1 /*-------------------------------------------------------------------------
2 * OpenGL Conformance Test Suite
3 * -----------------------------
4 *
5 * Copyright (c) 2014-2016 The Khronos Group Inc.
6 *
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
10 *
11 * http://www.apache.org/licenses/LICENSE-2.0
12 *
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
18 *
19 */ /*!
20 * \file
21 * \brief
22 */ /*-------------------------------------------------------------------*/
23
24 /*!
25 * \file esextcGPUShader5SamplerArrayIndexing.cpp
26 * \brief gpu_shader5 extension - Sampler Array Indexing (Test 1)
27 */ /*-------------------------------------------------------------------*/
28
29 #include "esextcGPUShader5SamplerArrayIndexing.hpp"
30
31 #include "gluDefs.hpp"
32 #include "glwEnums.hpp"
33 #include "glwFunctions.hpp"
34 #include "tcuTestLog.hpp"
35 #include <cstring>
36
37 namespace glcts
38 {
39
40 const int GPUShader5SamplerArrayIndexing::m_n_small_textures = 4;
41 const int GPUShader5SamplerArrayIndexing::m_n_texture_components = 4;
42 const int GPUShader5SamplerArrayIndexing::m_big_texture_height = 3;
43 const int GPUShader5SamplerArrayIndexing::m_big_texture_width = 3;
44 const int GPUShader5SamplerArrayIndexing::m_n_texture_levels = 1;
45 const int GPUShader5SamplerArrayIndexing::m_small_texture_height = 1;
46 const int GPUShader5SamplerArrayIndexing::m_small_texture_width = 1;
47
48 /** Constructor
49 *
50 * @param context Test context
51 * @param name Test case's name
52 * @param description Test case's description
53 **/
GPUShader5SamplerArrayIndexing(Context & context,const ExtParameters & extParams,const char * name,const char * description)54 GPUShader5SamplerArrayIndexing::GPUShader5SamplerArrayIndexing(Context& context, const ExtParameters& extParams,
55 const char* name, const char* description)
56 : TestCaseBase(context, extParams, name, description)
57 , m_big_to_id(0)
58 , m_fbo_id(0)
59 , m_fs_id(0)
60 , m_po_id(0)
61 , m_small_to_ids(DE_NULL)
62 , m_vao_id(0)
63 , m_vbo_id(0)
64 , m_vs_id(0)
65 {
66 }
67
68 /** Deinitializes GLES objects created during the test.
69 *
70 */
deinit(void)71 void GPUShader5SamplerArrayIndexing::deinit(void)
72 {
73 const glw::Functions& gl = m_context.getRenderContext().getFunctions();
74
75 /* Reset OpenGL ES state */
76 gl.useProgram(0);
77 gl.bindBuffer(GL_ARRAY_BUFFER, 0);
78 gl.activeTexture(GL_TEXTURE0);
79 gl.bindTexture(GL_TEXTURE_2D, 0);
80 gl.bindFramebuffer(GL_FRAMEBUFFER, 0);
81 gl.bindVertexArray(0);
82
83 if (m_po_id != 0)
84 {
85 gl.deleteProgram(m_po_id);
86 m_po_id = 0;
87 }
88
89 if (m_fs_id != 0)
90 {
91 gl.deleteShader(m_fs_id);
92 m_fs_id = 0;
93 }
94
95 if (m_vs_id != 0)
96 {
97 gl.deleteShader(m_vs_id);
98 m_vs_id = 0;
99 }
100
101 if (m_vbo_id != 0)
102 {
103 gl.deleteBuffers(1, &m_vbo_id);
104 m_vbo_id = 0;
105 }
106
107 if (m_fbo_id != 0)
108 {
109 gl.deleteFramebuffers(1, &m_fbo_id);
110 m_fbo_id = 0;
111 }
112
113 if (m_vao_id != 0)
114 {
115 gl.deleteVertexArrays(1, &m_vao_id);
116 m_vao_id = 0;
117 }
118
119 if (m_big_to_id != 0)
120 {
121 gl.deleteTextures(1, &m_big_to_id);
122 m_big_to_id = 0;
123 }
124
125 if (m_small_to_ids != DE_NULL)
126 {
127 gl.deleteTextures(m_n_small_textures, m_small_to_ids);
128 delete[] m_small_to_ids;
129 m_small_to_ids = DE_NULL;
130 }
131
132 /* Release base class */
133 TestCaseBase::deinit();
134 }
135
136 /** Initializes GLES objects used during the test.
