1*35238bceSAndroid Build Coastguard Worker /*-------------------------------------------------------------------------
2*35238bceSAndroid Build Coastguard Worker * drawElements Quality Program OpenGL Shared Module
3*35238bceSAndroid Build Coastguard Worker * -------------------------------------------------
4*35238bceSAndroid Build Coastguard Worker *
5*35238bceSAndroid Build Coastguard Worker * Copyright 2014 The Android Open Source Project
6*35238bceSAndroid Build Coastguard Worker *
7*35238bceSAndroid Build Coastguard Worker * Licensed under the Apache License, Version 2.0 (the "License");
8*35238bceSAndroid Build Coastguard Worker * you may not use this file except in compliance with the License.
9*35238bceSAndroid Build Coastguard Worker * You may obtain a copy of the License at
10*35238bceSAndroid Build Coastguard Worker *
11*35238bceSAndroid Build Coastguard Worker * http://www.apache.org/licenses/LICENSE-2.0
12*35238bceSAndroid Build Coastguard Worker *
13*35238bceSAndroid Build Coastguard Worker * Unless required by applicable law or agreed to in writing, software
14*35238bceSAndroid Build Coastguard Worker * distributed under the License is distributed on an "AS IS" BASIS,
15*35238bceSAndroid Build Coastguard Worker * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16*35238bceSAndroid Build Coastguard Worker * See the License for the specific language governing permissions and
17*35238bceSAndroid Build Coastguard Worker * limitations under the License.
18*35238bceSAndroid Build Coastguard Worker *
19*35238bceSAndroid Build Coastguard Worker *//*!
20*35238bceSAndroid Build Coastguard Worker * \file
21*35238bceSAndroid Build Coastguard Worker * \brief Shared shader constant expression test components
22*35238bceSAndroid Build Coastguard Worker *//*--------------------------------------------------------------------*/
23*35238bceSAndroid Build Coastguard Worker
24*35238bceSAndroid Build Coastguard Worker #include "glsShaderConstExprTests.hpp"
25*35238bceSAndroid Build Coastguard Worker #include "glsShaderLibrary.hpp"
26*35238bceSAndroid Build Coastguard Worker #include "glsShaderLibraryCase.hpp"
27*35238bceSAndroid Build Coastguard Worker
28*35238bceSAndroid Build Coastguard Worker #include "tcuStringTemplate.hpp"
29*35238bceSAndroid Build Coastguard Worker
30*35238bceSAndroid Build Coastguard Worker #include "deStringUtil.hpp"
31*35238bceSAndroid Build Coastguard Worker #include "deMath.h"
32*35238bceSAndroid Build Coastguard Worker
33*35238bceSAndroid Build Coastguard Worker namespace deqp
34*35238bceSAndroid Build Coastguard Worker {
35*35238bceSAndroid Build Coastguard Worker namespace gls
36*35238bceSAndroid Build Coastguard Worker {
37*35238bceSAndroid Build Coastguard Worker namespace ShaderConstExpr
38*35238bceSAndroid Build Coastguard Worker {
39*35238bceSAndroid Build Coastguard Worker
addOutputVar(glu::sl::ValueBlock * dst,glu::DataType type,float output)40*35238bceSAndroid Build Coastguard Worker static void addOutputVar(glu::sl::ValueBlock *dst, glu::DataType type, float output)
41*35238bceSAndroid Build Coastguard Worker {
42*35238bceSAndroid Build Coastguard Worker dst->outputs.push_back(glu::sl::Value());
43*35238bceSAndroid Build Coastguard Worker
44*35238bceSAndroid Build Coastguard Worker {
45*35238bceSAndroid Build Coastguard Worker glu::sl::Value &value = dst->outputs.back();
46*35238bceSAndroid Build Coastguard Worker
47*35238bceSAndroid Build Coastguard Worker value.name = "out0";
48*35238bceSAndroid Build Coastguard Worker value.type = glu::VarType(type, glu::PRECISION_LAST);
49*35238bceSAndroid Build Coastguard Worker value.elements.resize(1);
50*35238bceSAndroid Build Coastguard Worker
51*35238bceSAndroid Build Coastguard Worker switch (type)
