blob: 554539d4492dfe94350173cf70b882968cc1b39c [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 Polygon offset tests.
*//*--------------------------------------------------------------------*/
#include "es3fPolygonOffsetTests.hpp"
#include "deStringUtil.hpp"
#include "deRandom.hpp"
#include "gluContextInfo.hpp"
#include "gluRenderContext.hpp"
#include "gluShaderProgram.hpp"
#include "gluPixelTransfer.hpp"
#include "gluStrUtil.hpp"
#include "glwEnums.hpp"
#include "glwDefs.hpp"
#include "glwFunctions.hpp"
#include "tcuTestContext.hpp"
#include "tcuTestLog.hpp"
#include "tcuTextureUtil.hpp"
#include "tcuRenderTarget.hpp"
#include "tcuVectorUtil.hpp"
#include "rrRenderer.hpp"
#include "rrFragmentOperations.hpp"
#include "sglrReferenceContext.hpp"
#include <string>
#include <limits>
using namespace glw; // GLint and other GL types
namespace deqp
{
namespace gles3
{
namespace Functional
{
namespace
{
const char* s_shaderSourceVertex = "#version 300 es\n"
"in highp vec4 a_position;\n"
"in highp vec4 a_color;\n"
"out highp vec4 v_color;\n"
"void main (void)\n"
"{\n"
" gl_Position = a_position;\n"
" v_color = a_color;\n"
"}\n";
const char* s_shaderSourceFragment = "#version 300 es\n"
"in highp vec4 v_color;\n"
"layout(location = 0) out mediump vec4 fragColor;"
"void main (void)\n"
"{\n"
" fragColor = v_color;\n"
"}\n";
static const tcu::Vec4 MASK_COLOR_OK = tcu::Vec4(0.0f, 0.1f, 0.0f, 1.0f);
static const tcu::Vec4 MASK_COLOR_DEV = tcu::Vec4(0.8f, 0.5f, 0.0f, 1.0f);
static const tcu::Vec4 MASK_COLOR_FAIL = tcu::Vec4(1.0f, 0.0f, 1.0f, 1.0f);
inline bool compareThreshold (const tcu::IVec4& a, const tcu::IVec4& b, const tcu::IVec4& threshold)
{
return tcu::boolAll(tcu::lessThanEqual(tcu::abs(a - b), threshold));
}
/*--------------------------------------------------------------------*//*!
* \brief Pixelwise comparison of two images.
* \note copied & modified from glsRasterizationTests
*
* Kernel radius defines maximum allowed distance. If radius is 0, only
* perfect match is allowed. Radius of 1 gives a 3x3 kernel.
*
* Return values: -1 = Perfect match
* 0 = Deviation within kernel
* >0 = Number of faulty pixels
*//*--------------------------------------------------------------------*/
int compareImages (tcu::TestLog& log, glu::RenderContext& renderCtx, const tcu::ConstPixelBufferAccess& test, const tcu::ConstPixelBufferAccess& ref, const tcu::PixelBufferAccess& diffMask, int radius)
{
const int height = test.getHeight();
const int width = test.getWidth();
const int colorThreshold = 128;
const tcu::RGBA formatThreshold = renderCtx.getRenderTarget().getPixelFormat().getColorThreshold();
const tcu::IVec4 threshold = tcu::IVec4(colorThreshold, colorThreshold, colorThreshold, formatThreshold.getAlpha() > 0 ? colorThreshold : 0)
+ tcu::IVec4(formatThreshold.getRed(), formatThreshold.getGreen(), formatThreshold.getBlue(), formatThreshold.getAlpha());
int deviatingPixels = 0;
int faultyPixels = 0;
int compareFailed = -1;
tcu::clear(diffMask, MASK_COLOR_OK);
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
const tcu::IVec4 cRef = ref.getPixelInt(x, y);
// Pixelwise match, no deviation or fault
{
const tcu::IVec4 cTest = test.getPixelInt(x, y);
if (compareThreshold(cRef, cTest, threshold))
continue;
}
// If not, search within kernel radius
{
const int kYmin = deMax32(y - radius, 0);
const int kYmax = deMin32(y + radius, height-1);
const int kXmin = deMax32(x - radius, 0);
const int kXmax = deMin32(x + radius, width-1);
bool found = false;
for (int kY = kYmin; kY <= kYmax; kY++)
for (int kX = kXmin; kX <= kXmax; kX++)
{
const tcu::IVec4 cTest = test.getPixelInt(kX, kY);
if (compareThreshold(cRef, cTest, threshold))
found = true;
}
if (found) // The pixel is deviating if the color is found inside the kernel
{
diffMask.setPixel(MASK_COLOR_DEV, x, y);
if (compareFailed == -1)
compareFailed = 0;
deviatingPixels++;
continue;
}
}
diffMask.setPixel(MASK_COLOR_FAIL, x, y);
faultyPixels++; // The pixel is faulty if the color is not found
compareFailed = 1;
}
}
log << tcu::TestLog::Message << faultyPixels << " faulty pixel(s) found." << tcu::TestLog::EndMessage;
return (compareFailed == 1 ? faultyPixels : compareFailed);
}
void verifyImages (tcu::TestLog& log, tcu::TestContext& testCtx, glu::RenderContext& renderCtx, const tcu::ConstPixelBufferAccess& testImage, const tcu::ConstPixelBufferAccess& referenceImage)
{
using tcu::TestLog;
const int kernelRadius = 1;
const int faultyPixelLimit = 20;
int faultyPixels;
tcu::Surface diffMask (testImage.getWidth(), testImage.getHeight());
faultyPixels = compareImages(log, renderCtx, referenceImage, testImage, diffMask.getAccess(), kernelRadius);
if (faultyPixels > faultyPixelLimit)
{
log << TestLog::ImageSet("Images", "Image comparison");
log << TestLog::Image("Test image", "Test image", testImage);
log << TestLog::Image("Reference image", "Reference image", referenceImage);
log << TestLog::Image("Difference mask", "Difference mask", diffMask.getAccess());
log << TestLog::EndImageSet;
log << tcu::TestLog::Message << "Got " << faultyPixels << " faulty pixel(s)." << tcu::TestLog::EndMessage;
testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Got faulty pixels");
}
}
void verifyError (tcu::TestContext& testCtx, const glw::Functions& gl, GLenum expected)
{
deUint32 got = gl.getError();
if (got != expected)
{
testCtx.getLog() << tcu::TestLog::Message << "// ERROR: expected " << glu::getErrorStr(expected) << "; got " << glu::getErrorStr(got) << tcu::TestLog::EndMessage;
if (testCtx.getTestResult() == QP_TEST_RESULT_PASS)
testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Got invalid error");
}
}
void checkCanvasSize (int width, int height, int minWidth, int minHeight)
{
if (width < minWidth || height < minHeight)
throw tcu::NotSupportedError(std::string("Render context size must be at least ") + de::toString(minWidth) + "x" + de::toString(minWidth));
}
class PositionColorShader : public sglr::ShaderProgram
{
public:
enum
{
VARYINGLOC_COLOR = 0
};
PositionColorShader (void);
void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const;
void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const;
};
PositionColorShader::PositionColorShader (void)
: sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
<< sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
<< sglr::pdec::VertexAttribute("a_color", rr::GENERICVECTYPE_FLOAT)
<< sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
<< sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT)
<< sglr::pdec::VertexSource(s_shaderSourceVertex)
<< sglr::pdec::FragmentSource(s_shaderSourceFragment))
{
}
void PositionColorShader::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 PositionColorShader::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::readTriangleVarying<float>(packet, context, VARYINGLOC_COLOR, fragNdx));
}
}
// PolygonOffsetTestCase
class PolygonOffsetTestCase : public TestCase
{
public:
PolygonOffsetTestCase (Context& context, const char* name, const char* description, GLenum internalFormat, const char* internalFormatName, int canvasSize);
virtual void testPolygonOffset (void) = DE_NULL;
IterateResult iterate (void);
protected:
const GLenum m_internalFormat;
const char* m_internalFormatName;
const int m_targetSize;
};
PolygonOffsetTestCase::PolygonOffsetTestCase (Context& context, const char* name, const char* description, GLenum internalFormat, const char* internalFormatName, int canvasSize)
: TestCase (context, name, description)
, m_internalFormat (internalFormat)
, m_internalFormatName (internalFormatName)
, m_targetSize (canvasSize)
{
}
PolygonOffsetTestCase::IterateResult PolygonOffsetTestCase::iterate (void)
{
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
m_testCtx.getLog() << tcu::TestLog::Message << "Testing PolygonOffset with " << m_internalFormatName << " depth buffer." << tcu::TestLog::EndMessage;
if (m_internalFormat == 0)
{
// default framebuffer
const int width = m_context.getRenderTarget().getWidth();
const int height = m_context.getRenderTarget().getHeight();
checkCanvasSize(width, height, m_targetSize, m_targetSize);
if (m_context.getRenderTarget().getDepthBits() == 0)
throw tcu::NotSupportedError("polygon offset tests require depth buffer");
testPolygonOffset();
}
else
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
// framebuffer object
GLuint colorRboId = 0;
GLuint depthRboId = 0;
GLuint fboId = 0;
bool fboComplete;
gl.genRenderbuffers(1, &colorRboId);
gl.bindRenderbuffer(GL_RENDERBUFFER, colorRboId);
gl.renderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, m_targetSize, m_targetSize);
verifyError(m_testCtx, gl, GL_NO_ERROR);
gl.genRenderbuffers(1, &depthRboId);
gl.bindRenderbuffer(GL_RENDERBUFFER, depthRboId);
gl.renderbufferStorage(GL_RENDERBUFFER, m_internalFormat, m_targetSize, m_targetSize);
verifyError(m_testCtx, gl, GL_NO_ERROR);
gl.genFramebuffers(1, &fboId);
gl.bindFramebuffer(GL_FRAMEBUFFER, fboId);
gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRboId);
gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRboId);
verifyError(m_testCtx, gl, GL_NO_ERROR);
fboComplete = gl.checkFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
if (fboComplete)
testPolygonOffset();
gl.deleteFramebuffers(1, &fboId);
gl.deleteRenderbuffers(1, &depthRboId);
gl.deleteRenderbuffers(1, &colorRboId);
if (!fboComplete)
throw tcu::NotSupportedError("could not create fbo for testing.");
}
return STOP;
}
// UsageTestCase
class UsageTestCase : public PolygonOffsetTestCase
{
public:
UsageTestCase (Context& context, const char* name, const char* description, GLenum internalFormat, const char* internalFormatName);
void testPolygonOffset (void);
};
UsageTestCase::UsageTestCase (Context& context, const char* name, const char* description, GLenum internalFormat, const char* internalFormatName)
: PolygonOffsetTestCase(context, name, description, internalFormat, internalFormatName, 200)
{
}
void UsageTestCase::testPolygonOffset (void)
{
using tcu::TestLog;
const tcu::Vec4 triangle[] =
{
tcu::Vec4(-1, 1, 0, 1),
tcu::Vec4( 1, 1, 0, 1),
tcu::Vec4( 1, -1, 0, 1),
};
tcu::TestLog& log = m_testCtx.getLog();
tcu::Surface testImage (m_targetSize, m_targetSize);
tcu::Surface referenceImage (m_targetSize, m_targetSize);
// render test image
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
const glu::ShaderProgram program (m_context.getRenderContext(), glu::makeVtxFragSources(s_shaderSourceVertex, s_shaderSourceFragment));
const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position");
const GLint colorLoc = gl.getAttribLocation(program.getProgram(), "a_color");
if (!program.isOk())
{
log << program;
TCU_FAIL("Shader compile failed.");
}
gl.clearColor (0, 0, 0, 1);
gl.clearDepthf (1.0f);
gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gl.viewport (0, 0, m_targetSize, m_targetSize);
gl.useProgram (program.getProgram());
gl.enable (GL_DEPTH_TEST);
gl.depthFunc (GL_LEQUAL); // make test pass if polygon offset doesn't do anything. It has its own test case. This test is only for to detect always-on cases.
