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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 
40 using tcu::RGBA;
41 
42 namespace deqp
43 {
44 namespace gles3
45 {
46 namespace Functional
47 {
48 
49 class DepthShader : public sglr::ShaderProgram
50 {
51 public:
52 								DepthShader		(void);
53 
54 	void						setColor		(sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color);
55 
56 private:
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 
DepthShader(void)63 DepthShader::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 
setColor(sglr::Context & ctx,deUint32 programID,const tcu::Vec4 & color)85 void 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 
shadeVertices(const rr::VertexAttrib * inputs,rr::VertexPacket * const * packets,const int numPackets) const91 void 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 
shadeFragments(rr::FragmentPacket * packets,const int numPackets,const rr::FragmentShadingContext & context) const97 void 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?
109 class DepthCase : public TestCase
110 {
111 public:
112 								DepthCase				(Context& context, const char* name, const char* description);
~DepthCase(void)113 	virtual						~DepthCase				(void) {}
114 
115 	virtual IterateResult		iterate					(void);
116 	virtual void				render					(sglr::Context& context) = DE_NULL;
117 };
118 
DepthCase(Context & context,const char * name,const char * description)119 DepthCase::DepthCase (Context& context, const char* name, const char* description)
120 	: TestCase(context, name, description)
121 {
122 }
123 
iterate(void)124 TestCase::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 
194 class DepthCompareCase : public DepthCase
195 {
196 public:
DepthCompareCase(Context & context,const char * name,const char * description,deUint32 compareOp)197 	DepthCompareCase (Context& context, const char* name, const char* description, deUint32 compareOp)
198 		: DepthCase		(context, name, description)
199 		, m_compareOp	(compareOp)
200 	{
201 	}
202 
render(sglr::Context & context)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 
253 private:
254 	deUint32	m_compareOp;
255 };
256 
DepthTests(Context & context)257 DepthTests::DepthTests (Context& context)
258 	: TestCaseGroup(context, "depth", "Depth Tests")
259 {
260 }
261 
~DepthTests(void)262 DepthTests::~DepthTests (void)
263 {
264 }
265 
init(void)266 void 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