xref: /aosp_15_r20/external/deqp/modules/glshared/glsFragmentOpUtil.cpp (revision 35238bce31c2a825756842865a792f8cf7f89930)
1 /*-------------------------------------------------------------------------
2  * drawElements Quality Program OpenGL (ES) Module
3  * -----------------------------------------------
4  *
5  * Copyright 2014 The Android Open Source Project
6  *
7  * Licensed under the Apache License, Version 2.0 (the "License");
8  * you may not use this file except in compliance with the License.
9  * You may obtain a copy of the License at
10  *
11  *      http://www.apache.org/licenses/LICENSE-2.0
12  *
13  * Unless required by applicable law or agreed to in writing, software
14  * distributed under the License is distributed on an "AS IS" BASIS,
15  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16  * See the License for the specific language governing permissions and
17  * limitations under the License.
18  *
19  *//*!
20  * \file
21  * \brief Fragment operation test utilities.
22  *//*--------------------------------------------------------------------*/
23 
24 #include "glsFragmentOpUtil.hpp"
25 #include "gluRenderContext.hpp"
26 #include "gluShaderProgram.hpp"
27 #include "gluDrawUtil.hpp"
28 #include "glwFunctions.hpp"
29 #include "glwEnums.hpp"
30 
31 namespace deqp
32 {
33 namespace gls
34 {
35 namespace FragmentOpUtil
36 {
37 
38 template <typename T>
triQuadInterpolate(const T values[4],float xFactor,float yFactor)39 inline T triQuadInterpolate(const T values[4], float xFactor, float yFactor)
40 {
41     if (xFactor + yFactor < 1.0f)
42         return values[0] + (values[2] - values[0]) * xFactor + (values[1] - values[0]) * yFactor;
43     else
44         return values[3] + (values[1] - values[3]) * (1.0f - xFactor) + (values[2] - values[3]) * (1.0f - yFactor);
45 }
46 
47 // GLSL ES 1.0 shaders
48 static const char *s_glsl1VertSrc = "attribute highp vec4 a_position;\n"
49                                     "attribute mediump vec4 a_color;\n"
50                                     "varying mediump vec4 v_color;\n"
51                                     "void main()\n"
52                                     "{\n"
53                                     "    gl_Position = a_position;\n"
54                                     "    v_color = a_color;\n"
55                                     "}\n";
56 static const char *s_glsl1FragSrc = "varying mediump vec4 v_color;\n"
57                                     "void main()\n"
58                                     "{\n"
59                                     "    gl_FragColor = v_color;\n"
60                                     "}\n";
61 
62 // GLSL ES 3.0 shaders
63 static const char *s_glsl3VertSrc = "#version 300 es\n"
64                                     "in highp vec4 a_position;\n"
65                                     "in mediump vec4 a_color;\n"
66                                     "out mediump vec4 v_color;\n"
67                                     "void main()\n"
68                                     "{\n"
69                                     "    gl_Position = a_position;\n"
70                                     "    v_color = a_color;\n"
71                                     "}\n";
72 static const char *s_glsl3FragSrc = "#version 300 es\n"
73                                     "in mediump vec4 v_color;\n"
74                                     "layout(location = 0) out mediump vec4 o_color;\n"
75                                     "void main()\n"
76                                     "{\n"
77                                     "    o_color = v_color;\n"
78                                     "}\n";
79 
80 // GLSL 3.3 shaders
81 static const char *s_glsl33VertSrc = "#version 330 core\n"
82                                      "in vec4 a_position;\n"
83                                      "in vec4 a_color;\n"
84                                      "in vec4 a_color1;\n"
85                                      "out vec4 v_color;\n"
86                                      "out vec4 v_color1;\n"
87                                      "void main()\n"
88                                      "{\n"
89                                      "    gl_Position = a_position;\n"
90                                      "    v_color = a_color;\n"
91                                      "    v_color1 = a_color1;\n"
92                                      "}\n";
93 static const char *s_glsl33FragSrc = "#version 330 core\n"
94                                      "in vec4 v_color;\n"
95                                      "in vec4 v_color1;\n"
96                                      "layout(location = 0, index = 0) out vec4 o_color;\n"
97                                      "layout(location = 0, index = 1) out vec4 o_color1;\n"
