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1158 lines
38 KiB
1158 lines
38 KiB
/*------------------------------------------------------------------------- |
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* drawElements Quality Program OpenGL ES 2.0 Module |
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* ------------------------------------------------- |
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* |
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* Copyright 2014 The Android Open Source Project |
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* |
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* Licensed under the Apache License, Version 2.0 (the "License"); |
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* you may not use this file except in compliance with the License. |
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* You may obtain a copy of the License at |
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* |
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* http://www.apache.org/licenses/LICENSE-2.0 |
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* |
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* Unless required by applicable law or agreed to in writing, software |
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* distributed under the License is distributed on an "AS IS" BASIS, |
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
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* See the License for the specific language governing permissions and |
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* limitations under the License. |
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* |
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*//*! |
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* \file |
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* \brief Depth & stencil tests. |
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*//*--------------------------------------------------------------------*/ |
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#include "es2fDepthStencilTests.hpp" |
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#include "glsFragmentOpUtil.hpp" |
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#include "gluPixelTransfer.hpp" |
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#include "gluStrUtil.hpp" |
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#include "tcuSurface.hpp" |
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#include "tcuRenderTarget.hpp" |
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#include "tcuTestLog.hpp" |
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#include "tcuImageCompare.hpp" |
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#include "tcuCommandLine.hpp" |
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#include "tcuTextureUtil.hpp" |
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#include "deRandom.hpp" |
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#include "deStringUtil.hpp" |
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#include "deMemory.h" |
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#include "deString.h" |
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#include "rrFragmentOperations.hpp" |
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#include "sglrReferenceUtils.hpp" |
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#include <algorithm> |
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#include <sstream> |
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#include "glw.h" |
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namespace deqp |
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{ |
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namespace gles2 |
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{ |
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namespace Functional |
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{ |
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using std::vector; |
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using tcu::IVec2; |
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using tcu::Vec2; |
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using tcu::Vec4; |
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using tcu::TestLog; |
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using std::ostringstream; |
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enum |
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{ |
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VIEWPORT_WIDTH = 4*3*4, |
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VIEWPORT_HEIGHT = 4*12, |
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NUM_RANDOM_CASES = 25, |
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NUM_RANDOM_SUB_CASES = 10 |
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}; |
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namespace DepthStencilCaseUtil |
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{ |
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struct StencilParams |
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{ |
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deUint32 function; |
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int reference; |
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deUint32 compareMask; |
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deUint32 stencilFailOp; |
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deUint32 depthFailOp; |
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deUint32 depthPassOp; |
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deUint32 writeMask; |
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StencilParams (void) |
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: function (0) |
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, reference (0) |
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, compareMask (0) |
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, stencilFailOp (0) |
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, depthFailOp (0) |
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, depthPassOp (0) |
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, writeMask (0) |
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{ |
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} |
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}; |
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struct DepthStencilParams |
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{ |
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rr::FaceType visibleFace; //!< Quad visible face. |
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bool stencilTestEnabled; |
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StencilParams stencil[rr::FACETYPE_LAST]; |
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bool depthTestEnabled; |
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deUint32 depthFunc; |
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float depth; |
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bool depthWriteMask; |
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DepthStencilParams (void) |
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: visibleFace (rr::FACETYPE_LAST) |
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, stencilTestEnabled (false) |
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, depthTestEnabled (false) |
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, depthFunc (0) |
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, depth (0.0f) |
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, depthWriteMask (false) |
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{ |
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} |
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}; |
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tcu::TestLog& operator<< (tcu::TestLog& log, const StencilParams& params) |
