/*------------------------------------------------------------------------- * drawElements Quality Program OpenGL ES 2.0 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 Shader operators tests. *//*--------------------------------------------------------------------*/ #include "es2fShaderOperatorTests.hpp" #include "glsShaderRenderCase.hpp" #include "gluShaderUtil.hpp" #include "tcuVectorUtil.hpp" #include "deStringUtil.hpp" #include "deInt32.h" #include "deMemory.h" #include using namespace tcu; using namespace glu; using namespace deqp::gls; using std::map; using std::pair; using std::vector; using std::string; using std::ostringstream; namespace deqp { namespace gles2 { namespace Functional { #if defined(abs) # undef abs #endif using de::min; using de::max; using de::clamp; // \note VS2013 gets confused without these using tcu::exp2; using tcu::log2; inline float abs (float v) { return deFloatAbs(v); } inline bool logicalAnd (bool a, bool b) { return (a && b); } inline bool logicalOr (bool a, bool b) { return (a || b); } inline bool logicalXor (bool a, bool b) { return (a != b); } #define DEFINE_VEC_FLOAT_FUNCTION(FUNC_NAME, SCALAR_OP_NAME) \ template \ inline Vector FUNC_NAME (const Vector& v, float s) \ { \ Vector res; \ for (int i = 0; i < Size; i++) \ res[i] = SCALAR_OP_NAME(v[i], s); \ return res; \ } #define DEFINE_FLOAT_VEC_FUNCTION(FUNC_NAME, SCALAR_OP_NAME) \ template \ inline Vector FUNC_NAME (float s, const Vector& v) \ { \ Vector res; \ for (int i = 0; i < Size; i++) \ res[i] = SCALAR_OP_NAME(s, v[i]); \ return res; \ } #define DEFINE_VEC_VEC_FLOAT_FUNCTION(FUNC_NAME, SCALAR_OP_NAME) \ template \ inline Vector FUNC_NAME (const Vector& v0, const Vector& v1, float s) \ { \ Vector res; \ for (int i = 0; i < Size; i++) \ res[i] = SCALAR_OP_NAME(v0[i], v1[i], s); \ return res; \ } #define DEFINE_VEC_FLOAT_FLOAT_FUNCTION(FUNC_NAME, SCALAR_OP_NAME) \ template \ inline Vector FUNC_NAME (const Vector& v, float s0, float s1) \ { \ Vector res; \ for (int i = 0; i < Size; i++) \ res[i] = SCALAR_OP_NAME(v[i], s0, s1); \ return res; \ } #define DEFINE_FLOAT_FLOAT_VEC_FUNCTION(FUNC_NAME, SCALAR_OP_NAME) \ template \ inline Vector FUNC_NAME (float s0, float s1, const Vector& v) \ { \ Vector res; \ for (int i = 0; i < Size; i++) \ res[i] = SCALAR_OP_NAME(s0, s1, v[i]); \ return res; \ } DEFINE_VEC_FLOAT_FUNCTION (modVecFloat, mod) DEFINE_VEC_FLOAT_FUNCTION (minVecFloat, min) DEFINE_VEC_FLOAT_FUNCTION (maxVecFloat, max) DEFINE_VEC_FLOAT_FLOAT_FUNCTION (clampVecFloatFloat, clamp) DEFINE_VEC_VEC_FLOAT_FUNCTION (mixVecVecFloat, mix) DEFINE_FLOAT_VEC_FUNCTION (stepFloatVec, step) DEFINE_FLOAT_FLOAT_VEC_FUNCTION (smoothStepFloatFloatVec, smoothStep) #undef DEFINE_VEC_FLOAT_FUNCTION #undef DEFINE_VEC_VEC_FLOAT_FUNCTION #undef DEFINE_VEC_FLOAT_FLOAT_FUNCTION #undef DEFINE_FLOAT_FLOAT_VEC_FUNCTION inline float addOne (float v) { return v + 1.0f; }; inline float subOne (float v) { return v - 1.0f; }; inline int addOne (int v) { return v + 1; }; inline int subOne (int v) { return v - 1; }; template inline Vector addOne (const Vector& v) { return v + 1.0f; }; template inline Vector subOne (const Vector& v) { return v - 1.0f; }; template inline Vector addOne (const Vector& v) { return v + 1; }; template inline Vector subOne (const Vector& v) { return v - 1; }; template inline T selection (bool cond, T a, T b) { return cond ? a : b; }; template inline Vector addVecScalar (const Vector& v, T s) { return v + s; }; template inline Vector subVecScalar (const Vector& v, T s) { return v - s; }; template inline Vector mulVecScalar (const Vector& v, T s) { return v * s; }; template inline Vector divVecScalar (const Vector& v, T s) { return v / s; }; template inline Vector addScalarVec (T s, const Vector& v) { return s + v; }; template inline Vector subScalarVec (T s, const Vector& v) { return s - v; }; template inline Vector mulScalarVec (T s, const Vector& v) { return s * v; }; template inline Vector divScalarVec (T s, const Vector& v) { return s / v; }; // Reference functions for specific sequence operations for the sequence operator tests. // Reference for expression "in0, in2 + in1, in1 + in0" inline Vec4 sequenceNoSideEffCase0 (const Vec4& in0, const Vec4& in1, const Vec4& in2) { DE_UNREF(in2); return in1 + in0; } // Reference for expression "in0, in2 + in1, in1 + in0" inline int sequenceNoSideEffCase1 (float in0, int in1, float in2) { DE_UNREF(in0); DE_UNREF(in2); return in1 + in1; } // Reference for expression "in0 && in1, in0, ivec2(vec2(in0) + in2)" inline IVec2 sequenceNoSideEffCase2 (bool in0, bool in1, const Vec2& in2) { DE_UNREF(in1); return IVec2((int)((float)in0 + in2.x()), (int)((float)in0 + in2.y())); } // Reference for expression "in0 + vec4(in1), in2, in1" inline IVec4 sequenceNoSideEffCase3 (const Vec4& in0, const IVec4& in1, const BVec4& in2) { DE_UNREF(in0); DE_UNREF(in2); return in1; } // Reference for expression "in0++, in1 = in0 + in2, in2 = in1" inline Vec4 sequenceSideEffCase0 (const Vec4& in0, const Vec4& in1, const Vec4& in2) { DE_UNREF(in1); return in0 + 1.0f + in2; } // Reference for expression "in1++, in0 = float(in1), in1 = int(in0 + in2)" inline int sequenceSideEffCase1 (float in0, int in1, float in2) { DE_UNREF(in0); return (int)(float(in1) + 1.0f + in2); } // Reference for expression "in1 = in0, in2++, in2 = in2 + vec2(in1), ivec2(in2)" inline IVec2 sequenceSideEffCase2 (bool in0, bool in1, const Vec2& in2) { DE_UNREF(in1); return (in2 + Vec2(1.0f) + Vec2((float)in0)).asInt(); } // Reference for expression "in0 = in0 + vec4(in2), in1 = in1 + ivec4(in0), in1++" inline IVec4 sequenceSideEffCase3 (const Vec4& in0, const IVec4& in1, const BVec4& in2) { return in1 + (in0 + Vec4((float)in2.x(), (float)in2.y(), (float)in2.z(), (float)in2.w())).asInt(); } // ShaderEvalFunc-type wrappers for the above functions. void evalSequenceNoSideEffCase0 (ShaderEvalContext& ctx) { ctx.color = sequenceNoSideEffCase0(ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0), ctx.in[2].swizzle(0, 3, 2, 1)); } void evalSequenceNoSideEffCase1 (ShaderEvalContext& ctx) { ctx.color.x() = (float)sequenceNoSideEffCase1(ctx.in[0].z(), (int)ctx.in[1].x(), ctx.in[2].y()); } void evalSequenceNoSideEffCase2 (ShaderEvalContext& ctx) { ctx.color.yz() = sequenceNoSideEffCase2(ctx.in[0].z() > 0.0f, ctx.in[1].x() > 0.0f, ctx.in[2].swizzle(2, 1)).asFloat(); } void evalSequenceNoSideEffCase3 (ShaderEvalContext& ctx) { ctx.color = sequenceNoSideEffCase3(ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0).asInt(), greaterThan(ctx.in[2].swizzle(0, 3, 2, 1), Vec4(0.0f, 0.0f, 0.0f, 0.0f))).asFloat(); } void evalSequenceSideEffCase0 (ShaderEvalContext& ctx) { ctx.color = sequenceSideEffCase0(ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0), ctx.in[2].swizzle(0, 3, 2, 1)); } void evalSequenceSideEffCase1 (ShaderEvalContext& ctx) { ctx.color.x() = (float)sequenceSideEffCase1(ctx.in[0].z(), (int)ctx.in[1].x(), ctx.in[2].y()); } void evalSequenceSideEffCase2 (ShaderEvalContext& ctx) { ctx.color.yz() = sequenceSideEffCase2(ctx.in[0].z() > 0.0f, ctx.in[1].x() > 0.0f, ctx.in[2].swizzle(2, 1)).asFloat(); } void evalSequenceSideEffCase3 (ShaderEvalContext& ctx) { ctx.color = sequenceSideEffCase3(ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0).asInt(), greaterThan(ctx.in[2].swizzle(0, 3, 2, 1), Vec4(0.0f, 0.0f, 0.0f, 0.0f))).asFloat(); } enum { MAX_INPUTS = 3 }; enum PrecisionMask { PRECMASK_NA = 0, //!< Precision not applicable (booleans) PRECMASK_LOWP = (1< funcInfos; }; static const char* s_inSwizzles[MAX_INPUTS][4] = { { "z", "wy", "zxy", "yzwx" }, { "x", "yx", "yzx", "wzyx" }, { "y", "zy", "wyz", "xwzy" } }; static const char* s_outSwizzles[] = { "x", "yz", "xyz", "xyzw" }; // OperatorShaderEvaluator class OperatorShaderEvaluator : public ShaderEvaluator { public: OperatorShaderEvaluator (ShaderEvalFunc evalFunc, float scale, float bias) { m_evalFunc = evalFunc; m_scale = scale; m_bias = bias; } virtual ~OperatorShaderEvaluator (void) { } virtual void evaluate (ShaderEvalContext& ctx) { m_evalFunc(ctx); ctx.color = ctx.color * m_scale + m_bias; } private: ShaderEvalFunc m_evalFunc; float m_scale; float m_bias; }; // Concrete value. struct ShaderValue { ShaderValue (DataType type_, float rangeMin_, float rangeMax_) : type (type_) , rangeMin (rangeMin_) , rangeMax (rangeMax_) { } ShaderValue (void) : type (TYPE_LAST) , rangeMin (0.0f) , rangeMax (0.0f) { } DataType type; float rangeMin; float rangeMax; }; struct ShaderDataSpec { ShaderDataSpec (void) : resultScale (1.0f) , resultBias (0.0f) , precision (PRECISION_LAST) , output (TYPE_LAST) , numInputs (0) { } float resultScale; float resultBias; Precision precision; DataType output; int numInputs; ShaderValue inputs[MAX_INPUTS]; }; // ShaderOperatorCase class ShaderOperatorCase : public ShaderRenderCase { public: ShaderOperatorCase (Context& context, const char* caseName, const char* description, bool isVertexCase, ShaderEvalFunc evalFunc, const char* shaderOp, const ShaderDataSpec& spec); virtual ~ShaderOperatorCase (void); private: ShaderOperatorCase (const ShaderOperatorCase&); // not allowed! ShaderOperatorCase& operator= (const ShaderOperatorCase&); // not allowed! OperatorShaderEvaluator m_evaluator; }; ShaderOperatorCase::ShaderOperatorCase (Context& context, const char* caseName, const char* description, bool