C++程序  |  278行  |  9.54 KB

/*-------------------------------------------------------------------------
 * 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