blob: a795a79560e7226062e95432b07174d3359392bc [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 Shader built-in variable tests.
*//*--------------------------------------------------------------------*/
#include "es3fShaderBuiltinVarTests.hpp"
#include "glsShaderRenderCase.hpp"
#include "glsShaderExecUtil.hpp"
#include "deRandom.hpp"
#include "deString.h"
#include "deMath.h"
#include "deUniquePtr.hpp"
#include "deStringUtil.hpp"
#include "tcuTestLog.hpp"
#include "tcuTestCase.hpp"
#include "tcuTextureUtil.hpp"
#include "tcuRenderTarget.hpp"
#include "tcuImageCompare.hpp"
#include "gluPixelTransfer.hpp"
#include "gluDrawUtil.hpp"
#include "gluStrUtil.hpp"
#include "rrRenderer.hpp"
#include "rrFragmentOperations.hpp"
#include "glwEnums.hpp"
#include "glwFunctions.hpp"
using std::string;
using std::vector;
using tcu::TestLog;
namespace deqp
{
namespace gles3
{
namespace Functional
{
static int getInteger(const glw::Functions &gl, uint32_t pname)
{
int value = -1;
gl.getIntegerv(pname, &value);
GLU_EXPECT_NO_ERROR(gl.getError(),
("glGetIntegerv(" + glu::getGettableStateStr((int)pname).toString() + ")").c_str());
return value;
}
template <uint32_t Pname>
static int getInteger(const glw::Functions &gl)
{
return getInteger(gl, Pname);
}
static int getVectorsFromComps(const glw::Functions &gl, uint32_t pname)
{
int value = -1;
gl.getIntegerv(pname, &value);
GLU_EXPECT_NO_ERROR(gl.getError(),
("glGetIntegerv(" + glu::getGettableStateStr((int)pname).toString() + ")").c_str());
// Accept truncated division. According to the spec, the number of vectors is number of components divided by four, plain and simple.
return value / 4;
}
template <uint32_t Pname>
static int getVectorsFromComps(const glw::Functions &gl)
{
return getVectorsFromComps(gl, Pname);
}
class ShaderBuiltinConstantCase : public TestCase
{
public:
typedef int (*GetConstantValueFunc)(const glw::Functions &gl);
ShaderBuiltinConstantCase(Context &context, const char *name, const char *desc, const char *varName,
GetConstantValueFunc getValue, glu::ShaderType shaderType);
~ShaderBuiltinConstantCase(void);
IterateResult iterate(void);
private:
const std::string m_varName;
const GetConstantValueFunc m_getValue;
const glu::ShaderType m_shaderType;
};
ShaderBuiltinConstantCase::ShaderBuiltinConstantCase(Context &context, const char *name, const char *desc,
const char *varName, GetConstantValueFunc getValue,
glu::ShaderType shaderType)
: TestCase(context, name, desc)
, m_varName(varName)
, m_getValue(getValue)
, m_shaderType(shaderType)
{
}
ShaderBuiltinConstantCase::~ShaderBuiltinConstantCase(void)
{
}
static gls::ShaderExecUtil::ShaderExecutor *createGetConstantExecutor(const glu::RenderContext &renderCtx,
glu::ShaderType shaderType,
const std::string &varName)
{
using namespace gls::ShaderExecUtil;
ShaderSpec shaderSpec;
shaderSpec.version = glu::GLSL_VERSION_300_ES;
shaderSpec.source = string("result = ") + varName + ";\n";
shaderSpec.outputs.push_back(Symbol("result", glu::VarType(glu::TYPE_INT, glu::PRECISION_HIGHP)));
return createExecutor(renderCtx, shaderType, shaderSpec);
}
ShaderBuiltinConstantCase::IterateResult ShaderBuiltinConstantCase::iterate(void)
{
using namespace gls::ShaderExecUtil;
const de::UniquePtr<ShaderExecutor> shaderExecutor(
createGetConstantExecutor(m_context.getRenderContext(), m_shaderType, m_varName));
const int reference = m_getValue(m_context.getRenderContext().getFunctions());
int result = -1;
void *const outputs = &result;
if (!shaderExecutor->isOk())
{
shaderExecutor->log(m_testCtx.getLog());
TCU_FAIL("Compile failed");
}
shaderExecutor->useProgram();
shaderExecutor->execute(1, DE_NULL, &outputs);
m_testCtx.getLog() << TestLog::Integer(m_varName, m_varName, "", QP_KEY_TAG_NONE, result);
if (result != reference)
{
m_testCtx.getLog() << TestLog::Message << "ERROR: Expected " << m_varName << " = " << reference
<< TestLog::EndMessage << TestLog::Message << "Test shader:" << TestLog::EndMessage;
shaderExecutor->log(m_testCtx.getLog());
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Invalid builtin constant value");
}
else
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
return STOP;
}
namespace
{
struct DepthRangeParams
{
DepthRangeParams(void) : zNear(0.0f), zFar(1.0f)
{
}
DepthRangeParams(float zNear_, float zFar_) : zNear(zNear_), zFar(zFar_)
{
}
float zNear;
float zFar;
};
class DepthRangeEvaluator : public gls::ShaderEvaluator
{
public:
DepthRangeEvaluator(const DepthRangeParams &params) : m_params(params)
{
}
void evaluate(gls::ShaderEvalContext &c)
{
float zNear = deFloatClamp(m_params.zNear, 0.0f, 1.0f);
float zFar = deFloatClamp(m_params.zFar, 0.0f, 1.0f);
float diff = zFar - zNear;
c.color.xyz() = tcu::Vec3(zNear, zFar, diff * 0.5f + 0.5f);
}
private:
const DepthRangeParams &m_params;
};
} // namespace
class ShaderDepthRangeTest : public gls::ShaderRenderCase
{
public:
ShaderDepthRangeTest(Context &context, const char *name, const char *desc, bool isVertexCase)
: ShaderRenderCase(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, desc,
isVertexCase, m_evaluator)
, m_evaluator(m_depthRange)
, m_iterNdx(0)
{
}
void init(void)
{
static const char *defaultVertSrc = "#version 300 es\n"
"in highp vec4 a_position;\n"
"void main (void)\n"
"{\n"
" gl_Position = a_position;\n"
"}\n";
static const char *defaultFragSrc = "#version 300 es\n"
"in mediump vec4 v_color;\n"
"layout(location = 0) out mediump vec4 o_color;\n\n"
"void main (void)\n"
"{\n"
" o_color = v_color;\n"
"}\n";
// Construct shader.
