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444 lines
15 KiB
444 lines
15 KiB
/*-------------------------------------------------------------------------
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* drawElements Quality Program OpenGL ES 3.0 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 Randomized per-fragment operation tests.
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*//*--------------------------------------------------------------------*/
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#include "es2fRandomFragmentOpTests.hpp"
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#include "glsFragmentOpUtil.hpp"
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#include "glsInteractionTestUtil.hpp"
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#include "tcuRenderTarget.hpp"
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#include "tcuTestLog.hpp"
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#include "tcuSurface.hpp"
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#include "tcuCommandLine.hpp"
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#include "tcuImageCompare.hpp"
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#include "tcuVectorUtil.hpp"
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#include "tcuTextureUtil.hpp"
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#include "gluPixelTransfer.hpp"
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#include "gluCallLogWrapper.hpp"
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#include "gluRenderContext.hpp"
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#include "deStringUtil.hpp"
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#include "deRandom.hpp"
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#include "deMath.h"
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#include "glwFunctions.hpp"
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#include "glwEnums.hpp"
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#include "rrFragmentOperations.hpp"
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#include "sglrReferenceUtils.hpp"
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#include <algorithm>
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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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using std::vector;
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using tcu::TestLog;
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using tcu::Vec2;
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using tcu::Vec4;
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using tcu::IVec2;
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using tcu::BVec4;
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enum
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{
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VIEWPORT_WIDTH = 64,
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VIEWPORT_HEIGHT = 64,
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NUM_CALLS_PER_ITERATION = 3,
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NUM_ITERATIONS_PER_CASE = 10
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};
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static const tcu::Vec4 CLEAR_COLOR (0.25f, 0.5f, 0.75f, 1.0f);
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static const float CLEAR_DEPTH = 1.0f;
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static const int CLEAR_STENCIL = 0;
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static const bool ENABLE_CALL_LOG = true;
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using namespace gls::FragmentOpUtil;
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using namespace gls::InteractionTestUtil;
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void translateStencilState (const StencilState& src, rr::StencilState& dst)
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{
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dst.func = sglr::rr_util::mapGLTestFunc(src.function);
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dst.ref = src.reference;
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dst.compMask = src.compareMask;
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dst.sFail = sglr::rr_util::mapGLStencilOp(src.stencilFailOp);
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dst.dpFail = sglr::rr_util::mapGLStencilOp(src.depthFailOp);
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dst.dpPass = sglr::rr_util::mapGLStencilOp(src.depthPassOp);
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dst.writeMask = src.writeMask;
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}
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void translateBlendState (const BlendState& src, rr::BlendState& dst)
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{
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dst.equation = sglr::rr_util::mapGLBlendEquation(src.equation);
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dst.srcFunc = sglr::rr_util::mapGLBlendFunc(src.srcFunc);
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dst.dstFunc = sglr::rr_util::mapGLBlendFunc(src.dstFunc);
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}
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void translateState (const RenderState& src, rr::FragmentOperationState& dst, const tcu::RenderTarget& renderTarget)
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{
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bool hasDepth = renderTarget.getDepthBits() > 0;
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bool hasStencil = renderTarget.getStencilBits() > 0;
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dst.scissorTestEnabled = src.scissorTestEnabled;
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dst.scissorRectangle = src.scissorRectangle;
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dst.stencilTestEnabled = hasStencil && src.stencilTestEnabled;
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dst.depthTestEnabled = hasDepth && src.depthTestEnabled;
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dst.blendMode = src.blendEnabled ? rr::BLENDMODE_STANDARD : rr::BLENDMODE_NONE;
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dst.numStencilBits = renderTarget.getStencilBits();
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dst.colorMask = src.colorMask;
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if (dst.depthTestEnabled)
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{
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dst.depthFunc = sglr::rr_util::mapGLTestFunc(src.depthFunc);
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dst.depthMask = src.depthWriteMask;
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}
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if (dst.stencilTestEnabled)
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{
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translateStencilState(src.stencil[rr::FACETYPE_BACK], dst.stencilStates[rr::FACETYPE_BACK]);
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translateStencilState(src.stencil[rr::FACETYPE_FRONT], dst.stencilStates[rr::FACETYPE_FRONT]);
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}
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if (src.blendEnabled)
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{
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translateBlendState(src.blendRGBState, dst.blendRGBState);
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translateBlendState(src.blendAState, dst.blendAState);
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dst.blendColor = tcu::clamp(src.blendColor, Vec4(0.0f), Vec4(1.0f));
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}
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}
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static void renderQuad (const glw::Functions& gl, gls::FragmentOpUtil::QuadRenderer& renderer, const gls::FragmentOpUtil::IntegerQuad& quad, int baseX, int baseY)
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{
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gls::FragmentOpUtil::Quad translated;
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std::copy(DE_ARRAY_BEGIN(quad.color), DE_ARRAY_END(quad.color), DE_ARRAY_BEGIN(translated.color));
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bool flipX = quad.posB.x() < quad.posA.x();
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bool flipY = quad.posB.y() < quad.posA.y();
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int viewportX = de::min(quad.posA.x(), quad.posB.x());
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int viewportY = de::min(quad.posA.y(), quad.posB.y());
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int viewportW = de::abs(quad.posA.x()-quad.posB.x())+1;
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int viewportH = de::abs(quad.posA.y()-quad.posB.y())+1;
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translated.posA = Vec2(flipX ? 1.0f : -1.0f, flipY ? 1.0f : -1.0f);
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translated.posB = Vec2(flipX ? -1.0f : 1.0f, flipY ? -1.0f : 1.0f);
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// \todo [2012-12-18 pyry] Pass in DepthRange parameters.
