| /*------------------------------------------------------------------------- |
| * 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 Depth tests. |
| *//*--------------------------------------------------------------------*/ |
| |
| #include "es3fDepthTests.hpp" |
| |
| #include "tcuTestLog.hpp" |
| #include "gluPixelTransfer.hpp" |
| #include "tcuImageCompare.hpp" |
| #include "tcuRenderTarget.hpp" |
| #include "gluStrUtil.hpp" |
| |
| #include "sglrContextUtil.hpp" |
| #include "sglrReferenceContext.hpp" |
| #include "sglrGLContext.hpp" |
| |
| #include "deRandom.hpp" |
| |
| #include "glwEnums.hpp" |
| |
| using tcu::RGBA; |
| |
| namespace deqp |
| { |
| namespace gles3 |
| { |
| namespace Functional |
| { |
| |
| class DepthShader : public sglr::ShaderProgram |
| { |
| public: |
| DepthShader (void); |
| |
| void setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color); |
| |
| private: |
| 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; |
| |
| const sglr::UniformSlot& u_color; |
| }; |
| |
| DepthShader::DepthShader (void) |
| : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() |
| << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) |
| << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) |
| << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) |
| << sglr::pdec::VertexSource("#version 300 es\n" |
| "in highp vec4 a_position;\n" |
| "void main (void)\n" |
| "{\n" |
| " gl_Position = a_position;\n" |
| "}\n") |
| << sglr::pdec::FragmentSource("#version 300 es\n" |
| "uniform highp vec4 u_color;\n" |
| "layout(location = 0) out mediump vec4 o_color;\n" |
| "void main (void)\n" |
| "{\n" |
| " o_color = u_color;\n" |
| "}\n")) |
| , u_color(getUniformByName("u_color")) |
| { |
| } |
| |
| void DepthShader::setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color) |
| { |
| ctx.useProgram(programID); |
| ctx.uniform4fv(ctx.getUniformLocation(programID, "u_color"), 1, color.getPtr()); |
| } |
| |
| void DepthShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const |
| { |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| packets[packetNdx]->position = rr::readVertexAttribFloat(inputs[0], packets[packetNdx]->instanceNdx, packets[packetNdx]->vertexNdx); |
| } |
| |
| void DepthShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const |
| { |
| const tcu::Vec4 color(u_color.value.f4); |
| |
| DE_UNREF(packets); |
| |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
| rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color); |
| } |
| |
| // \todo [2011-07-11 pyry] This code is duplicated in a quite many places. Move it to some utility? |
| class DepthCase : public TestCase |
| { |
| public: |
| DepthCase (Context& context, const char* name, const char* description); |
| virtual ~DepthCase (void) {} |
| |
| virtual IterateResult iterate (void); |
| virtual void render (sglr::Context& context) = DE_NULL; |
| }; |
| |
| DepthCase::DepthCase (Context& context, const char* name, const char* description) |
| : TestCase(context, name, description) |
| { |
| } |
| |
| TestCase::IterateResult DepthCase::iterate (void) |
| { |
| tcu::Vec4 clearColor = tcu::Vec4(0.125f, 0.25f, 0.5f, 1.0f); |
| glu::RenderContext& renderCtx = m_context.getRenderContext(); |
| const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget(); |
| tcu::TestLog& log = m_testCtx.getLog(); |
| const char* failReason = DE_NULL; |
| |
| // Position & size for context |
| de::Random rnd(deStringHash(getName())); |
| |
| int width = deMin32(renderTarget.getWidth(), 128); |
| int height = deMin32(renderTarget.getHeight(), 128); |
| int x = rnd.getInt(0, renderTarget.getWidth() - width); |
| int y = rnd.getInt(0, renderTarget.getHeight() - height); |
| |
| tcu::Surface gles2Frame (width, height); |
| tcu::Surface refFrame (width, height); |
| deUint32 gles2Error; |
| deUint32 refError; |
| |
| // Render using GLES2 |
| { |
| sglr::GLContext context(renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, width, height)); |
| |
| context.clearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w()); |
| context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
| |
| render(context); // Call actual render func |
| context.readPixels(gles2Frame, 0, 0, width, height); |
| gles2Error = context.getError(); |
| } |
| |
| // Render reference image |
| { |
| sglr::ReferenceContextBuffers buffers (tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), renderTarget.getDepthBits(), renderTarget.getStencilBits(), width, height); |
