/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES 2.0 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 "es2fDepthTests.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 gles2
{
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("attribute highp vec4 a_position;\n"
"void main (void)\n"
"{\n"
" gl_Position = a_position;\n"
"}\n")
<< sglr::pdec::FragmentSource("uniform mediump vec4 u_color;\n"
"void main (void)\n"
"{\n"
" gl_FragColor = 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
} // gles2
} // deqp