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/*-------------------------------------------------------------------------
* OpenGL Conformance Test Suite
* -----------------------------
*
* Copyright (c) 2014-2016 The Khronos Group Inc.
*
* 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
*/ /*-------------------------------------------------------------------*/
#include "esextcGeometryShaderLayeredRendering.hpp"
#include "gluContextInfo.hpp"
#include "gluDefs.hpp"
#include "glwEnums.hpp"
#include "glwFunctions.hpp"
#include "tcuTestLog.hpp"
#include <algorithm>
#include <cstring>
#include <string>
#include <vector>
namespace glcts
{
/* Array holding vector values describing contents of layers
* at subsequent indices.
*
* Contents of this array are directly related to layered_rendering_fs_code.
**/
const unsigned char GeometryShaderLayeredRendering::m_layered_rendering_expected_layer_data[6 * 4] = {
/* Layer 0 */
255, 0, 0, 0,
/* Layer 1 */
0, 255, 0, 0,
/* Layer 2 */
0, 0, 255, 0,
/* Layer 3 */
0, 0, 0, 255,
/* Layer 4 */
255, 255, 0, 0,
/* Layer 5 */
255, 0, 255, 0
};
/* Fragment shader code */
const char* GeometryShaderLayeredRendering::m_layered_rendering_fs_code =
"${VERSION}\n"
"\n"
"precision highp float;\n"
"\n"
"flat in int layer_id;\n"
" out vec4 color;\n"
"\n"
"void main()\n"
"{\n"
" switch (layer_id)\n"
" {\n"
" case 0: color = vec4(1, 0, 0, 0); break;\n"
" case 1: color = vec4(0, 1, 0, 0); break;\n"
" case 2: color = vec4(0, 0, 1, 0); break;\n"
" case 3: color = vec4(0, 0, 0, 1); break;\n"
" case 4: color = vec4(1, 1, 0, 0); break;\n"
" case 5: color = vec4(1, 0, 1, 0); break;\n"
" default: color = vec4(1, 1, 1, 1); break;\n"
" }\n"
"}\n";
/* Geometry shader code parts */
const char* GeometryShaderLayeredRendering::m_layered_rendering_gs_code_preamble = "${VERSION}\n"
"${GEOMETRY_SHADER_REQUIRE}\n"
"\n";
const char* GeometryShaderLayeredRendering::m_layered_rendering_gs_code_2d_array = "#define MAX_VERTICES 64\n"
"#define N_LAYERS 4\n";
const char* GeometryShaderLayeredRendering::m_layered_rendering_gs_code_2d_marray = "#define MAX_VERTICES 64\n"
"#define N_LAYERS 4\n";
const char* GeometryShaderLayeredRendering::m_layered_rendering_gs_code_3d = "#define MAX_VERTICES 64\n"
"#define N_LAYERS 4\n";
const char* GeometryShaderLayeredRendering::m_layered_rendering_gs_code_cm = "#define MAX_VERTICES 96\n"
"#define N_LAYERS 6\n";
/* NOTE: provoking_vertex_index holds an integer value which represents platform-reported
* GL_LAYER_PROVOKING_VERTEX_EXT value. The meaning is as follows:
*
* 0: Property carries a GL_UNDEFINED_VERTEX_EXT value. Need to set gl_Layer for all
* vertices.
* 1: Property carries a GL_FIRST_VERTEX_CONVENTION_EXT value. Need to set gl_Layer for
* the first two vertices, since these are a part of the two triangles, emitted
* separately for each layer.
* 2: Property carries a GL_LAST_VERTEX_CONVENTION_EXT value. Need to set gl_Layer for
* the last two vertices, since these are a part of the two triangles, emitted
* separately for each layer.
