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2188 lines
72 KiB
2188 lines
72 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 Framebuffer Object Tests. |
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* |
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* Notes: |
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* + Like in API tests, tcu::sgl2s::Context class is used. |
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* + ReferenceContext is used to generate reference images. |
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* + API calls can be logged \todo [pyry] Implement. |
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*//*--------------------------------------------------------------------*/ |
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#include "es2fFboRenderTest.hpp" |
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#include "sglrContextUtil.hpp" |
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#include "sglrGLContext.hpp" |
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#include "sglrReferenceContext.hpp" |
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#include "tcuSurface.hpp" |
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#include "tcuTextureUtil.hpp" |
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#include "tcuImageCompare.hpp" |
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#include "tcuRenderTarget.hpp" |
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#include "gluPixelTransfer.hpp" |
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#include "gluTextureUtil.hpp" |
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#include "gluStrUtil.hpp" |
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#include "deRandom.hpp" |
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#include "deString.h" |
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#include "glwFunctions.hpp" |
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#include "glwEnums.hpp" |
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using std::vector; |
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using std::string; |
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using tcu::Vec2; |
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using tcu::Vec3; |
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using tcu::Vec4; |
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using tcu::RGBA; |
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using tcu::Surface; |
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using namespace glw; // GL types |
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|
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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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|
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// Shaders. |
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class FlatColorShader : public sglr::ShaderProgram |
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{ |
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public: |
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FlatColorShader (void) |
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: sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() |
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<< sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) |
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<< sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) |
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<< sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) |
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<< sglr::pdec::VertexSource( |
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"attribute highp vec4 a_position;\n" |
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"void main (void)\n" |
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"{\n" |
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" gl_Position = a_position;\n" |
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"}\n") |
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<< sglr::pdec::FragmentSource( |
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"uniform mediump vec4 u_color;\n" |
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"void main (void)\n" |
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"{\n" |
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" gl_FragColor = u_color;\n" |
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"}\n")) |
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{ |
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} |
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void setColor (sglr::Context& gl, deUint32 program, const tcu::Vec4& color) |
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{ |
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gl.useProgram(program); |
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gl.uniform4fv(gl.getUniformLocation(program, "u_color"), 1, color.getPtr()); |
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} |
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void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const |
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{ |
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for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
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packets[packetNdx]->position = rr::readVertexAttribFloat(inputs[0], packets[packetNdx]->instanceNdx, packets[packetNdx]->vertexNdx); |
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} |
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void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const |
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{ |
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const tcu::Vec4 color(m_uniforms[0].value.f4); |
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DE_UNREF(packets); |
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for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
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for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
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rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color); |
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} |
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}; |
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class SingleTex2DShader : public sglr::ShaderProgram |
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{ |
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public: |
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SingleTex2DShader (void) |
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: sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() |
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<< sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) |
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<< sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) |
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<< sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) |
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<< sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) |
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<< sglr::pdec::Uniform("u_sampler0", glu::TYPE_SAMPLER_2D) |
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<< sglr::pdec::VertexSource( |
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"attribute highp vec4 a_position;\n" |
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"attribute mediump vec2 a_coord;\n" |
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"varying mediump vec2 v_coord;\n" |
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"void main (void)\n" |
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"{\n" |
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" gl_Position = a_position;\n" |
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" v_coord = a_coord;\n" |
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"}\n") |
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<< sglr::pdec::FragmentSource( |
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"uniform sampler2D u_sampler0;\n" |
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"varying mediump vec2 v_coord;\n" |
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"void main (void)\n" |
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"{\n" |
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" gl_FragColor = texture2D(u_sampler0, v_coord);\n" |
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"}\n")) |
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{ |
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} |
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void setUnit (sglr::Context& gl, deUint32 program, int unitNdx) |
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{ |
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gl.useProgram(program); |
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gl.uniform1i(gl.getUniformLocation(program, "u_sampler0"), unitNdx); |
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} |
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void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const |
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{ |
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for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
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{ |
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rr::VertexPacket& packet = *packets[packetNdx]; |
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packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx); |
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packet.outputs[0] = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx); |
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} |
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} |
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void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const |
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{ |
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for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
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for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
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{ |
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const tcu::Vec4 v_coord = rr::readVarying<float>(packets[packetNdx], context, 0, fragNdx); |
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const float lod = 0.0f; |
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rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, this->m_uniforms[0].sampler.tex2D->sample(v_coord.x(), v_coord.y(), lod)); |
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} |
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} |
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}; |
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class MixTexturesShader : public sglr::ShaderProgram |
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{ |
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public: |
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MixTexturesShader (void) |
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: sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() |
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<< sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) |
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<< sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) |
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<< sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) |
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<< sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) |
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<< sglr::pdec::Uniform("u_sampler0", glu::TYPE_SAMPLER_2D) |
