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 /*!
25  * \file esextcGPUShader5SamplerArrayIndexing.cpp
26  * \brief  gpu_shader5 extension - Sampler Array Indexing (Test 1)
27  */ /*-------------------------------------------------------------------*/
28 
29 #include "esextcGPUShader5SamplerArrayIndexing.hpp"
30 
31 #include "gluDefs.hpp"
32 #include "glwEnums.hpp"
33 #include "glwFunctions.hpp"
34 #include "tcuTestLog.hpp"
35 #include <cstring>
36 
37 namespace glcts
38 {
39 
40 const int GPUShader5SamplerArrayIndexing::m_n_small_textures     = 4;
41 const int GPUShader5SamplerArrayIndexing::m_n_texture_components = 4;
42 const int GPUShader5SamplerArrayIndexing::m_big_texture_height   = 3;
43 const int GPUShader5SamplerArrayIndexing::m_big_texture_width    = 3;
44 const int GPUShader5SamplerArrayIndexing::m_n_texture_levels     = 1;
45 const int GPUShader5SamplerArrayIndexing::m_small_texture_height = 1;
46 const int GPUShader5SamplerArrayIndexing::m_small_texture_width  = 1;
47 
48 /** Constructor
49  *
50  * @param context       Test context
51  * @param name          Test case's name
52  * @param description   Test case's description
53  **/
GPUShader5SamplerArrayIndexing(Context & context,const ExtParameters & extParams,const char * name,const char * description)54 GPUShader5SamplerArrayIndexing::GPUShader5SamplerArrayIndexing(Context &context, const ExtParameters &extParams,
55                                                                const char *name, const char *description)
56     : TestCaseBase(context, extParams, name, description)
57     , m_big_to_id(0)
58     , m_fbo_id(0)
59     , m_fs_id(0)
60     , m_po_id(0)
61     , m_small_to_ids(DE_NULL)
62     , m_vao_id(0)
63     , m_vbo_id(0)
64     , m_vs_id(0)
65 {
66 }
67 
68 /** Deinitializes GLES objects created during the test.
69  *
70  */
deinit(void)71 void GPUShader5SamplerArrayIndexing::deinit(void)
72 {
73     const glw::Functions &gl = m_context.getRenderContext().getFunctions();
74 
75     /* Reset OpenGL ES state */
76     gl.useProgram(0);
77     gl.bindBuffer(GL_ARRAY_BUFFER, 0);
78     gl.activeTexture(GL_TEXTURE0);
79     gl.bindTexture(GL_TEXTURE_2D, 0);
80     gl.bindFramebuffer(GL_FRAMEBUFFER, 0);
81     gl.bindVertexArray(0);
82 
83     if (m_po_id != 0)
84     {
85         gl.deleteProgram(m_po_id);
86         m_po_id = 0;
87     }
88 
89     if (m_fs_id != 0)
90     {
91         gl.deleteShader(m_fs_id);
92         m_fs_id = 0;
93     }
94 
95     if (m_vs_id != 0)
96     {
97         gl.deleteShader(m_vs_id);
98         m_vs_id = 0;
99     }
100 
101     if (m_vbo_id != 0)
102     {
103         gl.deleteBuffers(1, &m_vbo_id);
104         m_vbo_id = 0;
105     }
106 
107     if (m_fbo_id != 0)
108     {
109         gl.deleteFramebuffers(1, &m_fbo_id);
110         m_fbo_id = 0;
111     }
112 
113     if (m_vao_id != 0)
114     {
115         gl.deleteVertexArrays(1, &m_vao_id);
116         m_vao_id = 0;
117     }
118 
119     if (m_big_to_id != 0)
120     {
121         gl.deleteTextures(1, &m_big_to_id);
122         m_big_to_id = 0;
123     }
124 
125     if (m_small_to_ids != DE_NULL)
126     {
127         gl.deleteTextures(m_n_small_textures, m_small_to_ids);
128         delete[] m_small_to_ids;
129         m_small_to_ids = DE_NULL;
130     }
131 
132     /* Release base class */
133     TestCaseBase::deinit();
134 }
135 
136 /** Initializes GLES objects used during the test.
