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 Randomized per-fragment operation tests.
22 *//*--------------------------------------------------------------------*/
23
24 #include "es3fRandomFragmentOpTests.hpp"
25 #include "glsFragmentOpUtil.hpp"
26 #include "glsInteractionTestUtil.hpp"
27 #include "tcuRenderTarget.hpp"
28 #include "tcuTestLog.hpp"
29 #include "tcuSurface.hpp"
30 #include "tcuCommandLine.hpp"
31 #include "tcuImageCompare.hpp"
32 #include "tcuVectorUtil.hpp"
33 #include "tcuTextureUtil.hpp"
34 #include "gluPixelTransfer.hpp"
35 #include "gluCallLogWrapper.hpp"
36 #include "gluRenderContext.hpp"
37 #include "deStringUtil.hpp"
38 #include "deRandom.hpp"
39 #include "deMath.h"
40 #include "glwEnums.hpp"
41 #include "glwFunctions.hpp"
42 #include "rrFragmentOperations.hpp"
43 #include "sglrReferenceUtils.hpp"
44
45 #include <algorithm>
46
47 namespace deqp
48 {
49 namespace gles3
50 {
51 namespace Functional
52 {
53
54 using std::vector;
55 using tcu::TestLog;
56 using tcu::Vec2;
57 using tcu::Vec4;
58 using tcu::IVec2;
59 using tcu::BVec4;
60
61 enum
62 {
63 VIEWPORT_WIDTH = 64,
64 VIEWPORT_HEIGHT = 64,
65 NUM_CALLS_PER_ITERATION = 3,
66 NUM_ITERATIONS_PER_CASE = 10
67 };
68
69 static const tcu::Vec4 CLEAR_COLOR (0.25f, 0.5f, 0.75f, 1.0f);
70 static const float CLEAR_DEPTH = 1.0f;
71 static const int CLEAR_STENCIL = 0;
72 static const bool ENABLE_CALL_LOG = true;
73
74 using namespace gls::FragmentOpUtil;
75 using namespace gls::InteractionTestUtil;
76
translateStencilState(const StencilState & src,rr::StencilState & dst)77 void translateStencilState (const StencilState& src, rr::StencilState& dst)
78 {
79 dst.func = sglr::rr_util::mapGLTestFunc(src.function);
80 dst.ref = src.reference;
81 dst.compMask = src.compareMask;
82 dst.sFail = sglr::rr_util::mapGLStencilOp(src.stencilFailOp);
83 dst.dpFail = sglr::rr_util::mapGLStencilOp(src.depthFailOp);
84 dst.dpPass = sglr::rr_util::mapGLStencilOp(src.depthPassOp);
85 dst.writeMask = src.writeMask;
86 }
87
translateBlendState(const BlendState & src,rr::BlendState & dst)88 void translateBlendState (const BlendState& src, rr::BlendState& dst)
89 {
90 dst.equation = sglr::rr_util::mapGLBlendEquation(src.equation);
91 dst.srcFunc = sglr::rr_util::mapGLBlendFunc(src.srcFunc);
92 dst.dstFunc = sglr::rr_util::mapGLBlendFunc(src.dstFunc);
93 }
94
translateState(const RenderState & src,rr::FragmentOperationState & dst,const tcu::RenderTarget & renderTarget)95 void translateState (const RenderState& src, rr::FragmentOperationState& dst, const tcu::RenderTarget& renderTarget)
96 {
97 bool hasDepth = renderTarget.getDepthBits() > 0;
98 bool hasStencil = renderTarget.getStencilBits() > 0;
99
100 dst.scissorTestEnabled = src.scissorTestEnabled;
101 dst.scissorRectangle = src.scissorRectangle;
102 dst.stencilTestEnabled = hasStencil && src.stencilTestEnabled;
103 dst.depthTestEnabled = hasDepth && src.depthTestEnabled;
104 dst.blendMode = src.blendEnabled ? rr::BLENDMODE_STANDARD : rr::BLENDMODE_NONE;
105 dst.numStencilBits = renderTarget.getStencilBits();
106
107 dst.colorMask = src.colorMask;
108
109 if (dst.depthTestEnabled)
110 {
111 dst.depthFunc = sglr::rr_util::mapGLTestFunc(src.depthFunc);
112 dst.depthMask = src.depthWriteMask;
