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