*/
const char* GeometryShaderLayeredRendering::m_layered_rendering_gs_code_main =
"layout(points) in;\n"
"layout(triangle_strip, max_vertices=MAX_VERTICES) out;\n"
"\n"
"precision highp float;\n"
"\n"
"flat out int layer_id;\n"
"uniform int provoking_vertex_index;\n"
"\n"
"void main()\n"
"{\n"
" for (int n = 0; n < N_LAYERS; ++n)\n"
" {\n"
" #ifndef SHOULD_NOT_SET_GL_LAYER\n"
" if (provoking_vertex_index == 0 || provoking_vertex_index == 1) gl_Layer = n;\n"
" #endif\n"
"\n"
" layer_id = gl_Layer;\n"
" gl_Position = vec4(1, 1, 0, 1);\n"
" EmitVertex();\n"
"\n"
" #ifndef SHOULD_NOT_SET_GL_LAYER\n"
" if (provoking_vertex_index == 0 || provoking_vertex_index == 1) gl_Layer = n;\n"
" #endif\n"
"\n"
" layer_id = gl_Layer;\n"
" gl_Position = vec4(1, -1, 0, 1);\n"
" EmitVertex();\n"
"\n"
" #ifndef SHOULD_NOT_SET_GL_LAYER\n"
" if (provoking_vertex_index == 0 || provoking_vertex_index == 2) gl_Layer = n;\n"
" #endif\n"
"\n"
" layer_id = gl_Layer;\n"
" gl_Position = vec4(-1, 1, 0, 1);\n"
" EmitVertex();\n"
"\n"
" #ifndef SHOULD_NOT_SET_GL_LAYER\n"
" gl_Layer = n;\n"
" #endif\n"
"\n"
" layer_id = gl_Layer;\n"
" gl_Position = vec4(-1, -1, 0, 1);\n"
" EmitVertex();\n"
"\n"
" EndPrimitive();\n"
" }\n"
"}\n";
/* Vertex shader */
const char* GeometryShaderLayeredRendering::m_layered_rendering_vs_code = "${VERSION}\n"
"\n"
"precision highp float;\n"
"\n"
"flat out int layer_id;\n"
"void main()\n"
"{\n"
" layer_id = 0;\n"
"}\n";
/* Constants used for various test iterations */
#define TEXTURE_DEPTH (64)
#define TEXTURE_HEIGHT (32)
#define TEXTURE_N_COMPONENTS (4)
#define TEXTURE_WIDTH (32)
/* Constructor */
GeometryShaderLayeredRendering::GeometryShaderLayeredRendering(Context& context, const ExtParameters& extParams,
const char* name, const char* description)
: TestCaseBase(context, extParams, name, description), m_vao_id(0)
{
memset(m_tests, 0, sizeof(m_tests));
}
/** Builds a GL program specifically for a layer rendering test instance.
*
* @param test Layered Rendering test to consider.
*
* @return GTFtrue if successful, false otherwise.
**/
bool GeometryShaderLayeredRendering::buildProgramForLRTest(_layered_rendering_test* test)
{
return buildProgram(test->po_id, test->fs_id, test->n_fs_parts, test->fs_parts, test->gs_id, test->n_gs_parts,
test->gs_parts, test->vs_id, test->n_vs_parts, test->vs_parts);
}
/** Executes the test.
* Sets the test result to QP_TEST_RESULT_FAIL if the test failed, QP_TEST_RESULT_PASS otherwise.
* @return STOP if the test has finished, CONTINUE to indicate iterate should be called once again.
* Note the function throws exception should an error occur!
**/
tcu::TestNode::IterateResult GeometryShaderLayeredRendering::iterate(void)
{
const glu::ContextType& context_type = m_context.getRenderContext().getType();
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
/* Helper variables to support shader compilation process */
const char* cm_fs_parts[] = { m_layered_rendering_fs_code };
const char* cm_gs_parts[] = { m_layered_rendering_gs_code_preamble, m_layered_rendering_gs_code_cm,
m_layered_rendering_gs_code_main };
const char* cm_vs_parts[] = { m_layered_rendering_vs_code };
const char* threedimensional_fs_parts[] = { m_layered_rendering_fs_code };
const char* threedimensional_gs_parts[] = { m_layered_rendering_gs_code_preamble, m_layered_rendering_gs_code_3d,
m_layered_rendering_gs_code_main };
const char* threedimensional_vs_parts[] = { m_layered_rendering_vs_code };
const char* twodimensionala_fs_parts[] = { m_layered_rendering_fs_code };
const char* twodimensionala_gs_parts[] = { m_layered_rendering_gs_code_preamble,
m_layered_rendering_gs_code_2d_array, m_layered_rendering_gs_code_main };
const char* twodimensionala_vs_parts[] = { m_layered_rendering_vs_code };
const char* twodimensionalma_fs_parts[] = { m_layered_rendering_fs_code };
const char* twodimensionalma_gs_parts[] = { m_layered_rendering_gs_code_preamble,
m_layered_rendering_gs_code_2d_marray,
m_layered_rendering_gs_code_main };
const char* twodimensionalma_vs_parts[] = { m_layered_rendering_vs_code };
const unsigned int n_cm_fs_parts = sizeof(cm_fs_parts) / sizeof(cm_fs_parts[0]);
const unsigned int n_cm_gs_parts = sizeof(cm_gs_parts) / sizeof(cm_gs_parts[0]);
const unsigned int n_cm_vs_parts = sizeof(cm_vs_parts) / sizeof(cm_vs_parts[0]);
const unsigned int n_threedimensional_fs_parts =
sizeof(threedimensional_fs_parts) / sizeof(threedimensional_fs_parts[0]);
const unsigned int n_threedimensional_gs_parts =
