blob: 86f7c6492b9321c5edf69c65c709aa61609ef6e7 [file] [log] [blame]
/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES 3.0 Module
* -------------------------------------------------
*
* Copyright 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*//*!
* \file
* \brief Varying interpolation accuracy tests.
*
* \todo [2012-07-03 pyry] On GLES3 we could use floating-point render target
* for better accuracy evaluation.
*//*--------------------------------------------------------------------*/
#include "es3aVaryingInterpolationTests.hpp"
#include "gluPixelTransfer.hpp"
#include "gluShaderProgram.hpp"
#include "gluShaderUtil.hpp"
#include "tcuStringTemplate.hpp"
#include "gluContextInfo.hpp"
#include "glsTextureTestUtil.hpp"
#include "tcuVector.hpp"
#include "tcuVectorUtil.hpp"
#include "tcuTestLog.hpp"
#include "tcuFloat.hpp"
#include "tcuImageCompare.hpp"
#include "tcuRenderTarget.hpp"
#include "deRandom.hpp"
#include "deStringUtil.hpp"
#include "deString.h"
#include "glw.h"
using tcu::TestLog;
using tcu::Vec3;
using tcu::Vec4;
using std::string;
using std::vector;
using std::map;
using tcu::SurfaceAccess;
namespace deqp
{
namespace gles3
{
namespace Accuracy
{
static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, float ny)
{
return (s[0]*(1.0f-nx-ny)/w[0] + s[1]*ny/w[1] + s[2]*nx/w[2]) / ((1.0f-nx-ny)/w[0] + ny/w[1] + nx/w[2]);
}
static void renderReference (const SurfaceAccess& dst, const float coords[4*3], const Vec4& wCoord, const Vec3& scale, const Vec3& bias)
{
float dstW = (float)dst.getWidth();
float dstH = (float)dst.getHeight();
Vec3 triR[2] = { Vec3(coords[0*3+0], coords[1*3+0], coords[2*3+0]), Vec3(coords[3*3+0], coords[2*3+0], coords[1*3+0]) };
Vec3 triG[2] = { Vec3(coords[0*3+1], coords[1*3+1], coords[2*3+1]), Vec3(coords[3*3+1], coords[2*3+1], coords[1*3+1]) };
Vec3 triB[2] = { Vec3(coords[0*3+2], coords[1*3+2], coords[2*3+2]), Vec3(coords[3*3+2], coords[2*3+2], coords[1*3+2]) };
tcu::Vec3 triW[2] = { wCoord.swizzle(0, 1, 2), wCoord.swizzle(3, 2, 1) };
for (int py = 0; py < dst.getHeight(); py++)
{
for (int px = 0; px < dst.getWidth(); px++)
{
float wx = (float)px + 0.5f;
float wy = (float)py + 0.5f;
float nx = wx / dstW;
float ny = wy / dstH;
int triNdx = nx + ny >= 1.0f ? 1 : 0;
float triNx = triNdx ? 1.0f - nx : nx;
float triNy = triNdx ? 1.0f - ny : ny;
float r = projectedTriInterpolate(triR[triNdx], triW[triNdx], triNx, triNy) * scale[0] + bias[0];
float g = projectedTriInterpolate(triG[triNdx], triW[triNdx], triNx, triNy) * scale[1] + bias[1];
float b = projectedTriInterpolate(triB[triNdx], triW[triNdx], triNx, triNy) * scale[2] + bias[2];
Vec4 color = Vec4(r, g, b, 1.0f);
dst.setPixel(color, px, py);
}
}
}
class InterpolationCase : public TestCase
{
public:
InterpolationCase (Context& context, const char* name, const char* desc, glu::Precision precision, const tcu::Vec3& minVal, const tcu::Vec3& maxVal, bool projective);
~InterpolationCase (void);
IterateResult iterate (void);
private:
glu::Precision m_precision;
tcu::Vec3 m_min;
tcu::Vec3 m_max;
bool m_projective;
};
InterpolationCase::InterpolationCase (Context& context, const char* name, const char* desc, glu::Precision precision, const tcu::Vec3& minVal, const tcu::Vec3& maxVal, bool projective)
: TestCase (context, tcu::NODETYPE_ACCURACY, name, desc)
, m_precision (precision)
, m_min (minVal)
, m_max (maxVal)
, m_projective (projective)
{
}
InterpolationCase::~InterpolationCase (void)
{
}
