/*-------------------------------------------------------------------------
* 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 invalidate tests.
*//*--------------------------------------------------------------------*/
#include "es3fFboInvalidateTests.hpp"
#include "es3fFboTestCase.hpp"
#include "es3fFboTestUtil.hpp"
#include "gluTextureUtil.hpp"
#include "tcuImageCompare.hpp"
#include "tcuTextureUtil.hpp"
#include "sglrContextUtil.hpp"
#include "glwEnums.hpp"
#include <algorithm>
namespace deqp
{
namespace gles3
{
namespace Functional
{
using std::string;
using std::vector;
using tcu::Vec2;
using tcu::Vec3;
using tcu::Vec4;
using tcu::IVec2;
using tcu::IVec3;
using tcu::IVec4;
using tcu::UVec4;
using namespace FboTestUtil;
static std::vector<deUint32> getDefaultFBDiscardAttachments (deUint32 discardBufferBits)
{
vector<deUint32> attachments;
if (discardBufferBits & GL_COLOR_BUFFER_BIT)
attachments.push_back(GL_COLOR);
if (discardBufferBits & GL_DEPTH_BUFFER_BIT)
attachments.push_back(GL_DEPTH);
if (discardBufferBits & GL_STENCIL_BUFFER_BIT)
attachments.push_back(GL_STENCIL);
return attachments;
}
static std::vector<deUint32> getFBODiscardAttachments (deUint32 discardBufferBits)
{
vector<deUint32> attachments;
if (discardBufferBits & GL_COLOR_BUFFER_BIT)
attachments.push_back(GL_COLOR_ATTACHMENT0);
// \note DEPTH_STENCIL_ATTACHMENT is allowed when discarding FBO, but not with default FB
if ((discardBufferBits & (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT)) == (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT))
attachments.push_back(GL_DEPTH_STENCIL_ATTACHMENT);
else if (discardBufferBits & GL_DEPTH_BUFFER_BIT)
attachments.push_back(GL_DEPTH_ATTACHMENT);
else if (discardBufferBits & GL_STENCIL_BUFFER_BIT)
attachments.push_back(GL_STENCIL_ATTACHMENT);
return attachments;
}
static inline bool hasAttachment (const std::vector<deUint32>& attachmentList, deUint32 attachment)
{
return std::find(attachmentList.begin(), attachmentList.end(), attachment) != attachmentList.end();
}
static deUint32 getCompatibleColorFormat (const tcu::RenderTarget& renderTargetInfo)
{
const tcu::PixelFormat& pxFmt = renderTargetInfo.getPixelFormat();
DE_ASSERT(de::inBounds(pxFmt.redBits, 0, 0xff) &&
de::inBounds(pxFmt.greenBits, 0, 0xff) &&
de::inBounds(pxFmt.blueBits, 0, 0xff) &&
de::inBounds(pxFmt.alphaBits, 0, 0xff));
#define PACK_FMT(R, G, B, A) (((R) << 24) | ((G) << 16) | ((B) << 8) | (A))
// \note [pyry] This may not hold true on some implementations - best effort guess only.
switch (PACK_FMT(pxFmt.redBits, pxFmt.greenBits, pxFmt.blueBits, pxFmt.alphaBits))
{
case PACK_FMT(8,8,8,8): return GL_RGBA8;
case PACK_FMT(8,8,8,0): return GL_RGB8;
case PACK_FMT(4,4,4,4): return GL_RGBA4;
case PACK_FMT(5,5,5,1): return GL_RGB5_A1;
case PACK_FMT(5,6,5,0): return GL_RGB565;
default: return GL_NONE;
}
#undef PACK_FMT
}
static deUint32 getCompatibleDepthStencilFormat (const tcu::RenderTarget& renderTargetInfo)
{
const int depthBits = renderTargetInfo.getDepthBits();
const int stencilBits = renderTargetInfo.getStencilBits();
const bool hasDepth = depthBits > 0;
const bool hasStencil = stencilBits > 0;
if (!hasDepth || !hasStencil || (stencilBits != 8))
return GL_NONE;
if (depthBits == 32)
return GL_DEPTH32F_STENCIL8;
else if (depthBits == 24)
return GL_DEPTH24_STENCIL8;
else
return GL_NONE;
}
class InvalidateDefaultFramebufferRenderCase : public FboTestCase
{
public:
InvalidateDefaultFramebufferRenderCase (Context& context, const char* name, const char* description, deUint32 buffers, deUint32 fboTarget = GL_FRAMEBUFFER)
: FboTestCase (context, name, description)
, m_buffers (buffers)
, m_fboTarget (fboTarget)
{
}
void render (tcu::Surface& dst)
{
FlatColorShader flatShader (glu::TYPE_FLOAT_VEC4);
vector<deUint32> attachments = getDefaultFBDiscardAttachments(m_buffers);
deUint32 flatShaderID= getCurrentContext()->createProgram(&flatShader);
glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
glEnable (GL_DEPTH_TEST);
glEnable (GL_STENCIL_TEST);
glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc (GL_ALWAYS, 1, 0xff);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(1.0f, 0.0f, 0.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
glInvalidateFramebuffer(m_fboTarget, (int)attachments.size(), attachments.empty() ? DE_NULL : &attachments[0]);
if ((m_buffers & GL_COLOR_BUFFER_BIT) != 0)
{
// Color was not preserved - fill with green.
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 1.0f, 0.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
}
if ((m_buffers & GL_DEPTH_BUFFER_BIT) != 0)
{
// Depth was not preserved.
glDepthFunc(GL_ALWAYS);
}
if ((m_buffers & GL_STENCIL_BUFFER_BIT) == 0)
{
// Stencil was preserved.
glStencilFunc(GL_EQUAL, 1, 0xff);
}
glEnable (GL_BLEND);
glBlendFunc (GL_ONE, GL_ONE);
glBlendEquation (GL_FUNC_ADD);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 0.0f, 1.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
readPixels(dst, 0, 0, getWidth(), getHeight());
}
private:
deUint32 m_buffers;
deUint32 m_fboTarget;
};
class InvalidateDefaultFramebufferBindCase : public FboTestCase
{
public:
InvalidateDefaultFramebufferBindCase (Context& context, const char* name, const char* description, deUint32 buffers)
: FboTestCase (context, name, description)
, m_buffers (buffers)
{
}
void render (tcu::Surface& dst)
{
deUint32 fbo = 0;
deUint32 tex = 0;
FlatColorShader flatShader (glu::TYPE_FLOAT_VEC4);
Texture2DShader texShader (DataTypes() << glu::TYPE_SAMPLER_2D, glu::TYPE_FLOAT_VEC4);
GradientShader gradShader (glu::TYPE_FLOAT_VEC4);
vector<deUint32> attachments = getDefaultFBDiscardAttachments(m_buffers);
deUint32 flatShaderID= getCurrentContext()->createProgram(&flatShader);
deUint32 texShaderID = getCurrentContext()->createProgram(&texShader);
deUint32 gradShaderID= getCurrentContext()->createProgram(&gradShader);
glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
// Create fbo.
glGenFramebuffers (1, &fbo);
glGenTextures (1, &tex);
glBindTexture (GL_TEXTURE_2D, tex);
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, getWidth(), getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindFramebuffer (GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
glBindTexture (GL_TEXTURE_2D, 0);
checkFramebufferStatus (GL_FRAMEBUFFER);
glBindFramebuffer (GL_FRAMEBUFFER, 0);
glEnable (GL_DEPTH_TEST);
glEnable (GL_STENCIL_TEST);
glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc (GL_ALWAYS, 1, 0xff);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(1.0f, 0.0f, 0.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
glInvalidateFramebuffer(GL_FRAMEBUFFER, (int)attachments.size(), attachments.empty() ? DE_NULL : &attachments[0]);
// Switch to fbo and render gradient into it.
glDisable (GL_DEPTH_TEST);
glDisable (GL_STENCIL_TEST);
glBindFramebuffer (GL_FRAMEBUFFER, fbo);
gradShader.setGradient(*getCurrentContext(), gradShaderID, Vec4(0.0f), Vec4(1.0f));
sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
// Restore default fbo.
glBindFramebuffer (GL_FRAMEBUFFER, 0);
if ((m_buffers & GL_COLOR_BUFFER_BIT) != 0)
{
// Color was not preserved - fill with green.
