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 and stencil clear tests.
22 *//*--------------------------------------------------------------------*/
23
24 #include "es3fDepthStencilClearTests.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 gles3
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::gles3::Functional::__anonc1a0d83b0111::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::UNSIGNED_INT_24_8);
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_INT_24_8);
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 "#version 300 es\n"
170 "in highp vec4 a_position;\n"
171 "void main (void)\n"
172 "{\n"
173 " gl_Position = a_position;\n"
174 "}\n",
175
176 // Fragment shader.
177 "#version 300 es\n"
178 "uniform mediump vec4 u_color;\n"
179 "layout(location = 0) out mediump vec4 o_color;\n"
180 "void main (void)\n"
181 "{\n"
182 " o_color = u_color;\n"
183 "}\n"));
184
185 if (!m_visProgram->isOk())
186 {
187 log << *m_visProgram;
188 delete m_visProgram;
189 m_visProgram = DE_NULL;
190 TCU_FAIL("Compile failed");
191 }
192
193 m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
194 }
195
deinit(void)196 void DepthStencilClearCase::deinit (void)
197 {
198 delete m_visProgram;
199 m_visProgram = DE_NULL;
200 }
201
iterate(void)202 DepthStencilClearCase::IterateResult DepthStencilClearCase::iterate (void)
203 {
204 const tcu::RenderTarget& renderTarget = m_context.getRenderTarget();
205 int width = renderTarget.getWidth();
206 int height = renderTarget.getHeight();
207 tcu::Surface result (width, height);
208 tcu::Surface reference (width, height);
209 tcu::RGBA threshold = renderTarget.getPixelFormat().getColorThreshold() + tcu::RGBA(1,1,1,1);
210 vector<Clear> clears;
211
212 if ((m_testDepth && renderTarget.getDepthBits() == 0) ||
213 (m_testStencil && renderTarget.getStencilBits() == 0))
214 throw tcu::NotSupportedError("No depth/stencil buffers", "", __FILE__, __LINE__);
215
216 generateClears(clears, deStringHash(getName())^deInt32Hash(m_curIter));
217 renderGL(result, clears);
218 renderReference(reference, clears);
219
220 bool isLastIter = m_curIter+1 == m_numIters;
221 bool isOk = tcu::pixelThresholdCompare(m_testCtx.getLog(), "Result", "Image comparison result", reference, result, threshold, isLastIter ? tcu::COMPARE_LOG_RESULT : tcu::COMPARE_LOG_ON_ERROR);
222
223 if (!isOk)
224 m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Image comparison failed");
225
226 m_curIter += 1;
227 return isLastIter || !isOk ? STOP : CONTINUE;
228 }
229
generateClears(vector<Clear> & clears,deUint32 seed)230 void DepthStencilClearCase::generateClears (vector<Clear>& clears, deUint32 seed)
231 {
232 const tcu::RenderTarget& renderTarget = m_context.getRenderContext().getRenderTarget();
233 int width = renderTarget.getWidth();
234 int height = renderTarget.getHeight();
235 de::Random rnd (seed);
236
237 clears.resize(m_numClears);
238
239 for (vector<Clear>::iterator clear = clears.begin(); clear != clears.end(); clear++)
240 {
241 if (m_testScissor)
242 {
243 int w = rnd.getInt(1, width);
244 int h = rnd.getInt(1, height);
245 int x = rnd.getInt(0, width-w);
246 int y = rnd.getInt(0, height-h);
247
248 clear->useScissor = true; // \todo [pyry] Should we randomize?
