blob: 23cc76dadd0a61fe61e648d408e58ac2cbffbfa7 [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 FBO invalidate tests.
*//*--------------------------------------------------------------------*/
#include "es3fFboInvalidateTests.hpp"
#include "es3fFboTestCase.hpp"
#include "es3fFboTestUtil.hpp"
#include "gluTextureUtil.hpp"
#include "tcuImageCompare.hpp"
#include "tcuTextureUtil.hpp"
#include "sglrContextUtil.hpp"
#include "glwEnums.hpp"
#include <algorithm>
namespace deqp
{
namespace gles3
{
namespace Functional
{
using std::string;
using std::vector;
using tcu::IVec2;
using tcu::IVec3;
using tcu::IVec4;
using tcu::UVec4;
using tcu::Vec2;
using tcu::Vec3;
using tcu::Vec4;
using namespace FboTestUtil;
static std::vector<uint32_t> getDefaultFBDiscardAttachments(uint32_t discardBufferBits)
{
vector<uint32_t> attachments;
if (discardBufferBits & GL_COLOR_BUFFER_BIT)
attachments.push_back(GL_COLOR);
if (discardBufferBits & GL_DEPTH_BUFFER_BIT)
attachments.push_back(GL_DEPTH);
if (discardBufferBits & GL_STENCIL_BUFFER_BIT)
attachments.push_back(GL_STENCIL);
return attachments;
}
static std::vector<uint32_t> getFBODiscardAttachments(uint32_t discardBufferBits)
{
vector<uint32_t> attachments;
if (discardBufferBits & GL_COLOR_BUFFER_BIT)
attachments.push_back(GL_COLOR_ATTACHMENT0);
// \note DEPTH_STENCIL_ATTACHMENT is allowed when discarding FBO, but not with default FB
if ((discardBufferBits & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) ==
(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
attachments.push_back(GL_DEPTH_STENCIL_ATTACHMENT);
else if (discardBufferBits & GL_DEPTH_BUFFER_BIT)
attachments.push_back(GL_DEPTH_ATTACHMENT);
else if (discardBufferBits & GL_STENCIL_BUFFER_BIT)
attachments.push_back(GL_STENCIL_ATTACHMENT);
return attachments;
}
static inline bool hasAttachment(const std::vector<uint32_t> &attachmentList, uint32_t attachment)
{
return std::find(attachmentList.begin(), attachmentList.end(), attachment) != attachmentList.end();
}
static uint32_t getCompatibleColorFormat(const tcu::RenderTarget &renderTargetInfo)
{
const tcu::PixelFormat &pxFmt = renderTargetInfo.getPixelFormat();
DE_ASSERT(de::inBounds(pxFmt.redBits, 0, 0xff) && de::inBounds(pxFmt.greenBits, 0, 0xff) &&
de::inBounds(pxFmt.blueBits, 0, 0xff) && de::inBounds(pxFmt.alphaBits, 0, 0xff));
#define PACK_FMT(R, G, B, A) (((R) << 24) | ((G) << 16) | ((B) << 8) | (A))
// \note [pyry] This may not hold true on some implementations - best effort guess only.
switch (PACK_FMT(pxFmt.redBits, pxFmt.greenBits, pxFmt.blueBits, pxFmt.alphaBits))
{
case PACK_FMT(8, 8, 8, 8):
return GL_RGBA8;
case PACK_FMT(8, 8, 8, 0):
return GL_RGB8;
case PACK_FMT(4, 4, 4, 4):
return GL_RGBA4;
case PACK_FMT(5, 5, 5, 1):
return GL_RGB5_A1;
case PACK_FMT(5, 6, 5, 0):
return GL_RGB565;
default:
return GL_NONE;
}
#undef PACK_FMT
}
static uint32_t getCompatibleDepthStencilFormat(const tcu::RenderTarget &renderTargetInfo)
{
const int depthBits = renderTargetInfo.getDepthBits();
const int stencilBits = renderTargetInfo.getStencilBits();
const bool hasDepth = depthBits > 0;
const bool hasStencil = stencilBits > 0;
if (!hasDepth || !hasStencil || (stencilBits != 8))
return GL_NONE;
if (depthBits == 32)
return GL_DEPTH32F_STENCIL8;
else if (depthBits == 24)
return GL_DEPTH24_STENCIL8;
else
return GL_NONE;
}
class InvalidateDefaultFramebufferRenderCase : public FboTestCase
{
public:
InvalidateDefaultFramebufferRenderCase(Context &context, const char *name, const char *description,
uint32_t buffers, uint32_t fboTarget = GL_FRAMEBUFFER)
: FboTestCase(context, name, description)
, m_buffers(buffers)
, m_fboTarget(fboTarget)
{
}
void render(tcu::Surface &dst)
{
FlatColorShader flatShader(glu::TYPE_FLOAT_VEC4);
vector<uint32_t> attachments = getDefaultFBDiscardAttachments(m_buffers);
uint32_t flatShaderID = getCurrentContext()->createProgram(&flatShader);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, 0xff);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(1.0f, 0.0f, 0.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
glInvalidateFramebuffer(m_fboTarget, (int)attachments.size(), attachments.empty() ? DE_NULL : &attachments[0]);
if ((m_buffers & GL_COLOR_BUFFER_BIT) != 0)
{
// Color was not preserved - fill with green.
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 1.0f, 0.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
}
if ((m_buffers & GL_DEPTH_BUFFER_BIT) != 0)
{
// Depth was not preserved.
glDepthFunc(GL_ALWAYS);
}
if ((m_buffers & GL_STENCIL_BUFFER_BIT) == 0)
{
// Stencil was preserved.
glStencilFunc(GL_EQUAL, 1, 0xff);
}
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 0.0f, 1.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
readPixels(dst, 0, 0, getWidth(), getHeight());
}
private:
uint32_t m_buffers;
uint32_t m_fboTarget;
};
class InvalidateDefaultFramebufferBindCase : public FboTestCase
{
public:
InvalidateDefaultFramebufferBindCase(Context &context, const char *name, const char *description, uint32_t buffers)
: FboTestCase(context, name, description)
, m_buffers(buffers)
{
}
void render(tcu::Surface &dst)
{
uint32_t fbo = 0;
uint32_t tex = 0;
FlatColorShader flatShader(glu::TYPE_FLOAT_VEC4);
Texture2DShader texShader(DataTypes() << glu::TYPE_SAMPLER_2D, glu::TYPE_FLOAT_VEC4);
GradientShader gradShader(glu::TYPE_FLOAT_VEC4);
vector<uint32_t> attachments = getDefaultFBDiscardAttachments(m_buffers);
uint32_t flatShaderID = getCurrentContext()->createProgram(&flatShader);
uint32_t texShaderID = getCurrentContext()->createProgram(&texShader);
uint32_t gradShaderID = getCurrentContext()->createProgram(&gradShader);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Create fbo.
glGenFramebuffers(1, &fbo);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWidth(), getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
glBindTexture(GL_TEXTURE_2D, 0);
checkFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, 0xff);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(1.0f, 0.0f, 0.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
glInvalidateFramebuffer(GL_FRAMEBUFFER, (int)attachments.size(),
attachments.empty() ? DE_NULL : &attachments[0]);
// Switch to fbo and render gradient into it.
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
gradShader.setGradient(*getCurrentContext(), gradShaderID, Vec4(0.0f), Vec4(1.0f));
sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
// Restore default fbo.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if ((m_buffers & GL_COLOR_BUFFER_BIT) != 0)
{
// Color was not preserved - fill with green.
