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