std::ostringstream src;
src << "#version 300 es\n";
if (m_isVertexCase)
src << "in highp vec4 a_position;\n"
<< "out mediump vec4 v_color;\n";
else
src << "layout(location = 0) out mediump vec4 o_color;\n";
src << "void main (void)\n{\n";
src << "\t" << (m_isVertexCase ? "v_color" : "o_color")
<< " = vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff*0.5 + 0.5, 1.0);\n";
if (m_isVertexCase)
src << "\tgl_Position = a_position;\n";
src << "}\n";
m_vertShaderSource = m_isVertexCase ? src.str() : defaultVertSrc;
m_fragShaderSource = m_isVertexCase ? defaultFragSrc : src.str();
gls::ShaderRenderCase::init();
}
IterateResult iterate(void)
{
const glw::Functions &gl = m_renderCtx.getFunctions();
const DepthRangeParams cases[] = {DepthRangeParams(0.0f, 1.0f), DepthRangeParams(1.5f, -1.0f),
DepthRangeParams(0.7f, 0.3f)};
m_depthRange = cases[m_iterNdx];
m_testCtx.getLog() << tcu::TestLog::Message << "glDepthRangef(" << m_depthRange.zNear << ", "
<< m_depthRange.zFar << ")" << tcu::TestLog::EndMessage;
gl.depthRangef(m_depthRange.zNear, m_depthRange.zFar);
GLU_EXPECT_NO_ERROR(gl.getError(), "glDepthRangef()");
gls::ShaderRenderCase::iterate();
m_iterNdx += 1;
if (m_iterNdx == DE_LENGTH_OF_ARRAY(cases) || m_testCtx.getTestResult() != QP_TEST_RESULT_PASS)
return STOP;
else
return CONTINUE;
}
private:
DepthRangeParams m_depthRange;
DepthRangeEvaluator m_evaluator;
int m_iterNdx;
};
class FragCoordXYZCase : public TestCase
{
public:
FragCoordXYZCase(Context &context) : TestCase(context, "fragcoord_xyz", "gl_FragCoord.xyz Test")
{
}
IterateResult iterate(void)
{
TestLog &log = m_testCtx.getLog();
const glw::Functions &gl = m_context.getRenderContext().getFunctions();
const int width = m_context.getRenderTarget().getWidth();
const int height = m_context.getRenderTarget().getHeight();
const tcu::RGBA threshold =
tcu::RGBA(1, 1, 1, 1) + m_context.getRenderTarget().getPixelFormat().getColorThreshold();
const tcu::Vec3 scale(1.f / float(width), 1.f / float(height), 1.0f);
tcu::Surface testImg(width, height);
tcu::Surface refImg(width, height);
const glu::ShaderProgram program(m_context.getRenderContext(),
glu::makeVtxFragSources("#version 300 es\n"
"in highp vec4 a_position;\n"
"void main (void)\n"
"{\n"
" gl_Position = a_position;\n"
"}\n",
"#version 300 es\n"
"uniform highp vec3 u_scale;\n"
"layout(location = 0) out mediump vec4 o_color;\n"
"void main (void)\n"
"{\n"
" o_color = vec4(gl_FragCoord.xyz*u_scale, 1.0);\n"
"}\n"));
log << program;
if (!program.isOk())
throw tcu::TestError("Compile failed");
// Draw with GL.
