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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 tests.
22  *//*--------------------------------------------------------------------*/
23 
24 #include "es2fDepthTests.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 gles2
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("attribute highp vec4 a_position;\n"
69 														"void main (void)\n"
70 														"{\n"
71 														"	gl_Position = a_position;\n"
72 														"}\n")
73 							<< sglr::pdec::FragmentSource("uniform mediump vec4 u_color;\n"
74 														  "void main (void)\n"
75 														  "{\n"
76 														  "	gl_FragColor = u_color;\n"
77 														  "}\n"))
78 	, u_color(getUniformByName("u_color"))
79 {
80 }
81 
setColor(sglr::Context & ctx,deUint32 programID,const tcu::Vec4 & color)82 void DepthShader::setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color)
83 {
84 	ctx.useProgram(programID);
85 	ctx.uniform4fv(ctx.getUniformLocation(programID, "u_color"), 1, color.getPtr());
86 }
87 
shadeVertices(const rr::VertexAttrib * inputs,rr::VertexPacket * const * packets,const int numPackets) const88 void DepthShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const
89 {
90 	for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
91 		packets[packetNdx]->position = rr::readVertexAttribFloat(inputs[0], packets[packetNdx]->instanceNdx, packets[packetNdx]->vertexNdx);
92 }
93 
shadeFragments(rr::FragmentPacket * packets,const int numPackets,const rr::FragmentShadingContext & context) const94 void DepthShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const
95 {
96 	const tcu::Vec4 color(u_color.value.f4);
97 
98 	DE_UNREF(packets);
99 
100 	for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
101 	for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
102 		rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color);
103 }
104 
105 // \todo [2011-07-11 pyry] This code is duplicated in a quite many places. Move it to some utility?
106 class DepthCase : public TestCase
107 {
108 public:
109 								DepthCase				(Context& context, const char* name, const char* description);
~DepthCase(void)110 	virtual						~DepthCase				(void) {}
111 
112 	virtual IterateResult		iterate					(void);
113 	virtual void				render					(sglr::Context& context) = DE_NULL;
114 };
115 
DepthCase(Context & context,const char * name,const char * description)116 DepthCase::DepthCase (Context& context, const char* name, const char* description)
117 	: TestCase(context, name, description)
118 {
119 }
120 
iterate(void)121 TestCase::IterateResult DepthCase::iterate (void)
122 {
123 	tcu::Vec4					clearColor				= tcu::Vec4(0.125f, 0.25f, 0.5f, 1.0f);
124 	glu::RenderContext&			renderCtx				= m_context.getRenderContext();
125 	const tcu::RenderTarget&	renderTarget			= renderCtx.getRenderTarget();
126 	tcu::TestLog&				log						= m_testCtx.getLog();
127 	const char*					failReason				= DE_NULL;
128 
129 	// Position & size for context
130 	de::Random rnd(deStringHash(getName()));
131 
132 	int		width	= deMin32(renderTarget.getWidth(),	128);
133 	int		height	= deMin32(renderTarget.getHeight(),	128);
134 	int		x		= rnd.getInt(0, renderTarget.getWidth()		- width);
135 	int		y		= rnd.getInt(0, renderTarget.getHeight()	- height);
136 
137 	tcu::Surface	gles2Frame	(width, height);
138 	tcu::Surface	refFrame	(width, height);
139 	deUint32		gles2Error;
140 	deUint32		refError;
141 
142 	// Render using GLES2
143 	{
144 		sglr::GLContext context(renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, width, height));
145 
146 		context.clearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w());
147 		context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
148 
149 		render(context); // Call actual render func
150 		context.readPixels(gles2Frame, 0, 0, width, height);
151 		gles2Error = context.getError();
152 	}
153 
154 	// Render reference image
155 	{
156 		sglr::ReferenceContextBuffers	buffers	(tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), renderTarget.getDepthBits(), renderTarget.getStencilBits(), width, height);
157 		sglr::ReferenceContext			context	(sglr::ReferenceContextLimits(renderCtx), buffers.getColorbuffer(), buffers.getDepthbuffer(), buffers.getStencilbuffer());
158 
159 		context.clearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w());
160 		context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
161 
162 		render(context);
163 		context.readPixels(refFrame, 0, 0, width, height);
164 		refError = context.getError();
165 	}
166 
