1 /*-------------------------------------------------------------------------
2 * OpenGL Conformance Test Suite
3 * -----------------------------
4 *
5 * Copyright (c) 2016 Google Inc.
6 * Copyright (c) 2016 The Khronos Group Inc.
7 *
8 * Licensed under the Apache License, Version 2.0 (the "License");
9 * you may not use this file except in compliance with the License.
10 * You may obtain a copy of the License at
11 *
12 * http://www.apache.org/licenses/LICENSE-2.0
13 *
14 * Unless required by applicable law or agreed to in writing, software
15 * distributed under the License is distributed on an "AS IS" BASIS,
16 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
17 * See the License for the specific language governing permissions and
18 * limitations under the License.
19 *
20 */ /*!
21 * \file
22 * \brief Shader indexing (arrays, vector, matrices) tests.
23 */ /*-------------------------------------------------------------------*/
24
25 #include "glcShaderIndexingTests.hpp"
26 #include "glcShaderRenderCase.hpp"
27 #include "gluShaderUtil.hpp"
28 #include "glwEnums.hpp"
29 #include "glwFunctions.hpp"
30 #include "tcuStringTemplate.hpp"
31
32 #include "deInt32.h"
33 #include "deMemory.h"
34
35 #include <map>
36
37 using namespace std;
38 using namespace tcu;
39 using namespace glu;
40 using namespace deqp;
41
42 namespace deqp
43 {
44
45 enum IndexAccessType
46 {
47 INDEXACCESS_STATIC = 0,
48 INDEXACCESS_DYNAMIC,
49 INDEXACCESS_STATIC_LOOP,
50 INDEXACCESS_DYNAMIC_LOOP,
51
52 INDEXACCESS_LAST
53 };
54
getIndexAccessTypeName(IndexAccessType accessType)55 static const char *getIndexAccessTypeName(IndexAccessType accessType)
56 {
57 static const char *s_names[INDEXACCESS_LAST] = {"static", "dynamic", "static_loop", "dynamic_loop"};
58
59 DE_ASSERT(deInBounds32((int)accessType, 0, INDEXACCESS_LAST));
60 return s_names[(int)accessType];
61 }
62
63 enum VectorAccessType
64 {
65 DIRECT = 0,
66 COMPONENT,
67 SUBSCRIPT_STATIC,
68 SUBSCRIPT_DYNAMIC,
69 SUBSCRIPT_STATIC_LOOP,
70 SUBSCRIPT_DYNAMIC_LOOP,
71
72 VECTORACCESS_LAST
73 };
74
getVectorAccessTypeName(VectorAccessType accessType)75 static const char *getVectorAccessTypeName(VectorAccessType accessType)
76 {
77 static const char *s_names[VECTORACCESS_LAST] = {"direct",
78 "component",
79 "static_subscript",
80 "dynamic_subscript",
81 "static_loop_subscript",
82 "dynamic_loop_subscript"};
83
84 DE_ASSERT(deInBounds32((int)accessType, 0, VECTORACCESS_LAST));
85 return s_names[(int)accessType];
86 }
87
evalArrayCoordsFloat(ShaderEvalContext & c)88 void evalArrayCoordsFloat(ShaderEvalContext &c)
89 {
90 c.color.x() = 1.875f * c.coords.x();
91 }
evalArrayCoordsVec2(ShaderEvalContext & c)92 void evalArrayCoordsVec2(ShaderEvalContext &c)
93 {
94 c.color.xy() = 1.875f * c.coords.swizzle(0, 1);
95 }
evalArrayCoordsVec3(ShaderEvalContext & c)96 void evalArrayCoordsVec3(ShaderEvalContext &c)
97 {
98 c.color.xyz() = 1.875f * c.coords.swizzle(0, 1, 2);
99 }
evalArrayCoordsVec4(ShaderEvalContext & c)100 void evalArrayCoordsVec4(ShaderEvalContext &c)
101 {
102 c.color = 1.875f * c.coords;
103 }
104
getArrayCoordsEvalFunc(DataType dataType)105 static ShaderEvalFunc getArrayCoordsEvalFunc(DataType dataType)
106 {
107 if (dataType == TYPE_FLOAT)
108 return evalArrayCoordsFloat;
109 else if (dataType == TYPE_FLOAT_VEC2)
110 return evalArrayCoordsVec2;
111 else if (dataType == TYPE_FLOAT_VEC3)
112 return evalArrayCoordsVec3;
113 else if (dataType == TYPE_FLOAT_VEC4)
114 return evalArrayCoordsVec4;
115
116 DE_ASSERT(false && "Invalid data type.");
117 return NULL;
118 }
119
evalArrayUniformFloat(ShaderEvalContext & c)120 void evalArrayUniformFloat(ShaderEvalContext &c)
121 {
122 c.color.x() = 1.875f * c.constCoords.x();
123 }
evalArrayUniformVec2(ShaderEvalContext & c)124 void evalArrayUniformVec2(ShaderEvalContext &c)
125 {
126 c.color.xy() = 1.875f * c.constCoords.swizzle(0, 1);
127 }
evalArrayUniformVec3(ShaderEvalContext & c)128 void evalArrayUniformVec3(ShaderEvalContext &c)
129 {
130 c.color.xyz() = 1.875f * c.constCoords.swizzle(0, 1, 2);
131 }
evalArrayUniformVec4(ShaderEvalContext & c)132 void evalArrayUniformVec4(ShaderEvalContext &c)
133 {
134 c.color = 1.875f * c.constCoords;
135 }
136
getArrayUniformEvalFunc(DataType dataType)137 static ShaderEvalFunc getArrayUniformEvalFunc(DataType dataType)
138 {
139 if (dataType == TYPE_FLOAT)
140 return evalArrayUniformFloat;
141 else if (dataType == TYPE_FLOAT_VEC2)
142 return evalArrayUniformVec2;
143 else if (dataType == TYPE_FLOAT_VEC3)
144 return evalArrayUniformVec3;
145 else if (dataType == TYPE_FLOAT_VEC4)
146 return evalArrayUniformVec4;
147
148 DE_ASSERT(false && "Invalid data type.");
149 return NULL;
150 }
151
152 // ShaderIndexingCase
153
154 class ShaderIndexingCase : public ShaderRenderCase
155 {
156 public:
157 ShaderIndexingCase(Context &context, const char *name, const char *description, bool isVertexCase, DataType varType,
158 ShaderEvalFunc evalFunc, const char *vertShaderSource, const char *fragShaderSource);
159 virtual ~ShaderIndexingCase(void);
160
161 private:
