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357 lines
12 KiB
357 lines
12 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 FBO depthbuffer tests. |
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*//*--------------------------------------------------------------------*/ |
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#include "es3fFboDepthbufferTests.hpp" |
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#include "es3fFboTestCase.hpp" |
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#include "es3fFboTestUtil.hpp" |
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#include "gluTextureUtil.hpp" |
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#include "tcuTextureUtil.hpp" |
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#include "sglrContextUtil.hpp" |
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#include "glwEnums.hpp" |
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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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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::IVec2; |
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using tcu::IVec3; |
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using tcu::IVec4; |
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using tcu::UVec4; |
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using namespace FboTestUtil; |
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class BasicFboDepthCase : public FboTestCase |
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{ |
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public: |
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BasicFboDepthCase (Context& context, const char* name, const char* desc, deUint32 format, int width, int height) |
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: FboTestCase (context, name, desc) |
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, m_format (format) |
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, m_width (width) |
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, m_height (height) |
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{ |
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} |
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protected: |
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void preCheck (void) |
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{ |
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checkFormatSupport(m_format); |
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} |
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void render (tcu::Surface& dst) |
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{ |
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const deUint32 colorFormat = GL_RGBA8; |
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deUint32 fbo = 0; |
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deUint32 colorRbo = 0; |
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deUint32 depthRbo = 0; |
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GradientShader gradShader (glu::TYPE_FLOAT_VEC4); |
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Texture2DShader texShader (DataTypes() << glu::TYPE_SAMPLER_2D, glu::TYPE_FLOAT_VEC4); |
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deUint32 gradShaderID = getCurrentContext()->createProgram(&gradShader); |
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deUint32 texShaderID = getCurrentContext()->createProgram(&texShader); |
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float clearDepth = 1.0f; |
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// Setup shaders |
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gradShader.setGradient(*getCurrentContext(), gradShaderID, tcu::Vec4(0.0f), tcu::Vec4(1.0f)); |
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texShader.setUniforms (*getCurrentContext(), texShaderID); |
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// Setup FBO |
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glGenFramebuffers(1, &fbo); |
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glGenRenderbuffers(1, &colorRbo); |
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glGenRenderbuffers(1, &depthRbo); |
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glBindRenderbuffer(GL_RENDERBUFFER, colorRbo); |
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glRenderbufferStorage(GL_RENDERBUFFER, colorFormat, m_width, m_height); |
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glBindRenderbuffer(GL_RENDERBUFFER, depthRbo); |
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glRenderbufferStorage(GL_RENDERBUFFER, m_format, m_width, m_height); |
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glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo); |
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRbo); |
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checkError(); |
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checkFramebufferStatus(GL_FRAMEBUFFER); |
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glViewport(0, 0, m_width, m_height); |
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// Clear depth to 1 |
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glClearBufferfv(GL_DEPTH, 0, &clearDepth); |
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// Render gradient with depth = [-1..1] |
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glEnable(GL_DEPTH_TEST); |
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sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); |
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// Render grid pattern with depth = 0 |
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{ |
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const deUint32 format = GL_RGBA; |
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const deUint32 dataType = GL_UNSIGNED_BYTE; |
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const int texW = 128; |
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const int texH = 128; |
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deUint32 gridTex = 0; |
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tcu::TextureLevel data (glu::mapGLTransferFormat(format, dataType), texW, texH, 1); |
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tcu::fillWithGrid(data.getAccess(), 8, Vec4(0.2f, 0.7f, 0.1f, 1.0f), Vec4(0.7f, 0.1f, 0.5f, 0.8f)); |
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glGenTextures(1, &gridTex); |
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glBindTexture(GL_TEXTURE_2D, gridTex); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexImage2D(GL_TEXTURE_2D, 0, format, texW, texH, 0, format, dataType, data.getAccess().getDataPtr()); |
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sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
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} |
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// Read results. |
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readPixels(dst, 0, 0, m_width, m_height, glu::mapGLInternalFormat(colorFormat), Vec4(1.0f), Vec4(0.0f)); |
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} |
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private: |
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deUint32 m_format; |
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int m_width; |
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int m_height; |