isVertexCase, ShaderEvalFunc evalFunc, const char* shaderOp, const ShaderDataSpec& spec) : ShaderRenderCase(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), caseName, description, isVertexCase, m_evaluator) , m_evaluator(evalFunc, spec.resultScale, spec.resultBias) { const char* precision = spec.precision != PRECISION_LAST ? getPrecisionName(spec.precision) : DE_NULL; const char* inputPrecision[MAX_INPUTS]; ostringstream vtx; ostringstream frag; ostringstream& op = isVertexCase ? vtx : frag; // Compute precision for inputs. for (int i = 0; i < spec.numInputs; i++) { bool isBoolVal = de::inRange(spec.inputs[i].type, TYPE_BOOL, TYPE_BOOL_VEC4); bool isIntVal = de::inRange(spec.inputs[i].type, TYPE_INT, TYPE_INT_VEC4); // \note Mediump interpolators are used for booleans and lowp ints. Precision prec = isBoolVal || (isIntVal && spec.precision == PRECISION_LOWP) ? PRECISION_MEDIUMP : spec.precision; inputPrecision[i] = getPrecisionName(prec); } // Attributes. vtx << "attribute highp vec4 a_position;\n"; for (int i = 0; i < spec.numInputs; i++) vtx << "attribute " << inputPrecision[i] << " vec4 a_in" << i << ";\n"; if (isVertexCase) { vtx << "varying mediump vec4 v_color;\n"; frag << "varying mediump vec4 v_color;\n"; } else { for (int i = 0; i < spec.numInputs; i++) { vtx << "varying " << inputPrecision[i] << " vec4 v_in" << i << ";\n"; frag << "varying " << inputPrecision[i] << " vec4 v_in" << i << ";\n"; } } vtx << "\n"; vtx << "void main()\n"; vtx << "{\n"; vtx << " gl_Position = a_position;\n"; frag << "\n"; frag << "void main()\n"; frag << "{\n"; // Expression inputs. string prefix = isVertexCase ? "a_" : "v_"; for (int i = 0; i < spec.numInputs; i++) { DataType inType = spec.inputs[i].type; int inSize = getDataTypeScalarSize(inType); bool isInt = de::inRange(inType, TYPE_INT, TYPE_INT_VEC4); bool isBool = de::inRange(inType, TYPE_BOOL, TYPE_BOOL_VEC4); const char* typeName = getDataTypeName(inType); const char* swizzle = s_inSwizzles[i][inSize-1]; op << "\t"; if (precision && !isBool) op << precision << " "; op << typeName << " in" << i << " = "; if (isBool) { if (inSize == 1) op << "("; else op << "greaterThan("; } else if (isInt) op << typeName << "("; op << prefix << "in" << i << "." << swizzle; if (isBool) { if (inSize == 1) op << " > 0.0)"; else op << ", vec" << inSize << "(0.0))"; } else if (isInt) op << ")"; op << ";\n"; } // Result variable. { const char* outTypeName = getDataTypeName(spec.output); bool isBoolOut = de::inRange(spec.output, TYPE_BOOL, TYPE_BOOL_VEC4); op << "\t"; if (precision && !isBoolOut) op << precision << " "; op << outTypeName << " res = " << outTypeName << "(0.0);\n\n"; } // Expression. op << "\t" << shaderOp << "\n\n"; // Convert to color. bool isResFloatVec = de::inRange(spec.output, TYPE_FLOAT, TYPE_FLOAT_VEC4); int outScalarSize = getDataTypeScalarSize(spec.output); op << "\tmediump vec4 color = vec4(0.0, 0.0, 0.0, 1.0);\n"; op << "\tcolor." << s_outSwizzles[outScalarSize-1] << " = "; if (!isResFloatVec && outScalarSize == 1) op << "float(res)"; else if (!isResFloatVec) op << "vec" << outScalarSize << "(res)"; else op << "res"; op << ";\n"; // Scale & bias. float resultScale = spec.resultScale; float resultBias = spec.resultBias; if ((resultScale != 1.0f) || (resultBias != 0.0f)) { op << "\tcolor = color"; if (resultScale != 1.0f) op << " * " << de::floatToString(resultScale, 2); if (resultBias != 0.0f) op << " + " << de::floatToString(resultBias, 2); op << ";\n"; } // .. if (isVertexCase) { vtx << " v_color = color;\n"; frag << " gl_FragColor = v_color;\n"; } else { for (int i = 0; i < spec.numInputs; i++) vtx << " v_in" << i << " = a_in" << i << ";\n"; frag << " gl_FragColor = color;\n"; } vtx << "}\n"; frag << "}\n"; m_vertShaderSource = vtx.str(); m_fragShaderSource = frag.str(); // Setup the user attributes. m_userAttribTransforms.resize(spec.numInputs); for (int inputNdx = 0; inputNdx < spec.numInputs; inputNdx++) { const ShaderValue& v = spec.inputs[inputNdx]; DE_ASSERT(v.type != TYPE_LAST); float scale = (v.rangeMax - v.rangeMin); float minBias = v.rangeMin; float maxBias = v.rangeMax; Mat4 attribMatrix; for (int rowNdx = 0; rowNdx < 4; rowNdx++) { Vec4 row; switch ((rowNdx + inputNdx) % 4) { case 0: row = Vec4(scale, 0.0f, 0.0f, minBias); break; case 1: row = Vec4(0.0f, scale, 0.0f, minBias); break; case 2: row = Vec4(-scale, 0.0f, 0.0f, maxBias); break; case 3: row = Vec4(0.0f, -scale, 0.0f, maxBias); break; default: DE_ASSERT(false); } attribMatrix.setRow(rowNdx, row); } m_userAttribTransforms[inputNdx] = attribMatrix; } } ShaderOperatorCase::~ShaderOperatorCase (void) { } // ShaderOperatorTests. ShaderOperatorTests::ShaderOperatorTests(Context& context) : TestCaseGroup(context, "operator", "Operator tests.") { } ShaderOperatorTests::~ShaderOperatorTests (void) { } // Vector math functions. template inline T nop (T f) { return f; } template Vector nop (const Vector& v) { return v; } #define DECLARE_UNARY_GENTYPE_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2)).x(); } \ void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1)); } \ void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1)); } \ void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0)); } #define DECLARE_BINARY_GENTYPE_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2), c.in[1].swizzle(0)).x(); } \ void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1), c.in[1].swizzle(1, 0)); } \ void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1), c.in[1].swizzle(1, 2, 0)); } \ void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0), c.in[1].swizzle(3, 2, 1, 0)); } #define DECLARE_TERNARY_GENTYPE_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2), c.in[1].swizzle(0), c.in[2].swizzle(1)).x(); } \ void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1), c.in[1].swizzle(1, 0), c.in[2].swizzle(2, 1)); } \ void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1), c.in[1].swizzle(1, 2, 0), c.in[2].swizzle(3, 1, 2)); } \ void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0), c.in[1].swizzle(3, 2, 1, 0), c.in[2].swizzle(0, 3, 2, 1)); } #define DECLARE_UNARY_SCALAR_GENTYPE_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2)); } \ void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(3, 1)); } \ void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2, 0, 1)); } \ void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0)); } #define DECLARE_BINARY_SCALAR_GENTYPE_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2), c.in[1].swizzle(0)); } \ void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(3, 1), c.in[1].swizzle(1, 0)); } \ void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2, 0, 1), c.in[1].swizzle(1, 2, 0)); } \ void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0), c.in[1].swizzle(3, 2, 1, 0)); } #define DECLARE_BINARY_BOOL_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_bool (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z() > 0.0f, c.in[1].x() > 0.0f); } #define DECLARE_UNARY_BOOL_GENTYPE_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_bool (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z() > 0.0f); } \ void eval_##FUNC_NAME##_bvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(greaterThan(c.in[0].swizzle(3, 1), Vec2(0.0f))).asFloat(); } \ void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f))).asFloat(); } \ void eval_##FUNC_NAME##_bvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(greaterThan(c.in[0].swizzle(1, 2, 3, 0), Vec4(0.0f))).asFloat(); } #define DECLARE_TERNARY_BOOL_GENTYPE_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_bool (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z() > 0.0f, c.in[1].x() > 0.0f, c.in[2].y() > 0.0f); } \ void eval_##FUNC_NAME##_bvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(greaterThan(c.in[0].swizzle(3, 1), Vec2(0.0f)), greaterThan(c.in[1].swizzle(1, 0), Vec2(0.0f)), greaterThan(c.in[2].swizzle(2, 1), Vec2(0.0f))).asFloat(); } \ void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f)), greaterThan(c.in[1].swizzle(1, 2, 0), Vec3(0.0f)), greaterThan(c.in[2].swizzle(3, 1, 2), Vec3(0.0f))).asFloat(); } \ void eval_##FUNC_NAME##_bvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(greaterThan(c.in[0].swizzle(1, 2, 3, 0), Vec4(0.0f)), greaterThan(c.in[1].swizzle(3, 2, 1, 0), Vec4(0.0f)), greaterThan(c.in[2].swizzle(0, 3, 2, 1), Vec4(0.0f))).asFloat(); } #define DECLARE_UNARY_INT_GENTYPE_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_int (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME((int)c.in[0].z()); } \ void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1).asInt()).asFloat(); } \ void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1).asInt()).asFloat(); } \ void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0).asInt()).asFloat(); } #define DECLARE_BINARY_INT_GENTYPE_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_int (ShaderEvalContext& c) { c.color.x() = (float)tcu::FUNC_NAME((int)c.in[0].z(), (int)c.in[1].x()); } \ void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1).asInt(), c.in[1].swizzle(1, 0).asInt()).asFloat(); } \ void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1).asInt(), c.in[1].swizzle(1, 2, 0).asInt()).asFloat(); } \ void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0).asInt(), c.in[1].swizzle(3, 