGBA8, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB10_A2, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB10_A2UI, DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_SRGB8, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_SRGB8_ALPHA8, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R16F, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG16F, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB16F, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA16F, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R32F, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG32F, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB32F, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA32F, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R11F_G11F_B10F, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB9_E5, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R8I, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R8UI, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R16I, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R16UI, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R32I, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R32UI, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG8I, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG8UI, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG16I, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG16UI, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG32I, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG32UI, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB8I, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB8UI, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB16I, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB16UI, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB32I, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB32UI, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA8I, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA8UI, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA16I, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA16UI, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA32I, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA32UI, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
// Unsized formats, TODO: Are types of float and half float allowed for the unsized types? Would it change the DXGI format?
InsertD3D11FormatInfo(&map, GL_ALPHA, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, OnlyFL10Plus );
InsertD3D11FormatInfo(&map, GL_ALPHA, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, OnlyFL9_3 );
InsertD3D11FormatInfo(&map, GL_LUMINANCE, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_LUMINANCE_ALPHA, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_BGRA_EXT, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_NONE, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R8, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG8, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB8, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB565, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA4, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB5_A1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA8, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB10_A2, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB10_A2UI, DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_SRGB8, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_SRGB8_ALPHA8, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R16F, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG16F, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB16F, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA16F, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R32F, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG32F, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB32F, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA32F, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R11F_G11F_B10F, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB9_E5, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R8I, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R8UI, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R16I, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R16UI, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R32I, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_R32UI, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG8I, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG8UI, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG16I, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG16UI, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG32I, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RG32UI, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB8I, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB8UI, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB16I, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB16UI, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB32I, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB32UI, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA8I, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA8UI, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA16I, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA16UI, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA32I, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA32UI, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, AnyDevice );
// Unsized formats, TODO: Are types of float and half float allowed for the unsized types? Would it change the DXGI format?
InsertD3D11FormatInfo(&map, GL_ALPHA, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, OnlyFL10Plus);
InsertD3D11FormatInfo(&map, GL_ALPHA, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, OnlyFL9_3 );
InsertD3D11FormatInfo(&map, GL_LUMINANCE, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_LUMINANCE_ALPHA, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGB, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_RGBA, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
InsertD3D11FormatInfo(&map, GL_BGRA_EXT, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, AnyDevice );
// From GL_EXT_texture_storage
// | GL internal format | D3D11 texture format | D3D11 SRV format | D3D11 RTV format | D3D11 DSV format | Requirements
......
......@@ -348,24 +348,6 @@ void LoadRGBA8ToBGRA8(size_t width, size_t height, size_t depth,
}
}
void LoadRGBA4ToARGB4(size_t width, size_t height, size_t depth,
const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
{
for (size_t z = 0; z < depth; z++)
{
for (size_t y = 0; y < height; y++)
{
const uint16_t *source = OffsetDataPointer<uint16_t>(input, y, z, inputRowPitch, inputDepthPitch);
uint16_t *dest = OffsetDataPointer<uint16_t>(output, y, z, outputRowPitch, outputDepthPitch);
for (size_t x = 0; x < width; x++)
{
dest[x] = ANGLE_ROTR16(source[x], 4);
}
}
}
}
void LoadRGBA4ToBGRA8(size_t width, size_t height, size_t depth,
const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
......@@ -432,24 +414,6 @@ void LoadBGRA4ToBGRA8(size_t width, size_t height, size_t depth,
}
}
void LoadRGB5A1ToA1RGB5(size_t width, size_t height, size_t depth,
const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
{
for (size_t z = 0; z < depth; z++)
{
for (size_t y = 0; y < height; y++)
{
const uint16_t *source = OffsetDataPointer<uint16_t>(input, y, z, inputRowPitch, inputDepthPitch);
uint16_t *dest = OffsetDataPointer<uint16_t>(output, y, z, outputRowPitch, outputDepthPitch);
for (size_t x = 0; x < width; x++)
{
dest[x] = ANGLE_ROTR16(source[x], 1);
}
}
}
}
void LoadRGB5A1ToBGRA8(size_t width, size_t height, size_t depth,
const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
......@@ -494,6 +458,7 @@ void LoadRGB5A1ToRGBA8(size_t width, size_t height, size_t depth,
}
}
void LoadBGR5A1ToBGRA8(size_t width, size_t height, size_t depth,
const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
......
