/*------------------------------------------------------------------------- * drawElements Quality Program OpenGL ES Utilities * ------------------------------------------------ * * Copyright 2014 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the 'License'); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an 'AS IS' BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ 'use strict'; goog.provide('functional.gles3.es3fFboInvalidateTests'); goog.require('framework.common.tcuImageCompare'); goog.require('framework.common.tcuRGBA'); goog.require('framework.common.tcuTestCase'); goog.require('framework.common.tcuTexture'); goog.require('framework.common.tcuTextureUtil'); goog.require('framework.delibs.debase.deMath'); goog.require('framework.opengl.gluShaderUtil'); goog.require('framework.opengl.gluTextureUtil'); goog.require('framework.referencerenderer.rrUtil'); goog.require('functional.gles3.es3fFboTestCase'); goog.require('functional.gles3.es3fFboTestUtil'); goog.scope(function() { var es3fFboInvalidateTests = functional.gles3.es3fFboInvalidateTests; var tcuTestCase = framework.common.tcuTestCase; var es3fFboTestCase = functional.gles3.es3fFboTestCase; var es3fFboTestUtil = functional.gles3.es3fFboTestUtil; var rrUtil = framework.referencerenderer.rrUtil; var gluShaderUtil = framework.opengl.gluShaderUtil; var gluTextureUtil = framework.opengl.gluTextureUtil; var tcuTexture = framework.common.tcuTexture; var tcuTextureUtil = framework.common.tcuTextureUtil; var deMath = framework.delibs.debase.deMath; var tcuRGBA = framework.common.tcuRGBA; var tcuImageCompare = framework.common.tcuImageCompare; /** @type {WebGL2RenderingContext} */ var gl; var setParentClass = function(child, parent) { child.prototype = Object.create(parent.prototype); child.prototype.constructor = child; }; var getDefaultFBDiscardAttachments = function(discardBufferBits) { var attachments = []; if (discardBufferBits & gl.COLOR_BUFFER_BIT) attachments.push(gl.COLOR); if (discardBufferBits & gl.DEPTH_BUFFER_BIT) attachments.push(gl.DEPTH); if (discardBufferBits & gl.STENCIL_BUFFER_BIT) attachments.push(gl.STENCIL); return attachments; }; var getFBODiscardAttachments = function(discardBufferBits) { var attachments = []; if (discardBufferBits & gl.COLOR_BUFFER_BIT) attachments.push(gl.COLOR_ATTACHMENT0); // \note DEPTH_STENCIL_ATTACHMENT is allowed when discarding FBO, but not with default FB if ((discardBufferBits & (gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)) == (gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)) attachments.push(gl.DEPTH_STENCIL_ATTACHMENT); else if (discardBufferBits & gl.DEPTH_BUFFER_BIT) attachments.push(gl.DEPTH_ATTACHMENT); else if (discardBufferBits & gl.STENCIL_BUFFER_BIT) attachments.push(gl.STENCIL_ATTACHMENT); return attachments; }; var getCompatibleColorFormat = function() { var redBits = gl.getParameter(gl.RED_BITS); var greenBits = gl.getParameter(gl.GREEN_BITS); var blueBits = gl.getParameter(gl.BLUE_BITS); var alphaBits = gl.getParameter(gl.ALPHA_BITS); switch ('' + redBits + greenBits + blueBits + alphaBits) { case '8888' : return gl.RGBA8; case '8880' : return gl.RGB8; default: throw new Error('Unexpected bit depth'); } }; var getCompatibleDepthStencilFormat = function() { var depthBits = /** @type {number} */ (gl.getParameter(gl.DEPTH_BITS)); var stencilBits = /** @type {number} */ (gl.getParameter(gl.STENCIL_BITS)); var hasDepth = depthBits > 0; var hasStencil = stencilBits > 0; if (!hasDepth || !hasStencil || (stencilBits != 8)) return gl.NONE; if (depthBits == 32) return gl.DEPTH32F_STENCIL8; else if (depthBits == 24) return gl.DEPTH24_STENCIL8; else return gl.NONE; }; var hasAttachment = function(attachments, attachment) { return attachments.indexOf(attachment) >= 0; }; /** * @constructor * @extends {es3fFboTestCase.FboTestCase} * @param {string} name * @param {string} desc * @param {number} buffers * @param {number=} target */ es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase = function(name, desc, buffers, target) { es3fFboTestCase.FboTestCase.call(this, name, desc); this.m_buffers = buffers; this.m_fboTarget = target || gl.FRAMEBUFFER; }; setParentClass(es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase, es3fFboTestCase.FboTestCase); es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase.prototype.render = function(dst) { var ctx = this.getCurrentContext(); var attachments = getDefaultFBDiscardAttachments(this.m_buffers); var shader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); var program = ctx.createProgram(shader); shader.setColor(ctx, program, [1, 0, 0, 1]); ctx.clearColor(0, 0, 0, 1); ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); ctx.stencilFunc(gl.ALWAYS, 1, 0xff); rrUtil.drawQuad(ctx, program, [-1, -1, -1], [1, 1, 1]); ctx.invalidateFramebuffer(this.m_fboTarget, attachments); if ((this.m_buffers & gl.COLOR_BUFFER_BIT) != 0) { // Color was not preserved - fill with green. ctx.disable(gl.DEPTH_TEST); ctx.disable(gl.STENCIL_TEST); shader.setColor(ctx, program, [0, 1, 0, 1]); rrUtil.drawQuad(ctx, program, [-1, -1, 0], [1, 1, 0]); ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); } if ((this.m_buffers & gl.DEPTH_BUFFER_BIT) != 0) { // Depth was not preserved. ctx.depthFunc(gl.ALWAYS); } if ((this.m_buffers & gl.STENCIL_BUFFER_BIT) == 0) { // Stencil was preserved. ctx.stencilFunc(gl.EQUAL, 1, 0xff); } ctx.enable(gl.BLEND); ctx.blendFunc(gl.ONE, gl.ONE); ctx.blendEquation(gl.FUNC_ADD); shader.setColor(ctx, program, [0, 0, 1, 1]); rrUtil.drawQuad(ctx, program, [-1, -1, 0], [1, 1, 0]); dst.readViewport(ctx); }; /** * @constructor * @extends {es3fFboTestCase.FboTestCase} * @param {string} name * @param {string} desc * @param {number} buffers */ es3fFboInvalidateTests.InvalidateDefaultFramebufferBindCase = function(name, desc, buffers) { es3fFboTestCase.FboTestCase.call(this, name, desc); this.m_buffers = buffers; }; setParentClass(es3fFboInvalidateTests.InvalidateDefaultFramebufferBindCase, es3fFboTestCase.FboTestCase); es3fFboInvalidateTests.InvalidateDefaultFramebufferBindCase.prototype.render = function(dst) { var ctx = this.getCurrentContext(); var attachments = getDefaultFBDiscardAttachments(this.m_buffers); var shader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); var program = ctx.createProgram(shader); /** @type {es3fFboTestUtil.Texture2DShader} */ var texShader = new es3fFboTestUtil.Texture2DShader( [gluShaderUtil.DataType.SAMPLER_2D], gluShaderUtil.DataType.FLOAT_VEC4); /** @type {es3fFboTestUtil.GradientShader} */ var gradShader = new es3fFboTestUtil.GradientShader(gluShaderUtil.DataType.FLOAT_VEC4); var texShaderID = ctx.createProgram(texShader); var gradShaderID = ctx.createProgram(gradShader); ctx.clearColor(0, 0, 0, 1); ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); // Create fbo. var fbo = ctx.createFramebuffer(); var tex = ctx.createTexture(); ctx.bindTexture(gl.TEXTURE_2D, tex); ctx.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, this.getWidth(), this.getHeight(), 0, gl.RGBA, gl.UNSIGNED_BYTE, null); ctx.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); ctx.