1/*------------------------------------------------------------------------- 2 * drawElements Quality Program OpenGL ES 3.0 Module 3 * ------------------------------------------------- 4 * 5 * Copyright 2014 The Android Open Source Project 6 * 7 * Licensed under the Apache License, Version 2.0 (the "License"); 8 * you may not use this file except in compliance with the License. 9 * You may obtain a copy of the License at 10 * 11 * http://www.apache.org/licenses/LICENSE-2.0 12 * 13 * Unless required by applicable law or agreed to in writing, software 14 * distributed under the License is distributed on an "AS IS" BASIS, 15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 16 * See the License for the specific language governing permissions and 17 * limitations under the License. 18 * 19 *//*! 20 * \file 21 * \brief Depth tests. 22 *//*--------------------------------------------------------------------*/ 23 24#include "es3fDepthTests.hpp" 25 26#include "tcuTestLog.hpp" 27#include "gluPixelTransfer.hpp" 28#include "tcuImageCompare.hpp" 29#include "tcuRenderTarget.hpp" 30#include "gluStrUtil.hpp" 31 32#include "sglrContextUtil.hpp" 33#include "sglrReferenceContext.hpp" 34#include "sglrGLContext.hpp" 35 36#include "deRandom.hpp" 37 38#include "glwEnums.hpp" 39 40using tcu::RGBA; 41 42namespace deqp 43{ 44namespace gles3 45{ 46namespace Functional 47{ 48 49class DepthShader : public sglr::ShaderProgram 50{ 51public: 52 DepthShader (void); 53 54 void setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color); 55 56private: 57 void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const; 58 void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const; 59 60 const sglr::UniformSlot& u_color; 61}; 62 63DepthShader::DepthShader (void) 64 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 65 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 66 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 67 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) 68 << sglr::pdec::VertexSource("#version 300 es\n" 69 "in highp vec4 a_position;\n" 70 "void main (void)\n" 71 "{\n" 72 " gl_Position = a_position;\n" 73 "}\n") 74 << sglr::pdec::FragmentSource("#version 300 es\n" 75 "uniform highp vec4 u_color;\n" 76 "layout(location = 0) out mediump vec4 o_color;\n" 77 "void main (void)\n" 78 "{\n" 79 " o_color = u_color;\n" 80 "}\n")) 81 , u_color(getUniformByName("u_color")) 82{ 83} 84 85void DepthShader::setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color) 86{ 87 ctx.useProgram(programID); 88 ctx.uniform4fv(ctx.getUniformLocation(programID, "u_color"), 1, color.getPtr()); 89} 90 91void DepthShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const 92{ 93 for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) 94 packets[packetNdx]->position = rr::readVertexAttribFloat(inputs[0], packets[packetNdx]->instanceNdx, packets[packetNdx]->vertexNdx); 95} 96 97void DepthShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const 98{ 99 const tcu::Vec4 color(u_color.value.f4); 100 101 DE_UNREF(packets); 102 103 for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) 104 for (int fragNdx = 0; fragNdx < 4; ++fragNdx) 105 rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color); 106} 107 108// \todo [2011-07-11 pyry] This code is duplicated in a quite many places. Move it to some utility? 109class DepthCase : public TestCase 110{ 111public: 112 DepthCase (Context& context, const char* name, const char* description); 113 virtual ~DepthCase (void) {} 114 115 virtual IterateResult iterate (void); 116 virtual void render (sglr::Context& context) = DE_NULL; 117}; 118 119DepthCase::DepthCase (Context& context, const char* name, const char* description) 120 : TestCase(context, name, description) 121{ 122} 123 124TestCase::IterateResult DepthCase::iterate (void) 125{ 126 tcu::Vec4 clearColor = tcu::Vec4(0.125f, 0.25f, 0.5f, 1.0f); 127 glu::RenderContext& renderCtx = m_context.getRenderContext(); 128 const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget(); 129 tcu::TestLog& log = m_testCtx.getLog(); 130 const char* failReason = DE_NULL; 131 132 // Position & size for context 133 de::Random rnd(deStringHash(getName())); 134 135 int width = deMin32(renderTarget.getWidth(), 128); 136 int height = deMin32(renderTarget.getHeight(), 128); 137 int x = rnd.getInt(0, renderTarget.getWidth() - width); 138 int y = rnd.getInt(0, renderTarget.getHeight() - height); 139 140 tcu::Surface gles2Frame (width, height); 141 tcu::Surface refFrame (width, height); 142 deUint32 gles2Error; 143 deUint32 refError; 144 145 // Render using GLES2 146 { 147 sglr::GLContext context(renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, width, height)); 148 149 context.clearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w()); 150 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); 