1 /*-------------------------------------------------------------------------
2 * drawElements Quality Program OpenGL ES 2.0 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 and stencil clear tests.
22 *//*--------------------------------------------------------------------*/
23
24 #include "es2fDepthStencilClearTests.hpp"
25
26 #include "gluShaderProgram.hpp"
27 #include "gluPixelTransfer.hpp"
28 #include "gluRenderContext.hpp"
29
30 #include "tcuTestLog.hpp"
31 #include "tcuTexture.hpp"
32 #include "tcuTextureUtil.hpp"
33 #include "tcuImageCompare.hpp"
34 #include "tcuSurface.hpp"
35 #include "tcuRenderTarget.hpp"
36
37 #include "deRandom.hpp"
38 #include "deMath.h"
39 #include "deString.h"
40
41 #include "glwFunctions.hpp"
42 #include "glwEnums.hpp"
43
44 namespace deqp
45 {
46 namespace gles2
47 {
48 namespace Functional
49 {
50
51 using tcu::Vec3;
52 using tcu::Vec4;
53 using tcu::TestLog;
54 using std::string;
55 using std::vector;
56
57 namespace
58 {
59
60 enum
61 {
62 STENCIL_STEPS = 32,
63 DEPTH_STEPS = 32
64 };
65
66 struct Clear
67 {
Cleardeqp::gles2::Functional::__anonf5ac6e4b0111::Clear68 Clear (void)
69 : clearMask (0)
70 , clearDepth (0.0f)
71 , clearStencil (0)
72 , useScissor (false)
73 , scissor (0, 0, 0, 0)
74 , depthMask (false)
75 , stencilMask (0)
76 {
77 }
78
79 deUint32 clearMask;
80 float clearDepth;
81 int clearStencil;
82
83 bool useScissor;
84 tcu::IVec4 scissor;
85
86 bool depthMask;
87 deUint32 stencilMask;
88 };
89
getDepthFormat(int depthBits)90 tcu::TextureFormat getDepthFormat (int depthBits)
91 {
92 switch (depthBits)
93 {
94 case 8: return tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::UNORM_INT8);
95 case 16: return tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::UNORM_INT16);
96 case 24: return tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::UNORM_INT24);
97 case 32: return tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::FLOAT);
98 default:
99 TCU_FAIL("Can't map depth buffer format");
100 }
101 }
102
getStencilFormat(int stencilBits)103 tcu::TextureFormat getStencilFormat (int stencilBits)
104 {
105 switch (stencilBits)
106 {
107 case 8: return tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT8);
108 case 16: return tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT16);
109 case 24: return tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT24);
110 case 32: return tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT32);
111 default:
112 TCU_FAIL("Can't map depth buffer format");
113 }
114 }
115
116 } // anonymous.
117
118 class DepthStencilClearCase : public TestCase
119 {
120 public:
121 DepthStencilClearCase (Context& context, const char* name, const char* description, int numIters, int numClears, bool depth, bool stencil, bool scissor, bool masked);
122 ~DepthStencilClearCase (void);
123
124 void init (void);
125 void deinit (void);
126
127 IterateResult iterate (void);
128
129 private:
130 void generateClears (vector<Clear>& dst, deUint32 seed);
131 void renderGL (tcu::Surface& dst, const vector<Clear>& clears);
132 void renderReference (tcu::Surface& dst, const vector<Clear>& clears);
133
134 bool m_testDepth;
135 bool m_testStencil;
136 bool m_testScissor;
137 bool m_masked;
138 int m_numIters;
139 int m_numClears;
140 int m_curIter;
141
142 glu::ShaderProgram* m_visProgram;
143 };
144
DepthStencilClearCase(Context & context,const char * name,const char * description,int numIters,int numClears,bool depth,bool stencil,bool scissor,bool masked)145 DepthStencilClearCase::DepthStencilClearCase (Context& context, const char* name, const char* description, int numIters, int numClears, bool depth, bool stencil, bool scissor, bool masked)
146 : TestCase (context, name, description)
147 , m_testDepth (depth)
148 , m_testStencil (stencil)
149 , m_testScissor (scissor)
150 , m_masked (masked)
151 , m_numIters (numIters)
152 , m_numClears (numClears)
153 , m_curIter (0)
154 , m_visProgram (DE_NULL)
155 {
156 }
157
~DepthStencilClearCase(void)158 DepthStencilClearCase::~DepthStencilClearCase (void)
159 {
160 DepthStencilClearCase::deinit();
161 }
162
init(void)163 void DepthStencilClearCase::init (void)
164 {
165 TestLog& log = m_testCtx.getLog();
166
167 m_visProgram = new glu::ShaderProgram(m_context.getRenderContext(), glu::makeVtxFragSources(
168 // Vertex shader.
