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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 #include "esextcGPUShader5PreciseQualifier.hpp"
25 #include "gluContextInfo.hpp"
26 #include "gluDefs.hpp"
27 #include "glwEnums.hpp"
28 #include "glwFunctions.hpp"
29 #include "tcuTestLog.hpp"
30 #include <assert.h>
31 #include <cstdlib>
32 #include <cstring>
33 #include <ctime>
34 
35 namespace glcts
36 {
37 /* Fragment Shader code */
38 const char* GPUShader5PreciseQualifier::m_fragment_shader_code = "${VERSION}\n"
39 																 "\n"
40 																 "${GPU_SHADER5_REQUIRE}\n"
41 																 "\n"
42 																 "precision highp float;\n"
43 																 "\n"
44 																 "out vec4 color;\n"
45 																 "\n"
46 																 "void main()\n"
47 																 "{\n"
48 																 "   color = vec4(1, 1, 1, 1);\n"
49 																 "}\n";
50 
51 /* Vertex Shader code */
52 const char* GPUShader5PreciseQualifier::m_vertex_shader_code =
53 	"${VERSION}\n"
54 	"\n"
55 	"${GPU_SHADER5_REQUIRE}\n"
56 	"\n"
57 	"precision highp float;\n"
58 	"\n"
59 	"layout(location = 0) in  vec4 positions;\n"
60 	"layout(location = 1) in  vec4 weights;\n"
61 	"out vec4 weightedSum;\n"
62 	"\n"
63 	"void eval(in vec4 p, in vec4 w, precise out float result)\n"
64 	"{\n"
65 	"    result = (p.x*w.x + p.y*w.y) + (p.z*w.z + p.w*w.w);\n"
66 	"}\n"
67 	"\n"
68 	"float eval(in vec4 p, in vec4 w)\n"
69 	"{\n"
70 	"    precise float result = (p.x*w.x + p.y*w.y) + (p.z*w.z + p.w*w.w);\n"
71 	"\n"
72 	"    return result;\n"
73 	"}\n"
74 	"void main()\n"
75 	"{\n"
76 	"    eval(positions, weights, weightedSum.x);\n"
77 	"\n"
78 	"    weightedSum.y = eval(positions, weights);\n"
79 	"\n"
80 	"    precise float result = 0.0f;\n"
81 	"\n"
82 	"    result        = (positions.x * weights.x + positions.y * weights.y) +\n"
83 	"                    (positions.z * weights.z + positions.w * weights.w);\n"
84 	"    weightedSum.z = result;\n"
85 	"    weightedSum.w = (positions.x * weights.x + positions.y * weights.y) + \n"
86 	"                    (positions.z * weights.z + positions.w * weights.w);\n"
87 	"}\n";
88 
89 const glw::GLuint GPUShader5PreciseQualifier::m_n_components   = 4;
90 const glw::GLuint GPUShader5PreciseQualifier::m_n_iterations   = 100;
91 const glw::GLint  GPUShader5PreciseQualifier::m_position_range = 1000;
92 
93 /** Constructor
94  *
95  *  @param context       Test context
96  *  @param name          Test case's name
97  *  @param description   Test case's description
98  **/
GPUShader5PreciseQualifier(Context & context,const ExtParameters & extParams,const char * name,const char * description)99 GPUShader5PreciseQualifier::GPUShader5PreciseQualifier(Context& context, const ExtParameters& extParams,
100 													   const char* name, const char* description)
101 	: TestCaseBase(context, extParams, name, description)
102 	, m_fragment_shader_id(0)
103 	, m_program_id(0)
104 	, m_tf_buffer_id(0)
105 	, m_vao_id(0)
106 	, m_vertex_shader_id(0)
107 	, m_vertex_positions_buffer_id(0)
108 	, m_vertex_weights_buffer_id(0)
109 {
110 	/* Nothing to be done here */
111 }
112 
113 /** Initializes GLES objects used during the test.