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0); ctx.bindTexture(gl.TEXTURE_2D, null); this.checkFramebufferStatus(gl.FRAMEBUFFER); ctx.bindFramebuffer(gl.FRAMEBUFFER, null); ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); ctx.stencilFunc(gl.ALWAYS, 1, 0xff); shader.setColor(ctx, program, [1, 0, 0, 1]); rrUtil.drawQuad(ctx, program, [-1, -1, -1], [1, 1, 1]); ctx.invalidateFramebuffer(gl.FRAMEBUFFER, attachments); // Switch to fbo and render gradient into it. ctx.disable(gl.DEPTH_TEST); ctx.disable(gl.STENCIL_TEST); ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); gradShader.setGradient(ctx, gradShaderID, [0, 0, 0, 0], [1, 1, 1, 1]); rrUtil.drawQuad(ctx, gradShaderID, [-1, -1, 0], [1, 1, 0]); // Restore default fbo. ctx.bindFramebuffer(gl.FRAMEBUFFER, null); if ((this.m_buffers & gl.COLOR_BUFFER_BIT) != 0) { // Color was not preserved - fill with green. shader.setColor(ctx, program, [0, 1, 0, 1]); rrUtil.drawQuad(ctx, program, [-1, -1, 0], [1, 1, 0]); } if ((this.m_buffers & gl.DEPTH_BUFFER_BIT) != 0) { // Depth was not preserved. ctx.depthFunc(gl.ALWAYS); } if ((this.m_buffers & gl.STENCIL_BUFFER_BIT) == 0) { // Stencil was preserved. ctx.stencilFunc(gl.EQUAL, 1, 0xff); } ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); ctx.enable(gl.BLEND); ctx.blendFunc(gl.ONE, gl.ONE); ctx.blendEquation(gl.FUNC_ADD); ctx.bindTexture(gl.TEXTURE_2D, tex); texShader.setUniforms(ctx, texShaderID); rrUtil.drawQuad(ctx, texShaderID, [-1, -1, 0], [1, 1, 0]); dst.readViewport(ctx); }; /** * @constructor * @extends {es3fFboTestCase.FboTestCase} * @param {string} name * @param {string} desc * @param {number} buffers * @param {number=} target */ es3fFboInvalidateTests.InvalidateDefaultSubFramebufferRenderCase = function(name, desc, buffers, target) { es3fFboTestCase.FboTestCase.call(this, name, desc); this.m_buffers = buffers; this.m_fboTarget = target || gl.FRAMEBUFFER; }; setParentClass(es3fFboInvalidateTests.InvalidateDefaultSubFramebufferRenderCase, es3fFboTestCase.FboTestCase); es3fFboInvalidateTests.InvalidateDefaultSubFramebufferRenderCase.prototype.render = function(dst) { var ctx = this.getCurrentContext(); var invalidateX = this.getWidth() / 4; var invalidateY = this.getHeight() / 4; var invalidateW = this.getWidth() / 2; var invalidateH = this.getHeight() / 2; var attachments = getDefaultFBDiscardAttachments(this.m_buffers); var shader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); var program = ctx.createProgram(shader); shader.setColor(ctx, program, [1, 0, 0, 1]); ctx.clearColor(0, 0, 0, 1); ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); ctx.stencilFunc(gl.ALWAYS, 1, 0xff); rrUtil.drawQuad(ctx, program, [-1, -1, -1], [1, 1, 1]); ctx.invalidateSubFramebuffer(this.m_fboTarget, attachments, invalidateX, invalidateY, invalidateW, invalidateH); // Clear invalidated buffers. ctx.clearColor(0, 1, 0, 1); ctx.clearStencil(1); ctx.scissor(invalidateX, invalidateY, invalidateW, invalidateH); ctx.enable(gl.SCISSOR_TEST); ctx.clear(this.m_buffers); ctx.disable(gl.SCISSOR_TEST); ctx.enable(gl.BLEND); ctx.blendFunc(gl.ONE, gl.ONE); ctx.blendEquation(gl.FUNC_ADD); shader.setColor(ctx, program, [0, 0, 1, 1]); rrUtil.drawQuad(ctx, program, [-1, -1, 0], [1, 1, 0]); dst.readViewport(ctx); }; /** * @constructor * @extends {es3fFboTestCase.FboTestCase} * @param {string} name * @param {string} desc * @param {number} buffers */ es3fFboInvalidateTests.InvalidateDefaultSubFramebufferBindCase = function(name, desc, buffers) { es3fFboTestCase.FboTestCase.call(this, name, desc); this.m_buffers = buffers; }; setParentClass(es3fFboInvalidateTests.InvalidateDefaultSubFramebufferBindCase, es3fFboTestCase.FboTestCase); es3fFboInvalidateTests.InvalidateDefaultSubFramebufferBindCase.prototype.render = function(dst) { var ctx = this.getCurrentContext(); var attachments = getDefaultFBDiscardAttachments(this.m_buffers); var invalidateX = this.getWidth() / 4; var invalidateY = this.getHeight() / 4; var invalidateW = this.getWidth() / 2; var invalidateH = this.getHeight() / 2; var shader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); var program = ctx.createProgram(shader); /** @type {es3fFboTestUtil.Texture2DShader} */ var texShader = new es3fFboTestUtil.Texture2DShader( [gluShaderUtil.DataType.SAMPLER_2D], gluShaderUtil.DataType.FLOAT_VEC4); /** @type {es3fFboTestUtil.GradientShader} */ var gradShader = new es3fFboTestUtil.GradientShader(gluShaderUtil.DataType.FLOAT_VEC4); var texShaderID = ctx.createProgram(texShader); var gradShaderID = ctx.createProgram(gradShader); ctx.clearColor(0, 0, 0, 1); ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); // Create fbo. var fbo = ctx.createFramebuffer(); var tex = ctx.createTexture(); ctx.bindTexture(gl.TEXTURE_2D, tex); ctx.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, this.getWidth(), this.getHeight(), 0, gl.RGBA, gl.UNSIGNED_BYTE, null); ctx.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); ctx.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0); ctx.bindTexture(gl.TEXTURE_2D, null); this.checkFramebufferStatus(gl.FRAMEBUFFER); ctx.bindFramebuffer(gl.FRAMEBUFFER, null); ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); ctx.stencilFunc(gl.ALWAYS, 1, 0xff); shader.setColor(ctx, program, [1, 0, 0, 1]); rrUtil.drawQuad(ctx, program, [-1, -1, -1], [1, 1, 1]); ctx.invalidateSubFramebuffer(gl.FRAMEBUFFER, attachments, invalidateX, invalidateY, invalidateW, invalidateH); // Switch to fbo and render gradient into it. ctx.disable(gl.DEPTH_TEST); ctx.disable(gl.STENCIL_TEST); ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); gradShader.setGradient(ctx, gradShaderID, [0, 0, 0, 0], [1, 1, 1, 1]); rrUtil.drawQuad(ctx, gradShaderID, [-1, -1, 0], [1, 1, 0]); // Restore default fbo. ctx.bindFramebuffer(gl.FRAMEBUFFER, null); if ((this.m_buffers & gl.COLOR_BUFFER_BIT) != 0) { // Color was not preserved - fill with green. shader.setColor(ctx, program, [0, 1, 0, 1]); rrUtil.drawQuad(ctx, program, [-1, -1, 0], [1, 1, 0]); } // Clear invalidated buffers. ctx.clearColor(0, 1, 0, 1); ctx.clearStencil(1); ctx.scissor(invalidateX, invalidateY, invalidateW, invalidateH); ctx.enable(gl.SCISSOR_TEST); ctx.clear(this.m_buffers); ctx.disable(gl.SCISSOR_TEST); ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); ctx.enable(gl.BLEND); ctx.blendFunc(gl.ONE, gl.ONE); ctx.blendEquation(gl.FUNC_ADD); ctx.bindTexture(gl.TEXTURE_2D, tex); texShader.setUniforms(ctx, texShaderID); rrUtil.drawQuad(ctx, texShaderID, [-1, -1, 0], [1, 1, 0]); dst.readViewport(ctx); ctx.disable(gl.DEPTH_TEST); ctx.disable(gl.STENCIL_TEST); ctx.disable(gl.BLEND); }; /** * @constructor * @extends {es3fFboTestCase.FboTestCase} * @param {string} name * @param {string} desc * @param {number} colorFmt * @param {number} depthStencilFmt * @param {number} invalidateBuffers */ es3fFboInvalidateTests.InvalidateFboRenderCase = function(name, desc, colorFmt, depthStencilFmt, invalidateBuffers) { es3fFboTestCase.FboTestCase.call(this, name, desc); this.m_colorFmt = colorFmt; this.m_depthStencilFmt = depthStencilFmt; this.m_invalidateBuffers = invalidateBuffers; }; setParentClass(es3fFboInvalidateTests.InvalidateFboRenderCase, es3fFboTestCase.FboTestCase); es3fFboInvalidateTests.InvalidateFboRenderCase.prototype.preCheck = function() { if (this.m_colorFmt != gl.NONE) this.checkFormatSupport(this.m_colorFmt); if (this.m_depthStencilFmt != gl.NONE) this.checkFormatSupport(this.m_depthStencilFmt); return true; // No exception thrown }; es3fFboInvalidateTests.InvalidateFboRenderCase.prototype.render = function(dst) { var ctx = this.getCurrentContext(); var colorFmt = gluTextureUtil.mapGLInternalFormat(this.m_colorFmt); var