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 1.0f, 0.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
}
if ((m_buffers & GL_DEPTH_BUFFER_BIT) != 0)
{
// Depth was not preserved.
glDepthFunc(GL_ALWAYS);
}
if ((m_buffers & GL_STENCIL_BUFFER_BIT) == 0)
{
// Stencil was preserved.
glStencilFunc(GL_EQUAL, 1, 0xff);
}
glEnable (GL_DEPTH_TEST);
glEnable (GL_STENCIL_TEST);
glEnable (GL_BLEND);
glBlendFunc (GL_ONE, GL_ONE);
glBlendEquation (GL_FUNC_ADD);
glBindTexture (GL_TEXTURE_2D, tex);
texShader.setUniforms(*getCurrentContext(), texShaderID);
sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
readPixels(dst, 0, 0, getWidth(), getHeight());
}
private:
deUint32 m_buffers;
};
class InvalidateDefaultSubFramebufferRenderCase : public FboTestCase
{
public:
InvalidateDefaultSubFramebufferRenderCase (Context& context, const char* name, const char* description, deUint32 buffers)
: FboTestCase (context, name, description)
, m_buffers (buffers)
{
}
void render (tcu::Surface& dst)
{
int invalidateX = getWidth() / 4;
int invalidateY = getHeight() / 4;
int invalidateW = getWidth() / 2;
int invalidateH = getHeight() / 2;
FlatColorShader flatShader (glu::TYPE_FLOAT_VEC4);
vector<deUint32> attachments = getDefaultFBDiscardAttachments(m_buffers);
deUint32 flatShaderID = getCurrentContext()->createProgram(&flatShader);
glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
glEnable (GL_DEPTH_TEST);
glEnable (GL_STENCIL_TEST);
glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc (GL_ALWAYS, 1, 0xff);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(1.0f, 0.0f, 0.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
glInvalidateSubFramebuffer(GL_FRAMEBUFFER, (int)attachments.size(), &attachments[0], invalidateX, invalidateY, invalidateW, invalidateH);
// Clear invalidated buffers.
glClearColor (0.0f, 1.0f, 0.0f, 1.0f);
glClearStencil (1);
glScissor (invalidateX, invalidateY, invalidateW, invalidateH);
glEnable (GL_SCISSOR_TEST);
glClear (m_buffers);
glDisable (GL_SCISSOR_TEST);
glEnable (GL_BLEND);
glBlendFunc (GL_ONE, GL_ONE);
glBlendEquation (GL_FUNC_ADD);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 0.0f, 1.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
readPixels(dst, 0, 0, getWidth(), getHeight());
}
private:
deUint32 m_buffers;
};
class InvalidateDefaultSubFramebufferBindCase : public FboTestCase
{
public:
InvalidateDefaultSubFramebufferBindCase (Context& context, const char* name, const char* description, deUint32 buffers)
: FboTestCase (context, name, description)
, m_buffers (buffers)
{
}
void render (tcu::Surface& dst)
{
deUint32 fbo = 0;
deUint32 tex = 0;
FlatColorShader flatShader (glu::TYPE_FLOAT_VEC4);
Texture2DShader texShader (DataTypes() << glu::TYPE_SAMPLER_2D, glu::TYPE_FLOAT_VEC4);
GradientShader gradShader (glu::TYPE_FLOAT_VEC4);
vector<deUint32> attachments = getDefaultFBDiscardAttachments(m_buffers);
deUint32 flatShaderID = getCurrentContext()->createProgram(&flatShader);
deUint32 texShaderID = getCurrentContext()->createProgram(&texShader);
deUint32 gradShaderID = getCurrentContext()->createProgram(&gradShader);
int invalidateX = getWidth() / 4;
int invalidateY = getHeight() / 4;
int invalidateW = getWidth() / 2;
int invalidateH = getHeight() / 2;
flatShader.setColor (*getCurrentContext(), flatShaderID, Vec4(1.0f, 0.0f, 0.0f, 1.0f));
texShader.setUniforms (*getCurrentContext(), texShaderID);
gradShader.setGradient(*getCurrentContext(), gradShaderID, Vec4(0.0f), Vec4(1.0f));
glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
// Create fbo.
glGenFramebuffers (1, &fbo);
glGenTextures (1, &tex);
glBindTexture (GL_TEXTURE_2D, tex);
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, getWidth(), getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindFramebuffer (GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
glBindTexture (GL_TEXTURE_2D, 0);
checkFramebufferStatus (GL_FRAMEBUFFER);
glBindFramebuffer (GL_FRAMEBUFFER, 0);
glEnable (GL_DEPTH_TEST);
glEnable (GL_STENCIL_TEST);
glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc (GL_ALWAYS, 1, 0xff);
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
glInvalidateSubFramebuffer(GL_FRAMEBUFFER, (int)attachments.size(), &attachments[0], invalidateX, invalidateY, invalidateW, invalidateH);
// Switch to fbo and render gradient into it.
glDisable (GL_DEPTH_TEST);
glDisable (GL_STENCIL_TEST);
glBindFramebuffer (GL_FRAMEBUFFER, fbo);
sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
// Restore default fbo.
glBindFramebuffer (GL_FRAMEBUFFER, 0);
// Clear invalidated buffers.
glClearColor (0.0f, 1.0f, 0.0f, 1.0f);
glClearStencil (1);
glScissor (invalidateX, invalidateY, invalidateW, invalidateH);
glEnable (GL_SCISSOR_TEST);
glClear (m_buffers);
glDisable (GL_SCISSOR_TEST);
glEnable (GL_DEPTH_TEST);
glEnable (GL_STENCIL_TEST);
glEnable (GL_BLEND);
glBlendFunc (GL_ONE, GL_ONE);
glBlendEquation (GL_FUNC_ADD);
glBindTexture (GL_TEXTURE_2D, tex);
sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
readPixels(dst, 0, 0, getWidth(), getHeight());
}
private:
deUint32 m_buffers;
};
class InvalidateFboRenderCase : public FboTestCase
{
public:
InvalidateFboRenderCase (Context& context, const char* name, const char* description, deUint32 colorFmt, deUint32 depthStencilFmt, deUint32 invalidateBuffers)
: FboTestCase (context, name, description)
, m_colorFmt (colorFmt)
, m_depthStencilFmt (depthStencilFmt)
, m_invalidateBuffers (invalidateBuffers)
{
}
protected:
void preCheck (void)
{
if (m_colorFmt != GL_NONE) checkFormatSupport(m_colorFmt);
if (m_depthStencilFmt != GL_NONE) checkFormatSupport(m_depthStencilFmt);
}
void render (tcu::Surface& dst)
{
tcu::TextureFormat colorFmt = glu::mapGLInternalFormat(m_colorFmt);
tcu::TextureFormat depthStencilFmt = m_depthStencilFmt != GL_NONE ? glu::mapGLInternalFormat(m_depthStencilFmt) : tcu::TextureFormat();
tcu::TextureFormatInfo colorFmtInfo = tcu::getTextureFormatInfo(colorFmt);
bool depth = depthStencilFmt.order == tcu::TextureFormat::D || depthStencilFmt.order == tcu::TextureFormat::DS;
bool stencil = depthStencilFmt.order == tcu::TextureFormat::S || depthStencilFmt.order == tcu::TextureFormat::DS;
const tcu::Vec4& cBias = colorFmtInfo.valueMin;
tcu::Vec4 cScale = colorFmtInfo.valueMax-colorFmtInfo.valueMin;
deUint32 fbo = 0;
deUint32 colorRbo = 0;
deUint32 depthStencilRbo = 0;
FlatColorShader flatShader (glu::TYPE_FLOAT_VEC4);
vector<deUint32> attachments = getFBODiscardAttachments(m_invalidateBuffers);
deUint32 flatShaderID = getCurrentContext()->createProgram(&flatShader);
// Create fbo.