log << TestLog::Message << "DepthFunc = GL_LEQUAL" << TestLog::EndMessage;
gl.enableVertexAttribArray (positionLoc);
gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangle);
//draw back (offset disabled)
log << TestLog::Message << "Draw bottom-right. Color = White.\tState: PolygonOffset(0, -2), POLYGON_OFFSET_FILL disabled." << TestLog::EndMessage;
gl.polygonOffset (0, -2);
gl.disable (GL_POLYGON_OFFSET_FILL);
gl.vertexAttrib4f (colorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
gl.drawArrays (GL_TRIANGLES, 0, 3);
//draw front
log << TestLog::Message << "Draw bottom-right. Color = Red.\tState: PolygonOffset(0, -1), POLYGON_OFFSET_FILL enabled." << TestLog::EndMessage;
gl.polygonOffset (0, -1);
gl.enable (GL_POLYGON_OFFSET_FILL);
gl.vertexAttrib4f (colorLoc, 1.0f, 0.0f, 0.0f, 1.0f);
gl.drawArrays (GL_TRIANGLES, 0, 3);
gl.disableVertexAttribArray (positionLoc);
gl.useProgram (0);
gl.finish ();
glu::readPixels(m_context.getRenderContext(), 0, 0, testImage.getAccess());
}
// render reference image
{
rr::Renderer referenceRenderer;
rr::VertexAttrib attribs[2];
rr::RenderState state((rr::ViewportState)(rr::WindowRectangle(0, 0, m_targetSize, m_targetSize)));
PositionColorShader program;
attribs[0].type = rr::VERTEXATTRIBTYPE_FLOAT;
attribs[0].size = 4;
attribs[0].stride = 0;
attribs[0].instanceDivisor = 0;
attribs[0].pointer = triangle;
attribs[1].type = rr::VERTEXATTRIBTYPE_DONT_CARE;
attribs[1].generic = tcu::Vec4(1.0f, 0.0f, 0.0f, 1.0f);
tcu::clear(referenceImage.getAccess(), tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f));
log << TestLog::Message << "Expecting: Bottom-right = Red." << TestLog::EndMessage;
referenceRenderer.draw(
rr::DrawCommand(
state,
rr::RenderTarget(rr::MultisamplePixelBufferAccess::fromSinglesampleAccess(referenceImage.getAccess())),
rr::Program(program.getVertexShader(), program.getFragmentShader()),
2,
attribs,
rr::PrimitiveList(rr::PRIMITIVETYPE_TRIANGLES, 3, 0)));
}
// compare
verifyImages(log, m_testCtx, m_context.getRenderContext(), testImage.getAccess(), referenceImage.getAccess());
}
// UsageDisplacementTestCase
class UsageDisplacementTestCase : public PolygonOffsetTestCase
{
public:
UsageDisplacementTestCase (Context& context, const char* name, const char* description, GLenum internalFormat, const char* internalFormatName);
private:
tcu::Vec4 genRandomVec4 (de::Random& rnd) const;
void testPolygonOffset (void);
};
UsageDisplacementTestCase::UsageDisplacementTestCase (Context& context, const char* name, const char* description, GLenum internalFormat, const char* internalFormatName)
: PolygonOffsetTestCase(context, name, description, internalFormat, internalFormatName, 200)
{
}
tcu::Vec4 UsageDisplacementTestCase::genRandomVec4 (de::Random& rnd) const
{
// generater triangle endpoint with following properties
// 1) it will not be clipped
// 2) it is not near either far or near plane to prevent possible problems related to depth clamping
// => w >= 1.0 and z in (-0.9, 0.9) range
tcu::Vec4 retVal;
retVal.x() = rnd.getFloat(-1, 1);
retVal.y() = rnd.getFloat(-1, 1);
retVal.z() = rnd.getFloat(-0.9f, 0.9f);
retVal.w() = 1.0f + rnd.getFloat();
return retVal;
}
void UsageDisplacementTestCase::testPolygonOffset (void)
{
using tcu::TestLog;
de::Random rnd (0xdec0de);
tcu::TestLog& log = m_testCtx.getLog();
tcu::Surface testImage (m_targetSize, m_targetSize);
tcu::Surface referenceImage (m_targetSize, m_targetSize);
// render test image
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
const glu::ShaderProgram program (m_context.getRenderContext(), glu::makeVtxFragSources(s_shaderSourceVertex, s_shaderSourceFragment));
const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position");
const GLint colorLoc = gl.getAttribLocation(program.getProgram(), "a_color");
const int numIterations = 40;
if (!program.isOk())
{
log << program;
TCU_FAIL("Shader compile failed.");
}
gl.clearColor (0, 0, 0, 1);
gl.clearDepthf (1.0f);
gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gl.viewport (0, 0, m_targetSize, m_targetSize);
gl.useProgram (program.getProgram());
gl.enable (GL_DEPTH_TEST);
gl.enable (GL_POLYGON_OFFSET_FILL);
gl.enableVertexAttribArray (positionLoc);
gl.vertexAttrib4f (colorLoc, 0.0f, 1.0f, 0.0f, 1.0f);
log << TestLog::Message << "Framebuffer cleared, clear color = Black." << TestLog::EndMessage;
log << TestLog::Message << "POLYGON_OFFSET_FILL enabled." << TestLog::EndMessage;
// draw colorless (mask = 0,0,0) triangle at random* location, set offset and render green triangle with depthfunc = equal
// *) w >= 1.0 and z in (-1, 1) range
for (int iterationNdx = 0; iterationNdx < numIterations; ++iterationNdx)
{
const bool offsetDirection = rnd.getBool();
const float offset = offsetDirection ? -1.0f : 1.0f;
tcu::Vec4 triangle[3];
