/*-------------------------------------------------------------------------
* 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 Rasterizer discard tests.
*//*--------------------------------------------------------------------*/
#include "es3fRasterizerDiscardTests.hpp"
#include "tcuTestLog.hpp"
#include "tcuVector.hpp"
#include "tcuSurface.hpp"
#include "tcuRenderTarget.hpp"
#include "gluShaderProgram.hpp"
#include "gluPixelTransfer.hpp"
#include "deRandom.hpp"
#include "deStringUtil.hpp"
#include "deString.h"
#include "glw.h"
using tcu::Vec4;
using tcu::TestLog;
namespace deqp
{
namespace gles3
{
namespace Functional
{
static const int NUM_CASE_ITERATIONS = 1;
static const Vec4 FAIL_COLOR_RED = Vec4(1.0f, 0.0f, 0.0f, 1.0f);
static const Vec4 PASS_COLOR_BLUE = Vec4(0.0f, 0.0f, 0.5f, 1.0f);
static const Vec4 BLACK_COLOR = Vec4(0.0f, 0.0f, 0.0f, 1.0f);
static const float FAIL_DEPTH = 0.0f;
static const int FAIL_STENCIL = 1;
static const float UNIT_SQUARE[16] =
{
1.0f, 1.0f, 0.05f, 1.0f,
1.0f, -1.0f, 0.05f, 1.0f,
-1.0f, 1.0f, 0.05f, 1.0f,
-1.0f, -1.0f, 0.05f, 1.0f
};
enum CaseType
{
CASE_WRITE_DEPTH,
CASE_WRITE_STENCIL,
CASE_CLEAR_COLOR,
CASE_CLEAR_DEPTH,
CASE_CLEAR_STENCIL
};
enum CaseOptions
{
CASEOPTION_FBO = (1 << 0),
CASEOPTION_SCISSOR = (1 << 1)
};
class RasterizerDiscardCase : public TestCase
{
public:
RasterizerDiscardCase (Context& context, const char* name, const char* description, int numPrimitives, CaseType caseType, deUint32 caseOptions, deUint32 drawMode = GL_TRIANGLES);
~RasterizerDiscardCase (void);
void init (void);
void deinit (void);
IterateResult iterate (void);
private:
RasterizerDiscardCase (const RasterizerDiscardCase& other);
RasterizerDiscardCase& operator= (const RasterizerDiscardCase& other);
void setupFramebufferObject (void);
void deleteFramebufferObject (void);
int m_numPrimitives;
CaseType m_caseType;
deUint32 m_caseOptions;
deUint32 m_drawMode;
glu::ShaderProgram* m_program;
deUint32 m_fbo;
deUint32 m_colorBuf;
deUint32 m_depthStencilBuf;
int m_iterNdx;
de::Random m_rnd;
};
RasterizerDiscardCase::RasterizerDiscardCase (Context& context, const char* name, const char* description, int numPrimitives, CaseType caseType, deUint32 caseOptions, deUint32 drawMode)
: TestCase (context, name, description)
, m_numPrimitives (numPrimitives)
, m_caseType (caseType)
, m_caseOptions (caseOptions)
, m_drawMode (drawMode)
, m_program (DE_NULL)
, m_fbo (0)
, m_colorBuf (0)
, m_depthStencilBuf (0)
, m_iterNdx (0)
, m_rnd (deStringHash(name))
{
}
RasterizerDiscardCase::~RasterizerDiscardCase (void)
{
RasterizerDiscardCase::deinit();
}
static void generateVertices (std::vector<float>& dst, int numPrimitives, de::Random& rnd, deUint32 drawMode)
{
int numVertices;
switch (drawMode)
{
case GL_POINTS: numVertices = numPrimitives; break;
case GL_LINES: numVertices = 2*numPrimitives; break;
case GL_LINE_STRIP: numVertices = numPrimitives+1; break;
case GL_LINE_LOOP: numVertices = numPrimitives+2; break;
case GL_TRIANGLES: numVertices = 3*numPrimitives; break;
case GL_TRIANGLE_STRIP: numVertices = numPrimitives+2; break;
case GL_TRIANGLE_FAN: numVertices = numPrimitives+2; break;
default:
DE_ASSERT(false);
numVertices = 0;
}
dst.resize(numVertices * 4);
for (int i = 0; i < numVertices; i++)
{
dst[i*4 ] = rnd.getFloat(-1.0f, 1.0f); // x