249 clear->scissor = tcu::IVec4(x, y, w, h);
250 }
251 else
252 clear->useScissor = false;
253
254 clear->clearDepth = rnd.getFloat(-0.2f, 1.2f);
255 clear->clearStencil = rnd.getUint32();
256
257 clear->depthMask = m_masked ? rnd.getBool() : true;
258 clear->stencilMask = m_masked ? rnd.getUint32() : 0xffffffffu;
259
260 if (m_testDepth && m_testStencil)
261 {
262 switch (rnd.getInt(0, 2))
263 {
264 case 0: clear->clearMask = GL_DEPTH_BUFFER_BIT; break;
265 case 1: clear->clearMask = GL_STENCIL_BUFFER_BIT; break;
266 case 2: clear->clearMask = GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT; break;
267 }
268 }
269 else if (m_testDepth)
270 clear->clearMask = GL_DEPTH_BUFFER_BIT;
271 else
272 {
273 DE_ASSERT(m_testStencil);
274 clear->clearMask = GL_STENCIL_BUFFER_BIT;
275 }
276 }
277 }
278
renderGL(tcu::Surface & dst,const vector<Clear> & clears)279 void DepthStencilClearCase::renderGL (tcu::Surface& dst, const vector<Clear>& clears)
280 {
281 const glw::Functions& gl = m_context.getRenderContext().getFunctions();
282 int colorLoc = gl.getUniformLocation(m_visProgram->getProgram(), "u_color");
283 int positionLoc = gl.getAttribLocation(m_visProgram->getProgram(), "a_position");
284 static const deUint8 indices[] = { 0, 1, 2, 2, 1, 3 };
285
286 // Clear with default values.
287 gl.clearDepthf (1.0f);
288 gl.clearStencil (0);
289 gl.clearColor (1.0f, 0.0f, 0.0f, 1.0f);
290 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
291
292 GLU_EXPECT_NO_ERROR(gl.getError(), "Before clears");
293
294 for (vector<Clear>::const_iterator clear = clears.begin(); clear != clears.end(); clear++)
295 {
296 if (clear->useScissor)
297 {
298 gl.enable(GL_SCISSOR_TEST);
299 gl.scissor(clear->scissor.x(), clear->scissor.y(), clear->scissor.z(), clear->scissor.w());
300 }
301
302 // Clear values.
303 gl.clearDepthf (clear->clearDepth);
304 gl.clearStencil (clear->clearStencil);
305
306 // Masks.
307 gl.depthMask (clear->depthMask ? GL_TRUE : GL_FALSE);
308 gl.stencilMask (clear->stencilMask);
309
310 // Execute clear.
311 gl.clear (clear->clearMask);
312
313 if (clear->useScissor)
314 gl.disable(GL_SCISSOR_TEST);
315 }
316
317 // Restore default masks.
318 gl.depthMask (GL_TRUE);
319 gl.stencilMask (0xffffffffu);
320
321 GLU_EXPECT_NO_ERROR(gl.getError(), "After clears");
322
323 gl.useProgram (m_visProgram->getProgram());
324 gl.enableVertexAttribArray (positionLoc);
325
326 // Visualize depth / stencil buffers.
327 if (m_testDepth)
328 {
329 int numSteps = DEPTH_STEPS;
330 float step = 2.0f / numSteps;
331
332 gl.enable (GL_DEPTH_TEST);
333 gl.depthFunc(GL_LESS);
334 gl.depthMask(GL_FALSE);
335 gl.colorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_FALSE);
336
337 for (int ndx = 0; ndx < numSteps; ndx++)
338 {
339 float d = -1.0f + step*ndx;
340 float c = (float)ndx / (float)(numSteps-1);
341 float pos[] =
342 {
343 -1.0f, -1.0f, d,
344 -1.0f, 1.0f, d,
345 1.0f, -1.0f, d,
346 1.0f, 1.0f, d
347 };
348
349 gl.uniform4f (colorLoc, 0.0f, 0.0f, c, 1.0f);
350 gl.vertexAttribPointer (positionLoc, 3, GL_FLOAT, GL_FALSE, 0, &pos[0]);
351 gl.drawElements (GL_TRIANGLES, DE_LENGTH_OF_ARRAY(indices), GL_UNSIGNED_BYTE, &indices[0]);
352 }
353
354 gl.disable (GL_DEPTH_TEST);
355 gl.depthMask(GL_TRUE);
356