{
const float positions[] = {-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f};
const uint16_t indices[] = {0, 1, 2, 2, 1, 3};
const int scaleLoc = gl.getUniformLocation(program.getProgram(), "u_scale");
glu::VertexArrayBinding posBinding = glu::va::Float("a_position", 4, 4, 0, &positions[0]);
gl.useProgram(program.getProgram());
gl.uniform3fv(scaleLoc, 1, scale.getPtr());
glu::draw(m_context.getRenderContext(), program.getProgram(), 1, &posBinding,
glu::pr::Triangles(DE_LENGTH_OF_ARRAY(indices), &indices[0]));
glu::readPixels(m_context.getRenderContext(), 0, 0, testImg.getAccess());
GLU_EXPECT_NO_ERROR(gl.getError(), "Draw");
}
// Draw reference
for (int y = 0; y < refImg.getHeight(); y++)
{
for (int x = 0; x < refImg.getWidth(); x++)
{
const float xf = (float(x) + .5f) / float(refImg.getWidth());
const float yf = (float(refImg.getHeight() - y - 1) + .5f) / float(refImg.getHeight());
const float z = (xf + yf) / 2.0f;
const tcu::Vec3 fragCoord(float(x) + .5f, float(y) + .5f, z);
const tcu::Vec3 scaledFC = fragCoord * scale;
const tcu::Vec4 color(scaledFC.x(), scaledFC.y(), scaledFC.z(), 1.0f);
refImg.setPixel(x, y, tcu::RGBA(color));
}
}
// Compare
{
bool isOk = tcu::pixelThresholdCompare(log, "Result", "Image comparison result", refImg, testImg, threshold,
tcu::COMPARE_LOG_RESULT);
m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL,
isOk ? "Pass" : "Image comparison failed");
}
return STOP;
}
};
static inline float projectedTriInterpolate(const tcu::Vec3 &s, const tcu::Vec3 &w, float nx, float ny)
{
return (s[0] * (1.0f - nx - ny) / w[0] + s[1] * ny / w[1] + s[2] * nx / w[2]) /
((1.0f - nx - ny) / w[0] + ny / w[1] + nx / w[2]);
}
class FragCoordWCase : public TestCase
{
public:
FragCoordWCase(Context &context) : TestCase(context, "fragcoord_w", "gl_FragCoord.w Test")
{
}
IterateResult iterate(void)
{
TestLog &log = m_testCtx.getLog();
const glw::Functions &gl = m_context.getRenderContext().getFunctions();
const int width = m_context.getRenderTarget().getWidth();
const int height = m_context.getRenderTarget().getHeight();
const tcu::RGBA threshold =
tcu::RGBA(1, 1, 1, 1) + m_context.getRenderTarget().getPixelFormat().getColorThreshold();
tcu::Surface testImg(width, height);
tcu::Surface refImg(width, height);
const float w[4] = {1.7f, 2.0f, 1.2f, 1.0f};
const glu::ShaderProgram program(
m_context.getRenderContext(),
glu::makeVtxFragSources("#version 300 es\n"
"in highp vec4 a_position;\n"
"void main (void)\n"
"{\n"
" gl_Position = a_position;\n"
"}\n",
"#version 300 es\n"
"layout(location = 0) out mediump vec4 o_color;\n"
"void main (void)\n"
"{\n"
" o_color = vec4(0.0, 1.0/gl_FragCoord.w - 1.0, 0.0, 1.0);\n"
"}\n"));
log << program;
if (!program.isOk())
throw tcu::TestError("Compile failed");
// Draw with GL.
{
const float positions[] = {-w[0], w[0], 0.0f, w[0], -w[1], -w[1], 0.0f, w[1],
w[2], w[2], 0.0f, w[2], w[3], -w[3], 0.0f, w[3]};
const uint16_t indices[] = {0, 1, 2, 2, 1, 3};
glu::VertexArrayBinding posBinding = glu::va::Float("a_position", 4, 4, 0, &positions[0]);
gl.useProgram(program.getProgram());
glu::draw(m_context.getRenderContext(), program.getProgram(), 1, &posBinding,
glu::pr::Triangles(DE_LENGTH_OF_ARRAY(indices), &indices[0]));
glu::readPixels(m_context.getRenderContext(), 0, 0, testImg.getAccess());
GLU_EXPECT_NO_ERROR(gl.getError(), "Draw");
}
// Draw reference
for (int y = 0; y < refImg.getHeight(); y++)
{
for (int x = 0; x < refImg.getWidth(); x++)
{
const float xf = (float(x) + .5f) / float(refImg.getWidth());
const float yf = (float(refImg.getHeight() - y - 1) + .5f) / float(refImg.getHeight());
const float oow =
((xf + yf) < 1.0f) ?
projectedTriInterpolate(tcu::Vec3(w[0], w[1], w[2]), tcu::Vec3(w[0], w[1], w[2]), xf, yf) :
projectedTriInterpolate(tcu::Vec3(w[3], w[2], w[1]), tcu::Vec3(w[3], w[2], w[1]), 1.0f - xf,
1.0f - yf);
const tcu::Vec4 color(0.0f, oow - 1.0f, 0.0f, 1.0f);
refImg.setPixel(x, y, tcu::RGBA(color));
}
}
// Compare
{
bool isOk = tcu::pixelThresholdCompare(log, "Result", "Image comparison result", refImg, testImg, threshold,
tcu::COMPARE_LOG_RESULT);
m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL,
isOk ? "Pass" : "Image comparison failed");
}
return STOP;
}
};
class PointCoordCase : public TestCase
{
public:
PointCoordCase(Context &context) : TestCase(context, "pointcoord", "gl_PointCoord Test")
{
}
IterateResult iterate(void)
{
TestLog &log = m_testCtx.getLog();
const glw::Functions &gl = m_context.getRenderContext().getFunctions();
const int width = de::min(256, m_context.getRenderTarget().getWidth());
const int height = de::min(256, m_context.getRenderTarget().getHeight());
const float threshold = 0.02f;
const int numPoints = 8;
vector<tcu::Vec3> coords(numPoints);
float pointSizeRange[2] = {0.0f, 0.0f};
de::Random rnd(0x145fa);
tcu::Surface testImg(width, height);
tcu::Surface refImg(width, height);
gl.getFloatv(GL_ALIASED_POINT_SIZE_RANGE, &pointSizeRange[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE)");
if (pointSizeRange[0] <= 0.0f || pointSizeRange[1] <= 0.0f || pointSizeRange[1] < pointSizeRange[0])
throw tcu::TestError("Invalid GL_ALIASED_POINT_SIZE_RANGE");
// Compute coordinates.