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{ |
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log << TestLog::Message << " func = " << glu::getCompareFuncStr(params.function) << "\n" |
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<< " ref = " << params.reference << "\n" |
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<< " compare mask = " << tcu::toHex(params.compareMask) << "\n" |
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<< " stencil fail = " << glu::getStencilOpStr(params.stencilFailOp) << "\n" |
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<< " depth fail = " << glu::getStencilOpStr(params.depthFailOp) << "\n" |
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<< " depth pass = " << glu::getStencilOpStr(params.depthPassOp) << "\n" |
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<< " write mask = " << tcu::toHex(params.writeMask) << "\n" |
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<< TestLog::EndMessage; |
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return log; |
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} |
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tcu::TestLog& operator<< (tcu::TestLog& log, const DepthStencilParams& params) |
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{ |
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log << TestLog::Message << "Stencil test: " << (params.stencilTestEnabled ? "enabled" : "disabled") << TestLog::EndMessage; |
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if (params.stencilTestEnabled) |
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{ |
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log << TestLog::Message << "Front-face stencil state: " << TestLog::EndMessage; |
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log << params.stencil[rr::FACETYPE_FRONT]; |
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log << TestLog::Message << "Back-face stencil state: " << TestLog::EndMessage; |
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log << params.stencil[rr::FACETYPE_BACK]; |
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} |
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log << TestLog::Message << "Depth test: " << (params.depthTestEnabled ? "enabled" : "disabled") << TestLog::EndMessage; |
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if (params.depthTestEnabled) |
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{ |
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log << TestLog::Message << " func = " << glu::getCompareFuncStr(params.depthFunc) << "\n" |
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" depth value = " << params.depth << "\n" |
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" write mask = " << (params.depthWriteMask ? "true" : "false") << "\n" |
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<< TestLog::EndMessage; |
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} |
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log << TestLog::Message << "Triangles are " << (params.visibleFace == rr::FACETYPE_FRONT ? "front" : "back") << "-facing" << TestLog::EndMessage; |
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return log; |
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} |
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struct ClearCommand |
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{ |
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rr::WindowRectangle rect; |
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deUint32 buffers; |
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tcu::Vec4 color; |
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int stencil; |
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// \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, |
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// whereas rendered depths are given in [-1, 1] and then mapped to [0, 1]; this discrepancy could cause precision issues in depth tests. |
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ClearCommand (void) |
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: rect (0, 0, 0, 0) |
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, buffers (0) |
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, stencil (0) |
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{ |
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} |
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ClearCommand (const rr::WindowRectangle& rect_, |
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deUint32 buffers_, |
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const tcu::Vec4& color_, |
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int stencil_) |
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: rect (rect_) |
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, buffers (buffers_) |
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, color (color_) |
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, stencil (stencil_) |
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{ |
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} |
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}; |
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struct RenderCommand |
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{ |
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DepthStencilParams params; |
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rr::WindowRectangle rect; |
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tcu::Vec4 color; |
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tcu::BVec4 colorMask; |
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RenderCommand (void) |
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: rect(0, 0, 0, 0) |
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{ |
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} |
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}; |
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struct RefRenderCommand |
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{ |
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gls::FragmentOpUtil::IntegerQuad quad; |
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rr::FragmentOperationState state; |
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}; |
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struct TestRenderTarget |
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{ |
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int width; |
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int height; |
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int depthBits; |
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int stencilBits; |
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TestRenderTarget (int width_, |
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int height_, |
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int depthBits_, |
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int stencilBits_) |
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: width (width_) |
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, height (height_) |
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, depthBits (depthBits_) |
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, stencilBits (stencilBits_) |
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{ |
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} |
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TestRenderTarget (void) |
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: width (0) |
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, height (0) |
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, depthBits (0) |
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, stencilBits (0) |
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{ |
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} |
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}; |
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void getStencilTestValues (int stencilBits, int numValues, int* values) |
