1 /*-------------------------------------------------------------------------
2 * drawElements Quality Program OpenGL ES 3.1 Module
3 * -------------------------------------------------
4 *
5 * Copyright 2014 The Android Open Source Project
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 FBO test utilities.
22 *//*--------------------------------------------------------------------*/
23
24 #include "es31fFboTestUtil.hpp"
25 #include "sglrContextUtil.hpp"
26 #include "sglrGLContext.hpp"
27 #include "sglrReferenceContext.hpp"
28 #include "gluTextureUtil.hpp"
29 #include "tcuTextureUtil.hpp"
30 #include "deStringUtil.hpp"
31 #include "deMath.h"
32 #include "glwEnums.hpp"
33 #include "glwFunctions.hpp"
34
35 #include <limits>
36
37 namespace deqp
38 {
39 namespace gles31
40 {
41 namespace Functional
42 {
43 namespace FboTestUtil
44 {
45
46 using std::string;
47 using std::vector;
48 using tcu::Vec2;
49 using tcu::Vec3;
50 using tcu::Vec4;
51 using tcu::IVec2;
52 using tcu::IVec3;
53 using tcu::IVec4;
54
mapDataTypeToGenericVecType(glu::DataType type)55 static rr::GenericVecType mapDataTypeToGenericVecType(glu::DataType type)
56 {
57 switch (type)
58 {
59 case glu::TYPE_FLOAT_VEC4: return rr::GENERICVECTYPE_FLOAT;
60 case glu::TYPE_INT_VEC4: return rr::GENERICVECTYPE_INT32;
61 case glu::TYPE_UINT_VEC4: return rr::GENERICVECTYPE_UINT32;
62 default:
63 DE_ASSERT(DE_FALSE);
64 return rr::GENERICVECTYPE_LAST;
65 }
66 }
67
68 template <typename T>
castVectorSaturate(const tcu::Vec4 & in)69 static tcu::Vector<T, 4> castVectorSaturate (const tcu::Vec4& in)
70 {
71 return tcu::Vector<T, 4>(((double)in.x() + 0.5 >= (double)std::numeric_limits<T>::max()) ? (std::numeric_limits<T>::max()) : (((double)in.x() - 0.5 <= (double)std::numeric_limits<T>::min()) ? (std::numeric_limits<T>::min()) : (T(in.x()))),
72 ((double)in.y() + 0.5 >= (double)std::numeric_limits<T>::max()) ? (std::numeric_limits<T>::max()) : (((double)in.y() - 0.5 <= (double)std::numeric_limits<T>::min()) ? (std::numeric_limits<T>::min()) : (T(in.y()))),
73 ((double)in.z() + 0.5 >= (double)std::numeric_limits<T>::max()) ? (std::numeric_limits<T>::max()) : (((double)in.z() - 0.5 <= (double)std::numeric_limits<T>::min()) ? (std::numeric_limits<T>::min()) : (T(in.z()))),
74 ((double)in.w() + 0.5 >= (double)std::numeric_limits<T>::max()) ? (std::numeric_limits<T>::max()) : (((double)in.w() - 0.5 <= (double)std::numeric_limits<T>::min()) ? (std::numeric_limits<T>::min()) : (T(in.w()))));
75 }
76
genTexFragmentShader(const vector<glu::DataType> & samplerTypes,glu::DataType outputType)77 static string genTexFragmentShader (const vector<glu::DataType>& samplerTypes, glu::DataType outputType)
78 {
79 const char* precision = "highp";
80 std::ostringstream src;
81
82 src << "#version 300 es\n"
83 << "layout(location = 0) out highp " << glu::getDataTypeName(outputType) << " o_color0;\n";
84
85 src << "in highp vec2 v_coord;\n";
86
87 for (int samplerNdx = 0; samplerNdx < (int)samplerTypes.size(); samplerNdx++)
88 {
89 src << "uniform " << precision << " " << glu::getDataTypeName(samplerTypes[samplerNdx]) << " u_sampler" << samplerNdx << ";\n";
90 src << "uniform " << precision << " vec4 u_texScale" << samplerNdx << ";\n";
91 src << "uniform " << precision << " vec4 u_texBias" << samplerNdx << ";\n";
92 }
93
94 // Output scale & bias
95 src << "uniform " << precision << " vec4 u_outScale0;\n"
96 << "uniform " << precision << " vec4 u_outBias0;\n";
97
98 src << "\n"
99 << "void main (void)\n"
100 << "{\n"
101 << " " << precision << " vec4 out0 = vec4(0.0);\n";
102
103 // Texture input fetch and combine.
