blob: 06b18059f2773376c1e21b63f348599afdddbbdc [file] [log] [blame]
/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES 3.0 Module
* -------------------------------------------------
*
* Copyright 2018 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 Multiview tests.
* Tests functionality provided by the three multiview extensions.
* Note that this file is formatted using external/openglcts/.clang-format
*/ /*--------------------------------------------------------------------*/
#include "es3fMultiviewTests.hpp"
#include "deString.h"
#include "deStringUtil.hpp"
#include "gluContextInfo.hpp"
#include "gluPixelTransfer.hpp"
#include "gluShaderProgram.hpp"
#include "glw.h"
#include "glwEnums.hpp"
#include "glwFunctions.hpp"
#include "tcuRenderTarget.hpp"
#include "tcuSurface.hpp"
#include "tcuTestLog.hpp"
#include "tcuVector.hpp"
using tcu::TestLog;
using tcu::Vec4;
namespace deqp
{
namespace gles3
{
namespace Functional
{
static const int NUM_CASE_ITERATIONS = 1;
static const float UNIT_SQUARE[16] = {
1.0f, 1.0f, 0.05f, 1.0f, // Vertex 0
1.0f, -1.0f, 0.05f, 1.0f, // Vertex 1
-1.0f, 1.0f, 0.05f, 1.0f, // Vertex 2
-1.0f, -1.0f, 0.05f, 1.0f // Vertex 3
};
static const float COLOR_VALUES[] = {
1, 0, 0, 1, // Red for level 0
0, 1, 0, 1, // Green for level 1
};
class MultiviewCase : public TestCase
{
public:
MultiviewCase(Context& context, const char* name, const char* description, int numSamples);
~MultiviewCase();
void init();
void deinit();
IterateResult iterate();
private:
MultiviewCase(const MultiviewCase& other);
MultiviewCase& operator=(const MultiviewCase& other);
void setupFramebufferObjects();
void deleteFramebufferObjects();
glu::ShaderProgram* m_multiviewProgram;
deUint32 m_multiviewFbo;
deUint32 m_arrayTexture;
glu::ShaderProgram* m_finalProgram;
int m_caseIndex;
const int m_numSamples;
const int m_width;
const int m_height;
};
MultiviewCase::MultiviewCase(Context& context, const char* name, const char* description, int numSamples)
: TestCase(context, name, description)
, m_multiviewProgram(DE_NULL)
, m_multiviewFbo(0)
, m_arrayTexture(0)
, m_finalProgram(DE_NULL)
, m_caseIndex(0)
, m_numSamples(numSamples)
, m_width(512)
, m_height(512)
{
}
MultiviewCase::~MultiviewCase()
{
MultiviewCase::deinit();
}
void MultiviewCase::setupFramebufferObjects()
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
// First create the array texture and multiview FBO.
