1*35238bceSAndroid Build Coastguard Worker /*-------------------------------------------------------------------------
2*35238bceSAndroid Build Coastguard Worker * drawElements Quality Program OpenGL (ES) 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 Shader execute test.
22*35238bceSAndroid Build Coastguard Worker *
23*35238bceSAndroid Build Coastguard Worker * \todo [petri] Multiple grid with differing constants/uniforms.
24*35238bceSAndroid Build Coastguard Worker * \todo [petri]
25*35238bceSAndroid Build Coastguard Worker *//*--------------------------------------------------------------------*/
26*35238bceSAndroid Build Coastguard Worker
27*35238bceSAndroid Build Coastguard Worker #include "glsShaderRenderCase.hpp"
28*35238bceSAndroid Build Coastguard Worker
29*35238bceSAndroid Build Coastguard Worker #include "tcuSurface.hpp"
30*35238bceSAndroid Build Coastguard Worker #include "tcuVector.hpp"
31*35238bceSAndroid Build Coastguard Worker #include "tcuImageCompare.hpp"
32*35238bceSAndroid Build Coastguard Worker #include "tcuTestLog.hpp"
33*35238bceSAndroid Build Coastguard Worker #include "tcuRenderTarget.hpp"
34*35238bceSAndroid Build Coastguard Worker
35*35238bceSAndroid Build Coastguard Worker #include "gluPixelTransfer.hpp"
36*35238bceSAndroid Build Coastguard Worker #include "gluTexture.hpp"
37*35238bceSAndroid Build Coastguard Worker #include "gluTextureUtil.hpp"
38*35238bceSAndroid Build Coastguard Worker #include "gluDrawUtil.hpp"
39*35238bceSAndroid Build Coastguard Worker
40*35238bceSAndroid Build Coastguard Worker #include "glwFunctions.hpp"
41*35238bceSAndroid Build Coastguard Worker #include "glwEnums.hpp"
42*35238bceSAndroid Build Coastguard Worker
43*35238bceSAndroid Build Coastguard Worker #include "deRandom.hpp"
44*35238bceSAndroid Build Coastguard Worker #include "deMemory.h"
45*35238bceSAndroid Build Coastguard Worker #include "deString.h"
46*35238bceSAndroid Build Coastguard Worker #include "deMath.h"
47*35238bceSAndroid Build Coastguard Worker #include "deStringUtil.hpp"
48*35238bceSAndroid Build Coastguard Worker
49*35238bceSAndroid Build Coastguard Worker #include <stdio.h>
50*35238bceSAndroid Build Coastguard Worker #include <vector>
51*35238bceSAndroid Build Coastguard Worker #include <string>
52*35238bceSAndroid Build Coastguard Worker
53*35238bceSAndroid Build Coastguard Worker namespace deqp
54*35238bceSAndroid Build Coastguard Worker {
55*35238bceSAndroid Build Coastguard Worker namespace gls
56*35238bceSAndroid Build Coastguard Worker {
57*35238bceSAndroid Build Coastguard Worker
58*35238bceSAndroid Build Coastguard Worker using namespace std;
59*35238bceSAndroid Build Coastguard Worker using namespace tcu;
60*35238bceSAndroid Build Coastguard Worker using namespace glu;
61*35238bceSAndroid Build Coastguard Worker
62*35238bceSAndroid Build Coastguard Worker static const int GRID_SIZE = 92;
63*35238bceSAndroid Build Coastguard Worker static const int MAX_RENDER_WIDTH = 128;
64*35238bceSAndroid Build Coastguard Worker static const int MAX_RENDER_HEIGHT = 112;
65*35238bceSAndroid Build Coastguard Worker static const tcu::Vec4 DEFAULT_CLEAR_COLOR = tcu::Vec4(0.125f, 0.25f, 0.5f, 1.0f);
66*35238bceSAndroid Build Coastguard Worker
67*35238bceSAndroid Build Coastguard Worker // TextureBinding
68*35238bceSAndroid Build Coastguard Worker
TextureBinding(const glu::Texture2D * tex2D,const tcu::Sampler & sampler)69*35238bceSAndroid Build Coastguard Worker TextureBinding::TextureBinding(const glu::Texture2D *tex2D, const tcu::Sampler &sampler)
70*35238bceSAndroid Build Coastguard Worker : m_type(TYPE_2D)
71*35238bceSAndroid Build Coastguard Worker , m_sampler(sampler)
72*35238bceSAndroid Build Coastguard Worker {
73*35238bceSAndroid Build Coastguard Worker m_binding.tex2D = tex2D;
74*35238bceSAndroid Build Coastguard Worker }
75*35238bceSAndroid Build Coastguard Worker
TextureBinding(const glu::TextureCube * texCube,const tcu::Sampler & sampler)76*35238bceSAndroid Build Coastguard Worker TextureBinding::TextureBinding(const glu::TextureCube *texCube, const tcu::Sampler &sampler)
77*35238bceSAndroid Build Coastguard Worker : m_type(TYPE_CUBE_MAP)
78*35238bceSAndroid Build Coastguard Worker , m_sampler(sampler)
79*35238bceSAndroid Build Coastguard Worker {
80*35238bceSAndroid Build Coastguard Worker m_binding.texCube = texCube;
81*35238bceSAndroid Build Coastguard Worker }
82*35238bceSAndroid Build Coastguard Worker
TextureBinding(const glu::Texture2DArray * tex2DArray,const tcu::Sampler & sampler)83*35238bceSAndroid Build Coastguard Worker TextureBinding::TextureBinding(const glu::Texture2DArray *tex2DArray, const tcu::Sampler &sampler)
84*35238bceSAndroid Build Coastguard Worker : m_type(TYPE_2D_ARRAY)
85*35238bceSAndroid Build Coastguard Worker , m_sampler(sampler)
86*35238bceSAndroid Build Coastguard Worker {
87*35238bceSAndroid Build Coastguard Worker m_binding.tex2DArray = tex2DArray;
88*35238bceSAndroid Build Coastguard Worker }
89*35238bceSAndroid Build Coastguard Worker
TextureBinding(const glu::Texture3D * tex3D,const tcu::Sampler & sampler)90*35238bceSAndroid Build Coastguard Worker TextureBinding::TextureBinding(const glu::Texture3D *tex3D, const tcu::Sampler &sampler)
91*35238bceSAndroid Build Coastguard Worker : m_type(TYPE_3D)
92*35238bceSAndroid Build Coastguard Worker , m_sampler(sampler)
93*35238bceSAndroid Build Coastguard Worker {
94*35238bceSAndroid Build Coastguard Worker m_binding.tex3D = tex3D;
95*35238bceSAndroid Build Coastguard Worker }
96*35238bceSAndroid Build Coastguard Worker
TextureBinding(void)97*35238bceSAndroid Build Coastguard Worker TextureBinding::TextureBinding(void) : m_type(TYPE_NONE)
98*35238bceSAndroid Build Coastguard Worker {
99*35238bceSAndroid Build Coastguard Worker m_binding.tex2D = DE_NULL;
100*35238bceSAndroid Build Coastguard Worker }
101*35238bceSAndroid Build Coastguard Worker
setSampler(const tcu::Sampler & sampler)102*35238bceSAndroid Build Coastguard Worker void TextureBinding::setSampler(const tcu::Sampler &sampler)
103*35238bceSAndroid Build Coastguard Worker {
104*35238bceSAndroid Build Coastguard Worker m_sampler = sampler;
105*35238bceSAndroid Build Coastguard Worker }
106*35238bceSAndroid Build Coastguard Worker
setTexture(const glu::Texture2D * tex2D)107*35238bceSAndroid Build Coastguard Worker void TextureBinding::setTexture(const glu::Texture2D *tex2D)
108*35238bceSAndroid Build Coastguard Worker {
109*35238bceSAndroid Build Coastguard Worker m_type = TYPE_2D;
110*35238bceSAndroid Build Coastguard Worker m_binding.tex2D = tex2D;
111*35238bceSAndroid Build Coastguard Worker }
112*35238bceSAndroid Build Coastguard Worker
setTexture(const glu::TextureCube * texCube)113*35238bceSAndroid Build Coastguard Worker void TextureBinding::setTexture(const glu::TextureCube *texCube)
114*35238bceSAndroid Build Coastguard Worker {
115*35238bceSAndroid Build Coastguard Worker m_type = TYPE_CUBE_MAP;
116*35238bceSAndroid Build Coastguard Worker m_binding.texCube = texCube;
117*35238bceSAndroid Build Coastguard Worker }
118*35238bceSAndroid Build Coastguard Worker
setTexture(const glu::Texture2DArray * tex2DArray)119*35238bceSAndroid Build Coastguard Worker void TextureBinding::setTexture(const glu::Texture2DArray *tex2DArray)
120*35238bceSAndroid Build Coastguard Worker {
121*35238bceSAndroid Build Coastguard Worker m_type = TYPE_2D_ARRAY;
122*35238bceSAndroid Build Coastguard Worker m_binding.tex2DArray = tex2DArray;
123*35238bceSAndroid Build Coastguard Worker }
124*35238bceSAndroid Build Coastguard Worker
setTexture(const glu::Texture3D * tex3D)125*35238bceSAndroid Build Coastguard Worker void TextureBinding::setTexture(const glu::Texture3D *tex3D)
126*35238bceSAndroid Build Coastguard Worker {
127*35238bceSAndroid Build Coastguard Worker m_type = TYPE_3D;
128*35238bceSAndroid Build Coastguard Worker m_binding.tex3D = tex3D;
129*35238bceSAndroid Build Coastguard Worker }
130*35238bceSAndroid Build Coastguard Worker
131*35238bceSAndroid Build Coastguard Worker // QuadGrid.