104 for (int inNdx = 0; inNdx < (int)samplerTypes.size(); inNdx++)
105 src << "\tout0 += vec4("
106 << "texture(u_sampler" << inNdx << ", v_coord)) * u_texScale" << inNdx << " + u_texBias" << inNdx << ";\n";
107
108 // Write output.
109 src << " o_color0 = " << glu::getDataTypeName(outputType) << "(out0 * u_outScale0 + u_outBias0);\n";
110
111 src << "}\n";
112
113 return src.str();
114 }
115
genTexture2DShaderDecl(const DataTypes & samplerTypes,glu::DataType outputType)116 static sglr::pdec::ShaderProgramDeclaration genTexture2DShaderDecl (const DataTypes& samplerTypes, glu::DataType outputType)
117 {
118 sglr::pdec::ShaderProgramDeclaration decl;
119
120 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT);
121 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT);
122 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT);
123 decl << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType));
124
125 decl << sglr::pdec::VertexSource(
126 "#version 300 es\n"
127 "in highp vec4 a_position;\n"
128 "in highp vec2 a_coord;\n"
129 "out highp vec2 v_coord;\n"
130 "void main(void)\n"
131 "{\n"
132 " gl_Position = a_position;\n"
133 " v_coord = a_coord;\n"
134 "}\n");
135 decl << sglr::pdec::FragmentSource(genTexFragmentShader(samplerTypes.vec, outputType));
136
137 decl << sglr::pdec::Uniform("u_outScale0", glu::TYPE_FLOAT_VEC4);
138 decl << sglr::pdec::Uniform("u_outBias0", glu::TYPE_FLOAT_VEC4);
139
140 for (size_t ndx = 0; ndx < samplerTypes.vec.size(); ++ndx)
141 {
142 decl << sglr::pdec::Uniform(std::string("u_sampler") + de::toString(ndx), samplerTypes.vec[ndx]);
143 decl << sglr::pdec::Uniform(std::string("u_texScale") + de::toString(ndx), glu::TYPE_FLOAT_VEC4);
144 decl << sglr::pdec::Uniform(std::string("u_texBias") + de::toString(ndx), glu::TYPE_FLOAT_VEC4);
145 }
146
147 return decl;
148 }
149
Texture2DShader(const DataTypes & samplerTypes,glu::DataType outputType,const Vec4 & outScale,const Vec4 & outBias)150 Texture2DShader::Texture2DShader (const DataTypes& samplerTypes, glu::DataType outputType, const Vec4& outScale, const Vec4& outBias)
151 : sglr::ShaderProgram (genTexture2DShaderDecl(samplerTypes, outputType))
152 , m_outScale (outScale)
153 , m_outBias (outBias)
154 , m_outputType (outputType)
155 {
156 m_inputs.resize(samplerTypes.vec.size());
157
158 // Initialize units.