{
for (vector<tcu::Vec3>::iterator coord = coords.begin(); coord != coords.end(); ++coord)
{
coord->x() = rnd.getFloat(-0.9f, 0.9f);
coord->y() = rnd.getFloat(-0.9f, 0.9f);
coord->z() = rnd.getFloat(pointSizeRange[0], pointSizeRange[1]);
}
}
const glu::ShaderProgram program(
m_context.getRenderContext(),
glu::makeVtxFragSources("#version 300 es\n"
"in highp vec3 a_positionSize;\n"
"void main (void)\n"
"{\n"
" gl_Position = vec4(a_positionSize.xy, 0.0, 1.0);\n"
" gl_PointSize = a_positionSize.z;\n"
"}\n",
"#version 300 es\n"
"layout(location = 0) out mediump vec4 o_color;\n"
"void main (void)\n"
"{\n"
" o_color = vec4(gl_PointCoord, 0.0, 1.0);\n"
"}\n"));
log << program;
if (!program.isOk())
throw tcu::TestError("Compile failed");
// Draw with GL.
{
glu::VertexArrayBinding posBinding =
glu::va::Float("a_positionSize", 3, (int)coords.size(), 0, (const float *)&coords[0]);
const int viewportX = rnd.getInt(0, m_context.getRenderTarget().getWidth() - width);
const int viewportY = rnd.getInt(0, m_context.getRenderTarget().getHeight() - height);
gl.viewport(viewportX, viewportY, width, height);
gl.clearColor(0.0f, 0.0f, 0.0f, 1.0f);
gl.clear(GL_COLOR_BUFFER_BIT);
gl.useProgram(program.getProgram());
glu::draw(m_context.getRenderContext(), program.getProgram(), 1, &posBinding,
glu::pr::Points((int)coords.size()));
glu::readPixels(m_context.getRenderContext(), viewportX, viewportY, testImg.getAccess());
GLU_EXPECT_NO_ERROR(gl.getError(), "Draw");
}
// Draw reference
tcu::clear(refImg.getAccess(), tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f));
for (vector<tcu::Vec3>::const_iterator pointIter = coords.begin(); pointIter != coords.end(); ++pointIter)
{
const int x0 = deRoundFloatToInt32(float(width) * (pointIter->x() * 0.5f + 0.5f) - pointIter->z() * 0.5f);
const int y0 = deRoundFloatToInt32(float(height) * (pointIter->y() * 0.5f + 0.5f) - pointIter->z() * 0.5f);
const int x1 = deRoundFloatToInt32(float(width) * (pointIter->x() * 0.5f + 0.5f) + pointIter->z() * 0.5f);
const int y1 = deRoundFloatToInt32(float(height) * (pointIter->y() * 0.5f + 0.5f) + pointIter->z() * 0.5f);
const int w = x1 - x0;
const int h = y1 - y0;
for (int yo = 0; yo < h; yo++)
{
for (int xo = 0; xo < w; xo++)
{
const float xf = (float(xo) + 0.5f) / float(w);
const float yf = (float(h - yo - 1) + 0.5f) / float(h);
const tcu::Vec4 color(xf, yf, 0.0f, 1.0f);
const int dx = x0 + xo;
const int dy = y0 + yo;
if (de::inBounds(dx, 0, refImg.getWidth()) && de::inBounds(dy, 0, refImg.getHeight()))
refImg.setPixel(dx, dy, tcu::RGBA(color));
}
}
}
// Compare
{
bool isOk = tcu::fuzzyCompare(log, "Result", "Image comparison result", refImg, testImg, threshold,
tcu::COMPARE_LOG_RESULT);
m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL,
isOk ? "Pass" : "Image comparison failed");
}
return STOP;
}
};
class FrontFacingCase : public TestCase
{
public:
FrontFacingCase(Context &context) : TestCase(context, "frontfacing", "gl_FrontFacing Test")
{
}
IterateResult iterate(void)
{
// Test case renders two adjecent quads, where left is has front-facing
// triagles and right back-facing. Color is selected based on gl_FrontFacing
// value.
TestLog &log = m_testCtx.getLog();
const glw::Functions &gl = m_context.getRenderContext().getFunctions();
de::Random rnd(0x89f2c);
const int width = de::min(64, m_context.getRenderTarget().getWidth());
const int height = de::min(64, m_context.getRenderTarget().getHeight());
const int viewportX = rnd.getInt(0, m_context.getRenderTarget().getWidth() - width);
const int viewportY = rnd.getInt(0, m_context.getRenderTarget().getHeight() - height);
const tcu::RGBA threshold =
tcu::RGBA(1, 1, 1, 1) + m_context.getRenderTarget().getPixelFormat().getColorThreshold();
tcu::Surface testImg(width, height);
tcu::Surface refImg(width, height);
const glu::ShaderProgram program(m_context.getRenderContext(),
glu::makeVtxFragSources("#version 300 es\n"
"in highp vec4 a_position;\n"
"void main (void)\n"
"{\n"
" gl_Position = a_position;\n"
"}\n",
"#version 300 es\n"
"layout(location = 0) out mediump vec4 o_color;\n"
"void main (void)\n"
"{\n"
" if (gl_FrontFacing)\n"
" o_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
" else\n"
" o_color = vec4(0.0, 0.0, 1.0, 1.0);\n"
"}\n"));
log << program;
if (!program.isOk())
throw tcu::TestError("Compile failed");
// Draw with GL.
