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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 Randomized per-fragment operation tests.
22  *//*--------------------------------------------------------------------*/
23 
24 #include "es2fRandomFragmentOpTests.hpp"
25 #include "glsFragmentOpUtil.hpp"
26 #include "glsInteractionTestUtil.hpp"
27 #include "tcuRenderTarget.hpp"
28 #include "tcuTestLog.hpp"
29 #include "tcuSurface.hpp"
30 #include "tcuCommandLine.hpp"
31 #include "tcuImageCompare.hpp"
32 #include "tcuVectorUtil.hpp"
33 #include "tcuTextureUtil.hpp"
34 #include "gluPixelTransfer.hpp"
35 #include "gluCallLogWrapper.hpp"
36 #include "gluRenderContext.hpp"
37 #include "deStringUtil.hpp"
38 #include "deRandom.hpp"
39 #include "deMath.h"
40 #include "glwFunctions.hpp"
41 #include "glwEnums.hpp"
42 #include "rrFragmentOperations.hpp"
43 #include "sglrReferenceUtils.hpp"
44 
45 #include <algorithm>
46 
47 namespace deqp
48 {
49 namespace gles2
50 {
51 namespace Functional
52 {
53 
54 using std::vector;
55 using tcu::TestLog;
56 using tcu::Vec2;
57 using tcu::Vec4;
58 using tcu::IVec2;
59 using tcu::BVec4;
60 
61 enum
62 {
63 	VIEWPORT_WIDTH				= 64,
64 	VIEWPORT_HEIGHT				= 64,
65 	NUM_CALLS_PER_ITERATION		= 3,
66 	NUM_ITERATIONS_PER_CASE		= 10
67 };
68 
69 static const tcu::Vec4		CLEAR_COLOR			(0.25f, 0.5f, 0.75f, 1.0f);
70 static const float			CLEAR_DEPTH			= 1.0f;
71 static const int			CLEAR_STENCIL		= 0;
72 static const bool			ENABLE_CALL_LOG		= true;
73 
74 using namespace gls::FragmentOpUtil;
75 using namespace gls::InteractionTestUtil;
76 
translateStencilState(const StencilState & src,rr::StencilState & dst)77 void translateStencilState (const StencilState& src, rr::StencilState& dst)
78 {
79 	dst.func		= sglr::rr_util::mapGLTestFunc(src.function);
80 	dst.ref			= src.reference;
81 	dst.compMask	= src.compareMask;
82 	dst.sFail		= sglr::rr_util::mapGLStencilOp(src.stencilFailOp);
83 	dst.dpFail		= sglr::rr_util::mapGLStencilOp(src.depthFailOp);
84 	dst.dpPass		= sglr::rr_util::mapGLStencilOp(src.depthPassOp);
85 	dst.writeMask	= src.writeMask;
86 }
87 
translateBlendState(const BlendState & src,rr::BlendState & dst)88 void translateBlendState (const BlendState& src, rr::BlendState& dst)
89 {
90 	dst.equation	= sglr::rr_util::mapGLBlendEquation(src.equation);
91 	dst.srcFunc		= sglr::rr_util::mapGLBlendFunc(src.srcFunc);
92 	dst.dstFunc		= sglr::rr_util::mapGLBlendFunc(src.dstFunc);
93 }
94 
translateState(const RenderState & src,rr::FragmentOperationState & dst,const tcu::RenderTarget & renderTarget)95 void translateState (const RenderState& src, rr::FragmentOperationState& dst, const tcu::RenderTarget& renderTarget)
96 {
97 	bool hasDepth		= renderTarget.getDepthBits() > 0;
98 	bool hasStencil		= renderTarget.getStencilBits() > 0;
99 
100 	dst.scissorTestEnabled		= src.scissorTestEnabled;
101 	dst.scissorRectangle		= src.scissorRectangle;
102 	dst.stencilTestEnabled		= hasStencil && src.stencilTestEnabled;
103 	dst.depthTestEnabled		= hasDepth && src.depthTestEnabled;
104 	dst.blendMode				= src.blendEnabled ? rr::BLENDMODE_STANDARD : rr::BLENDMODE_NONE;
105 	dst.numStencilBits			= renderTarget.getStencilBits();
106 
107 	dst.colorMask = src.colorMask;
108 
109 	if (dst.depthTestEnabled)
110 	{
111 		dst.depthFunc	= sglr::rr_util::mapGLTestFunc(src.depthFunc);
112 		dst.depthMask	= src.depthWriteMask;
113 	}
114 