159 for (int ndx = 0; ndx < (int)m_inputs.size(); ndx++)
160 {
161 m_inputs[ndx].unitNdx = ndx;
162 m_inputs[ndx].scale = Vec4(1.0f);
163 m_inputs[ndx].bias = Vec4(0.0f);
164 }
165 }
166
setUnit(int inputNdx,int unitNdx)167 void Texture2DShader::setUnit (int inputNdx, int unitNdx)
168 {
169 m_inputs[inputNdx].unitNdx = unitNdx;
170 }
171
setTexScaleBias(int inputNdx,const Vec4 & scale,const Vec4 & bias)172 void Texture2DShader::setTexScaleBias (int inputNdx, const Vec4& scale, const Vec4& bias)
173 {
174 m_inputs[inputNdx].scale = scale;
175 m_inputs[inputNdx].bias = bias;
176 }
177
setOutScaleBias(const Vec4 & scale,const Vec4 & bias)178 void Texture2DShader::setOutScaleBias (const Vec4& scale, const Vec4& bias)
179 {
180 m_outScale = scale;
181 m_outBias = bias;
182 }
183
setUniforms(sglr::Context & gl,deUint32 program) const184 void Texture2DShader::setUniforms (sglr::Context& gl, deUint32 program) const
185 {
186 gl.useProgram(program);
187
188 for (int texNdx = 0; texNdx < (int)m_inputs.size(); texNdx++)
189 {
190 string samplerName = string("u_sampler") + de::toString(texNdx);
191 string scaleName = string("u_texScale") + de::toString(texNdx);
192 string biasName = string("u_texBias") + de::toString(texNdx);
193
194 gl.uniform1i(gl.getUniformLocation(program, samplerName.c_str()), m_inputs[texNdx].unitNdx);
195 gl.uniform4fv(gl.getUniformLocation(program, scaleName.c_str()), 1, m_inputs[texNdx].scale.getPtr());
196 gl.uniform4fv(gl.getUniformLocation(program, biasName.c_str()), 1, m_inputs[texNdx].bias.getPtr());
197 }
198
199 gl.uniform4fv(gl.getUniformLocation(program, "u_outScale0"), 1, m_outScale.getPtr());
200 gl.uniform4fv(gl.getUniformLocation(program, "u_outBias0"), 1, m_outBias.getPtr());
201 }
202
shadeVertices(const rr::VertexAttrib * inputs,rr::VertexPacket * const * packets,const int numPackets) const203 void Texture2DShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const
204 {
205 for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
206 {
207 rr::VertexPacket& packet = *packets[packetNdx];
208
209 packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx);
210 packet.outputs[0] = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx);
211 }
212 }
213
shadeFragments(rr::FragmentPacket * packets,const int numPackets,const rr::FragmentShadingContext & context) const214 void Texture2DShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const
215 {
216 const tcu::Vec4 outScale (m_uniforms[0].value.f4);
217 const tcu::Vec4 outBias (m_uniforms[1].value.f4);
218
219 tcu::Vec2 texCoords[4];
220 tcu::Vec4 colors[4];
221
222 for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
223 {
224 // setup tex coords
225 for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
226 {
227 const tcu::Vec4 coord = rr::readTriangleVarying<float>(packets[packetNdx], context, 0, fragNdx);
228 texCoords[fragNdx] = tcu::Vec2(coord.x(), coord.y());
229 }
230
231 // clear result
232 for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
233 colors[fragNdx] = tcu::Vec4(0.0f);
234
235 // sample each texture