{
const float positions[] = {-1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f};
const uint16_t indicesCCW[] = {0, 1, 2, 2, 1, 3};
const uint16_t indicesCW[] = {2, 1, 0, 3, 1, 2};
glu::VertexArrayBinding posBinding = glu::va::Float("a_position", 4, 4, 0, &positions[0]);
gl.useProgram(program.getProgram());
gl.frontFace(GL_CCW);
gl.viewport(viewportX, viewportY, width / 2, height / 2);
glu::draw(m_context.getRenderContext(), program.getProgram(), 1, &posBinding,
glu::pr::Triangles(DE_LENGTH_OF_ARRAY(indicesCCW), &indicesCCW[0]));
gl.viewport(viewportX + width / 2, viewportY, width - width / 2, height / 2);
glu::draw(m_context.getRenderContext(), program.getProgram(), 1, &posBinding,
glu::pr::Triangles(DE_LENGTH_OF_ARRAY(indicesCW), &indicesCW[0]));
gl.frontFace(GL_CW);
gl.viewport(viewportX, viewportY + height / 2, width / 2, height - height / 2);
glu::draw(m_context.getRenderContext(), program.getProgram(), 1, &posBinding,
glu::pr::Triangles(DE_LENGTH_OF_ARRAY(indicesCCW), &indicesCCW[0]));
gl.viewport(viewportX + width / 2, viewportY + height / 2, width - width / 2, height - height / 2);
glu::draw(m_context.getRenderContext(), program.getProgram(), 1, &posBinding,
glu::pr::Triangles(DE_LENGTH_OF_ARRAY(indicesCW), &indicesCW[0]));
glu::readPixels(m_context.getRenderContext(), viewportX, viewportY, testImg.getAccess());
GLU_EXPECT_NO_ERROR(gl.getError(), "Draw");
}
// Draw reference
{
for (int y = 0; y < refImg.getHeight() / 2; y++)
for (int x = 0; x < refImg.getWidth() / 2; x++)
refImg.setPixel(x, y, tcu::RGBA::green());
for (int y = 0; y < refImg.getHeight() / 2; y++)
for (int x = refImg.getWidth() / 2; x < refImg.getWidth(); x++)
refImg.setPixel(x, y, tcu::RGBA::blue());
for (int y = refImg.getHeight() / 2; y < refImg.getHeight(); y++)
for (int x = 0; x < refImg.getWidth() / 2; x++)
refImg.setPixel(x, y, tcu::RGBA::blue());
for (int y = refImg.getHeight() / 2; y < refImg.getHeight(); y++)
for (int x = refImg.getWidth() / 2; x < refImg.getWidth(); x++)
refImg.setPixel(x, y, tcu::RGBA::green());
}
// Compare
{
bool isOk = tcu::pixelThresholdCompare(log, "Result", "Image comparison result", refImg, testImg, threshold,
tcu::COMPARE_LOG_RESULT);
m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL,
isOk ? "Pass" : "Image comparison failed");
}
return STOP;
}
};
// VertexIDCase
class VertexIDCase : public TestCase
{
public:
VertexIDCase(Context &context);
~VertexIDCase(void);
void init(void);
void deinit(void);
IterateResult iterate(void);
private:
enum
{
MAX_VERTICES = 8 * 3 //!< 8 triangles, totals 24 vertices
};
void renderReference(const tcu::PixelBufferAccess &dst, const int numVertices, const uint16_t *const indices,
const tcu::Vec4 *const positions, const tcu::Vec4 *const colors, const int subpixelBits);
glu::ShaderProgram *m_program;
uint32_t m_positionBuffer;
uint32_t m_elementBuffer;
vector<tcu::Vec4> m_positions;
vector<tcu::Vec4> m_colors;
int m_viewportW;
int m_viewportH;
int m_iterNdx;
};
VertexIDCase::VertexIDCase(Context &context)
: TestCase(context, "vertex_id", "gl_VertexID Test")
, m_program(DE_NULL)
, m_positionBuffer(0)
, m_elementBuffer(0)
, m_viewportW(0)
, m_viewportH(0)
, m_iterNdx(0)
{
}
VertexIDCase::~VertexIDCase(void)
{
VertexIDCase::deinit();
}
void VertexIDCase::init(void)
{
const glw::Functions &gl = m_context.getRenderContext().getFunctions();
const int width = m_context.getRenderTarget().getWidth();
const int height = m_context.getRenderTarget().getHeight();
const int quadWidth = 32;
const int quadHeight = 32;
if (width < quadWidth)
throw tcu::NotSupportedError("Too small render target");
const int maxQuadsX = width / quadWidth;
const int numVertices = MAX_VERTICES;
const int numQuads = numVertices / 6 + (numVertices % 6 != 0 ? 1 : 0);
const int viewportW = de::min(numQuads, maxQuadsX) * quadWidth;
const int viewportH = (numQuads / maxQuadsX + (numQuads % maxQuadsX != 0 ? 1 : 0)) * quadHeight;
if (viewportH > height)
throw tcu::NotSupportedError("Too small render target");
DE_ASSERT(viewportW <= width && viewportH <= height);
DE_ASSERT(!m_program);
m_program = new glu::ShaderProgram(m_context.getRenderContext(),
glu::makeVtxFragSources("#version 300 es\n"
"in highp vec4 a_position;\n"
"out mediump vec4 v_color;\n"
"uniform highp vec4 u_colors[24];\n"
"void main (void)\n"
"{\n"
" gl_Position = a_position;\n"
" v_color = u_colors[gl_VertexID];\n"
"}\n",
"#version 300 es\n"
"in mediump vec4 v_color;\n"
"layout(location = 0) out mediump vec4 o_color;\n"
"void main (void)\n"
"{\n"
" o_color = v_color;\n"
"}\n"));
m_testCtx.getLog() << *m_program;
if (!m_program->isOk())
{
delete m_program;
m_program = DE_NULL;
throw tcu::TestError("Compile failed");
}
gl.genBuffers(1, &m_positionBuffer);
gl.genBuffers(1, &m_elementBuffer);
// Set colors (in dynamic memory to save static data space).