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 1.0f, 0.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
}
if ((m_buffers & GL_DEPTH_BUFFER_BIT) != 0)
{
// Depth was not preserved.
glDepthFunc(GL_ALWAYS);
}
if ((m_buffers & GL_STENCIL_BUFFER_BIT) == 0)
{
// Stencil was preserved.
glStencilFunc(GL_EQUAL, 1, 0xff);
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
glBindTexture(GL_TEXTURE_2D, tex);
texShader.setUniforms(*getCurrentContext(), texShaderID);
sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
readPixels(dst, 0, 0, getWidth(), getHeight());
}
private:
uint32_t m_buffers;
};
class InvalidateDefaultSubFramebufferRenderCase : public FboTestCase
{
public:
InvalidateDefaultSubFramebufferRenderCase(Context &context, const char *name, const char *description,
uint32_t buffers)
: FboTestCase(context, name, description)
, m_buffers(buffers)
{
}
void render(tcu::Surface &dst)
{
int invalidateX = getWidth() / 4;
int invalidateY = getHeight() / 4;
int invalidateW = getWidth() / 2;
int invalidateH = getHeight() / 2;
FlatColorShader flatShader(glu::TYPE_FLOAT_VEC4);
vector<uint32_t> attachments = getDefaultFBDiscardAttachments(m_buffers);
uint32_t flatShaderID = getCurrentContext()->createProgram(&flatShader);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, 0xff);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(1.0f, 0.0f, 0.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
glInvalidateSubFramebuffer(GL_FRAMEBUFFER, (int)attachments.size(), &attachments[0], invalidateX, invalidateY,
invalidateW, invalidateH);
// Clear invalidated buffers.
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClearStencil(1);
glScissor(invalidateX, invalidateY, invalidateW, invalidateH);
glEnable(GL_SCISSOR_TEST);
glClear(m_buffers);
glDisable(GL_SCISSOR_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 0.0f, 1.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
readPixels(dst, 0, 0, getWidth(), getHeight());
}
private:
uint32_t m_buffers;
};
class InvalidateDefaultSubFramebufferBindCase : public FboTestCase
{
public:
InvalidateDefaultSubFramebufferBindCase(Context &context, const char *name, const char *description,
uint32_t buffers)
: FboTestCase(context, name, description)
, m_buffers(buffers)
{
}
void render(tcu::Surface &dst)
{
uint32_t fbo = 0;
uint32_t tex = 0;
FlatColorShader flatShader(glu::TYPE_FLOAT_VEC4);
Texture2DShader texShader(DataTypes() << glu::TYPE_SAMPLER_2D, glu::TYPE_FLOAT_VEC4);
GradientShader gradShader(glu::TYPE_FLOAT_VEC4);
vector<uint32_t> attachments = getDefaultFBDiscardAttachments(m_buffers);
uint32_t flatShaderID = getCurrentContext()->createProgram(&flatShader);
uint32_t texShaderID = getCurrentContext()->createProgram(&texShader);
uint32_t gradShaderID = getCurrentContext()->createProgram(&gradShader);
int invalidateX = getWidth() / 4;
int invalidateY = getHeight() / 4;
int invalidateW = getWidth() / 2;
int invalidateH = getHeight() / 2;
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(1.0f, 0.0f, 0.0f, 1.0f));
texShader.setUniforms(*getCurrentContext(), texShaderID);
gradShader.setGradient(*getCurrentContext(), gradShaderID, Vec4(0.0f), Vec4(1.0f));
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Create fbo.
glGenFramebuffers(1, &fbo);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWidth(), getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
glBindTexture(GL_TEXTURE_2D, 0);
checkFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, 0xff);
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
glInvalidateSubFramebuffer(GL_FRAMEBUFFER, (int)attachments.size(), &attachments[0], invalidateX, invalidateY,
invalidateW, invalidateH);
// Switch to fbo and render gradient into it.
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
// Restore default fbo.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Clear invalidated buffers.
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClearStencil(1);
glScissor(invalidateX, invalidateY, invalidateW, invalidateH);
glEnable(GL_SCISSOR_TEST);
glClear(m_buffers);
glDisable(GL_SCISSOR_TEST);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
glBindTexture(GL_TEXTURE_2D, tex);
sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
readPixels(dst, 0, 0, getWidth(), getHeight());
}
private:
uint32_t m_buffers;
};
class InvalidateFboRenderCase : public FboTestCase
{
public:
InvalidateFboRenderCase(Context &context, const char *name, const char *description, uint32_t colorFmt,
uint32_t depthStencilFmt, uint32_t invalidateBuffers)
: FboTestCase(context, name, description)
, m_colorFmt(colorFmt)
, m_depthStencilFmt(depthStencilFmt)
, m_invalidateBuffers(invalidateBuffers)
{
}
protected:
void preCheck(void)
{
if (m_colorFmt != GL_NONE)
checkFormatSupport(m_colorFmt);
if (m_depthStencilFmt != GL_NONE)
checkFormatSupport(m_depthStencilFmt);
}
void render(tcu::Surface &dst)
{
tcu::TextureFormat colorFmt = glu::mapGLInternalFormat(m_colorFmt);
tcu::TextureFormat depthStencilFmt =
m_depthStencilFmt != GL_NONE ? glu::mapGLInternalFormat(m_depthStencilFmt) : tcu::TextureFormat();
tcu::TextureFormatInfo colorFmtInfo = tcu::getTextureFormatInfo(colorFmt);
bool depth = depthStencilFmt.order == tcu::TextureFormat::D || depthStencilFmt.order == tcu::TextureFormat::DS;
bool stencil =
depthStencilFmt.order == tcu::TextureFormat::S || depthStencilFmt.order == tcu::TextureFormat::DS;
const tcu::Vec4 &cBias = colorFmtInfo.valueMin;
tcu::Vec4 cScale = colorFmtInfo.valueMax - colorFmtInfo.valueMin;
uint32_t fbo = 0;
uint32_t colorRbo = 0;
uint32_t depthStencilRbo = 0;
FlatColorShader flatShader(glu::TYPE_FLOAT_VEC4);
vector<uint32_t> attachments = getFBODiscardAttachments(m_invalidateBuffers);
uint32_t flatShaderID = getCurrentContext()->createProgram(&flatShader);
// Create fbo.
glGenRenderbuffers(1, &colorRbo);
glBindRenderbuffer(GL_RENDERBUFFER, colorRbo);
glRenderbufferStorage(GL_RENDERBUFFER, m_colorFmt, getWidth(), getHeight());
if (m_depthStencilFmt != GL_NONE)
{
glGenRenderbuffers(1, &depthStencilRbo);
glBindRenderbuffer(GL_RENDERBUFFER, depthStencilRbo);
glRenderbufferStorage(GL_RENDERBUFFER, m_depthStencilFmt, getWidth(), getHeight());
}
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo);
if (depth)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
if (stencil)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
checkFramebufferStatus(GL_FRAMEBUFFER);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, 0xff);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(1.0f, 0.0f, 0.0f, 1.0f) * cScale + cBias);
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
glInvalidateFramebuffer(GL_FRAMEBUFFER, (int)attachments.size(),
attachments.empty() ? DE_NULL : &attachments[0]);
if ((m_invalidateBuffers & GL_COLOR_BUFFER_BIT) != 0)
{
// Color was not preserved - fill with green.
