448 lines
15 KiB
C++
448 lines
15 KiB
C++
/*-------------------------------------------------------------------------
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* drawElements Quality Program OpenGL ES 2.0 Module
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* -------------------------------------------------
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*
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* Copyright 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*//*!
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* \file
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* \brief glDepthRangef() tests.
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*//*--------------------------------------------------------------------*/
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#include "es2fDepthRangeTests.hpp"
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#include "tcuVector.hpp"
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#include "tcuTestLog.hpp"
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#include "tcuSurface.hpp"
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#include "tcuImageCompare.hpp"
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#include "tcuRenderTarget.hpp"
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#include "gluPixelTransfer.hpp"
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#include "gluShaderProgram.hpp"
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#include "gluRenderContext.hpp"
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#include "deRandom.hpp"
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#include "deMath.h"
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#include "deString.h"
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#include "glw.h"
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namespace deqp
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{
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namespace gles2
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{
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namespace Functional
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{
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enum
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{
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VISUALIZE_DEPTH_STEPS = 32 //!< Number of depth steps in visualization
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};
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using tcu::Vec2;
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using tcu::Vec3;
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using tcu::Vec4;
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using tcu::TestLog;
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using std::string;
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using std::vector;
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static const char* s_vertexShaderSrc =
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"attribute highp vec4 a_position;\n"
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"attribute highp vec2 a_coord;\n"
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"void main (void)\n"
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"{\n"
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" gl_Position = a_position;\n"
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"}\n";
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static const char* s_fragmentShaderSrc =
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"uniform mediump vec4 u_color;\n"
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"void main (void)\n"
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"{\n"
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" gl_FragColor = u_color;\n"
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"}\n";
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template <typename T>
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static inline bool compare (deUint32 func, T a, T b)
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{
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switch (func)
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{
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case GL_NEVER: return false;
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case GL_ALWAYS: return true;
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case GL_LESS: return a < b;
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case GL_LEQUAL: return a <= b;
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case GL_EQUAL: return a == b;
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case GL_NOTEQUAL: return a != b;
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case GL_GEQUAL: return a >= b;
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case GL_GREATER: return a > b;
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default:
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DE_ASSERT(DE_FALSE);
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return false;
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}
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}
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inline float triangleInterpolate (const float v0, const float v1, const float v2, const float x, const float y)
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{
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return v0 + (v2-v0)*x + (v1-v0)*y;
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}
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inline float triQuadInterpolate (const float x, const float y, const tcu::Vec4& quad)
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{
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// \note Top left fill rule.
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if (x + y < 1.0f)
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return triangleInterpolate(quad.x(), quad.y(), quad.z(), x, y);
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else
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return triangleInterpolate(quad.w(), quad.z(), quad.y(), 1.0f-x, 1.0f-y);
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}
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inline float depthRangeTransform (const float zd, const float zNear, const float zFar)
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{
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const float cNear = de::clamp(zNear, 0.0f, 1.0f);
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const float cFar = de::clamp(zFar, 0.0f, 1.0f);
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return ((cFar - cNear)/2.0f) * zd + (cNear + cFar)/2.0f;
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}
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class DepthRangeCompareCase : public TestCase
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{
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public:
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DepthRangeCompareCase (Context& context, const char* name, const char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar, const deUint32 compareFunc);
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~DepthRangeCompareCase (void);
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IterateResult iterate (void);
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private:
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const tcu::Vec4 m_depthCoord;
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const float m_zNear;