for (int vertexNdx = 0; vertexNdx < DE_LENGTH_OF_ARRAY(triangle); ++vertexNdx)
triangle[vertexNdx] = genRandomVec4(rnd);
gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangle);
log << TestLog::Message << "Setup triangle with random coordinates:" << TestLog::EndMessage;
for (size_t ndx = 0; ndx < DE_LENGTH_OF_ARRAY(triangle); ++ndx)
log << TestLog::Message
<< "\tx=" << triangle[ndx].x()
<< "\ty=" << triangle[ndx].y()
<< "\tz=" << triangle[ndx].z()
<< "\tw=" << triangle[ndx].w()
<< TestLog::EndMessage;
log << TestLog::Message << "Draw colorless triangle.\tState: DepthFunc = GL_ALWAYS, PolygonOffset(0, 0)." << TestLog::EndMessage;
gl.depthFunc (GL_ALWAYS);
gl.polygonOffset (0, 0);
gl.colorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
gl.drawArrays (GL_TRIANGLES, 0, 3);
// all fragments should have different Z => DepthFunc == GL_EQUAL fails with every fragment
log << TestLog::Message << "Draw green triangle.\tState: DepthFunc = GL_EQUAL, PolygonOffset(0, " << offset << ")." << TestLog::EndMessage;
gl.depthFunc (GL_EQUAL);
gl.polygonOffset (0, offset);
gl.colorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
gl.drawArrays (GL_TRIANGLES, 0, 3);
log << TestLog::Message << TestLog::EndMessage; // empty line for clarity
}
gl.disableVertexAttribArray (positionLoc);
gl.useProgram (0);
gl.finish ();
glu::readPixels(m_context.getRenderContext(), 0, 0, testImage.getAccess());
}
// render reference image
log << TestLog::Message << "Expecting black framebuffer." << TestLog::EndMessage;
tcu::clear(referenceImage.getAccess(), tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f));
// compare
verifyImages(log, m_testCtx, m_context.getRenderContext(), testImage.getAccess(), referenceImage.getAccess());
}
// UsagePositiveNegativeTestCase
class UsagePositiveNegativeTestCase : public PolygonOffsetTestCase
{
public:
UsagePositiveNegativeTestCase (Context& context, const char* name, const char* description, GLenum internalFormat, const char* internalFormatName);
void testPolygonOffset (void);
};
UsagePositiveNegativeTestCase::UsagePositiveNegativeTestCase (Context& context, const char* name, const char* description, GLenum internalFormat, const char* internalFormatName)
: PolygonOffsetTestCase(context, name, description, internalFormat, internalFormatName, 200)
{
}
void UsagePositiveNegativeTestCase::testPolygonOffset (void)
{
using tcu::TestLog;
const tcu::Vec4 triangleBottomRight[] =
{
tcu::Vec4(-1, 1, 0, 1),
tcu::Vec4( 1, 1, 0, 1),
tcu::Vec4( 1, -1, 0, 1),
};
const tcu::Vec4 triangleTopLeft[] =
{
tcu::Vec4(-1, -1, 0, 1),
tcu::Vec4(-1, 1, 0, 1),
tcu::Vec4( 1, -1, 0, 1),
};
tcu::TestLog& log = m_testCtx.getLog();
tcu::Surface testImage (m_targetSize, m_targetSize);
tcu::Surface referenceImage (m_targetSize, m_targetSize);
// render test image
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
const glu::ShaderProgram program (m_context.getRenderContext(), glu::makeVtxFragSources(s_shaderSourceVertex, s_shaderSourceFragment));
const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position");
const GLint colorLoc = gl.getAttribLocation(program.getProgram(), "a_color");
if (!program.isOk())
{
log << program;
TCU_FAIL("Shader compile failed.");
}
gl.clearColor (0, 0, 0, 1);
gl.clearDepthf (1.0f);
gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gl.viewport (0, 0, m_targetSize, m_targetSize);
gl.depthFunc (GL_LESS);
gl.useProgram (program.getProgram());
gl.enable (GL_DEPTH_TEST);
gl.enable (GL_POLYGON_OFFSET_FILL);
gl.enableVertexAttribArray (positionLoc);
log << TestLog::Message << "DepthFunc = GL_LESS." << TestLog::EndMessage;
log << TestLog::Message << "POLYGON_OFFSET_FILL enabled." << TestLog::EndMessage;
//draw top left (negative offset test)
{
gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangleTopLeft);
log << TestLog::Message << "Draw top-left. Color = White.\tState: PolygonOffset(0, 0)." << TestLog::EndMessage;
gl.polygonOffset (0, 0);
gl.vertexAttrib4f (colorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
gl.drawArrays (GL_TRIANGLES, 0, 3);
log << TestLog::Message << "Draw top-left. Color = Green.\tState: PolygonOffset(0, -1)." << TestLog::EndMessage;
gl.polygonOffset (0, -1);
gl.vertexAttrib4f (colorLoc, 0.0f, 1.0f, 0.0f, 1.0f);
gl.drawArrays (GL_TRIANGLES, 0, 3);
}
//draw bottom right (positive offset test)
{
gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangleBottomRight);
log << TestLog::Message << "Draw bottom-right. Color = White.\tState: PolygonOffset(0, 1)." << TestLog::EndMessage;
gl.polygonOffset (0, 1);
gl.vertexAttrib4f (colorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
gl.drawArrays (GL_TRIANGLES, 0, 3);
log << TestLog::Message << "Draw bottom-right. Color = Yellow.\tState: PolygonOffset(0, 0)." << TestLog::EndMessage;
gl.polygonOffset (0, 0);
gl.vertexAttrib4f (colorLoc, 1.0f, 1.0f, 0.0f, 1.0f);
