/*------------------------------------------------------------------------- * OpenGL Conformance Test Suite * ----------------------------- * * Copyright (c) 2014-2016 The Khronos Group Inc. * * 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. * */ /*! * \file * \brief */ /*-------------------------------------------------------------------*/ #include "esextcGeometryShaderLayeredRendering.hpp" #include "gluContextInfo.hpp" #include "gluDefs.hpp" #include "glwEnums.hpp" #include "glwFunctions.hpp" #include "tcuTestLog.hpp" #include #include #include #include namespace glcts { /* Array holding vector values describing contents of layers * at subsequent indices. * * Contents of this array are directly related to layered_rendering_fs_code. **/ const unsigned char GeometryShaderLayeredRendering::m_layered_rendering_expected_layer_data[6 * 4] = { /* Layer 0 */ 255, 0, 0, 0, /* Layer 1 */ 0, 255, 0, 0, /* Layer 2 */ 0, 0, 255, 0, /* Layer 3 */ 0, 0, 0, 255, /* Layer 4 */ 255, 255, 0, 0, /* Layer 5 */ 255, 0, 255, 0 }; /* Fragment shader code */ const char* GeometryShaderLayeredRendering::m_layered_rendering_fs_code = "${VERSION}\n" "\n" "precision highp float;\n" "\n" "flat in int layer_id;\n" " out vec4 color;\n" "\n" "void main()\n" "{\n" " switch (layer_id)\n" " {\n" " case 0: color = vec4(1, 0, 0, 0); break;\n" " case 1: color = vec4(0, 1, 0, 0); break;\n" " case 2: color = vec4(0, 0, 1, 0); break;\n" " case 3: color = vec4(0, 0, 0, 1); break;\n" " case 4: color = vec4(1, 1, 0, 0); break;\n" " case 5: color = vec4(1, 0, 1, 0); break;\n" " default: color = vec4(1, 1, 1, 1); break;\n" " }\n" "}\n"; /* Geometry shader code parts */ const char* GeometryShaderLayeredRendering::m_layered_rendering_gs_code_preamble = "${VERSION}\n" "${GEOMETRY_SHADER_REQUIRE}\n" "\n"; const char* GeometryShaderLayeredRendering::m_layered_rendering_gs_code_2d_array = "#define MAX_VERTICES 64\n" "#define N_LAYERS 4\n"; const char* GeometryShaderLayeredRendering::m_layered_rendering_gs_code_2d_marray = "#define MAX_VERTICES 64\n" "#define N_LAYERS 4\n"; const char* GeometryShaderLayeredRendering::m_layered_rendering_gs_code_3d = "#define MAX_VERTICES 64\n" "#define N_LAYERS 4\n"; const char* GeometryShaderLayeredRendering::m_layered_rendering_gs_code_cm = "#define MAX_VERTICES 96\n" "#define N_LAYERS 6\n"; /* NOTE: provoking_vertex_index holds an integer value which represents platform-reported * GL_LAYER_PROVOKING_VERTEX_EXT value. The meaning is as follows: * * 0: Property carries a GL_UNDEFINED_VERTEX_EXT value. Need to set gl_Layer for all * vertices. * 1: Property carries a GL_FIRST_VERTEX_CONVENTION_EXT value. Need to set gl_Layer for * the first two vertices, since these are a part of the two triangles, emitted * separately for each layer. * 2: Property carries a GL_LAST_VERTEX_CONVENTION_EXT value. Need to set gl_Layer for * the last two vertices, since these are a part of the two triangles, emitted * separately for each layer. */ const char* GeometryShaderLayeredRendering::m_layered_rendering_gs_code_main = "layout(points) in;\n" "layout(triangle_strip, max_vertices=MAX_VERTICES) out;\n" "\n" "precision highp float;\n" "\n" "flat out int layer_id;\n" "uniform int provoking_vertex_index;\n" "\n" "void main()\n" "{\n" " for (int n = 0; n < N_LAYERS; ++n)\n" " {\n" " #ifndef SHOULD_NOT_SET_GL_LAYER\n" " if (provoking_vertex_index == 0 || provoking_vertex_index == 1) gl_Layer = n;\n" " #endif\n" "\n" " layer_id = gl_Layer;\n" " gl_Position = vec4(1, 1, 0, 1);\n" " EmitVertex();\n" "\n" " #ifndef SHOULD_NOT_SET_GL_LAYER\n" " if (provoking_vertex_index == 0 || provoking_vertex_index == 1) gl_Layer = n;\n" " #endif\n" "\n" " layer_id = gl_Layer;\n" " gl_Position = vec4(1, -1, 0, 1);\n" " EmitVertex();\n" "\n" " #ifndef SHOULD_NOT_SET_GL_LAYER\n" " if (provoking_vertex_index == 0 || provoking_vertex_index == 2) gl_Layer = n;\n" " #endif\n" "\n" " layer_id = gl_Layer;\n" " gl_Position = vec4(-1, 1, 0, 1);\n" " EmitVertex();\n" "\n" " #ifndef SHOULD_NOT_SET_GL_LAYER\n" " gl_Layer = n;\n" " #endif\n" "\n" " layer_id = gl_Layer;\n" " gl_Position = vec4(-1, -1, 0, 1);\n" " EmitVertex();\n" "\n" " EndPrimitive();\n" " }\n" "}\n"; /* Vertex shader */ const char* GeometryShaderLayeredRendering::m_layered_rendering_vs_code = "${VERSION}\n" "\n" "precision highp float;\n" "\n" "flat out int layer_id;\n" "void main()\n" "{\n" " layer_id = 0;\n" "}\n"; /* Constants used for various test iterations */ #define TEXTURE_DEPTH (64) #define TEXTURE_HEIGHT (32) #define TEXTURE_N_COMPONENTS (4) #define TEXTURE_WIDTH (32) /* Constructor */ GeometryShaderLayeredRendering::GeometryShaderLayeredRendering(Context& context, const ExtParameters& extParams, const char* name, const char* description) : TestCaseBase(context, extParams, name, description), m_vao_id(0) { memset(m_tests, 0, sizeof(m_tests)); } /** Builds a GL program specifically for a layer rendering test instance. * * @param test Layered Rendering test to consider. * * @return GTFtrue if successful, false otherwise. **/ bool GeometryShaderLayeredRendering::buildProgramForLRTest(_layered_rendering_test* test) { return buildProgram(test->po_id, test->fs_id, test->n_fs_parts, test->fs_parts, test->gs_id, test->n_gs_parts, test->gs_parts, test->vs_id, test->n_vs_parts, test->vs_parts); } /** Executes the test. * Sets the test result to QP_TEST_RESULT_FAIL if the test failed, QP_TEST_RESULT_PASS otherwise. * @return STOP if the test has finished, CONTINUE to indicate iterate should be called once again. * Note the function throws exception should an error occur! **/ tcu::TestNode::IterateResult GeometryShaderLayeredRendering::iterate(void) { const glu::ContextType& context_type = m_context.getRenderContext().getType(); const glw::Functions& gl = m_context.getRenderContext().getFunctions(); /* Helper variables to support shader compilation process */ const char* cm_fs_parts[] = { m_layered_rendering_fs_code }; const char* cm_gs_parts[] = { m_layered_rendering_gs_code_preamble, m_layered_rendering_gs_code_cm, m_layered_rendering_gs_code_main }; const char* cm_vs_parts[] = { m_layered_rendering_vs_code }; const char* threedimensional_fs_parts[] = { m_layered_rendering_fs_code }; const char* threedimensional_gs_parts[] = { m_layered_rendering_gs_code_preamble, m_layered_rendering_gs_code_3d, m_layered_rendering_gs_code_main }; const char* threedimensional_vs_parts[] = { m_layered_rendering_vs_code }; const char* twodimensionala_fs_parts[] = { m_layered_rendering_fs_code }; const char* twodimensionala_gs_parts[] = { m_layered_rendering_gs_code_preamble, m_layered_rendering_gs_code_2d_array, m_layered_rendering_gs_code_main }; const char* twodimensionala_vs_parts[] = { m_layered_rendering_vs_code }; const char* twodimensionalma_fs_parts[] = { m_layered_rendering_fs_code }; const char* twodimensionalma_gs_parts[] = { m_layered_rendering_gs_code_preamble, m_layered_rendering_gs_code_2d_marray, m_layered_rendering_gs_code_main }; const char* twodimensionalma_vs_parts[] = { m_layered_rendering_vs_code }; const unsigned int n_cm_fs_parts = sizeof(cm_fs_parts) / sizeof(cm_fs_parts[0]); const unsigned int n_cm_gs_parts = sizeof(cm_gs_parts) / sizeof(cm_gs_parts[0]); const unsigned int n_cm_vs_parts = sizeof(cm_vs_parts) / sizeof(cm_vs_parts[0]); const unsigned int n_threedimensional_fs_parts = sizeof(threedimensional_fs_parts) / sizeof(threedimensional_fs_parts[0]); const unsigned int n_threedimensional_gs_parts = sizeof(threedimensional_gs_parts) / sizeof(threedimensional_gs_parts[0]); const unsigned int n_threedimensional_vs_parts = sizeof(threedimensional_vs_parts) / sizeof(threedimensional_vs_parts[0]); const unsigned int n_twodimensionala_fs_parts = sizeof(twodimensionala_fs_parts) / sizeof(twodimensionala_fs_parts[0]); const unsigned int n_twodimensionala_gs_parts = sizeof(twodimensionala_gs_parts) / sizeof(twodimensionala_gs_parts[0]); const unsigned int n_twodimensionala_vs_parts = sizeof(twodimensionala_vs_parts) / sizeof(twodimensionala_vs_parts[0]); const unsigned int n_twodimensionalma_fs_parts = sizeof(twodimensionalma_fs_parts) / sizeof(twodimensionalma_fs_parts[0]); const unsigned int n_twodimensionalma_gs_parts = sizeof(twodimensionalma_gs_parts) / sizeof(twodimensionalma_gs_parts[0]); const unsigned int n_twodimensionalma_vs_parts = sizeof(twodimensionalma_vs_parts) / sizeof(twodimensionalma_vs_parts[0]); /* General-use helper variables */ unsigned int n_current_test = 0; /* This test should only run if EXT_geometry_shader is supported */ if (!m_is_geometry_shader_extension_supported) { throw