169 "attribute highp vec4 a_position;\n"
170 "void main (void)\n"
171 "{\n"
172 " gl_Position = a_position;\n"
173 "}\n",
174
175 // Fragment shader.
176 "uniform mediump vec4 u_color;\n"
177 "void main (void)\n"
178 "{\n"
179 " gl_FragColor = u_color;\n"
180 "}\n"));
181
182 if (!m_visProgram->isOk())
183 {
184 log << *m_visProgram;
185 delete m_visProgram;
186 m_visProgram = DE_NULL;
187 TCU_FAIL("Compile failed");
188 }
189
190 m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
191 }
192
deinit(void)193 void DepthStencilClearCase::deinit (void)
194 {
195 delete m_visProgram;
196 m_visProgram = DE_NULL;
197 }
198
iterate(void)199 DepthStencilClearCase::IterateResult DepthStencilClearCase::iterate (void)
200 {
201 const tcu::RenderTarget& renderTarget = m_context.getRenderTarget();
202 int width = renderTarget.getWidth();
203 int height = renderTarget.getHeight();
204 tcu::Surface result (width, height);
205 tcu::Surface reference (width, height);
206 tcu::RGBA threshold = renderTarget.getPixelFormat().getColorThreshold() + tcu::RGBA(1,1,1,1);
207 vector<Clear> clears;
208
209 if ((m_testDepth && renderTarget.getDepthBits() == 0) ||
210 (m_testStencil && renderTarget.getStencilBits() == 0))
211 throw tcu::NotSupportedError("No depth/stencil buffers", "", __FILE__, __LINE__);
212
213 generateClears(clears, deStringHash(getName())^deInt32Hash(m_curIter));
214 renderGL(result, clears);
215 renderReference(reference, clears);
216
217 bool isLastIter = m_curIter+1 == m_numIters;
218 bool isOk = tcu::pixelThresholdCompare(m_testCtx.getLog(), "Result", "Image comparison result", reference, result, threshold, isLastIter ? tcu::COMPARE_LOG_RESULT : tcu::COMPARE_LOG_ON_ERROR);
219
220 if (!isOk)
221 m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Image comparison failed");
222
223 m_curIter += 1;
224 return isLastIter || !isOk ? STOP : CONTINUE;
225 }
226
generateClears(vector<Clear> & clears,deUint32 seed)227 void DepthStencilClearCase::generateClears (vector<Clear>& clears, deUint32 seed)
228 {
229 const tcu::RenderTarget& renderTarget = m_context.getRenderContext().getRenderTarget();
230 int width = renderTarget.getWidth();
231 int height = renderTarget.getHeight();
232 de::Random rnd (seed);
233
234 clears.resize(m_numClears);
235
236 for (vector<Clear>::iterator clear = clears.begin(); clear != clears.end(); clear++)
237 {
238 if (m_testScissor)
239 {
240 int w = rnd.getInt(1, width);
241 int h = rnd.getInt(1, height);
242 int x = rnd.getInt(0, width-w);
243 int y = rnd.getInt(0, height-h);
244
245 clear->useScissor = true; // \todo [pyry] Should we randomize?
