/*------------------------------------------------------------------------- * drawElements Quality Program OpenGL ES 3.0 Module * ------------------------------------------------- * * Copyright 2014 The Android Open Source Project * * 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 FBO multisample tests. *//*--------------------------------------------------------------------*/ #include "es3fFboMultisampleTests.hpp" #include "es3fFboTestCase.hpp" #include "es3fFboTestUtil.hpp" #include "gluTextureUtil.hpp" #include "tcuImageCompare.hpp" #include "tcuTextureUtil.hpp" #include "tcuTestLog.hpp" #include "deStringUtil.hpp" #include "deRandom.hpp" #include "sglrContextUtil.hpp" #include "glwEnums.hpp" namespace deqp { namespace gles3 { namespace Functional { using std::string; using tcu::TestLog; using tcu::Vec2; using tcu::Vec3; using tcu::Vec4; using tcu::IVec2; using tcu::IVec3; using tcu::IVec4; using tcu::UVec4; using namespace FboTestUtil; class BasicFboMultisampleCase : public FboTestCase { public: BasicFboMultisampleCase (Context& context, const char* name, const char* desc, deUint32 colorFormat, deUint32 depthStencilFormat, const IVec2& size, int numSamples) : FboTestCase (context, name, desc) , m_colorFormat (colorFormat) , m_depthStencilFormat (depthStencilFormat) , m_size (size) , m_numSamples (numSamples) { } protected: void preCheck (void) { checkFormatSupport (m_colorFormat); checkSampleCount (m_colorFormat, m_numSamples); if (m_depthStencilFormat != GL_NONE) { checkFormatSupport (m_depthStencilFormat); checkSampleCount (m_depthStencilFormat, m_numSamples); } } void render (tcu::Surface& dst) { tcu::TextureFormat colorFmt = glu::mapGLInternalFormat(m_colorFormat); tcu::TextureFormat depthStencilFmt = m_depthStencilFormat != GL_NONE ? glu::mapGLInternalFormat(m_depthStencilFormat) : tcu::TextureFormat(); tcu::TextureFormatInfo colorFmtInfo = tcu::getTextureFormatInfo(colorFmt); bool depth = depthStencilFmt.order == tcu::TextureFormat::D || depthStencilFmt.order == tcu::TextureFormat::DS; bool stencil = depthStencilFmt.order == tcu::TextureFormat::S || depthStencilFmt.order == tcu::TextureFormat::DS; GradientShader gradShader (getFragmentOutputType(colorFmt)); FlatColorShader flatShader (getFragmentOutputType(colorFmt)); deUint32 gradShaderID = getCurrentContext()->createProgram(&gradShader); deUint32 flatShaderID = getCurrentContext()->createProgram(&flatShader); deUint32 msaaFbo = 0; deUint32 resolveFbo = 0; deUint32 msaaColorRbo = 0; deUint32 resolveColorRbo = 0; deUint32 msaaDepthStencilRbo = 0; deUint32 resolveDepthStencilRbo = 0; // Create framebuffers. for (int ndx = 0; ndx < 2; ndx++) { deUint32& fbo = ndx ? resolveFbo : msaaFbo; deUint32& colorRbo = ndx ? resolveColorRbo : msaaColorRbo; deUint32& depthStencilRbo = ndx ? resolveDepthStencilRbo : msaaDepthStencilRbo; int samples = ndx ? 0 : m_numSamples; glGenRenderbuffers(1, &colorRbo); glBindRenderbuffer(GL_RENDERBUFFER, colorRbo); glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, m_colorFormat, m_size.x(), m_size.y()); if (depth || stencil) { glGenRenderbuffers(1, &depthStencilRbo); glBindRenderbuffer(GL_RENDERBUFFER, depthStencilRbo); glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, m_depthStencilFormat, m_size.x(), m_size.y()); } glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo); if (depth) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo); if (stencil) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo); checkError(); checkFramebufferStatus(GL_FRAMEBUFFER); } glBindFramebuffer(GL_FRAMEBUFFER, msaaFbo); glViewport(0, 0, m_size.x(), m_size.y()); // Clear depth and stencil buffers. glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0); // Fill MSAA fbo with gradient, depth = [-1..1] glEnable(GL_DEPTH_TEST); gradShader.setGradient(*getCurrentContext(), gradShaderID, colorFmtInfo.valueMin, colorFmtInfo.valueMax); sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); // Render random-colored quads. { const int numQuads = 8; de::Random rnd (9); glDepthFunc(GL_ALWAYS); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 0, 0xffu); glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); for (int ndx = 0; ndx < numQuads; ndx++) { float r = rnd.getFloat(); float g = rnd.getFloat(); float b = rnd.getFloat(); float a = rnd.getFloat(); float x0 = rnd.getFloat(-1.0f, 1.0f); float y0 = rnd.getFloat(-1.0f, 1.0f); float z0 = rnd.getFloat(-1.0f, 1.0f); float x1 = rnd.getFloat(-1.0f, 1.0f); float y1 = rnd.getFloat(-1.0f, 1.0f); float z1 = rnd.getFloat(-1.0f, 1.0f); flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(r,g,b,a) * (colorFmtInfo.valueMax-colorFmtInfo.valueMin) + colorFmtInfo.valueMin); sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(x0, y0, z0), Vec3(x1, y1, z1)); } } glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); checkError(); // Resolve using glBlitFramebuffer(). glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFbo); glBlitFramebuffer(0, 0, m_size.x(), m_size.y(), 0, 0, m_size.x(), m_size.y(), GL_COLOR_BUFFER_BIT | (depth ? GL_DEPTH_BUFFER_BIT : 0) | (stencil ? GL_STENCIL_BUFFER_BIT : 0), GL_NEAREST); glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFbo); if (depth) { // Visualize depth. const int numSteps = 8; const float step = 2.0f / (float)numSteps; glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_FALSE); glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_FALSE); for (int ndx = 0; ndx < numSteps; ndx++) { float d = -1.0f + step*(float)ndx; float c = (float)ndx / (float)(numSteps-1); flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, 0.0f, c, 1.0f) * (colorFmtInfo.valueMax-colorFmtInfo.valueMin) + colorFmtInfo.valueMin); sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, d), Vec3(1.0f, 1.0f, d)); } glDisable(GL_DEPTH_TEST); } if (stencil) { // Visualize stencil. const int numSteps = 4; const int step = 1; glEnable(GL_STENCIL_TEST); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE); for (int ndx = 0; ndx < numSteps; ndx++) { int s = step*ndx; float c = (float)ndx / (float)(numSteps-1); glStencilFunc(GL_EQUAL, s, 0xffu); flatShader.setColor(*getCurrentContext(), flatShaderID, Vec4(0.0f, c, 0.0f, 1.0f) * (colorFmtInfo.valueMax-colorFmtInfo.valueMin) + colorFmtInfo.valueMin); sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); } glDisable(GL_STENCIL_TEST); } readPixels(dst, 0, 0, m_size.x(), m_size.y(), colorFmt, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias); } bool colorCompare (const tcu::Surface& reference, const tcu::Surface& result) { const tcu::RGBA threshold (tcu::max(getFormatThreshold(m_colorFormat), tcu::RGBA(12, 12, 12, 12))); return tcu::bilinearCompare(m_testCtx.getLog(), "Result", "Image comparison result", reference.getAccess(), result.getAccess(), threshold, tcu::COMPARE_LOG_RESULT); } bool compare (const tcu::Surface& reference, const tcu::Surface& result) { if (m_depthStencilFormat != GL_NONE) return FboTestCase::compare(reference, result); else return colorCompare(reference, result); } private: deUint32 m_colorFormat; deUint32 m_depthStencilFormat; IVec2 m_size; int m_numSamples; }; FboMultisampleTests::FboMultisampleTests (Context& context) : TestCaseGroup(context, "msaa", "Multisample FBO tests") { } FboMultisampleTests::~FboMultisampleTests (void) { } void FboMultisampleTests::init (void) { static const deUint32 colorFormats[] = { // RGBA formats GL_RGBA8, GL_SRGB8_ALPHA8, GL_RGB10_A2, GL_RGBA4, GL_RGB5_A1, // RGB formats GL_RGB8, GL_RGB565, // RG formats GL_RG8, // R formats GL_R8, // GL_EXT_color_buffer_float GL_RGBA32F, GL_RGBA16F, GL_R11F_G11F_B10F, GL_RG32F, GL_RG16F, GL_R32F, GL_R16F }; static const deUint32 depthStencilFormats[] = { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT16, GL_DEPTH32F_STENCIL8, GL_DEPTH24_STENCIL8, GL_STENCIL_INDEX8 }; static const int sampleCounts[] = { 2, 4, 8 }; for (int sampleCntNdx = 0; sampleCntNdx < DE_LENGTH_OF_ARRAY(sampleCounts); sampleCntNdx++) { int samples = sampleCounts[sampleCntNdx]; tcu::TestCaseGroup* sampleCountGroup = new tcu::TestCaseGroup(m_testCtx, (de::toString(samples) + "_samples").c_str(), ""); addChild(sampleCountGroup); // Color formats. for (int fmtNdx = 0; fmtNdx < DE_LENGTH_OF_ARRAY(colorFormats); fmtNdx++) sampleCountGroup->addChild(new BasicFboMultisampleCase(m_context, getFormatName(colorFormats[fmtNdx]), "", colorFormats[fmtNdx], GL_NONE, IVec2(119, 131), samples)); // Depth/stencil formats. for (int fmtNdx = 0; fmtNdx < DE_LENGTH_OF_ARRAY(depthStencilFormats); fmtNdx++) sampleCountGroup->addChild(new BasicFboMultisampleCase(m_context, getFormatName(depthStencilFormats[fmtNdx]), "", GL_RGBA8, depthStencilFormats[fmtNdx], IVec2(119, 131), samples)); } } } // Functional } // gles3 } // deqp