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 1.0f, 0.0f, 1.0f) * cScale + cBias);
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
}
if ((m_invalidateBuffers & GL_DEPTH_BUFFER_BIT) != 0)
{
// Depth was not preserved.
glDepthFunc(GL_ALWAYS);
}
if ((m_invalidateBuffers & GL_STENCIL_BUFFER_BIT) == 0)
{
// Stencil was preserved.
glStencilFunc(GL_EQUAL, 1, 0xff);
}
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 0.0f, 1.0f, 1.0f) * cScale + cBias);
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
readPixels(dst, 0, 0, getWidth(), getHeight(), colorFmt, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias);
}
private:
uint32_t m_colorFmt;
uint32_t m_depthStencilFmt;
uint32_t m_invalidateBuffers;
};
class InvalidateFboUnbindReadCase : public FboTestCase
{
public:
InvalidateFboUnbindReadCase(Context &context, const char *name, const char *description, uint32_t colorFmt,
uint32_t depthStencilFmt, uint32_t invalidateBuffers)
: FboTestCase(context, name, description)
, m_colorFmt(colorFmt)
, m_depthStencilFmt(depthStencilFmt)
, m_invalidateBuffers(invalidateBuffers)
{
DE_ASSERT((m_invalidateBuffers & (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)) !=
(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
}
protected:
void preCheck(void)
{
if (m_colorFmt != GL_NONE)
checkFormatSupport(m_colorFmt);
if (m_depthStencilFmt != GL_NONE)
checkFormatSupport(m_depthStencilFmt);
}
void render(tcu::Surface &dst)
{
tcu::TextureFormat colorFmt = glu::mapGLInternalFormat(m_colorFmt);
tcu::TextureFormat depthStencilFmt =
m_depthStencilFmt != GL_NONE ? glu::mapGLInternalFormat(m_depthStencilFmt) : tcu::TextureFormat();
tcu::TextureFormatInfo colorFmtInfo = tcu::getTextureFormatInfo(colorFmt);
bool depth = depthStencilFmt.order == tcu::TextureFormat::D || depthStencilFmt.order == tcu::TextureFormat::DS;
bool stencil =
depthStencilFmt.order == tcu::TextureFormat::S || depthStencilFmt.order == tcu::TextureFormat::DS;
uint32_t fbo = 0;
uint32_t colorTex = 0;
uint32_t depthStencilTex = 0;
GradientShader gradShader(getFragmentOutputType(colorFmt));
vector<uint32_t> attachments = getFBODiscardAttachments(m_invalidateBuffers);
uint32_t gradShaderID = getCurrentContext()->createProgram(&gradShader);
// Create fbo.
{
glu::TransferFormat transferFmt = glu::getTransferFormat(colorFmt);
glGenTextures(1, &colorTex);
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, m_colorFmt, getWidth(), getHeight(), 0, transferFmt.format,
transferFmt.dataType, DE_NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
if (m_depthStencilFmt != GL_NONE)
{
glu::TransferFormat transferFmt = glu::getTransferFormat(depthStencilFmt);
glGenTextures(1, &depthStencilTex);
glBindTexture(GL_TEXTURE_2D, depthStencilTex);
glTexImage2D(GL_TEXTURE_2D, 0, m_depthStencilFmt, getWidth(), getHeight(), 0, transferFmt.format,
transferFmt.dataType, DE_NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
if (depth)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthStencilTex, 0);
if (stencil)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencilTex, 0);
checkFramebufferStatus(GL_FRAMEBUFFER);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, 0xff);
gradShader.setGradient(*getCurrentContext(), gradShaderID, colorFmtInfo.valueMin, colorFmtInfo.valueMax);
sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
glInvalidateFramebuffer(GL_FRAMEBUFFER, (int)attachments.size(), &attachments[0]);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
if ((m_invalidateBuffers & GL_DEPTH_BUFFER_BIT) != 0)
{
// Render color.
Texture2DShader texShader(DataTypes() << glu::getSampler2DType(colorFmt), glu::TYPE_FLOAT_VEC4);
uint32_t texShaderID = getCurrentContext()->createProgram(&texShader);
texShader.setTexScaleBias(0, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias);
texShader.setUniforms(*getCurrentContext(), texShaderID);
glBindTexture(GL_TEXTURE_2D, colorTex);
sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
}
else
{
// Render depth.
Texture2DShader texShader(DataTypes() << glu::getSampler2DType(depthStencilFmt), glu::TYPE_FLOAT_VEC4);
uint32_t texShaderID = getCurrentContext()->createProgram(&texShader);
texShader.setUniforms(*getCurrentContext(), texShaderID);
glBindTexture(GL_TEXTURE_2D, depthStencilTex);
sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
}
readPixels(dst, 0, 0, getWidth(), getHeight());
}
private:
uint32_t m_colorFmt;
uint32_t m_depthStencilFmt;
uint32_t m_invalidateBuffers;
};
class InvalidateFboUnbindBlitCase : public FboTestCase
{
public:
InvalidateFboUnbindBlitCase(Context &context, const char *name, const char *description, int numSamples,
uint32_t invalidateBuffers)
: FboTestCase(context, name, description,
numSamples >
0) // \note Use fullscreen viewport when multisampling - we can't allow GLES3Context do its
// behing-the-scenes viewport position randomization, because with glBlitFramebuffer,
// source and destination rectangles must match when multisampling.
, m_colorFmt(0)
, m_depthStencilFmt(0)
, m_numSamples(numSamples)
, m_invalidateBuffers(invalidateBuffers)
{
// Figure out formats that are compatible with default framebuffer.
m_colorFmt = getCompatibleColorFormat(m_context.getRenderTarget());
m_depthStencilFmt = getCompatibleDepthStencilFormat(m_context.getRenderTarget());
}
protected:
void preCheck(void)
{
if (m_context.getRenderTarget().getNumSamples() > 0)
throw tcu::NotSupportedError("Not supported in MSAA config");
if (m_colorFmt == GL_NONE)
throw tcu::NotSupportedError("Unsupported color format");
if (m_depthStencilFmt == GL_NONE)
throw tcu::NotSupportedError("Unsupported depth/stencil format");
checkFormatSupport(m_colorFmt);
checkFormatSupport(m_depthStencilFmt);
}
void render(tcu::Surface &dst)
{
// \note When using fullscreen viewport (when m_numSamples > 0), still only use a 128x128 pixel quad at most.
IVec2 quadSizePixels(m_numSamples == 0 ? getWidth() : de::min(128, getWidth()),
m_numSamples == 0 ? getHeight() : de::min(128, getHeight()));
Vec2 quadNDCLeftBottomXY(-1.0f, -1.0f);
Vec2 quadNDCSize(2.0f * (float)quadSizePixels.x() / (float)getWidth(),
2.0f * (float)quadSizePixels.y() / (float)getHeight());
Vec2 quadNDCRightTopXY = quadNDCLeftBottomXY + quadNDCSize;
tcu::TextureFormat depthStencilFmt =
m_depthStencilFmt != GL_NONE ? glu::mapGLInternalFormat(m_depthStencilFmt) : tcu::TextureFormat();
bool depth = depthStencilFmt.order == tcu::TextureFormat::D || depthStencilFmt.order == tcu::TextureFormat::DS;
bool stencil =
depthStencilFmt.order == tcu::TextureFormat::S || depthStencilFmt.order == tcu::TextureFormat::DS;
uint32_t fbo = 0;
uint32_t colorRbo = 0;
uint32_t depthStencilRbo = 0;
FlatColorShader flatShader(glu::TYPE_FLOAT_VEC4);
vector<uint32_t> attachments = getFBODiscardAttachments(m_invalidateBuffers);
uint32_t flatShaderID = getCurrentContext()->createProgram(&flatShader);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Create fbo.
