1 /*-------------------------------------------------------------------------
2 * drawElements Quality Program OpenGL ES 3.0 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 Randomized per-fragment operation tests.
22 *//*--------------------------------------------------------------------*/
23
24 #include "es2fRandomFragmentOpTests.hpp"
25 #include "glsFragmentOpUtil.hpp"
26 #include "glsInteractionTestUtil.hpp"
27 #include "tcuRenderTarget.hpp"
28 #include "tcuTestLog.hpp"
29 #include "tcuSurface.hpp"
30 #include "tcuCommandLine.hpp"
31 #include "tcuImageCompare.hpp"
32 #include "tcuVectorUtil.hpp"
33 #include "tcuTextureUtil.hpp"
34 #include "gluPixelTransfer.hpp"
35 #include "gluCallLogWrapper.hpp"
36 #include "gluRenderContext.hpp"
37 #include "deStringUtil.hpp"
38 #include "deRandom.hpp"
39 #include "deMath.h"
40 #include "glwFunctions.hpp"
41 #include "glwEnums.hpp"
42 #include "rrFragmentOperations.hpp"
43 #include "sglrReferenceUtils.hpp"
44
45 #include <algorithm>
46
47 namespace deqp
48 {
49 namespace gles2
50 {
51 namespace Functional
52 {
53
54 using std::vector;
55 using tcu::BVec4;
56 using tcu::IVec2;
57 using tcu::TestLog;
58 using tcu::Vec2;
59 using tcu::Vec4;
60
61 enum
62 {
63 VIEWPORT_WIDTH = 64,
64 VIEWPORT_HEIGHT = 64,
65 NUM_CALLS_PER_ITERATION = 3,
66 NUM_ITERATIONS_PER_CASE = 10
67 };
68
69 static const tcu::Vec4 CLEAR_COLOR(0.25f, 0.5f, 0.75f, 1.0f);
70 static const float CLEAR_DEPTH = 1.0f;
71 static const int CLEAR_STENCIL = 0;
72 static const bool ENABLE_CALL_LOG = true;
73
74 using namespace gls::FragmentOpUtil;
75 using namespace gls::InteractionTestUtil;
76
translateStencilState(const StencilState & src,rr::StencilState & dst)77 void translateStencilState(const StencilState &src, rr::StencilState &dst)
78 {
79 dst.func = sglr::rr_util::mapGLTestFunc(src.function);
80 dst.ref = src.reference;
81 dst.compMask = src.compareMask;
82 dst.sFail = sglr::rr_util::mapGLStencilOp(src.stencilFailOp);
83 dst.dpFail = sglr::rr_util::mapGLStencilOp(src.depthFailOp);
84 dst.dpPass = sglr::rr_util::mapGLStencilOp(src.depthPassOp);
85 dst.writeMask = src.writeMask;
86 }
87
translateBlendState(const BlendState & src,rr::BlendState & dst)88 void translateBlendState(const BlendState &src, rr::BlendState &dst)
89 {
90 dst.equation = sglr::rr_util::mapGLBlendEquation(src.equation);
91 dst.srcFunc = sglr::rr_util::mapGLBlendFunc(src.srcFunc);
92 dst.dstFunc = sglr::rr_util::mapGLBlendFunc(src.dstFunc);
93 }
94
translateState(const RenderState & src,rr::FragmentOperationState & dst,const tcu::RenderTarget & renderTarget)95 void translateState(const RenderState &src, rr::FragmentOperationState &dst, const tcu::RenderTarget &renderTarget)
96 {
97 bool hasDepth = renderTarget.getDepthBits() > 0;
98 bool hasStencil = renderTarget.getStencilBits() > 0;
99
100 dst.scissorTestEnabled = src.scissorTestEnabled;
101 dst.scissorRectangle = src.scissorRectangle;
102 dst.stencilTestEnabled = hasStencil && src.stencilTestEnabled;
103 dst.depthTestEnabled = hasDepth && src.depthTestEnabled;
104 dst.blendMode = src.blendEnabled ? rr::BLENDMODE_STANDARD : rr::BLENDMODE_NONE;
105 dst.numStencilBits = renderTarget.getStencilBits();
106
107 dst.colorMask = src.colorMask;
108
109 if (dst.depthTestEnabled)
110 {
