1 /*-------------------------------------------------------------------------
2 * drawElements Quality Program OpenGL ES 3.0 Module
3 * -------------------------------------------------
5 * Copyright 2014 The Android Open Source Project
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
11 * http://www.apache.org/licenses/LICENSE-2.0
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.
21 * \brief Depth & stencil tests.
22 *//*--------------------------------------------------------------------*/
24 #include "es3fDepthStencilTests.hpp"
25 #include "glsFragmentOpUtil.hpp"
26 #include "gluPixelTransfer.hpp"
27 #include "gluStrUtil.hpp"
28 #include "tcuSurface.hpp"
29 #include "tcuRenderTarget.hpp"
30 #include "tcuTestLog.hpp"
31 #include "tcuImageCompare.hpp"
32 #include "tcuCommandLine.hpp"
33 #include "tcuTextureUtil.hpp"
34 #include "deRandom.hpp"
35 #include "deStringUtil.hpp"
38 #include "rrFragmentOperations.hpp"
39 #include "sglrReferenceUtils.hpp"
58 using std::ostringstream;
62 VIEWPORT_WIDTH = 4*3*4,
63 VIEWPORT_HEIGHT = 4*12,
65 NUM_RANDOM_CASES = 25,
66 NUM_RANDOM_SUB_CASES = 10
69 namespace DepthStencilCaseUtil
78 deUint32 stencilFailOp;
96 struct DepthStencilParams
98 rr::FaceType visibleFace; //!< Quad visible face.
100 bool stencilTestEnabled;
101 StencilParams stencil[rr::FACETYPE_LAST];
103 bool depthTestEnabled;
108 DepthStencilParams (void)
109 : visibleFace (rr::FACETYPE_LAST)
110 , stencilTestEnabled (false)
111 , depthTestEnabled (false)
114 , depthWriteMask (false)
119 tcu::TestLog& operator<< (tcu::TestLog& log, const StencilParams& params)
121 log << TestLog::Message << " func = " << glu::getCompareFuncStr(params.function) << "\n"
122 << " ref = " << params.reference << "\n"
123 << " compare mask = " << tcu::toHex(params.compareMask) << "\n"
124 << " stencil fail = " << glu::getStencilOpStr(params.stencilFailOp) << "\n"
125 << " depth fail = " << glu::getStencilOpStr(params.depthFailOp) << "\n"
126 << " depth pass = " << glu::getStencilOpStr(params.depthPassOp) << "\n"
127 << " write mask = " << tcu::toHex(params.writeMask) << "\n"
128 << TestLog::EndMessage;
132 tcu::TestLog& operator<< (tcu::TestLog& log, const DepthStencilParams& params)
134 log << TestLog::Message << "Stencil test: " << (params.stencilTestEnabled ? "enabled" : "disabled") << TestLog::EndMessage;
135 if (params.stencilTestEnabled)
137 log << TestLog::Message << "Front-face stencil state: " << TestLog::EndMessage;
138 log << params.stencil[rr::FACETYPE_FRONT];
140 log << TestLog::Message << "Back-face stencil state: " << TestLog::EndMessage;
141 log << params.stencil[rr::FACETYPE_BACK];
144 log << TestLog::Message << "Depth test: " << (params.depthTestEnabled ? "enabled" : "disabled") << TestLog::EndMessage;
145 if (params.depthTestEnabled)
147 log << TestLog::Message << " func = " << glu::getCompareFuncStr(params.depthFunc) << "\n"
148 " depth value = " << params.depth << "\n"
149 " write mask = " << (params.depthWriteMask ? "true" : "false") << "\n"
150 << TestLog::EndMessage;
153 log << TestLog::Message << "Triangles are " << (params.visibleFace == rr::FACETYPE_FRONT ? "front" : "back") << "-facing" << TestLog::EndMessage;
160 rr::WindowRectangle rect;
164 // \note No depth here - don't use clears for setting depth values; use quad rendering instead. Cleared depths are in [0, 1] to begin with,
165 // whereas rendered depths are given in [-1, 1] and then mapped to [0, 1]; this discrepancy could cause precision issues in depth tests.
174 ClearCommand (const rr::WindowRectangle& rect_,
176 const tcu::Vec4& color_,
188 DepthStencilParams params;
189 rr::WindowRectangle rect;
191 tcu::BVec4 colorMask;
199 struct RefRenderCommand
201 gls::FragmentOpUtil::IntegerQuad quad;
202 rr::FragmentOperationState state;
205 struct TestRenderTarget
212 TestRenderTarget (int width_,
218 , depthBits (depthBits_)
219 , stencilBits (stencilBits_)
223 TestRenderTarget (void)
232 void getStencilTestValues (int stencilBits, int numValues, int* values)
234 int numLowest = numValues/2;
235 int numHighest = numValues-numLowest;
236 int maxVal = (1<<stencilBits)-1;
238 for (int ndx = 0; ndx < numLowest; ndx++)
241 for (int ndx = 0; ndx < numHighest; ndx++)
242 values[numValues-ndx-1] = maxVal-ndx;
245 void generateBaseClearAndDepthCommands (const TestRenderTarget& target, vector<ClearCommand>& clearCommands, vector<RenderCommand>& renderCommands)
247 DE_ASSERT(clearCommands.empty());
248 DE_ASSERT(renderCommands.empty());
250 const int numL0CellsX = 4;
251 const int numL0CellsY = 4;
252 const int numL1CellsX = 3;
253 const int numL1CellsY = 1;
254 int cellL0Width = target.width/numL0CellsX;
255 int cellL0Height = target.height/numL0CellsY;
256 int cellL1Width = cellL0Width/numL1CellsX;
257 int cellL1Height = cellL0Height/numL1CellsY;
259 int stencilValues[numL0CellsX*numL0CellsY];
260 float depthValues[numL1CellsX*numL1CellsY];
262 if (cellL0Width <= 0 || cellL1Width <= 0 || cellL0Height <= 0 || cellL1Height <= 0)
263 throw tcu::NotSupportedError("Too small render target");
265 // Fullscreen clear to black.
