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/*-------------------------------------------------------------------------
 * 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 and stencil clear tests.
 *//*--------------------------------------------------------------------*/

#include "es2fDepthStencilClearTests.hpp"

#include "gluShaderProgram.hpp"
#include "gluPixelTransfer.hpp"
#include "gluRenderContext.hpp"

#include "tcuTestLog.hpp"
#include "tcuTexture.hpp"
#include "tcuTextureUtil.hpp"
#include "tcuImageCompare.hpp"
#include "tcuSurface.hpp"
#include "tcuRenderTarget.hpp"

#include "deRandom.hpp"
#include "deMath.h"
#include "deString.h"

#include "glwFunctions.hpp"
#include "glwEnums.hpp"

namespace deqp
{
namespace gles2
{
namespace Functional
{

using tcu::Vec3;
using tcu::Vec4;
using tcu::TestLog;
using std::string;
using std::vector;

namespace
{

enum
{
	STENCIL_STEPS	= 32,
	DEPTH_STEPS		= 32
};

struct Clear
{
	Clear (void)
		: clearMask			(0)
		, clearDepth		(0.0f)
		, clearStencil		(0)
		, useScissor		(false)
		, scissor			(0, 0, 0, 0)
		, depthMask			(false)
		, stencilMask		(0)
	{
	}

	deUint32	clearMask;
	float		clearDepth;
	int			clearStencil;

	bool		useScissor;
	tcu::IVec4	scissor;

	bool		depthMask;
	deUint32	stencilMask;
};

tcu::TextureFormat getDepthFormat (int depthBits)
{
	switch (depthBits)
	{
		case 8:		return tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::UNORM_INT8);
		case 16:	return tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::UNORM_INT16);
		case 24:	return tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::UNORM_INT24);
		case 32:	return tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::FLOAT);
		default:
			TCU_FAIL("Can't map depth buffer format");
	}
}

tcu::TextureFormat getStencilFormat (int stencilBits)
{
	switch (stencilBits)
	{
		case 8:		return tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT8);
		case 16:	return tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT16);
		case 24:	return tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT24);
		case 32:	return tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT32);
		default:
			TCU_FAIL("Can't map depth buffer format");
	}
}

} // anonymous.

class DepthStencilClearCase : public TestCase
{
public:
								DepthStencilClearCase	(Context& context, const char* name, const char* description, int numIters, int numClears, bool depth, bool stencil, bool scissor, bool masked);
								~DepthStencilClearCase	(void);

	void						init					(void);
	void						deinit					(void);

	IterateResult				iterate					(void);

private:
	void						generateClears			(vector<Clear>& dst, deUint32 seed);
	void						renderGL				(tcu::Surface& dst, const vector<Clear>& clears);
	void						renderReference			(tcu::Surface& dst, const vector<Clear>& clears);

	bool						m_testDepth;
	bool						m_testStencil;
	bool						m_testScissor;
	bool						m_masked;
	int							m_numIters;
	int							m_numClears;
	int							m_curIter;

	glu::ShaderProgram*			m_visProgram;
};

DepthStencilClearCase::DepthStencilClearCase (Context& context, const char* name, const char* description, int numIters, int numClears, bool depth, bool stencil, bool scissor, bool masked)
	: TestCase			(context, name, description)
	, m_testDepth		(depth)
	, m_testStencil		(stencil)
	, m_testScissor		(scissor)
	, m_masked			(masked)
	, m_numIters		(numIters)
	, m_numClears		(numClears)
	, m_curIter			(0)
	, m_visProgram		(DE_NULL)
{
}

DepthStencilClearCase::~DepthStencilClearCase (void)
{
	DepthStencilClearCase::deinit();
}

void DepthStencilClearCase::init (void)
{
	TestLog& log = m_testCtx.getLog();

	m_visProgram = new glu::ShaderProgram(m_context.getRenderContext(), glu::makeVtxFragSources(
			// Vertex shader.
			"attribute highp vec4 a_position;\n"
			"void main (void)\n"
			"{\n"
			"	gl_Position = a_position;\n"
			"}\n",

			// Fragment shader.
			"uniform mediump vec4 u_color;\n"
			"void main (void)\n"
			"{\n"
			"	gl_FragColor = u_color;\n"
			"}\n"));

	if (!m_visProgram->isOk())
	{
		log << *m_visProgram;
		delete m_visProgram;
		m_visProgram = DE_NULL;
		TCU_FAIL("Compile failed");
	}

	m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
}

void DepthStencilClearCase::deinit (void)
{
	delete m_visProgram;
	m_visProgram = DE_NULL;
}