111 dst.depthFunc = sglr::rr_util::mapGLTestFunc(src.depthFunc);
112 dst.depthMask = src.depthWriteMask;
113 }
114
115 if (dst.stencilTestEnabled)
116 {
117 translateStencilState(src.stencil[rr::FACETYPE_BACK], dst.stencilStates[rr::FACETYPE_BACK]);
118 translateStencilState(src.stencil[rr::FACETYPE_FRONT], dst.stencilStates[rr::FACETYPE_FRONT]);
119 }
120
121 if (src.blendEnabled)
122 {
123 translateBlendState(src.blendRGBState, dst.blendRGBState);
124 translateBlendState(src.blendAState, dst.blendAState);
125 dst.blendColor = tcu::clamp(src.blendColor, Vec4(0.0f), Vec4(1.0f));
126 }
127 }
128
renderQuad(const glw::Functions & gl,gls::FragmentOpUtil::QuadRenderer & renderer,const gls::FragmentOpUtil::IntegerQuad & quad,int baseX,int baseY)129 static void renderQuad(const glw::Functions &gl, gls::FragmentOpUtil::QuadRenderer &renderer,
130 const gls::FragmentOpUtil::IntegerQuad &quad, int baseX, int baseY)
131 {
132 gls::FragmentOpUtil::Quad translated;
133
134 std::copy(DE_ARRAY_BEGIN(quad.color), DE_ARRAY_END(quad.color), DE_ARRAY_BEGIN(translated.color));
135
136 bool flipX = quad.posB.x() < quad.posA.x();
137 bool flipY = quad.posB.y() < quad.posA.y();
138 int viewportX = de::min(quad.posA.x(), quad.posB.x());
139 int viewportY = de::min(quad.posA.y(), quad.posB.y());
140 int viewportW = de::abs(quad.posA.x() - quad.posB.x()) + 1;
141 int viewportH = de::abs(quad.posA.y() - quad.posB.y()) + 1;
142
143 translated.posA = Vec2(flipX ? 1.0f : -1.0f, flipY ? 1.0f : -1.0f);
144 translated.posB = Vec2(flipX ? -1.0f : 1.0f, flipY ? -1.0f : 1.0f);
145
146 // \todo [2012-12-18 pyry] Pass in DepthRange parameters.
147 for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(quad.depth); ndx++)
148 translated.depth[ndx] = quad.depth[ndx] * 2.0f - 1.0f;
149
150 gl.viewport(baseX + viewportX, baseY + viewportY, viewportW, viewportH);
151 renderer.render(translated);
152 }
153
setGLState(glu::CallLogWrapper & wrapper,const RenderState & state,int viewportX,int viewportY)154 static void setGLState(glu::CallLogWrapper &wrapper, const RenderState &state, int viewportX, int viewportY)
155 {
156 if (state.scissorTestEnabled)
157 {
158 wrapper.glEnable(GL_SCISSOR_TEST);
159 wrapper.glScissor(viewportX + state.scissorRectangle.left, viewportY + state.scissorRectangle.bottom,
160 state.scissorRectangle.width, state.scissorRectangle.height);
161 }
162 else
163 wrapper.glDisable(GL_SCISSOR_TEST);
164
165 if (state.stencilTestEnabled)
166 {
167 wrapper.glEnable(GL_STENCIL_TEST);
168
169 for (int face = 0; face < rr::FACETYPE_LAST; face++)
170 {
171 uint32_t glFace = face == rr::FACETYPE_BACK ? GL_BACK : GL_FRONT;
172 const StencilState &sParams = state.stencil[face];
173
174 wrapper.glStencilFuncSeparate(glFace, sParams.function, sParams.reference, sParams.compareMask);
175 wrapper.glStencilOpSeparate(glFace, sParams.stencilFailOp, sParams.depthFailOp, sParams.depthPassOp);
176 wrapper.glStencilMaskSeparate(glFace, sParams.writeMask);
177 }
178 }
179 else
180 wrapper.glDisable(GL_STENCIL_TEST);
181
182 if (state.depthTestEnabled)
183 {
184 wrapper.glEnable(GL_DEPTH_TEST);
185 wrapper.glDepthFunc(state.depthFunc);
186 wrapper.glDepthMask(state.depthWriteMask ? GL_TRUE : GL_FALSE);
187 }
188 else
189 wrapper.glDisable(GL_DEPTH_TEST);
190
191 if (state.blendEnabled)