266 clearCommands.push_back(ClearCommand(rr::WindowRectangle(0, 0, target.width, target.height), GL_COLOR_BUFFER_BIT, Vec4(0.0f, 0.0f, 0.0f, 1.0f), 0));
268 // Compute stencil values: numL0CellsX*numL0CellsY combinations of lowest and highest bits.
269 getStencilTestValues(target.stencilBits, numL0CellsX*numL0CellsY, &stencilValues[0]);
271 // Compute depth values
273 int numValues = DE_LENGTH_OF_ARRAY(depthValues);
274 float depthStep = 2.0f/(float)(numValues-1);
276 for (int ndx = 0; ndx < numValues; ndx++)
277 depthValues[ndx] = -1.0f + depthStep*(float)ndx;
280 for (int y0 = 0; y0 < numL0CellsY; y0++)
282 for (int x0 = 0; x0 < numL0CellsX; x0++)
284 int stencilValue = stencilValues[y0*numL0CellsX + x0];
286 for (int y1 = 0; y1 < numL1CellsY; y1++)
288 for (int x1 = 0; x1 < numL1CellsX; x1++)
290 int x = x0*cellL0Width + x1*cellL1Width;
291 int y = y0*cellL0Height + y1*cellL1Height;
292 rr::WindowRectangle cellL1Rect (x, y, cellL1Width, cellL1Height);
294 clearCommands.push_back(ClearCommand(cellL1Rect, GL_STENCIL_BUFFER_BIT, Vec4(0), stencilValue));
296 RenderCommand renderCmd;
297 renderCmd.params.visibleFace = rr::FACETYPE_FRONT;
298 renderCmd.params.depth = depthValues[y1*numL1CellsX + x1];;
299 renderCmd.params.depthTestEnabled = true;
300 renderCmd.params.depthFunc = GL_ALWAYS;
301 renderCmd.params.depthWriteMask = true;
302 renderCmd.colorMask = tcu::BVec4(false);
303 renderCmd.rect = cellL1Rect;
305 renderCommands.push_back(renderCmd);
312 void generateDepthVisualizeCommands (const TestRenderTarget& target, vector<RenderCommand>& commands)
314 const float epsilon = -0.05f;
315 static const float depthSteps[] = {-1.0f, -0.5f, 0.0f, 0.5f, 1.0f};
316 int numSteps = DE_LENGTH_OF_ARRAY(depthSteps);
317 const float colorStep = 1.0f / (float)(numSteps-1);
319 for (int ndx = 0; ndx < numSteps; ndx++)
323 cmd.params.visibleFace = rr::FACETYPE_FRONT;
324 cmd.rect = rr::WindowRectangle(0, 0, target.width, target.height);
325 cmd.color = Vec4(0.0f, 0.0f, colorStep*(float)ndx, 0.0f);
326 cmd.colorMask = tcu::BVec4(false, false, true, false);
327 cmd.params.depth = depthSteps[ndx]+epsilon;
328 cmd.params.depthTestEnabled = true;
329 cmd.params.depthFunc = GL_LESS;
330 cmd.params.depthWriteMask = false;
332 commands.push_back(cmd);
336 void generateStencilVisualizeCommands (const TestRenderTarget& target, vector<RenderCommand>& commands)
338 const int numValues = 4*4;
339 float colorStep = 1.0f / numValues; // 0 is reserved for non-matching.
340 int stencilValues[numValues];
342 getStencilTestValues(target.stencilBits, numValues, &stencilValues[0]);
344 for (int ndx = 0; ndx < numValues; ndx++)
348 cmd.params.visibleFace = rr::FACETYPE_FRONT;
349 cmd.rect = rr::WindowRectangle(0, 0, target.width, target.height);
350 cmd.color = Vec4(0.0f, colorStep*float(ndx+1), 0.0f, 0.0f);
351 cmd.colorMask = tcu::BVec4(false, true, false, false);
352 cmd.params.stencilTestEnabled = true;
354 cmd.params.stencil[rr::FACETYPE_FRONT].function = GL_EQUAL;
355 cmd.params.stencil[rr::FACETYPE_FRONT].reference = stencilValues[ndx];
356 cmd.params.stencil[rr::FACETYPE_FRONT].compareMask = ~0u;
357 cmd.params.stencil[rr::FACETYPE_FRONT].stencilFailOp = GL_KEEP;
358 cmd.params.stencil[rr::FACETYPE_FRONT].depthFailOp = GL_KEEP;
359 cmd.params.stencil[rr::FACETYPE_FRONT].depthPassOp = GL_KEEP;
360 cmd.params.stencil[rr::FACETYPE_FRONT].writeMask = 0u;
362 cmd.params.stencil[rr::FACETYPE_BACK] = cmd.params.stencil[rr::FACETYPE_FRONT];
364 commands.push_back(cmd);
368 void translateStencilState (const StencilParams& src, rr::StencilState& dst)
370 dst.func = sglr::rr_util::mapGLTestFunc(src.function);
371 dst.ref = src.reference;
372 dst.compMask = src.compareMask;
373 dst.sFail = sglr::rr_util::mapGLStencilOp(src.stencilFailOp);
374 dst.dpFail = sglr::rr_util::mapGLStencilOp(src.depthFailOp);
375 dst.dpPass = sglr::rr_util::mapGLStencilOp(src.depthPassOp);
376 dst.writeMask = src.writeMask;
379 void translateCommand (const RenderCommand& src, RefRenderCommand& dst, const TestRenderTarget& renderTarget)
381 const float far = 1.0f;
382 const float near = 0.0f;
383 bool hasDepth = renderTarget.depthBits > 0;
384 bool hasStencil = renderTarget.stencilBits > 0;
385 bool isFrontFacing = src.params.visibleFace == rr::FACETYPE_FRONT;
387 dst.quad.posA = IVec2(isFrontFacing ? src.rect.left : (src.rect.left+src.rect.width-1), src.rect.bottom);
