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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