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for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(quad.depth); ndx++)
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translated.depth[ndx] = quad.depth[ndx]*2.0f - 1.0f;
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gl.viewport(baseX+viewportX, baseY+viewportY, viewportW, viewportH);
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renderer.render(translated);
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}
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static void setGLState (glu::CallLogWrapper& wrapper, const RenderState& state, int viewportX, int viewportY)
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{
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if (state.scissorTestEnabled)
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{
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wrapper.glEnable(GL_SCISSOR_TEST);
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wrapper.glScissor(viewportX+state.scissorRectangle.left, viewportY+state.scissorRectangle.bottom,
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state.scissorRectangle.width, state.scissorRectangle.height);
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}
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else
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wrapper.glDisable(GL_SCISSOR_TEST);
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if (state.stencilTestEnabled)
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{
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wrapper.glEnable(GL_STENCIL_TEST);
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for (int face = 0; face < rr::FACETYPE_LAST; face++)
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{
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deUint32 glFace = face == rr::FACETYPE_BACK ? GL_BACK : GL_FRONT;
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const StencilState& sParams = state.stencil[face];
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wrapper.glStencilFuncSeparate(glFace, sParams.function, sParams.reference, sParams.compareMask);
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wrapper.glStencilOpSeparate(glFace, sParams.stencilFailOp, sParams.depthFailOp, sParams.depthPassOp);
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wrapper.glStencilMaskSeparate(glFace, sParams.writeMask);
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}
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}
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else
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wrapper.glDisable(GL_STENCIL_TEST);
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if (state.depthTestEnabled)
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{
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wrapper.glEnable(GL_DEPTH_TEST);
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wrapper.glDepthFunc(state.depthFunc);
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wrapper.glDepthMask(state.depthWriteMask ? GL_TRUE : GL_FALSE);
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}
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else
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wrapper.glDisable(GL_DEPTH_TEST);
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if (state.blendEnabled)
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{
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wrapper.glEnable(GL_BLEND);
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wrapper.glBlendEquationSeparate(state.blendRGBState.equation, state.blendAState.equation);
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wrapper.glBlendFuncSeparate(state.blendRGBState.srcFunc, state.blendRGBState.dstFunc, state.blendAState.srcFunc, state.blendAState.dstFunc);
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wrapper.glBlendColor(state.blendColor.x(), state.blendColor.y(), state.blendColor.z(), state.blendColor.w());
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}
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else
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wrapper.glDisable(GL_BLEND);
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if (state.ditherEnabled)
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wrapper.glEnable(GL_DITHER);
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else
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wrapper.glDisable(GL_DITHER);
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wrapper.glColorMask(state.colorMask[0] ? GL_TRUE : GL_FALSE,
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state.colorMask[1] ? GL_TRUE : GL_FALSE,
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state.colorMask[2] ? GL_TRUE : GL_FALSE,
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state.colorMask[3] ? GL_TRUE : GL_FALSE);
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}
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class RandomFragmentOpCase : public TestCase
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{
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public:
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RandomFragmentOpCase (Context& context, const char* name, const char* desc, deUint32 seed);
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~RandomFragmentOpCase (void);
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void init (void);
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void deinit (void);
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IterateResult iterate (void);
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private:
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tcu::UVec4 getCompareThreshold (void) const;
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deUint32 m_seed;
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glu::CallLogWrapper m_callLogWrapper;
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gls::FragmentOpUtil::QuadRenderer* m_renderer;
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tcu::TextureLevel* m_refColorBuffer;
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tcu::TextureLevel* m_refDepthBuffer;
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tcu::TextureLevel* m_refStencilBuffer;
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gls::FragmentOpUtil::ReferenceQuadRenderer* m_refRenderer;
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int m_iterNdx;
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};
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RandomFragmentOpCase::RandomFragmentOpCase (Context& context, const char* name, const char* desc, deUint32 seed)
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: TestCase (context, name, desc)
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, m_seed (seed)