sizeof(threedimensional_gs_parts) / sizeof(threedimensional_gs_parts[0]);
const unsigned int n_threedimensional_vs_parts =
sizeof(threedimensional_vs_parts) / sizeof(threedimensional_vs_parts[0]);
const unsigned int n_twodimensionala_fs_parts =
sizeof(twodimensionala_fs_parts) / sizeof(twodimensionala_fs_parts[0]);
const unsigned int n_twodimensionala_gs_parts =
sizeof(twodimensionala_gs_parts) / sizeof(twodimensionala_gs_parts[0]);
const unsigned int n_twodimensionala_vs_parts =
sizeof(twodimensionala_vs_parts) / sizeof(twodimensionala_vs_parts[0]);
const unsigned int n_twodimensionalma_fs_parts =
sizeof(twodimensionalma_fs_parts) / sizeof(twodimensionalma_fs_parts[0]);
const unsigned int n_twodimensionalma_gs_parts =
sizeof(twodimensionalma_gs_parts) / sizeof(twodimensionalma_gs_parts[0]);
const unsigned int n_twodimensionalma_vs_parts =
sizeof(twodimensionalma_vs_parts) / sizeof(twodimensionalma_vs_parts[0]);
/* General-use helper variables */
unsigned int n_current_test = 0;
/* This test should only run if EXT_geometry_shader is supported */
if (!m_is_geometry_shader_extension_supported)
{
throw tcu::NotSupportedError(GEOMETRY_SHADER_EXTENSION_NOT_SUPPORTED, "", __FILE__, __LINE__);
}
/* Configure test descriptors */
m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].iteration = LAYERED_RENDERING_TEST_ITERATION_CUBEMAP;
m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].n_layers = 6; /* faces */
m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].fs_parts = cm_fs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].gs_parts = cm_gs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].vs_parts = cm_vs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].n_fs_parts = n_cm_fs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].n_gs_parts = n_cm_gs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].n_vs_parts = n_cm_vs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].iteration = LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY;
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].n_layers = 4; /* layers */
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].fs_parts = twodimensionala_fs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].gs_parts = twodimensionala_gs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].vs_parts = twodimensionala_vs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].n_fs_parts = n_twodimensionala_fs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].n_gs_parts = n_twodimensionala_gs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].n_vs_parts = n_twodimensionala_vs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].iteration = LAYERED_RENDERING_TEST_ITERATION_3D;
m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].n_layers = 4; /* layers */
m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].fs_parts = threedimensional_fs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].gs_parts = threedimensional_gs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].vs_parts = threedimensional_vs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].n_fs_parts = n_threedimensional_fs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].n_gs_parts = n_threedimensional_gs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].n_vs_parts = n_threedimensional_vs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].iteration =
LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY;
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].n_layers = 4; /* layers */
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].fs_parts = twodimensionalma_fs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].gs_parts = twodimensionalma_gs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].vs_parts = twodimensionalma_vs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].n_fs_parts = n_twodimensionalma_fs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].n_gs_parts = n_twodimensionalma_gs_parts;
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].n_vs_parts = n_twodimensionalma_vs_parts;
/* Create shader objects we'll use for the test */
m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].fs_id = gl.createShader(GL_FRAGMENT_SHADER);
m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].gs_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].vs_id = gl.createShader(GL_VERTEX_SHADER);
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].fs_id = gl.createShader(GL_FRAGMENT_SHADER);
