/*-------------------------------------------------------------------------
* 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 FBO depthbuffer tests.
*//*--------------------------------------------------------------------*/
#include "es3fFboDepthbufferTests.hpp"
#include "es3fFboTestCase.hpp"
#include "es3fFboTestUtil.hpp"
#include "gluTextureUtil.hpp"
#include "tcuTextureUtil.hpp"
#include "sglrContextUtil.hpp"
#include "glwEnums.hpp"
namespace deqp
{
namespace gles3
{
namespace Functional
{
using std::string;
using tcu::Vec2;
using tcu::Vec3;
using tcu::Vec4;
using tcu::IVec2;
using tcu::IVec3;
using tcu::IVec4;
using tcu::UVec4;
using namespace FboTestUtil;
class BasicFboDepthCase : public FboTestCase
{
public:
BasicFboDepthCase (Context& context, const char* name, const char* desc, deUint32 format, int width, int height)
: FboTestCase (context, name, desc)
, m_format (format)
, m_width (width)
, m_height (height)
{
}
protected:
void preCheck (void)
{
checkFormatSupport(m_format);
}
void render (tcu::Surface& dst)
{
const deUint32 colorFormat = GL_RGBA8;
deUint32 fbo = 0;
deUint32 colorRbo = 0;
deUint32 depthRbo = 0;
GradientShader gradShader (glu::TYPE_FLOAT_VEC4);
Texture2DShader texShader (DataTypes() << glu::TYPE_SAMPLER_2D, glu::TYPE_FLOAT_VEC4);
deUint32 gradShaderID = getCurrentContext()->createProgram(&gradShader);
deUint32 texShaderID = getCurrentContext()->createProgram(&texShader);
float clearDepth = 1.0f;
// Setup shaders
gradShader.setGradient(*getCurrentContext(), gradShaderID, tcu::Vec4(0.0f), tcu::Vec4(1.0f));
texShader.setUniforms (*getCurrentContext(), texShaderID);
// Setup FBO
glGenFramebuffers(1, &fbo);
glGenRenderbuffers(1, &colorRbo);
glGenRenderbuffers(1, &depthRbo);
glBindRenderbuffer(GL_RENDERBUFFER, colorRbo);
glRenderbufferStorage(GL_RENDERBUFFER, colorFormat, m_width, m_height);
glBindRenderbuffer(GL_RENDERBUFFER, depthRbo);
glRenderbufferStorage(GL_RENDERBUFFER, m_format, m_width, m_height);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRbo);
checkError();
checkFramebufferStatus(GL_FRAMEBUFFER);
glViewport(0, 0, m_width, m_height);
// Clear depth to 1
glClearBufferfv(GL_DEPTH, 0, &clearDepth);
// Render gradient with depth = [-1..1]
glEnable(GL_DEPTH_TEST);
sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
// Render grid pattern with depth = 0
{
const deUint32 format = GL_RGBA;
const deUint32 dataType = GL_UNSIGNED_BYTE;
const int texW = 128;
const int texH = 128;
deUint32 gridTex = 0;
tcu::TextureLevel data (glu::mapGLTransferFormat(format, dataType), texW, texH, 1);
tcu::fillWithGrid(data.getAccess(), 8, Vec4(0.2f, 0.7f, 0.1f, 1.0f), Vec4(0.7f, 0.1f, 0.5f, 0.8f));
glGenTextures(1, &gridTex);
glBindTexture(GL_TEXTURE_2D, gridTex);
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, format, texW, texH, 0, format, dataType, data.getAccess().getDataPtr());
sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
}
// Read results.
readPixels(dst, 0, 0, m_width, m_height, glu::mapGLInternalFormat(colorFormat), Vec4(1.0f), Vec4(0.0f));
}
private:
deUint32 m_format;
int m_width;
int m_height;
};
class DepthWriteClampCase : public FboTestCase
{
public:
DepthWriteClampCase (Context& context, const char* name, const char* desc, deUint32 format, int width, int height)
: FboTestCase (context, name, desc)
, m_format (format)
, m_width (width)
, m_height (height)
{
}
protected:
void preCheck (void)
{
checkFormatSupport(m_format);
}
void render (tcu::Surface& dst)
{
const deUint32 colorFormat = GL_RGBA8;
deUint32 fbo = 0;
deUint32 colorRbo = 0;
deUint32 depthTexture = 0;
glu::TransferFormat transferFmt = glu::getTransferFormat(glu::mapGLInternalFormat(m_format));
DepthGradientShader depthGradShader (glu::TYPE_FLOAT_VEC4);
const deUint32 depthGradShaderID = getCurrentContext()->createProgram(&depthGradShader);
const float clearDepth = 1.0f;
const tcu::Vec4 red (1.0, 0.0, 0.0, 1.0);
const tcu::Vec4 green (0.0, 1.0, 0.0, 1.0);
// Setup FBO
glGenFramebuffers(1, &fbo);
glGenRenderbuffers(1, &colorRbo);
glGenTextures(1, &depthTexture);
glBindRenderbuffer(GL_RENDERBUFFER, colorRbo);
glRenderbufferStorage(GL_RENDERBUFFER, colorFormat, m_width, m_height);
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, m_format, m_width, m_height, 0, transferFmt.format, transferFmt.dataType, DE_NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
checkError();
checkFramebufferStatus(GL_FRAMEBUFFER);
glViewport(0, 0, m_width, m_height);
// Clear depth to 1
glClearBufferfv(GL_DEPTH, 0, &clearDepth);
// Test that invalid values are not written to the depth buffer
// Render green quad, depth gradient = [-1..2]
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, -1.0f, 2.0f, green);
sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
glDepthMask(GL_FALSE);
// Test if any fragment has greater depth than 1; there should be none
glDepthFunc(GL_LESS); // (1 < depth) ?
depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, 1.0f, 1.0f, red);
sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
// Test if any fragment has smaller depth than 0; there should be none
glDepthFunc(GL_GREATER); // (0 > depth) ?
depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, 0.0f, 0.0f, red);
sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
// Read results.
readPixels(dst, 0, 0, m_width, m_height, glu::mapGLInternalFormat(colorFormat), Vec4(1.0f), Vec4(0.0f));
}
private:
const deUint32 m_format;
const int m_width;
const int m_height;
};
class DepthTestClampCase : public FboTestCase
{
public:
DepthTestClampCase (Context& context, const char* name, const char* desc, deUint32 format, int width, int height)
: FboTestCase (context, name, desc)
, m_format (format)
, m_width (width)
, m_height (height)
{
}
protected:
void preCheck (void)
{
checkFormatSupport(m_format);
}
void render (tcu::Surface& dst)
{
const deUint32 colorFormat = GL_RGBA8;
deUint32 fbo = 0;
deUint32 colorRbo = 0;
deUint32 depthTexture = 0;
glu::TransferFormat transferFmt = glu::getTransferFormat(glu::mapGLInternalFormat(m_format));
DepthGradientShader depthGradShader (glu::TYPE_FLOAT_VEC4);
const deUint32 depthGradShaderID = getCurrentContext()->createProgram(&depthGradShader);
const float clearDepth = 1.0f;
const tcu::Vec4 yellow (1.0, 1.0, 0.0, 1.0);
const tcu::Vec4 green (0.0, 1.0, 0.0, 1.0);
// Setup FBO
glGenFramebuffers(1, &fbo);
glGenRenderbuffers(1, &colorRbo);
glGenTextures(1, &depthTexture);
glBindRenderbuffer(GL_RENDERBUFFER, colorRbo);
glRenderbufferStorage(GL_RENDERBUFFER, colorFormat, m_width, m_height);
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, m_format, m_width, m_height, 0, transferFmt.format, transferFmt.dataType, DE_NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
checkError();
checkFramebufferStatus(GL_FRAMEBUFFER);
glViewport(0, 0, m_width, m_height);
// Clear depth to 1
glClearBufferfv(GL_DEPTH, 0, &clearDepth);
// Test values used in depth test are clamped
// Render green quad, depth gradient = [-1..2]
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, -1.0f, 2.0f, green);
sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
// Render yellow quad, depth gradient = [-0.5..3]. Gradients have equal values only outside [0, 1] range due to clamping
glDepthFunc(GL_EQUAL);
depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, -0.5f, 3.0f, yellow);
sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
// Read results.
readPixels(dst, 0, 0, m_width, m_height, glu::mapGLInternalFormat(colorFormat), Vec4(1.0f), Vec4(0.0f));
}
private:
const deUint32 m_format;
const int m_width;
const int m_height;
};
FboDepthTests::FboDepthTests (Context& context)
: TestCaseGroup(context, "depth", "Depth tests")
{
}
FboDepthTests::~FboDepthTests (void)
{
}
void FboDepthTests::init (void)
{
static const deUint32 depthFormats[] =
{
GL_DEPTH_COMPONENT32F,
GL_DEPTH_COMPONENT24,
GL_DEPTH_COMPONENT16,
GL_DEPTH32F_STENCIL8,
GL_DEPTH24_STENCIL8
};
// .basic
{
tcu::TestCaseGroup* basicGroup = new tcu::TestCaseGroup(m_testCtx, "basic", "Basic depth tests");
addChild(basicGroup);
for (int fmtNdx = 0; fmtNdx < DE_LENGTH_OF_ARRAY(depthFormats); fmtNdx++)
basicGroup->addChild(new BasicFboDepthCase(m_context, getFormatName(depthFormats[fmtNdx]), "", depthFormats[fmtNdx], 119, 127));
}
// .depth_write_clamp
{
tcu::TestCaseGroup* depthClampGroup = new tcu::TestCaseGroup(m_testCtx, "depth_write_clamp", "Depth write clamping tests");
addChild(depthClampGroup);
for (int fmtNdx = 0; fmtNdx < DE_LENGTH_OF_ARRAY(depthFormats); fmtNdx++)
depthClampGroup->addChild(new DepthWriteClampCase(m_context, getFormatName(depthFormats[fmtNdx]), "", depthFormats[fmtNdx], 119, 127));
}
// .depth_test_clamp
{
tcu::TestCaseGroup* depthClampGroup = new tcu::TestCaseGroup(m_testCtx, "depth_test_clamp", "Depth test value clamping tests");
addChild(depthClampGroup);
for (int fmtNdx = 0; fmtNdx < DE_LENGTH_OF_ARRAY(depthFormats); fmtNdx++)
depthClampGroup->addChild(new DepthTestClampCase(m_context, getFormatName(depthFormats[fmtNdx]), "", depthFormats[fmtNdx], 119, 127));
}
}
} // Functional
} // gles3
} // deqp