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}; |
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class DepthWriteClampCase : public FboTestCase |
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{ |
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public: |
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DepthWriteClampCase (Context& context, const char* name, const char* desc, deUint32 format, int width, int height) |
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: FboTestCase (context, name, desc) |
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, m_format (format) |
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, m_width (width) |
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, m_height (height) |
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{ |
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} |
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protected: |
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void preCheck (void) |
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{ |
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checkFormatSupport(m_format); |
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} |
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void render (tcu::Surface& dst) |
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{ |
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const deUint32 colorFormat = GL_RGBA8; |
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deUint32 fbo = 0; |
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deUint32 colorRbo = 0; |
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deUint32 depthTexture = 0; |
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glu::TransferFormat transferFmt = glu::getTransferFormat(glu::mapGLInternalFormat(m_format)); |
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DepthGradientShader depthGradShader (glu::TYPE_FLOAT_VEC4); |
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const deUint32 depthGradShaderID = getCurrentContext()->createProgram(&depthGradShader); |
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const float clearDepth = 1.0f; |
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const tcu::Vec4 red (1.0, 0.0, 0.0, 1.0); |
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const tcu::Vec4 green (0.0, 1.0, 0.0, 1.0); |
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// Setup FBO |
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glGenFramebuffers(1, &fbo); |
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glGenRenderbuffers(1, &colorRbo); |
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glGenTextures(1, &depthTexture); |
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glBindRenderbuffer(GL_RENDERBUFFER, colorRbo); |
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glRenderbufferStorage(GL_RENDERBUFFER, colorFormat, m_width, m_height); |
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glBindTexture(GL_TEXTURE_2D, depthTexture); |
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glTexImage2D(GL_TEXTURE_2D, 0, m_format, m_width, m_height, 0, transferFmt.format, transferFmt.dataType, DE_NULL); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); |
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checkError(); |
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checkFramebufferStatus(GL_FRAMEBUFFER); |
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glViewport(0, 0, m_width, m_height); |
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// Clear depth to 1 |
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glClearBufferfv(GL_DEPTH, 0, &clearDepth); |
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// Test that invalid values are not written to the depth buffer |
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// Render green quad, depth gradient = [-1..2] |
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glEnable(GL_DEPTH_TEST); |
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glDepthFunc(GL_ALWAYS); |
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depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, -1.0f, 2.0f, green); |
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sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); |
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glDepthMask(GL_FALSE); |
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// Test if any fragment has greater depth than 1; there should be none |
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glDepthFunc(GL_LESS); // (1 < depth) ? |
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depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, 1.0f, 1.0f, red); |
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sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); |
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// Test if any fragment has smaller depth than 0; there should be none |
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glDepthFunc(GL_GREATER); // (0 > depth) ? |
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depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, 0.0f, 0.0f, red); |
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sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); |
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// Read results. |
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readPixels(dst, 0, 0, m_width, m_height, glu::mapGLInternalFormat(colorFormat), Vec4(1.0f), Vec4(0.0f)); |
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} |
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private: |
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const deUint32 m_format; |
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const int m_width; |
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const int m_height; |
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}; |
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class DepthTestClampCase : public FboTestCase |
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{ |
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public: |
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DepthTestClampCase (Context& context, const char* name, const char* desc, deUint32 format, int width, int height) |
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: FboTestCase (context, name, desc) |
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, m_format (format) |
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, m_width (width) |
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, m_height (height) |
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{ |
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} |
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protected: |
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void preCheck (void) |
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{ |
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checkFormatSupport(m_format); |
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} |
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void render (tcu::Surface& dst) |
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{ |
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const deUint32 colorFormat = GL_RGBA8; |
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deUint32 fbo = 0; |
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deUint32 colorRbo = 0; |
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deUint32 depthTexture = 0; |
