/*------------------------------------------------------------------------- * drawElements Quality Program OpenGL (ES) 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 Framebuffer completeness tests. *//*--------------------------------------------------------------------*/ #include "es3fFboCompletenessTests.hpp" #include "glsFboCompletenessTests.hpp" #include "deUniquePtr.hpp" #include using namespace glw; using deqp::gls::Range; using namespace deqp::gls::FboUtil; using namespace deqp::gls::FboUtil::config; namespace fboc = deqp::gls::fboc; typedef tcu::TestCase::IterateResult IterateResult; using std::ostringstream; using std::string; namespace deqp { namespace gles3 { namespace Functional { static const FormatKey s_es3ColorRenderables[] = { // GLES3, 4.4.4: "An internal format is color-renderable if it is one of // the formats from table 3.12 noted as color-renderable..." GL_R8, GL_RG8, GL_RGB8, GL_RGB565, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGB10_A2UI, GL_SRGB8_ALPHA8, GL_R8I, GL_R8UI, GL_R16I, GL_R16UI, GL_R32I, GL_R32UI, GL_RG8I, GL_RG8UI, GL_RG16I, GL_RG16UI, GL_RG32I, GL_RG32UI, GL_RGBA8I, GL_RGBA8UI, GL_RGBA16I, GL_RGBA16UI, GL_RGBA32I, GL_RGBA32UI, }; static const FormatKey s_es3UnsizedColorRenderables[] = { // "...or if it is unsized format RGBA or RGB." // See Table 3.3 in GLES3. GLS_UNSIZED_FORMATKEY(GL_RGBA, GL_UNSIGNED_BYTE), GLS_UNSIZED_FORMATKEY(GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4), GLS_UNSIZED_FORMATKEY(GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1), GLS_UNSIZED_FORMATKEY(GL_RGB, GL_UNSIGNED_BYTE), GLS_UNSIZED_FORMATKEY(GL_RGB, GL_UNSIGNED_SHORT_5_6_5), }; static const FormatKey s_es3DepthRenderables[] = { // GLES3, 4.4.4: "An internal format is depth-renderable if it is one of // the formats from table 3.13." GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32F, GL_DEPTH24_STENCIL8, GL_DEPTH32F_STENCIL8, }; static const FormatKey s_es3StencilRboRenderables[] = { // GLES3, 4.4.4: "An internal format is stencil-renderable if it is // STENCIL_INDEX8..." GL_STENCIL_INDEX8, }; static const FormatKey s_es3StencilRenderables[] = { // "...or one of the formats from table 3.13 whose base internal format is // DEPTH_STENCIL." GL_DEPTH24_STENCIL8, GL_DEPTH32F_STENCIL8, }; static const FormatKey s_es3TextureFloatFormats[] = { GL_RGBA32F, GL_RGBA16F, GL_R11F_G11F_B10F, GL_RG32F, GL_RG16F, GL_R32F, GL_R16F, GL_RGBA16F, GL_RGB16F, GL_RG16F, GL_R16F, }; static const FormatKey s_es3NotRenderableTextureFormats[] = { GL_R8_SNORM, GL_RG8_SNORM, GL_RGB8_SNORM, GL_RGBA8_SNORM, GL_RGB9_E5, GL_SRGB8, GL_RGB8I, GL_RGB16I, GL_RGB32I, GL_RGB8UI, GL_RGB16UI, GL_RGB32UI, }; static const FormatEntry s_es3Formats[] = { // Renderbuffers don't support unsized formats {REQUIRED_RENDERABLE | COLOR_RENDERABLE | TEXTURE_VALID, GLS_ARRAY_RANGE(s_es3UnsizedColorRenderables)}, {REQUIRED_RENDERABLE | COLOR_RENDERABLE | RENDERBUFFER_VALID | TEXTURE_VALID, GLS_ARRAY_RANGE(s_es3ColorRenderables)}, {REQUIRED_RENDERABLE | DEPTH_RENDERABLE | RENDERBUFFER_VALID | TEXTURE_VALID, GLS_ARRAY_RANGE(s_es3DepthRenderables)}, {REQUIRED_RENDERABLE | STENCIL_RENDERABLE | RENDERBUFFER_VALID, GLS_ARRAY_RANGE(s_es3StencilRboRenderables)}, {REQUIRED_RENDERABLE | STENCIL_RENDERABLE | RENDERBUFFER_VALID | TEXTURE_VALID, GLS_ARRAY_RANGE(s_es3StencilRenderables)}, {TEXTURE_VALID, GLS_ARRAY_RANGE(s_es3NotRenderableTextureFormats)}, // These are not color-renderable in vanilla ES3, but we need to mark them // as valid for textures, since EXT_color_buffer_(half_)float brings in // color-renderability and only renderbuffer-validity. {TEXTURE_VALID, GLS_ARRAY_RANGE(s_es3TextureFloatFormats)}, }; // GL_EXT_color_buffer_float static const FormatKey s_extColorBufferFloatFormats[] = { GL_RGBA32F, GL_RGBA16F, GL_R11F_G11F_B10F, GL_RG32F, GL_RG16F, GL_R32F, GL_R16F, }; // GL_QCOM_render_shared_exponent