/*------------------------------------------------------------------------- * drawElements Quality Program OpenGL ES 3.0 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 matrix arithmetic tests. * * Variables: * + operation * - mat OP mat * - mat OP vec * - vec OP mat * - mat OP scalar * - OP ( mat ) * - vec OP vec * - OP mat * + matrix source * - constant (ctor) * - uniform * - vertex input * - fragment input * + other operand: always dynamic data? * + how to reduce to vec3? *//*--------------------------------------------------------------------*/ #include "es3fShaderMatrixTests.hpp" #include "glsShaderRenderCase.hpp" #include "gluShaderUtil.hpp" #include "tcuVector.hpp" #include "tcuMatrix.hpp" #include "tcuMatrixUtil.hpp" #include "deStringUtil.hpp" #include "glwEnums.hpp" #include "glwFunctions.hpp" namespace deqp { namespace gles3 { namespace Functional { using std::string; using std::vector; using namespace glu; using namespace deqp::gls; using tcu::Vec2; using tcu::Vec3; using tcu::Vec4; using tcu::Mat2; using tcu::Mat2x3; using tcu::Mat2x4; using tcu::Mat3x2; using tcu::Mat3; using tcu::Mat3x4; using tcu::Mat4x2; using tcu::Mat4x3; using tcu::Mat4; // Uniform / constant values for tests. // \note Input1 should not contain 0 components as it is used as divisor in div cases. // \todo [2012-02-14 pyry] Make these dynamic. static const float s_constInFloat[2] = { 0.5f, -0.2f }; static const Vec2 s_constInVec2[2] = { Vec2(1.2f, 0.5f), Vec2(0.5f, 1.0f) }; static const Vec3 s_constInVec3[2] = { Vec3(1.1f, 0.1f, 0.5f), Vec3(-0.2f, 0.5f, 0.8f) }; static const Vec4 s_constInVec4[2] = { Vec4(1.4f, 0.2f, -0.5f, 0.7f), Vec4(0.2f, -1.0f, 0.5f, 0.8f) }; static const float s_constInMat2x2[2][4] = { { -0.1f, 1.0f, -0.2f, 0.0f, }, { 0.8f, 0.1f, 0.5f, -0.9f, }, }; static const float s_constInMat3x2[2][6] = { { 0.8f, -0.3f, 0.3f, 1.0f, 1.2f, -1.2f, }, { 1.2f, -1.0f, 0.5f, -0.8f, 1.1f, 0.3f, }, }; static const float s_constInMat4x2[2][8] = { { -0.2f, 0.5f, 0.0f, -1.0f, 1.2f, -0.5f, 0.3f, -0.9f, }, { 1.0f, 0.1f, -1.1f, 0.6f, 0.8f, -1.2f, -1.1f, 0.7f, }, }; static const float s_constInMat2x3[2][6] = { { -0.6f, -0.1f, -0.7f, -1.2f, -0.2f, 0.0f, }, { 1.1f, 0.6f, 0.8f, 1.0f, 0.7f, 0.1f, }, }; static const float s_constInMat3x3[2][9] = { { -0.2f, 1.1f, 1.2f, -1.0f, 1.2f, 0.5f, 0.7f, -0.2f, 1.0f, }, { -0.1f, -0.1f, 0.1f, -0.1f, -0.2f, 1.0f, -0.5f, 0.1f, -0.4f, }, }; static const float s_constInMat4x3[2][12] = { { -0.9f, 0.0f, 0.6f, 0.2f, 0.9f, -0.1f, -0.3f, -0.7f, -0.1f, 0.1f, 1.0f, 0.0f, }, { 0.5f, 0.7f, 0.7f, 1.2f, 1.1f, 0.1f, 1.0f, -1.0f, -0.2f, -0.2f, -0.3f, -0.5f, }, }; static const float s_constInMat2x4[2][8] = { { -0.6f, -1.1f, -0.6f, -0.6f, -0.2f, -0.6f, -0.1f, -0.1f, }, { -1.2f, -1.0f, 0.7f, -1.0f, 0.7f, 0.7f, -0.4f, -0.3f, }, }; static const float s_constInMat3x4[2][12] = { { 0.6f, -0.4f, 1.2f, 0.9f, 0.8f, 0.4f, 1.1f, 0.3f, 0.5f, -0.2f, 0.0f, 1.1f, }, { -0.8f, 1.2f, -0.2f, -1.1f, -0.9f, -0.5f, -1.2f, 1.0f, 1.2f, 0.1f, -0.7f, -0.5f, }, }; static const float s_constInMat4x4[2][16] = { { 0.3f, 0.9f, -0.2f, 1.0f, -0.4f, -0.6f, 0.6f, -1.0f, -0.9f, -0.1f, 0.3f, -0.2f, -0.3f, -0.9f, 1.0f, 0.1f, }, { 0.4f, -0.7f, -0.8f, 0.7f, -0.4f, -0.8f, 0.6f, -0.3f, 0.7f, -1.0f, 0.1f, -0.3f, 0.2f, 0.6f, 0.4f, -1.0f, }, }; namespace MatrixCaseUtils { enum InputType { INPUTTYPE_CONST = 0, INPUTTYPE_UNIFORM, INPUTTYPE_DYNAMIC, INPUTTYPE_LAST }; struct ShaderInput { ShaderInput (InputType inputType_, DataType dataType_, Precision precision_) : inputType (inputType_) , dataType (dataType_) , precision (precision_) { } InputType inputType; DataType dataType; Precision precision; }; enum MatrixOp { OP_ADD = 0, OP_SUB, OP_MUL, OP_DIV, OP_COMP_MUL, OP_OUTER_PRODUCT, OP_TRANSPOSE, OP_INVERSE, OP_DETERMINANT, OP_UNARY_PLUS, OP_NEGATION, OP_PRE_INCREMENT, OP_PRE_DECREMENT, OP_POST_INCREMENT, OP_POST_DECREMENT, OP_ADD_INTO, OP_SUBTRACT_FROM, OP_MULTIPLY_INTO, OP_DIVIDE_INTO, OP_LAST }; // Type traits. template struct TypeTraits; #define DECLARE_TYPE_TRAIT(DATATYPE, TYPE) \ template<> \ struct TypeTraits { \ typedef TYPE Type; \ } DECLARE_TYPE_TRAIT(TYPE_FLOAT, float); DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC2, tcu::Vec2); DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC3, tcu::Vec3); DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC4, tcu::Vec4); DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT2, tcu::Mat2); DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT2X3, tcu::Mat2x3); DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT2X4, tcu::Mat2x4); DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT3X2, tcu::Mat3x2); DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT3, tcu::Mat3); DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT3X4, tcu::Mat3x4); DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT4X2, tcu::Mat4x2); DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT4X3, tcu::Mat4x3); DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT4, tcu::Mat4); // Operation info enum OperationType { OPERATIONTYPE_BINARY_OPERATOR = 0, OPERATIONTYPE_BINARY_FUNCTION, OPERATIONTYPE_UNARY_PREFIX_OPERATOR, OPERATIONTYPE_UNARY_POSTFIX_OPERATOR, OPERATIONTYPE_UNARY_FUNCTION, OPERATIONTYPE_ASSIGNMENT, OPERATIONTYPE_LAST }; static const char* getOperationName (MatrixOp op) { switch (op) { case OP_ADD: return "+"; case OP_SUB: return "-"; case OP_MUL: return "*"; case OP_DIV: return "/"; case OP_COMP_MUL: return "matrixCompMult"; case OP_OUTER_PRODUCT: return "outerProduct"; case OP_TRANSPOSE: return "transpose"; case OP_INVERSE: return "inverse"; case OP_DETERMINANT: return "determinant"; case OP_UNARY_PLUS: return "+"; case OP_NEGATION: return "-"; case OP_PRE_INCREMENT: return "++"; case OP_PRE_DECREMENT: return "--"; case OP_POST_INCREMENT: return "++"; case OP_POST_DECREMENT: return "--"; case OP_ADD_INTO: return "+="; case OP_SUBTRACT_FROM: return "-="; case OP_MULTIPLY_INTO: return "*="; case OP_DIVIDE_INTO: return "/="; default: DE_ASSERT(DE_FALSE); return ""; } } static OperationType getOperationType (MatrixOp op) { switch (op) { case OP_ADD: return OPERATIONTYPE_BINARY_OPERATOR; case OP_SUB: return OPERATIONTYPE_BINARY_OPERATOR; case OP_MUL: return OPERATIONTYPE_BINARY_OPERATOR; case OP_DIV: return OPERATIONTYPE_BINARY_OPERATOR; case OP_COMP_MUL: return OPERATIONTYPE_BINARY_FUNCTION; case OP_OUTER_PRODUCT: return OPERATIONTYPE_BINARY_FUNCTION; case OP_TRANSPOSE: return OPERATIONTYPE_UNARY_FUNCTION; case OP_INVERSE: return OPERATIONTYPE_UNARY_FUNCTION; case OP_DETERMINANT: return OPERATIONTYPE_UNARY_FUNCTION; case OP_UNARY_PLUS: return OPERATIONTYPE_UNARY_PREFIX_OPERATOR; case OP_NEGATION: return OPERATIONTYPE_UNARY_PREFIX_OPERATOR; case OP_PRE_INCREMENT: return OPERATIONTYPE_UNARY_PREFIX_OPERATOR; case OP_PRE_DECREMENT: return OPERATIONTYPE_UNARY_PREFIX_OPERATOR; case OP_POST_INCREMENT: return OPERATIONTYPE_UNARY_POSTFIX_OPERATOR; case OP_POST_DECREMENT: return OPERATIONTYPE_UNARY_POSTFIX_OPERATOR; case OP_ADD_INTO: return OPERATIONTYPE_ASSIGNMENT; case OP_SUBTRACT_FROM: return OPERATIONTYPE_ASSIGNMENT; case OP_MULTIPLY_INTO: return OPERATIONTYPE_ASSIGNMENT; case OP_DIVIDE_INTO: return OPERATIONTYPE_ASSIGNMENT; default: DE_ASSERT(DE_FALSE); return OPERATIONTYPE_LAST; } } enum TestMatrixType { TESTMATRIXTYPE_DEFAULT = 