137 *
138 */
initTest(void)139 void GPUShader5SamplerArrayIndexing::initTest(void)
140 {
141 const glw::Functions& gl = m_context.getRenderContext().getFunctions();
142
143 /* Check if gpu_shader5 extension is supported */
144 if (!m_is_gpu_shader5_supported)
145 {
146 throw tcu::NotSupportedError(GPU_SHADER5_EXTENSION_NOT_SUPPORTED, "", __FILE__, __LINE__);
147 }
148
149 /* Create shader objects */
150 m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
151 m_vs_id = gl.createShader(GL_VERTEX_SHADER);
152
153 /* Create progream object */
154 m_po_id = gl.createProgram();
155
156 const char* fsCode = getFragmentShaderCode();
157 const char* vsCode = getVertexShaderCode();
158
159 if (!buildProgram(m_po_id, m_fs_id, 1 /* part */, &fsCode, m_vs_id, 1 /* part */, &vsCode))
160 {
161 TCU_FAIL("Could not create program object!");
162 }
163
164 /* Create and bind vertex array object */
165 gl.genVertexArrays(1, &m_vao_id);
166 gl.bindVertexArray(m_vao_id);
167
168 GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring vertex array object");
169
170 /* Configure vertex buffer */
171 const glw::GLfloat vertices[] = { -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f,
172 -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f };
173
174 gl.genBuffers(1, &m_vbo_id);
175 gl.bindBuffer(GL_ARRAY_BUFFER, m_vbo_id);
176 gl.bufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
177
178 GLU_EXPECT_NO_ERROR(gl.getError(), "Error creating vertex buffer object!");
179
180 /* Create and configure texture object used as color attachment */
181 gl.genTextures(1, &m_big_to_id);
182 gl.bindTexture(GL_TEXTURE_2D, m_big_to_id);
183 gl.texStorage2D(GL_TEXTURE_2D, m_n_texture_levels, GL_RGBA8, m_big_texture_width, m_big_texture_height);
184 GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object!");
185
186 /* Create and configure the framebuffer object */
187 gl.genFramebuffers(1, &m_fbo_id);
188 gl.bindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo_id);
189 gl.framebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_big_to_id, 0 /* level */);
190 GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring framebuffer object!");
191
192 /* Configure textures used in fragment shader */
193 const glw::GLfloat alpha[] = { 0.0f, 0.0f, 0.0f, 1.0f };
194 const glw::GLfloat blue[] = { 0.0f, 0.0f, 1.0f, 0.0f };
195 const glw::GLfloat green[] = { 0.0f, 1.0f, 0.0f, 0.0f };
196 const glw::GLfloat red[] = { 1.0f, 0.0f, 0.0f, 0.0f };
197
198 m_small_to_ids = new glw::GLuint[m_n_small_textures];
199 memset(m_small_to_ids, 0, m_n_small_textures * sizeof(glw::GLuint));
200
201 gl.genTextures(m_n_small_textures, m_small_to_ids);
202
203 gl.activeTexture(GL_TEXTURE0);
204 gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[0]);
205 gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_small_texture_width, m_small_texture_height, 0 /* border */, GL_RGBA,
206 GL_FLOAT, red);
207 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
208 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
209 GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object");
210
211 gl.activeTexture(GL_TEXTURE1);
212 gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[1]);
213 gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_small_texture_width, m_small_texture_height, 0 /* border */, GL_RGBA,
214 GL_FLOAT, green);
215 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
216 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
217 GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object");
218
219 gl.activeTexture(GL_TEXTURE2);
220 gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[2]);
221 gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_small_texture_width, m_small_texture_height, 0 /* border */, GL_RGBA,
222 GL_FLOAT, blue);
223 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
224 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
225 GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object");
226
227 gl.activeTexture(GL_TEXTURE3);
228 gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[3]);
229 gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_small_texture_width, m_small_texture_height, 0 /* border */, GL_RGBA,
230 GL_FLOAT, alpha);
231 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
232 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
233 GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object");
234 }
235
236 /** Executes the test.
237 * Sets the test result to QP_TEST_RESULT_FAIL if the test failed, QP_TEST_RESULT_PASS otherwise.
238 *
239 * @return STOP if the test has finished, CONTINUE to indicate iterate should be called once again.
240 *
241 * Note the function throws exception should an error occur!
