blob: 96bcc5849ca6e8669eba8c4d6402eb079f845f27 [file] [log] [blame]
//
// 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