/*------------------------------------------------------------------------- * 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.es3fFboStencilbufferTests'); goog.require('framework.common.tcuSurface'); goog.require('framework.common.tcuTestCase'); goog.require('framework.common.tcuTexture'); 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 es3fFboStencilbufferTests = functional.gles3.es3fFboStencilbufferTests; var es3fFboTestCase = functional.gles3.es3fFboTestCase; var es3fFboTestUtil = functional.gles3.es3fFboTestUtil; var tcuTestCase = framework.common.tcuTestCase; var tcuSurface = framework.common.tcuSurface; var tcuTexture = framework.common.tcuTexture; var rrUtil = framework.referencerenderer.rrUtil; var gluShaderUtil = framework.opengl.gluShaderUtil; var gluTextureUtil = framework.opengl.gluTextureUtil; /** @type {WebGL2RenderingContext} */ var gl; var DE_ASSERT = function(x) { if (!x) throw new Error('Assert failed'); }; /** * @constructor * @extends {es3fFboTestCase.FboTestCase} * @param {string} name * @param {string} desc * @param {number} format * @param {Array} size * @param {boolean} useDepth */ es3fFboStencilbufferTests.BasicFboStencilCase = function(name, desc, format, size, useDepth) { es3fFboTestCase.FboTestCase.call(this, name, desc); /** @type {number} */ this.m_format = format; /** @type {Array} */ this.m_size = size; /** @type {boolean} */ this.m_useDepth = useDepth; }; es3fFboStencilbufferTests.BasicFboStencilCase.prototype = Object.create(es3fFboTestCase.FboTestCase.prototype); es3fFboStencilbufferTests.BasicFboStencilCase.prototype.constructor = es3fFboStencilbufferTests.BasicFboStencilCase; es3fFboStencilbufferTests.BasicFboStencilCase.prototype.preCheck = function() { this.checkFormatSupport(this.m_format); return true; // No exception thrown }; /** * @param {tcuSurface.Surface} dst */ es3fFboStencilbufferTests.BasicFboStencilCase.prototype.render = function(dst) { var ctx = this.getCurrentContext(); /** @const {number} */ var colorFormat = gl.RGBA8; /** @type {es3fFboTestUtil.GradientShader} */ var gradShader = new es3fFboTestUtil.GradientShader(gluShaderUtil.DataType.FLOAT_VEC4); /** @type {es3fFboTestUtil.FlatColorShader} */ var flatShader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); var flatShaderID = this.getCurrentContext().createProgram(flatShader); var gradShaderID = this.getCurrentContext().createProgram(gradShader); var fbo = 0; var colorRbo = 0; var depthStencilRbo = 0; // Colorbuffer. colorRbo = ctx.createRenderbuffer(); ctx.bindRenderbuffer(gl.RENDERBUFFER, colorRbo); ctx.renderbufferStorage(gl.RENDERBUFFER, colorFormat, this.m_size[0], this.m_size[1]); // Stencil (and depth) buffer. depthStencilRbo = ctx.createRenderbuffer(); ctx.bindRenderbuffer(gl.RENDERBUFFER, depthStencilRbo); ctx.renderbufferStorage(gl.RENDERBUFFER, this.m_format, this.m_size[0], this.m_size[1]); // Framebuffer. fbo = ctx.createFramebuffer(); ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRbo); ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); if (this.m_useDepth) ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); this.checkError(); this.checkFramebufferStatus(gl.FRAMEBUFFER); ctx.viewport(0, 0, this.m_size[0], this.m_size[1]); // Clear framebuffer. ctx.clearBufferfv(gl.COLOR, 0, [0.0, 0.0, 0.0, 0.0]); ctx.clearBufferfi(gl.DEPTH_STENCIL, 0, 1.0, 0); // Render intersecting quads - increment stencil on depth pass ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); ctx.stencilFunc(gl.ALWAYS, 0, 0xff); ctx.stencilOp(gl.KEEP, gl.KEEP, gl.INCR); flatShader.setColor(this.getCurrentContext(), flatShaderID, [1.0, 0.0, 0.0, 1.0]); rrUtil.drawQuad(this.getCurrentContext(), flatShaderID, [-1.0, -1.0, 0.0], [1.0, 1.0, 0.0]); gradShader.setGradient(this.getCurrentContext(), gradShaderID, [0.0, 0.0, 0.0, 0.0], [1.0, 1.0, 1.0, 1.0]); rrUtil.drawQuad(this.getCurrentContext(), gradShaderID, [-1.0, -1.0, -1.0], [1.0, 1.0, 1.0]); ctx.disable(gl.DEPTH_TEST); // Draw quad with stencil test (stencil == 1 or 2 depending on depth) - decrement on stencil failure ctx.stencilFunc(gl.EQUAL, this.m_useDepth ? 