52*35238bceSAndroid Build Coastguard Worker {
53*35238bceSAndroid Build Coastguard Worker case glu::TYPE_INT:
54*35238bceSAndroid Build Coastguard Worker value.elements[0].int32 = (int)output;
55*35238bceSAndroid Build Coastguard Worker break;
56*35238bceSAndroid Build Coastguard Worker
57*35238bceSAndroid Build Coastguard Worker case glu::TYPE_UINT:
58*35238bceSAndroid Build Coastguard Worker value.elements[0].int32 = (unsigned int)output;
59*35238bceSAndroid Build Coastguard Worker break;
60*35238bceSAndroid Build Coastguard Worker
61*35238bceSAndroid Build Coastguard Worker case glu::TYPE_BOOL:
62*35238bceSAndroid Build Coastguard Worker value.elements[0].bool32 = output != 0.0f;
63*35238bceSAndroid Build Coastguard Worker break;
64*35238bceSAndroid Build Coastguard Worker
65*35238bceSAndroid Build Coastguard Worker case glu::TYPE_FLOAT:
66*35238bceSAndroid Build Coastguard Worker value.elements[0].float32 = output;
67*35238bceSAndroid Build Coastguard Worker break;
68*35238bceSAndroid Build Coastguard Worker
69*35238bceSAndroid Build Coastguard Worker default:
70*35238bceSAndroid Build Coastguard Worker DE_ASSERT(false);
71*35238bceSAndroid Build Coastguard Worker }
72*35238bceSAndroid Build Coastguard Worker }
73*35238bceSAndroid Build Coastguard Worker }
74*35238bceSAndroid Build Coastguard Worker
createTests(tcu::TestContext & testContext,glu::RenderContext & renderContext,const glu::ContextInfo & contextInfo,const TestParams * cases,int numCases,glu::GLSLVersion version,TestShaderStage testStage)75*35238bceSAndroid Build Coastguard Worker std::vector<tcu::TestNode *> createTests(tcu::TestContext &testContext, glu::RenderContext &renderContext,
76*35238bceSAndroid Build Coastguard Worker const glu::ContextInfo &contextInfo, const TestParams *cases, int numCases,
77*35238bceSAndroid Build Coastguard Worker glu::GLSLVersion version, TestShaderStage testStage)
78*35238bceSAndroid Build Coastguard Worker {
79*35238bceSAndroid Build Coastguard Worker using gls::ShaderLibraryCase;
80*35238bceSAndroid Build Coastguard Worker using std::string;
81*35238bceSAndroid Build Coastguard Worker using std::vector;
82*35238bceSAndroid Build Coastguard Worker
83*35238bceSAndroid Build Coastguard Worker // Needed for autogenerating shader code for increased component counts
84*35238bceSAndroid Build Coastguard Worker DE_STATIC_ASSERT(glu::TYPE_FLOAT + 1 == glu::TYPE_FLOAT_VEC2);
85*35238bceSAndroid Build Coastguard Worker DE_STATIC_ASSERT(glu::TYPE_FLOAT + 2 == glu::TYPE_FLOAT_VEC3);
86*35238bceSAndroid Build Coastguard Worker DE_STATIC_ASSERT(glu::TYPE_FLOAT + 3 == glu::TYPE_FLOAT_VEC4);
87*35238bceSAndroid Build Coastguard Worker
88*35238bceSAndroid Build Coastguard Worker DE_STATIC_ASSERT(glu::TYPE_INT + 1 == glu::TYPE_INT_VEC2);
89*35238bceSAndroid Build Coastguard Worker DE_STATIC_ASSERT(glu::TYPE_INT + 2 == glu::TYPE_INT_VEC3);
90*35238bceSAndroid Build Coastguard Worker DE_STATIC_ASSERT(glu::TYPE_INT + 3 == glu::TYPE_INT_VEC4);
91*35238bceSAndroid Build Coastguard Worker
92*35238bceSAndroid Build Coastguard Worker DE_STATIC_ASSERT(glu::TYPE_UINT + 1 == glu::TYPE_UINT_VEC2);
93*35238bceSAndroid Build Coastguard Worker DE_STATIC_ASSERT(glu::TYPE_UINT + 2 == glu::TYPE_UINT_VEC3);
94*35238bceSAndroid Build Coastguard Worker DE_STATIC_ASSERT(glu::TYPE_UINT + 3 == glu::TYPE_UINT_VEC4);
95*35238bceSAndroid Build Coastguard Worker
96*35238bceSAndroid Build Coastguard Worker DE_STATIC_ASSERT(glu::TYPE_BOOL + 1 == glu::TYPE_BOOL_VEC2);
97*35238bceSAndroid Build Coastguard Worker DE_STATIC_ASSERT(glu::TYPE_BOOL + 2 == glu::TYPE_BOOL_VEC3);
98*35238bceSAndroid Build Coastguard Worker DE_STATIC_ASSERT(glu::TYPE_BOOL + 3 == glu::TYPE_BOOL_VEC4);
99*35238bceSAndroid Build Coastguard Worker
