DO NOT MERGE: Ignore denormals in floatUlpThresholdCompare.
[platform/upstream/VK-GL-CTS.git] / modules / gles2 / accuracy / es2aVaryingInterpolationTests.cpp
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 Varying interpolation accuracy tests.
22  *//*--------------------------------------------------------------------*/
23
24 #include "es2aVaryingInterpolationTests.hpp"
25 #include "gluPixelTransfer.hpp"
26 #include "gluShaderProgram.hpp"
27 #include "gluShaderUtil.hpp"
28 #include "tcuStringTemplate.hpp"
29 #include "gluContextInfo.hpp"
30 #include "glsTextureTestUtil.hpp"
31 #include "tcuVector.hpp"
32 #include "tcuVectorUtil.hpp"
33 #include "tcuTestLog.hpp"
34 #include "tcuFloat.hpp"
35 #include "tcuImageCompare.hpp"
36 #include "tcuRenderTarget.hpp"
37 #include "deRandom.hpp"
38 #include "deStringUtil.hpp"
39 #include "deString.h"
40
41 #include "glw.h"
42
43 using tcu::TestLog;
44 using tcu::Vec3;
45 using tcu::Vec4;
46 using std::string;
47 using std::vector;
48 using std::map;
49 using deqp::gls::TextureTestUtil::SurfaceAccess;
50
51 namespace deqp
52 {
53 namespace gles2
54 {
55 namespace Accuracy
56 {
57
58 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, float ny)
59 {
60         return (s[0]*(1.0f-nx-ny)/w[0] + s[1]*ny/w[1] + s[2]*nx/w[2]) / ((1.0f-nx-ny)/w[0] + ny/w[1] + nx/w[2]);
61 }
62
63 static void renderReference (const SurfaceAccess& dst, const float coords[4*3], const Vec4& wCoord, const Vec3& scale, const Vec3& bias)
64 {
65         float           dstW            = (float)dst.getWidth();
66         float           dstH            = (float)dst.getHeight();
67
68         Vec3            triR[2]         = { Vec3(coords[0*3+0], coords[1*3+0], coords[2*3+0]), Vec3(coords[3*3+0], coords[2*3+0], coords[1*3+0]) };
69         Vec3            triG[2]         = { Vec3(coords[0*3+1], coords[1*3+1], coords[2*3+1]), Vec3(coords[3*3+1], coords[2*3+1], coords[1*3+1]) };
70         Vec3            triB[2]         = { Vec3(coords[0*3+2], coords[1*3+2], coords[2*3+2]), Vec3(coords[3*3+2], coords[2*3+2], coords[1*3+2]) };
71         tcu::Vec3       triW[2]         = { wCoord.swizzle(0, 1, 2), wCoord.swizzle(3, 2, 1) };
72
73         for (int py = 0; py < dst.getHeight(); py++)
74         {
75                 for (int px = 0; px < dst.getWidth(); px++)
76                 {
77                         float   wx              = (float)px + 0.5f;
78                         float   wy              = (float)py + 0.5f;
79                         float   nx              = wx / dstW;
80                         float   ny              = wy / dstH;
81
82                         int             triNdx  = nx + ny >= 1.0f ? 1 : 0;
83                         float   triNx   = triNdx ? 1.0f - nx : nx;
84                         float   triNy   = triNdx ? 1.0f - ny : ny;
85
86                         float   r               = projectedTriInterpolate(triR[triNdx], triW[triNdx], triNx, triNy) * scale[0] + bias[0];
87                         float   g               = projectedTriInterpolate(triG[triNdx], triW[triNdx], triNx, triNy) * scale[1] + bias[1];
88                         float   b               = projectedTriInterpolate(triB[triNdx], triW[triNdx], triNx, triNy) * scale[2] + bias[2];
89
90                         Vec4    color   = Vec4(r, g, b, 1.0f);
91
92                         dst.setPixel(color, px, py);
93                 }
94         }
95 }
96
97 class InterpolationCase : public TestCase
98 {
99 public:
100                                         InterpolationCase                       (Context& context, const char* name, const char* desc, glu::Precision precision, const tcu::Vec3& minVal, const tcu::Vec3& maxVal, bool projective);
101                                         ~InterpolationCase                      (void);
102
103         IterateResult   iterate                                         (void);
104
105 private:
106         glu::Precision  m_precision;
107         tcu::Vec3               m_min;
108         tcu::Vec3               m_max;
109         bool                    m_projective;
110 };
111