m_colors.resize(numVertices);
m_colors[0] = tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f);
m_colors[1] = tcu::Vec4(0.5f, 1.0f, 0.5f, 1.0f);
m_colors[2] = tcu::Vec4(0.0f, 0.5f, 1.0f, 1.0f);
m_colors[3] = tcu::Vec4(0.0f, 1.0f, 0.0f, 1.0f);
m_colors[4] = tcu::Vec4(0.0f, 1.0f, 1.0f, 1.0f);
m_colors[5] = tcu::Vec4(0.5f, 0.0f, 0.0f, 1.0f);
m_colors[6] = tcu::Vec4(0.5f, 0.0f, 1.0f, 1.0f);
m_colors[7] = tcu::Vec4(0.5f, 0.0f, 0.5f, 1.0f);
m_colors[8] = tcu::Vec4(1.0f, 0.0f, 0.0f, 1.0f);
m_colors[9] = tcu::Vec4(0.5f, 1.0f, 0.0f, 1.0f);
m_colors[10] = tcu::Vec4(0.0f, 0.5f, 0.0f, 1.0f);
m_colors[11] = tcu::Vec4(0.5f, 1.0f, 1.0f, 1.0f);
m_colors[12] = tcu::Vec4(0.0f, 0.0f, 1.0f, 1.0f);
m_colors[13] = tcu::Vec4(1.0f, 0.0f, 0.5f, 1.0f);
m_colors[14] = tcu::Vec4(0.0f, 0.5f, 0.5f, 1.0f);
m_colors[15] = tcu::Vec4(1.0f, 1.0f, 0.5f, 1.0f);
m_colors[16] = tcu::Vec4(1.0f, 0.0f, 1.0f, 1.0f);
m_colors[17] = tcu::Vec4(1.0f, 0.5f, 0.0f, 1.0f);
m_colors[18] = tcu::Vec4(0.0f, 1.0f, 0.5f, 1.0f);
m_colors[19] = tcu::Vec4(1.0f, 0.5f, 1.0f, 1.0f);
m_colors[20] = tcu::Vec4(1.0f, 1.0f, 0.0f, 1.0f);
m_colors[21] = tcu::Vec4(1.0f, 0.5f, 0.5f, 1.0f);
m_colors[22] = tcu::Vec4(0.0f, 0.0f, 0.5f, 1.0f);
m_colors[23] = tcu::Vec4(1.0f, 1.0f, 1.0f, 1.0f);
// Compute positions.
m_positions.resize(numVertices);
DE_ASSERT(numVertices % 3 == 0);
for (int vtxNdx = 0; vtxNdx < numVertices; vtxNdx += 3)
{
const float h = 2.0f * float(quadHeight) / float(viewportH);
const float w = 2.0f * float(quadWidth) / float(viewportW);
const int triNdx = vtxNdx / 3;
const int quadNdx = triNdx / 2;
const int quadY = quadNdx / maxQuadsX;
const int quadX = quadNdx % maxQuadsX;
const float x0 = -1.0f + float(quadX) * w;
const float y0 = -1.0f + float(quadY) * h;
if (triNdx % 2 == 0)
{
m_positions[vtxNdx + 0] = tcu::Vec4(x0, y0, 0.0f, 1.0f);
m_positions[vtxNdx + 1] = tcu::Vec4(x0 + w, y0 + h, 0.0f, 1.0f);
m_positions[vtxNdx + 2] = tcu::Vec4(x0, y0 + h, 0.0f, 1.0f);
}
else
{
m_positions[vtxNdx + 0] = tcu::Vec4(x0 + w, y0 + h, 0.0f, 1.0f);
m_positions[vtxNdx + 1] = tcu::Vec4(x0, y0, 0.0f, 1.0f);
m_positions[vtxNdx + 2] = tcu::Vec4(x0 + w, y0, 0.0f, 1.0f);
}
}
m_viewportW = viewportW;
m_viewportH = viewportH;
m_iterNdx = 0;
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
}
void VertexIDCase::deinit(void)
{
delete m_program;
m_program = DE_NULL;
if (m_positionBuffer)
{
m_context.getRenderContext().getFunctions().deleteBuffers(1, &m_positionBuffer);
m_positionBuffer = 0;
}
if (m_elementBuffer)
{
m_context.getRenderContext().getFunctions().deleteBuffers(1, &m_elementBuffer);
m_elementBuffer = 0;
}
m_positions.clear();
m_colors.clear();
}
class VertexIDReferenceShader : public rr::VertexShader, public rr::FragmentShader
{
public:
enum
{
VARYINGLOC_COLOR = 0
};
VertexIDReferenceShader()
: rr::VertexShader(2, 1) // color and pos in => color out
, rr::FragmentShader(1, 1) // color in => color out
{
this->rr::VertexShader::m_inputs[0].type = rr::GENERICVECTYPE_FLOAT;
this->rr::VertexShader::m_inputs[1].type = rr::GENERICVECTYPE_FLOAT;
this->rr::VertexShader::m_outputs[0].type = rr::GENERICVECTYPE_FLOAT;
this->rr::VertexShader::m_outputs[0].flatshade = false;
this->rr::FragmentShader::m_inputs[0].type = rr::GENERICVECTYPE_FLOAT;
this->rr::FragmentShader::m_inputs[0].flatshade = false;
this->rr::FragmentShader::m_outputs[0].type = rr::GENERICVECTYPE_FLOAT;
}
void shadeVertices(const rr::VertexAttrib *inputs, rr::VertexPacket *const *packets, const int numPackets) const
{
for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
{
const int positionAttrLoc = 0;
const int colorAttrLoc = 1;
rr::VertexPacket &packet = *packets[packetNdx];
// Transform to position
packet.position = rr::readVertexAttribFloat(inputs[positionAttrLoc], packet.instanceNdx, packet.vertexNdx);
// Pass color to FS
packet.outputs[VARYINGLOC_COLOR] =
rr::readVertexAttribFloat(inputs[colorAttrLoc], packet.instanceNdx, packet.vertexNdx);
}
}
void shadeFragments(rr::FragmentPacket *packets, const int numPackets,