dst[i*4 + 1] = rnd.getFloat(-1.0f, 1.0f); // y
dst[i*4 + 2] = rnd.getFloat( 0.1f, 0.9f); // z
dst[i*4 + 3] = 1.0f; // w
}
}
void RasterizerDiscardCase::setupFramebufferObject (void)
{
int width = m_context.getRenderTarget().getWidth();
int height = m_context.getRenderTarget().getHeight();
// Create framebuffer object
glGenFramebuffers (1, &m_fbo); // FBO
glGenTextures (1, &m_colorBuf); // Color attachment
glGenRenderbuffers (1, &m_depthStencilBuf); // Depth and stencil attachments
// Create color texture
glBindTexture (GL_TEXTURE_2D, m_colorBuf);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
// Create depth and stencil buffers
glBindRenderbuffer (GL_RENDERBUFFER, m_depthStencilBuf);
glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
// Attach texture and buffers to FBO
glBindFramebuffer (GL_FRAMEBUFFER, m_fbo);
glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_colorBuf, 0);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuf);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuf);
deUint32 fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (fboStatus == GL_FRAMEBUFFER_UNSUPPORTED)
throw tcu::NotSupportedError("Framebuffer unsupported", "", __FILE__, __LINE__);
else if (fboStatus != GL_FRAMEBUFFER_COMPLETE)
throw tcu::TestError("Failed to create framebuffer object", "", __FILE__, __LINE__);
}
void RasterizerDiscardCase::deleteFramebufferObject (void)
{
glDeleteTextures (1, &m_colorBuf); // Color attachment
glDeleteRenderbuffers (1, &m_depthStencilBuf); // Depth and stencil attachments
glDeleteFramebuffers (1, &m_fbo); // FBO
}
void RasterizerDiscardCase::init (void)
{
const char* vertShaderSource =
"#version 300 es\n"
"layout(location = 0) in mediump vec4 a_position;\n"
"\n"
"void main (void)\n"
"{\n"
" gl_Position = a_position;\n"
"}\n";
const char* fragShaderSource =
"#version 300 es\n"
"layout(location = 0) out mediump vec4 dEQP_FragColor;\n"
"uniform mediump vec4 u_color;\n"
"\n"
"void main (void)\n"
"{\n"
" mediump float depth_gradient = gl_FragCoord.z;\n"
" mediump float bias = 0.1;\n"
" dEQP_FragColor = vec4(u_color.xyz * (depth_gradient + bias), 1.0);\n"
"}\n";
DE_ASSERT(!m_program);
m_program = new glu::ShaderProgram(m_context.getRenderContext(), glu::makeVtxFragSources(vertShaderSource, fragShaderSource));
if (!m_program->isOk())
{
m_testCtx.getLog() << *m_program;
TCU_FAIL("Failed to compile shader program");
}
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); // Initialize test result to pass.
GLU_CHECK_MSG ("Case initialization finished");
}
void RasterizerDiscardCase::deinit (void)
{
deleteFramebufferObject();
delete m_program;
m_program = DE_NULL;
}
RasterizerDiscardCase::IterateResult RasterizerDiscardCase::iterate (void)
{
TestLog& log = m_testCtx.getLog();
const tcu::RenderTarget& renderTarget = m_context.getRenderTarget();
deUint32 colorUnif = glGetUniformLocation(m_program->getProgram(), "u_color");
bool failColorFound = false;
bool passColorFound = false;
std::vector<float> vertices;
std::string header = "Case iteration " + de::toString(m_iterNdx+1) + " / " + de::toString(NUM_CASE_ITERATIONS);
log << TestLog::Section(header, header);
DE_ASSERT (m_program);
// Create and bind FBO if needed
if (m_caseOptions & CASEOPTION_FBO)
{
try
{
setupFramebufferObject();
}
catch (tcu::NotSupportedError& e)