115 	if (dst.stencilTestEnabled)
116 	{
117 		translateStencilState(src.stencil[rr::FACETYPE_BACK],	dst.stencilStates[rr::FACETYPE_BACK]);
118 		translateStencilState(src.stencil[rr::FACETYPE_FRONT],	dst.stencilStates[rr::FACETYPE_FRONT]);
119 	}
120 
121 	if (src.blendEnabled)
122 	{
123 		translateBlendState(src.blendRGBState, dst.blendRGBState);
124 		translateBlendState(src.blendAState, dst.blendAState);
125 		dst.blendColor = tcu::clamp(src.blendColor, Vec4(0.0f), Vec4(1.0f));
126 	}
127 }
128 
renderQuad(const glw::Functions & gl,gls::FragmentOpUtil::QuadRenderer & renderer,const gls::FragmentOpUtil::IntegerQuad & quad,int baseX,int baseY)129 static void renderQuad (const glw::Functions& gl, gls::FragmentOpUtil::QuadRenderer& renderer, const gls::FragmentOpUtil::IntegerQuad& quad, int baseX, int baseY)
130 {
131 	gls::FragmentOpUtil::Quad translated;
132 
133 	std::copy(DE_ARRAY_BEGIN(quad.color), DE_ARRAY_END(quad.color), DE_ARRAY_BEGIN(translated.color));
134 
135 	bool	flipX		= quad.posB.x() < quad.posA.x();
136 	bool	flipY		= quad.posB.y() < quad.posA.y();
137 	int		viewportX	= de::min(quad.posA.x(), quad.posB.x());
138 	int		viewportY	= de::min(quad.posA.y(), quad.posB.y());
139 	int		viewportW	= de::abs(quad.posA.x()-quad.posB.x())+1;
140 	int		viewportH	= de::abs(quad.posA.y()-quad.posB.y())+1;
141 
142 	translated.posA = Vec2(flipX ? 1.0f : -1.0f, flipY ? 1.0f : -1.0f);
143 	translated.posB = Vec2(flipX ? -1.0f : 1.0f, flipY ? -1.0f : 1.0f);
144 
145 	// \todo [2012-12-18 pyry] Pass in DepthRange parameters.
146 	for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(quad.depth); ndx++)
147 		translated.depth[ndx] = quad.depth[ndx]*2.0f - 1.0f;
148 
149 	gl.viewport(baseX+viewportX, baseY+viewportY, viewportW, viewportH);
150 	renderer.render(translated);
151 }
152 
setGLState(glu::CallLogWrapper & wrapper,const RenderState & state,int viewportX,int viewportY)153 static void setGLState (glu::CallLogWrapper& wrapper, const RenderState& state, int viewportX, int viewportY)
154 {
155 	if (state.scissorTestEnabled)
156 	{
157 		wrapper.glEnable(GL_SCISSOR_TEST);
158 		wrapper.glScissor(viewportX+state.scissorRectangle.left, viewportY+state.scissorRectangle.bottom,
159 						  state.scissorRectangle.width, state.scissorRectangle.height);
160 	}
161 	else
162 		wrapper.glDisable(GL_SCISSOR_TEST);
163 
164 	if (state.stencilTestEnabled)
165 	{
166 		wrapper.glEnable(GL_STENCIL_TEST);
167 
168 		for (int face = 0; face < rr::FACETYPE_LAST; face++)
169 		{
170 			deUint32				glFace	= face == rr::FACETYPE_BACK ? GL_BACK : GL_FRONT;
171 			const StencilState&		sParams	= state.stencil[face];
172 
173 			wrapper.glStencilFuncSeparate(glFace, sParams.function, sParams.reference, sParams.compareMask);
174 			wrapper.glStencilOpSeparate(glFace, sParams.stencilFailOp, sParams.depthFailOp, sParams.depthPassOp);
175 			wrapper.glStencilMaskSeparate(glFace, sParams.writeMask);
176 		}
177 	}
178 	else
179 		wrapper.glDisable(GL_STENCIL_TEST);
180 
181 	if (state.depthTestEnabled)
182 	{
183 		wrapper.glEnable(GL_DEPTH_TEST);
184 		wrapper.glDepthFunc(state.depthFunc);
185 		wrapper.glDepthMask(state.depthWriteMask ? GL_TRUE : GL_FALSE);
186 	}
187 	else
188 		wrapper.glDisable(GL_DEPTH_TEST);
189 
190 	if (state.blendEnabled)
191 	{
192 		wrapper.glEnable(GL_BLEND);
193 		wrapper.glBlendEquationSeparate(state.blendRGBState.equation, state.blendAState.equation);