388 dst.quad.posB = IVec2(isFrontFacing ? (src.rect.left+src.rect.width-1) : src.rect.left, src.rect.bottom+src.rect.height-1);
390 std::fill(DE_ARRAY_BEGIN(dst.quad.color), DE_ARRAY_END(dst.quad.color), src.color);
391 std::fill(DE_ARRAY_BEGIN(dst.quad.depth), DE_ARRAY_END(dst.quad.depth), ((far-near)/2.0f) * src.params.depth + (near+far)/2.0f);
393 dst.state.colorMask = src.colorMask;
395 dst.state.scissorTestEnabled = false;
396 dst.state.stencilTestEnabled = hasStencil && src.params.stencilTestEnabled;
397 dst.state.depthTestEnabled = hasDepth && src.params.depthTestEnabled;
398 dst.state.blendMode = rr::BLENDMODE_NONE;
399 dst.state.numStencilBits = renderTarget.stencilBits;
401 if (dst.state.depthTestEnabled)
403 dst.state.depthFunc = sglr::rr_util::mapGLTestFunc(src.params.depthFunc);
404 dst.state.depthMask = src.params.depthWriteMask;
407 if (dst.state.stencilTestEnabled)
409 translateStencilState(src.params.stencil[rr::FACETYPE_BACK], dst.state.stencilStates[rr::FACETYPE_BACK]);
410 translateStencilState(src.params.stencil[rr::FACETYPE_FRONT], dst.state.stencilStates[rr::FACETYPE_FRONT]);
414 void render (const vector<ClearCommand>& clears, int viewportX, int viewportY)
416 glEnable(GL_SCISSOR_TEST);
418 for (int ndx = 0; ndx < (int)clears.size(); ndx++)
420 const ClearCommand& clear = clears[ndx];
422 if (clear.buffers & GL_COLOR_BUFFER_BIT) glClearColor(clear.color.x(), clear.color.y(), clear.color.z(), clear.color.w());
423 if (clear.buffers & GL_STENCIL_BUFFER_BIT) glClearStencil(clear.stencil);
425 DE_ASSERT(clear.buffers == (clear.buffers & (GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT))); // \note Don't use clear for depths.
427 glScissor(clear.rect.left+viewportX, clear.rect.bottom+viewportY, clear.rect.width, clear.rect.height);
428 glClear(clear.buffers);
431 glDisable(GL_SCISSOR_TEST);
434 void render (gls::FragmentOpUtil::QuadRenderer& renderer, const RenderCommand& command, int viewportX, int viewportY)
436 if (command.params.stencilTestEnabled)
438 glEnable(GL_STENCIL_TEST);
440 for (int face = 0; face < rr::FACETYPE_LAST; face++)
442 deUint32 glFace = face == rr::FACETYPE_BACK ? GL_BACK : GL_FRONT;
443 const StencilParams& sParams = command.params.stencil[face];
445 glStencilFuncSeparate(glFace, sParams.function, sParams.reference, sParams.compareMask);
446 glStencilOpSeparate(glFace, sParams.stencilFailOp, sParams.depthFailOp, sParams.depthPassOp);
447 glStencilMaskSeparate(glFace, sParams.writeMask);
451 glDisable(GL_STENCIL_TEST);
453 if (command.params.depthTestEnabled)
455 glEnable(GL_DEPTH_TEST);
456 glDepthFunc(command.params.depthFunc);
457 glDepthMask(command.params.depthWriteMask ? GL_TRUE : GL_FALSE);
460 glDisable(GL_DEPTH_TEST);
462 glColorMask(command.colorMask[0] ? GL_TRUE : GL_FALSE,
463 command.colorMask[1] ? GL_TRUE : GL_FALSE,
464 command.colorMask[2] ? GL_TRUE : GL_FALSE,
465 command.colorMask[3] ? GL_TRUE : GL_FALSE);
466 glViewport(command.rect.left+viewportX, command.rect.bottom+viewportY, command.rect.width, command.rect.height);
468 gls::FragmentOpUtil::Quad quad;
470 bool isFrontFacing = command.params.visibleFace == rr::FACETYPE_FRONT;
471 quad.posA = Vec2(isFrontFacing ? -1.0f : 1.0f, -1.0f);
472 quad.posB = Vec2(isFrontFacing ? 1.0f : -1.0f, 1.0f);
474 std::fill(DE_ARRAY_BEGIN(quad.color), DE_ARRAY_END(quad.color), command.color);
475 std::fill(DE_ARRAY_BEGIN(quad.depth), DE_ARRAY_END(quad.depth), command.params.depth);
477 renderer.render(quad);
481 void renderReference (const vector<ClearCommand>& clears, const tcu::PixelBufferAccess& dstColor, const tcu::PixelBufferAccess& dstStencil, int stencilBits)
483 for (int ndx = 0; ndx < (int)clears.size(); ndx++)
485 const ClearCommand& clear = clears[ndx];
487 if (clear.buffers & GL_COLOR_BUFFER_BIT)
488 tcu::clear(tcu::getSubregion(dstColor, clear.rect.left, clear.rect.bottom, clear.rect.width, clear.rect.height), clear.color);
490 if (clear.buffers & GL_STENCIL_BUFFER_BIT && stencilBits > 0)
492 int maskedVal = clear.stencil & ((1<<stencilBits)-1);
493 tcu::clearStencil(tcu::getSubregion(dstStencil, clear.rect.left, clear.rect.bottom, clear.rect.width, clear.rect.height), maskedVal);
496 DE_ASSERT(clear.buffers == (clear.buffers & (GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT))); // \note Don't use clear for depths.