const rr::FragmentShadingContext &context) const
{
for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
{
rr::FragmentPacket &packet = packets[packetNdx];
for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
rr::writeFragmentOutput(context, packetNdx, fragNdx, 0,
rr::readVarying<float>(packet, context, VARYINGLOC_COLOR, fragNdx));
}
}
};
void VertexIDCase::renderReference(const tcu::PixelBufferAccess &dst, const int numVertices,
const uint16_t *const indices, const tcu::Vec4 *const positions,
const tcu::Vec4 *const colors, const int subpixelBits)
{
const rr::Renderer referenceRenderer;
const rr::RenderState referenceState(
(rr::ViewportState)(rr::MultisamplePixelBufferAccess::fromSinglesampleAccess(dst)), subpixelBits);
const rr::RenderTarget referenceTarget(rr::MultisamplePixelBufferAccess::fromSinglesampleAccess(dst));
const VertexIDReferenceShader referenceShader;
rr::VertexAttrib attribs[2];
attribs[0].type = rr::VERTEXATTRIBTYPE_FLOAT;
attribs[0].size = 4;
attribs[0].stride = 0;
attribs[0].instanceDivisor = 0;
attribs[0].pointer = positions;
attribs[1].type = rr::VERTEXATTRIBTYPE_FLOAT;
attribs[1].size = 4;
attribs[1].stride = 0;
attribs[1].instanceDivisor = 0;
attribs[1].pointer = colors;
referenceRenderer.draw(
rr::DrawCommand(referenceState, referenceTarget, rr::Program(&referenceShader, &referenceShader), 2, attribs,
rr::PrimitiveList(rr::PRIMITIVETYPE_TRIANGLES, numVertices, rr::DrawIndices(indices))));
}
VertexIDCase::IterateResult VertexIDCase::iterate(void)
{
const glw::Functions &gl = m_context.getRenderContext().getFunctions();
const int width = m_context.getRenderTarget().getWidth();
const int height = m_context.getRenderTarget().getHeight();
const int viewportW = m_viewportW;
const int viewportH = m_viewportH;
const float threshold = 0.02f;
de::Random rnd(0xcf23ab1 ^ deInt32Hash(m_iterNdx));
tcu::Surface refImg(viewportW, viewportH);
tcu::Surface testImg(viewportW, viewportH);
const int viewportX = rnd.getInt(0, width - viewportW);
const int viewportY = rnd.getInt(0, height - viewportH);
const int posLoc = gl.getAttribLocation(m_program->getProgram(), "a_position");
const int colorsLoc = gl.getUniformLocation(m_program->getProgram(), "u_colors[0]");
const tcu::Vec4 clearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Setup common state.
gl.viewport(viewportX, viewportY, viewportW, viewportH);
gl.useProgram(m_program->getProgram());
gl.bindBuffer(GL_ARRAY_BUFFER, m_positionBuffer);
gl.enableVertexAttribArray(posLoc);
gl.vertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL);
gl.uniform4fv(colorsLoc, (int)m_colors.size(), (const float *)&m_colors[0]);
// Clear render target to black.
gl.clearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w());
gl.clear(GL_COLOR_BUFFER_BIT);
tcu::clear(refImg.getAccess(), clearColor);
int subpixelBits = 0;
gl.getIntegerv(GL_SUBPIXEL_BITS, &subpixelBits);
if (m_iterNdx == 0)
{
tcu::ScopedLogSection logSection(m_testCtx.getLog(), "Iter0", "glDrawArrays()");
vector<uint16_t> indices(m_positions.size());
gl.bufferData(GL_ARRAY_BUFFER, (int)(m_positions.size() * sizeof(tcu::Vec4)), &m_positions[0], GL_DYNAMIC_DRAW);
gl.drawArrays(GL_TRIANGLES, 0, (int)m_positions.size());
glu::readPixels(m_context.getRenderContext(), viewportX, viewportY, testImg.getAccess());
GLU_EXPECT_NO_ERROR(gl.getError(), "Draw");
// Reference indices
for (int ndx = 0; ndx < (int)indices.size(); ndx++)
indices[ndx] = (uint16_t)ndx;
renderReference(refImg.getAccess(), (int)m_positions.size(), &indices[0], &m_positions[0], &m_colors[0],
subpixelBits);
}
else if (m_iterNdx == 1)
{
tcu::ScopedLogSection logSection(m_testCtx.getLog(), "Iter1", "glDrawElements(), indices in client-side array");
vector<uint16_t> indices(m_positions.size());
vector<tcu::Vec4> mappedPos(m_positions.size());
// Compute initial indices and suffle
for (int ndx = 0; ndx < (int)indices.size(); ndx++)
indices[ndx] = (uint16_t)ndx;
rnd.shuffle(indices.begin(), indices.end());
// Use indices to re-map positions.