194 		wrapper.glBlendFuncSeparate(state.blendRGBState.srcFunc, state.blendRGBState.dstFunc, state.blendAState.srcFunc, state.blendAState.dstFunc);
195 		wrapper.glBlendColor(state.blendColor.x(), state.blendColor.y(), state.blendColor.z(), state.blendColor.w());
196 	}
197 	else
198 		wrapper.glDisable(GL_BLEND);
199 
200 	if (state.ditherEnabled)
201 		wrapper.glEnable(GL_DITHER);
202 	else
203 		wrapper.glDisable(GL_DITHER);
204 
205 	wrapper.glColorMask(state.colorMask[0] ? GL_TRUE : GL_FALSE,
206 						state.colorMask[1] ? GL_TRUE : GL_FALSE,
207 						state.colorMask[2] ? GL_TRUE : GL_FALSE,
208 						state.colorMask[3] ? GL_TRUE : GL_FALSE);
209 }
210 
211 class RandomFragmentOpCase : public TestCase
212 {
213 public:
214 						RandomFragmentOpCase		(Context& context, const char* name, const char* desc, deUint32 seed);
215 						~RandomFragmentOpCase		(void);
216 
217 	void				init						(void);
218 	void				deinit						(void);
219 	IterateResult		iterate						(void);
220 
221 private:
222 	tcu::UVec4			getCompareThreshold			(void) const;
223 
224 	deUint32										m_seed;
225 
226 	glu::CallLogWrapper						m_callLogWrapper;
227 
228 	gls::FragmentOpUtil::QuadRenderer*				m_renderer;
229 	tcu::TextureLevel*								m_refColorBuffer;
230 	tcu::TextureLevel*								m_refDepthBuffer;
231 	tcu::TextureLevel*								m_refStencilBuffer;
232 	gls::FragmentOpUtil::ReferenceQuadRenderer*		m_refRenderer;
233 
234 	int												m_iterNdx;
235 };
236 
RandomFragmentOpCase(Context & context,const char * name,const char * desc,deUint32 seed)237 RandomFragmentOpCase::RandomFragmentOpCase (Context& context, const char* name, const char* desc, deUint32 seed)
238 	: TestCase				(context, name, desc)
239 	, m_seed				(seed)
240 	, m_callLogWrapper		(context.getRenderContext().getFunctions(), context.getTestContext().getLog())
241 	, m_renderer			(DE_NULL)
242 	, m_refColorBuffer		(DE_NULL)
243 	, m_refDepthBuffer		(DE_NULL)
244 	, m_refStencilBuffer	(DE_NULL)
245 	, m_refRenderer			(DE_NULL)
246 	, m_iterNdx				(0)
247 {
248 	m_callLogWrapper.enableLogging(ENABLE_CALL_LOG);
249 }
250 
~RandomFragmentOpCase(void)251 RandomFragmentOpCase::~RandomFragmentOpCase (void)
252 {
253 	delete m_renderer;
254 	delete m_refColorBuffer;
255 	delete m_refDepthBuffer;
256 	delete m_refStencilBuffer;
257 	delete m_refRenderer;
258 }
259 
init(void)260 void RandomFragmentOpCase::init (void)
261 {
262 	DE_ASSERT(!m_renderer && !m_refColorBuffer && !m_refDepthBuffer && !m_refStencilBuffer && !m_refRenderer);
263 
264 	int		width	= de::min<int>(m_context.getRenderTarget().getWidth(), VIEWPORT_WIDTH);
265 	int		height	= de::min<int>(m_context.getRenderTarget().getHeight(), VIEWPORT_HEIGHT);
266 	bool	useRGB	= m_context.getRenderTarget().getPixelFormat().alphaBits == 0;
267 
268 	m_renderer			= new gls::FragmentOpUtil::QuadRenderer(m_context.getRenderContext(), glu::GLSL_VERSION_100_ES);
269 	m_refColorBuffer	= new tcu::TextureLevel(tcu::TextureFormat(useRGB ? tcu::TextureFormat::RGB : tcu::TextureFormat::RGBA, tcu::TextureFormat::UNORM_INT8), width, height);
270 	m_refDepthBuffer	= new tcu::TextureLevel(tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::FLOAT),			width, height);
271 	m_refStencilBuffer	= new tcu::TextureLevel(tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT32),	width, height);
272 	m_refRenderer		= new gls::FragmentOpUtil::ReferenceQuadRenderer();
