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