glGenRenderbuffers (1, &colorRbo);
glBindRenderbuffer (GL_RENDERBUFFER, colorRbo);
glRenderbufferStorage (GL_RENDERBUFFER, m_colorFmt, getWidth(), getHeight());
if (m_depthStencilFmt != GL_NONE)
{
glGenRenderbuffers (1, &depthStencilRbo);
glBindRenderbuffer (GL_RENDERBUFFER, depthStencilRbo);
glRenderbufferStorage (GL_RENDERBUFFER, m_depthStencilFmt, getWidth(), getHeight());
}
glGenFramebuffers (1, &fbo);
glBindFramebuffer (GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo);
if (depth)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
if (stencil)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
checkFramebufferStatus (GL_FRAMEBUFFER);
glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
glEnable (GL_DEPTH_TEST);
glEnable (GL_STENCIL_TEST);
glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc (GL_ALWAYS, 1, 0xff);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(1.0f, 0.0f, 0.0f, 1.0f)*cScale + cBias);
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
glInvalidateFramebuffer(GL_FRAMEBUFFER, (int)attachments.size(), attachments.empty() ? DE_NULL : &attachments[0]);
if ((m_invalidateBuffers & GL_COLOR_BUFFER_BIT) != 0)
{
// Color was not preserved - fill with green.
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 1.0f, 0.0f, 1.0f)*cScale + cBias);
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
}
if ((m_invalidateBuffers & GL_DEPTH_BUFFER_BIT) != 0)
{
// Depth was not preserved.
glDepthFunc(GL_ALWAYS);
}
if ((m_invalidateBuffers & GL_STENCIL_BUFFER_BIT) == 0)
{
// Stencil was preserved.
glStencilFunc(GL_EQUAL, 1, 0xff);
}
glEnable (GL_BLEND);
glBlendFunc (GL_ONE, GL_ONE);
glBlendEquation (GL_FUNC_ADD);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 0.0f, 1.0f, 1.0f)*cScale + cBias);
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
readPixels(dst, 0, 0, getWidth(), getHeight(), colorFmt, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias);
}
private:
deUint32 m_colorFmt;
deUint32 m_depthStencilFmt;
deUint32 m_invalidateBuffers;
};
class InvalidateFboUnbindReadCase : public FboTestCase
{
public:
InvalidateFboUnbindReadCase (Context& context, const char* name, const char* description, deUint32 colorFmt, deUint32 depthStencilFmt, deUint32 invalidateBuffers)
: FboTestCase (context, name, description)
, m_colorFmt (colorFmt)
, m_depthStencilFmt (depthStencilFmt)
, m_invalidateBuffers (invalidateBuffers)
{
DE_ASSERT((m_invalidateBuffers & (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)) != (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT));
}
protected:
void preCheck (void)
{
if (m_colorFmt != GL_NONE) checkFormatSupport(m_colorFmt);
if (m_depthStencilFmt != GL_NONE) checkFormatSupport(m_depthStencilFmt);
}
void render (tcu::Surface& dst)
{
tcu::TextureFormat colorFmt = glu::mapGLInternalFormat(m_colorFmt);
tcu::TextureFormat depthStencilFmt = m_depthStencilFmt != GL_NONE ? glu::mapGLInternalFormat(m_depthStencilFmt) : tcu::TextureFormat();
tcu::TextureFormatInfo colorFmtInfo = tcu::getTextureFormatInfo(colorFmt);
bool depth = depthStencilFmt.order == tcu::TextureFormat::D || depthStencilFmt.order == tcu::TextureFormat::DS;
bool stencil = depthStencilFmt.order == tcu::TextureFormat::S || depthStencilFmt.order == tcu::TextureFormat::DS;
deUint32 fbo = 0;
deUint32 colorTex = 0;
deUint32 depthStencilTex = 0;
GradientShader gradShader (getFragmentOutputType(colorFmt));
vector<deUint32> attachments = getFBODiscardAttachments(m_invalidateBuffers);
deUint32 gradShaderID = getCurrentContext()->createProgram(&gradShader);
// Create fbo.
{
glu::TransferFormat transferFmt = glu::getTransferFormat(colorFmt);
glGenTextures (1, &colorTex);
glBindTexture (GL_TEXTURE_2D, colorTex);
glTexImage2D (GL_TEXTURE_2D, 0, m_colorFmt, getWidth(), getHeight(), 0, transferFmt.format, transferFmt.dataType, DE_NULL);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
if (m_depthStencilFmt != GL_NONE)
{
glu::TransferFormat transferFmt = glu::getTransferFormat(depthStencilFmt);
glGenTextures (1, &depthStencilTex);
glBindTexture (GL_TEXTURE_2D, depthStencilTex);
glTexImage2D (GL_TEXTURE_2D, 0, m_depthStencilFmt, getWidth(), getHeight(), 0, transferFmt.format, transferFmt.dataType, DE_NULL);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glGenFramebuffers (1, &fbo);
glBindFramebuffer (GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
if (depth)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthStencilTex, 0);
if (stencil)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencilTex, 0);
checkFramebufferStatus (GL_FRAMEBUFFER);
glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
glEnable (GL_DEPTH_TEST);
glEnable (GL_STENCIL_TEST);
glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc (GL_ALWAYS, 1, 0xff);
gradShader.setGradient(*getCurrentContext(), gradShaderID, colorFmtInfo.valueMin, colorFmtInfo.valueMax);
sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
glInvalidateFramebuffer(GL_FRAMEBUFFER, (int)attachments.size(), &attachments[0]);
glBindFramebuffer (GL_FRAMEBUFFER, 0);
glDisable (GL_DEPTH_TEST);
glDisable (GL_STENCIL_TEST);
if ((m_invalidateBuffers & GL_DEPTH_BUFFER_BIT) != 0)
{
// Render color.
Texture2DShader texShader(DataTypes() << glu::getSampler2DType(colorFmt), glu::TYPE_FLOAT_VEC4);
deUint32 texShaderID = getCurrentContext()->createProgram(&texShader);
texShader.setTexScaleBias(0, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias);
texShader.setUniforms(*getCurrentContext(), texShaderID);
glBindTexture(GL_TEXTURE_2D, colorTex);
sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
}
else
{
// Render depth.
Texture2DShader texShader(DataTypes() << glu::getSampler2DType(depthStencilFmt), glu::TYPE_FLOAT_VEC4);
deUint32 texShaderID = getCurrentContext()->createProgram(&texShader);
texShader.setUniforms(*getCurrentContext(), texShaderID);
glBindTexture(GL_TEXTURE_2D, depthStencilTex);
sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
}
readPixels(dst, 0, 0, getWidth(), getHeight());
}
private:
deUint32 m_colorFmt;
deUint32 m_depthStencilFmt;
deUint32 m_invalidateBuffers;
};
class InvalidateFboUnbindBlitCase : public FboTestCase
{
public:
InvalidateFboUnbindBlitCase (Context& context, const char* name, const char* description, int numSamples, deUint32 invalidateBuffers)
: FboTestCase (context, name, description, numSamples > 0) // \note Use fullscreen viewport when multisampling - we can't allow GLES3Context do its
// behing-the-scenes viewport position randomization, because with glBlitFramebuffer,
// source and destination rectangles must match when multisampling.
