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, uint32_t 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,
59 const rr::FragmentShadingContext &context) const;
60
61 const sglr::UniformSlot &u_color;
62 };
63
DepthShader(void)64 DepthShader::DepthShader(void)
65 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
66 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
67 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT)
68 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)
69 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n"
70 "void main (void)\n"
71 "{\n"
72 " gl_Position = a_position;\n"
73 "}\n")
74 << sglr::pdec::FragmentSource("uniform mediump vec4 u_color;\n"
75 "void main (void)\n"
76 "{\n"
77 " gl_FragColor = u_color;\n"
78 "}\n"))
79 , u_color(getUniformByName("u_color"))
80 {
81 }
82
setColor(sglr::Context & ctx,uint32_t programID,const tcu::Vec4 & color)83 void DepthShader::setColor(sglr::Context &ctx, uint32_t programID, const tcu::Vec4 &color)
84 {
85 ctx.useProgram(programID);
86 ctx.uniform4fv(ctx.getUniformLocation(programID, "u_color"), 1, color.getPtr());
87 }
88
shadeVertices(const rr::VertexAttrib * inputs,rr::VertexPacket * const * packets,const int numPackets) const89 void DepthShader::shadeVertices(const rr::VertexAttrib *inputs, rr::VertexPacket *const *packets,
90 const int numPackets) const
91 {
92 for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
93 packets[packetNdx]->position =
94 rr::readVertexAttribFloat(inputs[0], packets[packetNdx]->instanceNdx, packets[packetNdx]->vertexNdx);
95 }
96
shadeFragments(rr::FragmentPacket * packets,const int numPackets,const rr::FragmentShadingContext & context) const97 void DepthShader::shadeFragments(rr::FragmentPacket *packets, const int numPackets,
98 const rr::FragmentShadingContext &context) const
99 {
100 const tcu::Vec4 color(u_color.value.f4);
101
102 DE_UNREF(packets);
103
104 for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
105 for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
106 rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color);
107 }
108
109 // \todo [2011-07-11 pyry] This code is duplicated in a quite many places. Move it to some utility?
110 class DepthCase : public TestCase
111 {
112 public:
113 DepthCase(Context &context, const char *name, const char *description);
~DepthCase(void)114 virtual ~DepthCase(void)
115 {
116 }
117
118 virtual IterateResult iterate(void);
119 virtual void render(sglr::Context &context) = DE_NULL;
120 };
121
DepthCase(Context & context,const char * name,const char * description)122 DepthCase::DepthCase(Context &context, const char *name, const char *description) : TestCase(context, name, description)
123 {
124 }
125
iterate(void)126 TestCase::IterateResult DepthCase::iterate(void)
127 {
128 tcu::Vec4 clearColor = tcu::Vec4(0.125f, 0.25f, 0.5f, 1.0f);
129 glu::RenderContext &renderCtx = m_context.getRenderContext();
130 const tcu::RenderTarget &renderTarget = renderCtx.getRenderTarget();
131 tcu::TestLog &log = m_testCtx.getLog();
132 const char *failReason = DE_NULL;
133
134 // Position & size for context
135 de::Random rnd(deStringHash(getName()));
136
137 int width = deMin32(renderTarget.getWidth(), 128);
138 int height = deMin32(renderTarget.getHeight(), 128);
139 int x = rnd.getInt(0, renderTarget.getWidth() - width);
140 int y = rnd.getInt(0, renderTarget.getHeight() - height);
141
142 tcu::Surface gles2Frame(width, height);
143 tcu::Surface refFrame(width, height);
144 uint32_t gles2Error;
145 uint32_t refError;
146
147 // Render using GLES2
148 {
149 sglr::GLContext context(renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, width, height));
150
151 context.clearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w());
152 context.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
153
154 render(context); // Call actual render func
155 context.readPixels(gles2Frame, 0, 0, width, height);
156 gles2Error = context.getError();
157 }
158
159 // Render reference image
160 {
161 sglr::ReferenceContextBuffers buffers(
162 tcu::PixelFormat(8, 8, 8, renderTarget.getPixelFormat().alphaBits ? 8 : 0), renderTarget.getDepthBits(),
163 renderTarget.getStencilBits(), width, height);
164 sglr::ReferenceContext context(sglr::ReferenceContextLimits(renderCtx), buffers.getColorbuffer(),
165 buffers.getDepthbuffer(), buffers.getStencilbuffer());
166
167 context.clearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w());