gl.genTextures(1, &m_arrayTexture);
gl.bindTexture(GL_TEXTURE_2D_ARRAY, m_arrayTexture);
gl.texStorage3D(GL_TEXTURE_2D_ARRAY, 1 /* num mipmaps */, GL_RGBA8, m_width / 2, m_height, 2 /* num levels */);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLU_EXPECT_NO_ERROR(gl.getError(), "Create array texture");
gl.genFramebuffers(1, &m_multiviewFbo);
gl.bindFramebuffer(GL_FRAMEBUFFER, m_multiviewFbo);
if (m_numSamples == 1)
{
gl.framebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_arrayTexture, 0 /* mip level */,
0 /* base view index */, 2 /* num views */);
}
else
{
gl.framebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_arrayTexture,
0 /* mip level */, m_numSamples /* samples */,
0 /* base view index */, 2 /* num views */);
}
GLU_EXPECT_NO_ERROR(gl.getError(), "Create multiview FBO");
deUint32 fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (fboStatus == GL_FRAMEBUFFER_UNSUPPORTED)
{
throw tcu::NotSupportedError("Framebuffer unsupported", "", __FILE__, __LINE__);
}
else if (fboStatus != GL_FRAMEBUFFER_COMPLETE)
{
throw tcu::TestError("Failed to create framebuffer object", "", __FILE__, __LINE__);
}
}
void MultiviewCase::deleteFramebufferObjects()
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
gl.deleteTextures(1, &m_arrayTexture);
gl.deleteFramebuffers(1, &m_multiviewFbo);
}
void MultiviewCase::init()
{
const glu::ContextInfo& contextInfo = m_context.getContextInfo();
bool mvsupported = contextInfo.isExtensionSupported("GL_OVR_multiview");
if (!mvsupported)
{
TCU_THROW(NotSupportedError, "Multiview is not supported");
}
if (m_numSamples > 1)
{
bool msaasupported = contextInfo.isExtensionSupported("GL_OVR_multiview_multisampled_render_to_texture");
if (!msaasupported)
{
TCU_THROW(NotSupportedError, "Implicit MSAA multiview is not supported");
}
}
const char* multiviewVertexShader = "#version 300 es\n"
"#extension GL_OVR_multiview : enable\n"
"layout(num_views=2) in;\n"
"layout(location = 0) in mediump vec4 a_position;\n"
"uniform mediump vec4 uColor[2];\n"
"out mediump vec4 vColor;\n"
"void main() {\n"
" vColor = uColor[gl_ViewID_OVR];\n"
" gl_Position = a_position;\n"
"}\n";
const char* multiviewFragmentShader = "#version 300 es\n"
"layout(location = 0) out mediump vec4 dEQP_FragColor;\n"
"in mediump vec4 vColor;\n"
"void main() {\n"
" dEQP_FragColor = vColor;\n"
"}\n";
m_multiviewProgram = new glu::ShaderProgram(
m_context.getRenderContext(), glu::makeVtxFragSources(multiviewVertexShader, multiviewFragmentShader));
DE_ASSERT(m_multiviewProgram);
if (!m_multiviewProgram->isOk())
{
m_testCtx.getLog() << *m_multiviewProgram;
TCU_FAIL("Failed to compile multiview shader");
}
// Draw the first layer on the left half of the screen and the second layer
// on the right half.
const char* finalVertexShader = "#version 300 es\n"
"layout(location = 0) in mediump vec4 a_position;\n"
"out highp vec3 vTexCoord;\n"
"void main() {\n"
" vTexCoord.x = fract(a_position.x + 1.0);\n"
" vTexCoord.y = .5 * (a_position.y + 1.0);\n"
" vTexCoord.z = a_position.x;\n"
" gl_Position = a_position;\n"
"}\n";
const char* finalFragmentShader = "#version 300 es\n"
"layout(location = 0) out mediump vec4 dEQP_FragColor;\n"
"uniform lowp sampler2DArray uArrayTexture;\n"
"in highp vec3 vTexCoord;\n"
"void main() {\n"
" highp vec3 uvw = vTexCoord;\n"
" uvw.z = floor(vTexCoord.z + 1.0);\n"
" dEQP_FragColor = texture(uArrayTexture, uvw);\n"
"}\n";
m_finalProgram = new glu::ShaderProgram(m_context.getRenderContext(),
glu::makeVtxFragSources(finalVertexShader, finalFragmentShader));
DE_ASSERT(m_finalProgram);
if (!m_finalProgram->isOk())
{
m_testCtx.getLog() << *m_finalProgram;
TCU_FAIL("Failed to compile final shader");
}
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
GLU_CHECK_MSG("Case initialization finished");
}
void MultiviewCase::deinit()
{
deleteFramebufferObjects();
delete m_multiviewProgram;
m_multiviewProgram = DE_NULL;
delete m_finalProgram;
m_finalProgram = DE_NULL;
}
MultiviewCase::IterateResult MultiviewCase::iterate()
{
TestLog& log = m_testCtx.getLog();
deUint32 colorUniform = glGetUniformLocation(m_multiviewProgram->getProgram(), "uColor");
std::string header = "Case iteration " + de::toString(m_caseIndex + 1) + " / " + de::toString(NUM_CASE_ITERATIONS);
log << TestLog::Section(header, header);
DE_ASSERT(m_multiviewProgram);
// Create and bind the multiview FBO.