depthStencilFmt = this.m_depthStencilFmt != gl.NONE ? gluTextureUtil.mapGLInternalFormat(this.m_depthStencilFmt) : new tcuTexture.TextureFormat(null, null); var colorFmtInfo = tcuTextureUtil.getTextureFormatInfo(colorFmt); var depth = depthStencilFmt.order == tcuTexture.ChannelOrder.D || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; var stencil = depthStencilFmt.order == tcuTexture.ChannelOrder.S || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; var cBias = colorFmtInfo.valueMin; var cScale = deMath.subtract(colorFmtInfo.valueMax, colorFmtInfo.valueMin); var flatShader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); var attachments = getFBODiscardAttachments(this.m_invalidateBuffers); var flatShaderID = ctx.createProgram(flatShader); // Create fbo. var colorRbo = ctx.createRenderbuffer(); ctx.bindRenderbuffer(gl.RENDERBUFFER, colorRbo); ctx.renderbufferStorage(gl.RENDERBUFFER, this.m_colorFmt, this.getWidth(), this.getHeight()); if (this.m_depthStencilFmt != gl.NONE) { var depthStencilRbo = ctx.createRenderbuffer(); ctx.bindRenderbuffer(gl.RENDERBUFFER, depthStencilRbo); ctx.renderbufferStorage(gl.RENDERBUFFER, this.m_depthStencilFmt, this.getWidth(), this.getHeight()); } var fbo = ctx.createFramebuffer(); ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRbo); if (depth) ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); if (stencil) ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); this.checkFramebufferStatus(gl.FRAMEBUFFER); ctx.clearColor(0, 0, 0, 1); ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); ctx.stencilFunc(gl.ALWAYS, 1, 0xff); flatShader.setColor(ctx, flatShaderID, deMath.add(deMath.multiply([1, 0, 0, 1], cScale), cBias)); rrUtil.drawQuad(ctx, flatShaderID, [-1, -1, -1], [1, 1, 1]); ctx.invalidateFramebuffer(gl.FRAMEBUFFER, attachments); if ((this.m_invalidateBuffers & gl.COLOR_BUFFER_BIT) != 0) { // Color was not preserved - fill with green. ctx.disable(gl.DEPTH_TEST); ctx.disable(gl.STENCIL_TEST); flatShader.setColor(ctx, flatShaderID, deMath.add(deMath.multiply([0, 1, 0, 1], cScale), cBias)); rrUtil.drawQuad(ctx, flatShaderID, [-1, -1, 0], [1, 1, 0]); ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); } if ((this.m_invalidateBuffers & gl.DEPTH_BUFFER_BIT) != 0) { // Depth was not preserved. ctx.depthFunc(gl.ALWAYS); } if ((this.m_invalidateBuffers & gl.STENCIL_BUFFER_BIT) == 0) { // Stencil was preserved. ctx.stencilFunc(gl.EQUAL, 1, 0xff); } ctx.enable(gl.BLEND); ctx.blendFunc(gl.ONE, gl.ONE); ctx.blendEquation(gl.FUNC_ADD); flatShader.setColor(ctx, flatShaderID, deMath.add(deMath.multiply([0, 0, 1, 1], cScale), cBias)); rrUtil.drawQuad(ctx, flatShaderID, [-1, -1, 0], [1, 1, 0]); es3fFboTestUtil.readPixels(ctx, dst, 0, 0, this.getWidth(), this.getHeight(), colorFmt, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias); }; /** * @constructor * @extends {es3fFboTestCase.FboTestCase} * @param {string} name * @param {string} desc * @param {number} colorFmt * @param {number} depthStencilFmt * @param {number} invalidateBuffers */ es3fFboInvalidateTests.InvalidateFboUnbindReadCase = function(name, desc, colorFmt, depthStencilFmt, invalidateBuffers) { es3fFboTestCase.FboTestCase.call(this, name, desc); this.m_colorFmt = colorFmt; this.m_depthStencilFmt = depthStencilFmt; this.m_invalidateBuffers = invalidateBuffers; }; setParentClass(es3fFboInvalidateTests.InvalidateFboUnbindReadCase, es3fFboTestCase.FboTestCase); es3fFboInvalidateTests.InvalidateFboUnbindReadCase.prototype.preCheck = function() { if (this.m_colorFmt != gl.NONE) this.checkFormatSupport(this.m_colorFmt); if (this.m_depthStencilFmt != gl.NONE) this.checkFormatSupport(this.m_depthStencilFmt); return true; // No exception thrown }; es3fFboInvalidateTests.InvalidateFboUnbindReadCase.prototype.render = function(dst) { var ctx = this.getCurrentContext(); var colorFmt = gluTextureUtil.mapGLInternalFormat(this.m_colorFmt); var depthStencilFmt = this.m_depthStencilFmt != gl.NONE ? gluTextureUtil.mapGLInternalFormat(this.m_depthStencilFmt) : new tcuTexture.TextureFormat(null, null); var colorFmtInfo = tcuTextureUtil.getTextureFormatInfo(colorFmt); var depth = depthStencilFmt.order == tcuTexture.ChannelOrder.D || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; var stencil = depthStencilFmt.order == tcuTexture.ChannelOrder.S || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; var attachments = getFBODiscardAttachments(this.m_invalidateBuffers); // Create fbo. var transferFmt = gluTextureUtil.getTransferFormat(colorFmt); var gradShader = new es3fFboTestUtil.GradientShader(gluShaderUtil.DataType.FLOAT_VEC4); var gradShaderID = ctx.createProgram(gradShader); var colorTex = ctx.createTexture(); ctx.bindTexture(gl.TEXTURE_2D, colorTex); ctx.texImage2D(gl.TEXTURE_2D, 0, this.m_colorFmt, this.getWidth(), this.getHeight(), 0, transferFmt.format, transferFmt.dataType, null); ctx.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); if (this.m_depthStencilFmt != gl.NONE) { transferFmt = gluTextureUtil.getTransferFormat(depthStencilFmt); var depthStencilTex = ctx.createTexture(); ctx.bindTexture(gl.TEXTURE_2D, depthStencilTex); ctx.texImage2D(gl.TEXTURE_2D, 0, this.m_depthStencilFmt, this.getWidth(), this.getHeight(), 0, transferFmt.format, transferFmt.dataType, null); ctx.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); ctx.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); } var fbo = ctx.createFramebuffer(); ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); ctx.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTex, 0); if (depth) ctx.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTex, 0); if (stencil) ctx.framebufferTexture2D(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTex, 0); this.checkFramebufferStatus(gl.FRAMEBUFFER); ctx.clearColor(0, 0, 0, 1); ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); ctx.stencilFunc(gl.ALWAYS, 1, 0xff); gradShader.setGradient(ctx, gradShaderID, colorFmtInfo.valueMin, colorFmtInfo.valueMax); rrUtil.drawQuad(ctx, gradShaderID, [-1, -1, -1], [1, 1, 1]); ctx.invalidateFramebuffer(gl.FRAMEBUFFER, attachments); ctx.bindFramebuffer(gl.FRAMEBUFFER, null); ctx.disable(gl.DEPTH_TEST); ctx.disable(gl.STENCIL_TEST); if ((this.m_invalidateBuffers & gl.DEPTH_BUFFER_BIT) != 0) { // Render color. /** @type {es3fFboTestUtil.Texture2DShader} */ var texShader = new es3fFboTestUtil.Texture2DShader( [gluTextureUtil.getSampler2DType(colorFmt)], gluShaderUtil.DataType.FLOAT_VEC4); var texShaderID = ctx.createProgram(texShader); texShader.setTexScaleBias(0, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias); texShader.setUniforms(ctx, texShaderID); ctx.bindTexture(gl.TEXTURE_2D, colorTex); rrUtil.drawQuad(ctx, texShaderID, [-1, -1, 0], [1, 1, 0]); } else { // Render depth. texShader = new es3fFboTestUtil.Texture2DShader( [gluTextureUtil.getSampler2DType(depthStencilFmt)], gluShaderUtil.DataType.FLOAT_VEC4); texShaderID = ctx.createProgram(texShader); texShader.setUniforms(ctx, texShaderID); ctx.bindTexture(gl.TEXTURE_2D, depthStencilTex); rrUtil.drawQuad(ctx, texShaderID, [-1, -1, 0], [1, 1, 0]); } dst.readViewport(ctx); }; /** * @constructor * @extends {es3fFboTestCase.FboTestCase} * @param {string} name * @param {string} desc * @param {number} numSamples * @param {number} invalidateBuffers */ es3fFboInvalidateTests.InvalidateFboUnbindBlitCase = function(name, desc, numSamples, invalidateBuffers) { // \note Use fullscreen viewport when multisampling - we can't allow GLES3Context do its // behing-the-scenes viewport position randomization, because with glBlitFramebuffer, // source and destination rectangles must match when multisampling. es3fFboTestCase.FboTestCase.call(this, name, desc, numSamples > 0); this.m_numSamples = numSamples; this.m_colorFmt = getCompatibleColorFormat(); this.m_depthStencilFmt = getCompatibleDepthStencilFormat(); this.m_invalidateBuffers = invalidateBuffers; }; setParentClass(es3fFboInvalidateTests.InvalidateFboUnbindBlitCase, es3fFboTestCase.FboTestCase); es3fFboInvalidateTests.InvalidateFboUnbindBlitCase.prototype.preCheck = function() { if (this.m_colorFmt != gl.NONE) this.checkFormatSupport(this.m_colorFmt); if (this.m_depthStencilFmt != gl.NONE) this.checkFormatSupport(this.m_depthStencilFmt); return true; // No exception thrown }; es3fFboInvalidateTests.InvalidateFboUnbindBlitCase.prototype.render = function(dst) { var ctx = this.getCurrentContext(); var quadSizePixels = [this.m_numSamples == 0 ? this.getWidth() : Math.min(128, this.getWidth()), this.m_numSamples == 0 ? this.getHeight() : Math.min(128, this.getHeight())]; var quadNDCLeftBottomXY = [-1, -1]; var quadNDCSize = [2 * quadSizePixels[0] / this.getWidth(), 2 * quadSizePixels[1] / this.getHeight()]; var quadNDCRightTopXY = deMath.add(quadNDCLeftBottomXY, quadNDCSize); var depthStencilFmt = this.m_depthStencilFmt != gl.NONE ? gluTextureUtil.mapGLInternalFormat(this.m_depthStencilFmt) : new tcuTexture.TextureFormat(null, null); var depth = depthStencilFmt.order == tcuTexture.ChannelOrder.D || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; var stencil = depthStencilFmt.order == tcuTexture.ChannelOrder.S || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; var flatShader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); var attachments = getFBODiscardAttachments(this.m_invalidateBuffers); var flatShaderID = ctx.createProgram(flatShader); ctx.clearColor(0, 0, 0, 1); ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); // Create fbo. var colorRbo = ctx.createRenderbuffer(); ctx.bindRenderbuffer(gl.RENDERBUFFER, colorRbo); ctx.renderbufferStorageMultisample(gl.RENDERBUFFER, this.m_numSamples, this.m_colorFmt, quadSizePixels[0], quadSizePixels[1]); if (this.m_depthStencilFmt != gl.NONE) { var depthStencilRbo = ctx.createRenderbuffer(); ctx.bindRenderbuffer(gl.RENDERBUFFER, depthStencilRbo); ctx.renderbufferStorageMultisample(gl.RENDERBUFFER, this.m_numSamples, this.m_depthStencilFmt, quadSizePixels[0], quadSizePixels[1]); } var fbo = ctx.createFramebuffer(); ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRbo); if (depth) ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); if (stencil) ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); this.checkFramebufferStatus(gl.FRAMEBUFFER); ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); ctx.stencilFunc(gl.ALWAYS, 1, 0xff); flatShader.setColor(ctx, flatShaderID, [1, 0, 0, 1]); rrUtil.drawQuad(ctx, flatShaderID, [quadNDCLeftBottomXY[0], quadNDCLeftBottomXY[1], -1], [quadNDCRightTopXY[0], quadNDCRightTopXY[1], 1]); ctx.invalidateFramebuffer(gl.FRAMEBUFFER, attachments); // Set default framebuffer as draw framebuffer and blit preserved buffers. ctx.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); ctx.blitFramebuffer(0, 0, quadSizePixels[0], quadSizePixels[1], 0, 0, quadSizePixels[0], quadSizePixels[1], (gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT) & ~this.m_invalidateBuffers, gl.NEAREST); ctx.bindFramebuffer(gl.READ_FRAMEBUFFER, null); if ((this.m_invalidateBuffers & gl.COLOR_BUFFER_BIT) != 0) { // Color was not preserved - fill with green. ctx.disable(gl.DEPTH_TEST); ctx.disable(gl.STENCIL_TEST); flatShader.setColor(ctx, flatShaderID, [0, 1, 0, 1]); rrUtil.drawQuad(ctx, flatShaderID, [quadNDCLeftBottomXY[0], quadNDCLeftBottomXY[1], 0], [quadNDCRightTopXY[0], quadNDCRightTopXY[1], 0]); ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); } if ((this.m_invalidateBuffers & gl.DEPTH_BUFFER_BIT) != 0) { // Depth was not preserved. ctx.depthFunc(gl.ALWAYS); } if ((this.m_invalidateBuffers & gl.STENCIL_BUFFER_BIT) == 0) { // Stencil was preserved. ctx.stencilFunc(gl.EQUAL, 1, 0xff); } ctx.enable(gl.BLEND); ctx.blendFunc(gl.ONE, gl.ONE); ctx.blendEquation(gl.FUNC_ADD); flatShader.setColor(ctx, flatShaderID, [0, 0, 1, 1]); rrUtil.drawQuad(ctx, flatShaderID, [quadNDCLeftBottomXY[0], quadNDCLeftBottomXY[1], 0], [quadNDCRightTopXY[0], quadNDCRightTopXY[1], 0]); dst.readViewport(ctx, [0, 0, quadSizePixels[0], quadSizePixels[1]]); }; /** * @constructor * @extends {es3fFboTestCase.FboTestCase} * @param {string} name * @param {string} desc * @param {number} colorFmt * @param {number} depthStencilFmt * @param {number} invalidateBuffers */ es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase = function(name, desc, colorFmt, depthStencilFmt, invalidateBuffers) { es3fFboTestCase.FboTestCase.call(this, name, desc); this.m_colorFmt = colorFmt; this.m_depthStencilFmt = depthStencilFmt; this.m_invalidateBuffers = invalidateBuffers; }; setParentClass(es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase, es3fFboTestCase.FboTestCase); es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase.prototype.preCheck = function() { if (this.m_colorFmt != gl.NONE) this.checkFormatSupport(this.m_colorFmt); if (this.m_depthStencilFmt != gl.NONE) this.checkFormatSupport(this.m_depthStencilFmt); return true; // No exception thrown }; es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase.prototype.compare = function(reference, result) { var threshold = tcuRGBA.max(es3fFboTestUtil.getFormatThreshold(this.m_colorFmt), new tcuRGBA.RGBA([12, 12, 12, 12])); return tcuImageCompare.bilinearCompare('Result', 'Image comparison result', reference.getAccess(), result.getAccess(), threshold); }; es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase.prototype.render = function(dst) { var ctx = this.getCurrentContext(); var colorFmt = gluTextureUtil.mapGLInternalFormat(this.m_colorFmt); var depthStencilFmt = this.m_depthStencilFmt != gl.NONE ? gluTextureUtil.mapGLInternalFormat(this.m_depthStencilFmt) : new tcuTexture.TextureFormat(null, null); var colorFmtInfo = tcuTextureUtil.getTextureFormatInfo(colorFmt); var depth = depthStencilFmt.order == tcuTexture.ChannelOrder.D || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; var stencil = depthStencilFmt.order == tcuTexture.ChannelOrder.S || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; var attachments = getFBODiscardAttachments(this.m_invalidateBuffers); // Create fbo. var transferFmt = gluTextureUtil.getTransferFormat(colorFmt); var gradShader = new es3fFboTestUtil.GradientShader(es3fFboTestUtil.getFragmentOutputType(colorFmt)); var gradShaderID = ctx.createProgram(gradShader); var invalidateX = 0; var invalidateY = 0; var invalidateW = this.getWidth() / 2; var invalidateH = this.getHeight(); var readX = invalidateW; var readY = 0; var readW = this.getWidth() / 2; var readH = this.getHeight(); var colorTex = ctx.createTexture(); ctx.bindTexture(gl.TEXTURE_2D, colorTex); ctx.texImage2D(gl.TEXTURE_2D, 0, this.m_colorFmt, this.getWidth(), this.getHeight(), 0, transferFmt.format, transferFmt.dataType, null); ctx.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); ctx.