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<< sglr::pdec::Uniform("u_sampler1", glu::TYPE_SAMPLER_2D) |
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<< sglr::pdec::VertexSource( |
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"attribute highp vec4 a_position;\n" |
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"attribute mediump vec2 a_coord;\n" |
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"varying mediump vec2 v_coord;\n" |
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"void main (void)\n" |
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"{\n" |
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" gl_Position = a_position;\n" |
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" v_coord = a_coord;\n" |
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"}\n") |
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<< sglr::pdec::FragmentSource( |
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"uniform sampler2D u_sampler0;\n" |
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"uniform sampler2D u_sampler1;\n" |
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"varying mediump vec2 v_coord;\n" |
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"void main (void)\n" |
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"{\n" |
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" gl_FragColor = texture2D(u_sampler0, v_coord)*0.5 + texture2D(u_sampler1, v_coord)*0.5;\n" |
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"}\n")) |
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{ |
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} |
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void setUnits (sglr::Context& gl, deUint32 program, int unit0, int unit1) |
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{ |
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gl.useProgram(program); |
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gl.uniform1i(gl.getUniformLocation(program, "u_sampler0"), unit0); |
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gl.uniform1i(gl.getUniformLocation(program, "u_sampler1"), unit1); |
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} |
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void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const |
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{ |
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for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
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{ |
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rr::VertexPacket& packet = *packets[packetNdx]; |
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packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx); |
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packet.outputs[0] = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx); |
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} |
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} |
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void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const |
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{ |
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for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
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for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
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{ |
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const tcu::Vec4 v_coord = rr::readVarying<float>(packets[packetNdx], context, 0, fragNdx); |
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const float lod = 0.0f; |
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rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, this->m_uniforms[0].sampler.tex2D->sample(v_coord.x(), v_coord.y(), lod) * 0.5f |
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+ this->m_uniforms[1].sampler.tex2D->sample(v_coord.x(), v_coord.y(), lod) * 0.5f); |
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} |
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} |
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}; |
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// Framebuffer config. |
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class FboConfig |
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{ |
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public: |
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FboConfig (void) |
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: colorbufferType (GL_NONE) |
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, colorbufferFormat (GL_NONE) |
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, depthbufferType (GL_NONE) |
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, depthbufferFormat (GL_NONE) |
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, stencilbufferType (GL_NONE) |
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, stencilbufferFormat (GL_NONE) |
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{ |
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} |
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std::string getName (void) const; |
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GLenum colorbufferType; //!< GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, GL_RENDERBUFFER |
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GLenum colorbufferFormat; //!< Internal format for color buffer texture or renderbuffer |
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GLenum depthbufferType; //!< GL_RENDERBUFFER |
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GLenum depthbufferFormat; |
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GLenum stencilbufferType; //!< GL_RENDERBUFFER |
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GLenum stencilbufferFormat; |
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private: |
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static const char* getFormatName (GLenum format); |
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}; |
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const char* FboConfig::getFormatName (GLenum format) |
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{ |
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switch (format) |
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{ |
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case GL_RGB: return "rgb"; |
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case GL_RGBA: return "rgba"; |
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case GL_ALPHA: return "alpha"; |
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case GL_LUMINANCE: return "luminance"; |
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case GL_LUMINANCE_ALPHA: return "luminance_alpha"; |
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case GL_RGB565: return "rgb565"; |
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case GL_RGB5_A1: return "rgb5_a1"; |
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case GL_RGBA4: return "rgba4"; |
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case GL_RGBA16F: return "rgba16f"; |
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case GL_RGB16F: return "rgb16f"; |
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case GL_DEPTH_COMPONENT16: return "depth_component16"; |
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case GL_STENCIL_INDEX8: return "stencil_index8"; |
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default: DE_ASSERT(false); return DE_NULL; |
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} |
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} |
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std::string FboConfig::getName (void) const |
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{ |
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std::string name = ""; |
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if (colorbufferType != GL_NONE) |
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{ |
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switch (colorbufferType) |
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{ |
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case GL_TEXTURE_2D: name += "tex2d_"; break; |
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case GL_TEXTURE_CUBE_MAP: name += "texcube_"; break; |
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case GL_RENDERBUFFER: name += "rbo_"; break; |
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default: DE_ASSERT(false); break; |
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} |
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name += getFormatName(colorbufferFormat); |
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} |
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if (depthbufferType != GL_NONE) |
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{ |
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DE_ASSERT(depthbufferType == GL_RENDERBUFFER); |
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if (name.length() > 0) |
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name += "_"; |
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name += getFormatName(depthbufferFormat); |
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} |
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if (stencilbufferType != GL_NONE) |
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{ |
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DE_ASSERT(stencilbufferType == GL_RENDERBUFFER); |
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if (name.length() > 0) |
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name += "_"; |
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name += getFormatName(stencilbufferFormat); |
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} |
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return name; |
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} |
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class FboIncompleteException : public tcu::TestError |
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{ |
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public: |
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FboIncompleteException (const FboConfig& config, GLenum reason, const char* file, int line); |
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virtual ~FboIncompleteException (void) throw() {} |
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const FboConfig& getConfig (void) const { return m_config; } |
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GLenum getReason (void) const { return m_reason; } |
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private: |
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FboConfig m_config; |
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GLenum m_reason; |
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}; |
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static const char* getFboIncompleteReasonName (GLenum reason) |
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{ |
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switch (reason) |
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{ |
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; |
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; |
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: return "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS"; |
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case GL_FRAMEBUFFER_UNSUPPORTED: return "GL_FRAMEBUFFER_UNSUPPORTED"; |
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case GL_FRAMEBUFFER_COMPLETE: return "GL_FRAMEBUFFER_COMPLETE"; |
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default: return "UNKNOWN"; |
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} |
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} |
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FboIncompleteException::FboIncompleteException (const FboConfig& config, GLenum reason, const char* file, int line) |