2, 1, 0).asInt()).asFloat(); } #define DECLARE_TERNARY_INT_GENTYPE_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_int (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME((int)c.in[0].z(), (int)c.in[1].x(), (int)c.in[2].y()); } \ void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1).asInt(), c.in[1].swizzle(1, 0).asInt(), c.in[2].swizzle(2, 1).asInt()).asFloat(); } \ void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1).asInt(), c.in[1].swizzle(1, 2, 0).asInt(), c.in[2].swizzle(3, 1, 2).asInt()).asFloat(); } \ void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0).asInt(), c.in[1].swizzle(3, 2, 1, 0).asInt(), c.in[2].swizzle(0, 3, 2, 1).asInt()).asFloat(); } #define DECLARE_VEC_FLOAT_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1), c.in[1].x()); } \ void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1), c.in[1].x()); } \ void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0), c.in[1].x()); } #define DECLARE_VEC_FLOAT_FLOAT_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1), c.in[1].x(), c.in[2].y()); } \ void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1), c.in[1].x(), c.in[2].y()); } \ void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0), c.in[1].x(), c.in[2].y()); } #define DECLARE_VEC_VEC_FLOAT_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1), c.in[1].swizzle(1, 0), c.in[2].y()); } \ void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1), c.in[1].swizzle(1, 2, 0), c.in[2].y()); } \ void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0), c.in[1].swizzle(3, 2, 1, 0), c.in[2].y()); } #define DECLARE_FLOAT_FLOAT_VEC_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].z(), c.in[1].x(), c.in[2].swizzle(2, 1)); } \ void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].z(), c.in[1].x(), c.in[2].swizzle(3, 1, 2)); } \ void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].z(), c.in[1].x(), c.in[2].swizzle(0, 3, 2, 1)); } #define DECLARE_FLOAT_VEC_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].z(), c.in[1].swizzle(1, 0)); } \ void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].z(), c.in[1].swizzle(1, 2, 0)); } \ void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].z(), c.in[1].swizzle(3, 2, 1, 0)); } #define DECLARE_IVEC_INT_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1).asInt(), (int)c.in[1].x()).asFloat(); } \ void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1).asInt(), (int)c.in[1].x()).asFloat(); } \ void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0).asInt(), (int)c.in[1].x()).asFloat(); } #define DECLARE_INT_IVEC_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME((int)c.in[0].z(), c.in[1].swizzle(1, 0).asInt()).asFloat(); } \ void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME((int)c.in[0].z(), c.in[1].swizzle(1, 2, 0).asInt()).asFloat(); } \ void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME((int)c.in[0].z(), c.in[1].swizzle(3, 2, 1, 0).asInt()).asFloat(); } // Operators. DECLARE_UNARY_GENTYPE_FUNCS(nop) DECLARE_UNARY_GENTYPE_FUNCS(negate) DECLARE_UNARY_GENTYPE_FUNCS(addOne) DECLARE_UNARY_GENTYPE_FUNCS(subOne) DECLARE_BINARY_GENTYPE_FUNCS(add) DECLARE_BINARY_GENTYPE_FUNCS(sub) DECLARE_BINARY_GENTYPE_FUNCS(mul) DECLARE_BINARY_GENTYPE_FUNCS(div) void eval_selection_float (ShaderEvalContext& c) { c.color.x() = selection(c.in[0].z() > 0.0f, c.in[1].x(), c.in[2].y()); } void eval_selection_vec2 (ShaderEvalContext& c) { c.color.yz() = selection(c.in[0].z() > 0.0f, c.in[1].swizzle(1, 0), c.in[2].swizzle(2, 1)); } void eval_selection_vec3 (ShaderEvalContext& c) { c.color.xyz() = selection(c.in[0].z() > 0.0f, c.in[1].swizzle(1, 2, 0), c.in[2].swizzle(3, 1, 2)); } void eval_selection_vec4 (ShaderEvalContext& c) { c.color = selection(c.in[0].z() > 0.0f, c.in[1].swizzle(3, 2, 1, 0), c.in[2].swizzle(0, 3, 2, 1)); } DECLARE_UNARY_INT_GENTYPE_FUNCS(nop) DECLARE_UNARY_INT_GENTYPE_FUNCS(negate) DECLARE_UNARY_INT_GENTYPE_FUNCS(addOne) DECLARE_UNARY_INT_GENTYPE_FUNCS(subOne) DECLARE_BINARY_INT_GENTYPE_FUNCS(add) DECLARE_BINARY_INT_GENTYPE_FUNCS(sub) DECLARE_BINARY_INT_GENTYPE_FUNCS(mul) DECLARE_BINARY_INT_GENTYPE_FUNCS(div) void eval_selection_int (ShaderEvalContext& c) { c.color.x() = (float)selection(c.in[0].z() > 0.0f, (int)c.in[1].x(), (int)c.in[2].y()); } void eval_selection_ivec2 (ShaderEvalContext& c) { c.color.yz() = selection(c.in[0].z() > 0.0f, c.in[1].swizzle(1, 0).asInt(), c.in[2].swizzle(2, 1).asInt()).asFloat(); } void eval_selection_ivec3 (ShaderEvalContext& c) { c.color.xyz() = selection(c.in[0].z() > 0.0f, c.in[1].swizzle(1, 2, 0).asInt(), c.in[2].swizzle(3, 1, 2).asInt()).asFloat(); } void eval_selection_ivec4 (ShaderEvalContext& c) { c.color = selection(c.in[0].z() > 0.0f, c.in[1].swizzle(3, 2, 1, 0).asInt(), c.in[2].swizzle(0, 3, 2, 1).asInt()).asFloat(); } DECLARE_UNARY_BOOL_GENTYPE_FUNCS(boolNot) DECLARE_BINARY_BOOL_FUNCS(logicalAnd) DECLARE_BINARY_BOOL_FUNCS(logicalOr) DECLARE_BINARY_BOOL_FUNCS(logicalXor) void eval_selection_bool (ShaderEvalContext& c) { c.color.x() = (float)selection(c.in[0].z() > 0.0f, c.in[1].x() > 0.0f, c.in[2].y() > 0.0f); } void eval_selection_bvec2 (ShaderEvalContext& c) { c.color.yz() = selection(c.in[0].z() > 0.0f, greaterThan(c.in[1].swizzle(1, 0), Vec2(0.0f, 0.0f)), greaterThan(c.in[2].swizzle(2, 1), Vec2(0.0f, 0.0f))).asFloat(); } void eval_selection_bvec3 (ShaderEvalContext& c) { c.color.xyz() = selection(c.in[0].z() > 0.0f, greaterThan(c.in[1].swizzle(1, 2, 0), Vec3(0.0f, 0.0f, 0.0f)), greaterThan(c.in[2].swizzle(3, 1, 2), Vec3(0.0f, 0.0f, 0.0f))).asFloat(); } void eval_selection_bvec4 (ShaderEvalContext& c) { c.color = selection(c.in[0].z() > 0.0f, greaterThan(c.in[1].swizzle(3, 2, 1, 0), Vec4(0.0f, 0.0f, 0.0f, 0.0f)), greaterThan(c.in[2].swizzle(0, 3, 2, 1), Vec4(0.0f, 0.0f, 0.0f, 0.0f))).asFloat(); } DECLARE_VEC_FLOAT_FUNCS(addVecScalar) DECLARE_VEC_FLOAT_FUNCS(subVecScalar) DECLARE_VEC_FLOAT_FUNCS(mulVecScalar) DECLARE_VEC_FLOAT_FUNCS(divVecScalar) DECLARE_FLOAT_VEC_FUNCS(addScalarVec) DECLARE_FLOAT_VEC_FUNCS(subScalarVec) DECLARE_FLOAT_VEC_FUNCS(mulScalarVec) DECLARE_FLOAT_VEC_FUNCS(divScalarVec) DECLARE_IVEC_INT_FUNCS(addVecScalar) DECLARE_IVEC_INT_FUNCS(subVecScalar) DECLARE_IVEC_INT_FUNCS(mulVecScalar) DECLARE_IVEC_INT_FUNCS(divVecScalar) DECLARE_INT_IVEC_FUNCS(addScalarVec) DECLARE_INT_IVEC_FUNCS(subScalarVec) DECLARE_INT_IVEC_FUNCS(mulScalarVec) DECLARE_INT_IVEC_FUNCS(divScalarVec) // Built-in functions. DECLARE_UNARY_GENTYPE_FUNCS(radians) DECLARE_UNARY_GENTYPE_FUNCS(degrees) DECLARE_UNARY_GENTYPE_FUNCS(sin) DECLARE_UNARY_GENTYPE_FUNCS(cos) DECLARE_UNARY_GENTYPE_FUNCS(tan) DECLARE_UNARY_GENTYPE_FUNCS(asin) DECLARE_UNARY_GENTYPE_FUNCS(acos) DECLARE_UNARY_GENTYPE_FUNCS(atan) DECLARE_BINARY_GENTYPE_FUNCS(atan2) DECLARE_BINARY_GENTYPE_FUNCS(pow) DECLARE_UNARY_GENTYPE_FUNCS(exp) DECLARE_UNARY_GENTYPE_FUNCS(log) DECLARE_UNARY_GENTYPE_FUNCS(exp2) DECLARE_UNARY_GENTYPE_FUNCS(log2) DECLARE_UNARY_GENTYPE_FUNCS(sqrt) DECLARE_UNARY_GENTYPE_FUNCS(inverseSqrt) DECLARE_UNARY_GENTYPE_FUNCS(abs) DECLARE_UNARY_GENTYPE_FUNCS(sign) DECLARE_UNARY_GENTYPE_FUNCS(floor) DECLARE_UNARY_GENTYPE_FUNCS(ceil) DECLARE_UNARY_GENTYPE_FUNCS(fract) DECLARE_BINARY_GENTYPE_FUNCS(mod) DECLARE_VEC_FLOAT_FUNCS(modVecFloat) DECLARE_BINARY_GENTYPE_FUNCS(min) DECLARE_VEC_FLOAT_FUNCS(minVecFloat) DECLARE_BINARY_GENTYPE_FUNCS(max) DECLARE_VEC_FLOAT_FUNCS(maxVecFloat) DECLARE_TERNARY_GENTYPE_FUNCS(clamp) DECLARE_VEC_FLOAT_FLOAT_FUNCS(clampVecFloatFloat) DECLARE_TERNARY_GENTYPE_FUNCS(mix) DECLARE_VEC_VEC_FLOAT_FUNCS(mixVecVecFloat) DECLARE_BINARY_GENTYPE_FUNCS(step) DECLARE_FLOAT_VEC_FUNCS(stepFloatVec) DECLARE_TERNARY_GENTYPE_FUNCS(smoothStep) DECLARE_FLOAT_FLOAT_VEC_FUNCS(smoothStepFloatFloatVec) DECLARE_UNARY_SCALAR_GENTYPE_FUNCS(length) DECLARE_BINARY_SCALAR_GENTYPE_FUNCS(distance) DECLARE_BINARY_SCALAR_GENTYPE_FUNCS(dot) void eval_cross_vec3 (ShaderEvalContext& c) { c.color.xyz() = cross(c.in[0].swizzle(2, 0, 1), c.in[1].swizzle(1, 2, 0)); } DECLARE_UNARY_GENTYPE_FUNCS(normalize) DECLARE_TERNARY_GENTYPE_FUNCS(faceForward) DECLARE_BINARY_GENTYPE_FUNCS(reflect) void eval_refract_float (ShaderEvalContext& c) { c.color.x() = refract(c.in[0].z(), c.in[1].x(), c.in[2].y()); } void eval_refract_vec2 (ShaderEvalContext& c) { c.color.yz() = refract(c.in[0].swizzle(3, 1), c.in[1].swizzle(1, 0), c.in[2].y()); } void eval_refract_vec3 (ShaderEvalContext& c) { c.color.xyz() = refract(c.in[0].swizzle(2, 0, 1), c.in[1].swizzle(1, 2, 0), c.in[2].y()); } void eval_refract_vec4 (ShaderEvalContext& c) { c.color = refract(c.in[0].swizzle(1, 2, 3, 0), c.in[1].swizzle(3, 2, 1, 0), c.in[2].y()); } // Compare functions. #define DECLARE_FLOAT_COMPARE_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z(), c.in[1].x()); } \ void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].swizzle(3, 1), c.in[1].swizzle(1, 0)); } \ void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].swizzle(2, 0, 1), c.in[1].swizzle(1, 2, 0)); } \ void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0), c.in[1].swizzle(3, 2, 1, 0)); } #define DECLARE_FLOAT_CWISE_COMPARE_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z(), c.in[1].x()); } \ void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1), c.in[1].swizzle(1, 0)).asFloat(); } \ void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1), c.in[1].swizzle(1, 