blob: 1e7170c16b0948ba4d027d0147b3e82674b75897 [file] [log] [blame]
/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES 2.0 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 glDepthRangef() tests.
*//*--------------------------------------------------------------------*/
#include "es2fDepthRangeTests.hpp"
#include "tcuVector.hpp"
#include "tcuTestLog.hpp"
#include "tcuSurface.hpp"
#include "tcuImageCompare.hpp"
#include "tcuRenderTarget.hpp"
#include "gluPixelTransfer.hpp"
#include "gluShaderProgram.hpp"
#include "gluRenderContext.hpp"
#include "deRandom.hpp"
#include "deMath.h"
#include "deString.h"
#include "glw.h"
namespace deqp
{
namespace gles2
{
namespace Functional
{
enum
{
VISUALIZE_DEPTH_STEPS = 32 //!< Number of depth steps in visualization
};
using tcu::Vec2;
using tcu::Vec3;
using tcu::Vec4;
using tcu::TestLog;
using std::string;
using std::vector;
static const char* s_vertexShaderSrc =
"attribute highp vec4 a_position;\n"
"attribute highp vec2 a_coord;\n"
"void main (void)\n"
"{\n"
" gl_Position = a_position;\n"
"}\n";
static const char* s_fragmentShaderSrc =
"uniform mediump vec4 u_color;\n"
"void main (void)\n"
"{\n"
" gl_FragColor = u_color;\n"
"}\n";
template <typename T>
static inline bool compare (deUint32 func, T a, T b)
{
switch (func)
{
case GL_NEVER: return false;
case GL_ALWAYS: return true;
case GL_LESS: return a < b;
case GL_LEQUAL: return a <= b;
case GL_EQUAL: return a == b;
case GL_NOTEQUAL: return a != b;
case GL_GEQUAL: return a >= b;
case GL_GREATER: return a > b;
default:
DE_ASSERT(DE_FALSE);
return false;
}
}
inline float triangleInterpolate (const float v0, const float v1, const float v2, const float x, const float y)
{
return v0 + (v2-v0)*x + (v1-v0)*y;
}
inline float triQuadInterpolate (const float x, const float y, const tcu::Vec4& quad)
{
// \note Top left fill rule.
if (x + y < 1.0f)
return triangleInterpolate(quad.x(), quad.y(), quad.z(), x, y);
else
return triangleInterpolate(quad.w(), quad.z(), quad.y(), 1.0f-x, 1.0f-y);
}
inline float depthRangeTransform (const float zd, const float zNear, const float zFar)
{
const float cNear = de::clamp(zNear, 0.0f, 1.0f);
const float cFar = de::clamp(zFar, 0.0f, 1.0f);
return ((cFar - cNear)/2.0f) * zd + (cNear + cFar)/2.0f;
}
class DepthRangeCompareCase : public TestCase
{
public:
DepthRangeCompareCase (Context& context, const char* name, const char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar, const deUint32 compareFunc);
~DepthRangeCompareCase (void);
IterateResult iterate (void);
private:
const tcu::Vec4 m_depthCoord;
const float m_zNear;
const float m_zFar;
const deUint32 m_compareFunc;
};
DepthRangeCompareCase::DepthRangeCompareCase (Context& context, const char* name, const char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar, const deUint32 compareFunc)
: TestCase (context, name, desc)
, m_depthCoord (depthCoord)
, m_zNear (zNear)
, m_zFar (zFar)
, m_compareFunc (compareFunc)