tcu::NotSupportedError(GEOMETRY_SHADER_EXTENSION_NOT_SUPPORTED, "", __FILE__, __LINE__); } /* Configure test descriptors */ m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].iteration = LAYERED_RENDERING_TEST_ITERATION_CUBEMAP; m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].n_layers = 6; /* faces */ m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].fs_parts = cm_fs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].gs_parts = cm_gs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].vs_parts = cm_vs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].n_fs_parts = n_cm_fs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].n_gs_parts = n_cm_gs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].n_vs_parts = n_cm_vs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].iteration = LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY; m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].n_layers = 4; /* layers */ m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].fs_parts = twodimensionala_fs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].gs_parts = twodimensionala_gs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].vs_parts = twodimensionala_vs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].n_fs_parts = n_twodimensionala_fs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].n_gs_parts = n_twodimensionala_gs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].n_vs_parts = n_twodimensionala_vs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].iteration = LAYERED_RENDERING_TEST_ITERATION_3D; m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].n_layers = 4; /* layers */ m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].fs_parts = threedimensional_fs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].gs_parts = threedimensional_gs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].vs_parts = threedimensional_vs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].n_fs_parts = n_threedimensional_fs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].n_gs_parts = n_threedimensional_gs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].n_vs_parts = n_threedimensional_vs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].iteration = LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY; m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].n_layers = 4; /* layers */ m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].fs_parts = twodimensionalma_fs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].gs_parts = twodimensionalma_gs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].vs_parts = twodimensionalma_vs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].n_fs_parts = n_twodimensionalma_fs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].n_gs_parts = n_twodimensionalma_gs_parts; m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].n_vs_parts = n_twodimensionalma_vs_parts; /* Create shader objects we'll use for the test */ m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].fs_id = gl.createShader(GL_FRAGMENT_SHADER); m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].gs_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER); m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].vs_id = gl.createShader(GL_VERTEX_SHADER); m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].fs_id = gl.createShader(GL_FRAGMENT_SHADER); m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].gs_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER); m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].vs_id = gl.createShader(GL_VERTEX_SHADER); m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].fs_id = gl.createShader(GL_FRAGMENT_SHADER); m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].gs_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER); m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].vs_id = gl.createShader(GL_VERTEX_SHADER); m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].fs_id = gl.createShader(GL_FRAGMENT_SHADER); m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].gs_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER); m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].vs_id = gl.createShader(GL_VERTEX_SHADER); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create shaders!"); /* Create program objects as well */ m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].po_id = gl.createProgram(); m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].po_id = gl.createProgram(); m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].po_id = gl.createProgram(); m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].po_id = gl.createProgram(); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create programs!"); /* Build the programs */ if (!buildProgramForLRTest(&m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP]) || !buildProgramForLRTest(&m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY]) || !buildProgramForLRTest(&m_tests[LAYERED_RENDERING_TEST_ITERATION_3D]) || !buildProgramForLRTest(&m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY])) { TCU_FAIL("Could not create a program for cube-map texture layered rendering test!"); } /* Set up provoking vertex uniform value, given the GL_LAYER_PROVOKING_VERTEX_EXT value. */ glw::GLint layer_provoking_vertex_gl_value = -1; glw::GLint layer_provoking_vertex_uniform_value = -1; gl.getIntegerv(m_glExtTokens.LAYER_PROVOKING_VERTEX, &layer_provoking_vertex_gl_value); GLU_EXPECT_NO_ERROR(gl.getError(), "glGetIntegerv() failed for GL_LAYER_PROVOKING_VERTEX_EXT pname"); if (!glu::isContextTypeES(context_type) && ((glw::GLenum)layer_provoking_vertex_gl_value == GL_PROVOKING_VERTEX)) { gl.getIntegerv(GL_PROVOKING_VERTEX, &layer_provoking_vertex_gl_value); GLU_EXPECT_NO_ERROR(gl.getError(), "glGetIntegerv() failed for GL_PROVOKING_VERTEX pname"); } if ((glw::GLenum)layer_provoking_vertex_gl_value == m_glExtTokens.FIRST_VERTEX_CONVENTION) { layer_provoking_vertex_uniform_value = 1; /* as per geometry shader implementation */ } else if ((glw::GLenum)layer_provoking_vertex_gl_value == m_glExtTokens.LAST_VERTEX_CONVENTION) { layer_provoking_vertex_uniform_value = 2; /* as per geometry shader implementation */ } else if ((glw::GLenum)layer_provoking_vertex_gl_value == m_glExtTokens.UNDEFINED_VERTEX) { layer_provoking_vertex_uniform_value = 0; /* as per geometry shader implementation */ } else { TCU_FAIL("Unrecognized value returned by glGetIntegerv() for GL_LAYER_PROVOKING_VERTEX_EXT pname."); } for (unsigned int test_index = 0; test_index < LAYERED_RENDERING_TEST_ITERATION_LAST; ++test_index) { glw::GLint provoking_vertex_index_uniform_location = gl.getUniformLocation(m_tests[test_index].po_id, "provoking_vertex_index"); /* Quick checks */ GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation() call generated an error"); DE_ASSERT(provoking_vertex_index_uniform_location != -1); /* Assign the uniform value */ gl.programUniform1i(m_tests[test_index].po_id, provoking_vertex_index_uniform_location, layer_provoking_vertex_uniform_value); GLU_EXPECT_NO_ERROR(gl.getError(), "glProgramUniform1i() call failed."); } /* for (all test iterations) */ /* Initialize texture objects */ gl.genTextures(1, &m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].to_id); gl.genTextures(1, &m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].to_id); gl.genTextures(1, &m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].to_id); gl.genTextures(1, &m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].to_id); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create texture object(s)!"); gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].to_id); gl.texStorage2D(GL_TEXTURE_CUBE_MAP, 1 /* mip-map only */, GL_RGBA8, TEXTURE_WIDTH, TEXTURE_HEIGHT); gl.bindTexture(GL_TEXTURE_2D_ARRAY, m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].to_id); gl.texStorage3D(GL_TEXTURE_2D_ARRAY, 1 /* mip-map only */, GL_RGBA8, TEXTURE_WIDTH, TEXTURE_HEIGHT, TEXTURE_DEPTH); gl.bindTexture(GL_TEXTURE_3D, m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].to_id); gl.texStorage3D(GL_TEXTURE_3D, 1 /* mip-map only */, GL_RGBA8, TEXTURE_WIDTH, TEXTURE_HEIGHT, TEXTURE_DEPTH); gl.bindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].to_id); gl.texStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 1 /* samples */, GL_RGBA8, TEXTURE_WIDTH, TEXTURE_HEIGHT, TEXTURE_DEPTH, GL_FALSE /* fixed sample locations */); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not initialize