98                                      "void main()\n"
99                                      "{\n"
100                                      "    o_color  = v_color;\n"
101                                      "    o_color1 = v_color1;\n"
102                                      "}\n";
103 
getVertSrc(glu::GLSLVersion glslVersion)104 static const char *getVertSrc(glu::GLSLVersion glslVersion)
105 {
106     if (glslVersion == glu::GLSL_VERSION_100_ES)
107         return s_glsl1VertSrc;
108     else if (glslVersion == glu::GLSL_VERSION_300_ES)
109         return s_glsl3VertSrc;
110     else if (glslVersion == glu::GLSL_VERSION_330)
111         return s_glsl33VertSrc;
112 
113     DE_ASSERT(false);
114     return 0;
115 }
116 
getFragSrc(glu::GLSLVersion glslVersion)117 static const char *getFragSrc(glu::GLSLVersion glslVersion)
118 {
119     if (glslVersion == glu::GLSL_VERSION_100_ES)
120         return s_glsl1FragSrc;
121     else if (glslVersion == glu::GLSL_VERSION_300_ES)
122         return s_glsl3FragSrc;
123     else if (glslVersion == glu::GLSL_VERSION_330)
124         return s_glsl33FragSrc;
125 
126     DE_ASSERT(false);
127     return 0;
128 }
129 
QuadRenderer(const glu::RenderContext & context,glu::GLSLVersion glslVersion)130 QuadRenderer::QuadRenderer(const glu::RenderContext &context, glu::GLSLVersion glslVersion)
131     : m_context(context)
132     , m_program(DE_NULL)
133     , m_positionLoc(0)
134     , m_colorLoc(-1)
135     , m_color1Loc(-1)
136     , m_blendFuncExt(!glu::glslVersionIsES(glslVersion) && (glslVersion >= glu::GLSL_VERSION_330))
137 {
138     DE_ASSERT(glslVersion == glu::GLSL_VERSION_100_ES || glslVersion == glu::GLSL_VERSION_300_ES ||
139               glslVersion == glu::GLSL_VERSION_330);
140 
141     const glw::Functions &gl = context.getFunctions();
142     const char *vertSrc      = getVertSrc(glslVersion);
143     const char *fragSrc      = getFragSrc(glslVersion);
144 
145     m_program = new glu::ShaderProgram(m_context, glu::makeVtxFragSources(vertSrc, fragSrc));
146     if (!m_program->isOk())
147     {
148         delete m_program;
149         throw tcu::TestError("Failed to compile program", DE_NULL, __FILE__, __LINE__);
150     }
151 
152     m_positionLoc = gl.getAttribLocation(m_program->getProgram(), "a_position");
153     m_colorLoc    = gl.getAttribLocation(m_program->getProgram(), "a_color");
154 
155     if (m_blendFuncExt)
156         m_color1Loc = gl.getAttribLocation(m_program->getProgram(), "a_color1");
157 
158     if (m_positionLoc < 0 || m_colorLoc < 0 || (m_blendFuncExt && m_color1Loc < 0))
159     {
160         delete m_program;
161         throw tcu::TestError("Invalid attribute locations", DE_NULL, __FILE__, __LINE__);
162     }
163 }
164 
~QuadRenderer(void)165 QuadRenderer::~QuadRenderer(void)
166 {
167     delete m_program;
168 }
169 
render(const Quad & quad) const170 void QuadRenderer::render(const Quad &quad) const
171 {
172     const float position[]  = {quad.posA.x(), quad.posA.y(), quad.depth[0], 1.0f,          quad.posA.x(), quad.posB.y(),
173                                quad.depth[1], 1.0f,          quad.posB.x(), quad.posA.y(), quad.depth[2], 1.0f,
174                                quad.posB.x(), quad.posB.y(), quad.depth[3], 1.0f};
175     const uint8_t indices[] = {0, 2, 1, 1, 2, 3};
176 
177     DE_STATIC_ASSERT(sizeof(tcu::Vec4) == sizeof(float) * 4);
178     DE_STATIC_ASSERT(sizeof(quad.color) == sizeof(float) * 4 * 4);
179     DE_STATIC_ASSERT(sizeof(quad.color1) == sizeof(float) * 4 * 4);
180 
181     std::vector<glu::VertexArrayBinding> vertexArrays;
182 
183     vertexArrays.push_back(glu::va::Float(m_positionLoc, 4, 4, 0, &position[0]));
184     vertexArrays.push_back(glu::va::Float(m_colorLoc, 4, 4, 0, (const float *)&quad.color[0]));
185 
186     if (m_blendFuncExt)
187         vertexArrays.push_back(glu::va::Float(m_color1Loc, 4, 4, 0, (const float *)&quad.color1[0]));
188 
189     m_context.getFunctions().useProgram(m_program->getProgram());
190     glu::draw(m_context, m_program->getProgram(), (int)vertexArrays.size(), &vertexArrays[0],
191               glu::pr::Triangles(DE_LENGTH_OF_ARRAY(indices), &indices[0]));
192 }
193 
ReferenceQuadRenderer(void)194 ReferenceQuadRenderer::ReferenceQuadRenderer(void) : m_fragmentBufferSize(0)
195 {
196     for (int i = 0; i < DE_LENGTH_OF_ARRAY(m_fragmentDepths); i++)
197         m_fragmentDepths[i] = 0.0f;
198 }
199 
flushFragmentBuffer(const rr::MultisamplePixelBufferAccess & colorBuffer,const rr::MultisamplePixelBufferAccess & depthBuffer,const rr::MultisamplePixelBufferAccess & stencilBuffer,rr::FaceType faceType,const rr::FragmentOperationState & state)200 void ReferenceQuadRenderer::flushFragmentBuffer(const rr::MultisamplePixelBufferAccess &colorBuffer,