0, TESTMATRIXTYPE_NEGATED, TESTMATRIXTYPE_INCREMENTED, TESTMATRIXTYPE_DECREMENTED, TESTMATRIXTYPE_NEGATED_INCREMENTED, TESTMATRIXTYPE_INCREMENTED_LESS, TESTMATRIXTYPE_LAST }; static TestMatrixType getOperationTestMatrixType (MatrixOp op) { switch(op) { case OP_ADD: return TESTMATRIXTYPE_DEFAULT; case OP_SUB: return TESTMATRIXTYPE_DEFAULT; case OP_MUL: return TESTMATRIXTYPE_DEFAULT; case OP_DIV: return TESTMATRIXTYPE_DEFAULT; case OP_COMP_MUL: return TESTMATRIXTYPE_DEFAULT; case OP_OUTER_PRODUCT: return TESTMATRIXTYPE_DEFAULT; case OP_TRANSPOSE: return TESTMATRIXTYPE_DEFAULT; case OP_INVERSE: return TESTMATRIXTYPE_DEFAULT; case OP_DETERMINANT: return TESTMATRIXTYPE_DEFAULT; case OP_UNARY_PLUS: return TESTMATRIXTYPE_DECREMENTED; case OP_NEGATION: return TESTMATRIXTYPE_NEGATED_INCREMENTED; case OP_PRE_INCREMENT: return TESTMATRIXTYPE_NEGATED; case OP_PRE_DECREMENT: return TESTMATRIXTYPE_INCREMENTED; case OP_POST_INCREMENT: return TESTMATRIXTYPE_NEGATED; case OP_POST_DECREMENT: return TESTMATRIXTYPE_DEFAULT; case OP_ADD_INTO: return TESTMATRIXTYPE_DEFAULT; case OP_SUBTRACT_FROM: return TESTMATRIXTYPE_INCREMENTED_LESS; case OP_MULTIPLY_INTO: return TESTMATRIXTYPE_NEGATED; case OP_DIVIDE_INTO: return TESTMATRIXTYPE_DECREMENTED; default: DE_ASSERT(DE_FALSE); return TESTMATRIXTYPE_LAST; } } static bool isOperationBinary (MatrixOp op) { return getOperationType(op) == OPERATIONTYPE_BINARY_OPERATOR || getOperationType(op) == OPERATIONTYPE_BINARY_FUNCTION || getOperationType(op) == OPERATIONTYPE_ASSIGNMENT; } static bool isOperationMatrixScalar (MatrixOp op) { return op == OP_ADD || op == OP_SUB || op == OP_MUL || op == OP_DIV; } static bool isOperationMatrixVector (MatrixOp op) { return op == OP_MUL; } static bool isOperationArithmeticMatrixMatrix (MatrixOp op) { return op == OP_MUL; } static bool isOperationComponentwiseMatrixMatrix (MatrixOp op) { return op == OP_ADD || op == OP_SUB || op == OP_MUL || op == OP_DIV || op == OP_COMP_MUL; } static bool isOperationVectorVector (MatrixOp op) { return op == OP_OUTER_PRODUCT; } static bool isOperationUnaryAnyMatrix (MatrixOp op) { return op == OP_TRANSPOSE || op == OP_UNARY_PLUS || op == OP_NEGATION || op == OP_PRE_INCREMENT || op == OP_PRE_DECREMENT || op == OP_POST_INCREMENT || op == OP_POST_DECREMENT; } static bool isOperationUnarySymmetricMatrix (MatrixOp op) { return op == OP_INVERSE || op == OP_DETERMINANT; } static bool isOperationValueModifying (MatrixOp op) { return op == OP_PRE_INCREMENT || op == OP_PRE_DECREMENT || op == OP_POST_INCREMENT || op == OP_POST_DECREMENT; } static bool isOperationAssignment (MatrixOp op) { return op == OP_ADD_INTO || op == OP_SUBTRACT_FROM || op == OP_MULTIPLY_INTO || op == OP_DIVIDE_INTO; } static bool isOperationAssignmentAnyMatrix (MatrixOp op) { return op == OP_ADD_INTO || op == OP_SUBTRACT_FROM || op == OP_DIVIDE_INTO; } static bool isOperationAssignmentSymmetricMatrix (MatrixOp op) { return op == OP_MULTIPLY_INTO; } // Operation nature enum OperationNature { OPERATIONNATURE_PURE = 0, OPERATIONNATURE_MUTATING, OPERATIONNATURE_ASSIGNMENT, OPERATIONNATURE_LAST }; static OperationNature getOperationNature (MatrixOp op) { if (isOperationAssignment(op)) return OPERATIONNATURE_ASSIGNMENT; if (isOperationValueModifying(op)) return OPERATIONNATURE_MUTATING; return OPERATIONNATURE_PURE; } // Input value loader. template typename TypeTraits::Type getInputValue (const ShaderEvalContext& evalCtx, int inputNdx); template <> inline float getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInFloat[inputNdx]; } template <> inline tcu::Vec2 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec2[inputNdx]; } template <> inline tcu::Vec3 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec3[inputNdx]; } template <> inline tcu::Vec4 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec4[inputNdx]; } template <> inline tcu::Mat2 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat2(s_constInMat2x2[inputNdx]); } template <> inline tcu::Mat2x3 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat2x3(s_constInMat2x3[inputNdx]); } template <> inline tcu::Mat2x4 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat2x4(s_constInMat2x4[inputNdx]); } template <> inline tcu::Mat3x2 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat3x2(s_constInMat3x2[inputNdx]); } template <> inline tcu::Mat3 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat3(s_constInMat3x3[inputNdx]); } template <> inline tcu::Mat3x4 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat3x4(s_constInMat3x4[inputNdx]); } template <> inline tcu::Mat4x2 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat4x2(s_constInMat4x2[inputNdx]); } template <> inline tcu::Mat4x3 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat4x3(s_constInMat4x3[inputNdx]); } template <> inline tcu::Mat4 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat4(s_constInMat4x4[inputNdx]); } template <> inline float getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.x(); } template <> inline tcu::Vec2 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.swizzle(0, 1); } template <> inline tcu::Vec3 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.swizzle(0, 1, 2); } template <> inline tcu::Vec4 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.swizzle(0, 1, 2, 3); } template <> inline tcu::Mat2 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); // Not used. tcu::Mat2 m; m.setColumn(0, evalCtx.in[0].swizzle(0,1)); m.setColumn(1, evalCtx.in[1].swizzle(0,1)); return m; } template <> inline tcu::Mat2x3 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); // Not used. tcu::Mat2x3 m; m.setColumn(0, evalCtx.in[0].swizzle(0,1,2)); m.setColumn(1, evalCtx.in[1].swizzle(0,1,2)); return m; } template <> inline tcu::Mat2x4 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); // Not used. tcu::Mat2x4 m; m.setColumn(0, evalCtx.in[0]); m.setColumn(1, evalCtx.in[1]); return m; } template <> inline tcu::Mat3x2 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); // Not used. tcu::Mat3x2 m; m.setColumn(0, evalCtx.in[0].swizzle(0,1)); m.setColumn(1, evalCtx.in[1].swizzle(0,1)); m.setColumn(2, evalCtx.in[2].swizzle(0,1)); return m; } template <> inline tcu::Mat3 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); // Not used. tcu::Mat3 m; m.setColumn(0, evalCtx.in[0].swizzle(0,1,2)); m.setColumn(1, evalCtx.in[1].swizzle(0,1,2)); m.setColumn(2, evalCtx.in[2].swizzle(0,1,2)); return m; } template <> inline tcu::Mat3x4 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); // Not used. tcu::Mat3x4 m; m.setColumn(0, evalCtx.in[0]); m.setColumn(1, evalCtx.in[1]); m.setColumn(2, evalCtx.in[2]); return m; } template <> inline tcu::Mat4x2 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); // Not used. tcu::Mat4x2 m; m.setColumn(0, evalCtx.in[0].swizzle(0,1)); m.setColumn(1, evalCtx.in[1].swizzle(0,1)); m.setColumn(2, evalCtx.in[2].swizzle(0,1)); m.setColumn(3, evalCtx.in[3].swizzle(0,1)); return m; } template <> inline tcu::Mat4x3 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); // Not used. tcu::Mat4x3 m; m.setColumn(0, evalCtx.in[0].swizzle(0,1,2)); m.setColumn(1, evalCtx.in[1].swizzle(0,1,2)); m.setColumn(2, evalCtx.in[2].swizzle(0,1,2)); m.setColumn(3, evalCtx.in[3].swizzle(0,1,2)); return m; } template <> inline tcu::Mat4 getInputValue (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); // Not used. tcu::Mat4 m; m.setColumn(0, evalCtx.in[0]); m.setColumn(1, evalCtx.in[1]); m.setColumn(2, evalCtx.in[2]); m.setColumn(3, evalCtx.in[3]); return m; } // Reduction from expression result to vec3. inline tcu::Vec3 reduceToVec3 (const tcu::Vec2& value) { return value.swizzle(0,1,0); } inline tcu::Vec3 reduceToVec3 (const tcu::Vec3& value) { return value; } inline tcu::Vec3 reduceToVec3 (const tcu::Vec4& value) { return tcu::Vec3(value.x(), value.y(), value.z()+value.w()); } inline tcu::Vec3 reduceToVec3 (const tcu::Mat2& value) { return tcu::Vec3(value(0, 0), value(0, 1), value(1, 0)+value(1, 1)); } inline tcu::Vec3 reduceToVec3 (const tcu::Mat2x3& value) { return value.getColumn(0) + value.getColumn(1); } inline tcu::Vec3 reduceToVec3 (const tcu::Mat2x4& value) { return value.getColumn(0).swizzle(0,1,2) + value.getColumn(1).swizzle(1,2,3); } inline tcu::Vec3 reduceToVec3 (const tcu::Mat3x2& value) { return tcu::Vec3(value(0,0)+value(1,0), value(0,1)+value(1,1), value(0,2)+value(1,2)); } inline tcu::Vec3 reduceToVec3 (const tcu::Mat3& value) { return value.getColumn(0) + value.getColumn(1) + value.getColumn(2); } inline tcu::Vec3 reduceToVec3 (const tcu::Mat3x4& value) { return value.getColumn(0).swizzle(0,1,2) + value.getColumn(1).swizzle(1,2,3) + value.getColumn(2).swizzle(2,3,0); } inline tcu::Vec3 reduceToVec3 (const tcu::Mat4x2& value) { return tcu::Vec3(value(0,0)+value(1,0)+value(0,3), value(0,1)+value(1,1)+value(1,3), value(0,2)+value(1,2)); } inline tcu::Vec3 reduceToVec3 (const tcu::Mat4x3& value) { return value.getColumn(0) + value.getColumn(1) + value.getColumn(2) + value.getColumn(3); } inline tcu::Vec3 reduceToVec3 (const tcu::Mat4& value) { return value.getColumn(0).swizzle(0,1,2) + value.getColumn(1).swizzle(1,2,3) + value.getColumn(2).swizzle(2,3,0) + value.getColumn(3).swizzle(3,0,1); } // matrixCompMult template tcu::Matrix matrixCompMult (const tcu::Matrix& a, const tcu::Matrix& b) { tcu::Matrix retVal; for (int r = 0; r < Rows; ++r) for (int c = 0; c < Cols; ++c) retVal(r,c) = a(r,c) * b(r, c); return retVal; } // outerProduct template tcu::Matrix outerProduct (const tcu::Vector& a, const tcu::Vector& b) { tcu::Matrix retVal; for (int r = 0; r < Rows; ++r) for (int c = 0; c < Cols; ++c) retVal(r,c) = a[c] * b[r]; return transpose(retVal); // to gl-form (column-major) } // Determinant template float determinant (const tcu::Matrix& mat); template <> float determinant<2> (const tcu::Matrix& mat) { return mat(0,0) * mat(1,1) - mat(1,0) * mat(0,1); } template <> float determinant<3> (const tcu::Matrix& mat) { return + mat(0,0) * mat(1,1) * mat(2,2) + mat(0,1) * mat(1,2) * mat(2,0) + mat(0,2) * mat(1,0) * mat(2,1) - mat(0,0) * mat(1,2) * mat(2,1) - mat(0,1) * mat(1,0) * mat(2,2) - mat(0,2) * mat(1,1) * mat(2,0); } template <> float determinant<4> (const tcu::Matrix& mat) { const float minorMatrices[4][3*3] = { { mat(1,1), mat(2,1), mat(3,1), mat(1,2), mat(2,2), mat(3,2), mat(1,3), mat(2,3), mat(3,3), }, { mat(1,0), mat(2,0), mat(3,0), mat(1,2), mat(2,2), mat(3,2), mat(1,3), mat(2,3), mat(3,3), }, { mat(1,0), mat(2,0), mat(3,0), mat(1,1), mat(2,1), mat(3,1), mat(1,3), mat(2,3), mat(3,3), }, { mat(1,0), mat(2,0), mat(3,0), mat(1,1), mat(2,1), mat(3,1), mat(1,2), mat(2,2), mat(3,2), } }; return + mat(0,0) * determinant(tcu::Mat3(minorMatrices[0])) - mat(0,1) * determinant(tcu::Mat3(minorMatrices[1])) + mat(0,2) * determinant(tcu::Mat3(minorMatrices[2])) - mat(0,3) * determinant(tcu::Mat3(minorMatrices[3])); } // Inverse template tcu::Matrix inverse (const tcu::Matrix& mat); template <> tcu::Matrix inverse<2> (const tcu::Matrix& mat) { const float det = determinant(mat); tcu::Matrix retVal; DE_ASSERT(det != 0.0f); retVal(0, 0) = mat(1, 1) / det; retVal(0, 1) = -mat(0, 1) / det; retVal(1, 0) = -mat(1, 0) / det; retVal(1, 1) = mat(0, 0) / det; return retVal; } template <> tcu::Matrix inverse<3> (const tcu::Matrix& mat) { // Blockwise inversion DE_ASSERT(determinant(mat) != 0.0f); const float areaA[2*2] = { mat(0,0), mat(0,1), mat(1,0), mat(1,1) }; const float areaB[2] = { mat(0,2), mat(1,2), }; const float areaC[2] = { mat(2,0), mat(2,1), }; const float areaD[1] = { mat(2,2) }; const float nullField[4] = { 0.0f }; const tcu::Matrix invA = inverse(tcu::Matrix(areaA)); const tcu::Matrix matB = tcu::Matrix(areaB); const tcu::Matrix matC = tcu::Matrix(areaC); const tcu::Matrix matD = tcu::Matrix(areaD); const float schurComplement = 1.0f / (matD - matC*invA*matB)(0,0); const tcu::Matrix zeroMat = Mat2(nullField); const tcu::Matrix blockA = invA + invA*matB*schurComplement*matC*invA; const tcu::Matrix blockB = (zeroMat-invA)*matB*schurComplement; const tcu::Matrix blockC = matC*invA*(-schurComplement); const float blockD = schurComplement; const float result[3*3] = { blockA(0,0), blockA(0,1), blockB(0,0), blockA(1,0), blockA(1,1), blockB(1,0), blockC(0,0), blockC(0,1), blockD, }; return Mat3(result); } template <> tcu::Matrix inverse<4> (const tcu::Matrix& mat) { // Blockwise inversion DE_ASSERT(determinant(mat) != 0.0f); const float areaA[2*2] = { mat(0,0), mat(0,1), mat(1,0), mat(1,1) }; const float areaB[2*2] = { mat(0,2), mat(0,3), mat(1,2), mat(1,3) }; const float areaC[2*2] = { mat(2,0), mat(2,1), mat(3,0), mat(3,1) }; const float areaD[2*2] = { mat(2,2), mat(2,3), mat(3,2), mat(3,3) }; const float nullField[4] = { 0.0f }; const tcu::Matrix invA = inverse(Mat2(areaA)); const tcu::Matrix matB = Mat2(areaB); const tcu::Matrix matC = Mat2(areaC); const tcu::Matrix matD = Mat2(areaD); const tcu::Matrix schurComplement = inverse(matD - matC*invA*matB); const tcu::Matrix zeroMat = Mat2(nullField); const tcu::Matrix blockA = invA + invA*matB*schurComplement*matC*invA; const tcu::Matrix blockB = (zeroMat-invA)*matB*schurComplement; const tcu::Matrix blockC = (zeroMat-schurComplement)*matC*invA; const tcu::Matrix blockD = schurComplement; const float result[4*4] = { blockA(0,0), blockA(0,1), blockB(0,0), blockB(0,1), blockA(1,0), blockA(1,1), blockB(1,0), blockB(1,1), blockC(0,0), blockC(0,1), blockD(0,0), blockD(0,1), blockC(1,0), blockC(1,1), blockD(1,0), blockD(1,1), }; return Mat4(result); } // negate template tcu::Matrix negate (const tcu::Matrix& mat) { tcu::Matrix retVal; for (int r = 0; r < Rows; ++r) for (int c = 0; c < Cols; ++c) retVal(r,c) = -mat(r, c); return retVal; } // increment/decrement template tcu::Matrix increment (const tcu::Matrix& mat) { tcu::Matrix retVal; for (int r = 0; r < Rows; ++r) for (int c = 0; c < Cols; ++c) retVal(r,c) = mat(r, c) + 1.0f; return retVal; } template tcu::Matrix decrement (const tcu::Matrix& mat) { tcu::Matrix retVal; for (int r = 0; r < Rows; ++r) for (int c = 0; c < Cols; ++c) retVal(r,c) = mat(r, c) - 1.0f; return retVal; } // Evaluator template. typedef void (*MatrixShaderEvalFunc) (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type); template struct Evaluator; template struct Evaluator { static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) { typename TypeTraits::Type in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 0) : getInputValue(evalCtx, 0); typename TypeTraits::Type in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 1) : getInputValue(evalCtx, 1); evalCtx.color.xyz() = reduceToVec3(in0 + in1); } }; template struct