162 ShaderIndexingCase(const ShaderIndexingCase &); // not allowed!
163 ShaderIndexingCase &operator=(const ShaderIndexingCase &); // not allowed!
164
165 virtual void setup(uint32_t programID);
166 virtual void setupUniforms(uint32_t programID, const Vec4 &constCoords);
167
168 DataType m_varType;
169 };
170
ShaderIndexingCase(Context & context,const char * name,const char * description,bool isVertexCase,DataType varType,ShaderEvalFunc evalFunc,const char * vertShaderSource,const char * fragShaderSource)171 ShaderIndexingCase::ShaderIndexingCase(Context &context, const char *name, const char *description, bool isVertexCase,
172 DataType varType, ShaderEvalFunc evalFunc, const char *vertShaderSource,
173 const char *fragShaderSource)
174 : ShaderRenderCase(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name,
175 description, isVertexCase, evalFunc)
176 {
177 m_varType = varType;
178 m_vertShaderSource = vertShaderSource;
179 m_fragShaderSource = fragShaderSource;
180 }
181
~ShaderIndexingCase(void)182 ShaderIndexingCase::~ShaderIndexingCase(void)
183 {
184 }
185
setup(uint32_t programID)186 void ShaderIndexingCase::setup(uint32_t programID)
187 {
188 DE_UNREF(programID);
189 }
190
setupUniforms(uint32_t programID,const Vec4 & constCoords)191 void ShaderIndexingCase::setupUniforms(uint32_t programID, const Vec4 &constCoords)
192 {
193 const glw::Functions &gl = m_renderCtx.getFunctions();
194
195 DE_UNREF(constCoords);
196
197 int arrLoc = gl.getUniformLocation(programID, "u_arr");
198 if (arrLoc != -1)
199 {
200 //int scalarSize = getDataTypeScalarSize(m_varType);
201 if (m_varType == TYPE_FLOAT)
202 {
203 float arr[4];
204 arr[0] = constCoords.x();
205 arr[1] = constCoords.x() * 0.5f;
206 arr[2] = constCoords.x() * 0.25f;
207 arr[3] = constCoords.x() * 0.125f;
208 gl.uniform1fv(arrLoc, 4, &arr[0]);
209 }
210 else if (m_varType == TYPE_FLOAT_VEC2)
211 {
212 Vec2 arr[4];
213 arr[0] = constCoords.swizzle(0, 1);
214 arr[1] = constCoords.swizzle(0, 1) * 0.5f;
215 arr[2] = constCoords.swizzle(0, 1) * 0.25f;
216 arr[3] = constCoords.swizzle(0, 1) * 0.125f;
217 gl.uniform2fv(arrLoc, 4, arr[0].getPtr());
218 }
219 else if (m_varType == TYPE_FLOAT_VEC3)
220 {
221 Vec3 arr[4];
222 arr[0] = constCoords.swizzle(0, 1, 2);
223 arr[1] = constCoords.swizzle(0, 1, 2) * 0.5f;
224 arr[2] = constCoords.swizzle(0, 1, 2) * 0.25f;
225 arr[3] = constCoords.swizzle(0, 1, 2) * 0.125f;
226 gl.uniform3fv(arrLoc, 4, arr[0].getPtr());
227 }
228 else if (m_varType == TYPE_FLOAT_VEC4)
229 {
230 Vec4 arr[4];
231 arr[0] = constCoords.swizzle(0, 1, 2, 3);
232 arr[1] = constCoords.swizzle(0, 1, 2, 3) * 0.5f;
233 arr[2] = constCoords.swizzle(0, 1, 2, 3) * 0.25f;
234 arr[3] = constCoords.swizzle(0, 1, 2, 3) * 0.125f;
235 gl.uniform4fv(arrLoc, 4, arr[0].getPtr());
236 }
237 else
238 DE_TEST_ASSERT(false);
239 }
240 }
241
242 // Helpers.
243
createVaryingArrayCase(Context & context,const char * caseName,const char * description,glu::GLSLVersion glslVersion,DataType varType,IndexAccessType vertAccess,IndexAccessType fragAccess)244 static ShaderIndexingCase *createVaryingArrayCase(Context &context, const char *caseName, const char *description,
245 glu::GLSLVersion glslVersion, DataType varType,
246 IndexAccessType vertAccess, IndexAccessType fragAccess)
247 {
248 DE_ASSERT(glslVersion == glu::GLSL_VERSION_300_ES || glslVersion == glu::GLSL_VERSION_310_ES ||
249 glslVersion >= glu::GLSL_VERSION_330);
250
251 std::ostringstream vtx;
252 vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
253 vtx << "in highp vec4 a_position;\n";
254 vtx << "in highp vec4 a_coords;\n";
255 if (vertAccess == INDEXACCESS_DYNAMIC)
256 vtx << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n";
257 else if (vertAccess == INDEXACCESS_DYNAMIC_LOOP)
258 vtx << "uniform mediump int ui_four;\n";
259 vtx << "out ${PRECISION} ${VAR_TYPE} var[${ARRAY_LEN}];\n";
260 vtx << "\n";
261 vtx << "void main()\n";
262 vtx << "{\n";
263 vtx << " gl_Position = a_position;\n";
264 if (vertAccess == INDEXACCESS_STATIC)
265 {
266 vtx << " var[0] = ${VAR_TYPE}(a_coords);\n";
267 vtx << " var[1] = ${VAR_TYPE}(a_coords) * 0.5;\n";
268 vtx << " var[2] = ${VAR_TYPE}(a_coords) * 0.25;\n";
269 vtx << " var[3] = ${VAR_TYPE}(a_coords) * 0.125;\n";
270 }
271 else if (vertAccess == INDEXACCESS_DYNAMIC)
272 {
273 vtx << " var[ui_zero] = ${VAR_TYPE}(a_coords);\n";
274 vtx << " var[ui_one] = ${VAR_TYPE}(a_coords) * 0.5;\n";
275 vtx << " var[ui_two] = ${VAR_TYPE}(a_coords) * 0.25;\n";
276 vtx << " var[ui_three] = ${VAR_TYPE}(a_coords) * 0.125;\n";
277 }
278 else if (vertAccess == INDEXACCESS_STATIC_LOOP)
279 {
280 vtx << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n";
281 vtx << " for (int i = 0; i < 4; i++)\n";
282 vtx << " {\n";
283 vtx << " var[i] = ${VAR_TYPE}(coords);\n";
284 vtx << " coords = coords * 0.5;\n";
285 vtx << " }\n";
286 }
287 else
288 {
289 DE_ASSERT(vertAccess == INDEXACCESS_DYNAMIC_LOOP);
290 vtx << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n";
291 vtx << " for (int i = 0; i < ui_four; i++)\n";
292 vtx << " {\n";
293 vtx << " var[i] = ${VAR_TYPE}(coords);\n";
294 vtx << " coords = coords * 0.5;\n";
295 vtx << " }\n";
296 }
297 vtx << "}\n";
298
299 std::ostringstream frag;
300 frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
301 frag << "precision mediump int;\n";
302 frag << "layout(location = 0) out mediump vec4 o_color;\n";
303 if (fragAccess == INDEXACCESS_DYNAMIC)
304 frag << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n";
305 else if (fragAccess == INDEXACCESS_DYNAMIC_LOOP)
306 frag << "uniform int ui_four;\n";
307 frag << "in ${PRECISION} ${VAR_TYPE} var[${ARRAY_LEN}];\n";
308 frag << "\n";
309 frag << "void main()\n";
310 frag << "{\n";
311 frag << " ${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n";
312 if (fragAccess == INDEXACCESS_STATIC)
313 {
314 frag << " res += var[0];\n";
315 frag << " res += var[1];\n";
316 frag << " res += var[2];\n";
317 frag << " res += var[3];\n";
318 }
319 else if (fragAccess == INDEXACCESS_DYNAMIC)
320 {
321 frag << " res += var[ui_zero];\n";
322 frag << " res += var[ui_one];\n";
323 frag << " res += var[ui_two];\n";
324 frag << " res += var[ui_three];\n";
325 }
326 else if (fragAccess == INDEXACCESS_STATIC_LOOP)
327 {
328 frag << " for (int i = 0; i < 4; i++)\n";
329 frag << " res += var[i];\n";
330 }
331 else
332 {
333 DE_ASSERT(fragAccess == INDEXACCESS_DYNAMIC_LOOP);
334 frag << " for (int i = 0; i < ui_four; i++)\n";
335 frag << " res += var[i];\n";
336 }
337 frag << " o_color = vec4(res${PADDING});\n";
338 frag << "}\n";
339
340 // Fill in shader templates.