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: TestError("Framebuffer is not complete", getFboIncompleteReasonName(reason), file, line) |
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, m_config(config) |
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, m_reason(reason) |
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{ |
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} |
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class Framebuffer |
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{ |
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public: |
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Framebuffer (sglr::Context& context, const FboConfig& config, int width, int height, deUint32 fbo = 0, deUint32 colorbuffer = 0, deUint32 depthbuffer = 0, deUint32 stencilbuffer = 0); |
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~Framebuffer (void); |
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const FboConfig& getConfig (void) const { return m_config; } |
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deUint32 getFramebuffer (void) const { return m_framebuffer; } |
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deUint32 getColorbuffer (void) const { return m_colorbuffer; } |
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deUint32 getDepthbuffer (void) const { return m_depthbuffer; } |
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deUint32 getStencilbuffer (void) const { return m_stencilbuffer; } |
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void checkCompleteness (void); |
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private: |
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void createRbo (deUint32& name, GLenum format, int width, int height); |
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void destroyBuffer (deUint32 name, GLenum type); |
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FboConfig m_config; |
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sglr::Context& m_context; |
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deUint32 m_framebuffer; |
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deUint32 m_colorbuffer; |
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deUint32 m_depthbuffer; |
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deUint32 m_stencilbuffer; |
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}; |
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static bool isExtensionSupported (sglr::Context& context, const char* name) |
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{ |
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std::istringstream extensions(context.getString(GL_EXTENSIONS)); |
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std::string extension; |
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|
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while (std::getline(extensions, extension, ' ')) |
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{ |
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if (extension == name) |
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return true; |
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} |
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return false; |
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} |
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static void checkColorFormatSupport (sglr::Context& context, deUint32 sizedFormat) |
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{ |
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switch (sizedFormat) |
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{ |
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case GL_RGBA16F: |
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case GL_RGB16F: |
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case GL_RG16F: |
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case GL_R16F: |
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if (!isExtensionSupported(context, "GL_EXT_color_buffer_half_float")) |
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throw tcu::NotSupportedError("GL_EXT_color_buffer_half_float is not supported"); |
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default: |
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break; |
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} |
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} |
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Framebuffer::Framebuffer (sglr::Context& context, const FboConfig& config, int width, int height, deUint32 fbo, deUint32 colorbuffer, deUint32 depthbuffer, deUint32 stencilbuffer) |
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: m_config (config) |
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, m_context (context) |
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, m_framebuffer (fbo) |
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, m_colorbuffer (colorbuffer) |
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, m_depthbuffer (depthbuffer) |
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, m_stencilbuffer (stencilbuffer) |
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{ |
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// Verify that color format is supported |
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checkColorFormatSupport(context, config.colorbufferFormat); |
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if (m_framebuffer == 0) |
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context.genFramebuffers(1, &m_framebuffer); |
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context.bindFramebuffer(GL_FRAMEBUFFER, m_framebuffer); |
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switch (m_config.colorbufferType) |
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{ |
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case GL_TEXTURE_2D: |
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if (m_colorbuffer == 0) |
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context.genTextures(1, &m_colorbuffer); |
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context.bindTexture(GL_TEXTURE_2D, m_colorbuffer); |
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context.texImage2D(GL_TEXTURE_2D, 0, m_config.colorbufferFormat, width, height); |
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context.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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if (!deIsPowerOfTwo32(width) || !deIsPowerOfTwo32(height)) |
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{ |
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// Set wrap mode to clamp for NPOT FBOs |
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context.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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context.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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} |
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context.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_colorbuffer, 0); |
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break; |
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case GL_TEXTURE_CUBE_MAP: |
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DE_FATAL("TODO"); |
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break; |
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|
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case GL_RENDERBUFFER: |
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createRbo(m_colorbuffer, m_config.colorbufferFormat, width, height); |
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context.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_colorbuffer); |
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break; |
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default: |
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DE_ASSERT(m_config.colorbufferType == GL_NONE); |
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break; |
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} |
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if (m_config.depthbufferType == GL_RENDERBUFFER) |
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{ |
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createRbo(m_depthbuffer, m_config.depthbufferFormat, width, height); |
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context.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthbuffer); |
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} |
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else |
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DE_ASSERT(m_config.depthbufferType == GL_NONE); |
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|
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if (m_config.stencilbufferType == GL_RENDERBUFFER) |
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{ |
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createRbo(m_stencilbuffer, m_config.stencilbufferFormat, width, height); |
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context.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_stencilbuffer); |
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} |
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else |
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DE_ASSERT(m_config.stencilbufferType == GL_NONE); |
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|
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context.bindFramebuffer(GL_FRAMEBUFFER, 0); |
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} |
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Framebuffer::~Framebuffer (void) |
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{ |
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m_context.deleteFramebuffers(1, &m_framebuffer); |
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destroyBuffer(m_colorbuffer, m_config.colorbufferType); |
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destroyBuffer(m_depthbuffer, m_config.depthbufferType); |
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destroyBuffer(m_stencilbuffer, m_config.stencilbufferType); |
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} |
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|
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void Framebuffer::checkCompleteness (void) |
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{ |
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m_context.bindFramebuffer(GL_FRAMEBUFFER, m_framebuffer); |
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GLenum status = m_context.checkFramebufferStatus(GL_FRAMEBUFFER); |
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m_context.bindFramebuffer(GL_FRAMEBUFFER, 0); |
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if (status != GL_FRAMEBUFFER_COMPLETE) |
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throw FboIncompleteException(m_config, status, __FILE__, __LINE__); |
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} |
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void Framebuffer::createRbo (deUint32& name, GLenum format, int width, int height) |
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{ |
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if (name == 0) |
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m_context.genRenderbuffers(1, &name); |
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m_context.bindRenderbuffer(GL_RENDERBUFFER, name); |
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m_context.renderbufferStorage(GL_RENDERBUFFER, format, width, height); |
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} |
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void Framebuffer::destroyBuffer (deUint32 name, GLenum type) |
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{ |
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if (type == GL_TEXTURE_2D || type == GL_TEXTURE_CUBE_MAP) |
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m_context.deleteTextures(1, &name); |
