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