113 }
114
115 if (dst.stencilTestEnabled)
116 {
117 translateStencilState(src.stencil[rr::FACETYPE_BACK], dst.stencilStates[rr::FACETYPE_BACK]);
118 translateStencilState(src.stencil[rr::FACETYPE_FRONT], dst.stencilStates[rr::FACETYPE_FRONT]);
119 }
120
121 if (src.blendEnabled)
122 {
123 translateBlendState(src.blendRGBState, dst.blendRGBState);
124 translateBlendState(src.blendAState, dst.blendAState);
125 dst.blendColor = tcu::clamp(src.blendColor, Vec4(0.0f), Vec4(1.0f));
126 }
127 }
128
renderQuad(const glw::Functions & gl,gls::FragmentOpUtil::QuadRenderer & renderer,const gls::FragmentOpUtil::IntegerQuad & quad,int baseX,int baseY)129 static void renderQuad (const glw::Functions& gl, gls::FragmentOpUtil::QuadRenderer& renderer, const gls::FragmentOpUtil::IntegerQuad& quad, int baseX, int baseY)
130 {
131 gls::FragmentOpUtil::Quad translated;
132
133 std::copy(DE_ARRAY_BEGIN(quad.color), DE_ARRAY_END(quad.color), DE_ARRAY_BEGIN(translated.color));
134
135 bool flipX = quad.posB.x() < quad.posA.x();
136 bool flipY = quad.posB.y() < quad.posA.y();
137 int viewportX = de::min(quad.posA.x(), quad.posB.x());
138 int viewportY = de::min(quad.posA.y(), quad.posB.y());
139 int viewportW = de::abs(quad.posA.x()-quad.posB.x())+1;
140 int viewportH = de::abs(quad.posA.y()-quad.posB.y())+1;
141
142 translated.posA = Vec2(flipX ? 1.0f : -1.0f, flipY ? 1.0f : -1.0f);
143 translated.posB = Vec2(flipX ? -1.0f : 1.0f, flipY ? -1.0f : 1.0f);
144
145 // \todo [2012-12-18 pyry] Pass in DepthRange parameters.
146 for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(quad.depth); ndx++)
147 translated.depth[ndx] = quad.depth[ndx]*2.0f - 1.0f;
148
149 gl.viewport(baseX+viewportX, baseY+viewportY, viewportW, viewportH);
150 renderer.render(translated);
151 }
152
setGLState(glu::CallLogWrapper & wrapper,const RenderState & state,int viewportX,int viewportY)153 static void setGLState (glu::CallLogWrapper& wrapper, const RenderState& state, int viewportX, int viewportY)
154 {
155 if (state.scissorTestEnabled)
156 {
157 wrapper.glEnable(GL_SCISSOR_TEST);
158 wrapper.glScissor(viewportX+state.scissorRectangle.left, viewportY+state.scissorRectangle.bottom,
159 state.scissorRectangle.width, state.scissorRectangle.height);
160 }
161 else
162 wrapper.glDisable(GL_SCISSOR_TEST);
163
164 if (state.stencilTestEnabled)
165 {
166 wrapper.glEnable(GL_STENCIL_TEST);
167
168 for (int face = 0; face < rr::FACETYPE_LAST; face++)
169 {
170 deUint32 glFace = face == rr::FACETYPE_BACK ? GL_BACK : GL_FRONT;
171 const StencilState& sParams = state.stencil[face];
172
173 wrapper.glStencilFuncSeparate(glFace, sParams.function, sParams.reference, sParams.compareMask);
174 wrapper.glStencilOpSeparate(glFace, sParams.stencilFailOp, sParams.depthFailOp, sParams.depthPassOp);
175 wrapper.glStencilMaskSeparate(glFace, sParams.writeMask);
176 }
177 }
178 else
179 wrapper.glDisable(GL_STENCIL_TEST);
180
181 if (state.depthTestEnabled)
182 {
183 wrapper.glEnable(GL_DEPTH_TEST);
184 wrapper.glDepthFunc(state.depthFunc);
185 wrapper.glDepthMask(state.depthWriteMask ? GL_TRUE : GL_FALSE);
186 }
187 else
188 wrapper.glDisable(GL_DEPTH_TEST);
189
190 if (state.blendEnabled)
191 {
192 wrapper.glEnable(GL_BLEND);