try
{
setupFramebufferObjects();
}
catch (tcu::NotSupportedError& e)
{
log << TestLog::Message << "ERROR: " << e.what() << "." << TestLog::EndMessage << TestLog::EndSection;
m_testCtx.setTestResult(QP_TEST_RESULT_NOT_SUPPORTED, "Not supported");
return STOP;
}
catch (tcu::InternalError& e)
{
log << TestLog::Message << "ERROR: " << e.what() << "." << TestLog::EndMessage << TestLog::EndSection;
m_testCtx.setTestResult(QP_TEST_RESULT_INTERNAL_ERROR, "Error");
return STOP;
}
log << TestLog::EndSection;
// Draw full screen quad into the multiview framebuffer.
// The quad should be instanced into both layers of the array texture.
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
gl.bindFramebuffer(GL_FRAMEBUFFER, m_multiviewFbo);
gl.viewport(0, 0, m_width / 2, m_height);
gl.useProgram(m_multiviewProgram->getProgram());
gl.uniform4fv(colorUniform, 2, COLOR_VALUES);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, &UNIT_SQUARE[0]);
gl.drawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Sample from the array texture to draw a quad into the backbuffer.
const int backbufferWidth = m_context.getRenderTarget().getWidth();
const int backbufferHeight = m_context.getRenderTarget().getHeight();
gl.bindFramebuffer(GL_FRAMEBUFFER, 0);
gl.viewport(0, 0, backbufferWidth, backbufferHeight);
gl.useProgram(m_finalProgram->getProgram());
gl.bindTexture(GL_TEXTURE_2D_ARRAY, m_arrayTexture);
gl.drawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Read back the framebuffer, ensure that the left half is red and the
// right half is green.
tcu::Surface pixels(backbufferWidth, backbufferHeight);
glu::readPixels(m_context.getRenderContext(), 0, 0, pixels.getAccess());
bool failed = false;
for (int y = 0; y < backbufferHeight; y++)
{
for (int x = 0; x < backbufferWidth; x++)
{
tcu::RGBA pixel = pixels.getPixel(x, y);
if (x < backbufferWidth / 2)
{
if (pixel.getRed() != 255 || pixel.getGreen() != 0 || pixel.getBlue() != 0)
{
failed = true;
}
}
else if (x > backbufferWidth / 2)
{
if (pixel.getRed() != 0 || pixel.getGreen() != 255 || pixel.getBlue() != 0)
{
failed = true;
}
}
if (failed)
{
break;
}
}
}
deleteFramebufferObjects();
if (failed)
{
log << TestLog::Image("Result image", "Result image", pixels);
}
log << TestLog::Message << "Test result: " << (failed ? "Failed!" : "Passed!") << TestLog::EndMessage;
if (failed)
{
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail");
return STOP;
}
return (++m_caseIndex < NUM_CASE_ITERATIONS) ? CONTINUE : STOP;
}
MultiviewTests::MultiviewTests(Context& context) : TestCaseGroup(context, "multiview", "Multiview Tests")
{
}
MultiviewTests::~MultiviewTests()
{
}
void MultiviewTests::init()
{
addChild(new MultiviewCase(m_context, "samples_1", "Multiview test without multisampling", 1));
addChild(new MultiviewCase(m_context, "samples_2", "Multiview test with MSAAx2", 2));
addChild(new MultiviewCase(m_context, "samples_4", "Multiview test without MSAAx4", 4));
}
} // namespace Functional
} // namespace gles3
} // namespace deqp