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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 Depth tests.
     22  *//*--------------------------------------------------------------------*/
     23 
     24 #include "es3fDepthTests.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 gles3
     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 
     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("#version 300 es\n"
     69 														"in highp vec4 a_position;\n"
     70 														"void main (void)\n"
     71 														"{\n"
     72 														"	gl_Position = a_position;\n"
     73 														"}\n")
     74 							<< sglr::pdec::FragmentSource("#version 300 es\n"
     75 														  "uniform highp vec4 u_color;\n"
     76 														  "layout(location = 0) out mediump vec4 o_color;\n"
     77 														  "void main (void)\n"
     78 														  "{\n"
     79 														  "	o_color = u_color;\n"
     80 														  "}\n"))
     81 	, u_color(getUniformByName("u_color"))
     82 {
     83 }
     84 
     85 void DepthShader::setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color)
     86 {
     87 	ctx.useProgram(programID);
     88 	ctx.uniform4fv(ctx.getUniformLocation(programID, "u_color"), 1, color.getPtr());
     89 }
     90 
     91 void DepthShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const
     92 {
     93 	for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
     94 		packets[packetNdx]->position = rr::readVertexAttribFloat(inputs[0], packets[packetNdx]->instanceNdx, packets[packetNdx]->vertexNdx);
     95 }
     96 
     97 void DepthShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const
     98 {
     99 	const tcu::Vec4 color(u_color.value.f4);
    100 
    101 	DE_UNREF(packets);
    102 
    103 	for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
    104 	for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
    105 		rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color);
    106 }
    107 
    108 // \todo [2011-07-11 pyry] This code is duplicated in a quite many places. Move it to some utility?
    109 class DepthCase : public TestCase
    110 {
    111 public:
    112 								DepthCase				(Context& context, const char* name, const char* description);
    113 	virtual						~DepthCase				(void) {}
    114 
    115 	virtual IterateResult		iterate					(void);
    116 	virtual void				render					(sglr::Context& context) = DE_NULL;
    117 };
    118 
    119 DepthCase::DepthCase (Context& context, const char* name, const char* description)
    120 	: TestCase(context, name, description)
    121 {
    122 }
    123 
    124 TestCase::IterateResult DepthCase::iterate (void)
    125 {
    126 	tcu::Vec4					clearColor				= tcu::Vec4(0.125f, 0.25f, 0.5f, 1.0f);
    127 	glu::RenderContext&			renderCtx				= m_context.getRenderContext();
    128 	const tcu::RenderTarget&	renderTarget			= renderCtx.getRenderTarget();
    129 	tcu::TestLog&				log						= m_testCtx.getLog();
    130 	const char*					failReason				= DE_NULL;
    131 
    132 	// Position & size for context
    133 	de::Random rnd(deStringHash(getName()));
    134 
    135 	int		width	= deMin32(renderTarget.getWidth(),	128);
    136 	int		height	= deMin32(renderTarget.getHeight(),	128);
    137 	int		x		= rnd.getInt(0, renderTarget.getWidth()		- width);
    138 	int		y		= rnd.getInt(0, renderTarget.getHeight()	- height);
    139 
    140 	tcu::Surface	gles2Frame	(width, height);
    141 	tcu::Surface	refFrame	(width, height);
    142 	deUint32		gles2Error;
    143 	deUint32		refError;
    144 
    145 	// Render using GLES2
    146 	{
    147 		sglr::GLContext context(renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, width, height));
    148 
    149 		context.clearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w());
    150 		context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
    151 
    152 		render(context); // Call actual render func
    153 		context.readPixels(gles2Frame, 0, 0, width, height);
    154 		gles2Error = context.getError();
    155 	}
    156 
    157 	// Render reference image
    158 	{
    159 		sglr::ReferenceContextBuffers	buffers	(tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), renderTarget.getDepthBits(), renderTarget.getStencilBits(), width, height);
    160 		sglr::ReferenceContext			context	(sglr::ReferenceContextLimits(renderCtx), buffers.getColorbuffer(), buffers.getDepthbuffer(), buffers.getStencilbuffer());
    161 
    162 		context.clearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w());
    163 		context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
    164 
    165 		render(context);
    166 		context.readPixels(refFrame, 0, 0, width, height);
    167 		refError = context.getError();
    168 	}
    169 
    170 	// Compare error codes
    171 	bool errorCodesOk = (gles2Error == refError);
    172 
    173 	if (!errorCodesOk)
    174 	{
    175 		log << tcu::TestLog::Message << "Error code mismatch: got " << glu::getErrorStr(gles2Error) << ", expected " << glu::getErrorStr(refError) << tcu::TestLog::EndMessage;
    176 		failReason = "Got unexpected error";
    177 	}
    178 
    179 	// Compare images
    180 	const float		threshold	= 0.02f;
    181 	bool			imagesOk	= tcu::fuzzyCompare(log, "ComparisonResult", "Image comparison result", refFrame, gles2Frame, threshold, tcu::COMPARE_LOG_RESULT);
    182 
    183 	if (!imagesOk && !failReason)
    184 		failReason = "Image comparison failed";
    185 
    186 	// Store test result
    187 	bool isOk = errorCodesOk && imagesOk;
    188 	m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS	: QP_TEST_RESULT_FAIL,
    189 							isOk ? "Pass"				: failReason);
    190 
    191 	return STOP;
    192 }
    193 
    194 class DepthCompareCase : public DepthCase
    195 {
    196 public:
    197 	DepthCompareCase (Context& context, const char* name, const char* description, deUint32 compareOp)
    198 		: DepthCase		(context, name, description)
    199 		, m_compareOp	(compareOp)
    200 	{
    201 	}
    202 
    203 	void render (sglr::Context& context)
    204 	{
    205 		using tcu::Vec3;
    206 
    207 		DepthShader	shader;
    208 		deUint32	shaderID = context.createProgram(&shader);
    209 
    210 		tcu::Vec4	red		(1.0f, 0.0f, 0.0f, 1.0);
    211 		tcu::Vec4	green	(0.0f, 1.0f, 0.0f, 1.0f);
    212 
    213 		// Clear depth to 1
    214 		context.clearDepthf(1.0f);
    215 		context.clear(GL_DEPTH_BUFFER_BIT);
    216 
    217 		// Enable depth test.