132*35238bceSAndroid Build Coastguard Worker
133*35238bceSAndroid Build Coastguard Worker class QuadGrid
134*35238bceSAndroid Build Coastguard Worker {
135*35238bceSAndroid Build Coastguard Worker public:
136*35238bceSAndroid Build Coastguard Worker QuadGrid(int gridSize, int screenWidth, int screenHeight, const Vec4 &constCoords,
137*35238bceSAndroid Build Coastguard Worker const vector<Mat4> &userAttribTransforms, const vector<TextureBinding> &textures);
138*35238bceSAndroid Build Coastguard Worker ~QuadGrid(void);
139*35238bceSAndroid Build Coastguard Worker
getGridSize(void) const140*35238bceSAndroid Build Coastguard Worker int getGridSize(void) const
141*35238bceSAndroid Build Coastguard Worker {
142*35238bceSAndroid Build Coastguard Worker return m_gridSize;
143*35238bceSAndroid Build Coastguard Worker }
getNumVertices(void) const144*35238bceSAndroid Build Coastguard Worker int getNumVertices(void) const
145*35238bceSAndroid Build Coastguard Worker {
146*35238bceSAndroid Build Coastguard Worker return m_numVertices;
147*35238bceSAndroid Build Coastguard Worker }
getNumTriangles(void) const148*35238bceSAndroid Build Coastguard Worker int getNumTriangles(void) const
149*35238bceSAndroid Build Coastguard Worker {
150*35238bceSAndroid Build Coastguard Worker return m_numTriangles;
151*35238bceSAndroid Build Coastguard Worker }
getConstCoords(void) const152*35238bceSAndroid Build Coastguard Worker const Vec4 &getConstCoords(void) const
153*35238bceSAndroid Build Coastguard Worker {
154*35238bceSAndroid Build Coastguard Worker return m_constCoords;
155*35238bceSAndroid Build Coastguard Worker }
getUserAttribTransforms(void) const156*35238bceSAndroid Build Coastguard Worker const vector<Mat4> getUserAttribTransforms(void) const
157*35238bceSAndroid Build Coastguard Worker {
158*35238bceSAndroid Build Coastguard Worker return m_userAttribTransforms;
159*35238bceSAndroid Build Coastguard Worker }
getTextures(void) const160*35238bceSAndroid Build Coastguard Worker const vector<TextureBinding> &getTextures(void) const
161*35238bceSAndroid Build Coastguard Worker {
162*35238bceSAndroid Build Coastguard Worker return m_textures;
163*35238bceSAndroid Build Coastguard Worker }
164*35238bceSAndroid Build Coastguard Worker
getPositions(void) const165*35238bceSAndroid Build Coastguard Worker const Vec4 *getPositions(void) const
166*35238bceSAndroid Build Coastguard Worker {
167*35238bceSAndroid Build Coastguard Worker return &m_positions[0];
168*35238bceSAndroid Build Coastguard Worker }
getAttribOne(void) const169*35238bceSAndroid Build Coastguard Worker const float *getAttribOne(void) const
170*35238bceSAndroid Build Coastguard Worker {
171*35238bceSAndroid Build Coastguard Worker return &m_attribOne[0];
172*35238bceSAndroid Build Coastguard Worker }
getCoords(void) const173*35238bceSAndroid Build Coastguard Worker const Vec4 *getCoords(void) const
174*35238bceSAndroid Build Coastguard Worker {
175*35238bceSAndroid Build Coastguard Worker return &m_coords[0];
176*35238bceSAndroid Build Coastguard Worker }
getUnitCoords(void) const177*35238bceSAndroid Build Coastguard Worker const Vec4 *getUnitCoords(void) const
178*35238bceSAndroid Build Coastguard Worker {
179*35238bceSAndroid Build Coastguard Worker return &m_unitCoords[0];
180*35238bceSAndroid Build Coastguard Worker }
getUserAttrib(int attribNdx) const181*35238bceSAndroid Build Coastguard Worker const Vec4 *getUserAttrib(int attribNdx) const
182*35238bceSAndroid Build Coastguard Worker {
183*35238bceSAndroid Build Coastguard Worker return &m_userAttribs[attribNdx][0];
184*35238bceSAndroid Build Coastguard Worker }
getIndices(void) const185*35238bceSAndroid Build Coastguard Worker const uint16_t *getIndices(void) const
186*35238bceSAndroid Build Coastguard Worker {
187*35238bceSAndroid Build Coastguard Worker return &m_indices[0];
188*35238bceSAndroid Build Coastguard Worker }
189*35238bceSAndroid Build Coastguard Worker
190*35238bceSAndroid Build Coastguard Worker Vec4 getCoords(float sx, float sy) const;
191*35238bceSAndroid Build Coastguard Worker Vec4 getUnitCoords(float sx, float sy) const;
192*35238bceSAndroid Build Coastguard Worker
getNumUserAttribs(void) const193*35238bceSAndroid Build Coastguard Worker int getNumUserAttribs(void) const
194*35238bceSAndroid Build Coastguard Worker {
195*35238bceSAndroid Build Coastguard Worker return (int)m_userAttribTransforms.size();
196*35238bceSAndroid Build Coastguard Worker }
197*35238bceSAndroid Build Coastguard Worker Vec4 getUserAttrib(int attribNdx, float sx, float sy) const;
198*35238bceSAndroid Build Coastguard Worker
199*35238bceSAndroid Build Coastguard Worker private:
200*35238bceSAndroid Build Coastguard Worker int m_gridSize;
201*35238bceSAndroid Build Coastguard Worker int m_numVertices;
202*35238bceSAndroid Build Coastguard Worker int m_numTriangles;
203*35238bceSAndroid Build Coastguard Worker Vec4 m_constCoords;
204*35238bceSAndroid Build Coastguard Worker vector<Mat4> m_userAttribTransforms;
205*35238bceSAndroid Build Coastguard Worker vector<TextureBinding> m_textures;
206*35238bceSAndroid Build Coastguard Worker
207*35238bceSAndroid Build Coastguard Worker vector<Vec4> m_screenPos;
208*35238bceSAndroid Build Coastguard Worker vector<Vec4> m_positions;
209*35238bceSAndroid Build Coastguard Worker vector<Vec4> m_coords; //!< Near-unit coordinates, roughly [-2.0 .. 2.0].
210*35238bceSAndroid Build Coastguard Worker vector<Vec4> m_unitCoords; //!< Positive-only coordinates [0.0 .. 1.5].
211*35238bceSAndroid Build Coastguard Worker vector<float> m_attribOne;
212*35238bceSAndroid Build Coastguard Worker vector<Vec4> m_userAttribs[ShaderEvalContext::MAX_TEXTURES];
213*35238bceSAndroid Build Coastguard Worker vector<uint16_t> m_indices;
214*35238bceSAndroid Build Coastguard Worker };
215*35238bceSAndroid Build Coastguard Worker
QuadGrid(int gridSize,int width,int height,const Vec4 & constCoords,const vector<Mat4> & userAttribTransforms,const vector<TextureBinding> & textures)216*35238bceSAndroid Build Coastguard Worker QuadGrid::QuadGrid(int gridSize, int width, int height, const Vec4 &constCoords,
217*35238bceSAndroid Build Coastguard Worker const vector<Mat4> &userAttribTransforms, const vector<TextureBinding> &textures)
218*35238bceSAndroid Build Coastguard Worker : m_gridSize(gridSize)
219*35238bceSAndroid Build Coastguard Worker , m_numVertices((gridSize + 1) * (gridSize + 1))
220*35238bceSAndroid Build Coastguard Worker , m_numTriangles(gridSize * gridSize * 2)
221*35238bceSAndroid Build Coastguard Worker , m_constCoords(constCoords)
222*35238bceSAndroid Build Coastguard Worker , m_userAttribTransforms(userAttribTransforms)
223*35238bceSAndroid Build Coastguard Worker , m_textures(textures)
224*35238bceSAndroid Build Coastguard Worker {
225*35238bceSAndroid Build Coastguard Worker Vec4 viewportScale = Vec4((float)width, (float)height, 0.0f, 0.0f);
226*35238bceSAndroid Build Coastguard Worker
227*35238bceSAndroid Build Coastguard Worker // Compute vertices.
228*35238bceSAndroid Build Coastguard Worker m_positions.resize(m_numVertices);
229*35238bceSAndroid Build Coastguard Worker m_coords.resize(m_numVertices);
230*35238bceSAndroid Build Coastguard Worker m_unitCoords.resize(m_numVertices);
231*35238bceSAndroid Build Coastguard Worker m_attribOne.resize(m_numVertices);
232*35238bceSAndroid Build Coastguard Worker m_screenPos.resize(m_numVertices);
233*35238bceSAndroid Build Coastguard Worker
234*35238bceSAndroid Build Coastguard Worker // User attributes.
235*35238bceSAndroid Build Coastguard Worker for (int i = 0; i < DE_LENGTH_OF_ARRAY(m_userAttribs); i++)
236*35238bceSAndroid Build Coastguard Worker m_userAttribs[i].resize(m_numVertices);
237*35238bceSAndroid Build Coastguard Worker
238*35238bceSAndroid Build Coastguard Worker for (int y = 0; y < gridSize + 1; y++)
239*35238bceSAndroid Build Coastguard Worker for (int x = 0; x < gridSize + 1; x++)
240*35238bceSAndroid Build Coastguard Worker {
241*35238bceSAndroid Build Coastguard Worker float sx = (float)x / (float)gridSize;
242*35238bceSAndroid Build Coastguard Worker float sy = (float)y / (float)gridSize;
243*35238bceSAndroid Build Coastguard Worker float fx = 2.0f * sx - 1.0f;
244*35238bceSAndroid Build Coastguard Worker float fy = 2.0f * sy - 1.0f;
245*35238bceSAndroid Build Coastguard Worker int vtxNdx = ((y * (gridSize + 1)) + x);
246*35238bceSAndroid Build Coastguard Worker
247*35238bceSAndroid Build Coastguard Worker m_positions[vtxNdx] = Vec4(fx, fy, 0.0f, 1.0f);
248*35238bceSAndroid Build Coastguard Worker m_attribOne[vtxNdx] = 1.0f;
249*35238bceSAndroid Build Coastguard Worker m_screenPos[vtxNdx] = Vec4(sx, sy, 0.0f, 1.0f) * viewportScale;
250*35238bceSAndroid Build Coastguard Worker m_coords[vtxNdx] = getCoords(sx, sy);
251*35238bceSAndroid Build Coastguard Worker m_unitCoords[vtxNdx] = getUnitCoords(sx, sy);
252*35238bceSAndroid Build Coastguard Worker
253*35238bceSAndroid Build Coastguard Worker for (int attribNdx = 0; attribNdx < getNumUserAttribs(); attribNdx++)
254*35238bceSAndroid Build Coastguard Worker m_userAttribs[attribNdx][vtxNdx] = getUserAttrib(attribNdx, sx, sy);
255*35238bceSAndroid Build Coastguard Worker }
256*35238bceSAndroid Build Coastguard Worker
257*35238bceSAndroid Build Coastguard Worker // Compute indices.
258*35238bceSAndroid Build Coastguard Worker m_indices.resize(3 * m_numTriangles);
259*35238bceSAndroid Build Coastguard Worker for (int y = 0; y < gridSize; y++)
260*35238bceSAndroid Build Coastguard Worker for (int x = 0; x < gridSize; x++)
261*35238bceSAndroid Build Coastguard Worker {
262*35238bceSAndroid Build Coastguard Worker int stride = gridSize + 1;
263*35238bceSAndroid Build Coastguard Worker int v00 = (y * stride) + x;
264*35238bceSAndroid Build Coastguard Worker int v01 = (y * stride) + x + 1;
265*35238bceSAndroid Build Coastguard Worker int v10 = ((y + 1) * stride) + x;
266*35238bceSAndroid Build Coastguard Worker int v11 = ((y + 1) * stride) + x + 1;
267*35238bceSAndroid Build Coastguard Worker
268*35238bceSAndroid Build Coastguard Worker int baseNdx = ((y * gridSize) + x) * 6;
269*35238bceSAndroid Build Coastguard Worker m_indices[baseNdx + 0] = (uint16_t)v10;
270*35238bceSAndroid Build Coastguard Worker m_indices[baseNdx + 1] = (uint16_t)v00;
271*35238bceSAndroid Build Coastguard Worker m_indices[baseNdx + 2] = (uint16_t)v01;
272*35238bceSAndroid Build Coastguard Worker
273*35238bceSAndroid Build Coastguard Worker m_indices[baseNdx + 3] = (uint16_t)v10;
274*35238bceSAndroid Build Coastguard Worker m_indices[baseNdx + 4] = (uint16_t)v01;
275*35238bceSAndroid Build Coastguard Worker m_indices[baseNdx + 5] = (uint16_t)v11;
276*35238bceSAndroid Build Coastguard Worker }
277*35238bceSAndroid Build Coastguard Worker }
278*35238bceSAndroid Build Coastguard Worker
~QuadGrid(void)279*35238bceSAndroid Build Coastguard Worker QuadGrid::~QuadGrid(void)
280*35238bceSAndroid Build Coastguard Worker {
281*35238bceSAndroid Build Coastguard Worker }
282*35238bceSAndroid Build Coastguard Worker
getCoords(float sx,float sy) const283*35238bceSAndroid Build Coastguard Worker inline Vec4 QuadGrid::getCoords(float sx, float sy) const
284*35238bceSAndroid Build Coastguard Worker {
285*35238bceSAndroid Build Coastguard Worker float fx = 2.0f * sx - 1.0f;
286*35238bceSAndroid Build Coastguard Worker float fy = 2.0f * sy - 1.0f;
287*35238bceSAndroid Build Coastguard Worker return Vec4(fx, fy, -fx + 0.33f * fy, -0.275f * fx - fy);
288*35238bceSAndroid Build Coastguard Worker }
289*35238bceSAndroid Build Coastguard Worker
getUnitCoords(float sx,float sy) const290*35238bceSAndroid Build Coastguard Worker inline Vec4 QuadGrid::getUnitCoords(float sx, float sy) const
291*35238bceSAndroid Build Coastguard Worker {
292*35238bceSAndroid Build Coastguard Worker return Vec4(sx, sy, 0.33f * sx + 0.5f * sy, 0.5f * sx + 0.25f * sy);
293*35238bceSAndroid Build Coastguard Worker }
294*35238bceSAndroid Build Coastguard Worker
getUserAttrib(int attribNdx,float sx,float sy) const295*35238bceSAndroid Build Coastguard Worker inline Vec4 QuadGrid::getUserAttrib(int attribNdx, float sx, float sy) const
296*35238bceSAndroid Build Coastguard Worker {
297*35238bceSAndroid Build Coastguard Worker // homogeneous normalized screen-space coordinates
298*35238bceSAndroid Build Coastguard Worker return m_userAttribTransforms[attribNdx] * Vec4(sx, sy, 0.0f, 1.0f);
299*35238bceSAndroid Build Coastguard Worker }
300*35238bceSAndroid Build Coastguard Worker
301*35238bceSAndroid Build Coastguard Worker // ShaderEvalContext.