151 152 render(context); // Call actual render func 153 context.readPixels(gles2Frame, 0, 0, width, height); 154 gles2Error = context.getError(); 155 } 156 157 // Render reference image 158 { 159 sglr::ReferenceContextBuffers buffers (tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), renderTarget.getDepthBits(), renderTarget.getStencilBits(), width, height); 160 sglr::ReferenceContext context (sglr::ReferenceContextLimits(renderCtx), buffers.getColorbuffer(), buffers.getDepthbuffer(), buffers.getStencilbuffer()); 161 162 context.clearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w()); 163 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); 164 165 render(context); 166 context.readPixels(refFrame, 0, 0, width, height); 167 refError = context.getError(); 168 } 169 170 // Compare error codes 171 bool errorCodesOk = (gles2Error == refError); 172 173 if (!errorCodesOk) 174 { 175 log << tcu::TestLog::Message << "Error code mismatch: got " << glu::getErrorStr(gles2Error) << ", expected " << glu::getErrorStr(refError) << tcu::TestLog::EndMessage; 176 failReason = "Got unexpected error"; 177 } 178 179 // Compare images 180 const float threshold = 0.02f; 181 bool imagesOk = tcu::fuzzyCompare(log, "ComparisonResult", "Image comparison result", refFrame, gles2Frame, threshold, tcu::COMPARE_LOG_RESULT); 182 183 if (!imagesOk && !failReason) 184 failReason = "Image comparison failed"; 185 186 // Store test result 187 bool isOk = errorCodesOk && imagesOk; 188 m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, 189 isOk ? "Pass" : failReason); 190 191 return STOP; 192} 193 194class DepthCompareCase : public DepthCase 195{ 196public: 197 DepthCompareCase (Context& context, const char* name, const char* description, deUint32 compareOp) 198 : DepthCase (context, name, description) 199 , m_compareOp (compareOp) 200 { 201 } 202 203 void render (sglr::Context& context) 204 { 205 using tcu::Vec3; 206 207 DepthShader shader; 208 deUint32 shaderID = context.createProgram(&shader); 209 210 tcu::Vec4 red (1.0f, 0.0f, 0.0f, 1.0); 211 tcu::Vec4 green (0.0f, 1.0f, 0.0f, 1.0f); 212 213 // Clear depth to 1 214 context.clearDepthf(1.0f); 215 context.clear(GL_DEPTH_BUFFER_BIT); 216 217 // Enable depth test. 218 context.enable(GL_DEPTH_TEST); 219 220 // Upper left: two quads with same depth 221 context.depthFunc(GL_ALWAYS); 222 shader.setColor(context, shaderID, red); 223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); 224 context.depthFunc(m_compareOp); 225 shader.setColor(context, shaderID, green); 226 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); 227 228 // Lower left: two quads, d1 < d2 229 context.depthFunc(GL_ALWAYS); 230 shader.setColor(context, shaderID, red); 231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f)); 232 context.depthFunc(m_compareOp); 233 shader.setColor(context, shaderID, green); 234 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f)); 235 236 // Upper right: two quads, d1 > d2 237 context.depthFunc(GL_ALWAYS); 238 shader.setColor(context, shaderID, red); 239 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.5f), Vec3(1.0f, 0.0f, 0.5f)); 240 context.depthFunc(m_compareOp); 241 shader.setColor(context, shaderID, green); 242 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.3f), Vec3(1.0f, 0.0f, 0.3f)); 243 244 // Lower right: two quads, d1 = 0, d2 = [-1..1] 245 context.depthFunc(GL_ALWAYS); 246 shader.setColor(context, shaderID, red); 247 sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); 248 context.depthFunc(m_compareOp); 249 shader.setColor(context, shaderID, green); 250 sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); 251 } 252 253private: 254 deUint32 m_compareOp; 255}; 256 257DepthTests::DepthTests (Context& context) 258 : TestCaseGroup(context, "depth", "Depth Tests") 259{ 260} 261 262DepthTests::~DepthTests (void) 263{ 264} 265 266void DepthTests::init (void) 267{ 268 addChild(new DepthCompareCase(m_context, "cmp_always", "Always pass depth test", GL_ALWAYS)); 269 addChild(new DepthCompareCase(m_context, "cmp_never", "Never pass depth test", GL_NEVER)); 270 addChild(new DepthCompareCase(m_context, "cmp_equal", "Depth compare: equal", GL_EQUAL)); 271 addChild(new DepthCompareCase(m_context, "cmp_not_equal", "Depth compare: not equal", GL_NOTEQUAL)); 272 addChild(new DepthCompareCase(m_context, "cmp_less_than", "Depth compare: less than", GL_LESS)); 273 addChild(new DepthCompareCase(m_context, "cmp_less_or_equal", "Depth compare: less than or equal", GL_LEQUAL)); 274 addChild(new DepthCompareCase(m_context, "cmp_greater_than", "Depth compare: greater than", GL_GREATER)); 275 addChild(new DepthCompareCase(m_context, "cmp_greater_or_equal", "Depth compare: greater than or equal", GL_GEQUAL)); 276} 277 278} // Functional 279} // gles3 280} // deqp 281