DepthStencilClearCase::IterateResult DepthStencilClearCase::iterate (void)
{
	const tcu::RenderTarget&	renderTarget	= m_context.getRenderTarget();
	int							width			= renderTarget.getWidth();
	int							height			= renderTarget.getHeight();
	tcu::Surface				result			(width, height);
	tcu::Surface				reference		(width, height);
	tcu::RGBA					threshold		= renderTarget.getPixelFormat().getColorThreshold() + tcu::RGBA(1,1,1,1);
	vector<Clear>				clears;

	if ((m_testDepth && renderTarget.getDepthBits() == 0) ||
		(m_testStencil && renderTarget.getStencilBits() == 0))
		throw tcu::NotSupportedError("No depth/stencil buffers", "", __FILE__, __LINE__);

	generateClears(clears, deStringHash(getName())^deInt32Hash(m_curIter));
	renderGL(result, clears);
	renderReference(reference, clears);

	bool	isLastIter		= m_curIter+1 == m_numIters;
	bool	isOk			= tcu::pixelThresholdCompare(m_testCtx.getLog(), "Result", "Image comparison result", reference, result, threshold, isLastIter ? tcu::COMPARE_LOG_RESULT : tcu::COMPARE_LOG_ON_ERROR);

	if (!isOk)
		m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Image comparison failed");

	m_curIter += 1;
	return isLastIter || !isOk ? STOP : CONTINUE;
}

void DepthStencilClearCase::generateClears (vector<Clear>& clears, deUint32 seed)
{
	const tcu::RenderTarget&	renderTarget	= m_context.getRenderContext().getRenderTarget();
	int							width			= renderTarget.getWidth();
	int							height			= renderTarget.getHeight();
	de::Random					rnd				(seed);

	clears.resize(m_numClears);

	for (vector<Clear>::iterator clear = clears.begin(); clear != clears.end(); clear++)
	{
		if (m_testScissor)
		{
			int w = rnd.getInt(1, width);
			int h = rnd.getInt(1, height);
			int x = rnd.getInt(0, width-w);
			int y = rnd.getInt(0, height-h);

			clear->useScissor	= true; // \todo [pyry] Should we randomize?
			clear->scissor		= tcu::IVec4(x, y, w, h);
		}
		else
			clear->useScissor = false;

		clear->clearDepth	= rnd.getFloat(-0.2f, 1.2f);
		clear->clearStencil	= rnd.getUint32();

		clear->depthMask	= m_masked ? rnd.getBool()		: true;
		clear->stencilMask	= m_masked ? rnd.getUint32()	: 0xffffffffu;

		if (m_testDepth && m_testStencil)
		{
			switch (rnd.getInt(0, 2))
			{
				case 0: clear->clearMask = GL_DEPTH_BUFFER_BIT;							break;
				case 1: clear->clearMask = GL_STENCIL_BUFFER_BIT;						break;
				case 2: clear->clearMask = GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT;	break;
			}
		}
		else if (m_testDepth)
			clear->clearMask = GL_DEPTH_BUFFER_BIT;
		else
		{
			DE_ASSERT(m_testStencil);
			clear->clearMask = GL_STENCIL_BUFFER_BIT;
		}
	}
}

void DepthStencilClearCase::renderGL (tcu::Surface& dst, const vector<Clear>& clears)
{
	const glw::Functions&		gl				= m_context.getRenderContext().getFunctions();
	int							colorLoc		= gl.getUniformLocation(m_visProgram->getProgram(), "u_color");
	int							positionLoc		= gl.getAttribLocation(m_visProgram->getProgram(), "a_position");
	static const deUint8		indices[]		= { 0, 1, 2, 2, 1, 3 };

	// Clear with default values.
	gl.clearDepthf	(1.0f);
	gl.clearStencil	(0);
	gl.clearColor	(1.0f, 0.0f, 0.0f, 1.0f);
	gl.clear		(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

	GLU_EXPECT_NO_ERROR(gl.getError(), "Before clears");

	for (vector<Clear>::const_iterator clear = clears.begin(); clear != clears.end(); clear++)
	{
		if (clear->useScissor)
		{
			gl.enable(GL_SCISSOR_TEST);
			gl.scissor(clear->scissor.x(), clear->scissor.y(), clear->scissor.z(), clear->scissor.w());
		}

		// Clear values.
		gl.clearDepthf	(clear->clearDepth);
		gl.clearStencil	(clear->clearStencil);

		// Masks.
		gl.depthMask	(clear->depthMask ? GL_TRUE : GL_FALSE);
		gl.stencilMask	(clear->stencilMask);

		// Execute clear.
		gl.clear		(clear->clearMask);

		if (clear->useScissor)
			gl.disable(GL_SCISSOR_TEST);
	}

	// Restore default masks.
	gl.depthMask	(GL_TRUE);
	gl.stencilMask	(0xffffffffu);