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{ |
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int numLowest = numValues/2; |
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int numHighest = numValues-numLowest; |
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int maxVal = (1<<stencilBits)-1; |
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for (int ndx = 0; ndx < numLowest; ndx++) |
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values[ndx] = ndx; |
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for (int ndx = 0; ndx < numHighest; ndx++) |
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values[numValues-ndx-1] = maxVal-ndx; |
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} |
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void generateBaseClearAndDepthCommands (const TestRenderTarget& target, vector<ClearCommand>& clearCommands, vector<RenderCommand>& renderCommands) |
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{ |
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DE_ASSERT(clearCommands.empty()); |
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DE_ASSERT(renderCommands.empty()); |
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const int numL0CellsX = 4; |
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const int numL0CellsY = 4; |
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const int numL1CellsX = 3; |
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const int numL1CellsY = 1; |
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int cellL0Width = target.width/numL0CellsX; |
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int cellL0Height = target.height/numL0CellsY; |
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int cellL1Width = cellL0Width/numL1CellsX; |
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int cellL1Height = cellL0Height/numL1CellsY; |
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int stencilValues[numL0CellsX*numL0CellsY]; |
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float depthValues[numL1CellsX*numL1CellsY]; |
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if (cellL0Width <= 0 || cellL1Width <= 0 || cellL0Height <= 0 || cellL1Height <= 0) |
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throw tcu::NotSupportedError("Too small render target"); |
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// Fullscreen clear to black. |
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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)); |
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// Compute stencil values: numL0CellsX*numL0CellsY combinations of lowest and highest bits. |
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getStencilTestValues(target.stencilBits, numL0CellsX*numL0CellsY, &stencilValues[0]); |
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// Compute depth values |
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{ |
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int numValues = DE_LENGTH_OF_ARRAY(depthValues); |
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float depthStep = 2.0f/(float)(numValues-1); |
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for (int ndx = 0; ndx < numValues; ndx++) |
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depthValues[ndx] = -1.0f + depthStep*(float)ndx; |
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} |
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for (int y0 = 0; y0 < numL0CellsY; y0++) |
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{ |
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for (int x0 = 0; x0 < numL0CellsX; x0++) |
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{ |
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int stencilValue = stencilValues[y0*numL0CellsX + x0]; |
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for (int y1 = 0; y1 < numL1CellsY; y1++) |
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{ |
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for (int x1 = 0; x1 < numL1CellsX; x1++) |
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{ |
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int x = x0*cellL0Width + x1*cellL1Width; |
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int y = y0*cellL0Height + y1*cellL1Height; |
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rr::WindowRectangle cellL1Rect (x, y, cellL1Width, cellL1Height); |
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clearCommands.push_back(ClearCommand(cellL1Rect, GL_STENCIL_BUFFER_BIT, Vec4(0), stencilValue)); |
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RenderCommand renderCmd; |
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renderCmd.params.visibleFace = rr::FACETYPE_FRONT; |
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renderCmd.params.depth = depthValues[y1*numL1CellsX + x1];; |
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renderCmd.params.depthTestEnabled = true; |
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renderCmd.params.depthFunc = GL_ALWAYS; |
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renderCmd.params.depthWriteMask = true; |
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renderCmd.colorMask = tcu::BVec4(false); |
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renderCmd.rect = cellL1Rect; |
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renderCommands.push_back(renderCmd); |
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} |
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} |
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} |
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} |
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} |
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void generateDepthVisualizeCommands (const TestRenderTarget& target, vector<RenderCommand>& commands) |
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{ |
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const float epsilon = -0.05f; |
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static const float depthSteps[] = {-1.0f, -0.5f, 0.0f, 0.5f, 1.0f}; |
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int numSteps = DE_LENGTH_OF_ARRAY(depthSteps); |
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const float colorStep = 1.0f / (float)(numSteps-1); |
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for (int ndx = 0; ndx < numSteps; ndx++) |
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{ |
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RenderCommand cmd; |
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cmd.params.visibleFace = rr::FACETYPE_FRONT; |
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cmd.rect = rr::WindowRectangle(0, 0, target.width, target.height); |
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cmd.color = Vec4(0.0f, 0.0f, colorStep*(float)ndx, 0.0f); |
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cmd.colorMask = tcu::BVec4(false, false, true, false); |
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cmd.params.depth = depthSteps[ndx]+epsilon; |
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cmd.params.depthTestEnabled = true; |
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cmd.params.depthFunc = GL_LESS; |
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cmd.params.depthWriteMask = false; |
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commands.push_back(cmd); |
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} |
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} |
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void generateStencilVisualizeCommands (const TestRenderTarget& target, vector<RenderCommand>& commands) |
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{ |
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const int numValues = 4*4; |
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float colorStep = 1.0f / numValues; // 0 is reserved for non-matching. |