357 GLU_EXPECT_NO_ERROR(gl.getError(), "After depth visualization");
358 }
359
360 if (m_testStencil)
361 {
362 int numSteps = STENCIL_STEPS;
363 int numValues = (1 << TestCase::m_context.getRenderContext().getRenderTarget().getStencilBits()); // 2^bits
364 int step = numValues / numSteps;
365
366 gl.enable (GL_STENCIL_TEST);
367 gl.stencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
368 gl.colorMask (GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
369
370 static const float pos[] =
371 {
372 -1.0f, -1.0f,
373 -1.0f, 1.0f,
374 1.0f, -1.0f,
375 1.0f, 1.0f
376 };
377 gl.vertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, &pos[0]);
378
379 for (int ndx = 0; ndx < numSteps; ndx++)
380 {
381 int s = step*ndx;
382 float c = (float)ndx / (float)(numSteps-1);
383
384 gl.stencilFunc (GL_LEQUAL, s, 0xffu);
385 gl.uniform4f (colorLoc, 0.0f, c, 0.0f, 1.0f);
386 gl.drawElements (GL_TRIANGLES, DE_LENGTH_OF_ARRAY(indices), GL_UNSIGNED_BYTE, &indices[0]);
387 }
388
389 gl.disable(GL_STENCIL_TEST);
390
391 GLU_EXPECT_NO_ERROR(gl.getError(), "After stencil visualization");
392 }
393
394 // Restore color mask (changed by visualization).
395 gl.colorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
396
397 glu::readPixels(m_context.getRenderContext(), 0, 0, dst.getAccess());
398 }
399
renderReference(tcu::Surface & dst,const vector<Clear> & clears)400 void DepthStencilClearCase::renderReference (tcu::Surface& dst, const vector<Clear>& clears)
401 {
402 glu::RenderContext& renderCtx = TestCase::m_context.getRenderContext();
403 const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget();
404
405 // Clear surface to red.
406 tcu::clear(dst.getAccess(), tcu::RGBA::red.toVec());
407
408 if (m_testDepth)
409 {
410 // Simulated depth buffer span.
411 tcu::TextureLevel depthBufRow (getDepthFormat(renderTarget.getDepthBits()), dst.getWidth(), 1, 1);
412 tcu::PixelBufferAccess rowAccess = depthBufRow.getAccess();
413
414 for (int y = 0; y < dst.getHeight(); y++)
415 {
416 // Clear to default value.
417 for (int x = 0; x < rowAccess.getWidth(); x++)
418 rowAccess.setPixel(Vec4(1.0f), x, 0);
419
420 // Execute clears.
421 for (vector<Clear>::const_iterator clear = clears.begin(); clear != clears.end(); clear++)
422 {
423 // Clear / mask test.
424 if ((clear->clearMask & GL_DEPTH_BUFFER_BIT) == 0 || !clear->depthMask)
425 continue;
426
427 tcu::IVec4 clearRect = clear->useScissor ? clear->scissor : tcu::IVec4(0, 0, dst.getWidth(), dst.getHeight());
428
429 // Intersection test.
430 if (!de::inBounds(y, clearRect.y(), clearRect.y()+clearRect.w()))
431 continue;
432
433 for (int x = clearRect.x(); x < clearRect.x()+clearRect.z(); x++)
434 rowAccess.setPixel(Vec4(de::clamp(clear->clearDepth, 0.0f, 1.0f)), x, 0);
435 }
436
437 // Map to colors.
438 for (int x = 0; x < dst.getWidth(); x++)
439 {
440 float depth = rowAccess.getPixel(x, 0).x();
441 float step = deFloatFloor(depth * (float)DEPTH_STEPS) / (float)(DEPTH_STEPS-1);
442 tcu::RGBA oldColor = dst.getPixel(x, y);
443 tcu::RGBA newColor = tcu::RGBA(oldColor.getRed(), oldColor.getGreen(), deClamp32(deRoundFloatToInt32(step * 255.0f), 0, 255), oldColor.getAlpha());
444
445 dst.setPixel(x, y, newColor);
446 }
447 }
448 }
449
450 if (m_testStencil)
451 {
452 // Simulated stencil buffer span.