glGenRenderbuffers(1, &colorRbo);
glBindRenderbuffer(GL_RENDERBUFFER, colorRbo);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_numSamples, m_colorFmt, quadSizePixels.x(),
quadSizePixels.y());
if (m_depthStencilFmt != GL_NONE)
{
glGenRenderbuffers(1, &depthStencilRbo);
glBindRenderbuffer(GL_RENDERBUFFER, depthStencilRbo);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_numSamples, m_depthStencilFmt, quadSizePixels.x(),
quadSizePixels.y());
}
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo);
if (depth)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
if (stencil)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
checkFramebufferStatus(GL_FRAMEBUFFER);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, 0xff);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(1.0f, 0.0f, 0.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID,
Vec3(quadNDCLeftBottomXY.x(), quadNDCLeftBottomXY.y(), -1.0f),
Vec3(quadNDCRightTopXY.x(), quadNDCRightTopXY.y(), 1.0f));
glInvalidateFramebuffer(GL_FRAMEBUFFER, (int)attachments.size(), &attachments[0]);
// Set default framebuffer as draw framebuffer and blit preserved buffers.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, quadSizePixels.x(), quadSizePixels.y(), 0, 0, quadSizePixels.x(), quadSizePixels.y(),
(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) & ~m_invalidateBuffers,
GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
if ((m_invalidateBuffers & GL_COLOR_BUFFER_BIT) != 0)
{
// Color was not preserved - fill with green.
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 1.0f, 0.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID,
Vec3(quadNDCLeftBottomXY.x(), quadNDCLeftBottomXY.y(), 0.0f),
Vec3(quadNDCRightTopXY.x(), quadNDCRightTopXY.y(), 0.0f));
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
}
if ((m_invalidateBuffers & GL_DEPTH_BUFFER_BIT) != 0)
{
// Depth was not preserved.
glDepthFunc(GL_ALWAYS);
}
if ((m_invalidateBuffers & GL_STENCIL_BUFFER_BIT) == 0)
{
// Stencil was preserved.
glStencilFunc(GL_EQUAL, 1, 0xff);
}
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 0.0f, 1.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(quadNDCLeftBottomXY.x(), quadNDCLeftBottomXY.y(), 0.0f),
Vec3(quadNDCRightTopXY.x(), quadNDCRightTopXY.y(), 0.0f));
readPixels(dst, 0, 0, quadSizePixels.x(), quadSizePixels.y());
}
private:
uint32_t m_colorFmt;
uint32_t m_depthStencilFmt;
int m_numSamples;
uint32_t m_invalidateBuffers;
};
class InvalidateSubFboRenderCase : public FboTestCase
{
public:
InvalidateSubFboRenderCase(Context &context, const char *name, const char *description, uint32_t colorFmt,
uint32_t depthStencilFmt, uint32_t invalidateBuffers)
: FboTestCase(context, name, description)
, m_colorFmt(colorFmt)
, m_depthStencilFmt(depthStencilFmt)
, m_invalidateBuffers(invalidateBuffers)
{
}
protected:
void preCheck(void)
{
if (m_colorFmt != GL_NONE)
checkFormatSupport(m_colorFmt);
if (m_depthStencilFmt != GL_NONE)
checkFormatSupport(m_depthStencilFmt);
}
void render(tcu::Surface &dst)
{
tcu::TextureFormat colorFmt = glu::mapGLInternalFormat(m_colorFmt);
tcu::TextureFormat depthStencilFmt =
m_depthStencilFmt != GL_NONE ? glu::mapGLInternalFormat(m_depthStencilFmt) : tcu::TextureFormat();
tcu::TextureFormatInfo colorFmtInfo = tcu::getTextureFormatInfo(colorFmt);
bool depth = depthStencilFmt.order == tcu::TextureFormat::D || depthStencilFmt.order == tcu::TextureFormat::DS;
bool stencil =
depthStencilFmt.order == tcu::TextureFormat::S || depthStencilFmt.order == tcu::TextureFormat::DS;
const tcu::Vec4 &cBias = colorFmtInfo.valueMin;
tcu::Vec4 cScale = colorFmtInfo.valueMax - colorFmtInfo.valueMin;
uint32_t fbo = 0;
uint32_t colorRbo = 0;
uint32_t depthStencilRbo = 0;
int invalidateX = getWidth() / 4;
int invalidateY = getHeight() / 4;
int invalidateW = getWidth() / 2;
int invalidateH = getHeight() / 2;
FlatColorShader flatShader(glu::TYPE_FLOAT_VEC4);
vector<uint32_t> attachments = getFBODiscardAttachments(m_invalidateBuffers);
uint32_t flatShaderID = getCurrentContext()->createProgram(&flatShader);
// Create fbo.
glGenRenderbuffers(1, &colorRbo);
glBindRenderbuffer(GL_RENDERBUFFER, colorRbo);
glRenderbufferStorage(GL_RENDERBUFFER, m_colorFmt, getWidth(), getHeight());
if (m_depthStencilFmt != GL_NONE)
{
glGenRenderbuffers(1, &depthStencilRbo);
glBindRenderbuffer(GL_RENDERBUFFER, depthStencilRbo);
glRenderbufferStorage(GL_RENDERBUFFER, m_depthStencilFmt, getWidth(), getHeight());
}
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo);
if (depth)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
if (stencil)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
checkFramebufferStatus(GL_FRAMEBUFFER);
glClearBufferfv(GL_COLOR, 0, (Vec4(0.0f, 0.0f, 0.0f, 1.0f) * cScale + cBias).getPtr());
glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, 0xff);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(1.0f, 0.0f, 0.0f, 1.0f) * cScale + cBias);
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
glInvalidateSubFramebuffer(GL_FRAMEBUFFER, (int)attachments.size(),
attachments.empty() ? DE_NULL : &attachments[0], invalidateX, invalidateY,
invalidateW, invalidateH);
// Clear invalidated buffers.
