/*------------------------------------------------------------------------- * OpenGL Conformance Test Suite * ----------------------------- * * Copyright (c) 2016 Google Inc. * Copyright (c) 2016 The Khronos Group Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ /*! * \file * \brief Shader indexing (arrays, vector, matrices) tests. */ /*-------------------------------------------------------------------*/ #include "glcShaderIndexingTests.hpp" #include "glcShaderRenderCase.hpp" #include "gluShaderUtil.hpp" #include "glwEnums.hpp" #include "glwFunctions.hpp" #include "tcuStringTemplate.hpp" #include "deInt32.h" #include "deMemory.h" #include using namespace std; using namespace tcu; using namespace glu; using namespace deqp; namespace deqp { enum IndexAccessType { INDEXACCESS_STATIC = 0, INDEXACCESS_DYNAMIC, INDEXACCESS_STATIC_LOOP, INDEXACCESS_DYNAMIC_LOOP, INDEXACCESS_LAST }; static const char* getIndexAccessTypeName(IndexAccessType accessType) { static const char* s_names[INDEXACCESS_LAST] = { "static", "dynamic", "static_loop", "dynamic_loop" }; DE_ASSERT(deInBounds32((int)accessType, 0, INDEXACCESS_LAST)); return s_names[(int)accessType]; } enum VectorAccessType { DIRECT = 0, COMPONENT, SUBSCRIPT_STATIC, SUBSCRIPT_DYNAMIC, SUBSCRIPT_STATIC_LOOP, SUBSCRIPT_DYNAMIC_LOOP, VECTORACCESS_LAST }; static const char* getVectorAccessTypeName(VectorAccessType accessType) { static const char* s_names[VECTORACCESS_LAST] = { "direct", "component", "static_subscript", "dynamic_subscript", "static_loop_subscript", "dynamic_loop_subscript" }; DE_ASSERT(deInBounds32((int)accessType, 0, VECTORACCESS_LAST)); return s_names[(int)accessType]; } void evalArrayCoordsFloat(ShaderEvalContext& c) { c.color.x() = 1.875f * c.coords.x(); } void evalArrayCoordsVec2(ShaderEvalContext& c) { c.color.xy() = 1.875f * c.coords.swizzle(0, 1); } void evalArrayCoordsVec3(ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.coords.swizzle(0, 1, 2); } void evalArrayCoordsVec4(ShaderEvalContext& c) { c.color = 1.875f * c.coords; } static ShaderEvalFunc getArrayCoordsEvalFunc(DataType dataType) { if (dataType == TYPE_FLOAT) return evalArrayCoordsFloat; else if (dataType == TYPE_FLOAT_VEC2) return evalArrayCoordsVec2; else if (dataType == TYPE_FLOAT_VEC3) return evalArrayCoordsVec3; else if (dataType == TYPE_FLOAT_VEC4) return evalArrayCoordsVec4; DE_ASSERT(DE_FALSE && "Invalid data type."); return NULL; } void evalArrayUniformFloat(ShaderEvalContext& c) { c.color.x() = 1.875f * c.constCoords.x(); } void evalArrayUniformVec2(ShaderEvalContext& c) { c.color.xy() = 1.875f * c.constCoords.swizzle(0, 1); } void evalArrayUniformVec3(ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.constCoords.swizzle(0, 1, 2); } void evalArrayUniformVec4(ShaderEvalContext& c) { c.color = 1.875f * c.constCoords; } static ShaderEvalFunc getArrayUniformEvalFunc(DataType dataType) { if (dataType == TYPE_FLOAT) return evalArrayUniformFloat; else if (dataType == TYPE_FLOAT_VEC2) return evalArrayUniformVec2; else if (dataType == TYPE_FLOAT_VEC3) return evalArrayUniformVec3; else if (dataType == TYPE_FLOAT_VEC4) return evalArrayUniformVec4; DE_ASSERT(DE_FALSE && "Invalid data type."); return NULL; } // ShaderIndexingCase class ShaderIndexingCase : public ShaderRenderCase { public: ShaderIndexingCase(Context& context, const char* name, const char* description, bool isVertexCase, DataType varType, ShaderEvalFunc evalFunc, const char* vertShaderSource, const char* fragShaderSource); virtual ~ShaderIndexingCase(void); private: ShaderIndexingCase(const ShaderIndexingCase&); // not allowed! ShaderIndexingCase& operator=(const ShaderIndexingCase&); // not allowed! virtual void setup(deUint32 programID); virtual void setupUniforms(deUint32 programID, const Vec4& constCoords); DataType m_varType; }; ShaderIndexingCase::ShaderIndexingCase(Context& context, const char* name, const char* description, bool isVertexCase, DataType varType, ShaderEvalFunc evalFunc, const char* vertShaderSource, const char* fragShaderSource) : ShaderRenderCase(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, isVertexCase, evalFunc) { m_varType = varType; m_vertShaderSource = vertShaderSource; m_fragShaderSource = fragShaderSource; } ShaderIndexingCase::~ShaderIndexingCase(void) { } void ShaderIndexingCase::setup(deUint32 programID) { DE_UNREF(programID); } void ShaderIndexingCase::setupUniforms(deUint32 programID, const Vec4& constCoords) { const glw::Functions& gl = m_renderCtx.getFunctions(); DE_UNREF(constCoords); int arrLoc = gl.getUniformLocation(programID, "u_arr"); if (arrLoc != -1) { //int scalarSize = getDataTypeScalarSize(m_varType); if (m_varType == TYPE_FLOAT) { float arr[4]; arr[0] = constCoords.x(); arr[1] = constCoords.x() * 