for (int ndx = 0; ndx < (int)indices.size(); ndx++)
mappedPos[indices[ndx]] = m_positions[ndx];
gl.bufferData(GL_ARRAY_BUFFER, (int)(m_positions.size() * sizeof(tcu::Vec4)), &mappedPos[0], GL_DYNAMIC_DRAW);
gl.drawElements(GL_TRIANGLES, (int)indices.size(), GL_UNSIGNED_SHORT, &indices[0]);
glu::readPixels(m_context.getRenderContext(), viewportX, viewportY, testImg.getAccess());
GLU_EXPECT_NO_ERROR(gl.getError(), "Draw");
renderReference(refImg.getAccess(), (int)indices.size(), &indices[0], &mappedPos[0], &m_colors[0],
subpixelBits);
}
else if (m_iterNdx == 2)
{
tcu::ScopedLogSection logSection(m_testCtx.getLog(), "Iter2", "glDrawElements(), indices in buffer");
vector<uint16_t> indices(m_positions.size());
vector<tcu::Vec4> mappedPos(m_positions.size());
// Compute initial indices and suffle
for (int ndx = 0; ndx < (int)indices.size(); ndx++)
indices[ndx] = (uint16_t)ndx;
rnd.shuffle(indices.begin(), indices.end());
// Use indices to re-map positions.
for (int ndx = 0; ndx < (int)indices.size(); ndx++)
mappedPos[indices[ndx]] = m_positions[ndx];
gl.bindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_elementBuffer);
gl.bufferData(GL_ELEMENT_ARRAY_BUFFER, (int)(indices.size() * sizeof(uint16_t)), &indices[0], GL_DYNAMIC_DRAW);
gl.bufferData(GL_ARRAY_BUFFER, (int)(m_positions.size() * sizeof(tcu::Vec4)), &mappedPos[0], GL_DYNAMIC_DRAW);
gl.drawElements(GL_TRIANGLES, (int)indices.size(), GL_UNSIGNED_SHORT, DE_NULL);
glu::readPixels(m_context.getRenderContext(), viewportX, viewportY, testImg.getAccess());
GLU_EXPECT_NO_ERROR(gl.getError(), "Draw");
tcu::clear(refImg.getAccess(), clearColor);
renderReference(refImg.getAccess(), (int)indices.size(), &indices[0], &mappedPos[0], &m_colors[0],
subpixelBits);
}
else
DE_ASSERT(false);
if (!tcu::fuzzyCompare(m_testCtx.getLog(), "Result", "Image comparison result", refImg, testImg, threshold,
tcu::COMPARE_LOG_RESULT))
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Image comparison failed");
m_iterNdx += 1;
return (m_iterNdx < 3) ? CONTINUE : STOP;
}
ShaderBuiltinVarTests::ShaderBuiltinVarTests(Context &context)
: TestCaseGroup(context, "builtin_variable", "Built-in Variable Tests")
{
}
ShaderBuiltinVarTests::~ShaderBuiltinVarTests(void)
{
}
void ShaderBuiltinVarTests::init(void)
{
// Builtin constants.
static const struct
{
const char *caseName;
const char *varName;
ShaderBuiltinConstantCase::GetConstantValueFunc getValue;
} builtinConstants[] = {
// GLES 2.
{"max_vertex_attribs", "gl_MaxVertexAttribs", getInteger<GL_MAX_VERTEX_ATTRIBS>},
{"max_vertex_uniform_vectors", "gl_MaxVertexUniformVectors", getInteger<GL_MAX_VERTEX_UNIFORM_VECTORS>},
{"max_fragment_uniform_vectors", "gl_MaxFragmentUniformVectors", getInteger<GL_MAX_FRAGMENT_UNIFORM_VECTORS>},
{"max_texture_image_units", "gl_MaxTextureImageUnits", getInteger<GL_MAX_TEXTURE_IMAGE_UNITS>},
{"max_vertex_texture_image_units", "gl_MaxVertexTextureImageUnits",
getInteger<GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS>},
{"max_combined_texture_image_units", "gl_MaxCombinedTextureImageUnits",
getInteger<GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS>},
{"max_draw_buffers", "gl_MaxDrawBuffers", getInteger<GL_MAX_DRAW_BUFFERS>},
// GLES 3.
{"max_vertex_output_vectors", "gl_MaxVertexOutputVectors",
getVectorsFromComps<GL_MAX_VERTEX_OUTPUT_COMPONENTS>},
{"max_fragment_input_vectors", "gl_MaxFragmentInputVectors",
getVectorsFromComps<GL_MAX_FRAGMENT_INPUT_COMPONENTS>},
{"min_program_texel_offset", "gl_MinProgramTexelOffset", getInteger<GL_MIN_PROGRAM_TEXEL_OFFSET>},
{"max_program_texel_offset", "gl_MaxProgramTexelOffset", getInteger<GL_MAX_PROGRAM_TEXEL_OFFSET>}};
for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(builtinConstants); ndx++)
{
const char *const caseName = builtinConstants[ndx].caseName;
const char *const varName = builtinConstants[ndx].varName;
const ShaderBuiltinConstantCase::GetConstantValueFunc getValue = builtinConstants[ndx].getValue;
addChild(new ShaderBuiltinConstantCase(m_context, (string(caseName) + "_vertex").c_str(), varName, varName,
getValue, glu::SHADERTYPE_VERTEX));
addChild(new ShaderBuiltinConstantCase(m_context, (string(caseName) + "_fragment").c_str(), varName, varName,
getValue, glu::SHADERTYPE_FRAGMENT));
}
addChild(new ShaderDepthRangeTest(m_context, "depth_range_vertex", "gl_DepthRange", true));
addChild(new ShaderDepthRangeTest(m_context, "depth_range_fragment", "gl_DepthRange", false));
// Vertex shader builtin variables.
addChild(new VertexIDCase(m_context));
// \todo [2013-03-20 pyry] gl_InstanceID -- tested in instancing tests quite thoroughly.
// Fragment shader builtin variables.
addChild(new FragCoordXYZCase(m_context));
addChild(new FragCoordWCase(m_context));
addChild(new PointCoordCase(m_context));
addChild(new FrontFacingCase(m_context));
}
} // namespace Functional
} // namespace gles3
} // namespace deqp