302*35238bceSAndroid Build Coastguard Worker
ShaderEvalContext(const QuadGrid & quadGrid_)303*35238bceSAndroid Build Coastguard Worker ShaderEvalContext::ShaderEvalContext(const QuadGrid &quadGrid_)
304*35238bceSAndroid Build Coastguard Worker : constCoords(quadGrid_.getConstCoords())
305*35238bceSAndroid Build Coastguard Worker , isDiscarded(false)
306*35238bceSAndroid Build Coastguard Worker , quadGrid(quadGrid_)
307*35238bceSAndroid Build Coastguard Worker {
308*35238bceSAndroid Build Coastguard Worker const vector<TextureBinding> &bindings = quadGrid.getTextures();
309*35238bceSAndroid Build Coastguard Worker DE_ASSERT((int)bindings.size() <= MAX_TEXTURES);
310*35238bceSAndroid Build Coastguard Worker
311*35238bceSAndroid Build Coastguard Worker // Fill in texture array.
312*35238bceSAndroid Build Coastguard Worker for (int ndx = 0; ndx < (int)bindings.size(); ndx++)
313*35238bceSAndroid Build Coastguard Worker {
314*35238bceSAndroid Build Coastguard Worker const TextureBinding &binding = bindings[ndx];
315*35238bceSAndroid Build Coastguard Worker
316*35238bceSAndroid Build Coastguard Worker if (binding.getType() == TextureBinding::TYPE_NONE)
317*35238bceSAndroid Build Coastguard Worker continue;
318*35238bceSAndroid Build Coastguard Worker
319*35238bceSAndroid Build Coastguard Worker textures[ndx].sampler = binding.getSampler();
320*35238bceSAndroid Build Coastguard Worker
321*35238bceSAndroid Build Coastguard Worker switch (binding.getType())
322*35238bceSAndroid Build Coastguard Worker {
323*35238bceSAndroid Build Coastguard Worker case TextureBinding::TYPE_2D:
324*35238bceSAndroid Build Coastguard Worker textures[ndx].tex2D = &binding.get2D()->getRefTexture();
325*35238bceSAndroid Build Coastguard Worker break;
326*35238bceSAndroid Build Coastguard Worker case TextureBinding::TYPE_CUBE_MAP:
327*35238bceSAndroid Build Coastguard Worker textures[ndx].texCube = &binding.getCube()->getRefTexture();
328*35238bceSAndroid Build Coastguard Worker break;
329*35238bceSAndroid Build Coastguard Worker case TextureBinding::TYPE_2D_ARRAY:
330*35238bceSAndroid Build Coastguard Worker textures[ndx].tex2DArray = &binding.get2DArray()->getRefTexture();
331*35238bceSAndroid Build Coastguard Worker break;
332*35238bceSAndroid Build Coastguard Worker case TextureBinding::TYPE_3D:
333*35238bceSAndroid Build Coastguard Worker textures[ndx].tex3D = &binding.get3D()->getRefTexture();
334*35238bceSAndroid Build Coastguard Worker break;
335*35238bceSAndroid Build Coastguard Worker default:
336*35238bceSAndroid Build Coastguard Worker DE_ASSERT(false);
337*35238bceSAndroid Build Coastguard Worker }
338*35238bceSAndroid Build Coastguard Worker }
339*35238bceSAndroid Build Coastguard Worker }
340*35238bceSAndroid Build Coastguard Worker
~ShaderEvalContext(void)341*35238bceSAndroid Build Coastguard Worker ShaderEvalContext::~ShaderEvalContext(void)
342*35238bceSAndroid Build Coastguard Worker {
343*35238bceSAndroid Build Coastguard Worker }
344*35238bceSAndroid Build Coastguard Worker
reset(float sx,float sy)345*35238bceSAndroid Build Coastguard Worker void ShaderEvalContext::reset(float sx, float sy)
346*35238bceSAndroid Build Coastguard Worker {
347*35238bceSAndroid Build Coastguard Worker // Clear old values
348*35238bceSAndroid Build Coastguard Worker color = Vec4(0.0f, 0.0f, 0.0f, 1.0f);
349*35238bceSAndroid Build Coastguard Worker isDiscarded = false;
350*35238bceSAndroid Build Coastguard Worker
351*35238bceSAndroid Build Coastguard Worker // Compute coords
352*35238bceSAndroid Build Coastguard Worker coords = quadGrid.getCoords(sx, sy);
353*35238bceSAndroid Build Coastguard Worker unitCoords = quadGrid.getUnitCoords(sx, sy);
354*35238bceSAndroid Build Coastguard Worker
355*35238bceSAndroid Build Coastguard Worker // Compute user attributes.
356*35238bceSAndroid Build Coastguard Worker int numAttribs = quadGrid.getNumUserAttribs();
357*35238bceSAndroid Build Coastguard Worker DE_ASSERT(numAttribs <= MAX_USER_ATTRIBS);
358*35238bceSAndroid Build Coastguard Worker for (int attribNdx = 0; attribNdx < numAttribs; attribNdx++)
359*35238bceSAndroid Build Coastguard Worker in[attribNdx] = quadGrid.getUserAttrib(attribNdx, sx, sy);
360*35238bceSAndroid Build Coastguard Worker }
361*35238bceSAndroid Build Coastguard Worker
texture2D(int unitNdx,const tcu::Vec2 & texCoords)362*35238bceSAndroid Build Coastguard Worker tcu::Vec4 ShaderEvalContext::texture2D(int unitNdx, const tcu::Vec2 &texCoords)
363*35238bceSAndroid Build Coastguard Worker {
364*35238bceSAndroid Build Coastguard Worker if (textures[unitNdx].tex2D)
365*35238bceSAndroid Build Coastguard Worker return textures[unitNdx].tex2D->sample(textures[unitNdx].sampler, texCoords.x(), texCoords.y(), 0.0f);
366*35238bceSAndroid Build Coastguard Worker else
367*35238bceSAndroid Build Coastguard Worker return tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f);
368*35238bceSAndroid Build Coastguard Worker }
369*35238bceSAndroid Build Coastguard Worker
370*35238bceSAndroid Build Coastguard Worker // ShaderEvaluator
371*35238bceSAndroid Build Coastguard Worker
ShaderEvaluator(void)372*35238bceSAndroid Build Coastguard Worker ShaderEvaluator::ShaderEvaluator(void) : m_evalFunc(DE_NULL)
373*35238bceSAndroid Build Coastguard Worker {
374*35238bceSAndroid Build Coastguard Worker }
375*35238bceSAndroid Build Coastguard Worker
ShaderEvaluator(ShaderEvalFunc evalFunc)376*35238bceSAndroid Build Coastguard Worker ShaderEvaluator::ShaderEvaluator(ShaderEvalFunc evalFunc) : m_evalFunc(evalFunc)
377*35238bceSAndroid Build Coastguard Worker {
378*35238bceSAndroid Build Coastguard Worker }
379*35238bceSAndroid Build Coastguard Worker
~ShaderEvaluator(void)380*35238bceSAndroid Build Coastguard Worker ShaderEvaluator::~ShaderEvaluator(void)
381*35238bceSAndroid Build Coastguard Worker {
382*35238bceSAndroid Build Coastguard Worker }
383*35238bceSAndroid Build Coastguard Worker
evaluate(ShaderEvalContext & ctx)384*35238bceSAndroid Build Coastguard Worker void ShaderEvaluator::evaluate(ShaderEvalContext &ctx)
385*35238bceSAndroid Build Coastguard Worker {
386*35238bceSAndroid Build Coastguard Worker DE_ASSERT(m_evalFunc);
387*35238bceSAndroid Build Coastguard Worker m_evalFunc(ctx);
388*35238bceSAndroid Build Coastguard Worker }
389*35238bceSAndroid Build Coastguard Worker
390*35238bceSAndroid Build Coastguard Worker // ShaderRenderCase.
391*35238bceSAndroid Build Coastguard Worker
ShaderRenderCase(TestContext & testCtx,RenderContext & renderCtx,const ContextInfo & ctxInfo,const char * name,const char * description,bool isVertexCase,ShaderEvalFunc evalFunc)392*35238bceSAndroid Build Coastguard Worker ShaderRenderCase::ShaderRenderCase(TestContext &testCtx, RenderContext &renderCtx, const ContextInfo &ctxInfo,
393*35238bceSAndroid Build Coastguard Worker const char *name, const char *description, bool isVertexCase,
394*35238bceSAndroid Build Coastguard Worker ShaderEvalFunc evalFunc)
395*35238bceSAndroid Build Coastguard Worker : TestCase(testCtx, name, description)
396*35238bceSAndroid Build Coastguard Worker , m_renderCtx(renderCtx)
397*35238bceSAndroid Build Coastguard Worker , m_ctxInfo(ctxInfo)
398*35238bceSAndroid Build Coastguard Worker , m_isVertexCase(isVertexCase)
399*35238bceSAndroid Build Coastguard Worker , m_defaultEvaluator(evalFunc)
400*35238bceSAndroid Build Coastguard Worker , m_evaluator(m_defaultEvaluator)
401*35238bceSAndroid Build Coastguard Worker , m_clearColor(DEFAULT_CLEAR_COLOR)
402*35238bceSAndroid Build Coastguard Worker , m_program(DE_NULL)
403*35238bceSAndroid Build Coastguard Worker {
404*35238bceSAndroid Build Coastguard Worker }
405*35238bceSAndroid Build Coastguard Worker
ShaderRenderCase(TestContext & testCtx,RenderContext & renderCtx,const ContextInfo & ctxInfo,const char * name,const char * description,bool isVertexCase,ShaderEvaluator & evaluator)406*35238bceSAndroid Build Coastguard Worker ShaderRenderCase::ShaderRenderCase(TestContext &testCtx, RenderContext &renderCtx, const ContextInfo &ctxInfo,
407*35238bceSAndroid Build Coastguard Worker const char *name, const char *description, bool isVertexCase,
408*35238bceSAndroid Build Coastguard Worker ShaderEvaluator &evaluator)
409*35238bceSAndroid Build Coastguard Worker : TestCase(testCtx, name, description)
410*35238bceSAndroid Build Coastguard Worker , m_renderCtx(renderCtx)
411*35238bceSAndroid Build Coastguard Worker , m_ctxInfo(ctxInfo)
412*35238bceSAndroid Build Coastguard Worker , m_isVertexCase(isVertexCase)
413*35238bceSAndroid Build Coastguard Worker , m_defaultEvaluator(DE_NULL)
414*35238bceSAndroid Build Coastguard Worker , m_evaluator(evaluator)
415*35238bceSAndroid Build Coastguard Worker , m_clearColor(DEFAULT_CLEAR_COLOR)
416*35238bceSAndroid Build Coastguard Worker , m_program(DE_NULL)
417*35238bceSAndroid Build Coastguard Worker {
418*35238bceSAndroid Build Coastguard Worker }
419*35238bceSAndroid Build Coastguard Worker
~ShaderRenderCase(void)420*35238bceSAndroid Build Coastguard Worker ShaderRenderCase::~ShaderRenderCase(void)
421*35238bceSAndroid Build Coastguard Worker {
422*35238bceSAndroid Build Coastguard Worker ShaderRenderCase::deinit();
423*35238bceSAndroid Build Coastguard Worker }
424*35238bceSAndroid Build Coastguard Worker
init(void)425*35238bceSAndroid Build Coastguard Worker void ShaderRenderCase::init(void)
426*35238bceSAndroid Build Coastguard Worker {
427*35238bceSAndroid Build Coastguard Worker TestLog &log = m_testCtx.getLog();
428*35238bceSAndroid Build Coastguard Worker const glw::Functions &gl = m_renderCtx.getFunctions();
429*35238bceSAndroid Build Coastguard Worker
430*35238bceSAndroid Build Coastguard Worker GLU_EXPECT_NO_ERROR(gl.getError(), "ShaderRenderCase::init() begin");
431*35238bceSAndroid Build Coastguard Worker
432*35238bceSAndroid Build Coastguard Worker if (m_vertShaderSource.empty() || m_fragShaderSource.empty())
433*35238bceSAndroid Build Coastguard Worker {
434*35238bceSAndroid Build Coastguard Worker DE_ASSERT(m_vertShaderSource.empty() && m_fragShaderSource.empty());
435*35238bceSAndroid Build Coastguard Worker setupShaderData();
436*35238bceSAndroid Build Coastguard Worker }
437*35238bceSAndroid Build Coastguard Worker
438*35238bceSAndroid Build Coastguard Worker DE_ASSERT(!m_program);
439*35238bceSAndroid Build Coastguard Worker m_program = new ShaderProgram(m_renderCtx, makeVtxFragSources(m_vertShaderSource, m_fragShaderSource));
440*35238bceSAndroid Build Coastguard Worker
441*35238bceSAndroid Build Coastguard Worker try
442*35238bceSAndroid Build Coastguard Worker {
443*35238bceSAndroid Build Coastguard Worker log << *m_program; // Always log shader program.
