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280 lines
9.7 KiB
280 lines
9.7 KiB
/*------------------------------------------------------------------------- |
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* drawElements Quality Program OpenGL ES 3.0 Module |
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* ------------------------------------------------- |
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* |
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* Copyright 2014 The Android Open Source Project |
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* |
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* Licensed under the Apache License, Version 2.0 (the "License"); |
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* you may not use this file except in compliance with the License. |
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* You may obtain a copy of the License at |
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* |
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* http://www.apache.org/licenses/LICENSE-2.0 |
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* |
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* Unless required by applicable law or agreed to in writing, software |
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* distributed under the License is distributed on an "AS IS" BASIS, |
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
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* See the License for the specific language governing permissions and |
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* limitations under the License. |
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* |
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*//*! |
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* \file |
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* \brief Depth tests. |
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*//*--------------------------------------------------------------------*/ |
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#include "es3fDepthTests.hpp" |
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#include "tcuTestLog.hpp" |
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#include "gluPixelTransfer.hpp" |
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#include "tcuImageCompare.hpp" |
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#include "tcuRenderTarget.hpp" |
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#include "gluStrUtil.hpp" |
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#include "sglrContextUtil.hpp" |
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#include "sglrReferenceContext.hpp" |
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#include "sglrGLContext.hpp" |
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#include "deRandom.hpp" |
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#include "glwEnums.hpp" |
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using tcu::RGBA; |
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namespace deqp |
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{ |
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namespace gles3 |
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{ |
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namespace Functional |
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{ |
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class DepthShader : public sglr::ShaderProgram |
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{ |
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public: |
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DepthShader (void); |
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void setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color); |
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private: |
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void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const; |
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void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const; |
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const sglr::UniformSlot& u_color; |
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}; |
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DepthShader::DepthShader (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("#version 300 es\n" |
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"in 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("#version 300 es\n" |
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"uniform highp vec4 u_color;\n" |
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"layout(location = 0) out mediump vec4 o_color;\n" |
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"void main (void)\n" |
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"{\n" |
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" o_color = u_color;\n" |
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"}\n")) |
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, u_color(getUniformByName("u_color")) |
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{ |
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} |
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void DepthShader::setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color) |
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{ |
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ctx.useProgram(programID); |
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ctx.uniform4fv(ctx.getUniformLocation(programID, "u_color"), 1, color.getPtr()); |
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} |
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void DepthShader::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 DepthShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const |
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{ |
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const tcu::Vec4 color(u_color.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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// \todo [2011-07-11 pyry] This code is duplicated in a quite many places. Move it to some utility? |
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class DepthCase : public TestCase |
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{ |
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public: |
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DepthCase (Context& context, const char* name, const char* description); |
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virtual ~DepthCase (void) {} |
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virtual IterateResult iterate (void); |
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virtual void render (sglr::Context& context) = DE_NULL; |
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}; |
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DepthCase::DepthCase (Context& context, const char* name, const char* description) |
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: TestCase(context, name, description) |
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{ |
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} |
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TestCase::IterateResult DepthCase::iterate (void) |
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{ |
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tcu::Vec4 clearColor = tcu::Vec4(0.125f, 0.25f, 0.5f, 1.0f); |
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glu::RenderContext& renderCtx = m_context.getRenderContext(); |
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const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget(); |
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tcu::TestLog& log = m_testCtx.getLog(); |
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const char* failReason = DE_NULL; |
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// Position & size for context |
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de::Random rnd(deStringHash(getName())); |
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int width = deMin32(renderTarget.getWidth(), 128); |
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int height = deMin32(renderTarget.getHeight(), 128); |
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int x = rnd.getInt(0, renderTarget.getWidth() - width); |
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int y = rnd.getInt(0, renderTarget.getHeight() - height); |
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tcu::Surface gles2Frame (width, height); |
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tcu::Surface refFrame (width, height); |
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deUint32 gles2Error; |
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deUint32 refError; |
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// Render using GLES2 |
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{ |
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sglr::GLContext context(renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, width, height)); |
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context.clearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w()); |
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context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
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render(context); // Call actual render func |
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context.readPixels(gles2Frame, 0, 0, width, height); |
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gles2Error = context.getError(); |