0.5f; arr[2] = constCoords.x() * 0.25f; arr[3] = constCoords.x() * 0.125f; gl.uniform1fv(arrLoc, 4, &arr[0]); } else if (m_varType == TYPE_FLOAT_VEC2) { Vec2 arr[4]; arr[0] = constCoords.swizzle(0, 1); arr[1] = constCoords.swizzle(0, 1) * 0.5f; arr[2] = constCoords.swizzle(0, 1) * 0.25f; arr[3] = constCoords.swizzle(0, 1) * 0.125f; gl.uniform2fv(arrLoc, 4, arr[0].getPtr()); } else if (m_varType == TYPE_FLOAT_VEC3) { Vec3 arr[4]; arr[0] = constCoords.swizzle(0, 1, 2); arr[1] = constCoords.swizzle(0, 1, 2) * 0.5f; arr[2] = constCoords.swizzle(0, 1, 2) * 0.25f; arr[3] = constCoords.swizzle(0, 1, 2) * 0.125f; gl.uniform3fv(arrLoc, 4, arr[0].getPtr()); } else if (m_varType == TYPE_FLOAT_VEC4) { Vec4 arr[4]; arr[0] = constCoords.swizzle(0, 1, 2, 3); arr[1] = constCoords.swizzle(0, 1, 2, 3) * 0.5f; arr[2] = constCoords.swizzle(0, 1, 2, 3) * 0.25f; arr[3] = constCoords.swizzle(0, 1, 2, 3) * 0.125f; gl.uniform4fv(arrLoc, 4, arr[0].getPtr()); } else DE_TEST_ASSERT(false); } } // Helpers. static ShaderIndexingCase* createVaryingArrayCase(Context& context, const char* caseName, const char* description, glu::GLSLVersion glslVersion, DataType varType, IndexAccessType vertAccess, IndexAccessType fragAccess) { DE_ASSERT(glslVersion == glu::GLSL_VERSION_300_ES || glslVersion == glu::GLSL_VERSION_310_ES || glslVersion >= glu::GLSL_VERSION_330); std::ostringstream vtx; vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; vtx << "in highp vec4 a_position;\n"; vtx << "in highp vec4 a_coords;\n"; if (vertAccess == INDEXACCESS_DYNAMIC) vtx << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n"; else if (vertAccess == INDEXACCESS_DYNAMIC_LOOP) vtx << "uniform mediump int ui_four;\n"; vtx << "out ${PRECISION} ${VAR_TYPE} var[${ARRAY_LEN}];\n"; vtx << "\n"; vtx << "void main()\n"; vtx << "{\n"; vtx << " gl_Position = a_position;\n"; if (vertAccess == INDEXACCESS_STATIC) { vtx << " var[0] = ${VAR_TYPE}(a_coords);\n"; vtx << " var[1] = ${VAR_TYPE}(a_coords) * 0.5;\n"; vtx << " var[2] = ${VAR_TYPE}(a_coords) * 0.25;\n"; vtx << " var[3] = ${VAR_TYPE}(a_coords) * 0.125;\n"; } else if (vertAccess == INDEXACCESS_DYNAMIC) { vtx << " var[ui_zero] = ${VAR_TYPE}(a_coords);\n"; vtx << " var[ui_one] = ${VAR_TYPE}(a_coords) * 0.5;\n"; vtx << " var[ui_two] = ${VAR_TYPE}(a_coords) * 0.25;\n"; vtx << " var[ui_three] = ${VAR_TYPE}(a_coords) * 0.125;\n"; } else if (vertAccess == INDEXACCESS_STATIC_LOOP) { vtx << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n"; vtx << " for (int i = 0; i < 4; i++)\n"; vtx << " {\n"; vtx << " var[i] = ${VAR_TYPE}(coords);\n"; vtx << " coords = coords * 0.5;\n"; vtx << " }\n"; } else { DE_ASSERT(vertAccess == INDEXACCESS_DYNAMIC_LOOP); vtx << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n"; vtx << " for (int i = 0; i < ui_four; i++)\n"; vtx << " {\n"; vtx << " var[i] = ${VAR_TYPE}(coords);\n"; vtx << " coords = coords * 0.5;\n"; vtx << " }\n"; } vtx << "}\n"; std::ostringstream frag; frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; frag << "precision mediump int;\n"; frag << "layout(location = 0) out mediump vec4 o_color;\n"; if (fragAccess == INDEXACCESS_DYNAMIC) frag << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n"; else if (fragAccess == INDEXACCESS_DYNAMIC_LOOP) frag << "uniform int ui_four;\n"; frag << "in ${PRECISION} ${VAR_TYPE} var[${ARRAY_LEN}];\n"; frag << "\n"; frag << "void main()\n"; frag << "{\n"; frag << " ${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n"; if (fragAccess == INDEXACCESS_STATIC) { frag << " res += var[0];\n"; frag << " res += var[1];\n"; frag << " res += var[2];\n"; frag << " res += var[3];\n"; } else if (fragAccess == INDEXACCESS_DYNAMIC) { frag << " res += var[ui_zero];\n"; frag << " res += var[ui_one];\n"; frag << " res += var[ui_two];\n"; frag << " res += var[ui_three];\n"; } else if (fragAccess == INDEXACCESS_STATIC_LOOP) { frag << " for (int i = 0; i < 4; i++)\n"; frag << " res += var[i];\n"; } else { DE_ASSERT(fragAccess == INDEXACCESS_DYNAMIC_LOOP); frag << " for (int i = 0; i < ui_four; i++)\n"; frag << " res += var[i];\n"; } frag << " o_color = vec4(res${PADDING});\n"; frag << "}\n"; // Fill in shader templates. map params; params.insert(pair("VAR_TYPE", getDataTypeName(varType))); params.insert(pair("ARRAY_LEN", "4")); params.insert(pair("PRECISION", "mediump")); if (varType == TYPE_FLOAT) params.insert(pair("PADDING", ", 0.0, 0.0, 1.0")); else if (varType == TYPE_FLOAT_VEC2) params.insert(pair("PADDING", ", 0.0, 1.0")); else if (varType == TYPE_FLOAT_VEC3) params.insert(pair("PADDING", ", 1.0")); else params.insert(pair("PADDING", "")); StringTemplate vertTemplate(vtx.str().c_str()); StringTemplate fragTemplate(frag.str().c_str()); string