236 for (int ndx = 0; ndx < (int)m_inputs.size(); ndx++)
237 {
238 const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D;
239 const tcu::Vec4 scale (m_uniforms[2 + ndx*3 + 1].value.f4);
240 const tcu::Vec4 bias (m_uniforms[2 + ndx*3 + 2].value.f4);
241 tcu::Vec4 tmpColors[4];
242
243 tex->sample4(tmpColors, texCoords);
244
245 for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
246 colors[fragNdx] += tmpColors[fragNdx] * scale + bias;
247 }
248
249 // write out
250 for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
251 {
252 const tcu::Vec4 color = colors[fragNdx] * outScale + outBias;
253 const tcu::IVec4 icolor = castVectorSaturate<deInt32>(color);
254 const tcu::UVec4 uicolor = castVectorSaturate<deUint32>(color);
255
256 if (m_outputType == glu::TYPE_FLOAT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color);
257 else if (m_outputType == glu::TYPE_INT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, icolor);
258 else if (m_outputType == glu::TYPE_UINT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, uicolor);
259 else
260 DE_ASSERT(DE_FALSE);
261 }
262 }
263 }
264
TextureCubeArrayShader(glu::DataType samplerType,glu::DataType outputType,glu::GLSLVersion glslVersion)265 TextureCubeArrayShader::TextureCubeArrayShader (glu::DataType samplerType, glu::DataType outputType, glu::GLSLVersion glslVersion)
266 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
267 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
268 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT)
269 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
270 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType))
271 << sglr::pdec::Uniform("u_coordMat", glu::TYPE_FLOAT_MAT3)
272 << sglr::pdec::Uniform("u_sampler0", samplerType)
273 << sglr::pdec::Uniform("u_scale", glu::TYPE_FLOAT_VEC4)
274 << sglr::pdec::Uniform("u_bias", glu::TYPE_FLOAT_VEC4)
275 << sglr::pdec::Uniform("u_layer", glu::TYPE_INT)
276 << sglr::pdec::VertexSource(
277 string("") +
278 ((glslVersion == glu::GLSL_VERSION_310_ES) ?
279 "#version 310 es\n"
280 "#extension GL_EXT_texture_cube_map_array : require\n"
281 : "#version 320 es\n") +
282 "in highp vec4 a_position;\n"
283 "in mediump vec2 a_coord;\n"
284 "uniform mat3 u_coordMat;\n"
285 "out highp vec3 v_coord;\n"
286 "void main (void)\n"
287 "{\n"
288 " gl_Position = a_position;\n"
289 " v_coord = u_coordMat * vec3(a_coord, 1.0);\n"
290 "}\n")
291 << sglr::pdec::FragmentSource(
292 string("") +
293 ((glslVersion == glu::GLSL_VERSION_310_ES) ?
294 "#version 310 es\n"
295 "#extension GL_EXT_texture_cube_map_array : require\n"
296 : "#version 320 es\n") +
297 "uniform highp " + glu::getDataTypeName(samplerType) + " u_sampler0;\n"
298 "uniform highp vec4 u_scale;\n"
299 "uniform highp vec4 u_bias;\n"
300 "uniform highp int u_layer;\n"
301 "in highp vec3 v_coord;\n"
302 "layout(location = 0) out highp " + glu::getDataTypeName(outputType) + " o_color;\n"
303 "void main (void)\n"
304 "{\n"
305 " o_color = " + glu::getDataTypeName(outputType) + "(vec4(texture(u_sampler0, vec4(v_coord, u_layer))) * u_scale + u_bias);\n"
