| /*------------------------------------------------------------------------- |
| * 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 FBO depthbuffer tests. |
| *//*--------------------------------------------------------------------*/ |
| |
| #include "es3fFboDepthbufferTests.hpp" |
| #include "es3fFboTestCase.hpp" |
| #include "es3fFboTestUtil.hpp" |
| #include "gluTextureUtil.hpp" |
| #include "tcuTextureUtil.hpp" |
| #include "sglrContextUtil.hpp" |
| #include "glwEnums.hpp" |
| |
| namespace deqp |
| { |
| namespace gles3 |
| { |
| namespace Functional |
| { |
| |
| using std::string; |
| using tcu::Vec2; |
| using tcu::Vec3; |
| using tcu::Vec4; |
| using tcu::IVec2; |
| using tcu::IVec3; |
| using tcu::IVec4; |
| using tcu::UVec4; |
| using namespace FboTestUtil; |
| |
| class BasicFboDepthCase : public FboTestCase |
| { |
| public: |
| BasicFboDepthCase (Context& context, const char* name, const char* desc, deUint32 format, int width, int height) |
| : FboTestCase (context, name, desc) |
| , m_format (format) |
| , m_width (width) |
| , m_height (height) |
| { |
| } |
| |
| protected: |
| void preCheck (void) |
| { |
| checkFormatSupport(m_format); |
| } |
| |
| void render (tcu::Surface& dst) |
| { |
| const deUint32 colorFormat = GL_RGBA8; |
| deUint32 fbo = 0; |
| deUint32 colorRbo = 0; |
| deUint32 depthRbo = 0; |
| GradientShader gradShader (glu::TYPE_FLOAT_VEC4); |
| Texture2DShader texShader (DataTypes() << glu::TYPE_SAMPLER_2D, glu::TYPE_FLOAT_VEC4); |
| deUint32 gradShaderID = getCurrentContext()->createProgram(&gradShader); |
| deUint32 texShaderID = getCurrentContext()->createProgram(&texShader); |
| float clearDepth = 1.0f; |
| |
| // Setup shaders |
| gradShader.setGradient(*getCurrentContext(), gradShaderID, tcu::Vec4(0.0f), tcu::Vec4(1.0f)); |
| texShader.setUniforms (*getCurrentContext(), texShaderID); |
| |
| // Setup FBO |
| |
| glGenFramebuffers(1, &fbo); |
| glGenRenderbuffers(1, &colorRbo); |
| glGenRenderbuffers(1, &depthRbo); |
| |
| glBindRenderbuffer(GL_RENDERBUFFER, colorRbo); |
| glRenderbufferStorage(GL_RENDERBUFFER, colorFormat, m_width, m_height); |
| |
| glBindRenderbuffer(GL_RENDERBUFFER, depthRbo); |
| glRenderbufferStorage(GL_RENDERBUFFER, m_format, m_width, m_height); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRbo); |
| checkError(); |
| checkFramebufferStatus(GL_FRAMEBUFFER); |
| |
| glViewport(0, 0, m_width, m_height); |
| |
| // Clear depth to 1 |
| glClearBufferfv(GL_DEPTH, 0, &clearDepth); |
| |
| // Render gradient with depth = [-1..1] |
| glEnable(GL_DEPTH_TEST); |
| sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); |
| |
| // Render grid pattern with depth = 0 |
| { |
| const deUint32 format = GL_RGBA; |
| const deUint32 dataType = GL_UNSIGNED_BYTE; |
| const int texW = 128; |
| const int texH = 128; |
| deUint32 gridTex = 0; |
| tcu::TextureLevel data (glu::mapGLTransferFormat(format, dataType), texW, texH, 1); |
| |
| tcu::fillWithGrid(data.getAccess(), 8, Vec4(0.2f, 0.7f, 0.1f, 1.0f), Vec4(0.7f, 0.1f, 0.5f, 0.8f)); |
| |
| glGenTextures(1, &gridTex); |
| glBindTexture(GL_TEXTURE_2D, gridTex); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexImage2D(GL_TEXTURE_2D, 0, format, texW, texH, 0, format, dataType, data.getAccess().getDataPtr()); |
| |
| sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
| } |
| |
| // Read results. |
| readPixels(dst, 0, 0, m_width, m_height, glu::mapGLInternalFormat(colorFormat), Vec4(1.0f), Vec4(0.0f)); |
| } |
| |
| private: |
| deUint32 m_format; |