500 } // DepthStencilCaseUtil
502 using namespace DepthStencilCaseUtil;
504 class DepthStencilCase : public TestCase
507 DepthStencilCase (Context& context, const char* name, const char* desc, const std::vector<DepthStencilParams>& cases);
508 ~DepthStencilCase (void);
513 IterateResult iterate (void);
516 DepthStencilCase (const DepthStencilCase& other);
517 DepthStencilCase& operator= (const DepthStencilCase& other);
519 std::vector<DepthStencilParams> m_cases;
521 TestRenderTarget m_renderTarget;
522 std::vector<ClearCommand> m_baseClears;
523 std::vector<RenderCommand> m_baseDepthRenders;
524 std::vector<RenderCommand> m_visualizeCommands;
525 std::vector<RefRenderCommand> m_refBaseDepthRenders;
526 std::vector<RefRenderCommand> m_refVisualizeCommands;
528 gls::FragmentOpUtil::QuadRenderer* m_renderer;
529 tcu::Surface* m_refColorBuffer;
530 tcu::TextureLevel* m_refDepthBuffer;
531 tcu::TextureLevel* m_refStencilBuffer;
532 gls::FragmentOpUtil::ReferenceQuadRenderer* m_refRenderer;
537 DepthStencilCase::DepthStencilCase (Context& context, const char* name, const char* desc, const std::vector<DepthStencilParams>& cases)
538 : TestCase (context, name, desc)
540 , m_renderer (DE_NULL)
541 , m_refColorBuffer (DE_NULL)
542 , m_refDepthBuffer (DE_NULL)
543 , m_refStencilBuffer (DE_NULL)
544 , m_refRenderer (DE_NULL)
549 DepthStencilCase::~DepthStencilCase (void)
552 delete m_refColorBuffer;
553 delete m_refDepthBuffer;
554 delete m_refStencilBuffer;
555 delete m_refRenderer;
558 void DepthStencilCase::init (void)
560 DE_ASSERT(!m_renderer && !m_refColorBuffer && !m_refDepthBuffer && !m_refStencilBuffer && !m_refRenderer);
562 // Compute render target.
563 int viewportW = de::min<int>(m_context.getRenderTarget().getWidth(), VIEWPORT_WIDTH);
564 int viewportH = de::min<int>(m_context.getRenderTarget().getHeight(), VIEWPORT_HEIGHT);
565 m_renderTarget = TestRenderTarget(viewportW, viewportH, m_context.getRenderTarget().getDepthBits(), m_context.getRenderTarget().getStencilBits());
567 // Compute base clears & visualization commands.
568 generateBaseClearAndDepthCommands(m_renderTarget, m_baseClears, m_baseDepthRenders);
569 generateDepthVisualizeCommands(m_renderTarget, m_visualizeCommands);
570 generateStencilVisualizeCommands(m_renderTarget, m_visualizeCommands);
572 // Translate to ref commands.
573 m_refBaseDepthRenders.resize(m_baseDepthRenders.size());
574 for (int ndx = 0; ndx < (int)m_baseDepthRenders.size(); ndx++)
575 translateCommand(m_baseDepthRenders[ndx], m_refBaseDepthRenders[ndx], m_renderTarget);
577 m_refVisualizeCommands.resize(m_visualizeCommands.size());
578 for (int ndx = 0; ndx < (int)m_visualizeCommands.size(); ndx++)
579 translateCommand(m_visualizeCommands[ndx], m_refVisualizeCommands[ndx], m_renderTarget);
581 m_renderer = new gls::FragmentOpUtil::QuadRenderer(m_context.getRenderContext(), glu::GLSL_VERSION_300_ES);
582 m_refColorBuffer = new tcu::Surface(viewportW, viewportH);
583 m_refDepthBuffer = new tcu::TextureLevel(tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::FLOAT), viewportW, viewportH);
584 m_refStencilBuffer = new tcu::TextureLevel(tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT32), viewportW, viewportH);
585 m_refRenderer = new gls::FragmentOpUtil::ReferenceQuadRenderer();
588 m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
591 void DepthStencilCase::deinit (void)
594 delete m_refColorBuffer;
595 delete m_refDepthBuffer;
596 delete m_refStencilBuffer;
597 delete m_refRenderer;
599 m_renderer = DE_NULL;
600 m_refColorBuffer = DE_NULL;
601 m_refDepthBuffer = DE_NULL;
602 m_refStencilBuffer = DE_NULL;
603 m_refRenderer = DE_NULL;
605 m_baseClears.clear();
606 m_baseDepthRenders.clear();
607 m_visualizeCommands.clear();
608 m_refBaseDepthRenders.clear();
609 m_refVisualizeCommands.clear();
612 DepthStencilCase::IterateResult DepthStencilCase::iterate (void)
614 de::Random rnd (deStringHash(getName()) ^ deInt32Hash(m_iterNdx));
615 int viewportX = rnd.getInt(0, m_context.getRenderTarget().getWidth()-m_renderTarget.width);
616 int viewportY = rnd.getInt(0, m_context.getRenderTarget().getHeight()-m_renderTarget.height);
617 RenderCommand testCmd;
619 tcu::Surface renderedImg (m_renderTarget.width, m_renderTarget.height);
620 tcu::RGBA threshold = m_context.getRenderTarget().getPixelFormat().getColorThreshold();
622 // Fill in test command for this iteration.