    218 		context.enable(GL_DEPTH_TEST);
    219 
    220 		// Upper left: two quads with same depth
    221 		context.depthFunc(GL_ALWAYS);
    222 		shader.setColor(context, shaderID, red);
    223 		sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f),	Vec3(0.0f, 0.0f, 0.2f));
    224 		context.depthFunc(m_compareOp);
    225 		shader.setColor(context, shaderID, green);
    226 		sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f),	Vec3(0.0f, 0.0f, 0.2f));
    227 
    228 		// Lower left: two quads, d1 < d2
    229 		context.depthFunc(GL_ALWAYS);
    230 		shader.setColor(context, shaderID, red);
    231 		sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f),	Vec3(0.0f, 1.0f, -0.4f));
    232 		context.depthFunc(m_compareOp);
    233 		shader.setColor(context, shaderID, green);
    234 		sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f),	Vec3(0.0f, 1.0f, -0.1f));
    235 
    236 		// Upper right: two quads, d1 > d2
    237 		context.depthFunc(GL_ALWAYS);
    238 		shader.setColor(context, shaderID, red);
    239 		sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.5f),	Vec3(1.0f, 0.0f, 0.5f));
    240 		context.depthFunc(m_compareOp);
    241 		shader.setColor(context, shaderID, green);
    242 		sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.3f),	Vec3(1.0f, 0.0f, 0.3f));
    243 
    244 		// Lower right: two quads, d1 = 0, d2 = [-1..1]
    245 		context.depthFunc(GL_ALWAYS);
    246 		shader.setColor(context, shaderID, red);
    247 		sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, 0.0f),	Vec3(1.0f, 1.0f, 0.0f));
    248 		context.depthFunc(m_compareOp);
    249 		shader.setColor(context, shaderID, green);
    250 		sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, -1.0f),	Vec3(1.0f, 1.0f, 1.0f));
    251 	}
    252 
    253 private:
    254 	deUint32	m_compareOp;
    255 };
    256 
    257 DepthTests::DepthTests (Context& context)
    258 	: TestCaseGroup(context, "depth", "Depth Tests")
    259 {
    260 }
    261 
    262 DepthTests::~DepthTests (void)
    263 {
    264 }
    265 
    266 void DepthTests::init (void)
    267 {
    268 	addChild(new DepthCompareCase(m_context, "cmp_always",				"Always pass depth test",				GL_ALWAYS));
    269 	addChild(new DepthCompareCase(m_context, "cmp_never",				"Never pass depth test",				GL_NEVER));
    270 	addChild(new DepthCompareCase(m_context, "cmp_equal",				"Depth compare: equal",					GL_EQUAL));
    271 	addChild(new DepthCompareCase(m_context, "cmp_not_equal",			"Depth compare: not equal",				GL_NOTEQUAL));
    272 	addChild(new DepthCompareCase(m_context, "cmp_less_than",			"Depth compare: less than",				GL_LESS));
    273 	addChild(new DepthCompareCase(m_context, "cmp_less_or_equal",		"Depth compare: less than or equal",	GL_LEQUAL));
    274 	addChild(new DepthCompareCase(m_context, "cmp_greater_than",		"Depth compare: greater than",			GL_GREATER));
    275 	addChild(new DepthCompareCase(m_context, "cmp_greater_or_equal",	"Depth compare: greater than or equal",	GL_GEQUAL));
    276 }
    277 
    278 } // Functional
    279 } // gles3
    280 } // deqp
    281