306 "}\n"))
307 , m_texScale (1.0f)
308 , m_texBias (0.0f)
309 , m_layer (0)
310 , m_outputType (outputType)
311 {
312 TCU_CHECK_INTERNAL(glslVersion == glu::GLSL_VERSION_310_ES || glslVersion == glu::GLSL_VERSION_320_ES || glslVersion == glu::GLSL_VERSION_450);
313 }
314
setLayer(int layer)315 void TextureCubeArrayShader::setLayer (int layer)
316 {
317 m_layer = layer;
318 }
319
setFace(tcu::CubeFace face)320 void TextureCubeArrayShader::setFace (tcu::CubeFace face)
321 {
322 static const float s_cubeTransforms[][3*3] =
323 {
324 // Face -X: (x, y, 1) -> (-1, -(2*y-1), +(2*x-1))
325 { 0.0f, 0.0f, -1.0f,
326 0.0f, -2.0f, 1.0f,
327 2.0f, 0.0f, -1.0f },
328 // Face +X: (x, y, 1) -> (+1, -(2*y-1), -(2*x-1))
329 { 0.0f, 0.0f, 1.0f,
330 0.0f, -2.0f, 1.0f,
331 -2.0f, 0.0f, 1.0f },
332 // Face -Y: (x, y, 1) -> (+(2*x-1), -1, -(2*y-1))
333 { 2.0f, 0.0f, -1.0f,
334 0.0f, 0.0f, -1.0f,
335 0.0f, -2.0f, 1.0f },
336 // Face +Y: (x, y, 1) -> (+(2*x-1), +1, +(2*y-1))
337 { 2.0f, 0.0f, -1.0f,
338 0.0f, 0.0f, 1.0f,
339 0.0f, 2.0f, -1.0f },
340 // Face -Z: (x, y, 1) -> (-(2*x-1), -(2*y-1), -1)
341 { -2.0f, 0.0f, 1.0f,
342 0.0f, -2.0f, 1.0f,
343 0.0f, 0.0f, -1.0f },
344 // Face +Z: (x, y, 1) -> (+(2*x-1), -(2*y-1), +1)
345 { 2.0f, 0.0f, -1.0f,
346 0.0f, -2.0f, 1.0f,
347 0.0f, 0.0f, 1.0f }
348 };
349 DE_ASSERT(de::inBounds<int>(face, 0, tcu::CUBEFACE_LAST));
350 m_coordMat = tcu::Mat3(s_cubeTransforms[face]);
351 }
352
setTexScaleBias(const Vec4 & scale,const Vec4 & bias)353 void TextureCubeArrayShader::setTexScaleBias (const Vec4& scale, const Vec4& bias)
354 {
355 m_texScale = scale;
356 m_texBias = bias;
357 }
358
setUniforms(sglr::Context & gl,deUint32 program) const359 void TextureCubeArrayShader::setUniforms (sglr::Context& gl, deUint32 program) const
360 {
361 gl.useProgram(program);
362
363 gl.uniform1i(gl.getUniformLocation(program, "u_sampler0"), 0);
364 gl.uniformMatrix3fv(gl.getUniformLocation(program, "u_coordMat"), 1, GL_FALSE, m_coordMat.getColumnMajorData().getPtr());
365 gl.uniform1i(gl.getUniformLocation(program, "u_layer"), m_layer);
366 gl.uniform4fv(gl.getUniformLocation(program, "u_scale"), 1, m_texScale.getPtr());
367 gl.uniform4fv(gl.getUniformLocation(program, "u_bias"), 1, m_texBias.getPtr());
368 }
369
shadeVertices(const rr::VertexAttrib * inputs,rr::VertexPacket * const * packets,const int numPackets) const370 void TextureCubeArrayShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const
371 {
372 tcu::Mat3 texCoordMat = tcu::Mat3(m_uniforms[0].value.m3);
373
374 for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
375 {
376 rr::VertexPacket& packet = *packets[packetNdx];
377 const tcu::Vec2 a_coord = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx).xy();
378 const tcu::Vec3 v_coord = texCoordMat * tcu::Vec3(a_coord.x(), a_coord.y(), 1.0f);
379
380 packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx);
381 packet.outputs[0] = tcu::Vec4(v_coord.x(), v_coord.y(), v_coord.z(), 0.0f);
382 }
383 }
384