192 {
193 wrapper.glEnable(GL_BLEND);
194 wrapper.glBlendEquationSeparate(state.blendRGBState.equation, state.blendAState.equation);
195 wrapper.glBlendFuncSeparate(state.blendRGBState.srcFunc, state.blendRGBState.dstFunc, state.blendAState.srcFunc,
196 state.blendAState.dstFunc);
197 wrapper.glBlendColor(state.blendColor.x(), state.blendColor.y(), state.blendColor.z(), state.blendColor.w());
198 }
199 else
200 wrapper.glDisable(GL_BLEND);
201
202 if (state.ditherEnabled)
203 wrapper.glEnable(GL_DITHER);
204 else
205 wrapper.glDisable(GL_DITHER);
206
207 wrapper.glColorMask(state.colorMask[0] ? GL_TRUE : GL_FALSE, state.colorMask[1] ? GL_TRUE : GL_FALSE,
208 state.colorMask[2] ? GL_TRUE : GL_FALSE, state.colorMask[3] ? GL_TRUE : GL_FALSE);
209 }
210
211 class RandomFragmentOpCase : public TestCase
212 {
213 public:
214 RandomFragmentOpCase(Context &context, const char *name, const char *desc, uint32_t seed);
215 ~RandomFragmentOpCase(void);
216
217 void init(void);
218 void deinit(void);
219 IterateResult iterate(void);
220
221 private:
222 tcu::UVec4 getCompareThreshold(void) const;
223
224 uint32_t m_seed;
225
226 glu::CallLogWrapper m_callLogWrapper;
227
228 gls::FragmentOpUtil::QuadRenderer *m_renderer;
229 tcu::TextureLevel *m_refColorBuffer;
230 tcu::TextureLevel *m_refDepthBuffer;
231 tcu::TextureLevel *m_refStencilBuffer;
232 gls::FragmentOpUtil::ReferenceQuadRenderer *m_refRenderer;
233
234 int m_iterNdx;
235 };
236
RandomFragmentOpCase(Context & context,const char * name,const char * desc,uint32_t seed)237 RandomFragmentOpCase::RandomFragmentOpCase(Context &context, const char *name, const char *desc, uint32_t seed)
238 : TestCase(context, name, desc)
239 , m_seed(seed)
240 , m_callLogWrapper(context.getRenderContext().getFunctions(), context.getTestContext().getLog())
241 , m_renderer(DE_NULL)
242 , m_refColorBuffer(DE_NULL)
243 , m_refDepthBuffer(DE_NULL)
244 , m_refStencilBuffer(DE_NULL)
245 , m_refRenderer(DE_NULL)
246 , m_iterNdx(0)
247 {
248 m_callLogWrapper.enableLogging(ENABLE_CALL_LOG);
249 }
250
~RandomFragmentOpCase(void)251 RandomFragmentOpCase::~RandomFragmentOpCase(void)
252 {
253 delete m_renderer;
254 delete m_refColorBuffer;
255 delete m_refDepthBuffer;
256 delete m_refStencilBuffer;
257 delete m_refRenderer;
258 }
259
init(void)260 void RandomFragmentOpCase::init(void)
261 {
262 DE_ASSERT(!m_renderer && !m_refColorBuffer && !m_refDepthBuffer && !m_refStencilBuffer && !m_refRenderer);
263
264 int width = de::min<int>(m_context.getRenderTarget().getWidth(), VIEWPORT_WIDTH);
265 int height = de::min<int>(m_context.getRenderTarget().getHeight(), VIEWPORT_HEIGHT);
266 bool useRGB = m_context.getRenderTarget().getPixelFormat().alphaBits == 0;
267
268 m_renderer = new gls::FragmentOpUtil::QuadRenderer(m_context.getRenderContext(), glu::GLSL_VERSION_100_ES);
269 m_refColorBuffer = new tcu::TextureLevel(
270 tcu::TextureFormat(useRGB ? tcu::TextureFormat::RGB : tcu::TextureFormat::RGBA, tcu::TextureFormat::UNORM_INT8),
271 width, height);
272 m_refDepthBuffer =
273 new tcu::TextureLevel(tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::FLOAT), width, height);
274 m_refStencilBuffer = new tcu::TextureLevel(
275 tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT32), width, height);