static const FormatKey s_qcomRenderSharedExponent[] = { GL_RGB9_E5, }; // GL_OES_texture_stencil8 static const FormatKey s_extOESTextureStencil8[] = { GL_STENCIL_INDEX8, }; // GL_EXT_render_snorm static const FormatKey s_extRenderSnorm[] = { GL_R8_SNORM, GL_RG8_SNORM, GL_RGBA8_SNORM, }; static const FormatExtEntry s_es3ExtFormats[] = { {"GL_EXT_color_buffer_float", // These are already texture-valid in ES3, the extension just adds RBO // support and makes them color-renderable. (uint32_t)(REQUIRED_RENDERABLE | COLOR_RENDERABLE | RENDERBUFFER_VALID), GLS_ARRAY_RANGE(s_extColorBufferFloatFormats)}, {"GL_OES_texture_stencil8", // \note: es3 RBO tests actually cover the first two requirements // - kept here for completeness (uint32_t)(REQUIRED_RENDERABLE | STENCIL_RENDERABLE | TEXTURE_VALID), GLS_ARRAY_RANGE(s_extOESTextureStencil8)}, {"GL_EXT_render_snorm", (uint32_t)(REQUIRED_RENDERABLE | COLOR_RENDERABLE | TEXTURE_VALID | RENDERBUFFER_VALID), GLS_ARRAY_RANGE(s_extRenderSnorm)}, {"GL_QCOM_render_shared_exponent", // This is already texture-valid in ES3, the extension just adds RBO // support to RGB9_E5 and make it color-renderable. (uint32_t)(REQUIRED_RENDERABLE | COLOR_RENDERABLE | RENDERBUFFER_VALID | TEXTURE_VALID), GLS_ARRAY_RANGE(s_qcomRenderSharedExponent)}, }; class ES3Checker : public Checker { public: ES3Checker(const glu::RenderContext &ctx, const FormatDB &formats) : Checker(ctx, formats) , m_ctxInfo(glu::ContextInfo::create(ctx)) , m_numSamples(-1) , m_depthStencilImage(0) , m_depthStencilType(GL_NONE) { } void check(GLenum attPoint, const Attachment &att, const Image *image); private: de::UniquePtr m_ctxInfo; //! The common number of samples of images. GLsizei m_numSamples; //! The common image for depth and stencil attachments. GLuint m_depthStencilImage; GLenum m_depthStencilType; ImageFormat m_depthStencilFormat; }; void ES3Checker::check(GLenum attPoint, const Attachment &att, const Image *image) { GLsizei imgSamples = imageNumSamples(*image); if (m_numSamples == -1) { m_numSamples = imgSamples; } else { // GLES3: "The value of RENDERBUFFER_SAMPLES is the same for all attached // renderbuffers and, if the attached images are a mix of renderbuffers // and textures, the value of RENDERBUFFER_SAMPLES is zero." // // On creating a renderbuffer: "If _samples_ is zero, then // RENDERBUFFER_SAMPLES is set to zero. Otherwise [...] the resulting // value for RENDERBUFFER_SAMPLES is guaranteed to be greater than or // equal to _samples_ and no more than the next larger sample count // supported by the implementation." // Either all attachments are zero-sample renderbuffers and/or // textures, or none of them are. if ((m_numSamples == 0) != (imgSamples == 0)) addFBOStatus(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE, "Mixed multi- and single-sampled attachments"); // If the attachments requested a different number of samples, the // implementation is allowed to report this as incomplete. However, it // is also possible that despite the different requests, the // implementation allocated the same number of samples to both. Hence // reporting the framebuffer as complete is also legal. if (m_numSamples != imgSamples) addPotentialFBOStatus(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE, "Number of samples differ"); } if (attPoint == GL_DEPTH_ATTACHMENT || attPoint == GL_STENCIL_ATTACHMENT) { if (m_depthStencilImage == 0) { m_depthStencilImage = att.imageName; m_depthStencilType = attachmentType(att); m_depthStencilFormat = image->internalFormat; } else if (m_depthStencilImage != att.imageName || m_depthStencilType != attachmentType(att)) { // "Depth and stencil attachments, if present, are the same image." if (!m_ctxInfo->isExtensionSupported("GL_EXT_separate_depth_stencil")) addFBOStatus(GL_FRAMEBUFFER_UNSUPPORTED, "Depth and stencil attachments