Add new framebuffer fetch extension tests am: 2a609fb223
[platform/upstream/VK-GL-CTS.git] / modules / gles2 / functional / es2fDepthStencilClearTests.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 Depth and stencil clear tests.
22  *//*--------------------------------------------------------------------*/
23
24 #include "es2fDepthStencilClearTests.hpp"
25
26 #include "gluShaderProgram.hpp"
27 #include "gluPixelTransfer.hpp"
28 #include "gluRenderContext.hpp"
29
30 #include "tcuTestLog.hpp"
31 #include "tcuTexture.hpp"
32 #include "tcuTextureUtil.hpp"
33 #include "tcuImageCompare.hpp"
34 #include "tcuSurface.hpp"
35 #include "tcuRenderTarget.hpp"
36
37 #include "deRandom.hpp"
38 #include "deMath.h"
39 #include "deString.h"
40
41 #include "glwFunctions.hpp"
42 #include "glwEnums.hpp"
43
44 namespace deqp
45 {
46 namespace gles2
47 {
48 namespace Functional
49 {
50
51 using tcu::Vec3;
52 using tcu::Vec4;
53 using tcu::TestLog;
54 using std::string;
55 using std::vector;
56
57 namespace
58 {
59
60 enum
61 {
62         STENCIL_STEPS   = 32,
63         DEPTH_STEPS             = 32
64 };
65
66 struct Clear
67 {
68         Clear (void)
69                 : clearMask                     (0)
70                 , clearDepth            (0.0f)
71                 , clearStencil          (0)
72                 , useScissor            (false)
73                 , scissor                       (0, 0, 0, 0)
74                 , depthMask                     (false)
75                 , stencilMask           (0)
76         {
77         }
78
79         deUint32        clearMask;
80         float           clearDepth;
81         int                     clearStencil;
82
83         bool            useScissor;
84         tcu::IVec4      scissor;
85
86         bool            depthMask;
87         deUint32        stencilMask;
88 };
89
90 tcu::TextureFormat getDepthFormat (int depthBits)
91 {
92         switch (depthBits)
93         {
94                 case 8:         return tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::UNORM_INT8);
95                 case 16:        return tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::UNORM_INT16);
96                 case 24:        return tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::UNORM_INT24);
97                 case 32:        return tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::FLOAT);
98                 default:
99                         TCU_FAIL("Can't map depth buffer format");
100         }
101 }
102
103 tcu::TextureFormat getStencilFormat (int stencilBits)
104 {
105         switch (stencilBits)
106         {
107                 case 8:         return tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT8);
108                 case 16:        return tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT16);
109                 case 24:        return tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT24);
110                 case 32:        return tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT32);
111                 default:
112                         TCU_FAIL("Can't map depth buffer format");
113         }
114 }
115
116 } // anonymous.
117
118 class DepthStencilClearCase : public TestCase
119 {
120 public:
121                                                                 DepthStencilClearCase   (Context& context, const char* name, const char* description, int numIters, int numClears, bool depth, bool stencil, bool scissor, bool masked);
122                                                                 ~DepthStencilClearCase  (void);
123
124         void                                            init                                    (void);
125         void                                            deinit                                  (void);
126
127         IterateResult                           iterate                                 (void);
128
129 private:
130         void                                            generateClears                  (vector<Clear>& dst, deUint32 seed);
131         void                                            renderGL                                (tcu::Surface& dst, const vector<Clear>& clears);
132         void                                            renderReference                 (tcu::Surface& dst, const vector<Clear>& clears);
133
134         bool                                            m_testDepth;
135         bool                                            m_testStencil;
136         bool                                            m_testScissor;
137         bool                                            m_masked;
138         int                                                     m_numIters;
139         int                                                     m_numClears;
140         int                                                     m_curIter;
141
142         glu::ShaderProgram*                     m_visProgram;
143 };
144
145 DepthStencilClearCase::DepthStencilClearCase (Context& context, const char* name, const char* description, int numIters, int numClears, bool depth, bool stencil, bool scissor, bool masked)
146         : TestCase                      (context, name, description)
147         , m_testDepth           (depth)
148         , m_testStencil         (stencil)
149         , m_testScissor         (scissor)
150         , m_masked                      (masked)
151         , m_numIters            (numIters)
152         , m_numClears           (numClears)
153         , m_curIter                     (0)
154         , m_visProgram          (DE_NULL)
155 {
156 }
157
158 DepthStencilClearCase::~DepthStencilClearCase (void)
159 {
160         DepthStencilClearCase::deinit();
161 }
162
163 void DepthStencilClearCase::init (void)
164 {
165         TestLog& log = m_testCtx.getLog();
166
167         m_visProgram = new glu::ShaderProgram(m_context.getRenderContext(), glu::makeVtxFragSources(
168                         // Vertex shader.