, m_colorFmt (0)
, m_depthStencilFmt (0)
, m_numSamples (numSamples)
, m_invalidateBuffers (invalidateBuffers)
{
// Figure out formats that are compatible with default framebuffer.
m_colorFmt = getCompatibleColorFormat(m_context.getRenderTarget());
m_depthStencilFmt = getCompatibleDepthStencilFormat(m_context.getRenderTarget());
}
protected:
void preCheck (void)
{
if (m_context.getRenderTarget().getNumSamples() > 0)
throw tcu::NotSupportedError("Not supported in MSAA config");
if (m_colorFmt == GL_NONE)
throw tcu::NotSupportedError("Unsupported color format");
if (m_depthStencilFmt == GL_NONE)
throw tcu::NotSupportedError("Unsupported depth/stencil format");
checkFormatSupport(m_colorFmt);
checkFormatSupport(m_depthStencilFmt);
}
void render (tcu::Surface& dst)
{
// \note When using fullscreen viewport (when m_numSamples > 0), still only use a 128x128 pixel quad at most.
IVec2 quadSizePixels (m_numSamples == 0 ? getWidth() : de::min(128, getWidth()),
m_numSamples == 0 ? getHeight() : de::min(128, getHeight()));
Vec2 quadNDCLeftBottomXY (-1.0f, -1.0f);
Vec2 quadNDCSize (2.0f*(float)quadSizePixels.x()/(float)getWidth(), 2.0f*(float)quadSizePixels.y()/(float)getHeight());
Vec2 quadNDCRightTopXY = quadNDCLeftBottomXY + quadNDCSize;
tcu::TextureFormat depthStencilFmt = m_depthStencilFmt != GL_NONE ? glu::mapGLInternalFormat(m_depthStencilFmt) : tcu::TextureFormat();
bool depth = depthStencilFmt.order == tcu::TextureFormat::D || depthStencilFmt.order == tcu::TextureFormat::DS;
bool stencil = depthStencilFmt.order == tcu::TextureFormat::S || depthStencilFmt.order == tcu::TextureFormat::DS;
deUint32 fbo = 0;
deUint32 colorRbo = 0;
deUint32 depthStencilRbo = 0;
FlatColorShader flatShader (glu::TYPE_FLOAT_VEC4);
vector<deUint32> attachments = getFBODiscardAttachments(m_invalidateBuffers);
deUint32 flatShaderID = getCurrentContext()->createProgram(&flatShader);
glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
// Create fbo.
glGenRenderbuffers (1, &colorRbo);
glBindRenderbuffer (GL_RENDERBUFFER, colorRbo);
glRenderbufferStorageMultisample (GL_RENDERBUFFER, m_numSamples, m_colorFmt, quadSizePixels.x(), quadSizePixels.y());
if (m_depthStencilFmt != GL_NONE)
{
glGenRenderbuffers (1, &depthStencilRbo);
glBindRenderbuffer (GL_RENDERBUFFER, depthStencilRbo);
glRenderbufferStorageMultisample (GL_RENDERBUFFER, m_numSamples, m_depthStencilFmt, quadSizePixels.x(), quadSizePixels.y());
}
glGenFramebuffers (1, &fbo);
glBindFramebuffer (GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo);
if (depth)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
if (stencil)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
checkFramebufferStatus (GL_FRAMEBUFFER);
glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
glEnable (GL_DEPTH_TEST);
glEnable (GL_STENCIL_TEST);
glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc (GL_ALWAYS, 1, 0xff);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(1.0f, 0.0f, 0.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(quadNDCLeftBottomXY.x(), quadNDCLeftBottomXY.y(), -1.0f), Vec3(quadNDCRightTopXY.x(), quadNDCRightTopXY.y(), 1.0f));
glInvalidateFramebuffer(GL_FRAMEBUFFER, (int)attachments.size(), &attachments[0]);
// Set default framebuffer as draw framebuffer and blit preserved buffers.
glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer (0, 0, quadSizePixels.x(), quadSizePixels.y(),
0, 0, quadSizePixels.x(), quadSizePixels.y(),
(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT) & ~m_invalidateBuffers, GL_NEAREST);
glBindFramebuffer (GL_READ_FRAMEBUFFER, 0);
if ((m_invalidateBuffers & GL_COLOR_BUFFER_BIT) != 0)
{
// Color was not preserved - fill with green.
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 1.0f, 0.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(quadNDCLeftBottomXY.x(), quadNDCLeftBottomXY.y(), 0.0f), Vec3(quadNDCRightTopXY.x(), quadNDCRightTopXY.y(), 0.0f));
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
}
if ((m_invalidateBuffers & GL_DEPTH_BUFFER_BIT) != 0)
{
// Depth was not preserved.
glDepthFunc(GL_ALWAYS);
}
if ((m_invalidateBuffers & GL_STENCIL_BUFFER_BIT) == 0)
{
// Stencil was preserved.
glStencilFunc(GL_EQUAL, 1, 0xff);
}
glEnable (GL_BLEND);
glBlendFunc (GL_ONE, GL_ONE);
glBlendEquation (GL_FUNC_ADD);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 0.0f, 1.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(quadNDCLeftBottomXY.x(), quadNDCLeftBottomXY.y(), 0.0f), Vec3(quadNDCRightTopXY.x(), quadNDCRightTopXY.y(), 0.0f));
readPixels(dst, 0, 0, quadSizePixels.x(), quadSizePixels.y());
}
private:
deUint32 m_colorFmt;
deUint32 m_depthStencilFmt;
int m_numSamples;
deUint32 m_invalidateBuffers;
};
class InvalidateSubFboRenderCase : public FboTestCase
{
public:
InvalidateSubFboRenderCase (Context& context, const char* name, const char* description, deUint32 colorFmt, deUint32 depthStencilFmt, deUint32 invalidateBuffers)
: FboTestCase (context, name, description)
, m_colorFmt (colorFmt)
, m_depthStencilFmt (depthStencilFmt)
, m_invalidateBuffers (invalidateBuffers)
{
}
protected:
void preCheck (void)
{
if (m_colorFmt != GL_NONE) checkFormatSupport(m_colorFmt);
if (m_depthStencilFmt != GL_NONE) checkFormatSupport(m_depthStencilFmt);
}
void render (tcu::Surface& dst)
{
tcu::TextureFormat colorFmt = glu::mapGLInternalFormat(m_colorFmt);
tcu::TextureFormat depthStencilFmt = m_depthStencilFmt != GL_NONE ? glu::mapGLInternalFormat(m_depthStencilFmt) : tcu::TextureFormat();
tcu::TextureFormatInfo colorFmtInfo = tcu::getTextureFormatInfo(colorFmt);
bool depth = depthStencilFmt.order == tcu::TextureFormat::D || depthStencilFmt.order == tcu::TextureFormat::DS;
bool stencil = depthStencilFmt.order == tcu::TextureFormat::S || depthStencilFmt.order == tcu::TextureFormat::DS;
const tcu::Vec4& cBias = colorFmtInfo.valueMin;
tcu::Vec4 cScale = colorFmtInfo.valueMax-colorFmtInfo.valueMin;
deUint32 fbo = 0;
deUint32 colorRbo = 0;
deUint32 depthStencilRbo = 0;
int invalidateX = getWidth() / 4;
int invalidateY = getHeight() / 4;
int invalidateW = getWidth() / 2;
int invalidateH = getHeight() / 2;
FlatColorShader flatShader (glu::TYPE_FLOAT_VEC4);
vector<deUint32> attachments = getFBODiscardAttachments(m_invalidateBuffers);
deUint32 flatShaderID = getCurrentContext()->createProgram(&flatShader);
// Create fbo.