341 map<string, string> params;
342 params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType)));
343 params.insert(pair<string, string>("ARRAY_LEN", "4"));
344 params.insert(pair<string, string>("PRECISION", "mediump"));
345
346 if (varType == TYPE_FLOAT)
347 params.insert(pair<string, string>("PADDING", ", 0.0, 0.0, 1.0"));
348 else if (varType == TYPE_FLOAT_VEC2)
349 params.insert(pair<string, string>("PADDING", ", 0.0, 1.0"));
350 else if (varType == TYPE_FLOAT_VEC3)
351 params.insert(pair<string, string>("PADDING", ", 1.0"));
352 else
353 params.insert(pair<string, string>("PADDING", ""));
354
355 StringTemplate vertTemplate(vtx.str().c_str());
356 StringTemplate fragTemplate(frag.str().c_str());
357 string vertexShaderSource = vertTemplate.specialize(params);
358 string fragmentShaderSource = fragTemplate.specialize(params);
359
360 ShaderEvalFunc evalFunc = getArrayCoordsEvalFunc(varType);
361 return new ShaderIndexingCase(context, caseName, description, true, varType, evalFunc, vertexShaderSource.c_str(),
362 fragmentShaderSource.c_str());
363 }
364
createUniformArrayCase(Context & context,const char * caseName,const char * description,glu::GLSLVersion glslVersion,bool isVertexCase,DataType varType,IndexAccessType readAccess)365 static ShaderIndexingCase *createUniformArrayCase(Context &context, const char *caseName, const char *description,
366 glu::GLSLVersion glslVersion, bool isVertexCase, DataType varType,
367 IndexAccessType readAccess)
368 {
369 DE_ASSERT(glslVersion == glu::GLSL_VERSION_300_ES || glslVersion == glu::GLSL_VERSION_310_ES ||
370 glslVersion >= glu::GLSL_VERSION_330);
371
372 std::ostringstream vtx;
373 std::ostringstream frag;
374 std::ostringstream &op = isVertexCase ? vtx : frag;
375
376 vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
377 frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
378
379 vtx << "in highp vec4 a_position;\n";
380 vtx << "in highp vec4 a_coords;\n";
381 frag << "layout(location = 0) out mediump vec4 o_color;\n";
382
383 if (isVertexCase)
384 {
385 vtx << "out mediump vec4 v_color;\n";
386 frag << "in mediump vec4 v_color;\n";
387 }
388 else
389 {
390 vtx << "out mediump vec4 v_coords;\n";
391 frag << "in mediump vec4 v_coords;\n";
392 }
393
394 if (readAccess == INDEXACCESS_DYNAMIC)
395 op << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n";
396 else if (readAccess == INDEXACCESS_DYNAMIC_LOOP)
397 op << "uniform mediump int ui_four;\n";
398
399 op << "uniform ${PRECISION} ${VAR_TYPE} u_arr[${ARRAY_LEN}];\n";
400
401 vtx << "\n";
402 vtx << "void main()\n";
403 vtx << "{\n";
404 vtx << " gl_Position = a_position;\n";
405
406 frag << "\n";
407 frag << "void main()\n";
408 frag << "{\n";
409
410 // Read array.
411 op << " ${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n";
412 if (readAccess == INDEXACCESS_STATIC)
413 {
414 op << " res += u_arr[0];\n";
415 op << " res += u_arr[1];\n";
416 op << " res += u_arr[2];\n";
417 op << " res += u_arr[3];\n";
418 }
419 else if (readAccess == INDEXACCESS_DYNAMIC)
420 {
421 op << " res += u_arr[ui_zero];\n";
422 op << " res += u_arr[ui_one];\n";
423 op << " res += u_arr[ui_two];\n";
424 op << " res += u_arr[ui_three];\n";
425 }
426 else if (readAccess == INDEXACCESS_STATIC_LOOP)
427 {
428 op << " for (int i = 0; i < 4; i++)\n";
429 op << " res += u_arr[i];\n";
430 }
431 else
432 {
433 DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP);
434 op << " for (int i = 0; i < ui_four; i++)\n";
435 op << " res += u_arr[i];\n";
436 }
437
438 if (isVertexCase)
439 {
440 vtx << " v_color = vec4(res${PADDING});\n";
441 frag << " o_color = v_color;\n";
442 }
443 else
444 {
445 vtx << " v_coords = a_coords;\n";
446 frag << " o_color = vec4(res${PADDING});\n";
447 }
448
449 vtx << "}\n";
450 frag << "}\n";
451
452 // Fill in shader templates.
453 map<string, string> params;
454 params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType)));
455 params.insert(pair<string, string>("ARRAY_LEN", "4"));
456 params.insert(pair<string, string>("PRECISION", "mediump"));
457
458 if (varType == TYPE_FLOAT)
459 params.insert(pair<string, string>("PADDING", ", 0.0, 0.0, 1.0"));
460 else if (varType == TYPE_FLOAT_VEC2)
461 params.insert(pair<string, string>("PADDING", ", 0.0, 1.0"));
462 else if (varType == TYPE_FLOAT_VEC3)
463 params.insert(pair<string, string>("PADDING", ", 1.0"));
464 else
465 params.insert(pair<string, string>("PADDING", ""));
466
467 StringTemplate vertTemplate(vtx.str().c_str());
468 StringTemplate fragTemplate(frag.str().c_str());
469 string vertexShaderSource = vertTemplate.specialize(params);
470 string fragmentShaderSource = fragTemplate.specialize(params);
471
472 ShaderEvalFunc evalFunc = getArrayUniformEvalFunc(varType);
473 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc,
474 vertexShaderSource.c_str(), fragmentShaderSource.c_str());
475 }
476
createTmpArrayCase(Context & context,const char * caseName,const char * description,glu::GLSLVersion glslVersion,bool isVertexCase,DataType varType,IndexAccessType writeAccess,IndexAccessType readAccess)477 static ShaderIndexingCase *createTmpArrayCase(Context &context, const char *caseName, const char *description,
478 glu::GLSLVersion glslVersion, bool isVertexCase, DataType varType,
479 IndexAccessType writeAccess, IndexAccessType readAccess)
480 {
481 DE_ASSERT(glslVersion == glu::GLSL_VERSION_300_ES || glslVersion == glu::GLSL_VERSION_310_ES ||
482 glslVersion >= glu::GLSL_VERSION_330);
483
484 std::ostringstream vtx;
485 std::ostringstream frag;
486 std::ostringstream &op = isVertexCase ? vtx : frag;
487
488 vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
489 frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
490
491 vtx << "in highp vec4 a_position;\n";
492 vtx << "in highp vec4 a_coords;\n";
493 frag << "layout(location = 0) out mediump vec4 o_color;\n";
494
495 if (isVertexCase)
496 {
497 vtx << "out mediump vec4 v_color;\n";
498 frag << "in mediump vec4 v_color;\n";
499 }
500 else
501 {
502 vtx << "out mediump vec4 v_coords;\n";
503 frag << "in mediump vec4 v_coords;\n";
504 }
505
506 if (writeAccess == INDEXACCESS_DYNAMIC || readAccess == INDEXACCESS_DYNAMIC)
507 op << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n";
508
509 if (writeAccess == INDEXACCESS_DYNAMIC_LOOP || readAccess == INDEXACCESS_DYNAMIC_LOOP)
510 op << "uniform mediump int ui_four;\n";
511
512 vtx << "\n";
513 vtx << "void main()\n";
514 vtx << "{\n";
515 vtx << " gl_Position = a_position;\n";
516
517 frag << "\n";
518 frag << "void main()\n";
519 frag << "{\n";
520
521 // Write array.