246 clear->scissor = tcu::IVec4(x, y, w, h);
247 }
248 else
249 clear->useScissor = false;
250
251 clear->clearDepth = rnd.getFloat(-0.2f, 1.2f);
252 clear->clearStencil = rnd.getUint32();
253
254 clear->depthMask = m_masked ? rnd.getBool() : true;
255 clear->stencilMask = m_masked ? rnd.getUint32() : 0xffffffffu;
256
257 if (m_testDepth && m_testStencil)
258 {
259 switch (rnd.getInt(0, 2))
260 {
261 case 0: clear->clearMask = GL_DEPTH_BUFFER_BIT; break;
262 case 1: clear->clearMask = GL_STENCIL_BUFFER_BIT; break;
263 case 2: clear->clearMask = GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT; break;
264 }
265 }
266 else if (m_testDepth)
267 clear->clearMask = GL_DEPTH_BUFFER_BIT;
268 else
269 {
270 DE_ASSERT(m_testStencil);
271 clear->clearMask = GL_STENCIL_BUFFER_BIT;
272 }
273 }
274 }
275
renderGL(tcu::Surface & dst,const vector<Clear> & clears)276 void DepthStencilClearCase::renderGL (tcu::Surface& dst, const vector<Clear>& clears)
277 {
278 const glw::Functions& gl = m_context.getRenderContext().getFunctions();
279 int colorLoc = gl.getUniformLocation(m_visProgram->getProgram(), "u_color");
280 int positionLoc = gl.getAttribLocation(m_visProgram->getProgram(), "a_position");
281 static const deUint8 indices[] = { 0, 1, 2, 2, 1, 3 };
282
283 // Clear with default values.
284 gl.clearDepthf (1.0f);
285 gl.clearStencil (0);
286 gl.clearColor (1.0f, 0.0f, 0.0f, 1.0f);
287 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
288
289 GLU_EXPECT_NO_ERROR(gl.getError(), "Before clears");
290
291 for (vector<Clear>::const_iterator clear = clears.begin(); clear != clears.end(); clear++)
292 {
293 if (clear->useScissor)
294 {
295 gl.enable(GL_SCISSOR_TEST);
296 gl.scissor(clear->scissor.x(), clear->scissor.y(), clear->scissor.z(), clear->scissor.w());
297 }
298
299 // Clear values.
300 gl.clearDepthf (clear->clearDepth);
301 gl.clearStencil (clear->clearStencil);
302
303 // Masks.
304 gl.depthMask (clear->depthMask ? GL_TRUE : GL_FALSE);
305 gl.stencilMask (clear->stencilMask);
306
307 // Execute clear.
308 gl.clear (clear->clearMask);
309
310 if (clear->useScissor)
311 gl.disable(GL_SCISSOR_TEST);
312 }
313
314 // Restore default masks.
315 gl.depthMask (GL_TRUE);
316 gl.stencilMask (0xffffffffu);
317
318 GLU_EXPECT_NO_ERROR(gl.getError(), "After clears");
319
320 gl.useProgram (m_visProgram->getProgram());
321 gl.enableVertexAttribArray (positionLoc);
322
323 // Visualize depth / stencil buffers.
324 if (m_testDepth)
325 {
326 int numSteps = DEPTH_STEPS;
327 float step = 2.0f / (float)numSteps;
328
329 gl.enable (GL_DEPTH_TEST);
330 gl.depthFunc(GL_LESS);
331 gl.depthMask(GL_FALSE);
332 gl.colorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_FALSE);
333
334 for (int ndx = 0; ndx < numSteps; ndx++)
335 {
336 float d = -1.0f + step*(float)ndx;
337 float c = (float)ndx / (float)(numSteps-1);
338 float pos[] =
339 {
340 -1.0f, -1.0f, d,
341 -1.0f, 1.0f, d,
342 1.0f, -1.0f, d,
343 1.0f, 1.0f, d
344 };
345
346 gl.uniform4f (colorLoc, 0.0f, 0.0f, c, 1.0f);
347 gl.vertexAttribPointer (positionLoc, 3, GL_FLOAT, GL_FALSE, 0, &pos[0]);
348 gl.drawElements (GL_TRIANGLES, DE_LENGTH_OF_ARRAY(indices), GL_UNSIGNED_BYTE, &indices[0]);
349 }
350
351 gl.disable (GL_DEPTH_TEST);
352 gl.depthMask(GL_TRUE);
353