glGenRenderbuffers (1, &colorRbo);
glBindRenderbuffer (GL_RENDERBUFFER, colorRbo);
glRenderbufferStorage (GL_RENDERBUFFER, m_colorFmt, getWidth(), getHeight());
if (m_depthStencilFmt != GL_NONE)
{
glGenRenderbuffers (1, &depthStencilRbo);
glBindRenderbuffer (GL_RENDERBUFFER, depthStencilRbo);
glRenderbufferStorage (GL_RENDERBUFFER, m_depthStencilFmt, getWidth(), getHeight());
}
glGenFramebuffers (1, &fbo);
glBindFramebuffer (GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo);
if (depth)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
if (stencil)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
checkFramebufferStatus (GL_FRAMEBUFFER);
glClearBufferfv (GL_COLOR, 0, (Vec4(0.0f, 0.0f, 0.0f, 1.0f)*cScale + cBias).getPtr());
glClearBufferfi (GL_DEPTH_STENCIL, 0, 1.0f, 0);
glEnable (GL_DEPTH_TEST);
glEnable (GL_STENCIL_TEST);
glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc (GL_ALWAYS, 1, 0xff);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(1.0f, 0.0f, 0.0f, 1.0f)*cScale + cBias);
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
glInvalidateSubFramebuffer(GL_FRAMEBUFFER, (int)attachments.size(), attachments.empty() ? DE_NULL : &attachments[0], invalidateX, invalidateY, invalidateW, invalidateH);
// Clear invalidated buffers.
glScissor (invalidateX, invalidateY, invalidateW, invalidateH);
glEnable (GL_SCISSOR_TEST);
if (m_invalidateBuffers & GL_COLOR_BUFFER_BIT)
glClearBufferfv(GL_COLOR, 0, (Vec4(0.0f, 1.0f, 0.0f, 1.0f)*cScale + cBias).getPtr());
glClear (m_invalidateBuffers & ~GL_COLOR_BUFFER_BIT);
glDisable (GL_SCISSOR_TEST);
glEnable (GL_BLEND);
glBlendFunc (GL_ONE, GL_ONE);
glBlendEquation (GL_FUNC_ADD);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 0.0f, 1.0f, 1.0f)*cScale + cBias);
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
readPixels(dst, 0, 0, getWidth(), getHeight(), colorFmt, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias);
}
private:
deUint32 m_colorFmt;
deUint32 m_depthStencilFmt;
deUint32 m_invalidateBuffers;
};
class InvalidateSubFboUnbindReadCase : public FboTestCase
{
public:
InvalidateSubFboUnbindReadCase (Context& context, const char* name, const char* description, deUint32 colorFmt, deUint32 depthStencilFmt, deUint32 invalidateBuffers)
: FboTestCase (context, name, description)
, m_colorFmt (colorFmt)
, m_depthStencilFmt (depthStencilFmt)
, m_invalidateBuffers (invalidateBuffers)
{
DE_ASSERT((m_invalidateBuffers & (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)) != (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT));
}
protected:
void preCheck (void)
{
if (m_colorFmt != GL_NONE) checkFormatSupport(m_colorFmt);
if (m_depthStencilFmt != GL_NONE) checkFormatSupport(m_depthStencilFmt);
}
void render (tcu::Surface& dst)
{
tcu::TextureFormat colorFmt = glu::mapGLInternalFormat(m_colorFmt);
tcu::TextureFormat depthStencilFmt = m_depthStencilFmt != GL_NONE ? glu::mapGLInternalFormat(m_depthStencilFmt) : tcu::TextureFormat();
tcu::TextureFormatInfo colorFmtInfo = tcu::getTextureFormatInfo(colorFmt);
bool depth = depthStencilFmt.order == tcu::TextureFormat::D || depthStencilFmt.order == tcu::TextureFormat::DS;
bool stencil = depthStencilFmt.order == tcu::TextureFormat::S || depthStencilFmt.order == tcu::TextureFormat::DS;
deUint32 fbo = 0;
deUint32 colorTex = 0;
deUint32 depthStencilTex = 0;
int invalidateX = 0;
int invalidateY = 0;
int invalidateW = getWidth()/2;
int invalidateH = getHeight();
int readX = invalidateW;
int readY = 0;
int readW = getWidth()/2;
int readH = getHeight();
GradientShader gradShader (getFragmentOutputType(colorFmt));
vector<deUint32> attachments = getFBODiscardAttachments(m_invalidateBuffers);
deUint32 gradShaderID = getCurrentContext()->createProgram(&gradShader);
// Create fbo.
{
glu::TransferFormat transferFmt = glu::getTransferFormat(colorFmt);
glGenTextures (1, &colorTex);
glBindTexture (GL_TEXTURE_2D, colorTex);
glTexImage2D (GL_TEXTURE_2D, 0, m_colorFmt, getWidth(), getHeight(), 0, transferFmt.format, transferFmt.dataType, DE_NULL);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
if (m_depthStencilFmt != GL_NONE)
{
glu::TransferFormat transferFmt = glu::getTransferFormat(depthStencilFmt);
glGenTextures (1, &depthStencilTex);
glBindTexture (GL_TEXTURE_2D, depthStencilTex);
glTexImage2D (GL_TEXTURE_2D, 0, m_depthStencilFmt, getWidth(), getHeight(), 0, transferFmt.format, transferFmt.dataType, DE_NULL);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glGenFramebuffers (1, &fbo);
glBindFramebuffer (GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
if (depth)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthStencilTex, 0);
if (stencil)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencilTex, 0);
checkFramebufferStatus (GL_FRAMEBUFFER);
clearColorBuffer(colorFmt, tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f));
glClear (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
glEnable (GL_DEPTH_TEST);
glEnable (GL_STENCIL_TEST);
glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc (GL_ALWAYS, 1, 0xff);
gradShader.setGradient(*getCurrentContext(), gradShaderID, colorFmtInfo.valueMin, colorFmtInfo.valueMax);
sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
glInvalidateSubFramebuffer(GL_FRAMEBUFFER, (int)attachments.size(), &attachments[0], invalidateX, invalidateY, invalidateW, invalidateH);
glBindFramebuffer (GL_FRAMEBUFFER, 0);
glDisable (GL_DEPTH_TEST);
glDisable (GL_STENCIL_TEST);
glClearColor (0.25f, 0.5f, 0.75f, 1.0f);
glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
// Limit read area using scissor.
glScissor (readX, readY, readW, readH);
glEnable (GL_SCISSOR_TEST);
if ((m_invalidateBuffers & GL_COLOR_BUFFER_BIT) != 0)
{
// Render color.
Texture2DShader texShader(DataTypes() << glu::getSampler2DType(colorFmt), glu::TYPE_FLOAT_VEC4);
deUint32 texShaderID = getCurrentContext()->createProgram(&texShader);
texShader.setTexScaleBias(0, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias);
texShader.setUniforms(*getCurrentContext(), texShaderID);
glBindTexture(GL_TEXTURE_2D, colorTex);
sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
}
else
{
// Render depth.
Texture2DShader texShader(DataTypes() << glu::getSampler2DType(depthStencilFmt), glu::TYPE_FLOAT_VEC4);
deUint32 texShaderID = getCurrentContext()->createProgram(&texShader);
texShader.setUniforms(*getCurrentContext(), texShaderID);
glBindTexture(GL_TEXTURE_2D, depthStencilTex);
sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
}
readPixels(dst, 0, 0, getWidth(), getHeight());
}
bool compare (const tcu::Surface& reference, const tcu::Surface& result)
{
const tcu::RGBA threshold (tcu::max(getFormatThreshold(m_colorFmt), tcu::RGBA(12, 12, 12, 12)));
return tcu::bilinearCompare(m_testCtx.getLog(), "Result", "Image comparison result", reference.getAccess(), result.getAccess(), threshold, tcu::COMPARE_LOG_RESULT);
}
private:
deUint32 m_colorFmt;
deUint32 m_depthStencilFmt;
deUint32 m_invalidateBuffers;
};
class InvalidateSubFboUnbindBlitCase : public FboTestCase
{
public:
InvalidateSubFboUnbindBlitCase (Context& context, const char* name, const char* description, int numSamples, deUint32 invalidateBuffers)
: FboTestCase (context, name, description, numSamples > 0) // \note Use fullscreen viewport when multisampling - we can't allow GLES3Context do its
// behing-the-scenes viewport position randomization, because with glBlitFramebuffer,
// source and destination rectangles must match when multisampling.