{
log << TestLog::Message << "ERROR: " << e.what() << "." << TestLog::EndMessage << TestLog::EndSection;
m_testCtx.setTestResult(QP_TEST_RESULT_NOT_SUPPORTED, "Not supported");
return STOP;
}
catch (tcu::InternalError& e)
{
log << TestLog::Message << "ERROR: " << e.what() << "." << TestLog::EndMessage << TestLog::EndSection;
m_testCtx.setTestResult(QP_TEST_RESULT_INTERNAL_ERROR, "Error");
return STOP;
}
}
if (m_caseOptions & CASEOPTION_SCISSOR)
{
glEnable (GL_SCISSOR_TEST);
glScissor(0, 0, renderTarget.getWidth(), renderTarget.getHeight());
log << TestLog::Message << "Scissor test enabled: glScissor(0, 0, " << renderTarget.getWidth() << ", " << renderTarget.getHeight() << ")" << TestLog::EndMessage;
}
glUseProgram (m_program->getProgram());
glEnable (GL_DEPTH_TEST);
glDepthRangef (0.0f, 1.0f);
glDepthFunc (GL_LEQUAL);
glEnable (GL_STENCIL_TEST);
glStencilFunc (GL_NOTEQUAL, 1, 0xFF);
glStencilOp (GL_REPLACE, GL_KEEP, GL_KEEP);
glClearColor (PASS_COLOR_BLUE.x(), PASS_COLOR_BLUE.y(), PASS_COLOR_BLUE.z(), PASS_COLOR_BLUE.w());
glClearDepthf (1.0f);
glClearStencil (0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Generate vertices
glEnableVertexAttribArray (0);
generateVertices (vertices, m_numPrimitives, m_rnd, m_drawMode);
glVertexAttribPointer (0, 4, GL_FLOAT, GL_FALSE, 0, &vertices[0]);
// Clear color to black for depth and stencil clear cases
if (m_caseType == CASE_CLEAR_DEPTH || m_caseType == CASE_CLEAR_STENCIL)
{
glClearColor (BLACK_COLOR.x(), BLACK_COLOR.y(), BLACK_COLOR.z(), BLACK_COLOR.w());
glClear (GL_COLOR_BUFFER_BIT);
}
// Set fail values for color, depth and stencil
glUniform4f (colorUnif, FAIL_COLOR_RED.x(), FAIL_COLOR_RED.y(), FAIL_COLOR_RED.z(), FAIL_COLOR_RED.w());
glClearColor (FAIL_COLOR_RED.x(), FAIL_COLOR_RED.y(), FAIL_COLOR_RED.z(), FAIL_COLOR_RED.w());
glClearDepthf (FAIL_DEPTH);
glClearStencil (FAIL_STENCIL);
// Enable rasterizer discard
glEnable (GL_RASTERIZER_DISCARD);
GLU_CHECK_MSG ("Rasterizer discard enabled");
// Do to-be-discarded primitive draws and buffer clears
switch (m_caseType)
{
case CASE_WRITE_DEPTH: glDrawArrays(m_drawMode, 0, (int)vertices.size() / 4); break;
case CASE_WRITE_STENCIL: glDrawArrays(m_drawMode, 0, (int)vertices.size() / 4); break;
case CASE_CLEAR_COLOR: (m_caseOptions & CASEOPTION_FBO) ? glClearBufferfv(GL_COLOR, 0, &FAIL_COLOR_RED[0]) : glClear(GL_COLOR_BUFFER_BIT); break;
case CASE_CLEAR_DEPTH: (m_caseOptions & CASEOPTION_FBO) ? glClearBufferfv(GL_DEPTH, 0, &FAIL_DEPTH) : glClear(GL_DEPTH_BUFFER_BIT); break;
case CASE_CLEAR_STENCIL: (m_caseOptions & CASEOPTION_FBO) ? glClearBufferiv(GL_STENCIL, 0, &FAIL_STENCIL) : glClear(GL_STENCIL_BUFFER_BIT); break;
default: DE_ASSERT(false);
}
// Disable rasterizer discard
glDisable (GL_RASTERIZER_DISCARD);
GLU_CHECK_MSG ("Rasterizer discard disabled");
if (m_caseType == CASE_WRITE_STENCIL)
{
if ((m_caseOptions & CASEOPTION_FBO) || m_context.getRenderTarget().getStencilBits() > 0)
{
// Draw a full-screen square that colors all pixels red if they have stencil value 1.
glVertexAttribPointer (0, 4, GL_FLOAT, GL_FALSE, 0, &UNIT_SQUARE[0]);
glStencilFunc (GL_EQUAL, 1, 0xFF);
glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
}
// \note If no stencil buffers are present and test is rendering to default framebuffer, test will always pass.