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else if (type == GL_RENDERBUFFER) |
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m_context.deleteRenderbuffers(1, &name); |
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else |
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DE_ASSERT(type == GL_NONE); |
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} |
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static void createMetaballsTex2D (sglr::Context& context, deUint32 name, GLenum format, GLenum dataType, int width, int height) |
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{ |
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tcu::TextureFormat texFormat = glu::mapGLTransferFormat(format, dataType); |
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tcu::TextureLevel level (texFormat, width, height); |
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|
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tcu::fillWithMetaballs(level.getAccess(), 5, name ^ width ^ height); |
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|
|
context.bindTexture(GL_TEXTURE_2D, name); |
|
context.texImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, dataType, level.getAccess().getDataPtr()); |
|
context.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
|
} |
|
|
|
static void createQuadsTex2D (sglr::Context& context, deUint32 name, GLenum format, GLenum dataType, int width, int height) |
|
{ |
|
tcu::TextureFormat texFormat = glu::mapGLTransferFormat(format, dataType); |
|
tcu::TextureLevel level (texFormat, width, height); |
|
|
|
tcu::fillWithRGBAQuads(level.getAccess()); |
|
|
|
context.bindTexture(GL_TEXTURE_2D, name); |
|
context.texImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, dataType, level.getAccess().getDataPtr()); |
|
context.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
|
} |
|
|
|
class FboRenderCase : public TestCase |
|
{ |
|
public: |
|
FboRenderCase (Context& context, const char* name, const char* description, const FboConfig& config); |
|
virtual ~FboRenderCase (void) {} |
|
|
|
virtual IterateResult iterate (void); |
|
virtual void render (sglr::Context& fboContext, Surface& dst) = DE_NULL; |
|
|
|
const FboConfig& getConfig (void) const { return m_config; } |
|
|
|
static bool isConfigSupported (const FboConfig& config) { DE_UNREF(config); return true; } |
|
|
|
private: |
|
FboConfig m_config; |
|
}; |
|
|
|
FboRenderCase::FboRenderCase (Context& context, const char* name, const char* description, const FboConfig& config) |
|
: TestCase(context, name, description) |
|
, m_config(config) |
|
{ |
|
} |
|
|
|
TestCase::IterateResult FboRenderCase::iterate (void) |
|
{ |
|
Vec4 clearColor (0.125f, 0.25f, 0.5f, 1.0f); |
|
glu::RenderContext& renderCtx = m_context.getRenderContext(); |
|
const tcu::RenderTarget& renderTarget = m_context.getRenderTarget(); |
|
tcu::TestLog& log = m_testCtx.getLog(); |
|
const char* failReason = DE_NULL; |
|
|
|
// Position & size for context |
|
deRandom rnd; |
|
deRandom_init(&rnd, deStringHash(getName())); |
|
|
|
int width = deMin32(renderTarget.getWidth(), 128); |
|
int height = deMin32(renderTarget.getHeight(), 128); |
|
int xMax = renderTarget.getWidth()-width+1; |
|
int yMax = renderTarget.getHeight()-height+1; |
|
int x = deRandom_getUint32(&rnd) % xMax; |
|
int y = deRandom_getUint32(&rnd) % yMax; |
|
|
|
tcu::Surface gles2Frame (width, height); |
|
tcu::Surface refFrame (width, height); |
|
GLenum gles2Error; |
|
GLenum refError; |
|
|
|
// Render using GLES2 |
|
try |
|
{ |
|
sglr::GLContext context(renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, width, height)); |
|
|
|
context.clearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w()); |
|
context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
|
|
|
render(context, gles2Frame); // Call actual render func |
|
gles2Error = context.getError(); |
|
} |
|
catch (const FboIncompleteException& e) |
|
{ |
|
if (e.getReason() == GL_FRAMEBUFFER_UNSUPPORTED) |
|
{ |
|
// Mark test case as unsupported |
|
log << e; |
|
m_testCtx.setTestResult(QP_TEST_RESULT_NOT_SUPPORTED, "Not supported"); |
|
return STOP; |
|
} |
|
else |
|
throw; // Propagate error |
|
} |
|
|
|
// Render reference image |
|
{ |
|
sglr::ReferenceContextBuffers buffers (tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), renderTarget.getDepthBits(), renderTarget.getStencilBits(), width, height); |
|
sglr::ReferenceContext context (sglr::ReferenceContextLimits(renderCtx), buffers.getColorbuffer(), buffers.getDepthbuffer(), buffers.getStencilbuffer()); |
|
|
|
context.clearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w()); |
|
context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
|
|
|
render(context, refFrame); |
|
refError = context.getError(); |
|
} |
|
|
|
// Compare error codes |
|
bool errorCodesOk = (gles2Error == refError); |
|
|
|
if (!errorCodesOk) |
|
{ |
|
log << tcu::TestLog::Message << "Error code mismatch: got " << glu::getErrorStr(gles2Error) << ", expected " << glu::getErrorStr(refError) << tcu::TestLog::EndMessage; |
|
failReason = "Got unexpected error"; |
|
} |
|
|
|
// Compare images |
|
const float threshold = 0.03f; |
|
bool imagesOk = tcu::fuzzyCompare(log, "ComparisonResult", "Image comparison result", refFrame, gles2Frame, threshold, tcu::COMPARE_LOG_RESULT); |
|
|
|
if (!imagesOk && !failReason) |
|
failReason = "Image comparison failed"; |
|
|
|
// Store test result |
|
bool isOk = errorCodesOk && imagesOk; |
|
m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, |
|
isOk ? "Pass" : failReason); |
|
|
|
return STOP; |
|
} |
|
|
|
namespace FboCases |
|
{ |
|
|
|
class ColorClearsTest : public FboRenderCase |
|
{ |
|
public: |
|
ColorClearsTest (Context& context, const FboConfig& config); |
|
~ColorClearsTest (void) {} |
|
|
|
void render (sglr::Context& context, Surface& dst); |
|
}; |
|
|
|
ColorClearsTest::ColorClearsTest (Context& context, const FboConfig& config) |
|
: FboRenderCase(context, config.getName().c_str(), "Color buffer clears", config) |
|
{ |
|
} |
|
|
|
void ColorClearsTest::render (sglr::Context& context, Surface& dst) |
|
{ |
|
int width = 128; |
|
int height = 128; |
|
deRandom rnd; |
|
|
|
deRandom_init(&rnd, 0); |
|
|
|
// Create framebuffer |
|
Framebuffer fbo(context, getConfig(), width, height); |
|
fbo.checkCompleteness(); |
|
|
|
// Clear fbo |
|
context.bindFramebuffer(GL_FRAMEBUFFER, fbo.getFramebuffer()); |
|
context.viewport(0, 0, width, height); |
|
context.clearColor(0.0f, 0.0f, 0.0f, 1.0f); |
|
context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
|
|
|
// Enable scissor test. |
|
context.enable(GL_SCISSOR_TEST); |
|
|
|
// Do 10 random color clears |
|
for (int i = 0; i < 15; i++) |
|
{ |
|
int cX = (int)(deRandom_getUint32(&rnd) & 0x7fffffff) % width; |
|
int cY = (int)(deRandom_getUint32(&rnd) & 0x7fffffff) % height; |
|
int cWidth = (int)(deRandom_getUint32(&rnd) & 0x7fffffff) % (width-cX); |
|
int cHeight = (int)(deRandom_getUint32(&rnd) & 0x7fffffff) % (height-cY); |
|
Vec4 color = RGBA(deRandom_getUint32(&rnd)).toVec(); |
|
|
|
context.scissor(cX, cY, cWidth, cHeight); |
|
context.clearColor(color.x(), color.y(), color.z(), color.w()); |
|
context.clear(GL_COLOR_BUFFER_BIT); |
|
} |
|
|
|
// Disable scissor. |
|
context.disable(GL_SCISSOR_TEST); |
|
|
|
if (fbo.getConfig().colorbufferType == GL_TEXTURE_2D) |
|
{ |
|
// Unbind fbo |
|
context.bindFramebuffer(GL_FRAMEBUFFER, 0); |
|
|
|
// Draw to screen |
|
SingleTex2DShader shader; |
|
deUint32 shaderID = context.createProgram(&shader); |
|
|
|
shader.setUnit(context, shaderID, 0); |
|
|
|
context.bindTexture(GL_TEXTURE_2D, fbo.getColorbuffer()); |
|
context.viewport(0, 0, context.getWidth(), context.getHeight()); |
|
sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
|
|
// Read from screen |
|
context.readPixels(dst, 0, 0, context.getWidth(), context.getHeight()); |
|
} |
|
else |
|
{ |
|
// Read from fbo |
|
context.readPixels(dst, 0, 0, width, height); |
|
} |
|
} |
|
|
|
class IntersectingQuadsTest : public FboRenderCase |
|
{ |
|
public: |
|
IntersectingQuadsTest (Context& context, const FboConfig& config, bool npot = false); |
|
virtual ~IntersectingQuadsTest (void) {} |
|
|
|
virtual void render (sglr::Context& context, Surface& dst); |
|
|
|
static bool isConfigSupported (const FboConfig& config); |
|
|
|
private: |
|
int m_fboWidth; |
|
int m_fboHeight; |
|
}; |
|
|
|
class IntersectingQuadsNpotTest : public IntersectingQuadsTest |
|
{ |
|
public: |
|
IntersectingQuadsNpotTest (Context& context, const FboConfig& config) |
|
: IntersectingQuadsTest(context, config, true) |
|
{ |
|
} |
|
}; |
|
|
|
IntersectingQuadsTest::IntersectingQuadsTest (Context& context, const FboConfig& config, bool npot) |
|
: FboRenderCase (context, (string(npot ? "npot_" : "") + config.getName()).c_str(), "Intersecting textured quads", config) |
|
, m_fboWidth (npot ? 127 : 128) |
|
, m_fboHeight (npot ? 95 : 128) |
|
{ |
|
} |
|
|
|
bool IntersectingQuadsTest::isConfigSupported (const FboConfig& config) |
|
{ |
|
// \note Disabled for stencil configurations since doesn't exercise stencil buffer |
|
return config.depthbufferType != GL_NONE && |
|
config.stencilbufferType == GL_NONE; |
|
} |
|
|
|
void IntersectingQuadsTest::render (sglr::Context& ctx, Surface& dst) |
|
{ |
|
SingleTex2DShader texShader; |
|
deUint32 texShaderID = ctx.createProgram(&texShader); |
|
|
|
deUint32 metaballsTex = 1; |
|
deUint32 quadsTex = 2; |
|
|
|
createMetaballsTex2D(ctx, metaballsTex, GL_RGB, GL_UNSIGNED_BYTE, 64, 64); |
|
createQuadsTex2D(ctx, quadsTex, GL_RGB, GL_UNSIGNED_BYTE, 64, 64); |
|
|
|
int width = m_fboWidth; |
|
int height = m_fboHeight; |
|
Framebuffer fbo(ctx, getConfig(), width, height); |
|
fbo.checkCompleteness(); |
|
|
|
// Setup shaders |
|
texShader.setUnit(ctx, texShaderID, 0); |
|
|
|
// Draw scene |
|
ctx.bindFramebuffer(GL_FRAMEBUFFER, fbo.getFramebuffer()); |
|
ctx.viewport(0, 0, width, height); |
|
ctx.clearColor(1.0f, 0.0f, 0.0f, 1.0f); |
|
ctx.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
|
|
|
ctx.enable(GL_DEPTH_TEST); |
|
|
|
ctx.bindTexture(GL_TEXTURE_2D, metaballsTex); |
|
sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); |
|
|
|
ctx.bindTexture(GL_TEXTURE_2D, quadsTex); |
|
sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, 1.0f), Vec3(1.0f, 1.0f, -1.0f)); |
|
|
|
ctx.disable(GL_DEPTH_TEST); |
|
|
|
if (fbo.getConfig().colorbufferType == GL_TEXTURE_2D) |
|
{ |
|
// Unbind fbo |
|
ctx.bindFramebuffer(GL_FRAMEBUFFER, 0); |
|
|
|
// Draw to screen |
|
ctx.bindTexture(GL_TEXTURE_2D, fbo.getColorbuffer()); |
|
ctx.viewport(0, 0, ctx.getWidth(), ctx.getHeight()); |
|
sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
|
|
// Read from screen |
|
ctx.readPixels(dst, 0, 0, ctx.getWidth(), ctx.getHeight()); |
|
} |
|
else |
|
{ |
|
// Read from fbo |
|
ctx.readPixels(dst, 0, 0, width, height); |
|
} |
|
} |
|
|
|
class MixTest : public FboRenderCase |
|
{ |
|
public: |
|
MixTest (Context& context, const FboConfig& config, bool npot = false); |
|
virtual ~MixTest (void) {} |
|
|
|
void render (sglr::Context& context, Surface& dst); |
|
|
|
static bool isConfigSupported (const FboConfig& config); |
|
|
|
private: |
|
int m_fboAWidth; |
|
int m_fboAHeight; |
|
int m_fboBWidth; |
|
int m_fboBHeight; |
|
}; |
|
|
|
class MixNpotTest : public MixTest |
|
{ |
|
public: |
|
MixNpotTest (Context& context, const FboConfig& config) |
|
: MixTest(context, config, true) |
|
{ |
|
} |
|
}; |
|
|
|
MixTest::MixTest (Context& context, const FboConfig& config, bool npot) |
|
: FboRenderCase (context, (string(npot ? "mix_npot_" : "mix_") + config.getName()).c_str(), "Use two fbos as sources in draw operation", config) |
|
, m_fboAWidth (npot ? 127 : 128) |
|
, m_fboAHeight (npot ? 95 : 128) |
|
, m_fboBWidth (npot ? 55 : 64) |
|
, m_fboBHeight (npot ? 63 : 64) |
|
{ |
|
} |
|
|
|
bool MixTest::isConfigSupported (const FboConfig& config) |
|
{ |
|
// \note Disabled for stencil configurations since doesn't exercise stencil buffer |
|
return config.colorbufferType == GL_TEXTURE_2D && |
|
config.stencilbufferType == GL_NONE; |
|
} |
|
|
|
void MixTest::render (sglr::Context& context, Surface& dst) |