201                                                 const rr::MultisamplePixelBufferAccess &depthBuffer,
202                                                 const rr::MultisamplePixelBufferAccess &stencilBuffer,
203                                                 rr::FaceType faceType, const rr::FragmentOperationState &state)
204 {
205     m_fragmentProcessor.render(colorBuffer, depthBuffer, stencilBuffer, &m_fragmentBuffer[0], m_fragmentBufferSize,
206                                faceType, state);
207     m_fragmentBufferSize = 0;
208 }
209 
render(const tcu::PixelBufferAccess & colorBuffer,const tcu::PixelBufferAccess & depthBuffer,const tcu::PixelBufferAccess & stencilBuffer,const IntegerQuad & quad,const rr::FragmentOperationState & state)210 void ReferenceQuadRenderer::render(const tcu::PixelBufferAccess &colorBuffer, const tcu::PixelBufferAccess &depthBuffer,
211                                    const tcu::PixelBufferAccess &stencilBuffer, const IntegerQuad &quad,
212                                    const rr::FragmentOperationState &state)
213 {
214     bool flipX            = quad.posA.x() > quad.posB.x();
215     bool flipY            = quad.posA.y() > quad.posB.y();
216     rr::FaceType faceType = flipX == flipY ? rr::FACETYPE_FRONT : rr::FACETYPE_BACK;
217     int xFirst            = flipX ? quad.posB.x() : quad.posA.x();
218     int xLast             = flipX ? quad.posA.x() : quad.posB.x();
219     int yFirst            = flipY ? quad.posB.y() : quad.posA.y();
220     int yLast             = flipY ? quad.posA.y() : quad.posB.y();
221     float width           = (float)(xLast - xFirst + 1);
222     float height          = (float)(yLast - yFirst + 1);
223 
224     for (int y = yFirst; y <= yLast; y++)
225     {
226         // Interpolation factor for y.
227         float yRatio = (0.5f + (float)(y - yFirst)) / height;
228         if (flipY)
229             yRatio = 1.0f - yRatio;
230 
231         for (int x = xFirst; x <= xLast; x++)
232         {
233             // Interpolation factor for x.
234             float xRatio = (0.5f + (float)(x - xFirst)) / width;
235             if (flipX)
236                 xRatio = 1.0f - xRatio;
237 
238             tcu::Vec4 color  = triQuadInterpolate(quad.color, xRatio, yRatio);
239             tcu::Vec4 color1 = triQuadInterpolate(quad.color1, xRatio, yRatio);
240             float depth      = triQuadInterpolate(quad.depth, xRatio, yRatio);
241 
242             // Interpolated color and depth.
243 
244             DE_STATIC_ASSERT(MAX_FRAGMENT_BUFFER_SIZE == DE_LENGTH_OF_ARRAY(m_fragmentBuffer));
245 
246             if (m_fragmentBufferSize >= MAX_FRAGMENT_BUFFER_SIZE)
247                 flushFragmentBuffer(rr::MultisamplePixelBufferAccess::fromMultisampleAccess(colorBuffer),
248                                     rr::MultisamplePixelBufferAccess::fromMultisampleAccess(depthBuffer),
249                                     rr::MultisamplePixelBufferAccess::fromMultisampleAccess(stencilBuffer), faceType,
250                                     state);
251 
252             m_fragmentDepths[m_fragmentBufferSize] = depth;
253             m_fragmentBuffer[m_fragmentBufferSize] =
254                 rr::Fragment(tcu::IVec2(x, y), rr::GenericVec4(color), rr::GenericVec4(color1), 1u /* coverage mask */,
255                              &m_fragmentDepths[m_fragmentBufferSize]);
256             m_fragmentBufferSize++;
257         }
258     }
259 
260     flushFragmentBuffer(rr::MultisamplePixelBufferAccess::fromMultisampleAccess(colorBuffer),
261                         rr::MultisamplePixelBufferAccess::fromMultisampleAccess(depthBuffer),
262                         rr::MultisamplePixelBufferAccess::fromMultisampleAccess(stencilBuffer), faceType, state);
263 }
264 
getMultisampleAccess(const tcu::PixelBufferAccess & original)265 tcu::PixelBufferAccess getMultisampleAccess(const tcu::PixelBufferAccess &original)
266 {
267     return tcu::PixelBufferAccess(original.getFormat(), 1, original.getWidth(), original.getHeight(),
268                                   original.getFormat().getPixelSize(), original.getRowPitch(), original.getDataPtr());
269 }
270 
getMultisampleAccess(const tcu::ConstPixelBufferAccess & original)271 tcu::ConstPixelBufferAccess getMultisampleAccess(const tcu::ConstPixelBufferAccess &original)
272 {
273     return tcu::ConstPixelBufferAccess(original.getFormat(), 1, original.getWidth(), original.getHeight(),
274                                        original.getFormat().getPixelSize(), original.getRowPitch(),
275                                        original.getDataPtr());
276 }
277 
278 } // namespace FragmentOpUtil
279 } // namespace gls
280 } // namespace deqp
281