}
else if (m_caseType == CASE_CLEAR_DEPTH || m_caseType == CASE_CLEAR_STENCIL)
{
// Draw pass-indicating primitives for depth and stencil clear cases
glUniform4f (colorUnif, PASS_COLOR_BLUE.x(), PASS_COLOR_BLUE.y(), PASS_COLOR_BLUE.z(), PASS_COLOR_BLUE.w());
glDrawArrays (m_drawMode, 0, (int)vertices.size() / 4);
}
glFinish ();
glDisable (GL_STENCIL_TEST);
glDisable (GL_DEPTH_TEST);
glDisable (GL_SCISSOR_TEST);
// Read and check pixel data
tcu::Surface pixels(renderTarget.getWidth(), renderTarget.getHeight());
glu::readPixels(m_context.getRenderContext(), 0, 0, pixels.getAccess());
{
int width = pixels.getWidth();
int height = pixels.getHeight();
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
if (pixels.getPixel(x,y).getBlue() != 0)
passColorFound = true;
if (pixels.getPixel(x,y).getRed() != 0)
{
failColorFound = true;
break;
}
}
if (failColorFound) break;
}
}
// Delete FBO if created
if (m_caseOptions & CASEOPTION_FBO)
deleteFramebufferObject();
// Evaluate test result
bool testOk = passColorFound && !failColorFound;
if (!testOk)
log << TestLog::Image ("Result image", "Result image", pixels);
log << TestLog::Message << "Test result: " << (testOk ? "Passed!" : "Failed!") << TestLog::EndMessage;
if (!testOk)
{
log << TestLog::Message << "Primitive or buffer clear was not discarded." << TestLog::EndMessage << TestLog::EndSection;
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail");
return STOP;
}
log << TestLog::Message << "Primitive or buffer clear was discarded correctly." << TestLog::EndMessage << TestLog::EndSection;
return (++m_iterNdx < NUM_CASE_ITERATIONS) ? CONTINUE : STOP;
}
RasterizerDiscardTests::RasterizerDiscardTests (Context& context)
: TestCaseGroup(context, "rasterizer_discard", "Rasterizer Discard Tests")
{
}
RasterizerDiscardTests::~RasterizerDiscardTests (void)
{
}
void RasterizerDiscardTests::init (void)
{
tcu::TestCaseGroup* basic = new tcu::TestCaseGroup(m_testCtx, "basic", "Rasterizer discard test for default framebuffer");
tcu::TestCaseGroup* scissor = new tcu::TestCaseGroup(m_testCtx, "scissor", "Rasterizer discard test for default framebuffer with scissor test enabled");
tcu::TestCaseGroup* fbo = new tcu::TestCaseGroup(m_testCtx, "fbo", "Rasterizer discard test for framebuffer object");
addChild(basic);
addChild(scissor);
addChild(fbo);
// Default framebuffer cases
basic->addChild(new RasterizerDiscardCase(m_context, "write_depth_points", "points", 4, CASE_WRITE_DEPTH, 0, GL_POINTS));
basic->addChild(new RasterizerDiscardCase(m_context, "write_depth_lines", "lines", 4, CASE_WRITE_DEPTH, 0, GL_LINES));
basic->addChild(new RasterizerDiscardCase(m_context, "write_depth_line_strip", "line_strip", 4, CASE_WRITE_DEPTH, 0, GL_LINE_STRIP));
basic->addChild(new RasterizerDiscardCase(m_context, "write_depth_line_loop", "line_loop", 4, CASE_WRITE_DEPTH, 0, GL_LINE_LOOP));
basic->addChild(new RasterizerDiscardCase(m_context, "write_depth_triangles", "triangles", 4, CASE_WRITE_DEPTH, 0, GL_TRIANGLES));
basic->addChild(new RasterizerDiscardCase(m_context, "write_depth_triangle_strip", "triangle_strip", 4, CASE_WRITE_DEPTH, 0, GL_TRIANGLE_STRIP));
