1 /*-------------------------------------------------------------------------
2  * OpenGL Conformance Test Suite
3  * -----------------------------
4  *
5  * Copyright (c) 2014-2016 The Khronos Group Inc.
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
22  */ /*-------------------------------------------------------------------*/
23 
24 #include "esextcGPUShader5PreciseQualifier.hpp"
25 #include "gluContextInfo.hpp"
26 #include "gluDefs.hpp"
27 #include "glwEnums.hpp"
28 #include "glwFunctions.hpp"
29 #include "tcuTestLog.hpp"
30 #include <assert.h>
31 #include <cstdlib>
32 #include <cstring>
33 #include <ctime>
34 
35 namespace glcts
36 {
37 /* Fragment Shader code */
38 const char *GPUShader5PreciseQualifier::m_fragment_shader_code = "${VERSION}\n"
39                                                                  "\n"
40                                                                  "${GPU_SHADER5_REQUIRE}\n"
41                                                                  "\n"
42                                                                  "precision highp float;\n"
43                                                                  "\n"
44                                                                  "out vec4 color;\n"
45                                                                  "\n"
46                                                                  "void main()\n"
47                                                                  "{\n"
48                                                                  "   color = vec4(1, 1, 1, 1);\n"
49                                                                  "}\n";
50 
51 /* Vertex Shader code */
52 const char *GPUShader5PreciseQualifier::m_vertex_shader_code =
53     "${VERSION}\n"
54     "\n"
55     "${GPU_SHADER5_REQUIRE}\n"
56     "\n"
57     "precision highp float;\n"
58     "\n"
59     "layout(location = 0) in  vec4 positions;\n"
60     "layout(location = 1) in  vec4 weights;\n"
61     "out vec4 weightedSum;\n"
62     "\n"
63     "void eval(in vec4 p, in vec4 w, precise out float result)\n"
64     "{\n"
65     "    result = (p.x*w.x + p.y*w.y) + (p.z*w.z + p.w*w.w);\n"
66     "}\n"
67     "\n"
68     "float eval(in vec4 p, in vec4 w)\n"
69     "{\n"
70     "    precise float result = (p.x*w.x + p.y*w.y) + (p.z*w.z + p.w*w.w);\n"
71     "\n"
72     "    return result;\n"
73     "}\n"
74     "void main()\n"
75     "{\n"
76     "    eval(positions, weights, weightedSum.x);\n"
77     "\n"
78     "    weightedSum.y = eval(positions, weights);\n"
79     "\n"
80     "    precise float result = 0.0f;\n"
81     "\n"
82     "    result        = (positions.x * weights.x + positions.y * weights.y) +\n"
83     "                    (positions.z * weights.z + positions.w * weights.w);\n"
84     "    weightedSum.z = result;\n"
85     "    weightedSum.w = (positions.x * weights.x + positions.y * weights.y) + \n"
86     "                    (positions.z * weights.z + positions.w * weights.w);\n"
87     "}\n";
88 
89 const glw::GLuint GPUShader5PreciseQualifier::m_n_components  = 4;
90 const glw::GLuint GPUShader5PreciseQualifier::m_n_iterations  = 100;
91 const glw::GLint GPUShader5PreciseQualifier::m_position_range = 1000;
92 
93 /** Constructor
94  *
95  *  @param context       Test context
96  *  @param name          Test case's name
97  *  @param description   Test case's description
98  **/
GPUShader5PreciseQualifier(Context & context,const ExtParameters & extParams,const char * name,const char * description)99 GPUShader5PreciseQualifier::GPUShader5PreciseQualifier(Context &context, const ExtParameters &extParams,
100                                                        const char *name, const char *description)
101     : TestCaseBase(context, extParams, name, description)
102     , m_fragment_shader_id(0)
103     , m_program_id(0)
104     , m_tf_buffer_id(0)
105     , m_vao_id(0)
106     , m_vertex_shader_id(0)
107     , m_vertex_positions_buffer_id(0)
108     , m_vertex_weights_buffer_id(0)
109 {
110     /* Nothing to be done here */
111 }
112 
113 /** Initializes GLES objects used during the test.