......@@ -96,10 +96,6 @@ void LoadRGBA8ToBGRA8(size_t width, size_t height, size_t depth,
const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
void LoadRGBA4ToARGB4(size_t width, size_t height, size_t depth,
const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
void LoadRGBA4ToBGRA8(size_t width, size_t height, size_t depth,
const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
......@@ -112,10 +108,6 @@ void LoadBGRA4ToBGRA8(size_t width, size_t height, size_t depth,
const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
void LoadRGB5A1ToA1RGB5(size_t width, size_t height, size_t depth,
const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
void LoadRGB5A1ToBGRA8(size_t width, size_t height, size_t depth,
const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
......
......@@ -39,7 +39,6 @@
'<(angle_path)/src/tests/gl_tests/ReadPixelsTest.cpp',
'<(angle_path)/src/tests/gl_tests/RendererTest.cpp',
'<(angle_path)/src/tests/gl_tests/SimpleOperationTest.cpp',
'<(angle_path)/src/tests/gl_tests/SixteenBppTextureTest.cpp',
'<(angle_path)/src/tests/gl_tests/SRGBTextureTest.cpp',
'<(angle_path)/src/tests/gl_tests/SwizzleTest.cpp',
'<(angle_path)/src/tests/gl_tests/TextureTest.cpp',
......
//
// 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"
using namespace angle;
namespace
{
class SixteenBppTextureTest : public ANGLETest
{
protected:
SixteenBppTextureTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
virtual void SetUp()
{
ANGLETest::SetUp();
const std::string vertexShaderSource = SHADER_SOURCE
(
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;
}
);
const std::string fragmentShaderSource2D = SHADER_SOURCE
(
precision highp float;
uniform sampler2D tex;
varying vec2 texcoord;
void main()
{
gl_FragColor = texture2D(tex, texcoord);
}
);
m2DProgram = CompileProgram(vertexShaderSource, fragmentShaderSource2D);
mTexture2DUniformLocation = glGetUniformLocation(m2DProgram, "tex");
}
virtual void TearDown()
{
glDeleteProgram(m2DProgram);
ANGLETest::TearDown();
}
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);
EXPECT_GL_NO_ERROR();
// Check that it drew as expected
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(getWindowHeight() - 1, 0, 0, 255, 0, 255);
EXPECT_PIXEL_EQ(0, getWindowWidth() - 1, 0, 0, 255, 255);
EXPECT_PIXEL_EQ(getWindowHeight() - 1, getWindowWidth() - 1, 255, 255, 0, 255);
swapBuffers();
// 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);
EXPECT_GL_NO_ERROR();
// Check that it drew as expected
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(getWindowHeight() - 1, 0, 0, 255, 0, 255);
EXPECT_PIXEL_EQ(0, getWindowWidth() - 1, 0, 0, 255, 255);
EXPECT_PIXEL_EQ(getWindowHeight() - 1, getWindowWidth() - 1, 255, 255, 0, 255);
swapBuffers();
// Bind the texture as a framebuffer, render to it, then check the results
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
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);
glDeleteFramebuffers(1, &fbo);
}
GLuint m2DProgram;
GLint mTexture2DUniformLocation;
};
// Simple validation test for GL_RGB565 textures.
// Samples from the texture, renders to it, generates mipmaps etc.
TEST_P(SixteenBppTextureTest, RGB565Validation)
{
GLushort pixels[4] =
{
0xF800, // Red
0x07E0, // Green
0x001F, // Blue
0xFFE0 // Red + Green
};
glClearColor(0, 0, 0, 0);
// Create a simple RGB565 texture
GLuint tex = 0;
glGenTextures(1, &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);
glDeleteTextures(1, &tex);
}
// Simple validation test for GL_RGBA5551 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
GLuint tex = 0;
glGenTextures(1, &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);
glDeleteTextures(1, &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)
{
GLuint tex = 0;
GLuint fbo = 0;
GLubyte pixel[4];
glClearColor(0.0f, 0.0f, 0.0f, 0.1f);
// Create a simple 5551 texture
glGenTextures(1, &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();
// Bind the texture as a framebuffer, clear it, then check the results
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
glClear(GL_COLOR_BUFFER_BIT);
glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
EXPECT_GL_NO_ERROR();
EXPECT_NEAR(0, pixel[0], 32);
EXPECT_NEAR(0, pixel[1], 32);
EXPECT_NEAR(0, pixel[2], 32);
EXPECT_NEAR(26, pixel[3], 128);
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &tex);
glDeleteFramebuffers(1, &fbo);
}
// Simple validation test for GL_RGBA4444 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
GLuint tex = 0;
glGenTextures(1, &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);
glDeleteTextures(1, &tex);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(SixteenBppTextureTest, ES2_D3D9(), ES2_D3D11(), ES2_D3D11_FL9_3(), ES2_OPENGL());
} // namespace
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