1 /*-------------------------------------------------------------------------
2 * drawElements Quality Program Random Shader Generator
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 Program generator.
22 *//*--------------------------------------------------------------------*/
23
24 #include "rsgProgramGenerator.hpp"
25 #include "rsgShaderGenerator.hpp"
26 #include "rsgGeneratorState.hpp"
27
28 using std::vector;
29
30 namespace rsg
31 {
32
ProgramGenerator(void)33 ProgramGenerator::ProgramGenerator(void)
34 {
35 }
36
~ProgramGenerator(void)37 ProgramGenerator::~ProgramGenerator(void)
38 {
39 }
40
generate(const ProgramParameters & programParams,Shader & vertexShader,Shader & fragmentShader)41 void ProgramGenerator::generate(const ProgramParameters &programParams, Shader &vertexShader, Shader &fragmentShader)
42 {
43 // Random number generator
44 de::Random rnd(programParams.seed);
45
46 GeneratorState state(programParams, rnd);
47
48 // Fragment shader
49 {
50 ShaderGenerator shaderGen(state);
51 vector<ShaderInput *> emptyOutputs; // \note [pyry] gl_FragColor is added in ShaderGenerator
52 shaderGen.generate(programParams.fragmentParameters, fragmentShader, emptyOutputs);
53 }
54
55 // Vertex shader
56 {
57 ShaderGenerator shaderGen(state);
58
59 // Initialize outputs from fragment shader inputs
60 const vector<ShaderInput *> &fragmentInputs =
61 fragmentShader.getInputs(); // \note gl_Position and dEQP_Position are handled in ShaderGenerator
62
63 shaderGen.generate(programParams.vertexParameters, vertexShader, fragmentInputs);
64 }
65
66 // Allocate samplers \todo [pyry] Randomize allocation.
67 {
68 const vector<ShaderInput *> &vertexUniforms = vertexShader.getUniforms();
69 const vector<ShaderInput *> &fragmentUniforms = fragmentShader.getUniforms();
70 vector<ShaderInput *> unifiedSamplers;
71 int curSamplerNdx = 0;
72
73 // Build unified sampler list.
74 for (vector<ShaderInput *>::const_iterator i = vertexUniforms.begin(); i != vertexUniforms.end(); i++)
75 {
76 if ((*i)->getVariable()->getType().isSampler())
77 unifiedSamplers.push_back(*i);
78 }
79
80 for (vector<ShaderInput *>::const_iterator i = fragmentUniforms.begin(); i != fragmentUniforms.end(); i++)
81 {
82 if ((*i)->getVariable()->getType().isSampler())
83 unifiedSamplers.push_back(*i);
84 }
85
86 // Assign sampler indices.
87 for (vector<ShaderInput *>::const_iterator i = unifiedSamplers.begin(); i != unifiedSamplers.end(); i++)
88 {
89 ShaderInput *input = *i;
90 if (input->getVariable()->getType().isSampler())
91 {
92 input->getValueRange().getMin() = curSamplerNdx;
93 input->getValueRange().getMax() = curSamplerNdx;
94 curSamplerNdx += 1;
95 }
96 }
97 }
98 }
99
100 } // namespace rsg
101