100*35238bceSAndroid Build Coastguard Worker DE_ASSERT(testStage);
101*35238bceSAndroid Build Coastguard Worker
102*35238bceSAndroid Build Coastguard Worker const char *shaderTemplateSrc = "#version ${GLES_VERSION}\n"
103*35238bceSAndroid Build Coastguard Worker "precision highp float;\n"
104*35238bceSAndroid Build Coastguard Worker "precision highp int;\n"
105*35238bceSAndroid Build Coastguard Worker "${DECLARATIONS}\n"
106*35238bceSAndroid Build Coastguard Worker "void main()\n"
107*35238bceSAndroid Build Coastguard Worker "{\n"
108*35238bceSAndroid Build Coastguard Worker " const ${CASE_BASE_TYPE} cval = ${CASE_EXPRESSION};\n"
109*35238bceSAndroid Build Coastguard Worker " out0 = cval;\n"
110*35238bceSAndroid Build Coastguard Worker " ${OUTPUT}\n"
111*35238bceSAndroid Build Coastguard Worker "}\n";
112*35238bceSAndroid Build Coastguard Worker
113*35238bceSAndroid Build Coastguard Worker const tcu::StringTemplate shaderTemplate(shaderTemplateSrc);
114*35238bceSAndroid Build Coastguard Worker vector<tcu::TestNode *> ret;
115*35238bceSAndroid Build Coastguard Worker
116*35238bceSAndroid Build Coastguard Worker for (int caseNdx = 0; caseNdx < numCases; caseNdx++)
117*35238bceSAndroid Build Coastguard Worker {
118*35238bceSAndroid Build Coastguard Worker std::map<string, string> shaderTemplateParams;
119*35238bceSAndroid Build Coastguard Worker const int minComponents = cases[caseNdx].minComponents;
120*35238bceSAndroid Build Coastguard Worker const int maxComponents = cases[caseNdx].maxComponents;
121*35238bceSAndroid Build Coastguard Worker const DataType inType = cases[caseNdx].inType;
122*35238bceSAndroid Build Coastguard Worker const DataType outType = cases[caseNdx].outType;
123*35238bceSAndroid Build Coastguard Worker const string expression = cases[caseNdx].expression;
124*35238bceSAndroid Build Coastguard Worker // Check for presence of func(vec, scalar) style specialization, use as gatekeeper for applying said specialization
125*35238bceSAndroid Build Coastguard Worker const bool alwaysScalar = expression.find("${MT}") != string::npos;
126*35238bceSAndroid Build Coastguard Worker
127*35238bceSAndroid Build Coastguard Worker shaderTemplateParams["GLES_VERSION"] = version == glu::GLSL_VERSION_300_ES ? "300 es" : "100";
128*35238bceSAndroid Build Coastguard Worker shaderTemplateParams["CASE_BASE_TYPE"] = glu::getDataTypeName(outType);
129*35238bceSAndroid Build Coastguard Worker shaderTemplateParams["DECLARATIONS"] = "${DECLARATIONS}";
130*35238bceSAndroid Build Coastguard Worker shaderTemplateParams["OUTPUT"] = "${OUTPUT}";
131*35238bceSAndroid Build Coastguard Worker
132*35238bceSAndroid Build Coastguard Worker for (int compCount = minComponents - 1; compCount < maxComponents; compCount++)
133*35238bceSAndroid Build Coastguard Worker {
134*35238bceSAndroid Build Coastguard Worker vector<tcu::TestNode *> children;
135*35238bceSAndroid Build Coastguard Worker std::map<string, string> expressionTemplateParams;
136*35238bceSAndroid Build Coastguard Worker string typeName = glu::getDataTypeName((glu::DataType)(
137*35238bceSAndroid Build Coastguard Worker inType + compCount)); // results in float, vec2, vec3, vec4 progression (same for other primitive types)
138*35238bceSAndroid Build Coastguard Worker const char *componentAccess[] = {"", ".y", ".z", ".w"};
139*35238bceSAndroid Build Coastguard Worker const tcu::StringTemplate expressionTemplate(expression);
140*35238bceSAndroid Build Coastguard Worker // Add type to case name if we are generating multiple versions
141*35238bceSAndroid Build Coastguard Worker const string caseName =
142*35238bceSAndroid Build Coastguard Worker string(cases[caseNdx].name) + (minComponents == maxComponents ? "" : ("_" + typeName));
143*35238bceSAndroid Build Coastguard Worker
