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1 //
2 // Copyright 2015 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 // SixteenBppTextureTest:
7 //   Basic tests using 16bpp texture formats (e.g. GL_RGB565).
8 
9 #include "test_utils/ANGLETest.h"
10 #include "test_utils/gl_raii.h"
11 
12 #include "image_util/imageformats.h"
13 
14 using namespace angle;
15 
16 namespace
17 {
18 
Convert565(const R5G6B5 & rgb565)19 GLColor Convert565(const R5G6B5 &rgb565)
20 {
21     gl::ColorF colorf;
22     R5G6B5::readColor(&colorf, &rgb565);
23     Vector4 vecColor(colorf.red, colorf.green, colorf.blue, colorf.alpha);
24     return GLColor(vecColor);
25 }
26 
Convert565(const GLColor & glColor)27 R5G6B5 Convert565(const GLColor &glColor)
28 {
29     const Vector4 &vecColor = glColor.toNormalizedVector();
30     gl::ColorF colorf(vecColor.x(), vecColor.y(), vecColor.z(), vecColor.w());
31     R5G6B5 rgb565;
32     R5G6B5::writeColor(&rgb565, &colorf);
33     return rgb565;
34 }
35 
36 class SixteenBppTextureTest : public ANGLETest
37 {
38   protected:
SixteenBppTextureTest()39     SixteenBppTextureTest()
40     {
41         setWindowWidth(128);
42         setWindowHeight(128);
43         setConfigRedBits(8);
44         setConfigGreenBits(8);
45         setConfigBlueBits(8);
46         setConfigAlphaBits(8);
47     }
48 
testSetUp()49     void testSetUp() override
50     {
51         constexpr char kVS[] = R"(precision highp float;
52 attribute vec4 position;
53 varying vec2 texcoord;
54 
55 void main()
56 {
57     gl_Position = vec4(position.xy, 0.0, 1.0);
58     texcoord = (position.xy * 0.5) + 0.5;
59 })";
60 
61         constexpr char kFS[] = R"(precision highp float;
62 uniform sampler2D tex;
63 varying vec2 texcoord;
64 
65 void main()
66 {
67     gl_FragColor = texture2D(tex, texcoord);
68 })";
69 
70         m2DProgram                = CompileProgram(kVS, kFS);
71         mTexture2DUniformLocation = glGetUniformLocation(m2DProgram, "tex");
72     }
73 
testTearDown()74     void testTearDown() override { glDeleteProgram(m2DProgram); }
75 
simpleValidationBase(GLuint tex)76     void simpleValidationBase(GLuint tex)
77     {
78         // Draw a quad using the texture
79         glClear(GL_COLOR_BUFFER_BIT);
80         glUseProgram(m2DProgram);
81         glUniform1i(mTexture2DUniformLocation, 0);
82         drawQuad(m2DProgram, "position", 0.5f);
83         ASSERT_GL_NO_ERROR();
84 
85         int w = getWindowWidth() - 1;
86         int h = getWindowHeight() - 1;
87 
88         // Check that it drew as expected
89         EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
90         EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green);
91         EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue);
92         EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow);
93 
94         // Generate mipmaps
95         glGenerateMipmap(GL_TEXTURE_2D);
96 
97         // Draw a quad using the texture
98         glClear(GL_COLOR_BUFFER_BIT);
99         glUseProgram(m2DProgram);
100         glUniform1i(mTexture2DUniformLocation, 0);
101         drawQuad(m2DProgram, "position", 0.5f);
102         ASSERT_GL_NO_ERROR();
103 
104         // Check that it drew as expected
105         EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
106         EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green);
107         EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue);
108         EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow);
109 
110         // Bind the texture as a framebuffer, render to it, then check the results
111         GLFramebuffer fbo;
112         glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
113         glBindTexture(GL_TEXTURE_2D, 0);
114         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
115 
116         if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_UNSUPPORTED)
117         {
118             glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
119             glClear(GL_COLOR_BUFFER_BIT);
120             EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
121             EXPECT_PIXEL_EQ(1, 0, 255, 0, 0, 255);
122             EXPECT_PIXEL_EQ(1, 1, 255, 0, 0, 255);
123             EXPECT_PIXEL_EQ(0, 1, 255, 0, 0, 255);
124         }
125         else
126         {
127             std::cout << "Skipping rendering to an unsupported framebuffer format" << std::endl;
128         }
129     }
130 
131     GLuint m2DProgram;
132     GLint mTexture2DUniformLocation;
133 };
134 
135 class SixteenBppTextureTestES3 : public SixteenBppTextureTest
136 {};
137 
138 // Simple validation test for GL_RGB565 textures.
