xref: /aosp_15_r20/external/deqp/modules/glshared/glsShaderConstExprTests.cpp (revision 35238bce31c2a825756842865a792f8cf7f89930)
1 /*-------------------------------------------------------------------------
2  * drawElements Quality Program OpenGL Shared 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 Shared shader constant expression test components
22  *//*--------------------------------------------------------------------*/
23 
24 #include "glsShaderConstExprTests.hpp"
25 #include "glsShaderLibrary.hpp"
26 #include "glsShaderLibraryCase.hpp"
27 
28 #include "tcuStringTemplate.hpp"
29 
30 #include "deStringUtil.hpp"
31 #include "deMath.h"
32 
33 namespace deqp
34 {
35 namespace gls
36 {
37 namespace ShaderConstExpr
38 {
39 
addOutputVar(glu::sl::ValueBlock * dst,glu::DataType type,float output)40 static void addOutputVar(glu::sl::ValueBlock *dst, glu::DataType type, float output)
41 {
42     dst->outputs.push_back(glu::sl::Value());
43 
44     {
45         glu::sl::Value &value = dst->outputs.back();
46 
47         value.name = "out0";
48         value.type = glu::VarType(type, glu::PRECISION_LAST);
49         value.elements.resize(1);
50 
51         switch (type)
52         {
53         case glu::TYPE_INT:
54             value.elements[0].int32 = (int)output;
55             break;
56 
57         case glu::TYPE_UINT:
58             value.elements[0].int32 = (unsigned int)output;
59             break;
60 
61         case glu::TYPE_BOOL:
62             value.elements[0].bool32 = output != 0.0f;
63             break;
64 
65         case glu::TYPE_FLOAT:
66             value.elements[0].float32 = output;
67             break;
68 
69         default:
70             DE_ASSERT(false);
71         }
72     }
73 }
74 
createTests(tcu::TestContext & testContext,glu::RenderContext & renderContext,const glu::ContextInfo & contextInfo,const TestParams * cases,int numCases,glu::GLSLVersion version,TestShaderStage testStage)75 std::vector<tcu::TestNode *> createTests(tcu::TestContext &testContext, glu::RenderContext &renderContext,
76                                          const glu::ContextInfo &contextInfo, const TestParams *cases, int numCases,
77                                          glu::GLSLVersion version, TestShaderStage testStage)
78 {
79     using gls::ShaderLibraryCase;
80     using std::string;
81     using std::vector;
82 
83     // Needed for autogenerating shader code for increased component counts
84     DE_STATIC_ASSERT(glu::TYPE_FLOAT + 1 == glu::TYPE_FLOAT_VEC2);
85     DE_STATIC_ASSERT(glu::TYPE_FLOAT + 2 == glu::TYPE_FLOAT_VEC3);
86     DE_STATIC_ASSERT(glu::TYPE_FLOAT + 3 == glu::TYPE_FLOAT_VEC4);
87 
88     DE_STATIC_ASSERT(glu::TYPE_INT + 1 == glu::TYPE_INT_VEC2);
89     DE_STATIC_ASSERT(glu::TYPE_INT + 2 == glu::TYPE_INT_VEC3);
90     DE_STATIC_ASSERT(glu::TYPE_INT + 3 == glu::TYPE_INT_VEC4);
91 
92     DE_STATIC_ASSERT(glu::TYPE_UINT + 1 == glu::TYPE_UINT_VEC2);
93     DE_STATIC_ASSERT(glu::TYPE_UINT + 2 == glu::TYPE_UINT_VEC3);
94     DE_STATIC_ASSERT(glu::TYPE_UINT + 3 == glu::TYPE_UINT_VEC4);
95 
96     DE_STATIC_ASSERT(glu::TYPE_BOOL + 1 == glu::TYPE_BOOL_VEC2);
97     DE_STATIC_ASSERT(glu::TYPE_BOOL + 2 == glu::TYPE_BOOL_VEC3);
98     DE_STATIC_ASSERT(glu::TYPE_BOOL + 3 == glu::TYPE_BOOL_VEC4);
99 
100     DE_ASSERT(testStage);
101 
102     const char *shaderTemplateSrc = "#version ${GLES_VERSION}\n"
103                                     "precision highp float;\n"
104                                     "precision highp int;\n"
105                                     "${DECLARATIONS}\n"
106                                     "void main()\n"
107                                     "{\n"
108                                     "    const ${CASE_BASE_TYPE} cval = ${CASE_EXPRESSION};\n"
109                                     "    out0 = cval;\n"
110                                     "    ${OUTPUT}\n"
111                                     "}\n";
112 
113     const tcu::StringTemplate shaderTemplate(shaderTemplateSrc);
114     vector<tcu::TestNode *> ret;
115 
116     for (int caseNdx = 0; caseNdx < numCases; caseNdx++)
117     {
118         std::map<string, string> shaderTemplateParams;
119         const int minComponents = cases[caseNdx].minComponents;
120         const int maxComponents = cases[caseNdx].maxComponents;
121         const DataType inType   = cases[caseNdx].inType;
122         const DataType outType  = cases[caseNdx].outType;
123         const string expression = cases[caseNdx].expression;
124         // Check for presence of func(vec, scalar) style specialization, use as gatekeeper for applying said specialization
125         const bool alwaysScalar = expression.find("${MT}") != string::npos;
126 
127         shaderTemplateParams["GLES_VERSION"]   = version == glu::GLSL_VERSION_300_ES ? "300 es" : "100";
128         shaderTemplateParams["CASE_BASE_TYPE"] = glu::getDataTypeName(outType);
129         shaderTemplateParams["DECLARATIONS"]   = "${DECLARATIONS}";
130         shaderTemplateParams["OUTPUT"]         = "${OUTPUT}";
131 
132         for (int compCount = minComponents - 1; compCount < maxComponents; compCount++)
133         {
134             vector<tcu::TestNode *> children;
135             std::map<string, string> expressionTemplateParams;
136             string typeName               = glu::getDataTypeName((glu::DataType)(