glScissor(invalidateX, invalidateY, invalidateW, invalidateH);
glEnable(GL_SCISSOR_TEST);
if (m_invalidateBuffers & GL_COLOR_BUFFER_BIT)
glClearBufferfv(GL_COLOR, 0, (Vec4(0.0f, 1.0f, 0.0f, 1.0f) * cScale + cBias).getPtr());
glClear(m_invalidateBuffers & ~GL_COLOR_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 0.0f, 1.0f, 1.0f) * cScale + cBias);
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
readPixels(dst, 0, 0, getWidth(), getHeight(), colorFmt, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias);
}
private:
uint32_t m_colorFmt;
uint32_t m_depthStencilFmt;
uint32_t m_invalidateBuffers;
};
class InvalidateSubFboUnbindReadCase : public FboTestCase
{
public:
InvalidateSubFboUnbindReadCase(Context &context, const char *name, const char *description, uint32_t colorFmt,
uint32_t depthStencilFmt, uint32_t invalidateBuffers)
: FboTestCase(context, name, description)
, m_colorFmt(colorFmt)
, m_depthStencilFmt(depthStencilFmt)
, m_invalidateBuffers(invalidateBuffers)
{
DE_ASSERT((m_invalidateBuffers & (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)) !=
(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
}
protected:
void preCheck(void)
{
if (m_colorFmt != GL_NONE)
checkFormatSupport(m_colorFmt);
if (m_depthStencilFmt != GL_NONE)
checkFormatSupport(m_depthStencilFmt);
}
void render(tcu::Surface &dst)
{
tcu::TextureFormat colorFmt = glu::mapGLInternalFormat(m_colorFmt);
tcu::TextureFormat depthStencilFmt =
m_depthStencilFmt != GL_NONE ? glu::mapGLInternalFormat(m_depthStencilFmt) : tcu::TextureFormat();
tcu::TextureFormatInfo colorFmtInfo = tcu::getTextureFormatInfo(colorFmt);
bool depth = depthStencilFmt.order == tcu::TextureFormat::D || depthStencilFmt.order == tcu::TextureFormat::DS;
bool stencil =
depthStencilFmt.order == tcu::TextureFormat::S || depthStencilFmt.order == tcu::TextureFormat::DS;
uint32_t fbo = 0;
uint32_t colorTex = 0;
uint32_t depthStencilTex = 0;
int invalidateX = 0;
int invalidateY = 0;
int invalidateW = getWidth() / 2;
int invalidateH = getHeight();
int readX = invalidateW;
int readY = 0;
int readW = getWidth() / 2;
int readH = getHeight();
GradientShader gradShader(getFragmentOutputType(colorFmt));
vector<uint32_t> attachments = getFBODiscardAttachments(m_invalidateBuffers);
uint32_t gradShaderID = getCurrentContext()->createProgram(&gradShader);
// Create fbo.
{
glu::TransferFormat transferFmt = glu::getTransferFormat(colorFmt);
glGenTextures(1, &colorTex);
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, m_colorFmt, getWidth(), getHeight(), 0, transferFmt.format,
transferFmt.dataType, DE_NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
if (m_depthStencilFmt != GL_NONE)
{
glu::TransferFormat transferFmt = glu::getTransferFormat(depthStencilFmt);
glGenTextures(1, &depthStencilTex);
glBindTexture(GL_TEXTURE_2D, depthStencilTex);
glTexImage2D(GL_TEXTURE_2D, 0, m_depthStencilFmt, getWidth(), getHeight(), 0, transferFmt.format,
transferFmt.dataType, DE_NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
if (depth)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthStencilTex, 0);
if (stencil)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencilTex, 0);
checkFramebufferStatus(GL_FRAMEBUFFER);
clearColorBuffer(colorFmt, tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f));
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, 0xff);
gradShader.setGradient(*getCurrentContext(), gradShaderID, colorFmtInfo.valueMin, colorFmtInfo.valueMax);
sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
glInvalidateSubFramebuffer(GL_FRAMEBUFFER, (int)attachments.size(), &attachments[0], invalidateX, invalidateY,
invalidateW, invalidateH);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glClearColor(0.25f, 0.5f, 0.75f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Limit read area using scissor.
glScissor(readX, readY, readW, readH);
glEnable(GL_SCISSOR_TEST);
if ((m_invalidateBuffers & GL_COLOR_BUFFER_BIT) != 0)
{
// Render color.
Texture2DShader texShader(DataTypes() << glu::getSampler2DType(colorFmt), glu::TYPE_FLOAT_VEC4);
uint32_t texShaderID = getCurrentContext()->createProgram(&texShader);
texShader.setTexScaleBias(0, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias);
texShader.setUniforms(*getCurrentContext(), texShaderID);
glBindTexture(GL_TEXTURE_2D, colorTex);
sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
}
else
{
// Render depth.
Texture2DShader texShader(DataTypes() << glu::getSampler2DType(depthStencilFmt), glu::TYPE_FLOAT_VEC4);
uint32_t texShaderID = getCurrentContext()->createProgram(&texShader);
texShader.setUniforms(*getCurrentContext(), texShaderID);
glBindTexture(GL_TEXTURE_2D, depthStencilTex);
sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
}
readPixels(dst, 0, 0, getWidth(), getHeight());
}
bool compare(const tcu::Surface &reference, const tcu::Surface &result)
{
const tcu::RGBA threshold(tcu::max(getFormatThreshold(m_colorFmt), tcu::RGBA(12, 12, 12, 12)));
return tcu::bilinearCompare(m_testCtx.getLog(), "Result", "Image comparison result", reference.getAccess(),
result.getAccess(), threshold, tcu::COMPARE_LOG_RESULT);
}
private:
uint32_t m_colorFmt;
uint32_t m_depthStencilFmt;
uint32_t m_invalidateBuffers;
};
class InvalidateSubFboUnbindBlitCase : public FboTestCase
{
public:
InvalidateSubFboUnbindBlitCase(Context &context, const char *name, const char *description, int numSamples,
uint32_t invalidateBuffers)
: FboTestCase(context, name, description,
numSamples >
0) // \note Use fullscreen viewport when multisampling - we can't allow GLES3Context do its
// behing-the-scenes viewport position randomization, because with glBlitFramebuffer,
// source and destination rectangles must match when multisampling.
, m_colorFmt(0)
, m_depthStencilFmt(0)
, m_numSamples(numSamples)
, m_invalidateBuffers(invalidateBuffers)
{
// Figure out formats that are compatible with default framebuffer.
m_colorFmt = getCompatibleColorFormat(m_context.getRenderTarget());
m_depthStencilFmt = getCompatibleDepthStencilFormat(m_context.getRenderTarget());
}
protected:
void preCheck(void)
{
if (m_context.getRenderTarget().getNumSamples() > 0)
throw tcu::NotSupportedError("Not supported in MSAA config");
if (m_colorFmt == GL_NONE)
throw tcu::NotSupportedError("Unsupported color format");
if (m_depthStencilFmt == GL_NONE)
throw tcu::NotSupportedError("Unsupported depth/stencil format");
checkFormatSupport(m_colorFmt);
checkFormatSupport(m_depthStencilFmt);
}
void render(tcu::Surface &dst)
{
// \note When using fullscreen viewport (when m_numSamples > 0), still only use a 128x128 pixel quad at most.
IVec2 quadSizePixels(m_numSamples == 0 ? getWidth() : de::min(128, getWidth()),
m_numSamples == 0 ? getHeight() : de::min(128, getHeight()));
Vec2 quadNDCLeftBottomXY(-1.0f, -1.0f);
Vec2 quadNDCSize(2.0f * (float)quadSizePixels.x() / (float)getWidth(),
2.0f * (float)quadSizePixels.y() / (float)getHeight());
Vec2 quadNDCRightTopXY = quadNDCLeftBottomXY + quadNDCSize;
tcu::TextureFormat depthStencilFmt =
m_depthStencilFmt != GL_NONE ? glu::mapGLInternalFormat(m_depthStencilFmt) : tcu::TextureFormat();
bool depth = depthStencilFmt.order == tcu::TextureFormat::D || depthStencilFmt.order == tcu::TextureFormat::DS;
bool stencil =
depthStencilFmt.order == tcu::TextureFormat::S || depthStencilFmt.order == tcu::TextureFormat::DS;
uint32_t fbo = 0;
uint32_t colorRbo = 0;
uint32_t depthStencilRbo = 0;
int invalidateX = 0;
int invalidateY = 0;
int invalidateW = quadSizePixels.x() / 2;
int invalidateH = quadSizePixels.y();
int blitX0 = invalidateW;
int blitY0 = 0;
int blitX1 = blitX0 + quadSizePixels.x() / 2;
int blitY1 = blitY0 + quadSizePixels.y();
FlatColorShader flatShader(glu::TYPE_FLOAT_VEC4);
vector<uint32_t> attachments = getFBODiscardAttachments(m_invalidateBuffers);
uint32_t flatShaderID = getCurrentContext()->createProgram(&flatShader);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Create fbo.