2 : 1, 0xff); ctx.stencilOp(gl.DECR, gl.KEEP, gl.KEEP); flatShader.setColor(this.getCurrentContext(), flatShaderID, [0.0, 1.0, 0.0, 1.0]); rrUtil.drawQuad(this.getCurrentContext(), flatShaderID, [-0.5, -0.5, 0.0], [0.5, 0.5, 0.0]); // Draw quad with stencil test where stencil > 1 or 2 depending on depth buffer ctx.stencilFunc(gl.GREATER, this.m_useDepth ? 1 : 2, 0xff); flatShader.setColor(this.getCurrentContext(), flatShaderID, [0.0, 0.0, 1.0, 1.0]); rrUtil.drawQuad(this.getCurrentContext(), flatShaderID, [-1.0, -1.0, 0.0], [1.0, 1.0, 0.0]); this.readPixelsUsingFormat(dst, 0, 0, this.m_size[0], this.m_size[1], gluTextureUtil.mapGLInternalFormat(colorFormat), [1.0, 1.0, 1.0, 1.0], [0.0, 0.0, 0.0, 0.0]); }; /** * @constructor * @extends {es3fFboTestCase.FboTestCase} * @param {string} name * @param {string} desc * @param {number} attachDepth */ es3fFboStencilbufferTests.DepthStencilAttachCase = function(name, desc, attachDepth, attachStencil) { es3fFboTestCase.FboTestCase.call(this, name, desc); /** @type {number} */ this.m_attachDepth = attachDepth; /** @type {number} */ this.m_attachStencil = attachStencil; DE_ASSERT(this.m_attachDepth == gl.DEPTH_ATTACHMENT || this.m_attachDepth == gl.DEPTH_STENCIL_ATTACHMENT || this.m_attachDepth == gl.NONE); DE_ASSERT(this.m_attachStencil == gl.STENCIL_ATTACHMENT || this.m_attachStencil == gl.NONE); DE_ASSERT(this.m_attachDepth != gl.DEPTH_STENCIL || this.m_attachStencil == gl.NONE); }; es3fFboStencilbufferTests.DepthStencilAttachCase.prototype = Object.create(es3fFboTestCase.FboTestCase.prototype); es3fFboStencilbufferTests.DepthStencilAttachCase.prototype.constructor = es3fFboStencilbufferTests.DepthStencilAttachCase; /** * @param {tcuSurface.Surface} dst */ es3fFboStencilbufferTests.DepthStencilAttachCase.prototype.render = function(dst) { var ctx = this.getCurrentContext(); /** @const {number} */ var colorFormat = gl.RGBA8; /** @const {number} */ var depthStencilFormat = gl.DEPTH24_STENCIL8; /** @const {number} */ var width = 128; /** @const {number} */ var height = 128; /** @const {boolean} */ var hasDepth = this.m_attachDepth == gl.DEPTH_STENCIL || this.m_attachDepth == gl.DEPTH_ATTACHMENT; // /** @const {boolean} */ var hasStencil = this.m_attachDepth == gl.DEPTH_STENCIL || this.m_attachStencil == gl.DEPTH_STENCIL_ATTACHMENT); // commented out in original code /** @type {es3fFboTestUtil.GradientShader} */ var gradShader = new es3fFboTestUtil.GradientShader(gluShaderUtil.DataType.FLOAT_VEC4); /** @type {es3fFboTestUtil.FlatColorShader} */ var flatShader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); var flatShaderID = this.getCurrentContext().createProgram(flatShader); var gradShaderID = this.getCurrentContext().createProgram(gradShader); var fbo = 0; var colorRbo = 0; var depthStencilRbo = 0; // Colorbuffer. colorRbo = ctx.createRenderbuffer(); ctx.bindRenderbuffer(gl.RENDERBUFFER, colorRbo); ctx.renderbufferStorage(gl.RENDERBUFFER, colorFormat, width, height); // Depth-stencil buffer. depthStencilRbo = ctx.createRenderbuffer(); ctx.bindRenderbuffer(gl.RENDERBUFFER, depthStencilRbo); ctx.renderbufferStorage(gl.RENDERBUFFER, depthStencilFormat, width, height); // Framebuffer. fbo = ctx.createFramebuffer(); ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRbo); if (this.m_attachDepth != gl.NONE) ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, this.m_attachDepth, gl.RENDERBUFFER, depthStencilRbo); if (this.m_attachStencil != gl.NONE) ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, this.m_attachStencil, gl.RENDERBUFFER, depthStencilRbo); this.checkError(); this.checkFramebufferStatus(gl.FRAMEBUFFER); ctx.viewport(0, 0, width, height); // Clear framebuffer. ctx.clearBufferfv(gl.COLOR, 0, [0.0, 0.0, 0.0, 0.0]); ctx.clearBufferfi(gl.DEPTH_STENCIL, 0, 1.0, 0); // Render intersecting quads - increment stencil on depth pass ctx.enable(gl.DEPTH_TEST); ctx.enable(gl.STENCIL_TEST); ctx.stencilFunc(gl.ALWAYS, 0, 0xff); ctx.stencilOp(gl.KEEP, gl.KEEP, gl.INCR); flatShader.setColor(this.getCurrentContext(), flatShaderID, [1.0, 0.0, 0.0, 1.0]); rrUtil.drawQuad(this.getCurrentContext(), flatShaderID, [-1.0, -1.0, 0.0], [1.0, 1.0, 0.0]); gradShader.setGradient(this.getCurrentContext(), gradShaderID, [0.0, 0.0, 0.0, 0.0], [1.0, 1.0, 1.0, 1.0]); rrUtil.drawQuad(this.getCurrentContext(), gradShaderID, [-1.0, -1.0, -1.0], [1.0, 1.0, 1.0]); ctx.disable(gl.DEPTH_TEST); // Draw quad with stencil test (stencil == 1 or 2 depending on depth) - decrement on stencil failure ctx.stencilFunc(gl.EQUAL, hasDepth ? 