| // |
| // Copyright 2018 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| // DepthStencilTest: |
| // Tests covering depth- or stencil-only rendering to make sure the other non-existing aspect is |
| // not affecting the results (since the format may be emulated with one that has both aspects). |
| // |
| |
| #include "test_utils/ANGLETest.h" |
| |
| #include "platform/FeaturesVk.h" |
| #include "test_utils/gl_raii.h" |
| |
| using namespace angle; |
| |
| namespace |
| { |
| |
| class DepthStencilTest : public ANGLETest |
| { |
| protected: |
| DepthStencilTest() |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| setConfigDepthBits(24); |
| setConfigStencilBits(8); |
| } |
| |
| void testSetUp() override |
| { |
| glBindTexture(GL_TEXTURE_2D, mColorTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, nullptr); |
| |
| // Setup Color/Stencil FBO with a stencil format that's emulated with packed depth/stencil. |
| glBindFramebuffer(GL_FRAMEBUFFER, mColorStencilFBO); |
| |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorTexture, |
| 0); |
| glBindRenderbuffer(GL_RENDERBUFFER, mStencilTexture); |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, getWindowWidth(), |
| getWindowHeight()); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, |
| mStencilTexture); |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| // Note: GL_DEPTH_COMPONENT24 is allowed in GLES2 with GL_OES_depth24 extension. |
| if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_OES_depth24")) |
| { |
| // Setup Color/Depth FBO with a depth format that's emulated with packed depth/stencil. |
| glBindFramebuffer(GL_FRAMEBUFFER, mColorDepthFBO); |
| |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| mColorTexture, 0); |
| glBindRenderbuffer(GL_RENDERBUFFER, mDepthTexture); |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, getWindowWidth(), |
| getWindowHeight()); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, |
| mDepthTexture); |
| } |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void bindColorStencilFBO() |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mColorStencilFBO); |
| mHasDepth = false; |
| } |
| |
| void bindColorDepthFBO() |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mColorDepthFBO); |
| mHasStencil = false; |
| } |
| |
| // Override a feature to force emulation of stencil-only and depth-only formats with a packed |
| // depth/stencil format |
| void overrideFeaturesVk(FeaturesVk *featuresVk) override |
| { |
| featuresVk->overrideFeatures({"force_fallback_format"}, true); |
| } |
| |
| void prepareSingleEmulatedWithPacked(); |
| void ensureColor(GLColor color); |
| void ensureDepthUnaffected(); |
| void ensureStencilUnaffected(); |
| |
| private: |
| GLFramebuffer mColorStencilFBO; |
| GLFramebuffer mColorDepthFBO; |
| GLTexture mColorTexture; |
| GLRenderbuffer mDepthTexture; |
| GLRenderbuffer mStencilTexture; |
| |
| bool mHasDepth = true; |
| bool mHasStencil = true; |
| }; |
| |
| void DepthStencilTest::ensureColor(GLColor color) |
| { |
| const int width = getWindowWidth(); |
| const int height = getWindowHeight(); |
| |
| std::vector<GLColor> pixelData(width * height); |
| glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data()); |
| |
| for (int i = 0; i < width * height; i += 16) |
| { |
| GLColor actualColor = pixelData[i]; |
| EXPECT_NEAR(color.R, actualColor.R, 1); |
| EXPECT_NEAR(color.G, actualColor.G, 1); |
| EXPECT_NEAR(color.B, actualColor.B, 1); |
| EXPECT_NEAR(color.A, actualColor.A, 1); |
| |
| if (i % width == 0) |
| i += 16 * width; |
| } |
| } |
| |
| void DepthStencilTest::ensureDepthUnaffected() |
| { |
| ANGLE_GL_PROGRAM(depthTestProgram, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue()); |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_EQUAL); |
| drawQuad(depthTestProgram, essl1_shaders::PositionAttrib(), 0.123f); |
| glDisable(GL_DEPTH_TEST); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Since depth shouldn't exist, the drawQuad above should succeed in turning the whole image |
| // blue. |
| ensureColor(GLColor::blue); |
| } |
| |