354 GLU_EXPECT_NO_ERROR(gl.getError(), "After depth visualization");
355 }
356
357 if (m_testStencil)
358 {
359 int numSteps = STENCIL_STEPS;
360 int numValues = (1 << TestCase::m_context.getRenderContext().getRenderTarget().getStencilBits()); // 2^bits
361 int step = numValues / numSteps;
362
363 gl.enable (GL_STENCIL_TEST);
364 gl.stencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
365 gl.colorMask (GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
366
367 static const float pos[] =
368 {
369 -1.0f, -1.0f,
370 -1.0f, 1.0f,
371 1.0f, -1.0f,
372 1.0f, 1.0f
373 };
374 gl.vertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, &pos[0]);
375
376 for (int ndx = 0; ndx < numSteps; ndx++)
377 {
378 int s = step*ndx;
379 float c = (float)ndx / (float)(numSteps-1);
380
381 gl.stencilFunc (GL_LEQUAL, s, 0xffu);
382 gl.uniform4f (colorLoc, 0.0f, c, 0.0f, 1.0f);
383 gl.drawElements (GL_TRIANGLES, DE_LENGTH_OF_ARRAY(indices), GL_UNSIGNED_BYTE, &indices[0]);
384 }
385
386 gl.disable(GL_STENCIL_TEST);
387
388 GLU_EXPECT_NO_ERROR(gl.getError(), "After stencil visualization");
389 }
390
391 // Restore color mask (changed by visualization).
392 gl.colorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
393
394 glu::readPixels(m_context.getRenderContext(), 0, 0, dst.getAccess());
395 }
396
renderReference(tcu::Surface & dst,const vector<Clear> & clears)397 void DepthStencilClearCase::renderReference (tcu::Surface& dst, const vector<Clear>& clears)
398 {
399 glu::RenderContext& renderCtx = TestCase::m_context.getRenderContext();
400 const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget();
401
402 // Clear surface to red.
403 tcu::clear(dst.getAccess(), tcu::RGBA::red().toVec());
404
405 if (m_testDepth)
406 {
407 // Simulated depth buffer span.
408 tcu::TextureLevel depthBufRow (getDepthFormat(renderTarget.getDepthBits()), dst.getWidth(), 1, 1);
409 tcu::PixelBufferAccess rowAccess = depthBufRow.getAccess();
410
411 for (int y = 0; y < dst.getHeight(); y++)
412 {
413 // Clear to default value.
414 for (int x = 0; x < rowAccess.getWidth(); x++)
415 rowAccess.setPixel(Vec4(1.0f), x, 0);
416
417 // Execute clears.
418 for (vector<Clear>::const_iterator clear = clears.begin(); clear != clears.end(); clear++)
419 {
420 // Clear / mask test.
421 if ((clear->clearMask & GL_DEPTH_BUFFER_BIT) == 0 || !clear->depthMask)
422 continue;
423
424 tcu::IVec4 clearRect = clear->useScissor ? clear->scissor : tcu::IVec4(0, 0, dst.getWidth(), dst.getHeight());
425
426 // Intersection test.
427 if (!de::inBounds(y, clearRect.y(), clearRect.y()+clearRect.w()))
428 continue;
429
430 for (int x = clearRect.x(); x < clearRect.x()+clearRect.z(); x++)
431 rowAccess.setPixDepth(de::clamp(clear->clearDepth, 0.0f, 1.0f), x, 0);
432 }
433
434 // Map to colors.
435 for (int x = 0; x < dst.getWidth(); x++)
436 {
437 float depth = rowAccess.getPixDepth(x, 0);
438 float step = deFloatFloor(depth * (float)DEPTH_STEPS) / (float)(DEPTH_STEPS-1);
439 tcu::RGBA oldColor = dst.getPixel(x, y);
440 tcu::RGBA newColor = tcu::RGBA(oldColor.getRed(), oldColor.getGreen(), deClamp32(deRoundFloatToInt32(step * 255.0f), 0, 255), oldColor.getAlpha());
441
442 dst.setPixel(x, y, newColor);
443 }
444 }
445 }
446
447 if (m_testStencil)
448 {
449 // Simulated stencil buffer span.