168 context.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
169
170 render(context);
171 context.readPixels(refFrame, 0, 0, width, height);
172 refError = context.getError();
173 }
174
175 // Compare error codes
176 bool errorCodesOk = (gles2Error == refError);
177
178 if (!errorCodesOk)
179 {
180 log << tcu::TestLog::Message << "Error code mismatch: got " << glu::getErrorStr(gles2Error) << ", expected "
181 << glu::getErrorStr(refError) << tcu::TestLog::EndMessage;
182 failReason = "Got unexpected error";
183 }
184
185 // Compare images
186 const float threshold = 0.02f;
187 bool imagesOk = tcu::fuzzyCompare(log, "ComparisonResult", "Image comparison result", refFrame, gles2Frame,
188 threshold, tcu::COMPARE_LOG_RESULT);
189
190 if (!imagesOk && !failReason)
191 failReason = "Image comparison failed";
192
193 // Store test result
194 bool isOk = errorCodesOk && imagesOk;
195 m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, isOk ? "Pass" : failReason);
196
197 return STOP;
198 }
199
200 class DepthCompareCase : public DepthCase
201 {
202 public:
DepthCompareCase(Context & context,const char * name,const char * description,uint32_t compareOp)203 DepthCompareCase(Context &context, const char *name, const char *description, uint32_t compareOp)
204 : DepthCase(context, name, description)
205 , m_compareOp(compareOp)
206 {
207 }
208
render(sglr::Context & context)209 void render(sglr::Context &context)
210 {
211 using tcu::Vec3;
212
213 DepthShader shader;
214 uint32_t shaderID = context.createProgram(&shader);
215
216 tcu::Vec4 red(1.0f, 0.0f, 0.0f, 1.0);
217 tcu::Vec4 green(0.0f, 1.0f, 0.0f, 1.0f);
218
219 // Clear depth to 1
220 context.clearDepthf(1.0f);
221 context.clear(GL_DEPTH_BUFFER_BIT);
222
223 // Enable depth test.
224 context.enable(GL_DEPTH_TEST);
225
226 // Upper left: two quads with same depth
227 context.depthFunc(GL_ALWAYS);
228 shader.setColor(context, shaderID, red);
229 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f));
230 context.depthFunc(m_compareOp);
231 shader.setColor(context, shaderID, green);
232 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f));
233
234 // Lower left: two quads, d1 < d2
235 context.depthFunc(GL_ALWAYS);
236 shader.setColor(context, shaderID, red);
237 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f));
238 context.depthFunc(m_compareOp);
239 shader.setColor(context, shaderID, green);
240 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f));
241
242 // Upper right: two quads, d1 > d2
243 context.depthFunc(GL_ALWAYS);
244 shader.setColor(context, shaderID, red);
245 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.5f), Vec3(1.0f, 0.0f, 0.5f));
246 context.depthFunc(m_compareOp);
247 shader.setColor(context, shaderID, green);
248 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.3f), Vec3(1.0f, 0.0f, 0.3f));
249
250 // Lower right: two quads, d1 = 0, d2 = [-1..1]
251 context.depthFunc(GL_ALWAYS);
252 shader.setColor(context, shaderID, red);
253 sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
254 context.depthFunc(m_compareOp);
255 shader.setColor(context, shaderID, green);
256 sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
257 }
258
259 private:
260 uint32_t m_compareOp;
261 };
262
DepthTests(Context & context)263 DepthTests::DepthTests(Context &context) : TestCaseGroup(context, "depth", "Depth Tests")
264 {
265 }
266
~DepthTests(void)267 DepthTests::~DepthTests(void)
268 {
269 }
270
init(void)271 void DepthTests::init(void)
272 {
273 addChild(new DepthCompareCase(m_context, "cmp_always", "Always pass depth test", GL_ALWAYS));
274 addChild(new DepthCompareCase(m_context, "cmp_never", "Never pass depth test", GL_NEVER));
275 addChild(new DepthCompareCase(m_context, "cmp_equal", "Depth compare: equal", GL_EQUAL));
276 addChild(new DepthCompareCase(m_context, "cmp_not_equal", "Depth compare: not equal", GL_NOTEQUAL));
277 addChild(new DepthCompareCase(m_context, "cmp_less_than", "Depth compare: less than", GL_LESS));
278 addChild(new DepthCompareCase(m_context, "cmp_less_or_equal", "Depth compare: less than or equal", GL_LEQUAL));
279 addChild(new DepthCompareCase(m_context, "cmp_greater_than", "Depth compare: greater than", GL_GREATER));
280 addChild(
281 new DepthCompareCase(m_context, "cmp_greater_or_equal", "Depth compare: greater than or equal", GL_GEQUAL));
282 }
283
284 } // namespace Functional
285 } // namespace gles2
286 } // namespace deqp
287