{
}
DepthRangeCompareCase::~DepthRangeCompareCase (void)
{
}
DepthRangeCompareCase::IterateResult DepthRangeCompareCase::iterate (void)
{
TestLog& log = m_testCtx.getLog();
de::Random rnd (deStringHash(getName()));
const tcu::RenderTarget& renderTarget = m_context.getRenderContext().getRenderTarget();
const int viewportW = de::min(128, renderTarget.getWidth());
const int viewportH = de::min(128, renderTarget.getHeight());
const int viewportX = rnd.getInt(0, renderTarget.getWidth()-viewportW);
const int viewportY = rnd.getInt(0, renderTarget.getHeight()-viewportH);
tcu::Surface renderedFrame (viewportW, viewportH);
tcu::Surface referenceFrame (viewportW, viewportH);
const float constDepth = 0.1f;
if (renderTarget.getDepthBits() == 0)
throw tcu::NotSupportedError("Depth buffer is required", "", __FILE__, __LINE__);
const glu::ShaderProgram program (m_context.getRenderContext(), glu::makeVtxFragSources(s_vertexShaderSrc, s_fragmentShaderSrc));
if (!program.isOk())
{
log << program;
TCU_FAIL("Compile failed");
}
const int colorLoc = glGetUniformLocation(program.getProgram(), "u_color");
const int posLoc = glGetAttribLocation(program.getProgram(), "a_position");
m_testCtx.getLog() << TestLog::Message << "glDepthRangef(" << m_zNear << ", " << m_zFar << ")" << TestLog::EndMessage;
glViewport(viewportX, viewportY, viewportW, viewportH);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glUseProgram(program.getProgram());
glEnableVertexAttribArray(posLoc);
static const deUint16 quadIndices[] = { 0, 1, 2, 2, 1, 3 };
// Fill viewport with 2 quads - one with constant depth and another with d = [-1..1]
{
static const float constDepthCoord[] =
{
-1.0f, -1.0f, constDepth, 1.0f,
-1.0f, +1.0f, constDepth, 1.0f,
0.0f, -1.0f, constDepth, 1.0f,
0.0f, +1.0f, constDepth, 1.0f
};
static const float varyingDepthCoord[] =
{
0.0f, -1.0f, +1.0f, 1.0f,
0.0f, +1.0f, 0.0f, 1.0f,
+1.0f, -1.0f, 0.0f, 1.0f,
+1.0f, +1.0f, -1.0f, 1.0f
};
glUniform4f(colorLoc, 0.0f, 0.0f, 1.0f, 1.0f);
glDepthFunc(GL_ALWAYS);
glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, &constDepthCoord);
glDrawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, &quadIndices[0]);
glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, &varyingDepthCoord);
glDrawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, &quadIndices[0]);
GLU_CHECK();
}
// Render with depth test.
{
const float position[] =
{
-1.0f, -1.0f, m_depthCoord[0], 1.0f,
-1.0f, +1.0f, m_depthCoord[1], 1.0f,
+1.0f, -1.0f, m_depthCoord[2], 1.0f,
+1.0f, +1.0f, m_depthCoord[3], 1.0f
};
glDepthRangef(m_zNear, m_zFar);
glDepthFunc(m_compareFunc);
glUniform4f(colorLoc, 0.0f, 1.0f, 0.0f, 1.0f);
glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, &position[0]);
glDrawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, &quadIndices[0]);
GLU_CHECK();
}
glu::readPixels(m_context.getRenderContext(), viewportX, viewportY, renderedFrame.getAccess());
// Render reference.