137  *
138  */
initTest(void)139 void GPUShader5SamplerArrayIndexing::initTest(void)
140 {
141     const glw::Functions &gl = m_context.getRenderContext().getFunctions();
142 
143     /* Check if gpu_shader5 extension is supported */
144     if (!m_is_gpu_shader5_supported)
145     {
146         throw tcu::NotSupportedError(GPU_SHADER5_EXTENSION_NOT_SUPPORTED, "", __FILE__, __LINE__);
147     }
148 
149     /* Create shader objects */
150     m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
151     m_vs_id = gl.createShader(GL_VERTEX_SHADER);
152 
153     /* Create progream object */
154     m_po_id = gl.createProgram();
155 
156     const char *fsCode = getFragmentShaderCode();
157     const char *vsCode = getVertexShaderCode();
158 
159     if (!buildProgram(m_po_id, m_fs_id, 1 /* part */, &fsCode, m_vs_id, 1 /* part */, &vsCode))
160     {
161         TCU_FAIL("Could not create program object!");
162     }
163 
164     /* Create and bind vertex array object */
165     gl.genVertexArrays(1, &m_vao_id);
166     gl.bindVertexArray(m_vao_id);
167 
168     GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring vertex array object");
169 
170     /* Configure vertex buffer */
171     const glw::GLfloat vertices[] = {-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f,
172                                      -1.0f, 1.0f,  0.0f, 1.0f, 1.0f, 1.0f,  0.0f, 1.0f};
173 
174     gl.genBuffers(1, &m_vbo_id);
175     gl.bindBuffer(GL_ARRAY_BUFFER, m_vbo_id);
176     gl.bufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
177 
178     GLU_EXPECT_NO_ERROR(gl.getError(), "Error creating vertex buffer object!");
179 
180     /* Create and configure texture object used as color attachment */
181     gl.genTextures(1, &m_big_to_id);
182     gl.bindTexture(GL_TEXTURE_2D, m_big_to_id);
183     gl.texStorage2D(GL_TEXTURE_2D, m_n_texture_levels, GL_RGBA8, m_big_texture_width, m_big_texture_height);
184     GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object!");
185 
186     /* Create and configure the framebuffer object */
187     gl.genFramebuffers(1, &m_fbo_id);
188     gl.bindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo_id);
189     gl.framebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_big_to_id, 0 /* level */);
190     GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring framebuffer object!");
191 
192     /* Configure textures used in fragment shader */
193     const glw::GLfloat alpha[] = {0.0f, 0.0f, 0.0f, 1.0f};
194     const glw::GLfloat blue[]  = {0.0f, 0.0f, 1.0f, 0.0f};
195     const glw::GLfloat green[] = {0.0f, 1.0f, 0.0f, 0.0f};
196     const glw::GLfloat red[]   = {1.0f, 0.0f, 0.0f, 0.0f};
197 
198     m_small_to_ids = new glw::GLuint[m_n_small_textures];
199     memset(m_small_to_ids, 0, m_n_small_textures * sizeof(glw::GLuint));
200 
201     gl.genTextures(m_n_small_textures, m_small_to_ids);
202 
203     gl.activeTexture(GL_TEXTURE0);
204     gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[0]);
205     gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_small_texture_width, m_small_texture_height, 0 /* border */, GL_RGBA,
206                   GL_FLOAT, red);
207     gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
208     gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
209     GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object");
210 
211     gl.activeTexture(GL_TEXTURE1);
212     gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[1]);
213     gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_small_texture_width, m_small_texture_height, 0 /* border */, GL_RGBA,
214                   GL_FLOAT, green);
215     gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
216     gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
217     GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object");
218 
219     gl.activeTexture(GL_TEXTURE2);
220     gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[2]);
221     gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_small_texture_width, m_small_texture_height, 0 /* border */, GL_RGBA,
222                   GL_FLOAT, blue);
223     gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
224     gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
225     GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object");
226 
227     gl.activeTexture(GL_TEXTURE3);
228     gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[3]);
229     gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_small_texture_width, m_small_texture_height, 0 /* border */, GL_RGBA,
230                   GL_FLOAT, alpha);
231     gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
232     gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
233     GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object");
234 }
235 
236 /** Executes the test.
237  *  Sets the test result to QP_TEST_RESULT_FAIL if the test failed, QP_TEST_RESULT_PASS otherwise.
238  *
239  *  @return STOP if the test has finished, CONTINUE to indicate iterate should be called once again.
240  *
241  *  Note the function throws exception should an error occur!