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const float m_zFar;
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const deUint32 m_compareFunc;
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};
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DepthRangeCompareCase::DepthRangeCompareCase (Context& context, const char* name, const char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar, const deUint32 compareFunc)
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: TestCase (context, name, desc)
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, m_depthCoord (depthCoord)
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, m_zNear (zNear)
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, m_zFar (zFar)
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, m_compareFunc (compareFunc)
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{
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}
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DepthRangeCompareCase::~DepthRangeCompareCase (void)
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{
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}
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DepthRangeCompareCase::IterateResult DepthRangeCompareCase::iterate (void)
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{
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TestLog& log = m_testCtx.getLog();
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de::Random rnd (deStringHash(getName()));
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const tcu::RenderTarget& renderTarget = m_context.getRenderContext().getRenderTarget();
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const int viewportW = de::min(128, renderTarget.getWidth());
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const int viewportH = de::min(128, renderTarget.getHeight());
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const int viewportX = rnd.getInt(0, renderTarget.getWidth()-viewportW);
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const int viewportY = rnd.getInt(0, renderTarget.getHeight()-viewportH);
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tcu::Surface renderedFrame (viewportW, viewportH);
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tcu::Surface referenceFrame (viewportW, viewportH);
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const float constDepth = 0.1f;
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if (renderTarget.getDepthBits() == 0)
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throw tcu::NotSupportedError("Depth buffer is required", "", __FILE__, __LINE__);
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const glu::ShaderProgram program (m_context.getRenderContext(), glu::makeVtxFragSources(s_vertexShaderSrc, s_fragmentShaderSrc));
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if (!program.isOk())
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{
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log << program;
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TCU_FAIL("Compile failed");
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}
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const int colorLoc = glGetUniformLocation(program.getProgram(), "u_color");
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const int posLoc = glGetAttribLocation(program.getProgram(), "a_position");
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m_testCtx.getLog() << TestLog::Message << "glDepthRangef(" << m_zNear << ", " << m_zFar << ")" << TestLog::EndMessage;
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glViewport(viewportX, viewportY, viewportW, viewportH);
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glUseProgram(program.getProgram());
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glEnableVertexAttribArray(posLoc);
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static const deUint16 quadIndices[] = { 0, 1, 2, 2, 1, 3 };
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// Fill viewport with 2 quads - one with constant depth and another with d = [-1..1]
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{
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static const float constDepthCoord[] =
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{
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-1.0f, -1.0f, constDepth, 1.0f,
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-1.0f, +1.0f, constDepth, 1.0f,
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0.0f, -1.0f, constDepth, 1.0f,
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0.0f, +1.0f, constDepth, 1.0f
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};
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static const float varyingDepthCoord[] =
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{
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0.0f, -1.0f, +1.0f, 1.0f,
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0.0f, +1.0f, 0.0f, 1.0f,
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+1.0f, -1.0f, 0.0f, 1.0f,
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+1.0f, +1.0f, -1.0f, 1.0f
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};
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glUniform4f(colorLoc, 0.0f, 0.0f, 1.0f, 1.0f);
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glDepthFunc(GL_ALWAYS);
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glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, &constDepthCoord);
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glDrawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, &quadIndices[0]);
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glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, &varyingDepthCoord);
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glDrawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, &quadIndices[0]);
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GLU_CHECK();
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}
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// Render with depth test.
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{
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const float position[] =
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{
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-1.0f, -1.0f, m_depthCoord[0], 1.0f,
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-1.0f, +1.0f, m_depthCoord[1], 1.0f,
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+1.0f, -1.0f, m_depthCoord[2], 1.0f,
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+1.0f, +1.0f, m_depthCoord[3], 1.0f
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};
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glDepthRangef(m_zNear, m_zFar);
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glDepthFunc(m_compareFunc);
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glUniform4f(colorLoc, 0.0f, 1.0f, 0.0f, 1.0f);
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glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, &position[0]);
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glDrawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, &quadIndices[0]);
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GLU_CHECK();
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}
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glu::readPixels(m_context.getRenderContext(), viewportX, viewportY, renderedFrame.getAccess());
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// Render reference.