basic->addChild(new RasterizerDiscardCase(m_context, "write_depth_triangle_fan", "triangle_fan", 4, CASE_WRITE_DEPTH, 0, GL_TRIANGLE_FAN));
basic->addChild(new RasterizerDiscardCase(m_context, "write_stencil_points", "points", 4, CASE_WRITE_STENCIL, 0, GL_POINTS));
basic->addChild(new RasterizerDiscardCase(m_context, "write_stencil_lines", "lines", 4, CASE_WRITE_STENCIL, 0, GL_LINES));
basic->addChild(new RasterizerDiscardCase(m_context, "write_stencil_line_strip", "line_strip", 4, CASE_WRITE_STENCIL, 0, GL_LINE_STRIP));
basic->addChild(new RasterizerDiscardCase(m_context, "write_stencil_line_loop", "line_loop", 4, CASE_WRITE_STENCIL, 0, GL_LINE_LOOP));
basic->addChild(new RasterizerDiscardCase(m_context, "write_stencil_triangles", "triangles", 4, CASE_WRITE_STENCIL, 0, GL_TRIANGLES));
basic->addChild(new RasterizerDiscardCase(m_context, "write_stencil_triangle_strip", "triangle_strip", 4, CASE_WRITE_STENCIL, 0, GL_TRIANGLE_STRIP));
basic->addChild(new RasterizerDiscardCase(m_context, "write_stencil_triangle_fan", "triangle_fan", 4, CASE_WRITE_STENCIL, 0, GL_TRIANGLE_FAN));
basic->addChild(new RasterizerDiscardCase(m_context, "clear_color", "clear_color", 4, CASE_CLEAR_COLOR, 0));
basic->addChild(new RasterizerDiscardCase(m_context, "clear_depth", "clear_depth", 4, CASE_CLEAR_DEPTH, 0));
basic->addChild(new RasterizerDiscardCase(m_context, "clear_stencil", "clear_stencil", 4, CASE_CLEAR_STENCIL, 0));
// Default framebuffer cases with scissor test enabled
scissor->addChild(new RasterizerDiscardCase(m_context, "write_depth_points", "points", 4, CASE_WRITE_DEPTH, CASEOPTION_SCISSOR, GL_POINTS));
scissor->addChild(new RasterizerDiscardCase(m_context, "write_depth_lines", "lines", 4, CASE_WRITE_DEPTH, CASEOPTION_SCISSOR, GL_LINES));
scissor->addChild(new RasterizerDiscardCase(m_context, "write_depth_line_strip", "line_strip", 4, CASE_WRITE_DEPTH, CASEOPTION_SCISSOR, GL_LINE_STRIP));
scissor->addChild(new RasterizerDiscardCase(m_context, "write_depth_line_loop", "line_loop", 4, CASE_WRITE_DEPTH, CASEOPTION_SCISSOR, GL_LINE_LOOP));
scissor->addChild(new RasterizerDiscardCase(m_context, "write_depth_triangles", "triangles", 4, CASE_WRITE_DEPTH, CASEOPTION_SCISSOR, GL_TRIANGLES));
scissor->addChild(new RasterizerDiscardCase(m_context, "write_depth_triangle_strip", "triangle_strip", 4, CASE_WRITE_DEPTH, CASEOPTION_SCISSOR, GL_TRIANGLE_STRIP));
scissor->addChild(new RasterizerDiscardCase(m_context, "write_depth_triangle_fan", "triangle_fan", 4, CASE_WRITE_DEPTH, CASEOPTION_SCISSOR, GL_TRIANGLE_FAN));
scissor->addChild(new RasterizerDiscardCase(m_context, "write_stencil_points", "points", 4, CASE_WRITE_STENCIL, CASEOPTION_SCISSOR, GL_POINTS));
scissor->addChild(new RasterizerDiscardCase(m_context, "write_stencil_lines", "lines", 4, CASE_WRITE_STENCIL, CASEOPTION_SCISSOR, GL_LINES));
scissor->addChild(new RasterizerDiscardCase(m_context, "write_stencil_line_strip", "line_strip", 4, CASE_WRITE_STENCIL, CASEOPTION_SCISSOR, GL_LINE_STRIP));
scissor->addChild(new RasterizerDiscardCase(m_context, "write_stencil_line_loop", "line_loop", 4, CASE_WRITE_STENCIL, CASEOPTION_SCISSOR, GL_LINE_LOOP));
scissor->addChild(new RasterizerDiscardCase(m_context, "write_stencil_triangles", "triangles", 4, CASE_WRITE_STENCIL, CASEOPTION_SCISSOR, GL_TRIANGLES));