276 m_refRenderer = new gls::FragmentOpUtil::ReferenceQuadRenderer();
277 m_iterNdx = 0;
278
279 m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
280 }
281
deinit(void)282 void RandomFragmentOpCase::deinit(void)
283 {
284 delete m_renderer;
285 delete m_refColorBuffer;
286 delete m_refDepthBuffer;
287 delete m_refStencilBuffer;
288 delete m_refRenderer;
289
290 m_renderer = DE_NULL;
291 m_refColorBuffer = DE_NULL;
292 m_refDepthBuffer = DE_NULL;
293 m_refStencilBuffer = DE_NULL;
294 m_refRenderer = DE_NULL;
295 }
296
iterate(void)297 RandomFragmentOpCase::IterateResult RandomFragmentOpCase::iterate(void)
298 {
299 const glw::Functions &gl = m_context.getRenderContext().getFunctions();
300 const bool isMSAA = m_context.getRenderTarget().getNumSamples() > 1;
301 const uint32_t iterSeed =
302 deUint32Hash(m_seed) ^ deInt32Hash(m_iterNdx) ^ deInt32Hash(m_testCtx.getCommandLine().getBaseSeed());
303 de::Random rnd(iterSeed);
304
305 const int width = m_refColorBuffer->getWidth();
306 const int height = m_refColorBuffer->getHeight();
307 const int viewportX = rnd.getInt(0, m_context.getRenderTarget().getWidth() - width);
308 const int viewportY = rnd.getInt(0, m_context.getRenderTarget().getHeight() - height);
309
310 tcu::Surface renderedImg(width, height);
311 tcu::Surface referenceImg(width, height);
312
313 const Vec4 clearColor = CLEAR_COLOR;
314 const float clearDepth = CLEAR_DEPTH;
315 const int clearStencil = CLEAR_STENCIL;
316
317 bool gotError = false;
318
319 const tcu::ScopedLogSection iterSection(m_testCtx.getLog(), std::string("Iteration") + de::toString(m_iterNdx),
320 std::string("Iteration ") + de::toString(m_iterNdx));
321
322 // Compute randomized rendering commands.
323 vector<RenderCommand> commands;
324 computeRandomRenderCommands(rnd, glu::ApiType::es(2, 0), NUM_CALLS_PER_ITERATION, width, height, commands);
325
326 // Reset default fragment state.
327 gl.disable(GL_SCISSOR_TEST);
328 gl.colorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
329 gl.depthMask(GL_TRUE);
330 gl.stencilMask(~0u);
331
332 // Render using GL.
333 m_callLogWrapper.glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w());
334 m_callLogWrapper.glClearDepthf(clearDepth);
335 m_callLogWrapper.glClearStencil(clearStencil);
336 m_callLogWrapper.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
337 m_callLogWrapper.glViewport(viewportX, viewportY, width, height);
338
339 for (vector<RenderCommand>::const_iterator cmd = commands.begin(); cmd != commands.end(); cmd++)
340 {
341 setGLState(m_callLogWrapper, cmd->state, viewportX, viewportY);
342
343 if (ENABLE_CALL_LOG)
344 m_testCtx.getLog() << TestLog::Message << "// Quad: " << cmd->quad.posA << " -> " << cmd->quad.posB
345 << ", color: [" << cmd->quad.color[0] << ", " << cmd->quad.color[1] << ", "
346 << cmd->quad.color[2] << ", " << cmd->quad.color[3] << "]"
347 << ", depth: [" << cmd->quad.depth[0] << ", " << cmd->quad.depth[1] << ", "
348 << cmd->quad.depth[2] << ", " << cmd->quad.depth[3] << "]" << TestLog::EndMessage;
349
350 renderQuad(gl, *m_renderer, cmd->quad, viewportX, viewportY);
351 }
352
353 // Check error.
354 if (m_callLogWrapper.glGetError() != GL_NO_ERROR)
355 gotError = true;
356
357 gl.flush();
358
359 // Render reference while GPU is doing work.