139 // Samples from the texture, renders to it, generates mipmaps etc.
TEST_P(SixteenBppTextureTest,RGB565Validation)140 TEST_P(SixteenBppTextureTest, RGB565Validation)
141 {
142     GLuint test;
143     memcpy(&test, &GLColor::black, 4);
144 
145     R5G6B5 pixels[4] = {Convert565(GLColor::red), Convert565(GLColor::green),
146                         Convert565(GLColor::blue), Convert565(GLColor::yellow)};
147 
148     glClearColor(0, 0, 0, 0);
149 
150     // Create a simple RGB565 texture
151     GLTexture tex;
152     glBindTexture(GL_TEXTURE_2D, tex.get());
153     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, nullptr);
154     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
155     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
156     EXPECT_GL_NO_ERROR();
157 
158     // Supply the data to it
159     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
160     EXPECT_GL_NO_ERROR();
161 
162     simpleValidationBase(tex.get());
163 }
164 
165 // Simple validation test for GL_RGBA5551 textures.
166 // Samples from the texture, renders to it, generates mipmaps etc.
TEST_P(SixteenBppTextureTest,RGBA5551Validation)167 TEST_P(SixteenBppTextureTest, RGBA5551Validation)
168 {
169     GLushort pixels[4] = {
170         0xF801,  // Red
171         0x07C1,  // Green
172         0x003F,  // Blue
173         0xFFC1   // Red + Green
174     };
175 
176     // Create a simple 5551 texture
177     GLTexture tex;
178     glBindTexture(GL_TEXTURE_2D, tex.get());
179     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, nullptr);
180     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
181     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
182     EXPECT_GL_NO_ERROR();
183 
184     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, pixels);
185     EXPECT_GL_NO_ERROR();
186 
187     simpleValidationBase(tex.get());
188 }
189 
190 // Test to ensure calling Clear() on an RGBA5551 texture does something reasonable
191 // Based on WebGL test conformance/textures/texture-attachment-formats.html
TEST_P(SixteenBppTextureTest,RGBA5551ClearAlpha)192 TEST_P(SixteenBppTextureTest, RGBA5551ClearAlpha)
193 {
194     GLTexture tex;
195     GLFramebuffer fbo;
196 
197     // Create a simple 5551 texture
198     glBindTexture(GL_TEXTURE_2D, tex.get());
199     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, nullptr);
200     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
201     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
202     EXPECT_GL_NO_ERROR();
203 
204     // Bind the texture as a framebuffer, clear it, then check the results
205     glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
206     glBindTexture(GL_TEXTURE_2D, 0);
207     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex.get(), 0);
208 
209     if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_UNSUPPORTED)
210     {
211         glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
212         glClear(GL_COLOR_BUFFER_BIT);
213         EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0);
214 
215         glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
216         glClear(GL_COLOR_BUFFER_BIT);
217         EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 255);
218     }
219     else
220     {
221         std::cout << "Skipping rendering to an unsupported framebuffer format" << std::endl;
222     }
223 }
224 
225 // Simple validation test for GL_RGBA4444 textures.
226 // Samples from the texture, renders to it, generates mipmaps etc.
TEST_P(SixteenBppTextureTest,RGBA4444Validation)227 TEST_P(SixteenBppTextureTest, RGBA4444Validation)
228 {
229     GLushort pixels[4] = {
230         0xF00F,  // Red
231         0x0F0F,  // Green
232         0x00FF,  // Blue
233         0xFF0F   // Red + Green
234     };
235 
236     glClearColor(0, 0, 0, 0);
237 
238     // Generate a RGBA4444 texture, no mipmaps
239     GLTexture tex;
240     glBindTexture(GL_TEXTURE_2D, tex.get());
241     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, nullptr);
242     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
243     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
244     EXPECT_GL_NO_ERROR();
245 
246     // Provide some data for the texture
247     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, pixels);
248     EXPECT_GL_NO_ERROR();
249 
250     simpleValidationBase(tex.get());
251 }
252 
253 // Test uploading RGBA8 data to RGBA4 textures.
TEST_P(SixteenBppTextureTestES3,RGBA4UploadRGBA8)254 TEST_P(SixteenBppTextureTestES3, RGBA4UploadRGBA8)
255 {
256     const std::array<GLColor, 4> kFourColors = {
257         {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
258 
259     GLTexture tex;
260     glBindTexture(GL_TEXTURE_2D, tex.get());
261     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
262                  kFourColors.data());
263     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
264     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
265     ASSERT_GL_NO_ERROR();
266     simpleValidationBase(tex.get());
267 }
268 
269 // Test uploading RGB8 data to RGB565 textures.