2, 0)).asFloat(); } \ void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0), c.in[1].swizzle(3, 2, 1, 0)).asFloat(); } #define DECLARE_INT_COMPARE_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_int (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(chopToInt(c.in[0].z()), chopToInt(c.in[1].x())); } \ void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(chopToInt(c.in[0].swizzle(3, 1)), chopToInt(c.in[1].swizzle(1, 0))); } \ void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(chopToInt(c.in[0].swizzle(2, 0, 1)), chopToInt(c.in[1].swizzle(1, 2, 0))); } \ void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(chopToInt(c.in[0].swizzle(1, 2, 3, 0)), chopToInt(c.in[1].swizzle(3, 2, 1, 0))); } #define DECLARE_INT_CWISE_COMPARE_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_int (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(chopToInt(c.in[0].z()), chopToInt(c.in[1].x())); } \ void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(chopToInt(c.in[0].swizzle(3, 1)), chopToInt(c.in[1].swizzle(1, 0))).asFloat(); } \ void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(chopToInt(c.in[0].swizzle(2, 0, 1)), chopToInt(c.in[1].swizzle(1, 2, 0))).asFloat(); } \ void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(chopToInt(c.in[0].swizzle(1, 2, 3, 0)), chopToInt(c.in[1].swizzle(3, 2, 1, 0))).asFloat(); } #define DECLARE_BOOL_COMPARE_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_bool (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z() > 0.0f, c.in[1].x() > 0.0f); } \ void eval_##FUNC_NAME##_bvec2 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(greaterThan(c.in[0].swizzle(3, 1), Vec2(0.0f)), greaterThan(c.in[1].swizzle(1, 0), Vec2(0.0f))); } \ void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f)), greaterThan(c.in[1].swizzle(1, 2, 0), Vec3(0.0f))); } \ void eval_##FUNC_NAME##_bvec4 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(greaterThan(c.in[0].swizzle(1, 2, 3, 0), Vec4(0.0f)), greaterThan(c.in[1].swizzle(3, 2, 1, 0), Vec4(0.0f))); } #define DECLARE_BOOL_CWISE_COMPARE_FUNCS(FUNC_NAME) \ void eval_##FUNC_NAME##_bool (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z() > 0.0f, c.in[1].x() > 0.0f); } \ void eval_##FUNC_NAME##_bvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(greaterThan(c.in[0].swizzle(3, 1), Vec2(0.0f)), greaterThan(c.in[1].swizzle(1, 0), Vec2(0.0f))).asFloat(); } \ void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f)), greaterThan(c.in[1].swizzle(1, 2, 0), Vec3(0.0f))).asFloat(); } \ void eval_##FUNC_NAME##_bvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(greaterThan(c.in[0].swizzle(1, 2, 3, 0), Vec4(0.0f)), greaterThan(c.in[1].swizzle(3, 2, 1, 0), Vec4(0.0f))).asFloat(); } DECLARE_FLOAT_COMPARE_FUNCS(allEqual) DECLARE_FLOAT_COMPARE_FUNCS(anyNotEqual) DECLARE_FLOAT_CWISE_COMPARE_FUNCS(lessThan) DECLARE_FLOAT_CWISE_COMPARE_FUNCS(lessThanEqual) DECLARE_FLOAT_CWISE_COMPARE_FUNCS(greaterThan) DECLARE_FLOAT_CWISE_COMPARE_FUNCS(greaterThanEqual) DECLARE_FLOAT_CWISE_COMPARE_FUNCS(equal) DECLARE_FLOAT_CWISE_COMPARE_FUNCS(notEqual) DECLARE_INT_COMPARE_FUNCS(allEqual) DECLARE_INT_COMPARE_FUNCS(anyNotEqual) DECLARE_INT_CWISE_COMPARE_FUNCS(lessThan) DECLARE_INT_CWISE_COMPARE_FUNCS(lessThanEqual) DECLARE_INT_CWISE_COMPARE_FUNCS(greaterThan) DECLARE_INT_CWISE_COMPARE_FUNCS(greaterThanEqual) DECLARE_INT_CWISE_COMPARE_FUNCS(equal) DECLARE_INT_CWISE_COMPARE_FUNCS(notEqual) DECLARE_BOOL_COMPARE_FUNCS(allEqual) DECLARE_BOOL_COMPARE_FUNCS(anyNotEqual) DECLARE_BOOL_CWISE_COMPARE_FUNCS(equal) DECLARE_BOOL_CWISE_COMPARE_FUNCS(notEqual) // Boolean functions. #define DECLARE_UNARY_SCALAR_BVEC_FUNCS(GLSL_NAME, FUNC_NAME) \ void eval_##GLSL_NAME##_bvec2 (ShaderEvalContext& c) { c.color.x() = float(FUNC_NAME(greaterThan(c.in[0].swizzle(3, 1), Vec2(0.0f)))); } \ void eval_##GLSL_NAME##_bvec3 (ShaderEvalContext& c) { c.color.x() = float(FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f)))); } \ void eval_##GLSL_NAME##_bvec4 (ShaderEvalContext& c) { c.color.x() = float(FUNC_NAME(greaterThan(c.in[0].swizzle(1, 2, 3, 0), Vec4(0.0f)))); } #define DECLARE_UNARY_BVEC_BVEC_FUNCS(GLSL_NAME, FUNC_NAME) \ void eval_##GLSL_NAME##_bvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(greaterThan(c.in[0].swizzle(3, 1), Vec2(0.0f))).asFloat(); } \ void eval_##GLSL_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f))).asFloat(); } \ void eval_##GLSL_NAME##_bvec4 (ShaderEvalContext& c) { c.color.xyzw() = FUNC_NAME(greaterThan(c.in[0].swizzle(1, 2, 3, 0), Vec4(0.0f))).asFloat(); } DECLARE_UNARY_SCALAR_BVEC_FUNCS(any, boolAny); DECLARE_UNARY_SCALAR_BVEC_FUNCS(all, boolAll); void ShaderOperatorTests::init (void) { // Requisites: // - input types (const, uniform, dynamic, mixture) // - data types (bool, int, float, vecs, mats) // - // - complex expressions (\todo [petri] move to expressions?) // * early-exit from side effects // * precedence // unary plus, minus // add, sub // mul (larger range) // div (div-by-zero) // incr, decr (int only) // relational // equality // logical // selection // assignment // arithmetic assignment // parenthesis // sequence // subscript, function call, field selector/swizzler // precedence // data types (float, int, bool, vecs, matrices) // TestCaseGroup* group = new TestCaseGroup(m_testCtx, "additive", "Additive operator tests."); // addChild(group); // * * * // Built-in functions // - precision, data types #define BOOL_FUNCS(FUNC_NAME) eval_##FUNC_NAME##_bool, DE_NULL, DE_NULL, DE_NULL #define FLOAT_VEC_FUNCS(FUNC_NAME) DE_NULL, eval_##FUNC_NAME##_vec2, eval_##FUNC_NAME##_vec3, eval_##FUNC_NAME##_vec4 #define INT_VEC_FUNCS(FUNC_NAME) DE_NULL, eval_##FUNC_NAME##_ivec2, eval_##FUNC_NAME##_ivec3, eval_##FUNC_NAME##_ivec4 #define BOOL_VEC_FUNCS(FUNC_NAME) DE_NULL, eval_##FUNC_NAME##_bvec2, eval_##FUNC_NAME##_bvec3, eval_##FUNC_NAME##_bvec4 #define FLOAT_GENTYPE_FUNCS(FUNC_NAME) eval_##FUNC_NAME##_float, eval_##FUNC_NAME##_vec2, eval_##FUNC_NAME##_vec3, eval_##FUNC_NAME##_vec4 #define INT_GENTYPE_FUNCS(FUNC_NAME) eval_##FUNC_NAME##_int, eval_##FUNC_NAME##_ivec2, eval_##FUNC_NAME##_ivec3, eval_##FUNC_NAME##_ivec4 #define BOOL_GENTYPE_FUNCS(FUNC_NAME) eval_##FUNC_NAME##_bool, eval_##FUNC_NAME##_bvec2, eval_##FUNC_NAME##_bvec3, eval_##FUNC_NAME##_bvec4 Value notUsed = Value(VALUE_NONE, 0.0f, 0.0f); std::vector funcInfoGroups; // Unary operators. funcInfoGroups.push_back( BuiltinFuncGroup("unary_operator", "Unary operator tests") << BuiltinOperInfo("plus", "+", GT, Value(GT, -1.0f, 1.0f), notUsed, notUsed, 0.5f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(nop)) << BuiltinOperInfo("plus", "+", IGT, Value(IGT, -5.0f, 5.0f), notUsed, notUsed, 0.1f, 0.5f, PRECMASK_ALL, INT_GENTYPE_FUNCS(nop)) << BuiltinOperInfo("minus", "-", GT, Value(GT, -1.0f, 1.0f), notUsed, notUsed, 0.5f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(negate)) << BuiltinOperInfo("minus", "-", IGT, Value(IGT, -5.0f, 5.0f), notUsed, notUsed, 0.1f, 0.5f, PRECMASK_ALL, INT_GENTYPE_FUNCS(negate)) << BuiltinOperInfo("not", "!", B, Value(B, -1.0f, 1.0f), notUsed, notUsed, 1.0f, 0.0f, PRECMASK_NA, eval_boolNot_bool, DE_NULL, DE_NULL, DE_NULL) // Pre/post incr/decr side effect cases. << BuiltinSideEffOperInfo ("pre_increment_effect", "++", GT, Value(GT, -1.0f, 1.0f), notUsed, notUsed, 0.5f, 0.0f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(addOne)) << BuiltinSideEffOperInfo ("pre_increment_effect", "++", IGT, Value(IGT, -6.0f, 4.0f), notUsed, notUsed, 0.1f, 0.5f, PRECMASK_ALL, INT_GENTYPE_FUNCS(addOne)) << BuiltinSideEffOperInfo ("pre_decrement_effect", "--", GT, Value(GT, -1.0f, 1.0f), notUsed, notUsed, 0.5f, 1.0f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(subOne)) << BuiltinSideEffOperInfo ("pre_decrement_effect", "--", IGT, Value(IGT, -4.0f, 6.0f), notUsed, notUsed, 0.1f, 0.5f, PRECMASK_ALL, INT_GENTYPE_FUNCS(subOne)) << BuiltinPostSideEffOperInfo ("post_increment_effect", "++", GT, Value(GT, -1.0f, 1.0f), notUsed, notUsed, 0.5f, 0.0f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(addOne)) << BuiltinPostSideEffOperInfo ("post_increment_effect", "++", IGT, Value(IGT, -6.0f, 4.0f), notUsed, notUsed, 0.1f, 0.5f, PRECMASK_ALL, INT_GENTYPE_FUNCS(addOne)) << BuiltinPostSideEffOperInfo ("post_decrement_effect", "--", GT, Value(GT, -1.0f, 1.0f), notUsed, notUsed, 0.5f, 1.0f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(subOne)) << BuiltinPostSideEffOperInfo ("post_decrement_effect", "--", IGT, Value(IGT, -4.0f, 6.0f), notUsed, notUsed, 0.1f, 0.5f, PRECMASK_ALL, INT_GENTYPE_FUNCS(subOne)) // Pre/post incr/decr result cases. << BuiltinOperInfo ("pre_increment_result", "++", GT, Value(GT, -1.0f, 1.0f), notUsed, notUsed, 0.5f, 0.0f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(addOne)) << BuiltinOperInfo ("pre_increment_result", "++", IGT, Value(IGT, -6.0f, 4.0f), notUsed, notUsed, 0.1f, 0.5f, PRECMASK_ALL, INT_GENTYPE_FUNCS(addOne)) << BuiltinOperInfo ("pre_decrement_result", "--", GT, Value(GT, -1.0f, 1.0f), notUsed, notUsed, 0.5f, 1.0f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(subOne)) << BuiltinOperInfo ("pre_decrement_result", "--", IGT, Value(IGT, -4.0f, 6.0f), notUsed, notUsed, 0.1f, 0.5f, PRECMASK_ALL, INT_GENTYPE_FUNCS(subOne)) << BuiltinPostOperInfo ("post_increment_result", "++", GT, Value(GT, -1.0f, 1.0f), notUsed, notUsed, 