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].gs_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].vs_id = gl.createShader(GL_VERTEX_SHADER);
m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].fs_id = gl.createShader(GL_FRAGMENT_SHADER);
m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].gs_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].vs_id = gl.createShader(GL_VERTEX_SHADER);
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].fs_id = gl.createShader(GL_FRAGMENT_SHADER);
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].gs_id =
gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].vs_id = gl.createShader(GL_VERTEX_SHADER);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create shaders!");
/* Create program objects as well */
m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].po_id = gl.createProgram();
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].po_id = gl.createProgram();
m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].po_id = gl.createProgram();
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].po_id = gl.createProgram();
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create programs!");
/* Build the programs */
if (!buildProgramForLRTest(&m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP]) ||
!buildProgramForLRTest(&m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY]) ||
!buildProgramForLRTest(&m_tests[LAYERED_RENDERING_TEST_ITERATION_3D]) ||
!buildProgramForLRTest(&m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY]))
{
TCU_FAIL("Could not create a program for cube-map texture layered rendering test!");
}
/* Set up provoking vertex uniform value, given the GL_LAYER_PROVOKING_VERTEX_EXT value. */
glw::GLint layer_provoking_vertex_gl_value = -1;
glw::GLint layer_provoking_vertex_uniform_value = -1;
gl.getIntegerv(m_glExtTokens.LAYER_PROVOKING_VERTEX, &layer_provoking_vertex_gl_value);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetIntegerv() failed for GL_LAYER_PROVOKING_VERTEX_EXT pname");
if (!glu::isContextTypeES(context_type) && ((glw::GLenum)layer_provoking_vertex_gl_value == GL_PROVOKING_VERTEX))
{
gl.getIntegerv(GL_PROVOKING_VERTEX, &layer_provoking_vertex_gl_value);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetIntegerv() failed for GL_PROVOKING_VERTEX pname");
}
if ((glw::GLenum)layer_provoking_vertex_gl_value == m_glExtTokens.FIRST_VERTEX_CONVENTION)
{
layer_provoking_vertex_uniform_value = 1; /* as per geometry shader implementation */
}
else if ((glw::GLenum)layer_provoking_vertex_gl_value == m_glExtTokens.LAST_VERTEX_CONVENTION)
{
layer_provoking_vertex_uniform_value = 2; /* as per geometry shader implementation */
}
else if ((glw::GLenum)layer_provoking_vertex_gl_value == m_glExtTokens.UNDEFINED_VERTEX)
{
layer_provoking_vertex_uniform_value = 0; /* as per geometry shader implementation */
}
else
{
TCU_FAIL("Unrecognized value returned by glGetIntegerv() for GL_LAYER_PROVOKING_VERTEX_EXT pname.");
}
for (unsigned int test_index = 0; test_index < LAYERED_RENDERING_TEST_ITERATION_LAST; ++test_index)
{
glw::GLint provoking_vertex_index_uniform_location =
gl.getUniformLocation(m_tests[test_index].po_id, "provoking_vertex_index");
/* Sanity checks */
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation() call generated an error");
DE_ASSERT(provoking_vertex_index_uniform_location != -1);
/* Assign the uniform value */
gl.programUniform1i(m_tests[test_index].po_id, provoking_vertex_index_uniform_location,
layer_provoking_vertex_uniform_value);
GLU_EXPECT_NO_ERROR(gl.getError(), "glProgramUniform1i() call failed.");
} /* for (all test iterations) */
/* Initialize texture objects */
gl.genTextures(1, &m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].to_id);
gl.genTextures(1, &m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].to_id);
gl.genTextures(1, &m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].to_id);
gl.genTextures(1, &m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].to_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create texture object(s)!");
gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].to_id);
gl.texStorage2D(GL_TEXTURE_CUBE_MAP, 1 /* mip-map only */, GL_RGBA8, TEXTURE_WIDTH, TEXTURE_HEIGHT);
gl.bindTexture(GL_TEXTURE_2D_ARRAY, m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].to_id);
gl.texStorage3D(GL_TEXTURE_2D_ARRAY, 1 /* mip-map only */, GL_RGBA8, TEXTURE_WIDTH, TEXTURE_HEIGHT, TEXTURE_DEPTH);