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, m_callLogWrapper (context.getRenderContext().getFunctions(), context.getTestContext().getLog())
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, m_renderer (DE_NULL)
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, m_refColorBuffer (DE_NULL)
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, m_refDepthBuffer (DE_NULL)
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, m_refStencilBuffer (DE_NULL)
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, m_refRenderer (DE_NULL)
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, m_iterNdx (0)
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{
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m_callLogWrapper.enableLogging(ENABLE_CALL_LOG);
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}
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RandomFragmentOpCase::~RandomFragmentOpCase (void)
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{
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delete m_renderer;
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delete m_refColorBuffer;
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delete m_refDepthBuffer;
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delete m_refStencilBuffer;
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delete m_refRenderer;
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}
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void RandomFragmentOpCase::init (void)
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{
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DE_ASSERT(!m_renderer && !m_refColorBuffer && !m_refDepthBuffer && !m_refStencilBuffer && !m_refRenderer);
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int width = de::min<int>(m_context.getRenderTarget().getWidth(), VIEWPORT_WIDTH);
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int height = de::min<int>(m_context.getRenderTarget().getHeight(), VIEWPORT_HEIGHT);
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bool useRGB = m_context.getRenderTarget().getPixelFormat().alphaBits == 0;
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m_renderer = new gls::FragmentOpUtil::QuadRenderer(m_context.getRenderContext(), glu::GLSL_VERSION_100_ES);
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m_refColorBuffer = new tcu::TextureLevel(tcu::TextureFormat(useRGB ? tcu::TextureFormat::RGB : tcu::TextureFormat::RGBA, tcu::TextureFormat::UNORM_INT8), width, height);
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m_refDepthBuffer = new tcu::TextureLevel(tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::FLOAT), width, height);
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m_refStencilBuffer = new tcu::TextureLevel(tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT32), width, height);
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m_refRenderer = new gls::FragmentOpUtil::ReferenceQuadRenderer();
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m_iterNdx = 0;
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m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
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}
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void RandomFragmentOpCase::deinit (void)
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{
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delete m_renderer;
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delete m_refColorBuffer;
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delete m_refDepthBuffer;
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delete m_refStencilBuffer;
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delete m_refRenderer;
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m_renderer = DE_NULL;
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m_refColorBuffer = DE_NULL;
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m_refDepthBuffer = DE_NULL;
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m_refStencilBuffer = DE_NULL;
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m_refRenderer = DE_NULL;
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}
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RandomFragmentOpCase::IterateResult RandomFragmentOpCase::iterate (void)
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{
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const glw::Functions& gl = m_context.getRenderContext().getFunctions();
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const bool isMSAA = m_context.getRenderTarget().getNumSamples() > 1;
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const deUint32 iterSeed = deUint32Hash(m_seed) ^ deInt32Hash(m_iterNdx) ^ deInt32Hash(m_testCtx.getCommandLine().getBaseSeed());
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de::Random rnd (iterSeed);
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const int width = m_refColorBuffer->getWidth();
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const int height = m_refColorBuffer->getHeight();
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const int viewportX = rnd.getInt(0, m_context.getRenderTarget().getWidth()-width);
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const int viewportY = rnd.getInt(0, m_context.getRenderTarget().getHeight()-height);
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tcu::Surface renderedImg (width, height);
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tcu::Surface referenceImg (width, height);
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const Vec4 clearColor = CLEAR_COLOR;
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const float clearDepth = CLEAR_DEPTH;
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const int clearStencil = CLEAR_STENCIL;
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bool gotError = false;
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const tcu::ScopedLogSection iterSection (m_testCtx.getLog(), std::string("Iteration") + de::toString(m_iterNdx), std::string("Iteration ") + de::toString(m_iterNdx));
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// Compute randomized rendering commands.
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vector<RenderCommand> commands;
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computeRandomRenderCommands(rnd, glu::ApiType::es(2,0), NUM_CALLS_PER_ITERATION, width, height, commands);
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// Reset default fragment state.
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gl.disable(GL_SCISSOR_TEST);
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gl.colorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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gl.depthMask(GL_TRUE);
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gl.stencilMask(~0u);
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// Render using GL.