444*35238bceSAndroid Build Coastguard Worker
445*35238bceSAndroid Build Coastguard Worker if (!m_program->isOk())
446*35238bceSAndroid Build Coastguard Worker throw CompileFailed(__FILE__, __LINE__);
447*35238bceSAndroid Build Coastguard Worker
448*35238bceSAndroid Build Coastguard Worker GLU_EXPECT_NO_ERROR(gl.getError(), "ShaderRenderCase::init() end");
449*35238bceSAndroid Build Coastguard Worker }
450*35238bceSAndroid Build Coastguard Worker catch (const std::exception &)
451*35238bceSAndroid Build Coastguard Worker {
452*35238bceSAndroid Build Coastguard Worker // Clean up.
453*35238bceSAndroid Build Coastguard Worker ShaderRenderCase::deinit();
454*35238bceSAndroid Build Coastguard Worker throw;
455*35238bceSAndroid Build Coastguard Worker }
456*35238bceSAndroid Build Coastguard Worker
457*35238bceSAndroid Build Coastguard Worker m_gridSize = GRID_SIZE;
458*35238bceSAndroid Build Coastguard Worker }
459*35238bceSAndroid Build Coastguard Worker
deinit(void)460*35238bceSAndroid Build Coastguard Worker void ShaderRenderCase::deinit(void)
461*35238bceSAndroid Build Coastguard Worker {
462*35238bceSAndroid Build Coastguard Worker delete m_program;
463*35238bceSAndroid Build Coastguard Worker m_program = DE_NULL;
464*35238bceSAndroid Build Coastguard Worker }
465*35238bceSAndroid Build Coastguard Worker
getViewportSize(void) const466*35238bceSAndroid Build Coastguard Worker tcu::IVec2 ShaderRenderCase::getViewportSize(void) const
467*35238bceSAndroid Build Coastguard Worker {
468*35238bceSAndroid Build Coastguard Worker return tcu::IVec2(de::min(m_renderCtx.getRenderTarget().getWidth(), MAX_RENDER_WIDTH),
469*35238bceSAndroid Build Coastguard Worker de::min(m_renderCtx.getRenderTarget().getHeight(), MAX_RENDER_HEIGHT));
470*35238bceSAndroid Build Coastguard Worker }
471*35238bceSAndroid Build Coastguard Worker
iterate(void)472*35238bceSAndroid Build Coastguard Worker TestNode::IterateResult ShaderRenderCase::iterate(void)
473*35238bceSAndroid Build Coastguard Worker {
474*35238bceSAndroid Build Coastguard Worker const glw::Functions &gl = m_renderCtx.getFunctions();
475*35238bceSAndroid Build Coastguard Worker
476*35238bceSAndroid Build Coastguard Worker GLU_EXPECT_NO_ERROR(gl.getError(), "ShaderRenderCase::iterate() begin");
477*35238bceSAndroid Build Coastguard Worker
478*35238bceSAndroid Build Coastguard Worker DE_ASSERT(m_program);
479*35238bceSAndroid Build Coastguard Worker uint32_t programID = m_program->getProgram();
480*35238bceSAndroid Build Coastguard Worker gl.useProgram(programID);
481*35238bceSAndroid Build Coastguard Worker
482*35238bceSAndroid Build Coastguard Worker // Create quad grid.
483*35238bceSAndroid Build Coastguard Worker IVec2 viewportSize = getViewportSize();
484*35238bceSAndroid Build Coastguard Worker int width = viewportSize.x();
485*35238bceSAndroid Build Coastguard Worker int height = viewportSize.y();
486*35238bceSAndroid Build Coastguard Worker
487*35238bceSAndroid Build Coastguard Worker // \todo [petri] Better handling of constCoords (render in multiple chunks, vary coords).
488*35238bceSAndroid Build Coastguard Worker QuadGrid quadGrid(m_isVertexCase ? m_gridSize : 4, width, height, Vec4(0.125f, 0.25f, 0.5f, 1.0f),
489*35238bceSAndroid Build Coastguard Worker m_userAttribTransforms, m_textures);
490*35238bceSAndroid Build Coastguard Worker
491*35238bceSAndroid Build Coastguard Worker // Render result.
492*35238bceSAndroid Build Coastguard Worker Surface resImage(width, height);
493*35238bceSAndroid Build Coastguard Worker render(resImage, programID, quadGrid);
494*35238bceSAndroid Build Coastguard Worker
495*35238bceSAndroid Build Coastguard Worker // Compute reference.
496*35238bceSAndroid Build Coastguard Worker Surface refImage(width, height);
497*35238bceSAndroid Build Coastguard Worker if (m_isVertexCase)
498*35238bceSAndroid Build Coastguard Worker computeVertexReference(refImage, quadGrid);
499*35238bceSAndroid Build Coastguard Worker else
500*35238bceSAndroid Build Coastguard Worker computeFragmentReference(refImage, quadGrid);
501*35238bceSAndroid Build Coastguard Worker
502*35238bceSAndroid Build Coastguard Worker // Compare.
503*35238bceSAndroid Build Coastguard Worker bool testOk = compareImages(resImage, refImage, 0.07f);
504*35238bceSAndroid Build Coastguard Worker
505*35238bceSAndroid Build Coastguard Worker // De-initialize.
506*35238bceSAndroid Build Coastguard Worker gl.useProgram(0);
507*35238bceSAndroid Build Coastguard Worker
508*35238bceSAndroid Build Coastguard Worker m_testCtx.setTestResult(testOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, testOk ? "Pass" : "Fail");
509*35238bceSAndroid Build Coastguard Worker return TestNode::STOP;
510*35238bceSAndroid Build Coastguard Worker }
511*35238bceSAndroid Build Coastguard Worker
setupShaderData(void)512*35238bceSAndroid Build Coastguard Worker void ShaderRenderCase::setupShaderData(void)
513*35238bceSAndroid Build Coastguard Worker {
514*35238bceSAndroid Build Coastguard Worker }
515*35238bceSAndroid Build Coastguard Worker
setup(int programID)516*35238bceSAndroid Build Coastguard Worker void ShaderRenderCase::setup(int programID)
517*35238bceSAndroid Build Coastguard Worker {
518*35238bceSAndroid Build Coastguard Worker DE_UNREF(programID);
519*35238bceSAndroid Build Coastguard Worker }
520*35238bceSAndroid Build Coastguard Worker
setupUniforms(int programID,const Vec4 & constCoords)521*35238bceSAndroid Build Coastguard Worker void ShaderRenderCase::setupUniforms(int programID, const Vec4 &constCoords)
522*35238bceSAndroid Build Coastguard Worker {
523*35238bceSAndroid Build Coastguard Worker DE_UNREF(programID);
524*35238bceSAndroid Build Coastguard Worker DE_UNREF(constCoords);
525*35238bceSAndroid Build Coastguard Worker }
526*35238bceSAndroid Build Coastguard Worker
setupDefaultInputs(int programID)527*35238bceSAndroid Build Coastguard Worker void ShaderRenderCase::setupDefaultInputs(int programID)
528*35238bceSAndroid Build Coastguard Worker {
529*35238bceSAndroid Build Coastguard Worker const glw::Functions &gl = m_renderCtx.getFunctions();
530*35238bceSAndroid Build Coastguard Worker
531*35238bceSAndroid Build Coastguard Worker // SETUP UNIFORMS.
532*35238bceSAndroid Build Coastguard Worker
533*35238bceSAndroid Build Coastguard Worker setupDefaultUniforms(m_renderCtx, programID);
534*35238bceSAndroid Build Coastguard Worker
535*35238bceSAndroid Build Coastguard Worker GLU_EXPECT_NO_ERROR(gl.getError(), "post uniform setup");
536*35238bceSAndroid Build Coastguard Worker
537*35238bceSAndroid Build Coastguard Worker // SETUP TEXTURES.
538*35238bceSAndroid Build Coastguard Worker
539*35238bceSAndroid Build Coastguard Worker for (int ndx = 0; ndx < (int)m_textures.size(); ndx++)
540*35238bceSAndroid Build Coastguard Worker {
541*35238bceSAndroid Build Coastguard Worker const TextureBinding &tex = m_textures[ndx];
542*35238bceSAndroid Build Coastguard Worker const tcu::Sampler &sampler = tex.getSampler();
543*35238bceSAndroid Build Coastguard Worker uint32_t texTarget = GL_NONE;
544*35238bceSAndroid Build Coastguard Worker uint32_t texObj = 0;
545*35238bceSAndroid Build Coastguard Worker
546*35238bceSAndroid Build Coastguard Worker if (tex.getType() == TextureBinding::TYPE_NONE)
547*35238bceSAndroid Build Coastguard Worker continue;
548*35238bceSAndroid Build Coastguard Worker
549*35238bceSAndroid Build Coastguard Worker // Feature check.