112 InterpolationCase::InterpolationCase (Context& context, const char* name, const char* desc, glu::Precision precision, const tcu::Vec3& minVal, const tcu::Vec3& maxVal, bool projective)
113         : TestCase              (context, tcu::NODETYPE_ACCURACY, name, desc)
114         , m_precision   (precision)
115         , m_min                 (minVal)
116         , m_max                 (maxVal)
117         , m_projective  (projective)
118 {
119 }
120
121 InterpolationCase::~InterpolationCase (void)
122 {
123 }
124
125 static bool isValidFloat (glu::Precision precision, float val)
126 {
127         if (precision == glu::PRECISION_MEDIUMP)
128         {
129                 tcu::Float16 fp16(val);
130                 return !fp16.isDenorm() && !fp16.isInf() && !fp16.isNaN();
131         }
132         else
133         {
134                 tcu::Float32 fp32(val);
135                 return !fp32.isDenorm() && !fp32.isInf() && !fp32.isNaN();
136         }
137 }
138
139 template <int Size>
140 static bool isValidFloatVec (glu::Precision precision, const tcu::Vector<float, Size>& vec)
141 {
142         for (int ndx = 0; ndx < Size; ndx++)
143         {
144                 if (!isValidFloat(precision, vec[ndx]))
145                         return false;
146         }
147         return true;
148 }
149
150 InterpolationCase::IterateResult InterpolationCase::iterate (void)
151 {
152         TestLog&                log                             = m_testCtx.getLog();
153         de::Random              rnd                             (deStringHash(getName()));
154         int                             viewportWidth   = 128;
155         int                             viewportHeight  = 128;
156
157         if (m_context.getRenderTarget().getWidth() < viewportWidth ||
158                 m_context.getRenderTarget().getHeight() < viewportHeight)
159                 throw tcu::NotSupportedError("Too small viewport", "", __FILE__, __LINE__);
160
161         int                             viewportX               = rnd.getInt(0, m_context.getRenderTarget().getWidth()  - viewportWidth);
162         int                             viewportY               = rnd.getInt(0, m_context.getRenderTarget().getHeight() - viewportHeight);
163
164         static const char* s_vertShaderTemplate =
165                 "attribute highp vec4 a_position;\n"
166                 "attribute ${PRECISION} vec3 a_coords;\n"
167                 "varying ${PRECISION} vec3 v_coords;\n"
168                 "\n"
169                 "void main (void)\n"
170                 "{\n"
171                 "       gl_Position = a_position;\n"
172                 "       v_coords = a_coords;\n"
173                 "}\n";
174         static const char* s_fragShaderTemplate =
175                 "varying ${PRECISION} vec3 v_coords;\n"
176                 "uniform ${PRECISION} vec3 u_scale;\n"
177                 "uniform ${PRECISION} vec3 u_bias;\n"
178                 "\n"
179                 "void main (void)\n"
180                 "{\n"
181                 "       gl_FragColor = vec4(v_coords * u_scale + u_bias, 1.0);\n"
182                 "}\n";
183
184         map<string, string> templateParams;
185         templateParams["PRECISION"] = glu::getPrecisionName(m_precision);
186
187         glu::ShaderProgram program(m_context.getRenderContext(),
188                                                            glu::makeVtxFragSources(tcu::StringTemplate(s_vertShaderTemplate).specialize(templateParams),
189                                                                                                            tcu::StringTemplate(s_fragShaderTemplate).specialize(templateParams)));
190         log << program;
191         if (!program.isOk())
192         {
193                 if (m_precision == glu::PRECISION_HIGHP && !m_context.getContextInfo().isFragmentHighPrecisionSupported())
194                         m_testCtx.setTestResult(QP_TEST_RESULT_NOT_SUPPORTED, "Fragment highp not supported");
195                 else
196                         m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Compile failed");
197                 return STOP;
198         }
199
200         // Position coordinates.
