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 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 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 88 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 94 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); 110 virtual ~DepthCase (void) {} 111 112 virtual IterateResult iterate (void); 113 virtual void render (sglr::Context& context) = DE_NULL; 114 }; 115 116 DepthCase::DepthCase (Context& context, const char* name, const char* description) 117 : TestCase(context, name, description) 118 { 119 } 120 121 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: 194 DepthCompareCase (Context& context, const char* name, const char* description, deUint32 compareOp) 195 : DepthCase (context, name, description) 196 , m_compareOp (compareOp) 197 { 198 } 199 200 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 }; 253 254 DepthTests::DepthTests (Context& context) 255 : TestCaseGroup(context, "depth", "Depth Tests") 256 { 257 } 258 259 DepthTests::~DepthTests (void) 260 { 261 } 262 263 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