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glu::TransferFormat transferFmt = glu::getTransferFormat(glu::mapGLInternalFormat(m_format)); |
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DepthGradientShader depthGradShader (glu::TYPE_FLOAT_VEC4); |
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const deUint32 depthGradShaderID = getCurrentContext()->createProgram(&depthGradShader); |
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const float clearDepth = 1.0f; |
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const tcu::Vec4 yellow (1.0, 1.0, 0.0, 1.0); |
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const tcu::Vec4 green (0.0, 1.0, 0.0, 1.0); |
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// Setup FBO |
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glGenFramebuffers(1, &fbo); |
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glGenRenderbuffers(1, &colorRbo); |
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glGenTextures(1, &depthTexture); |
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glBindRenderbuffer(GL_RENDERBUFFER, colorRbo); |
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glRenderbufferStorage(GL_RENDERBUFFER, colorFormat, m_width, m_height); |
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glBindTexture(GL_TEXTURE_2D, depthTexture); |
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glTexImage2D(GL_TEXTURE_2D, 0, m_format, m_width, m_height, 0, transferFmt.format, transferFmt.dataType, DE_NULL); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); |
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checkError(); |
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checkFramebufferStatus(GL_FRAMEBUFFER); |
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glViewport(0, 0, m_width, m_height); |
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// Clear depth to 1 |
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glClearBufferfv(GL_DEPTH, 0, &clearDepth); |
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// Test values used in depth test are clamped |
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// Render green quad, depth gradient = [-1..2] |
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glEnable(GL_DEPTH_TEST); |
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glDepthFunc(GL_ALWAYS); |
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depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, -1.0f, 2.0f, green); |
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sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); |
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// Render yellow quad, depth gradient = [-0.5..3]. Gradients have equal values only outside [0, 1] range due to clamping |
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glDepthFunc(GL_EQUAL); |
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depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, -0.5f, 3.0f, yellow); |
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sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); |
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// Read results. |
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readPixels(dst, 0, 0, m_width, m_height, glu::mapGLInternalFormat(colorFormat), Vec4(1.0f), Vec4(0.0f)); |
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} |
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private: |
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const deUint32 m_format; |
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const int m_width; |
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const int m_height; |
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}; |
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FboDepthTests::FboDepthTests (Context& context) |
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: TestCaseGroup(context, "depth", "Depth tests") |
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{ |
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} |
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FboDepthTests::~FboDepthTests (void) |
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{ |
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} |
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void FboDepthTests::init (void) |
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{ |
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static const deUint32 depthFormats[] = |
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{ |
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GL_DEPTH_COMPONENT32F, |
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GL_DEPTH_COMPONENT24, |
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GL_DEPTH_COMPONENT16, |
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GL_DEPTH32F_STENCIL8, |
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GL_DEPTH24_STENCIL8 |
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}; |
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// .basic |
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{ |
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tcu::TestCaseGroup* basicGroup = new tcu::TestCaseGroup(m_testCtx, "basic", "Basic depth tests"); |
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addChild(basicGroup); |
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for (int fmtNdx = 0; fmtNdx < DE_LENGTH_OF_ARRAY(depthFormats); fmtNdx++) |
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basicGroup->addChild(new BasicFboDepthCase(m_context, getFormatName(depthFormats[fmtNdx]), "", depthFormats[fmtNdx], 119, 127)); |
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} |
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// .depth_write_clamp |
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{ |
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tcu::TestCaseGroup* depthClampGroup = new tcu::TestCaseGroup(m_testCtx, "depth_write_clamp", "Depth write clamping tests"); |
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addChild(depthClampGroup); |
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for (int fmtNdx = 0; fmtNdx < DE_LENGTH_OF_ARRAY(depthFormats); fmtNdx++) |
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depthClampGroup->addChild(new DepthWriteClampCase(m_context, getFormatName(depthFormats[fmtNdx]), "", depthFormats[fmtNdx], 119, 127)); |
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} |
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// .depth_test_clamp |
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{ |
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tcu::TestCaseGroup* depthClampGroup = new tcu::TestCaseGroup(m_testCtx, "depth_test_clamp", "Depth test value clamping tests"); |
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addChild(depthClampGroup); |
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for (int fmtNdx = 0; fmtNdx < DE_LENGTH_OF_ARRAY(depthFormats); fmtNdx++) |
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depthClampGroup->addChild(new DepthTestClampCase(m_context, getFormatName(depthFormats[fmtNdx]), "", depthFormats[fmtNdx], 119, 127)); |
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} |
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} |
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} // Functional |
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} // gles3 |
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} // deqp
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