vertexShaderSource = vertTemplate.specialize(params); string fragmentShaderSource = fragTemplate.specialize(params); ShaderEvalFunc evalFunc = getArrayCoordsEvalFunc(varType); return new ShaderIndexingCase(context, caseName, description, true, varType, evalFunc, vertexShaderSource.c_str(), fragmentShaderSource.c_str()); } static ShaderIndexingCase* createUniformArrayCase(Context& context, const char* caseName, const char* description, glu::GLSLVersion glslVersion, bool isVertexCase, DataType varType, IndexAccessType readAccess) { DE_ASSERT(glslVersion == glu::GLSL_VERSION_300_ES || glslVersion == glu::GLSL_VERSION_310_ES || glslVersion >= glu::GLSL_VERSION_330); std::ostringstream vtx; std::ostringstream frag; std::ostringstream& op = isVertexCase ? vtx : frag; vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; vtx << "in highp vec4 a_position;\n"; vtx << "in highp vec4 a_coords;\n"; frag << "layout(location = 0) out mediump vec4 o_color;\n"; if (isVertexCase) { vtx << "out mediump vec4 v_color;\n"; frag << "in mediump vec4 v_color;\n"; } else { vtx << "out mediump vec4 v_coords;\n"; frag << "in mediump vec4 v_coords;\n"; } if (readAccess == INDEXACCESS_DYNAMIC) op << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n"; else if (readAccess == INDEXACCESS_DYNAMIC_LOOP) op << "uniform mediump int ui_four;\n"; op << "uniform ${PRECISION} ${VAR_TYPE} u_arr[${ARRAY_LEN}];\n"; vtx << "\n"; vtx << "void main()\n"; vtx << "{\n"; vtx << " gl_Position = a_position;\n"; frag << "\n"; frag << "void main()\n"; frag << "{\n"; // Read array. op << " ${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n"; if (readAccess == INDEXACCESS_STATIC) { op << " res += u_arr[0];\n"; op << " res += u_arr[1];\n"; op << " res += u_arr[2];\n"; op << " res += u_arr[3];\n"; } else if (readAccess == INDEXACCESS_DYNAMIC) { op << " res += u_arr[ui_zero];\n"; op << " res += u_arr[ui_one];\n"; op << " res += u_arr[ui_two];\n"; op << " res += u_arr[ui_three];\n"; } else if (readAccess == INDEXACCESS_STATIC_LOOP) { op << " for (int i = 0; i < 4; i++)\n"; op << " res += u_arr[i];\n"; } else { DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP); op << " for (int i = 0; i < ui_four; i++)\n"; op << " res += u_arr[i];\n"; } if (isVertexCase) { vtx << " v_color = vec4(res${PADDING});\n"; frag << " o_color = v_color;\n"; } else { vtx << " v_coords = a_coords;\n"; frag << " o_color = vec4(res${PADDING});\n"; } vtx << "}\n"; frag << "}\n"; // Fill in shader templates. map params; params.insert(pair("VAR_TYPE", getDataTypeName(varType))); params.insert(pair("ARRAY_LEN", "4")); params.insert(pair("PRECISION", "mediump")); if (varType == TYPE_FLOAT) params.insert(pair("PADDING", ", 0.0, 0.0, 1.0")); else if (varType == TYPE_FLOAT_VEC2) params.insert(pair("PADDING", ", 0.0, 1.0")); else if (varType == TYPE_FLOAT_VEC3) params.insert(pair("PADDING", ", 1.0")); else params.insert(pair("PADDING", "")); StringTemplate vertTemplate(vtx.str().c_str()); StringTemplate fragTemplate(frag.str().c_str()); string vertexShaderSource = vertTemplate.specialize(params); string fragmentShaderSource = fragTemplate.specialize(params); ShaderEvalFunc evalFunc = getArrayUniformEvalFunc(varType); return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, vertexShaderSource.c_str(), fragmentShaderSource.c_str()); } static ShaderIndexingCase* createTmpArrayCase(Context& context, const char* caseName, const char* description, glu::GLSLVersion glslVersion, bool isVertexCase, DataType varType, IndexAccessType writeAccess, IndexAccessType readAccess) { DE_ASSERT(glslVersion == glu::GLSL_VERSION_300_ES || glslVersion == glu::GLSL_VERSION_310_ES || glslVersion >= glu::GLSL_VERSION_330); std::ostringstream vtx; std::ostringstream frag; std::ostringstream& op = isVertexCase ? vtx : frag; vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; vtx << "in highp vec4 a_position;\n"; vtx << "in highp vec4 a_coords;\n"; frag << "layout(location = 0) out mediump vec4 o_color;\n"; if (isVertexCase) { vtx << "out mediump vec4 v_color;\n"; frag << "in mediump vec4 v_color;\n"; } else { vtx << "out mediump vec4 v_coords;\n"; frag << "in mediump vec4 v_coords;\n"; } if (writeAccess == INDEXACCESS_DYNAMIC || readAccess == INDEXACCESS_DYNAMIC) op << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n"; if (writeAccess == INDEXACCESS_DYNAMIC_LOOP || readAccess == INDEXACCESS_DYNAMIC_LOOP) op << "uniform mediump int ui_four;\n"; vtx << "\n"; vtx << "void main()\n"; vtx << "{\n"; vtx << " gl_Position = a_position;\n"; frag << "\n"; frag << "void main()\n"; frag << "{\n"; // Write array. if (isVertexCase) op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n"; else