| sglr::ReferenceContext context (sglr::ReferenceContextLimits(renderCtx), buffers.getColorbuffer(), buffers.getDepthbuffer(), buffers.getStencilbuffer()); |
| |
| context.clearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w()); |
| context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
| |
| render(context); |
| context.readPixels(refFrame, 0, 0, width, height); |
| refError = context.getError(); |
| } |
| |
| // Compare error codes |
| bool errorCodesOk = (gles2Error == refError); |
| |
| if (!errorCodesOk) |
| { |
| log << tcu::TestLog::Message << "Error code mismatch: got " << glu::getErrorStr(gles2Error) << ", expected " << glu::getErrorStr(refError) << tcu::TestLog::EndMessage; |
| failReason = "Got unexpected error"; |
| } |
| |
| // Compare images |
| const float threshold = 0.02f; |
| bool imagesOk = tcu::fuzzyCompare(log, "ComparisonResult", "Image comparison result", refFrame, gles2Frame, threshold, tcu::COMPARE_LOG_RESULT); |
| |
| if (!imagesOk && !failReason) |
| failReason = "Image comparison failed"; |
| |
| // Store test result |
| bool isOk = errorCodesOk && imagesOk; |
| m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, |
| isOk ? "Pass" : failReason); |
| |
| return STOP; |
| } |
| |
| class DepthCompareCase : public DepthCase |
| { |
| public: |
| DepthCompareCase (Context& context, const char* name, const char* description, deUint32 compareOp) |
| : DepthCase (context, name, description) |
| , m_compareOp (compareOp) |
| { |
| } |
| |
| void render (sglr::Context& context) |
| { |
| using tcu::Vec3; |
| |
| DepthShader shader; |
| deUint32 shaderID = context.createProgram(&shader); |
| |
| tcu::Vec4 red (1.0f, 0.0f, 0.0f, 1.0); |
| tcu::Vec4 green (0.0f, 1.0f, 0.0f, 1.0f); |
| |
| // Clear depth to 1 |
| context.clearDepthf(1.0f); |
| context.clear(GL_DEPTH_BUFFER_BIT); |
| |
| // Enable depth test. |
| context.enable(GL_DEPTH_TEST); |
| |
| // Upper left: two quads with same depth |
| context.depthFunc(GL_ALWAYS); |
| shader.setColor(context, shaderID, red); |
| sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); |
| context.depthFunc(m_compareOp); |
| shader.setColor(context, shaderID, green); |
| sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); |
| |
| // Lower left: two quads, d1 < d2 |
| context.depthFunc(GL_ALWAYS); |
| shader.setColor(context, shaderID, red); |
| sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f)); |
| context.depthFunc(m_compareOp); |
| shader.setColor(context, shaderID, green); |
| sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f)); |
| |
| // Upper right: two quads, d1 > d2 |
| context.depthFunc(GL_ALWAYS); |
| shader.setColor(context, shaderID, red); |
| sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.5f), Vec3(1.0f, 0.0f, 0.5f)); |
| context.depthFunc(m_compareOp); |
| shader.setColor(context, shaderID, green); |
| sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.3f), Vec3(1.0f, 0.0f, 0.3f)); |
| |
| // Lower right: two quads, d1 = 0, d2 = [-1..1] |
| context.depthFunc(GL_ALWAYS); |
| shader.setColor(context, shaderID, red); |
| sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
| context.depthFunc(m_compareOp); |
| shader.setColor(context, shaderID, green); |
| sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); |
| } |
| |
| private: |
| deUint32 m_compareOp; |
| }; |
| |
| DepthTests::DepthTests (Context& context) |
| : TestCaseGroup(context, "depth", "Depth Tests") |
| { |
| } |
| |
| DepthTests::~DepthTests (void) |
| { |
| } |
| |
| void DepthTests::init (void) |
| { |
| addChild(new DepthCompareCase(m_context, "cmp_always", "Always pass depth test", GL_ALWAYS)); |
| addChild(new DepthCompareCase(m_context, "cmp_never", "Never pass depth test", GL_NEVER)); |
| addChild(new DepthCompareCase(m_context, "cmp_equal", "Depth compare: equal", GL_EQUAL)); |
| addChild(new DepthCompareCase(m_context, "cmp_not_equal", "Depth compare: not equal", GL_NOTEQUAL)); |
| addChild(new DepthCompareCase(m_context, "cmp_less_than", "Depth compare: less than", GL_LESS)); |
| addChild(new DepthCompareCase(m_context, "cmp_less_or_equal", "Depth compare: less than or equal", GL_LEQUAL)); |
| addChild(new DepthCompareCase(m_context, "cmp_greater_than", "Depth compare: greater than", GL_GREATER)); |
| addChild(new DepthCompareCase(m_context, "cmp_greater_or_equal", "Depth compare: greater than or equal", GL_GEQUAL)); |
| } |
| |
| } // Functional |
| } // gles3 |
| } // deqp |