/*------------------------------------------------------------------------- * OpenGL Conformance Test Suite * ----------------------------- * * Copyright (c) 2016 The Khronos Group Inc. * * 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 */ /*-------------------------------------------------------------------*/ /** */ /*! * \file gl4cPostDepthCoverageTests.cpp * \brief Conformance tests for the GL_ARB_post_depth_coverage functionality. */ /*-------------------------------------------------------------------*/ #include "gl4cPostDepthCoverageTests.hpp" #include "gluContextInfo.hpp" #include "gluDefs.hpp" #include "gluDrawUtil.hpp" #include "gluShaderProgram.hpp" #include "glwEnums.hpp" #include "glwFunctions.hpp" #include "tcuTestLog.hpp" using namespace glw; using namespace glu; namespace gl4cts { static const char* c_commonVertShader = "#version 450\n" "\n" "in vec3 vertex;\n" "in vec2 inTexCoord;\n" "out vec2 texCoord;\n" "\n" "void main()\n" "{\n" " texCoord = inTexCoord;\n" " gl_Position = vec4(vertex, 1);\n" "}\n"; /** Constructor. * * @param context Rendering context */ PostDepthShaderCase::PostDepthShaderCase(deqp::Context& context) : TestCase(context, "PostDepthShader", "Verifies if shader functionality added in ARB_post_depth_coverage extension works as expected") { /* Left blank intentionally */ } /** Stub deinit method. */ void PostDepthShaderCase::deinit() { } /** Stub init method */ void PostDepthShaderCase::init() { if (!m_context.getContextInfo().isExtensionSupported("GL_ARB_post_depth_coverage")) throw tcu::NotSupportedError("GL_ARB_post_depth_coverage not supported"); m_vertShader = c_commonVertShader; m_fragShader1 = "#version 450\n" "\n" "#extension GL_ARB_post_depth_coverage : require\n" "\n" "out vec4 fragColor;\n" "\n" "void main()\n" "{\n" " fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" "}\n"; m_fragShader2 = "#version 450\n" "\n" "#extension GL_ARB_post_depth_coverage : enable\n" "\n" "#ifndef GL_ARB_post_depth_coverage\n" " #error GL_ARB_post_depth_coverage not defined\n" "#else\n" " #if (GL_ARB_post_depth_coverage != 1)\n" " #error GL_ARB_post_depth_coverage wrong defined\n" " #endif\n" "#endif // GL_ARB_post_depth_coverage\n" "\n" "out vec4 fragColor;\n" "\n" "void main()\n" "{\n" " fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" "}\n"; m_fragShader3 = "#version 450\n" "\n" "#extension GL_ARB_post_depth_coverage : enable\n" "\n" "layout(early_fragment_tests) in;\n" "layout(post_depth_coverage) in;\n" "\n" "out vec4 fragColor;\n" "\n" "void main()\n" "{\n" " fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" "}\n"; m_fragShader4 = "#version 450\n" "\n" "#extension GL_ARB_post_depth_coverage : enable\n" "\n" "layout(post_depth_coverage) in;\n" "\n" "out vec4 fragColor;\n" "\n" "void main()\n" "{\n" " fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" "}\n"; } /** Executes test iteration. * * @return Returns STOP when test has finished executing, CONTINUE if more iterations are needed. */ tcu::TestNode::IterateResult PostDepthShaderCase::iterate() { const Functions& gl = m_context.getRenderContext().getFunctions(); ProgramSources sources1 = makeVtxFragSources(m_vertShader, m_fragShader1); ShaderProgram program1(gl, sources1); if (!program1.isOk()) { m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail checking extension in shader"); m_testCtx.getLog() << tcu::TestLog::Message << "Vertex: " << program1.getShaderInfo(SHADERTYPE_VERTEX).infoLog << "\n" << "Fragment: " << program1.getShaderInfo(SHADERTYPE_FRAGMENT).infoLog << "\n" << "Program: " << program1.getProgramInfo().infoLog << tcu::TestLog::EndMessage; return STOP; } ProgramSources sources2 = makeVtxFragSources(m_vertShader, m_fragShader2); ShaderProgram program2(gl, sources2); if (!program2.isOk()) { m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail checking preprocessor directives in shader"); m_testCtx.getLog() << tcu::TestLog::Message << "Vertex: " << program2.getShaderInfo(SHADERTYPE_VERTEX).infoLog << "\n" << "Fragment: " << program2.getShaderInfo(SHADERTYPE_FRAGMENT).infoLog << "\n" << "Program: " << program2.getProgramInfo().infoLog << tcu::TestLog::EndMessage; return STOP; } ProgramSources sources3 = makeVtxFragSources(m_vertShader, m_fragShader3); ShaderProgram program3(gl, sources3); if (!program3.isOk()) { m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail checking first layout setup in shader"); m_testCtx.getLog() << tcu::TestLog::Message << "Vertex: " << program3.getShaderInfo(SHADERTYPE_VERTEX).infoLog << "\n" << "Fragment: " << program3.getShaderInfo(SHADERTYPE_FRAGMENT).infoLog << "\n" << "Program: " << program3.getProgramInfo().infoLog << tcu::TestLog::EndMessage; return STOP; } ProgramSources sources4 = makeVtxFragSources(m_vertShader, m_fragShader4); ShaderProgram program4(gl, sources4); if (!program4.isOk()) { m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail checking second layout setup in shader"); m_testCtx.getLog() << tcu::TestLog::Message << "Vertex: " << program4.getShaderInfo(SHADERTYPE_VERTEX).infoLog << "\n" << "Fragment: " << program4.getShaderInfo(SHADERTYPE_FRAGMENT).infoLog << "\n" << "Program: " << program4.getProgramInfo().infoLog << tcu::TestLog::EndMessage; return STOP; } m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); return STOP; } /** Constructor. * * @param context Rendering context */ PostDepthSampleMaskCase::PostDepthSampleMaskCase(deqp::Context& context) : TestCase(context, "PostDepthSampleMask", "Verifies multisampling with depth test and stencil test functionality " "added in ARB_post_depth_coverage extension") , m_framebufferMS(0) , m_framebuffer(0) , m_textureMS(0) , m_texture(0) , m_depthStencilRenderbuffer(0) { /* Left blank intentionally */ } /** Stub deinit method. */ void PostDepthSampleMaskCase::deinit() { const Functions& gl = m_context.getRenderContext().getFunctions(); gl.bindFramebuffer(GL_FRAMEBUFFER, 0); if (m_framebufferMS) gl.deleteFramebuffers(1, &m_framebufferMS); if (m_framebuffer) gl.deleteFramebuffers(1, &m_framebuffer); if (m_textureMS) gl.deleteTextures(1, &m_textureMS); if (m_texture) gl.deleteTextures(1, &m_texture); if (m_depthStencilRenderbuffer) gl.deleteRenderbuffers(1, &m_depthStencilRenderbuffer); } /** Stub init method */ void PostDepthSampleMaskCase::init() { if (!m_context.getContextInfo().isExtensionSupported("GL_ARB_post_depth_coverage")) throw tcu::NotSupportedError("GL_ARB_post_depth_coverage not supported"); m_vertShader = c_commonVertShader; m_fragShader1a = "#version 450\n" "\n" "#extension GL_ARB_post_depth_coverage : enable\n" "\n" "in vec2 texCoord;\n" "out vec4 fragColor;\n" "\n" "void main()\n" "{\n" " int samp1 = (gl_SampleMaskIn[0] & 0x1);\n" " int samp2 = (gl_SampleMaskIn[0] & 0x2) / 2;\n" " int samp3 = (gl_SampleMaskIn[0] & 0x4) / 4;\n" " int samp4 = (gl_SampleMaskIn[0] & 0x8) / 8;\n" " fragColor = vec4(samp1, samp2, samp3, samp4);\n" "}\n"; m_fragShader1b = "#version 450\n" "\n" "#extension GL_ARB_post_depth_coverage : enable\n" "layout(post_depth_coverage) in;\n" "\n" "in vec2 texCoord;\n" "out vec4 fragColor;\n" "\n" "void main()\n" "{\n" " int samp1 = (gl_SampleMaskIn[0] & 0x1);\n" " int samp2 = (gl_SampleMaskIn[0] & 0x2) / 2;\n" " int samp3 = (gl_SampleMaskIn[0] & 0x4) / 4;\n" " int samp4 = (gl_SampleMaskIn[0] & 0x8) / 8;\n" " fragColor = vec4(samp1, samp2, samp3, samp4);\n" "}\n"; m_fragShader2 = "#version 450\n" "\n" "in vec2 texCoord;\n" "out vec4 fragColor;\n" "\n" "uniform sampler2DMS texture;\n" "\n" "void main()\n" "{\n" " int samp = int(texCoord.y * 4);\n" " fragColor = texelFetch(texture, ivec2(0, 0), samp);\n" "}\n"; const Functions& gl = m_context.getRenderContext().getFunctions(); gl.genRenderbuffers(1, &m_depthStencilRenderbuffer); gl.bindRenderbuffer(GL_RENDERBUFFER, m_depthStencilRenderbuffer); gl.renderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH_STENCIL, 