169                         "attribute highp vec4 a_position;\n"
170                         "void main (void)\n"
171                         "{\n"
172                         "       gl_Position = a_position;\n"
173                         "}\n",
174
175                         // Fragment shader.
176                         "uniform mediump vec4 u_color;\n"
177                         "void main (void)\n"
178                         "{\n"
179                         "       gl_FragColor = u_color;\n"
180                         "}\n"));
181
182         if (!m_visProgram->isOk())
183         {
184                 log << *m_visProgram;
185                 delete m_visProgram;
186                 m_visProgram = DE_NULL;
187                 TCU_FAIL("Compile failed");
188         }
189
190         m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
191 }
192
193 void DepthStencilClearCase::deinit (void)
194 {
195         delete m_visProgram;
196         m_visProgram = DE_NULL;
197 }
198
199 DepthStencilClearCase::IterateResult DepthStencilClearCase::iterate (void)
200 {
201         const tcu::RenderTarget&        renderTarget    = m_context.getRenderTarget();
202         int                                                     width                   = renderTarget.getWidth();
203         int                                                     height                  = renderTarget.getHeight();
204         tcu::Surface                            result                  (width, height);
205         tcu::Surface                            reference               (width, height);
206         tcu::RGBA                                       threshold               = renderTarget.getPixelFormat().getColorThreshold() + tcu::RGBA(1,1,1,1);
207         vector<Clear>                           clears;
208
209         if ((m_testDepth && renderTarget.getDepthBits() == 0) ||
210                 (m_testStencil && renderTarget.getStencilBits() == 0))
211                 throw tcu::NotSupportedError("No depth/stencil buffers", "", __FILE__, __LINE__);
212
213         generateClears(clears, deStringHash(getName())^deInt32Hash(m_curIter));
214         renderGL(result, clears);
215         renderReference(reference, clears);
216
217         bool    isLastIter              = m_curIter+1 == m_numIters;
218         bool    isOk                    = tcu::pixelThresholdCompare(m_testCtx.getLog(), "Result", "Image comparison result", reference, result, threshold, isLastIter ? tcu::COMPARE_LOG_RESULT : tcu::COMPARE_LOG_ON_ERROR);
219
220         if (!isOk)
221                 m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Image comparison failed");
222
223         m_curIter += 1;
224         return isLastIter || !isOk ? STOP : CONTINUE;
225 }
226
227 void DepthStencilClearCase::generateClears (vector<Clear>& clears, deUint32 seed)
228 {
229         const tcu::RenderTarget&        renderTarget    = m_context.getRenderContext().getRenderTarget();
230         int                                                     width                   = renderTarget.getWidth();
231         int                                                     height                  = renderTarget.getHeight();
232         de::Random                                      rnd                             (seed);
233
234         clears.resize(m_numClears);
235
236         for (vector<Clear>::iterator clear = clears.begin(); clear != clears.end(); clear++)
237         {
238                 if (m_testScissor)
239                 {
240                         int w = rnd.getInt(1, width);
241                         int h = rnd.getInt(1, height);
242                         int x = rnd.getInt(0, width-w);
243                         int y = rnd.getInt(0, height-h);
244
245                         clear->useScissor       = true; // \todo [pyry] Should we randomize?