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); if (this.m_depthStencilFmt != gl.NONE) { transferFmt = gluTextureUtil.getTransferFormat(depthStencilFmt); var depthStencilTex = ctx.createTexture(); ctx.bindTexture(gl.TEXTURE_2D, depthStencilTex); ctx.texImage2D(gl.TEXTURE_2D, 0, this.m_depthStencilFmt, this.getWidth(), this.getHeight(), 0, transferFmt.format, transferFmt.dataType, null); ctx.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); ctx.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); } var fbo = ctx.createFramebuffer(); ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); ctx.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTex, 0); if (depth) ctx.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTex, 0); if (stencil) ctx.framebufferTexture2D(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTex, 0); this.checkFramebufferStatus(gl.FRAMEBUFFER); this.clearColorBuffer(colorFmt, [0.0, 0.0, 0.0, 1.0]); ctx.clear(gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); ctx.stencilFunc(gl.ALWAYS, 1, 0xff); gradShader.setGradient(ctx, gradShaderID, colorFmtInfo.valueMin, colorFmtInfo.valueMax); rrUtil.drawQuad(ctx, gradShaderID, [-1, -1, -1], [1, 1, 1]); ctx.invalidateSubFramebuffer(gl.FRAMEBUFFER, attachments, invalidateX, invalidateY, invalidateW, invalidateH); ctx.bindFramebuffer(gl.FRAMEBUFFER, null); ctx.disable(gl.DEPTH_TEST); ctx.disable(gl.STENCIL_TEST); ctx.clearColor(0.25, 0.5, 0.75, 1); ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); // Limit read area using scissor. ctx.scissor(readX, readY, readW, readH); ctx.enable(gl.SCISSOR_TEST); if ((this.m_invalidateBuffers & gl.COLOR_BUFFER_BIT) != 0) { // Render color. /** @type {es3fFboTestUtil.Texture2DShader} */ var texShader = new es3fFboTestUtil.Texture2DShader( [gluTextureUtil.getSampler2DType(colorFmt)], gluShaderUtil.DataType.FLOAT_VEC4); var texShaderID = ctx.createProgram(texShader); texShader.setTexScaleBias(0, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias); texShader.setUniforms(ctx, texShaderID); ctx.bindTexture(gl.TEXTURE_2D, colorTex); rrUtil.drawQuad(ctx, texShaderID, [-1, -1, 0], [1, 1, 0]); } else { // Render depth. texShader = new es3fFboTestUtil.Texture2DShader( [gluTextureUtil.getSampler2DType(depthStencilFmt)], gluShaderUtil.DataType.FLOAT_VEC4); texShaderID = ctx.createProgram(texShader); texShader.setUniforms(ctx, texShaderID); ctx.bindTexture(gl.TEXTURE_2D, depthStencilTex); rrUtil.drawQuad(ctx, texShaderID, [-1, -1, 0], [1, 1, 0]); } dst.readViewport(ctx); }; /** * @constructor * @extends {es3fFboTestCase.FboTestCase} * @param {string} name * @param {string} desc * @param {number} colorFmt * @param {number} depthStencilFmt * @param {number} invalidateBuffers */ es3fFboInvalidateTests.InvalidateSubFboRenderCase = function(name, desc, colorFmt, depthStencilFmt, invalidateBuffers) { es3fFboTestCase.FboTestCase.call(this, name, desc); this.m_colorFmt = colorFmt; this.m_depthStencilFmt = depthStencilFmt; this.m_invalidateBuffers = invalidateBuffers; }; setParentClass(es3fFboInvalidateTests.InvalidateSubFboRenderCase, es3fFboTestCase.FboTestCase); es3fFboInvalidateTests.InvalidateSubFboRenderCase.prototype.preCheck = function() { if (this.m_colorFmt != gl.NONE) this.checkFormatSupport(this.m_colorFmt); if (this.m_depthStencilFmt != gl.NONE) this.checkFormatSupport(this.m_depthStencilFmt); return true; // No exception thrown }; es3fFboInvalidateTests.InvalidateSubFboRenderCase.prototype.render = function(dst) { var ctx = this.getCurrentContext(); var colorFmt = gluTextureUtil.mapGLInternalFormat(this.m_colorFmt); var depthStencilFmt = this.m_depthStencilFmt != gl.NONE ? gluTextureUtil.mapGLInternalFormat(this.m_depthStencilFmt) : new tcuTexture.TextureFormat(null, null); var colorFmtInfo = tcuTextureUtil.getTextureFormatInfo(colorFmt); var depth = depthStencilFmt.order == tcuTexture.ChannelOrder.D || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; var stencil = depthStencilFmt.order == tcuTexture.ChannelOrder.S || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; var cBias = colorFmtInfo.valueMin; var cScale = deMath.subtract(colorFmtInfo.valueMax, colorFmtInfo.valueMin); var flatShader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); var attachments = getFBODiscardAttachments(this.m_invalidateBuffers); var flatShaderID = ctx.createProgram(flatShader); var invalidateX = this.getWidth() / 4; var invalidateY = this.getHeight() / 4; var invalidateW = this.getWidth() / 2; var invalidateH = this.getHeight() / 2; // Create fbo. var colorRbo = ctx.createRenderbuffer(); ctx.bindRenderbuffer(gl.RENDERBUFFER, colorRbo); ctx.renderbufferStorage(gl.RENDERBUFFER, this.m_colorFmt, this.getWidth(), this.getHeight()); if (this.m_depthStencilFmt != gl.NONE) { var depthStencilRbo = ctx.createRenderbuffer(); ctx.bindRenderbuffer(gl.RENDERBUFFER, depthStencilRbo); ctx.renderbufferStorage(gl.RENDERBUFFER, this.m_depthStencilFmt, this.getWidth(), this.getHeight()); } var fbo = ctx.createFramebuffer(); ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRbo); if (depth) ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); if (stencil) ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); this.checkFramebufferStatus(gl.FRAMEBUFFER); ctx.clearBufferfv(gl.COLOR, 0, deMath.add(deMath.multiply([0, 0, 0, 1], cScale), cBias)); ctx.clearBufferfi(gl.DEPTH_STENCIL, 0, 1, 0); ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); ctx.stencilFunc(gl.ALWAYS, 1, 0xff); flatShader.setColor(ctx, flatShaderID, deMath.add(deMath.multiply([1, 0, 0, 1], cScale), cBias)); rrUtil.drawQuad(ctx, flatShaderID, [-1, -1, -1], [1, 1, 1]); ctx.invalidateSubFramebuffer(gl.FRAMEBUFFER, attachments, invalidateX, invalidateY, invalidateW, invalidateH); // Clear invalidated buffers. ctx.scissor(invalidateX, invalidateY, invalidateW, invalidateH); ctx.enable(gl.SCISSOR_TEST); if (this.m_invalidateBuffers & gl.COLOR_BUFFER_BIT) ctx.clearBufferfv(gl.COLOR, 0, deMath.add(deMath.multiply([0, 1, 0, 1], cScale), cBias)); ctx.clear(this.m_invalidateBuffers & ~gl.COLOR_BUFFER_BIT); ctx.disable(gl.SCISSOR_TEST); ctx.enable(gl.BLEND); ctx.blendFunc(gl.ONE, gl.ONE); ctx.blendEquation(gl.FUNC_ADD); flatShader.setColor(ctx, flatShaderID, deMath.add(deMath.multiply([0, 0, 1, 1], cScale), cBias)); rrUtil.drawQuad(ctx, flatShaderID, [-1, -1, 0], [1, 1, 0]); es3fFboTestUtil.readPixels(ctx, dst, 0, 0, this.getWidth(), this.getHeight(), colorFmt, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias); }; /** * @constructor * @extends {es3fFboTestCase.FboTestCase} * @param {string} name * @param {string} desc * @param {number} numSamples * @param {number} invalidateBuffers */ es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase = function(name, desc, numSamples, invalidateBuffers) { // \note Use fullscreen viewport when multisampling - we can't allow GLES3Context do its // behing-the-scenes viewport position randomization, because with glBlitFramebuffer, // source and destination rectangles must match when multisampling. es3fFboTestCase.FboTestCase.call(this, name, desc, numSamples > 0); this.m_numSamples = numSamples; this.m_colorFmt = getCompatibleColorFormat(); this.m_depthStencilFmt = getCompatibleDepthStencilFormat(); this.m_invalidateBuffers = invalidateBuffers; }; setParentClass(es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase, es3fFboTestCase.FboTestCase); es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase.prototype.preCheck = function() { if (this.m_colorFmt != gl.NONE) this.checkFormatSupport(this.m_colorFmt); if (this.m_depthStencilFmt != gl.NONE) this.checkFormatSupport(this.m_depthStencilFmt); return true; // No exception thrown }; es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase.prototype.render = function(dst) { var ctx = this.getCurrentContext(); var quadSizePixels = [this.m_numSamples == 0 ? this.getWidth() : Math.min(128, this.getWidth()), this.m_numSamples == 0 ? this.getHeight() : Math.min(128, this.getHeight())]; var quadNDCLeftBottomXY = [-1, -1]; var quadNDCSize = [2 * quadSizePixels[0] / this.getWidth(), 2 * quadSizePixels[1] / this.getHeight()]; var quadNDCRightTopXY = deMath.add(quadNDCLeftBottomXY, quadNDCSize); var depthStencilFmt = this.m_depthStencilFmt != gl.NONE ? gluTextureUtil.mapGLInternalFormat(this.m_depthStencilFmt) : new tcuTexture.TextureFormat(null, null); var depth = depthStencilFmt.order == tcuTexture.ChannelOrder.D || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; var stencil = depthStencilFmt.order == tcuTexture.ChannelOrder.S || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; var flatShader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); var attachments = getFBODiscardAttachments(this.m_invalidateBuffers); var flatShaderID = ctx.createProgram(flatShader); var invalidateX = 0; var invalidateY = 0; var invalidateW = quadSizePixels[0] / 2; var invalidateH = quadSizePixels[1]; var blitX0 = invalidateW; var blitY0 = 0; var blitX1 = blitX0 + quadSizePixels[0] / 2; var blitY1 = blitY0 + quadSizePixels[1]; ctx.clearColor(0, 0, 0, 1); ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); // Create fbo. var colorRbo = ctx.createRenderbuffer(); ctx.bindRenderbuffer(gl.RENDERBUFFER, colorRbo); ctx.renderbufferStorageMultisample(gl.RENDERBUFFER, this.m_numSamples, this.m_colorFmt, quadSizePixels[0], quadSizePixels[1]); if (this.m_depthStencilFmt != gl.NONE) { var depthStencilRbo = ctx.createRenderbuffer(); ctx.bindRenderbuffer(gl.RENDERBUFFER, depthStencilRbo); ctx.renderbufferStorageMultisample(gl.RENDERBUFFER, this.m_numSamples, this.m_depthStencilFmt, quadSizePixels[0], quadSizePixels[1]); } var fbo = ctx.createFramebuffer(); ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRbo); if (depth) ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); if (stencil) ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); this.checkFramebufferStatus(gl.FRAMEBUFFER); ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); ctx.stencilFunc(gl.ALWAYS, 1, 0xff); flatShader.setColor(ctx, flatShaderID, [1, 0, 0, 1]); rrUtil.drawQuad(ctx, flatShaderID, [quadNDCLeftBottomXY[0], quadNDCLeftBottomXY[1], -1], [quadNDCRightTopXY[0], quadNDCRightTopXY[1], 1]); ctx.invalidateSubFramebuffer(gl.FRAMEBUFFER, attachments, invalidateX, invalidateY, invalidateW, invalidateH); // Set default framebuffer as draw framebuffer and blit preserved buffers. ctx.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); ctx.blitFramebuffer(blitX0, blitY0, blitX1, blitY1, blitX0, blitY0, blitX1, blitY1, (gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT) & ~this.m_invalidateBuffers, gl.NEAREST); ctx.bindFramebuffer(gl.READ_FRAMEBUFFER, null); if ((this.m_invalidateBuffers & gl.COLOR_BUFFER_BIT) != 0) { // Color was not preserved - fill with green. ctx.disable(gl.DEPTH_TEST); ctx.disable(gl.STENCIL_TEST); flatShader.setColor(ctx, flatShaderID, [0, 1, 0, 1]); rrUtil.drawQuad(ctx, flatShaderID, [quadNDCLeftBottomXY[0], quadNDCLeftBottomXY[1], 0], [quadNDCRightTopXY[0], quadNDCRightTopXY[1], 0]); ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); } if ((this.m_invalidateBuffers & gl.DEPTH_BUFFER_BIT) != 0) { // Depth was not preserved. ctx.depthFunc(gl.ALWAYS); } if ((this.m_invalidateBuffers & gl.STENCIL_BUFFER_BIT) == 0) { // Stencil was preserved. ctx.stencilFunc(gl.EQUAL, 1, 0xff); } ctx.enable(gl.BLEND); ctx.blendFunc(gl.ONE, gl.ONE); ctx.blendEquation(gl.FUNC_ADD); flatShader.setColor(ctx, flatShaderID, [0, 0, 1, 1]); rrUtil.drawQuad(ctx, flatShaderID, [quadNDCLeftBottomXY[0], quadNDCLeftBottomXY[1], 0], [quadNDCRightTopXY[0], quadNDCRightTopXY[1], 0]); dst.readViewport(ctx, [0, 0, quadSizePixels[0], quadSizePixels[1]]); }; /** * @constructor * @extends {es3fFboTestCase.FboTestCase} * @param {string} name * @param {string} desc * @param {number} boundTarget * @param {number} invalidateTarget * @param {Array} invalidateAttachments */ es3fFboInvalidateTests.InvalidateFboTargetCase = function(name, desc, boundTarget, invalidateTarget, invalidateAttachments) { es3fFboTestCase.FboTestCase.call(this, name, desc); this.m_boundTarget = boundTarget; this.m_invalidateTarget = invalidateTarget; this.m_invalidateAttachments = invalidateAttachments; }; setParentClass(es3fFboInvalidateTests.InvalidateFboTargetCase, es3fFboTestCase.FboTestCase); es3fFboInvalidateTests.InvalidateFboTargetCase.prototype.render = function(dst) { var ctx = this.getCurrentContext(); var colorFormat = gl.RGBA8; var depthStencilFormat = gl.DEPTH24_STENCIL8; var colorFmt = gluTextureUtil.mapGLInternalFormat(colorFormat); var colorFmtInfo = tcuTextureUtil.getTextureFormatInfo(colorFmt); var cBias = colorFmtInfo.valueMin; var cScale = deMath.subtract(colorFmtInfo.valueMax, colorFmtInfo.valueMin); var isDiscarded = (this.m_boundTarget == gl.FRAMEBUFFER) || (this.m_invalidateTarget == gl.FRAMEBUFFER && this.m_boundTarget == gl.DRAW_FRAMEBUFFER) || (this.m_invalidateTarget == this.m_boundTarget); var isColorDiscarded = isDiscarded && hasAttachment(this.m_invalidateAttachments, gl.COLOR_ATTACHMENT0); var isDepthDiscarded = isDiscarded && (hasAttachment(this.m_invalidateAttachments, gl.DEPTH_ATTACHMENT) || hasAttachment(this.m_invalidateAttachments, gl.DEPTH_STENCIL_ATTACHMENT)); var isStencilDiscarded = isDiscarded && (hasAttachment(this.m_invalidateAttachments, gl.STENCIL_ATTACHMENT) || hasAttachment(this.m_invalidateAttachments, gl.DEPTH_STENCIL_ATTACHMENT)); var flatShader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); var flatShaderID = ctx.createProgram(flatShader); // Create fbo. var colorRbo = ctx.createRenderbuffer(); ctx.bindRenderbuffer(gl.RENDERBUFFER, colorRbo); ctx.renderbufferStorage(gl.RENDERBUFFER, colorFormat, this.getWidth(), this.getHeight()); var depthStencilRbo = ctx.createRenderbuffer(); ctx.bindRenderbuffer(gl.RENDERBUFFER, depthStencilRbo); ctx.renderbufferStorage(gl.RENDERBUFFER, depthStencilFormat, this.getWidth(), this.getHeight()); var fbo = ctx.createFramebuffer(); ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRbo); ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); this.checkFramebufferStatus(gl.FRAMEBUFFER); ctx.clearColor(0, 0, 0, 1); ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); ctx.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); ctx.stencilFunc(gl.ALWAYS, 1, 0xff); flatShader.setColor(ctx, flatShaderID, deMath.add(deMath.multiply([1, 0, 0, 1], cScale), cBias)); rrUtil.drawQuad(ctx, flatShaderID, [-1, -1, -1], [1, 1, 1]); // Bound FBO to test target and default to other if (this.m_boundTarget != gl.FRAMEBUFFER) { // Dummy fbo is used as complemeting target (read when discarding draw for example). // \note Framework takes care of deleting objects at the end of test case. var dummyTarget = this.m_boundTarget == gl.DRAW_FRAMEBUFFER ? gl.READ_FRAMEBUFFER : gl.DRAW_FRAMEBUFFER; var dummyColorRbo = ctx.createRenderbuffer(); ctx.bindRenderbuffer(gl.RENDERBUFFER, dummyColorRbo); ctx.