550*35238bceSAndroid Build Coastguard Worker if (m_renderCtx.getType().getAPI() == glu::ApiType::es(2, 0))
551*35238bceSAndroid Build Coastguard Worker {
552*35238bceSAndroid Build Coastguard Worker if (tex.getType() == TextureBinding::TYPE_2D_ARRAY)
553*35238bceSAndroid Build Coastguard Worker throw tcu::NotSupportedError("2D array texture binding is not supported");
554*35238bceSAndroid Build Coastguard Worker
555*35238bceSAndroid Build Coastguard Worker if (tex.getType() == TextureBinding::TYPE_3D)
556*35238bceSAndroid Build Coastguard Worker throw tcu::NotSupportedError("3D texture binding is not supported");
557*35238bceSAndroid Build Coastguard Worker
558*35238bceSAndroid Build Coastguard Worker if (sampler.compare != tcu::Sampler::COMPAREMODE_NONE)
559*35238bceSAndroid Build Coastguard Worker throw tcu::NotSupportedError("Shadow lookups are not supported");
560*35238bceSAndroid Build Coastguard Worker }
561*35238bceSAndroid Build Coastguard Worker
562*35238bceSAndroid Build Coastguard Worker switch (tex.getType())
563*35238bceSAndroid Build Coastguard Worker {
564*35238bceSAndroid Build Coastguard Worker case TextureBinding::TYPE_2D:
565*35238bceSAndroid Build Coastguard Worker texTarget = GL_TEXTURE_2D;
566*35238bceSAndroid Build Coastguard Worker texObj = tex.get2D()->getGLTexture();
567*35238bceSAndroid Build Coastguard Worker break;
568*35238bceSAndroid Build Coastguard Worker case TextureBinding::TYPE_CUBE_MAP:
569*35238bceSAndroid Build Coastguard Worker texTarget = GL_TEXTURE_CUBE_MAP;
570*35238bceSAndroid Build Coastguard Worker texObj = tex.getCube()->getGLTexture();
571*35238bceSAndroid Build Coastguard Worker break;
572*35238bceSAndroid Build Coastguard Worker case TextureBinding::TYPE_2D_ARRAY:
573*35238bceSAndroid Build Coastguard Worker texTarget = GL_TEXTURE_2D_ARRAY;
574*35238bceSAndroid Build Coastguard Worker texObj = tex.get2DArray()->getGLTexture();
575*35238bceSAndroid Build Coastguard Worker break;
576*35238bceSAndroid Build Coastguard Worker case TextureBinding::TYPE_3D:
577*35238bceSAndroid Build Coastguard Worker texTarget = GL_TEXTURE_3D;
578*35238bceSAndroid Build Coastguard Worker texObj = tex.get3D()->getGLTexture();
579*35238bceSAndroid Build Coastguard Worker break;
580*35238bceSAndroid Build Coastguard Worker default:
581*35238bceSAndroid Build Coastguard Worker DE_ASSERT(false);
582*35238bceSAndroid Build Coastguard Worker }
583*35238bceSAndroid Build Coastguard Worker
584*35238bceSAndroid Build Coastguard Worker gl.activeTexture(GL_TEXTURE0 + ndx);
585*35238bceSAndroid Build Coastguard Worker gl.bindTexture(texTarget, texObj);
586*35238bceSAndroid Build Coastguard Worker gl.texParameteri(texTarget, GL_TEXTURE_WRAP_S, glu::getGLWrapMode(sampler.wrapS));
587*35238bceSAndroid Build Coastguard Worker gl.texParameteri(texTarget, GL_TEXTURE_WRAP_T, glu::getGLWrapMode(sampler.wrapT));
588*35238bceSAndroid Build Coastguard Worker gl.texParameteri(texTarget, GL_TEXTURE_MIN_FILTER, glu::getGLFilterMode(sampler.minFilter));
589*35238bceSAndroid Build Coastguard Worker gl.texParameteri(texTarget, GL_TEXTURE_MAG_FILTER, glu::getGLFilterMode(sampler.magFilter));
590*35238bceSAndroid Build Coastguard Worker
591*35238bceSAndroid Build Coastguard Worker if (texTarget == GL_TEXTURE_3D)
592*35238bceSAndroid Build Coastguard Worker gl.texParameteri(texTarget, GL_TEXTURE_WRAP_R, glu::getGLWrapMode(sampler.wrapR));
593*35238bceSAndroid Build Coastguard Worker
594*35238bceSAndroid Build Coastguard Worker if (sampler.compare != tcu::Sampler::COMPAREMODE_NONE)
595*35238bceSAndroid Build Coastguard Worker {
596*35238bceSAndroid Build Coastguard Worker gl.texParameteri(texTarget, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
597*35238bceSAndroid Build Coastguard Worker gl.texParameteri(texTarget, GL_TEXTURE_COMPARE_FUNC, glu::getGLCompareFunc(sampler.compare));
598*35238bceSAndroid Build Coastguard Worker }
599*35238bceSAndroid Build Coastguard Worker }
600*35238bceSAndroid Build Coastguard Worker
601*35238bceSAndroid Build Coastguard Worker GLU_EXPECT_NO_ERROR(gl.getError(), "texture sampler setup");
602*35238bceSAndroid Build Coastguard Worker }
603*35238bceSAndroid Build Coastguard Worker
getDefaultVertexArrays(const glw::Functions & gl,const QuadGrid & quadGrid,uint32_t program,vector<VertexArrayBinding> & vertexArrays)604*35238bceSAndroid Build Coastguard Worker static void getDefaultVertexArrays(const glw::Functions &gl, const QuadGrid &quadGrid, uint32_t program,
605*35238bceSAndroid Build Coastguard Worker vector<VertexArrayBinding> &vertexArrays)
606*35238bceSAndroid Build Coastguard Worker {
607*35238bceSAndroid Build Coastguard Worker const int numElements = quadGrid.getNumVertices();
608*35238bceSAndroid Build Coastguard Worker
609*35238bceSAndroid Build Coastguard Worker vertexArrays.push_back(va::Float("a_position", 4, numElements, 0, (const float *)quadGrid.getPositions()));
610*35238bceSAndroid Build Coastguard Worker vertexArrays.push_back(va::Float("a_coords", 4, numElements, 0, (const float *)quadGrid.getCoords()));
611*35238bceSAndroid Build Coastguard Worker vertexArrays.push_back(va::Float("a_unitCoords", 4, numElements, 0, (const float *)quadGrid.getUnitCoords()));
612*35238bceSAndroid Build Coastguard Worker vertexArrays.push_back(va::Float("a_one", 1, numElements, 0, quadGrid.getAttribOne()));
613*35238bceSAndroid Build Coastguard Worker
614*35238bceSAndroid Build Coastguard Worker // a_inN.
615*35238bceSAndroid Build Coastguard Worker for (int userNdx = 0; userNdx < quadGrid.getNumUserAttribs(); userNdx++)
616*35238bceSAndroid Build Coastguard Worker {
617*35238bceSAndroid Build Coastguard Worker string name = string("a_in") + de::toString(userNdx);
618*35238bceSAndroid Build Coastguard Worker vertexArrays.push_back(va::Float(name, 4, numElements, 0, (const float *)quadGrid.getUserAttrib(userNdx)));
619*35238bceSAndroid Build Coastguard Worker }
620*35238bceSAndroid Build Coastguard Worker
621*35238bceSAndroid Build Coastguard Worker // Matrix attributes - these are set by location
622*35238bceSAndroid Build Coastguard Worker static const struct
623*35238bceSAndroid Build Coastguard Worker {
624*35238bceSAndroid Build Coastguard Worker const char *name;
625*35238bceSAndroid Build Coastguard Worker int numCols;
626*35238bceSAndroid Build Coastguard Worker int numRows;
627*35238bceSAndroid Build Coastguard Worker } matrices[] = {{"a_mat2", 2, 2}, {"a_mat2x3", 2, 3}, {"a_mat2x4", 2, 4}, {"a_mat3x2", 3, 2}, {"a_mat3", 3, 3},
628*35238bceSAndroid Build Coastguard Worker {"a_mat3x4", 3, 4}, {"a_mat4x2", 4, 2}, {"a_mat4x3", 4, 3}, {"a_mat4", 4, 4}};
629*35238bceSAndroid Build Coastguard Worker
630*35238bceSAndroid Build Coastguard Worker for (int matNdx = 0; matNdx < DE_LENGTH_OF_ARRAY(matrices); matNdx++)
631*35238bceSAndroid Build Coastguard Worker {
632*35238bceSAndroid Build Coastguard Worker int loc = gl.getAttribLocation(program, matrices[matNdx].name);
633*35238bceSAndroid Build Coastguard Worker
634*35238bceSAndroid Build Coastguard Worker if (loc < 0)
635*35238bceSAndroid Build Coastguard Worker continue; // Not used in shader.
636*35238bceSAndroid Build Coastguard Worker
637*35238bceSAndroid Build Coastguard Worker int numRows = matrices[matNdx].numRows;
638*35238bceSAndroid Build Coastguard Worker int numCols = matrices[matNdx].numCols;
639*35238bceSAndroid Build Coastguard Worker
640*35238bceSAndroid Build Coastguard Worker for (int colNdx = 0; colNdx < numCols; colNdx++)
641*35238bceSAndroid Build Coastguard Worker vertexArrays.push_back(va::Float(loc + colNdx, numRows, numElements, 4 * (int)sizeof(float),
642*35238bceSAndroid Build Coastguard Worker (const float *)quadGrid.getUserAttrib(colNdx)));
643*35238bceSAndroid Build Coastguard Worker }
644*35238bceSAndroid Build Coastguard Worker }
645*35238bceSAndroid Build Coastguard Worker
render(Surface & result,int programID,const QuadGrid & quadGrid)646*35238bceSAndroid Build Coastguard Worker void ShaderRenderCase::render(Surface &result, int programID, const QuadGrid &quadGrid)
647*35238bceSAndroid Build Coastguard Worker {
648*35238bceSAndroid Build Coastguard Worker const glw::Functions &gl = m_renderCtx.getFunctions();
649*35238bceSAndroid Build Coastguard Worker
650*35238bceSAndroid Build Coastguard Worker GLU_EXPECT_NO_ERROR(gl.getError(), "pre render");
651*35238bceSAndroid Build Coastguard Worker
652*35238bceSAndroid Build Coastguard Worker // Buffer info.
653*35238bceSAndroid Build Coastguard Worker int width = result.getWidth();
654*35238bceSAndroid Build Coastguard Worker int height = result.getHeight();
655*35238bceSAndroid Build Coastguard Worker
656*35238bceSAndroid Build Coastguard Worker int xOffsetMax = m_renderCtx.getRenderTarget().getWidth() - width;
657*35238bceSAndroid Build Coastguard Worker int yOffsetMax = m_renderCtx.getRenderTarget().getHeight() - height;
658*35238bceSAndroid Build Coastguard Worker
659*35238bceSAndroid Build Coastguard Worker uint32_t hash = deStringHash(m_vertShaderSource.c_str()) + deStringHash(m_fragShaderSource.c_str());
660*35238bceSAndroid Build Coastguard Worker de::Random rnd(hash);
661*35238bceSAndroid Build Coastguard Worker
662*35238bceSAndroid Build Coastguard Worker int xOffset = rnd.getInt(0, xOffsetMax);
663*35238bceSAndroid Build Coastguard Worker int yOffset = rnd.getInt(0, yOffsetMax);
664*35238bceSAndroid Build Coastguard Worker
665*35238bceSAndroid Build Coastguard Worker gl.viewport(xOffset, yOffset, width, height);
666*35238bceSAndroid Build Coastguard Worker
667*35238bceSAndroid Build Coastguard Worker // Setup program.
668*35238bceSAndroid Build Coastguard Worker setupUniforms(programID, quadGrid.getConstCoords());
669*35238bceSAndroid Build Coastguard Worker setupDefaultInputs(programID);
670*35238bceSAndroid Build Coastguard Worker
671*35238bceSAndroid Build Coastguard Worker // Clear.
672*35238bceSAndroid Build Coastguard Worker gl.clearColor(m_clearColor.x(), m_clearColor.y(), m_clearColor.z(), m_clearColor.w());
673*35238bceSAndroid Build Coastguard Worker gl.clear(GL_COLOR_BUFFER_BIT);
674*35238bceSAndroid Build Coastguard Worker
675*35238bceSAndroid Build Coastguard Worker // Draw.
676*35238bceSAndroid Build Coastguard Worker {
677*35238bceSAndroid Build Coastguard Worker std::vector<VertexArrayBinding> vertexArrays;
678*35238bceSAndroid Build Coastguard Worker const int numElements = quadGrid.getNumTriangles() * 3;
679*35238bceSAndroid Build Coastguard Worker
680*35238bceSAndroid Build Coastguard Worker getDefaultVertexArrays(gl, quadGrid, programID, vertexArrays);
681*35238bceSAndroid Build Coastguard Worker draw(m_renderCtx, programID, (int)vertexArrays.size(), &vertexArrays[0],
682*35238bceSAndroid Build Coastguard Worker pr::Triangles(numElements, quadGrid.getIndices()));
683*35238bceSAndroid Build Coastguard Worker }
684*35238bceSAndroid Build Coastguard Worker GLU_EXPECT_NO_ERROR(gl.getError(), "draw");
685*35238bceSAndroid Build Coastguard Worker
686*35238bceSAndroid Build Coastguard Worker // Read back results.