193 wrapper.glBlendEquationSeparate(state.blendRGBState.equation, state.blendAState.equation);
194 wrapper.glBlendFuncSeparate(state.blendRGBState.srcFunc, state.blendRGBState.dstFunc, state.blendAState.srcFunc, state.blendAState.dstFunc);
195 wrapper.glBlendColor(state.blendColor.x(), state.blendColor.y(), state.blendColor.z(), state.blendColor.w());
196 }
197 else
198 wrapper.glDisable(GL_BLEND);
199
200 if (state.ditherEnabled)
201 wrapper.glEnable(GL_DITHER);
202 else
203 wrapper.glDisable(GL_DITHER);
204
205 wrapper.glColorMask(state.colorMask[0] ? GL_TRUE : GL_FALSE,
206 state.colorMask[1] ? GL_TRUE : GL_FALSE,
207 state.colorMask[2] ? GL_TRUE : GL_FALSE,
208 state.colorMask[3] ? GL_TRUE : GL_FALSE);
209 }
210
211 class RandomFragmentOpCase : public TestCase
212 {
213 public:
214 RandomFragmentOpCase (Context& context, const char* name, const char* desc, deUint32 seed);
215 ~RandomFragmentOpCase (void);
216
217 void init (void);
218 void deinit (void);
219 IterateResult iterate (void);
220
221 private:
222 tcu::UVec4 getCompareThreshold (void) const;
223
224 deUint32 m_seed;
225
226 glu::CallLogWrapper m_callLogWrapper;
227
228 gls::FragmentOpUtil::QuadRenderer* m_renderer;
229 tcu::TextureLevel* m_refColorBuffer;
230 tcu::TextureLevel* m_refDepthBuffer;
231 tcu::TextureLevel* m_refStencilBuffer;
232 gls::FragmentOpUtil::ReferenceQuadRenderer* m_refRenderer;
233
234 int m_iterNdx;
235 };
236
RandomFragmentOpCase(Context & context,const char * name,const char * desc,deUint32 seed)237 RandomFragmentOpCase::RandomFragmentOpCase (Context& context, const char* name, const char* desc, deUint32 seed)
238 : TestCase (context, name, desc)
239 , m_seed (seed)
240 , m_callLogWrapper (context.getRenderContext().getFunctions(), context.getTestContext().getLog())
241 , m_renderer (DE_NULL)
242 , m_refColorBuffer (DE_NULL)
243 , m_refDepthBuffer (DE_NULL)
244 , m_refStencilBuffer (DE_NULL)
245 , m_refRenderer (DE_NULL)
246 , m_iterNdx (0)
247 {
248 m_callLogWrapper.enableLogging(ENABLE_CALL_LOG);
249 }
250
~RandomFragmentOpCase(void)251 RandomFragmentOpCase::~RandomFragmentOpCase (void)
252 {
253 delete m_renderer;
254 delete m_refColorBuffer;
255 delete m_refDepthBuffer;
256 delete m_refStencilBuffer;
257 delete m_refRenderer;
258 }
259
init(void)260 void RandomFragmentOpCase::init (void)
261 {
262 DE_ASSERT(!m_renderer && !m_refColorBuffer && !m_refDepthBuffer && !m_refStencilBuffer && !m_refRenderer);
263
264 int width = de::min<int>(m_context.getRenderTarget().getWidth(), VIEWPORT_WIDTH);
265 int height = de::min<int>(m_context.getRenderTarget().getHeight(), VIEWPORT_HEIGHT);
266 bool useRGB = m_context.getRenderTarget().getPixelFormat().alphaBits == 0;
267
268 m_renderer = new gls::FragmentOpUtil::QuadRenderer(m_context.getRenderContext(), glu::GLSL_VERSION_300_ES);
269 m_refColorBuffer = new tcu::TextureLevel(tcu::TextureFormat(useRGB ? tcu::TextureFormat::RGB : tcu::TextureFormat::RGBA, tcu::TextureFormat::UNORM_INT8), width, height);
270 m_refDepthBuffer = new tcu::TextureLevel(tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::FLOAT), width, height);
271 m_refStencilBuffer = new tcu::TextureLevel(tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT32), width, height);