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int stencilValues[numValues]; |
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getStencilTestValues(target.stencilBits, numValues, &stencilValues[0]); |
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for (int ndx = 0; ndx < numValues; ndx++) |
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{ |
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RenderCommand cmd; |
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cmd.params.visibleFace = rr::FACETYPE_FRONT; |
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cmd.rect = rr::WindowRectangle(0, 0, target.width, target.height); |
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cmd.color = Vec4(0.0f, colorStep*float(ndx+1), 0.0f, 0.0f); |
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cmd.colorMask = tcu::BVec4(false, true, false, false); |
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cmd.params.stencilTestEnabled = true; |
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cmd.params.stencil[rr::FACETYPE_FRONT].function = GL_EQUAL; |
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cmd.params.stencil[rr::FACETYPE_FRONT].reference = stencilValues[ndx]; |
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cmd.params.stencil[rr::FACETYPE_FRONT].compareMask = ~0u; |
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cmd.params.stencil[rr::FACETYPE_FRONT].stencilFailOp = GL_KEEP; |
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cmd.params.stencil[rr::FACETYPE_FRONT].depthFailOp = GL_KEEP; |
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cmd.params.stencil[rr::FACETYPE_FRONT].depthPassOp = GL_KEEP; |
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cmd.params.stencil[rr::FACETYPE_FRONT].writeMask = 0u; |
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cmd.params.stencil[rr::FACETYPE_BACK] = cmd.params.stencil[rr::FACETYPE_FRONT]; |
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commands.push_back(cmd); |
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} |
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} |
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void translateStencilState (const StencilParams& src, rr::StencilState& dst) |
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{ |
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dst.func = sglr::rr_util::mapGLTestFunc(src.function); |
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dst.ref = src.reference; |
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dst.compMask = src.compareMask; |
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dst.sFail = sglr::rr_util::mapGLStencilOp(src.stencilFailOp); |
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dst.dpFail = sglr::rr_util::mapGLStencilOp(src.depthFailOp); |
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dst.dpPass = sglr::rr_util::mapGLStencilOp(src.depthPassOp); |
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dst.writeMask = src.writeMask; |
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} |
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void translateCommand (const RenderCommand& src, RefRenderCommand& dst, const TestRenderTarget& renderTarget) |
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{ |
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const float far = 1.0f; |
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const float near = 0.0f; |
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bool hasDepth = renderTarget.depthBits > 0; |
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bool hasStencil = renderTarget.stencilBits > 0; |
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bool isFrontFacing = src.params.visibleFace == rr::FACETYPE_FRONT; |
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dst.quad.posA = IVec2(isFrontFacing ? src.rect.left : (src.rect.left+src.rect.width-1), src.rect.bottom); |
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dst.quad.posB = IVec2(isFrontFacing ? (src.rect.left+src.rect.width-1) : src.rect.left, src.rect.bottom+src.rect.height-1); |
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std::fill(DE_ARRAY_BEGIN(dst.quad.color), DE_ARRAY_END(dst.quad.color), src.color); |
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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); |
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dst.state.colorMask = src.colorMask; |
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dst.state.scissorTestEnabled = false; |
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dst.state.stencilTestEnabled = hasStencil && src.params.stencilTestEnabled; |
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dst.state.depthTestEnabled = hasDepth && src.params.depthTestEnabled; |
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dst.state.blendMode = rr::BLENDMODE_NONE; |
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dst.state.numStencilBits = renderTarget.stencilBits; |
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if (dst.state.depthTestEnabled) |
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{ |
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dst.state.depthFunc = sglr::rr_util::mapGLTestFunc(src.params.depthFunc); |
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dst.state.depthMask = src.params.depthWriteMask; |
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} |
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if (dst.state.stencilTestEnabled) |
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{ |
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translateStencilState(src.params.stencil[rr::FACETYPE_BACK], dst.state.stencilStates[rr::FACETYPE_BACK]); |
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translateStencilState(src.params.stencil[rr::FACETYPE_FRONT], dst.state.stencilStates[rr::FACETYPE_FRONT]); |
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} |
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} |
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void render (const vector<ClearCommand>& clears, int viewportX, int viewportY) |
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{ |
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glEnable(GL_SCISSOR_TEST); |
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for (int ndx = 0; ndx < (int)clears.size(); ndx++) |
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{ |
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const ClearCommand& clear = clears[ndx]; |
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if (clear.buffers & GL_COLOR_BUFFER_BIT) glClearColor(clear.color.x(), clear.color.y(), clear.color.z(), clear.color.w()); |
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if (clear.buffers & GL_STENCIL_BUFFER_BIT) glClearStencil(clear.stencil); |
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DE_ASSERT(clear.buffers == (clear.buffers & (GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT))); // \note Don't use clear for depths. |
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glScissor(clear.rect.left+viewportX, clear.rect.bottom+viewportY, clear.rect.width, clear.rect.height); |
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glClear(clear.buffers); |
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} |
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glDisable(GL_SCISSOR_TEST); |
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} |
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void render (gls::FragmentOpUtil::QuadRenderer& renderer, const RenderCommand& command, int viewportX, int viewportY) |
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{ |
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if (command.params.stencilTestEnabled) |
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{ |
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glEnable(GL_STENCIL_TEST); |
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for (int face = 0; face < rr::FACETYPE_LAST; face++) |
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{ |