201         Vec4 wCoord = m_projective ? Vec4(1.3f, 0.8f, 0.6f, 2.0f) : Vec4(1.0f, 1.0f, 1.0f, 1.0f);
202         float positions[] =
203         {
204                 -1.0f*wCoord.x(), -1.0f*wCoord.x(), 0.0f, wCoord.x(),
205                 -1.0f*wCoord.y(), +1.0f*wCoord.y(), 0.0f, wCoord.y(),
206                 +1.0f*wCoord.z(), -1.0f*wCoord.z(), 0.0f, wCoord.z(),
207                 +1.0f*wCoord.w(), +1.0f*wCoord.w(), 0.0f, wCoord.w()
208         };
209
210         // Coordinates for interpolation.
211         tcu::Vec3 scale = 1.0f / (m_max - m_min);
212         tcu::Vec3 bias  = -1.0f*m_min*scale;
213         float coords[] =
214         {
215                 (0.0f - bias[0])/scale[0], (0.5f - bias[1])/scale[1], (1.0f - bias[2])/scale[2],
216                 (0.5f - bias[0])/scale[0], (1.0f - bias[1])/scale[1], (0.5f - bias[2])/scale[2],
217                 (0.5f - bias[0])/scale[0], (0.0f - bias[1])/scale[1], (0.5f - bias[2])/scale[2],
218                 (1.0f - bias[0])/scale[0], (0.5f - bias[1])/scale[1], (0.0f - bias[2])/scale[2]
219         };
220
221         log << TestLog::Message << "a_coords = " << ((tcu::Vec3(0.0f) - bias)/scale) << " -> " << ((tcu::Vec3(1.0f) - bias)/scale) << TestLog::EndMessage;
222         log << TestLog::Message << "u_scale = " << scale << TestLog::EndMessage;
223         log << TestLog::Message << "u_bias = " << bias << TestLog::EndMessage;
224
225         // Verify that none of the inputs are denormalized / inf / nan.
226         TCU_CHECK(isValidFloatVec(m_precision, scale));
227         TCU_CHECK(isValidFloatVec(m_precision, bias));
228         for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(coords); ndx++)
229         {
230                 TCU_CHECK(isValidFloat(m_precision, coords[ndx]));
231                 TCU_CHECK(isValidFloat(m_precision, coords[ndx] * scale[ndx % 3] + bias[ndx % 3]));
232         }
233
234         // Indices.
235         static const deUint16 indices[] = { 0, 1, 2, 2, 1, 3 };
236
237         {
238                 const int       posLoc          = glGetAttribLocation(program.getProgram(), "a_position");
239                 const int       coordLoc        = glGetAttribLocation(program.getProgram(), "a_coords");
240
241                 glEnableVertexAttribArray(posLoc);
242                 glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, &positions[0]);
243
244                 glEnableVertexAttribArray(coordLoc);
245                 glVertexAttribPointer(coordLoc, 3, GL_FLOAT, GL_FALSE, 0, &coords[0]);
246         }
247
248         glUseProgram(program.getProgram());
249         glUniform3f(glGetUniformLocation(program.getProgram(), "u_scale"), scale.x(), scale.y(), scale.z());
250         glUniform3f(glGetUniformLocation(program.getProgram(), "u_bias"), bias.x(), bias.y(), bias.z());
251
252         GLU_CHECK_MSG("After program setup");
253
254         // Frames.
255         tcu::Surface    rendered                (viewportWidth, viewportHeight);
256         tcu::Surface    reference               (viewportWidth, viewportHeight);
257
258         // Render with GL.
259         glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
260         glDrawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(indices), GL_UNSIGNED_SHORT, &indices[0]);
261
262         // Render reference \note While GPU is hopefully doing our draw call.
263         renderReference(SurfaceAccess(reference, m_context.getRenderTarget().getPixelFormat()), coords, wCoord, scale, bias);
264
265         glu::readPixels(m_context.getRenderContext(), viewportX, viewportY, rendered.getAccess());
266
267         // Compute difference.