687*35238bceSAndroid Build Coastguard Worker glu::readPixels(m_renderCtx, xOffset, yOffset, result.getAccess());
688*35238bceSAndroid Build Coastguard Worker
689*35238bceSAndroid Build Coastguard Worker GLU_EXPECT_NO_ERROR(gl.getError(), "post render");
690*35238bceSAndroid Build Coastguard Worker }
691*35238bceSAndroid Build Coastguard Worker
computeVertexReference(Surface & result,const QuadGrid & quadGrid)692*35238bceSAndroid Build Coastguard Worker void ShaderRenderCase::computeVertexReference(Surface &result, const QuadGrid &quadGrid)
693*35238bceSAndroid Build Coastguard Worker {
694*35238bceSAndroid Build Coastguard Worker // Buffer info.
695*35238bceSAndroid Build Coastguard Worker int width = result.getWidth();
696*35238bceSAndroid Build Coastguard Worker int height = result.getHeight();
697*35238bceSAndroid Build Coastguard Worker int gridSize = quadGrid.getGridSize();
698*35238bceSAndroid Build Coastguard Worker int stride = gridSize + 1;
699*35238bceSAndroid Build Coastguard Worker bool hasAlpha = m_renderCtx.getRenderTarget().getPixelFormat().alphaBits > 0;
700*35238bceSAndroid Build Coastguard Worker ShaderEvalContext evalCtx(quadGrid);
701*35238bceSAndroid Build Coastguard Worker
702*35238bceSAndroid Build Coastguard Worker // Evaluate color for each vertex.
703*35238bceSAndroid Build Coastguard Worker vector<Vec4> colors((gridSize + 1) * (gridSize + 1));
704*35238bceSAndroid Build Coastguard Worker for (int y = 0; y < gridSize + 1; y++)
705*35238bceSAndroid Build Coastguard Worker for (int x = 0; x < gridSize + 1; x++)
706*35238bceSAndroid Build Coastguard Worker {
707*35238bceSAndroid Build Coastguard Worker float sx = (float)x / (float)gridSize;
708*35238bceSAndroid Build Coastguard Worker float sy = (float)y / (float)gridSize;
709*35238bceSAndroid Build Coastguard Worker int vtxNdx = ((y * (gridSize + 1)) + x);
710*35238bceSAndroid Build Coastguard Worker
711*35238bceSAndroid Build Coastguard Worker evalCtx.reset(sx, sy);
712*35238bceSAndroid Build Coastguard Worker m_evaluator.evaluate(evalCtx);
713*35238bceSAndroid Build Coastguard Worker DE_ASSERT(!evalCtx.isDiscarded); // Discard is not available in vertex shader.
714*35238bceSAndroid Build Coastguard Worker Vec4 color = evalCtx.color;
715*35238bceSAndroid Build Coastguard Worker
716*35238bceSAndroid Build Coastguard Worker if (!hasAlpha)
717*35238bceSAndroid Build Coastguard Worker color.w() = 1.0f;
718*35238bceSAndroid Build Coastguard Worker
719*35238bceSAndroid Build Coastguard Worker colors[vtxNdx] = color;
720*35238bceSAndroid Build Coastguard Worker }
721*35238bceSAndroid Build Coastguard Worker
722*35238bceSAndroid Build Coastguard Worker // Render quads.
723*35238bceSAndroid Build Coastguard Worker for (int y = 0; y < gridSize; y++)
724*35238bceSAndroid Build Coastguard Worker for (int x = 0; x < gridSize; x++)
725*35238bceSAndroid Build Coastguard Worker {
726*35238bceSAndroid Build Coastguard Worker float x0 = (float)x / (float)gridSize;
727*35238bceSAndroid Build Coastguard Worker float x1 = (float)(x + 1) / (float)gridSize;
728*35238bceSAndroid Build Coastguard Worker float y0 = (float)y / (float)gridSize;
729*35238bceSAndroid Build Coastguard Worker float y1 = (float)(y + 1) / (float)gridSize;
730*35238bceSAndroid Build Coastguard Worker
731*35238bceSAndroid Build Coastguard Worker float sx0 = x0 * (float)width;
732*35238bceSAndroid Build Coastguard Worker float sx1 = x1 * (float)width;
733*35238bceSAndroid Build Coastguard Worker float sy0 = y0 * (float)height;
734*35238bceSAndroid Build Coastguard Worker float sy1 = y1 * (float)height;
735*35238bceSAndroid Build Coastguard Worker float oosx = 1.0f / (sx1 - sx0);
736*35238bceSAndroid Build Coastguard Worker float oosy = 1.0f / (sy1 - sy0);
737*35238bceSAndroid Build Coastguard Worker
738*35238bceSAndroid Build Coastguard Worker int ix0 = deCeilFloatToInt32(sx0 - 0.5f);
739*35238bceSAndroid Build Coastguard Worker int ix1 = deCeilFloatToInt32(sx1 - 0.5f);
740*35238bceSAndroid Build Coastguard Worker int iy0 = deCeilFloatToInt32(sy0 - 0.5f);
741*35238bceSAndroid Build Coastguard Worker int iy1 = deCeilFloatToInt32(sy1 - 0.5f);
742*35238bceSAndroid Build Coastguard Worker
743*35238bceSAndroid Build Coastguard Worker int v00 = (y * stride) + x;
744*35238bceSAndroid Build Coastguard Worker int v01 = (y * stride) + x + 1;
745*35238bceSAndroid Build Coastguard Worker int v10 = ((y + 1) * stride) + x;
746*35238bceSAndroid Build Coastguard Worker int v11 = ((y + 1) * stride) + x + 1;
747*35238bceSAndroid Build Coastguard Worker Vec4 c00 = colors[v00];
748*35238bceSAndroid Build Coastguard Worker Vec4 c01 = colors[v01];
749*35238bceSAndroid Build Coastguard Worker Vec4 c10 = colors[v10];
750*35238bceSAndroid Build Coastguard Worker Vec4 c11 = colors[v11];
751*35238bceSAndroid Build Coastguard Worker
752*35238bceSAndroid Build Coastguard Worker //printf("(%d,%d) -> (%f..%f, %f..%f) (%d..%d, %d..%d)\n", x, y, sx0, sx1, sy0, sy1, ix0, ix1, iy0, iy1);
753*35238bceSAndroid Build Coastguard Worker
754*35238bceSAndroid Build Coastguard Worker for (int iy = iy0; iy < iy1; iy++)
755*35238bceSAndroid Build Coastguard Worker for (int ix = ix0; ix < ix1; ix++)
756*35238bceSAndroid Build Coastguard Worker {
757*35238bceSAndroid Build Coastguard Worker DE_ASSERT(deInBounds32(ix, 0, width));
758*35238bceSAndroid Build Coastguard Worker DE_ASSERT(deInBounds32(iy, 0, height));
759*35238bceSAndroid Build Coastguard Worker
760*35238bceSAndroid Build Coastguard Worker float sfx = (float)ix + 0.5f;
761*35238bceSAndroid Build Coastguard Worker float sfy = (float)iy + 0.5f;
762*35238bceSAndroid Build Coastguard Worker float fx1 = deFloatClamp((sfx - sx0) * oosx, 0.0f, 1.0f);
763*35238bceSAndroid Build Coastguard Worker float fy1 = deFloatClamp((sfy - sy0) * oosy, 0.0f, 1.0f);
764*35238bceSAndroid Build Coastguard Worker
765*35238bceSAndroid Build Coastguard Worker // Triangle quad interpolation.
766*35238bceSAndroid Build Coastguard Worker bool tri = fx1 + fy1 <= 1.0f;
767*35238bceSAndroid Build Coastguard Worker float tx = tri ? fx1 : (1.0f - fx1);
768*35238bceSAndroid Build Coastguard Worker float ty = tri ? fy1 : (1.0f - fy1);
769*35238bceSAndroid Build Coastguard Worker const Vec4 &t0 = tri ? c00 : c11;
770*35238bceSAndroid Build Coastguard Worker const Vec4 &t1 = tri ? c01 : c10;
771*35238bceSAndroid Build Coastguard Worker const Vec4 &t2 = tri ? c10 : c01;
772*35238bceSAndroid Build Coastguard Worker Vec4 color = t0 + (t1 - t0) * tx + (t2 - t0) * ty;
773*35238bceSAndroid Build Coastguard Worker
774*35238bceSAndroid Build Coastguard Worker result.setPixel(ix, iy, tcu::RGBA(color));
775*35238bceSAndroid Build Coastguard Worker }
776*35238bceSAndroid Build Coastguard Worker }
777*35238bceSAndroid Build Coastguard Worker }
778*35238bceSAndroid Build Coastguard Worker
computeFragmentReference(Surface & result,const QuadGrid & quadGrid)779*35238bceSAndroid Build Coastguard Worker void ShaderRenderCase::computeFragmentReference(Surface &result, const QuadGrid &quadGrid)
780*35238bceSAndroid Build Coastguard Worker {
781*35238bceSAndroid Build Coastguard Worker // Buffer info.
782*35238bceSAndroid Build Coastguard Worker int width = result.getWidth();
783*35238bceSAndroid Build Coastguard Worker int height = result.getHeight();
784*35238bceSAndroid Build Coastguard Worker bool hasAlpha = m_renderCtx.getRenderTarget().getPixelFormat().alphaBits > 0;
785*35238bceSAndroid Build Coastguard Worker ShaderEvalContext evalCtx(quadGrid);
786*35238bceSAndroid Build Coastguard Worker
787*35238bceSAndroid Build Coastguard Worker // Render.
788*35238bceSAndroid Build Coastguard Worker for (int y = 0; y < height; y++)
789*35238bceSAndroid Build Coastguard Worker for (int x = 0; x < width; x++)
790*35238bceSAndroid Build Coastguard Worker {
791*35238bceSAndroid Build Coastguard Worker float sx = ((float)x + 0.5f) / (float)width;
792*35238bceSAndroid Build Coastguard Worker float sy = ((float)y + 0.5f) / (float)height;
793*35238bceSAndroid Build Coastguard Worker
794*35238bceSAndroid Build Coastguard Worker evalCtx.reset(sx, sy);
795*35238bceSAndroid Build Coastguard Worker m_evaluator.evaluate(evalCtx);
796*35238bceSAndroid Build Coastguard Worker // Select either clear color or computed color based on discarded bit.
797*35238bceSAndroid Build Coastguard Worker Vec4 color = evalCtx.isDiscarded ? m_clearColor : evalCtx.color;
798*35238bceSAndroid Build Coastguard Worker
799*35238bceSAndroid Build Coastguard Worker if (!hasAlpha)
800*35238bceSAndroid Build Coastguard Worker color.w() = 1.0f;
801*35238bceSAndroid Build Coastguard Worker
802*35238bceSAndroid Build Coastguard Worker result.setPixel(x, y, tcu::RGBA(color));
803*35238bceSAndroid Build Coastguard Worker }
804*35238bceSAndroid Build Coastguard Worker }
805*35238bceSAndroid Build Coastguard Worker
compareImages(const Surface & resImage,const Surface & refImage,float errorThreshold)806*35238bceSAndroid Build Coastguard Worker bool ShaderRenderCase::compareImages(const Surface &resImage, const Surface &refImage, float errorThreshold)
807*35238bceSAndroid Build Coastguard Worker {
808*35238bceSAndroid Build Coastguard Worker return tcu::fuzzyCompare(m_testCtx.getLog(), "ComparisonResult", "Image comparison result", refImage, resImage,
809*35238bceSAndroid Build Coastguard Worker errorThreshold, tcu::COMPARE_LOG_RESULT);
810*35238bceSAndroid Build Coastguard Worker }
811*35238bceSAndroid Build Coastguard Worker
812*35238bceSAndroid Build Coastguard Worker // Uniform name helpers.