, m_colorFmt (0)
, m_depthStencilFmt (0)
, m_numSamples (numSamples)
, m_invalidateBuffers (invalidateBuffers)
{
// Figure out formats that are compatible with default framebuffer.
m_colorFmt = getCompatibleColorFormat(m_context.getRenderTarget());
m_depthStencilFmt = getCompatibleDepthStencilFormat(m_context.getRenderTarget());
}
protected:
void preCheck (void)
{
if (m_context.getRenderTarget().getNumSamples() > 0)
throw tcu::NotSupportedError("Not supported in MSAA config");
if (m_colorFmt == GL_NONE)
throw tcu::NotSupportedError("Unsupported color format");
if (m_depthStencilFmt == GL_NONE)
throw tcu::NotSupportedError("Unsupported depth/stencil format");
checkFormatSupport(m_colorFmt);
checkFormatSupport(m_depthStencilFmt);
}
void render (tcu::Surface& dst)
{
// \note When using fullscreen viewport (when m_numSamples > 0), still only use a 128x128 pixel quad at most.
IVec2 quadSizePixels (m_numSamples == 0 ? getWidth() : de::min(128, getWidth()),
m_numSamples == 0 ? getHeight() : de::min(128, getHeight()));
Vec2 quadNDCLeftBottomXY (-1.0f, -1.0f);
Vec2 quadNDCSize (2.0f*(float)quadSizePixels.x()/(float)getWidth(), 2.0f*(float)quadSizePixels.y()/(float)getHeight());
Vec2 quadNDCRightTopXY = quadNDCLeftBottomXY + quadNDCSize;
tcu::TextureFormat depthStencilFmt = m_depthStencilFmt != GL_NONE ? glu::mapGLInternalFormat(m_depthStencilFmt) : tcu::TextureFormat();
bool depth = depthStencilFmt.order == tcu::TextureFormat::D || depthStencilFmt.order == tcu::TextureFormat::DS;
bool stencil = depthStencilFmt.order == tcu::TextureFormat::S || depthStencilFmt.order == tcu::TextureFormat::DS;
deUint32 fbo = 0;
deUint32 colorRbo = 0;
deUint32 depthStencilRbo = 0;
int invalidateX = 0;
int invalidateY = 0;
int invalidateW = quadSizePixels.x()/2;
int invalidateH = quadSizePixels.y();
int blitX0 = invalidateW;
int blitY0 = 0;
int blitX1 = blitX0 + quadSizePixels.x()/2;
int blitY1 = blitY0 + quadSizePixels.y();
FlatColorShader flatShader (glu::TYPE_FLOAT_VEC4);
vector<deUint32> attachments = getFBODiscardAttachments(m_invalidateBuffers);
deUint32 flatShaderID = getCurrentContext()->createProgram(&flatShader);
glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
// Create fbo.
glGenRenderbuffers (1, &colorRbo);
glBindRenderbuffer (GL_RENDERBUFFER, colorRbo);
glRenderbufferStorageMultisample (GL_RENDERBUFFER, m_numSamples, m_colorFmt, quadSizePixels.x(), quadSizePixels.y());
if (m_depthStencilFmt != GL_NONE)
{
glGenRenderbuffers (1, &depthStencilRbo);
glBindRenderbuffer (GL_RENDERBUFFER, depthStencilRbo);
glRenderbufferStorageMultisample (GL_RENDERBUFFER, m_numSamples, m_depthStencilFmt, quadSizePixels.x(), quadSizePixels.y());
}
glGenFramebuffers (1, &fbo);
glBindFramebuffer (GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo);
if (depth)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
if (stencil)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
checkFramebufferStatus (GL_FRAMEBUFFER);
glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
glEnable (GL_DEPTH_TEST);
glEnable (GL_STENCIL_TEST);
glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc (GL_ALWAYS, 1, 0xff);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(1.0f, 0.0f, 0.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(quadNDCLeftBottomXY.x(), quadNDCLeftBottomXY.y(), -1.0f), Vec3(quadNDCRightTopXY.x(), quadNDCRightTopXY.y(), 1.0f));
glInvalidateSubFramebuffer(GL_FRAMEBUFFER, (int)attachments.size(), &attachments[0], invalidateX, invalidateY, invalidateW, invalidateH);
// Set default framebuffer as draw framebuffer and blit preserved buffers.
glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer (blitX0, blitY0, blitX1, blitY1, blitX0, blitY0, blitX1, blitY1, (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT) & ~m_invalidateBuffers, GL_NEAREST);
glBindFramebuffer (GL_READ_FRAMEBUFFER, 0);
if ((m_invalidateBuffers & GL_COLOR_BUFFER_BIT) != 0)
{
// Color was not preserved - fill with green.
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 1.0f, 0.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(quadNDCLeftBottomXY.x(), quadNDCLeftBottomXY.y(), 0.0f), Vec3(quadNDCRightTopXY.x(), quadNDCRightTopXY.y(), 0.0f));
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
}
if ((m_invalidateBuffers & GL_DEPTH_BUFFER_BIT) != 0)
{
// Depth was not preserved.
glDepthFunc(GL_ALWAYS);
}
if ((m_invalidateBuffers & GL_STENCIL_BUFFER_BIT) == 0)
{
// Stencil was preserved.
glStencilFunc(GL_EQUAL, 1, 0xff);
}
glEnable (GL_BLEND);
glBlendFunc (GL_ONE, GL_ONE);
glBlendEquation (GL_FUNC_ADD);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 0.0f, 1.0f, 1.0f));
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(quadNDCLeftBottomXY.x(), quadNDCLeftBottomXY.y(), 0.0f), Vec3(quadNDCRightTopXY.x(), quadNDCRightTopXY.y(), 0.0f));
readPixels(dst, 0, 0, quadSizePixels.x(), quadSizePixels.y());
}
private:
deUint32 m_colorFmt;
deUint32 m_depthStencilFmt;
int m_numSamples;
deUint32 m_invalidateBuffers;
};
class InvalidateFboTargetCase : public FboTestCase
{
public:
InvalidateFboTargetCase (Context& context, const char* name, const char* description, deUint32 boundTarget, deUint32 invalidateTarget, const deUint32* invalidateAttachments, int numAttachments)
: FboTestCase (context, name, description)
, m_boundTarget (boundTarget)
, m_invalidateTarget (invalidateTarget)
, m_invalidateAttachments (invalidateAttachments, invalidateAttachments+numAttachments)
{
}
protected:
void render (tcu::Surface& dst)
{
const deUint32 colorFormat = GL_RGBA8;
const deUint32 depthStencilFormat = GL_DEPTH24_STENCIL8;
const tcu::TextureFormat colorFmt = glu::mapGLInternalFormat(colorFormat);
const tcu::TextureFormatInfo colorFmtInfo = tcu::getTextureFormatInfo(colorFmt);
const tcu::Vec4& cBias = colorFmtInfo.valueMin;
const tcu::Vec4 cScale = colorFmtInfo.valueMax-colorFmtInfo.valueMin;
const bool isDiscarded = (m_boundTarget == GL_FRAMEBUFFER) ||
(m_invalidateTarget == GL_FRAMEBUFFER && m_boundTarget == GL_DRAW_FRAMEBUFFER) ||
(m_invalidateTarget == m_boundTarget);
const bool isColorDiscarded = isDiscarded && hasAttachment(m_invalidateAttachments, GL_COLOR_ATTACHMENT0);
const bool isDepthDiscarded = isDiscarded && (hasAttachment(m_invalidateAttachments, GL_DEPTH_ATTACHMENT) || hasAttachment(m_invalidateAttachments, GL_DEPTH_STENCIL_ATTACHMENT));
const bool isStencilDiscarded = isDiscarded && (hasAttachment(m_invalidateAttachments, GL_STENCIL_ATTACHMENT) || hasAttachment(m_invalidateAttachments, GL_DEPTH_STENCIL_ATTACHMENT));
deUint32 fbo = 0;
deUint32 colorRbo = 0;
deUint32 depthStencilRbo = 0;
FlatColorShader flatShader (glu::TYPE_FLOAT_VEC4);
deUint32 flatShaderID = getCurrentContext()->createProgram(&flatShader);
// Create fbo.