623 testCmd.color = Vec4(1.0f, 0.0f, 0.0f, 1.0f);
624 testCmd.colorMask = tcu::BVec4(true);
625 testCmd.rect = rr::WindowRectangle(0, 0, m_renderTarget.width, m_renderTarget.height);
626 testCmd.params = m_cases[m_iterNdx];
630 m_testCtx.getLog() << TestLog::Message << "Channels:\n"
631 " RED: passing pixels\n"
632 " GREEN: stencil values\n"
633 " BLUE: depth values"
634 << TestLog::EndMessage;
637 if (m_cases.size() > 1)
638 m_testCtx.getLog() << TestLog::Message << "Iteration " << m_iterNdx << "..." << TestLog::EndMessage;
640 m_testCtx.getLog() << m_cases[m_iterNdx];
642 // Submit render commands to gl GL.
645 render(m_baseClears, viewportX, viewportY);
648 for (vector<RenderCommand>::const_iterator cmd = m_baseDepthRenders.begin(); cmd != m_baseDepthRenders.end(); ++cmd)
649 render(*m_renderer, *cmd, viewportX, viewportY);
652 render(*m_renderer, testCmd, viewportX, viewportY);
654 // Visualization commands.
655 for (vector<RenderCommand>::const_iterator cmd = m_visualizeCommands.begin(); cmd != m_visualizeCommands.end(); ++cmd)
656 render(*m_renderer, *cmd, viewportX, viewportY);
658 // Re-enable all write masks.
659 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
660 glDepthMask(GL_TRUE);
663 // Ask GPU to start rendering.
666 // Render reference while GPU is doing work.
668 RefRenderCommand refTestCmd;
669 translateCommand(testCmd, refTestCmd, m_renderTarget);
672 renderReference(m_baseClears, m_refColorBuffer->getAccess(), m_refStencilBuffer->getAccess(), m_renderTarget.depthBits);
675 for (vector<RefRenderCommand>::const_iterator cmd = m_refBaseDepthRenders.begin(); cmd != m_refBaseDepthRenders.end(); ++cmd)
676 m_refRenderer->render(gls::FragmentOpUtil::getMultisampleAccess(m_refColorBuffer->getAccess()),
677 gls::FragmentOpUtil::getMultisampleAccess(m_refDepthBuffer->getAccess()),
678 gls::FragmentOpUtil::getMultisampleAccess(m_refStencilBuffer->getAccess()),
679 cmd->quad, cmd->state);
682 m_refRenderer->render(gls::FragmentOpUtil::getMultisampleAccess(m_refColorBuffer->getAccess()),
683 gls::FragmentOpUtil::getMultisampleAccess(m_refDepthBuffer->getAccess()),
684 gls::FragmentOpUtil::getMultisampleAccess(m_refStencilBuffer->getAccess()),
685 refTestCmd.quad, refTestCmd.state);
687 // Visualization commands.
688 for (vector<RefRenderCommand>::const_iterator cmd = m_refVisualizeCommands.begin(); cmd != m_refVisualizeCommands.end(); ++cmd)
689 m_refRenderer->render(gls::FragmentOpUtil::getMultisampleAccess(m_refColorBuffer->getAccess()),
690 gls::FragmentOpUtil::getMultisampleAccess(m_refDepthBuffer->getAccess()),
691 gls::FragmentOpUtil::getMultisampleAccess(m_refStencilBuffer->getAccess()),
692 cmd->quad, cmd->state);
695 // Read rendered image.
696 glu::readPixels(m_context.getRenderContext(), viewportX, viewportY, renderedImg.getAccess());
700 // Compare to reference.
701 bool isLastIter = m_iterNdx >= (int)m_cases.size();
702 bool compareOk = tcu::pixelThresholdCompare(m_testCtx.getLog(), "CompareResult", "Image Comparison Result", *m_refColorBuffer, renderedImg, threshold,
703 tcu::COMPARE_LOG_RESULT);
705 m_testCtx.getLog() << TestLog::Message << (compareOk ? " Passed." : " FAILED!") << TestLog::EndMessage;
707 m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Image comparison failed");
709 if (compareOk && !isLastIter)
715 DepthStencilTests::DepthStencilTests (Context& context)
716 : TestCaseGroup(context, "depth_stencil", "Depth and Stencil Op Tests")
720 DepthStencilTests::~DepthStencilTests (void)
724 static void randomDepthStencilState (de::Random& rnd, DepthStencilParams& params)
726 const float stencilTestProbability = 0.8f;
727 const float depthTestProbability = 0.7f;
729 static const deUint32 compareFuncs[] =
741 static const deUint32 stencilOps[] =
753 static const float depthValues[] = { -1.0f, -0.8f, -0.6f, -0.4f, -0.2f, 0.0f, 0.2f, 0.4f, 0.6f, 0.8f, 1.0f };
755 params.visibleFace = rnd.getBool() ? rr::FACETYPE_FRONT : rr::FACETYPE_BACK;
756 params.stencilTestEnabled = rnd.getFloat() < stencilTestProbability;
757 params.depthTestEnabled = !params.stencilTestEnabled || (rnd.getFloat() < depthTestProbability);
759 if (params.stencilTestEnabled)
761 for (int ndx = 0; ndx < 2; ndx++)
763 params.stencil[ndx].function = rnd.choose<deUint32>(DE_ARRAY_BEGIN(compareFuncs), DE_ARRAY_END(compareFuncs));
