xref: /aosp_15_r20/external/deqp/modules/gles3/functional/es3fShaderDiscardTests.cpp (revision 35238bce31c2a825756842865a792f8cf7f89930)
1 /*-------------------------------------------------------------------------
2  * drawElements Quality Program OpenGL ES 3.0 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 Shader discard statement tests.
22  *//*--------------------------------------------------------------------*/
23 
24 #include "es3fShaderDiscardTests.hpp"
25 #include "glsShaderRenderCase.hpp"
26 #include "tcuStringTemplate.hpp"
27 #include "gluTexture.hpp"
28 
29 #include <map>
30 #include <sstream>
31 #include <string>
32 
33 #include "glwEnums.hpp"
34 #include "glwFunctions.hpp"
35 
36 using tcu::StringTemplate;
37 
38 using std::map;
39 using std::ostringstream;
40 using std::string;
41 
42 using namespace glu;
43 using namespace deqp::gls;
44 
45 namespace deqp
46 {
47 namespace gles3
48 {
49 namespace Functional
50 {
51 
52 class ShaderDiscardCase : public ShaderRenderCase
53 {
54 public:
55     ShaderDiscardCase(Context &context, const char *name, const char *description, const char *shaderSource,
56                       ShaderEvalFunc evalFunc, bool usesTexture);
57     virtual ~ShaderDiscardCase(void);
58 
59     void init(void);
60     void deinit(void);
61 
62     void setupUniforms(int programID, const tcu::Vec4 &constCoords);
63 
64 private:
65     bool m_usesTexture;
66     glu::Texture2D *m_brickTexture;
67 };
68 
ShaderDiscardCase(Context & context,const char * name,const char * description,const char * shaderSource,ShaderEvalFunc evalFunc,bool usesTexture)69 ShaderDiscardCase::ShaderDiscardCase(Context &context, const char *name, const char *description,
70                                      const char *shaderSource, ShaderEvalFunc evalFunc, bool usesTexture)
71     : ShaderRenderCase(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name,
72                        description, false, evalFunc)
73     , m_usesTexture(usesTexture)
74     , m_brickTexture(DE_NULL)
75 {
76     m_fragShaderSource = shaderSource;
77     m_vertShaderSource = "#version 300 es\n"
78                          "in  highp   vec4 a_position;\n"
79                          "in  highp   vec4 a_coords;\n"
80                          "out mediump vec4 v_color;\n"
81                          "out mediump vec4 v_coords;\n\n"
82                          "void main (void)\n"
83                          "{\n"
84                          "    gl_Position = a_position;\n"
85                          "    v_color = vec4(a_coords.xyz, 1.0);\n"
86                          "    v_coords = a_coords;\n"
87                          "}\n";
88 }
89 
~ShaderDiscardCase(void)90 ShaderDiscardCase::~ShaderDiscardCase(void)
91 {
92     delete m_brickTexture;
93 }
94 
init(void)95 void ShaderDiscardCase::init(void)
96 {
97     if (m_usesTexture)
98     {
99         m_brickTexture = glu::Texture2D::create(m_renderCtx, m_ctxInfo, m_testCtx.getArchive(), "data/brick.png");
100         m_textures.push_back(TextureBinding(
101             m_brickTexture, tcu::Sampler(tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE,
102                                          tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::LINEAR, tcu::Sampler::LINEAR)));
103     }
104     gls::ShaderRenderCase::init();
105 }
106 
deinit(void)107 void ShaderDiscardCase::deinit(void)
108 {
109     gls::ShaderRenderCase::deinit();
110     delete m_brickTexture;
111     m_brickTexture = DE_NULL;
112 }
113 
setupUniforms(int programID,const tcu::Vec4 &)114 void ShaderDiscardCase::setupUniforms(int programID, const tcu::Vec4 &)
115 {
116     const glw::Functions &gl = m_renderCtx.getFunctions();
117     gl.uniform1i(gl.getUniformLocation(programID, "ut_brick"), 0);
118 }
119 
ShaderDiscardTests(Context & context)120 ShaderDiscardTests::ShaderDiscardTests(Context &context) : TestCaseGroup(context, "discard", "Discard statement tests")
121 {
122 }
123 
~ShaderDiscardTests(void)124 ShaderDiscardTests::~ShaderDiscardTests(void)
125 {
126 }
127 
128 enum DiscardMode
129 {
130     DISCARDMODE_ALWAYS = 0,
131     DISCARDMODE_NEVER,
132     DISCARDMODE_UNIFORM,
133     DISCARDMODE_DYNAMIC,
134     DISCARDMODE_TEXTURE,
135 
136     DISCARDMODE_LAST
137 };
138 
139 enum DiscardTemplate
140 {
141     DISCARDTEMPLATE_MAIN_BASIC = 0,
142     DISCARDTEMPLATE_FUNCTION_BASIC,
143     DISCARDTEMPLATE_MAIN_STATIC_LOOP,
144     DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP,
145     DISCARDTEMPLATE_FUNCTION_STATIC_LOOP,
146 
147     DISCARDTEMPLATE_LAST
148 };
149 
150 // Evaluation functions
evalDiscardAlways(ShaderEvalContext & c)151 inline void evalDiscardAlways(ShaderEvalContext &c)
