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/*-------------------------------------------------------------------------
* 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
*
*
* 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<number>} 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<number>} */ 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<number>} */ 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();
}
};
});