764 params.stencil[ndx].reference = rnd.getInt(-2, 260);
765 params.stencil[ndx].compareMask = rnd.getUint32();
766 params.stencil[ndx].stencilFailOp = rnd.choose<deUint32>(DE_ARRAY_BEGIN(stencilOps), DE_ARRAY_END(stencilOps));
767 params.stencil[ndx].depthFailOp = rnd.choose<deUint32>(DE_ARRAY_BEGIN(stencilOps), DE_ARRAY_END(stencilOps));
768 params.stencil[ndx].depthPassOp = rnd.choose<deUint32>(DE_ARRAY_BEGIN(stencilOps), DE_ARRAY_END(stencilOps));
769 params.stencil[ndx].writeMask = rnd.getUint32();
773 if (params.depthTestEnabled)
775 params.depthFunc = rnd.choose<deUint32>(DE_ARRAY_BEGIN(compareFuncs), DE_ARRAY_END(compareFuncs));
776 params.depth = rnd.choose<float>(DE_ARRAY_BEGIN(depthValues), DE_ARRAY_END(depthValues));
777 params.depthWriteMask = rnd.getBool();
781 void DepthStencilTests::init (void)
789 { "never", GL_NEVER },
790 { "always", GL_ALWAYS },
792 { "lequal", GL_LEQUAL },
793 { "equal", GL_EQUAL },
794 { "gequal", GL_GEQUAL },
795 { "greater", GL_GREATER },
796 { "notequal", GL_NOTEQUAL }
807 { "replace", GL_REPLACE },
810 { "invert", GL_INVERT },
811 { "incr_wrap", GL_INCR_WRAP },
812 { "decr_wrap", GL_DECR_WRAP }
817 rr::FaceType visibleFace;
822 deUint32 compareMask;
827 { rr::FACETYPE_BACK, GL_DECR, GL_INCR, GL_INVERT, 4, ~0u, ~0u, -0.7f },
828 { rr::FACETYPE_FRONT, GL_DECR, GL_INCR, GL_INVERT, 2, ~0u, ~0u, 0.0f },
829 { rr::FACETYPE_BACK, GL_DECR, GL_INCR, GL_INVERT, 1, ~0u, ~0u, 0.2f },
830 { rr::FACETYPE_FRONT, GL_DECR_WRAP, GL_INVERT, GL_REPLACE, 4, ~0u, ~0u, 1.0f }
833 // All combinations of depth stencil functions.
835 tcu::TestCaseGroup* functionsGroup = new tcu::TestCaseGroup(m_testCtx, "stencil_depth_funcs", "Combinations of Depth and Stencil Functions");
836 addChild(functionsGroup);
838 for (int stencilFunc = 0; stencilFunc < DE_LENGTH_OF_ARRAY(compareFuncs)+1; stencilFunc++)
840 // One extra: depth test disabled.
841 for (int depthFunc = 0; depthFunc < DE_LENGTH_OF_ARRAY(compareFuncs)+1; depthFunc++)
843 DepthStencilParams params;
845 bool hasStencilFunc = de::inBounds(stencilFunc, 0, DE_LENGTH_OF_ARRAY(compareFuncs));
846 bool hasDepthFunc = de::inBounds(depthFunc, 0, DE_LENGTH_OF_ARRAY(compareFuncs));
849 name << "stencil_" << compareFuncs[stencilFunc].name << "_";
851 name << "no_stencil_";
854 name << "depth_" << compareFuncs[depthFunc].name;
858 params.depthFunc = hasDepthFunc ? compareFuncs[depthFunc].func : 0;
859 params.depthTestEnabled = hasDepthFunc;
860 params.depthWriteMask = true;
862 params.stencilTestEnabled = hasStencilFunc;
864 vector<DepthStencilParams> cases;
865 for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(functionCases); ndx++)
867 rr::FaceType visible = functionCases[ndx].visibleFace;
868 rr::FaceType notVisible = visible == rr::FACETYPE_FRONT ? rr::FACETYPE_BACK : rr::FACETYPE_FRONT;
870 params.depth = functionCases[ndx].depth;
871 params.visibleFace = visible;
873 params.stencil[visible].function = hasStencilFunc ? compareFuncs[stencilFunc].func : 0;
874 params.stencil[visible].reference = functionCases[ndx].stencilRef;
875 params.stencil[visible].stencilFailOp = functionCases[ndx].sFail;
876 params.stencil[visible].depthFailOp = functionCases[ndx].dFail;
877 params.stencil[visible].depthPassOp = functionCases[ndx].dPass;
878 params.stencil[visible].compareMask = functionCases[ndx].compareMask;
879 params.stencil[visible].writeMask = functionCases[ndx].writeMask;
881 params.stencil[notVisible].function = GL_ALWAYS;
882 params.stencil[notVisible].reference = 0;
883 params.stencil[notVisible].stencilFailOp = GL_REPLACE;
884 params.stencil[notVisible].depthFailOp = GL_REPLACE;
885 params.stencil[notVisible].depthPassOp = GL_REPLACE;
886 params.stencil[notVisible].compareMask = 0u;
887 params.stencil[notVisible].writeMask = ~0u;
890 cases.push_back(params);
893 functionsGroup->addChild(new DepthStencilCase(m_context, name.str().c_str(), "", cases));
900 rr::FaceType visibleFace;
903 deUint32 compareMask;
905 } opCombinationCases[] =
907 { rr::FACETYPE_BACK, GL_LESS, 4, ~0u, ~0u },
908 { rr::FACETYPE_FRONT, GL_GREATER, 2, ~0u, ~0u },
909 { rr::FACETYPE_BACK, GL_EQUAL, 3, ~2u, ~0u },
910 { rr::FACETYPE_FRONT, GL_NOTEQUAL, 1, ~0u, ~1u }
913 // All combinations of stencil ops.
