/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES 3.0 Module
* -------------------------------------------------
*
* 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.
*
*//*!
* \file
* \brief GLES3 Scissor tests
*//*--------------------------------------------------------------------*/
#include "es3fScissorTests.hpp"
#include "glsScissorTests.hpp"
#include "sglrGLContext.hpp"
#include "sglrReferenceContext.hpp"
#include "sglrContextUtil.hpp"
#include "tcuVector.hpp"
#include "tcuRenderTarget.hpp"
#include "tcuImageCompare.hpp"
#include "gluStrUtil.hpp"
#include "gluDrawUtil.hpp"
#include "glwEnums.hpp"
#include "deDefs.hpp"
namespace deqp
{
namespace gles3
{
namespace Functional
{
ScissorTests::ScissorTests (Context& context):
TestCaseGroup (context, "scissor", "Scissor Tests")
{
}
ScissorTests::~ScissorTests (void)
{
}
void ScissorTests::init (void)
{
using tcu::Vec4;
using namespace gls::Functional::ScissorTestInternal;
tcu::TestContext& tc = m_context.getTestContext();
glu::RenderContext& rc = m_context.getRenderContext();
const struct
{
const char* name;
const char* desc;
const tcu::Vec4 scissor;
const tcu::Vec4 render;
const PrimitiveType type;
const int primitives;
} cases[] =
{
{ "contained_quads", "Triangles fully inside scissor area (single call)", Vec4(0.1f, 0.1f, 0.8f, 0.8f), Vec4(0.2f, 0.2f, 0.6f, 0.6f), TRIANGLE, 30 },
{ "partial_quads", "Triangles partially inside scissor area (single call)", Vec4(0.3f, 0.3f, 0.4f, 0.4f), Vec4(0.2f, 0.2f, 0.6f, 0.6f), TRIANGLE, 30 },
{ "contained_tri", "Triangle fully inside scissor area", Vec4(0.1f, 0.1f, 0.8f, 0.8f), Vec4(0.2f, 0.2f, 0.6f, 0.6f), TRIANGLE, 1 },
{ "enclosing_tri", "Triangle fully covering scissor area", Vec4(0.4f, 0.4f, 0.2f, 0.2f), Vec4(0.2f, 0.2f, 0.6f, 0.6f), TRIANGLE, 1 },
{ "partial_tri", "Triangle partially inside scissor area", Vec4(0.4f, 0.4f, 0.6f, 0.6f), Vec4(0.0f, 0.0f, 1.0f, 1.0f), TRIANGLE, 1 },
{ "outside_render_tri", "Triangle with scissor area outside render target", Vec4(1.4f, 1.4f, 0.6f, 0.6f), Vec4(0.0f, 0.0f, 0.6f, 0.6f), TRIANGLE, 1 },
{ "partial_lines", "Linse partially inside scissor area", Vec4(0.4f, 0.4f, 0.6f, 0.6f), Vec4(0.0f, 0.0f, 1.0f, 1.0f), LINE, 30 },
{ "contained_line", "Line fully inside scissor area", Vec4(0.1f, 0.1f, 0.8f, 0.8f), Vec4(0.2f, 0.2f, 0.6f, 0.6f), LINE, 1 },
{ "partial_line", "Line partially inside scissor area", Vec4(0.4f, 0.4f, 0.6f, 0.6f), Vec4(0.0f, 0.0f, 1.0f, 1.0f), LINE, 1 },
{ "outside_render_line", "Line with scissor area outside render target", Vec4(1.4f, 1.4f, 0.6f, 0.6f), Vec4(0.0f, 0.0f, 0.6f, 0.6f), LINE, 1 },
{ "contained_point", "Point fully inside scissor area", Vec4(0.1f, 0.1f, 0.8f, 0.8f), Vec4(0.5f, 0.5f, 0.0f, 0.0f), POINT, 1 },
{ "partial_points", "Points partially inside scissor area", Vec4(0.4f, 0.4f, 0.6f, 0.6f), Vec4(0.0f, 0.0f, 1.0f, 1.0f), POINT, 30 },
{ "outside_point", "Point fully outside scissor area", Vec4(0.4f, 0.4f, 0.6f, 0.6f), Vec4(0.0f, 0.0f, 0.0f, 0.0f), POINT, 1 },
{ "outside_render_point", "Point with scissor area outside render target", Vec4(1.4f, 1.4f, 0.6f, 0.6f), Vec4(0.5f, 0.5f, 0.0f, 0.0f), POINT, 1 }
};
for (int caseNdx = 0; caseNdx < DE_LENGTH_OF_ARRAY(cases); caseNdx++)
{
addChild(createPrimitiveTest(tc,
rc,
cases[caseNdx].name,
cases[caseNdx].desc,
cases[caseNdx].scissor,
cases[caseNdx].render,
cases[caseNdx].type,
cases[caseNdx].primitives));
}
addChild(createClearTest(tc, rc, "clear_depth", "Depth buffer clear", Vec4(0.1f, 0.1f, 0.8f, 0.8f), GL_DEPTH_BUFFER_BIT));
addChild(createClearTest(tc, rc, "clear_stencil", "Stencil buffer clear", Vec4(0.1f, 0.1f, 0.8f, 0.8f), GL_STENCIL_BUFFER_BIT));
addChild(createClearTest(tc, rc, "clear_color", "Color buffer clear", Vec4(0.1f, 0.1f, 0.8f, 0.8f), GL_COLOR_BUFFER_BIT));
addChild(createFramebufferClearTest(tc, rc, "clear_fixed_buffer", "Fixed point color clear", CLEAR_COLOR_FIXED));
addChild(createFramebufferClearTest(tc, rc, "clear_int_buffer", "Integer color clear", CLEAR_COLOR_INT));
addChild(createFramebufferClearTest(tc, rc, "clear_uint_buffer", "Unsigned integer buffer clear", CLEAR_COLOR_UINT));
addChild(createFramebufferClearTest(tc, rc, "clear_depth_buffer", "Depth buffer clear", CLEAR_DEPTH));
addChild(createFramebufferClearTest(tc, rc, "clear_stencil_buffer", "Stencil buffer clear", CLEAR_STENCIL));
addChild(createFramebufferClearTest(tc, rc, "clear_depth_stencil_buffer", "Fixed point color buffer clear", CLEAR_DEPTH_STENCIL));
addChild(createFramebufferBlitTest(tc, rc, "framebuffer_blit_center", "Blit to default framebuffer, scissor away edges", Vec4(0.1f, 0.1f, 0.8f, 0.8f)));
addChild(createFramebufferBlitTest(tc, rc, "framebuffer_blit_corner", "Blit to default framebuffer, scissor all but a corner", Vec4(0.6f, 0.6f, 0.5f, 0.5f)));
addChild(createFramebufferBlitTest(tc, rc, "framebuffer_blit_none", "Blit to default framebuffer, scissor area outside screen", Vec4(1.6f, 0.6f, 0.5f, 0.5f)));
}
} // Functional
} // gles3
} // deqp