--- /dev/null
+/*-------------------------------------------------------------------------
+ * drawElements Quality Program OpenGL ES 3.0 Module
+ * -------------------------------------------------
+ *
+ * Copyright 2018 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */ /*!
+ * \file
+ * \brief Multiview tests.
+ * Tests functionality provided by the three multiview extensions.
+ * Note that this file is formatted using external/openglcts/.clang-format
+ */ /*--------------------------------------------------------------------*/
+
+#include "es3fMultiviewTests.hpp"
+
+#include "deString.h"
+#include "deStringUtil.hpp"
+#include "gluContextInfo.hpp"
+#include "gluPixelTransfer.hpp"
+#include "gluShaderProgram.hpp"
+#include "glw.h"
+#include "glwEnums.hpp"
+#include "glwFunctions.hpp"
+#include "tcuRenderTarget.hpp"
+#include "tcuSurface.hpp"
+#include "tcuTestLog.hpp"
+#include "tcuVector.hpp"
+
+using tcu::TestLog;
+using tcu::Vec4;
+
+namespace deqp
+{
+namespace gles3
+{
+namespace Functional
+{
+
+static const int NUM_CASE_ITERATIONS = 1;
+static const float UNIT_SQUARE[16] = {
+ 1.0f, 1.0f, 0.05f, 1.0f, // Vertex 0
+ 1.0f, -1.0f, 0.05f, 1.0f, // Vertex 1
+ -1.0f, 1.0f, 0.05f, 1.0f, // Vertex 2
+ -1.0f, -1.0f, 0.05f, 1.0f // Vertex 3
+};
+static const float COLOR_VALUES[] = {
+ 1, 0, 0, 1, // Red for level 0
+ 0, 1, 0, 1, // Green for level 1
+};
+
+class MultiviewCase : public TestCase
+{
+public:
+ MultiviewCase(Context& context, const char* name, const char* description, int numSamples);
+ ~MultiviewCase();
+ void init();
+ void deinit();
+ IterateResult iterate();
+
+private:
+ MultiviewCase(const MultiviewCase& other);
+ MultiviewCase& operator=(const MultiviewCase& other);
+ void setupFramebufferObjects();
+ void deleteFramebufferObjects();
+
+ glu::ShaderProgram* m_multiviewProgram;
+ deUint32 m_multiviewFbo;
+ deUint32 m_arrayTexture;
+
+ glu::ShaderProgram* m_finalProgram;
+
+ int m_caseIndex;
+ const int m_numSamples;
+ const int m_width;
+ const int m_height;
+};
+
+MultiviewCase::MultiviewCase(Context& context, const char* name, const char* description, int numSamples)
+ : TestCase(context, name, description)
+ , m_multiviewProgram(DE_NULL)
+ , m_multiviewFbo(0)
+ , m_arrayTexture(0)
+ , m_finalProgram(DE_NULL)
+ , m_caseIndex(0)
+ , m_numSamples(numSamples)
+ , m_width(512)
+ , m_height(512)
+{
+}
+
+MultiviewCase::~MultiviewCase()
+{
+ MultiviewCase::deinit();
+}
+
+void MultiviewCase::setupFramebufferObjects()
+{
+ const glw::Functions& gl = m_context.getRenderContext().getFunctions();
+
+ // First create the array texture and multiview FBO.