gl.bindTexture(GL_TEXTURE_3D, m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].to_id);
gl.texStorage3D(GL_TEXTURE_3D, 1 /* mip-map only */, GL_RGBA8, TEXTURE_WIDTH, TEXTURE_HEIGHT, TEXTURE_DEPTH);
gl.bindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES,
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].to_id);
gl.texStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 1 /* samples */, GL_RGBA8, TEXTURE_WIDTH,
TEXTURE_HEIGHT, TEXTURE_DEPTH, GL_FALSE /* fixed sample locations */);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not initialize texture object(s)!");
/* Initialize framebuffer objects */
gl.genFramebuffers(1, &m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].fbo_id);
gl.genFramebuffers(1, &m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].fbo_id);
gl.genFramebuffers(1, &m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].fbo_id);
gl.genFramebuffers(1, &m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].fbo_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create framebuffer object(s)!");
gl.bindFramebuffer(GL_DRAW_FRAMEBUFFER, m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].fbo_id);
gl.framebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].to_id, 0 /* base mip-map */);
gl.bindFramebuffer(GL_DRAW_FRAMEBUFFER, m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].fbo_id);
gl.framebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].to_id, 0 /* base mip-map */);
gl.bindFramebuffer(GL_DRAW_FRAMEBUFFER, m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].fbo_id);
gl.framebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].to_id,
0 /* base mip-map */);
gl.bindFramebuffer(GL_DRAW_FRAMEBUFFER, m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].fbo_id);
gl.framebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].to_id, 0 /* base mip-map */);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not configure framebuffer object(s)!");
/* Initialize vertex array object. We don't really use any attributes, but ES does not
* permit draw calls with an unbound VAO
*/
gl.genVertexArrays(1, &m_vao_id);
gl.bindVertexArray(m_vao_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not bind a vertex array object!");
/* Execute all iterations */
for (n_current_test = 0; n_current_test < sizeof(m_tests) / sizeof(m_tests[0]); ++n_current_test)
{
unsigned char buffer[TEXTURE_WIDTH * TEXTURE_HEIGHT * TEXTURE_N_COMPONENTS] = { 0 };
glw::GLuint program_id = 0;
unsigned int n_layer = 0;
glw::GLuint texture_id = 0;
/* Bind the iteration-specific framebuffer */
gl.bindFramebuffer(GL_FRAMEBUFFER, m_tests[n_current_test].fbo_id);
program_id = m_tests[n_current_test].po_id;
texture_id = m_tests[n_current_test].to_id;
/* Clear the color attachment with (1, 1, 1, 1) which is not used for
* any layers.
*/
gl.clearColor(1.0f, 1.0f, 1.0f, 1.0f);
gl.clear(GL_COLOR_BUFFER_BIT);
/* Render a single point. This should result in full-screen quads drawn
* for each face/layer of the attachment bound to current FBO */
gl.useProgram(program_id);
gl.drawArrays(GL_POINTS, 0 /* first index */, 1 /* n points */);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error rendering geometry!");
/* Read contents of each layer we rendered to and verify the contents */
for (n_layer = 0; n_layer < m_tests[n_current_test].n_layers; ++n_layer)
{
const unsigned char* expected_data =
m_layered_rendering_expected_layer_data + TEXTURE_N_COMPONENTS * n_layer;
unsigned int n = 0;
bool texture_layered = false;
glw::GLenum texture_target = GL_NONE;
/* What is the source attachment's texture target? */
switch (m_tests[n_current_test].iteration)
{
case LAYERED_RENDERING_TEST_ITERATION_CUBEMAP:
{
texture_layered = false;
texture_target = (n_layer == 0) ?
GL_TEXTURE_CUBE_MAP_POSITIVE_X :
(n_layer == 1) ?
GL_TEXTURE_CUBE_MAP_NEGATIVE_X :
(n_layer == 2) ? GL_TEXTURE_CUBE_MAP_POSITIVE_Y :
(n_layer == 3) ? GL_TEXTURE_CUBE_MAP_NEGATIVE_Y :
(n_layer == 4) ? GL_TEXTURE_CUBE_MAP_POSITIVE_Z :
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
break;
}
case LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY:
{
texture_layered = true;
texture_target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES;
break;
}
case LAYERED_RENDERING_TEST_ITERATION_3D:
{
texture_layered = true;
texture_target = GL_TEXTURE_3D;
break;
}
case LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY:
{
texture_layered = true;
texture_target = GL_TEXTURE_2D_ARRAY;
break;
}
default:
{
TCU_FAIL("This location should never be reached");