static bool isValidFloat (glu::Precision precision, float val)
{
if (precision == glu::PRECISION_MEDIUMP)
{
tcu::Float16 fp16(val);
return !fp16.isDenorm() && !fp16.isInf() && !fp16.isNaN();
}
else
{
tcu::Float32 fp32(val);
return !fp32.isDenorm() && !fp32.isInf() && !fp32.isNaN();
}
}
template <int Size>
static bool isValidFloatVec (glu::Precision precision, const tcu::Vector<float, Size>& vec)
{
for (int ndx = 0; ndx < Size; ndx++)
{
if (!isValidFloat(precision, vec[ndx]))
return false;
}
return true;
}
InterpolationCase::IterateResult InterpolationCase::iterate (void)
{
TestLog& log = m_testCtx.getLog();
de::Random rnd (deStringHash(getName()));
const tcu::RenderTarget& renderTarget = m_context.getRenderTarget();
int viewportWidth = 128;
int viewportHeight = 128;
if (renderTarget.getWidth() < viewportWidth ||
renderTarget.getHeight() < viewportHeight)
throw tcu::NotSupportedError("Too small viewport", "", __FILE__, __LINE__);
int viewportX = rnd.getInt(0, renderTarget.getWidth() - viewportWidth);
int viewportY = rnd.getInt(0, renderTarget.getHeight() - viewportHeight);
static const char* s_vertShaderTemplate =
"#version 300 es\n"
"in highp vec4 a_position;\n"
"in ${PRECISION} vec3 a_coords;\n"
"out ${PRECISION} vec3 v_coords;\n"
"\n"
"void main (void)\n"
"{\n"
" gl_Position = a_position;\n"
" v_coords = a_coords;\n"
"}\n";
static const char* s_fragShaderTemplate =
"#version 300 es\n"
"in ${PRECISION} vec3 v_coords;\n"
"uniform ${PRECISION} vec3 u_scale;\n"
"uniform ${PRECISION} vec3 u_bias;\n"
"layout(location = 0) out ${PRECISION} vec4 o_color;\n"
"\n"
"void main (void)\n"
"{\n"
" o_color = vec4(v_coords * u_scale + u_bias, 1.0);\n"
"}\n";
map<string, string> templateParams;
templateParams["PRECISION"] = glu::getPrecisionName(m_precision);
glu::ShaderProgram program(m_context.getRenderContext(),
glu::makeVtxFragSources(tcu::StringTemplate(s_vertShaderTemplate).specialize(templateParams),
tcu::StringTemplate(s_fragShaderTemplate).specialize(templateParams)));
log << program;
if (!program.isOk())
{
if (m_precision == glu::PRECISION_HIGHP && !m_context.getContextInfo().isFragmentHighPrecisionSupported())
m_testCtx.setTestResult(QP_TEST_RESULT_NOT_SUPPORTED, "Fragment highp not supported");
else
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Compile failed");
return STOP;
}
// Position coordinates.
Vec4 wCoord = m_projective ? Vec4(1.3f, 0.8f, 0.6f, 2.0f) : Vec4(1.0f, 1.0f, 1.0f, 1.0f);
float positions[] =
{
-1.0f*wCoord.x(), -1.0f*wCoord.x(), 0.0f, wCoord.x(),
-1.0f*wCoord.y(), +1.0f*wCoord.y(), 0.0f, wCoord.y(),
+1.0f*wCoord.z(), -1.0f*wCoord.z(), 0.0f, wCoord.z(),
+1.0f*wCoord.w(), +1.0f*wCoord.w(), 0.0f, wCoord.w()
};
// Coordinates for interpolation.
tcu::Vec3 scale = 1.0f / (m_max - m_min);
tcu::Vec3 bias = -1.0f*m_min*scale;
float coords[] =
{
(0.0f - bias[0])/scale[0], (0.5f - bias[1])/scale[1], (1.0f - bias[2])/scale[2],
(0.5f - bias[0])/scale[0], (1.0f - bias[1])/scale[1], (0.5f - bias[2])/scale[2],
(0.5f - bias[0])/scale[0], (0.0f - bias[1])/scale[1], (0.5f - bias[2])/scale[2],
(1.0f - bias[0])/scale[0], (0.5f - bias[1])/scale[1], (0.0f - bias[2])/scale[2]
};
log << TestLog::Message << "a_coords = " << ((tcu::Vec3(0.0f) - bias)/scale) << " -> " << ((tcu::Vec3(1.0f) - bias)/scale) << TestLog::EndMessage;
log << TestLog::Message << "u_scale = " << scale << TestLog::EndMessage;
log << TestLog::Message << "u_bias = " << bias << TestLog::EndMessage;
// Verify that none of the inputs are denormalized / inf / nan.