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deUint32 glFace = face == rr::FACETYPE_BACK ? GL_BACK : GL_FRONT; |
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const StencilParams& sParams = command.params.stencil[face]; |
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glStencilFuncSeparate(glFace, sParams.function, sParams.reference, sParams.compareMask); |
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glStencilOpSeparate(glFace, sParams.stencilFailOp, sParams.depthFailOp, sParams.depthPassOp); |
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glStencilMaskSeparate(glFace, sParams.writeMask); |
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} |
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} |
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else |
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glDisable(GL_STENCIL_TEST); |
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if (command.params.depthTestEnabled) |
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{ |
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glEnable(GL_DEPTH_TEST); |
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glDepthFunc(command.params.depthFunc); |
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glDepthMask(command.params.depthWriteMask ? GL_TRUE : GL_FALSE); |
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} |
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else |
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glDisable(GL_DEPTH_TEST); |
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glColorMask(command.colorMask[0] ? GL_TRUE : GL_FALSE, |
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command.colorMask[1] ? GL_TRUE : GL_FALSE, |
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command.colorMask[2] ? GL_TRUE : GL_FALSE, |
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command.colorMask[3] ? GL_TRUE : GL_FALSE); |
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glViewport(command.rect.left+viewportX, command.rect.bottom+viewportY, command.rect.width, command.rect.height); |
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gls::FragmentOpUtil::Quad quad; |
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bool isFrontFacing = command.params.visibleFace == rr::FACETYPE_FRONT; |
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quad.posA = Vec2(isFrontFacing ? -1.0f : 1.0f, -1.0f); |
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quad.posB = Vec2(isFrontFacing ? 1.0f : -1.0f, 1.0f); |
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std::fill(DE_ARRAY_BEGIN(quad.color), DE_ARRAY_END(quad.color), command.color); |
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std::fill(DE_ARRAY_BEGIN(quad.depth), DE_ARRAY_END(quad.depth), command.params.depth); |
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renderer.render(quad); |
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GLU_CHECK(); |
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} |
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void renderReference (const vector<ClearCommand>& clears, const tcu::PixelBufferAccess& dstColor, const tcu::PixelBufferAccess& dstStencil, int stencilBits) |
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{ |
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for (int ndx = 0; ndx < (int)clears.size(); ndx++) |
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{ |
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const ClearCommand& clear = clears[ndx]; |
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if (clear.buffers & GL_COLOR_BUFFER_BIT) |
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tcu::clear(tcu::getSubregion(dstColor, clear.rect.left, clear.rect.bottom, clear.rect.width, clear.rect.height), clear.color); |
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if (clear.buffers & GL_STENCIL_BUFFER_BIT && stencilBits > 0) |
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{ |
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int maskedVal = clear.stencil & ((1<<stencilBits)-1); |
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tcu::clearStencil(tcu::getSubregion(dstStencil, clear.rect.left, clear.rect.bottom, clear.rect.width, clear.rect.height), maskedVal); |
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} |
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DE_ASSERT(clear.buffers == (clear.buffers & (GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT))); // \note Don't use clear for depths. |
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} |
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} |
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} // DepthStencilCaseUtil |
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|
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using namespace DepthStencilCaseUtil; |
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|
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class DepthStencilCase : public TestCase |
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{ |
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public: |
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DepthStencilCase (Context& context, const char* name, const char* desc, const std::vector<DepthStencilParams>& cases); |
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~DepthStencilCase (void); |
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void init (void); |
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void deinit (void); |
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IterateResult iterate (void); |
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private: |
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DepthStencilCase (const DepthStencilCase& other); |
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DepthStencilCase& operator= (const DepthStencilCase& other); |
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|
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std::vector<DepthStencilParams> m_cases; |
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TestRenderTarget m_renderTarget; |
|
std::vector<ClearCommand> m_baseClears; |
|
std::vector<RenderCommand> m_baseDepthRenders; |
|
std::vector<RenderCommand> m_visualizeCommands; |
|
std::vector<RefRenderCommand> m_refBaseDepthRenders; |
|
std::vector<RefRenderCommand> m_refVisualizeCommands; |
|
|
|
gls::FragmentOpUtil::QuadRenderer* m_renderer; |
|
tcu::Surface* m_refColorBuffer; |
|
tcu::TextureLevel* m_refDepthBuffer; |
|
tcu::TextureLevel* m_refStencilBuffer; |
|
gls::FragmentOpUtil::ReferenceQuadRenderer* m_refRenderer; |
|
|
|
int m_iterNdx; |
|
}; |
|
|
|
DepthStencilCase::DepthStencilCase (Context& context, const char* name, const char* desc, const std::vector<DepthStencilParams>& cases) |
|
: TestCase (context, name, desc) |
|
, m_cases (cases) |
|
, m_renderer (DE_NULL) |
|
, m_refColorBuffer (DE_NULL) |
|
, m_refDepthBuffer (DE_NULL) |
|
, m_refStencilBuffer (DE_NULL) |
|
, m_refRenderer (DE_NULL) |
|
, m_iterNdx (0) |
|
{ |
|
} |
|
|
|
DepthStencilCase::~DepthStencilCase (void) |
|
{ |
|
delete m_renderer; |
|
delete m_refColorBuffer; |
|
delete m_refDepthBuffer; |
|
delete m_refStencilBuffer; |
|
delete m_refRenderer; |
|
} |
|
|
|
void DepthStencilCase::init (void) |
|
{ |
|
DE_ASSERT(!m_renderer && !m_refColorBuffer && !m_refDepthBuffer && !m_refStencilBuffer && !m_refRenderer); |
|
|
|
// Compute render target. |
|
int viewportW = de::min<int>(m_context.getRenderTarget().getWidth(), VIEWPORT_WIDTH); |
|
int viewportH = de::min<int>(m_context.getRenderTarget().getHeight(), VIEWPORT_HEIGHT); |
|
m_renderTarget = TestRenderTarget(viewportW, viewportH, m_context.getRenderTarget().getDepthBits(), m_context.getRenderTarget().getStencilBits()); |
|
|
|
// Compute base clears & visualization commands. |
|
generateBaseClearAndDepthCommands(m_renderTarget, m_baseClears, m_baseDepthRenders); |
|
generateDepthVisualizeCommands(m_renderTarget, m_visualizeCommands); |
|
generateStencilVisualizeCommands(m_renderTarget, m_visualizeCommands); |