2 : 1, 0xff); ctx.stencilOp(gl.DECR, gl.KEEP, gl.KEEP); flatShader.setColor(this.getCurrentContext(), flatShaderID, [0.0, 1.0, 0.0, 1.0]); rrUtil.drawQuad(this.getCurrentContext(), flatShaderID, [-0.5, -0.5, 0.0], [0.5, 0.5, 0.0]); // Draw quad with stencil test where stencil > 1 or 2 depending on depth buffer ctx.stencilFunc(gl.GREATER, hasDepth ? 1 : 2, 0xff); flatShader.setColor(this.getCurrentContext(), flatShaderID, [0.0, 0.0, 1.0, 1.0]); rrUtil.drawQuad(this.getCurrentContext(), flatShaderID, [-1.0, -1.0, 0.0], [1.0, 1.0, 0.0]); this.readPixelsUsingFormat(dst, 0, 0, width, height, gluTextureUtil.mapGLInternalFormat(colorFormat), [1.0, 1.0, 1.0, 1.0], [0.0, 0.0, 0.0, 0.0]); }; /** * @constructor * @extends {tcuTestCase.DeqpTest} */ es3fFboStencilbufferTests.FboStencilTests = function() { tcuTestCase.DeqpTest.call(this, 'stencil', 'FBO Stencilbuffer tests'); }; es3fFboStencilbufferTests.FboStencilTests.prototype = Object.create(tcuTestCase.DeqpTest.prototype); es3fFboStencilbufferTests.FboStencilTests.prototype.constructor = es3fFboStencilbufferTests.FboStencilTests; es3fFboStencilbufferTests.FboStencilTests.prototype.init = function() { /** @const {Array} */ var stencilFormats = [ gl.DEPTH32F_STENCIL8, gl.DEPTH24_STENCIL8, gl.STENCIL_INDEX8 ]; // .basic /** @type {tcuTestCase.DeqpTest} */ var basicGroup = tcuTestCase.newTest('basic', 'Basic stencil tests'); this.addChild(basicGroup); for (var fmtNdx = 0; fmtNdx < stencilFormats.length; fmtNdx++) { /** @type {number} */ var format = stencilFormats[fmtNdx]; /** @type {tcuTexture.TextureFormat} */ var texFmt = gluTextureUtil.mapGLInternalFormat(format); basicGroup.addChild(new es3fFboStencilbufferTests.BasicFboStencilCase(es3fFboTestUtil.getFormatName(format), '', format, [111, 132], false)); if (texFmt.order == tcuTexture.ChannelOrder.DS) basicGroup.addChild(new es3fFboStencilbufferTests.BasicFboStencilCase(es3fFboTestUtil.getFormatName(format) + '_depth', '', format, [111, 132], true)); } // .attach /** @type {tcuTestCase.DeqpTest} */ var attachGroup = tcuTestCase.newTest('attach', 'Attaching depth stencil'); this.addChild(attachGroup); attachGroup.addChild(new es3fFboStencilbufferTests.DepthStencilAttachCase('depth_only', 'Only depth part of depth-stencil RBO attached', gl.DEPTH_ATTACHMENT, gl.NONE)); attachGroup.addChild(new es3fFboStencilbufferTests.DepthStencilAttachCase('stencil_only', 'Only stencil part of depth-stencil RBO attached', gl.NONE, gl.STENCIL_ATTACHMENT)); attachGroup.addChild(new es3fFboStencilbufferTests.DepthStencilAttachCase('depth_stencil_separate', 'Depth and stencil attached separately', gl.DEPTH_ATTACHMENT, gl.STENCIL_ATTACHMENT)); attachGroup.addChild(new es3fFboStencilbufferTests.DepthStencilAttachCase('depth_stencil_attachment', 'Depth and stencil attached with DEPTH_STENCIL_ATTACHMENT', gl.DEPTH_STENCIL_ATTACHMENT, gl.NONE)); }; es3fFboStencilbufferTests.run = function(context) { gl = context; //Set up root Test var state = tcuTestCase.runner; var test = new es3fFboStencilbufferTests.FboStencilTests(); var testName = test.fullName(); var testDescription = test.getDescription(); state.testName = testName; state.setRoot(test); //Set up name and description of this test series. setCurrentTestName(testName); description(testDescription); try { //Create test cases test.init(); //Run test cases tcuTestCase.runTestCases(); } catch (err) { testFailedOptions('Failed to es3fFboStencilbufferTests.run tests', false); tcuTestCase.runner.terminate(); } }; });