0.5f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(nop)) << BuiltinPostOperInfo ("post_increment_result", "++", IGT, Value(IGT, -5.0f, 5.0f), notUsed, notUsed, 0.1f, 0.5f, PRECMASK_ALL, INT_GENTYPE_FUNCS(nop)) << BuiltinPostOperInfo ("post_decrement_result", "--", GT, Value(GT, -1.0f, 1.0f), notUsed, notUsed, 0.5f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(nop)) << BuiltinPostOperInfo ("post_decrement_result", "--", IGT, Value(IGT, -5.0f, 5.0f), notUsed, notUsed, 0.1f, 0.5f, PRECMASK_ALL, INT_GENTYPE_FUNCS(nop)) ); // Binary operators. funcInfoGroups.push_back( BuiltinFuncGroup("binary_operator", "Binary operator tests") // Arithmetic operators. << BuiltinOperInfo("add", "+", GT, Value(GT, -1.0f, 1.0f), Value(GT, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(add)) << BuiltinOperInfo("add", "+", IGT, Value(IGT, -4.0f, 6.0f), Value(IGT, -6.0f, 5.0f), notUsed, 0.1f, 0.5f, PRECMASK_ALL, INT_GENTYPE_FUNCS(add)) << BuiltinOperInfo("add", "+", FV, Value(FV, -1.0f, 1.0f), Value(F, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_VEC_FUNCS(addVecScalar)) << BuiltinOperInfo("add", "+", IV, Value(IV, -4.0f, 6.0f), Value(I, -6.0f, 5.0f), notUsed, 0.1f, 0.5f, PRECMASK_ALL, INT_VEC_FUNCS(addVecScalar)) << BuiltinOperInfo("add", "+", FV, Value(F, -1.0f, 1.0f), Value(FV, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_VEC_FUNCS(addScalarVec)) << BuiltinOperInfo("add", "+", IV, Value(I, -4.0f, 6.0f), Value(IV, -6.0f, 5.0f), notUsed, 0.1f, 0.5f, PRECMASK_ALL, INT_VEC_FUNCS(addScalarVec)) << BuiltinOperInfo("sub", "-", GT, Value(GT, -1.0f, 1.0f), Value(GT, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(sub)) << BuiltinOperInfo("sub", "-", IGT, Value(IGT, -4.0f, 6.0f), Value(IGT, -6.0f, 5.0f), notUsed, 0.1f, 0.5f, PRECMASK_ALL, INT_GENTYPE_FUNCS(sub)) << BuiltinOperInfo("sub", "-", FV, Value(FV, -1.0f, 1.0f), Value(F, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_VEC_FUNCS(subVecScalar)) << BuiltinOperInfo("sub", "-", IV, Value(IV, -4.0f, 6.0f), Value(I, -6.0f, 5.0f), notUsed, 0.1f, 0.5f, PRECMASK_ALL, INT_VEC_FUNCS(subVecScalar)) << BuiltinOperInfo("sub", "-", FV, Value(F, -1.0f, 1.0f), Value(FV, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_VEC_FUNCS(subScalarVec)) << BuiltinOperInfo("sub", "-", IV, Value(I, -4.0f, 6.0f), Value(IV, -6.0f, 5.0f), notUsed, 0.1f, 0.5f, PRECMASK_ALL, INT_VEC_FUNCS(subScalarVec)) << BuiltinOperInfo("mul", "*", GT, Value(GT, -1.0f, 1.0f), Value(GT, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(mul)) << BuiltinOperInfo("mul", "*", IGT, Value(IGT, -4.0f, 6.0f), Value(IGT, -6.0f, 5.0f), notUsed, 0.1f, 0.5f, PRECMASK_ALL, INT_GENTYPE_FUNCS(mul)) << BuiltinOperInfo("mul", "*", FV, Value(FV, -1.0f, 1.0f), Value(F, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_VEC_FUNCS(mulVecScalar)) << BuiltinOperInfo("mul", "*", IV, Value(IV, -4.0f, 6.0f), Value(I, -6.0f, 5.0f), notUsed, 0.1f, 0.5f, PRECMASK_ALL, INT_VEC_FUNCS(mulVecScalar)) << BuiltinOperInfo("mul", "*", FV, Value(F, -1.0f, 1.0f), Value(FV, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_VEC_FUNCS(mulScalarVec)) << BuiltinOperInfo("mul", "*", IV, Value(I, -4.0f, 6.0f), Value(IV, -6.0f, 5.0f), notUsed, 0.1f, 0.5f, PRECMASK_ALL, INT_VEC_FUNCS(mulScalarVec)) << BuiltinOperInfo("div", "/", GT, Value(GT, -1.0f, 1.0f), Value(GT, -2.0f, -0.5f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(div)) << BuiltinOperInfo("div", "/", IGT, Value(IGT, 24.0f, 24.0f), Value(IGT, -4.0f, -1.0f), notUsed, 0.04f, 1.0f, PRECMASK_ALL, INT_GENTYPE_FUNCS(div)) << BuiltinOperInfo("div", "/", FV, Value(FV, -1.0f, 1.0f), Value(F, -2.0f, -0.5f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_VEC_FUNCS(divVecScalar)) << BuiltinOperInfo("div", "/", IV, Value(IV, 24.0f, 24.0f), Value(I, -4.0f, -1.0f), notUsed, 0.04f, 1.0f, PRECMASK_ALL, INT_VEC_FUNCS(divVecScalar)) << BuiltinOperInfo("div", "/", FV, Value(F, -1.0f, 1.0f), Value(FV, -2.0f, -0.5f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_VEC_FUNCS(divScalarVec)) << BuiltinOperInfo("div", "/", IV, Value(I, 24.0f, 24.0f), Value(IV, -4.0f, -1.0f), notUsed, 0.04f, 1.0f, PRECMASK_ALL, INT_VEC_FUNCS(divScalarVec)) // Arithmetic assignment side effect cases. << BuiltinSideEffOperInfo ("add_assign_effect", "+=", GT, Value(GT, -1.0f, 1.0f), Value(GT, -1.0f, 1.0f), notUsed, 0.25f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(add)) << BuiltinSideEffOperInfo ("add_assign_effect", "+=", IGT, Value(IGT, -5.0f, 5.0f), Value(IGT, -5.0f, 5.0f), notUsed, 0.05f, 0.5f, PRECMASK_ALL, INT_GENTYPE_FUNCS(add)) << BuiltinSideEffOperInfo ("add_assign_effect", "+=", FV, Value(FV, -1.0f, 1.0f), Value(F, -1.0f, 1.0f), notUsed, 0.25f, 0.5f, PRECMASK_ALL, FLOAT_VEC_FUNCS(addVecScalar)) << BuiltinSideEffOperInfo ("add_assign_effect", "+=", IV, Value(IV, -5.0f, 5.0f), Value(I, -5.0f, 5.0f), notUsed, 0.05f, 0.5f, PRECMASK_ALL, INT_VEC_FUNCS(addVecScalar)) << BuiltinSideEffOperInfo ("sub_assign_effect", "-=", GT, Value(GT, -1.0f, 1.0f), Value(GT, -1.0f, 1.0f), notUsed, 0.25f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(sub)) << BuiltinSideEffOperInfo ("sub_assign_effect", "-=", IGT, Value(IGT, -5.0f, 5.0f), Value(IGT, -5.0f, 5.0f), notUsed, 0.05f, 0.5f, PRECMASK_ALL, INT_GENTYPE_FUNCS(sub)) << BuiltinSideEffOperInfo ("sub_assign_effect", "-=", FV, Value(FV, -1.0f, 1.0f), Value(F, -1.0f, 1.0f), notUsed, 0.25f, 0.5f, PRECMASK_ALL, FLOAT_VEC_FUNCS(subVecScalar)) << BuiltinSideEffOperInfo ("sub_assign_effect", "-=", IV, Value(IV, -5.0f, 5.0f), Value(I, -5.0f, 5.0f), notUsed, 0.05f, 0.5f, PRECMASK_ALL, INT_VEC_FUNCS(subVecScalar)) << BuiltinSideEffOperInfo ("mul_assign_effect", "*=", GT, Value(GT, -1.0f, 1.0f), Value(GT, -1.0f, 1.0f), notUsed, 0.5f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(mul)) << BuiltinSideEffOperInfo ("mul_assign_effect", "*=", IGT, Value(IGT, -4.0f, 4.0f), Value(IGT, -4.0f, 4.0f), notUsed, 0.03f, 0.5f, PRECMASK_ALL, INT_GENTYPE_FUNCS(mul)) << BuiltinSideEffOperInfo ("mul_assign_effect", "*=", FV, Value(FV, -1.0f, 1.0f), Value(F, -1.0f, 1.0f), notUsed, 0.5f, 0.5f, PRECMASK_ALL, FLOAT_VEC_FUNCS(mulVecScalar)) << BuiltinSideEffOperInfo ("mul_assign_effect", "*=", IV, Value(IV, -4.0f, 4.0f), Value(I, -4.0f, 4.0f), notUsed, 0.03f, 0.5f, PRECMASK_ALL, INT_VEC_FUNCS(mulVecScalar)) << BuiltinSideEffOperInfo ("div_assign_effect", "/=", GT, Value(GT, -1.0f, 1.0f), Value(GT, -2.0f, -0.5f), notUsed, 0.25f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(div)) << BuiltinSideEffOperInfo ("div_assign_effect", "/=", IGT, Value(IGT, 24.0f, 24.0f), Value(IGT, -4.0f, -1.0f), notUsed, 0.04f, 1.0f, PRECMASK_ALL, INT_GENTYPE_FUNCS(div)) << BuiltinSideEffOperInfo ("div_assign_effect", "/=", FV, Value(FV, -1.0f, 1.0f), Value(F, -2.0f, -0.5f), notUsed, 0.25f, 0.5f, PRECMASK_ALL, FLOAT_VEC_FUNCS(divVecScalar)) << BuiltinSideEffOperInfo ("div_assign_effect", "/=", IV, Value(IV, 24.0f, 24.0f), Value(I, -4.0f, -1.0f), notUsed, 0.04f, 1.0f, PRECMASK_ALL, INT_VEC_FUNCS(divVecScalar)) // Arithmetic assignment result cases. << BuiltinOperInfo ("add_assign_result", "+=", GT, Value(GT, -1.0f, 1.0f), Value(GT, -1.0f, 1.0f), notUsed, 0.25f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(add)) << BuiltinOperInfo ("add_assign_result", "+=", IGT, Value(IGT, -5.0f, 5.0f), Value(IGT, -5.0f, 5.0f), notUsed, 0.05f, 0.5f, PRECMASK_ALL, INT_GENTYPE_FUNCS(add)) << BuiltinOperInfo ("add_assign_result", "+=", FV, Value(FV, -1.0f, 1.0f), Value(F, -1.0f, 1.0f), notUsed, 0.25f, 0.5f, PRECMASK_ALL, FLOAT_VEC_FUNCS(addVecScalar)) << BuiltinOperInfo ("add_assign_result", "+=", IV, Value(IV, -5.0f, 5.0f), Value(I, -5.0f, 5.0f), notUsed, 0.05f, 0.5f, PRECMASK_ALL, INT_VEC_FUNCS(addVecScalar)) << BuiltinOperInfo ("sub_assign_result", "-=", GT, Value(GT, -1.0f, 1.0f), Value(GT, -1.0f, 1.0f), notUsed, 0.25f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(sub)) << BuiltinOperInfo ("sub_assign_result", "-=", IGT, Value(IGT, -5.0f, 5.0f), Value(IGT, -5.0f, 5.0f), notUsed, 0.05f, 0.5f, PRECMASK_ALL, INT_GENTYPE_FUNCS(sub)) << BuiltinOperInfo ("sub_assign_result", "-=", FV, Value(FV, -1.0f, 1.0f), Value(F, -1.0f, 1.0f), notUsed, 0.25f, 0.5f, PRECMASK_ALL, FLOAT_VEC_FUNCS(subVecScalar)) << BuiltinOperInfo ("sub_assign_result", "-=", IV, Value(IV, -5.0f, 5.0f), Value(I, -5.0f, 5.0f), notUsed, 0.05f, 0.5f, PRECMASK_ALL, INT_VEC_FUNCS(subVecScalar)) << BuiltinOperInfo ("mul_assign_result", "*=", GT, Value(GT, -1.0f, 1.0f), Value(GT, -1.0f, 1.0f), notUsed, 0.5f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(mul)) << BuiltinOperInfo ("mul_assign_result", "*=", IGT, Value(IGT, -4.0f, 4.0f), Value(IGT, -4.0f, 4.0f), notUsed, 0.03f, 0.5f, PRECMASK_ALL, INT_GENTYPE_FUNCS(mul)) << BuiltinOperInfo ("mul_assign_result", "*=", FV, Value(FV, -1.0f, 1.0f), Value(F, -1.0f, 1.0f), notUsed, 0.5f, 0.5f, PRECMASK_ALL, FLOAT_VEC_FUNCS(mulVecScalar)) << BuiltinOperInfo ("mul_assign_result", "*=", IV, Value(IV, -4.0f, 4.0f), Value(I, -4.0f, 4.0f), notUsed, 0.03f, 0.5f, PRECMASK_ALL, INT_VEC_FUNCS(mulVecScalar)) << BuiltinOperInfo ("div_assign_result", "/=", GT, Value(GT, -1.0f, 1.0f), Value(GT, -2.0f, -0.5f), notUsed, 0.25f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(div)) << BuiltinOperInfo ("div_assign_result", "/=", IGT, Value(IGT, 24.0f, 24.0f), Value(IGT, -4.0f, -1.0f), notUsed, 0.04f, 1.0f, PRECMASK_ALL, INT_GENTYPE_FUNCS(div)) << BuiltinOperInfo ("div_assign_result", "/=", FV, Value(FV, -1.0f, 1.0f), Value(F, -2.0f, -0.5f), notUsed, 0.25f, 0.5f, PRECMASK_ALL, FLOAT_VEC_FUNCS(divVecScalar)) << BuiltinOperInfo ("div_assign_result", "/=", IV, Value(IV, 24.0f, 24.0f), Value(I, -4.0f, -1.0f), notUsed, 0.04f, 1.0f, PRECMASK_ALL, INT_VEC_FUNCS(divVecScalar)) // Scalar relational operators. << BuiltinOperInfo("less", "<", B, Value(F, -1.0f, 1.0f), Value(F, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, eval_lessThan_float, DE_NULL, DE_NULL, DE_NULL) << BuiltinOperInfo("less", "<", B, Value(I, -5.0f, 5.0f), Value(I, -5.0f, 5.