|
|
|
// Translate to ref commands. |
|
m_refBaseDepthRenders.resize(m_baseDepthRenders.size()); |
|
for (int ndx = 0; ndx < (int)m_baseDepthRenders.size(); ndx++) |
|
translateCommand(m_baseDepthRenders[ndx], m_refBaseDepthRenders[ndx], m_renderTarget); |
|
|
|
m_refVisualizeCommands.resize(m_visualizeCommands.size()); |
|
for (int ndx = 0; ndx < (int)m_visualizeCommands.size(); ndx++) |
|
translateCommand(m_visualizeCommands[ndx], m_refVisualizeCommands[ndx], m_renderTarget); |
|
|
|
m_renderer = new gls::FragmentOpUtil::QuadRenderer(m_context.getRenderContext(), glu::GLSL_VERSION_100_ES); |
|
m_refColorBuffer = new tcu::Surface(viewportW, viewportH); |
|
m_refDepthBuffer = new tcu::TextureLevel(tcu::TextureFormat(tcu::TextureFormat::D, tcu::TextureFormat::FLOAT), viewportW, viewportH); |
|
m_refStencilBuffer = new tcu::TextureLevel(tcu::TextureFormat(tcu::TextureFormat::S, tcu::TextureFormat::UNSIGNED_INT32), viewportW, viewportH); |
|
m_refRenderer = new gls::FragmentOpUtil::ReferenceQuadRenderer(); |
|
|
|
m_iterNdx = 0; |
|
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); |
|
} |
|
|
|
void DepthStencilCase::deinit (void) |
|
{ |
|
delete m_renderer; |
|
delete m_refColorBuffer; |
|
delete m_refDepthBuffer; |
|
delete m_refStencilBuffer; |
|
delete m_refRenderer; |
|
|
|
m_renderer = DE_NULL; |
|
m_refColorBuffer = DE_NULL; |
|
m_refDepthBuffer = DE_NULL; |
|
m_refStencilBuffer = DE_NULL; |
|
m_refRenderer = DE_NULL; |
|
|
|
m_baseClears.clear(); |
|
m_baseDepthRenders.clear(); |
|
m_visualizeCommands.clear(); |
|
m_refBaseDepthRenders.clear(); |
|
m_refVisualizeCommands.clear(); |
|
} |
|
|
|
DepthStencilCase::IterateResult DepthStencilCase::iterate (void) |
|
{ |
|
de::Random rnd (deStringHash(getName()) ^ deInt32Hash(m_iterNdx)); |
|
int viewportX = rnd.getInt(0, m_context.getRenderTarget().getWidth()-m_renderTarget.width); |
|
int viewportY = rnd.getInt(0, m_context.getRenderTarget().getHeight()-m_renderTarget.height); |
|
RenderCommand testCmd; |
|
|
|
tcu::Surface renderedImg (m_renderTarget.width, m_renderTarget.height); |
|
tcu::RGBA threshold = m_context.getRenderTarget().getPixelFormat().getColorThreshold(); |
|
|
|
// Fill in test command for this iteration. |
|
testCmd.color = Vec4(1.0f, 0.0f, 0.0f, 1.0f); |
|
testCmd.colorMask = tcu::BVec4(true); |
|
testCmd.rect = rr::WindowRectangle(0, 0, m_renderTarget.width, m_renderTarget.height); |
|
testCmd.params = m_cases[m_iterNdx]; |
|
|
|
if (m_iterNdx == 0) |
|
{ |
|
m_testCtx.getLog() << TestLog::Message << "Channels:\n" |
|
" RED: passing pixels\n" |
|
" GREEN: stencil values\n" |
|
" BLUE: depth values" |
|
<< TestLog::EndMessage; |
|
} |
|
|
|
if (m_cases.size() > 1) |
|
m_testCtx.getLog() << TestLog::Message << "Iteration " << m_iterNdx << "..." << TestLog::EndMessage; |
|
|
|
m_testCtx.getLog() << m_cases[m_iterNdx]; |
|
|
|
// Submit render commands to gl GL. |
|
|
|
// Base clears. |
|
render(m_baseClears, viewportX, viewportY); |
|
|
|
// Base depths. |
|
for (vector<RenderCommand>::const_iterator cmd = m_baseDepthRenders.begin(); cmd != m_baseDepthRenders.end(); ++cmd) |
|
render(*m_renderer, *cmd, viewportX, viewportY); |
|
|
|
// Test command. |
|
render(*m_renderer, testCmd, viewportX, viewportY); |
|
|
|
// Visualization commands. |
|
for (vector<RenderCommand>::const_iterator cmd = m_visualizeCommands.begin(); cmd != m_visualizeCommands.end(); ++cmd) |
|
render(*m_renderer, *cmd, viewportX, viewportY); |
|
|
|
// Re-enable all write masks. |
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
|
glDepthMask(GL_TRUE); |
|
glStencilMask(~0u); |
|
|
|
// Ask GPU to start rendering. |
|
glFlush(); |
|
|
|
// Render reference while GPU is doing work. |
|
{ |
|
RefRenderCommand refTestCmd; |
|
translateCommand(testCmd, refTestCmd, m_renderTarget); |
|
|
|
// Base clears. |
|
renderReference(m_baseClears, m_refColorBuffer->getAccess(), m_refStencilBuffer->getAccess(), m_renderTarget.stencilBits); |
|
|
|
// Base depths. |
|
for (vector<RefRenderCommand>::const_iterator cmd = m_refBaseDepthRenders.begin(); cmd != m_refBaseDepthRenders.end(); ++cmd) |
|
m_refRenderer->render(gls::FragmentOpUtil::getMultisampleAccess(m_refColorBuffer->getAccess()), |
|
gls::FragmentOpUtil::getMultisampleAccess(m_refDepthBuffer->getAccess()), |
|
gls::FragmentOpUtil::getMultisampleAccess(m_refStencilBuffer->getAccess()), |
|
cmd->quad, cmd->state); |
|
|
|
// Test command. |
|
m_refRenderer->render(gls::FragmentOpUtil::getMultisampleAccess(m_refColorBuffer->getAccess()), |
|
gls::FragmentOpUtil::getMultisampleAccess(m_refDepthBuffer->getAccess()), |
|
gls::FragmentOpUtil::getMultisampleAccess(m_refStencilBuffer->getAccess()), |
|
refTestCmd.quad, refTestCmd.state); |
|
|
|
// Visualization commands. |
|
for (vector<RefRenderCommand>::const_iterator cmd = m_refVisualizeCommands.begin(); cmd != m_refVisualizeCommands.end(); ++cmd) |
|
m_refRenderer->render(gls::FragmentOpUtil::getMultisampleAccess(m_refColorBuffer->getAccess()), |
|
gls::FragmentOpUtil::getMultisampleAccess(m_refDepthBuffer->getAccess()), |
|
gls::FragmentOpUtil::getMultisampleAccess(m_refStencilBuffer->getAccess()), |
|
cmd->quad, cmd->state); |
|
} |
|
|
|
// Read rendered image. |
|
glu::readPixels(m_context.getRenderContext(), viewportX, viewportY, renderedImg.getAccess()); |
|
|
|
m_iterNdx += 1; |
|
|
|
// Compare to reference. |
|
bool isLastIter = m_iterNdx >= (int)m_cases.size(); |
|
bool compareOk = tcu::pixelThresholdCompare(m_testCtx.getLog(), "CompareResult", "Image Comparison Result", *m_refColorBuffer, renderedImg, threshold, |
|
tcu::COMPARE_LOG_RESULT); |
|
|
|
m_testCtx.getLog() << TestLog::Message << (compareOk ? " Passed." : " FAILED!") << TestLog::EndMessage; |
|
if (!compareOk) |
|
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Image comparison failed"); |
|
|
|
if (compareOk && !isLastIter) |
|
return CONTINUE; |
|
else |
|
return STOP; |
|
} |
|
|
|
DepthStencilTests::DepthStencilTests (Context& context) |
|
: TestCaseGroup(context, "depth_stencil", "Depth and Stencil Op Tests") |
|
{ |
|
} |
|
|
|
DepthStencilTests::~DepthStencilTests (void) |
|
{ |
|
} |
|
|
|
static void randomDepthStencilState (de::Random& rnd, DepthStencilParams& params) |
|
{ |
|
const float stencilTestProbability = 0.8f; |
|
const float depthTestProbability = 0.7f; |
|
|
|
static const deUint32 compareFuncs[] = |
|
{ |
|
GL_NEVER, |
|
GL_ALWAYS, |
|
GL_LESS, |
|
GL_LEQUAL, |
|
GL_EQUAL, |
|
GL_GEQUAL, |
|
GL_GREATER, |
|
GL_NOTEQUAL |
|
}; |
|
|
|
static const deUint32 stencilOps[] = |
|
{ |
|
GL_KEEP, |
|
GL_ZERO, |
|
GL_REPLACE, |
|
GL_INCR, |
|
GL_DECR, |
|
GL_INVERT, |
|
GL_INCR_WRAP, |
|
GL_DECR_WRAP |
|
}; |
|
|
|
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 }; |
|
|
|
params.visibleFace = rnd.getBool() ? rr::FACETYPE_FRONT : rr::FACETYPE_BACK; |
|
params.stencilTestEnabled = rnd.getFloat() < stencilTestProbability; |
|
params.depthTestEnabled = !params.stencilTestEnabled || (rnd.getFloat() < depthTestProbability); |
|
|
|
if (params.stencilTestEnabled) |
|
{ |
|
for (int ndx = 0; ndx < 2; ndx++) |
|
{ |
|
params.stencil[ndx].function = rnd.choose<deUint32>(DE_ARRAY_BEGIN(compareFuncs), DE_ARRAY_END(compareFuncs)); |
|
params.stencil[ndx].reference = rnd.getInt(-2, 260); |
|
params.stencil[ndx].compareMask = rnd.getUint32(); |
|
params.stencil[ndx].stencilFailOp = rnd.choose<deUint32>(DE_ARRAY_BEGIN(stencilOps), DE_ARRAY_END(stencilOps)); |
|
params.stencil[ndx].depthFailOp = rnd.choose<deUint32>(DE_ARRAY_BEGIN(stencilOps), DE_ARRAY_END(stencilOps)); |
|
params.stencil[ndx].depthPassOp = rnd.choose<deUint32>(DE_ARRAY_BEGIN(stencilOps), DE_ARRAY_END(stencilOps)); |
|
params.stencil[ndx].writeMask = rnd.getUint32(); |
|
} |
|
} |
|
|
|
if (params.depthTestEnabled) |
|
{ |
|
params.depthFunc = rnd.choose<deUint32>(DE_ARRAY_BEGIN(compareFuncs), DE_ARRAY_END(compareFuncs)); |
|
params.depth = rnd.choose<float>(DE_ARRAY_BEGIN(depthValues), DE_ARRAY_END(depthValues)); |
|
params.depthWriteMask = rnd.getBool(); |
|
} |
|
} |
|
|
|
void DepthStencilTests::init (void) |
|
{ |
|
static const struct |
|
{ |
|
const char* name; |