450 int stencilBits = renderTarget.getStencilBits();
451 tcu::TextureLevel depthBufRow (getStencilFormat(stencilBits), dst.getWidth(), 1, 1);
452 tcu::PixelBufferAccess rowAccess = depthBufRow.getAccess();
453 deUint32 bufMask = (1u<<stencilBits)-1;
454
455 for (int y = 0; y < dst.getHeight(); y++)
456 {
457 // Clear to default value.
458 for (int x = 0; x < rowAccess.getWidth(); x++)
459 rowAccess.setPixel(tcu::UVec4(0), x, 0);
460
461 // Execute clears.
462 for (vector<Clear>::const_iterator clear = clears.begin(); clear != clears.end(); clear++)
463 {
464 // Clear / mask test.
465 if ((clear->clearMask & GL_STENCIL_BUFFER_BIT) == 0 || clear->stencilMask == 0)
466 continue;
467
468 tcu::IVec4 clearRect = clear->useScissor ? clear->scissor : tcu::IVec4(0, 0, dst.getWidth(), dst.getHeight());
469
470 // Intersection test.
471 if (!de::inBounds(y, clearRect.y(), clearRect.y()+clearRect.w()))
472 continue;
473
474 for (int x = clearRect.x(); x < clearRect.x()+clearRect.z(); x++)
475 {
476 deUint32 oldVal = rowAccess.getPixStencil(x, 0);
477 deUint32 newVal = ((oldVal & ~clear->stencilMask) | (clear->clearStencil & clear->stencilMask)) & bufMask;
478 rowAccess.setPixStencil(newVal, x, 0);
479 }
480 }
481
482 // Map to colors.
483 for (int x = 0; x < dst.getWidth(); x++)
484 {
485 deUint32 stencil = rowAccess.getPixStencil(x, 0);
486 float step = (float)(stencil / ((1u<<stencilBits) / (deUint32)STENCIL_STEPS)) / (float)(STENCIL_STEPS-1);
487 tcu::RGBA oldColor = dst.getPixel(x, y);
488 tcu::RGBA newColor = tcu::RGBA(oldColor.getRed(), deClamp32(deRoundFloatToInt32(step * 255.0f), 0, 255), oldColor.getBlue(), oldColor.getAlpha());
489
490 dst.setPixel(x, y, newColor);
491 }
492 }
493 }
494 }
495
DepthStencilClearTests(Context & context)496 DepthStencilClearTests::DepthStencilClearTests (Context& context)
497 : TestCaseGroup(context, "depth_stencil_clear", "Depth and stencil clear tests")
498 {
499 }
500
init(void)501 void DepthStencilClearTests::init (void)
502 {
503 // iters clears depth stencil scissor masked
504 addChild(new DepthStencilClearCase(m_context, "depth", "", 4, 2, true, false, false, false));
505 addChild(new DepthStencilClearCase(m_context, "depth_scissored", "", 4, 16, true, false, true, false));
506 addChild(new DepthStencilClearCase(m_context, "depth_scissored_masked", "", 4, 16, true, false, true, true));
507
508 addChild(new DepthStencilClearCase(m_context, "stencil", "", 4, 2, false, true, false, false));
509 addChild(new DepthStencilClearCase(m_context, "stencil_masked", "", 4, 8, false, true, false, true));
510 addChild(new DepthStencilClearCase(m_context, "stencil_scissored", "", 4, 16, false, true, true, false));
511 addChild(new DepthStencilClearCase(m_context, "stencil_scissored_masked", "", 4, 16, false, true, true, true));
512
513 addChild(new DepthStencilClearCase(m_context, "depth_stencil", "", 4, 2, true, true, false, false));
514 addChild(new DepthStencilClearCase(m_context, "depth_stencil_masked", "", 4, 8, true, true, false, true));
515 addChild(new DepthStencilClearCase(m_context, "depth_stencil_scissored", "", 4, 16, true, true, true, false));
516 addChild(new DepthStencilClearCase(m_context, "depth_stencil_scissored_masked", "", 4, 16, true, true, true, true));
517 }
518
519 } // Functional
520 } // gles2
521 } // deqp
522