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for (int y = 0; y < referenceFrame.getHeight(); y++)
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{
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float yf = ((float)y + 0.5f) / (float)referenceFrame.getHeight();
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int half = de::clamp((int)((float)referenceFrame.getWidth()*0.5f + 0.5f), 0, referenceFrame.getWidth());
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// Fill left half - comparison to constant 0.5
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for (int x = 0; x < half; x++)
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{
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float xf = ((float)x + 0.5f) / (float)referenceFrame.getWidth();
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float d = depthRangeTransform(triQuadInterpolate(xf, yf, m_depthCoord), m_zNear, m_zFar);
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bool dpass = compare(m_compareFunc, d, constDepth*0.5f + 0.5f);
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referenceFrame.setPixel(x, y, dpass ? tcu::RGBA::green() : tcu::RGBA::blue());
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}
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// Fill right half - comparison to interpolated depth
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for (int x = half; x < referenceFrame.getWidth(); x++)
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{
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float xf = ((float)x + 0.5f) / (float)referenceFrame.getWidth();
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float xh = ((float)(x - half) + 0.5f) / (float)(referenceFrame.getWidth()-half);
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float rd = 1.0f - (xh + yf) * 0.5f;
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float d = depthRangeTransform(triQuadInterpolate(xf, yf, m_depthCoord), m_zNear, m_zFar);
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bool dpass = compare(m_compareFunc, d, rd);
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referenceFrame.setPixel(x, y, dpass ? tcu::RGBA::green() : tcu::RGBA::blue());
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}
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}
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bool isOk = tcu::fuzzyCompare(log, "Result", "Image comparison result", referenceFrame, renderedFrame, 0.05f, tcu::COMPARE_LOG_RESULT);
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m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL,
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isOk ? "Pass" : "Fail");
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return STOP;
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}
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class DepthRangeWriteCase : public TestCase
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{
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public:
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DepthRangeWriteCase (Context& context, const char* name, const char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar);
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~DepthRangeWriteCase (void);
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IterateResult iterate (void);
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private:
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const tcu::Vec4& m_depthCoord;
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const float m_zNear;
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const float m_zFar;
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};
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DepthRangeWriteCase::DepthRangeWriteCase (Context& context, const char* name, const char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar)
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: TestCase (context, name, desc)
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, m_depthCoord (depthCoord)
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, m_zNear (zNear)
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, m_zFar (zFar)
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{
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}
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DepthRangeWriteCase::~DepthRangeWriteCase (void)
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{
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}
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DepthRangeWriteCase::IterateResult DepthRangeWriteCase::iterate (void)
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{
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TestLog& log = m_testCtx.getLog();
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de::Random rnd (deStringHash(getName()));
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const tcu::RenderTarget& renderTarget = m_context.getRenderContext().getRenderTarget();
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const int viewportW = de::min(128, renderTarget.getWidth());
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const int viewportH = de::min(128, renderTarget.getHeight());
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const int viewportX = rnd.getInt(0, renderTarget.getWidth()-viewportW);
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const int viewportY = rnd.getInt(0, renderTarget.getHeight()-viewportH);
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tcu::Surface renderedFrame (viewportW, viewportH);
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tcu::Surface referenceFrame (viewportW, viewportH);
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const int numDepthSteps = VISUALIZE_DEPTH_STEPS;
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const float depthStep = 1.0f/(float)(numDepthSteps-1);
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if (renderTarget.getDepthBits() == 0)
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throw tcu::NotSupportedError("Depth buffer is required", "", __FILE__, __LINE__);
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const glu::ShaderProgram program (m_context.getRenderContext(), glu::makeVtxFragSources(s_vertexShaderSrc, s_fragmentShaderSrc));
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if (!program.isOk())
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{
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log << program;
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TCU_FAIL("Compile failed");
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}
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const int colorLoc = glGetUniformLocation(program.getProgram(), "u_color");
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const int posLoc = glGetAttribLocation(program.getProgram(), "a_position");
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m_testCtx.getLog() << TestLog::Message << "glDepthRangef(" << m_zNear << ", " << m_zFar << ")" << TestLog::EndMessage;
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glViewport(viewportX, viewportY, viewportW, viewportH);
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glUseProgram(program.getProgram());
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glEnableVertexAttribArray(posLoc);
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static const deUint16 quadIndices[] = { 0, 1, 2, 2, 1, 3 };
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// Render with depth range.
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{
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const float position[] =
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{
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-1.0f, -1.0f, m_depthCoord[0], 1.0f,
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-1.0f, +1.0f, m_depthCoord[1], 1.0f,
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+1.0f, -1.0f, m_depthCoord[2], 1.0f,
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+1.0f, +1.0f, m_depthCoord[3], 1.0f
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};
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glDepthFunc(GL_ALWAYS);
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glDepthRangef(m_zNear, m_zFar);
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glUniform4f(colorLoc, 0.0f, 1.0f, 0.0f, 1.0f);
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glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, &position[0]);
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glDrawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, &quadIndices[0]);
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GLU_CHECK();
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}
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// Visualize by rendering full-screen quads with increasing depth and color.