scissor->addChild(new RasterizerDiscardCase(m_context, "write_stencil_triangle_strip", "triangle_strip", 4, CASE_WRITE_STENCIL, CASEOPTION_SCISSOR, GL_TRIANGLE_STRIP));
scissor->addChild(new RasterizerDiscardCase(m_context, "write_stencil_triangle_fan", "triangle_fan", 4, CASE_WRITE_STENCIL, CASEOPTION_SCISSOR, GL_TRIANGLE_FAN));
scissor->addChild(new RasterizerDiscardCase(m_context, "clear_color", "clear_color", 4, CASE_CLEAR_COLOR, CASEOPTION_SCISSOR));
scissor->addChild(new RasterizerDiscardCase(m_context, "clear_depth", "clear_depth", 4, CASE_CLEAR_DEPTH, CASEOPTION_SCISSOR));
scissor->addChild(new RasterizerDiscardCase(m_context, "clear_stencil", "clear_stencil", 4, CASE_CLEAR_STENCIL, CASEOPTION_SCISSOR));
// FBO cases
fbo->addChild(new RasterizerDiscardCase(m_context, "write_depth_points", "points", 4, CASE_WRITE_DEPTH, CASEOPTION_FBO, GL_POINTS));
fbo->addChild(new RasterizerDiscardCase(m_context, "write_depth_lines", "lines", 4, CASE_WRITE_DEPTH, CASEOPTION_FBO, GL_LINES));
fbo->addChild(new RasterizerDiscardCase(m_context, "write_depth_line_strip", "line_strip", 4, CASE_WRITE_DEPTH, CASEOPTION_FBO, GL_LINE_STRIP));
fbo->addChild(new RasterizerDiscardCase(m_context, "write_depth_line_loop", "line_loop", 4, CASE_WRITE_DEPTH, CASEOPTION_FBO, GL_LINE_LOOP));
fbo->addChild(new RasterizerDiscardCase(m_context, "write_depth_triangles", "triangles", 4, CASE_WRITE_DEPTH, CASEOPTION_FBO, GL_TRIANGLES));
fbo->addChild(new RasterizerDiscardCase(m_context, "write_depth_triangle_strip", "triangle_strip", 4, CASE_WRITE_DEPTH, CASEOPTION_FBO, GL_TRIANGLE_STRIP));
fbo->addChild(new RasterizerDiscardCase(m_context, "write_depth_triangle_fan", "triangle_fan", 4, CASE_WRITE_DEPTH, CASEOPTION_FBO, GL_TRIANGLE_FAN));
fbo->addChild(new RasterizerDiscardCase(m_context, "write_stencil_points", "points", 4, CASE_WRITE_STENCIL, CASEOPTION_FBO, GL_POINTS));
fbo->addChild(new RasterizerDiscardCase(m_context, "write_stencil_lines", "lines", 4, CASE_WRITE_STENCIL, CASEOPTION_FBO, GL_LINES));
fbo->addChild(new RasterizerDiscardCase(m_context, "write_stencil_line_strip", "line_strip", 4, CASE_WRITE_STENCIL, CASEOPTION_FBO, GL_LINE_STRIP));
fbo->addChild(new RasterizerDiscardCase(m_context, "write_stencil_line_loop", "line_loop", 4, CASE_WRITE_STENCIL, CASEOPTION_FBO, GL_LINE_LOOP));
fbo->addChild(new RasterizerDiscardCase(m_context, "write_stencil_triangles", "triangles", 4, CASE_WRITE_STENCIL, CASEOPTION_FBO, GL_TRIANGLES));
fbo->addChild(new RasterizerDiscardCase(m_context, "write_stencil_triangle_strip", "triangle_strip", 4, CASE_WRITE_STENCIL, CASEOPTION_FBO, GL_TRIANGLE_STRIP));
fbo->addChild(new RasterizerDiscardCase(m_context, "write_stencil_triangle_fan", "triangle_fan", 4, CASE_WRITE_STENCIL, CASEOPTION_FBO, GL_TRIANGLE_FAN));
fbo->addChild(new RasterizerDiscardCase(m_context, "clear_color", "clear_color", 4, CASE_CLEAR_COLOR, CASEOPTION_FBO));
fbo->addChild(new RasterizerDiscardCase(m_context, "clear_depth", "clear_depth", 4, CASE_CLEAR_DEPTH, CASEOPTION_FBO));
fbo->addChild(new RasterizerDiscardCase(m_context, "clear_stencil", "clear_stencil", 4, CASE_CLEAR_STENCIL, CASEOPTION_FBO));
}
} // Functional
} // gles3
} // deqp