152 {
153     c.discard();
154 }
evalDiscardNever(ShaderEvalContext & c)155 inline void evalDiscardNever(ShaderEvalContext &c)
156 {
157     c.color.xyz() = c.coords.swizzle(0, 1, 2);
158 }
evalDiscardDynamic(ShaderEvalContext & c)159 inline void evalDiscardDynamic(ShaderEvalContext &c)
160 {
161     c.color.xyz() = c.coords.swizzle(0, 1, 2);
162     if (c.coords.x() + c.coords.y() > 0.0f)
163         c.discard();
164 }
165 
evalDiscardTexture(ShaderEvalContext & c)166 inline void evalDiscardTexture(ShaderEvalContext &c)
167 {
168     c.color.xyz() = c.coords.swizzle(0, 1, 2);
169     if (c.texture2D(0, c.coords.swizzle(0, 1) * 0.25f + 0.5f).x() < 0.7f)
170         c.discard();
171 }
172 
getEvalFunc(DiscardMode mode)173 static ShaderEvalFunc getEvalFunc(DiscardMode mode)
174 {
175     switch (mode)
176     {
177     case DISCARDMODE_ALWAYS:
178         return evalDiscardAlways;
179     case DISCARDMODE_NEVER:
180         return evalDiscardNever;
181     case DISCARDMODE_UNIFORM:
182         return evalDiscardAlways;
183     case DISCARDMODE_DYNAMIC:
184         return evalDiscardDynamic;
185     case DISCARDMODE_TEXTURE:
186         return evalDiscardTexture;
187     default:
188         DE_ASSERT(false);
189         return evalDiscardAlways;
190     }
191 }
192 
getTemplate(DiscardTemplate variant)193 static const char *getTemplate(DiscardTemplate variant)
194 {
195     switch (variant)
196     {
197     case DISCARDTEMPLATE_MAIN_BASIC:
198         return "#version 300 es\n"
199                "in mediump vec4 v_color;\n"
200                "in mediump vec4 v_coords;\n"
201                "layout(location = 0) out mediump vec4 o_color;\n"
202                "uniform sampler2D    ut_brick;\n"
203                "uniform mediump int  ui_one;\n\n"
204                "void main (void)\n"
205                "{\n"
206                "    o_color = v_color;\n"
207                "    ${DISCARD};\n"
208                "}\n";
209 
210     case DISCARDTEMPLATE_FUNCTION_BASIC:
211         return "#version 300 es\n"
212                "in mediump vec4 v_color;\n"
213                "in mediump vec4 v_coords;\n"
214                "layout(location = 0) out mediump vec4 o_color;\n"
215                "uniform sampler2D    ut_brick;\n"
216                "uniform mediump int  ui_one;\n\n"
217                "void myfunc (void)\n"
218                "{\n"
219                "    ${DISCARD};\n"
220                "}\n\n"
221                "void main (void)\n"
222                "{\n"
223                "    o_color = v_color;\n"
224                "    myfunc();\n"
225                "}\n";
226 
227     case DISCARDTEMPLATE_MAIN_STATIC_LOOP:
228         return "#version 300 es\n"
229                "in mediump vec4 v_color;\n"
230                "in mediump vec4 v_coords;\n"
231                "layout(location = 0) out mediump vec4 o_color;\n"
232                "uniform sampler2D    ut_brick;\n"
233                "uniform mediump int  ui_one;\n\n"
234                "void main (void)\n"
235                "{\n"
236                "    o_color = v_color;\n"
237                "    for (int i = 0; i < 2; i++)\n"
238                "    {\n"
239                "        if (i > 0)\n"
240                "            ${DISCARD};\n"
241                "    }\n"
242                "}\n";
243 
244     case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP:
245         return "#version 300 es\n"
246                "in mediump vec4 v_color;\n"
247                "in mediump vec4 v_coords;\n"
248                "layout(location = 0) out mediump vec4 o_color;\n"
249                "uniform sampler2D    ut_brick;\n"
250                "uniform mediump int  ui_one;\n"
251                "uniform mediump int  ui_two;\n\n"
252                "void main (void)\n"
253                "{\n"
254                "    o_color = v_color;\n"
255                "    for (int i = 0; i < ui_two; i++)\n"
256                "    {\n"
257                "        if (i > 0)\n"
258                "            ${DISCARD};\n"
259                "    }\n"
260                "}\n";
261 
262     case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP:
263         return "#version 300 es\n"
264                "in mediump vec4 v_color;\n"
265                "in mediump vec4 v_coords;\n"
266                "layout(location = 0) out mediump vec4 o_color;\n"
267                "uniform sampler2D    ut_brick;\n"
268                "uniform mediump int  ui_one;\n\n"
269                "void myfunc (void)\n"
270                "{\n"
271                "    for (int i = 0; i < 2; i++)\n"
272                "    {\n"
