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