813*35238bceSAndroid Build Coastguard Worker
getIntUniformName(int number)814*35238bceSAndroid Build Coastguard Worker const char *getIntUniformName(int number)
815*35238bceSAndroid Build Coastguard Worker {
816*35238bceSAndroid Build Coastguard Worker switch (number)
817*35238bceSAndroid Build Coastguard Worker {
818*35238bceSAndroid Build Coastguard Worker case 0:
819*35238bceSAndroid Build Coastguard Worker return "ui_zero";
820*35238bceSAndroid Build Coastguard Worker case 1:
821*35238bceSAndroid Build Coastguard Worker return "ui_one";
822*35238bceSAndroid Build Coastguard Worker case 2:
823*35238bceSAndroid Build Coastguard Worker return "ui_two";
824*35238bceSAndroid Build Coastguard Worker case 3:
825*35238bceSAndroid Build Coastguard Worker return "ui_three";
826*35238bceSAndroid Build Coastguard Worker case 4:
827*35238bceSAndroid Build Coastguard Worker return "ui_four";
828*35238bceSAndroid Build Coastguard Worker case 5:
829*35238bceSAndroid Build Coastguard Worker return "ui_five";
830*35238bceSAndroid Build Coastguard Worker case 6:
831*35238bceSAndroid Build Coastguard Worker return "ui_six";
832*35238bceSAndroid Build Coastguard Worker case 7:
833*35238bceSAndroid Build Coastguard Worker return "ui_seven";
834*35238bceSAndroid Build Coastguard Worker case 8:
835*35238bceSAndroid Build Coastguard Worker return "ui_eight";
836*35238bceSAndroid Build Coastguard Worker case 101:
837*35238bceSAndroid Build Coastguard Worker return "ui_oneHundredOne";
838*35238bceSAndroid Build Coastguard Worker default:
839*35238bceSAndroid Build Coastguard Worker DE_ASSERT(false);
840*35238bceSAndroid Build Coastguard Worker return "";
841*35238bceSAndroid Build Coastguard Worker }
842*35238bceSAndroid Build Coastguard Worker }
843*35238bceSAndroid Build Coastguard Worker
getFloatUniformName(int number)844*35238bceSAndroid Build Coastguard Worker const char *getFloatUniformName(int number)
845*35238bceSAndroid Build Coastguard Worker {
846*35238bceSAndroid Build Coastguard Worker switch (number)
847*35238bceSAndroid Build Coastguard Worker {
848*35238bceSAndroid Build Coastguard Worker case 0:
849*35238bceSAndroid Build Coastguard Worker return "uf_zero";
850*35238bceSAndroid Build Coastguard Worker case 1:
851*35238bceSAndroid Build Coastguard Worker return "uf_one";
852*35238bceSAndroid Build Coastguard Worker case 2:
853*35238bceSAndroid Build Coastguard Worker return "uf_two";
854*35238bceSAndroid Build Coastguard Worker case 3:
855*35238bceSAndroid Build Coastguard Worker return "uf_three";
856*35238bceSAndroid Build Coastguard Worker case 4:
857*35238bceSAndroid Build Coastguard Worker return "uf_four";
858*35238bceSAndroid Build Coastguard Worker case 5:
859*35238bceSAndroid Build Coastguard Worker return "uf_five";
860*35238bceSAndroid Build Coastguard Worker case 6:
861*35238bceSAndroid Build Coastguard Worker return "uf_six";
862*35238bceSAndroid Build Coastguard Worker case 7:
863*35238bceSAndroid Build Coastguard Worker return "uf_seven";
864*35238bceSAndroid Build Coastguard Worker case 8:
865*35238bceSAndroid Build Coastguard Worker return "uf_eight";
866*35238bceSAndroid Build Coastguard Worker default:
867*35238bceSAndroid Build Coastguard Worker DE_ASSERT(false);
868*35238bceSAndroid Build Coastguard Worker return "";
869*35238bceSAndroid Build Coastguard Worker }
870*35238bceSAndroid Build Coastguard Worker }
871*35238bceSAndroid Build Coastguard Worker
getFloatFractionUniformName(int number)872*35238bceSAndroid Build Coastguard Worker const char *getFloatFractionUniformName(int number)
873*35238bceSAndroid Build Coastguard Worker {
874*35238bceSAndroid Build Coastguard Worker switch (number)
875*35238bceSAndroid Build Coastguard Worker {
876*35238bceSAndroid Build Coastguard Worker case 1:
877*35238bceSAndroid Build Coastguard Worker return "uf_one";
878*35238bceSAndroid Build Coastguard Worker case 2:
879*35238bceSAndroid Build Coastguard Worker return "uf_half";
880*35238bceSAndroid Build Coastguard Worker case 3:
881*35238bceSAndroid Build Coastguard Worker return "uf_third";
882*35238bceSAndroid Build Coastguard Worker case 4:
883*35238bceSAndroid Build Coastguard Worker return "uf_fourth";
884*35238bceSAndroid Build Coastguard Worker case 5:
885*35238bceSAndroid Build Coastguard Worker return "uf_fifth";
886*35238bceSAndroid Build Coastguard Worker case 6:
887*35238bceSAndroid Build Coastguard Worker return "uf_sixth";
888*35238bceSAndroid Build Coastguard Worker case 7:
889*35238bceSAndroid Build Coastguard Worker return "uf_seventh";
890*35238bceSAndroid Build Coastguard Worker case 8:
891*35238bceSAndroid Build Coastguard Worker return "uf_eighth";
892*35238bceSAndroid Build Coastguard Worker default:
893*35238bceSAndroid Build Coastguard Worker DE_ASSERT(false);
894*35238bceSAndroid Build Coastguard Worker return "";
895*35238bceSAndroid Build Coastguard Worker }
896*35238bceSAndroid Build Coastguard Worker }
897*35238bceSAndroid Build Coastguard Worker
setupDefaultUniforms(const glu::RenderContext & context,uint32_t programID)898*35238bceSAndroid Build Coastguard Worker void setupDefaultUniforms(const glu::RenderContext &context, uint32_t programID)
899*35238bceSAndroid Build Coastguard Worker {
900*35238bceSAndroid Build Coastguard Worker const glw::Functions &gl = context.getFunctions();
901*35238bceSAndroid Build Coastguard Worker
902*35238bceSAndroid Build Coastguard Worker // Bool.
903*35238bceSAndroid Build Coastguard Worker struct BoolUniform
904*35238bceSAndroid Build Coastguard Worker {
905*35238bceSAndroid Build Coastguard Worker const char *name;
906*35238bceSAndroid Build Coastguard Worker bool value;
907*35238bceSAndroid Build Coastguard Worker };
908*35238bceSAndroid Build Coastguard Worker static const BoolUniform s_boolUniforms[] = {
909*35238bceSAndroid Build Coastguard Worker {"ub_true", true},
910*35238bceSAndroid Build Coastguard Worker {"ub_false", false},
911*35238bceSAndroid Build Coastguard Worker };
912*35238bceSAndroid Build Coastguard Worker
913*35238bceSAndroid Build Coastguard Worker for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_boolUniforms); i++)
914*35238bceSAndroid Build Coastguard Worker {
915*35238bceSAndroid Build Coastguard Worker int uniLoc = gl.getUniformLocation(programID, s_boolUniforms[i].name);
916*35238bceSAndroid Build Coastguard Worker if (uniLoc != -1)
917*35238bceSAndroid Build Coastguard Worker gl.uniform1i(uniLoc, s_boolUniforms[i].value);
918*35238bceSAndroid Build Coastguard Worker }
919*35238bceSAndroid Build Coastguard Worker
920*35238bceSAndroid Build Coastguard Worker // BVec4.
921*35238bceSAndroid Build Coastguard Worker struct BVec4Uniform
922*35238bceSAndroid Build Coastguard Worker {
923*35238bceSAndroid Build Coastguard Worker const char *name;
924*35238bceSAndroid Build Coastguard Worker BVec4 value;
925*35238bceSAndroid Build Coastguard Worker };
926*35238bceSAndroid Build Coastguard Worker static const BVec4Uniform s_bvec4Uniforms[] = {
927*35238bceSAndroid Build Coastguard Worker {"ub4_true", BVec4(true)},
928*35238bceSAndroid Build Coastguard Worker {"ub4_false", BVec4(false)},
929*35238bceSAndroid Build Coastguard Worker };
930*35238bceSAndroid Build Coastguard Worker
931*35238bceSAndroid Build Coastguard Worker for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_bvec4Uniforms); i++)
932*35238bceSAndroid Build Coastguard Worker {
933*35238bceSAndroid Build Coastguard Worker const BVec4Uniform &uni = s_bvec4Uniforms[i];
934*35238bceSAndroid Build Coastguard Worker int arr[4];
935*35238bceSAndroid Build Coastguard Worker arr[0] = (int)uni.value.x();
936*35238bceSAndroid Build Coastguard Worker arr[1] = (int)uni.value.y();
937*35238bceSAndroid Build Coastguard Worker arr[2] = (int)uni.value.z();
938*35238bceSAndroid Build Coastguard Worker arr[3] = (int)uni.value.w();
939*35238bceSAndroid Build Coastguard Worker int uniLoc = gl.getUniformLocation(programID, uni.name);
940*35238bceSAndroid Build Coastguard Worker if (uniLoc != -1)
941*35238bceSAndroid Build Coastguard Worker gl.uniform4iv(uniLoc, 1, &arr[0]);
942*35238bceSAndroid Build Coastguard Worker }
943*35238bceSAndroid Build Coastguard Worker
944*35238bceSAndroid Build Coastguard Worker // Int.
945*35238bceSAndroid Build Coastguard Worker struct IntUniform
946*35238bceSAndroid Build Coastguard Worker {
947*35238bceSAndroid Build Coastguard Worker const char *name;
948*35238bceSAndroid Build Coastguard Worker int value;
949*35238bceSAndroid Build Coastguard Worker };
950*35238bceSAndroid Build Coastguard Worker static const IntUniform s_intUniforms[] = {
951*35238bceSAndroid Build Coastguard Worker {"ui_minusOne", -1}, {"ui_zero", 0}, {"ui_one", 1}, {"ui_two", 2}, {"ui_three", 3}, {"ui_four", 4},
952*35238bceSAndroid Build Coastguard Worker {"ui_five", 5}, {"ui_six", 6}, {"ui_seven", 7}, {"ui_eight", 8}, {"ui_oneHundredOne", 101}};
953*35238bceSAndroid Build Coastguard Worker
954*35238bceSAndroid Build Coastguard Worker for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_intUniforms); i++)
955*35238bceSAndroid Build Coastguard Worker {
956*35238bceSAndroid Build Coastguard Worker int uniLoc = gl.getUniformLocation(programID, s_intUniforms[i].name);
957*35238bceSAndroid Build Coastguard Worker if (uniLoc != -1)
958*35238bceSAndroid Build Coastguard Worker gl.uniform1i(uniLoc, s_intUniforms[i].value);
959*35238bceSAndroid Build Coastguard Worker }
960*35238bceSAndroid Build Coastguard Worker
961*35238bceSAndroid Build Coastguard Worker // IVec2.