114  *
115  */
initTest(void)116 void GPUShader5PreciseQualifier::initTest(void)
117 {
118 	/* Check if gpu_shader5 extension is supported */
119 	if (!m_is_gpu_shader5_supported)
120 	{
121 		throw tcu::NotSupportedError(GPU_SHADER5_EXTENSION_NOT_SUPPORTED, "", __FILE__, __LINE__);
122 	}
123 
124 	const glw::Functions& gl = m_context.getRenderContext().getFunctions();
125 
126 	/* Create program object */
127 	m_program_id = gl.createProgram();
128 
129 	/* Setup transform feedback varyings */
130 	const char* feedback_varyings[] = { "weightedSum" };
131 
132 	gl.transformFeedbackVaryings(m_program_id, 1, feedback_varyings, GL_INTERLEAVED_ATTRIBS);
133 	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not set transform feedback varyings!");
134 
135 	/* Create shaders */
136 	m_vertex_shader_id   = gl.createShader(GL_VERTEX_SHADER);
137 	m_fragment_shader_id = gl.createShader(GL_FRAGMENT_SHADER);
138 
139 	/* Build program */
140 	if (!buildProgram(m_program_id, m_fragment_shader_id, 1, &m_fragment_shader_code, m_vertex_shader_id, 1,
141 					  &m_vertex_shader_code))
142 	{
143 		TCU_FAIL("Program could not have been created sucessfully from a valid vertex/geometry/fragment shader!");
144 	}
145 
146 	/* Generate & bind a VAO */
147 	gl.genVertexArrays(1, &m_vao_id);
148 	gl.bindVertexArray(m_vao_id);
149 
150 	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create a vertex array object!");
151 
152 	/* Create transform feedback buffer object */
153 	gl.genBuffers(1, &m_tf_buffer_id);
154 	gl.bindBuffer(GL_ARRAY_BUFFER, m_tf_buffer_id);
155 	gl.bufferData(GL_ARRAY_BUFFER, sizeof(glw::GLfloat) * m_n_components, DE_NULL, GL_STATIC_COPY);
156 	gl.bindBuffer(GL_ARRAY_BUFFER, 0);
157 
158 	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create buffer object!");
159 
160 	/* Bind buffer object to transform feedback binding point */
161 	gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, m_tf_buffer_id);
162 
163 	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not bind buffer object to transform feedback binding point!");
164 
165 	/* Create positions buffer object */
166 	gl.genBuffers(1, &m_vertex_positions_buffer_id);
167 	gl.bindBuffer(GL_ARRAY_BUFFER, m_vertex_positions_buffer_id);
168 	gl.bufferData(GL_ARRAY_BUFFER, sizeof(glw::GLfloat) * m_n_components, DE_NULL, GL_STATIC_DRAW);
169 
170 	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create buffer object!");
171 
172 	/* Create weights buffer object */
173 	gl.genBuffers(1, &m_vertex_weights_buffer_id);
174 	gl.bindBuffer(GL_ARRAY_BUFFER, m_vertex_weights_buffer_id);
175 	gl.bufferData(GL_ARRAY_BUFFER, sizeof(glw::GLfloat) * m_n_components, DE_NULL, GL_STATIC_DRAW);
176 
177 	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create buffer object!");
178 
179 	gl.useProgram(m_program_id);
180 	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not use a program object!");
181 
182 	gl.bindBuffer(GL_ARRAY_BUFFER, m_vertex_positions_buffer_id);
183 	gl.vertexAttribPointer(0 /* index */, 4 /* size */, GL_FLOAT, GL_FALSE, 0, 0);
184 	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not configure vertex attribute array for positions attribute!");
185 
186 	gl.bindBuffer(GL_ARRAY_BUFFER, m_vertex_weights_buffer_id);
187 	gl.vertexAttribPointer(1 /* index */, 4 /* size */, GL_FLOAT, GL_FALSE, 0, 0);
188 	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not configure vertex attribute array for weights attribute!");
189 
190 	gl.enableVertexAttribArray(0 /* index */);
191 	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not enable vertex attribute array for index 0!");
192 	gl.enableVertexAttribArray(1 /* index */);
193 	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not enable vertex attribute array for index 1!");
194 }
195 
196 /** Deinitializes GLES objects created during the test.