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, eval_lessThan_int, DE_NULL, DE_NULL, DE_NULL) << BuiltinOperInfo("less_or_equal", "<=", B, Value(F, -1.0f, 1.0f), Value(F, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, eval_lessThanEqual_float, DE_NULL, DE_NULL, DE_NULL) << BuiltinOperInfo("less_or_equal", "<=", B, Value(I, -5.0f, 5.0f), Value(I, -5.0f, 5.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, eval_lessThanEqual_int, DE_NULL, DE_NULL, DE_NULL) << BuiltinOperInfo("greater", ">", B, Value(F, -1.0f, 1.0f), Value(F, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, eval_greaterThan_float, DE_NULL, DE_NULL, DE_NULL) << BuiltinOperInfo("greater", ">", B, Value(I, -5.0f, 5.0f), Value(I, -5.0f, 5.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, eval_greaterThan_int, DE_NULL, DE_NULL, DE_NULL) << BuiltinOperInfo("greater_or_equal", ">=", B, Value(F, -1.0f, 1.0f), Value(F, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, eval_greaterThanEqual_float, DE_NULL, DE_NULL, DE_NULL) << BuiltinOperInfo("greater_or_equal", ">=", B, Value(I, -5.0f, 5.0f), Value(I, -5.0f, 5.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, eval_greaterThanEqual_int, DE_NULL, DE_NULL, DE_NULL) // Equality comparison operators. << BuiltinOperInfo("equal", "==", B, Value(GT, -1.0f, 1.0f), Value(GT, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(allEqual)) << BuiltinOperInfo("equal", "==", B, Value(IGT, -5.5f, 4.7f), Value(IGT, -4.9f, 5.8f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, INT_GENTYPE_FUNCS(allEqual)) << BuiltinOperInfo("equal", "==", B, Value(BGT, -2.1f, 2.1f), Value(BGT, -1.1f, 3.0f), notUsed, 1.0f, 0.0f, PRECMASK_NA, BOOL_GENTYPE_FUNCS(allEqual)) << BuiltinOperInfo("not_equal", "!=", B, Value(GT, -1.0f, 1.0f), Value(GT, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(anyNotEqual)) << BuiltinOperInfo("not_equal", "!=", B, Value(IGT, -5.5f, 4.7f), Value(IGT, -4.9f, 5.8f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, INT_GENTYPE_FUNCS(anyNotEqual)) << BuiltinOperInfo("not_equal", "!=", B, Value(BGT, -2.1f, 2.1f), Value(BGT, -1.1f, 3.0f), notUsed, 1.0f, 0.0f, PRECMASK_NA, BOOL_GENTYPE_FUNCS(anyNotEqual)) // Logical operators. << BuiltinOperInfo("logical_and", "&&", B, Value(B, -1.0f, 1.0f), Value(B, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_NA, BOOL_FUNCS(logicalAnd)) << BuiltinOperInfo("logical_or", "||", B, Value(B, -1.0f, 1.0f), Value(B, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_NA, BOOL_FUNCS(logicalOr)) << BuiltinOperInfo("logical_xor", "^^", B, Value(B, -1.0f, 1.0f), Value(B, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_NA, BOOL_FUNCS(logicalXor)) ); // 8.1 Angle and Trigonometry Functions. funcInfoGroups.push_back( BuiltinFuncGroup("angle_and_trigonometry", "Angle and trigonometry function tests.") << BuiltinFuncInfo("radians", "radians", GT, Value(GT, -1.0f, 1.0f), notUsed, notUsed, 25.0f, 0.5f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(radians) ) << BuiltinFuncInfo("degrees", "degrees", GT, Value(GT, -1.0f, 1.0f), notUsed, notUsed, 0.04f, 0.5f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(degrees) ) << BuiltinFuncInfo("sin", "sin", GT, Value(GT, -5.0f, 5.0f), notUsed, notUsed, 0.5f, 0.5f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(sin) ) << BuiltinFuncInfo("sin", "sin", GT, Value(GT, -1.5f, 1.5f), notUsed, notUsed, 0.5f, 0.5f, PRECMASK_LOWP, FLOAT_GENTYPE_FUNCS(sin) ) << BuiltinFuncInfo("cos", "cos", GT, Value(GT, -5.0f, 5.0f), notUsed, notUsed, 0.5f, 0.5f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(cos) ) << BuiltinFuncInfo("cos", "cos", GT, Value(GT, -1.5f, 1.5f), notUsed, notUsed, 0.5f, 0.5f, PRECMASK_LOWP, FLOAT_GENTYPE_FUNCS(cos) ) << BuiltinFuncInfo("tan", "tan", GT, Value(GT, -5.0f, 5.0f), notUsed, notUsed, 0.5f, 0.5f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(tan) ) << BuiltinFuncInfo("tan", "tan", GT, Value(GT, -1.5f, 5.5f), notUsed, notUsed, 0.5f, 0.5f, PRECMASK_LOWP, FLOAT_GENTYPE_FUNCS(tan) ) << BuiltinFuncInfo("asin", "asin", GT, Value(GT, -1.0f, 1.0f), notUsed, notUsed, 1.0f, 0.0f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(asin) ) << BuiltinFuncInfo("acos", "acos", GT, Value(GT, -1.0f, 1.0f), notUsed, notUsed, 1.0f, 0.0f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(acos) ) << BuiltinFuncInfo("atan", "atan", GT, Value(GT, -4.0f, 4.0f), notUsed, notUsed, 0.5f, 0.5f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(atan) ) << BuiltinFuncInfo("atan2", "atan", GT, Value(GT, -4.0f, 4.0f), Value(GT, 0.5f, 2.0f), notUsed, 0.5f, 0.5f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(atan2) ) ); // 8.2 Exponential Functions. funcInfoGroups.push_back( BuiltinFuncGroup("exponential", "Exponential function tests") << BuiltinFuncInfo("pow", "pow", GT, Value(GT, 0.1f, 8.0f), Value(GT, -4.0f, 2.0f), notUsed, 1.0f, 0.0f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(pow) ) << BuiltinFuncInfo("exp", "exp", GT, Value(GT, -6.0f, 3.0f), notUsed, notUsed, 0.5f, 0.0f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(exp) ) << BuiltinFuncInfo("log", "log", GT, Value(GT, 0.1f, 10.0f), notUsed, notUsed, 0.5f, 0.3f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(log) ) << BuiltinFuncInfo("exp2", "exp2", GT, Value(GT, -7.0f, 2.0f), notUsed, notUsed, 1.0f, 0.0f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(exp2) ) << BuiltinFuncInfo("log2", "log2", GT, Value(GT, 0.1f, 10.0f), notUsed, notUsed, 1.0f, 0.0f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(log2) ) << BuiltinFuncInfo("sqrt", "sqrt", GT, Value(GT, 0.0f, 10.0f), notUsed, notUsed, 0.3f, 0.0f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(sqrt) ) << BuiltinFuncInfo("inversesqrt", "inversesqrt", GT, Value(GT, 0.5f, 10.0f), notUsed, notUsed, 1.0f, 0.0f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(inverseSqrt) ) ); // 8.3 Common Functions. funcInfoGroups.push_back( BuiltinFuncGroup("common_functions", "Common function tests.") << BuiltinFuncInfo("abs", "abs", GT, Value(GT, -2.0f, 2.0f), notUsed, notUsed, 0.5f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(abs) ) << BuiltinFuncInfo("sign", "sign", GT, Value(GT, -1.5f, 1.5f), notUsed, notUsed, 0.3f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(sign) ) << BuiltinFuncInfo("floor", "floor", GT, Value(GT, -2.5f, 2.5f), notUsed, notUsed, 0.2f, 0.7f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(floor) ) << BuiltinFuncInfo("ceil", "ceil", GT, Value(GT, -2.5f, 2.5f), notUsed, notUsed, 0.2f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(ceil) ) << BuiltinFuncInfo("fract", "fract", GT, Value(GT, -1.5f, 1.5f), notUsed, notUsed, 0.8f, 0.1f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(fract) ) << BuiltinFuncInfo("mod", "mod", GT, Value(GT, -2.0f, 2.0f), Value(GT, 0.9f, 6.0f), notUsed, 0.5f, 0.5f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(mod) ) << BuiltinFuncInfo("mod", "mod", GT, Value(FV, -2.0f, 2.0f), Value(F, 0.9f, 6.0f), notUsed, 0.5f, 0.5f, PRECMASK_MEDIUMP_HIGHP, FLOAT_VEC_FUNCS(modVecFloat) ) << BuiltinFuncInfo("min", "min", GT, Value(GT, -1.0f, 1.0f), Value(GT, -1.0f, 1.0f), notUsed, 0.5f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(min) ) << BuiltinFuncInfo("min", "min", GT, Value(FV, -1.0f, 1.0f), Value(F, -1.0f, 1.0f), notUsed, 0.5f, 0.5f, PRECMASK_ALL, FLOAT_VEC_FUNCS(minVecFloat) ) << BuiltinFuncInfo("max", "max", GT, Value(GT, -1.0f, 1.0f), Value(GT, -1.0f, 1.0f), notUsed, 0.5f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(max) ) << BuiltinFuncInfo("max", "max", GT, Value(FV, -1.0f, 1.0f), Value(F, -1.0f, 1.0f), notUsed, 0.5f, 0.5f, PRECMASK_ALL, FLOAT_VEC_FUNCS(maxVecFloat) ) << BuiltinFuncInfo("clamp", "clamp", GT, Value(GT, -1.0f, 1.0f), Value(GT, -0.5f, 0.5f), Value(GT, 0.5f, 1.0f), 0.5f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(clamp) ) << BuiltinFuncInfo("clamp", "clamp", GT, Value(FV, -1.0f, 1.0f), Value(F, -0.5f, 0.5f), Value(F, 0.5f, 1.0f), 0.5f, 0.5f, PRECMASK_ALL, FLOAT_VEC_FUNCS(clampVecFloatFloat) ) << BuiltinFuncInfo("mix", "mix", GT, Value(GT, -1.0f, 1.0f), Value(GT, -1.0f, 1.0f), Value(GT, 0.0f, 1.0f), 0.5f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(mix) ) << BuiltinFuncInfo("mix", "mix", GT, Value(FV, -1.0f, 1.0f), Value(FV, -1.0f, 1.0f), Value(F, 0.0f, 1.0f), 0.5f, 0.5f, PRECMASK_ALL, FLOAT_VEC_FUNCS(mixVecVecFloat) ) << BuiltinFuncInfo("step", "step", GT, Value(GT, -1.0f, 1.0f), Value(GT, -1.0f, 0.0f), notUsed, 0.5f, 0.25f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(step) ) << BuiltinFuncInfo("step", "step", GT, Value(F, -1.0f, 1.0f), Value(FV, -1.0f, 0.0f), notUsed, 0.5f, 0.25f, PRECMASK_ALL, FLOAT_VEC_FUNCS(stepFloatVec) ) << BuiltinFuncInfo("smoothstep", "smoothstep", GT, Value(GT, -0.5f, 