273 	m_iterNdx			= 0;
274 
275 	m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
276 }
277 
deinit(void)278 void RandomFragmentOpCase::deinit (void)
279 {
280 	delete m_renderer;
281 	delete m_refColorBuffer;
282 	delete m_refDepthBuffer;
283 	delete m_refStencilBuffer;
284 	delete m_refRenderer;
285 
286 	m_renderer			= DE_NULL;
287 	m_refColorBuffer	= DE_NULL;
288 	m_refDepthBuffer	= DE_NULL;
289 	m_refStencilBuffer	= DE_NULL;
290 	m_refRenderer		= DE_NULL;
291 }
292 
iterate(void)293 RandomFragmentOpCase::IterateResult RandomFragmentOpCase::iterate (void)
294 {
295 	const glw::Functions&	gl				= m_context.getRenderContext().getFunctions();
296 	const bool				isMSAA			= m_context.getRenderTarget().getNumSamples() > 1;
297 	const deUint32			iterSeed		= deUint32Hash(m_seed) ^ deInt32Hash(m_iterNdx) ^ deInt32Hash(m_testCtx.getCommandLine().getBaseSeed());
298 	de::Random				rnd				(iterSeed);
299 
300 	const int				width			= m_refColorBuffer->getWidth();
301 	const int				height			= m_refColorBuffer->getHeight();
302 	const int				viewportX		= rnd.getInt(0, m_context.getRenderTarget().getWidth()-width);
303 	const int				viewportY		= rnd.getInt(0, m_context.getRenderTarget().getHeight()-height);
304 
305 	tcu::Surface			renderedImg		(width, height);
306 	tcu::Surface			referenceImg	(width, height);
307 
308 	const Vec4				clearColor		= CLEAR_COLOR;
309 	const float				clearDepth		= CLEAR_DEPTH;
310 	const int				clearStencil	= CLEAR_STENCIL;
311 
312 	bool					gotError		= false;
313 
314 	const tcu::ScopedLogSection	iterSection	(m_testCtx.getLog(), std::string("Iteration") + de::toString(m_iterNdx), std::string("Iteration ") + de::toString(m_iterNdx));
315 
316 	// Compute randomized rendering commands.
317 	vector<RenderCommand> commands;
318 	computeRandomRenderCommands(rnd, glu::ApiType::es(2,0), NUM_CALLS_PER_ITERATION, width, height, commands);
319 
320 	// Reset default fragment state.
321 	gl.disable(GL_SCISSOR_TEST);
322 	gl.colorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
323 	gl.depthMask(GL_TRUE);
324 	gl.stencilMask(~0u);
325 
326 	// Render using GL.
327 	m_callLogWrapper.glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w());
328 	m_callLogWrapper.glClearDepthf(clearDepth);
329 	m_callLogWrapper.glClearStencil(clearStencil);
330 	m_callLogWrapper.glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
331 	m_callLogWrapper.glViewport(viewportX, viewportY, width, height);
332 
333 	for (vector<RenderCommand>::const_iterator cmd = commands.begin(); cmd != commands.end(); cmd++)
334 	{
335 		setGLState(m_callLogWrapper, cmd->state, viewportX, viewportY);
336 
337 		if (ENABLE_CALL_LOG)
338 			m_testCtx.getLog() << TestLog::Message << "// Quad: " << cmd->quad.posA << " -> " << cmd->quad.posB
339 												   << ", color: [" << cmd->quad.color[0] << ", " << cmd->quad.color[1] << ", " << cmd->quad.color[2] << ", " << cmd->quad.color[3] << "]"
340 												   << ", depth: [" << cmd->quad.depth[0] << ", " << cmd->quad.depth[1] << ", " << cmd->quad.depth[2] << ", " << cmd->quad.depth[3] << "]"
341 								<< TestLog::EndMessage;
342 
343 		renderQuad(gl, *m_renderer, cmd->quad, viewportX, viewportY);
344 	}
345 
346 	// Check error.
347 	if (m_callLogWrapper.glGetError() != GL_NO_ERROR)
348 		gotError = true;
349 
350 	gl.flush();
351 
352 	// Render reference while GPU is doing work.