272 m_refRenderer = new gls::FragmentOpUtil::ReferenceQuadRenderer();
273 m_iterNdx = 0;
274
275 m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
276 }
277
deinit(void)278 void RandomFragmentOpCase::deinit (void)
279 {
280 delete m_renderer;
281 delete m_refColorBuffer;
282 delete m_refDepthBuffer;
283 delete m_refStencilBuffer;
284 delete m_refRenderer;
285
286 m_renderer = DE_NULL;
287 m_refColorBuffer = DE_NULL;
288 m_refDepthBuffer = DE_NULL;
289 m_refStencilBuffer = DE_NULL;
290 m_refRenderer = DE_NULL;
291 }
292
iterate(void)293 RandomFragmentOpCase::IterateResult RandomFragmentOpCase::iterate (void)
294 {
295 const glw::Functions& gl = m_context.getRenderContext().getFunctions();
296 const bool isMSAA = m_context.getRenderTarget().getNumSamples() > 1;
297 const deUint32 iterSeed = deUint32Hash(m_seed) ^ deInt32Hash(m_iterNdx) ^ deInt32Hash(m_testCtx.getCommandLine().getBaseSeed());
298 de::Random rnd (iterSeed);
299
300 const int width = m_refColorBuffer->getWidth();
301 const int height = m_refColorBuffer->getHeight();
302 const int viewportX = rnd.getInt(0, m_context.getRenderTarget().getWidth()-width);
303 const int viewportY = rnd.getInt(0, m_context.getRenderTarget().getHeight()-height);
304
305 tcu::Surface renderedImg (width, height);
306 tcu::Surface referenceImg (width, height);
307
308 const Vec4 clearColor = CLEAR_COLOR;
309 const float clearDepth = CLEAR_DEPTH;
310 const int clearStencil = CLEAR_STENCIL;
311
312 bool gotError = false;
313
314 const tcu::ScopedLogSection iterSection (m_testCtx.getLog(), std::string("Iteration") + de::toString(m_iterNdx), std::string("Iteration ") + de::toString(m_iterNdx));
315
316 // Compute randomized rendering commands.
317 vector<RenderCommand> commands;
318 computeRandomRenderCommands(rnd, glu::ApiType::es(3,0), NUM_CALLS_PER_ITERATION, width, height, commands);
319
320 // Reset default fragment state.
321 gl.disable(GL_SCISSOR_TEST);
322 gl.colorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
323 gl.depthMask(GL_TRUE);
324 gl.stencilMask(~0u);
325
326 // Render using GL.
327 m_callLogWrapper.glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w());
328 m_callLogWrapper.glClearDepthf(clearDepth);
329 m_callLogWrapper.glClearStencil(clearStencil);
330 m_callLogWrapper.glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
331 m_callLogWrapper.glViewport(viewportX, viewportY, width, height);
332
333 for (vector<RenderCommand>::const_iterator cmd = commands.begin(); cmd != commands.end(); cmd++)
334 {
335 setGLState(m_callLogWrapper, cmd->state, viewportX, viewportY);
336
337 if (ENABLE_CALL_LOG)
338 m_testCtx.getLog() << TestLog::Message << "// Quad: " << cmd->quad.posA << " -> " << cmd->quad.posB
339 << ", color: [" << cmd->quad.color[0] << ", " << cmd->quad.color[1] << ", " << cmd->quad.color[2] << ", " << cmd->quad.color[3] << "]"
340 << ", depth: [" << cmd->quad.depth[0] << ", " << cmd->quad.depth[1] << ", " << cmd->quad.depth[2] << ", " << cmd->quad.depth[3] << "]"
341 << TestLog::EndMessage;
342
343 renderQuad(gl, *m_renderer, cmd->quad, viewportX, viewportY);
344 }
345
346 // Check error.
347 if (m_callLogWrapper.glGetError() != GL_NO_ERROR)
348 gotError = true;
349
350 gl.flush();
351
352 // Render reference while GPU is doing work.