| int m_width; |
| int m_height; |
| }; |
| |
| class DepthWriteClampCase : public FboTestCase |
| { |
| public: |
| DepthWriteClampCase (Context& context, const char* name, const char* desc, deUint32 format, int width, int height) |
| : FboTestCase (context, name, desc) |
| , m_format (format) |
| , m_width (width) |
| , m_height (height) |
| { |
| } |
| |
| protected: |
| void preCheck (void) |
| { |
| checkFormatSupport(m_format); |
| } |
| |
| void render (tcu::Surface& dst) |
| { |
| const deUint32 colorFormat = GL_RGBA8; |
| deUint32 fbo = 0; |
| deUint32 colorRbo = 0; |
| deUint32 depthTexture = 0; |
| glu::TransferFormat transferFmt = glu::getTransferFormat(glu::mapGLInternalFormat(m_format)); |
| |
| DepthGradientShader depthGradShader (glu::TYPE_FLOAT_VEC4); |
| const deUint32 depthGradShaderID = getCurrentContext()->createProgram(&depthGradShader); |
| const float clearDepth = 1.0f; |
| const tcu::Vec4 red (1.0, 0.0, 0.0, 1.0); |
| const tcu::Vec4 green (0.0, 1.0, 0.0, 1.0); |
| |
| // Setup FBO |
| |
| glGenFramebuffers(1, &fbo); |
| glGenRenderbuffers(1, &colorRbo); |
| glGenTextures(1, &depthTexture); |
| |
| glBindRenderbuffer(GL_RENDERBUFFER, colorRbo); |
| glRenderbufferStorage(GL_RENDERBUFFER, colorFormat, m_width, m_height); |
| |
| glBindTexture(GL_TEXTURE_2D, depthTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, m_format, m_width, m_height, 0, transferFmt.format, transferFmt.dataType, DE_NULL); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); |
| checkError(); |
| checkFramebufferStatus(GL_FRAMEBUFFER); |
| |
| glViewport(0, 0, m_width, m_height); |
| |
| // Clear depth to 1 |
| glClearBufferfv(GL_DEPTH, 0, &clearDepth); |
| |
| // Test that invalid values are not written to the depth buffer |
| |
| // Render green quad, depth gradient = [-1..2] |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_ALWAYS); |
| |
| depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, -1.0f, 2.0f, green); |
| sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); |
| glDepthMask(GL_FALSE); |
| |
| // Test if any fragment has greater depth than 1; there should be none |
| glDepthFunc(GL_LESS); // (1 < depth) ? |
| depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, 1.0f, 1.0f, red); |
| sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); |
| |
| // Test if any fragment has smaller depth than 0; there should be none |
| glDepthFunc(GL_GREATER); // (0 > depth) ? |
| depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, 0.0f, 0.0f, red); |
| sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); |
| |
| // Read results. |
| readPixels(dst, 0, 0, m_width, m_height, glu::mapGLInternalFormat(colorFormat), Vec4(1.0f), Vec4(0.0f)); |
| } |
| |
| private: |
| const deUint32 m_format; |
| const int m_width; |
| const int m_height; |
| }; |
| |
| class DepthTestClampCase : public FboTestCase |
| { |
| public: |
| DepthTestClampCase (Context& context, const char* name, const char* desc, deUint32 format, int width, int height) |
| : FboTestCase (context, name, desc) |
| , m_format (format) |
| , m_width (width) |
| , m_height (height) |
| { |
| } |
| |
| protected: |
| void preCheck (void) |
| { |
| checkFormatSupport(m_format); |
| } |
| |
| void render (tcu::Surface& dst) |
| { |
| const deUint32 colorFormat = GL_RGBA8; |
| deUint32 fbo = 0; |
| deUint32 colorRbo = 0; |
| deUint32 depthTexture = 0; |
| glu::TransferFormat transferFmt = glu::getTransferFormat(glu::mapGLInternalFormat(m_format)); |
| |
