/*------------------------------------------------------------------------- * 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 Randomized per-fragment operation tests. *//*--------------------------------------------------------------------*/ #include "es3fRandomFragmentOpTests.hpp" #include "glsFragmentOpUtil.hpp" #include "glsInteractionTestUtil.hpp" #include "tcuRenderTarget.hpp" #include "tcuTestLog.hpp" #include "tcuSurface.hpp" #include "tcuCommandLine.hpp" #include "tcuImageCompare.hpp" #include "tcuVectorUtil.hpp" #include "tcuTextureUtil.hpp" #include "gluPixelTransfer.hpp" #include "gluCallLogWrapper.hpp" #include "gluRenderContext.hpp" #include "deStringUtil.hpp" #include "deRandom.hpp" #include "deMath.h" #include "glwEnums.hpp" #include "glwFunctions.hpp" #include "rrFragmentOperations.hpp" #include "sglrReferenceUtils.hpp" #include <algorithm> namespace deqp { namespace gles3 { namespace Functional { using std::vector; using tcu::TestLog; using tcu::Vec2; using tcu::Vec4; using tcu::IVec2; using tcu::BVec4; enum { VIEWPORT_WIDTH = 64, VIEWPORT_HEIGHT = 64, NUM_CALLS_PER_ITERATION = 3, NUM_ITERATIONS_PER_CASE = 10 }; static const tcu::Vec4 CLEAR_COLOR (0.25f, 0.5f, 0.75f, 1.0f); static const float CLEAR_DEPTH = 1.0f; static const int CLEAR_STENCIL = 0; static const bool ENABLE_CALL_LOG = true; using namespace gls::FragmentOpUtil; using namespace gls::InteractionTestUtil; void translateStencilState (const StencilState& src, rr::StencilState& dst) { dst.func = sglr::rr_util::mapGLTestFunc(src.function); dst.ref = src.reference; dst.compMask = src.compareMask; dst.sFail = sglr::rr_util::mapGLStencilOp(src.stencilFailOp); dst.dpFail = sglr::rr_util::mapGLStencilOp(src.depthFailOp); dst.dpPass = sglr::rr_util::mapGLStencilOp(src.depthPassOp); dst.writeMask = src.writeMask; } void translateBlendState (const BlendState& src, rr::BlendState& dst) { dst.equation = sglr::rr_util::mapGLBlendEquation(src.equation); dst.srcFunc = sglr::rr_util::mapGLBlendFunc(src.srcFunc); dst.dstFunc = sglr::rr_util::mapGLBlendFunc(src.dstFunc); } void translateState (const RenderState& src, rr::FragmentOperationState& dst, const tcu::RenderTarget& renderTarget) { bool hasDepth = renderTarget.getDepthBits() > 0; bool hasStencil = renderTarget.getStencilBits() > 0; dst.scissorTestEnabled = src.scissorTestEnabled; dst.scissorRectangle = src.scissorRectangle; dst.stencilTestEnabled = hasStencil && src.stencilTestEnabled; dst.depthTestEnabled = hasDepth && src.depthTestEnabled; dst.blendMode = src.blendEnabled ? rr::BLENDMODE_STANDARD : rr::BLENDMODE_NONE; dst.numStencilBits = renderTarget.getStencilBits(); dst.colorMask = src.colorMask; if (dst.depthTestEnabled) { dst.depthFunc = sglr::rr_util::mapGLTestFunc(src.depthFunc); dst.depthMask = src.depthWriteMask; } if (dst.stencilTestEnabled) { translateStencilState(src.stencil[rr::FACETYPE_BACK], dst.stencilStates[rr::FACETYPE_BACK]); translateStencilState(src.stencil[rr::FACETYPE_FRONT], dst.stencilStates[rr::FACETYPE_FRONT]); } if (src.blendEnabled) { translateBlendState(src.blendRGBState, dst.blendRGBState); translateBlendState(src.blendAState, dst.blendAState); dst.blendColor = tcu::clamp(src.blendColor, Vec4(0.0f), Vec4(1.0f)); } } static void renderQuad (const glw::Functions& gl, gls::FragmentOpUtil::QuadRenderer& renderer, const gls::FragmentOpUtil::IntegerQuad& quad, int baseX, int baseY) { gls::FragmentOpUtil::Quad translated; std::copy(DE_ARRAY_BEGIN(quad.color), DE_ARRAY_END(quad.color), DE_ARRAY_BEGIN(translated.color)); bool flipX = quad.posB.x() < quad.posA.x(); bool flipY = quad.posB.y() < quad.posA.y(); int viewportX = de::min(quad.posA.x(), quad.posB.x()); int viewportY = de::min(quad.posA.y(), quad.posB.y()); int viewportW = de::abs(quad.posA.x()-quad.posB.x())+1; int viewportH = de::abs(quad.posA.y()-quad.posB.y())+1; translated.posA = Vec2(flipX ? 