522 if (isVertexCase)
523 op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n";
524 else
525 op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(v_coords);\n";
526
527 op << " ${PRECISION} ${VAR_TYPE} arr[${ARRAY_LEN}];\n";
528 if (writeAccess == INDEXACCESS_STATIC)
529 {
530 op << " arr[0] = ${VAR_TYPE}(coords);\n";
531 op << " arr[1] = ${VAR_TYPE}(coords) * 0.5;\n";
532 op << " arr[2] = ${VAR_TYPE}(coords) * 0.25;\n";
533 op << " arr[3] = ${VAR_TYPE}(coords) * 0.125;\n";
534 }
535 else if (writeAccess == INDEXACCESS_DYNAMIC)
536 {
537 op << " arr[ui_zero] = ${VAR_TYPE}(coords);\n";
538 op << " arr[ui_one] = ${VAR_TYPE}(coords) * 0.5;\n";
539 op << " arr[ui_two] = ${VAR_TYPE}(coords) * 0.25;\n";
540 op << " arr[ui_three] = ${VAR_TYPE}(coords) * 0.125;\n";
541 }
542 else if (writeAccess == INDEXACCESS_STATIC_LOOP)
543 {
544 op << " for (int i = 0; i < 4; i++)\n";
545 op << " {\n";
546 op << " arr[i] = ${VAR_TYPE}(coords);\n";
547 op << " coords = coords * 0.5;\n";
548 op << " }\n";
549 }
550 else
551 {
552 DE_ASSERT(writeAccess == INDEXACCESS_DYNAMIC_LOOP);
553 op << " for (int i = 0; i < ui_four; i++)\n";
554 op << " {\n";
555 op << " arr[i] = ${VAR_TYPE}(coords);\n";
556 op << " coords = coords * 0.5;\n";
557 op << " }\n";
558 }
559
560 // Read array.
561 op << " ${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n";
562 if (readAccess == INDEXACCESS_STATIC)
563 {
564 op << " res += arr[0];\n";
565 op << " res += arr[1];\n";
566 op << " res += arr[2];\n";
567 op << " res += arr[3];\n";
568 }
569 else if (readAccess == INDEXACCESS_DYNAMIC)
570 {
571 op << " res += arr[ui_zero];\n";
572 op << " res += arr[ui_one];\n";
573 op << " res += arr[ui_two];\n";
574 op << " res += arr[ui_three];\n";
575 }
576 else if (readAccess == INDEXACCESS_STATIC_LOOP)
577 {
578 op << " for (int i = 0; i < 4; i++)\n";
579 op << " res += arr[i];\n";
580 }
581 else
582 {
583 DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP);
584 op << " for (int i = 0; i < ui_four; i++)\n";
585 op << " res += arr[i];\n";
586 }
587
588 if (isVertexCase)
589 {
590 vtx << " v_color = vec4(res${PADDING});\n";
591 frag << " o_color = v_color;\n";
592 }
593 else
594 {
595 vtx << " v_coords = a_coords;\n";
596 frag << " o_color = vec4(res${PADDING});\n";
597 }
598
599 vtx << "}\n";
600 frag << "}\n";
601
602 // Fill in shader templates.
603 map<string, string> params;
604 params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType)));
605 params.insert(pair<string, string>("ARRAY_LEN", "4"));
606 params.insert(pair<string, string>("PRECISION", "mediump"));
607
608 if (varType == TYPE_FLOAT)
609 params.insert(pair<string, string>("PADDING", ", 0.0, 0.0, 1.0"));
610 else if (varType == TYPE_FLOAT_VEC2)
611 params.insert(pair<string, string>("PADDING", ", 0.0, 1.0"));
612 else if (varType == TYPE_FLOAT_VEC3)
613 params.insert(pair<string, string>("PADDING", ", 1.0"));
614 else
615 params.insert(pair<string, string>("PADDING", ""));
616
617 StringTemplate vertTemplate(vtx.str().c_str());
618 StringTemplate fragTemplate(frag.str().c_str());
619 string vertexShaderSource = vertTemplate.specialize(params);
620 string fragmentShaderSource = fragTemplate.specialize(params);
621
622 ShaderEvalFunc evalFunc = getArrayCoordsEvalFunc(varType);
623 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc,
624 vertexShaderSource.c_str(), fragmentShaderSource.c_str());
625 }
626
evalGreenColor(ShaderEvalContext & c)627 void evalGreenColor(ShaderEvalContext &c)
628 {
629 c.color = Vec4(0.0f, 1.0f, 0.0f, 1.0f);
630 }
631
createTmpArrayVertexIdCase(Context & context,const char * caseName,const char * description,glu::GLSLVersion glslVersion)632 static ShaderIndexingCase *createTmpArrayVertexIdCase(Context &context, const char *caseName, const char *description,
633 glu::GLSLVersion glslVersion)
634 {
635 DE_ASSERT(glslVersion == glu::GLSL_VERSION_300_ES || glslVersion == glu::GLSL_VERSION_310_ES ||
636 glslVersion >= glu::GLSL_VERSION_330);
637
638 std::string vtx =
639 glu::getGLSLVersionDeclaration(glslVersion) + std::string("\n"
640 "precision highp float;\n"
641 "in vec4 a_position;\n"
642 "out float color[4];\n"
643 "void main()\n"
644 "{\n"
645 " for(int i = 0; i < 4; i++)\n"
646 " {\n"
647 " int j = (gl_VertexID + i) % 4;\n"
648 " color[j] = (j % 2 == 0) ? 0.0 : 1.0;\n"
649 " }\n"
650 " gl_Position = vec4(a_position.xy, 0.0, 1.0);\n"
651 "}\n");
652
653 std::string frag = glu::getGLSLVersionDeclaration(glslVersion) +
654 std::string("\n"
655 "precision highp float;\n"
656 "in float color[4];\n"
657 "layout(location = 0) out vec4 o_color;\n"
658 "void main()\n"
659 "{\n"
660 " float temp[4];\n"
661 " for(int i = 0; i < 4; i++)\n"
662 " {\n"
663 " temp[i] = color[i];\n"
664 " o_color = vec4(temp[0], temp[1], temp[2], temp[3]);\n"
665 " }\n"
666 "}\n");
667
668 return new ShaderIndexingCase(context, caseName, description, false, TYPE_FLOAT, evalGreenColor, vtx.c_str(),
669 frag.c_str());
670 }
671
672 // VECTOR SUBSCRIPT.