|
{ |
|
SingleTex2DShader singleTexShader; |
|
MixTexturesShader mixShader; |
|
|
|
deUint32 singleTexShaderID = context.createProgram(&singleTexShader); |
|
deUint32 mixShaderID = context.createProgram(&mixShader); |
|
|
|
// Texture with metaballs |
|
deUint32 metaballsTex = 1; |
|
context.pixelStorei(GL_UNPACK_ALIGNMENT, 1); |
|
createMetaballsTex2D(context, metaballsTex, GL_RGB, GL_UNSIGNED_BYTE, 64, 64); |
|
|
|
// Setup shaders |
|
singleTexShader.setUnit(context, singleTexShaderID, 0); |
|
mixShader.setUnits(context, mixShaderID, 0, 1); |
|
|
|
// Fbo, quad with metaballs texture |
|
Framebuffer fboA(context, getConfig(), m_fboAWidth, m_fboAHeight); |
|
fboA.checkCompleteness(); |
|
context.bindFramebuffer(GL_FRAMEBUFFER, fboA.getFramebuffer()); |
|
context.viewport(0, 0, m_fboAWidth, m_fboAHeight); |
|
context.clearColor(0.0f, 0.0f, 0.0f, 1.0f); |
|
context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
|
context.bindTexture(GL_TEXTURE_2D, metaballsTex); |
|
sglr::drawQuad(context, singleTexShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
|
|
// Fbo, color clears |
|
Framebuffer fboB(context, getConfig(), m_fboBWidth, m_fboBHeight); |
|
fboB.checkCompleteness(); |
|
context.bindFramebuffer(GL_FRAMEBUFFER, fboB.getFramebuffer()); |
|
context.viewport(0, 0, m_fboBWidth, m_fboBHeight); |
|
context.enable(GL_SCISSOR_TEST); |
|
context.scissor(0, 0, 32, 64); |
|
context.clearColor(1.0f, 0.0f, 0.0f, 1.0f); |
|
context.clear(GL_COLOR_BUFFER_BIT); |
|
context.scissor(32, 0, 32, 64); |
|
context.clearColor(0.0f, 1.0f, 0.0f, 1.0f); |
|
context.clear(GL_COLOR_BUFFER_BIT); |
|
context.disable(GL_SCISSOR_TEST); |
|
|
|
// Final mix op |
|
context.activeTexture(GL_TEXTURE0); |
|
context.bindTexture(GL_TEXTURE_2D, fboA.getColorbuffer()); |
|
context.activeTexture(GL_TEXTURE1); |
|
context.bindTexture(GL_TEXTURE_2D, fboB.getColorbuffer()); |
|
context.bindFramebuffer(GL_FRAMEBUFFER, 0); |
|
context.viewport(0, 0, context.getWidth(), context.getHeight()); |
|
sglr::drawQuad(context, mixShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
|
|
context.readPixels(dst, 0, 0, context.getWidth(), context.getHeight()); |
|
} |
|
|
|
class BlendTest : public FboRenderCase |
|
{ |
|
public: |
|
BlendTest (Context& context, const FboConfig& config, bool npot = false); |
|
virtual ~BlendTest (void) {} |
|
|
|
void render (sglr::Context& context, Surface& dst); |
|
|
|
static bool isConfigSupported (const FboConfig& config); |
|
|
|
private: |
|
int m_fboWidth; |
|
int m_fboHeight; |
|
}; |
|
|
|
class BlendNpotTest : public BlendTest |
|
{ |
|
public: |
|
BlendNpotTest (Context& context, const FboConfig& config) |
|
: BlendTest(context, config, true) |
|
{ |
|
} |
|
}; |
|
|
|
BlendTest::BlendTest (Context& context, const FboConfig& config, bool npot) |
|
: FboRenderCase (context, (string(npot ? "blend_npot_" : "blend_") + config.getName()).c_str(), "Blend to fbo", config) |
|
, m_fboWidth (npot ? 111 : 128) |
|
, m_fboHeight (npot ? 122 : 128) |
|
{ |
|
} |
|
|
|
bool BlendTest::isConfigSupported (const FboConfig& config) |
|
{ |
|
// \note Disabled for stencil configurations since doesn't exercise stencil buffer |
|
return config.stencilbufferType == GL_NONE; |
|
} |
|
|
|
void BlendTest::render (sglr::Context& context, Surface& dst) |
|
{ |
|
SingleTex2DShader shader; |
|
deUint32 shaderID = context.createProgram(&shader); |
|
int width = m_fboWidth; |
|
int height = m_fboHeight; |
|
deUint32 metaballsTex = 1; |
|
|
|
createMetaballsTex2D(context, metaballsTex, GL_RGBA, GL_UNSIGNED_BYTE, 64, 64); |
|
|
|
Framebuffer fbo(context, getConfig(), width, height); |
|
fbo.checkCompleteness(); |
|
|
|
shader.setUnit(context, shaderID, 0); |
|
|
|
context.bindFramebuffer(GL_FRAMEBUFFER, fbo.getFramebuffer()); |
|
context.viewport(0, 0, width, height); |
|
context.bindTexture(GL_TEXTURE_2D, metaballsTex); |
|
context.clearColor(0.6f, 0.0f, 0.6f, 1.0f); |
|
context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
|
|
|
context.enable(GL_BLEND); |
|
context.blendEquation(GL_FUNC_ADD); |
|
context.blendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); |
|
sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
context.disable(GL_BLEND); |
|
|
|
if (fbo.getConfig().colorbufferType == GL_TEXTURE_2D) |
|
{ |
|
context.bindFramebuffer(GL_FRAMEBUFFER, 0); |
|
context.bindTexture(GL_TEXTURE_2D, fbo.getColorbuffer()); |
|
context.viewport(0, 0, context.getWidth(), context.getHeight()); |
|
sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
context.readPixels(dst, 0, 0, context.getWidth(), context.getHeight()); |
|
} |
|
else |
|
context.readPixels(dst, 0, 0, width, height); |
|
} |
|
|
|
class StencilClearsTest : public FboRenderCase |
|
{ |
|
public: |
|
StencilClearsTest (Context& context, const FboConfig& config); |
|
virtual ~StencilClearsTest (void) {}; |
|
|
|
void render (sglr::Context& context, Surface& dst); |
|
|
|
static bool isConfigSupported (const FboConfig& config); |
|
}; |
|
|
|
StencilClearsTest::StencilClearsTest (Context& context, const FboConfig& config) |
|
: FboRenderCase(context, config.getName().c_str(), "Stencil clears", config) |
|
{ |
|
} |
|
|
|
void StencilClearsTest::render (sglr::Context& context, Surface& dst) |
|
{ |
|
SingleTex2DShader shader; |
|
deUint32 shaderID = context.createProgram(&shader); |
|
int width = 128; |
|
int height = 128; |
|
deUint32 quadsTex = 1; |
|
deUint32 metaballsTex = 2; |
|
|
|
createQuadsTex2D(context, quadsTex, GL_RGBA, GL_UNSIGNED_BYTE, width, height); |
|
createMetaballsTex2D(context, metaballsTex, GL_RGBA, GL_UNSIGNED_BYTE, width, height); |
|
|
|
Framebuffer fbo(context, getConfig(), width, height); |
|
fbo.checkCompleteness(); |
|
|
|
// Bind framebuffer and clear |
|
context.bindFramebuffer(GL_FRAMEBUFFER, fbo.getFramebuffer()); |
|
context.viewport(0, 0, width, height); |
|
context.clearColor(0.0f, 0.0f, 0.0f, 1.0f); |
|
context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
|
|
|
// Do stencil clears |
|
context.enable(GL_SCISSOR_TEST); |
|
context.scissor(10, 16, 32, 120); |
|
context.clearStencil(1); |
|
context.clear(GL_STENCIL_BUFFER_BIT); |
|
context.scissor(16, 32, 100, 64); |
|
context.clearStencil(2); |
|
context.clear(GL_STENCIL_BUFFER_BIT); |
|
context.disable(GL_SCISSOR_TEST); |
|
|
|
// Draw 2 textures with stecil tests |
|
context.activeTexture(GL_TEXTURE0); |
|
context.bindTexture(GL_TEXTURE_2D, quadsTex); |
|
context.activeTexture(GL_TEXTURE1); |
|
context.bindTexture(GL_TEXTURE_2D, metaballsTex); |
|
|
|
context.enable(GL_STENCIL_TEST); |
|
context.stencilFunc(GL_EQUAL, 1, 0xffffffffu); |
|
shader.setUnit(context, shaderID, 0); |
|
sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
|
|
context.stencilFunc(GL_EQUAL, 2, 0xffffffffu); |
|
shader.setUnit(context, shaderID, 1); |
|
sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
|
|
context.disable(GL_STENCIL_TEST); |
|
|
|
if (fbo.getConfig().colorbufferType == GL_TEXTURE_2D) |
|
{ |
|
context.bindFramebuffer(GL_FRAMEBUFFER, 0); |
|
context.activeTexture(GL_TEXTURE0); |
|
context.bindTexture(GL_TEXTURE_2D, fbo.getColorbuffer()); |
|
context.viewport(0, 0, context.getWidth(), context.getHeight()); |
|
shader.setUnit(context, shaderID, 0); |
|
sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
context.readPixels(dst, 0, 0, context.getWidth(), context.getHeight()); |
|
} |
|
else |
|
context.readPixels(dst, 0, 0, width, height); |
|
} |
|
|
|
bool StencilClearsTest::isConfigSupported (const FboConfig& config) |
|
{ |
|
return config.stencilbufferType != GL_NONE; |
|
} |
|
|
|
class StencilTest : public FboRenderCase |
|
{ |
|
public: |
|
StencilTest (Context& context, const FboConfig& config, bool npot = false); |
|
virtual ~StencilTest (void) {}; |
|
|
|
void render (sglr::Context& context, Surface& dst); |
|
|
|
static bool isConfigSupported (const FboConfig& config); |
|
|
|
private: |
|
int m_fboWidth; |
|
int m_fboHeight; |
|
}; |
|
|
|
class StencilNpotTest : public StencilTest |
|
{ |
|
public: |
|
StencilNpotTest (Context& context, const FboConfig& config) |
|
: StencilTest(context, config, true) |
|
{ |
|
} |
|
}; |
|
|
|
StencilTest::StencilTest (Context& context, const FboConfig& config, bool npot) |
|
: FboRenderCase (context, (string(npot ? "npot_" : "") + config.getName()).c_str(), "Stencil ops", config) |
|
, m_fboWidth (npot ? 99 : 128) |
|
, m_fboHeight (npot ? 110 : 128) |
|
{ |
|
} |
|
|
|
bool StencilTest::isConfigSupported (const FboConfig& config) |
|
{ |
|
return config.stencilbufferType != GL_NONE; |
|
} |
|
|
|
void StencilTest::render (sglr::Context& ctx, Surface& dst) |
|
{ |
|
FlatColorShader colorShader; |
|
SingleTex2DShader texShader; |
|
deUint32 colorShaderID = ctx.createProgram(&colorShader); |
|
deUint32 texShaderID = ctx.createProgram(&texShader); |
|
int width = m_fboWidth; |
|
int height = m_fboHeight; |
|
int texWidth = 64; |
|
int texHeight = 64; |
|
deUint32 quadsTex = 1; |
|
deUint32 metaballsTex = 2; |
|
bool depth = getConfig().depthbufferType != GL_NONE; |
|
|
|
createQuadsTex2D(ctx, quadsTex, GL_RGB, GL_UNSIGNED_BYTE, texWidth, texHeight); |
|
createMetaballsTex2D(ctx, metaballsTex, GL_RGB, GL_UNSIGNED_BYTE, texWidth, texHeight); |
|
|
|
Framebuffer fbo(ctx, getConfig(), width, height); |
|
fbo.checkCompleteness(); |
|
|
|
// Bind framebuffer and clear |
|
ctx.bindFramebuffer(GL_FRAMEBUFFER, fbo.getFramebuffer()); |
|
ctx.viewport(0, 0, width, height); |
|
ctx.clearColor(0.0f, 0.0f, 0.0f, 1.0f); |
|
ctx.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
|
|
|
// Render intersecting quads - increment stencil on depth pass |
|
ctx.enable(GL_DEPTH_TEST); |
|
ctx.enable(GL_STENCIL_TEST); |
|
ctx.stencilFunc(GL_ALWAYS, 0, 0xffu); |
|
ctx.stencilOp(GL_KEEP, GL_KEEP, GL_INCR); |
|
|
|
colorShader.setColor(ctx, colorShaderID, Vec4(0.0f, 0.0f, 1.0f, 1.0f)); |
|
sglr::drawQuad(ctx, colorShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f)); |
|
|
|
ctx.bindTexture(GL_TEXTURE_2D, quadsTex); |
|
texShader.setUnit(ctx, texShaderID, 0); |
|
sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(+1.0f, +1.0f, +1.0f)); |
|
|
|
// Draw quad with stencil test (stencil == 1 or 2 depending on depth) - decrement on stencil failure |
|
ctx.disable(GL_DEPTH_TEST); |
|
ctx.stencilFunc(GL_EQUAL, depth ? 2 : 1, 0xffu); |
|
ctx.stencilOp(GL_DECR, GL_KEEP, GL_KEEP); |
|
colorShader.setColor(ctx, colorShaderID, Vec4(0.0f, 1.0f, 0.0f, 1.0f)); |
|
sglr::drawQuad(ctx, colorShaderID, Vec3(-0.5f, -0.5f, 0.0f), Vec3(+0.5f, +0.5f, 0.0f)); |
|
|
|
// Draw metaballs with stencil test where stencil > 1 or 2 depending on depth buffer |
|
ctx.bindTexture(GL_TEXTURE_2D, metaballsTex); |
|
ctx.stencilFunc(GL_GREATER, depth ? 1 : 2, 0xffu); |
|
ctx.stencilOp(GL_KEEP, GL_KEEP, GL_KEEP); |
|
sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f)); |
|
|
|
ctx.disable(GL_STENCIL_TEST); |
|
|
|
if (fbo.getConfig().colorbufferType == GL_TEXTURE_2D) |
|
{ |
|
ctx.bindFramebuffer(GL_FRAMEBUFFER, 0); |
|
ctx.activeTexture(GL_TEXTURE0); |
|
ctx.bindTexture(GL_TEXTURE_2D, fbo.getColorbuffer()); |
|
ctx.viewport(0, 0, ctx.getWidth(), ctx.getHeight()); |
|
sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
ctx.readPixels(dst, 0, 0, ctx.getWidth(), ctx.getHeight()); |
|
} |
|
else |
|
ctx.readPixels(dst, 0, 0, width, height); |
|
} |
|
|
|
class SharedColorbufferTest : public FboRenderCase |
|
{ |
|
public: |
|
SharedColorbufferTest (Context& context, const FboConfig& config); |
|
virtual ~SharedColorbufferTest (void) {}; |
|
|
|
void render (sglr::Context& context, Surface& dst); |
|
}; |
|
|
|
SharedColorbufferTest::SharedColorbufferTest (Context& context, const FboConfig& config) |
|
: FboRenderCase(context, config.getName().c_str(), "Shared colorbuffer", config) |
|
{ |
|
} |
|
|
|
void SharedColorbufferTest::render (sglr::Context& context, Surface& dst) |
|
{ |
|
SingleTex2DShader shader; |
|
deUint32 shaderID = context.createProgram(&shader); |
|
int width = 128; |
|
int height = 128; |
|
// bool depth = getConfig().depthbufferFormat != GL_NONE; |
|
bool stencil = getConfig().stencilbufferFormat != GL_NONE; |
|
|
|
// Textures |
|
deUint32 quadsTex = 1; |
|
deUint32 metaballsTex = 2; |
