C++程序  |  102行  |  4.32 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 GLES2 Scissor tests.
 *//*--------------------------------------------------------------------*/

#include "es2fScissorTests.hpp"

#include "glsScissorTests.hpp"

#include "tcuVector.hpp"

#include "glwEnums.hpp"

namespace deqp
{
namespace gles2
{
namespace Functional
{

ScissorTests::ScissorTests (Context& context)
	: TestCaseGroup	(context, "scissor", "Scissor Tests")
{
}

ScissorTests::~ScissorTests (void)
{
}

void ScissorTests::init (void)
{
	using tcu::Vec4;
	using namespace gls::Functional::ScissorTestInternal;

	tcu::TestContext&		tc = m_context.getTestContext();
	glu::RenderContext&		rc = m_context.getRenderContext();

	const struct
	{
		const char*		name;
		const char*		desc;
		const tcu::Vec4	scissor;
		const tcu::Vec4	render;
		PrimitiveType	type;
		const int		primitives;
	} cases[] =
	{
		{ "contained_tris",			"Triangles fully inside scissor area (single call)",		Vec4(0.1f, 0.1f, 0.8f, 0.8f), Vec4(0.2f, 0.2f, 0.6f, 0.6f), TRIANGLE,	30 },
		{ "partial_tris",			"Triangles partially inside scissor area (single call)",	Vec4(0.3f, 0.3f, 0.4f, 0.4f), Vec4(0.2f, 0.2f, 0.6f, 0.6f), TRIANGLE,	30 },
		{ "contained_tri",			"Triangle fully inside scissor area",						Vec4(0.1f, 0.1f, 0.8f, 0.8f), Vec4(0.2f, 0.2f, 0.6f, 0.6f), TRIANGLE,	1  },
		{ "enclosing_tri",			"Triangle fully covering scissor area",						Vec4(0.4f, 0.4f, 0.2f, 0.2f), Vec4(0.2f, 0.2f, 0.6f, 0.6f), TRIANGLE,	1  },
		{ "partial_tri",			"Triangle partially inside scissor area",					Vec4(0.4f, 0.4f, 0.6f, 0.6f), Vec4(0.0f, 0.0f, 1.0f, 1.0f), TRIANGLE,	1  },
		{ "outside_render_tri",		"Triangle with scissor area outside render target",			Vec4(1.4f, 1.4f, 0.6f, 0.6f), Vec4(0.0f, 0.0f, 0.6f, 0.6f), TRIANGLE,	1  },
		{ "partial_lines",			"Linse partially inside scissor area",						Vec4(0.4f, 0.4f, 0.6f, 0.6f), Vec4(0.0f, 0.0f, 1.0f, 1.0f), LINE,		30 },
		{ "contained_line",			"Line fully inside scissor area",							Vec4(0.1f, 0.1f, 0.8f, 0.8f), Vec4(0.2f, 0.2f, 0.6f, 0.6f), LINE,		1  },
		{ "partial_line",			"Line partially inside scissor area",						Vec4(0.4f, 0.4f, 0.6f, 0.6f), Vec4(0.0f, 0.0f, 1.0f, 1.0f), LINE,		1  },
		{ "outside_render_line",	"Line with scissor area outside render target",				Vec4(1.4f, 1.4f, 0.6f, 0.6f), Vec4(0.0f, 0.0f, 0.6f, 0.6f), LINE,		1  },
		{ "contained_point",		"Point fully inside scissor area",							Vec4(0.1f, 0.1f, 0.8f, 0.8f), Vec4(0.5f, 0.5f, 0.0f, 0.0f), POINT,		1  },
		{ "partial_points",			"Points partially inside scissor area",						Vec4(0.4f, 0.4f, 0.6f, 0.6f), Vec4(0.0f, 0.0f, 1.0f, 1.0f), POINT,		30 },
		{ "outside_point",			"Point fully outside scissor area",							Vec4(0.4f, 0.4f, 0.6f, 0.6f), Vec4(0.0f, 0.0f, 0.0f, 0.0f), POINT,		1  },
		{ "outside_render_point",	"Point with scissor area outside render target",			Vec4(1.4f, 1.4f, 0.6f, 0.6f), Vec4(0.5f, 0.5f, 0.0f, 0.0f),	POINT,		1  }
	};

	for(int caseNdx = 0; caseNdx < DE_LENGTH_OF_ARRAY(cases); caseNdx++)
	{
		addChild(createPrimitiveTest(tc,
									 rc,
									 cases[caseNdx].name,
									 cases[caseNdx].desc,
									 cases[caseNdx].scissor,
									 cases[caseNdx].render,
									 cases[caseNdx].type,
									 cases[caseNdx].primitives));
	}

	addChild(createClearTest(tc, rc, "clear_depth",		"Depth buffer clear",	Vec4(0.1f, 0.1f, 0.8f, 0.8f), GL_DEPTH_BUFFER_BIT));
	addChild(createClearTest(tc, rc, "clear_stencil",	"Stencil buffer clear",	Vec4(0.1f, 0.1f, 0.8f, 0.8f), GL_STENCIL_BUFFER_BIT));
	addChild(createClearTest(tc, rc, "clear_color",		"Color buffer clear",	Vec4(0.1f, 0.1f, 0.8f, 0.8f), GL_COLOR_BUFFER_BIT));
}

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