are not the same image"); // "The combination of internal formats of the attached images does not violate // an implementation-dependent set of restrictions." ImageFormat depthFormat = attPoint == GL_DEPTH_ATTACHMENT ? image->internalFormat : m_depthStencilFormat; ImageFormat stencilFormat = attPoint == GL_STENCIL_ATTACHMENT ? image->internalFormat : m_depthStencilFormat; if (m_formats.getFormatInfo(depthFormat) & STENCIL_RENDERABLE) addPotentialFBOStatus(GL_FRAMEBUFFER_UNSUPPORTED, "Separate depth attachment has combined depth and stencil format"); if (m_formats.getFormatInfo(stencilFormat) & DEPTH_RENDERABLE) addPotentialFBOStatus(GL_FRAMEBUFFER_UNSUPPORTED, "Separate stencil attachment has combined depth and stencil format"); } } } struct NumLayersParams { GLenum textureKind; //< GL_TEXTURE_3D or GL_TEXTURE_2D_ARRAY GLsizei numLayers; //< Number of layers in texture GLsizei attachmentLayer; //< Layer referenced by attachment static string getName(const NumLayersParams ¶ms); static string getDescription(const NumLayersParams ¶ms); }; string NumLayersParams::getName(const NumLayersParams ¶ms) { ostringstream os; const string kindStr = params.textureKind == GL_TEXTURE_3D ? "3d" : "2darr"; os << kindStr << "_" << params.numLayers << "_" << params.attachmentLayer; return os.str(); } string NumLayersParams::getDescription(const NumLayersParams ¶ms) { ostringstream os; const string kindStr = (params.textureKind == GL_TEXTURE_3D ? "3D Texture" : "2D Array Texture"); os << kindStr + ", " << params.numLayers << " layers, " << "attached layer " << params.attachmentLayer << "."; return os.str(); } class NumLayersTest : public fboc::ParamTest { public: NumLayersTest(fboc::Context &ctx, NumLayersParams param) : fboc::ParamTest(ctx, param) { } IterateResult build(FboBuilder &builder); }; IterateResult NumLayersTest::build(FboBuilder &builder) { TextureLayered *texCfg = DE_NULL; const GLenum target = GL_COLOR_ATTACHMENT0; switch (m_params.textureKind) { case GL_TEXTURE_3D: texCfg = &builder.makeConfig(); break; case GL_TEXTURE_2D_ARRAY: texCfg = &builder.makeConfig(); break; default: DE_FATAL("Impossible case"); } texCfg->internalFormat = getDefaultFormat(target, GL_TEXTURE); texCfg->width = 64; texCfg->height = 64; texCfg->numLayers = m_params.numLayers; const GLuint tex = builder.glCreateTexture(*texCfg); TextureLayerAttachment *att = &builder.makeConfig(); att->layer = m_params.attachmentLayer; att->imageName = tex; builder.glAttach(target, att); return STOP; } enum { SAMPLES_NONE = -2, SAMPLES_TEXTURE = -1 }; struct NumSamplesParams { // >= 0: renderbuffer with N samples, -1: texture, -2: no attachment GLsizei numSamples[3]; static string getName(const NumSamplesParams ¶ms); static string getDescription(const NumSamplesParams ¶ms); }; string NumSamplesParams::getName(const NumSamplesParams ¶ms) { ostringstream os; bool first = true; for (const GLsizei *ns = DE_ARRAY_BEGIN(params.numSamples); ns != DE_ARRAY_END(params.numSamples); ns++) { if (first) first = false; else os << "_"; if (*ns == SAMPLES_NONE) os << "none"; else if (*ns == SAMPLES_TEXTURE) os << "tex"; else os << "rbo" << *ns; } return os.str(); } string NumSamplesParams::getDescription(const NumSamplesParams ¶ms) { ostringstream os; bool first = true; static const char *const s_names[] = {"color", "depth", "stencil"}; DE_STATIC_ASSERT(DE_LENGTH_OF_ARRAY(s_names) == DE_LENGTH_OF_ARRAY(params.numSamples)); for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_names); i++) { GLsizei ns = params.numSamples[i]; if (ns == SAMPLES_NONE) continue; if (first) first = false; else os << ", "; if (ns == SAMPLES_TEXTURE) os << "texture " << s_names[i] << " attachment"; else os << ns << "-sample renderbuffer " << s_names[i] << " attachment"; } return os.str(); } class NumSamplesTest : public fboc::ParamTest { public: NumSamplesTest(fboc::Context &ctx, NumSamplesParams param) : fboc::ParamTest(ctx, param) { } IterateResult build(FboBuilder &builder); }; IterateResult NumSamplesTest::build(FboBuilder &builder) { static const GLenum s_targets[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_DEPTH_ATTACHMENT, }; // Non-integer formats for each attachment type. // \todo [2013-12-17 lauri] Add fixed/floating/integer metadata for formats so // we can pick one smartly or maybe try several. static const GLenum s_formats[] = { GL_RGBA8, GL_RGB565, GL_DEPTH_COMPONENT24, }; DE_STATIC_ASSERT(DE_LENGTH_OF_ARRAY(s_targets) == DE_LENGTH_OF_ARRAY(m_params.numSamples)); for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_targets); i++) { const GLenum target = s_targets[i]; const ImageFormat fmt = {s_formats[i], GL_NONE}; const GLsizei ns = m_params.numSamples[i]; if (ns == -2) continue; if (ns == -1) { attachTargetToNew(target, GL_TEXTURE, fmt, 64, 64, builder); } else { Renderbuffer &rboCfg = builder.makeConfig(); rboCfg.internalFormat = fmt; rboCfg.width = rboCfg.height = 64; rboCfg.numSamples = ns; const GLuint rbo = builder.glCreateRbo(rboCfg); // Implementations do not necessarily support sample sizes greater than 1. TCU_CHECK_AND_THROW(NotSupportedError, builder.getError() != GL_INVALID_OPERATION, "Unsupported number of samples"); RenderbufferAttachment &att = builder.makeConfig(); att.imageName = rbo; builder.glAttach(target, &att); } } return STOP; } class ES3CheckerFactory : public CheckerFactory { public: Checker *createChecker(const glu::RenderContext &ctx, const FormatDB &formats) { return new ES3Checker(ctx, formats); } }; class TestGroup : public TestCaseGroup { public: TestGroup(Context &context); void init(void); private: ES3CheckerFactory m_checkerFactory; fboc::Context m_fboc; }; void TestGroup::init(void) { addChild(m_fboc.createRenderableTests()); addChild(m_fboc.createAttachmentTests()); addChild(m_fboc.createSizeTests()); TestCaseGroup *layerTests = new TestCaseGroup(getContext(), "layer", "Tests for layer attachments"); static const NumLayersParams s_layersParams[] = { // textureKind numLayers attachmentKind {GL_TEXTURE_2D_ARRAY, 1, 0}, {GL_TEXTURE_2D_ARRAY, 1, 3}, {GL_TEXTURE_2D_ARRAY, 4, 3}, {GL_TEXTURE_2D_ARRAY, 4, 15}, {GL_TEXTURE_3D, 1, 0}, {GL_TEXTURE_3D, 1, 15}, {GL_TEXTURE_3D, 4, 15}, {GL_TEXTURE_3D, 64, 15}, }; for (const NumLayersParams *lp = DE_ARRAY_BEGIN(s_layersParams); lp != DE_ARRAY_END(s_layersParams); ++lp) layerTests->addChild(new NumLayersTest(m_fboc, *lp)); addChild(layerTests); TestCaseGroup *sampleTests = new TestCaseGroup(getContext(), "samples", "Tests for multisample attachments"); static const NumSamplesParams s_samplesParams[] = { {{0, SAMPLES_NONE, SAMPLES_NONE}}, {{1, SAMPLES_NONE, SAMPLES_NONE}}, {{2, SAMPLES_NONE, SAMPLES_NONE}}, {{0, SAMPLES_TEXTURE, SAMPLES_NONE}}, {{1, SAMPLES_TEXTURE, SAMPLES_NONE}}, {{2, SAMPLES_TEXTURE, SAMPLES_NONE}}, {{2, 1, SAMPLES_NONE}}, {{2, 2, SAMPLES_NONE}}, {{0, 0, SAMPLES_TEXTURE}}, {{1, 2, 0}}, {{2, 2, 0}}, {{1, 1, 1}}, {{1, 2, 4}}, }; for (const NumSamplesParams *lp = DE_ARRAY_BEGIN(s_samplesParams); lp != DE_ARRAY_END(s_samplesParams); ++lp) sampleTests->addChild(new NumSamplesTest(m_fboc, *lp)); addChild(sampleTests); } TestGroup::TestGroup(Context &ctx) : TestCaseGroup(ctx, "completeness", "Completeness tests") , m_checkerFactory() , m_fboc(ctx.getTestContext(), ctx.getRenderContext(), m_checkerFactory) { const FormatEntries stdRange = GLS_ARRAY_RANGE(s_es3Formats); const FormatExtEntries extRange = GLS_ARRAY_RANGE(s_es3ExtFormats); m_fboc.addFormats(stdRange); m_fboc.addExtFormats(extRange); m_fboc.setHaveMulticolorAtts(true); // Vanilla ES3 has multiple color attachments } tcu::TestCaseGroup *createFboCompletenessTests(Context &context) { return new TestGroup(context); } } // namespace Functional } // namespace gles3 } // namespace deqp