673
evalSubscriptVec2(ShaderEvalContext & c)674 void evalSubscriptVec2(ShaderEvalContext &c)
675 {
676 c.color.xyz() = Vec3(c.coords.x() + 0.5f * c.coords.y());
677 }
evalSubscriptVec3(ShaderEvalContext & c)678 void evalSubscriptVec3(ShaderEvalContext &c)
679 {
680 c.color.xyz() = Vec3(c.coords.x() + 0.5f * c.coords.y() + 0.25f * c.coords.z());
681 }
evalSubscriptVec4(ShaderEvalContext & c)682 void evalSubscriptVec4(ShaderEvalContext &c)
683 {
684 c.color.xyz() = Vec3(c.coords.x() + 0.5f * c.coords.y() + 0.25f * c.coords.z() + 0.125f * c.coords.w());
685 }
686
getVectorSubscriptEvalFunc(DataType dataType)687 static ShaderEvalFunc getVectorSubscriptEvalFunc(DataType dataType)
688 {
689 if (dataType == TYPE_FLOAT_VEC2)
690 return evalSubscriptVec2;
691 else if (dataType == TYPE_FLOAT_VEC3)
692 return evalSubscriptVec3;
693 else if (dataType == TYPE_FLOAT_VEC4)
694 return evalSubscriptVec4;
695
696 DE_ASSERT(false && "Invalid data type.");
697 return NULL;
698 }
699
createVectorSubscriptCase(Context & context,const char * caseName,const char * description,glu::GLSLVersion glslVersion,bool isVertexCase,DataType varType,VectorAccessType writeAccess,VectorAccessType readAccess)700 static ShaderIndexingCase *createVectorSubscriptCase(Context &context, const char *caseName, const char *description,
701 glu::GLSLVersion glslVersion, bool isVertexCase, DataType varType,
702 VectorAccessType writeAccess, VectorAccessType readAccess)
703 {
704 std::ostringstream vtx;
705 std::ostringstream frag;
706 std::ostringstream &op = isVertexCase ? vtx : frag;
707
708 int vecLen = getDataTypeScalarSize(varType);
709 const char *vecLenName = getIntUniformName(vecLen);
710
711 vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
712 frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
713
714 vtx << "in highp vec4 a_position;\n";
715 vtx << "in highp vec4 a_coords;\n";
716 frag << "layout(location = 0) out mediump vec4 o_color;\n";
717
718 if (isVertexCase)
719 {
720 vtx << "out mediump vec3 v_color;\n";
721 frag << "in mediump vec3 v_color;\n";
722 }
723 else
724 {
725 vtx << "out mediump vec4 v_coords;\n";
726 frag << "in mediump vec4 v_coords;\n";
727 }
728
729 if (writeAccess == SUBSCRIPT_DYNAMIC || readAccess == SUBSCRIPT_DYNAMIC)
730 {
731 op << "uniform mediump int ui_zero";
732 if (vecLen >= 2)
733 op << ", ui_one";
734 if (vecLen >= 3)
735 op << ", ui_two";
736 if (vecLen >= 4)
737 op << ", ui_three";
738 op << ";\n";
739 }
740
741 if (writeAccess == SUBSCRIPT_DYNAMIC_LOOP || readAccess == SUBSCRIPT_DYNAMIC_LOOP)
742 op << "uniform mediump int " << vecLenName << ";\n";
743
744 vtx << "\n";
745 vtx << "void main()\n";
746 vtx << "{\n";
747 vtx << " gl_Position = a_position;\n";
748
749 frag << "\n";
750 frag << "void main()\n";
751 frag << "{\n";
752
753 // Write vector.
754 if (isVertexCase)
755 op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n";
756 else
757 op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(v_coords);\n";
758
759 op << " ${PRECISION} ${VAR_TYPE} tmp;\n";
760 if (writeAccess == DIRECT)
761 op << " tmp = coords.${SWIZZLE} * vec4(1.0, 0.5, 0.25, 0.125).${SWIZZLE};\n";
762 else if (writeAccess == COMPONENT)
763 {
764 op << " tmp.x = coords.x;\n";
765 if (vecLen >= 2)
766 op << " tmp.y = coords.y * 0.5;\n";
767 if (vecLen >= 3)
768 op << " tmp.z = coords.z * 0.25;\n";
769 if (vecLen >= 4)
770 op << " tmp.w = coords.w * 0.125;\n";
771 }
772 else if (writeAccess == SUBSCRIPT_STATIC)
773 {
774 op << " tmp[0] = coords.x;\n";
775 if (vecLen >= 2)
776 op << " tmp[1] = coords.y * 0.5;\n";
777 if (vecLen >= 3)
778 op << " tmp[2] = coords.z * 0.25;\n";
779 if (vecLen >= 4)
780 op << " tmp[3] = coords.w * 0.125;\n";
781 }
782 else if (writeAccess == SUBSCRIPT_DYNAMIC)
783 {
784 op << " tmp[ui_zero] = coords.x;\n";
785 if (vecLen >= 2)
786 op << " tmp[ui_one] = coords.y * 0.5;\n";
787 if (vecLen >= 3)
788 op << " tmp[ui_two] = coords.z * 0.25;\n";
789 if (vecLen >= 4)
790 op << " tmp[ui_three] = coords.w * 0.125;\n";
791 }
792 else if (writeAccess == SUBSCRIPT_STATIC_LOOP)
793 {
794 op << " for (int i = 0; i < " << vecLen << "; i++)\n";
795 op << " {\n";
796 op << " tmp[i] = coords.x;\n";
797 op << " coords = coords.${ROT_SWIZZLE} * 0.5;\n";
798 op << " }\n";
799 }
800 else
801 {
802 DE_ASSERT(writeAccess == SUBSCRIPT_DYNAMIC_LOOP);
803 op << " for (int i = 0; i < " << vecLenName << "; i++)\n";
804 op << " {\n";
805 op << " tmp[i] = coords.x;\n";
806 op << " coords = coords.${ROT_SWIZZLE} * 0.5;\n";
807 op << " }\n";
808 }
809
810 // Read vector.
811 op << " ${PRECISION} float res = 0.0;\n";
812 if (readAccess == DIRECT)
813 op << " res = dot(tmp, ${VAR_TYPE}(1.0));\n";
814 else if (readAccess == COMPONENT)
815 {
816 op << " res += tmp.x;\n";
817 if (vecLen >= 2)
818 op << " res += tmp.y;\n";
819 if (vecLen >= 3)
820 op << " res += tmp.z;\n";
821 if (vecLen >= 4)
822 op << " res += tmp.w;\n";
823 }
824 else if (readAccess == SUBSCRIPT_STATIC)
825 {
826 op << " res += tmp[0];\n";
827 if (vecLen >= 2)
828 op << " res += tmp[1];\n";
829 if (vecLen >= 3)
830 op << " res += tmp[2];\n";
831 if (vecLen >= 4)
832 op << " res += tmp[3];\n";
833 }
834 else if (readAccess == SUBSCRIPT_DYNAMIC)
835 {
836 op << " res += tmp[ui_zero];\n";
837 if (vecLen >= 2)
838 op << " res += tmp[ui_one];\n";
839 if (vecLen >= 3)
840 op << " res += tmp[ui_two];\n";
841 if (vecLen >= 4)
842 op << " res += tmp[ui_three];\n";
843 }
844 else if (readAccess == SUBSCRIPT_STATIC_LOOP)
845 {
846 op << " for (int i = 0; i < " << vecLen << "; i++)\n";
847 op << " res += tmp[i];\n";
848 }
849 else
850 {
851 DE_ASSERT(readAccess == SUBSCRIPT_DYNAMIC_LOOP);
852 op << " for (int i = 0; i < " << vecLenName << "; i++)\n";
853 op << " res += tmp[i];\n";
854 }
855
856 if (isVertexCase)
857 {
858 vtx << " v_color = vec3(res);\n";
859 frag << " o_color = vec4(v_color.rgb, 1.0);\n";
860 }
861 else
862 {
863 vtx << " v_coords = a_coords;\n";
864 frag << " o_color = vec4(vec3(res), 1.0);\n";
865 }
866
867 vtx << "}\n";
868 frag << "}\n";
869
870 // Fill in shader templates.
