/*------------------------------------------------------------------------- * OpenGL Conformance Test Suite * ----------------------------- * * Copyright (c) 2014-2016 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 */ /*-------------------------------------------------------------------*/ #include "esextcGPUShader5FmaAccuracy.hpp" #include "gluContextInfo.hpp" #include "glwEnums.hpp" #include "glwFunctions.hpp" #include "tcuTestLog.hpp" #include namespace glcts { /* Fragment Shader */ const glw::GLchar* const GPUShader5FmaAccuracyTest::m_fragment_shader_code = "${VERSION}\n" "\n" "${GPU_SHADER5_REQUIRE}\n" "\n" "precision highp float;\n" "\n" "layout(location = 0) out vec4 fs_out_color;\n" "\n" "void main()\n" "{\n" " fs_out_color = vec4(1, 1, 1, 1);\n" "}\n"; /* Vertex Shader for fma pass */ const glw::GLchar* const GPUShader5FmaAccuracyTest::m_vertex_shader_code_for_fma_pass = "${VERSION}\n" "\n" "${GPU_SHADER5_REQUIRE}\n" "\n" "precision highp float;\n" "\n" "uniform uint uni_number_of_steps;\n" "out float vs_fs_result;\n" "\n" "void main()\n" "{\n" " float border_case = 1.0;\n" " float h = 1.0 / float(uni_number_of_steps);\n" " float current_value = border_case;\n" "\n" " for (uint step = 0u; step < uni_number_of_steps; ++step)\n" " {\n" " float next_value = fma(h, current_value, current_value);\n" "\n" " current_value = next_value;\n" " }\n" "\n" " vs_fs_result = current_value;\n" "}\n"; /* Vertex Shader for float pass */ const glw::GLchar* const GPUShader5FmaAccuracyTest::m_vertex_shader_code_for_float_pass = "${VERSION}\n" "\n" "${GPU_SHADER5_REQUIRE}\n" "\n" "precision highp float;\n" "\n" "uniform uint uni_number_of_steps;\n" "out float vs_fs_result;\n" "\n" "void main()\n" "{\n" " float border_case = 1.0;\n" " float h = 1.0 / float(uni_number_of_steps);\n" " float current_value = border_case;\n" "\n" " for (uint step = 0u; step < uni_number_of_steps; ++step)\n" " {\n" " float next_value = h * current_value + current_value;\n" "\n" " current_value = next_value;\n" " }\n" "\n" " vs_fs_result = current_value;\n" "}\n"; /* Constants */ const glw::GLuint GPUShader5FmaAccuracyTest::m_buffer_size = sizeof(glw::GLfloat); const unsigned int GPUShader5FmaAccuracyTest::m_n_draw_call_executions = 10; const float GPUShader5FmaAccuracyTest::m_expected_result = 2.71828f; /** Constructor * * @param context Test context * @param name Test case's name * @param description Test case's description **/ GPUShader5FmaAccuracyTest::GPUShader5FmaAccuracyTest(Context& context, const ExtParameters& extParams, const char* name, const char* description) : TestCaseBase(context, extParams, name, description) , m_fragment_shader_id(0) , m_program_object_id_for_float_pass(0) , m_program_object_id_for_fma_pass(0) , m_vertex_shader_id_for_float_pass(0) , m_vertex_shader_id_for_fma_pass(0) , m_buffer_object_id(0) , m_vertex_array_object_id(0) { /* Nothing to be done here */ } /** Initializes GLES objects used during the test. * **/ void GPUShader5FmaAccuracyTest::initTest() { /* This test should only run if EXT_gpu_shader5 is supported */ if (!m_is_gpu_shader5_supported) { throw tcu::NotSupportedError(GPU_SHADER5_EXTENSION_NOT_SUPPORTED, "", __FILE__, __LINE__); } /* Retrieve ES entry points. */ const glw::Functions& gl = m_context.getRenderContext().getFunctions(); /* Create programs and shaders */ m_program_object_id_for_fma_pass = gl.createProgram(); m_program_object_id_for_float_pass = gl.createProgram(); m_fragment_shader_id = gl.createShader(GL_FRAGMENT_SHADER); m_vertex_shader_id_for_fma_pass = gl.createShader(GL_VERTEX_SHADER); m_vertex_shader_id_for_float_pass = gl.createShader(GL_VERTEX_SHADER); GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to create program or shader object(s)"); /* Declare a name of a varying we will be capturing via TF */ const glw::GLchar* const captured_varying_name = "vs_fs_result"; /* Set up transform feedback for fma pass*/ gl.transformFeedbackVaryings(m_program_object_id_for_fma_pass, 1 /* count */, &captured_varying_name, GL_INTERLEAVED_ATTRIBS); /* Build program for fma pass */ if (false == buildProgram(m_program_object_id_for_fma_pass, m_fragment_shader_id, 1 /* number of FS parts */, &m_fragment_shader_code, m_vertex_shader_id_for_fma_pass, 1 /* number of VS parts */, &m_vertex_shader_code_for_fma_pass)) { TCU_FAIL("Could not create program from a valid vertex/fragment shader"); } /* Set up transform feedback for float pass*/ gl.transformFeedbackVaryings(m_program_object_id_for_float_pass, 1 /* count */, &captured_varying_name, GL_INTERLEAVED_ATTRIBS); /* Build program for float pass */ if (false == buildProgram(m_program_object_id_for_float_pass, m_fragment_shader_id, 1 /* number of FS parts */, &m_fragment_shader_code, m_vertex_shader_id_for_float_pass, 1 /* number of VS parts */, &m_vertex_shader_code_for_float_pass)) { TCU_FAIL("Could not create program from valid vertex/fragment shader"); } /* Generate and bind VAO */ gl.genVertexArrays(1, &m_vertex_array_object_id); gl.bindVertexArray(m_vertex_array_object_id); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create and bind vertex array object"); /* Generate, bind and allocate buffer */ gl.genBuffers(1, &m_buffer_object_id); gl.bindBuffer(GL_ARRAY_BUFFER, m_buffer_object_id); gl.bufferData(GL_ARRAY_BUFFER, m_buffer_size, DE_NULL /* undefined start data */, GL_STATIC_DRAW); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create vertex array object"); } /** Executes the test. * Sets the test result to QP_TEST_RESULT_FAIL if the test failed, QP_TEST_RESULT_PASS otherwise. * * Note the function throws exception should an error occur! * * @return STOP if the test has finished, CONTINUE to indicate iterate should be called once again. * **/ tcu::TestCase::IterateResult GPUShader5FmaAccuracyTest::iterate() { initTest(); /* Storage space for result values */ std::vector results_of_float_pass; std::vector results_of_fma_pass; results_of_fma_pass.resize(m_n_draw_call_executions); results_of_float_pass.resize(m_n_draw_call_executions); /* Execute fma pass */ executePass(m_program_object_id_for_fma_pass, &results_of_fma_pass[0]); /* Execute float pass */ executePass(m_program_object_id_for_float_pass, &results_of_float_pass[0]); /* Storage space for relative errors */ std::vector relative_errors_for_float_pass; std::vector relative_errors_for_fma_pass; relative_errors_for_fma_pass.resize(m_n_draw_call_executions); relative_errors_for_float_pass.resize(m_n_draw_call_executions); /* Calculate relative errors */ for (glw::GLuint i = 0; i < m_n_draw_call_executions; ++i) { calculateRelativeError(results_of_fma_pass[i], m_expected_result, relative_errors_for_fma_pass[i]); calculateRelativeError(results_of_float_pass[i], m_expected_result, relative_errors_for_float_pass[i]); } /* Sum relative errors */ glw::GLfloat relative_error_sum_for_fma_pass = 0.0f; glw::GLfloat relative_error_sum_for_float_pass = 0.0f; for (glw::GLuint i = 0; i < m_n_draw_call_executions; ++i) { relative_error_sum_for_fma_pass += relative_errors_for_fma_pass[i]; relative_error_sum_for_float_pass += relative_errors_for_float_pass[i]; } if (relative_error_sum_for_fma_pass <= relative_error_sum_for_float_pass) { m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); } else { m_testCtx.getLog() << tcu::TestLog::Message << "Routine fma has lower accuracy than a * b + c !" << tcu::TestLog::EndMessage; /* Log sum of relative errors */ m_testCtx.getLog() << tcu::TestLog::Section("Sum of relative error", ""); m_testCtx.getLog() << tcu::TestLog::Message << "fma " << relative_error_sum_for_fma_pass << tcu::TestLog::EndMessage; m_testCtx.getLog() << tcu::TestLog::Message << "a * b + c " << relative_error_sum_for_float_pass << tcu::TestLog::EndMessage; m_testCtx.getLog() << tcu::TestLog::EndSection; /* Log relative errors */ m_testCtx.getLog() << tcu::TestLog::Section("Relative errors", ""); logArray("fma", &relative_errors_for_fma_pass[0], m_n_draw_call_executions); logArray("a * b + c", &relative_errors_for_float_pass[0], m_n_draw_call_executions); m_testCtx.getLog() << tcu::TestLog::EndSection; /* Log results */ m_testCtx.getLog() << tcu::TestLog::Section("Results", ""); logArray("fma", &results_of_fma_pass[0], m_n_draw_call_executions); logArray("a * b + c", &results_of_float_pass[0], m_n_draw_call_executions); m_testCtx.getLog() << tcu::TestLog::EndSection; m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail"); } return STOP; } /** Deinitializes GLES objects created during the test. * */ void GPUShader5FmaAccuracyTest::deinit() { /* GL */ const glw::Functions& gl = m_context.getRenderContext().getFunctions(); /* Bind default values */ gl.useProgram(0); gl.bindVertexArray(0); gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0 /* offset */, 0 /* id */); gl.bindBuffer(GL_ARRAY_BUFFER, 0); /* Delete everything */ if (0 != m_vertex_array_object_id) { gl.deleteVertexArrays(1, &m_vertex_array_object_id); m_vertex_array_object_id = 0; } if (0 != m_buffer_object_id) { gl.deleteBuffers(1, &m_buffer_object_id); m_buffer_object_id = 