for (int y = 0; y < referenceFrame.getHeight(); y++)
{
float yf = ((float)y + 0.5f) / (float)referenceFrame.getHeight();
int half = de::clamp((int)((float)referenceFrame.getWidth()*0.5f + 0.5f), 0, referenceFrame.getWidth());
// Fill left half - comparison to constant 0.5
for (int x = 0; x < half; x++)
{
float xf = ((float)x + 0.5f) / (float)referenceFrame.getWidth();
float d = depthRangeTransform(triQuadInterpolate(xf, yf, m_depthCoord), m_zNear, m_zFar);
bool dpass = compare(m_compareFunc, d, constDepth*0.5f + 0.5f);
referenceFrame.setPixel(x, y, dpass ? tcu::RGBA::green() : tcu::RGBA::blue());
}
// Fill right half - comparison to interpolated depth
for (int x = half; x < referenceFrame.getWidth(); x++)
{
float xf = ((float)x + 0.5f) / (float)referenceFrame.getWidth();
float xh = ((float)(x - half) + 0.5f) / (float)(referenceFrame.getWidth()-half);
float rd = 1.0f - (xh + yf) * 0.5f;
float d = depthRangeTransform(triQuadInterpolate(xf, yf, m_depthCoord), m_zNear, m_zFar);
bool dpass = compare(m_compareFunc, d, rd);
referenceFrame.setPixel(x, y, dpass ? tcu::RGBA::green() : tcu::RGBA::blue());
}
}
bool isOk = tcu::fuzzyCompare(log, "Result", "Image comparison result", referenceFrame, renderedFrame, 0.05f, tcu::COMPARE_LOG_RESULT);
m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL,
isOk ? "Pass" : "Fail");
return STOP;
}
class DepthRangeWriteCase : public TestCase
{
public:
DepthRangeWriteCase (Context& context, const char* name, const char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar);
~DepthRangeWriteCase (void);
IterateResult iterate (void);
private:
const tcu::Vec4& m_depthCoord;
const float m_zNear;
const float m_zFar;
};
DepthRangeWriteCase::DepthRangeWriteCase (Context& context, const char* name, const char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar)
: TestCase (context, name, desc)
, m_depthCoord (depthCoord)
, m_zNear (zNear)
, m_zFar (zFar)
{
}
DepthRangeWriteCase::~DepthRangeWriteCase (void)
{
}
DepthRangeWriteCase::IterateResult DepthRangeWriteCase::iterate (void)
{
TestLog& log = m_testCtx.getLog();
de::Random rnd (deStringHash(getName()));
const tcu::RenderTarget& renderTarget = m_context.getRenderContext().getRenderTarget();
const int viewportW = de::min(128, renderTarget.getWidth());
const int viewportH = de::min(128, renderTarget.getHeight());
const int viewportX = rnd.getInt(0, renderTarget.getWidth()-viewportW);
const int viewportY = rnd.getInt(0, renderTarget.getHeight()-viewportH);
tcu::Surface renderedFrame (viewportW, viewportH);
tcu::Surface referenceFrame (viewportW, viewportH);
const int numDepthSteps = VISUALIZE_DEPTH_STEPS;
const float depthStep = 1.0f/(float)(numDepthSteps-1);
if (renderTarget.getDepthBits() == 0)
throw tcu::NotSupportedError("Depth buffer is required", "", __FILE__, __LINE__);
const glu::ShaderProgram program (m_context.getRenderContext(), glu::makeVtxFragSources(s_vertexShaderSrc, s_fragmentShaderSrc));
if (!program.isOk())
{
log << program;
TCU_FAIL("Compile failed");
}
const int colorLoc = glGetUniformLocation(program.getProgram(), "u_color");
const int posLoc = glGetAttribLocation(program.getProgram(), "a_position");
m_testCtx.getLog() << TestLog::Message << "glDepthRangef(" << m_zNear << ", " << m_zFar << ")" << TestLog::EndMessage;
glViewport(viewportX, viewportY, viewportW, viewportH);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glUseProgram(program.getProgram());
glEnableVertexAttribArray(posLoc);
static const deUint16 quadIndices[] = { 0, 1, 2, 2, 1, 3 };
// Render with depth range.
{
const float position[] =
{
-1.0f, -1.0f, m_depthCoord[0], 1.0f,
-1.0f, +1.0f, m_depthCoord[1], 1.0f,
+1.0f, -1.0f, m_depthCoord[2], 1.0f,
+1.0f, +1.0f, m_depthCoord[3], 1.0f
};
glDepthFunc(GL_ALWAYS);
glDepthRangef(m_zNear, m_zFar);
glUniform4f(colorLoc, 0.0f, 1.0f, 0.0f, 1.0f);
glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, &position[0]);
glDrawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, &quadIndices[0]);
GLU_CHECK();
}
// Visualize by rendering full-screen quads with increasing depth and color.