915 tcu::TestCaseGroup* opCombinationGroup = new tcu::TestCaseGroup(m_testCtx, "stencil_ops", "Stencil Op Combinations");
916 addChild(opCombinationGroup);
918 for (int sFail = 0; sFail < DE_LENGTH_OF_ARRAY(stencilOps); sFail++)
920 for (int dFail = 0; dFail < DE_LENGTH_OF_ARRAY(stencilOps); dFail++)
922 for (int dPass = 0; dPass < DE_LENGTH_OF_ARRAY(stencilOps); dPass++)
924 DepthStencilParams params;
927 name << stencilOps[sFail].name << "_" << stencilOps[dFail].name << "_" << stencilOps[dPass].name;
929 params.depthFunc = GL_LEQUAL;
931 params.depthTestEnabled = true;
932 params.depthWriteMask = true;
934 params.stencilTestEnabled = true;
936 vector<DepthStencilParams> cases;
937 for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(opCombinationCases); ndx++)
939 rr::FaceType visible = opCombinationCases[ndx].visibleFace;
940 rr::FaceType notVisible = visible == rr::FACETYPE_FRONT ? rr::FACETYPE_BACK : rr::FACETYPE_FRONT;
942 params.visibleFace = visible;
944 params.stencil[visible].function = opCombinationCases[ndx].func;
945 params.stencil[visible].reference = opCombinationCases[ndx].ref;
946 params.stencil[visible].stencilFailOp = stencilOps[sFail].op;
947 params.stencil[visible].depthFailOp = stencilOps[dFail].op;
948 params.stencil[visible].depthPassOp = stencilOps[dPass].op;
949 params.stencil[visible].compareMask = opCombinationCases[ndx].compareMask;
950 params.stencil[visible].writeMask = opCombinationCases[ndx].writeMask;
952 params.stencil[notVisible].function = GL_ALWAYS;
953 params.stencil[notVisible].reference = 0;
954 params.stencil[notVisible].stencilFailOp = GL_REPLACE;
955 params.stencil[notVisible].depthFailOp = GL_REPLACE;
956 params.stencil[notVisible].depthPassOp = GL_REPLACE;
957 params.stencil[notVisible].compareMask = 0u;
958 params.stencil[notVisible].writeMask = ~0u;
961 cases.push_back(params);
964 opCombinationGroup->addChild(new DepthStencilCase(m_context, name.str().c_str(), "", cases));
972 tcu::TestCaseGroup* writeMaskGroup = new tcu::TestCaseGroup(m_testCtx, "write_mask", "Depth and Stencil Write Masks");
973 addChild(writeMaskGroup);
977 DepthStencilParams params;
979 params.depthFunc = GL_LEQUAL;
981 params.depthTestEnabled = true;
982 params.stencilTestEnabled = true;
984 params.stencil[rr::FACETYPE_FRONT].function = GL_NOTEQUAL;
985 params.stencil[rr::FACETYPE_FRONT].reference = 1;
986 params.stencil[rr::FACETYPE_FRONT].stencilFailOp = GL_INVERT;
987 params.stencil[rr::FACETYPE_FRONT].depthFailOp = GL_INCR;
988 params.stencil[rr::FACETYPE_FRONT].depthPassOp = GL_DECR;
989 params.stencil[rr::FACETYPE_FRONT].compareMask = ~0u;
990 params.stencil[rr::FACETYPE_FRONT].writeMask = ~0u;
992 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS;
993 params.stencil[rr::FACETYPE_BACK].reference = 0;
994 params.stencil[rr::FACETYPE_BACK].stencilFailOp = GL_REPLACE;
995 params.stencil[rr::FACETYPE_BACK].depthFailOp = GL_INVERT;
996 params.stencil[rr::FACETYPE_BACK].depthPassOp = GL_INCR;
997 params.stencil[rr::FACETYPE_BACK].compareMask = ~0u;
998 params.stencil[rr::FACETYPE_BACK].writeMask = ~0u;
1000 vector<DepthStencilParams> cases;
1002 // Case 1: front, depth write enabled
1003 params.visibleFace = rr::FACETYPE_FRONT;
1004 params.depthWriteMask = true;
1005 cases.push_back(params);
1007 // Case 2: front, depth write disabled
1008 params.visibleFace = rr::FACETYPE_FRONT;
1009 params.depthWriteMask = false;
1010 cases.push_back(params);
1012 // Case 3: back, depth write enabled
1013 params.visibleFace = rr::FACETYPE_BACK;
1014 params.depthWriteMask = true;
1015 cases.push_back(params);
1017 // Case 4: back, depth write disabled
1018 params.visibleFace = rr::FACETYPE_BACK;
1019 params.depthWriteMask = false;
1020 cases.push_back(params);
1022 writeMaskGroup->addChild(new DepthStencilCase(m_context, "depth", "Depth Write Mask", cases));
1025 // Stencil write masks.