glGenRenderbuffers(1, &colorRbo);
glBindRenderbuffer(GL_RENDERBUFFER, colorRbo);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_numSamples, m_colorFmt, quadSizePixels.x(),
quadSizePixels.y());
if (m_depthStencilFmt != GL_NONE)
{
glGenRenderbuffers(1, &depthStencilRbo);
glBindRenderbuffer(GL_RENDERBUFFER, depthStencilRbo);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_numSamples, m_depthStencilFmt, quadSizePixels.x(),
quadSizePixels.y());
}
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo);
if (depth)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
if (stencil)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
checkFramebufferStatus(GL_FRAMEBUFFER);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, 0xff);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(1.0f, 0.0f, 0.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID,
Vec3(quadNDCLeftBottomXY.x(), quadNDCLeftBottomXY.y(), -1.0f),
Vec3(quadNDCRightTopXY.x(), quadNDCRightTopXY.y(), 1.0f));
glInvalidateSubFramebuffer(GL_FRAMEBUFFER, (int)attachments.size(), &attachments[0], invalidateX, invalidateY,
invalidateW, invalidateH);
// Set default framebuffer as draw framebuffer and blit preserved buffers.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(blitX0, blitY0, blitX1, blitY1, blitX0, blitY0, blitX1, blitY1,
(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) & ~m_invalidateBuffers,
GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
if ((m_invalidateBuffers & GL_COLOR_BUFFER_BIT) != 0)
{
// Color was not preserved - fill with green.
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 1.0f, 0.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID,
Vec3(quadNDCLeftBottomXY.x(), quadNDCLeftBottomXY.y(), 0.0f),
Vec3(quadNDCRightTopXY.x(), quadNDCRightTopXY.y(), 0.0f));
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
}
if ((m_invalidateBuffers & GL_DEPTH_BUFFER_BIT) != 0)
{
// Depth was not preserved.
glDepthFunc(GL_ALWAYS);
}
if ((m_invalidateBuffers & GL_STENCIL_BUFFER_BIT) == 0)
{
// Stencil was preserved.
glStencilFunc(GL_EQUAL, 1, 0xff);
}
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 0.0f, 1.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(quadNDCLeftBottomXY.x(), quadNDCLeftBottomXY.y(), 0.0f),
Vec3(quadNDCRightTopXY.x(), quadNDCRightTopXY.y(), 0.0f));
readPixels(dst, 0, 0, quadSizePixels.x(), quadSizePixels.y());
}
private:
uint32_t m_colorFmt;
uint32_t m_depthStencilFmt;
int m_numSamples;
uint32_t m_invalidateBuffers;
};
class InvalidateFboTargetCase : public FboTestCase
{
public:
InvalidateFboTargetCase(Context &context, const char *name, const char *description, uint32_t boundTarget,
uint32_t invalidateTarget, const uint32_t *invalidateAttachments, int numAttachments)
: FboTestCase(context, name, description)
, m_boundTarget(boundTarget)
, m_invalidateTarget(invalidateTarget)
, m_invalidateAttachments(invalidateAttachments, invalidateAttachments + numAttachments)
{
}
protected:
void render(tcu::Surface &dst)
{
const uint32_t colorFormat = GL_RGBA8;
const uint32_t depthStencilFormat = GL_DEPTH24_STENCIL8;
const tcu::TextureFormat colorFmt = glu::mapGLInternalFormat(colorFormat);
const tcu::TextureFormatInfo colorFmtInfo = tcu::getTextureFormatInfo(colorFmt);
const tcu::Vec4 &cBias = colorFmtInfo.valueMin;
const tcu::Vec4 cScale = colorFmtInfo.valueMax - colorFmtInfo.valueMin;
const bool isDiscarded = (m_boundTarget == GL_FRAMEBUFFER) ||
(m_invalidateTarget == GL_FRAMEBUFFER && m_boundTarget == GL_DRAW_FRAMEBUFFER) ||
(m_invalidateTarget == m_boundTarget);
const bool isColorDiscarded = isDiscarded && hasAttachment(m_invalidateAttachments, GL_COLOR_ATTACHMENT0);
const bool isDepthDiscarded =
isDiscarded && (hasAttachment(m_invalidateAttachments, GL_DEPTH_ATTACHMENT) ||
hasAttachment(m_invalidateAttachments, GL_DEPTH_STENCIL_ATTACHMENT));
const bool isStencilDiscarded =
isDiscarded && (hasAttachment(m_invalidateAttachments, GL_STENCIL_ATTACHMENT) ||
hasAttachment(m_invalidateAttachments, GL_DEPTH_STENCIL_ATTACHMENT));
uint32_t fbo = 0;
uint32_t colorRbo = 0;
uint32_t depthStencilRbo = 0;
FlatColorShader flatShader(glu::TYPE_FLOAT_VEC4);
uint32_t flatShaderID = getCurrentContext()->createProgram(&flatShader);
// Create fbo.
glGenRenderbuffers(1, &colorRbo);
glBindRenderbuffer(GL_RENDERBUFFER, colorRbo);
glRenderbufferStorage(GL_RENDERBUFFER, colorFormat, getWidth(), getHeight());
glGenRenderbuffers(1, &depthStencilRbo);
glBindRenderbuffer(GL_RENDERBUFFER, depthStencilRbo);
glRenderbufferStorage(GL_RENDERBUFFER, depthStencilFormat, getWidth(), getHeight());
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
checkFramebufferStatus(GL_FRAMEBUFFER);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, 0xff);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(1.0f, 0.0f, 0.0f, 1.0f) * cScale + cBias);
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
// Bound FBO to test target and default to other
if (m_boundTarget != GL_FRAMEBUFFER)
{
// Unused fbo is used as complemeting target (read when discarding draw for example).
// \note Framework takes care of deleting objects at the end of test case.
const uint32_t unusedTarget =
m_boundTarget == GL_DRAW_FRAMEBUFFER ? GL_READ_FRAMEBUFFER : GL_DRAW_FRAMEBUFFER;
uint32_t unusedFbo = 0;
uint32_t unusedColorRbo = 0;
glGenRenderbuffers(1, &unusedColorRbo);
glBindRenderbuffer(GL_RENDERBUFFER, unusedColorRbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 64, 64);
glGenFramebuffers(1, &unusedFbo);
glBindFramebuffer(unusedTarget, unusedFbo);
glFramebufferRenderbuffer(unusedTarget, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, unusedColorRbo);
glBindFramebuffer(m_boundTarget, fbo);
}
glInvalidateFramebuffer(m_invalidateTarget, (int)m_invalidateAttachments.size(),
m_invalidateAttachments.empty() ? DE_NULL : &m_invalidateAttachments[0]);
if (m_boundTarget != GL_FRAMEBUFFER)
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
if (isColorDiscarded)
{
// Color was not preserved - fill with green.