{
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_FALSE);
glDepthRangef(0.0f, 1.0f);
for (int stepNdx = 0; stepNdx < numDepthSteps; stepNdx++)
{
float f = (float)stepNdx*depthStep;
float depth = f*2.0f - 1.0f;
Vec4 color = Vec4(f, f, f, 1.0f);
float position[] =
{
-1.0f, -1.0f, depth, 1.0f,
-1.0f, +1.0f, depth, 1.0f,
+1.0f, -1.0f, depth, 1.0f,
+1.0f, +1.0f, depth, 1.0f
};
glUniform4fv(colorLoc, 1, color.getPtr());
glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, &position[0]);
glDrawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, &quadIndices[0]);
}
GLU_CHECK();
}
glu::readPixels(m_context.getRenderContext(), viewportX, viewportY, renderedFrame.getAccess());
// Render reference.
for (int y = 0; y < referenceFrame.getHeight(); y++)
{
for (int x = 0; x < referenceFrame.getWidth(); x++)
{
float xf = ((float)x + 0.5f) / (float)referenceFrame.getWidth();
float yf = ((float)y + 0.5f) / (float)referenceFrame.getHeight();
float d = depthRangeTransform(triQuadInterpolate(xf, yf, m_depthCoord), m_zNear, m_zFar);
int step = (int)deFloatFloor(d / depthStep);
int col = de::clamp(deRoundFloatToInt32((float)step*depthStep*255.0f), 0, 255);
referenceFrame.setPixel(x, y, tcu::RGBA(col, col, col, 0xff));
}
}
bool isOk = tcu::fuzzyCompare(log, "Result", "Image comparison result", referenceFrame, renderedFrame, 0.05f, tcu::COMPARE_LOG_RESULT);
m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL,
isOk ? "Pass" : "Fail");
return STOP;
}
DepthRangeTests::DepthRangeTests (Context& context)
: TestCaseGroup(context, "depth_range", "glDepthRangef() tests")
{
}
DepthRangeTests::~DepthRangeTests (void)
{
}
void DepthRangeTests::init (void)
{
static const struct
{
const char* name;
const char* desc;
const tcu::Vec4 depthCoord;
const float zNear;
const float zFar;
} cases[] =
{
{ "default", "Default depth range", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 0.0f, 1.0f },
{ "reverse", "Reversed default range", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 1.0f, 0.0f },
{ "zero_to_half", "From 0 to 0.5", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 0.0f, 0.5f },
{ "half_to_one", "From 0.5 to 1", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 0.5f, 1.0f },
{ "half_to_zero", "From 0.5 to 0", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 0.5f, 0.0f },
{ "one_to_half", "From 1 to 0.5", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 1.0f, 0.5f },
{ "third_to_0_8", "From 1/3 to 0.8", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 1.0f/3.0f, 0.8f },
{ "0_8_to_third", "From 0.8 to 1/3", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 0.8f, 1.0f/3.0f },
{ "zero_to_zero", "From 0 to 0", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 0.0f, 0.0f },
{ "half_to_half", "From 0.5 to 0.5", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 0.5f, 0.5f },
{ "one_to_one", "From 1 to 1", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 1.0f, 1.0f },
{ "clamp_near", "From -1 to 1", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), -1.0f, 1.0f },
{ "clamp_far", "From 0 to 2", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 0.0f, 2.0 },
{ "clamp_both", "From -1 to 2", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), -1.0, 2.0 }
};
// .write
tcu::TestCaseGroup* writeGroup = new tcu::TestCaseGroup(m_testCtx, "write", "gl_FragDepth write tests");
addChild(writeGroup);
for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(cases); ndx++)
writeGroup->addChild(new DepthRangeWriteCase(m_context, cases[ndx].name, cases[ndx].desc, cases[ndx].depthCoord, cases[ndx].zNear, cases[ndx].zFar));
// .compare
tcu::TestCaseGroup* compareGroup = new tcu::TestCaseGroup(m_testCtx, "compare", "gl_FragDepth used with depth comparison");
addChild(compareGroup);
for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(cases); ndx++)
compareGroup->addChild(new DepthRangeCompareCase(m_context, cases[ndx].name, cases[ndx].desc, cases[ndx].depthCoord, cases[ndx].zNear, cases[ndx].zFar, GL_LESS));
}
} // Functional
} // gles3
} // deqp