246                         clear->scissor          = tcu::IVec4(x, y, w, h);
247                 }
248                 else
249                         clear->useScissor = false;
250
251                 clear->clearDepth       = rnd.getFloat(-0.2f, 1.2f);
252                 clear->clearStencil     = rnd.getUint32();
253
254                 clear->depthMask        = m_masked ? rnd.getBool()              : true;
255                 clear->stencilMask      = m_masked ? rnd.getUint32()    : 0xffffffffu;
256
257                 if (m_testDepth && m_testStencil)
258                 {
259                         switch (rnd.getInt(0, 2))
260                         {
261                                 case 0: clear->clearMask = GL_DEPTH_BUFFER_BIT;                                                 break;
262                                 case 1: clear->clearMask = GL_STENCIL_BUFFER_BIT;                                               break;
263                                 case 2: clear->clearMask = GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT;   break;
264                         }
265                 }
266                 else if (m_testDepth)
267                         clear->clearMask = GL_DEPTH_BUFFER_BIT;
268                 else
269                 {
270                         DE_ASSERT(m_testStencil);
271                         clear->clearMask = GL_STENCIL_BUFFER_BIT;
272                 }
273         }
274 }
275
276 void DepthStencilClearCase::renderGL (tcu::Surface& dst, const vector<Clear>& clears)
277 {
278         const glw::Functions&           gl                              = m_context.getRenderContext().getFunctions();
279         int                                                     colorLoc                = gl.getUniformLocation(m_visProgram->getProgram(), "u_color");
280         int                                                     positionLoc             = gl.getAttribLocation(m_visProgram->getProgram(), "a_position");
281         static const deUint8            indices[]               = { 0, 1, 2, 2, 1, 3 };
282
283         // Clear with default values.
284         gl.clearDepthf  (1.0f);
285         gl.clearStencil (0);
286         gl.clearColor   (1.0f, 0.0f, 0.0f, 1.0f);
287         gl.clear                (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
288
289         GLU_EXPECT_NO_ERROR(gl.getError(), "Before clears");
290
291         for (vector<Clear>::const_iterator clear = clears.begin(); clear != clears.end(); clear++)
292         {
293                 if (clear->useScissor)
294                 {
295                         gl.enable(GL_SCISSOR_TEST);
296                         gl.scissor(clear->scissor.x(), clear->scissor.y(), clear->scissor.z(), clear->scissor.w());
297                 }
298
299                 // Clear values.
300                 gl.clearDepthf  (clear->clearDepth);
301                 gl.clearStencil (clear->clearStencil);
302
303                 // Masks.
304                 gl.depthMask    (clear->depthMask ? GL_TRUE : GL_FALSE);
305                 gl.stencilMask  (clear->stencilMask);
306
307                 // Execute clear.
308                 gl.clear                (clear->clearMask);
309
310                 if (clear->useScissor)
311                         gl.disable(GL_SCISSOR_TEST);
312         }
313
314         // Restore default masks.
315         gl.depthMask    (GL_TRUE);
316         gl.stencilMask  (0xffffffffu);
317
318         GLU_EXPECT_NO_ERROR(gl.getError(), "After clears");
319
320         gl.useProgram                           (m_visProgram->getProgram());
321         gl.enableVertexAttribArray      (positionLoc);
322
323         // Visualize depth / stencil buffers.
324         if (m_testDepth)
325         {
326                 int             numSteps        = DEPTH_STEPS;
327                 float   step            = 2.0f / (float)numSteps;
328
329                 gl.enable       (GL_DEPTH_TEST);
330                 gl.depthFunc(GL_LESS);
331                 gl.depthMask(GL_FALSE);
332                 gl.colorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_FALSE);
333
334                 for (int ndx = 0; ndx < numSteps; ndx++)
335                 {
336                         float   d               = -1.0f + step*(float)ndx;
337                         float   c               = (float)ndx / (float)(numSteps-1);
338                         float   pos[]   =
339                         {
340                                 -1.0f, -1.0f, d,
341                                 -1.0f,  1.0f, d,
342                                  1.0f, -1.0f, d,
343                                  1.0f,  1.0f, d
344                         };
345
346                         gl.uniform4f                    (colorLoc, 0.0f, 0.0f, c, 1.0f);
347                         gl.vertexAttribPointer  (positionLoc, 3, GL_FLOAT, GL_FALSE, 0, &pos[0]);
348                         gl.drawElements                 (GL_TRIANGLES, DE_LENGTH_OF_ARRAY(indices), GL_UNSIGNED_BYTE, &indices[0]);