| DepthGradientShader depthGradShader (glu::TYPE_FLOAT_VEC4); |
| const deUint32 depthGradShaderID = getCurrentContext()->createProgram(&depthGradShader); |
| const float clearDepth = 1.0f; |
| const tcu::Vec4 yellow (1.0, 1.0, 0.0, 1.0); |
| const tcu::Vec4 green (0.0, 1.0, 0.0, 1.0); |
| |
| // Setup FBO |
| |
| glGenFramebuffers(1, &fbo); |
| glGenRenderbuffers(1, &colorRbo); |
| glGenTextures(1, &depthTexture); |
| |
| glBindRenderbuffer(GL_RENDERBUFFER, colorRbo); |
| glRenderbufferStorage(GL_RENDERBUFFER, colorFormat, m_width, m_height); |
| |
| glBindTexture(GL_TEXTURE_2D, depthTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, m_format, m_width, m_height, 0, transferFmt.format, transferFmt.dataType, DE_NULL); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); |
| checkError(); |
| checkFramebufferStatus(GL_FRAMEBUFFER); |
| |
| glViewport(0, 0, m_width, m_height); |
| |
| // Clear depth to 1 |
| glClearBufferfv(GL_DEPTH, 0, &clearDepth); |
| |
| // Test values used in depth test are clamped |
| |
| // Render green quad, depth gradient = [-1..2] |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_ALWAYS); |
| |
| depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, -1.0f, 2.0f, green); |
| sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); |
| |
| // Render yellow quad, depth gradient = [-0.5..3]. Gradients have equal values only outside [0, 1] range due to clamping |
| glDepthFunc(GL_EQUAL); |
| depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, -0.5f, 3.0f, yellow); |
| sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); |
| |
| // Read results. |
| readPixels(dst, 0, 0, m_width, m_height, glu::mapGLInternalFormat(colorFormat), Vec4(1.0f), Vec4(0.0f)); |
| } |
| |
| private: |
| const deUint32 m_format; |
| const int m_width; |
| const int m_height; |
| }; |
| |
| FboDepthTests::FboDepthTests (Context& context) |
| : TestCaseGroup(context, "depth", "Depth tests") |
| { |
| } |
| |
| FboDepthTests::~FboDepthTests (void) |
| { |
| } |
| |
| void FboDepthTests::init (void) |
| { |
| static const deUint32 depthFormats[] = |
| { |
| GL_DEPTH_COMPONENT32F, |
| GL_DEPTH_COMPONENT24, |
| GL_DEPTH_COMPONENT16, |
| GL_DEPTH32F_STENCIL8, |
| GL_DEPTH24_STENCIL8 |
| }; |
| |
| // .basic |
| { |
| tcu::TestCaseGroup* basicGroup = new tcu::TestCaseGroup(m_testCtx, "basic", "Basic depth tests"); |
| addChild(basicGroup); |
| |
| for (int fmtNdx = 0; fmtNdx < DE_LENGTH_OF_ARRAY(depthFormats); fmtNdx++) |
| basicGroup->addChild(new BasicFboDepthCase(m_context, getFormatName(depthFormats[fmtNdx]), "", depthFormats[fmtNdx], 119, 127)); |
| } |
| |
| // .depth_write_clamp |
| { |
| tcu::TestCaseGroup* depthClampGroup = new tcu::TestCaseGroup(m_testCtx, "depth_write_clamp", "Depth write clamping tests"); |
| addChild(depthClampGroup); |
| |
| for (int fmtNdx = 0; fmtNdx < DE_LENGTH_OF_ARRAY(depthFormats); fmtNdx++) |
| depthClampGroup->addChild(new DepthWriteClampCase(m_context, getFormatName(depthFormats[fmtNdx]), "", depthFormats[fmtNdx], 119, 127)); |
| } |
| |
| // .depth_test_clamp |
| { |
| tcu::TestCaseGroup* depthClampGroup = new tcu::TestCaseGroup(m_testCtx, "depth_test_clamp", "Depth test value clamping tests"); |
| addChild(depthClampGroup); |
| |
| for (int fmtNdx = 0; fmtNdx < DE_LENGTH_OF_ARRAY(depthFormats); fmtNdx++) |
| depthClampGroup->addChild(new DepthTestClampCase(m_context, getFormatName(depthFormats[fmtNdx]), "", depthFormats[fmtNdx], 119, 127)); |
| } |
| } |
| |
| } // Functional |
| } // gles3 |
| } // deqp |