242  **/
iterate(void)243 tcu::TestNode::IterateResult GPUShader5SamplerArrayIndexing::iterate(void)
244 {
245     initTest();
246 
247     const glw::Functions &gl = m_context.getRenderContext().getFunctions();
248 
249     gl.viewport(0 /* x */, 0 /* y */, m_big_texture_width, m_big_texture_height);
250     GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport() call failed");
251 
252     gl.useProgram(m_po_id);
253     GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram() call failed");
254 
255     /* Configure position vertex array */
256     gl.bindBuffer(GL_ARRAY_BUFFER, m_vbo_id);
257     GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer() call failed");
258 
259     glw::GLint position_attribute_location = gl.getAttribLocation(m_po_id, "position");
260 
261     gl.vertexAttribPointer(position_attribute_location, 4 /* size */, GL_FLOAT, GL_FALSE, 0 /* stride */,
262                            DE_NULL /* pointer */);
263     gl.enableVertexAttribArray(position_attribute_location);
264     GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring position vertex attribute array!");
265 
266     glw::GLint samplers_uniform_location = gl.getUniformLocation(m_po_id, "samplers");
267 
268     gl.activeTexture(GL_TEXTURE0);
269     gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[0]);
270     gl.uniform1i(samplers_uniform_location + 0, 0);
271     GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 0 to samplers[0] uniform location!");
272 
273     gl.activeTexture(GL_TEXTURE1);
274     gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[1]);
275     gl.uniform1i(samplers_uniform_location + 1, 1);
276     GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 1 to samplers[1] uniform location!");
277 
278     gl.activeTexture(GL_TEXTURE2);
279     gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[2]);
280     gl.uniform1i(samplers_uniform_location + 2, 2);
281     GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 2 to samplers[2] uniform location!");
282 
283     gl.activeTexture(GL_TEXTURE3);
284     gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[3]);
285     gl.uniform1i(samplers_uniform_location + 3, 3);
286     GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 3 to samplers[3] uniform location!");
287 
288     /* Render */
289     gl.clearColor(0.0f, 0.0f, 0.0f, 0.0f);
290     gl.clear(GL_COLOR_BUFFER_BIT);
291 
292     GLU_EXPECT_NO_ERROR(gl.getError(), "Error clearing color buffer!");
293 
294     gl.drawArrays(GL_TRIANGLE_STRIP, 0 /* first */, 4 /* count */);
295     GLU_EXPECT_NO_ERROR(gl.getError(), "Rendering error");
296 
297     /* Verify results */
298     const glw::GLubyte referenceColor[] = {255, 255, 255, 255};
299     glw::GLubyte buffer[m_n_texture_components];
300 
301     memset(buffer, 0, m_n_texture_components * sizeof(glw::GLubyte));
302 
303     /* Reading data */
304     gl.bindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_id);
305     gl.readPixels(1, /* x */
306                   1, /* y */
307                   1, /* width */
308                   1, /* height */
309                   GL_RGBA, GL_UNSIGNED_BYTE, buffer);
310     GLU_EXPECT_NO_ERROR(gl.getError(), "Error reading pixel data!");
311 
312     /* Fail if result color is different from reference color */
313     if (memcmp(referenceColor, buffer, sizeof(referenceColor)))
314     {
315         m_testCtx.getLog() << tcu::TestLog::Message << "Rendered color [" << (int)buffer[0] << ", " << (int)buffer[1]
316                            << ", " << (int)buffer[2] << ", " << (int)buffer[3]
317                            << "] is different from reference color [" << (int)referenceColor[0] << ", "
318                            << (int)referenceColor[1] << ", " << (int)referenceColor[2] << ", " << (int)referenceColor[3]
319                            << "] !" << tcu::TestLog::EndMessage;
320 
321         m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail");
322         return STOP;
323     }
324 
325     m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
326     return STOP;
327 }
328 
329 /** Returns code for Vertex Shader
330  *
331  * @return pointer to literal with Vertex Shader code
332  **/
getVertexShaderCode()333 const char *GPUShader5SamplerArrayIndexing::getVertexShaderCode()
334 {
335     static const char *result = "${VERSION}\n"
336                                 "\n"
337                                 "${GPU_SHADER5_REQUIRE}\n"
338                                 "\n"
339                                 "precision highp float;\n"
340                                 "\n"
341                                 "in vec4 position;"
342                                 "\n"
343                                 "void main()\n"
344                                 "{\n"
345                                 "   gl_Position = position;"
346                                 "}\n";
347 
348     return result;
349 }
350 
351 /** Returns code for Fragment Shader
352  *
353  * @return pointer to literal with Fragment Shader code
354  **/
getFragmentShaderCode()355 const char *GPUShader5SamplerArrayIndexing::getFragmentShaderCode()
356 {
357     static const char *result = "${VERSION}\n"
358                                 "\n"
359                                 "${GPU_SHADER5_REQUIRE}\n"
360                                 "\n"
361                                 "precision highp float;\n"
362                                 "\n"
363                                 "uniform sampler2D samplers[4];\n"
364                                 "\n"
365                                 "layout(location = 0) out vec4 outColor;\n"
366                                 "\n"
367                                 "void main(void)\n"
368                                 "{\n"
369                                 "    outColor = vec4(0, 0, 0, 0);\n"
370                                 "\n"
371                                 "    for (int i = 0;i < 4; ++i)\n"
372                                 "    {\n"
373                                 "        outColor +=  texture(samplers[i],vec2(0,0));\n"
374                                 "    }\n"
375                                 "}\n";
376 
377     return result;
378 }
379 
380 } // namespace glcts
381