gl.drawArrays (GL_TRIANGLES, 0, 3);
}
gl.disableVertexAttribArray (positionLoc);
gl.useProgram (0);
gl.finish ();
glu::readPixels(m_context.getRenderContext(), 0, 0, testImage.getAccess());
}
// render reference image
{
rr::Renderer referenceRenderer;
rr::VertexAttrib attribs[2];
rr::RenderState state((rr::ViewportState)(rr::WindowRectangle(0, 0, m_targetSize, m_targetSize)));
PositionColorShader program;
attribs[0].type = rr::VERTEXATTRIBTYPE_FLOAT;
attribs[0].size = 4;
attribs[0].stride = 0;
attribs[0].instanceDivisor = 0;
attribs[0].pointer = triangleTopLeft;
attribs[1].type = rr::VERTEXATTRIBTYPE_DONT_CARE;
attribs[1].generic = tcu::Vec4(0.0f, 1.0f, 0.0f, 1.0f);
tcu::clear(referenceImage.getAccess(), tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f));
log << TestLog::Message << "Expecting: Top-left = Green, Bottom-right = Yellow." << TestLog::EndMessage;
referenceRenderer.draw(
rr::DrawCommand(
state,
rr::RenderTarget(rr::MultisamplePixelBufferAccess::fromSinglesampleAccess(referenceImage.getAccess())),
rr::Program(program.getVertexShader(), program.getFragmentShader()),
2,
attribs,
rr::PrimitiveList(rr::PRIMITIVETYPE_TRIANGLES, 3, 0)));
attribs[0].pointer = triangleBottomRight;
attribs[1].generic = tcu::Vec4(1.0f, 1.0f, 0.0f, 1.0f);
referenceRenderer.draw(
rr::DrawCommand(
state,
rr::RenderTarget(rr::MultisamplePixelBufferAccess::fromSinglesampleAccess(referenceImage.getAccess())),
rr::Program(program.getVertexShader(), program.getFragmentShader()),
2,
attribs,
rr::PrimitiveList(rr::PRIMITIVETYPE_TRIANGLES, 3, 0)));
}
// compare
verifyImages(log, m_testCtx, m_context.getRenderContext(), testImage.getAccess(), referenceImage.getAccess());
}
// ResultClampingTestCase
class ResultClampingTestCase : public PolygonOffsetTestCase
{
public:
ResultClampingTestCase (Context& context, const char* name, const char* description, GLenum internalFormat, const char* internalFormatName);
void testPolygonOffset (void);
};
ResultClampingTestCase::ResultClampingTestCase (Context& context, const char* name, const char* description, GLenum internalFormat, const char* internalFormatName)
: PolygonOffsetTestCase(context, name, description, internalFormat, internalFormatName, 200)
{
}
void ResultClampingTestCase::testPolygonOffset (void)
{
using tcu::TestLog;
const tcu::Vec4 triangleBottomRight[] =
{
tcu::Vec4(-1, 1, 1, 1),
tcu::Vec4( 1, 1, 1, 1),
tcu::Vec4( 1, -1, 1, 1),
};
const tcu::Vec4 triangleTopLeft[] =
{
tcu::Vec4(-1, -1, -1, 1),
tcu::Vec4(-1, 1, -1, 1),
tcu::Vec4( 1, -1, -1, 1),
};
tcu::TestLog& log = m_testCtx.getLog();
tcu::Surface testImage (m_targetSize, m_targetSize);
tcu::Surface referenceImage (m_targetSize, m_targetSize);
// render test image
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
const glu::ShaderProgram program (m_context.getRenderContext(), glu::makeVtxFragSources(s_shaderSourceVertex, s_shaderSourceFragment));
const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position");
const GLint colorLoc = gl.getAttribLocation(program.getProgram(), "a_color");
if (!program.isOk())
{
log << program;
TCU_FAIL("Shader compile failed.");
}
gl.clearColor (0, 0, 0, 1);
gl.clearDepthf (1.0f);
gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gl.viewport (0, 0, m_targetSize, m_targetSize);
gl.useProgram (program.getProgram());
gl.enable (GL_DEPTH_TEST);
gl.enable (GL_POLYGON_OFFSET_FILL);
gl.enableVertexAttribArray (positionLoc);
log << TestLog::Message << "POLYGON_OFFSET_FILL enabled." << TestLog::EndMessage;
//draw bottom right (far)
{
gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangleBottomRight);
log << TestLog::Message << "Draw bottom-right. Color = White.\tState: DepthFunc = ALWAYS, PolygonOffset(0, 8), Polygon Z = 1.0. (Result depth should clamp to 1.0)." << TestLog::EndMessage;
gl.depthFunc (GL_ALWAYS);
gl.polygonOffset (0, 8);
gl.vertexAttrib4f (colorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
gl.drawArrays (GL_TRIANGLES, 0, 3);
log << TestLog::Message << "Draw bottom-right. Color = Red.\tState: DepthFunc = GREATER, PolygonOffset(0, 9), Polygon Z = 1.0. (Result depth should clamp to 1.0 too)" << TestLog::EndMessage;
gl.depthFunc (GL_GREATER);
gl.polygonOffset (0, 9);
gl.vertexAttrib4f (colorLoc, 1.0f, 0.0f, 0.0f, 1.0f);
gl.drawArrays (GL_TRIANGLES, 0, 3);
}
//draw top left (near)
{
gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangleTopLeft);
log << TestLog::Message << "Draw top-left. Color = White.\tState: DepthFunc = ALWAYS, PolygonOffset(0, -8), Polygon Z = -1.0. (Result depth should clamp to -1.0)" << TestLog::EndMessage;
gl.depthFunc (GL_ALWAYS);
gl.polygonOffset (0, -8);
gl.vertexAttrib4f (colorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
gl.drawArrays (GL_TRIANGLES, 0, 3);