| void DepthStencilTest::ensureStencilUnaffected() |
| { |
| ANGLE_GL_PROGRAM(stencilTestProgram, essl1_shaders::vs::Passthrough(), |
| essl1_shaders::fs::Green()); |
| glEnable(GL_STENCIL_TEST); |
| glStencilFunc(GL_EQUAL, 0x1B, 0xFF); |
| drawQuad(stencilTestProgram, essl1_shaders::PositionAttrib(), 0.0f); |
| glDisable(GL_STENCIL_TEST); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Since stencil shouldn't exist, the drawQuad above should succeed in turning the whole image |
| // green. |
| ensureColor(GLColor::green); |
| } |
| |
| void DepthStencilTest::prepareSingleEmulatedWithPacked() |
| { |
| const int w = getWindowWidth(); |
| const int h = getWindowHeight(); |
| const int whalf = w >> 1; |
| const int hhalf = h >> 1; |
| |
| // Clear to a random color, 0.75 depth and 0x36 stencil |
| Vector4 color1(0.1f, 0.2f, 0.3f, 0.4f); |
| GLColor color1RGB(color1); |
| |
| glClearColor(color1[0], color1[1], color1[2], color1[3]); |
| glClearDepthf(0.75f); |
| glClearStencil(0x36); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Verify color was cleared correctly. |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, color1RGB, 1); |
| |
| // Use masked color to clear two channels of the image to a second color, 0.25 depth and 0x59 |
| // stencil. |
| Vector4 color2(0.2f, 0.4f, 0.6f, 0.8f); |
| glClearColor(color2[0], color2[1], color2[2], color2[3]); |
| glClearDepthf(0.25f); |
| glClearStencil(0x59); |
| glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLColor color2RGB(Vector4(color2[0], color1[1], color2[2], color1[3])); |
| |
| EXPECT_PIXEL_COLOR_NEAR(whalf, hhalf, color2RGB, 1); |
| |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, color2RGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, color2RGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(0, h - 1, color2RGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, color2RGB, 1); |
| |
| // Use scissor to clear the center to a third color, 0.5 depth and 0xA9 stencil. |
| glEnable(GL_SCISSOR_TEST); |
| glScissor(whalf / 2, hhalf / 2, whalf, hhalf); |
| |
| Vector4 color3(0.3f, 0.5f, 0.7f, 0.9f); |
| GLColor color3RGB(color3); |
| glClearColor(color3[0], color3[1], color3[2], color3[3]); |
| glClearDepthf(0.5f); |
| glClearStencil(0xA9); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| glDisable(GL_SCISSOR_TEST); |
| ASSERT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_COLOR_NEAR(whalf, hhalf, color3RGB, 1); |
| |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, color2RGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, color2RGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(0, h - 1, color2RGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, color2RGB, 1); |
| |
| // Use scissor to draw to the right half of the image with a fourth color, 0.6 depth and 0x84 |
| // stencil. |
| glEnable(GL_SCISSOR_TEST); |
| glScissor(whalf, 0, whalf, h); |
| |
| ANGLE_GL_PROGRAM(redProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); |
| glEnable(GL_STENCIL_TEST); |
| glStencilFunc(GL_ALWAYS, 0x84, 0xFF); |
| glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); |
| glStencilMask(0xFF); |
| drawQuad(redProgram, essl1_shaders::PositionAttrib(), 0.2f); |
| |
| glDisable(GL_STENCIL_TEST); |
| glDisable(GL_SCISSOR_TEST); |
| } |
| |
| // Tests that clearing or rendering into a depth-only format doesn't affect stencil. |
| TEST_P(DepthStencilTest, DepthOnlyEmulatedWithPacked) |
| { |
| ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 && !IsGLExtensionEnabled("GL_OES_depth24")); |
| |
| bindColorDepthFBO(); |
| prepareSingleEmulatedWithPacked(); |
| ensureStencilUnaffected(); |
| } |
| |
| // Tests that clearing or rendering into a stencil-only format doesn't affect depth. |
| TEST_P(DepthStencilTest, StencilOnlyEmulatedWithPacked) |
| { |
| bindColorStencilFBO(); |
| prepareSingleEmulatedWithPacked(); |
| ensureDepthUnaffected(); |
| } |
| |
| ANGLE_INSTANTIATE_TEST(DepthStencilTest, |
| ES2_D3D11(), |
| ES3_D3D11(), |
| ES2_OPENGL(), |
| ES3_OPENGL(), |
| ES2_OPENGLES(), |
| ES3_OPENGLES(), |
| ES2_VULKAN(), |
| ES3_VULKAN()); |
| |
| } // anonymous namespace |