glGenRenderbuffers (1, &colorRbo);
glBindRenderbuffer (GL_RENDERBUFFER, colorRbo);
glRenderbufferStorage (GL_RENDERBUFFER, colorFormat, getWidth(), getHeight());
glGenRenderbuffers (1, &depthStencilRbo);
glBindRenderbuffer (GL_RENDERBUFFER, depthStencilRbo);
glRenderbufferStorage (GL_RENDERBUFFER, depthStencilFormat, getWidth(), getHeight());
glGenFramebuffers (1, &fbo);
glBindFramebuffer (GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo);
checkFramebufferStatus (GL_FRAMEBUFFER);
glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
glEnable (GL_DEPTH_TEST);
glEnable (GL_STENCIL_TEST);
glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc (GL_ALWAYS, 1, 0xff);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(1.0f, 0.0f, 0.0f, 1.0f)*cScale + cBias);
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
// Bound FBO to test target and default to other
if (m_boundTarget != GL_FRAMEBUFFER)
{
// Dummy fbo is used as complemeting target (read when discarding draw for example).
// \note Framework takes care of deleting objects at the end of test case.
const deUint32 dummyTarget = m_boundTarget == GL_DRAW_FRAMEBUFFER ? GL_READ_FRAMEBUFFER : GL_DRAW_FRAMEBUFFER;
deUint32 dummyFbo = 0;
deUint32 dummyColorRbo = 0;
glGenRenderbuffers (1, &dummyColorRbo);
glBindRenderbuffer (GL_RENDERBUFFER, dummyColorRbo);
glRenderbufferStorage (GL_RENDERBUFFER, GL_RGBA8, 64, 64);
glGenFramebuffers (1, &dummyFbo);
glBindFramebuffer (dummyTarget, dummyFbo);
glFramebufferRenderbuffer (dummyTarget, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, dummyColorRbo);
glBindFramebuffer (m_boundTarget, fbo);
}
glInvalidateFramebuffer(m_invalidateTarget, (int)m_invalidateAttachments.size(), m_invalidateAttachments.empty() ? DE_NULL : &m_invalidateAttachments[0]);
if (m_boundTarget != GL_FRAMEBUFFER)
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
if (isColorDiscarded)
{
// Color was not preserved - fill with green.
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 1.0f, 0.0f, 1.0f)*cScale + cBias);
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
}
if (isDepthDiscarded)
{
// Depth was not preserved.
glDepthFunc(GL_ALWAYS);
}
if (!isStencilDiscarded)
{
// Stencil was preserved.
glStencilFunc(GL_EQUAL, 1, 0xff);
}
glEnable (GL_BLEND);
glBlendFunc (GL_ONE, GL_ONE);
glBlendEquation (GL_FUNC_ADD);
flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 0.0f, 1.0f, 1.0f)*cScale + cBias);
sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
readPixels(dst, 0, 0, getWidth(), getHeight(), colorFmt, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias);
}
private:
deUint32 m_boundTarget;
deUint32 m_invalidateTarget;
std::vector<deUint32> m_invalidateAttachments;
};
FboInvalidateTests::FboInvalidateTests (Context& context)
: TestCaseGroup(context, "invalidate", "Framebuffer invalidate tests")
{
}
FboInvalidateTests::~FboInvalidateTests (void)
{
}
void FboInvalidateTests::init (void)
{
// invalidate.default.
{
tcu::TestCaseGroup* defaultFbGroup = new tcu::TestCaseGroup(m_testCtx, "default", "Default framebuffer invalidate tests");
addChild(defaultFbGroup);
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase (m_context, "render_none", "Invalidating no framebuffers (ref)", 0));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase (m_context, "render_color", "Rendering after invalidating colorbuffer", GL_COLOR_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase (m_context, "render_depth", "Rendering after invalidating depthbuffer", GL_DEPTH_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase (m_context, "render_stencil", "Rendering after invalidating stencilbuffer", GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase (m_context, "render_depth_stencil", "Rendering after invalidating depth- and stencilbuffers", GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase (m_context, "render_all", "Rendering after invalidating all buffers", GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferBindCase (m_context, "bind_color", "Binding fbo after invalidating colorbuffer", GL_COLOR_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferBindCase (m_context, "bind_depth", "Binding fbo after invalidating depthbuffer", GL_DEPTH_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferBindCase (m_context, "bind_stencil", "Binding fbo after invalidating stencilbuffer", GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferBindCase (m_context, "bind_depth_stencil", "Binding fbo after invalidating depth- and stencilbuffers", GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferBindCase (m_context, "bind_all", "Binding fbo after invalidating all buffers", GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferRenderCase (m_context, "sub_render_color", "Rendering after invalidating colorbuffer", GL_COLOR_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferRenderCase (m_context, "sub_render_depth", "Rendering after invalidating depthbuffer", GL_DEPTH_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferRenderCase (m_context, "sub_render_stencil", "Rendering after invalidating stencilbuffer", GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferRenderCase (m_context, "sub_render_depth_stencil", "Rendering after invalidating depth- and stencilbuffers", GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferRenderCase (m_context, "sub_render_all", "Rendering after invalidating all buffers", GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferBindCase (m_context, "sub_bind_color", "Binding fbo after invalidating colorbuffer", GL_COLOR_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferBindCase (m_context, "sub_bind_depth", "Binding fbo after invalidating depthbuffer", GL_DEPTH_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferBindCase (m_context, "sub_bind_stencil", "Binding fbo after invalidating stencilbuffer", GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferBindCase (m_context, "sub_bind_depth_stencil", "Binding fbo after invalidating depth- and stencilbuffers", GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultSubFramebufferBindCase (m_context, "sub_bind_all", "Binding fbo after invalidating all buffers", GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase (m_context, "draw_framebuffer_color", "Invalidating GL_COLOR in GL_DRAW_FRAMEBUFFER", GL_COLOR_BUFFER_BIT, GL_DRAW_FRAMEBUFFER));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase (m_context, "draw_framebuffer_all", "Invalidating all in GL_DRAW_FRAMEBUFFER", GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT, GL_DRAW_FRAMEBUFFER));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase (m_context, "read_framebuffer_color", "Invalidating GL_COLOR in GL_READ_FRAMEBUFFER", GL_COLOR_BUFFER_BIT, GL_READ_FRAMEBUFFER));
defaultFbGroup->addChild(new InvalidateDefaultFramebufferRenderCase (m_context, "read_framebuffer_all", "Invalidating all in GL_READ_FRAMEBUFFER", GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT, GL_READ_FRAMEBUFFER));
}
// invalidate.whole.
{
tcu::TestCaseGroup* wholeFboGroup = new tcu::TestCaseGroup(m_testCtx, "whole", "Invalidating whole framebuffer object");
addChild(wholeFboGroup);
wholeFboGroup->addChild(new InvalidateFboRenderCase (m_context, "render_none", "", GL_RGBA8, GL_DEPTH24_STENCIL8, 0));
wholeFboGroup->addChild(new InvalidateFboRenderCase (m_context, "render_color", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_COLOR_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboRenderCase (m_context, "render_depth", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_DEPTH_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboRenderCase (m_context, "render_stencil", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_STENCIL_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboRenderCase (m_context, "render_depth_stencil", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboRenderCase (m_context, "render_all", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindReadCase (m_context, "unbind_read_color", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_COLOR_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindReadCase (m_context, "unbind_read_depth", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_DEPTH_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindReadCase (m_context, "unbind_read_stencil", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_STENCIL_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindReadCase (m_context, "unbind_read_depth_stencil", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindReadCase (m_context, "unbind_read_color_stencil", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindBlitCase (m_context, "unbind_blit_color", "", 0, GL_COLOR_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindBlitCase (m_context, "unbind_blit_depth", "", 0, GL_DEPTH_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindBlitCase (m_context, "unbind_blit_stencil", "", 0, GL_STENCIL_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindBlitCase (m_context, "unbind_blit_depth_stencil", "", 0, GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindBlitCase (m_context, "unbind_blit_msaa_color", "", 4, GL_COLOR_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindBlitCase (m_context, "unbind_blit_msaa_depth", "", 4, GL_DEPTH_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindBlitCase (m_context, "unbind_blit_msaa_stencil", "", 4, GL_STENCIL_BUFFER_BIT));
wholeFboGroup->addChild(new InvalidateFboUnbindBlitCase (m_context, "unbind_blit_msaa_depth_stencil", "", 4, GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
}
// invalidate.sub.
