#ifndef _GLSFRAGMENTOPUTIL_HPP #define _GLSFRAGMENTOPUTIL_HPP /*------------------------------------------------------------------------- * drawElements Quality Program OpenGL (ES) Module * ----------------------------------------------- * * Copyright 2014 The Android Open Source Project * * 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 Fragment operation test utilities. *//*--------------------------------------------------------------------*/ #include "tcuDefs.hpp" #include "gluShaderUtil.hpp" #include "tcuVector.hpp" #include "tcuTexture.hpp" #include "rrFragmentOperations.hpp" namespace glu { class ShaderProgram; class RenderContext; } namespace deqp { namespace gls { namespace FragmentOpUtil { struct Quad { tcu::Vec2 posA; tcu::Vec2 posB; // Normalized device coordinates (range [-1, 1]). // In order (A.x, A.y), (A.x, B.y), (B.x, A.y), (B.x, B.y) tcu::Vec4 color[4]; tcu::Vec4 color1[4]; float depth[4]; Quad (void) : posA(-1.0f, -1.0f) , posB( 1.0f, 1.0f) { for (int i = 0; i < DE_LENGTH_OF_ARRAY(depth); i++) depth[i] = 0.0f; } }; class QuadRenderer { public: QuadRenderer (const glu::RenderContext& context, glu::GLSLVersion glslVersion); ~QuadRenderer (void); void render (const Quad& quad) const; private: QuadRenderer (const QuadRenderer& other); // Not allowed! QuadRenderer& operator= (const QuadRenderer& other); // Not allowed! const glu::RenderContext& m_context; glu::ShaderProgram* m_program; int m_positionLoc; int m_colorLoc; int m_color1Loc; const bool m_blendFuncExt; }; struct IntegerQuad { tcu::IVec2 posA; tcu::IVec2 posB; // Viewport coordinates (depth in range [0, 1]). // In order (A.x, A.y), (A.x, B.y), (B.x, A.y), (B.x, B.y) tcu::Vec4 color[4]; tcu::Vec4 color1[4]; float depth[4]; IntegerQuad (int windowWidth, int windowHeight) : posA(0, 0) , posB(windowWidth-1, windowHeight-1) { for (int i = 0; i < DE_LENGTH_OF_ARRAY(depth); i++) depth[i] = 0.0f; } IntegerQuad (void) : posA(0, 0) , posB(1, 1) { for (int i = 0; i < DE_LENGTH_OF_ARRAY(depth); i++) depth[i] = 0.0f; } }; class ReferenceQuadRenderer { public: ReferenceQuadRenderer (void); void render (const tcu::PixelBufferAccess& colorBuffer, const tcu::PixelBufferAccess& depthBuffer, const tcu::PixelBufferAccess& stencilBuffer, const IntegerQuad& quad, const rr::FragmentOperationState& state); private: enum { MAX_FRAGMENT_BUFFER_SIZE = 1024 }; void flushFragmentBuffer (const rr::MultisamplePixelBufferAccess& colorBuffer, const rr::MultisamplePixelBufferAccess& depthBuffer, const rr::MultisamplePixelBufferAccess& stencilBuffer, rr::FaceType faceType, const rr::FragmentOperationState& state); rr::Fragment m_fragmentBuffer[MAX_FRAGMENT_BUFFER_SIZE]; float m_fragmentDepths[MAX_FRAGMENT_BUFFER_SIZE]; int m_fragmentBufferSize; rr::FragmentProcessor m_fragmentProcessor; }; // These functions take a normally-indexed 2d pixel buffer and return a pixel buffer access // that indexes the same memory area, but using the multisample indexing convention. tcu::PixelBufferAccess getMultisampleAccess(const tcu::PixelBufferAccess& original); tcu::ConstPixelBufferAccess getMultisampleAccess(const tcu::ConstPixelBufferAccess& original); } // FragmentOpUtil } // gls } // deqp #endif // _GLSFRAGMENTOPUTIL_HPP