353 	tcu::clear			(m_refColorBuffer->getAccess(),		clearColor);
354 	tcu::clearDepth		(m_refDepthBuffer->getAccess(),		clearDepth);
355 	tcu::clearStencil	(m_refStencilBuffer->getAccess(),	clearStencil);
356 
357 	for (vector<RenderCommand>::const_iterator cmd = commands.begin(); cmd != commands.end(); cmd++)
358 	{
359 		rr::FragmentOperationState refState;
360 		translateState(cmd->state, refState, m_context.getRenderTarget());
361 		m_refRenderer->render(gls::FragmentOpUtil::getMultisampleAccess(m_refColorBuffer->getAccess()),
362 							  gls::FragmentOpUtil::getMultisampleAccess(m_refDepthBuffer->getAccess()),
363 							  gls::FragmentOpUtil::getMultisampleAccess(m_refStencilBuffer->getAccess()),
364 							  cmd->quad, refState);
365 	}
366 
367 	// Expand reference color buffer to RGBA8
368 	copy(referenceImg.getAccess(), m_refColorBuffer->getAccess());
369 
370 	// Read rendered image.
371 	glu::readPixels(m_context.getRenderContext(), viewportX, viewportY, renderedImg.getAccess());
372 
373 	m_iterNdx += 1;
374 
375 	// Compare to reference.
376 	bool				isLastIter	= m_iterNdx >= NUM_ITERATIONS_PER_CASE;
377 	const tcu::UVec4	threshold	= getCompareThreshold();
378 	bool				compareOk;
379 
380 	if (isMSAA)
381 	{
382 		// in MSAA cases, the sampling points could be anywhere in the pixel and we could
383 		// even have multiple samples that are combined in resolve. Allow arbitrary sample
384 		// positions by using bilinearCompare.
385 		compareOk = tcu::bilinearCompare(m_testCtx.getLog(),
386 										 "CompareResult",
387 										 "Image Comparison Result",
388 										 referenceImg.getAccess(),
389 										 renderedImg.getAccess(),
390 										 tcu::RGBA(threshold.x(), threshold.y(), threshold.z(), threshold.w()),
391 										 tcu::COMPARE_LOG_RESULT);
392 	}
393 	else
394 		compareOk = tcu::intThresholdCompare(m_testCtx.getLog(),
395 											 "CompareResult",
396 											 "Image Comparison Result",
397 											 referenceImg.getAccess(),
398 											 renderedImg.getAccess(),
399 											 threshold,
400 											 tcu::COMPARE_LOG_RESULT);
401 
402 	m_testCtx.getLog() << TestLog::Message << (compareOk ? "  Passed." : "  FAILED!") << TestLog::EndMessage;
403 
404 	if (!compareOk)
405 		m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Image comparison failed");
406 	else if (gotError)
407 		m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "GL error");
408 
409 	if (compareOk && !gotError && !isLastIter)
410 		return CONTINUE;
411 	else
412 		return STOP;
413 }
414 
getCompareThreshold(void) const415 tcu::UVec4 RandomFragmentOpCase::getCompareThreshold (void) const
416 {
417 	tcu::PixelFormat format = m_context.getRenderTarget().getPixelFormat();
418 
419 	if (format == tcu::PixelFormat(8, 8, 8, 8) || format == tcu::PixelFormat(8, 8, 8, 0))
420 		return format.getColorThreshold().toIVec().asUint() + tcu::UVec4(6); // Default threshold.
421 	else
422 		return format.getColorThreshold().toIVec().asUint()
423 			   * tcu::UVec4(5) + tcu::UVec4(2); // \note Non-scientific ad hoc formula. Need big threshold when few color bits; especially multiple blendings bring extra inaccuracy.
424 }
425 
RandomFragmentOpTests(Context & context)426 RandomFragmentOpTests::RandomFragmentOpTests (Context& context)
427 	: TestCaseGroup(context, "random", "Randomized Per-Fragment Operation Tests")
428 {
429 }
430 
~RandomFragmentOpTests(void)431 RandomFragmentOpTests::~RandomFragmentOpTests (void)
432 {
433 }
434 
init(void)435 void RandomFragmentOpTests::init (void)
436 {
437 	for (int ndx = 0; ndx < 100; ndx++)
438 		addChild(new RandomFragmentOpCase(m_context, de::toString(ndx).c_str(), "", (deUint32)(ndx*NUM_ITERATIONS_PER_CASE)));
439 }
440 
441 } // Functional
442 } // gles2
443 } // deqp
444