349                 }
350
351                 gl.disable      (GL_DEPTH_TEST);
352                 gl.depthMask(GL_TRUE);
353
354                 GLU_EXPECT_NO_ERROR(gl.getError(), "After depth visualization");
355         }
356
357         if (m_testStencil)
358         {
359                 int             numSteps        = STENCIL_STEPS;
360                 int             numValues       = (1 << TestCase::m_context.getRenderContext().getRenderTarget().getStencilBits()); // 2^bits
361                 int             step            = numValues / numSteps;
362
363                 gl.enable               (GL_STENCIL_TEST);
364                 gl.stencilOp    (GL_KEEP, GL_KEEP, GL_KEEP);
365                 gl.colorMask    (GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
366
367                 static const float pos[] =
368                 {
369                         -1.0f, -1.0f,
370                         -1.0f,  1.0f,
371                          1.0f, -1.0f,
372                          1.0f,  1.0f
373                 };
374                 gl.vertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, &pos[0]);
375
376                 for (int ndx = 0; ndx < numSteps; ndx++)
377                 {
378                         int             s       = step*ndx;
379                         float   c       = (float)ndx / (float)(numSteps-1);
380
381                         gl.stencilFunc  (GL_LEQUAL, s, 0xffu);
382                         gl.uniform4f    (colorLoc, 0.0f, c, 0.0f, 1.0f);
383                         gl.drawElements (GL_TRIANGLES, DE_LENGTH_OF_ARRAY(indices), GL_UNSIGNED_BYTE, &indices[0]);
384                 }
385
386                 gl.disable(GL_STENCIL_TEST);
387
388                 GLU_EXPECT_NO_ERROR(gl.getError(), "After stencil visualization");
389         }
390
391         // Restore color mask (changed by visualization).
392         gl.colorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
393
394         glu::readPixels(m_context.getRenderContext(), 0, 0, dst.getAccess());
395 }
396
397 void DepthStencilClearCase::renderReference (tcu::Surface& dst, const vector<Clear>& clears)
398 {
399         glu::RenderContext&                     renderCtx               = TestCase::m_context.getRenderContext();
400         const tcu::RenderTarget&        renderTarget    = renderCtx.getRenderTarget();
401
402         // Clear surface to red.
403         tcu::clear(dst.getAccess(), tcu::RGBA::red().toVec());
404
405         if (m_testDepth)
406         {
407                 // Simulated depth buffer span.
408                 tcu::TextureLevel               depthBufRow             (getDepthFormat(renderTarget.getDepthBits()), dst.getWidth(), 1, 1);
409                 tcu::PixelBufferAccess  rowAccess               = depthBufRow.getAccess();
410
411                 for (int y = 0; y < dst.getHeight(); y++)
412                 {
413                         // Clear to default value.
414                         for (int x = 0; x < rowAccess.getWidth(); x++)
415                                 rowAccess.setPixel(Vec4(1.0f), x, 0);
416
417                         // Execute clears.
418                         for (vector<Clear>::const_iterator clear = clears.begin(); clear != clears.end(); clear++)
419                         {
420                                 // Clear / mask test.
421                                 if ((clear->clearMask & GL_DEPTH_BUFFER_BIT) == 0 || !clear->depthMask)
422                                         continue;
423
424                                 tcu::IVec4 clearRect = clear->useScissor ? clear->scissor : tcu::IVec4(0, 0, dst.getWidth(), dst.getHeight());
425
426                                 // Intersection test.
427                                 if (!de::inBounds(y, clearRect.y(), clearRect.y()+clearRect.w()))
428                                         continue;
429
430                                 for (int x = clearRect.x(); x < clearRect.x()+clearRect.z(); x++)
431                                         rowAccess.setPixDepth(de::clamp(clear->clearDepth, 0.0f, 1.0f), x, 0);
432                         }
433
434                         // Map to colors.
435                         for (int x = 0; x < dst.getWidth(); x++)
436                         {
437                                 float           depth           = rowAccess.getPixDepth(x, 0);
438                                 float           step            = deFloatFloor(depth * (float)DEPTH_STEPS) / (float)(DEPTH_STEPS-1);
439                                 tcu::RGBA       oldColor        = dst.getPixel(x, y);
440                                 tcu::RGBA       newColor        = tcu::RGBA(oldColor.getRed(), oldColor.getGreen(), deClamp32(deRoundFloatToInt32(step * 255.0f), 0, 255), oldColor.getAlpha());
441
442                                 dst.setPixel(x, y, newColor);
443                         }
444                 }
445         }
446
447         if (m_testStencil)
448         {
449                 // Simulated stencil buffer span.