log << TestLog::Message << "Draw top-left. Color = Yellow.\tState: DepthFunc = LESS, PolygonOffset(0, -9), Polygon Z = -1.0. (Result depth should clamp to -1.0 too)." << TestLog::EndMessage;
gl.depthFunc (GL_LESS);
gl.polygonOffset (0, -9);
gl.vertexAttrib4f (colorLoc, 1.0f, 1.0f, 0.0f, 1.0f);
gl.drawArrays (GL_TRIANGLES, 0, 3);
}
gl.disableVertexAttribArray (positionLoc);
gl.useProgram (0);
gl.finish ();
glu::readPixels(m_context.getRenderContext(), 0, 0, testImage.getAccess());
}
// render reference image
log << TestLog::Message << "Expecting: Top-left = White, Bottom-right = White." << TestLog::EndMessage;
tcu::clear(referenceImage.getAccess(), tcu::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
// compare
verifyImages(log, m_testCtx, m_context.getRenderContext(), testImage.getAccess(), referenceImage.getAccess());
}
// UsageSlopeTestCase
class UsageSlopeTestCase : public PolygonOffsetTestCase
{
public:
UsageSlopeTestCase (Context& context, const char* name, const char* description, GLenum internalFormat, const char* internalFormatName);
void testPolygonOffset (void);
};
UsageSlopeTestCase::UsageSlopeTestCase (Context& context, const char* name, const char* description, GLenum internalFormat, const char* internalFormatName)
: PolygonOffsetTestCase(context, name, description, internalFormat, internalFormatName, 200)
{
}
void UsageSlopeTestCase::testPolygonOffset (void)
{
using tcu::TestLog;
const tcu::Vec4 triangleBottomRight[] =
{
tcu::Vec4(-1, 1, 0.0f, 1),
tcu::Vec4( 1, 1, 0.9f, 1),
tcu::Vec4( 1, -1, 0.9f, 1),
};
const tcu::Vec4 triangleTopLeft[] =
{
tcu::Vec4(-1, -1, -0.9f, 1),
tcu::Vec4(-1, 1, 0.9f, 1),
tcu::Vec4( 1, -1, 0.0f, 1),
};
tcu::TestLog& log = m_testCtx.getLog();
tcu::Surface testImage (m_targetSize, m_targetSize);
tcu::Surface referenceImage (m_targetSize, m_targetSize);
// render test image
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
const glu::ShaderProgram program (m_context.getRenderContext(), glu::makeVtxFragSources(s_shaderSourceVertex, s_shaderSourceFragment));
const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position");
const GLint colorLoc = gl.getAttribLocation(program.getProgram(), "a_color");
if (!program.isOk())
{
log << program;
TCU_FAIL("Shader compile failed.");
}
gl.clearColor (0, 0, 0, 1);
gl.clearDepthf (1.0f);
gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gl.viewport (0, 0, m_targetSize, m_targetSize);
gl.useProgram (program.getProgram());
gl.enable (GL_DEPTH_TEST);
gl.enable (GL_POLYGON_OFFSET_FILL);
gl.enableVertexAttribArray (positionLoc);
log << TestLog::Message << "POLYGON_OFFSET_FILL enabled." << TestLog::EndMessage;
//draw top left (negative offset test)
{
gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangleTopLeft);
log << TestLog::Message << "Draw top-left. Color = White.\tState: DepthFunc = ALWAYS, PolygonOffset(0, 0)." << TestLog::EndMessage;
gl.depthFunc (GL_ALWAYS);
gl.polygonOffset (0, 0);
gl.vertexAttrib4f (colorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
gl.drawArrays (GL_TRIANGLES, 0, 3);
log << TestLog::Message << "Draw top-left. Color = Green.\tState: DepthFunc = LESS, PolygonOffset(-1, 0)." << TestLog::EndMessage;
gl.depthFunc (GL_LESS);
gl.polygonOffset (-1, 0);
gl.vertexAttrib4f (colorLoc, 0.0f, 1.0f, 0.0f, 1.0f);
gl.drawArrays (GL_TRIANGLES, 0, 3);
}
//draw bottom right (positive offset test)
{
gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangleBottomRight);
log << TestLog::Message << "Draw bottom-right. Color = White.\tState: DepthFunc = ALWAYS, PolygonOffset(0, 0)." << TestLog::EndMessage;
gl.depthFunc (GL_ALWAYS);
gl.polygonOffset (0, 0);
gl.vertexAttrib4f (colorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
gl.drawArrays (GL_TRIANGLES, 0, 3);
log << TestLog::Message << "Draw bottom-right. Color = Green.\tState: DepthFunc = GREATER, PolygonOffset(1, 0)." << TestLog::EndMessage;
gl.depthFunc (GL_GREATER);
gl.polygonOffset (1, 0);
gl.vertexAttrib4f (colorLoc, 0.0f, 1.0f, 0.0f, 1.0f);
gl.drawArrays (GL_TRIANGLES, 0, 3);
}
gl.disableVertexAttribArray (positionLoc);
gl.useProgram (0);
gl.finish ();
glu::readPixels(m_context.getRenderContext(), 0, 0, testImage.getAccess());
}
// render reference image
log << TestLog::Message << "Expecting: Top-left = Green, Bottom-right = Green." << TestLog::EndMessage;
tcu::clear(referenceImage.getAccess(), tcu::Vec4(0.0f, 1.0f, 0.0f, 1.0f));
// compare
verifyImages(log, m_testCtx, m_context.getRenderContext(), testImage.getAccess(), referenceImage.getAccess());
}
// ZeroSlopeTestCase
class ZeroSlopeTestCase : public PolygonOffsetTestCase
{
public:
ZeroSlopeTestCase (Context& context, const char* name, const char* description, GLenum internalFormat, const char* internalFormatName);
void testPolygonOffset (void);
};
ZeroSlopeTestCase::ZeroSlopeTestCase (Context& context, const char* name, const char* description, GLenum internalFormat, const char* internalFormatName)