|
createQuadsTex2D(context, quadsTex, GL_RGB, GL_UNSIGNED_BYTE, 64, 64); |
|
createMetaballsTex2D(context, metaballsTex, GL_RGBA, GL_UNSIGNED_BYTE, 64, 64); |
|
|
|
context.viewport(0, 0, width, height); |
|
|
|
shader.setUnit(context, shaderID, 0); |
|
|
|
// Fbo A |
|
Framebuffer fboA(context, getConfig(), width, height); |
|
fboA.checkCompleteness(); |
|
|
|
// Fbo B - don't create colorbuffer |
|
FboConfig cfg = getConfig(); |
|
cfg.colorbufferType = GL_NONE; |
|
cfg.colorbufferFormat = GL_NONE; |
|
Framebuffer fboB(context, cfg, width, height); |
|
|
|
// Attach color buffer from fbo A |
|
context.bindFramebuffer(GL_FRAMEBUFFER, fboB.getFramebuffer()); |
|
switch (getConfig().colorbufferType) |
|
{ |
|
case GL_TEXTURE_2D: |
|
context.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboA.getColorbuffer(), 0); |
|
break; |
|
|
|
case GL_RENDERBUFFER: |
|
context.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, fboA.getColorbuffer()); |
|
break; |
|
|
|
default: |
|
DE_ASSERT(false); |
|
} |
|
|
|
// Clear depth and stencil in fbo B |
|
context.clear(GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
|
|
|
// Render quads to fbo 1, with depth 0.0 |
|
context.bindFramebuffer(GL_FRAMEBUFFER, fboA.getFramebuffer()); |
|
context.bindTexture(GL_TEXTURE_2D, quadsTex); |
|
context.clearColor(0.0f, 0.0f, 0.0f, 1.0f); |
|
context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
|
|
|
if (stencil) |
|
{ |
|
// Stencil to 1 in fbo A |
|
context.clearStencil(1); |
|
context.clear(GL_STENCIL_BUFFER_BIT); |
|
} |
|
|
|
context.enable(GL_DEPTH_TEST); |
|
sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
context.disable(GL_DEPTH_TEST); |
|
|
|
// Blend metaballs to fbo 2 |
|
context.bindFramebuffer(GL_FRAMEBUFFER, fboB.getFramebuffer()); |
|
context.bindTexture(GL_TEXTURE_2D, metaballsTex); |
|
context.enable(GL_BLEND); |
|
context.blendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); |
|
sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
|
|
// Render small quad that is only visible if depth buffer is not shared with fbo A - or there is no depth bits |
|
context.bindTexture(GL_TEXTURE_2D, quadsTex); |
|
context.enable(GL_DEPTH_TEST); |
|
sglr::drawQuad(context, shaderID, Vec3(0.5f, 0.5f, 0.5f), Vec3(1.0f, 1.0f, 0.5f)); |
|
context.disable(GL_DEPTH_TEST); |
|
|
|
if (stencil) |
|
{ |
|
FlatColorShader flatShader; |
|
deUint32 flatShaderID = context.createProgram(&flatShader); |
|
|
|
flatShader.setColor(context, flatShaderID, Vec4(0.0f, 1.0f, 0.0f, 1.0f)); |
|
|
|
// Clear subset of stencil buffer to 1 |
|
context.enable(GL_SCISSOR_TEST); |
|
context.scissor(10, 10, 12, 25); |
|
context.clearStencil(1); |
|
context.clear(GL_STENCIL_BUFFER_BIT); |
|
context.disable(GL_SCISSOR_TEST); |
|
|
|
// Render quad with stencil mask == 1 |
|
context.enable(GL_STENCIL_TEST); |
|
context.stencilFunc(GL_EQUAL, 1, 0xffu); |
|
sglr::drawQuad(context, flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
context.disable(GL_STENCIL_TEST); |
|
} |
|
|
|
// Get results |
|
if (fboA.getConfig().colorbufferType == GL_TEXTURE_2D) |
|
{ |
|
context.bindFramebuffer(GL_FRAMEBUFFER, 0); |
|
context.bindTexture(GL_TEXTURE_2D, fboA.getColorbuffer()); |
|
context.viewport(0, 0, context.getWidth(), context.getHeight()); |
|
sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
context.readPixels(dst, 0, 0, context.getWidth(), context.getHeight()); |
|
} |
|
else |
|
context.readPixels(dst, 0, 0, width, height); |
|
} |
|
|
|
class SharedColorbufferClearsTest : public FboRenderCase |
|
{ |
|
public: |
|
SharedColorbufferClearsTest (Context& context, const FboConfig& config); |
|
virtual ~SharedColorbufferClearsTest (void) {} |
|
|
|
static bool isConfigSupported (const FboConfig& config); |
|
void render (sglr::Context& context, Surface& dst); |
|
}; |
|
|
|
SharedColorbufferClearsTest::SharedColorbufferClearsTest (Context& context, const FboConfig& config) |
|
: FboRenderCase(context, config.getName().c_str(), "Shared colorbuffer clears", config) |
|
{ |
|
} |
|
|
|
bool SharedColorbufferClearsTest::isConfigSupported (const FboConfig& config) |
|
{ |
|
return config.colorbufferType != GL_NONE && |
|
config.depthbufferType == GL_NONE && |
|
config.stencilbufferType == GL_NONE; |
|
} |
|
|
|
void SharedColorbufferClearsTest::render (sglr::Context& context, Surface& dst) |
|
{ |
|
int width = 128; |
|
int height = 128; |
|
deUint32 colorbuffer = 1; |
|
|
|
checkColorFormatSupport(context, getConfig().colorbufferFormat); |
|
|
|
// Single colorbuffer |
|
if (getConfig().colorbufferType == GL_TEXTURE_2D) |
|
{ |
|
context.bindTexture(GL_TEXTURE_2D, colorbuffer); |
|
context.texImage2D(GL_TEXTURE_2D, 0, getConfig().colorbufferFormat, width, height); |
|
context.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
|
} |
|
else |
|
{ |
|
DE_ASSERT(getConfig().colorbufferType == GL_RENDERBUFFER); |
|
context.bindRenderbuffer(GL_RENDERBUFFER, colorbuffer); |
|
context.renderbufferStorage(GL_RENDERBUFFER, getConfig().colorbufferFormat, width, height); |
|
} |
|
|
|
// Multiple framebuffers sharing the colorbuffer |
|
for (int fbo = 1; fbo <= 3; fbo++) |
|
{ |
|
context.bindFramebuffer(GL_FRAMEBUFFER, fbo); |
|
|
|
if (getConfig().colorbufferType == GL_TEXTURE_2D) |
|
context.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0); |
|
else |
|
context.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer); |
|
} |
|
|
|
context.bindFramebuffer(GL_FRAMEBUFFER, 1); |
|
|
|
// Check completeness |
|
{ |
|
GLenum status = context.checkFramebufferStatus(GL_FRAMEBUFFER); |
|
if (status != GL_FRAMEBUFFER_COMPLETE) |
|
throw FboIncompleteException(getConfig(), status, __FILE__, __LINE__); |
|
} |
|
|
|
// Render to them |
|
context.viewport(0, 0, width, height); |
|
context.clearColor(0.0f, 0.0f, 1.0f, 1.0f); |
|
context.clear(GL_COLOR_BUFFER_BIT); |
|
|
|
context.enable(GL_SCISSOR_TEST); |
|
|
|
context.bindFramebuffer(GL_FRAMEBUFFER, 2); |
|
context.clearColor(0.6f, 0.0f, 0.0f, 1.0f); |
|
context.scissor(10, 10, 64, 64); |
|
context.clear(GL_COLOR_BUFFER_BIT); |
|
context.clearColor(0.0f, 0.6f, 0.0f, 1.0f); |
|
context.scissor(60, 60, 40, 20); |
|
context.clear(GL_COLOR_BUFFER_BIT); |
|
|
|
context.bindFramebuffer(GL_FRAMEBUFFER, 3); |
|
context.clearColor(0.0f, 0.0f, 0.6f, 1.0f); |
|
context.scissor(20, 20, 100, 10); |
|
context.clear(GL_COLOR_BUFFER_BIT); |
|
|
|
context.bindFramebuffer(GL_FRAMEBUFFER, 1); |
|
context.clearColor(0.6f, 0.0f, 0.6f, 1.0f); |
|
context.scissor(20, 20, 5, 100); |
|
context.clear(GL_COLOR_BUFFER_BIT); |
|
|
|
context.disable(GL_SCISSOR_TEST); |
|
|
|
if (getConfig().colorbufferType == GL_TEXTURE_2D) |
|
{ |
|
SingleTex2DShader shader; |
|
deUint32 shaderID = context.createProgram(&shader); |
|
|
|
shader.setUnit(context, shaderID, 0); |
|
|
|
context.bindFramebuffer(GL_FRAMEBUFFER, 0); |
|
context.viewport(0, 0, context.getWidth(), context.getHeight()); |
|
sglr::drawQuad(context, shaderID, Vec3(-0.9f, -0.9f, 0.0f), Vec3(0.9f, 0.9f, 0.0f)); |
|
context.readPixels(dst, 0, 0, context.getWidth(), context.getHeight()); |
|
} |
|
else |
|
context.readPixels(dst, 0, 0, width, height); |
|
} |
|
|
|
class SharedDepthbufferTest : public FboRenderCase |
|
{ |
|
public: |
|
SharedDepthbufferTest (Context& context, const FboConfig& config); |
|
virtual ~SharedDepthbufferTest (void) {}; |
|
|
|
static bool isConfigSupported (const FboConfig& config); |
|
void render (sglr::Context& context, Surface& dst); |
|
}; |
|
|
|
SharedDepthbufferTest::SharedDepthbufferTest (Context& context, const FboConfig& config) |
|
: FboRenderCase(context, config.getName().c_str(), "Shared depthbuffer", config) |
|
{ |
|
} |
|
|
|
bool SharedDepthbufferTest::isConfigSupported (const FboConfig& config) |
|
{ |
|
return config.depthbufferType == GL_RENDERBUFFER; |
|
} |
|
|
|
void SharedDepthbufferTest::render (sglr::Context& context, Surface& dst) |
|
{ |
|
SingleTex2DShader texShader; |
|
FlatColorShader colorShader; |
|
deUint32 texShaderID = context.createProgram(&texShader); |
|
deUint32 colorShaderID = context.createProgram(&colorShader); |
|
int width = 128; |
|
int height = 128; |
|
bool stencil = getConfig().stencilbufferType != GL_NONE; |
|
|
|
// Setup shaders |
|
texShader.setUnit(context, texShaderID, 0); |
|
colorShader.setColor(context, colorShaderID, Vec4(0.0f, 1.0f, 0.0f, 1.0f)); |
|
|
|
// Textures |
|
deUint32 metaballsTex = 5; |
|
deUint32 quadsTex = 6; |
|
createMetaballsTex2D(context, metaballsTex, GL_RGB, GL_UNSIGNED_BYTE, 64, 64); |
|
createQuadsTex2D(context, quadsTex, GL_RGB, GL_UNSIGNED_BYTE, 64, 64); |
|
|
|
context.viewport(0, 0, width, height); |
|
|
|
// Fbo A |
|
Framebuffer fboA(context, getConfig(), width, height); |
|
fboA.checkCompleteness(); |
|
|
|
// Fbo B |
|
FboConfig cfg = getConfig(); |
|
cfg.depthbufferType = GL_NONE; |
|
cfg.depthbufferFormat = GL_NONE; |
|
Framebuffer fboB(context, cfg, width, height); |
|
|
|
// Bind depth buffer from fbo A to fbo B |
|
DE_ASSERT(fboA.getConfig().depthbufferType == GL_RENDERBUFFER); |
|
context.bindFramebuffer(GL_FRAMEBUFFER, fboB.getFramebuffer()); |
|
context.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fboA.getDepthbuffer()); |
|
|
|
// Clear fbo B color to red and stencil to 1 |
|
context.clearColor(1.0f, 0.0f, 0.0f, 1.0f); |
|
context.clearStencil(1); |
|
context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
|
|
|
// Enable depth test. |
|
context.enable(GL_DEPTH_TEST); |
|
|
|
// Render quad to fbo A |
|
context.bindFramebuffer(GL_FRAMEBUFFER, fboA.getFramebuffer()); |
|
context.bindTexture(GL_TEXTURE_2D, quadsTex); |
|
context.clearColor(0.0f, 0.0f, 0.0f, 1.0f); |
|
context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
|
sglr::drawQuad(context, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
|
|
// Render metaballs to fbo B |
|
context.bindFramebuffer(GL_FRAMEBUFFER, fboB.getFramebuffer()); |
|
context.bindTexture(GL_TEXTURE_2D, metaballsTex); |
|
sglr::drawQuad(context, texShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); |
|
|
|
context.disable(GL_DEPTH_TEST); |
|
|
|
if (stencil) |
|
{ |
|
// Clear subset of stencil buffer to 0 |
|
context.enable(GL_SCISSOR_TEST); |
|
context.scissor(10, 10, 12, 25); |
|
context.clearStencil(0); |
|
context.clear(GL_STENCIL_BUFFER_BIT); |
|
context.disable(GL_SCISSOR_TEST); |
|
|
|
// Render quad with stencil mask == 0 |
|
context.enable(GL_STENCIL_TEST); |
|
context.stencilFunc(GL_EQUAL, 0, 0xffu); |
|
sglr::drawQuad(context, colorShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
context.disable(GL_STENCIL_TEST); |
|
} |
|
|
|
if (getConfig().colorbufferType == GL_TEXTURE_2D) |
|
{ |
|
// Render both to screen |
|
context.bindFramebuffer(GL_FRAMEBUFFER, 0); |
|
context.viewport(0, 0, context.getWidth(), context.getHeight()); |
|
context.bindTexture(GL_TEXTURE_2D, fboA.getColorbuffer()); |
|
sglr::drawQuad(context, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(0.0f, 1.0f, 0.0f)); |
|
context.bindTexture(GL_TEXTURE_2D, fboB.getColorbuffer()); |
|
sglr::drawQuad(context, texShaderID, Vec3(0.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
|
|
context.readPixels(dst, 0, 0, context.getWidth(), context.getHeight()); |
|
} |
|
else |
|
{ |
|
// Read results from fbo B |
|
context.readPixels(dst, 0, 0, width, height); |
|
} |
|
} |
|
|
|
class TexSubImageAfterRenderTest : public FboRenderCase |
|
{ |
|
public: |
|
TexSubImageAfterRenderTest (Context& context, const FboConfig& config); |
|
virtual ~TexSubImageAfterRenderTest (void) {} |
|
|
|
static bool isConfigSupported (const FboConfig& config); |
|
void render (sglr::Context& context, Surface& dst); |
|
}; |
|
|
|
TexSubImageAfterRenderTest::TexSubImageAfterRenderTest (Context& context, const FboConfig& config) |
|
: FboRenderCase(context, (string("after_render_") + config.getName()).c_str(), "TexSubImage after rendering to texture", config) |
|
{ |
|
} |
|
|
|
bool TexSubImageAfterRenderTest::isConfigSupported (const FboConfig& config) |
|
{ |
|
return config.colorbufferType == GL_TEXTURE_2D && |
|
(config.colorbufferFormat == GL_RGB || config.colorbufferFormat == GL_RGBA) && |
|
config.depthbufferType == GL_NONE && |
|
config.stencilbufferType == GL_NONE; |
|
} |