167 	// Compare error codes
168 	bool errorCodesOk = (gles2Error == refError);
169 
170 	if (!errorCodesOk)
171 	{
172 		log << tcu::TestLog::Message << "Error code mismatch: got " << glu::getErrorStr(gles2Error) << ", expected " << glu::getErrorStr(refError) << tcu::TestLog::EndMessage;
173 		failReason = "Got unexpected error";
174 	}
175 
176 	// Compare images
177 	const float		threshold	= 0.02f;
178 	bool			imagesOk	= tcu::fuzzyCompare(log, "ComparisonResult", "Image comparison result", refFrame, gles2Frame, threshold, tcu::COMPARE_LOG_RESULT);
179 
180 	if (!imagesOk && !failReason)
181 		failReason = "Image comparison failed";
182 
183 	// Store test result
184 	bool isOk = errorCodesOk && imagesOk;
185 	m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS	: QP_TEST_RESULT_FAIL,
186 							isOk ? "Pass"				: failReason);
187 
188 	return STOP;
189 }
190 
191 class DepthCompareCase : public DepthCase
192 {
193 public:
DepthCompareCase(Context & context,const char * name,const char * description,deUint32 compareOp)194 	DepthCompareCase (Context& context, const char* name, const char* description, deUint32 compareOp)
195 		: DepthCase		(context, name, description)
196 		, m_compareOp	(compareOp)
197 	{
198 	}
199 
render(sglr::Context & context)200 	void render (sglr::Context& context)
201 	{
202 		using tcu::Vec3;
203 
204 		DepthShader	shader;
205 		deUint32	shaderID = context.createProgram(&shader);
206 
207 		tcu::Vec4	red		(1.0f, 0.0f, 0.0f, 1.0);
208 		tcu::Vec4	green	(0.0f, 1.0f, 0.0f, 1.0f);
209 
210 		// Clear depth to 1
211 		context.clearDepthf(1.0f);
212 		context.clear(GL_DEPTH_BUFFER_BIT);
213 
214 		// Enable depth test.
215 		context.enable(GL_DEPTH_TEST);
216 
217 		// Upper left: two quads with same depth
218 		context.depthFunc(GL_ALWAYS);
219 		shader.setColor(context, shaderID, red);
220 		sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f),	Vec3(0.0f, 0.0f, 0.2f));
221 		context.depthFunc(m_compareOp);
222 		shader.setColor(context, shaderID, green);
223 		sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f),	Vec3(0.0f, 0.0f, 0.2f));
224 
225 		// Lower left: two quads, d1 < d2
226 		context.depthFunc(GL_ALWAYS);
227 		shader.setColor(context, shaderID, red);
228 		sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f),	Vec3(0.0f, 1.0f, -0.4f));
229 		context.depthFunc(m_compareOp);
230 		shader.setColor(context, shaderID, green);
231 		sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f),	Vec3(0.0f, 1.0f, -0.1f));
232 
233 		// Upper right: two quads, d1 > d2
234 		context.depthFunc(GL_ALWAYS);
235 		shader.setColor(context, shaderID, red);
236 		sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.5f),	Vec3(1.0f, 0.0f, 0.5f));
237 		context.depthFunc(m_compareOp);
238 		shader.setColor(context, shaderID, green);
239 		sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.3f),	Vec3(1.0f, 0.0f, 0.3f));
240 
241 		// Lower right: two quads, d1 = 0, d2 = [-1..1]
242 		context.depthFunc(GL_ALWAYS);
243 		shader.setColor(context, shaderID, red);
244 		sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, 0.0f),	Vec3(1.0f, 1.0f, 0.0f));
245 		context.depthFunc(m_compareOp);
246 		shader.setColor(context, shaderID, green);
247 		sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, -1.0f),	Vec3(1.0f, 1.0f, 1.0f));
248 	}
249 
250 private:
251 	deUint32	m_compareOp;
252 };
253 
DepthTests(Context & context)254 DepthTests::DepthTests (Context& context)
255 	: TestCaseGroup(context, "depth", "Depth Tests")
256 {
257 }
258 
~DepthTests(void)259 DepthTests::~DepthTests (void)
260 {
261 }
262 
init(void)263 void DepthTests::init (void)
264 {
265 	addChild(new DepthCompareCase(m_context, "cmp_always",				"Always pass depth test",				GL_ALWAYS));
266 	addChild(new DepthCompareCase(m_context, "cmp_never",				"Never pass depth test",				GL_NEVER));
267 	addChild(new DepthCompareCase(m_context, "cmp_equal",				"Depth compare: equal",					GL_EQUAL));
268 	addChild(new DepthCompareCase(m_context, "cmp_not_equal",			"Depth compare: not equal",				GL_NOTEQUAL));
269 	addChild(new DepthCompareCase(m_context, "cmp_less_than",			"Depth compare: less than",				GL_LESS));
270 	addChild(new DepthCompareCase(m_context, "cmp_less_or_equal",		"Depth compare: less than or equal",	GL_LEQUAL));
271 	addChild(new DepthCompareCase(m_context, "cmp_greater_than",		"Depth compare: greater than",			GL_GREATER));
272 	addChild(new DepthCompareCase(m_context, "cmp_greater_or_equal",	"Depth compare: greater than or equal",	GL_GEQUAL));
273 }
274 
275 } // Functional
276 } // gles2
277 } // deqp
278