Evaluator { static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) { typename TypeTraits::Type in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 0) : getInputValue(evalCtx, 0); typename TypeTraits::Type in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 1) : getInputValue(evalCtx, 1); evalCtx.color.xyz() = reduceToVec3(in0 - in1); } }; template struct Evaluator { static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) { typename TypeTraits::Type in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 0) : getInputValue(evalCtx, 0); typename TypeTraits::Type in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 1) : getInputValue(evalCtx, 1); evalCtx.color.xyz() = reduceToVec3(in0 * in1); } }; template struct Evaluator { static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) { typename TypeTraits::Type in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 0) : getInputValue(evalCtx, 0); typename TypeTraits::Type in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 1) : getInputValue(evalCtx, 1); evalCtx.color.xyz() = reduceToVec3(in0 / in1); } }; template struct Evaluator { static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) { typename TypeTraits::Type in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 0) : getInputValue(evalCtx, 0); typename TypeTraits::Type in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 1) : getInputValue(evalCtx, 1); evalCtx.color.xyz() = reduceToVec3(matrixCompMult(in0, in1)); } }; template struct Evaluator { static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) { typename TypeTraits::Type in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 0) : getInputValue(evalCtx, 0); typename TypeTraits::Type in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 1) : getInputValue(evalCtx, 1); evalCtx.color.xyz() = reduceToVec3(outerProduct(in0, in1)); } }; template struct Evaluator { static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) { DE_UNREF(in1Type); typename TypeTraits::Type in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 0) : getInputValue(evalCtx, 0); evalCtx.color.xyz() = reduceToVec3(transpose(in0)); } }; template struct Evaluator { static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) { DE_UNREF(in1Type); typename TypeTraits::Type in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 0) : getInputValue(evalCtx, 0); evalCtx.color.xyz() = reduceToVec3(inverse(in0)); } }; template struct Evaluator { static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) { DE_UNREF(in1Type); typename TypeTraits::Type in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 0) : getInputValue(evalCtx, 0); evalCtx.color.xyz() = Vec3(determinant(in0)); } }; template struct Evaluator { static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) { DE_UNREF(in1Type); typename TypeTraits::Type in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 0) : getInputValue(evalCtx, 0); evalCtx.color.xyz() = reduceToVec3(in0); } }; template struct Evaluator { static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) { DE_UNREF(in1Type); typename TypeTraits::Type in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 0) : getInputValue(evalCtx, 0); evalCtx.color.xyz() = reduceToVec3(negate(in0)); } }; template struct Evaluator { static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) { DE_UNREF(in1Type); typename TypeTraits::Type in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 0) : getInputValue(evalCtx, 0); // modifying reduction: sum modified value too evalCtx.color.xyz() = reduceToVec3(increment(in0)) + reduceToVec3(increment(in0)); } }; template struct Evaluator { static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) { DE_UNREF(in1Type); typename TypeTraits::Type in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 0) : getInputValue(evalCtx, 0); // modifying reduction: sum modified value too evalCtx.color.xyz() = reduceToVec3(decrement(in0)) + reduceToVec3(decrement(in0)); } }; template struct Evaluator { static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) { DE_UNREF(in1Type); typename TypeTraits::Type in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 0) : getInputValue(evalCtx, 0); // modifying reduction: sum modified value too evalCtx.color.xyz() = reduceToVec3(in0) + reduceToVec3(increment(in0)); } }; template struct Evaluator { static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) { DE_UNREF(in1Type); typename TypeTraits::Type in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 0) : getInputValue(evalCtx, 0); // modifying reduction: sum modified value too evalCtx.color.xyz() = reduceToVec3(in0) + reduceToVec3(decrement(in0)); } }; template struct Evaluator { static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) { typename TypeTraits::Type in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 0) : getInputValue(evalCtx, 0); typename TypeTraits::Type in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 1) : getInputValue(evalCtx, 1); evalCtx.color.xyz() = reduceToVec3(in0 + in1); } }; template struct Evaluator { static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) { typename TypeTraits::Type in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 0) : getInputValue(evalCtx, 0); typename TypeTraits::Type in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 1) : getInputValue(evalCtx, 1); evalCtx.color.xyz() = reduceToVec3(in0 - in1); } }; template struct Evaluator { static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) { typename TypeTraits::Type in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 0) : getInputValue(evalCtx, 0); typename TypeTraits::Type in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 1) : getInputValue(evalCtx, 1); evalCtx.color.xyz() = reduceToVec3(in0 * in1); } }; template struct Evaluator { static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) { typename TypeTraits::Type in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 0) : getInputValue(evalCtx, 0); typename TypeTraits::Type in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue(evalCtx, 1) : getInputValue(evalCtx, 1); evalCtx.color.xyz() = reduceToVec3(in0 / in1); } }; MatrixShaderEvalFunc getEvalFunc (const ShaderInput& in0, const ShaderInput& in1, MatrixOp op) { // Evaluator is selected based on op and input data types. // For efficient lookup the types and op enums are packed together to form a 19-bit key: // [18..14 OP] [13..7 TYPE0] [6..0 TYPE1] DE_STATIC_ASSERT(TYPE_LAST <= (1<<7)); DE_STATIC_ASSERT(OP_LAST <= (1<<5)); #define PACK_EVAL_CASE(OP, IN0DATATYPE, IN1DATATYPE) (((OP) << 14) | ((IN0DATATYPE) << 7) | (IN1DATATYPE)) #define MAKE_EVAL_CASE(OP, IN0DATATYPE, IN1DATATYPE) \ case PACK_EVAL_CASE(OP, IN0DATATYPE, IN1DATATYPE): \ return Evaluator::evaluate #define MAKE_SCALAR_OPS(IN0DATATYPE, IN1DATATYPE) \ MAKE_EVAL_CASE(OP_ADD, IN0DATATYPE, IN1DATATYPE); \ MAKE_EVAL_CASE(OP_SUB, IN0DATATYPE, IN1DATATYPE); \ MAKE_EVAL_CASE(OP_MUL, IN0DATATYPE, IN1DATATYPE); \ MAKE_EVAL_CASE(OP_DIV, IN0DATATYPE, IN1DATATYPE) #define MAKE_CWISE_OPS(IN0DATATYPE, IN1DATATYPE) \ MAKE_EVAL_CASE(OP_ADD, IN0DATATYPE, IN1DATATYPE); \ MAKE_EVAL_CASE(OP_SUB, IN0DATATYPE, IN1DATATYPE); \ MAKE_EVAL_CASE(OP_DIV, IN0DATATYPE, IN1DATATYPE); \ MAKE_EVAL_CASE(OP_COMP_MUL, IN0DATATYPE, IN1DATATYPE) #define