+
+ gl.genTextures(1, &m_arrayTexture);
+ gl.bindTexture(GL_TEXTURE_2D_ARRAY, m_arrayTexture);
+ gl.texStorage3D(GL_TEXTURE_2D_ARRAY, 1 /* num mipmaps */, GL_RGBA8, m_width / 2, m_height, 2 /* num levels */);
+ gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ GLU_EXPECT_NO_ERROR(gl.getError(), "Create array texture");
+
+ gl.genFramebuffers(1, &m_multiviewFbo);
+ gl.bindFramebuffer(GL_FRAMEBUFFER, m_multiviewFbo);
+ if (m_numSamples == 1)
+ {
+ gl.framebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_arrayTexture, 0 /* mip level */,
+ 0 /* base view index */, 2 /* num views */);
+ }
+ else
+ {
+ gl.framebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_arrayTexture,
+ 0 /* mip level */, m_numSamples /* samples */,
+ 0 /* base view index */, 2 /* num views */);
+ }
+ GLU_EXPECT_NO_ERROR(gl.getError(), "Create multiview FBO");
+ deUint32 fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (fboStatus == GL_FRAMEBUFFER_UNSUPPORTED)
+ {
+ throw tcu::NotSupportedError("Framebuffer unsupported", "", __FILE__, __LINE__);
+ }
+ else if (fboStatus != GL_FRAMEBUFFER_COMPLETE)
+ {
+ throw tcu::TestError("Failed to create framebuffer object", "", __FILE__, __LINE__);
+ }
+}
+
+void MultiviewCase::deleteFramebufferObjects()
+{
+ const glw::Functions& gl = m_context.getRenderContext().getFunctions();
+ gl.deleteTextures(1, &m_arrayTexture);
+ gl.deleteFramebuffers(1, &m_multiviewFbo);
+}
+
+void MultiviewCase::init()
+{
+ const glu::ContextInfo& contextInfo = m_context.getContextInfo();
+ bool mvsupported = contextInfo.isExtensionSupported("GL_OVR_multiview");
+ if (!mvsupported)
+ {
+ TCU_THROW(NotSupportedError, "Multiview is not supported");
+ }
+
+ if (m_numSamples > 1)
+ {
+ bool msaasupported = contextInfo.isExtensionSupported("GL_OVR_multiview_multisampled_render_to_texture");
+ if (!msaasupported)
+ {
+ TCU_THROW(NotSupportedError, "Implicit MSAA multiview is not supported");
+ }
+ }
+
+ const char* multiviewVertexShader = "#version 300 es\n"
+ "#extension GL_OVR_multiview : enable\n"
+ "layout(num_views=2) in;\n"
+ "layout(location = 0) in mediump vec4 a_position;\n"
+ "uniform mediump vec4 uColor[2];\n"
+ "out mediump vec4 vColor;\n"
+ "void main() {\n"
+ " vColor = uColor[gl_ViewID_OVR];\n"
+ " gl_Position = a_position;\n"
+ "}\n";
+
+ const char* multiviewFragmentShader = "#version 300 es\n"
+ "layout(location = 0) out mediump vec4 dEQP_FragColor;\n"
+ "in mediump vec4 vColor;\n"
+ "void main() {\n"
+ " dEQP_FragColor = vColor;\n"
+ "}\n";
+
+ m_multiviewProgram = new glu::ShaderProgram(
+ m_context.getRenderContext(), glu::makeVtxFragSources(multiviewVertexShader, multiviewFragmentShader));
+ DE_ASSERT(!m_multiviewProgram);
+ if (!m_multiviewProgram->isOk())
+ {
+ m_testCtx.getLog() << *m_multiviewProgram;
+ TCU_FAIL("Failed to compile multiview shader");
+ }
+
+ // Draw the first layer on the left half of the screen and the second layer
+ // on the right half.
+ const char* finalVertexShader = "#version 300 es\n"
+ "layout(location = 0) in mediump vec4 a_position;\n"
+ "out highp vec3 vTexCoord;\n"
+ "void main() {\n"
+ " vTexCoord.x = fract(a_position.x + 1.0);\n"
+ " vTexCoord.y = .5 * (a_position.y + 1.0);\n"
+ " vTexCoord.z = a_position.x;\n"
+ " gl_Position = a_position;\n"
+ "}\n";
+
+ const char* finalFragmentShader = "#version 300 es\n"
+ "layout(location = 0) out mediump vec4 dEQP_FragColor;\n"
+ "uniform sampler2DArray uArrayTexture;\n"
+ "in highp vec3 vTexCoord;\n"
+ "void main() {\n"
+ " vec3 uvw = vTexCoord;\n"
+ " uvw.z = floor(vTexCoord.z + 1.0);\n"
+ " dEQP_FragColor = texture(uArrayTexture, uvw);\n"
+ "}\n";
+
+ m_finalProgram = new glu::ShaderProgram(m_context.getRenderContext(),
+ glu::makeVtxFragSources(finalVertexShader, finalFragmentShader));
+ DE_ASSERT(!m_finalProgram);
+ if (!m_finalProgram->isOk())
+ {
+ m_testCtx.getLog() << *m_finalProgram;
+ TCU_FAIL("Failed to compile final shader");
+ }
+
+ m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
+ GLU_CHECK_MSG("Case initialization finished");
+}
+
+void MultiviewCase::deinit()
+{
+ deleteFramebufferObjects();
+ delete m_multiviewProgram;
+ m_multiviewProgram = DE_NULL;
+ delete m_finalProgram;
+ m_finalProgram = DE_NULL;
+}
+
+MultiviewCase::IterateResult MultiviewCase::iterate()
+{
+ TestLog& log = m_testCtx.getLog();
+ deUint32 colorUniform = glGetUniformLocation(m_multiviewProgram->getProgram(), "uColor");
+ std::string header = "Case iteration " + de::toString(m_caseIndex + 1) + " / " + de::toString(NUM_CASE_ITERATIONS);
+ log << TestLog::Section(header, header);
+
+ DE_ASSERT(m_multiviewProgram);
+
+ // Create and bind the multiview FBO.