0.0f), Value(GT, 0.1f, 1.0f), Value(GT, -1.0f, 1.0f), 0.5f, 0.5f, PRECMASK_ALL, FLOAT_GENTYPE_FUNCS(smoothStep) ) << BuiltinFuncInfo("smoothstep", "smoothstep", GT, Value(F, -0.5f, 0.0f), Value(F, 0.1f, 1.0f), Value(FV, -1.0f, 1.0f), 0.5f, 0.5f, PRECMASK_ALL, FLOAT_VEC_FUNCS(smoothStepFloatFloatVec) ) ); // 8.4 Geometric Functions. funcInfoGroups.push_back( BuiltinFuncGroup("geometric", "Geometric function tests.") << BuiltinFuncInfo("length", "length", F, Value(GT, -5.0f, 5.0f), notUsed, notUsed, 0.1f, 0.5f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(length) ) << BuiltinFuncInfo("distance", "distance", F, Value(GT, -5.0f, 5.0f), Value(GT, -5.0f, 5.0f), notUsed, 0.1f, 0.5f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(distance) ) << BuiltinFuncInfo("dot", "dot", F, Value(GT, -5.0f, 5.0f), Value(GT, -5.0f, 5.0f), notUsed, 0.1f, 0.5f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(dot) ) << BuiltinFuncInfo("cross", "cross", V3, Value(GT, -5.0f, 5.0f), Value(GT, -5.0f, 5.0f), notUsed, 0.1f, 0.5f, PRECMASK_MEDIUMP_HIGHP, DE_NULL, DE_NULL, eval_cross_vec3, DE_NULL ) << BuiltinFuncInfo("normalize", "normalize", GT, Value(GT, 0.1f, 4.0f), notUsed, notUsed, 0.5f, 0.5f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(normalize) ) << BuiltinFuncInfo("faceforward", "faceforward", GT, Value(GT, -5.0f, 5.0f), Value(GT, -5.0f, 5.0f), Value(GT, -1.0f, 1.0f), 0.5f, 0.5f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(faceForward) ) << BuiltinFuncInfo("reflect", "reflect", GT, Value(GT, -0.8f, -0.5f), Value(GT, 0.5f, 0.8f), notUsed, 0.5f, 0.5f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(reflect) ) << BuiltinFuncInfo("refract", "refract", GT, Value(GT, -0.8f, 1.2f), Value(GT, -1.1f, 0.5f), Value(F, 0.2f, 1.5f), 0.5f, 0.5f, PRECMASK_MEDIUMP_HIGHP, FLOAT_GENTYPE_FUNCS(refract) ) ); // 8.5 Matrix Functions. // separate matrix tests? // funcInfoGroups.push_back( // BuiltinFuncGroup("matrix", "Matrix function tests.") // << BuiltinFuncInfo("matrixCompMult", "matrixCompMult", M, ... ) // ); // 8.6 Vector Relational Functions. funcInfoGroups.push_back( BuiltinFuncGroup("float_compare", "Floating point comparison tests.") << BuiltinFuncInfo("lessThan", "lessThan", BV, Value(FV, -1.0f, 1.0f), Value(FV, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_VEC_FUNCS(lessThan) ) << BuiltinFuncInfo("lessThanEqual", "lessThanEqual", BV, Value(FV, -1.0f, 1.0f), Value(FV, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_VEC_FUNCS(lessThanEqual) ) << BuiltinFuncInfo("greaterThan", "greaterThan", BV, Value(FV, -1.0f, 1.0f), Value(FV, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_VEC_FUNCS(greaterThan) ) << BuiltinFuncInfo("greaterThanEqual", "greaterThanEqual", BV, Value(FV, -1.0f, 1.0f), Value(FV, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_VEC_FUNCS(greaterThanEqual) ) << BuiltinFuncInfo("equal", "equal", BV, Value(FV, -1.0f, 1.0f), Value(FV, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_VEC_FUNCS(equal) ) << BuiltinFuncInfo("notEqual", "notEqual", BV, Value(FV, -1.0f, 1.0f), Value(FV, -1.0f, 1.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, FLOAT_VEC_FUNCS(notEqual) ) ); funcInfoGroups.push_back( BuiltinFuncGroup("int_compare", "Integer comparison tests.") << BuiltinFuncInfo("lessThan", "lessThan", BV, Value(IV, -5.2f, 4.9f), Value(IV, -5.0f, 5.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, INT_VEC_FUNCS(lessThan) ) << BuiltinFuncInfo("lessThanEqual", "lessThanEqual", BV, Value(IV, -5.2f, 4.9f), Value(IV, -5.0f, 5.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, INT_VEC_FUNCS(lessThanEqual) ) << BuiltinFuncInfo("greaterThan", "greaterThan", BV, Value(IV, -5.2f, 4.9f), Value(IV, -5.0f, 5.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, INT_VEC_FUNCS(greaterThan) ) << BuiltinFuncInfo("greaterThanEqual", "greaterThanEqual", BV, Value(IV, -5.2f, 4.9f), Value(IV, -5.0f, 5.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, INT_VEC_FUNCS(greaterThanEqual) ) << BuiltinFuncInfo("equal", "equal", BV, Value(IV, -5.2f, 4.9f), Value(IV, -5.0f, 5.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, INT_VEC_FUNCS(equal) ) << BuiltinFuncInfo("notEqual", "notEqual", BV, Value(IV, -5.2f, 4.9f), Value(IV, -5.0f, 5.0f), notUsed, 1.0f, 0.0f, PRECMASK_ALL, INT_VEC_FUNCS(notEqual) ) ); funcInfoGroups.push_back( BuiltinFuncGroup("bool_compare", "Boolean comparison tests.") << BuiltinFuncInfo("equal", "equal", BV, Value(BV, -5.2f, 4.9f), Value(BV, -5.0f, 5.0f), notUsed, 1.0f, 0.0f, PRECMASK_NA, BOOL_VEC_FUNCS(equal) ) << BuiltinFuncInfo("notEqual", "notEqual", BV, Value(BV, -5.2f, 4.9f), Value(BV, -5.0f, 5.0f), notUsed, 1.0f, 0.0f, PRECMASK_NA, BOOL_VEC_FUNCS(notEqual) ) << BuiltinFuncInfo("any", "any", B, Value(BV, -1.0f, 0.3f), notUsed, notUsed, 1.0f, 0.0f, PRECMASK_NA, BOOL_VEC_FUNCS(any) ) << BuiltinFuncInfo("all", "all", B, Value(BV, -0.3f, 1.0f), notUsed, notUsed, 1.0f, 0.0f, PRECMASK_NA, BOOL_VEC_FUNCS(all) ) << BuiltinFuncInfo("not", "not", BV, Value(BV, -1.0f, 1.0f), notUsed, notUsed, 1.0f, 0.0f, PRECMASK_NA, BOOL_VEC_FUNCS(boolNot) ) ); // 8.7 Texture Lookup Functions // texture2D (sampler, vec2) // texture2D (sampler, vec2, bias) // texture2DProj (sampler, vec3) // texture2DProj (sampler, vec3, bias) // texture2DProj (sampler, vec4) // texture2DProj (sampler, vec4, bias) // texture2DLod (sampler, vec2, lod) // texture2DProjLod (sampler, vec3, lod) // texture2DProjLod (sampler, vec4, lod) // textureCube (sampler, vec3) // textureCube (sampler, vec3, bias) // textureCubeLod (sampler, vec3, lod) static const ShaderType s_shaderTypes[] = { SHADERTYPE_VERTEX, SHADERTYPE_FRAGMENT }; static const DataType s_floatTypes[] = { TYPE_FLOAT, TYPE_FLOAT_VEC2, TYPE_FLOAT_VEC3, TYPE_FLOAT_VEC4 }; static const DataType s_intTypes[] = { TYPE_INT, TYPE_INT_VEC2, TYPE_INT_VEC3, TYPE_INT_VEC4 }; static const DataType s_boolTypes[] = { TYPE_BOOL, TYPE_BOOL_VEC2, TYPE_BOOL_VEC3, TYPE_BOOL_VEC4 }; for (int outerGroupNdx = 0; outerGroupNdx < (int)funcInfoGroups.size(); outerGroupNdx++) { // Create outer group. const BuiltinFuncGroup& outerGroupInfo = funcInfoGroups[outerGroupNdx]; TestCaseGroup* outerGroup = new TestCaseGroup(m_context, outerGroupInfo.name, outerGroupInfo.description); addChild(outerGroup); // Only create new group if name differs from previous one. TestCaseGroup* innerGroup = DE_NULL; for (int funcInfoNdx = 0; funcInfoNdx < (int)outerGroupInfo.funcInfos.size(); funcInfoNdx++) { const BuiltinFuncInfo& funcInfo = outerGroupInfo.funcInfos[funcInfoNdx]; const char* shaderFuncName = funcInfo.shaderFuncName; bool isBoolCase = (funcInfo.precisionMask == PRECMASK_NA); bool isIntCase = (funcInfo.input0.valueType & (VALUE_INT | VALUE_INT_VEC | VALUE_INT_GENTYPE)) != 0; bool isFloatCase = !isBoolCase && !isIntCase; // \todo [petri] Better check. bool isBoolOut = (funcInfo.outValue & (VALUE_BOOL | VALUE_BOOL_VEC | VALUE_BOOL_GENTYPE)) != 0; bool isIntOut = (funcInfo.outValue & (VALUE_INT | VALUE_INT_VEC | VALUE_INT_GENTYPE)) != 0; bool isFloatOut = !isBoolOut && !isIntOut; if (!innerGroup || (string(innerGroup->getName()) != funcInfo.caseName)) { string groupDesc = string("Built-in function ") + shaderFuncName + "() tests."; innerGroup = new TestCaseGroup(m_context, funcInfo.caseName, groupDesc.c_str()); outerGroup->addChild(innerGroup); } for (int inScalarSize = 1; inScalarSize <= 4; inScalarSize++) { int outScalarSize = ((funcInfo.outValue == VALUE_FLOAT) || (funcInfo.outValue == VALUE_BOOL)) ? 1 : inScalarSize; // \todo [petri] Int. DataType outDataType = isFloatOut ? s_floatTypes[outScalarSize - 1] : isIntOut ? s_intTypes[outScalarSize - 1] : isBoolOut ? s_boolTypes[outScalarSize - 1] : TYPE_LAST; ShaderEvalFunc evalFunc = DE_NULL; if (inScalarSize == 1) evalFunc = funcInfo.evalFuncScalar; else if (inScalarSize == 2) evalFunc = funcInfo.evalFuncVec2; else if (inScalarSize == 3) evalFunc = funcInfo.evalFuncVec3; else if (inScalarSize == 4) evalFunc = funcInfo.evalFuncVec4; else DE_ASSERT(false); // Skip if no valid eval func. // \todo [petri] Better check for V3 only etc. cases? if (evalFunc == DE_NULL) continue; for (int precision = 0; precision < PRECISION_LAST; precision++) { if ((funcInfo.precisionMask & (1< 0) desc += ", "; desc += getDataTypeName(curInDataType); if (inputNdx == 0 || isScalarType(prevV.valueType) != isScalarType(v.valueType)) // \note Only write input type to case name if different from previous input type (avoid overly long names). name += string("") + getDataTypeName(curInDataType) + "_"; // Generate op input source. if (funcInfo.type == OPERATOR || funcInfo.type == FUNCTION) { if (inputNdx != 0) { if (funcInfo.type == OPERATOR && !isUnaryOp) shaderOp += " " + string(shaderFuncName) + " "; else shaderOp += ", "; } shaderOp += "in" + de::toString(inputNdx); if (funcInfo.type == OPERATOR && isUnaryOp && !funcInfo.isUnaryPrefix) shaderOp += string(shaderFuncName); } else { DE_ASSERT(funcInfo.type == SIDE_EFFECT_OPERATOR); if (inputNdx != 0 || (isUnaryOp && funcInfo.isUnaryPrefix)) shaderOp += string("") + (isUnaryOp ? "" : " ") + shaderFuncName + (isUnaryOp ? "" : " "); shaderOp += inputNdx == 0 ? "res" : "in" + de::toString(inputNdx); // \note in0 has already been assigned to res, so start from in1. if (isUnaryOp && !funcInfo.isUnaryPrefix) shaderOp += shaderFuncName; } // Fill in shader