MAKE_MUL_OP(IN0DATATYPE, IN1DATATYPE) \ MAKE_EVAL_CASE(OP_MUL, IN0DATATYPE, IN1DATATYPE) #define MAKE_VECVEC_OP(IN0DATATYPE, IN1DATATYPE) \ MAKE_EVAL_CASE(OP_OUTER_PRODUCT, IN0DATATYPE, IN1DATATYPE) #define MAKE_UNARY_OP(IN0DATATYPE) \ MAKE_EVAL_CASE(OP_TRANSPOSE, IN0DATATYPE, TYPE_LAST); \ MAKE_EVAL_CASE(OP_UNARY_PLUS, IN0DATATYPE, TYPE_LAST); \ MAKE_EVAL_CASE(OP_NEGATION, IN0DATATYPE, TYPE_LAST); \ MAKE_EVAL_CASE(OP_PRE_INCREMENT, IN0DATATYPE, TYPE_LAST); \ MAKE_EVAL_CASE(OP_PRE_DECREMENT, IN0DATATYPE, TYPE_LAST); \ MAKE_EVAL_CASE(OP_POST_INCREMENT, IN0DATATYPE, TYPE_LAST); \ MAKE_EVAL_CASE(OP_POST_DECREMENT, IN0DATATYPE, TYPE_LAST) #define MAKE_UNARY_SYMMETRIC_OP(IN0DATATYPE) \ MAKE_UNARY_OP(IN0DATATYPE); \ MAKE_EVAL_CASE(OP_DETERMINANT, IN0DATATYPE, TYPE_LAST); \ MAKE_EVAL_CASE(OP_INVERSE, IN0DATATYPE, TYPE_LAST) #define MAKE_ASSIGNMENT_OP(IN0DATATYPE) \ MAKE_EVAL_CASE(OP_ADD_INTO, IN0DATATYPE, IN0DATATYPE); \ MAKE_EVAL_CASE(OP_SUBTRACT_FROM, IN0DATATYPE, IN0DATATYPE); \ MAKE_EVAL_CASE(OP_DIVIDE_INTO, IN0DATATYPE, IN0DATATYPE) #define MAKE_ASSIGNMENT_SYMMETRIC_OP(IN0DATATYPE) \ MAKE_ASSIGNMENT_OP(IN0DATATYPE); \ MAKE_EVAL_CASE(OP_MULTIPLY_INTO, IN0DATATYPE, IN0DATATYPE) switch (PACK_EVAL_CASE(op, in0.dataType, in1.dataType)) { // Matrix-scalar. MAKE_SCALAR_OPS(TYPE_FLOAT_MAT2, TYPE_FLOAT); MAKE_SCALAR_OPS(TYPE_FLOAT_MAT2X3, TYPE_FLOAT); MAKE_SCALAR_OPS(TYPE_FLOAT_MAT2X4, TYPE_FLOAT); MAKE_SCALAR_OPS(TYPE_FLOAT_MAT3X2, TYPE_FLOAT); MAKE_SCALAR_OPS(TYPE_FLOAT_MAT3, TYPE_FLOAT); MAKE_SCALAR_OPS(TYPE_FLOAT_MAT3X4, TYPE_FLOAT); MAKE_SCALAR_OPS(TYPE_FLOAT_MAT4X2, TYPE_FLOAT); MAKE_SCALAR_OPS(TYPE_FLOAT_MAT4X3, TYPE_FLOAT); MAKE_SCALAR_OPS(TYPE_FLOAT_MAT4, TYPE_FLOAT); // Matrix-vector. MAKE_MUL_OP(TYPE_FLOAT_MAT2, TYPE_FLOAT_VEC2); MAKE_MUL_OP(TYPE_FLOAT_MAT2X3, TYPE_FLOAT_VEC2); MAKE_MUL_OP(TYPE_FLOAT_MAT2X4, TYPE_FLOAT_VEC2); MAKE_MUL_OP(TYPE_FLOAT_MAT3X2, TYPE_FLOAT_VEC3); MAKE_MUL_OP(TYPE_FLOAT_MAT3, TYPE_FLOAT_VEC3); MAKE_MUL_OP(TYPE_FLOAT_MAT3X4, TYPE_FLOAT_VEC3); MAKE_MUL_OP(TYPE_FLOAT_MAT4X2, TYPE_FLOAT_VEC4); MAKE_MUL_OP(TYPE_FLOAT_MAT4X3, TYPE_FLOAT_VEC4); MAKE_MUL_OP(TYPE_FLOAT_MAT4, TYPE_FLOAT_VEC4); // Vector-matrix. MAKE_MUL_OP(TYPE_FLOAT_VEC2, TYPE_FLOAT_MAT2); MAKE_MUL_OP(TYPE_FLOAT_VEC3, TYPE_FLOAT_MAT2X3); MAKE_MUL_OP(TYPE_FLOAT_VEC4, TYPE_FLOAT_MAT2X4); MAKE_MUL_OP(TYPE_FLOAT_VEC2, TYPE_FLOAT_MAT3X2); MAKE_MUL_OP(TYPE_FLOAT_VEC3, TYPE_FLOAT_MAT3); MAKE_MUL_OP(TYPE_FLOAT_VEC4, TYPE_FLOAT_MAT3X4); MAKE_MUL_OP(TYPE_FLOAT_VEC2, TYPE_FLOAT_MAT4X2); MAKE_MUL_OP(TYPE_FLOAT_VEC3, TYPE_FLOAT_MAT4X3); MAKE_MUL_OP(TYPE_FLOAT_VEC4, TYPE_FLOAT_MAT4); // Matrix-matrix. MAKE_CWISE_OPS(TYPE_FLOAT_MAT2, TYPE_FLOAT_MAT2); MAKE_MUL_OP(TYPE_FLOAT_MAT2, TYPE_FLOAT_MAT2); MAKE_MUL_OP(TYPE_FLOAT_MAT2, TYPE_FLOAT_MAT3X2); MAKE_MUL_OP(TYPE_FLOAT_MAT2, TYPE_FLOAT_MAT4X2); MAKE_CWISE_OPS(TYPE_FLOAT_MAT2X3, TYPE_FLOAT_MAT2X3); MAKE_MUL_OP(TYPE_FLOAT_MAT2X3, TYPE_FLOAT_MAT2); MAKE_MUL_OP(TYPE_FLOAT_MAT2X3, TYPE_FLOAT_MAT3X2); MAKE_MUL_OP(TYPE_FLOAT_MAT2X3, TYPE_FLOAT_MAT4X2); MAKE_CWISE_OPS(TYPE_FLOAT_MAT2X4, TYPE_FLOAT_MAT2X4); MAKE_MUL_OP(TYPE_FLOAT_MAT2X4, TYPE_FLOAT_MAT2); MAKE_MUL_OP(TYPE_FLOAT_MAT2X4, TYPE_FLOAT_MAT3X2); MAKE_MUL_OP(TYPE_FLOAT_MAT2X4, TYPE_FLOAT_MAT4X2); MAKE_CWISE_OPS(TYPE_FLOAT_MAT3X2, TYPE_FLOAT_MAT3X2); MAKE_MUL_OP(TYPE_FLOAT_MAT3X2, TYPE_FLOAT_MAT2X3); MAKE_MUL_OP(TYPE_FLOAT_MAT3X2, TYPE_FLOAT_MAT3); MAKE_MUL_OP(TYPE_FLOAT_MAT3X2, TYPE_FLOAT_MAT4X3); MAKE_CWISE_OPS(TYPE_FLOAT_MAT3, TYPE_FLOAT_MAT3); MAKE_MUL_OP(TYPE_FLOAT_MAT3, TYPE_FLOAT_MAT2X3); MAKE_MUL_OP(TYPE_FLOAT_MAT3, TYPE_FLOAT_MAT3); MAKE_MUL_OP(TYPE_FLOAT_MAT3, TYPE_FLOAT_MAT4X3); MAKE_CWISE_OPS(TYPE_FLOAT_MAT3X4, TYPE_FLOAT_MAT3X4); MAKE_MUL_OP(TYPE_FLOAT_MAT3X4, TYPE_FLOAT_MAT2X3); MAKE_MUL_OP(TYPE_FLOAT_MAT3X4, TYPE_FLOAT_MAT3); MAKE_MUL_OP(TYPE_FLOAT_MAT3X4, TYPE_FLOAT_MAT4X3); MAKE_CWISE_OPS(TYPE_FLOAT_MAT4X2, TYPE_FLOAT_MAT4X2); MAKE_MUL_OP(TYPE_FLOAT_MAT4X2, TYPE_FLOAT_MAT2X4); MAKE_MUL_OP(TYPE_FLOAT_MAT4X2, TYPE_FLOAT_MAT3X4); MAKE_MUL_OP(TYPE_FLOAT_MAT4X2, TYPE_FLOAT_MAT4); MAKE_CWISE_OPS(TYPE_FLOAT_MAT4X3, TYPE_FLOAT_MAT4X3); MAKE_MUL_OP(TYPE_FLOAT_MAT4X3, TYPE_FLOAT_MAT2X4); MAKE_MUL_OP(TYPE_FLOAT_MAT4X3, TYPE_FLOAT_MAT3X4); MAKE_MUL_OP(TYPE_FLOAT_MAT4X3, TYPE_FLOAT_MAT4); MAKE_CWISE_OPS(TYPE_FLOAT_MAT4, TYPE_FLOAT_MAT4); MAKE_MUL_OP(TYPE_FLOAT_MAT4, TYPE_FLOAT_MAT2X4); MAKE_MUL_OP(TYPE_FLOAT_MAT4, TYPE_FLOAT_MAT3X4); MAKE_MUL_OP(TYPE_FLOAT_MAT4, TYPE_FLOAT_MAT4); // Vector-vector. MAKE_VECVEC_OP(TYPE_FLOAT_VEC2, TYPE_FLOAT_VEC2); MAKE_VECVEC_OP(TYPE_FLOAT_VEC2, TYPE_FLOAT_VEC3); MAKE_VECVEC_OP(TYPE_FLOAT_VEC2, TYPE_FLOAT_VEC4); MAKE_VECVEC_OP(TYPE_FLOAT_VEC3, TYPE_FLOAT_VEC2); MAKE_VECVEC_OP(TYPE_FLOAT_VEC3, TYPE_FLOAT_VEC3); MAKE_VECVEC_OP(TYPE_FLOAT_VEC3, TYPE_FLOAT_VEC4); MAKE_VECVEC_OP(TYPE_FLOAT_VEC4, TYPE_FLOAT_VEC2); MAKE_VECVEC_OP(TYPE_FLOAT_VEC4, TYPE_FLOAT_VEC3); MAKE_VECVEC_OP(TYPE_FLOAT_VEC4, TYPE_FLOAT_VEC4); // Unary Matrix. MAKE_UNARY_SYMMETRIC_OP(TYPE_FLOAT_MAT2); MAKE_UNARY_OP(TYPE_FLOAT_MAT2X3); MAKE_UNARY_OP(TYPE_FLOAT_MAT2X4); MAKE_UNARY_OP(TYPE_FLOAT_MAT3X2); MAKE_UNARY_SYMMETRIC_OP(TYPE_FLOAT_MAT3); MAKE_UNARY_OP(TYPE_FLOAT_MAT3X4); MAKE_UNARY_OP(TYPE_FLOAT_MAT4X2); MAKE_UNARY_OP(TYPE_FLOAT_MAT4X3); MAKE_UNARY_SYMMETRIC_OP(TYPE_FLOAT_MAT4); // Assignments MAKE_ASSIGNMENT_SYMMETRIC_OP(TYPE_FLOAT_MAT2); MAKE_ASSIGNMENT_OP(TYPE_FLOAT_MAT2X3); MAKE_ASSIGNMENT_OP(TYPE_FLOAT_MAT2X4); MAKE_ASSIGNMENT_OP(TYPE_FLOAT_MAT3X2); MAKE_ASSIGNMENT_SYMMETRIC_OP(TYPE_FLOAT_MAT3); MAKE_ASSIGNMENT_OP(TYPE_FLOAT_MAT3X4); MAKE_ASSIGNMENT_OP(TYPE_FLOAT_MAT4X2); MAKE_ASSIGNMENT_OP(TYPE_FLOAT_MAT4X3); MAKE_ASSIGNMENT_SYMMETRIC_OP(TYPE_FLOAT_MAT4); default: DE_ASSERT(DE_FALSE); return DE_NULL; } #undef PACK_EVAL_CASE #undef MAKE_EVAL_CASE #undef MUL_OP #undef ALL_OPS #undef MAKE_MAT_SCALAR_VEC_CASES #undef MAKE_MAT_MAT_CASES } // Shader source format utilities. template void writeVectorConstructor (std::ostream& str, const tcu::Vector& v) { str << "vec" << Size << "("; for (int ndx = 0; ndx < Size; ndx++) { if (ndx != 0) str << ", "; str << de::floatToString(v[ndx], 1); } str << ")"; } template void writeMatrixConstructor (std::ostream& str, const tcu::Matrix& m) { if (Rows == Cols) str << "mat" << Cols; else str << "mat" << Cols << "x" << Rows; str << "("; for (int colNdx = 0; colNdx < Cols; colNdx++) { for (int rowNdx = 0; rowNdx < Rows; rowNdx++) { if (rowNdx > 0 || colNdx > 0) str << ", "; str << de::floatToString(m(rowNdx, colNdx), 1); } } str << ")"; } } // MatrixCaseUtils using namespace MatrixCaseUtils; class MatrixShaderEvaluator : public ShaderEvaluator { public: MatrixShaderEvaluator (MatrixShaderEvalFunc evalFunc, InputType inType0, InputType inType1); virtual void evaluate (ShaderEvalContext& evalCtx); private: MatrixShaderEvalFunc m_matEvalFunc; InputType m_inType0; InputType m_inType1; }; MatrixShaderEvaluator::MatrixShaderEvaluator (MatrixShaderEvalFunc evalFunc, InputType inType0, InputType inType1) : m_matEvalFunc (evalFunc) , m_inType0 (inType0) , m_inType1 (inType1) { } void MatrixShaderEvaluator::evaluate (ShaderEvalContext& evalCtx) { m_matEvalFunc(evalCtx, m_inType0, m_inType1); } class ShaderMatrixCase : public ShaderRenderCase { public: ShaderMatrixCase (Context& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in1, MatrixOp op, bool isVertexCase); ~ShaderMatrixCase (void); void init (void); protected: std::string genGLSLMatToVec3Reduction (const glu::DataType& matType, const char* varName); void setupUniforms (int programID, const tcu::Vec4& constCoords); private: ShaderInput m_in0; ShaderInput m_in1; MatrixOp m_op; MatrixShaderEvaluator m_matEvaluator; }; ShaderMatrixCase::ShaderMatrixCase (Context& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in1, MatrixOp op, bool isVertexCase) : ShaderRenderCase (context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, desc, isVertexCase, m_matEvaluator) , m_in0 (in0) , m_in1 (in1) , m_op (op) , m_matEvaluator (getEvalFunc(in0, in1, op), in0.inputType, in1.inputType) { } ShaderMatrixCase::~ShaderMatrixCase (void) { } void ShaderMatrixCase::init (void) { std::ostringstream vtx; std::ostringstream frag; std::ostringstream& op = m_isVertexCase ? vtx : frag; bool isInDynMat0 = isDataTypeMatrix(m_in0.dataType) && m_in0.inputType == INPUTTYPE_DYNAMIC; bool isInDynMat1 = isDataTypeMatrix(m_in1.dataType) && m_in1.inputType == INPUTTYPE_DYNAMIC; string inValue0; string inValue1; DataType resultType = TYPE_LAST; Precision resultPrec = m_in0.precision; vector passVars; int numInputs = (isOperationBinary(m_op)) ? (2) : (1); std::string operationValue0; std::string operationValue1; DE_ASSERT(!isInDynMat0 || !isInDynMat1); // Only single dynamic matrix input is allowed. DE_UNREF(isInDynMat0 && isInDynMat1); // Compute result type. if (m_op == OP_MUL && isDataTypeMatrix(m_in0.dataType) && isDataTypeMatrix(m_in1.dataType)) { resultType = getDataTypeMatrix(getDataTypeMatrixNumColumns(m_in1.dataType), getDataTypeMatrixNumRows(m_in0.dataType)); } else if (m_op == OP_OUTER_PRODUCT) { resultType = getDataTypeMatrix(getDataTypeScalarSize(m_in1.dataType), getDataTypeScalarSize(m_in0.dataType)); } else if (m_op == OP_TRANSPOSE) { resultType = getDataTypeMatrix(getDataTypeMatrixNumRows(m_in0.dataType), getDataTypeMatrixNumColumns(m_in0.dataType)); } else if (m_op == OP_INVERSE) { resultType = m_in0.dataType; } else if (m_op == OP_DETERMINANT) { resultType = TYPE_FLOAT; } else if (getOperationType(m_op) == OPERATIONTYPE_UNARY_PREFIX_OPERATOR || getOperationType(m_op) == OPERATIONTYPE_UNARY_POSTFIX_OPERATOR) { resultType = m_in0.dataType; } else if (isDataTypeMatrix(m_in0.dataType) && isDataTypeMatrix(m_in1.dataType)) { DE_ASSERT(m_in0.dataType == m_in1.dataType); resultType = m_in0.dataType; } else if (isDataTypeMatrix(m_in0.dataType) || isDataTypeMatrix(m_in1.dataType)) { int matNdx = isDataTypeMatrix(m_in0.dataType) ? 0 : 1; DataType matrixType = matNdx == 0 ? m_in0.dataType : m_in1.dataType; DataType otherType = matNdx == 0 ? m_in1.dataType : m_in0.dataType; if (otherType == TYPE_FLOAT) resultType = matrixType; else { DE_ASSERT(isDataTypeVector(otherType)); resultType = getDataTypeFloatVec(matNdx == 0 ? getDataTypeMatrixNumRows(matrixType) : getDataTypeMatrixNumColumns(matrixType)); } } else { DE_ASSERT(DE_FALSE); } vtx << "#version 300 es\n"; frag << "#version 300 es\n"; vtx << "in highp vec4 a_position;\n"; frag << "layout(location = 0) out mediump vec4 dEQP_FragColor;\n"; if (m_isVertexCase) { vtx << "out mediump vec4 v_color;\n"; frag << "in mediump vec4 v_color;\n"; } // Input declarations. for (int inNdx = 0; inNdx < numInputs; inNdx++) { const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0; const char* precName = getPrecisionName(in.precision); const char* typeName = getDataTypeName(in.dataType); string& inValue = inNdx > 0 ? inValue1 : inValue0; if (in.inputType == INPUTTYPE_DYNAMIC) { vtx << "in " << precName << " " << typeName << " a_"; if (isDataTypeMatrix(in.dataType)) { // a_matN, v_matN vtx << typeName << ";\n"; if (!m_isVertexCase) { vtx << "out " << precName << " " << typeName << " v_" << typeName << ";\n"; frag << "in " << precName << " " << typeName << " v_" << typeName << ";\n"; passVars.push_back(typeName); } inValue = string(m_isVertexCase ? "a_" : "v_") + getDataTypeName(in.dataType); } else { // a_coords, v_coords vtx << "coords;\n"; if (!m_isVertexCase) { vtx << "out " << precName << " " << typeName << " v_coords;\n"; frag << "in " << precName << " " << typeName << " v_coords;\n"; passVars.push_back("coords"); } inValue = m_isVertexCase ? "a_coords" : "v_coords"; } } else if (in.inputType == INPUTTYPE_UNIFORM) { op << "uniform " << precName << " " << typeName << " u_in" << inNdx << ";\n"; inValue = string("u_in") + de::toString(inNdx); } else if (in.inputType == INPUTTYPE_CONST) { op << "const " << precName << " " << typeName << " in" << inNdx << " = "; // Generate declaration. switch (in.dataType) { case TYPE_FLOAT: op << de::floatToString(s_constInFloat[inNdx], 1); break; case TYPE_FLOAT_VEC2: writeVectorConstructor<2>(op, s_constInVec2[inNdx]); break; case TYPE_FLOAT_VEC3: writeVectorConstructor<3>(op, s_constInVec3[inNdx]); break; case TYPE_FLOAT_VEC4: writeVectorConstructor<4>(op, s_constInVec4[inNdx]); break; case TYPE_FLOAT_MAT2: writeMatrixConstructor<2, 2>(op, Mat2(s_constInMat2x2[inNdx])); break; case TYPE_FLOAT_MAT2X3: writeMatrixConstructor<2, 3>(op, Mat2x3(s_constInMat2x3[inNdx])); break; case TYPE_FLOAT_MAT2X4: writeMatrixConstructor<2, 4>(op, Mat2x4(s_constInMat2x4[inNdx])); break; case TYPE_FLOAT_MAT3X2: writeMatrixConstructor<3, 2>(op, Mat3x2(s_constInMat3x2[inNdx])); break; case TYPE_FLOAT_MAT3: writeMatrixConstructor<3, 3>(op, Mat3(s_constInMat3x3[inNdx])); break; case TYPE_FLOAT_MAT3X4: writeMatrixConstructor<3, 4>(op, Mat3x4(s_constInMat3x4[inNdx])); break; case TYPE_FLOAT_MAT4X2: writeMatrixConstructor<4, 2>(op, Mat4x2(s_constInMat4x2[inNdx])); break; case TYPE_FLOAT_MAT4X3: writeMatrixConstructor<4, 3>(op, Mat4x3(s_constInMat4x3[inNdx])); break; case TYPE_FLOAT_MAT4: writeMatrixConstructor<4, 4>(op, Mat4(s_constInMat4x4[inNdx])); break; default: DE_ASSERT(DE_FALSE); } op << ";\n"; inValue = string("in") + de::toString(inNdx); } } vtx << "\n" << "void main (void)\n" << "{\n" << " gl_Position = a_position;\n"; frag << "\n" << "void main (void)\n" << "{\n"; if (m_isVertexCase) frag << " dEQP_FragColor = v_color;\n"; else { for (vector::const_iterator copyIter = passVars.begin(); copyIter != passVars.end(); copyIter++) vtx << " v_" << *copyIter << " = " << "a_" << *copyIter << ";\n"; } // Operation. switch (getOperationNature(m_op)) { case OPERATIONNATURE_PURE: DE_ASSERT(getOperationType(m_op) != OPERATIONTYPE_ASSIGNMENT); operationValue0 = inValue0; operationValue1 = inValue1; break; case OPERATIONNATURE_MUTATING: DE_ASSERT(getOperationType(m_op) != OPERATIONTYPE_ASSIGNMENT); op << " " << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " tmpValue = " << inValue0 << ";\n"; operationValue0 = "tmpValue"; operationValue1 = inValue1; break; case OPERATIONNATURE_ASSIGNMENT: DE_ASSERT(getOperationType(m_op) == OPERATIONTYPE_ASSIGNMENT); operationValue0 = inValue0; operationValue1 = inValue1; break; default: DE_ASSERT(DE_FALSE); } switch (getOperationType(m_op)) { case OPERATIONTYPE_BINARY_OPERATOR: op << " " << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << operationValue0 << " " << getOperationName(m_op) << " " << operationValue1 << ";\n"; break; case OPERATIONTYPE_UNARY_PREFIX_OPERATOR: op << " " << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << getOperationName(m_op) << operationValue0 << ";\n"; break; case