texture object(s)!"); /* Initialize framebuffer objects */ gl.genFramebuffers(1, &m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].fbo_id); gl.genFramebuffers(1, &m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].fbo_id); gl.genFramebuffers(1, &m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].fbo_id); gl.genFramebuffers(1, &m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].fbo_id); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create framebuffer object(s)!"); gl.bindFramebuffer(GL_DRAW_FRAMEBUFFER, m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].fbo_id); gl.framebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].to_id, 0 /* base mip-map */); gl.bindFramebuffer(GL_DRAW_FRAMEBUFFER, m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].fbo_id); gl.framebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].to_id, 0 /* base mip-map */); gl.bindFramebuffer(GL_DRAW_FRAMEBUFFER, m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].fbo_id); gl.framebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].to_id, 0 /* base mip-map */); gl.bindFramebuffer(GL_DRAW_FRAMEBUFFER, m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].fbo_id); gl.framebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].to_id, 0 /* base mip-map */); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not configure framebuffer object(s)!"); /* Initialize vertex array object. We don't really use any attributes, but ES does not * permit draw calls with an unbound VAO */ gl.genVertexArrays(1, &m_vao_id); gl.bindVertexArray(m_vao_id); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not bind a vertex array object!"); /* Execute all iterations */ for (n_current_test = 0; n_current_test < sizeof(m_tests) / sizeof(m_tests[0]); ++n_current_test) { unsigned char buffer[TEXTURE_WIDTH * TEXTURE_HEIGHT * TEXTURE_N_COMPONENTS] = { 0 }; glw::GLuint program_id = 0; unsigned int n_layer = 0; glw::GLuint texture_id = 0; /* Bind the iteration-specific framebuffer */ gl.bindFramebuffer(GL_FRAMEBUFFER, m_tests[n_current_test].fbo_id); program_id = m_tests[n_current_test].po_id; texture_id = m_tests[n_current_test].to_id; /* Clear the color attachment with (1, 1, 1, 1) which is not used for * any layers. */ gl.clearColor(1.0f, 1.0f, 1.0f, 1.0f); gl.clear(GL_COLOR_BUFFER_BIT); /* Render a single point. This should result in full-screen quads drawn * for each face/layer of the attachment bound to current FBO */ gl.useProgram(program_id); gl.drawArrays(GL_POINTS, 0 /* first index */, 1 /* n points */); GLU_EXPECT_NO_ERROR(gl.getError(), "Error rendering geometry!"); /* Read contents of each layer we rendered to and verify the contents */ for (n_layer = 0; n_layer < m_tests[n_current_test].n_layers; ++n_layer) { const unsigned char* expected_data = m_layered_rendering_expected_layer_data + TEXTURE_N_COMPONENTS * n_layer; unsigned int n = 0; bool texture_layered = false; glw::GLenum texture_target = GL_NONE; /* What is the source attachment's texture target? */ switch (m_tests[n_current_test].iteration) { case LAYERED_RENDERING_TEST_ITERATION_CUBEMAP: { texture_layered = false; texture_target = (n_layer == 0) ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : (n_layer == 1) ? GL_TEXTURE_CUBE_MAP_NEGATIVE_X : (n_layer == 2) ? GL_TEXTURE_CUBE_MAP_POSITIVE_Y : (n_layer == 3) ? GL_TEXTURE_CUBE_MAP_NEGATIVE_Y : (n_layer == 4) ? GL_TEXTURE_CUBE_MAP_POSITIVE_Z : GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; } case LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY: { texture_layered = true; texture_target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES; break; } case LAYERED_RENDERING_TEST_ITERATION_3D: { texture_layered = true; texture_target = GL_TEXTURE_3D; break; } case LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY: { texture_layered = true; texture_target = GL_TEXTURE_2D_ARRAY; break; } default: { TCU_FAIL("This location should never be reached"); } } /* Configure the read framebuffer's read buffer, depending on whether the attachment * uses layers or not */ if (texture_layered) { gl.framebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_id, 0 /* base mip-map */, n_layer); } else { if (texture_target == GL_TEXTURE_CUBE_MAP_POSITIVE_X || texture_target == GL_TEXTURE_CUBE_MAP_POSITIVE_Y || texture_target == GL_TEXTURE_CUBE_MAP_POSITIVE_Z || texture_target == GL_TEXTURE_CUBE_MAP_NEGATIVE_X || texture_target == GL_TEXTURE_CUBE_MAP_NEGATIVE_Y || texture_target == GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) { gl.framebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_target, texture_id, 0 /* base mip-map */); } else { TCU_FAIL("This location should never be reached"); } } /* Make sure read framebuffer was configured successfully */ GLU_EXPECT_NO_ERROR(gl.getError(), "Error setting read framebuffer!"); /* Read the data */ if (m_tests[n_current_test].iteration == LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY) { glw::GLuint new_dst_to = 0; glw::GLuint dst_fbo_id = 0; gl.genFramebuffers(1, &dst_fbo_id); gl.bindFramebuffer(GL_READ_FRAMEBUFFER, m_tests[n_current_test].fbo_id); gl.bindFramebuffer(GL_DRAW_FRAMEBUFFER, dst_fbo_id); gl.genTextures(1, &new_dst_to); gl.bindTexture(GL_TEXTURE_2D, new_dst_to); gl.texStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, TEXTURE_WIDTH, TEXTURE_HEIGHT); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not setup texture object for draw framebuffer color attachment."); gl.framebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, new_dst_to, 0); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not attach texture object to draw framebuffer color attachment."); gl.blitFramebuffer(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT, GL_COLOR_BUFFER_BIT, GL_LINEAR); GLU_EXPECT_NO_ERROR(gl.getError(), "Error blitting from read framebuffer to draw framebuffer."); gl.bindFramebuffer(GL_READ_FRAMEBUFFER, dst_fbo_id); gl.readPixels(0 /* x */, 0 /* y */, TEXTURE_WIDTH, TEXTURE_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, buffer); GLU_EXPECT_NO_ERROR(gl.getError(), "Error reading attachment's data!"); gl.bindFramebuffer(GL_FRAMEBUFFER, m_tests[n_current_test].fbo_id); gl.deleteFramebuffers(1, &dst_fbo_id); gl.deleteTextures(1, &new_dst_to); } else { gl.readPixels(0 /* x */, 0 /* y */, TEXTURE_WIDTH, TEXTURE_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, buffer); GLU_EXPECT_NO_ERROR(gl.getError(), "Error reading attachment's data!"); } /* Validate it */ for (; n < TEXTURE_WIDTH * TEXTURE_HEIGHT; ++n) { unsigned char* data_ptr = buffer + n * TEXTURE_N_COMPONENTS; if (memcmp(data_ptr, expected_data, TEXTURE_N_COMPONENTS) != 0) { m_testCtx.getLog() << tcu::TestLog::Message << "Rendered data [" << data_ptr[0] << ", " << data_ptr[1] << ", " << data_ptr[2] << ", " << data_ptr[3] << "] is different from reference data [" << m_layered_rendering_expected_layer_data[0] << ", " << m_layered_rendering_expected_layer_data[1] << ", " << m_layered_rendering_expected_layer_data[2] << ", " << m_layered_rendering_expected_layer_data[3] << "] !" << tcu::TestLog::EndMessage; m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail"); return STOP; } /* if (data comparison failed) */ } /* for (all pixels) */ } /* for (all layers) */ } /* for (all iterations) */ /* Done! */ m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); return STOP; } /** Deinitializes GLES objects created during the test. * */ void GeometryShaderLayeredRendering::deinit(void) { const glw::Functions& gl = m_context.getRenderContext().getFunctions(); /* Reset OpenGL ES state */ gl.useProgram(0); gl.bindTexture(GL_TEXTURE_2D, 0 /* texture */); gl.bindFramebuffer(GL_FRAMEBUFFER, 0); gl.bindVertexArray(0); for (unsigned int n_current_test = 0; n_current_test < sizeof(m_tests) / sizeof(m_tests[0]); ++n_current_test) { if (m_tests[n_current_test].po_id != 0) { gl.deleteProgram(m_tests[n_current_test].po_id); } if (m_tests[n_current_test].fs_id != 0) { gl.deleteShader(m_tests[n_current_test].fs_id); } if (m_tests[n_current_test].gs_id != 0) { gl.deleteShader(m_tests[n_current_test].gs_id); } if (m_tests[n_current_test].vs_id != 0) { gl.deleteShader(m_tests[n_current_test].vs_id); } if (m_tests[n_current_test].to_id != 0) { gl.deleteTextures(1, &m_tests[n_current_test].to_id); } if (m_tests[n_current_test].fbo_id != 0) { gl.deleteFramebuffers(1, &m_tests[n_current_test].fbo_id); } } /* for (all tests) */ if (m_vao_id != 0) { gl.deleteVertexArrays(1, &m_vao_id); } /* Release base class */ TestCaseBase::deinit(); } } // namespace glcts