}
}
/* Configure the read framebuffer's read buffer, depending on whether the attachment
* uses layers or not
*/
if (texture_layered)
{
gl.framebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_id, 0 /* base mip-map */,
n_layer);
}
else
{
if (texture_target == GL_TEXTURE_CUBE_MAP_POSITIVE_X ||
texture_target == GL_TEXTURE_CUBE_MAP_POSITIVE_Y ||
texture_target == GL_TEXTURE_CUBE_MAP_POSITIVE_Z ||
texture_target == GL_TEXTURE_CUBE_MAP_NEGATIVE_X ||
texture_target == GL_TEXTURE_CUBE_MAP_NEGATIVE_Y ||
texture_target == GL_TEXTURE_CUBE_MAP_NEGATIVE_Z)
{
gl.framebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_target, texture_id,
0 /* base mip-map */);
}
else
{
TCU_FAIL("This location should never be reached");
}
}
/* Make sure read framebuffer was configured successfully */
GLU_EXPECT_NO_ERROR(gl.getError(), "Error setting read framebuffer!");
/* Read the data */
if (m_tests[n_current_test].iteration == LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY)
{
glw::GLuint new_dst_to = 0;
glw::GLuint dst_fbo_id = 0;
gl.genFramebuffers(1, &dst_fbo_id);
gl.bindFramebuffer(GL_READ_FRAMEBUFFER, m_tests[n_current_test].fbo_id);
gl.bindFramebuffer(GL_DRAW_FRAMEBUFFER, dst_fbo_id);
gl.genTextures(1, &new_dst_to);
gl.bindTexture(GL_TEXTURE_2D, new_dst_to);
gl.texStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, TEXTURE_WIDTH, TEXTURE_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(),
"Could not setup texture object for draw framebuffer color attachment.");
gl.framebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, new_dst_to, 0);
GLU_EXPECT_NO_ERROR(gl.getError(),
"Could not attach texture object to draw framebuffer color attachment.");
gl.blitFramebuffer(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error blitting from read framebuffer to draw framebuffer.");
gl.bindFramebuffer(GL_READ_FRAMEBUFFER, dst_fbo_id);
gl.readPixels(0 /* x */, 0 /* y */, TEXTURE_WIDTH, TEXTURE_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error reading attachment's data!");
gl.bindFramebuffer(GL_FRAMEBUFFER, m_tests[n_current_test].fbo_id);
gl.deleteFramebuffers(1, &dst_fbo_id);
gl.deleteTextures(1, &new_dst_to);
}
else
{
gl.readPixels(0 /* x */, 0 /* y */, TEXTURE_WIDTH, TEXTURE_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error reading attachment's data!");
}
/* Validate it */
for (; n < TEXTURE_WIDTH * TEXTURE_HEIGHT; ++n)
{
unsigned char* data_ptr = buffer + n * TEXTURE_N_COMPONENTS;
if (memcmp(data_ptr, expected_data, TEXTURE_N_COMPONENTS) != 0)
{
m_testCtx.getLog() << tcu::TestLog::Message << "Rendered data [" << data_ptr[0] << ", "
<< data_ptr[1] << ", " << data_ptr[2] << ", " << data_ptr[3]
<< "] is different from reference data ["
<< m_layered_rendering_expected_layer_data[0] << ", "
<< m_layered_rendering_expected_layer_data[1] << ", "
<< m_layered_rendering_expected_layer_data[2] << ", "
<< m_layered_rendering_expected_layer_data[3] << "] !"
<< tcu::TestLog::EndMessage;
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail");
return STOP;
} /* if (data comparison failed) */
} /* for (all pixels) */
} /* for (all layers) */
} /* for (all iterations) */
/* Done! */
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
return STOP;
}
/** Deinitializes GLES objects created during the test.
*
*/
void GeometryShaderLayeredRendering::deinit(void)
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
/* Reset OpenGL ES state */
gl.useProgram(0);
gl.framebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0 /* texture */, 0 /* level */);
gl.bindTexture(GL_TEXTURE_2D, 0 /* texture */);
gl.bindFramebuffer(GL_FRAMEBUFFER, 0);
gl.bindVertexArray(0);
for (unsigned int n_current_test = 0; n_current_test < sizeof(m_tests) / sizeof(m_tests[0]); ++n_current_test)
{
if (m_tests[n_current_test].po_id != 0)
{
gl.deleteProgram(m_tests[n_current_test].po_id);
}
if (m_tests[n_current_test].fs_id != 0)
{
gl.deleteShader(m_tests[n_current_test].fs_id);
}
if (m_tests[n_current_test].gs_id != 0)
{
gl.deleteShader(m_tests[n_current_test].gs_id);
}
if (m_tests[n_current_test].vs_id != 0)
{
gl.deleteShader(m_tests[n_current_test].vs_id);
}
if (m_tests[n_current_test].to_id != 0)
{
gl.deleteTextures(1, &m_tests[n_current_test].to_id);
}
if (m_tests[n_current_test].fbo_id != 0)
{
gl.deleteFramebuffers(1, &m_tests[n_current_test].fbo_id);
}
} /* for (all tests) */
if (m_vao_id != 0)
{
gl.deleteVertexArrays(1, &m_vao_id);
}
/* Release base class */
TestCaseBase::deinit();
}
} // namespace glcts