871 static const char *s_swizzles[5] = {"", "x", "xy", "xyz", "xyzw"};
872 static const char *s_rotSwizzles[5] = {"", "x", "yx", "yzx", "yzwx"};
873
874 map<string, string> params;
875 params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType)));
876 params.insert(pair<string, string>("PRECISION", "mediump"));
877 params.insert(pair<string, string>("SWIZZLE", s_swizzles[vecLen]));
878 params.insert(pair<string, string>("ROT_SWIZZLE", s_rotSwizzles[vecLen]));
879
880 StringTemplate vertTemplate(vtx.str().c_str());
881 StringTemplate fragTemplate(frag.str().c_str());
882 string vertexShaderSource = vertTemplate.specialize(params);
883 string fragmentShaderSource = fragTemplate.specialize(params);
884
885 ShaderEvalFunc evalFunc = getVectorSubscriptEvalFunc(varType);
886 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc,
887 vertexShaderSource.c_str(), fragmentShaderSource.c_str());
888 }
889
890 // MATRIX SUBSCRIPT.
891
evalSubscriptMat2(ShaderEvalContext & c)892 void evalSubscriptMat2(ShaderEvalContext &c)
893 {
894 c.color.xy() = c.coords.swizzle(0, 1) + 0.5f * c.coords.swizzle(1, 2);
895 }
evalSubscriptMat2x3(ShaderEvalContext & c)896 void evalSubscriptMat2x3(ShaderEvalContext &c)
897 {
898 c.color.xyz() = c.coords.swizzle(0, 1, 2) + 0.5f * c.coords.swizzle(1, 2, 3);
899 }
evalSubscriptMat2x4(ShaderEvalContext & c)900 void evalSubscriptMat2x4(ShaderEvalContext &c)
901 {
902 c.color = c.coords.swizzle(0, 1, 2, 3) + 0.5f * c.coords.swizzle(1, 2, 3, 0);
903 }
904
evalSubscriptMat3x2(ShaderEvalContext & c)905 void evalSubscriptMat3x2(ShaderEvalContext &c)
906 {
907 c.color.xy() = c.coords.swizzle(0, 1) + 0.5f * c.coords.swizzle(1, 2) + 0.25f * c.coords.swizzle(2, 3);
908 }
evalSubscriptMat3(ShaderEvalContext & c)909 void evalSubscriptMat3(ShaderEvalContext &c)
910 {
911 c.color.xyz() = c.coords.swizzle(0, 1, 2) + 0.5f * c.coords.swizzle(1, 2, 3) + 0.25f * c.coords.swizzle(2, 3, 0);
912 }
evalSubscriptMat3x4(ShaderEvalContext & c)913 void evalSubscriptMat3x4(ShaderEvalContext &c)
914 {
915 c.color = c.coords.swizzle(0, 1, 2, 3) + 0.5f * c.coords.swizzle(1, 2, 3, 0) + 0.25f * c.coords.swizzle(2, 3, 0, 1);
916 }
917
evalSubscriptMat4x2(ShaderEvalContext & c)918 void evalSubscriptMat4x2(ShaderEvalContext &c)
919 {
920 c.color.xy() = c.coords.swizzle(0, 1) + 0.5f * c.coords.swizzle(1, 2) + 0.25f * c.coords.swizzle(2, 3) +
921 0.125f * c.coords.swizzle(3, 0);
922 }
evalSubscriptMat4x3(ShaderEvalContext & c)923 void evalSubscriptMat4x3(ShaderEvalContext &c)
924 {
925 c.color.xyz() = c.coords.swizzle(0, 1, 2) + 0.5f * c.coords.swizzle(1, 2, 3) + 0.25f * c.coords.swizzle(2, 3, 0) +
926 0.125f * c.coords.swizzle(3, 0, 1);
927 }
evalSubscriptMat4(ShaderEvalContext & c)928 void evalSubscriptMat4(ShaderEvalContext &c)
929 {
930 c.color = c.coords + 0.5f * c.coords.swizzle(1, 2, 3, 0) + 0.25f * c.coords.swizzle(2, 3, 0, 1) +
931 0.125f * c.coords.swizzle(3, 0, 1, 2);
932 }
933
getMatrixSubscriptEvalFunc(DataType dataType)934 static ShaderEvalFunc getMatrixSubscriptEvalFunc(DataType dataType)
935 {
936 switch (dataType)
937 {
938 case TYPE_FLOAT_MAT2:
939 return evalSubscriptMat2;
940 case TYPE_FLOAT_MAT2X3:
941 return evalSubscriptMat2x3;
942 case TYPE_FLOAT_MAT2X4:
943 return evalSubscriptMat2x4;
944 case TYPE_FLOAT_MAT3X2:
945 return evalSubscriptMat3x2;
946 case TYPE_FLOAT_MAT3:
947 return evalSubscriptMat3;
948 case TYPE_FLOAT_MAT3X4:
949 return evalSubscriptMat3x4;
950 case TYPE_FLOAT_MAT4X2:
951 return evalSubscriptMat4x2;
952 case TYPE_FLOAT_MAT4X3:
953 return evalSubscriptMat4x3;
954 case TYPE_FLOAT_MAT4:
955 return evalSubscriptMat4;
956
957 default:
958 DE_ASSERT(false && "Invalid data type.");
959 return DE_NULL;
960 }
961 }
962
createMatrixSubscriptCase(Context & context,const char * caseName,const char * description,glu::GLSLVersion glslVersion,bool isVertexCase,DataType varType,IndexAccessType writeAccess,IndexAccessType readAccess)963 static ShaderIndexingCase *createMatrixSubscriptCase(Context &context, const char *caseName, const char *description,
964 glu::GLSLVersion glslVersion, bool isVertexCase, DataType varType,
965 IndexAccessType writeAccess, IndexAccessType readAccess)
966 {
967 DE_ASSERT(glslVersion == glu::GLSL_VERSION_300_ES || glslVersion == glu::GLSL_VERSION_310_ES ||
968 glslVersion >= glu::GLSL_VERSION_330);
969
970 std::ostringstream vtx;
971 std::ostringstream frag;
972 std::ostringstream &op = isVertexCase ? vtx : frag;
973
974 int numCols = getDataTypeMatrixNumColumns(varType);
975 int numRows = getDataTypeMatrixNumRows(varType);
976 const char *matSizeName = getIntUniformName(numCols);
977 DataType vecType = getDataTypeFloatVec(numRows);
978
979 vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
980 frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
981
982 vtx << "in highp vec4 a_position;\n";
983 vtx << "in highp vec4 a_coords;\n";
984 frag << "layout(location = 0) out mediump vec4 o_color;\n";
985
986 if (isVertexCase)
987 {
988 vtx << "out mediump vec4 v_color;\n";
989 frag << "in mediump vec4 v_color;\n";
990 }
991 else
992 {
993 vtx << "out mediump vec4 v_coords;\n";
994 frag << "in mediump vec4 v_coords;\n";
995 }
996
997 if (writeAccess == INDEXACCESS_DYNAMIC || readAccess == INDEXACCESS_DYNAMIC)
998 {
999 op << "uniform mediump int ui_zero";
1000 if (numCols >= 2)
1001 op << ", ui_one";
1002 if (numCols >= 3)
1003 op << ", ui_two";
1004 if (numCols >= 4)
1005 op << ", ui_three";
1006 op << ";\n";
1007 }
1008
1009 if (writeAccess == INDEXACCESS_DYNAMIC_LOOP || readAccess == INDEXACCESS_DYNAMIC_LOOP)
1010 op << "uniform mediump int " << matSizeName << ";\n";
1011
1012 vtx << "\n";
1013 vtx << "void main()\n";
1014 vtx << "{\n";
1015 vtx << " gl_Position = a_position;\n";
1016
1017 frag << "\n";
1018 frag << "void main()\n";
1019 frag << "{\n";
1020
1021 // Write matrix.