114  *
115  */
initTest(void)116 void GPUShader5PreciseQualifier::initTest(void)
117 {
118     /* Check if gpu_shader5 extension is supported */
119     if (!m_is_gpu_shader5_supported)
120     {
121         throw tcu::NotSupportedError(GPU_SHADER5_EXTENSION_NOT_SUPPORTED, "", __FILE__, __LINE__);
122     }
123 
124     const glw::Functions &gl = m_context.getRenderContext().getFunctions();
125 
126     /* Create program object */
127     m_program_id = gl.createProgram();
128 
129     /* Setup transform feedback varyings */
130     const char *feedback_varyings[] = {"weightedSum"};
131 
132     gl.transformFeedbackVaryings(m_program_id, 1, feedback_varyings, GL_INTERLEAVED_ATTRIBS);
133     GLU_EXPECT_NO_ERROR(gl.getError(), "Could not set transform feedback varyings!");
134 
135     /* Create shaders */
136     m_vertex_shader_id   = gl.createShader(GL_VERTEX_SHADER);
137     m_fragment_shader_id = gl.createShader(GL_FRAGMENT_SHADER);
138 
139     /* Build program */
140     if (!buildProgram(m_program_id, m_fragment_shader_id, 1, &m_fragment_shader_code, m_vertex_shader_id, 1,
141                       &m_vertex_shader_code))
142     {
143         TCU_FAIL("Program could not have been created sucessfully from a valid vertex/geometry/fragment shader!");
144     }
145 
146     /* Generate & bind a VAO */
147     gl.genVertexArrays(1, &m_vao_id);
148     gl.bindVertexArray(m_vao_id);
149 
150     GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create a vertex array object!");
151 
152     /* Create transform feedback buffer object */
153     gl.genBuffers(1, &m_tf_buffer_id);
154     gl.bindBuffer(GL_ARRAY_BUFFER, m_tf_buffer_id);
155     gl.bufferData(GL_ARRAY_BUFFER, sizeof(glw::GLfloat) * m_n_components, DE_NULL, GL_STATIC_COPY);
156     gl.bindBuffer(GL_ARRAY_BUFFER, 0);
157 
158     GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create buffer object!");
159 
160     /* Bind buffer object to transform feedback binding point */
161     gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, m_tf_buffer_id);
162 
163     GLU_EXPECT_NO_ERROR(gl.getError(), "Could not bind buffer object to transform feedback binding point!");
164 
165     /* Create positions buffer object */
166     gl.genBuffers(1, &m_vertex_positions_buffer_id);
167     gl.bindBuffer(GL_ARRAY_BUFFER, m_vertex_positions_buffer_id);
168     gl.bufferData(GL_ARRAY_BUFFER, sizeof(glw::GLfloat) * m_n_components, DE_NULL, GL_STATIC_DRAW);
169 
170     GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create buffer object!");
171 
172     /* Create weights buffer object */
173     gl.genBuffers(1, &m_vertex_weights_buffer_id);
174     gl.bindBuffer(GL_ARRAY_BUFFER, m_vertex_weights_buffer_id);
175     gl.bufferData(GL_ARRAY_BUFFER, sizeof(glw::GLfloat) * m_n_components, DE_NULL, GL_STATIC_DRAW);
176 
177     GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create buffer object!");
178 
179     gl.useProgram(m_program_id);
180     GLU_EXPECT_NO_ERROR(gl.getError(), "Could not use a program object!");
181 
182     gl.bindBuffer(GL_ARRAY_BUFFER, m_vertex_positions_buffer_id);
183     gl.vertexAttribPointer(0 /* index */, 4 /* size */, GL_FLOAT, GL_FALSE, 0, 0);
184     GLU_EXPECT_NO_ERROR(gl.getError(), "Could not configure vertex attribute array for positions attribute!");
185 
186     gl.bindBuffer(GL_ARRAY_BUFFER, m_vertex_weights_buffer_id);
187     gl.vertexAttribPointer(1 /* index */, 4 /* size */, GL_FLOAT, GL_FALSE, 0, 0);
188     GLU_EXPECT_NO_ERROR(gl.getError(), "Could not configure vertex attribute array for weights attribute!");
189 
190     gl.enableVertexAttribArray(0 /* index */);
191     GLU_EXPECT_NO_ERROR(gl.getError(), "Could not enable vertex attribute array for index 0!");
192     gl.enableVertexAttribArray(1 /* index */);
193     GLU_EXPECT_NO_ERROR(gl.getError(), "Could not enable vertex attribute array for index 1!");
194 }
195 
196 /** Deinitializes GLES objects created during the test.