: PolygonOffsetTestCase(context, name, description, internalFormat, internalFormatName, 200)
{
}
void ZeroSlopeTestCase::testPolygonOffset (void)
{
using tcu::TestLog;
const tcu::Vec4 triangle[] =
{
tcu::Vec4(-0.4f, 0.4f, 0.0f, 1.0f),
tcu::Vec4(-0.8f, -0.5f, 0.0f, 1.0f),
tcu::Vec4( 0.7f, 0.2f, 0.0f, 1.0f),
};
tcu::TestLog& log = m_testCtx.getLog();
tcu::Surface testImage (m_targetSize, m_targetSize);
tcu::Surface referenceImage (m_targetSize, m_targetSize);
// log the triangle
log << TestLog::Message << "Setup triangle with coordinates:" << TestLog::EndMessage;
for (size_t ndx = 0; ndx < DE_LENGTH_OF_ARRAY(triangle); ++ndx)
log << TestLog::Message
<< "\tx=" << triangle[ndx].x()
<< "\ty=" << triangle[ndx].y()
<< "\tz=" << triangle[ndx].z()
<< "\tw=" << triangle[ndx].w()
<< TestLog::EndMessage;
// render test image
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
const glu::ShaderProgram program (m_context.getRenderContext(), glu::makeVtxFragSources(s_shaderSourceVertex, s_shaderSourceFragment));
const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position");
const GLint colorLoc = gl.getAttribLocation(program.getProgram(), "a_color");
if (!program.isOk())
{
log << program;
TCU_FAIL("Shader compile failed.");
}
gl.clearColor (0, 0, 0, 1);
gl.clearDepthf (1.0f);
gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gl.viewport (0, 0, m_targetSize, m_targetSize);
gl.useProgram (program.getProgram());
gl.enable (GL_DEPTH_TEST);
gl.enable (GL_POLYGON_OFFSET_FILL);
gl.enableVertexAttribArray (positionLoc);
log << TestLog::Message << "POLYGON_OFFSET_FILL enabled." << TestLog::EndMessage;
{
gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangle);
log << TestLog::Message << "Draw triangle. Color = Red.\tState: DepthFunc = ALWAYS, PolygonOffset(0, 0)." << TestLog::EndMessage;
gl.depthFunc (GL_ALWAYS);
gl.polygonOffset (0, 0);
gl.vertexAttrib4f (colorLoc, 1.0f, 0.0f, 0.0f, 1.0f);
gl.drawArrays (GL_TRIANGLES, 0, 3);
log << TestLog::Message << "Draw triangle. Color = Black.\tState: DepthFunc = EQUAL, PolygonOffset(4, 0)." << TestLog::EndMessage;
gl.depthFunc (GL_EQUAL);
gl.polygonOffset (4, 0); // triangle slope == 0
gl.vertexAttrib4f (colorLoc, 0.0f, 0.0f, 0.0f, 1.0f);
gl.drawArrays (GL_TRIANGLES, 0, 3);
}
gl.disableVertexAttribArray (positionLoc);
gl.useProgram (0);
gl.finish ();
glu::readPixels(m_context.getRenderContext(), 0, 0, testImage.getAccess());
}
// render reference image
log << TestLog::Message << "Expecting black triangle." << TestLog::EndMessage;
tcu::clear(referenceImage.getAccess(), tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f));
// compare
verifyImages(log, m_testCtx, m_context.getRenderContext(), testImage.getAccess(), referenceImage.getAccess());
}
// OneSlopeTestCase
class OneSlopeTestCase : public PolygonOffsetTestCase
{
public:
OneSlopeTestCase (Context& context, const char* name, const char* description, GLenum internalFormat, const char* internalFormatName);
void testPolygonOffset (void);
};
OneSlopeTestCase::OneSlopeTestCase (Context& context, const char* name, const char* description, GLenum internalFormat, const char* internalFormatName)
: PolygonOffsetTestCase(context, name, description, internalFormat, internalFormatName, 200)
{
}
void OneSlopeTestCase::testPolygonOffset (void)
{
using tcu::TestLog;
/*
* setup vertices subject to following properties
* dz_w / dx_w == 1
* dz_w / dy_w == 0
* or
* dz_w / dx_w == 0
* dz_w / dy_w == 1
* ==> m == 1
*/
const float cornerDepth = float(m_targetSize);
const tcu::Vec4 triangles[2][3] =
{
{
tcu::Vec4(-1, -1, -cornerDepth, 1),
tcu::Vec4(-1, 1, -cornerDepth, 1),
tcu::Vec4( 1, -1, cornerDepth, 1),
},
{
tcu::Vec4(-1, 1, cornerDepth, 1),
tcu::Vec4( 1, 1, cornerDepth, 1),
tcu::Vec4( 1, -1, -cornerDepth, 1),
},
};
tcu::TestLog& log = m_testCtx.getLog();
tcu::Surface testImage (m_targetSize, m_targetSize);
tcu::Surface referenceImage (m_targetSize, m_targetSize);
// log triangle info
log << TestLog::Message << "Setup triangle0 coordinates: (slope in window coordinates = 1.0)" << TestLog::EndMessage;
for (size_t ndx = 0; ndx < DE_LENGTH_OF_ARRAY(triangles[0]); ++ndx)
log << TestLog::Message
<< "\tx=" << triangles[0][ndx].x()
<< "\ty=" << triangles[0][ndx].y()
<< "\tz=" << triangles[0][ndx].z()
<< "\tw=" << triangles[0][ndx].w()
<< TestLog::EndMessage;
log << TestLog::Message << "Setup triangle1 coordinates: (slope in window coordinates = 1.0)" << TestLog::EndMessage;
for (size_t ndx = 0; ndx < DE_LENGTH_OF_ARRAY(triangles[1]); ++ndx)
log << TestLog::Message
<< "\tx=" << triangles[1][ndx].x()
<< "\ty=" << triangles[1][ndx].y()
<< "\tz=" << triangles[1][ndx].z()
<< "\tw=" << triangles[1][ndx].w()
<< TestLog::EndMessage;
// render test image
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