453 int stencilBits = renderTarget.getStencilBits();
454 tcu::TextureLevel depthBufRow (getStencilFormat(stencilBits), dst.getWidth(), 1, 1);
455 tcu::PixelBufferAccess rowAccess = depthBufRow.getAccess();
456 deUint32 bufMask = (1u<<stencilBits)-1;
457
458 for (int y = 0; y < dst.getHeight(); y++)
459 {
460 // Clear to default value.
461 for (int x = 0; x < rowAccess.getWidth(); x++)
462 rowAccess.setPixel(tcu::UVec4(0), x, 0);
463
464 // Execute clears.
465 for (vector<Clear>::const_iterator clear = clears.begin(); clear != clears.end(); clear++)
466 {
467 // Clear / mask test.
468 if ((clear->clearMask & GL_STENCIL_BUFFER_BIT) == 0 || clear->stencilMask == 0)
469 continue;
470
471 tcu::IVec4 clearRect = clear->useScissor ? clear->scissor : tcu::IVec4(0, 0, dst.getWidth(), dst.getHeight());
472
473 // Intersection test.
474 if (!de::inBounds(y, clearRect.y(), clearRect.y()+clearRect.w()))
475 continue;
476
477 for (int x = clearRect.x(); x < clearRect.x()+clearRect.z(); x++)
478 {
479 deUint32 oldVal = rowAccess.getPixelUint(x, 0).w();
480 deUint32 newVal = ((oldVal & ~clear->stencilMask) | (clear->clearStencil & clear->stencilMask)) & bufMask;
481 rowAccess.setPixel(tcu::UVec4(newVal), x, 0);
482 }
483 }
484
485 // Map to colors.
486 for (int x = 0; x < dst.getWidth(); x++)
487 {
488 deUint32 stencil = rowAccess.getPixelUint(x, 0).w();
489 float step = (float)(stencil / ((1u<<stencilBits) / (deUint32)STENCIL_STEPS)) / (float)(STENCIL_STEPS-1);
490 tcu::RGBA oldColor = dst.getPixel(x, y);
491 tcu::RGBA newColor = tcu::RGBA(oldColor.getRed(), deClamp32(deRoundFloatToInt32(step * 255.0f), 0, 255), oldColor.getBlue(), oldColor.getAlpha());
492
493 dst.setPixel(x, y, newColor);
494 }
495 }
496 }
497 }
498
DepthStencilClearTests(Context & context)499 DepthStencilClearTests::DepthStencilClearTests (Context& context)
500 : TestCaseGroup(context, "depth_stencil_clear", "Depth and stencil clear tests")
501 {
502 }
503
init(void)504 void DepthStencilClearTests::init (void)
505 {
506 // iters clears depth stencil scissor masked
507 addChild(new DepthStencilClearCase(m_context, "depth", "", 4, 2, true, false, false, false));
508 addChild(new DepthStencilClearCase(m_context, "depth_scissored", "", 4, 16, true, false, true, false));
509 addChild(new DepthStencilClearCase(m_context, "depth_scissored_masked", "", 4, 16, true, false, true, true));
510
511 addChild(new DepthStencilClearCase(m_context, "stencil", "", 4, 2, false, true, false, false));
512 addChild(new DepthStencilClearCase(m_context, "stencil_masked", "", 4, 8, false, true, false, true));
513 addChild(new DepthStencilClearCase(m_context, "stencil_scissored", "", 4, 16, false, true, true, false));
514 addChild(new DepthStencilClearCase(m_context, "stencil_scissored_masked", "", 4, 16, false, true, true, true));
515
516 addChild(new DepthStencilClearCase(m_context, "depth_stencil", "", 4, 2, true, true, false, false));
517 addChild(new DepthStencilClearCase(m_context, "depth_stencil_masked", "", 4, 8, true, true, false, true));
518 addChild(new DepthStencilClearCase(m_context, "depth_stencil_scissored", "", 4, 16, true, true, true, false));
519 addChild(new DepthStencilClearCase(m_context, "depth_stencil_scissored_masked", "", 4, 16, true, true, true, true));
520 }
521
522 } // Functional
523 } // gles3
524 } // deqp
525