962*35238bceSAndroid Build Coastguard Worker struct IVec2Uniform
963*35238bceSAndroid Build Coastguard Worker {
964*35238bceSAndroid Build Coastguard Worker const char *name;
965*35238bceSAndroid Build Coastguard Worker IVec2 value;
966*35238bceSAndroid Build Coastguard Worker };
967*35238bceSAndroid Build Coastguard Worker static const IVec2Uniform s_ivec2Uniforms[] = {{"ui2_minusOne", IVec2(-1)}, {"ui2_zero", IVec2(0)},
968*35238bceSAndroid Build Coastguard Worker {"ui2_one", IVec2(1)}, {"ui2_two", IVec2(2)},
969*35238bceSAndroid Build Coastguard Worker {"ui2_four", IVec2(4)}, {"ui2_five", IVec2(5)}};
970*35238bceSAndroid Build Coastguard Worker
971*35238bceSAndroid Build Coastguard Worker for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_ivec2Uniforms); i++)
972*35238bceSAndroid Build Coastguard Worker {
973*35238bceSAndroid Build Coastguard Worker int uniLoc = gl.getUniformLocation(programID, s_ivec2Uniforms[i].name);
974*35238bceSAndroid Build Coastguard Worker if (uniLoc != -1)
975*35238bceSAndroid Build Coastguard Worker gl.uniform2iv(uniLoc, 1, s_ivec2Uniforms[i].value.getPtr());
976*35238bceSAndroid Build Coastguard Worker }
977*35238bceSAndroid Build Coastguard Worker
978*35238bceSAndroid Build Coastguard Worker // IVec3.
979*35238bceSAndroid Build Coastguard Worker struct IVec3Uniform
980*35238bceSAndroid Build Coastguard Worker {
981*35238bceSAndroid Build Coastguard Worker const char *name;
982*35238bceSAndroid Build Coastguard Worker IVec3 value;
983*35238bceSAndroid Build Coastguard Worker };
984*35238bceSAndroid Build Coastguard Worker static const IVec3Uniform s_ivec3Uniforms[] = {{"ui3_minusOne", IVec3(-1)}, {"ui3_zero", IVec3(0)},
985*35238bceSAndroid Build Coastguard Worker {"ui3_one", IVec3(1)}, {"ui3_two", IVec3(2)},
986*35238bceSAndroid Build Coastguard Worker {"ui3_four", IVec3(4)}, {"ui3_five", IVec3(5)}};
987*35238bceSAndroid Build Coastguard Worker
988*35238bceSAndroid Build Coastguard Worker for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_ivec3Uniforms); i++)
989*35238bceSAndroid Build Coastguard Worker {
990*35238bceSAndroid Build Coastguard Worker int uniLoc = gl.getUniformLocation(programID, s_ivec3Uniforms[i].name);
991*35238bceSAndroid Build Coastguard Worker if (uniLoc != -1)
992*35238bceSAndroid Build Coastguard Worker gl.uniform3iv(uniLoc, 1, s_ivec3Uniforms[i].value.getPtr());
993*35238bceSAndroid Build Coastguard Worker }
994*35238bceSAndroid Build Coastguard Worker
995*35238bceSAndroid Build Coastguard Worker // IVec4.
996*35238bceSAndroid Build Coastguard Worker struct IVec4Uniform
997*35238bceSAndroid Build Coastguard Worker {
998*35238bceSAndroid Build Coastguard Worker const char *name;
999*35238bceSAndroid Build Coastguard Worker IVec4 value;
1000*35238bceSAndroid Build Coastguard Worker };
1001*35238bceSAndroid Build Coastguard Worker static const IVec4Uniform s_ivec4Uniforms[] = {{"ui4_minusOne", IVec4(-1)}, {"ui4_zero", IVec4(0)},
1002*35238bceSAndroid Build Coastguard Worker {"ui4_one", IVec4(1)}, {"ui4_two", IVec4(2)},
1003*35238bceSAndroid Build Coastguard Worker {"ui4_four", IVec4(4)}, {"ui4_five", IVec4(5)}};
1004*35238bceSAndroid Build Coastguard Worker
1005*35238bceSAndroid Build Coastguard Worker for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_ivec4Uniforms); i++)
1006*35238bceSAndroid Build Coastguard Worker {
1007*35238bceSAndroid Build Coastguard Worker int uniLoc = gl.getUniformLocation(programID, s_ivec4Uniforms[i].name);
1008*35238bceSAndroid Build Coastguard Worker if (uniLoc != -1)
1009*35238bceSAndroid Build Coastguard Worker gl.uniform4iv(uniLoc, 1, s_ivec4Uniforms[i].value.getPtr());
1010*35238bceSAndroid Build Coastguard Worker }
1011*35238bceSAndroid Build Coastguard Worker
1012*35238bceSAndroid Build Coastguard Worker // Float.
1013*35238bceSAndroid Build Coastguard Worker struct FloatUniform
1014*35238bceSAndroid Build Coastguard Worker {
1015*35238bceSAndroid Build Coastguard Worker const char *name;
1016*35238bceSAndroid Build Coastguard Worker float value;
1017*35238bceSAndroid Build Coastguard Worker };
1018*35238bceSAndroid Build Coastguard Worker static const FloatUniform s_floatUniforms[] = {
1019*35238bceSAndroid Build Coastguard Worker {"uf_zero", 0.0f}, {"uf_one", 1.0f}, {"uf_two", 2.0f},
1020*35238bceSAndroid Build Coastguard Worker {"uf_three", 3.0f}, {"uf_four", 4.0f}, {"uf_five", 5.0f},
1021*35238bceSAndroid Build Coastguard Worker {"uf_six", 6.0f}, {"uf_seven", 7.0f}, {"uf_eight", 8.0f},
1022*35238bceSAndroid Build Coastguard Worker {"uf_half", 1.0f / 2.0f}, {"uf_third", 1.0f / 3.0f}, {"uf_fourth", 1.0f / 4.0f},
1023*35238bceSAndroid Build Coastguard Worker {"uf_fifth", 1.0f / 5.0f}, {"uf_sixth", 1.0f / 6.0f}, {"uf_seventh", 1.0f / 7.0f},
1024*35238bceSAndroid Build Coastguard Worker {"uf_eighth", 1.0f / 8.0f}};
1025*35238bceSAndroid Build Coastguard Worker
1026*35238bceSAndroid Build Coastguard Worker for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_floatUniforms); i++)
1027*35238bceSAndroid Build Coastguard Worker {
1028*35238bceSAndroid Build Coastguard Worker int uniLoc = gl.getUniformLocation(programID, s_floatUniforms[i].name);
1029*35238bceSAndroid Build Coastguard Worker if (uniLoc != -1)
1030*35238bceSAndroid Build Coastguard Worker gl.uniform1f(uniLoc, s_floatUniforms[i].value);
1031*35238bceSAndroid Build Coastguard Worker }
1032*35238bceSAndroid Build Coastguard Worker
1033*35238bceSAndroid Build Coastguard Worker // Vec2.
1034*35238bceSAndroid Build Coastguard Worker struct Vec2Uniform
1035*35238bceSAndroid Build Coastguard Worker {
1036*35238bceSAndroid Build Coastguard Worker const char *name;
1037*35238bceSAndroid Build Coastguard Worker Vec2 value;
1038*35238bceSAndroid Build Coastguard Worker };
1039*35238bceSAndroid Build Coastguard Worker static const Vec2Uniform s_vec2Uniforms[] = {
1040*35238bceSAndroid Build Coastguard Worker {"uv2_minusOne", Vec2(-1.0f)}, {"uv2_zero", Vec2(0.0f)}, {"uv2_half", Vec2(0.5f)},
1041*35238bceSAndroid Build Coastguard Worker {"uv2_one", Vec2(1.0f)}, {"uv2_two", Vec2(2.0f)},
1042*35238bceSAndroid Build Coastguard Worker };
1043*35238bceSAndroid Build Coastguard Worker
1044*35238bceSAndroid Build Coastguard Worker for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_vec2Uniforms); i++)
1045*35238bceSAndroid Build Coastguard Worker {
1046*35238bceSAndroid Build Coastguard Worker int uniLoc = gl.getUniformLocation(programID, s_vec2Uniforms[i].name);
1047*35238bceSAndroid Build Coastguard Worker if (uniLoc != -1)
1048*35238bceSAndroid Build Coastguard Worker gl.uniform2fv(uniLoc, 1, s_vec2Uniforms[i].value.getPtr());
1049*35238bceSAndroid Build Coastguard Worker }
1050*35238bceSAndroid Build Coastguard Worker
1051*35238bceSAndroid Build Coastguard Worker // Vec3.
1052*35238bceSAndroid Build Coastguard Worker struct Vec3Uniform
1053*35238bceSAndroid Build Coastguard Worker {
1054*35238bceSAndroid Build Coastguard Worker const char *name;
1055*35238bceSAndroid Build Coastguard Worker Vec3 value;
1056*35238bceSAndroid Build Coastguard Worker };
1057*35238bceSAndroid Build Coastguard Worker static const Vec3Uniform s_vec3Uniforms[] = {
1058*35238bceSAndroid Build Coastguard Worker {"uv3_minusOne", Vec3(-1.0f)}, {"uv3_zero", Vec3(0.0f)}, {"uv3_half", Vec3(0.5f)},
1059*35238bceSAndroid Build Coastguard Worker {"uv3_one", Vec3(1.0f)}, {"uv3_two", Vec3(2.0f)},
1060*35238bceSAndroid Build Coastguard Worker };
1061*35238bceSAndroid Build Coastguard Worker
1062*35238bceSAndroid Build Coastguard Worker for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_vec3Uniforms); i++)
1063*35238bceSAndroid Build Coastguard Worker {
1064*35238bceSAndroid Build Coastguard Worker int uniLoc = gl.getUniformLocation(programID, s_vec3Uniforms[i].name);
1065*35238bceSAndroid Build Coastguard Worker if (uniLoc != -1)
1066*35238bceSAndroid Build Coastguard Worker gl.uniform3fv(uniLoc, 1, s_vec3Uniforms[i].value.getPtr());
1067*35238bceSAndroid Build Coastguard Worker }
1068*35238bceSAndroid Build Coastguard Worker
1069*35238bceSAndroid Build Coastguard Worker // Vec4.
1070*35238bceSAndroid Build Coastguard Worker struct Vec4Uniform
1071*35238bceSAndroid Build Coastguard Worker {
1072*35238bceSAndroid Build Coastguard Worker const char *name;
1073*35238bceSAndroid Build Coastguard Worker Vec4 value;
1074*35238bceSAndroid Build Coastguard Worker };
1075*35238bceSAndroid Build Coastguard Worker static const Vec4Uniform s_vec4Uniforms[] = {
1076*35238bceSAndroid Build Coastguard Worker {"uv4_minusOne", Vec4(-1.0f)},
1077*35238bceSAndroid Build Coastguard Worker {"uv4_zero", Vec4(0.0f)},
1078*35238bceSAndroid Build Coastguard Worker {"uv4_half", Vec4(0.5f)},
1079*35238bceSAndroid Build Coastguard Worker {"uv4_one", Vec4(1.0f)},
1080*35238bceSAndroid Build Coastguard Worker {"uv4_two", Vec4(2.0f)},
1081*35238bceSAndroid Build Coastguard Worker {"uv4_black", Vec4(0.0f, 0.0f, 0.0f, 1.0f)},
1082*35238bceSAndroid Build Coastguard Worker {"uv4_gray", Vec4(0.5f, 0.5f, 0.5f, 1.0f)},
1083*35238bceSAndroid Build Coastguard Worker {"uv4_white", Vec4(1.0f, 1.0f, 1.0f, 1.0f)},
1084*35238bceSAndroid Build Coastguard Worker };
1085*35238bceSAndroid Build Coastguard Worker
1086*35238bceSAndroid Build Coastguard Worker for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_vec4Uniforms); i++)
1087*35238bceSAndroid Build Coastguard Worker {
1088*35238bceSAndroid Build Coastguard Worker int uniLoc = gl.getUniformLocation(programID, s_vec4Uniforms[i].name);
1089*35238bceSAndroid Build Coastguard Worker if (uniLoc != -1)
1090*35238bceSAndroid Build Coastguard Worker gl.uniform4fv(uniLoc, 1, s_vec4Uniforms[i].value.getPtr());
1091*35238bceSAndroid Build Coastguard Worker }
1092*35238bceSAndroid Build Coastguard Worker }
1093*35238bceSAndroid Build Coastguard Worker
1094*35238bceSAndroid Build Coastguard Worker } // namespace gls
1095*35238bceSAndroid Build Coastguard Worker } // namespace deqp
1096