197  *
198  */
deinit(void)199 void GPUShader5PreciseQualifier::deinit(void)
200 {
201     const glw::Functions &gl = m_context.getRenderContext().getFunctions();
202 
203     /* Reset OpenGL ES state */
204     gl.disableVertexAttribArray(0);
205     gl.disableVertexAttribArray(1);
206     gl.useProgram(0);
207     gl.bindBuffer(GL_ARRAY_BUFFER, 0);
208     gl.bindVertexArray(0);
209 
210     /* Delete program object and shaders */
211     if (m_program_id != 0)
212     {
213         gl.deleteProgram(m_program_id);
214 
215         m_program_id = 0;
216     }
217 
218     if (m_vertex_shader_id != 0)
219     {
220         gl.deleteShader(m_vertex_shader_id);
221 
222         m_vertex_shader_id = 0;
223     }
224 
225     if (m_fragment_shader_id != 0)
226     {
227         gl.deleteShader(m_fragment_shader_id);
228 
229         m_fragment_shader_id = 0;
230     }
231 
232     /* Delete buffer objects */
233     if (m_tf_buffer_id != 0)
234     {
235         gl.deleteBuffers(1, &m_tf_buffer_id);
236 
237         m_tf_buffer_id = 0;
238     }
239 
240     if (m_vertex_positions_buffer_id != 0)
241     {
242         gl.deleteBuffers(1, &m_vertex_positions_buffer_id);
243 
244         m_vertex_positions_buffer_id = 0;
245     }
246 
247     if (m_vertex_weights_buffer_id != 0)
248     {
249         gl.deleteBuffers(1, &m_vertex_weights_buffer_id);
250 
251         m_vertex_weights_buffer_id = 0;
252     }
253 
254     /* Delete vertex array object */
255     if (m_vao_id != 0)
256     {
257         gl.deleteVertexArrays(1, &m_vao_id);
258 
259         m_vao_id = 0;
260     }
261 
262     /* Call base class' deinit() */
263     TestCaseBase::deinit();
264 }
265 
266 /** Executes the test.
267  *  Sets the test result to QP_TEST_RESULT_FAIL if the test failed, QP_TEST_RESULT_PASS otherwise.
268  *
269  *  Note the function throws exception should an error occur!
270  *
271  *  @return STOP if the test has finished, CONTINUE to indicate iterate should be called once again.
272  *
273  **/
iterate(void)274 tcu::TestNode::IterateResult GPUShader5PreciseQualifier::iterate(void)
275 {
276     initTest();
277 
278     /* Set the seed for the random generator */
279     randomSeed(1);
280 
281     glw::GLboolean test_failed = false;
282 
283     for (glw::GLuint test_iter = 0; test_iter < m_n_iterations; ++test_iter)
284     {
285         /* Create the data for positions and weights attributes */
286         glw::GLfloat vertex_data_positions[m_n_components];
287         glw::GLfloat vertex_data_weights[m_n_components];
288         glw::GLfloat weights_sum = 1.0f;
289 
290         for (glw::GLuint component_nr = 0; component_nr < m_n_components; ++component_nr)
291         {
292             vertex_data_positions[component_nr] = static_cast<glw::GLfloat>(
293                 static_cast<glw::GLint>(randomFormula(2 * m_position_range)) - m_position_range);
294 
295             if (component_nr != (m_n_components - 1))
296             {
297                 glw::GLfloat random_value = static_cast<glw::GLfloat>(randomFormula(m_position_range)) /
298                                             static_cast<glw::GLfloat>(m_position_range);
299 
300                 vertex_data_weights[component_nr] = random_value;
301                 weights_sum -= random_value;
302             }
303             else
304             {
305                 vertex_data_weights[component_nr] = weights_sum;
306             }
307         }
308 
309         /* Compute forward weighted sum */
310         WeightedSum weighted_sum_forward[m_n_components];
311 
312         drawAndGetFeedbackResult(vertex_data_positions, vertex_data_weights, weighted_sum_forward);
313 
314         /* Reverse the data for positions and weights attributes */
315         glw::GLfloat temp_value = 0.0f;
316 
317         for (glw::GLuint component_nr = 0; component_nr < (m_n_components / 2); ++component_nr)
318         {
319             temp_value = vertex_data_positions[component_nr];
320 
321             vertex_data_positions[component_nr] = vertex_data_positions[m_n_components - 1 - component_nr];