TCU_CHECK(isValidFloatVec(m_precision, scale));
TCU_CHECK(isValidFloatVec(m_precision, bias));
for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(coords); ndx++)
{
TCU_CHECK(isValidFloat(m_precision, coords[ndx]));
TCU_CHECK(isValidFloat(m_precision, coords[ndx] * scale[ndx % 3] + bias[ndx % 3]));
}
// Indices.
static const deUint16 indices[] = { 0, 1, 2, 2, 1, 3 };
{
const int posLoc = glGetAttribLocation(program.getProgram(), "a_position");
const int coordLoc = glGetAttribLocation(program.getProgram(), "a_coords");
glEnableVertexAttribArray(posLoc);
glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, &positions[0]);
glEnableVertexAttribArray(coordLoc);
glVertexAttribPointer(coordLoc, 3, GL_FLOAT, GL_FALSE, 0, &coords[0]);
}
glUseProgram(program.getProgram());
glUniform3f(glGetUniformLocation(program.getProgram(), "u_scale"), scale.x(), scale.y(), scale.z());
glUniform3f(glGetUniformLocation(program.getProgram(), "u_bias"), bias.x(), bias.y(), bias.z());
GLU_CHECK_MSG("After program setup");
// Frames.
tcu::Surface rendered (viewportWidth, viewportHeight);
tcu::Surface reference (viewportWidth, viewportHeight);
// Render with GL.
glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
glDrawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(indices), GL_UNSIGNED_SHORT, &indices[0]);
// Render reference \note While GPU is hopefully doing our draw call.
renderReference(SurfaceAccess(reference, m_context.getRenderTarget().getPixelFormat()), coords, wCoord, scale, bias);
glu::readPixels(m_context.getRenderContext(), viewportX, viewportY, rendered.getAccess());
// Compute difference.
const int bestScoreDiff = 16;
const int worstScoreDiff = 300;
int score = tcu::measurePixelDiffAccuracy(log, "Result", "Image comparison result", reference, rendered, bestScoreDiff, worstScoreDiff, tcu::COMPARE_LOG_EVERYTHING);
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, de::toString(score).c_str());
return STOP;
}
VaryingInterpolationTests::VaryingInterpolationTests (Context& context)
: TestCaseGroup(context, "interpolation", "Varying Interpolation Accuracy Tests")
{
}
VaryingInterpolationTests::~VaryingInterpolationTests (void)
{
}
void VaryingInterpolationTests::init (void)
{
DE_STATIC_ASSERT(glu::PRECISION_LOWP+1 == glu::PRECISION_MEDIUMP);
DE_STATIC_ASSERT(glu::PRECISION_MEDIUMP+1 == glu::PRECISION_HIGHP);
// Exp = Emax-3, Mantissa = 0
float minF32 = tcu::Float32((0u<<31) | (0xfcu<<23) | 0x0u).asFloat();
float maxF32 = tcu::Float32((1u<<31) | (0xfcu<<23) | 0x0u).asFloat();
float minF16 = tcu::Float16((deUint16)((0u<<15) | (0x1cu<<10) | 0x0u)).asFloat();
float maxF16 = tcu::Float16((deUint16)((1u<<15) | (0x1cu<<10) | 0x0u)).asFloat();
static const struct
{
const char* name;
Vec3 minVal;
Vec3 maxVal;
glu::Precision minPrecision;
} coordRanges[] =
{
{ "zero_to_one", Vec3( 0.0f, 0.0f, 0.0f), Vec3( 1.0f, 1.0f, 1.0f), glu::PRECISION_LOWP },
{ "zero_to_minus_one", Vec3( 0.0f, 0.0f, 0.0f), Vec3( -1.0f, -1.0f, -1.0f), glu::PRECISION_LOWP },
{ "minus_one_to_one", Vec3( -1.0f, -1.0f, -1.0f), Vec3( 1.0f, 1.0f, 1.0f), glu::PRECISION_LOWP },
{ "minus_ten_to_ten", Vec3(-10.0f, -10.0f, -10.0f), Vec3( 10.0f, 10.0f, 10.0f), glu::PRECISION_MEDIUMP },
{ "thousands", Vec3( -5e3f, 1e3f, 1e3f), Vec3( 3e3f, -1e3f, 7e3f), glu::PRECISION_MEDIUMP },
{ "full_mediump", Vec3(minF16, minF16, minF16), Vec3(maxF16, maxF16, maxF16), glu::PRECISION_MEDIUMP },
{ "full_highp", Vec3(minF32, minF32, minF32), Vec3(maxF32, maxF32, maxF32), glu::PRECISION_HIGHP },
};
for (int precision = glu::PRECISION_LOWP; precision <= glu::PRECISION_HIGHP; precision++)
{
for (int coordNdx = 0; coordNdx < DE_LENGTH_OF_ARRAY(coordRanges); coordNdx++)
{
if (precision < (int)coordRanges[coordNdx].minPrecision)
continue;
string baseName = string(glu::getPrecisionName((glu::Precision)precision)) + "_" + coordRanges[coordNdx].name;
addChild(new InterpolationCase(m_context, baseName.c_str(), "", (glu::Precision)precision, coordRanges[coordNdx].minVal, coordRanges[coordNdx].maxVal, false));
addChild(new InterpolationCase(m_context, (baseName + "_proj").c_str(), "", (glu::Precision)precision, coordRanges[coordNdx].minVal, coordRanges[coordNdx].maxVal, true));
}
}
}
} // Accuracy
} // gles3
} // deqp