TEST_P(SixteenBppTextureTestES3,RGB565UploadRGB8)270 TEST_P(SixteenBppTextureTestES3, RGB565UploadRGB8)
271 {
272     std::vector<GLColorRGB> fourColors;
273     fourColors.push_back(GLColorRGB::red);
274     fourColors.push_back(GLColorRGB::green);
275     fourColors.push_back(GLColorRGB::blue);
276     fourColors.push_back(GLColorRGB::yellow);
277 
278     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
279 
280     GLTexture tex;
281     glBindTexture(GL_TEXTURE_2D, tex.get());
282     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, fourColors.data());
283     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
284     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
285     ASSERT_GL_NO_ERROR();
286 
287     simpleValidationBase(tex.get());
288 }
289 
290 // Test uploading RGBA8 data to RGB5A41 textures.
TEST_P(SixteenBppTextureTestES3,RGB5A1UploadRGBA8)291 TEST_P(SixteenBppTextureTestES3, RGB5A1UploadRGBA8)
292 {
293     std::vector<GLColor> fourColors;
294     fourColors.push_back(GLColor::red);
295     fourColors.push_back(GLColor::green);
296     fourColors.push_back(GLColor::blue);
297     fourColors.push_back(GLColor::yellow);
298 
299     GLTexture tex;
300     glBindTexture(GL_TEXTURE_2D, tex.get());
301     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
302                  fourColors.data());
303     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
304     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
305     ASSERT_GL_NO_ERROR();
306     simpleValidationBase(tex.get());
307 }
308 
309 // Test uploading RGB10A2 data to RGB5A1 textures.
TEST_P(SixteenBppTextureTestES3,RGB5A1UploadRGB10A2)310 TEST_P(SixteenBppTextureTestES3, RGB5A1UploadRGB10A2)
311 {
312     struct RGB10A2
313     {
314         RGB10A2(uint32_t r, uint32_t g, uint32_t b, uint32_t a) : R(r), G(g), B(b), A(a) {}
315 
316         uint32_t R : 10;
317         uint32_t G : 10;
318         uint32_t B : 10;
319         uint32_t A : 2;
320     };
321 
322     uint32_t one10 = (1u << 10u) - 1u;
323 
324     RGB10A2 red(one10, 0u, 0u, 0x3u);
325     RGB10A2 green(0u, one10, 0u, 0x3u);
326     RGB10A2 blue(0u, 0u, one10, 0x3u);
327     RGB10A2 yellow(one10, one10, 0u, 0x3u);
328 
329     std::vector<RGB10A2> fourColors;
330     fourColors.push_back(red);
331     fourColors.push_back(green);
332     fourColors.push_back(blue);
333     fourColors.push_back(yellow);
334 
335     GLTexture tex;
336     glBindTexture(GL_TEXTURE_2D, tex.get());
337     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 2, 2, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV,
338                  fourColors.data());
339     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
340     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
341     ASSERT_GL_NO_ERROR();
342     simpleValidationBase(tex.get());
343 }
344 
345 // Test reading from RGBA4 textures attached to FBO.
TEST_P(SixteenBppTextureTestES3,RGBA4FramebufferReadback)346 TEST_P(SixteenBppTextureTestES3, RGBA4FramebufferReadback)
347 {
348     // TODO(jmadill): Fix bug with GLES
349     ANGLE_SKIP_TEST_IF(IsOpenGLES());
350 
351     Vector4 rawColor(0.5f, 0.7f, 1.0f, 0.0f);
352     GLColor expectedColor(rawColor);
353 
354     GLFramebuffer fbo;
355     glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
356 
357     GLTexture tex;
358     glBindTexture(GL_TEXTURE_2D, tex.get());
359     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
360     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex.get(), 0);
361 
362     glClearColor(rawColor.x(), rawColor.y(), rawColor.z(), rawColor.w());
363     glClear(GL_COLOR_BUFFER_BIT);
364 
365     ASSERT_GL_NO_ERROR();
366 
367     GLenum colorReadFormat = GL_NONE;
368     GLenum colorReadType   = GL_NONE;
369     glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, reinterpret_cast<GLint *>(&colorReadFormat));
370     glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, reinterpret_cast<GLint *>(&colorReadType));
371 
372     if (colorReadFormat == GL_RGBA && colorReadType == GL_UNSIGNED_BYTE)
373     {
374         GLColor actualColor = GLColor::black;
375         glReadPixels(0, 0, 1, 1, colorReadFormat, colorReadType, &actualColor);
376         EXPECT_COLOR_NEAR(expectedColor, actualColor, 20);
377     }
378     else
379     {
380         ASSERT_GLENUM_EQ(GL_RGBA, colorReadFormat);
381         ASSERT_TRUE(colorReadType == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT ||
382                     colorReadType == GL_UNSIGNED_SHORT_4_4_4_4);
383 
384         uint16_t rgba = 0;
385         glReadPixels(0, 0, 1, 1, colorReadFormat, colorReadType, &rgba);
386 
387         GLubyte r8 = static_cast<GLubyte>((rgba & 0xF000) >> 12);
388         GLubyte g8 = static_cast<GLubyte>((rgba & 0x0F00) >> 8);
389         GLubyte b8 = static_cast<GLubyte>((rgba & 0x00F0) >> 4);
390         GLubyte a8 = static_cast<GLubyte>((rgba & 0x000F));
391 
392         GLColor actualColor(r8 << 4, g8 << 4, b8 << 4, a8 << 4);
393         EXPECT_COLOR_NEAR(expectedColor, actualColor, 20);
394     }
395 
396     ASSERT_GL_NO_ERROR();
397 }
398 
399 // Test reading from RGB565 textures attached to FBO.