197  *
198  */
deinit(void)199 void GPUShader5PreciseQualifier::deinit(void)
200 {
201 	const glw::Functions& gl = m_context.getRenderContext().getFunctions();
202 
203 	/* Reset OpenGL ES state */
204 	gl.disableVertexAttribArray(0);
205 	gl.disableVertexAttribArray(1);
206 	gl.useProgram(0);
207 	gl.bindBuffer(GL_ARRAY_BUFFER, 0);
208 	gl.bindVertexArray(0);
209 
210 	/* Delete program object and shaders */
211 	if (m_program_id != 0)
212 	{
213 		gl.deleteProgram(m_program_id);
214 
215 		m_program_id = 0;
216 	}
217 
218 	if (m_vertex_shader_id != 0)
219 	{
220 		gl.deleteShader(m_vertex_shader_id);
221 
222 		m_vertex_shader_id = 0;
223 	}
224 
225 	if (m_fragment_shader_id != 0)
226 	{
227 		gl.deleteShader(m_fragment_shader_id);
228 
229 		m_fragment_shader_id = 0;
230 	}
231 
232 	/* Delete buffer objects */
233 	if (m_tf_buffer_id != 0)
234 	{
235 		gl.deleteBuffers(1, &m_tf_buffer_id);
236 
237 		m_tf_buffer_id = 0;
238 	}
239 
240 	if (m_vertex_positions_buffer_id != 0)
241 	{
242 		gl.deleteBuffers(1, &m_vertex_positions_buffer_id);
243 
244 		m_vertex_positions_buffer_id = 0;
245 	}
246 
247 	if (m_vertex_weights_buffer_id != 0)
248 	{
249 		gl.deleteBuffers(1, &m_vertex_weights_buffer_id);
250 
251 		m_vertex_weights_buffer_id = 0;
252 	}
253 
254 	/* Delete vertex array object */
255 	if (m_vao_id != 0)
256 	{
257 		gl.deleteVertexArrays(1, &m_vao_id);
258 
259 		m_vao_id = 0;
260 	}
261 
262 	/* Call base class' deinit() */
263 	TestCaseBase::deinit();
264 }
265 
266 /** Executes the test.
267  *  Sets the test result to QP_TEST_RESULT_FAIL if the test failed, QP_TEST_RESULT_PASS otherwise.
268  *
269  *  Note the function throws exception should an error occur!
270  *
271  *  @return STOP if the test has finished, CONTINUE to indicate iterate should be called once again.
272  *
273  **/
iterate(void)274 tcu::TestNode::IterateResult GPUShader5PreciseQualifier::iterate(void)
275 {
276 	initTest();
277 
278 	/* Set the seed for the random generator */
279 	randomSeed(1);
280 
281 	glw::GLboolean test_failed = false;
282 
283 	for (glw::GLuint test_iter = 0; test_iter < m_n_iterations; ++test_iter)
284 	{
285 		/* Create the data for positions and weights attributes */
286 		glw::GLfloat vertex_data_positions[m_n_components];
287 		glw::GLfloat vertex_data_weights[m_n_components];
288 		glw::GLfloat weights_sum = 1.0f;
289 
290 		for (glw::GLuint component_nr = 0; component_nr < m_n_components; ++component_nr)
291 		{
292 			vertex_data_positions[component_nr] = static_cast<glw::GLfloat>(
293 				static_cast<glw::GLint>(randomFormula(2 * m_position_range)) - m_position_range);
294 
295 			if (component_nr != (m_n_components - 1))
296 			{
297 				glw::GLfloat random_value = static_cast<glw::GLfloat>(randomFormula(m_position_range)) /
298 											static_cast<glw::GLfloat>(m_position_range);
299 
300 				vertex_data_weights[component_nr] = random_value;
301 				weights_sum -= random_value;
302 			}
303 			else
304 			{
305 				vertex_data_weights[component_nr] = weights_sum;
306 			}
307 		}
308 
309 		/* Compute forward weighted sum */
310 		WeightedSum weighted_sum_forward[m_n_components];
311 
312 		drawAndGetFeedbackResult(vertex_data_positions, vertex_data_weights, weighted_sum_forward);
313 
314 		/* Reverse the data for positions and weights attributes */
315 		glw::GLfloat temp_value = 0.0f;
316 
317 		for (glw::GLuint component_nr = 0; component_nr < (m_n_components / 2); ++component_nr)
318 		{
319 			temp_value = vertex_data_positions[component_nr];
320 
321 			vertex_data_positions[component_nr] = vertex_data_positions[m_n_components - 1 - component_nr];