|
|
|
void TexSubImageAfterRenderTest::render (sglr::Context& context, Surface& dst) |
|
{ |
|
SingleTex2DShader shader; |
|
deUint32 shaderID = context.createProgram(&shader); |
|
bool isRGBA = getConfig().colorbufferFormat == GL_RGBA; |
|
|
|
tcu::TextureLevel fourQuads(tcu::TextureFormat(tcu::TextureFormat::RGB, tcu::TextureFormat::UNORM_INT8), 64, 64); |
|
tcu::fillWithRGBAQuads(fourQuads.getAccess()); |
|
|
|
tcu::TextureLevel metaballs(tcu::TextureFormat(isRGBA ? tcu::TextureFormat::RGBA : tcu::TextureFormat::RGB, tcu::TextureFormat::UNORM_INT8), 64, 64); |
|
tcu::fillWithMetaballs(metaballs.getAccess(), 5, 3); |
|
|
|
shader.setUnit(context, shaderID, 0); |
|
|
|
deUint32 fourQuadsTex = 1; |
|
context.bindTexture(GL_TEXTURE_2D, fourQuadsTex); |
|
context.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
|
context.texImage2D(GL_TEXTURE_2D, 0, GL_RGB, 64, 64, 0, GL_RGB, GL_UNSIGNED_BYTE, fourQuads.getAccess().getDataPtr()); |
|
|
|
context.bindFramebuffer(GL_FRAMEBUFFER, 1); |
|
|
|
deUint32 fboTex = 2; |
|
context.bindTexture(GL_TEXTURE_2D, fboTex); |
|
context.texImage2D(GL_TEXTURE_2D, 0, isRGBA ? GL_RGBA : GL_RGB, 128, 128); |
|
context.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
|
context.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTex, 0); |
|
|
|
// Render to fbo |
|
context.viewport(0, 0, 128, 128); |
|
context.bindTexture(GL_TEXTURE_2D, fourQuadsTex); |
|
sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
|
|
// Update texture using TexSubImage2D |
|
context.bindTexture(GL_TEXTURE_2D, fboTex); |
|
context.texSubImage2D(GL_TEXTURE_2D, 0, 32, 32, 64, 64, isRGBA ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, metaballs.getAccess().getDataPtr()); |
|
|
|
// Draw to screen |
|
context.bindFramebuffer(GL_FRAMEBUFFER, 0); |
|
context.viewport(0, 0, context.getWidth(), context.getHeight()); |
|
sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
context.readPixels(dst, 0, 0, context.getWidth(), context.getHeight()); |
|
} |
|
|
|
class TexSubImageBetweenRenderTest : public FboRenderCase |
|
{ |
|
public: |
|
TexSubImageBetweenRenderTest (Context& context, const FboConfig& config); |
|
virtual ~TexSubImageBetweenRenderTest (void) {} |
|
|
|
static bool isConfigSupported (const FboConfig& config); |
|
void render (sglr::Context& context, Surface& dst); |
|
}; |
|
|
|
TexSubImageBetweenRenderTest::TexSubImageBetweenRenderTest (Context& context, const FboConfig& config) |
|
: FboRenderCase(context, (string("between_render_") + config.getName()).c_str(), "TexSubImage between rendering calls", config) |
|
{ |
|
} |
|
|
|
bool TexSubImageBetweenRenderTest::isConfigSupported (const FboConfig& config) |
|
{ |
|
return config.colorbufferType == GL_TEXTURE_2D && |
|
(config.colorbufferFormat == GL_RGB || config.colorbufferFormat == GL_RGBA) && |
|
config.depthbufferType == GL_NONE && |
|
config.stencilbufferType == GL_NONE; |
|
} |
|
|
|
void TexSubImageBetweenRenderTest::render (sglr::Context& context, Surface& dst) |
|
{ |
|
SingleTex2DShader shader; |
|
deUint32 shaderID = context.createProgram(&shader); |
|
bool isRGBA = getConfig().colorbufferFormat == GL_RGBA; |
|
|
|
tcu::TextureLevel fourQuads(tcu::TextureFormat(tcu::TextureFormat::RGB, tcu::TextureFormat::UNORM_INT8), 64, 64); |
|
tcu::fillWithRGBAQuads(fourQuads.getAccess()); |
|
|
|
tcu::TextureLevel metaballs(tcu::TextureFormat(isRGBA ? tcu::TextureFormat::RGBA : tcu::TextureFormat::RGB, tcu::TextureFormat::UNORM_INT8), 64, 64); |
|
tcu::fillWithMetaballs(metaballs.getAccess(), 5, 3); |
|
|
|
tcu::TextureLevel metaballs2(tcu::TextureFormat(tcu::TextureFormat::RGBA, tcu::TextureFormat::UNORM_INT8), 64, 64); |
|
tcu::fillWithMetaballs(metaballs2.getAccess(), 5, 4); |
|
|
|
deUint32 metaballsTex = 3; |
|
context.bindTexture(GL_TEXTURE_2D, metaballsTex); |
|
context.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
|
context.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, metaballs2.getAccess().getDataPtr()); |
|
|
|
deUint32 fourQuadsTex = 1; |
|
context.bindTexture(GL_TEXTURE_2D, fourQuadsTex); |
|
context.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
|
context.texImage2D(GL_TEXTURE_2D, 0, GL_RGB, 64, 64, 0, GL_RGB, GL_UNSIGNED_BYTE, fourQuads.getAccess().getDataPtr()); |
|
|
|
context.bindFramebuffer(GL_FRAMEBUFFER, 1); |
|
|
|
deUint32 fboTex = 2; |
|
context.bindTexture(GL_TEXTURE_2D, fboTex); |
|
context.texImage2D(GL_TEXTURE_2D, 0, isRGBA ? GL_RGBA : GL_RGB, 128, 128); |
|
context.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
|
context.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTex, 0); |
|
|
|
shader.setUnit(context, shaderID, 0); |
|
|
|
// Render to fbo |
|
context.viewport(0, 0, 128, 128); |
|
context.bindTexture(GL_TEXTURE_2D, fourQuadsTex); |
|
sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
|
|
// Update texture using TexSubImage2D |
|
context.bindTexture(GL_TEXTURE_2D, fboTex); |
|
context.texSubImage2D(GL_TEXTURE_2D, 0, 32, 32, 64, 64, isRGBA ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, metaballs.getAccess().getDataPtr()); |
|
|
|
// Render again to fbo |
|
context.bindTexture(GL_TEXTURE_2D, metaballsTex); |
|
context.enable(GL_BLEND); |
|
context.blendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); |
|
sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
context.disable(GL_BLEND); |
|
|
|
// Draw to screen |
|
context.bindFramebuffer(GL_FRAMEBUFFER, 0); |
|
context.viewport(0, 0, context.getWidth(), context.getHeight()); |
|
context.bindTexture(GL_TEXTURE_2D, fboTex); |
|
sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
|
|
context.readPixels(dst, 0, 0, context.getWidth(), context.getHeight()); |
|
} |
|
|
|
class ResizeTest : public FboRenderCase |
|
{ |
|
public: |
|
ResizeTest (Context& context, const FboConfig& config); |
|
virtual ~ResizeTest (void) {} |
|
|
|
void render (sglr::Context& context, Surface& dst); |
|
}; |
|
|
|
ResizeTest::ResizeTest (Context& context, const FboConfig& config) |
|
: FboRenderCase(context, config.getName().c_str(), "Resize framebuffer", config) |
|
{ |
|
} |
|
|
|
void ResizeTest::render (sglr::Context& context, Surface& dst) |
|
{ |
|
SingleTex2DShader texShader; |
|
FlatColorShader colorShader; |
|
deUint32 texShaderID = context.createProgram(&texShader); |
|
deUint32 colorShaderID = context.createProgram(&colorShader); |
|
deUint32 quadsTex = 1; |
|
deUint32 metaballsTex = 2; |
|
bool depth = getConfig().depthbufferType != GL_NONE; |
|
bool stencil = getConfig().stencilbufferType != GL_NONE; |
|
|
|
createQuadsTex2D(context, quadsTex, GL_RGB, GL_UNSIGNED_BYTE, 64, 64); |
|
createMetaballsTex2D(context, metaballsTex, GL_RGB, GL_UNSIGNED_BYTE, 32, 32); |
|
|
|
Framebuffer fbo(context, getConfig(), 128, 128); |
|
fbo.checkCompleteness(); |
|
|
|
// Setup shaders |
|
texShader.setUnit(context, texShaderID, 0); |
|
colorShader.setColor(context, colorShaderID, Vec4(0.0f, 1.0f, 0.0f, 1.0f)); |
|
|
|
// Render quads |
|
context.bindFramebuffer(GL_FRAMEBUFFER, fbo.getFramebuffer()); |
|
context.viewport(0, 0, 128, 128); |
|
context.clearColor(0.0f, 0.0f, 0.0f, 1.0f); |
|
context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
|
context.bindTexture(GL_TEXTURE_2D, quadsTex); |
|
sglr::drawQuad(context, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
|
|
if (fbo.getConfig().colorbufferType == GL_TEXTURE_2D) |
|
{ |
|
// Render fbo to screen |
|
context.bindFramebuffer(GL_FRAMEBUFFER, 0); |
|
context.viewport(0, 0, context.getWidth(), context.getHeight()); |
|
context.bindTexture(GL_TEXTURE_2D, fbo.getColorbuffer()); |
|
sglr::drawQuad(context, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
|
|
// Restore binding |
|
context.bindFramebuffer(GL_FRAMEBUFFER, fbo.getFramebuffer()); |
|
} |
|
|
|
int newWidth = 64; |
|
int newHeight = 32; |
|
|
|
// Resize buffers |
|
switch (fbo.getConfig().colorbufferType) |
|
{ |
|
case GL_TEXTURE_2D: |
|
context.bindTexture(GL_TEXTURE_2D, fbo.getColorbuffer()); |
|
context.texImage2D(GL_TEXTURE_2D, 0, fbo.getConfig().colorbufferFormat, newWidth, newHeight); |
|
break; |
|
|
|
case GL_RENDERBUFFER: |
|
context.bindRenderbuffer(GL_RENDERBUFFER, fbo.getColorbuffer()); |
|
context.renderbufferStorage(GL_RENDERBUFFER, fbo.getConfig().colorbufferFormat, newWidth, newHeight); |
|
break; |
|
|
|
default: |
|
DE_ASSERT(false); |
|
} |
|
|
|
if (depth) |
|
{ |
|
DE_ASSERT(fbo.getConfig().depthbufferType == GL_RENDERBUFFER); |
|
context.bindRenderbuffer(GL_RENDERBUFFER, fbo.getDepthbuffer()); |
|
context.renderbufferStorage(GL_RENDERBUFFER, fbo.getConfig().depthbufferFormat, newWidth, newHeight); |
|
} |
|
|
|
if (stencil) |
|
{ |
|
DE_ASSERT(fbo.getConfig().stencilbufferType == GL_RENDERBUFFER); |
|
context.bindRenderbuffer(GL_RENDERBUFFER, fbo.getStencilbuffer()); |
|
context.renderbufferStorage(GL_RENDERBUFFER, fbo.getConfig().stencilbufferFormat, newWidth, newHeight); |
|
} |
|
|
|
// Render to resized fbo |
|
context.viewport(0, 0, newWidth, newHeight); |
|
context.clearColor(1.0f, 0.0f, 0.0f, 1.0f); |
|
context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
|
|
|
context.enable(GL_DEPTH_TEST); |
|
|
|
context.bindTexture(GL_TEXTURE_2D, metaballsTex); |
|
sglr::drawQuad(context, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f)); |
|
|
|
context.bindTexture(GL_TEXTURE_2D, quadsTex); |
|
sglr::drawQuad(context, texShaderID, Vec3(0.0f, 0.0f, -1.0f), Vec3(+1.0f, +1.0f, 1.0f)); |
|
|
|
context.disable(GL_DEPTH_TEST); |
|
|
|
if (stencil) |
|
{ |
|
context.enable(GL_SCISSOR_TEST); |
|
context.scissor(10, 10, 5, 15); |
|
context.clearStencil(1); |
|
context.clear(GL_STENCIL_BUFFER_BIT); |
|
context.disable(GL_SCISSOR_TEST); |
|
|
|
context.enable(GL_STENCIL_TEST); |
|
context.stencilFunc(GL_EQUAL, 1, 0xffu); |
|
sglr::drawQuad(context, colorShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f)); |
|
context.disable(GL_STENCIL_TEST); |
|
} |
|
|
|
if (getConfig().colorbufferType == GL_TEXTURE_2D) |
|
{ |
|
context.bindFramebuffer(GL_FRAMEBUFFER, 0); |
|
context.viewport(0, 0, context.getWidth(), context.getHeight()); |
|
context.bindTexture(GL_TEXTURE_2D, fbo.getColorbuffer()); |
|
sglr::drawQuad(context, texShaderID, Vec3(-0.5f, -0.5f, 0.0f), Vec3(0.5f, 0.5f, 0.0f)); |
|
context.readPixels(dst, 0, 0, context.getWidth(), context.getHeight()); |
|
} |
|
else |
|
context.readPixels(dst, 0, 0, newWidth, newHeight); |
|
} |
|
|
|
template <GLenum Buffers> |
|
class RecreateBuffersTest : public FboRenderCase |
|
{ |
|
public: |
|
RecreateBuffersTest (Context& context, const FboConfig& config, bool rebind); |
|
virtual ~RecreateBuffersTest (void) {} |
|
|
|
static bool isConfigSupported (const FboConfig& config); |
|
void render (sglr::Context& context, Surface& dst); |
|
|
|
private: |
|
bool m_rebind; |
|
}; |
|
|
|
template <GLenum Buffers> |
|
class RecreateBuffersNoRebindTest : public RecreateBuffersTest<Buffers> |
|
{ |
|
public: |
|
RecreateBuffersNoRebindTest (Context& context, const FboConfig& config) |
|
: RecreateBuffersTest<Buffers>(context, config, false) |
|
{ |
|
} |
|
}; |
|
|
|
template <GLenum Buffers> |
|
class RecreateBuffersRebindTest : public RecreateBuffersTest<Buffers> |
|
{ |
|
public: |
|
RecreateBuffersRebindTest (Context& context, const FboConfig& config) |
|
: RecreateBuffersTest<Buffers>(context, config, true) |
|
{ |
|
} |
|
}; |
|
|
|
template <GLenum Buffers> |
|
RecreateBuffersTest<Buffers>::RecreateBuffersTest (Context& context, const FboConfig& config, bool rebind) |
|
: FboRenderCase (context, (string(rebind ? "rebind_" : "no_rebind_") + config.getName()).c_str(), "Recreate buffers", config) |
|
, m_rebind (rebind) |
|
{ |
|
} |
|
|
|
template <GLenum Buffers> |
|
bool RecreateBuffersTest<Buffers>::isConfigSupported (const FboConfig& config) |
|
{ |
|
if ((Buffers & GL_COLOR_BUFFER_BIT) && config.colorbufferType == GL_NONE) |
|
return false; |
|
if ((Buffers & GL_DEPTH_BUFFER_BIT) && config.depthbufferType == GL_NONE) |
|
return false; |
|
if ((Buffers & GL_STENCIL_BUFFER_BIT) && config.stencilbufferType == GL_NONE) |
|
return false; |
|
return true; |
|
} |
|
|
|
template <GLenum Buffers> |
|
void RecreateBuffersTest<Buffers>::render (sglr::Context& ctx, Surface& dst) |
|
{ |
|