shadeFragments(rr::FragmentPacket * packets,const int numPackets,const rr::FragmentShadingContext & context) const385 void TextureCubeArrayShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const
386 {
387 const tcu::Vec4 texScale (m_uniforms[2].value.f4);
388 const tcu::Vec4 texBias (m_uniforms[3].value.f4);
389
390 tcu::Vec4 texCoords[4];
391 tcu::Vec4 colors[4];
392
393 for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
394 {
395 const sglr::rc::TextureCubeArray* tex = m_uniforms[1].sampler.texCubeArray;
396
397 for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
398 {
399 const tcu::Vec4 coord = rr::readTriangleVarying<float>(packets[packetNdx], context, 0, fragNdx);
400 texCoords[fragNdx] = tcu::Vec4(coord.x(), coord.y(), coord.z(), (float)m_layer);
401 }
402
403 tex->sample4(colors, texCoords);
404
405 for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
406 {
407 const tcu::Vec4 color = colors[fragNdx] * texScale + texBias;
408 const tcu::IVec4 icolor = castVectorSaturate<deInt32>(color);
409 const tcu::UVec4 uicolor = castVectorSaturate<deUint32>(color);
410
411 if (m_outputType == glu::TYPE_FLOAT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color);
412 else if (m_outputType == glu::TYPE_INT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, icolor);
413 else if (m_outputType == glu::TYPE_UINT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, uicolor);
414 else
415 DE_ASSERT(DE_FALSE);
416 }
417 }
418 }
419
clearColorBuffer(sglr::Context & ctx,const tcu::TextureFormat & format,const tcu::Vec4 & value)420 void clearColorBuffer (sglr::Context& ctx, const tcu::TextureFormat& format, const tcu::Vec4& value)
421 {
422 const tcu::TextureChannelClass fmtClass = tcu::getTextureChannelClass(format.type);
423
424 switch (fmtClass)
425 {
426 case tcu::TEXTURECHANNELCLASS_FLOATING_POINT:
427 case tcu::TEXTURECHANNELCLASS_SIGNED_FIXED_POINT:
428 case tcu::TEXTURECHANNELCLASS_UNSIGNED_FIXED_POINT:
429 ctx.clearBufferfv(GL_COLOR, 0, value.getPtr());
430 break;
431
432 case tcu::TEXTURECHANNELCLASS_UNSIGNED_INTEGER:
433 ctx.clearBufferuiv(GL_COLOR, 0, value.asUint().getPtr());
434 break;
435
436 case tcu::TEXTURECHANNELCLASS_SIGNED_INTEGER:
437 ctx.clearBufferiv(GL_COLOR, 0, value.asInt().getPtr());
438 break;
439
440 default:
441 DE_ASSERT(DE_FALSE);
442 }
443 }
444
readPixels(sglr::Context & ctx,tcu::Surface & dst,int x,int y,int width,int height,const tcu::TextureFormat & format,const tcu::Vec4 & scale,const tcu::Vec4 & bias)445 void readPixels (sglr::Context& ctx, tcu::Surface& dst, int x, int y, int width, int height, const tcu::TextureFormat& format, const tcu::Vec4& scale, const tcu::Vec4& bias)
446 {
447 tcu::TextureFormat readFormat = getFramebufferReadFormat(format);
448 glu::TransferFormat transferFmt = glu::getTransferFormat(readFormat);
449 int alignment = 4; // \note GL_PACK_ALIGNMENT = 4 is assumed.
450 int rowSize = deAlign32(readFormat.getPixelSize()*width, alignment);
451 vector<deUint8> data (rowSize*height);
452
453 ctx.readPixels(x, y, width, height, transferFmt.format, transferFmt.dataType, &data[0]);
454
455 // Convert to surface.