op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(v_coords);\n"; op << " ${PRECISION} ${VAR_TYPE} arr[${ARRAY_LEN}];\n"; if (writeAccess == INDEXACCESS_STATIC) { op << " arr[0] = ${VAR_TYPE}(coords);\n"; op << " arr[1] = ${VAR_TYPE}(coords) * 0.5;\n"; op << " arr[2] = ${VAR_TYPE}(coords) * 0.25;\n"; op << " arr[3] = ${VAR_TYPE}(coords) * 0.125;\n"; } else if (writeAccess == INDEXACCESS_DYNAMIC) { op << " arr[ui_zero] = ${VAR_TYPE}(coords);\n"; op << " arr[ui_one] = ${VAR_TYPE}(coords) * 0.5;\n"; op << " arr[ui_two] = ${VAR_TYPE}(coords) * 0.25;\n"; op << " arr[ui_three] = ${VAR_TYPE}(coords) * 0.125;\n"; } else if (writeAccess == INDEXACCESS_STATIC_LOOP) { op << " for (int i = 0; i < 4; i++)\n"; op << " {\n"; op << " arr[i] = ${VAR_TYPE}(coords);\n"; op << " coords = coords * 0.5;\n"; op << " }\n"; } else { DE_ASSERT(writeAccess == INDEXACCESS_DYNAMIC_LOOP); op << " for (int i = 0; i < ui_four; i++)\n"; op << " {\n"; op << " arr[i] = ${VAR_TYPE}(coords);\n"; op << " coords = coords * 0.5;\n"; op << " }\n"; } // Read array. op << " ${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n"; if (readAccess == INDEXACCESS_STATIC) { op << " res += arr[0];\n"; op << " res += arr[1];\n"; op << " res += arr[2];\n"; op << " res += arr[3];\n"; } else if (readAccess == INDEXACCESS_DYNAMIC) { op << " res += arr[ui_zero];\n"; op << " res += arr[ui_one];\n"; op << " res += arr[ui_two];\n"; op << " res += arr[ui_three];\n"; } else if (readAccess == INDEXACCESS_STATIC_LOOP) { op << " for (int i = 0; i < 4; i++)\n"; op << " res += arr[i];\n"; } else { DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP); op << " for (int i = 0; i < ui_four; i++)\n"; op << " res += arr[i];\n"; } if (isVertexCase) { vtx << " v_color = vec4(res${PADDING});\n"; frag << " o_color = v_color;\n"; } else { vtx << " v_coords = a_coords;\n"; frag << " o_color = vec4(res${PADDING});\n"; } vtx << "}\n"; frag << "}\n"; // Fill in shader templates. map params; params.insert(pair("VAR_TYPE", getDataTypeName(varType))); params.insert(pair("ARRAY_LEN", "4")); params.insert(pair("PRECISION", "mediump")); if (varType == TYPE_FLOAT) params.insert(pair("PADDING", ", 0.0, 0.0, 1.0")); else if (varType == TYPE_FLOAT_VEC2) params.insert(pair("PADDING", ", 0.0, 1.0")); else if (varType == TYPE_FLOAT_VEC3) params.insert(pair("PADDING", ", 1.0")); else params.insert(pair("PADDING", "")); StringTemplate vertTemplate(vtx.str().c_str()); StringTemplate fragTemplate(frag.str().c_str()); string vertexShaderSource = vertTemplate.specialize(params); string fragmentShaderSource = fragTemplate.specialize(params); ShaderEvalFunc evalFunc = getArrayCoordsEvalFunc(varType); return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, vertexShaderSource.c_str(), fragmentShaderSource.c_str()); } void evalGreenColor (ShaderEvalContext& c) { c.color = Vec4(0.0f, 1.0f, 0.0f, 1.0f); } static ShaderIndexingCase* createTmpArrayVertexIdCase (Context& context, const char* caseName, const char* description, glu::GLSLVersion glslVersion) { DE_ASSERT(glslVersion == glu::GLSL_VERSION_300_ES || glslVersion == glu::GLSL_VERSION_310_ES || glslVersion >= glu::GLSL_VERSION_330); std::string vtx = glu::getGLSLVersionDeclaration(glslVersion) + std::string("\n" "precision highp float;\n" "in vec4 a_position;\n" "out float color[4];\n" "void main()\n" "{\n" " for(int i = 0; i < 4; i++)\n" " {\n" " int j = (gl_VertexID + i) % 4;\n" " color[j] = (j % 2 == 0) ? 0.0 : 1.0;\n" " }\n" " gl_Position = vec4(a_position.xy, 0.0, 1.0);\n" "}\n"); std::string frag = glu::getGLSLVersionDeclaration(glslVersion) + std::string("\n" "precision highp float;\n" "in float color[4];\n" "layout(location = 0) out vec4 o_color;\n" "void main()\n" "{\n" " float temp[4];\n" " for(int i = 0; i < 4; i++)\n" " {\n" " temp[i] = color[i];\n" " o_color = vec4(temp[0], temp[1], temp[2], temp[3]);\n" " }\n" "}\n"); return new ShaderIndexingCase(context, caseName, description, false, TYPE_FLOAT, evalGreenColor, vtx.c_str(), frag.c_str()); } // VECTOR SUBSCRIPT. void evalSubscriptVec2(ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f * c.coords.y()); } void evalSubscriptVec3(ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f * c.coords.y() + 0.25f * c.coords.z()); } void evalSubscriptVec4(ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f * c.coords.y() + 0.25f * c.coords.z() + 0.125f * c.coords.w()); } static ShaderEvalFunc getVectorSubscriptEvalFunc(DataType dataType) { if (dataType == TYPE_FLOAT_VEC2) return evalSubscriptVec2; else if (dataType == TYPE_FLOAT_VEC3) return evalSubscriptVec3; else if (dataType == TYPE_FLOAT_VEC4) return evalSubscriptVec4; DE_ASSERT(DE_FALSE && "Invalid data type."); return NULL; } static ShaderIndexingCase* createVectorSubscriptCase(Context& context, const