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 1.0f, 0.0f, 1.0f) * cScale + cBias);
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
}
if (isDepthDiscarded)
{
// Depth was not preserved.
glDepthFunc(GL_ALWAYS);
}
if (!isStencilDiscarded)
{
// Stencil was preserved.
glStencilFunc(GL_EQUAL, 1, 0xff);
}
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 0.0f, 1.0f, 1.0f) * cScale + cBias);
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
readPixels(dst, 0, 0, getWidth(), getHeight(), colorFmt, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias);
}
private:
uint32_t m_boundTarget;
uint32_t m_invalidateTarget;
std::vector<uint32_t> m_invalidateAttachments;
};
FboInvalidateTests::FboInvalidateTests(Context &context)
: TestCaseGroup(context, "invalidate", "Framebuffer invalidate tests")
{
}
FboInvalidateTests::~FboInvalidateTests(void)
{
}
void FboInvalidateTests::init(void)
{
// invalidate.default.
{
tcu::TestCaseGroup *defaultFbGroup =
new tcu::TestCaseGroup(m_testCtx, "default", "Default framebuffer invalidate tests");
addChild(defaultFbGroup);
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase(m_context, "render_none",
"Invalidating no framebuffers (ref)", 0));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase(
m_context, "render_color", "Rendering after invalidating colorbuffer", GL_COLOR_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase(
m_context, "render_depth", "Rendering after invalidating depthbuffer", GL_DEPTH_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase(
m_context, "render_stencil", "Rendering after invalidating stencilbuffer", GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase(
m_context, "render_depth_stencil", "Rendering after invalidating depth- and stencilbuffers",
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase(
m_context, "render_all", "Rendering after invalidating all buffers",
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferBindCase(
m_context, "bind_color", "Binding fbo after invalidating colorbuffer", GL_COLOR_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferBindCase(
m_context, "bind_depth", "Binding fbo after invalidating depthbuffer", GL_DEPTH_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferBindCase(
m_context, "bind_stencil", "Binding fbo after invalidating stencilbuffer", GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferBindCase(
m_context, "bind_depth_stencil", "Binding fbo after invalidating depth- and stencilbuffers",
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferBindCase(
m_context, "bind_all", "Binding fbo after invalidating all buffers",
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferRenderCase(
m_context, "sub_render_color", "Rendering after invalidating colorbuffer", GL_COLOR_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferRenderCase(
m_context, "sub_render_depth", "Rendering after invalidating depthbuffer", GL_DEPTH_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferRenderCase(
m_context, "sub_render_stencil", "Rendering after invalidating stencilbuffer", GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferRenderCase(
m_context, "sub_render_depth_stencil", "Rendering after invalidating depth- and stencilbuffers",
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferRenderCase(
m_context, "sub_render_all", "Rendering after invalidating all buffers",
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferBindCase(
m_context, "sub_bind_color", "Binding fbo after invalidating colorbuffer", GL_COLOR_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferBindCase(
m_context, "sub_bind_depth", "Binding fbo after invalidating depthbuffer", GL_DEPTH_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferBindCase(
m_context, "sub_bind_stencil", "Binding fbo after invalidating stencilbuffer", GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferBindCase(
m_context, "sub_bind_depth_stencil", "Binding fbo after invalidating depth- and stencilbuffers",
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferBindCase(
m_context, "sub_bind_all", "Binding fbo after invalidating all buffers",
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase(
m_context, "draw_framebuffer_color", "Invalidating GL_COLOR in GL_DRAW_FRAMEBUFFER", GL_COLOR_BUFFER_BIT,
GL_DRAW_FRAMEBUFFER));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase(
m_context, "draw_framebuffer_all", "Invalidating all in GL_DRAW_FRAMEBUFFER",
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_DRAW_FRAMEBUFFER));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase(
m_context, "read_framebuffer_color", "Invalidating GL_COLOR in GL_READ_FRAMEBUFFER", GL_COLOR_BUFFER_BIT,
GL_READ_FRAMEBUFFER));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase(
m_context, "read_framebuffer_all", "Invalidating all in GL_READ_FRAMEBUFFER",
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_READ_FRAMEBUFFER));
}
// invalidate.whole.
{
tcu::TestCaseGroup *wholeFboGroup =
new tcu::TestCaseGroup(m_testCtx, "whole", "Invalidating whole framebuffer object");
addChild(wholeFboGroup);
wholeFboGroup->addChild(
new InvalidateFboRenderCase(m_context, "render_none", "", GL_RGBA8, GL_DEPTH24_STENCIL8, 0));
wholeFboGroup->addChild(new InvalidateFboRenderCase(m_context, "render_color", "", GL_RGBA8,
GL_DEPTH24_STENCIL8, GL_COLOR_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboRenderCase(m_context, "render_depth", "", GL_RGBA8,
GL_DEPTH24_STENCIL8, GL_DEPTH_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboRenderCase(m_context, "render_stencil", "", GL_RGBA8,
GL_DEPTH24_STENCIL8, GL_STENCIL_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboRenderCase(m_context, "render_depth_stencil", "", GL_RGBA8,
GL_DEPTH24_STENCIL8,
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
wholeFboGroup->addChild(
new InvalidateFboRenderCase(m_context, "render_all", "", GL_RGBA8, GL_DEPTH24_STENCIL8,
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindReadCase(m_context, "unbind_read_color", "", GL_RGBA8,
GL_DEPTH24_STENCIL8, GL_COLOR_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindReadCase(m_context, "unbind_read_depth", "", GL_RGBA8,
GL_DEPTH24_STENCIL8, GL_DEPTH_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindReadCase(m_context, "unbind_read_stencil", "", GL_RGBA8,
GL_DEPTH24_STENCIL8, GL_STENCIL_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindReadCase(m_context, "unbind_read_depth_stencil", "", GL_RGBA8,
GL_DEPTH24_STENCIL8,
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindReadCase(m_context, "unbind_read_color_stencil", "", GL_RGBA8,
GL_DEPTH24_STENCIL8,
GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
wholeFboGroup->addChild(
new InvalidateFboUnbindBlitCase(m_context, "unbind_blit_color", "", 0, GL_COLOR_BUFFER_BIT));
wholeFboGroup->addChild(
new InvalidateFboUnbindBlitCase(m_context, "unbind_blit_depth", "", 0, GL_DEPTH_BUFFER_BIT));
wholeFboGroup->addChild(
new InvalidateFboUnbindBlitCase(m_context, "unbind_blit_stencil", "", 0, GL_STENCIL_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindBlitCase(m_context, "unbind_blit_depth_stencil", "", 0,
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
wholeFboGroup->addChild(
new InvalidateFboUnbindBlitCase(m_context, "unbind_blit_msaa_color", "", 4, GL_COLOR_BUFFER_BIT));
wholeFboGroup->addChild(
new InvalidateFboUnbindBlitCase(m_context, "unbind_blit_msaa_depth", "", 4, GL_DEPTH_BUFFER_BIT));
wholeFboGroup->addChild(
new InvalidateFboUnbindBlitCase(m_context, "unbind_blit_msaa_stencil", "", 4, GL_STENCIL_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindBlitCase(m_context, "unbind_blit_msaa_depth_stencil", "", 4,
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
}
// invalidate.sub.