{
tcu::TestCaseGroup* subFboGroup = new tcu::TestCaseGroup(m_testCtx, "sub", "Invalidating subsection of framebuffer object");
addChild(subFboGroup);
subFboGroup->addChild(new InvalidateSubFboRenderCase (m_context, "render_none", "", GL_RGBA8, GL_DEPTH24_STENCIL8, 0));
subFboGroup->addChild(new InvalidateSubFboRenderCase (m_context, "render_color", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_COLOR_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboRenderCase (m_context, "render_depth", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_DEPTH_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboRenderCase (m_context, "render_stencil", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_STENCIL_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboRenderCase (m_context, "render_depth_stencil", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboRenderCase (m_context, "render_all", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindReadCase(m_context, "unbind_read_color", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_COLOR_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindReadCase(m_context, "unbind_read_depth", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_DEPTH_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindReadCase(m_context, "unbind_read_stencil", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_STENCIL_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindReadCase(m_context, "unbind_read_depth_stencil", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindReadCase(m_context, "unbind_read_color_stencil", "", GL_RGBA8, GL_DEPTH24_STENCIL8, GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindBlitCase(m_context, "unbind_blit_color", "", 0, GL_COLOR_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindBlitCase(m_context, "unbind_blit_depth", "", 0, GL_DEPTH_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindBlitCase(m_context, "unbind_blit_stencil", "", 0, GL_STENCIL_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindBlitCase(m_context, "unbind_blit_depth_stencil", "", 0, GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindBlitCase(m_context, "unbind_blit_msaa_color", "", 4, GL_COLOR_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindBlitCase(m_context, "unbind_blit_msaa_depth", "", 4, GL_DEPTH_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindBlitCase(m_context, "unbind_blit_msaa_stencil", "", 4, GL_STENCIL_BUFFER_BIT));
subFboGroup->addChild(new InvalidateSubFboUnbindBlitCase(m_context, "unbind_blit_msaa_depth_stencil", "", 4, GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
}
// invalidate.format.
{
tcu::TestCaseGroup* formatGroup = new tcu::TestCaseGroup(m_testCtx, "format", "Invalidating framebuffers with selected formats");
addChild(formatGroup);
// Color buffer formats.
static const deUint32 colorFormats[] =
{
// RGBA formats
GL_RGBA32I,
GL_RGBA32UI,
GL_RGBA16I,
GL_RGBA16UI,
GL_RGBA8,
GL_RGBA8I,
GL_RGBA8UI,
GL_SRGB8_ALPHA8,
GL_RGB10_A2,
GL_RGB10_A2UI,
GL_RGBA4,
GL_RGB5_A1,
// RGB formats
GL_RGB8,
GL_RGB565,
// RG formats
GL_RG32I,
GL_RG32UI,
GL_RG16I,
GL_RG16UI,
GL_RG8,
GL_RG8I,
GL_RG8UI,
// R formats
GL_R32I,
GL_R32UI,
GL_R16I,
GL_R16UI,
GL_R8,
GL_R8I,
GL_R8UI,
// GL_EXT_color_buffer_float
GL_RGBA32F,
GL_RGBA16F,
GL_R11F_G11F_B10F,
GL_RG32F,
GL_RG16F,
GL_R32F,
GL_R16F
};
// Depth/stencilbuffer formats.
static const deUint32 depthStencilFormats[] =
{
GL_DEPTH_COMPONENT32F,
GL_DEPTH_COMPONENT24,
GL_DEPTH_COMPONENT16,
GL_DEPTH32F_STENCIL8,
GL_DEPTH24_STENCIL8,
GL_STENCIL_INDEX8
};
// Colorbuffer tests use invalidate, unbind, read test.
for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(colorFormats); ndx++)
formatGroup->addChild(new InvalidateSubFboUnbindReadCase(m_context, getFormatName(colorFormats[ndx]), "", colorFormats[ndx], GL_NONE, GL_COLOR_BUFFER_BIT));
// Depth/stencilbuffer tests use invalidate, render test.
for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(depthStencilFormats); ndx++)
formatGroup->addChild(new InvalidateSubFboRenderCase(m_context, getFormatName(depthStencilFormats[ndx]), "", GL_RGBA8, depthStencilFormats[ndx], GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT));
}
// invalidate.target
{
tcu::TestCaseGroup* targetGroup = new tcu::TestCaseGroup(m_testCtx, "target", "Invalidate target");
addChild(targetGroup);
static const struct
{
const char* name;
deUint32 invalidateTarget;
deUint32 boundTarget;
} s_targetCases[] =
{
{ "framebuffer_framebuffer", GL_FRAMEBUFFER, GL_FRAMEBUFFER },
{ "framebuffer_read_framebuffer", GL_FRAMEBUFFER, GL_READ_FRAMEBUFFER },
{ "framebuffer_draw_framebuffer", GL_FRAMEBUFFER, GL_DRAW_FRAMEBUFFER },
{ "read_framebuffer_framebuffer", GL_READ_FRAMEBUFFER, GL_FRAMEBUFFER },
{ "read_framebuffer_read_framebuffer", GL_READ_FRAMEBUFFER, GL_READ_FRAMEBUFFER },
{ "read_framebuffer_draw_framebuffer", GL_READ_FRAMEBUFFER, GL_DRAW_FRAMEBUFFER },
{ "draw_framebuffer_framebuffer", GL_DRAW_FRAMEBUFFER, GL_FRAMEBUFFER },
{ "draw_framebuffer_read_framebuffer", GL_DRAW_FRAMEBUFFER, GL_READ_FRAMEBUFFER },
{ "draw_framebuffer_draw_framebuffer", GL_DRAW_FRAMEBUFFER, GL_DRAW_FRAMEBUFFER },
};
static const deUint32 colorAttachment[] = { GL_COLOR_ATTACHMENT0 };
static const deUint32 depthStencilAttachment[] = { GL_DEPTH_STENCIL_ATTACHMENT };
static const deUint32 allAttachments[] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
for (int caseNdx = 0; caseNdx < DE_LENGTH_OF_ARRAY(s_targetCases); caseNdx++)
{
const std::string baseName = s_targetCases[caseNdx].name;
const deUint32 invalidateT = s_targetCases[caseNdx].invalidateTarget;
const deUint32 boundT = s_targetCases[caseNdx].boundTarget;
targetGroup->addChild(new InvalidateFboTargetCase(m_context, (baseName + "_color").c_str(), "", boundT, invalidateT, &colorAttachment[0], DE_LENGTH_OF_ARRAY(colorAttachment)));
targetGroup->addChild(new InvalidateFboTargetCase(m_context, (baseName + "_depth_stencil").c_str(), "", boundT, invalidateT, &depthStencilAttachment[0], DE_LENGTH_OF_ARRAY(depthStencilAttachment)));
targetGroup->addChild(new InvalidateFboTargetCase(m_context, (baseName + "_all").c_str(), "", boundT, invalidateT, &allAttachments[0], DE_LENGTH_OF_ARRAY(allAttachments)));
}
}
}
} // Functional
} // gles3
} // deqp