144*35238bceSAndroid Build Coastguard Worker // ${T} => final type, ${MT} => final type but with scalar version usable even when T is a vector
145*35238bceSAndroid Build Coastguard Worker expressionTemplateParams["T"] = typeName;
146*35238bceSAndroid Build Coastguard Worker expressionTemplateParams["MT"] = typeName;
147*35238bceSAndroid Build Coastguard Worker
148*35238bceSAndroid Build Coastguard Worker shaderTemplateParams["CASE_EXPRESSION"] =
149*35238bceSAndroid Build Coastguard Worker expressionTemplate.specialize(expressionTemplateParams) +
150*35238bceSAndroid Build Coastguard Worker componentAccess[compCount]; // Add vector access to expression as needed
151*35238bceSAndroid Build Coastguard Worker
152*35238bceSAndroid Build Coastguard Worker {
153*35238bceSAndroid Build Coastguard Worker const string mapped = shaderTemplate.specialize(shaderTemplateParams);
154*35238bceSAndroid Build Coastguard Worker
155*35238bceSAndroid Build Coastguard Worker if (testStage & SHADER_VERTEX)
156*35238bceSAndroid Build Coastguard Worker {
157*35238bceSAndroid Build Coastguard Worker glu::sl::ShaderCaseSpecification spec;
158*35238bceSAndroid Build Coastguard Worker
159*35238bceSAndroid Build Coastguard Worker spec.targetVersion = version;
160*35238bceSAndroid Build Coastguard Worker spec.expectResult = glu::sl::EXPECT_PASS;
161*35238bceSAndroid Build Coastguard Worker spec.caseType = glu::sl::CASETYPE_VERTEX_ONLY;
162*35238bceSAndroid Build Coastguard Worker spec.programs.resize(1);
163*35238bceSAndroid Build Coastguard Worker
164*35238bceSAndroid Build Coastguard Worker spec.programs[0].sources << glu::VertexSource(mapped);
165*35238bceSAndroid Build Coastguard Worker
166*35238bceSAndroid Build Coastguard Worker addOutputVar(&spec.values, outType, cases[caseNdx].output);
167*35238bceSAndroid Build Coastguard Worker
168*35238bceSAndroid Build Coastguard Worker ret.push_back(new ShaderLibraryCase(testContext, renderContext, contextInfo,
169*35238bceSAndroid Build Coastguard Worker (caseName + "_vertex").c_str(), "", spec));
170*35238bceSAndroid Build Coastguard Worker }
171*35238bceSAndroid Build Coastguard Worker
172*35238bceSAndroid Build Coastguard Worker if (testStage & SHADER_FRAGMENT)
173*35238bceSAndroid Build Coastguard Worker {
174*35238bceSAndroid Build Coastguard Worker glu::sl::ShaderCaseSpecification spec;
175*35238bceSAndroid Build Coastguard Worker
176*35238bceSAndroid Build Coastguard Worker spec.targetVersion = version;
177*35238bceSAndroid Build Coastguard Worker spec.expectResult = glu::sl::EXPECT_PASS;
178*35238bceSAndroid Build Coastguard Worker spec.caseType = glu::sl::CASETYPE_FRAGMENT_ONLY;
179*35238bceSAndroid Build Coastguard Worker spec.programs.resize(1);
180*35238bceSAndroid Build Coastguard Worker
181*35238bceSAndroid Build Coastguard Worker spec.programs[0].sources << glu::FragmentSource(mapped);
182*35238bceSAndroid Build Coastguard Worker
183*35238bceSAndroid Build Coastguard Worker addOutputVar(&spec.values, outType, cases[caseNdx].output);
184*35238bceSAndroid Build Coastguard Worker
185*35238bceSAndroid Build Coastguard Worker ret.push_back(new ShaderLibraryCase(testContext, renderContext, contextInfo,
186*35238bceSAndroid Build Coastguard Worker (caseName + "_fragment").c_str(), "", spec));
187*35238bceSAndroid Build Coastguard Worker }
188*35238bceSAndroid Build Coastguard Worker }
189*35238bceSAndroid Build Coastguard Worker
190*35238bceSAndroid Build Coastguard Worker // Deal with functions that allways accept one ore more scalar parameters even when others are vectors
191*35238bceSAndroid Build Coastguard Worker if (alwaysScalar && compCount > 0)
192*35238bceSAndroid Build Coastguard Worker {
193*35238bceSAndroid Build Coastguard Worker const string scalarCaseName =