268         const int               bestScoreDiff   = 16;
269         const int               worstScoreDiff  = 300;
270         int                             score                   = tcu::measurePixelDiffAccuracy(log, "Result", "Image comparison result", reference, rendered, bestScoreDiff, worstScoreDiff, tcu::COMPARE_LOG_EVERYTHING);
271
272         m_testCtx.setTestResult(QP_TEST_RESULT_PASS, de::toString(score).c_str());
273         return STOP;
274 }
275
276 VaryingInterpolationTests::VaryingInterpolationTests (Context& context)
277         : TestCaseGroup(context, "interpolation", "Varying Interpolation Accuracy Tests")
278 {
279 }
280
281 VaryingInterpolationTests::~VaryingInterpolationTests (void)
282 {
283 }
284
285 void VaryingInterpolationTests::init (void)
286 {
287         DE_STATIC_ASSERT(glu::PRECISION_LOWP+1          == glu::PRECISION_MEDIUMP);
288         DE_STATIC_ASSERT(glu::PRECISION_MEDIUMP+1       == glu::PRECISION_HIGHP);
289
290         // Exp = Emax-3, Mantissa = 0
291         float minF32 = tcu::Float32((0u<<31) | (0xfcu<<23) | 0x0u).asFloat();
292         float maxF32 = tcu::Float32((1u<<31) | (0xfcu<<23) | 0x0u).asFloat();
293         float minF16 = tcu::Float16((deUint16)((0u<<15) | (0x1cu<<10) | 0x0u)).asFloat();
294         float maxF16 = tcu::Float16((deUint16)((1u<<15) | (0x1cu<<10) | 0x0u)).asFloat();
295
296         static const struct
297         {
298                 const char*             name;
299                 Vec3                    minVal;
300                 Vec3                    maxVal;
301                 glu::Precision  minPrecision;
302         } coordRanges[] =
303         {
304                 { "zero_to_one",                Vec3(  0.0f,   0.0f,   0.0f), Vec3(  1.0f,   1.0f,   1.0f), glu::PRECISION_LOWP         },
305                 { "zero_to_minus_one",  Vec3(  0.0f,   0.0f,   0.0f), Vec3( -1.0f,  -1.0f,  -1.0f), glu::PRECISION_LOWP         },
306                 { "minus_one_to_one",   Vec3( -1.0f,  -1.0f,  -1.0f), Vec3(  1.0f,   1.0f,   1.0f), glu::PRECISION_LOWP         },
307                 { "minus_ten_to_ten",   Vec3(-10.0f, -10.0f, -10.0f), Vec3( 10.0f,  10.0f,  10.0f), glu::PRECISION_MEDIUMP      },
308                 { "thousands",                  Vec3( -5e3f,   1e3f,   1e3f), Vec3(  3e3f,  -1e3f,   7e3f), glu::PRECISION_MEDIUMP      },
309                 { "full_mediump",               Vec3(minF16, minF16, minF16), Vec3(maxF16, maxF16, maxF16), glu::PRECISION_MEDIUMP      },
310                 { "full_highp",                 Vec3(minF32, minF32, minF32), Vec3(maxF32, maxF32, maxF32), glu::PRECISION_HIGHP        },
311         };
312
313         for (int precision = glu::PRECISION_LOWP; precision <= glu::PRECISION_HIGHP; precision++)
314         {
315                 for (int coordNdx = 0; coordNdx < DE_LENGTH_OF_ARRAY(coordRanges); coordNdx++)
316                 {
317                         if (precision < (int)coordRanges[coordNdx].minPrecision)
318                                 continue;
319
320                         string baseName = string(glu::getPrecisionName((glu::Precision)precision)) + "_" + coordRanges[coordNdx].name;
321
322                         addChild(new InterpolationCase(m_context, baseName.c_str(),                             "",     (glu::Precision)precision, coordRanges[coordNdx].minVal, coordRanges[coordNdx].maxVal, false));
323                         addChild(new InterpolationCase(m_context, (baseName + "_proj").c_str(), "",     (glu::Precision)precision, coordRanges[coordNdx].minVal, coordRanges[coordNdx].maxVal, true));
324                 }
325         }
326 }
327
328 } // Accuracy
329 } // gles2
330 } // deqp