1029 rr::FaceType visibleFace;
1030 deUint32 frontWriteMask;
1031 deUint32 backWriteMask;
1032 } stencilWmaskCases[] =
1034 { rr::FACETYPE_FRONT, ~0u, 0u },
1035 { rr::FACETYPE_FRONT, 0u, ~0u },
1036 { rr::FACETYPE_FRONT, 0xfu, 0xf0u },
1037 { rr::FACETYPE_FRONT, 0x2u, 0x4u },
1038 { rr::FACETYPE_BACK, 0u, ~0u },
1039 { rr::FACETYPE_BACK, ~0u, 0u },
1040 { rr::FACETYPE_BACK, 0xf0u, 0xfu },
1041 { rr::FACETYPE_BACK, 0x4u, 0x2u }
1044 DepthStencilParams params;
1046 params.depthFunc = GL_LEQUAL;
1047 params.depth = 0.0f;
1048 params.depthTestEnabled = true;
1049 params.depthWriteMask = true;
1050 params.stencilTestEnabled = true;
1052 params.stencil[rr::FACETYPE_FRONT].function = GL_NOTEQUAL;
1053 params.stencil[rr::FACETYPE_FRONT].reference = 1;
1054 params.stencil[rr::FACETYPE_FRONT].stencilFailOp = GL_INVERT;
1055 params.stencil[rr::FACETYPE_FRONT].depthFailOp = GL_INCR;
1056 params.stencil[rr::FACETYPE_FRONT].depthPassOp = GL_DECR;
1057 params.stencil[rr::FACETYPE_FRONT].compareMask = ~0u;
1059 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS;
1060 params.stencil[rr::FACETYPE_BACK].reference = 0;
1061 params.stencil[rr::FACETYPE_BACK].stencilFailOp = GL_REPLACE;
1062 params.stencil[rr::FACETYPE_BACK].depthFailOp = GL_INVERT;
1063 params.stencil[rr::FACETYPE_BACK].depthPassOp = GL_INCR;
1064 params.stencil[rr::FACETYPE_BACK].compareMask = ~0u;
1066 vector<DepthStencilParams> cases;
1067 for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(stencilWmaskCases); ndx++)
1069 params.visibleFace = stencilWmaskCases[ndx].visibleFace;
1070 params.stencil[rr::FACETYPE_FRONT].writeMask = stencilWmaskCases[ndx].frontWriteMask;
1071 params.stencil[rr::FACETYPE_BACK].writeMask = stencilWmaskCases[ndx].backWriteMask;
1072 cases.push_back(params);
1075 writeMaskGroup->addChild(new DepthStencilCase(m_context, "stencil", "Stencil Write Mask", cases));
1078 // Depth & stencil write masks.
1082 bool depthWriteMask;
1083 rr::FaceType visibleFace;
1084 deUint32 frontWriteMask;
1085 deUint32 backWriteMask;
1086 } depthStencilWmaskCases[] =
1088 { false, rr::FACETYPE_FRONT, ~0u, 0u },
1089 { false, rr::FACETYPE_FRONT, 0u, ~0u },
1090 { false, rr::FACETYPE_FRONT, 0xfu, 0xf0u },
1091 { true, rr::FACETYPE_FRONT, ~0u, 0u },
1092 { true, rr::FACETYPE_FRONT, 0u, ~0u },
1093 { true, rr::FACETYPE_FRONT, 0xfu, 0xf0u },
1094 { false, rr::FACETYPE_BACK, 0u, ~0u },
1095 { false, rr::FACETYPE_BACK, ~0u, 0u },
1096 { false, rr::FACETYPE_BACK, 0xf0u, 0xfu },
1097 { true, rr::FACETYPE_BACK, 0u, ~0u },
1098 { true, rr::FACETYPE_BACK, ~0u, 0u },
1099 { true, rr::FACETYPE_BACK, 0xf0u, 0xfu }
1102 DepthStencilParams params;
1104 params.depthFunc = GL_LEQUAL;
1105 params.depth = 0.0f;
1106 params.depthTestEnabled = true;
1107 params.depthWriteMask = true;
1108 params.stencilTestEnabled = true;
1110 params.stencil[rr::FACETYPE_FRONT].function = GL_NOTEQUAL;
1111 params.stencil[rr::FACETYPE_FRONT].reference = 1;
1112 params.stencil[rr::FACETYPE_FRONT].stencilFailOp = GL_INVERT;
1113 params.stencil[rr::FACETYPE_FRONT].depthFailOp = GL_INCR;
1114 params.stencil[rr::FACETYPE_FRONT].depthPassOp = GL_DECR;
1115 params.stencil[rr::FACETYPE_FRONT].compareMask = ~0u;
1117 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS;
1118 params.stencil[rr::FACETYPE_BACK].reference = 0;
1119 params.stencil[rr::FACETYPE_BACK].stencilFailOp = GL_REPLACE;
1120 params.stencil[rr::FACETYPE_BACK].depthFailOp = GL_INVERT;
1121 params.stencil[rr::FACETYPE_BACK].depthPassOp = GL_INCR;
1122 params.stencil[rr::FACETYPE_BACK].compareMask = ~0u;
1124 vector<DepthStencilParams> cases;
1125 for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(depthStencilWmaskCases); ndx++)
1127 params.depthWriteMask = depthStencilWmaskCases[ndx].depthWriteMask;
1128 params.visibleFace = depthStencilWmaskCases[ndx].visibleFace;
1129 params.stencil[rr::FACETYPE_FRONT].writeMask = depthStencilWmaskCases[ndx].frontWriteMask;
1130 params.stencil[rr::FACETYPE_BACK].writeMask = depthStencilWmaskCases[ndx].backWriteMask;
1131 cases.push_back(params);
1134 writeMaskGroup->addChild(new DepthStencilCase(m_context, "both", "Depth and Stencil Write Masks", cases));
1140 tcu::TestCaseGroup* randomGroup = new tcu::TestCaseGroup(m_testCtx, "random", "Randomized Depth and Stencil Test Cases");
1141 addChild(randomGroup);
1143 for (int caseNdx = 0; caseNdx < NUM_RANDOM_CASES; caseNdx++)
1145 vector<DepthStencilParams> subCases (NUM_RANDOM_SUB_CASES);
1146 de::Random rnd (deInt32Hash(caseNdx) ^ deInt32Hash(m_testCtx.getCommandLine().getBaseSeed()));
1148 for (vector<DepthStencilParams>::iterator iter = subCases.begin(); iter != subCases.end(); ++iter)
1149 randomDepthStencilState(rnd, *iter);
1151 randomGroup->addChild(new DepthStencilCase(m_context, de::toString(caseNdx).c_str(), "", subCases));