0; } if (0 != m_program_object_id_for_fma_pass) { gl.deleteProgram(m_program_object_id_for_fma_pass); m_program_object_id_for_fma_pass = 0; } if (0 != m_program_object_id_for_float_pass) { gl.deleteProgram(m_program_object_id_for_float_pass); m_program_object_id_for_float_pass = 0; } if (0 != m_fragment_shader_id) { gl.deleteShader(m_fragment_shader_id); m_fragment_shader_id = 0; } if (0 != m_vertex_shader_id_for_fma_pass) { gl.deleteShader(m_vertex_shader_id_for_fma_pass); m_vertex_shader_id_for_fma_pass = 0; } if (0 != m_vertex_shader_id_for_float_pass) { gl.deleteShader(m_vertex_shader_id_for_float_pass); m_vertex_shader_id_for_float_pass = 0; } /* Call base class' deinit() */ TestCaseBase::deinit(); } /** Calculate relative error for given result and expected value. * * rel_err = delta / expected_result * delta = | expected_result - result | * * @param result Result value * @param expected_result Expected value * @param relative_error Set to value of relative error **/ void GPUShader5FmaAccuracyTest::calculateRelativeError(glw::GLfloat result, glw::GLfloat expected_result, glw::GLfloat& relative_error) { const glw::GLfloat delta = de::abs(expected_result - result); relative_error = delta / expected_result; } /** Executes single pass of test. * * @param program_object_id Gpu program that will be used during draw calls * @param results Storage used for result values. It is expected to have capacity for at least m_n_draw_call_executions elements **/ void GPUShader5FmaAccuracyTest::executePass(glw::GLuint program_object_id, glw::GLfloat* results) { /* GL */ const glw::Functions& gl = m_context.getRenderContext().getFunctions(); /* Uniform location */ glw::GLint uniform_location = gl.getUniformLocation(program_object_id, "uni_number_of_steps"); GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to get uniform location"); if (-1 == uniform_location) { TCU_FAIL("Unexpected inactive uniform location"); } /* Setup transform feedback */ gl.enable(GL_RASTERIZER_DISCARD); GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable(GL_RASTERIZER_DISCARD) call failed"); gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, /* index */ m_buffer_object_id); GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to bind buffer object id to transform feedback binding point"); /* Setup draw call */ gl.useProgram(program_object_id); GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram() failed"); for (unsigned int i = 0; i < m_n_draw_call_executions; ++i) { /* Get number of steps for the Euler iterative algorithm */ glw::GLuint number_of_steps = getNumberOfStepsForIndex(i); /* Set uniform data */ gl.uniform1ui(uniform_location, number_of_steps); GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to set uniform data"); /* Start transform feedback */ gl.beginTransformFeedback(GL_POINTS); { /* Draw */ gl.drawArrays(GL_POINTS, 0 /* first */, 1 /* one point */); } /* Stop transform feedback */ gl.endTransformFeedback(); GLU_EXPECT_NO_ERROR(gl.getError(), "Error doing a draw call"); /* Map transfrom feedback results */ const glw::GLfloat* transform_feedback_data = (const glw::GLfloat*)gl.mapBufferRange( GL_TRANSFORM_FEEDBACK_BUFFER, 0 /* offset */, m_buffer_size, GL_MAP_READ_BIT); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not map the buffer object into process space"); /* Copy data to results array */ results[i] = *transform_feedback_data; /* Unmap transform feedback buffer */ gl.unmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER); GLU_EXPECT_NO_ERROR(gl.getError(), "Error unmapping the buffer object"); } } /** Get number of steps that will be used by vertex shader to compute its result for given index of iteration * * @param index Index of iteration * * @return Number of steps **/ glw::GLuint GPUShader5FmaAccuracyTest::getNumberOfStepsForIndex(glw::GLuint index) { glw::GLuint number_of_steps = 10; for (glw::GLuint i = 0; i < index; ++i) { number_of_steps *= 2; } return number_of_steps; } /** Logs contents of array * * @param description Description of data * @param data Data to log * @param length Number of values to log **/ void GPUShader5FmaAccuracyTest::logArray(const char* description, glw::GLfloat* data, glw::GLuint length) { m_testCtx.getLog() << tcu::TestLog::Message << description << tcu::TestLog::EndMessage; tcu::MessageBuilder message = m_testCtx.getLog() << tcu::TestLog::Message; message << "| "; for (glw::GLuint i = 0; i < length; ++i) { message << data[i] << " | "; } message << tcu::TestLog::EndMessage; } } /* glcts */