137                 inType + compCount)); // results in float, vec2, vec3, vec4 progression (same for other primitive types)
138             const char *componentAccess[] = {"", ".y", ".z", ".w"};
139             const tcu::StringTemplate expressionTemplate(expression);
140             // Add type to case name if we are generating multiple versions
141             const string caseName =
142                 string(cases[caseNdx].name) + (minComponents == maxComponents ? "" : ("_" + typeName));
143 
144             // ${T} => final type, ${MT} => final type but with scalar version usable even when T is a vector
145             expressionTemplateParams["T"]  = typeName;
146             expressionTemplateParams["MT"] = typeName;
147 
148             shaderTemplateParams["CASE_EXPRESSION"] =
149                 expressionTemplate.specialize(expressionTemplateParams) +
150                 componentAccess[compCount]; // Add vector access to expression as needed
151 
152             {
153                 const string mapped = shaderTemplate.specialize(shaderTemplateParams);
154 
155                 if (testStage & SHADER_VERTEX)
156                 {
157                     glu::sl::ShaderCaseSpecification spec;
158 
159                     spec.targetVersion = version;
160                     spec.expectResult  = glu::sl::EXPECT_PASS;
161                     spec.caseType      = glu::sl::CASETYPE_VERTEX_ONLY;
162                     spec.programs.resize(1);
163 
164                     spec.programs[0].sources << glu::VertexSource(mapped);
165 
166                     addOutputVar(&spec.values, outType, cases[caseNdx].output);
167 
168                     ret.push_back(new ShaderLibraryCase(testContext, renderContext, contextInfo,
169                                                         (caseName + "_vertex").c_str(), "", spec));
170                 }
171 
172                 if (testStage & SHADER_FRAGMENT)
173                 {
174                     glu::sl::ShaderCaseSpecification spec;
175 
176                     spec.targetVersion = version;
177                     spec.expectResult  = glu::sl::EXPECT_PASS;
178                     spec.caseType      = glu::sl::CASETYPE_FRAGMENT_ONLY;
179                     spec.programs.resize(1);
180 
181                     spec.programs[0].sources << glu::FragmentSource(mapped);
182 
183                     addOutputVar(&spec.values, outType, cases[caseNdx].output);
184 
185                     ret.push_back(new ShaderLibraryCase(testContext, renderContext, contextInfo,
186                                                         (caseName + "_fragment").c_str(), "", spec));
187                 }
188             }
189 
190             // Deal with functions that allways accept one ore more scalar parameters even when others are vectors
191             if (alwaysScalar && compCount > 0)
192             {
193                 const string scalarCaseName =
194                     string(cases[caseNdx].name) + "_" + typeName + "_" + glu::getDataTypeName(inType);
195 
196                 expressionTemplateParams["MT"] = glu::getDataTypeName(inType);
197                 shaderTemplateParams["CASE_EXPRESSION"] =
198                     expressionTemplate.specialize(expressionTemplateParams) + componentAccess[compCount];
199 
200                 {
201                     const string mapped = shaderTemplate.specialize(shaderTemplateParams);
202 
203                     if (testStage & SHADER_VERTEX)
204                     {
205                         glu::sl::ShaderCaseSpecification spec;
206 
207                         spec.targetVersion = version;
208                         spec.expectResult  = glu::sl::EXPECT_PASS;
209                         spec.caseType      = glu::sl::CASETYPE_VERTEX_ONLY;
210                         spec.programs.resize(1);
211 
212                         spec.programs[0].sources << glu::VertexSource(mapped);
213 
214                         addOutputVar(&spec.values, outType, cases[caseNdx].output);
215 
216                         ret.push_back(new ShaderLibraryCase(testContext, renderContext, contextInfo,
217                                                             (scalarCaseName + "_vertex").c_str(), "", spec));
218                     }
219 
220                     if (testStage & SHADER_FRAGMENT)
221                     {
222                         glu::sl::ShaderCaseSpecification spec;
223 
224                         spec.targetVersion = version;
225                         spec.expectResult  = glu::sl::EXPECT_PASS;
226                         spec.caseType      = glu::sl::CASETYPE_FRAGMENT_ONLY;
227                         spec.programs.resize(1);
228 
229                         spec.programs[0].sources << glu::FragmentSource(mapped);
230 
231                         addOutputVar(&spec.values, outType, cases[caseNdx].output);
232 
233                         ret.push_back(new ShaderLibraryCase(testContext, renderContext, contextInfo,
234                                                             (scalarCaseName + "_fragment").c_str(), "", spec));
235                     }
236                 }
237             }
238         }
239     }
240 
241     return ret;
242 }
243 
244 } // namespace ShaderConstExpr
245 } // namespace gls
246 } // namespace deqp
247