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8, 64, 64); var dummyFbo = ctx.createFramebuffer(); ctx.bindFramebuffer(dummyTarget, dummyFbo); ctx.framebufferRenderbuffer(dummyTarget, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, dummyColorRbo); ctx.bindFramebuffer(this.m_boundTarget, fbo); } ctx.invalidateFramebuffer(this.m_invalidateTarget, this.m_invalidateAttachments); if (this.m_boundTarget != gl.FRAMEBUFFER) ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); if (isColorDiscarded) { // Color was not preserved - fill with green. ctx.disable(gl.DEPTH_TEST); ctx.disable(gl.STENCIL_TEST); flatShader.setColor(ctx, flatShaderID, deMath.add(deMath.multiply([0, 1, 0, 1], cScale), cBias)); rrUtil.drawQuad(ctx, flatShaderID, [-1, -1, 0], [1, 1, 0]); ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); } if (isDepthDiscarded) { // Depth was not preserved. ctx.depthFunc(gl.ALWAYS); } if (!isStencilDiscarded) { // Stencil was preserved. ctx.stencilFunc(gl.EQUAL, 1, 0xff); } ctx.enable(gl.BLEND); ctx.blendFunc(gl.ONE, gl.ONE); ctx.blendEquation(gl.FUNC_ADD); flatShader.setColor(ctx, flatShaderID, deMath.add(deMath.multiply([0, 0, 1, 1], cScale), cBias)); rrUtil.drawQuad(ctx, flatShaderID, [-1, -1, 0], [1, 1, 0]); es3fFboTestUtil.readPixels(ctx, dst, 0, 0, this.getWidth(), this.getHeight(), colorFmt, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias); }; /** * @constructor * @extends {tcuTestCase.DeqpTest} */ es3fFboInvalidateTests.FboInvalidateTests = function() { tcuTestCase.DeqpTest.call(this, 'invalidate', 'Framebuffer invalidate tests'); }; es3fFboInvalidateTests.FboInvalidateTests.prototype = Object.create(tcuTestCase.DeqpTest.prototype); es3fFboInvalidateTests.FboInvalidateTests.prototype.constructor = es3fFboInvalidateTests.FboInvalidateTests; es3fFboInvalidateTests.FboInvalidateTests.prototype.init = function() { var defaultFbGroup = new tcuTestCase.DeqpTest('default', 'Default framebuffer invalidate tests'); this.addChild(defaultFbGroup); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('render_none', 'Invalidating no framebuffers (ref)', 0)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('render_color', 'Rendering after invalidating colorbuffer', gl.COLOR_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('render_depth', 'Rendering after invalidating depthbuffer', gl.DEPTH_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('render_stencil', 'Rendering after invalidating stencilbuffer', gl.STENCIL_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('render_depth_stencil', 'Rendering after invalidating depth- and stencilbuffers', gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('render_all', 'Rendering after invalidating all buffers', gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferBindCase('bind_color', 'Binding fbo after invalidating colorbuffer', gl.COLOR_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferBindCase('bind_depth', 'Binding fbo after invalidating depthbuffer', gl.DEPTH_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferBindCase('bind_stencil', 'Binding fbo after invalidating stencilbuffer', gl.STENCIL_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferBindCase('bind_depth_stencil', 'Binding fbo after invalidating depth- and stencilbuffers', gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferBindCase('bind_all', 'Binding fbo after invalidating all buffers', gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferRenderCase('sub_render_color', 'Rendering after invalidating colorbuffer', gl.COLOR_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferRenderCase('sub_render_depth', 'Rendering after invalidating depthbuffer', gl.DEPTH_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferRenderCase('sub_render_stencil', 'Rendering after invalidating stencilbuffer', gl.STENCIL_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferRenderCase('sub_render_depth_stencil', 'Rendering after invalidating depth- and stencilbuffers', gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferRenderCase('sub_render_all', 'Rendering after invalidating all buffers', gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferBindCase('sub_bind_color', 'Binding fbo after invalidating colorbuffer', gl.COLOR_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferBindCase('sub_bind_depth', 'Binding fbo after invalidating depthbuffer', gl.DEPTH_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferBindCase('sub_bind_stencil', 'Binding fbo after invalidating stencilbuffer', gl.STENCIL_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferBindCase('sub_bind_depth_stencil', 'Binding fbo after invalidating depth- and stencilbuffers', gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferBindCase('sub_bind_all', 'Binding fbo after invalidating all buffers', gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('draw_framebuffer_color', 'Invalidating gl.COLOR in gl.DRAW_FRAMEBUFFER', gl.COLOR_BUFFER_BIT, gl.DRAW_FRAMEBUFFER)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('draw_framebuffer_all', 'Invalidating all in gl.DRAW_FRAMEBUFFER', gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT, gl.DRAW_FRAMEBUFFER)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('read_framebuffer_color', 'Invalidating gl.COLOR in gl.READ_FRAMEBUFFER', gl.COLOR_BUFFER_BIT, gl.READ_FRAMEBUFFER)); defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('read_framebuffer_all', 'Invalidating all in gl.READ_FRAMEBUFFER', gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT, gl.READ_FRAMEBUFFER)); // invalidate.whole. var wholeFboGroup = new tcuTestCase.DeqpTest('whole', 'Invalidating whole framebuffer object'); this.addChild(wholeFboGroup); wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboRenderCase('render_none', '', gl.RGBA8, gl.DEPTH24_STENCIL8, 0)); wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboRenderCase('render_color', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.COLOR_BUFFER_BIT)); wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboRenderCase('render_depth', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.DEPTH_BUFFER_BIT)); wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboRenderCase('render_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.STENCIL_BUFFER_BIT)); wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboRenderCase('render_depth_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboRenderCase('render_all', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindReadCase('unbind_read_color', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.COLOR_BUFFER_BIT)); wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindReadCase('unbind_read_depth', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.DEPTH_BUFFER_BIT)); wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindReadCase('unbind_read_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.STENCIL_BUFFER_BIT)); wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindReadCase('unbind_read_depth_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindReadCase('unbind_read_color_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); if (getCompatibleDepthStencilFormat() !