{
tcu::TestCaseGroup *subFboGroup =
new tcu::TestCaseGroup(m_testCtx, "sub", "Invalidating subsection of framebuffer object");
addChild(subFboGroup);
subFboGroup->addChild(
new InvalidateSubFboRenderCase(m_context, "render_none", "", GL_RGBA8, GL_DEPTH24_STENCIL8, 0));
subFboGroup->addChild(new InvalidateSubFboRenderCase(m_context, "render_color", "", GL_RGBA8,
GL_DEPTH24_STENCIL8, GL_COLOR_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboRenderCase(m_context, "render_depth", "", GL_RGBA8,
GL_DEPTH24_STENCIL8, GL_DEPTH_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboRenderCase(m_context, "render_stencil", "", GL_RGBA8,
GL_DEPTH24_STENCIL8, GL_STENCIL_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboRenderCase(m_context, "render_depth_stencil", "", GL_RGBA8,
GL_DEPTH24_STENCIL8,
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
subFboGroup->addChild(
new InvalidateSubFboRenderCase(m_context, "render_all", "", GL_RGBA8, GL_DEPTH24_STENCIL8,
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindReadCase(m_context, "unbind_read_color", "", GL_RGBA8,
GL_DEPTH24_STENCIL8, GL_COLOR_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindReadCase(m_context, "unbind_read_depth", "", GL_RGBA8,
GL_DEPTH24_STENCIL8, GL_DEPTH_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindReadCase(m_context, "unbind_read_stencil", "", GL_RGBA8,
GL_DEPTH24_STENCIL8, GL_STENCIL_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindReadCase(m_context, "unbind_read_depth_stencil", "", GL_RGBA8,
GL_DEPTH24_STENCIL8,
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindReadCase(m_context, "unbind_read_color_stencil", "", GL_RGBA8,
GL_DEPTH24_STENCIL8,
GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
subFboGroup->addChild(
new InvalidateSubFboUnbindBlitCase(m_context, "unbind_blit_color", "", 0, GL_COLOR_BUFFER_BIT));
subFboGroup->addChild(
new InvalidateSubFboUnbindBlitCase(m_context, "unbind_blit_depth", "", 0, GL_DEPTH_BUFFER_BIT));
subFboGroup->addChild(
new InvalidateSubFboUnbindBlitCase(m_context, "unbind_blit_stencil", "", 0, GL_STENCIL_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindBlitCase(m_context, "unbind_blit_depth_stencil", "", 0,
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
subFboGroup->addChild(
new InvalidateSubFboUnbindBlitCase(m_context, "unbind_blit_msaa_color", "", 4, GL_COLOR_BUFFER_BIT));
subFboGroup->addChild(
new InvalidateSubFboUnbindBlitCase(m_context, "unbind_blit_msaa_depth", "", 4, GL_DEPTH_BUFFER_BIT));
subFboGroup->addChild(
new InvalidateSubFboUnbindBlitCase(m_context, "unbind_blit_msaa_stencil", "", 4, GL_STENCIL_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindBlitCase(m_context, "unbind_blit_msaa_depth_stencil", "", 4,
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
}
// invalidate.format.
{
tcu::TestCaseGroup *formatGroup =
new tcu::TestCaseGroup(m_testCtx, "format", "Invalidating framebuffers with selected formats");
addChild(formatGroup);
// Color buffer formats.
static const uint32_t colorFormats[] = {
// RGBA formats
GL_RGBA32I, GL_RGBA32UI, GL_RGBA16I, GL_RGBA16UI, GL_RGBA8, GL_RGBA8I, GL_RGBA8UI, GL_SRGB8_ALPHA8,
GL_RGB10_A2, GL_RGB10_A2UI, GL_RGBA4, GL_RGB5_A1,
// RGB formats
GL_RGB8, GL_RGB565,
// RG formats
GL_RG32I, GL_RG32UI, GL_RG16I, GL_RG16UI, GL_RG8, GL_RG8I, GL_RG8UI,
// R formats
GL_R32I, GL_R32UI, GL_R16I, GL_R16UI, GL_R8, GL_R8I, GL_R8UI,
// GL_EXT_color_buffer_float
GL_RGBA32F, GL_RGBA16F, GL_R11F_G11F_B10F, GL_RG32F, GL_RG16F, GL_R32F, GL_R16F};
// Depth/stencilbuffer formats.
static const uint32_t depthStencilFormats[] = {GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT24,
GL_DEPTH_COMPONENT16, GL_DEPTH32F_STENCIL8,
GL_DEPTH24_STENCIL8, GL_STENCIL_INDEX8};
// Colorbuffer tests use invalidate, unbind, read test.
for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(colorFormats); ndx++)
formatGroup->addChild(new InvalidateSubFboUnbindReadCase(m_context, getFormatName(colorFormats[ndx]), "",
colorFormats[ndx], GL_NONE, GL_COLOR_BUFFER_BIT));
// Depth/stencilbuffer tests use invalidate, render test.
for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(depthStencilFormats); ndx++)
formatGroup->addChild(new InvalidateSubFboRenderCase(m_context, getFormatName(depthStencilFormats[ndx]), "",
GL_RGBA8, depthStencilFormats[ndx],
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
}
// invalidate.target
{
tcu::TestCaseGroup *targetGroup = new tcu::TestCaseGroup(m_testCtx, "target", "Invalidate target");
addChild(targetGroup);
static const struct
{
const char *name;
uint32_t invalidateTarget;
uint32_t boundTarget;
} s_targetCases[] = {
{"framebuffer_framebuffer", GL_FRAMEBUFFER, GL_FRAMEBUFFER},
{"framebuffer_read_framebuffer", GL_FRAMEBUFFER, GL_READ_FRAMEBUFFER},
{"framebuffer_draw_framebuffer", GL_FRAMEBUFFER, GL_DRAW_FRAMEBUFFER},
{"read_framebuffer_framebuffer", GL_READ_FRAMEBUFFER, GL_FRAMEBUFFER},
{"read_framebuffer_read_framebuffer", GL_READ_FRAMEBUFFER, GL_READ_FRAMEBUFFER},
{"read_framebuffer_draw_framebuffer", GL_READ_FRAMEBUFFER, GL_DRAW_FRAMEBUFFER},
{"draw_framebuffer_framebuffer", GL_DRAW_FRAMEBUFFER, GL_FRAMEBUFFER},
{"draw_framebuffer_read_framebuffer", GL_DRAW_FRAMEBUFFER, GL_READ_FRAMEBUFFER},
{"draw_framebuffer_draw_framebuffer", GL_DRAW_FRAMEBUFFER, GL_DRAW_FRAMEBUFFER},
};
static const uint32_t colorAttachment[] = {GL_COLOR_ATTACHMENT0};
static const uint32_t depthStencilAttachment[] = {GL_DEPTH_STENCIL_ATTACHMENT};
static const uint32_t allAttachments[] = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
for (int caseNdx = 0; caseNdx < DE_LENGTH_OF_ARRAY(s_targetCases); caseNdx++)
{
const std::string baseName = s_targetCases[caseNdx].name;
const uint32_t invalidateT = s_targetCases[caseNdx].invalidateTarget;
const uint32_t boundT = s_targetCases[caseNdx].boundTarget;
targetGroup->addChild(new InvalidateFboTargetCase(m_context, (baseName + "_color").c_str(), "", boundT,
invalidateT, &colorAttachment[0],
DE_LENGTH_OF_ARRAY(colorAttachment)));
targetGroup->addChild(new InvalidateFboTargetCase(m_context, (baseName + "_depth_stencil").c_str(), "",
boundT, invalidateT, &depthStencilAttachment[0],
DE_LENGTH_OF_ARRAY(depthStencilAttachment)));
targetGroup->addChild(new InvalidateFboTargetCase(m_context, (baseName + "_all").c_str(), "", boundT,
invalidateT, &allAttachments[0],
DE_LENGTH_OF_ARRAY(allAttachments)));
}
}
}
} // namespace Functional
} // namespace gles3
} // namespace deqp