+
+ try
+ {
+ setupFramebufferObjects();
+ }
+ catch (tcu::NotSupportedError& e)
+ {
+ log << TestLog::Message << "ERROR: " << e.what() << "." << TestLog::EndMessage << TestLog::EndSection;
+ m_testCtx.setTestResult(QP_TEST_RESULT_NOT_SUPPORTED, "Not supported");
+ return STOP;
+ }
+ catch (tcu::InternalError& e)
+ {
+ log << TestLog::Message << "ERROR: " << e.what() << "." << TestLog::EndMessage << TestLog::EndSection;
+ m_testCtx.setTestResult(QP_TEST_RESULT_INTERNAL_ERROR, "Error");
+ return STOP;
+ }
+
+ // Draw full screen quad into the multiview framebuffer.
+ // The quad should be instanced into both layers of the array texture.
+
+ const glw::Functions& gl = m_context.getRenderContext().getFunctions();
+ gl.bindFramebuffer(GL_FRAMEBUFFER, m_multiviewFbo);
+ gl.viewport(0, 0, m_width / 2, m_height);
+ gl.useProgram(m_multiviewProgram->getProgram());
+ gl.uniform4fv(colorUniform, 2, COLOR_VALUES);
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, &UNIT_SQUARE[0]);
+ gl.drawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ // Sample from the array texture to draw a quad into the backbuffer.
+
+ const int backbufferWidth = m_context.getRenderTarget().getWidth();
+ const int backbufferHeight = m_context.getRenderTarget().getHeight();
+ gl.bindFramebuffer(GL_FRAMEBUFFER, 0);
+ gl.viewport(0, 0, backbufferWidth, backbufferHeight);
+ gl.useProgram(m_finalProgram->getProgram());
+ gl.bindTexture(GL_TEXTURE_2D_ARRAY, m_arrayTexture);
+ gl.drawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ // Read back the framebuffer, ensure that the left half is red and the
+ // right half is green.
+
+ tcu::Surface pixels(backbufferWidth, backbufferHeight);
+ glu::readPixels(m_context.getRenderContext(), 0, 0, pixels.getAccess());
+ bool failed = false;
+ for (int y = 0; y < backbufferHeight; y++)
+ {
+ for (int x = 0; x < backbufferWidth; x++)
+ {
+ tcu::RGBA pixel = pixels.getPixel(x, y);
+ if (x < backbufferWidth / 2)
+ {
+ if (pixel.getRed() != 255 || pixel.getGreen() != 0 || pixel.getBlue() != 0)
+ {
+ failed = true;
+ }
+ }
+ else
+ {
+ if (pixel.getRed() != 0 || pixel.getGreen() != 255 || pixel.getBlue() != 0)
+ {
+ failed = true;
+ }
+ }
+ if (failed)
+ {
+ break;
+ }
+ }
+ }
+
+ deleteFramebufferObjects();
+
+ if (failed)
+ {
+ log << TestLog::Image("Result image", "Result image", pixels);
+ }
+
+ log << TestLog::Message << "Test result: " << (failed ? "Failed!" : "Passed!") << TestLog::EndMessage;
+
+ if (failed)
+ {
+ m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail");
+ return STOP;
+ }
+
+ return (++m_caseIndex < NUM_CASE_ITERATIONS) ? CONTINUE : STOP;
+}
+
+MultiviewTests::MultiviewTests(Context& context) : TestCaseGroup(context, "multiview", "Multiview Tests")
+{
+}
+
+MultiviewTests::~MultiviewTests()
+{
+}
+
+void MultiviewTests::init()
+{
+ addChild(new MultiviewCase(m_context, "samples_1", "Multiview test without multisampling", 1));
+ addChild(new MultiviewCase(m_context, "samples_2", "Multiview test with MSAAx2", 2));
+ addChild(new MultiviewCase(m_context, "samples_4", "Multiview test without MSAAx4", 4));
+}
+
+} // namespace Functional
+} // namespace gles3
+} // namespace deqp