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m_callLogWrapper.glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w());
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m_callLogWrapper.glClearDepthf(clearDepth);
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m_callLogWrapper.glClearStencil(clearStencil);
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m_callLogWrapper.glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
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m_callLogWrapper.glViewport(viewportX, viewportY, width, height);
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for (vector<RenderCommand>::const_iterator cmd = commands.begin(); cmd != commands.end(); cmd++)
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{
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setGLState(m_callLogWrapper, cmd->state, viewportX, viewportY);
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if (ENABLE_CALL_LOG)
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m_testCtx.getLog() << TestLog::Message << "// Quad: " << cmd->quad.posA << " -> " << cmd->quad.posB
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<< ", color: [" << cmd->quad.color[0] << ", " << cmd->quad.color[1] << ", " << cmd->quad.color[2] << ", " << cmd->quad.color[3] << "]"
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<< ", depth: [" << cmd->quad.depth[0] << ", " << cmd->quad.depth[1] << ", " << cmd->quad.depth[2] << ", " << cmd->quad.depth[3] << "]"
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<< TestLog::EndMessage;
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renderQuad(gl, *m_renderer, cmd->quad, viewportX, viewportY);
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}
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// Check error.
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if (m_callLogWrapper.glGetError() != GL_NO_ERROR)
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gotError = true;
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gl.flush();
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// Render reference while GPU is doing work.
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tcu::clear (m_refColorBuffer->getAccess(), clearColor);
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tcu::clearDepth (m_refDepthBuffer->getAccess(), clearDepth);
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tcu::clearStencil (m_refStencilBuffer->getAccess(), clearStencil);
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for (vector<RenderCommand>::const_iterator cmd = commands.begin(); cmd != commands.end(); cmd++)
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{
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rr::FragmentOperationState refState;
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translateState(cmd->state, refState, m_context.getRenderTarget());
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m_refRenderer->render(gls::FragmentOpUtil::getMultisampleAccess(m_refColorBuffer->getAccess()),
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gls::FragmentOpUtil::getMultisampleAccess(m_refDepthBuffer->getAccess()),
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gls::FragmentOpUtil::getMultisampleAccess(m_refStencilBuffer->getAccess()),
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cmd->quad, refState);
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}
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// Expand reference color buffer to RGBA8
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copy(referenceImg.getAccess(), m_refColorBuffer->getAccess());
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// Read rendered image.
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glu::readPixels(m_context.getRenderContext(), viewportX, viewportY, renderedImg.getAccess());
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m_iterNdx += 1;
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// Compare to reference.
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bool isLastIter = m_iterNdx >= NUM_ITERATIONS_PER_CASE;
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const tcu::UVec4 threshold = getCompareThreshold();
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bool compareOk;
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if (isMSAA)
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{
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// in MSAA cases, the sampling points could be anywhere in the pixel and we could
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// even have multiple samples that are combined in resolve. Allow arbitrary sample
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// positions by using bilinearCompare.
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compareOk = tcu::bilinearCompare(m_testCtx.getLog(),
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"CompareResult",
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"Image Comparison Result",
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referenceImg.getAccess(),
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renderedImg.getAccess(),
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tcu::RGBA(threshold.x(), threshold.y(), threshold.z(), threshold.w()),
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tcu::COMPARE_LOG_RESULT);
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}
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else
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compareOk = tcu::intThresholdCompare(m_testCtx.getLog(),
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"CompareResult",
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"Image Comparison Result",
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referenceImg.getAccess(),
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renderedImg.getAccess(),
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threshold,
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tcu::COMPARE_LOG_RESULT);
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m_testCtx.getLog() << TestLog::Message << (compareOk ? " Passed." : " FAILED!") << TestLog::EndMessage;
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if (!compareOk)
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m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Image comparison failed");
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else if (gotError)
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m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "GL error");
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if (compareOk && !gotError && !isLastIter)
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return CONTINUE;
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else
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return STOP;
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}
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tcu::UVec4 RandomFragmentOpCase::getCompareThreshold (void) const
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{
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tcu::PixelFormat format = m_context.getRenderTarget().getPixelFormat();
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if (format == tcu::PixelFormat(8, 8, 8, 8) || format == tcu::PixelFormat(8, 8, 8, 0))
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return format.getColorThreshold().toIVec().asUint() + tcu::UVec4(6); // Default threshold.
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else
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return format.getColorThreshold().toIVec().asUint()
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* tcu::UVec4(5) + tcu::UVec4(2); // \note Non-scientific ad hoc formula. Need big threshold when few color bits; especially multiple blendings bring extra inaccuracy.
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}
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RandomFragmentOpTests::RandomFragmentOpTests (Context& context)
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: TestCaseGroup(context, "random", "Randomized Per-Fragment Operation Tests")
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{
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}
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RandomFragmentOpTests::~RandomFragmentOpTests (void)
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{
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}
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void RandomFragmentOpTests::init (void)
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{
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for (int ndx = 0; ndx < 100; ndx++)
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addChild(new RandomFragmentOpCase(m_context, de::toString(ndx).c_str(), "", (deUint32)(ndx*NUM_ITERATIONS_PER_CASE)));
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}
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} // Functional
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} // gles2
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|
} // deqp
|