	GLU_EXPECT_NO_ERROR(gl.getError(), "After clears");

	gl.useProgram				(m_visProgram->getProgram());
	gl.enableVertexAttribArray	(positionLoc);

	// Visualize depth / stencil buffers.
	if (m_testDepth)
	{
		int		numSteps	= DEPTH_STEPS;
		float	step		= 2.0f / numSteps;

		gl.enable	(GL_DEPTH_TEST);
		gl.depthFunc(GL_LESS);
		gl.depthMask(GL_FALSE);
		gl.colorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_FALSE);

		for (int ndx = 0; ndx < numSteps; ndx++)
		{
			float	d		= -1.0f + step*ndx;
			float	c		= (float)ndx / (float)(numSteps-1);
			float	pos[]	=
			{
				-1.0f, -1.0f, d,
				-1.0f,  1.0f, d,
				 1.0f, -1.0f, d,
				 1.0f,  1.0f, d
			};

			gl.uniform4f			(colorLoc, 0.0f, 0.0f, c, 1.0f);
			gl.vertexAttribPointer	(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, &pos[0]);
			gl.drawElements			(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(indices), GL_UNSIGNED_BYTE, &indices[0]);
		}

		gl.disable	(GL_DEPTH_TEST);
		gl.depthMask(GL_TRUE);

		GLU_EXPECT_NO_ERROR(gl.getError(), "After depth visualization");
	}

	if (m_testStencil)
	{
		int		numSteps	= STENCIL_STEPS;
		int		numValues	= (1 << TestCase::m_context.getRenderContext().getRenderTarget().getStencilBits()); // 2^bits
		int		step		= numValues / numSteps;

		gl.enable		(GL_STENCIL_TEST);
		gl.stencilOp	(GL_KEEP, GL_KEEP, GL_KEEP);
		gl.colorMask	(GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);

		static const float pos[] =
		{
			-1.0f, -1.0f,
			-1.0f,  1.0f,
			 1.0f, -1.0f,
			 1.0f,  1.0f
		};
		gl.vertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, &pos[0]);

		for (int ndx = 0; ndx < numSteps; ndx++)
		{
			int		s	= step*ndx;
			float	c	= (float)ndx / (float)(numSteps-1);

			gl.stencilFunc	(GL_LEQUAL, s, 0xffu);
			gl.uniform4f	(colorLoc, 0.0f, c, 0.0f, 1.0f);
			gl.drawElements	(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(indices), GL_UNSIGNED_BYTE, &indices[0]);
		}

		gl.disable(GL_STENCIL_TEST);

		GLU_EXPECT_NO_ERROR(gl.getError(), "After stencil visualization");
	}

	// Restore color mask (changed by visualization).
	gl.colorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

	glu::readPixels(m_context.getRenderContext(), 0, 0, dst.getAccess());
}

void DepthStencilClearCase::renderReference (tcu::Surface& dst, const vector<Clear>& clears)
{
	glu::RenderContext&			renderCtx		= TestCase::m_context.getRenderContext();
	const tcu::RenderTarget&	renderTarget	= renderCtx.getRenderTarget();

	// Clear surface to red.
	tcu::clear(dst.getAccess(), tcu::RGBA::red.toVec());

	if (m_testDepth)
	{
		// Simulated depth buffer span.
		tcu::TextureLevel		depthBufRow		(getDepthFormat(renderTarget.getDepthBits()), dst.getWidth(), 1, 1);
		tcu::PixelBufferAccess	rowAccess		= depthBufRow.getAccess();

		for (int y = 0; y < dst.getHeight(); y++)
		{
			// Clear to default value.
			for (int x = 0; x < rowAccess.getWidth(); x++)
				rowAccess.setPixel(Vec4(1.0f), x, 0);

			// Execute clears.
			for (vector<Clear>::const_iterator clear = clears.begin(); clear != clears.end(); clear++)
			{
				// Clear / mask test.
				if ((clear->clearMask & GL_DEPTH_BUFFER_BIT) == 0 || !clear->depthMask)
					continue;

				tcu::IVec4 clearRect = clear->useScissor ? clear->scissor : tcu::IVec4(0, 0, dst.getWidth(), dst.getHeight());

				// Intersection test.
				if (!de::inBounds(y, clearRect.y(), clearRect.y()+clearRect.w()))
					continue;

				for (int x = clearRect.x(); x < clearRect.x()+clearRect.z(); x++)
					rowAccess.setPixDepth(de::clamp(clear->clearDepth, 0.0f, 1.0f), x, 0);
			}