360 tcu::clear(m_refColorBuffer->getAccess(), clearColor);
361 tcu::clearDepth(m_refDepthBuffer->getAccess(), clearDepth);
362 tcu::clearStencil(m_refStencilBuffer->getAccess(), clearStencil);
363
364 for (vector<RenderCommand>::const_iterator cmd = commands.begin(); cmd != commands.end(); cmd++)
365 {
366 rr::FragmentOperationState refState;
367 translateState(cmd->state, refState, m_context.getRenderTarget());
368 m_refRenderer->render(gls::FragmentOpUtil::getMultisampleAccess(m_refColorBuffer->getAccess()),
369 gls::FragmentOpUtil::getMultisampleAccess(m_refDepthBuffer->getAccess()),
370 gls::FragmentOpUtil::getMultisampleAccess(m_refStencilBuffer->getAccess()), cmd->quad,
371 refState);
372 }
373
374 // Expand reference color buffer to RGBA8
375 copy(referenceImg.getAccess(), m_refColorBuffer->getAccess());
376
377 // Read rendered image.
378 glu::readPixels(m_context.getRenderContext(), viewportX, viewportY, renderedImg.getAccess());
379
380 m_iterNdx += 1;
381
382 // Compare to reference.
383 bool isLastIter = m_iterNdx >= NUM_ITERATIONS_PER_CASE;
384 const tcu::UVec4 threshold = getCompareThreshold();
385 bool compareOk;
386
387 if (isMSAA)
388 {
389 // in MSAA cases, the sampling points could be anywhere in the pixel and we could
390 // even have multiple samples that are combined in resolve. Allow arbitrary sample
391 // positions by using bilinearCompare.
392 compareOk = tcu::bilinearCompare(m_testCtx.getLog(), "CompareResult", "Image Comparison Result",
393 referenceImg.getAccess(), renderedImg.getAccess(),
394 tcu::RGBA(threshold.x(), threshold.y(), threshold.z(), threshold.w()),
395 tcu::COMPARE_LOG_RESULT);
396 }
397 else
398 compareOk = tcu::intThresholdCompare(m_testCtx.getLog(), "CompareResult", "Image Comparison Result",
399 referenceImg.getAccess(), renderedImg.getAccess(), threshold,
400 tcu::COMPARE_LOG_RESULT);
401
402 m_testCtx.getLog() << TestLog::Message << (compareOk ? " Passed." : " FAILED!") << TestLog::EndMessage;
403
404 if (!compareOk)
405 m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Image comparison failed");
406 else if (gotError)
407 m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "GL error");
408
409 if (compareOk && !gotError && !isLastIter)
410 return CONTINUE;
411 else
412 return STOP;
413 }
414
getCompareThreshold(void) const415 tcu::UVec4 RandomFragmentOpCase::getCompareThreshold(void) const
416 {
417 tcu::PixelFormat format = m_context.getRenderTarget().getPixelFormat();
418
419 if (format == tcu::PixelFormat(8, 8, 8, 8) || format == tcu::PixelFormat(8, 8, 8, 0))
420 return format.getColorThreshold().toIVec().asUint() + tcu::UVec4(6); // Default threshold.
421 else
422 return format.getColorThreshold().toIVec().asUint() * tcu::UVec4(5) +
423 tcu::UVec4(
424 2); // \note Non-scientific ad hoc formula. Need big threshold when few color bits; especially multiple blendings bring extra inaccuracy.
425 }
426
RandomFragmentOpTests(Context & context)427 RandomFragmentOpTests::RandomFragmentOpTests(Context &context)
428 : TestCaseGroup(context, "random", "Randomized Per-Fragment Operation Tests")
429 {
430 }
431
~RandomFragmentOpTests(void)432 RandomFragmentOpTests::~RandomFragmentOpTests(void)
433 {
434 }
435
init(void)436 void RandomFragmentOpTests::init(void)
437 {
438 for (int ndx = 0; ndx < 100; ndx++)
439 addChild(new RandomFragmentOpCase(m_context, de::toString(ndx).c_str(), "",
440 (uint32_t)(ndx * NUM_ITERATIONS_PER_CASE)));
441 }
442
443 } // namespace Functional
444 } // namespace gles2
445 } // namespace deqp
446