456 tcu::ConstPixelBufferAccess src(readFormat, width, height, 1, rowSize, 0, &data[0]);
457
458 dst.setSize(width, height);
459 tcu::PixelBufferAccess dstAccess = dst.getAccess();
460
461 for (int yo = 0; yo < height; yo++)
462 for (int xo = 0; xo < width; xo++)
463 dstAccess.setPixel(src.getPixel(xo, yo) * scale + bias, xo, yo);
464 }
465
getFboIncompleteReasonName(deUint32 reason)466 static const char* getFboIncompleteReasonName (deUint32 reason)
467 {
468 switch (reason)
469 {
470 case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
471 case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
472 case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: return "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS";
473 case GL_FRAMEBUFFER_UNSUPPORTED: return "GL_FRAMEBUFFER_UNSUPPORTED";
474 case GL_FRAMEBUFFER_COMPLETE: return "GL_FRAMEBUFFER_COMPLETE";
475 default: return "UNKNOWN";
476 }
477 }
478
FboIncompleteException(deUint32 reason,const char * file,int line)479 FboIncompleteException::FboIncompleteException (deUint32 reason, const char* file, int line)
480 : TestError ("Framebuffer is not complete", getFboIncompleteReasonName(reason), file, line)
481 , m_reason (reason)
482 {
483 }
484
getFormatName(deUint32 format)485 const char* getFormatName (deUint32 format)
486 {
487 switch (format)
488 {
489 case GL_RGB565: return "rgb565";
490 case GL_RGB5_A1: return "rgb5_a1";
491 case GL_RGBA4: return "rgba4";
492 case GL_DEPTH_COMPONENT16: return "depth_component16";
493 case GL_STENCIL_INDEX8: return "stencil_index8";
494 case GL_RGBA32F: return "rgba32f";
495 case GL_RGBA32I: return "rgba32i";
496 case GL_RGBA32UI: return "rgba32ui";
497 case GL_RGBA16F: return "rgba16f";
498 case GL_RGBA16I: return "rgba16i";
499 case GL_RGBA16UI: return "rgba16ui";
500 case GL_RGBA8: return "rgba8";
501 case GL_RGBA8I: return "rgba8i";
502 case GL_RGBA8UI: return "rgba8ui";
503 case GL_SRGB8_ALPHA8: return "srgb8_alpha8";
504 case GL_RGB10_A2: return "rgb10_a2";
505 case GL_RGB10_A2UI: return "rgb10_a2ui";
506 case GL_RGBA8_SNORM: return "rgba8_snorm";
507 case GL_RGB8: return "rgb8";
508 case GL_R11F_G11F_B10F: return "r11f_g11f_b10f";
509 case GL_RGB32F: return "rgb32f";
510 case GL_RGB32I: return "rgb32i";
511 case GL_RGB32UI: return "rgb32ui";
512 case GL_RGB16F: return "rgb16f";
513 case GL_RGB16I: return "rgb16i";
514 case GL_RGB16UI: return "rgb16ui";
515 case GL_RGB8_SNORM: return "rgb8_snorm";
516 case GL_RGB8I: return "rgb8i";
517 case GL_RGB8UI: return "rgb8ui";
518 case GL_SRGB8: return "srgb8";
519 case GL_RGB9_E5: return "rgb9_e5";
520 case GL_RG32F: return "rg32f";
521 case GL_RG32I: return "rg32i";
522 case GL_RG32UI: return "rg32ui";
523 case GL_RG16F: return "rg16f";
524 case GL_RG16I: return "rg16i";
525 case GL_RG16UI: return "rg16ui";
526 case GL_RG8: return "rg8";
527 case GL_RG8I: return "rg8i";
528 case GL_RG8UI: return "rg8ui";
529 case GL_RG8_SNORM: return "rg8_snorm";
530 case GL_R32F: return "r32f";
531 case GL_R32I: return "r32i";
532 case GL_R32UI: return "r32ui";
533 case GL_R16F: return "r16f";
534 case GL_R16I: return "r16i";
535 case GL_R16UI: return "r16ui";
536 case GL_R8: return "r8";
537 case GL_R8I: return "r8i";
538 case GL_R8UI: return "r8ui";
539 case GL_R8_SNORM: return "r8_snorm";