SingleTex2DShader texShader; |
|
deUint32 texShaderID = ctx.createProgram(&texShader); |
|
int width = 128; |
|
int height = 128; |
|
deUint32 metaballsTex = 1; |
|
deUint32 quadsTex = 2; |
|
bool stencil = getConfig().stencilbufferType != GL_NONE; |
|
|
|
createQuadsTex2D(ctx, quadsTex, GL_RGB, GL_UNSIGNED_BYTE, 64, 64); |
|
createMetaballsTex2D(ctx, metaballsTex, GL_RGB, GL_UNSIGNED_BYTE, 64, 64); |
|
|
|
Framebuffer fbo(ctx, getConfig(), width, height); |
|
fbo.checkCompleteness(); |
|
|
|
// Setup shader |
|
texShader.setUnit(ctx, texShaderID, 0); |
|
|
|
// Draw scene |
|
ctx.bindFramebuffer(GL_FRAMEBUFFER, fbo.getFramebuffer()); |
|
ctx.viewport(0, 0, width, height); |
|
ctx.clearColor(1.0f, 0.0f, 0.0f, 1.0f); |
|
ctx.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
|
|
|
ctx.enable(GL_DEPTH_TEST); |
|
|
|
ctx.bindTexture(GL_TEXTURE_2D, quadsTex); |
|
sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
|
|
if (stencil) |
|
{ |
|
ctx.enable(GL_SCISSOR_TEST); |
|
ctx.scissor(width/4, height/4, width/2, height/2); |
|
ctx.clearStencil(1); |
|
ctx.clear(GL_STENCIL_BUFFER_BIT); |
|
ctx.disable(GL_SCISSOR_TEST); |
|
} |
|
|
|
// Recreate buffers |
|
if (!m_rebind) |
|
ctx.bindFramebuffer(GL_FRAMEBUFFER, 0); |
|
|
|
if (Buffers & GL_COLOR_BUFFER_BIT) |
|
{ |
|
deUint32 colorbuf = fbo.getColorbuffer(); |
|
switch (fbo.getConfig().colorbufferType) |
|
{ |
|
case GL_TEXTURE_2D: |
|
ctx.deleteTextures(1, &colorbuf); |
|
ctx.bindTexture(GL_TEXTURE_2D, colorbuf); |
|
ctx.texImage2D(GL_TEXTURE_2D, 0, fbo.getConfig().colorbufferFormat, width, height); |
|
ctx.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
|
|
|
if (m_rebind) |
|
ctx.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuf, 0); |
|
break; |
|
|
|
case GL_RENDERBUFFER: |
|
ctx.deleteRenderbuffers(1, &colorbuf); |
|
ctx.bindRenderbuffer(GL_RENDERBUFFER, colorbuf); |
|
ctx.renderbufferStorage(GL_RENDERBUFFER, fbo.getConfig().colorbufferFormat, width, height); |
|
|
|
if (m_rebind) |
|
ctx.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuf); |
|
break; |
|
|
|
default: |
|
DE_ASSERT(false); |
|
} |
|
} |
|
|
|
if (Buffers & GL_DEPTH_BUFFER_BIT) |
|
{ |
|
deUint32 depthbuf = fbo.getDepthbuffer(); |
|
DE_ASSERT(fbo.getConfig().depthbufferType == GL_RENDERBUFFER); |
|
|
|
ctx.deleteRenderbuffers(1, &depthbuf); |
|
ctx.bindRenderbuffer(GL_RENDERBUFFER, depthbuf); |
|
ctx.renderbufferStorage(GL_RENDERBUFFER, fbo.getConfig().depthbufferFormat, width, height); |
|
|
|
if (m_rebind) |
|
ctx.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthbuf); |
|
} |
|
|
|
if (Buffers & GL_STENCIL_BUFFER_BIT) |
|
{ |
|
deUint32 stencilbuf = fbo.getStencilbuffer(); |
|
DE_ASSERT(fbo.getConfig().stencilbufferType == GL_RENDERBUFFER); |
|
|
|
ctx.deleteRenderbuffers(1, &stencilbuf); |
|
ctx.bindRenderbuffer(GL_RENDERBUFFER, stencilbuf); |
|
ctx.renderbufferStorage(GL_RENDERBUFFER, fbo.getConfig().stencilbufferFormat, width, height); |
|
|
|
if (m_rebind) |
|
ctx.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencilbuf); |
|
} |
|
|
|
if (!m_rebind) |
|
ctx.bindFramebuffer(GL_FRAMEBUFFER, fbo.getFramebuffer()); |
|
|
|
ctx.clearColor(0.0f, 0.0f, 1.0f, 0.0f); |
|
ctx.clearStencil(0); |
|
ctx.clear(Buffers); // \note Clear only buffers that were re-created |
|
|
|
if (stencil) |
|
{ |
|
// \note Stencil test enabled only if we have stencil buffer |
|
ctx.enable(GL_STENCIL_TEST); |
|
ctx.stencilFunc(GL_EQUAL, 0, 0xffu); |
|
} |
|
ctx.bindTexture(GL_TEXTURE_2D, metaballsTex); |
|
sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, 1.0f), Vec3(1.0f, 1.0f, -1.0f)); |
|
if (stencil) |
|
ctx.disable(GL_STENCIL_TEST); |
|
|
|
ctx.disable(GL_DEPTH_TEST); |
|
|
|
// Read from fbo |
|
ctx.readPixels(dst, 0, 0, width, height); |
|
} |
|
|
|
class RepeatedClearCase : public FboRenderCase |
|
{ |
|
private: |
|
static FboConfig makeConfig (deUint32 format) |
|
{ |
|
FboConfig cfg; |
|
cfg.colorbufferType = GL_TEXTURE_2D; |
|
cfg.colorbufferFormat = format; |
|
cfg.depthbufferType = GL_NONE; |
|
cfg.stencilbufferType = GL_NONE; |
|
return cfg; |
|
} |
|
|
|
public: |
|
RepeatedClearCase (Context& context, deUint32 format) |
|
: FboRenderCase(context, makeConfig(format).getName().c_str(), "Repeated clears", makeConfig(format)) |
|
{ |
|
} |
|
|
|
protected: |
|
void render (sglr::Context& ctx, Surface& dst) |
|
{ |
|
const int numRowsCols = 4; |
|
const int cellSize = 16; |
|
const int fboSizes[] = { cellSize, cellSize*numRowsCols }; |
|
|
|
SingleTex2DShader fboBlitShader; |
|
const deUint32 fboBlitShaderID = ctx.createProgram(&fboBlitShader); |
|
|
|
de::Random rnd (18169662); |
|
deUint32 fbos[] = { 0, 0 }; |
|
deUint32 textures[] = { 0, 0 }; |
|
|
|
ctx.genFramebuffers(2, &fbos[0]); |
|
ctx.genTextures(2, &textures[0]); |
|
|
|
for (int fboNdx = 0; fboNdx < DE_LENGTH_OF_ARRAY(fbos); fboNdx++) |
|
{ |
|
ctx.bindTexture(GL_TEXTURE_2D, textures[fboNdx]); |
|
ctx.texImage2D(GL_TEXTURE_2D, 0, getConfig().colorbufferFormat, fboSizes[fboNdx], fboSizes[fboNdx], 0, |
|
getConfig().colorbufferFormat, GL_UNSIGNED_BYTE, DE_NULL); |
|
ctx.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
|
ctx.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
|
ctx.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
|
ctx.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
|
|
|
ctx.bindFramebuffer(GL_FRAMEBUFFER, fbos[fboNdx]); |
|
ctx.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[fboNdx], 0); |
|
|
|
{ |
|
const GLenum status = ctx.checkFramebufferStatus(GL_FRAMEBUFFER); |
|
if (status != GL_FRAMEBUFFER_COMPLETE) |
|
throw FboIncompleteException(getConfig(), status, __FILE__, __LINE__); |
|
} |
|
} |
|
|
|
// larger fbo bound -- clear to transparent black |
|
ctx.clearColor(0.0f, 0.0f, 0.0f, 0.0f); |
|
ctx.clear(GL_COLOR_BUFFER_BIT); |
|
|
|
fboBlitShader.setUnit(ctx, fboBlitShaderID, 0); |
|
ctx.bindTexture(GL_TEXTURE_2D, textures[0]); |
|
|
|
for (int cellY = 0; cellY < numRowsCols; cellY++) |
|
for (int cellX = 0; cellX < numRowsCols; cellX++) |
|
{ |
|
const float r = rnd.getFloat(); |
|
const float g = rnd.getFloat(); |
|
const float b = rnd.getFloat(); |
|
const float a = rnd.getFloat(); |
|
|
|
ctx.bindFramebuffer(GL_FRAMEBUFFER, fbos[0]); |
|
ctx.clearColor(r, g, b, a); |
|
ctx.clear(GL_COLOR_BUFFER_BIT); |
|
|
|
ctx.bindFramebuffer(GL_FRAMEBUFFER, fbos[1]); |
|
ctx.viewport(cellX*cellSize, cellY*cellSize, cellSize, cellSize); |
|
sglr::drawQuad(ctx, fboBlitShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
|
} |
|
|
|
ctx.readPixels(dst, 0, 0, fboSizes[1], fboSizes[1]); |
|
} |
|
}; |
|
|
|
} // FboCases |
|
|
|
FboRenderTestGroup::FboRenderTestGroup (Context& context) |
|
: TestCaseGroup(context, "render", "Rendering Tests") |
|
{ |
|
} |
|
|
|
FboRenderTestGroup::~FboRenderTestGroup (void) |
|
{ |
|
} |
|
|
|
namespace |
|
{ |
|
|
|
struct TypeFormatPair |
|
{ |
|
GLenum type; |
|
GLenum format; |
|
}; |
|
|
|
template <typename CaseType> |
|
void addChildVariants (deqp::gles2::TestCaseGroup* group) |
|
{ |
|
TypeFormatPair colorbufferConfigs[] = |
|
{ |
|
// { GL_TEXTURE_2D, GL_ALPHA }, |
|
// { GL_TEXTURE_2D, GL_LUMINANCE }, |
|
// { GL_TEXTURE_2D, GL_LUMINANCE_ALPHA }, |
|
{ GL_TEXTURE_2D, GL_RGB }, |
|
{ GL_TEXTURE_2D, GL_RGBA }, |
|
{ GL_RENDERBUFFER, GL_RGB565 }, |
|
{ GL_RENDERBUFFER, GL_RGB5_A1 }, |
|
{ GL_RENDERBUFFER, GL_RGBA4 }, |
|
// { GL_RENDERBUFFER, GL_RGBA16F }, |
|
// { GL_RENDERBUFFER, GL_RGB16F } |
|
}; |
|
TypeFormatPair depthbufferConfigs[] = |
|
{ |
|
{ GL_NONE, GL_NONE }, |
|
{ GL_RENDERBUFFER, GL_DEPTH_COMPONENT16 } |
|
}; |
|
TypeFormatPair stencilbufferConfigs[] = |
|
{ |
|
{ GL_NONE, GL_NONE }, |
|
{ GL_RENDERBUFFER, GL_STENCIL_INDEX8 } |
|
}; |
|
|
|
for (int colorbufferNdx = 0; colorbufferNdx < DE_LENGTH_OF_ARRAY(colorbufferConfigs); colorbufferNdx++) |
|
for (int depthbufferNdx = 0; depthbufferNdx < DE_LENGTH_OF_ARRAY(depthbufferConfigs); depthbufferNdx++) |
|
for (int stencilbufferNdx = 0; stencilbufferNdx < DE_LENGTH_OF_ARRAY(stencilbufferConfigs); stencilbufferNdx++) |
|
{ |
|
FboConfig config; |
|
config.colorbufferType = colorbufferConfigs[colorbufferNdx].type; |
|
config.colorbufferFormat = colorbufferConfigs[colorbufferNdx].format; |
|
config.depthbufferType = depthbufferConfigs[depthbufferNdx].type; |
|
config.depthbufferFormat = depthbufferConfigs[depthbufferNdx].format; |
|
config.stencilbufferType = stencilbufferConfigs[stencilbufferNdx].type; |
|
config.stencilbufferFormat = stencilbufferConfigs[stencilbufferNdx].format; |
|
|
|
if (CaseType::isConfigSupported(config)) |
|
group->addChild(new CaseType(group->getContext(), config)); |
|
} |
|
} |
|
|
|
template <typename CaseType> |
|
void createChildGroup (deqp::gles2::TestCaseGroup* parent, const char* name, const char* description) |
|
{ |
|
deqp::gles2::TestCaseGroup* tmpGroup = new deqp::gles2::TestCaseGroup(parent->getContext(), name, description); |
|
parent->addChild(tmpGroup); |
|
addChildVariants<CaseType>(tmpGroup); |
|
} |
|
|
|
template <GLbitfield Buffers> |
|
void createRecreateBuffersGroup (deqp::gles2::TestCaseGroup* parent, const char* name, const char* description) |
|
{ |
|
deqp::gles2::TestCaseGroup* tmpGroup = new deqp::gles2::TestCaseGroup(parent->getContext(), name, description); |
|
parent->addChild(tmpGroup); |
|
addChildVariants<FboCases::RecreateBuffersRebindTest<Buffers> > (tmpGroup); |
|
addChildVariants<FboCases::RecreateBuffersNoRebindTest<Buffers> > (tmpGroup); |
|
} |
|
|
|
} // anonymous |
|
|
|
void FboRenderTestGroup::init (void) |
|
{ |
|
createChildGroup<FboCases::ColorClearsTest> (this, "color_clear", "Color buffer clears"); |
|
createChildGroup<FboCases::StencilClearsTest> (this, "stencil_clear", "Stencil buffer clears"); |
|
|
|
deqp::gles2::TestCaseGroup* colorGroup = new deqp::gles2::TestCaseGroup(m_context, "color", "Color buffer tests"); |
|
addChild(colorGroup); |
|
addChildVariants<FboCases::MixTest> (colorGroup); |
|
addChildVariants<FboCases::MixNpotTest> (colorGroup); |
|
addChildVariants<FboCases::BlendTest> (colorGroup); |
|
addChildVariants<FboCases::BlendNpotTest> (colorGroup); |
|
|
|
deqp::gles2::TestCaseGroup* depthGroup = new deqp::gles2::TestCaseGroup(m_context, "depth", "Depth bufer tests"); |
|
addChild(depthGroup); |
|
addChildVariants<FboCases::IntersectingQuadsTest> (depthGroup); |
|
addChildVariants<FboCases::IntersectingQuadsNpotTest> (depthGroup); |
|
|
|
deqp::gles2::TestCaseGroup* stencilGroup = new deqp::gles2::TestCaseGroup(m_context, "stencil", "Stencil buffer tests"); |
|
addChild(stencilGroup); |
|
addChildVariants<FboCases::StencilTest> (stencilGroup); |
|
addChildVariants<FboCases::StencilNpotTest> (stencilGroup); |
|
|
|
createChildGroup<FboCases::SharedColorbufferClearsTest> (this, "shared_colorbuffer_clear", "Shared colorbuffer clears"); |
|
createChildGroup<FboCases::SharedColorbufferTest> (this, "shared_colorbuffer", "Shared colorbuffer tests"); |
|
createChildGroup<FboCases::SharedDepthbufferTest> (this, "shared_depthbuffer", "Shared depthbuffer tests"); |
|
createChildGroup<FboCases::ResizeTest> (this, "resize", "FBO resize tests"); |
|
|
|
createRecreateBuffersGroup<GL_COLOR_BUFFER_BIT> (this, "recreate_colorbuffer", "Recreate colorbuffer tests"); |
|
createRecreateBuffersGroup<GL_DEPTH_BUFFER_BIT> (this, "recreate_depthbuffer", "Recreate depthbuffer tests"); |
|
createRecreateBuffersGroup<GL_STENCIL_BUFFER_BIT> (this, "recreate_stencilbuffer", "Recreate stencilbuffer tests"); |
|
|
|
deqp::gles2::TestCaseGroup* texSubImageGroup = new deqp::gles2::TestCaseGroup(m_context, "texsubimage", "TexSubImage interop with FBO colorbuffer texture"); |
|
addChild(texSubImageGroup); |
|
addChildVariants<FboCases::TexSubImageAfterRenderTest> (texSubImageGroup); |
|
addChildVariants<FboCases::TexSubImageBetweenRenderTest> (texSubImageGroup); |
|
|
|
{ |
|
tcu::TestCaseGroup* const repeatedClearGroup = new tcu::TestCaseGroup(m_testCtx, "repeated_clear", "Repeated FBO clears"); |
|
addChild(repeatedClearGroup); |
|
|
|
repeatedClearGroup->addChild(new FboCases::RepeatedClearCase(m_context, GL_RGB)); |
|
repeatedClearGroup->addChild(new FboCases::RepeatedClearCase(m_context, GL_RGBA)); |
|
} |
|
} |
|
|
|
} // Functional |
|
} // gles2 |
|
} // deqp
|
|
|