322             vertex_data_positions[m_n_components - 1 - component_nr] = temp_value;
323 
324             temp_value = vertex_data_weights[component_nr];
325 
326             vertex_data_weights[component_nr] = vertex_data_weights[m_n_components - 1 - component_nr];
327             vertex_data_weights[m_n_components - 1 - component_nr] = temp_value;
328         }
329 
330         /* Compute backward weighted sum */
331         WeightedSum weighted_sum_backward[m_n_components];
332 
333         drawAndGetFeedbackResult(vertex_data_positions, vertex_data_weights, weighted_sum_backward);
334 
335         /* Check if results are bitwise accurate */
336         if (weighted_sum_backward[0].intv != weighted_sum_backward[1].intv ||
337             weighted_sum_backward[0].intv != weighted_sum_backward[2].intv ||
338             weighted_sum_backward[0].intv != weighted_sum_forward[0].intv ||
339             weighted_sum_backward[0].intv != weighted_sum_forward[1].intv ||
340             weighted_sum_backward[0].intv != weighted_sum_forward[2].intv)
341         {
342             test_failed = true;
343             break;
344         }
345     }
346 
347     if (test_failed)
348         m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail");
349     else
350         m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
351 
352     return STOP;
353 }
354 
355 /** Draw and get feedback result
356  *
357  *  @param vertex_data_positions data for positions attribute
358  *  @param vertex_data_weights   data for weights attribute
359  *  @param feedback_result       space to store result fetched via transform feedback
360  **/
drawAndGetFeedbackResult(const glw::GLfloat * vertex_data_positions,const glw::GLfloat * vertex_data_weights,WeightedSum * feedback_result)361 void GPUShader5PreciseQualifier::drawAndGetFeedbackResult(const glw::GLfloat *vertex_data_positions,
362                                                           const glw::GLfloat *vertex_data_weights,
363                                                           WeightedSum *feedback_result)
364 {
365     const glw::Functions &gl = m_context.getRenderContext().getFunctions();
366 
367     gl.bindBuffer(GL_ARRAY_BUFFER, m_vertex_positions_buffer_id);
368     gl.bufferData(GL_ARRAY_BUFFER, sizeof(glw::GLfloat) * m_n_components, vertex_data_positions, GL_STATIC_DRAW);
369     GLU_EXPECT_NO_ERROR(gl.getError(), "Could not set buffer object's data!");
370 
371     gl.bindBuffer(GL_ARRAY_BUFFER, m_vertex_weights_buffer_id);
372     gl.bufferData(GL_ARRAY_BUFFER, sizeof(glw::GLfloat) * m_n_components, vertex_data_weights, GL_STATIC_DRAW);
373     GLU_EXPECT_NO_ERROR(gl.getError(), "Could not set buffer object's data!");
374 
375     gl.enable(GL_RASTERIZER_DISCARD);
376     GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable(GL_RASTERIZER_DISCARD) failed");
377 
378     gl.beginTransformFeedback(GL_POINTS);
379     GLU_EXPECT_NO_ERROR(gl.getError(), "glBeginTransformFeedback(GL_POINTS) failed");
380 
381     gl.drawArrays(GL_POINTS, 0 /* first */, 1 /* count */);
382     GLU_EXPECT_NO_ERROR(gl.getError(), "Rendering Failed!");
383 
384     gl.endTransformFeedback();
385     GLU_EXPECT_NO_ERROR(gl.getError(), "glEndTransformFeedback() failed");
386 
387     /* Fetch the results via transform feedback */
388     WeightedSum *result = (WeightedSum *)gl.mapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0,
389                                                            sizeof(glw::GLfloat) * m_n_components, GL_MAP_READ_BIT);
390 
391     GLU_EXPECT_NO_ERROR(gl.getError(), "glMapBufferRange() failed");
392 
393     memcpy(feedback_result, result, sizeof(glw::GLfloat) * m_n_components);
394 
395     gl.unmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
396     GLU_EXPECT_NO_ERROR(gl.getError(), "glUnmapBuffer() failed");
397 
398     gl.disable(GL_RASTERIZER_DISCARD);
399     GLU_EXPECT_NO_ERROR(gl.getError(), "glDisable(GL_RASTERIZER_DISCARD) failed");
400 }
401 
402 } // namespace glcts
403