|
deUint32 func; |
|
} compareFuncs[] = |
|
{ |
|
{ "never", GL_NEVER }, |
|
{ "always", GL_ALWAYS }, |
|
{ "less", GL_LESS }, |
|
{ "lequal", GL_LEQUAL }, |
|
{ "equal", GL_EQUAL }, |
|
{ "gequal", GL_GEQUAL }, |
|
{ "greater", GL_GREATER }, |
|
{ "notequal", GL_NOTEQUAL } |
|
}; |
|
|
|
static const struct |
|
{ |
|
const char* name; |
|
deUint32 op; |
|
} stencilOps[] = |
|
{ |
|
{ "keep", GL_KEEP }, |
|
{ "zero", GL_ZERO }, |
|
{ "replace", GL_REPLACE }, |
|
{ "incr", GL_INCR }, |
|
{ "decr", GL_DECR }, |
|
{ "invert", GL_INVERT }, |
|
{ "incr_wrap", GL_INCR_WRAP }, |
|
{ "decr_wrap", GL_DECR_WRAP } |
|
}; |
|
|
|
static const struct |
|
{ |
|
rr::FaceType visibleFace; |
|
deUint32 sFail; |
|
deUint32 dFail; |
|
deUint32 dPass; |
|
int stencilRef; |
|
deUint32 compareMask; |
|
deUint32 writeMask; |
|
float depth; |
|
} functionCases[] = |
|
{ |
|
{ rr::FACETYPE_BACK, GL_DECR, GL_INCR, GL_INVERT, 4, ~0u, ~0u, -0.7f }, |
|
{ rr::FACETYPE_FRONT, GL_DECR, GL_INCR, GL_INVERT, 2, ~0u, ~0u, 0.0f }, |
|
{ rr::FACETYPE_BACK, GL_DECR, GL_INCR, GL_INVERT, 1, ~0u, ~0u, 0.2f }, |
|
{ rr::FACETYPE_FRONT, GL_DECR_WRAP, GL_INVERT, GL_REPLACE, 4, ~0u, ~0u, 1.0f } |
|
}; |
|
|
|
// All combinations of depth stencil functions. |
|
{ |
|
tcu::TestCaseGroup* functionsGroup = new tcu::TestCaseGroup(m_testCtx, "stencil_depth_funcs", "Combinations of Depth and Stencil Functions"); |
|
addChild(functionsGroup); |
|
|
|
for (int stencilFunc = 0; stencilFunc < DE_LENGTH_OF_ARRAY(compareFuncs)+1; stencilFunc++) |
|
{ |
|
// One extra: depth test disabled. |
|
for (int depthFunc = 0; depthFunc < DE_LENGTH_OF_ARRAY(compareFuncs)+1; depthFunc++) |
|
{ |
|
DepthStencilParams params; |
|
ostringstream name; |
|
bool hasStencilFunc = de::inBounds(stencilFunc, 0, DE_LENGTH_OF_ARRAY(compareFuncs)); |
|
bool hasDepthFunc = de::inBounds(depthFunc, 0, DE_LENGTH_OF_ARRAY(compareFuncs)); |
|
|
|
if (hasStencilFunc) |
|
name << "stencil_" << compareFuncs[stencilFunc].name << "_"; |
|
else |
|
name << "no_stencil_"; |
|
|
|
if (hasDepthFunc) |
|
name << "depth_" << compareFuncs[depthFunc].name; |
|
else |
|
name << "no_depth"; |
|
|
|
params.depthFunc = hasDepthFunc ? compareFuncs[depthFunc].func : 0; |
|
params.depthTestEnabled = hasDepthFunc; |
|
params.depthWriteMask = true; |
|
|
|
params.stencilTestEnabled = hasStencilFunc; |
|
|
|
vector<DepthStencilParams> cases; |
|
for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(functionCases); ndx++) |
|
{ |
|
rr::FaceType visible = functionCases[ndx].visibleFace; |
|
rr::FaceType notVisible = visible == rr::FACETYPE_FRONT ? rr::FACETYPE_BACK : rr::FACETYPE_FRONT; |
|
|
|
params.depth = functionCases[ndx].depth; |
|
params.visibleFace = visible; |
|
|
|
params.stencil[visible].function = hasStencilFunc ? compareFuncs[stencilFunc].func : 0; |
|
params.stencil[visible].reference = functionCases[ndx].stencilRef; |
|
params.stencil[visible].stencilFailOp = functionCases[ndx].sFail; |
|
params.stencil[visible].depthFailOp = functionCases[ndx].dFail; |
|
params.stencil[visible].depthPassOp = functionCases[ndx].dPass; |
|
params.stencil[visible].compareMask = functionCases[ndx].compareMask; |
|
params.stencil[visible].writeMask = functionCases[ndx].writeMask; |
|
|
|
params.stencil[notVisible].function = GL_ALWAYS; |
|
params.stencil[notVisible].reference = 0; |
|
params.stencil[notVisible].stencilFailOp = GL_REPLACE; |
|
params.stencil[notVisible].depthFailOp = GL_REPLACE; |
|
params.stencil[notVisible].depthPassOp = GL_REPLACE; |
|
params.stencil[notVisible].compareMask = 0u; |
|
params.stencil[notVisible].writeMask = ~0u; |
|
|
|
|
|
cases.push_back(params); |
|
} |
|
|
|
functionsGroup->addChild(new DepthStencilCase(m_context, name.str().c_str(), "", cases)); |
|
} |
|
} |
|
} |
|
|
|
static const struct |
|
{ |
|
rr::FaceType visibleFace; |
|
deUint32 func; |
|
int ref; |
|
deUint32 compareMask; |
|
deUint32 writeMask; |
|
} opCombinationCases[] = |
|
{ |
|
{ rr::FACETYPE_BACK, GL_LESS, 4, ~0u, ~0u }, |
|
{ rr::FACETYPE_FRONT, GL_GREATER, 2, ~0u, ~0u }, |
|
{ rr::FACETYPE_BACK, GL_EQUAL, 3, ~2u, ~0u }, |
|
{ rr::FACETYPE_FRONT, GL_NOTEQUAL, 1, ~0u, ~1u } |
|
}; |
|
|
|
// All combinations of stencil ops. |
|
{ |
|
tcu::TestCaseGroup* opCombinationGroup = new tcu::TestCaseGroup(m_testCtx, "stencil_ops", "Stencil Op Combinations"); |
|
addChild(opCombinationGroup); |
|
|
|
for (int sFail = 0; sFail < DE_LENGTH_OF_ARRAY(stencilOps); sFail++) |
|
{ |
|
for (int dFail = 0; dFail < DE_LENGTH_OF_ARRAY(stencilOps); dFail++) |
|
{ |
|
for (int dPass = 0; dPass < DE_LENGTH_OF_ARRAY(stencilOps); dPass++) |
|
{ |
|
DepthStencilParams params; |
|
ostringstream name; |
|
|
|
name << stencilOps[sFail].name << "_" << stencilOps[dFail].name << "_" << stencilOps[dPass].name; |
|
|
|
params.depthFunc = GL_LEQUAL; |
|
params.depth = 0.0f; |
|
params.depthTestEnabled = true; |
|
params.depthWriteMask = true; |
|
|
|
params.stencilTestEnabled = true; |
|
|
|
vector<DepthStencilParams> cases; |
|
for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(opCombinationCases); ndx++) |
|
{ |
|
rr::FaceType visible = opCombinationCases[ndx].visibleFace; |
|
rr::FaceType notVisible = visible == rr::FACETYPE_FRONT ? rr::FACETYPE_BACK : rr::FACETYPE_FRONT; |
|
|
|
params.visibleFace = visible; |
|
|
|
params.stencil[visible].function = opCombinationCases[ndx].func; |
|
params.stencil[visible].reference = opCombinationCases[ndx].ref; |
|
params.stencil[visible].stencilFailOp = stencilOps[sFail].op; |
|
params.stencil[visible].depthFailOp = stencilOps[dFail].op; |
|
params.stencil[visible].depthPassOp = stencilOps[dPass].op; |
|
params.stencil[visible].compareMask = opCombinationCases[ndx].compareMask; |
|
params.stencil[visible].writeMask = opCombinationCases[ndx].writeMask; |
|
|
|
params.stencil[notVisible].function = GL_ALWAYS; |
|
params.stencil[notVisible].reference = 0; |
|
params.stencil[notVisible].stencilFailOp = GL_REPLACE; |
|
params.stencil[notVisible].depthFailOp = GL_REPLACE; |
|
params.stencil[notVisible].depthPassOp = GL_REPLACE; |
|
params.stencil[notVisible].compareMask = 0u; |
|
params.stencil[notVisible].writeMask = ~0u; |
|
|
|
|
|
cases.push_back(params); |
|
} |
|
|
|
opCombinationGroup->addChild(new DepthStencilCase(m_context, name.str().c_str(), "", cases)); |
|
} |
|
} |
|
} |
|
} |
|
|
|
// Write masks |
|
{ |
|
tcu::TestCaseGroup* writeMaskGroup = new tcu::TestCaseGroup(m_testCtx, "write_mask", "Depth and Stencil Write Masks"); |
|
addChild(writeMaskGroup); |
|
|
|
// Depth mask |
|
{ |
|
DepthStencilParams params; |
|
|
|
params.depthFunc = GL_LEQUAL; |
|
params.depth = 0.0f; |
|
params.depthTestEnabled = true; |
|
params.stencilTestEnabled = true; |
|
|
|
params.stencil[rr::FACETYPE_FRONT].function = GL_NOTEQUAL; |
|
params.stencil[rr::FACETYPE_FRONT].reference = 1; |
|
params.stencil[rr::FACETYPE_FRONT].stencilFailOp = GL_INVERT; |
|
params.stencil[rr::FACETYPE_FRONT].depthFailOp = GL_INCR; |
|
params.stencil[rr::FACETYPE_FRONT].depthPassOp = GL_DECR; |
|
params.stencil[rr::FACETYPE_FRONT].compareMask = ~0u; |
|
params.stencil[rr::FACETYPE_FRONT].writeMask = ~0u; |
|
|
|
params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS; |
|
params.stencil[rr::FACETYPE_BACK].reference = 0; |
|
params.stencil[rr::FACETYPE_BACK].stencilFailOp = GL_REPLACE; |
|
params.stencil[rr::FACETYPE_BACK].depthFailOp = GL_INVERT; |
|
params.stencil[rr::FACETYPE_BACK].depthPassOp = GL_INCR; |
|
params.stencil[rr::FACETYPE_BACK].compareMask = ~0u; |
|
params.stencil[rr::FACETYPE_BACK].writeMask = ~0u; |
|
|
|
vector<DepthStencilParams> cases; |
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|
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// Case 1: front, depth write enabled |
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params.visibleFace = rr::FACETYPE_FRONT; |
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params.depthWriteMask = true; |
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cases.push_back(params); |
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|
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// Case 2: front, depth write disabled |