TEST_P(SixteenBppTextureTestES3,RGB565FramebufferReadback)400 TEST_P(SixteenBppTextureTestES3, RGB565FramebufferReadback)
401 {
402     // TODO(jmadill): Fix bug with GLES
403     ANGLE_SKIP_TEST_IF(IsOpenGLES());
404 
405     GLFramebuffer fbo;
406     glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
407 
408     std::vector<GLColor> fourColors;
409     fourColors.push_back(GLColor::red);
410     fourColors.push_back(GLColor::green);
411     fourColors.push_back(GLColor::blue);
412     fourColors.push_back(GLColor::white);
413 
414     constexpr char kVS[] =
415         "#version 300 es\n"
416         "in vec4 color;\n"
417         "in vec2 position;\n"
418         "out vec4 fcolor;\n"
419         "void main() {\n"
420         "    fcolor = color;\n"
421         "    gl_Position = vec4(position, 0.5, 1.0);\n"
422         "}";
423     constexpr char kFS[] =
424         "#version 300 es\n"
425         "in mediump vec4 fcolor;\n"
426         "out mediump vec4 color;\n"
427         "void main() {\n"
428         "    color = fcolor;\n"
429         "}";
430 
431     GLuint program = CompileProgram(kVS, kFS);
432     glUseProgram(program);
433 
434     GLint colorLocation = glGetAttribLocation(program, "color");
435     ASSERT_NE(-1, colorLocation);
436     glEnableVertexAttribArray(colorLocation);
437     glVertexAttribPointer(colorLocation, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, fourColors.data());
438 
439     int w = getWindowWidth();
440     int h = getWindowHeight();
441 
442     glViewport(0, 0, w, h);
443 
444     GLTexture tex;
445     glBindTexture(GL_TEXTURE_2D, tex.get());
446     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
447     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex.get(), 0);
448 
449     drawIndexedQuad(program, "position", 0.5f);
450 
451     ASSERT_GL_NO_ERROR();
452 
453     int t = 12;
454     EXPECT_PIXEL_COLOR_NEAR(0, h - 1, GLColor::red, t);
455     EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::green, t);
456     EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, GLColor::blue, t);
457     EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, GLColor::white, t);
458 
459     GLenum colorReadFormat = GL_NONE;
460     GLenum colorReadType   = GL_NONE;
461     glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, reinterpret_cast<GLint *>(&colorReadFormat));
462     glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, reinterpret_cast<GLint *>(&colorReadType));
463 
464     if (colorReadFormat == GL_RGB && colorReadType == GL_UNSIGNED_SHORT_5_6_5)
465     {
466         std::vector<R5G6B5> readColors(w * h);
467         glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, readColors.data());
468 
469         int hoffset = (h - 1) * w;
470         EXPECT_COLOR_NEAR(GLColor::red, Convert565(readColors[hoffset]), t);
471         EXPECT_COLOR_NEAR(GLColor::green, Convert565(readColors[0]), t);
472         EXPECT_COLOR_NEAR(GLColor::blue, Convert565(readColors[w - 1]), t);
473         EXPECT_COLOR_NEAR(GLColor::white, Convert565(readColors[w - 1 + hoffset]), t);
474     }
475 
476     glDeleteProgram(program);
477 }
478 
479 // Use this to select which configurations (e.g. which renderer, which GLES major version) these
480 // tests should be run against.
481 ANGLE_INSTANTIATE_TEST_ES2(SixteenBppTextureTest);
482 
483 ANGLE_INSTANTIATE_TEST_ES3(SixteenBppTextureTestES3);
484 
485 }  // namespace
486