/*------------------------------------------------------------------------- * drawElements Quality Program OpenGL ES 2.0 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 Depth and stencil clear tests. *//*--------------------------------------------------------------------*/ #include "es2fDepthStencilClearTests.hpp" #include "gluShaderProgram.hpp" #include "gluPixelTransfer.hpp" #include "gluRenderContext.hpp" #include "tcuTestLog.hpp" #include "tcuTexture.hpp" #include "tcuTextureUtil.hpp" #include "tcuImageCompare.hpp" #include "tcuSurface.hpp" #include "tcuRenderTarget.hpp" #include "deRandom.hpp" #include "deMath.h" #include "deString.h" #include "glwFunctions.hpp" #include "glwEnums.hpp" namespace deqp { namespace gles2 { namespace Functional { using tcu::Vec3; using tcu::Vec4; using tcu::TestLog; using std::string; using std::vector; namespace { enum { STENCIL_STEPS = 32, DEPTH_STEPS = 32 }; struct Clear { Clear (void) : clearMask (0) , clearDepth (0.0f) , clearStencil (0) , useScissor (false) , scissor (0, 0, 0, 0) , depthMask (false) , stencilMask (0) { } deUint32 clearMask; float clearDepth; int clearStencil; bool useScissor; tcu::IVec4 scissor; bool depthMask; deUint32 stencilMask; }; tcu::TextureFormat getDepthFormat (int depthBits) { switch (depthBits) { case 8: return tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::UNORM_INT8); case 16: return tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::UNORM_INT16); case 24: return tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::UNORM_INT24); case 32: return tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::FLOAT); default: TCU_FAIL("Can't map depth buffer format"); } } tcu::TextureFormat getStencilFormat (int stencilBits) { switch (stencilBits) { case 8: return tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT8); case 16: return tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT16); case 24: return tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT24); case 32: return tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT32); default: TCU_FAIL("Can't map depth buffer format"); } } } // anonymous. class DepthStencilClearCase : public TestCase { public: DepthStencilClearCase (Context& context, const char* name, const char* description, int numIters, int numClears, bool depth, bool stencil, bool scissor, bool masked); ~DepthStencilClearCase (void); void init (void); void deinit (void); IterateResult iterate (void); private: void generateClears (vector& dst, deUint32 seed); void renderGL (tcu::Surface& dst, const vector& clears); void renderReference (tcu::Surface& dst, const vector& clears); bool m_testDepth; bool m_testStencil; bool m_testScissor; bool m_masked; int m_numIters; int m_numClears; int m_curIter; glu::ShaderProgram* m_visProgram; }; DepthStencilClearCase::DepthStencilClearCase (Context& context, const char* name, const char* description, int numIters, int numClears, bool depth, bool stencil, bool scissor, bool masked) : TestCase (context, name, description) , m_testDepth (depth) , m_testStencil (stencil) , m_testScissor (scissor) , m_masked (masked) , m_numIters (numIters) , m_numClears (numClears) , m_curIter (0) , m_visProgram (DE_NULL) { } DepthStencilClearCase::~DepthStencilClearCase (void) { DepthStencilClearCase::deinit(); } void DepthStencilClearCase::init (void) { TestLog& log = m_testCtx.getLog(); m_visProgram = new glu::ShaderProgram(m_context.getRenderContext(), glu::makeVtxFragSources( // Vertex shader. "attribute highp vec4 a_position;\n" "void main (void)\n" "{\n" " gl_Position = a_position;\n" "}\n", // Fragment shader. "uniform mediump vec4 u_color;\n" "void main (void)\n" "{\n" " gl_FragColor = u_color;\n" "}\n")); if (!m_visProgram->isOk()) { log << *m_visProgram; delete m_visProgram; m_visProgram = DE_NULL; TCU_FAIL("Compile failed"); } m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); } void DepthStencilClearCase::deinit (void) { delete m_visProgram; m_visProgram = DE_NULL; } DepthStencilClearCase::IterateResult DepthStencilClearCase::iterate (void) { const tcu::RenderTarget& renderTarget = m_context.getRenderTarget(); int width = renderTarget.getWidth(); int height = renderTarget.getHeight(); tcu::Surface result (width, height); tcu::Surface reference (width, height); tcu::RGBA threshold = renderTarget.getPixelFormat().getColorThreshold() + tcu::RGBA(1,1,1,1); vector clears; if ((m_testDepth && renderTarget.getDepthBits() == 0) || (m_testStencil && renderTarget.getStencilBits() == 0)) throw tcu::NotSupportedError("No depth/stencil buffers", "", __FILE__, __LINE__); generateClears(clears, deStringHash(getName())^deInt32Hash(m_curIter)); renderGL(result, clears); renderReference(reference, clears); bool isLastIter = m_curIter+1 == m_numIters; bool isOk = tcu::pixelThresholdCompare(m_testCtx.getLog(), "Result", "Image comparison result", reference, result, threshold, isLastIter ? tcu::COMPARE_LOG_RESULT : tcu::COMPARE_LOG_ON_ERROR); if (!isOk) m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Image comparison failed"); m_curIter += 1; return isLastIter || !isOk ? STOP : CONTINUE; } void DepthStencilClearCase::generateClears (vector& clears, deUint32 seed) { const tcu::RenderTarget& renderTarget = m_context.getRenderContext().getRenderTarget(); int width = renderTarget.getWidth(); int height = renderTarget.getHeight(); de::Random rnd (seed); clears.resize(m_numClears); for (vector::iterator clear = clears.begin(); clear != clears.end(); clear++) { if (m_testScissor) { int w = rnd.getInt(1, width); int h = rnd.getInt(1, height); int x = rnd.getInt(0, width-w); int y = rnd.getInt(0, height-h); clear->useScissor = true; // \todo [pyry] Should we randomize? clear->scissor = tcu::IVec4(x, y, w, h); } else clear->useScissor = false; clear->clearDepth = rnd.getFloat(-0.2f, 1.2f); clear->clearStencil = rnd.getUint32(); clear->depthMask = m_masked ? rnd.getBool() : true; clear->stencilMask = m_masked ? rnd.getUint32() : 0xffffffffu; if (m_testDepth && m_testStencil) { switch (rnd.getInt(0, 2)) { case 0: clear->clearMask = GL_DEPTH_BUFFER_BIT; break; case 1: clear->clearMask = GL_STENCIL_BUFFER_BIT; break; case 2: clear->clearMask = GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT; break; } } else if (m_testDepth) clear->clearMask = GL_DEPTH_BUFFER_BIT; else { DE_ASSERT(m_testStencil); clear->clearMask = GL_STENCIL_BUFFER_BIT; } } } void DepthStencilClearCase::renderGL (tcu::Surface& dst, const vector& clears) { const glw::Functions& gl = m_context.getRenderContext().getFunctions(); int colorLoc = gl.getUniformLocation(m_visProgram->getProgram(), "u_color"); int positionLoc = gl.getAttribLocation(m_visProgram->getProgram(), "a_position"); static const deUint8 indices[] = { 0, 1, 2, 2, 1, 3 }; // Clear with default values. gl.clearDepthf (1.0f); gl.clearStencil (0); gl.clearColor (1.0f, 0.0f, 0.0f, 1.0f); gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); GLU_EXPECT_NO_ERROR(gl.getError(), "Before clears"); for (vector::const_iterator clear = clears.begin(); clear != clears.end(); clear++) { if (clear->useScissor) { gl.enable(GL_SCISSOR_TEST); gl.scissor(clear->scissor.x(), clear->scissor.y(), clear->scissor.z(), clear->scissor.w()); } // Clear values. gl.clearDepthf (clear->clearDepth); gl.clearStencil (clear->clearStencil); // Masks. gl.depthMask (clear->depthMask ? GL_TRUE : GL_FALSE); gl.stencilMask (clear->stencilMask); // Execute clear. gl.clear (clear->clearMask); if (clear->useScissor) gl.disable(GL_SCISSOR_TEST); } // Restore default masks. gl.depthMask (GL_TRUE); gl.stencilMask (0xffffffffu); GLU_EXPECT_NO_ERROR(gl.getError(), "After clears"); gl.useProgram (m_visProgram->getProgram()); gl.enableVertexAttribArray (positionLoc); // Visualize depth / stencil buffers. if (m_testDepth) { int numSteps = DEPTH_STEPS; float step = 2.0f / numSteps; gl.enable (GL_DEPTH_TEST); gl.depthFunc(GL_LESS); gl.depthMask(GL_FALSE); gl.colorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_FALSE); for (int ndx = 0; ndx < numSteps; ndx++) { float d = -1.0f + step*ndx; float c = (float)ndx / (float)(numSteps-1); float pos[] = { -1.0f, -1.0f, d, -1.0f, 1.0f, d, 1.0f, -1.0f, d, 1.0f, 1.0f, d }; gl.uniform4f (colorLoc, 0.0f, 0.0f, c, 1.0f); gl.vertexAttribPointer (positionLoc, 3, GL_FLOAT, GL_FALSE, 0, &pos[0]); gl.drawElements (GL_TRIANGLES, DE_LENGTH_OF_ARRAY(indices), GL_UNSIGNED_BYTE, &indices[0]); } gl.disable (GL_DEPTH_TEST); gl.depthMask(GL_TRUE); GLU_EXPECT_NO_ERROR(gl.getError(), "After depth visualization"); } if (m_testStencil) { int numSteps = STENCIL_STEPS; int numValues = (1 << TestCase::m_context.getRenderContext().getRenderTarget().getStencilBits()); // 2^bits int step = numValues / numSteps; gl.enable (GL_STENCIL_TEST); gl.stencilOp (GL_KEEP, GL_KEEP, GL_KEEP); gl.colorMask (GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE); static const float pos[] = { -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f }; gl.vertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, &pos[0]); for (int ndx = 0; ndx < numSteps; ndx++) { int s = step*ndx; float c = (float)ndx / (float)(numSteps-1); gl.stencilFunc (GL_LEQUAL, s, 0xffu); gl.uniform4f (colorLoc, 0.0f, c, 0.0f, 1.0f); gl.drawElements (GL_TRIANGLES, DE_LENGTH_OF_ARRAY(indices), GL_UNSIGNED_BYTE, &indices[0]); } gl.disable(GL_STENCIL_TEST); GLU_EXPECT_NO_ERROR(gl.getError(), "After stencil visualization"); } // Restore color mask (changed by visualization). gl.colorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glu::readPixels(m_context.getRenderContext(), 0, 0, dst.getAccess()); } void DepthStencilClearCase::renderReference (tcu::Surface& dst, const vector& clears) { glu::RenderContext& renderCtx = TestCase::m_context.getRenderContext(); const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget(); // Clear surface to red. tcu::clear(dst.getAccess(), tcu::RGBA::red.toVec()); if (m_testDepth) { // Simulated depth buffer span. tcu::TextureLevel depthBufRow (getDepthFormat(renderTarget.getDepthBits()), dst.getWidth(), 1, 1); tcu::PixelBufferAccess rowAccess = depthBufRow.getAccess(); for (int y = 0; y < dst.getHeight(); y++) { // Clear to default value. for (int x = 0; x < rowAccess.getWidth(); x++) rowAccess.setPixel(Vec4(1.0f), x, 0); // Execute clears. for (vector::const_iterator clear = clears.begin(); clear != clears.end(); clear++) { // Clear / mask test. if ((clear->clearMask & GL_DEPTH_BUFFER_BIT) == 0 || !clear->depthMask) continue; tcu::IVec4 clearRect = clear->useScissor ? clear->scissor : tcu::IVec4(0, 0, dst.getWidth(), dst.getHeight()); // Intersection test. if (!de::inBounds(y, clearRect.y(), clearRect.y()+clearRect.w())) continue; for (int x = clearRect.x(); x < clearRect.x()+clearRect.z(); x++) rowAccess.setPixDepth(de::clamp(clear->clearDepth, 0.0f, 1.0f), x, 0); } // Map to colors. for (int x = 0; x < dst.getWidth(); x++) { float depth = rowAccess.getPixDepth(x, 0); float step = deFloatFloor(depth * (float)DEPTH_STEPS) / (float)(DEPTH_STEPS-1); tcu::RGBA oldColor = dst.getPixel(x, y); tcu::RGBA newColor = tcu::RGBA(oldColor.getRed(), oldColor.getGreen(), deClamp32(deRoundFloatToInt32(step * 255.0f), 0, 255), oldColor.getAlpha()); dst.setPixel(x, y, newColor); } } } if (m_testStencil) { // Simulated stencil buffer span. int stencilBits = renderTarget.getStencilBits(); tcu::TextureLevel depthBufRow (getStencilFormat(stencilBits), dst.getWidth(), 1, 1); tcu::PixelBufferAccess rowAccess = depthBufRow.getAccess(); deUint32 bufMask = (1u<::const_iterator clear = clears.begin(); clear != clears.end(); clear++) { // Clear / mask test. if ((clear->clearMask & GL_STENCIL_BUFFER_BIT) == 0 || clear->stencilMask == 0) continue; tcu::IVec4 clearRect = clear->useScissor ? clear->scissor : tcu::IVec4(0, 0, dst.getWidth(), dst.getHeight()); // Intersection test. if (!de::inBounds(y, clearRect.y(), clearRect.y()+clearRect.w())) continue; for (int x = clearRect.x(); x < clearRect.x()+clearRect.z(); x++) { deUint32 oldVal = rowAccess.getPixStencil(x, 0); deUint32 newVal = ((oldVal & ~clear->stencilMask) | (clear->clearStencil & clear->stencilMask)) & bufMask; rowAccess.setPixStencil(newVal, x, 0); } } // Map to colors. for (int x = 0; x < dst.getWidth(); x++) { deUint32 stencil = rowAccess.getPixStencil(x, 0); float step = (float)(stencil / ((1u<