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params.visibleFace = rr::FACETYPE_FRONT; |
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params.depthWriteMask = false; |
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cases.push_back(params); |
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|
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// Case 3: back, depth write enabled |
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params.visibleFace = rr::FACETYPE_BACK; |
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params.depthWriteMask = true; |
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cases.push_back(params); |
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|
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// Case 4: back, depth write disabled |
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params.visibleFace = rr::FACETYPE_BACK; |
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params.depthWriteMask = false; |
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cases.push_back(params); |
|
|
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writeMaskGroup->addChild(new DepthStencilCase(m_context, "depth", "Depth Write Mask", cases)); |
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} |
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|
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// Stencil write masks. |
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{ |
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static const struct |
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{ |
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rr::FaceType visibleFace; |
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deUint32 frontWriteMask; |
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deUint32 backWriteMask; |
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} stencilWmaskCases[] = |
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{ |
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{ rr::FACETYPE_FRONT, ~0u, 0u }, |
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{ rr::FACETYPE_FRONT, 0u, ~0u }, |
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{ rr::FACETYPE_FRONT, 0xfu, 0xf0u }, |
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{ rr::FACETYPE_FRONT, 0x2u, 0x4u }, |
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{ rr::FACETYPE_BACK, 0u, ~0u }, |
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{ rr::FACETYPE_BACK, ~0u, 0u }, |
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{ rr::FACETYPE_BACK, 0xf0u, 0xfu }, |
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{ rr::FACETYPE_BACK, 0x4u, 0x2u } |
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}; |
|
|
|
DepthStencilParams params; |
|
|
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params.depthFunc = GL_LEQUAL; |
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params.depth = 0.0f; |
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params.depthTestEnabled = true; |
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params.depthWriteMask = true; |
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params.stencilTestEnabled = true; |
|
|
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params.stencil[rr::FACETYPE_FRONT].function = GL_NOTEQUAL; |
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params.stencil[rr::FACETYPE_FRONT].reference = 1; |
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params.stencil[rr::FACETYPE_FRONT].stencilFailOp = GL_INVERT; |
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params.stencil[rr::FACETYPE_FRONT].depthFailOp = GL_INCR; |
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params.stencil[rr::FACETYPE_FRONT].depthPassOp = GL_DECR; |
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params.stencil[rr::FACETYPE_FRONT].compareMask = ~0u; |
|
|
|
params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS; |
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params.stencil[rr::FACETYPE_BACK].reference = 0; |
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params.stencil[rr::FACETYPE_BACK].stencilFailOp = GL_REPLACE; |
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params.stencil[rr::FACETYPE_BACK].depthFailOp = GL_INVERT; |
|
params.stencil[rr::FACETYPE_BACK].depthPassOp = GL_INCR; |
|
params.stencil[rr::FACETYPE_BACK].compareMask = ~0u; |
|
|
|
vector<DepthStencilParams> cases; |
|
for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(stencilWmaskCases); ndx++) |
|
{ |
|
params.visibleFace = stencilWmaskCases[ndx].visibleFace; |
|
params.stencil[rr::FACETYPE_FRONT].writeMask = stencilWmaskCases[ndx].frontWriteMask; |
|
params.stencil[rr::FACETYPE_BACK].writeMask = stencilWmaskCases[ndx].backWriteMask; |
|
cases.push_back(params); |
|
} |
|
|
|
writeMaskGroup->addChild(new DepthStencilCase(m_context, "stencil", "Stencil Write Mask", cases)); |
|
} |
|
|
|
// Depth & stencil write masks. |
|
{ |
|
static const struct |
|
{ |
|
bool depthWriteMask; |
|
rr::FaceType visibleFace; |
|
deUint32 frontWriteMask; |
|
deUint32 backWriteMask; |
|
} depthStencilWmaskCases[] = |
|
{ |
|
{ false, rr::FACETYPE_FRONT, ~0u, 0u }, |
|
{ false, rr::FACETYPE_FRONT, 0u, ~0u }, |
|
{ false, rr::FACETYPE_FRONT, 0xfu, 0xf0u }, |
|
{ true, rr::FACETYPE_FRONT, ~0u, 0u }, |
|
{ true, rr::FACETYPE_FRONT, 0u, ~0u }, |
|
{ true, rr::FACETYPE_FRONT, 0xfu, 0xf0u }, |
|
{ false, rr::FACETYPE_BACK, 0u, ~0u }, |
|
{ false, rr::FACETYPE_BACK, ~0u, 0u }, |
|
{ false, rr::FACETYPE_BACK, 0xf0u, 0xfu }, |
|
{ true, rr::FACETYPE_BACK, 0u, ~0u }, |
|
{ true, rr::FACETYPE_BACK, ~0u, 0u }, |
|
{ true, rr::FACETYPE_BACK, 0xf0u, 0xfu } |
|
}; |
|
|
|
DepthStencilParams params; |
|
|
|
params.depthFunc = GL_LEQUAL; |
|
params.depth = 0.0f; |
|
params.depthTestEnabled = true; |
|
params.depthWriteMask = true; |
|
params.stencilTestEnabled = true; |
|
|
|
params.stencil[rr::FACETYPE_FRONT].function = GL_NOTEQUAL; |
|
params.stencil[rr::FACETYPE_FRONT].reference = 1; |
|
params.stencil[rr::FACETYPE_FRONT].stencilFailOp = GL_INVERT; |
|
params.stencil[rr::FACETYPE_FRONT].depthFailOp = GL_INCR; |
|
params.stencil[rr::FACETYPE_FRONT].depthPassOp = GL_DECR; |
|
params.stencil[rr::FACETYPE_FRONT].compareMask = ~0u; |
|
|
|
params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS; |
|
params.stencil[rr::FACETYPE_BACK].reference = 0; |
|
params.stencil[rr::FACETYPE_BACK].stencilFailOp = GL_REPLACE; |
|
params.stencil[rr::FACETYPE_BACK].depthFailOp = GL_INVERT; |
|
params.stencil[rr::FACETYPE_BACK].depthPassOp = GL_INCR; |
|
params.stencil[rr::FACETYPE_BACK].compareMask = ~0u; |
|
|
|
vector<DepthStencilParams> cases; |
|
for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(depthStencilWmaskCases); ndx++) |
|
{ |
|
params.depthWriteMask = depthStencilWmaskCases[ndx].depthWriteMask; |
|
params.visibleFace = depthStencilWmaskCases[ndx].visibleFace; |
|
params.stencil[rr::FACETYPE_FRONT].writeMask = depthStencilWmaskCases[ndx].frontWriteMask; |
|
params.stencil[rr::FACETYPE_BACK].writeMask = depthStencilWmaskCases[ndx].backWriteMask; |
|
cases.push_back(params); |
|
} |
|
|
|
writeMaskGroup->addChild(new DepthStencilCase(m_context, "both", "Depth and Stencil Write Masks", cases)); |
|
} |
|
} |
|
|
|
// Randomized cases |
|
{ |
|
tcu::TestCaseGroup* randomGroup = new tcu::TestCaseGroup(m_testCtx, "random", "Randomized Depth and Stencil Test Cases"); |
|
addChild(randomGroup); |
|
|
|
for (int caseNdx = 0; caseNdx < NUM_RANDOM_CASES; caseNdx++) |
|
{ |
|
vector<DepthStencilParams> subCases (NUM_RANDOM_SUB_CASES); |
|
de::Random rnd (deInt32Hash(caseNdx) ^ deInt32Hash(m_testCtx.getCommandLine().getBaseSeed())); |
|
|
|
for (vector<DepthStencilParams>::iterator iter = subCases.begin(); iter != subCases.end(); ++iter) |
|
randomDepthStencilState(rnd, *iter); |
|
|
|
randomGroup->addChild(new DepthStencilCase(m_context, de::toString(caseNdx).c_str(), "", subCases)); |
|
} |
|
} |
|
} |
|
|
|
} // Functional |
|
} // gles2 |
|
} // deqp
|
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