char* caseName, const char* description, glu::GLSLVersion glslVersion, bool isVertexCase, DataType varType, VectorAccessType writeAccess, VectorAccessType readAccess) { std::ostringstream vtx; std::ostringstream frag; std::ostringstream& op = isVertexCase ? vtx : frag; int vecLen = getDataTypeScalarSize(varType); const char* vecLenName = getIntUniformName(vecLen); vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; vtx << "in highp vec4 a_position;\n"; vtx << "in highp vec4 a_coords;\n"; frag << "layout(location = 0) out mediump vec4 o_color;\n"; if (isVertexCase) { vtx << "out mediump vec3 v_color;\n"; frag << "in mediump vec3 v_color;\n"; } else { vtx << "out mediump vec4 v_coords;\n"; frag << "in mediump vec4 v_coords;\n"; } if (writeAccess == SUBSCRIPT_DYNAMIC || readAccess == SUBSCRIPT_DYNAMIC) { op << "uniform mediump int ui_zero"; if (vecLen >= 2) op << ", ui_one"; if (vecLen >= 3) op << ", ui_two"; if (vecLen >= 4) op << ", ui_three"; op << ";\n"; } if (writeAccess == SUBSCRIPT_DYNAMIC_LOOP || readAccess == SUBSCRIPT_DYNAMIC_LOOP) op << "uniform mediump int " << vecLenName << ";\n"; vtx << "\n"; vtx << "void main()\n"; vtx << "{\n"; vtx << " gl_Position = a_position;\n"; frag << "\n"; frag << "void main()\n"; frag << "{\n"; // Write vector. if (isVertexCase) op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n"; else op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(v_coords);\n"; op << " ${PRECISION} ${VAR_TYPE} tmp;\n"; if (writeAccess == DIRECT) op << " tmp = coords.${SWIZZLE} * vec4(1.0, 0.5, 0.25, 0.125).${SWIZZLE};\n"; else if (writeAccess == COMPONENT) { op << " tmp.x = coords.x;\n"; if (vecLen >= 2) op << " tmp.y = coords.y * 0.5;\n"; if (vecLen >= 3) op << " tmp.z = coords.z * 0.25;\n"; if (vecLen >= 4) op << " tmp.w = coords.w * 0.125;\n"; } else if (writeAccess == SUBSCRIPT_STATIC) { op << " tmp[0] = coords.x;\n"; if (vecLen >= 2) op << " tmp[1] = coords.y * 0.5;\n"; if (vecLen >= 3) op << " tmp[2] = coords.z * 0.25;\n"; if (vecLen >= 4) op << " tmp[3] = coords.w * 0.125;\n"; } else if (writeAccess == SUBSCRIPT_DYNAMIC) { op << " tmp[ui_zero] = coords.x;\n"; if (vecLen >= 2) op << " tmp[ui_one] = coords.y * 0.5;\n"; if (vecLen >= 3) op << " tmp[ui_two] = coords.z * 0.25;\n"; if (vecLen >= 4) op << " tmp[ui_three] = coords.w * 0.125;\n"; } else if (writeAccess == SUBSCRIPT_STATIC_LOOP) { op << " for (int i = 0; i < " << vecLen << "; i++)\n"; op << " {\n"; op << " tmp[i] = coords.x;\n"; op << " coords = coords.${ROT_SWIZZLE} * 0.5;\n"; op << " }\n"; } else { DE_ASSERT(writeAccess == SUBSCRIPT_DYNAMIC_LOOP); op << " for (int i = 0; i < " << vecLenName << "; i++)\n"; op << " {\n"; op << " tmp[i] = coords.x;\n"; op << " coords = coords.${ROT_SWIZZLE} * 0.5;\n"; op << " }\n"; } // Read vector. op << " ${PRECISION} float res = 0.0;\n"; if (readAccess == DIRECT) op << " res = dot(tmp, ${VAR_TYPE}(1.0));\n"; else if (readAccess == COMPONENT) { op << " res += tmp.x;\n"; if (vecLen >= 2) op << " res += tmp.y;\n"; if (vecLen >= 3) op << " res += tmp.z;\n"; if (vecLen >= 4) op << " res += tmp.w;\n"; } else if (readAccess == SUBSCRIPT_STATIC) { op << " res += tmp[0];\n"; if (vecLen >= 2) op << " res += tmp[1];\n"; if (vecLen >= 3) op << " res += tmp[2];\n"; if (vecLen >= 4) op << " res += tmp[3];\n"; } else if (readAccess == SUBSCRIPT_DYNAMIC) { op << " res += tmp[ui_zero];\n"; if (vecLen >= 2) op << " res += tmp[ui_one];\n"; if (vecLen >= 3) op << " res += tmp[ui_two];\n"; if (vecLen >= 4) op << " res += tmp[ui_three];\n"; } else if (readAccess == SUBSCRIPT_STATIC_LOOP) { op << " for (int i = 0; i < " << vecLen << "; i++)\n"; op << " res += tmp[i];\n"; } else { DE_ASSERT(readAccess == SUBSCRIPT_DYNAMIC_LOOP); op << " for (int i = 0; i < " << vecLenName << "; i++)\n"; op << " res += tmp[i];\n"; } if (isVertexCase) { vtx << " v_color = vec3(res);\n"; frag << " o_color = vec4(v_color.rgb, 1.0);\n"; } else { vtx << " v_coords = a_coords;\n"; frag << " o_color = vec4(vec3(res), 1.0);\n"; } vtx << "}\n"; frag << "}\n"; // Fill in shader templates. static const char* s_swizzles[5] = { "", "x", "xy", "xyz", "xyzw" }; static const char* s_rotSwizzles[5] = { "", "x", "yx", "yzx", "yzwx" }; map params; params.insert(pair("VAR_TYPE", getDataTypeName(varType))); params.insert(pair("PRECISION", "mediump")); params.insert(pair("SWIZZLE", s_swizzles[vecLen])); params.insert(pair("ROT_SWIZZLE", s_rotSwizzles[vecLen])); StringTemplate vertTemplate(vtx.str().c_str()); StringTemplate fragTemplate(frag.str().c_str()); string vertexShaderSource = vertTemplate.specialize(params); string fragmentShaderSource = fragTemplate.specialize(params); ShaderEvalFunc evalFunc = getVectorSubscriptEvalFunc(varType); return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, vertexShaderSource.c_str(), fragmentShaderSource.c_str()); } // MATRIX SUBSCRIPT. void evalSubscriptMat2(ShaderEvalContext& c) { c.color.xy() = c.coords.swizzle(0, 1) + 0.5f * c.coords.swizzle(1, 2); } void evalSubscriptMat2x3(ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0, 1, 2) + 0.5f * c.coords.swizzle(1, 2, 3); } void evalSubscriptMat2x4(ShaderEvalContext& c) { c.color = c.coords.swizzle(0, 1, 2, 3) + 0.5f * c.coords.swizzle(1, 2, 3, 0); } void evalSubscriptMat3x2(ShaderEvalContext& c) { c.color.xy() = c.coords.swizzle(0, 1) + 0.5f * c.coords.swizzle(1, 2) + 0.25f * c.coords.swizzle(2, 3); } void evalSubscriptMat3(ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0, 1, 2) + 0.5f * c.coords.swizzle(1, 2, 3) + 0.25f * c.coords.swizzle(2, 3, 0); } void evalSubscriptMat3x4(ShaderEvalContext& c) { c.color = c.coords.swizzle(0, 1, 2, 3) + 0.5f * c.coords.swizzle(1, 2, 3, 0) + 0.25f * c.coords.swizzle(2, 3, 0, 1); } void evalSubscriptMat4x2(ShaderEvalContext& c) { c.color.xy() = c.coords.swizzle(0, 1) + 0.5f * c.coords.swizzle(1, 2) + 0.25f * c.coords.swizzle(2, 3) + 0.125f * c.coords.swizzle(3, 0); } void evalSubscriptMat4x3(ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0, 1, 2) + 0.5f * c.coords.swizzle(1, 2, 3) + 0.25f * c.coords.swizzle(2, 3, 0) + 0.125f * c.coords.swizzle(3, 0, 1); } void evalSubscriptMat4(ShaderEvalContext& c) { c.color = c.coords + 0.5f * c.coords.swizzle(1, 2, 3, 0) + 0.25f * c.coords.swizzle(2, 3, 0, 1) + 0.125f * c.coords.swizzle(3, 0, 1, 2); } static ShaderEvalFunc getMatrixSubscriptEvalFunc(DataType dataType) { switch (dataType) { case TYPE_FLOAT_MAT2: return evalSubscriptMat2; case TYPE_FLOAT_MAT2X3: return evalSubscriptMat2x3; case TYPE_FLOAT_MAT2X4: return evalSubscriptMat2x4; case TYPE_FLOAT_MAT3X2: return evalSubscriptMat3x2; case TYPE_FLOAT_MAT3: return evalSubscriptMat3; case TYPE_FLOAT_MAT3X4: return evalSubscriptMat3x4; case TYPE_FLOAT_MAT4X2: return evalSubscriptMat4x2; case TYPE_FLOAT_MAT4X3: return evalSubscriptMat4x3; case TYPE_FLOAT_MAT4: return evalSubscriptMat4; default: DE_ASSERT(DE_FALSE && "Invalid data type."); return DE_NULL; } } static ShaderIndexingCase* createMatrixSubscriptCase(Context& context, const char* caseName, const char* description, glu::GLSLVersion glslVersion, bool isVertexCase, DataType varType, IndexAccessType writeAccess, IndexAccessType readAccess) { DE_ASSERT(glslVersion == glu::GLSL_VERSION_300_ES || glslVersion == glu::GLSL_VERSION_310_ES || glslVersion >= glu::GLSL_VERSION_330); std::ostringstream vtx; std::ostringstream frag; std::ostringstream& op = isVertexCase ? vtx : frag; int numCols = getDataTypeMatrixNumColumns(varType); int numRows = getDataTypeMatrixNumRows(varType); const char* matSizeName = getIntUniformName(numCols); DataType vecType = getDataTypeFloatVec(numRows); vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; vtx << "in highp vec4 a_position;\n"; vtx << "in highp vec4 a_coords;\n"; frag << "layout(location = 0) out mediump vec4 o_color;\n"; if (isVertexCase) { vtx << "out mediump vec4 v_color;\n"; frag << "in mediump vec4 v_color;\n"; } else { vtx << "out mediump vec4 v_coords;\n"; frag << "in mediump vec4 v_coords;\n"; } if (writeAccess == INDEXACCESS_DYNAMIC || readAccess == INDEXACCESS_DYNAMIC) { op << "uniform mediump int ui_zero"; if (numCols >= 2) op << ", ui_one"; if (numCols >= 3) op << ", ui_two"; if (numCols >= 4) op << ", ui_three"; op << ";\n"; } if (writeAccess == INDEXACCESS_DYNAMIC_LOOP || readAccess == INDEXACCESS_DYNAMIC_LOOP) op << "uniform mediump int " << matSizeName << ";\n"; vtx << "\n"; vtx << "void main()\n"; vtx << "{\n"; vtx << " gl_Position = a_position;\n"; frag << "\n"; frag << "void main()\n"; frag << "{\n"; // Write matrix. if (isVertexCase) op << " ${PRECISION} vec4 coords = a_coords;\n"; else op << " ${PRECISION} vec4 coords = v_coords;\n"; op << " ${PRECISION} ${MAT_TYPE} tmp;\n"; if (writeAccess == INDEXACCESS_STATIC) { op << " tmp[0] = ${VEC_TYPE}(coords);\n"; if (numCols >= 2) op << " tmp[1] = ${VEC_TYPE}(coords.yzwx) * 0.5;\n"; if (numCols >= 3) op << " tmp[2] = ${VEC_TYPE}(coords.zwxy) * 0.25;\n"; if (numCols >= 4) op << " tmp[3] = ${VEC_TYPE}(coords.wxyz) * 0.125;\n"; } else if (writeAccess == INDEXACCESS_DYNAMIC) { op << " tmp[ui_zero] = ${VEC_TYPE}(coords);\n"; if (numCols >= 2) op << " tmp[ui_one] = ${VEC_TYPE}(coords.yzwx) * 0.5;\n"; if (numCols >= 3) op << " tmp[ui_two] = ${VEC_TYPE}(coords.zwxy) * 0.25;\n"; if (numCols >= 4) op << " tmp[ui_three] = ${VEC_TYPE}(coords.wxyz) * 0.125;\n"; } else if (writeAccess == INDEXACCESS_STATIC_LOOP) { op << " for (int i = 0; i < " << numCols << "; i++)\n"; op << " {\n"; op << " tmp[i] = ${VEC_TYPE}(coords);\n"; op << " coords = coords.yzwx * 0.5;\n"; op << " }\n"; } else { DE_ASSERT(writeAccess == INDEXACCESS_DYNAMIC_LOOP); op << " for (int i = 0; i < " << matSizeName << "; i++)\n"; op << " {\n"; op << " tmp[i] = ${VEC_TYPE}(coords);\n"; op << " coords = coords.yzwx * 0.5;\n"; op << " }\n"; } // Read matrix. op << " ${PRECISION} ${VEC_TYPE} res = ${VEC_TYPE}(0.0);\n"; if (readAccess == INDEXACCESS_STATIC) { op << " res += tmp[0];\n"; if (numCols >= 2) op << " res += tmp[1];\n"; if (numCols >= 3) op << " res += tmp[2];\n"; if (numCols >= 4) op << " res += tmp[3];\n"; } else if (readAccess == INDEXACCESS_DYNAMIC) { op << " res += tmp[ui_zero];\n"; if (numCols >= 2) op << " res += tmp[ui_one];\n"; if (numCols >= 3) op << " res += tmp[ui_two];\n"; if (numCols >= 4) op << " res += tmp[ui_three];\n"; } else if (readAccess == INDEXACCESS_STATIC_LOOP) { op << " for (int i = 0; i < " << numCols << "; i++)\n"; op << " res += tmp[i];\n"; } else { DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP); op << " for (int i = 0; i < " << matSizeName << "; i++)\n"; op << " res += tmp[i];\n"; } if (isVertexCase) { vtx << " v_color = vec4(res${PADDING});\n"; frag << " o_color = v_color;\n"; } else { vtx << " v_coords = a_coords;\n"; frag << " o_color = vec4(res${PADDING});\n"; } vtx << "}\n"; frag << "}\n"; // Fill in shader templates. map params; params.insert(pair("MAT_TYPE", getDataTypeName(varType))); params.insert(pair("VEC_TYPE", getDataTypeName(vecType))); params.insert(pair("PRECISION", "mediump")); if (numRows == 2) params.insert(pair("PADDING", ", 0.0, 1.0")); else if (numRows == 3) params.insert(pair("PADDING", ", 1.0")); else params.insert(pair("PADDING", "")); StringTemplate vertTemplate(vtx.str().c_str()); StringTemplate fragTemplate(frag.str().c_str()); string vertexShaderSource = vertTemplate.specialize(params); string fragmentShaderSource = fragTemplate.specialize(params); ShaderEvalFunc evalFunc = getMatrixSubscriptEvalFunc(varType); return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, vertexShaderSource.c_str(), fragmentShaderSource.c_str()); } // ShaderIndexingTests. ShaderIndexingTests::ShaderIndexingTests(Context& context, glu::GLSLVersion glslVersion) : TestCaseGroup(context, "indexing", "Indexing Tests"), m_glslVersion(glslVersion) { } ShaderIndexingTests::~ShaderIndexingTests(void) { } void ShaderIndexingTests::init(void) { static const DataType s_floatAndVecTypes[] = { TYPE_FLOAT, TYPE_FLOAT_VEC2, TYPE_FLOAT_VEC3, TYPE_FLOAT_VEC4 }; static const ShaderType s_shaderTypes[] = { SHADERTYPE_VERTEX, SHADERTYPE_FRAGMENT }; // Varying array access cases. { TestCaseGroup* varyingGroup = new TestCaseGroup(m_context, "varying_array", "Varying array access tests."); addChild(varyingGroup); for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++) { DataType varType = s_floatAndVecTypes[typeNdx]; for (int vertAccess = 0; vertAccess < INDEXACCESS_LAST; vertAccess++) { for (int fragAccess = 0; fragAccess < INDEXACCESS_LAST; fragAccess++) { if (vertAccess == INDEXACCESS_STATIC && fragAccess == INDEXACCESS_STATIC) continue; const char* vertAccessName = getIndexAccessTypeName((IndexAccessType)vertAccess); const char* fragAccessName = getIndexAccessTypeName((IndexAccessType)fragAccess); string name = string(getDataTypeName(varType)) + "_" + vertAccessName + "_write_" + fragAccessName + "_read"; string desc = string("Varying array with ") + vertAccessName + " write in vertex shader and " + fragAccessName + " read in fragment shader."; varyingGroup->addChild(createVaryingArrayCase(m_context, name.c_str(), desc.c_str(), m_glslVersion, varType, (IndexAccessType)vertAccess, (IndexAccessType)fragAccess)); } } } } // Uniform array access cases. { TestCaseGroup* uniformGroup = new TestCaseGroup(m_context, "uniform_array", "Uniform array access tests."); addChild(uniformGroup); for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++) { DataType varType = s_floatAndVecTypes[typeNdx]; for (int readAccess = 0; readAccess < INDEXACCESS_LAST; readAccess++) { const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess); for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++) { ShaderType shaderType = s_shaderTypes[shaderTypeNdx]; const char* shaderTypeName = getShaderTypeName((ShaderType)shaderType); string name = string(getDataTypeName(varType)) + "_" + readAccessName + "_read_" + shaderTypeName; string desc = string("Uniform array with ") + readAccessName + " read in " + shaderTypeName + " shader."; bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); uniformGroup->addChild(createUniformArrayCase(m_context, name.c_str(), desc.c_str(), m_glslVersion, isVertexCase, varType, (IndexAccessType)readAccess)); } } } } // Temporary