1.0f : -1.0f, flipY ? 1.0f : -1.0f); translated.posB = Vec2(flipX ? -1.0f : 1.0f, flipY ? -1.0f : 1.0f); // \todo [2012-12-18 pyry] Pass in DepthRange parameters. for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(quad.depth); ndx++) translated.depth[ndx] = quad.depth[ndx]*2.0f - 1.0f; gl.viewport(baseX+viewportX, baseY+viewportY, viewportW, viewportH); renderer.render(translated); } static void setGLState (glu::CallLogWrapper& wrapper, const RenderState& state, int viewportX, int viewportY) { if (state.scissorTestEnabled) { wrapper.glEnable(GL_SCISSOR_TEST); wrapper.glScissor(viewportX+state.scissorRectangle.left, viewportY+state.scissorRectangle.bottom, state.scissorRectangle.width, state.scissorRectangle.height); } else wrapper.glDisable(GL_SCISSOR_TEST); if (state.stencilTestEnabled) { wrapper.glEnable(GL_STENCIL_TEST); for (int face = 0; face < rr::FACETYPE_LAST; face++) { deUint32 glFace = face == rr::FACETYPE_BACK ? GL_BACK : GL_FRONT; const StencilState& sParams = state.stencil[face]; wrapper.glStencilFuncSeparate(glFace, sParams.function, sParams.reference, sParams.compareMask); wrapper.glStencilOpSeparate(glFace, sParams.stencilFailOp, sParams.depthFailOp, sParams.depthPassOp); wrapper.glStencilMaskSeparate(glFace, sParams.writeMask); } } else wrapper.glDisable(GL_STENCIL_TEST); if (state.depthTestEnabled) { wrapper.glEnable(GL_DEPTH_TEST); wrapper.glDepthFunc(state.depthFunc); wrapper.glDepthMask(state.depthWriteMask ? GL_TRUE : GL_FALSE); } else wrapper.glDisable(GL_DEPTH_TEST); if (state.blendEnabled) { wrapper.glEnable(GL_BLEND); wrapper.glBlendEquationSeparate(state.blendRGBState.equation, state.blendAState.equation); wrapper.glBlendFuncSeparate(state.blendRGBState.srcFunc, state.blendRGBState.dstFunc, state.blendAState.srcFunc, state.blendAState.dstFunc); wrapper.glBlendColor(state.blendColor.x(), state.blendColor.y(), state.blendColor.z(), state.blendColor.w()); } else wrapper.glDisable(GL_BLEND); if (state.ditherEnabled) wrapper.glEnable(GL_DITHER); else wrapper.glDisable(GL_DITHER); wrapper.glColorMask(state.colorMask[0] ? GL_TRUE : GL_FALSE, state.colorMask[1] ? GL_TRUE : GL_FALSE, state.colorMask[2] ? GL_TRUE : GL_FALSE, state.colorMask[3] ? GL_TRUE : GL_FALSE); } class RandomFragmentOpCase : public TestCase { public: RandomFragmentOpCase (Context& context, const char* name, const char* desc, deUint32 seed); ~RandomFragmentOpCase (void); void init (void); void deinit (void); IterateResult iterate (void); private: tcu::UVec4 getCompareThreshold (void) const; deUint32 m_seed; glu::CallLogWrapper m_callLogWrapper; gls::FragmentOpUtil::QuadRenderer* m_renderer; tcu::TextureLevel* m_refColorBuffer; tcu::TextureLevel* m_refDepthBuffer; tcu::TextureLevel* m_refStencilBuffer; gls::FragmentOpUtil::ReferenceQuadRenderer* m_refRenderer; int m_iterNdx; }; RandomFragmentOpCase::RandomFragmentOpCase (Context& context, const char* name, const char* desc, deUint32 seed) : TestCase (context, name, desc) , m_seed (seed) , m_callLogWrapper (context.getRenderContext().getFunctions(), context.getTestContext().getLog()) , m_renderer (DE_NULL) , m_refColorBuffer (DE_NULL) , m_refDepthBuffer (DE_NULL) , m_refStencilBuffer (DE_NULL) , m_refRenderer (DE_NULL) , m_iterNdx (0) { m_callLogWrapper.enableLogging(ENABLE_CALL_LOG); } RandomFragmentOpCase::~RandomFragmentOpCase (void) { delete m_renderer; delete m_refColorBuffer; delete m_refDepthBuffer; delete m_refStencilBuffer; delete m_refRenderer; } void RandomFragmentOpCase::init (void) { DE_ASSERT(!m_renderer && !m_refColorBuffer && !m_refDepthBuffer && !m_refStencilBuffer && !m_refRenderer); int width = de::min<int>(m_context.getRenderTarget().getWidth(), VIEWPORT_WIDTH); int height = de::min<int>(m_context.getRenderTarget().getHeight(), VIEWPORT_HEIGHT); bool useRGB = m_context.getRenderTarget().getPixelFormat().alphaBits == 0; m_renderer = new gls::FragmentOpUtil::QuadRenderer(m_context.getRenderContext(), glu::GLSL_VERSION_300_ES); m_refColorBuffer = new tcu::TextureLevel(tcu::TextureFormat(useRGB ? tcu::TextureFormat::RGB : tcu::TextureFormat::RGBA, tcu::TextureFormat::UNORM_INT8), width, height); m_refDepthBuffer = new tcu::TextureLevel(tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::FLOAT), width, height); m_refStencilBuffer = new tcu::TextureLevel(tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT32), width, height); m_refRenderer = new gls::FragmentOpUtil::ReferenceQuadRenderer(); m_iterNdx = 0; m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); } void RandomFragmentOpCase::deinit (void) { delete m_renderer; delete m_refColorBuffer; delete m_refDepthBuffer; delete m_refStencilBuffer; delete m_refRenderer; m_renderer = DE_NULL; m_refColorBuffer = DE_NULL; m_refDepthBuffer = DE_NULL; m_refStencilBuffer = DE_NULL; m_refRenderer = DE_NULL; } RandomFragmentOpCase::IterateResult RandomFragmentOpCase::iterate (void) { const glw::Functions& gl = m_context.getRenderContext().getFunctions(); const bool isMSAA = m_context.getRenderTarget().getNumSamples() > 1; const deUint32 iterSeed = deUint32Hash(m_seed) ^ deInt32Hash(m_iterNdx) ^ deInt32Hash(m_testCtx.getCommandLine().getBaseSeed()); de::Random rnd (iterSeed); const int width = m_refColorBuffer->getWidth(); const int height = m_refColorBuffer->getHeight(); const int viewportX = rnd.getInt(0, m_context.getRenderTarget().getWidth()-width); const int viewportY = rnd.getInt(0, m_context.getRenderTarget().getHeight()-height); tcu::Surface renderedImg (width, height); tcu::Surface referenceImg (width, height); const Vec4 clearColor = CLEAR_COLOR; const float clearDepth = CLEAR_DEPTH; const int clearStencil = CLEAR_STENCIL; bool gotError = false; const tcu::ScopedLogSection iterSection (m_testCtx.getLog(), std::string("Iteration") + de::toString(m_iterNdx), std::string("Iteration ") + de::toString(m_iterNdx)); // Compute randomized rendering commands. vector<RenderCommand> commands; computeRandomRenderCommands(rnd, glu::ApiType::es(3,0), NUM_CALLS_PER_ITERATION, width, height, commands); // Reset default fragment state. gl.disable(GL_SCISSOR_TEST); gl.colorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); gl.depthMask(GL_TRUE); gl.stencilMask(~0u); // Render using GL. m_callLogWrapper.glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w()); m_callLogWrapper.glClearDepthf(clearDepth); m_callLogWrapper.glClearStencil(clearStencil); m_callLogWrapper.glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); m_callLogWrapper.glViewport(viewportX, viewportY, width, height); for (vector<RenderCommand>::const_iterator cmd = commands.begin(); cmd != commands.end(); cmd++) { setGLState(m_callLogWrapper, cmd->state, viewportX, viewportY); if (ENABLE_CALL_LOG) m_testCtx.getLog() << TestLog::Message << "// Quad: " << cmd->quad.posA << " -> " << cmd->quad.posB << ", color: [" << cmd->quad.color[0] << ", " << cmd->quad.color[1] << ", " << cmd->quad.color[2] << ", " << cmd->quad.color[3] << "]" << ", depth: [" << cmd->quad.depth[0] << ", " << cmd->quad.depth[1] << ", " << cmd->quad.depth[2] << ", " << cmd->quad.depth[3] << "]" << TestLog::EndMessage; renderQuad(gl, *m_renderer, cmd->quad, viewportX, viewportY); } // Check error. if (m_callLogWrapper.glGetError() != GL_NO_ERROR) gotError = true; gl.flush(); // Render reference while GPU is doing work. tcu::clear (m_refColorBuffer->getAccess(), clearColor); tcu::clearDepth (m_refDepthBuffer->getAccess(), clearDepth); tcu::clearStencil (m_refStencilBuffer->getAccess(), clearStencil); for (vector<RenderCommand>::const_iterator cmd = commands.begin(); cmd != commands.end(); cmd++) { rr::FragmentOperationState refState; translateState(cmd->state, refState, m_context.getRenderTarget()); m_refRenderer->render(gls::FragmentOpUtil::getMultisampleAccess(m_refColorBuffer->getAccess()), gls::FragmentOpUtil::getMultisampleAccess(m_refDepthBuffer->getAccess()), gls::FragmentOpUtil::getMultisampleAccess(m_refStencilBuffer->getAccess()), cmd->quad, refState); } // Expand reference color buffer to RGBA8 copy(referenceImg.getAccess(), m_refColorBuffer->getAccess()); // Read rendered image. glu::readPixels(m_context.getRenderContext(), viewportX, viewportY, renderedImg.getAccess()); m_iterNdx += 1; // Compare to reference. const bool isLastIter = m_iterNdx >= NUM_ITERATIONS_PER_CASE; const tcu::UVec4 threshold = getCompareThreshold(); bool compareOk; if (isMSAA) { // in MSAA cases, the sampling points could be anywhere in the pixel and we could // even have multiple samples that are combined in resolve. Allow arbitrary sample // positions by using bilinearCompare. compareOk = tcu::bilinearCompare(m_testCtx.getLog(), "CompareResult", "Image Comparison Result", referenceImg.getAccess(), renderedImg.getAccess(), tcu::RGBA(threshold.x(), threshold.y(), threshold.z(), threshold.w()), tcu::COMPARE_LOG_RESULT); } else compareOk = tcu::intThresholdCompare(m_testCtx.getLog(), "CompareResult", "Image Comparison Result", referenceImg.getAccess(), renderedImg.getAccess(), threshold, tcu::COMPARE_LOG_RESULT); m_testCtx.getLog() << TestLog::Message << (compareOk ? " Passed." : " FAILED!") << TestLog::EndMessage; if (!compareOk) m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Image comparison failed"); else if (gotError) m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "GL error"); if (compareOk && !gotError && !isLastIter) return CONTINUE; else return STOP; } tcu::UVec4 RandomFragmentOpCase::getCompareThreshold (void) const { tcu::PixelFormat format = m_context.getRenderTarget().getPixelFormat(); if (format == tcu::PixelFormat(8, 8, 8, 8) || format == tcu::PixelFormat(8, 8, 8, 0)) return format.getColorThreshold().toIVec().asUint() + tcu::UVec4(2); // Default threshold. else return format.getColorThreshold().toIVec().asUint() * tcu::UVec4(5) + tcu::UVec4(2); // \note Non-scientific ad hoc formula. Need big threshold when few color bits; especially multiple blendings bring extra inaccuracy. } RandomFragmentOpTests::RandomFragmentOpTests (Context& context) : TestCaseGroup(context, "random", "Randomized Per-Fragment Operation Tests") { } RandomFragmentOpTests::~RandomFragmentOpTests (void) { } void RandomFragmentOpTests::init (void) { for (int ndx = 0; ndx < 100; ndx++) addChild(new RandomFragmentOpCase(m_context, de::toString(ndx).c_str(), "", (deUint32)(ndx*NUM_ITERATIONS_PER_CASE))); } } // Functional } // gles3 } // deqp