1022 if (isVertexCase)
1023 op << " ${PRECISION} vec4 coords = a_coords;\n";
1024 else
1025 op << " ${PRECISION} vec4 coords = v_coords;\n";
1026
1027 op << " ${PRECISION} ${MAT_TYPE} tmp;\n";
1028 if (writeAccess == INDEXACCESS_STATIC)
1029 {
1030 op << " tmp[0] = ${VEC_TYPE}(coords);\n";
1031 if (numCols >= 2)
1032 op << " tmp[1] = ${VEC_TYPE}(coords.yzwx) * 0.5;\n";
1033 if (numCols >= 3)
1034 op << " tmp[2] = ${VEC_TYPE}(coords.zwxy) * 0.25;\n";
1035 if (numCols >= 4)
1036 op << " tmp[3] = ${VEC_TYPE}(coords.wxyz) * 0.125;\n";
1037 }
1038 else if (writeAccess == INDEXACCESS_DYNAMIC)
1039 {
1040 op << " tmp[ui_zero] = ${VEC_TYPE}(coords);\n";
1041 if (numCols >= 2)
1042 op << " tmp[ui_one] = ${VEC_TYPE}(coords.yzwx) * 0.5;\n";
1043 if (numCols >= 3)
1044 op << " tmp[ui_two] = ${VEC_TYPE}(coords.zwxy) * 0.25;\n";
1045 if (numCols >= 4)
1046 op << " tmp[ui_three] = ${VEC_TYPE}(coords.wxyz) * 0.125;\n";
1047 }
1048 else if (writeAccess == INDEXACCESS_STATIC_LOOP)
1049 {
1050 op << " for (int i = 0; i < " << numCols << "; i++)\n";
1051 op << " {\n";
1052 op << " tmp[i] = ${VEC_TYPE}(coords);\n";
1053 op << " coords = coords.yzwx * 0.5;\n";
1054 op << " }\n";
1055 }
1056 else
1057 {
1058 DE_ASSERT(writeAccess == INDEXACCESS_DYNAMIC_LOOP);
1059 op << " for (int i = 0; i < " << matSizeName << "; i++)\n";
1060 op << " {\n";
1061 op << " tmp[i] = ${VEC_TYPE}(coords);\n";
1062 op << " coords = coords.yzwx * 0.5;\n";
1063 op << " }\n";
1064 }
1065
1066 // Read matrix.
1067 op << " ${PRECISION} ${VEC_TYPE} res = ${VEC_TYPE}(0.0);\n";
1068 if (readAccess == INDEXACCESS_STATIC)
1069 {
1070 op << " res += tmp[0];\n";
1071 if (numCols >= 2)
1072 op << " res += tmp[1];\n";
1073 if (numCols >= 3)
1074 op << " res += tmp[2];\n";
1075 if (numCols >= 4)
1076 op << " res += tmp[3];\n";
1077 }
1078 else if (readAccess == INDEXACCESS_DYNAMIC)
1079 {
1080 op << " res += tmp[ui_zero];\n";
1081 if (numCols >= 2)
1082 op << " res += tmp[ui_one];\n";
1083 if (numCols >= 3)
1084 op << " res += tmp[ui_two];\n";
1085 if (numCols >= 4)
1086 op << " res += tmp[ui_three];\n";
1087 }
1088 else if (readAccess == INDEXACCESS_STATIC_LOOP)
1089 {
1090 op << " for (int i = 0; i < " << numCols << "; i++)\n";
1091 op << " res += tmp[i];\n";
1092 }
1093 else
1094 {
1095 DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP);
1096 op << " for (int i = 0; i < " << matSizeName << "; i++)\n";
1097 op << " res += tmp[i];\n";
1098 }
1099
1100 if (isVertexCase)
1101 {
1102 vtx << " v_color = vec4(res${PADDING});\n";
1103 frag << " o_color = v_color;\n";
1104 }
1105 else
1106 {
1107 vtx << " v_coords = a_coords;\n";
1108 frag << " o_color = vec4(res${PADDING});\n";
1109 }
1110
1111 vtx << "}\n";
1112 frag << "}\n";
1113
1114 // Fill in shader templates.
1115 map<string, string> params;
1116 params.insert(pair<string, string>("MAT_TYPE", getDataTypeName(varType)));
1117 params.insert(pair<string, string>("VEC_TYPE", getDataTypeName(vecType)));
1118 params.insert(pair<string, string>("PRECISION", "mediump"));
1119
1120 if (numRows == 2)
1121 params.insert(pair<string, string>("PADDING", ", 0.0, 1.0"));
1122 else if (numRows == 3)
1123 params.insert(pair<string, string>("PADDING", ", 1.0"));
1124 else
1125 params.insert(pair<string, string>("PADDING", ""));
1126
1127 StringTemplate vertTemplate(vtx.str().c_str());
1128 StringTemplate fragTemplate(frag.str().c_str());
1129 string vertexShaderSource = vertTemplate.specialize(params);
1130 string fragmentShaderSource = fragTemplate.specialize(params);
1131
1132 ShaderEvalFunc evalFunc = getMatrixSubscriptEvalFunc(varType);
1133 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc,
1134 vertexShaderSource.c_str(), fragmentShaderSource.c_str());
1135 }
1136
1137 // ShaderIndexingTests.
1138
ShaderIndexingTests(Context & context,glu::GLSLVersion glslVersion)1139 ShaderIndexingTests::ShaderIndexingTests(Context &context, glu::GLSLVersion glslVersion)
1140 : TestCaseGroup(context, "indexing", "Indexing Tests")
1141 , m_glslVersion(glslVersion)
1142 {
1143 }
1144
~ShaderIndexingTests(void)1145 ShaderIndexingTests::~ShaderIndexingTests(void)
1146 {
1147 }
1148
init(void)1149 void ShaderIndexingTests::init(void)
1150 {
1151 static const DataType s_floatAndVecTypes[] = {TYPE_FLOAT, TYPE_FLOAT_VEC2, TYPE_FLOAT_VEC3, TYPE_FLOAT_VEC4};
1152
1153 static const ShaderType s_shaderTypes[] = {SHADERTYPE_VERTEX, SHADERTYPE_FRAGMENT};
1154
1155 // Varying array access cases.
1156 {
1157 TestCaseGroup *varyingGroup = new TestCaseGroup(m_context, "varying_array", "Varying array access tests.");
1158 addChild(varyingGroup);
1159
1160 for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++)
1161 {
1162 DataType varType = s_floatAndVecTypes[typeNdx];
1163 for (int vertAccess = 0; vertAccess < INDEXACCESS_LAST; vertAccess++)
1164 {
1165 for (int fragAccess = 0; fragAccess < INDEXACCESS_LAST; fragAccess++)
1166 {
1167 if (vertAccess == INDEXACCESS_STATIC && fragAccess == INDEXACCESS_STATIC)
1168 continue;
1169
1170 const char *vertAccessName = getIndexAccessTypeName((IndexAccessType)vertAccess);
1171 const char *fragAccessName = getIndexAccessTypeName((IndexAccessType)fragAccess);
1172 string name =
1173 string(getDataTypeName(varType)) + "_" + vertAccessName + "_write_" + fragAccessName + "_read";
1174 string desc = string("Varying array with ") + vertAccessName + " write in vertex shader and " +
1175 fragAccessName + " read in fragment shader.";
1176 varyingGroup->addChild(createVaryingArrayCase(m_context, name.c_str(), desc.c_str(), m_glslVersion,
1177 varType, (IndexAccessType)vertAccess,
1178 (IndexAccessType)fragAccess));
1179 }
1180 }
1181 }
1182 }
1183
1184 // Uniform array access cases.