			// Map to colors.
			for (int x = 0; x < dst.getWidth(); x++)
			{
				float		depth		= rowAccess.getPixDepth(x, 0);
				float		step		= deFloatFloor(depth * (float)DEPTH_STEPS) / (float)(DEPTH_STEPS-1);
				tcu::RGBA	oldColor	= dst.getPixel(x, y);
				tcu::RGBA	newColor	= tcu::RGBA(oldColor.getRed(), oldColor.getGreen(), deClamp32(deRoundFloatToInt32(step * 255.0f), 0, 255), oldColor.getAlpha());

				dst.setPixel(x, y, newColor);
			}
		}
	}

	if (m_testStencil)
	{
		// Simulated stencil buffer span.
		int						stencilBits		= renderTarget.getStencilBits();
		tcu::TextureLevel		depthBufRow		(getStencilFormat(stencilBits), dst.getWidth(), 1, 1);
		tcu::PixelBufferAccess	rowAccess		= depthBufRow.getAccess();
		deUint32				bufMask			= (1u<<stencilBits)-1;

		for (int y = 0; y < dst.getHeight(); y++)
		{
			// Clear to default value.
			for (int x = 0; x < rowAccess.getWidth(); x++)
				rowAccess.setPixel(tcu::UVec4(0), x, 0);

			// Execute clears.
			for (vector<Clear>::const_iterator clear = clears.begin(); clear != clears.end(); clear++)
			{
				// Clear / mask test.
				if ((clear->clearMask & GL_STENCIL_BUFFER_BIT) == 0 || clear->stencilMask == 0)
					continue;

				tcu::IVec4 clearRect = clear->useScissor ? clear->scissor : tcu::IVec4(0, 0, dst.getWidth(), dst.getHeight());

				// Intersection test.
				if (!de::inBounds(y, clearRect.y(), clearRect.y()+clearRect.w()))
					continue;

				for (int x = clearRect.x(); x < clearRect.x()+clearRect.z(); x++)
				{
					deUint32	oldVal	= rowAccess.getPixStencil(x, 0);
					deUint32	newVal	= ((oldVal & ~clear->stencilMask) | (clear->clearStencil & clear->stencilMask)) & bufMask;
					rowAccess.setPixStencil(newVal, x, 0);
				}
			}

			// Map to colors.
			for (int x = 0; x < dst.getWidth(); x++)
			{
				deUint32	stencil		= rowAccess.getPixStencil(x, 0);
				float		step		= (float)(stencil / ((1u<<stencilBits) / (deUint32)STENCIL_STEPS)) / (float)(STENCIL_STEPS-1);
				tcu::RGBA	oldColor	= dst.getPixel(x, y);
				tcu::RGBA	newColor	= tcu::RGBA(oldColor.getRed(), deClamp32(deRoundFloatToInt32(step * 255.0f), 0, 255), oldColor.getBlue(), oldColor.getAlpha());

				dst.setPixel(x, y, newColor);
			}
		}
	}
}

DepthStencilClearTests::DepthStencilClearTests (Context& context)
	: TestCaseGroup(context, "depth_stencil_clear", "Depth and stencil clear tests")
{
}

void DepthStencilClearTests::init (void)
{
	//																					iters	clears	depth	stencil	scissor	masked
	addChild(new DepthStencilClearCase(m_context, "depth",							"",	4,		2,		true,	false,	false,	false));
	addChild(new DepthStencilClearCase(m_context, "depth_scissored",				"",	4,		16,		true,	false,	true,	false));
	addChild(new DepthStencilClearCase(m_context, "depth_scissored_masked",			"",	4,		16,		true,	false,	true,	true));

	addChild(new DepthStencilClearCase(m_context, "stencil",						"",	4,		2,		false,	true,	false,	false));
	addChild(new DepthStencilClearCase(m_context, "stencil_masked",					"",	4,		8,		false,	true,	false,	true));
	addChild(new DepthStencilClearCase(m_context, "stencil_scissored",				"",	4,		16,		false,	true,	true,	false));
	addChild(new DepthStencilClearCase(m_context, "stencil_scissored_masked",		"",	4,		16,		false,	true,	true,	true));

	addChild(new DepthStencilClearCase(m_context, "depth_stencil",					"",	4,		2,		true,	true,	false,	false));
	addChild(new DepthStencilClearCase(m_context, "depth_stencil_masked",			"",	4,		8,		true,	true,	false,	true));
	addChild(new DepthStencilClearCase(m_context, "depth_stencil_scissored",		"",	4,		16,		true,	true,	true,	false));
	addChild(new DepthStencilClearCase(m_context, "depth_stencil_scissored_masked",	"",	4,		16,		true,	true,	true,	true));
}

} // Functional
} // gles2
} // deqp