242 **/
iterate(void)243 tcu::TestNode::IterateResult GPUShader5SamplerArrayIndexing::iterate(void)
244 {
245 initTest();
246
247 const glw::Functions& gl = m_context.getRenderContext().getFunctions();
248
249 gl.viewport(0 /* x */, 0 /* y */, m_big_texture_width, m_big_texture_height);
250 GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport() call failed");
251
252 gl.useProgram(m_po_id);
253 GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram() call failed");
254
255 /* Configure position vertex array */
256 gl.bindBuffer(GL_ARRAY_BUFFER, m_vbo_id);
257 GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer() call failed");
258
259 glw::GLint position_attribute_location = gl.getAttribLocation(m_po_id, "position");
260
261 gl.vertexAttribPointer(position_attribute_location, 4 /* size */, GL_FLOAT, GL_FALSE, 0 /* stride */,
262 DE_NULL /* pointer */);
263 gl.enableVertexAttribArray(position_attribute_location);
264 GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring position vertex attribute array!");
265
266 glw::GLint samplers_uniform_location = gl.getUniformLocation(m_po_id, "samplers");
267
268 gl.activeTexture(GL_TEXTURE0);
269 gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[0]);
270 gl.uniform1i(samplers_uniform_location + 0, 0);
271 GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 0 to samplers[0] uniform location!");
272
273 gl.activeTexture(GL_TEXTURE1);
274 gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[1]);
275 gl.uniform1i(samplers_uniform_location + 1, 1);
276 GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 1 to samplers[1] uniform location!");
277
278 gl.activeTexture(GL_TEXTURE2);
279 gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[2]);
280 gl.uniform1i(samplers_uniform_location + 2, 2);
281 GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 2 to samplers[2] uniform location!");
282
283 gl.activeTexture(GL_TEXTURE3);
284 gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[3]);
285 gl.uniform1i(samplers_uniform_location + 3, 3);
286 GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 3 to samplers[3] uniform location!");
287
288 /* Render */
289 gl.clearColor(0.0f, 0.0f, 0.0f, 0.0f);
290 gl.clear(GL_COLOR_BUFFER_BIT);
291
292 GLU_EXPECT_NO_ERROR(gl.getError(), "Error clearing color buffer!");
293
294 gl.drawArrays(GL_TRIANGLE_STRIP, 0 /* first */, 4 /* count */);
295 GLU_EXPECT_NO_ERROR(gl.getError(), "Rendering error");
296
297 /* Verify results */
298 const glw::GLubyte referenceColor[] = { 255, 255, 255, 255 };
299 glw::GLubyte buffer[m_n_texture_components];
300
301 memset(buffer, 0, m_n_texture_components * sizeof(glw::GLubyte));
302
303 /* Reading data */
304 gl.bindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_id);
305 gl.readPixels(1, /* x */
306 1, /* y */
307 1, /* width */
308 1, /* height */
309 GL_RGBA, GL_UNSIGNED_BYTE, buffer);
310 GLU_EXPECT_NO_ERROR(gl.getError(), "Error reading pixel data!");
311
312 /* Fail if result color is different from reference color */
313 if (memcmp(referenceColor, buffer, sizeof(referenceColor)))
314 {
315 m_testCtx.getLog() << tcu::TestLog::Message << "Rendered color [" << (int)buffer[0] << ", " << (int)buffer[1]
316 << ", " << (int)buffer[2] << ", " << (int)buffer[3]
317 << "] is different from reference color [" << (int)referenceColor[0] << ", "
318 << (int)referenceColor[1] << ", " << (int)referenceColor[2] << ", " << (int)referenceColor[3]
319 << "] !" << tcu::TestLog::EndMessage;
320
321 m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail");
322 return STOP;
323 }
324
325 m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
326 return STOP;
327 }
328
329 /** Returns code for Vertex Shader
330 *
331 * @return pointer to literal with Vertex Shader code
332 **/
getVertexShaderCode()333 const char* GPUShader5SamplerArrayIndexing::getVertexShaderCode()
334 {
335 static const char* result = "${VERSION}\n"
336 "\n"
337 "${GPU_SHADER5_REQUIRE}\n"
338 "\n"
339 "precision highp float;\n"
340 "\n"
341 "in vec4 position;"
342 "\n"
343 "void main()\n"
344 "{\n"
345 " gl_Position = position;"
346 "}\n";
347
348 return result;
349 }
350
351 /** Returns code for Fragment Shader
352 *
353 * @return pointer to literal with Fragment Shader code
354 **/
getFragmentShaderCode()355 const char* GPUShader5SamplerArrayIndexing::getFragmentShaderCode()
356 {
357 static const char* result = "${VERSION}\n"
358 "\n"
359 "${GPU_SHADER5_REQUIRE}\n"
360 "\n"
361 "precision highp float;\n"
362 "\n"
363 "uniform sampler2D samplers[4];\n"
364 "\n"
365 "layout(location = 0) out vec4 outColor;\n"
366 "\n"
367 "void main(void)\n"
368 "{\n"
369 " outColor = vec4(0, 0, 0, 0);\n"
370 "\n"
371 " for (int i = 0;i < 4; ++i)\n"
372 " {\n"
373 " outColor += texture(samplers[i],vec2(0,0));\n"
374 " }\n"
375 "}\n";
376
377 return result;
378 }
379
380 } // namespace glcts
381