1, 1); GLU_EXPECT_NO_ERROR(gl.getError(), "glRenderbufferStorageMultisample"); gl.genTextures(1, &m_textureMS); gl.bindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_textureMS); gl.texStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, 1, 1, GL_TRUE); GLU_EXPECT_NO_ERROR(gl.getError(), "glTexStorage2DMultisample"); gl.genFramebuffers(1, &m_framebufferMS); gl.bindFramebuffer(GL_FRAMEBUFFER, m_framebufferMS); gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, m_textureMS, 0); gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilRenderbuffer); gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilRenderbuffer); gl.genTextures(1, &m_texture); gl.bindTexture(GL_TEXTURE_2D, m_texture); gl.texStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 4); gl.genFramebuffers(1, &m_framebuffer); gl.bindFramebuffer(GL_FRAMEBUFFER, m_framebuffer); gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0); } /** Executes test iteration. * * @return Returns STOP when test has finished executing, CONTINUE if more iterations are needed. */ tcu::TestNode::IterateResult PostDepthSampleMaskCase::iterate() { const Functions& gl = m_context.getRenderContext().getFunctions(); const GLfloat texCoord[] = { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, }; const GLfloat verticesNear[] = { -1.0f, -1.0f, 0.25f, 0.4f, -1.0f, 0.25f, -1.0f, 0.4f, 0.25f, }; const GLfloat verticesFar[] = { -1.0f, -1.0f, 0.75f, 3.0f, -1.0f, 0.75f, -1.0f, 3.0f, 0.75f, }; const GLfloat verticesPost[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, }; const GLuint indicesPre[] = { 0, 1, 2 }; const GLuint indicesPost[] = { 0, 1, 2, 1, 2, 3 }; glu::VertexArrayBinding vertexArraysNear[] = { glu::va::Float("vertex", 3, 3, 0, verticesNear), glu::va::Float("inTexCoord", 2, 3, 0, texCoord) }; glu::VertexArrayBinding vertexArraysFar[] = { glu::va::Float("vertex", 3, 3, 0, verticesFar), glu::va::Float("inTexCoord", 2, 3, 0, texCoord) }; glu::VertexArrayBinding vertexArraysPost[] = { glu::va::Float("vertex", 3, 4, 0, verticesPost), glu::va::Float("inTexCoord", 2, 4, 0, texCoord) }; //Prepare shaders ProgramSources sources1a = makeVtxFragSources(m_vertShader, m_fragShader1a); ShaderProgram program1a(gl, sources1a); if (!program1a.isOk()) { m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Shader program fail (non post_depth_coverage)."); m_testCtx.getLog() << tcu::TestLog::Message << "Vertex: " << program1a.getShaderInfo(SHADERTYPE_VERTEX).infoLog << "\n" << "Fragment: " << program1a.getShaderInfo(SHADERTYPE_FRAGMENT).infoLog << "\n" << "Program: " << program1a.getProgramInfo().infoLog << tcu::TestLog::EndMessage; return STOP; } ProgramSources sources1b = makeVtxFragSources(m_vertShader, m_fragShader1b); ShaderProgram program1b(gl, sources1b); if (!program1b.isOk()) { m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Shader program fail (post_depth_coverage)."); m_testCtx.getLog() << tcu::TestLog::Message << "PostDepthCoverage: enabled\n" << "Vertex: " << program1b.getShaderInfo(SHADERTYPE_VERTEX).infoLog << "\n" << "Fragment: " << program1b.getShaderInfo(SHADERTYPE_FRAGMENT).infoLog << "\n" << "Program: " << program1b.getProgramInfo().infoLog << tcu::TestLog::EndMessage; return STOP; } ProgramSources sources2 = makeVtxFragSources(m_vertShader, m_fragShader2); ShaderProgram program2(gl, sources2); if (!program2.isOk()) { m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Shader program fail (samples reader)."); m_testCtx.getLog() << tcu::TestLog::Message << "Vertex: " << program2.getShaderInfo(SHADERTYPE_VERTEX).infoLog << "\n" << "Fragment: " << program2.getShaderInfo(SHADERTYPE_FRAGMENT).infoLog << "\n" << "Program: " << program2.getProgramInfo().infoLog << tcu::TestLog::EndMessage; return STOP; } gl.clearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.clearStencil(0); //Iterate through all cases for (int bufferCase = BUFFERCASE_FIRST; bufferCase <= BUFFERCASE_LAST; ++bufferCase) for (int pdcCase = PDCCASE_FIRST; pdcCase <= PDCCASE_LAST; ++pdcCase) { GLint program = 0; if (pdcCase == PDCCASE_DISABLED) program = program1a.getProgram(); else if (pdcCase == PDCCASE_ENABLED) program = program1b.getProgram(); gl.useProgram(program); //Firstible use multisampled framebuffer gl.bindFramebuffer(GL_FRAMEBUFFER, m_framebufferMS); gl.viewport(0, 0, 1, 1); gl.enable(GL_MULTISAMPLE); //Check which samples should be covered by first draw - calculate expected sample mask GLboolean expectedMask[4]; for (GLint i = 0; i < 4; ++i) { GLfloat samplePos[2]; gl.getMultisamplefv(GL_SAMPLE_POSITION, i, &samplePos[0]); GLU_EXPECT_NO_ERROR(gl.getError(), "glGetMultisamplefv"); if (pdcCase == PDCCASE_ENABLED && (samplePos[0] + samplePos[1]) < 0.7f) expectedMask[i] = false; else expectedMask[i] = true; } if (bufferCase == BUFFERCASE_DEPTH) gl.enable(GL_DEPTH_TEST); else if (bufferCase == BUFFERCASE_STENCIL) gl.enable(GL_STENCIL_TEST); gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); if (bufferCase == BUFFERCASE_STENCIL) { gl.stencilFunc(GL_ALWAYS, 1, 0xFF); gl.stencilOp(GL_ZERO, GL_REPLACE, GL_REPLACE); gl.stencilMask(0xFF); } //Draw near primitive glu::draw(m_context.getRenderContext(), program, DE_LENGTH_OF_ARRAY(vertexArraysNear), vertexArraysNear, glu::pr::TriangleStrip(DE_LENGTH_OF_ARRAY(indicesPre), indicesPre)); gl.clear(GL_COLOR_BUFFER_BIT); if (bufferCase == BUFFERCASE_STENCIL) { gl.stencilFunc(GL_NOTEQUAL, 1, 0xFF); gl.stencilMask(0x00); } //Draw far primitive glu::draw(m_context.getRenderContext(), program, DE_LENGTH_OF_ARRAY(vertexArraysFar), vertexArraysFar, glu::pr::TriangleStrip(DE_LENGTH_OF_ARRAY(indicesPre), indicesPre)); gl.disable(GL_DEPTH_TEST); if (bufferCase == BUFFERCASE_DEPTH) gl.disable(GL_DEPTH_TEST); else if (bufferCase == BUFFERCASE_STENCIL) gl.disable(GL_STENCIL_TEST); gl.bindFramebuffer(GL_FRAMEBUFFER, 0); gl.useProgram(program2.getProgram()); gl.bindFramebuffer(GL_FRAMEBUFFER, m_framebuffer); gl.viewport(0, 0, 1, 4); //Pass multisampled texture as a uniform gl.activeTexture(GL_TEXTURE0); gl.bindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_textureMS); gl.uniform1i(gl.getUniformLocation(program2.getProgram(), "texture"), 0); gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); //Draw multisampled texture to framebuffer glu::draw(m_context.getRenderContext(), program2.getProgram(), DE_LENGTH_OF_ARRAY(vertexArraysPost), vertexArraysPost, glu::pr::TriangleStrip(DE_LENGTH_OF_ARRAY(indicesPost), indicesPost)); gl.disable(GL_MULTISAMPLE); //Read data from framebuffer GLubyte pixels[4 * 4]; deMemset(pixels, 0, 4 * 4); gl.readPixels(0, 0, 1, 4, GL_RGBA, GL_UNSIGNED_BYTE, pixels); GLU_EXPECT_NO_ERROR(gl.getError(), "glReadPixels"); //Verify the result GLboolean compiledMask[4]; deMemset(compiledMask, 0, 4); for (int i = 0; i < 4; ++i) { for (int n = 0; n < 4; ++n) compiledMask[n] = compiledMask[n] || (pixels[4 * i + n] != 0); } for (int n = 0; n < 4; ++n) { if (expectedMask[n] != compiledMask[n]) { m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail"); m_testCtx.getLog() << tcu::TestLog::Message << "Wrong results for " << (bufferCase == BUFFERCASE_DEPTH ? "BUFFERCASE_DEPTH" : "BUFFERCASE_DEPTH_STENCIL") << " / " << (pdcCase == PDCCASE_DISABLED ? "PDCCASE_DISABLED" : "PDCCASE_ENABLED") << tcu::TestLog::EndMessage; return STOP; } } } m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); return STOP; } /** Constructor. * * @param context Rendering context. */ PostDepthCoverage::PostDepthCoverage(deqp::Context& context) : TestCaseGroup(context, "post_depth_coverage_tests", "Verify conformance of CTS_ARB_post_depth_coverage implementation") { } /** Initializes the test group contents. */ void PostDepthCoverage::init() { addChild(new PostDepthShaderCase(m_context)); addChild(new PostDepthSampleMaskCase(m_context)); } } /* gl4cts namespace */