1185 {
1186 TestCaseGroup *uniformGroup = new TestCaseGroup(m_context, "uniform_array", "Uniform array access tests.");
1187 addChild(uniformGroup);
1188
1189 for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++)
1190 {
1191 DataType varType = s_floatAndVecTypes[typeNdx];
1192 for (int readAccess = 0; readAccess < INDEXACCESS_LAST; readAccess++)
1193 {
1194 const char *readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess);
1195 for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++)
1196 {
1197 ShaderType shaderType = s_shaderTypes[shaderTypeNdx];
1198 const char *shaderTypeName = getShaderTypeName((ShaderType)shaderType);
1199 string name = string(getDataTypeName(varType)) + "_" + readAccessName + "_read_" + shaderTypeName;
1200 string desc =
1201 string("Uniform array with ") + readAccessName + " read in " + shaderTypeName + " shader.";
1202 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX);
1203 uniformGroup->addChild(createUniformArrayCase(m_context, name.c_str(), desc.c_str(), m_glslVersion,
1204 isVertexCase, varType, (IndexAccessType)readAccess));
1205 }
1206 }
1207 }
1208 }
1209
1210 // Temporary array access cases.
1211 {
1212 TestCaseGroup *tmpGroup = new TestCaseGroup(m_context, "tmp_array", "Temporary array access tests.");
1213 addChild(tmpGroup);
1214
1215 for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++)
1216 {
1217 DataType varType = s_floatAndVecTypes[typeNdx];
1218 for (int isReadStatic = 0; isReadStatic < 2; isReadStatic++)
1219 {
1220 for (int access = INDEXACCESS_STATIC + 1; access < INDEXACCESS_LAST; access++)
1221 {
1222 IndexAccessType readAccess = isReadStatic ? INDEXACCESS_STATIC : (IndexAccessType)access;
1223 IndexAccessType writeAccess = isReadStatic ? (IndexAccessType)access : INDEXACCESS_STATIC;
1224
1225 const char *writeAccessName = getIndexAccessTypeName(writeAccess);
1226 const char *readAccessName = getIndexAccessTypeName(readAccess);
1227
1228 for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++)
1229 {
1230 ShaderType shaderType = s_shaderTypes[shaderTypeNdx];
1231 const char *shaderTypeName = getShaderTypeName((ShaderType)shaderType);
1232 string name = string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" +
1233 readAccessName + "_read_" + shaderTypeName;
1234 string desc = string("Temporary array with ") + writeAccessName + " write and " +
1235 readAccessName + " read in " + shaderTypeName + " shader.";
1236 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX);
1237 tmpGroup->addChild(createTmpArrayCase(m_context, name.c_str(), desc.c_str(), m_glslVersion,
1238 isVertexCase, varType, (IndexAccessType)writeAccess,
1239 (IndexAccessType)readAccess));
1240 }
1241 }
1242 }
1243 }
1244
1245 tmpGroup->addChild(createTmpArrayVertexIdCase(m_context, "vertexid", "", m_glslVersion));
1246 }
1247
1248 // Vector indexing with subscripts.
1249 {
1250 TestCaseGroup *vecGroup = new TestCaseGroup(m_context, "vector_subscript", "Vector subscript indexing.");
1251 addChild(vecGroup);
1252
1253 static const DataType s_vectorTypes[] = {TYPE_FLOAT_VEC2, TYPE_FLOAT_VEC3, TYPE_FLOAT_VEC4};
1254
1255 for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_vectorTypes); typeNdx++)
1256 {
1257 DataType varType = s_vectorTypes[typeNdx];
1258 for (int isReadDirect = 0; isReadDirect < 2; isReadDirect++)
1259 {
1260 for (int access = SUBSCRIPT_STATIC; access < VECTORACCESS_LAST; access++)
1261 {
1262 VectorAccessType readAccess = isReadDirect ? DIRECT : (VectorAccessType)access;
1263 VectorAccessType writeAccess = isReadDirect ? (VectorAccessType)access : DIRECT;
1264
1265 const char *writeAccessName = getVectorAccessTypeName(writeAccess);
1266 const char *readAccessName = getVectorAccessTypeName(readAccess);
1267
1268 for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++)
1269 {
1270 ShaderType shaderType = s_shaderTypes[shaderTypeNdx];
1271 const char *shaderTypeName = getShaderTypeName((ShaderType)shaderType);
1272 string name = string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" +
1273 readAccessName + "_read_" + shaderTypeName;
1274 string desc = string("Vector subscript access with ") + writeAccessName + " write and " +
1275 readAccessName + " read in " + shaderTypeName + " shader.";
1276 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX);
1277 vecGroup->addChild(createVectorSubscriptCase(
1278 m_context, name.c_str(), desc.c_str(), m_glslVersion, isVertexCase, varType,
1279 (VectorAccessType)writeAccess, (VectorAccessType)readAccess));
1280 }
1281 }
1282 }
1283 }
1284 }
1285
1286 // Matrix indexing with subscripts.
1287 {
1288 TestCaseGroup *matGroup = new TestCaseGroup(m_context, "matrix_subscript", "Matrix subscript indexing.");
1289 addChild(matGroup);
1290
1291 static const DataType s_matrixTypes[] = {TYPE_FLOAT_MAT2, TYPE_FLOAT_MAT2X3, TYPE_FLOAT_MAT2X4,
1292 TYPE_FLOAT_MAT3X2, TYPE_FLOAT_MAT3, TYPE_FLOAT_MAT3X4,
1293 TYPE_FLOAT_MAT4X2, TYPE_FLOAT_MAT4X3, TYPE_FLOAT_MAT4};
1294
1295 for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_matrixTypes); typeNdx++)
1296 {
1297 DataType varType = s_matrixTypes[typeNdx];
1298 for (int isReadStatic = 0; isReadStatic < 2; isReadStatic++)
1299 {
1300 for (int access = INDEXACCESS_STATIC + 1; access < INDEXACCESS_LAST; access++)
1301 {
1302 IndexAccessType readAccess = isReadStatic ? INDEXACCESS_STATIC : (IndexAccessType)access;
1303 IndexAccessType writeAccess = isReadStatic ? (IndexAccessType)access : INDEXACCESS_STATIC;
1304
1305 const char *writeAccessName = getIndexAccessTypeName(writeAccess);
1306 const char *readAccessName = getIndexAccessTypeName(readAccess);
1307
1308 for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++)
1309 {
1310 ShaderType shaderType = s_shaderTypes[shaderTypeNdx];
1311 const char *shaderTypeName = getShaderTypeName((ShaderType)shaderType);
1312 string name = string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" +
1313 readAccessName + "_read_" + shaderTypeName;
1314 string desc = string("Vector subscript access with ") + writeAccessName + " write and " +
1315 readAccessName + " read in " + shaderTypeName + " shader.";
1316 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX);
1317 matGroup->addChild(createMatrixSubscriptCase(
1318 m_context, name.c_str(), desc.c_str(), m_glslVersion, isVertexCase, varType,
1319 (IndexAccessType)writeAccess, (IndexAccessType)readAccess));
1320 }
1321 }
1322 }
1323 }
1324 }
1325 }
1326
1327 } // namespace deqp
1328