450                 int                                             stencilBits             = renderTarget.getStencilBits();
451                 tcu::TextureLevel               depthBufRow             (getStencilFormat(stencilBits), dst.getWidth(), 1, 1);
452                 tcu::PixelBufferAccess  rowAccess               = depthBufRow.getAccess();
453                 deUint32                                bufMask                 = (1u<<stencilBits)-1;
454
455                 for (int y = 0; y < dst.getHeight(); y++)
456                 {
457                         // Clear to default value.
458                         for (int x = 0; x < rowAccess.getWidth(); x++)
459                                 rowAccess.setPixel(tcu::UVec4(0), x, 0);
460
461                         // Execute clears.
462                         for (vector<Clear>::const_iterator clear = clears.begin(); clear != clears.end(); clear++)
463                         {
464                                 // Clear / mask test.
465                                 if ((clear->clearMask & GL_STENCIL_BUFFER_BIT) == 0 || clear->stencilMask == 0)
466                                         continue;
467
468                                 tcu::IVec4 clearRect = clear->useScissor ? clear->scissor : tcu::IVec4(0, 0, dst.getWidth(), dst.getHeight());
469
470                                 // Intersection test.
471                                 if (!de::inBounds(y, clearRect.y(), clearRect.y()+clearRect.w()))
472                                         continue;
473
474                                 for (int x = clearRect.x(); x < clearRect.x()+clearRect.z(); x++)
475                                 {
476                                         deUint32        oldVal  = rowAccess.getPixStencil(x, 0);
477                                         deUint32        newVal  = ((oldVal & ~clear->stencilMask) | (clear->clearStencil & clear->stencilMask)) & bufMask;
478                                         rowAccess.setPixStencil(newVal, x, 0);
479                                 }
480                         }
481
482                         // Map to colors.
483                         for (int x = 0; x < dst.getWidth(); x++)
484                         {
485                                 deUint32        stencil         = rowAccess.getPixStencil(x, 0);
486                                 float           step            = (float)(stencil / ((1u<<stencilBits) / (deUint32)STENCIL_STEPS)) / (float)(STENCIL_STEPS-1);
487                                 tcu::RGBA       oldColor        = dst.getPixel(x, y);
488                                 tcu::RGBA       newColor        = tcu::RGBA(oldColor.getRed(), deClamp32(deRoundFloatToInt32(step * 255.0f), 0, 255), oldColor.getBlue(), oldColor.getAlpha());
489
490                                 dst.setPixel(x, y, newColor);
491                         }
492                 }
493         }
494 }
495
496 DepthStencilClearTests::DepthStencilClearTests (Context& context)
497         : TestCaseGroup(context, "depth_stencil_clear", "Depth and stencil clear tests")
498 {
499 }
500
501 void DepthStencilClearTests::init (void)
502 {
503         //                                                                                                                                                                      iters   clears  depth   stencil scissor masked
504         addChild(new DepthStencilClearCase(m_context, "depth",                                                  "",     4,              2,              true,   false,  false,  false));
505         addChild(new DepthStencilClearCase(m_context, "depth_scissored",                                "",     4,              16,             true,   false,  true,   false));
506         addChild(new DepthStencilClearCase(m_context, "depth_scissored_masked",                 "",     4,              16,             true,   false,  true,   true));
507
508         addChild(new DepthStencilClearCase(m_context, "stencil",                                                "",     4,              2,              false,  true,   false,  false));
509         addChild(new DepthStencilClearCase(m_context, "stencil_masked",                                 "",     4,              8,              false,  true,   false,  true));
510         addChild(new DepthStencilClearCase(m_context, "stencil_scissored",                              "",     4,              16,             false,  true,   true,   false));
511         addChild(new DepthStencilClearCase(m_context, "stencil_scissored_masked",               "",     4,              16,             false,  true,   true,   true));
512
513         addChild(new DepthStencilClearCase(m_context, "depth_stencil",                                  "",     4,              2,              true,   true,   false,  false));
514         addChild(new DepthStencilClearCase(m_context, "depth_stencil_masked",                   "",     4,              8,              true,   true,   false,  true));
515         addChild(new DepthStencilClearCase(m_context, "depth_stencil_scissored",                "",     4,              16,             true,   true,   true,   false));
516         addChild(new DepthStencilClearCase(m_context, "depth_stencil_scissored_masked", "",     4,              16,             true,   true,   true,   true));
517 }
518
519 } // Functional
520 } // gles2
521 } // deqp