273                "        if (i > 0)\n"
274                "            ${DISCARD};\n"
275                "    }\n"
276                "}\n\n"
277                "void main (void)\n"
278                "{\n"
279                "    o_color = v_color;\n"
280                "    myfunc();\n"
281                "}\n";
282 
283     default:
284         DE_ASSERT(false);
285         return DE_NULL;
286     }
287 }
288 
getTemplateName(DiscardTemplate variant)289 static const char *getTemplateName(DiscardTemplate variant)
290 {
291     switch (variant)
292     {
293     case DISCARDTEMPLATE_MAIN_BASIC:
294         return "basic";
295     case DISCARDTEMPLATE_FUNCTION_BASIC:
296         return "function";
297     case DISCARDTEMPLATE_MAIN_STATIC_LOOP:
298         return "static_loop";
299     case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP:
300         return "dynamic_loop";
301     case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP:
302         return "function_static_loop";
303     default:
304         DE_ASSERT(false);
305         return DE_NULL;
306     }
307 }
308 
getModeName(DiscardMode mode)309 static const char *getModeName(DiscardMode mode)
310 {
311     switch (mode)
312     {
313     case DISCARDMODE_ALWAYS:
314         return "always";
315     case DISCARDMODE_NEVER:
316         return "never";
317     case DISCARDMODE_UNIFORM:
318         return "uniform";
319     case DISCARDMODE_DYNAMIC:
320         return "dynamic";
321     case DISCARDMODE_TEXTURE:
322         return "texture";
323     default:
324         DE_ASSERT(false);
325         return DE_NULL;
326     }
327 }
328 
getTemplateDesc(DiscardTemplate variant)329 static const char *getTemplateDesc(DiscardTemplate variant)
330 {
331     switch (variant)
332     {
333     case DISCARDTEMPLATE_MAIN_BASIC:
334         return "main";
335     case DISCARDTEMPLATE_FUNCTION_BASIC:
336         return "function";
337     case DISCARDTEMPLATE_MAIN_STATIC_LOOP:
338         return "static loop";
339     case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP:
340         return "dynamic loop";
341     case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP:
342         return "static loop in function";
343     default:
344         DE_ASSERT(false);
345         return DE_NULL;
346     }
347 }
348 
getModeDesc(DiscardMode mode)349 static const char *getModeDesc(DiscardMode mode)
350 {
351     switch (mode)
352     {
353     case DISCARDMODE_ALWAYS:
354         return "Always discard";
355     case DISCARDMODE_NEVER:
356         return "Never discard";
357     case DISCARDMODE_UNIFORM:
358         return "Discard based on uniform value";
359     case DISCARDMODE_DYNAMIC:
360         return "Discard based on varying values";
361     case DISCARDMODE_TEXTURE:
362         return "Discard based on texture value";
363     default:
364         DE_ASSERT(false);
365         return DE_NULL;
366     }
367 }
368 
makeDiscardCase(Context & context,DiscardTemplate tmpl,DiscardMode mode)369 ShaderDiscardCase *makeDiscardCase(Context &context, DiscardTemplate tmpl, DiscardMode mode)
370 {
371     StringTemplate shaderTemplate(getTemplate(tmpl));
372 
373     map<string, string> params;
374 
375     switch (mode)
376     {
377     case DISCARDMODE_ALWAYS:
378         params["DISCARD"] = "discard";
379         break;
380     case DISCARDMODE_NEVER:
381         params["DISCARD"] = "if (false) discard";
382         break;
383     case DISCARDMODE_UNIFORM:
384         params["DISCARD"] = "if (ui_one > 0) discard";
385         break;
386     case DISCARDMODE_DYNAMIC:
387         params["DISCARD"] = "if (v_coords.x+v_coords.y > 0.0) discard";
388         break;
389     case DISCARDMODE_TEXTURE:
390         params["DISCARD"] = "if (texture(ut_brick, v_coords.xy*0.25+0.5).x < 0.7) discard";
391         break;
392     default:
393         DE_ASSERT(false);
394         break;
395     }
396 
397     string name        = string(getTemplateName(tmpl)) + "_" + getModeName(mode);
398     string description = string(getModeDesc(mode)) + " in " + getTemplateDesc(tmpl);
399 
400     return new ShaderDiscardCase(context, name.c_str(), description.c_str(), shaderTemplate.specialize(params).c_str(),
401                                  getEvalFunc(mode), mode == DISCARDMODE_TEXTURE);
402 }
403 
init(void)404 void ShaderDiscardTests::init(void)
405 {
406     for (int tmpl = 0; tmpl < DISCARDTEMPLATE_LAST; tmpl++)
407         for (int mode = 0; mode < DISCARDMODE_LAST; mode++)
408             addChild(makeDiscardCase(m_context, (DiscardTemplate)tmpl, (DiscardMode)mode));
409 }
410 
411 } // namespace Functional
412 } // namespace gles3
413 } // namespace deqp
414