322 			vertex_data_positions[m_n_components - 1 - component_nr] = temp_value;
323 
324 			temp_value = vertex_data_weights[component_nr];
325 
326 			vertex_data_weights[component_nr] = vertex_data_weights[m_n_components - 1 - component_nr];
327 			vertex_data_weights[m_n_components - 1 - component_nr] = temp_value;
328 		}
329 
330 		/* Compute backward weighted sum */
331 		WeightedSum weighted_sum_backward[m_n_components];
332 
333 		drawAndGetFeedbackResult(vertex_data_positions, vertex_data_weights, weighted_sum_backward);
334 
335 		/* Check if results are bitwise accurate */
336 		if (weighted_sum_backward[0].intv != weighted_sum_backward[1].intv ||
337 			weighted_sum_backward[0].intv != weighted_sum_backward[2].intv ||
338 			weighted_sum_backward[0].intv != weighted_sum_forward[0].intv ||
339 			weighted_sum_backward[0].intv != weighted_sum_forward[1].intv ||
340 			weighted_sum_backward[0].intv != weighted_sum_forward[2].intv)
341 		{
342 			test_failed = true;
343 			break;
344 		}
345 	}
346 
347 	if (test_failed)
348 		m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail");
349 	else
350 		m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
351 
352 	return STOP;
353 }
354 
355 /** Draw and get feedback result
356  *
357  *  @param vertex_data_positions data for positions attribute
358  *  @param vertex_data_weights   data for weights attribute
359  *  @param feedback_result       space to store result fetched via transform feedback
360  **/
drawAndGetFeedbackResult(const glw::GLfloat * vertex_data_positions,const glw::GLfloat * vertex_data_weights,WeightedSum * feedback_result)361 void GPUShader5PreciseQualifier::drawAndGetFeedbackResult(const glw::GLfloat* vertex_data_positions,
362 														  const glw::GLfloat* vertex_data_weights,
363 														  WeightedSum*		  feedback_result)
364 {
365 	const glw::Functions& gl = m_context.getRenderContext().getFunctions();
366 
367 	gl.bindBuffer(GL_ARRAY_BUFFER, m_vertex_positions_buffer_id);
368 	gl.bufferData(GL_ARRAY_BUFFER, sizeof(glw::GLfloat) * m_n_components, vertex_data_positions, GL_STATIC_DRAW);
369 	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not set buffer object's data!");
370 
371 	gl.bindBuffer(GL_ARRAY_BUFFER, m_vertex_weights_buffer_id);
372 	gl.bufferData(GL_ARRAY_BUFFER, sizeof(glw::GLfloat) * m_n_components, vertex_data_weights, GL_STATIC_DRAW);
373 	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not set buffer object's data!");
374 
375 	gl.enable(GL_RASTERIZER_DISCARD);
376 	GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable(GL_RASTERIZER_DISCARD) failed");
377 
378 	gl.beginTransformFeedback(GL_POINTS);
379 	GLU_EXPECT_NO_ERROR(gl.getError(), "glBeginTransformFeedback(GL_POINTS) failed");
380 
381 	gl.drawArrays(GL_POINTS, 0 /* first */, 1 /* count */);
382 	GLU_EXPECT_NO_ERROR(gl.getError(), "Rendering Failed!");
383 
384 	gl.endTransformFeedback();
385 	GLU_EXPECT_NO_ERROR(gl.getError(), "glEndTransformFeedback() failed");
386 
387 	/* Fetch the results via transform feedback */
388 	WeightedSum* result = (WeightedSum*)gl.mapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0,
389 														  sizeof(glw::GLfloat) * m_n_components, GL_MAP_READ_BIT);
390 
391 	GLU_EXPECT_NO_ERROR(gl.getError(), "glMapBufferRange() failed");
392 
393 	memcpy(feedback_result, result, sizeof(glw::GLfloat) * m_n_components);
394 
395 	gl.unmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
396 	GLU_EXPECT_NO_ERROR(gl.getError(), "glUnmapBuffer() failed");
397 
398 	gl.disable(GL_RASTERIZER_DISCARD);
399 	GLU_EXPECT_NO_ERROR(gl.getError(), "glDisable(GL_RASTERIZER_DISCARD) failed");
400 }
401 
402 } // namespace glcts
403