/* Copyright (C) 2017 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "lib/self_test.h" #include "graphics/TextureConverter.h" #include "lib/file/vfs/vfs.h" #include "lib/res/h_mgr.h" #include "lib/tex/tex.h" #include "ps/XML/Xeromyces.h" class TestTextureConverter : public CxxTest::TestSuite { PIVFS m_VFS; public: void setUp() { DeleteDirectory(DataDir()/"_testcache"); // clean up in case the last test run failed m_VFS = CreateVfs(); TS_ASSERT_OK(m_VFS->Mount(L"", DataDir()/"mods"/"_test.tex", VFS_MOUNT_MUST_EXIST)); TS_ASSERT_OK(m_VFS->Mount(L"cache/", DataDir()/"_testcache")); } void tearDown() { m_VFS.reset(); DeleteDirectory(DataDir()/"_testcache"); } void test_convert_quality() { // Test for the bug in http://code.google.com/p/nvidia-texture-tools/issues/detail?id=139 VfsPath src = L"art/textures/b/test.png"; CTextureConverter converter(m_VFS, false); CTextureConverter::Settings settings = converter.ComputeSettings(L"", std::vector()); TS_ASSERT(converter.ConvertTexture(CTexturePtr(), src, L"cache/test.png", settings)); VfsPath dest; for (size_t i = 0; i < 100; ++i) { CTexturePtr texture; bool ok; if (converter.Poll(texture, dest, ok)) { TS_ASSERT(ok); break; } SDL_Delay(10); } shared_ptr file; size_t fileSize = 0; TS_ASSERT_OK(m_VFS->LoadFile(dest, file, fileSize)); Tex tex; TS_ASSERT_OK(tex.decode(file, fileSize)); TS_ASSERT_OK(tex.transform_to((tex.m_Flags | TEX_BGR | TEX_ALPHA) & ~(TEX_DXT | TEX_MIPMAPS))); u8* texdata = tex.get_data(); // The source texture is repeated after 4 pixels, so the compressed texture // should be identical after 4 pixels TS_ASSERT_EQUALS(texdata[0*4], texdata[4*4]); // 1st, 2nd and 4th rows should be unequal TS_ASSERT_DIFFERS(texdata[0*4], texdata[8*4]); TS_ASSERT_EQUALS(texdata[8*4], texdata[16*4]); TS_ASSERT_DIFFERS(texdata[16*4], texdata[24*4]); // for (size_t i = 0; i < tex.dataSize; ++i) // { // if (i % 4 == 0) printf("\n"); // printf("%02x ", texdata[i]); // } } };