194*35238bceSAndroid Build Coastguard Worker string(cases[caseNdx].name) + "_" + typeName + "_" + glu::getDataTypeName(inType);
195*35238bceSAndroid Build Coastguard Worker
196*35238bceSAndroid Build Coastguard Worker expressionTemplateParams["MT"] = glu::getDataTypeName(inType);
197*35238bceSAndroid Build Coastguard Worker shaderTemplateParams["CASE_EXPRESSION"] =
198*35238bceSAndroid Build Coastguard Worker expressionTemplate.specialize(expressionTemplateParams) + componentAccess[compCount];
199*35238bceSAndroid Build Coastguard Worker
200*35238bceSAndroid Build Coastguard Worker {
201*35238bceSAndroid Build Coastguard Worker const string mapped = shaderTemplate.specialize(shaderTemplateParams);
202*35238bceSAndroid Build Coastguard Worker
203*35238bceSAndroid Build Coastguard Worker if (testStage & SHADER_VERTEX)
204*35238bceSAndroid Build Coastguard Worker {
205*35238bceSAndroid Build Coastguard Worker glu::sl::ShaderCaseSpecification spec;
206*35238bceSAndroid Build Coastguard Worker
207*35238bceSAndroid Build Coastguard Worker spec.targetVersion = version;
208*35238bceSAndroid Build Coastguard Worker spec.expectResult = glu::sl::EXPECT_PASS;
209*35238bceSAndroid Build Coastguard Worker spec.caseType = glu::sl::CASETYPE_VERTEX_ONLY;
210*35238bceSAndroid Build Coastguard Worker spec.programs.resize(1);
211*35238bceSAndroid Build Coastguard Worker
212*35238bceSAndroid Build Coastguard Worker spec.programs[0].sources << glu::VertexSource(mapped);
213*35238bceSAndroid Build Coastguard Worker
214*35238bceSAndroid Build Coastguard Worker addOutputVar(&spec.values, outType, cases[caseNdx].output);
215*35238bceSAndroid Build Coastguard Worker
216*35238bceSAndroid Build Coastguard Worker ret.push_back(new ShaderLibraryCase(testContext, renderContext, contextInfo,
217*35238bceSAndroid Build Coastguard Worker (scalarCaseName + "_vertex").c_str(), "", spec));
218*35238bceSAndroid Build Coastguard Worker }
219*35238bceSAndroid Build Coastguard Worker
220*35238bceSAndroid Build Coastguard Worker if (testStage & SHADER_FRAGMENT)
221*35238bceSAndroid Build Coastguard Worker {
222*35238bceSAndroid Build Coastguard Worker glu::sl::ShaderCaseSpecification spec;
223*35238bceSAndroid Build Coastguard Worker
224*35238bceSAndroid Build Coastguard Worker spec.targetVersion = version;
225*35238bceSAndroid Build Coastguard Worker spec.expectResult = glu::sl::EXPECT_PASS;
226*35238bceSAndroid Build Coastguard Worker spec.caseType = glu::sl::CASETYPE_FRAGMENT_ONLY;
227*35238bceSAndroid Build Coastguard Worker spec.programs.resize(1);
228*35238bceSAndroid Build Coastguard Worker
229*35238bceSAndroid Build Coastguard Worker spec.programs[0].sources << glu::FragmentSource(mapped);
230*35238bceSAndroid Build Coastguard Worker
231*35238bceSAndroid Build Coastguard Worker addOutputVar(&spec.values, outType, cases[caseNdx].output);
232*35238bceSAndroid Build Coastguard Worker
233*35238bceSAndroid Build Coastguard Worker ret.push_back(new ShaderLibraryCase(testContext, renderContext, contextInfo,
234*35238bceSAndroid Build Coastguard Worker (scalarCaseName + "_fragment").c_str(), "", spec));
235*35238bceSAndroid Build Coastguard Worker }
236*35238bceSAndroid Build Coastguard Worker }
237*35238bceSAndroid Build Coastguard Worker }
238*35238bceSAndroid Build Coastguard Worker }
239*35238bceSAndroid Build Coastguard Worker }
240*35238bceSAndroid Build Coastguard Worker
241*35238bceSAndroid Build Coastguard Worker return ret;
242*35238bceSAndroid Build Coastguard Worker }
243*35238bceSAndroid Build Coastguard Worker
244*35238bceSAndroid Build Coastguard Worker } // namespace ShaderConstExpr
245*35238bceSAndroid Build Coastguard Worker } // namespace gls
246*35238bceSAndroid Build Coastguard Worker } // namespace deqp
247