OPERATIONTYPE_UNARY_POSTFIX_OPERATOR: op << " " << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << operationValue0 << getOperationName(m_op) << ";\n"; break; case OPERATIONTYPE_BINARY_FUNCTION: op << " " << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << getOperationName(m_op) << "(" << operationValue0 << ", " << operationValue1 << ");\n"; break; case OPERATIONTYPE_UNARY_FUNCTION: op << " " << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << getOperationName(m_op) << "(" << operationValue0 << ");\n"; break; case OPERATIONTYPE_ASSIGNMENT: op << " " << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << operationValue0 << ";\n"; op << " res " << getOperationName(m_op) << " " << operationValue1 << ";\n"; break; default: DE_ASSERT(DE_FALSE); } // Reduction to vec3 (rgb). Check the used value too if it was modified op << " " << (m_isVertexCase ? "v_color" : "dEQP_FragColor") << " = "; if (isOperationValueModifying(m_op)) op << "vec4(" << genGLSLMatToVec3Reduction(resultType, "res") << ", 1.0) + vec4(" << genGLSLMatToVec3Reduction(resultType, "tmpValue") << ", 0.0);\n"; else op << "vec4(" << genGLSLMatToVec3Reduction(resultType, "res") << ", 1.0);\n"; vtx << "}\n"; frag << "}\n"; m_vertShaderSource = vtx.str(); m_fragShaderSource = frag.str(); // \todo [2012-02-14 pyry] Compute better values for matrix tests. m_userAttribTransforms.resize(4); for (int attribNdx = 0; attribNdx < 4; attribNdx++) { m_userAttribTransforms[attribNdx] = Mat4(0.0f); m_userAttribTransforms[attribNdx]( 0, 3) = 0.2f; // !< prevent matrix*vec from going into zero (assuming vec.w != 0) m_userAttribTransforms[attribNdx]( 1, 3) = 0.1f; // !< m_userAttribTransforms[attribNdx]( 2, 3) = 0.4f + 0.15f * float(attribNdx); // !< m_userAttribTransforms[attribNdx]( 3, 3) = 0.7f; // !< m_userAttribTransforms[attribNdx]((0 + attribNdx) % 4, 0) = 1.0f; m_userAttribTransforms[attribNdx]((1 + attribNdx) % 4, 1) = 1.0f; m_userAttribTransforms[attribNdx]((2 + attribNdx) % 4, 2) = 1.0f; m_userAttribTransforms[attribNdx]((3 + attribNdx) % 4, 3) = 1.0f; } // prevent bad reference cases such as black result images by fine-tuning used matrices if (getOperationTestMatrixType(m_op) != TESTMATRIXTYPE_DEFAULT) { for (int attribNdx = 0; attribNdx < 4; attribNdx++) { for (int row = 0; row < 4; row++) for (int col = 0; col < 4; col++) { switch (getOperationTestMatrixType(m_op)) { case TESTMATRIXTYPE_NEGATED: m_userAttribTransforms[attribNdx](row, col) = -m_userAttribTransforms[attribNdx](row, col); break; case TESTMATRIXTYPE_INCREMENTED: m_userAttribTransforms[attribNdx](row, col) += 0.3f; break; case TESTMATRIXTYPE_DECREMENTED: m_userAttribTransforms[attribNdx](row, col) -= 0.3f; break; case TESTMATRIXTYPE_NEGATED_INCREMENTED: m_userAttribTransforms[attribNdx](row, col) = -m_userAttribTransforms[attribNdx](row, col) + 0.3f; break; case TESTMATRIXTYPE_INCREMENTED_LESS: m_userAttribTransforms[attribNdx](row, col) -= 0.1f; break; default: DE_ASSERT(DE_FALSE); break; } } } } ShaderRenderCase::init(); } std::string ShaderMatrixCase::genGLSLMatToVec3Reduction (const glu::DataType& matType, const char* varName) { std::ostringstream op; switch (matType) { case TYPE_FLOAT: op << varName << ", " << varName << ", " << varName << ""; break; case TYPE_FLOAT_VEC2: op << varName << ".x, " << varName << ".y, " << varName << ".x"; break; case TYPE_FLOAT_VEC3: op << varName << ""; break; case TYPE_FLOAT_VEC4: op << varName << ".x, " << varName << ".y, " << varName << ".z+" << varName << ".w"; break; case TYPE_FLOAT_MAT2: op << varName << "[0][0], " << varName << "[1][0], " << varName << "[0][1]+" << varName << "[1][1]"; break; case TYPE_FLOAT_MAT2X3: op << varName << "[0] + " << varName << "[1]"; break; case TYPE_FLOAT_MAT2X4: op << varName << "[0].xyz + " << varName << "[1].yzw"; break; case TYPE_FLOAT_MAT3X2: op << varName << "[0][0]+" << varName << "[0][1], " << varName << "[1][0]+" << varName << "[1][1], " << varName << "[2][0]+" << varName << "[2][1]"; break; case TYPE_FLOAT_MAT3: op << varName << "[0] + " << varName << "[1] + " << varName << "[2]"; break; case TYPE_FLOAT_MAT3X4: op << varName << "[0].xyz + " << varName << "[1].yzw + " << varName << "[2].zwx"; break; case TYPE_FLOAT_MAT4X2: op << varName << "[0][0]+" << varName << "[0][1]+" << varName << "[3][0], " << varName << "[1][0]+" << varName << "[1][1]+" << varName << "[3][1], " << varName << "[2][0]+" << varName << "[2][1]"; break; case TYPE_FLOAT_MAT4X3: op << varName << "[0] + " << varName << "[1] + " << varName << "[2] + " << varName << "[3]"; break; case TYPE_FLOAT_MAT4: op << varName << "[0].xyz+" << varName << "[1].yzw+" << varName << "[2].zwx+" << varName << "[3].wxy"; break; default: DE_ASSERT(DE_FALSE); } return op.str(); } void ShaderMatrixCase::setupUniforms (int programID, const tcu::Vec4& constCoords) { const glw::Functions& gl = m_renderCtx.getFunctions(); DE_UNREF(constCoords); for (int inNdx = 0; inNdx < 2; inNdx++) { const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0; if (in.inputType == INPUTTYPE_UNIFORM) { int loc = gl.getUniformLocation(programID, (string("u_in") + de::toString(inNdx)).c_str()); if (loc < 0) continue; switch (in.dataType) { case TYPE_FLOAT: gl.uniform1f(loc, s_constInFloat[inNdx]); break; case TYPE_FLOAT_VEC2: gl.uniform2fv(loc, 1, s_constInVec2[inNdx].getPtr()); break; case TYPE_FLOAT_VEC3: gl.uniform3fv(loc, 1, s_constInVec3[inNdx].getPtr()); break; case TYPE_FLOAT_VEC4: gl.uniform4fv(loc, 1, s_constInVec4[inNdx].getPtr()); break; // \note GLES3 supports transpose in matrix upload. case TYPE_FLOAT_MAT2: gl.uniformMatrix2fv (loc, 1, GL_TRUE, s_constInMat2x2[inNdx]); break; case TYPE_FLOAT_MAT2X3: gl.uniformMatrix2x3fv(loc, 1, GL_TRUE, s_constInMat2x3[inNdx]); break; case TYPE_FLOAT_MAT2X4: gl.uniformMatrix2x4fv(loc, 1, GL_TRUE, s_constInMat2x4[inNdx]); break; case TYPE_FLOAT_MAT3X2: gl.uniformMatrix3x2fv(loc, 1, GL_TRUE, s_constInMat3x2[inNdx]); break; case TYPE_FLOAT_MAT3: gl.uniformMatrix3fv (loc, 1, GL_TRUE, s_constInMat3x3[inNdx]); break; case TYPE_FLOAT_MAT3X4: gl.uniformMatrix3x4fv(loc, 1, GL_TRUE, s_constInMat3x4[inNdx]); break; case TYPE_FLOAT_MAT4X2: gl.uniformMatrix4x2fv(loc, 1, GL_TRUE, s_constInMat4x2[inNdx]); break; case TYPE_FLOAT_MAT4X3: gl.uniformMatrix4x3fv(loc, 1, GL_TRUE, s_constInMat4x3[inNdx]); break; case TYPE_FLOAT_MAT4: gl.uniformMatrix4fv (loc, 1, GL_TRUE, s_constInMat4x4[inNdx]); break; default: DE_ASSERT(false); } } } } ShaderMatrixTests::ShaderMatrixTests (Context& context) : TestCaseGroup(context, "matrix", "Matrix Tests") { } ShaderMatrixTests::~ShaderMatrixTests (void) { } void ShaderMatrixTests::init (void) { static const struct { const char* name; const char* desc; MatrixOp op; bool extendedInputTypeCases; // !< test with const and uniform types too bool createInputTypeGroup; // !