353 tcu::clear (m_refColorBuffer->getAccess(), clearColor);
354 tcu::clearDepth (m_refDepthBuffer->getAccess(), clearDepth);
355 tcu::clearStencil (m_refStencilBuffer->getAccess(), clearStencil);
356
357 for (vector<RenderCommand>::const_iterator cmd = commands.begin(); cmd != commands.end(); cmd++)
358 {
359 rr::FragmentOperationState refState;
360 translateState(cmd->state, refState, m_context.getRenderTarget());
361 m_refRenderer->render(gls::FragmentOpUtil::getMultisampleAccess(m_refColorBuffer->getAccess()),
362 gls::FragmentOpUtil::getMultisampleAccess(m_refDepthBuffer->getAccess()),
363 gls::FragmentOpUtil::getMultisampleAccess(m_refStencilBuffer->getAccess()),
364 cmd->quad, refState);
365 }
366
367 // Expand reference color buffer to RGBA8
368 copy(referenceImg.getAccess(), m_refColorBuffer->getAccess());
369
370 // Read rendered image.
371 glu::readPixels(m_context.getRenderContext(), viewportX, viewportY, renderedImg.getAccess());
372
373 m_iterNdx += 1;
374
375 // Compare to reference.
376 const bool isLastIter = m_iterNdx >= NUM_ITERATIONS_PER_CASE;
377 const tcu::UVec4 threshold = getCompareThreshold();
378 bool compareOk;
379
380 if (isMSAA)
381 {
382 // in MSAA cases, the sampling points could be anywhere in the pixel and we could
383 // even have multiple samples that are combined in resolve. Allow arbitrary sample
384 // positions by using bilinearCompare.
385 compareOk = tcu::bilinearCompare(m_testCtx.getLog(),
386 "CompareResult",
387 "Image Comparison Result",
388 referenceImg.getAccess(),
389 renderedImg.getAccess(),
390 tcu::RGBA(threshold.x(), threshold.y(), threshold.z(), threshold.w()),
391 tcu::COMPARE_LOG_RESULT);
392 }
393 else
394 compareOk = tcu::intThresholdCompare(m_testCtx.getLog(),
395 "CompareResult",
396 "Image Comparison Result",
397 referenceImg.getAccess(),
398 renderedImg.getAccess(),
399 threshold,
400 tcu::COMPARE_LOG_RESULT);
401
402 m_testCtx.getLog() << TestLog::Message << (compareOk ? " Passed." : " FAILED!") << TestLog::EndMessage;
403
404 if (!compareOk)
405 m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Image comparison failed");
406 else if (gotError)
407 m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "GL error");
408
409 if (compareOk && !gotError && !isLastIter)
410 return CONTINUE;
411 else
412 return STOP;
413 }
414
getCompareThreshold(void) const415 tcu::UVec4 RandomFragmentOpCase::getCompareThreshold (void) const
416 {
417 tcu::PixelFormat format = m_context.getRenderTarget().getPixelFormat();
418
419 if (format == tcu::PixelFormat(8, 8, 8, 8) || format == tcu::PixelFormat(8, 8, 8, 0))
420 return format.getColorThreshold().toIVec().asUint() + tcu::UVec4(2); // Default threshold.
421 else
422 return format.getColorThreshold().toIVec().asUint()
423 * 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.
424 }
425
RandomFragmentOpTests(Context & context)426 RandomFragmentOpTests::RandomFragmentOpTests (Context& context)
427 : TestCaseGroup(context, "random", "Randomized Per-Fragment Operation Tests")
428 {
429 }
430
~RandomFragmentOpTests(void)431 RandomFragmentOpTests::~RandomFragmentOpTests (void)
432 {
433 }
434
init(void)435 void RandomFragmentOpTests::init (void)
436 {
437 for (int ndx = 0; ndx < 100; ndx++)
438 addChild(new RandomFragmentOpCase(m_context, de::toString(ndx).c_str(), "", (deUint32)(ndx*NUM_ITERATIONS_PER_CASE)));
439 }
440
441 } // Functional
442 } // gles3
443 } // deqp
444