const glu::ShaderProgram program (m_context.getRenderContext(), glu::makeVtxFragSources(s_shaderSourceVertex, s_shaderSourceFragment));
const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position");
const GLint colorLoc = gl.getAttribLocation(program.getProgram(), "a_color");
if (!program.isOk())
{
log << program;
TCU_FAIL("Shader compile failed.");
}
gl.clearColor (0, 0, 0, 1);
gl.clear (GL_COLOR_BUFFER_BIT);
gl.viewport (0, 0, m_targetSize, m_targetSize);
gl.useProgram (program.getProgram());
gl.enable (GL_DEPTH_TEST);
gl.enable (GL_POLYGON_OFFSET_FILL);
gl.enableVertexAttribArray (positionLoc);
log << TestLog::Message << "Framebuffer cleared, clear color = Black." << TestLog::EndMessage;
log << TestLog::Message << "POLYGON_OFFSET_FILL enabled." << TestLog::EndMessage;
// top left (positive offset)
{
log << TestLog::Message << "Clear depth to 1.0." << TestLog::EndMessage;
gl.clearDepthf (1.0f); // far
gl.clear (GL_DEPTH_BUFFER_BIT);
gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangles[0]);
log << TestLog::Message << "Draw triangle0. Color = Red.\tState: DepthFunc = NOTEQUAL, PolygonOffset(10, 0). (Result depth should clamp to 1.0)." << TestLog::EndMessage;
gl.polygonOffset (10, 0); // clamps any depth on the triangle to 1
gl.depthFunc (GL_NOTEQUAL);
gl.vertexAttrib4f (colorLoc, 1.0f, 0.0f, 0.0f, 1.0f);
gl.drawArrays (GL_TRIANGLES, 0, 3);
}
// bottom right (negative offset)
{
log << TestLog::Message << "Clear depth to 0.0." << TestLog::EndMessage;
gl.clearDepthf (0.0f); // far
gl.clear (GL_DEPTH_BUFFER_BIT);
gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangles[1]);
log << TestLog::Message << "Draw triangle1. Color = Green.\tState: DepthFunc = NOTEQUAL, PolygonOffset(-10, 0). (Result depth should clamp to 0.0)." << TestLog::EndMessage;
gl.polygonOffset (-10, 0); // clamps depth to 0
gl.depthFunc (GL_NOTEQUAL);
gl.vertexAttrib4f (colorLoc, 0.0f, 1.0f, 0.0f, 1.0f);
gl.drawArrays (GL_TRIANGLES, 0, 3);
}
gl.disableVertexAttribArray (positionLoc);
gl.useProgram (0);
gl.finish ();
glu::readPixels(m_context.getRenderContext(), 0, 0, testImage.getAccess());
}
// render reference image
log << TestLog::Message << "Expecting black framebuffer." << TestLog::EndMessage;
tcu::clear(referenceImage.getAccess(), tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f));
// compare
verifyImages(log, m_testCtx, m_context.getRenderContext(), testImage.getAccess(), referenceImage.getAccess());
}
} // anonymous
PolygonOffsetTests::PolygonOffsetTests (Context& context)
: TestCaseGroup(context, "polygon_offset", "Polygon offset tests")
{
}
PolygonOffsetTests::~PolygonOffsetTests (void)
{
}
void PolygonOffsetTests::init (void)
{
const struct DepthBufferFormat
{
enum BufferType
{
TYPE_FIXED_POINT,
TYPE_FLOATING_POINT,
TYPE_UNKNOWN
};
GLenum internalFormat;
int bits;
BufferType floatingPoint;
const char* name;
} depthFormats[]=
{
{ 0, 0, DepthBufferFormat::TYPE_UNKNOWN, "default" },
{ GL_DEPTH_COMPONENT16, 16, DepthBufferFormat::TYPE_FIXED_POINT, "fixed16" },
{ GL_DEPTH_COMPONENT24, 24, DepthBufferFormat::TYPE_FIXED_POINT, "fixed24" },
{ GL_DEPTH_COMPONENT32F, 32, DepthBufferFormat::TYPE_FLOATING_POINT, "float32" },
};
for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(depthFormats); ++ndx)
{
const DepthBufferFormat& format = depthFormats[ndx];
// enable works?
addChild(new UsageTestCase(m_context, (std::string(format.name) + "_enable").c_str(), "test enable GL_POLYGON_OFFSET_FILL", format.internalFormat, format.name));
// Really moves the polygons ?
addChild(new UsageDisplacementTestCase(m_context, (std::string(format.name) + "_displacement_with_units").c_str(), "test polygon offset", format.internalFormat, format.name));
// Really moves the polygons to right direction ?
addChild(new UsagePositiveNegativeTestCase(m_context, (std::string(format.name) + "_render_with_units").c_str(), "test polygon offset", format.internalFormat, format.name));
// Is total result clamped to [0,1] like promised?
addChild(new ResultClampingTestCase(m_context, (std::string(format.name) + "_result_depth_clamp").c_str(), "test polygon offset clamping", format.internalFormat, format.name));
// Slope really moves the polygon?
addChild(new UsageSlopeTestCase(m_context, (std::string(format.name) + "_render_with_factor").c_str(), "test polygon offset factor", format.internalFormat, format.name));
// Factor with zero slope
addChild(new ZeroSlopeTestCase(m_context, (std::string(format.name) + "_factor_0_slope").c_str(), "test polygon offset factor", format.internalFormat, format.name));
// Factor with 1.0 slope
addChild(new OneSlopeTestCase(m_context, (std::string(format.name) + "_factor_1_slope").c_str(), "test polygon offset factor", format.internalFormat, format.name));
}
}
} // Functional
} // gles3
} // deqp