540 case GL_DEPTH_COMPONENT32F: return "depth_component32f";
541 case GL_DEPTH_COMPONENT24: return "depth_component24";
542 case GL_DEPTH32F_STENCIL8: return "depth32f_stencil8";
543 case GL_DEPTH24_STENCIL8: return "depth24_stencil8";
544 case GL_R16: return "r16";
545 case GL_RG16: return "rg16";
546 case GL_RGBA16: return "rgba16";
547
548 default:
549 TCU_FAIL("Unknown format");
550 }
551 }
552
getFragmentOutputType(const tcu::TextureFormat & format)553 glu::DataType getFragmentOutputType (const tcu::TextureFormat& format)
554 {
555 switch (tcu::getTextureChannelClass(format.type))
556 {
557 case tcu::TEXTURECHANNELCLASS_FLOATING_POINT:
558 case tcu::TEXTURECHANNELCLASS_SIGNED_FIXED_POINT:
559 case tcu::TEXTURECHANNELCLASS_UNSIGNED_FIXED_POINT:
560 return glu::TYPE_FLOAT_VEC4;
561
562 case tcu::TEXTURECHANNELCLASS_UNSIGNED_INTEGER:
563 return glu::TYPE_UINT_VEC4;
564
565 case tcu::TEXTURECHANNELCLASS_SIGNED_INTEGER:
566 return glu::TYPE_INT_VEC4;
567
568 default:
569 DE_FATAL("Unknown format");
570 return glu::TYPE_LAST;
571 }
572 }
573
getFramebufferReadFormat(const tcu::TextureFormat & format)574 tcu::TextureFormat getFramebufferReadFormat (const tcu::TextureFormat& format)
575 {
576 switch (tcu::getTextureChannelClass(format.type))
577 {
578 case tcu::TEXTURECHANNELCLASS_FLOATING_POINT:
579 return tcu::TextureFormat(tcu::TextureFormat::RGBA, tcu::TextureFormat::FLOAT);
580
581 case tcu::TEXTURECHANNELCLASS_SIGNED_FIXED_POINT:
582 case tcu::TEXTURECHANNELCLASS_UNSIGNED_FIXED_POINT:
583 {
584 if (format.type == tcu::TextureFormat::UNORM_INT16 || format.type == tcu::TextureFormat::SNORM_INT16)
585 return tcu::TextureFormat(tcu::TextureFormat::RGBA, tcu::TextureFormat::UNORM_INT16);
586 else
587 return tcu::TextureFormat(tcu::TextureFormat::RGBA, tcu::TextureFormat::UNORM_INT8);
588 }
589
590 case tcu::TEXTURECHANNELCLASS_UNSIGNED_INTEGER:
591 return tcu::TextureFormat(tcu::TextureFormat::RGBA, tcu::TextureFormat::UNSIGNED_INT32);
592
593 case tcu::TEXTURECHANNELCLASS_SIGNED_INTEGER:
594 return tcu::TextureFormat(tcu::TextureFormat::RGBA, tcu::TextureFormat::SIGNED_INT32);
595
596 default:
597 DE_FATAL("Unknown format");
598 return tcu::TextureFormat();
599 }
600 }
601
calculateU8ConversionError(int srcBits)602 static int calculateU8ConversionError (int srcBits)
603 {
604 if (srcBits > 0)
605 {
606 const int clampedBits = de::clamp<int>(srcBits, 0, 8);
607 const int srcMaxValue = de::max((1<<clampedBits) - 1, 1);
608 const int error = int(deFloatCeil(255.0f * 2.0f / float(srcMaxValue)));
609
610 return de::clamp<int>(error, 0, 255);
611 }
612 else
613 return 1;
614 }
615
getFormatThreshold(const tcu::TextureFormat & format)616 tcu::RGBA getFormatThreshold (const tcu::TextureFormat& format)
617 {
618 const tcu::IVec4 bits = tcu::getTextureFormatBitDepth(format);
619
620 return tcu::RGBA(calculateU8ConversionError(bits.x()),
621 calculateU8ConversionError(bits.y()),
622 calculateU8ConversionError(bits.z()),
623 calculateU8ConversionError(bits.w()));
624 }
625
getFormatThreshold(deUint32 glFormat)626 tcu::RGBA getFormatThreshold (deUint32 glFormat)
627 {
628 const tcu::TextureFormat format = glu::mapGLInternalFormat(glFormat);
629
630 return getFormatThreshold(format);
631 }
632
633 } // FboTestUtil
634 } // Functional
635 } // gles31
636 } // deqp
637