== gl.NONE) { wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindBlitCase('unbind_blit_color', '', 0, gl.COLOR_BUFFER_BIT)); wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindBlitCase('unbind_blit_depth', '', 0, gl.DEPTH_BUFFER_BIT)); wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindBlitCase('unbind_blit_stencil', '', 0, gl.STENCIL_BUFFER_BIT)); wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindBlitCase('unbind_blit_depth_stencil', '', 0, gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindBlitCase('unbind_blit_msaa_color', '', 4, gl.COLOR_BUFFER_BIT)); wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindBlitCase('unbind_blit_msaa_depth', '', 4, gl.DEPTH_BUFFER_BIT)); wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindBlitCase('unbind_blit_msaa_stencil', '', 4, gl.STENCIL_BUFFER_BIT)); wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindBlitCase('unbind_blit_msaa_depth_stencil', '', 4, gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); } // invalidate.sub. var subFboGroup = new tcuTestCase.DeqpTest('sub', 'Invalidating subsection of framebuffer object'); this.addChild(subFboGroup); subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboRenderCase('render_none', '', gl.RGBA8, gl.DEPTH24_STENCIL8, 0)); subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboRenderCase('render_color', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.COLOR_BUFFER_BIT)); subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboRenderCase('render_depth', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.DEPTH_BUFFER_BIT)); subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboRenderCase('render_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.STENCIL_BUFFER_BIT)); subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboRenderCase('render_depth_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboRenderCase('render_all', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase('unbind_read_color', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.COLOR_BUFFER_BIT)); subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase('unbind_read_depth', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.DEPTH_BUFFER_BIT)); subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase('unbind_read_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.STENCIL_BUFFER_BIT)); subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase('unbind_read_depth_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase('unbind_read_color_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); if (getCompatibleDepthStencilFormat() !== gl.NONE) { subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase('unbind_blit_color', '', 0, gl.COLOR_BUFFER_BIT)); subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase('unbind_blit_depth', '', 0, gl.DEPTH_BUFFER_BIT)); subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase('unbind_blit_stencil', '', 0, gl.STENCIL_BUFFER_BIT)); subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase('unbind_blit_depth_stencil', '', 0, gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase('unbind_blit_msaa_color', '', 4, gl.COLOR_BUFFER_BIT)); subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase('unbind_blit_msaa_depth', '', 4, gl.DEPTH_BUFFER_BIT)); subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase('unbind_blit_msaa_stencil', '', 4, gl.STENCIL_BUFFER_BIT)); subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase('unbind_blit_msaa_depth_stencil', '', 4, gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); } // invalidate.format. var numFormatSubGroups = 3; var formatGroup = []; for (var ii = 0; ii < numFormatSubGroups; ++ii) { formatGroup[ii] = new tcuTestCase.DeqpTest('format', 'Invalidating framebuffers with selected formats'); this.addChild(formatGroup[ii]); } // Color buffer formats. var colorFormats = [ // RGBA formats gl.RGBA32I, gl.RGBA32UI, gl.RGBA16I, gl.RGBA16UI, gl.RGBA8, gl.RGBA8I, gl.RGBA8UI, gl.SRGB8_ALPHA8, gl.RGB10_A2, gl.RGB10_A2UI, gl.RGBA4, gl.RGB5_A1, // RGB formats gl.RGB8, gl.RGB565, // RG formats gl.RG32I, gl.RG32UI, gl.RG16I, gl.RG16UI, gl.RG8, gl.RG8I, gl.RG8UI, // R formats gl.R32I, gl.R32UI, gl.R16I, gl.R16UI, gl.R8, gl.R8I, gl.R8UI, // gl.EXT_color_buffer_float gl.RGBA32F, gl.RGBA16F, gl.R11F_G11F_B10F, gl.RG32F, gl.RG16F, gl.R32F, gl.R16F ]; // Depth/stencilbuffer formats. var depthStencilFormats = [ gl.DEPTH_COMPONENT32F, gl.DEPTH_COMPONENT24, gl.DEPTH_COMPONENT16, gl.DEPTH32F_STENCIL8, gl.DEPTH24_STENCIL8, gl.STENCIL_INDEX8 ]; // Colorbuffer tests use invalidate, unbind, read test. for (var ndx = 0; ndx < colorFormats.length; ndx++) formatGroup[ndx % numFormatSubGroups].addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase(es3fFboTestUtil.getFormatName(colorFormats[ndx]), '', colorFormats[ndx], gl.NONE, gl.COLOR_BUFFER_BIT)); // Depth/stencilbuffer tests use invalidate, render test. for (var ndx = 0; ndx < depthStencilFormats.length; ndx++) formatGroup[ndx % numFormatSubGroups].addChild(new es3fFboInvalidateTests.InvalidateSubFboRenderCase(es3fFboTestUtil.getFormatName(depthStencilFormats[ndx]), '', gl.RGBA8, depthStencilFormats[ndx], gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); // invalidate.target var targetGroup = new tcuTestCase.DeqpTest('target', 'Invalidate target'); this.addChild(targetGroup); var s_targetCases = [ ['framebuffer_framebuffer', gl.FRAMEBUFFER, gl.FRAMEBUFFER], ['framebuffer_read_framebuffer', gl.FRAMEBUFFER, gl.READ_FRAMEBUFFER], ['framebuffer_draw_framebuffer', gl.FRAMEBUFFER, gl.DRAW_FRAMEBUFFER], ['read_framebuffer_framebuffer', gl.READ_FRAMEBUFFER, gl.FRAMEBUFFER], ['read_framebuffer_read_framebuffer', gl.READ_FRAMEBUFFER, gl.READ_FRAMEBUFFER], ['read_framebuffer_draw_framebuffer', gl.READ_FRAMEBUFFER, gl.DRAW_FRAMEBUFFER], ['draw_framebuffer_framebuffer', gl.DRAW_FRAMEBUFFER, gl.FRAMEBUFFER], ['draw_framebuffer_read_framebuffer', gl.DRAW_FRAMEBUFFER, gl.READ_FRAMEBUFFER], ['draw_framebuffer_draw_framebuffer', gl.DRAW_FRAMEBUFFER, gl.DRAW_FRAMEBUFFER] ]; var colorAttachment = [gl.COLOR_ATTACHMENT0]; var depthStencilAttachment = [gl.DEPTH_STENCIL_ATTACHMENT]; var allAttachments = [gl.COLOR_ATTACHMENT0, gl.DEPTH_ATTACHMENT, gl.STENCIL_ATTACHMENT]; for (var caseNdx = 0; caseNdx < s_targetCases.length; caseNdx++) { var baseName = s_targetCases[caseNdx][0]; var invalidateT = s_targetCases[caseNdx][1]; var boundT = s_targetCases[caseNdx][1]; targetGroup.addChild(new es3fFboInvalidateTests.InvalidateFboTargetCase(baseName + '_color', '', boundT, invalidateT, colorAttachment)); targetGroup.addChild(new es3fFboInvalidateTests.InvalidateFboTargetCase(baseName + '_depth_stencil', '', boundT, invalidateT, depthStencilAttachment)); targetGroup.addChild(new es3fFboInvalidateTests.InvalidateFboTargetCase(baseName + '_all', '', boundT, invalidateT, allAttachments)); } }; /** * Run test * @param {WebGL2RenderingContext} context */ es3fFboInvalidateTests.run = function(context, range) { gl = context; //Set up Test Root parameters var state = tcuTestCase.runner; state.setRoot(new es3fFboInvalidateTests.FboInvalidateTests()); //Set up name and description of this test series. setCurrentTestName(state.testCases.fullName()); description(state.testCases.getDescription()); try { if (range) state.setRange(range); //Run test cases tcuTestCase.runTestCases(); } catch (err) { testFailedOptions('Failed to es3fFboInvalidateTests.run tests', false); tcuTestCase.runner.terminate(); } }; });