array access cases. { TestCaseGroup* tmpGroup = new TestCaseGroup(m_context, "tmp_array", "Temporary array access tests."); addChild(tmpGroup); for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++) { DataType varType = s_floatAndVecTypes[typeNdx]; for (int isReadStatic = 0; isReadStatic < 2; isReadStatic++) { for (int access = INDEXACCESS_STATIC + 1; access < INDEXACCESS_LAST; access++) { IndexAccessType readAccess = isReadStatic ? INDEXACCESS_STATIC : (IndexAccessType)access; IndexAccessType writeAccess = isReadStatic ? (IndexAccessType)access : INDEXACCESS_STATIC; const char* writeAccessName = getIndexAccessTypeName(writeAccess); const char* readAccessName = getIndexAccessTypeName(readAccess); for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++) { ShaderType shaderType = s_shaderTypes[shaderTypeNdx]; const char* shaderTypeName = getShaderTypeName((ShaderType)shaderType); string name = string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + readAccessName + "_read_" + shaderTypeName; string desc = string("Temporary array with ") + writeAccessName + " write and " + readAccessName + " read in " + shaderTypeName + " shader."; bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); tmpGroup->addChild(createTmpArrayCase(m_context, name.c_str(), desc.c_str(), m_glslVersion, isVertexCase, varType, (IndexAccessType)writeAccess, (IndexAccessType)readAccess)); } } } } tmpGroup->addChild(createTmpArrayVertexIdCase(m_context, "vertexid", "", m_glslVersion)); } // Vector indexing with subscripts. { TestCaseGroup* vecGroup = new TestCaseGroup(m_context, "vector_subscript", "Vector subscript indexing."); addChild(vecGroup); static const DataType s_vectorTypes[] = { TYPE_FLOAT_VEC2, TYPE_FLOAT_VEC3, TYPE_FLOAT_VEC4 }; for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_vectorTypes); typeNdx++) { DataType varType = s_vectorTypes[typeNdx]; for (int isReadDirect = 0; isReadDirect < 2; isReadDirect++) { for (int access = SUBSCRIPT_STATIC; access < VECTORACCESS_LAST; access++) { VectorAccessType readAccess = isReadDirect ? DIRECT : (VectorAccessType)access; VectorAccessType writeAccess = isReadDirect ? (VectorAccessType)access : DIRECT; const char* writeAccessName = getVectorAccessTypeName(writeAccess); const char* readAccessName = getVectorAccessTypeName(readAccess); for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++) { ShaderType shaderType = s_shaderTypes[shaderTypeNdx]; const char* shaderTypeName = getShaderTypeName((ShaderType)shaderType); string name = string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + readAccessName + "_read_" + shaderTypeName; string desc = string("Vector subscript access with ") + writeAccessName + " write and " + readAccessName + " read in " + shaderTypeName + " shader."; bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); vecGroup->addChild(createVectorSubscriptCase( m_context, name.c_str(), desc.c_str(), m_glslVersion, isVertexCase, varType, (VectorAccessType)writeAccess, (VectorAccessType)readAccess)); } } } } } // Matrix indexing with subscripts. { TestCaseGroup* matGroup = new TestCaseGroup(m_context, "matrix_subscript", "Matrix subscript indexing."); addChild(matGroup); static const DataType s_matrixTypes[] = { TYPE_FLOAT_MAT2, TYPE_FLOAT_MAT2X3, TYPE_FLOAT_MAT2X4, TYPE_FLOAT_MAT3X2, TYPE_FLOAT_MAT3, TYPE_FLOAT_MAT3X4, TYPE_FLOAT_MAT4X2, TYPE_FLOAT_MAT4X3, TYPE_FLOAT_MAT4 }; for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_matrixTypes); typeNdx++) { DataType varType = s_matrixTypes[typeNdx]; for (int isReadStatic = 0; isReadStatic < 2; isReadStatic++) { for (int access = INDEXACCESS_STATIC + 1; access < INDEXACCESS_LAST; access++) { IndexAccessType readAccess = isReadStatic ? INDEXACCESS_STATIC : (IndexAccessType)access; IndexAccessType writeAccess = isReadStatic ? (IndexAccessType)access : INDEXACCESS_STATIC; const char* writeAccessName = getIndexAccessTypeName(writeAccess); const char* readAccessName = getIndexAccessTypeName(readAccess); for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++) { ShaderType shaderType = s_shaderTypes[shaderTypeNdx]; const char* shaderTypeName = getShaderTypeName((ShaderType)shaderType); string name = string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + readAccessName + "_read_" + shaderTypeName; string desc = string("Vector subscript access with ") + writeAccessName + " write and " + readAccessName + " read in " + shaderTypeName + " shader."; bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); matGroup->addChild(createMatrixSubscriptCase( m_context, name.c_str(), desc.c_str(), m_glslVersion, isVertexCase, varType, (IndexAccessType)writeAccess, (IndexAccessType)readAccess)); } } } } } } } // deqp