< create group for input types } ops[] = { { "add", "Matrix addition tests", OP_ADD, true, true }, { "sub", "Matrix subtraction tests", OP_SUB, true, true }, { "mul", "Matrix multiplication tests", OP_MUL, true, true }, { "div", "Matrix division tests", OP_DIV, true, true }, { "matrixcompmult", "Matrix component-wise multiplication tests", OP_COMP_MUL, false, true }, { "outerproduct", "Matrix outerProduct() tests", OP_OUTER_PRODUCT, false, true }, { "transpose", "Matrix transpose() tests", OP_TRANSPOSE, false, true }, { "determinant", "Matrix determinant() tests", OP_DETERMINANT, false, true }, { "inverse", "Matrix inverse() tests", OP_INVERSE, false, true }, { "unary_addition", "Matrix unary addition tests", OP_UNARY_PLUS, false, false }, { "negation", "Matrix negation tests", OP_NEGATION, false, false }, { "pre_increment", "Matrix prefix increment tests", OP_PRE_INCREMENT, false, false }, { "pre_decrement", "Matrix prefix decrement tests", OP_PRE_DECREMENT, false, false }, { "post_increment", "Matrix postfix increment tests", OP_POST_INCREMENT, false, false }, { "post_decrement", "Matrix postfix decrement tests", OP_POST_DECREMENT, false, false }, { "add_assign", "Matrix add into tests", OP_ADD_INTO, false, false }, { "sub_assign", "Matrix subtract from tests", OP_SUBTRACT_FROM, false, false }, { "mul_assign", "Matrix multiply into tests", OP_MULTIPLY_INTO, false, false }, { "div_assign", "Matrix divide into tests", OP_DIVIDE_INTO, false, false }, }; struct InputTypeSpec { const char* name; const char* desc; InputType type; }; static const InputTypeSpec extendedInputTypes[] = { { "const", "Constant matrix input", INPUTTYPE_CONST }, { "uniform", "Uniform matrix input", INPUTTYPE_UNIFORM }, { "dynamic", "Dynamic matrix input", INPUTTYPE_DYNAMIC } }; static const InputTypeSpec reducedInputTypes[] = { { "dynamic", "Dynamic matrix input", INPUTTYPE_DYNAMIC } }; static const DataType matrixTypes[] = { TYPE_FLOAT_MAT2, TYPE_FLOAT_MAT2X3, TYPE_FLOAT_MAT2X4, TYPE_FLOAT_MAT3X2, TYPE_FLOAT_MAT3, TYPE_FLOAT_MAT3X4, TYPE_FLOAT_MAT4X2, TYPE_FLOAT_MAT4X3, TYPE_FLOAT_MAT4 }; static const Precision precisions[] = { PRECISION_LOWP, PRECISION_MEDIUMP, PRECISION_HIGHP }; for (int opNdx = 0; opNdx < DE_LENGTH_OF_ARRAY(ops); opNdx++) { const InputTypeSpec* inTypeList = (ops[opNdx].extendedInputTypeCases) ? (extendedInputTypes) : (reducedInputTypes); const int inTypeListSize = (ops[opNdx].extendedInputTypeCases) ? (DE_LENGTH_OF_ARRAY(extendedInputTypes)) : (DE_LENGTH_OF_ARRAY(reducedInputTypes)); const MatrixOp op = ops[opNdx].op; tcu::TestCaseGroup* opGroup = new tcu::TestCaseGroup(m_testCtx, ops[opNdx].name, ops[opNdx].desc); addChild(opGroup); for (int inTypeNdx = 0; inTypeNdx < inTypeListSize; inTypeNdx++) { const InputType inputType = inTypeList[inTypeNdx].type; tcu::TestCaseGroup* inGroup; if (ops[opNdx].createInputTypeGroup) { inGroup = new tcu::TestCaseGroup(m_testCtx, inTypeList[inTypeNdx].name, inTypeList[inTypeNdx].desc); opGroup->addChild(inGroup); } else inGroup = opGroup; for (int matTypeNdx = 0; matTypeNdx < DE_LENGTH_OF_ARRAY(matrixTypes); matTypeNdx++) { DataType matType = matrixTypes[matTypeNdx]; int numCols = getDataTypeMatrixNumColumns(matType); int numRows = getDataTypeMatrixNumRows(matType); const char* matTypeName = getDataTypeName(matType); for (int precNdx = 0; precNdx < DE_LENGTH_OF_ARRAY(precisions); precNdx++) { Precision precision = precisions[precNdx]; const char* precName = getPrecisionName(precision); string baseName = string(precName) + "_" + matTypeName + "_"; ShaderInput matIn (inputType, matType, precision); if (isOperationMatrixScalar(op)) { // Matrix-scalar \note For div cases we use uniform input. ShaderInput scalarIn(op == OP_DIV ? INPUTTYPE_UNIFORM : INPUTTYPE_DYNAMIC, TYPE_FLOAT, precision); inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_vertex").c_str(), "Matrix-scalar case", matIn, scalarIn, op, true)); inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_fragment").c_str(), "Matrix-scalar case", matIn, scalarIn, op, false)); } if (isOperationMatrixVector(op)) { // Matrix-vector. DataType colVecType = getDataTypeFloatVec(numCols); ShaderInput colVecIn (op == OP_DIV ? INPUTTYPE_UNIFORM : INPUTTYPE_DYNAMIC, colVecType, precision); inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + getDataTypeName(colVecType) + "_vertex").c_str(), "Matrix-vector case", matIn, colVecIn, op, true)); inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + getDataTypeName(colVecType) + "_fragment").c_str(), "Matrix-vector case", matIn, colVecIn, op, false)); // Vector-matrix. DataType rowVecType = getDataTypeFloatVec(numRows); ShaderInput rowVecIn (op == OP_DIV ? INPUTTYPE_UNIFORM : INPUTTYPE_DYNAMIC, rowVecType, precision); string vecMatName = string(precName) + "_" + getDataTypeName(rowVecType) + "_" + matTypeName; inGroup->addChild(new ShaderMatrixCase(m_context, (vecMatName + "_vertex").c_str(), "Vector-matrix case", rowVecIn, matIn, op, true)); inGroup->addChild(new ShaderMatrixCase(m_context, (vecMatName + "_fragment").c_str(), "Vector-matrix case", rowVecIn, matIn, op, false)); } if (isOperationArithmeticMatrixMatrix(op)) { // Arithmetic matrix-matrix multiplication. for (int otherCols = 2; otherCols <= 4; otherCols++) { ShaderInput otherMatIn(inputType == INPUTTYPE_DYNAMIC ? INPUTTYPE_UNIFORM : inputType, getDataTypeMatrix(otherCols, numCols /* rows */), precision); inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + getDataTypeName(otherMatIn.dataType) + "_vertex").c_str(), "Matrix-matrix case", matIn, otherMatIn, op, true)); inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + getDataTypeName(otherMatIn.dataType) + "_fragment").c_str(), "Matrix-matrix case", matIn, otherMatIn, op, false)); } } else if (isOperationComponentwiseMatrixMatrix(op)) { // Component-wise. ShaderInput otherMatIn(inputType == INPUTTYPE_DYNAMIC ? INPUTTYPE_UNIFORM : inputType, matType, precision); inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + matTypeName + "_vertex").c_str(), "Matrix-matrix case", matIn, otherMatIn, op, true)); inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + matTypeName + "_fragment").c_str(), "Matrix-matrix case", matIn, otherMatIn, op, false)); } if (isOperationVectorVector(op)) { ShaderInput vec1In(inputType, getDataTypeFloatVec(numRows), precision); ShaderInput vec2In((inputType == INPUTTYPE_DYNAMIC) ? (INPUTTYPE_UNIFORM) : (inputType), getDataTypeFloatVec(numCols), precision); inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_vertex").c_str(), "Vector-vector case", vec1In, vec2In, op, true)); inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_fragment").c_str(), "Vector-vector case", vec1In, vec2In, op, false)); } if ((isOperationUnaryAnyMatrix(op)) || (isOperationUnarySymmetricMatrix(op) && numCols == numRows)) { ShaderInput voidInput(INPUTTYPE_LAST, TYPE_LAST, PRECISION_LAST); inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_vertex").c_str(), "Matrix case", matIn, voidInput, op, true)); inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_fragment").c_str(), "Matrix case", matIn, voidInput, op, false)); } if ((isOperationAssignmentAnyMatrix(op)) || (isOperationAssignmentSymmetricMatrix(op) && numCols == numRows)) { ShaderInput otherMatIn(inputType == INPUTTYPE_DYNAMIC ? INPUTTYPE_UNIFORM : inputType, matType, precision); inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_vertex").c_str(), "Matrix assignment case", matIn, otherMatIn, op, true)); inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_fragment").c_str(), "Matrix assignment case", matIn, otherMatIn, op, false)); } } } } } } } // Functional } // gles3 } // deqp #if defined(_MSC_VER) && _MSC_FULL_VER == 191125507 // Work around crbug.com/759402 which is a code-gen bug in VC++ 2017, version // 15.3.2. #pragma optimize("", off) #endif