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} |
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// Render reference image |
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{ |
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sglr::ReferenceContextBuffers buffers (tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), renderTarget.getDepthBits(), renderTarget.getStencilBits(), width, height); |
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sglr::ReferenceContext context (sglr::ReferenceContextLimits(renderCtx), buffers.getColorbuffer(), buffers.getDepthbuffer(), buffers.getStencilbuffer()); |
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context.clearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w()); |
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context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
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render(context); |
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context.readPixels(refFrame, 0, 0, width, height); |
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refError = context.getError(); |
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} |
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// Compare error codes |
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bool errorCodesOk = (gles2Error == refError); |
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if (!errorCodesOk) |
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{ |
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log << tcu::TestLog::Message << "Error code mismatch: got " << glu::getErrorStr(gles2Error) << ", expected " << glu::getErrorStr(refError) << tcu::TestLog::EndMessage; |
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failReason = "Got unexpected error"; |
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} |
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// Compare images |
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const float threshold = 0.02f; |
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bool imagesOk = tcu::fuzzyCompare(log, "ComparisonResult", "Image comparison result", refFrame, gles2Frame, threshold, tcu::COMPARE_LOG_RESULT); |
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if (!imagesOk && !failReason) |
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failReason = "Image comparison failed"; |
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// Store test result |
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bool isOk = errorCodesOk && imagesOk; |
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m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, |
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isOk ? "Pass" : failReason); |
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return STOP; |
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} |
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class DepthCompareCase : public DepthCase |
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{ |
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public: |
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DepthCompareCase (Context& context, const char* name, const char* description, deUint32 compareOp) |
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: DepthCase (context, name, description) |
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, m_compareOp (compareOp) |
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{ |
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} |
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void render (sglr::Context& context) |
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{ |
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using tcu::Vec3; |
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DepthShader shader; |
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deUint32 shaderID = context.createProgram(&shader); |
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tcu::Vec4 red (1.0f, 0.0f, 0.0f, 1.0); |
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tcu::Vec4 green (0.0f, 1.0f, 0.0f, 1.0f); |
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// Clear depth to 1 |
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context.clearDepthf(1.0f); |
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context.clear(GL_DEPTH_BUFFER_BIT); |
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// Enable depth test. |
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context.enable(GL_DEPTH_TEST); |
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// Upper left: two quads with same depth |
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context.depthFunc(GL_ALWAYS); |
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shader.setColor(context, shaderID, red); |
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sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); |
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context.depthFunc(m_compareOp); |
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shader.setColor(context, shaderID, green); |
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sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); |
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// Lower left: two quads, d1 < d2 |
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context.depthFunc(GL_ALWAYS); |
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shader.setColor(context, shaderID, red); |
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sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f)); |
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context.depthFunc(m_compareOp); |
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shader.setColor(context, shaderID, green); |
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sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f)); |
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// Upper right: two quads, d1 > d2 |
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context.depthFunc(GL_ALWAYS); |
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shader.setColor(context, shaderID, red); |
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sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.5f), Vec3(1.0f, 0.0f, 0.5f)); |
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context.depthFunc(m_compareOp); |
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shader.setColor(context, shaderID, green); |
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sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.3f), Vec3(1.0f, 0.0f, 0.3f)); |
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// Lower right: two quads, d1 = 0, d2 = [-1..1] |
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context.depthFunc(GL_ALWAYS); |
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shader.setColor(context, shaderID, red); |
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sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
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context.depthFunc(m_compareOp); |
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shader.setColor(context, shaderID, green); |
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sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); |
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} |
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private: |
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deUint32 m_compareOp; |
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}; |
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DepthTests::DepthTests (Context& context) |
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: TestCaseGroup(context, "depth", "Depth Tests") |
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{ |
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} |
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DepthTests::~DepthTests (void) |
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{ |
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} |
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void DepthTests::init (void) |
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{ |
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addChild(new DepthCompareCase(m_context, "cmp_always", "Always pass depth test", GL_ALWAYS)); |
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addChild(new DepthCompareCase(m_context, "cmp_never", "Never pass depth test", GL_NEVER)); |
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addChild(new DepthCompareCase(m_context, "cmp_equal", "Depth compare: equal", GL_EQUAL)); |
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addChild(new DepthCompareCase(m_context, "cmp_not_equal", "Depth compare: not equal", GL_NOTEQUAL)); |
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addChild(new DepthCompareCase(m_context, "cmp_less_than", "Depth compare: less than", GL_LESS)); |
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addChild(new DepthCompareCase(m_context, "cmp_less_or_equal", "Depth compare: less than or equal", GL_LEQUAL)); |
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addChild(new DepthCompareCase(m_context, "cmp_greater_than", "Depth compare: greater than", GL_GREATER)); |
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addChild(new DepthCompareCase(m_context, "cmp_greater_or_equal", "Depth compare: greater than or equal", GL_GEQUAL)); |
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} |
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} // Functional |
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} // gles3 |
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} // deqp
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