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{
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glDepthFunc(GL_LEQUAL);
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glDepthMask(GL_FALSE);
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glDepthRangef(0.0f, 1.0f);
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for (int stepNdx = 0; stepNdx < numDepthSteps; stepNdx++)
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{
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float f = (float)stepNdx*depthStep;
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float depth = f*2.0f - 1.0f;
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Vec4 color = Vec4(f, f, f, 1.0f);
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float position[] =
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{
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-1.0f, -1.0f, depth, 1.0f,
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-1.0f, +1.0f, depth, 1.0f,
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+1.0f, -1.0f, depth, 1.0f,
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+1.0f, +1.0f, depth, 1.0f
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};
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glUniform4fv(colorLoc, 1, color.getPtr());
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glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, &position[0]);
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glDrawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, &quadIndices[0]);
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}
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GLU_CHECK();
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}
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glu::readPixels(m_context.getRenderContext(), viewportX, viewportY, renderedFrame.getAccess());
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// Render reference.
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for (int y = 0; y < referenceFrame.getHeight(); y++)
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{
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for (int x = 0; x < referenceFrame.getWidth(); x++)
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{
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float xf = ((float)x + 0.5f) / (float)referenceFrame.getWidth();
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float yf = ((float)y + 0.5f) / (float)referenceFrame.getHeight();
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float d = depthRangeTransform(triQuadInterpolate(xf, yf, m_depthCoord), m_zNear, m_zFar);
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int step = (int)deFloatFloor(d / depthStep);
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int col = de::clamp(deRoundFloatToInt32((float)step*depthStep*255.0f), 0, 255);
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referenceFrame.setPixel(x, y, tcu::RGBA(col, col, col, 0xff));
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}
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}
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bool isOk = tcu::fuzzyCompare(log, "Result", "Image comparison result", referenceFrame, renderedFrame, 0.05f, tcu::COMPARE_LOG_RESULT);
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m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL,
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isOk ? "Pass" : "Fail");
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return STOP;
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}
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DepthRangeTests::DepthRangeTests (Context& context)
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: TestCaseGroup(context, "depth_range", "glDepthRangef() tests")
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{
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}
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DepthRangeTests::~DepthRangeTests (void)
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{
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}
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void DepthRangeTests::init (void)
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{
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static const struct
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{
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const char* name;
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const char* desc;
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const tcu::Vec4 depthCoord;
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const float zNear;
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const float zFar;
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} cases[] =
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{
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{ "default", "Default depth range", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 0.0f, 1.0f },
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{ "reverse", "Reversed default range", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 1.0f, 0.0f },
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{ "zero_to_half", "From 0 to 0.5", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 0.0f, 0.5f },
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{ "half_to_one", "From 0.5 to 1", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 0.5f, 1.0f },
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{ "half_to_zero", "From 0.5 to 0", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 0.5f, 0.0f },
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{ "one_to_half", "From 1 to 0.5", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 1.0f, 0.5f },
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{ "third_to_0_8", "From 1/3 to 0.8", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 1.0f/3.0f, 0.8f },
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{ "0_8_to_third", "From 0.8 to 1/3", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 0.8f, 1.0f/3.0f },
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{ "zero_to_zero", "From 0 to 0", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 0.0f, 0.0f },
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{ "half_to_half", "From 0.5 to 0.5", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 0.5f, 0.5f },
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{ "one_to_one", "From 1 to 1", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 1.0f, 1.0f },
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{ "clamp_near", "From -1 to 1", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), -1.0f, 1.0f },
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{ "clamp_far", "From 0 to 2", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), 0.0f, 2.0 },
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{ "clamp_both", "From -1 to 2", tcu::Vec4(-1.0f, 0.2f, -0.3f, 1.0f), -1.0, 2.0 }
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};
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// .write
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tcu::TestCaseGroup* writeGroup = new tcu::TestCaseGroup(m_testCtx, "write", "gl_FragDepth write tests");
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addChild(writeGroup);
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for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(cases); ndx++)
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writeGroup->addChild(new DepthRangeWriteCase(m_context, cases[ndx].name, cases[ndx].desc, cases[ndx].depthCoord, cases[ndx].zNear, cases[ndx].zFar));
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// .compare
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tcu::TestCaseGroup* compareGroup = new tcu::TestCaseGroup(m_testCtx, "compare", "gl_FragDepth used with depth comparison");
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addChild(compareGroup);
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for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(cases); ndx++)
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compareGroup->addChild(new DepthRangeCompareCase(m_context, cases[ndx].name, cases[ndx].desc, cases[ndx].depthCoord, cases[ndx].zNear, cases[ndx].zFar, GL_LESS));
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}
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} // Functional
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} // gles3
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} // deqp
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