info. shaderSpec.inputs[shaderSpec.numInputs++] = ShaderValue(curInDataType, v.rangeMin, v.rangeMax); } if (funcInfo.type == FUNCTION) shaderOp += ")"; shaderOp += ";"; desc += ")."; name += shaderTypeName; // Create the test case. innerGroup->addChild(new ShaderOperatorCase(m_context, name.c_str(), desc.c_str(), isVertexCase, evalFunc, shaderOp.c_str(), shaderSpec)); } } } } } } // The ?: selection operator. static const struct { DataType type; // The type of "Y" and "Z" operands in "X ? Y : Z" (X is always bool). ShaderEvalFunc evalFunc; } s_selectionInfo[] = { { TYPE_FLOAT, eval_selection_float }, { TYPE_FLOAT_VEC2, eval_selection_vec2 }, { TYPE_FLOAT_VEC3, eval_selection_vec3 }, { TYPE_FLOAT_VEC4, eval_selection_vec4 }, { TYPE_INT, eval_selection_int }, { TYPE_INT_VEC2, eval_selection_ivec2 }, { TYPE_INT_VEC3, eval_selection_ivec3 }, { TYPE_INT_VEC4, eval_selection_ivec4 }, { TYPE_BOOL, eval_selection_bool }, { TYPE_BOOL_VEC2, eval_selection_bvec2 }, { TYPE_BOOL_VEC3, eval_selection_bvec3 }, { TYPE_BOOL_VEC4, eval_selection_bvec4 } }; TestCaseGroup* selectionGroup = new TestCaseGroup(m_context, "selection", "Selection operator tests"); addChild(selectionGroup); for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_selectionInfo); typeNdx++) { DataType curType = s_selectionInfo[typeNdx].type; ShaderEvalFunc evalFunc = s_selectionInfo[typeNdx].evalFunc; bool isBoolCase = isDataTypeBoolOrBVec(curType); bool isFloatCase = isDataTypeFloatOrVec(curType); bool isIntCase = isDataTypeIntOrIVec(curType); const char* dataTypeStr = getDataTypeName(curType); DE_ASSERT(isBoolCase || isFloatCase || isIntCase); DE_UNREF(isIntCase); for (int precision = 0; precision < (int)PRECISION_LAST; precision++) { if (isBoolCase && precision != PRECISION_MEDIUMP) // Use mediump interpolators for booleans. continue; const char* precisionStr = getPrecisionName((Precision)precision); string precisionPrefix = isBoolCase ? "" : (string(precisionStr) + "_"); for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++) { ShaderType shaderType = s_shaderTypes[shaderTypeNdx]; ShaderDataSpec shaderSpec; const char* shaderTypeName = getShaderTypeName(shaderType); bool isVertexCase = (ShaderType)shaderType == SHADERTYPE_VERTEX; string name = precisionPrefix + dataTypeStr + "_" + shaderTypeName; shaderSpec.numInputs = 3; shaderSpec.precision = isBoolCase ? PRECISION_LAST : (Precision)precision; shaderSpec.output = curType; shaderSpec.resultScale = isBoolCase ? 1.0f : isFloatCase ? 0.5f : 0.1f; shaderSpec.resultBias = isBoolCase ? 0.0f : isFloatCase ? 0.5f : 0.5f; float rangeMin = isBoolCase ? -1.0f : isFloatCase ? -1.0f : -5.0f; float rangeMax = isBoolCase ? 1.0f : isFloatCase ? 1.0f : 5.0f; shaderSpec.inputs[0] = ShaderValue(TYPE_BOOL, -1.0f, 1.0f); shaderSpec.inputs[1] = ShaderValue(curType, rangeMin, rangeMax); shaderSpec.inputs[2] = ShaderValue(curType, rangeMin, rangeMax); selectionGroup->addChild(new ShaderOperatorCase(m_context, name.c_str(), "", isVertexCase, evalFunc, "res = in0 ? in1 : in2;", shaderSpec)); } } } // The sequence operator (comma). TestCaseGroup* sequenceGroup = new TestCaseGroup(m_context, "sequence", "Sequence operator tests"); addChild(sequenceGroup); TestCaseGroup* sequenceNoSideEffGroup = new TestCaseGroup(m_context, "no_side_effects", "Sequence tests without side-effects"); TestCaseGroup* sequenceSideEffGroup = new TestCaseGroup(m_context, "side_effects", "Sequence tests with side-effects"); sequenceGroup->addChild(sequenceNoSideEffGroup); sequenceGroup->addChild(sequenceSideEffGroup); static const struct { bool containsSideEffects; const char* caseName; const char* expressionStr; int numInputs; DataType inputTypes[MAX_INPUTS]; DataType resultType; ShaderEvalFunc evalFunc; } s_sequenceCases[] = { { false, "vec4", "in0, in2 + in1, in1 + in0", 3, { TYPE_FLOAT_VEC4, TYPE_FLOAT_VEC4, TYPE_FLOAT_VEC4 }, TYPE_FLOAT_VEC4, evalSequenceNoSideEffCase0 }, { false, "float_int", "in0 + in2, in1 + in1", 3, { TYPE_FLOAT, TYPE_INT, TYPE_FLOAT }, TYPE_INT, evalSequenceNoSideEffCase1 }, { false, "bool_vec2", "in0 && in1, in0, ivec2(vec2(in0) + in2)", 3, { TYPE_BOOL, TYPE_BOOL, TYPE_FLOAT_VEC2 }, TYPE_INT_VEC2, evalSequenceNoSideEffCase2 }, { false, "vec4_ivec4_bvec4", "in0 + vec4(in1), in2, in1", 3, { TYPE_FLOAT_VEC4, TYPE_INT_VEC4, TYPE_BOOL_VEC4 }, TYPE_INT_VEC4, evalSequenceNoSideEffCase3 }, { true, "vec4", "in0++, in1 = in0 + in2, in2 = in1", 3, { TYPE_FLOAT_VEC4, TYPE_FLOAT_VEC4, TYPE_FLOAT_VEC4 }, TYPE_FLOAT_VEC4, evalSequenceSideEffCase0 }, { true, "float_int", "in1++, in0 = float(in1), in1 = int(in0 + in2)", 3, { TYPE_FLOAT, TYPE_INT, TYPE_FLOAT }, TYPE_INT, evalSequenceSideEffCase1 }, { true, "bool_vec2", "in1 = in0, in2++, in2 = in2 + vec2(in1), ivec2(in2)", 3, { TYPE_BOOL, TYPE_BOOL, TYPE_FLOAT_VEC2 }, TYPE_INT_VEC2, evalSequenceSideEffCase2 }, { true, "vec4_ivec4_bvec4", "in0 = in0 + vec4(in2), in1 = in1 + ivec4(in0), in1++", 3, { TYPE_FLOAT_VEC4, TYPE_INT_VEC4, TYPE_BOOL_VEC4 }, TYPE_INT_VEC4, evalSequenceSideEffCase3 } }; for (int caseNdx = 0; caseNdx < DE_LENGTH_OF_ARRAY(s_sequenceCases); caseNdx++) { for (int precision = 0; precision < (int)PRECISION_LAST; precision++) { for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++) { ShaderType shaderType = s_shaderTypes[shaderTypeNdx]; ShaderDataSpec shaderSpec; const char* shaderTypeName = getShaderTypeName(shaderType); bool isVertexCase = (ShaderType)shaderType == SHADERTYPE_VERTEX; string name = string("") + getPrecisionName((Precision)precision) + "_" + s_sequenceCases[caseNdx].caseName + "_" + shaderTypeName; shaderSpec.numInputs = s_sequenceCases[caseNdx].numInputs; shaderSpec.precision = (Precision)precision; shaderSpec.output = s_sequenceCases[caseNdx].resultType; shaderSpec.resultScale = 0.5f; shaderSpec.resultBias = 0.0f; for (int inputNdx = 0; inputNdx < s_sequenceCases[caseNdx].numInputs; inputNdx++) { DataType type = s_sequenceCases[caseNdx].inputTypes[inputNdx]; float rangeMin = isDataTypeFloatOrVec(type) ? -0.5f : isDataTypeIntOrIVec(type) ? -2.0f : -1.0f; float rangeMax = isDataTypeFloatOrVec(type) ? 0.5f : isDataTypeIntOrIVec(type) ? 2.0f : 1.0f; shaderSpec.inputs[inputNdx] = ShaderValue(type, rangeMin, rangeMax); } string expression = string("") + "res = (" + s_sequenceCases[caseNdx].expressionStr + ");"; TestCaseGroup* group = s_sequenceCases[caseNdx].containsSideEffects ? sequenceSideEffGroup : sequenceNoSideEffGroup; group->addChild(new ShaderOperatorCase(m_context, name.c_str(), "", isVertexCase, s_sequenceCases[caseNdx].evalFunc, expression.c_str(), shaderSpec)); } } } // Regression tests for sequence operator. // http://khronos.org/registry/webgl/sdk/tests/conformance/glsl/bugs/sequence-operator-evaluation-order.html { class Case : public ShaderRenderCase { static void evalFunc(ShaderEvalContext& c) { c.color = tcu::Vec4(0.0f, 1.0f, 0.0f, 1.0f); // green } public: Case(Context& context, const char* name, const char* description, const char* fragShaderSource) : ShaderRenderCase(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, false, &evalFunc) { m_vertShaderSource = "attribute vec4 a_position;\n" "void main()\n" "{\n" " gl_Position = a_position;\n" "}\n"; m_fragShaderSource = fragShaderSource; } }; // ESSL 1.00 section 5.9, about sequence operator: // "All expressions are evaluated, in order, from left to right" // Also use a ternary operator where the third operand has side effects to make sure // only the second operand is evaluated. sequenceSideEffGroup->addChild(new Case(m_context, "affect_ternary", "Expression where first operand of a sequence operator has side effects which affect the second operand that is a ternary operator", ( "precision mediump float;\n" "bool correct = true;\n" "uniform float u_zero;\n" "float wrong() {\n" " correct = false;\n" " return 0.0;\n" "}\n" "void main() {\n" " float a = u_zero - 0.5; // Result should be -0.5.\n" " float green = (a++, a > 0.0 ? 1.0 : wrong());\n" " gl_FragColor = vec4(0.0, correct ? green : 0.0, 0.0, 1.0);\n" "}\n" ))); sequenceSideEffGroup->addChild(new Case(m_context, "affect_and", "Expression where first operand of a sequence operator has side effects which affect the second operand that is an and operator", ( "precision mediump float;\n" "uniform bool u_false;\n" "bool sideEffectA = false;\n" "bool funcA() {\n" " sideEffectA = true;\n" " return true;\n" "}\n" "bool sideEffectB = false;\n" "bool funcB() {\n" " sideEffectB = true;\n" " return true;\n" "}\n" "void main() {\n" " bool b = (funcA(), u_false == sideEffectA && funcB());\n" " gl_FragColor = (!b && sideEffectA && !sideEffectB) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n" "}\n" ))); sequenceSideEffGroup->addChild(new Case(m_context, "affect_or", "Expression where first operand of a sequence operator has side effects which affect the second operand that is an or operator", ( "precision mediump float;\n" "uniform bool u_false;\n" "bool sideEffectA = false;\n" "bool funcA() {\n" " sideEffectA = true;\n" " return false;\n" "}\n" "bool sideEffectB = false;\n" "bool funcB() {\n" " sideEffectB = true;\n" " return false;\n" "}\n" "void main() {\n" " bool b = (funcA(), (u_false == !sideEffectA) || funcB());\n" " gl_FragColor = (b && sideEffectA && !sideEffectB) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n" "}\n" ))); } } } // Functional } // gles2 } // deqp