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1 /*------------------------------------------------------------------------
2  * Vulkan Conformance Tests
3  * ------------------------
4  *
5  * Copyright (c) 2015 The Khronos Group Inc.
6  * Copyright (c) 2015 Samsung Electronics Co., Ltd.
7  * Copyright (c) 2016 The Android Open Source Project
8  *
9  * Licensed under the Apache License, Version 2.0 (the "License");
10  * you may not use this file except in compliance with the License.
11  * You may obtain a copy of the License at
12  *
13  *      http://www.apache.org/licenses/LICENSE-2.0
14  *
15  * Unless required by applicable law or agreed to in writing, software
16  * distributed under the License is distributed on an "AS IS" BASIS,
17  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
18  * See the License for the specific language governing permissions and
19  * limitations under the License.
20  *
21  *//*!
22  * \file
23  * \brief Shader discard statement tests.
24  *//*--------------------------------------------------------------------*/
25 
26 #include "vktShaderRenderDiscardTests.hpp"
27 #include "vktShaderRender.hpp"
28 #include "tcuStringTemplate.hpp"
29 #include "gluTexture.hpp"
30 
31 #include <string>
32 
33 using tcu::StringTemplate;
34 
35 namespace vkt
36 {
37 namespace sr
38 {
39 namespace
40 {
41 
42 class SamplerUniformSetup : public UniformSetup
43 {
44 public:
SamplerUniformSetup(bool useSampler)45 						SamplerUniformSetup			(bool useSampler)
46 							: m_useSampler(useSampler)
47 						{}
48 
setup(ShaderRenderCaseInstance & instance,const tcu::Vec4 &) const49 	virtual void		setup						 (ShaderRenderCaseInstance& instance, const tcu::Vec4&) const
50 						{
51 							instance.useUniform(0u, UI_ONE);
52 							instance.useUniform(1u, UI_TWO);
53 							if (m_useSampler)
54 								instance.useSampler(2u, 0u); // To the uniform binding location 2 bind the texture 0
55 						}
56 
57 private:
58 	const bool			m_useSampler;
59 };
60 
61 
62 class ShaderDiscardCaseInstance : public ShaderRenderCaseInstance
63 {
64 public:
65 						ShaderDiscardCaseInstance	(Context&				context,
66 													bool					isVertexCase,
67 													const ShaderEvaluator&	evaluator,
68 													const UniformSetup&		uniformSetup,
69 													bool					usesTexture);
70 	virtual				~ShaderDiscardCaseInstance	(void);
71 };
72 
ShaderDiscardCaseInstance(Context & context,bool isVertexCase,const ShaderEvaluator & evaluator,const UniformSetup & uniformSetup,bool usesTexture)73 ShaderDiscardCaseInstance::ShaderDiscardCaseInstance (Context&					context,
74 													 bool						isVertexCase,
75 													 const ShaderEvaluator&		evaluator,
76 													 const UniformSetup&		uniformSetup,
77 													 bool						usesTexture)
78 	: ShaderRenderCaseInstance	(context, isVertexCase, evaluator, uniformSetup, DE_NULL)
79 {
80 	if (usesTexture)
81 	{
82 		de::SharedPtr<TextureBinding> brickTexture(new TextureBinding(m_context.getTestContext().getArchive(),
83 																	  "vulkan/data/brick.png",
84 																	  TextureBinding::TYPE_2D,
85 																	  tcu::Sampler(tcu::Sampler::CLAMP_TO_EDGE,
86 																					tcu::Sampler::CLAMP_TO_EDGE,
87 																					tcu::Sampler::CLAMP_TO_EDGE,
88 																					tcu::Sampler::LINEAR,
89 																					tcu::Sampler::LINEAR)));
90 		m_textures.push_back(brickTexture);
91 	}
92 }
93 
~ShaderDiscardCaseInstance(void)94 ShaderDiscardCaseInstance::~ShaderDiscardCaseInstance (void)
95 {
96 }
97 
98 class ShaderDiscardCase : public ShaderRenderCase
99 {
100 public:
101 							ShaderDiscardCase			(tcu::TestContext&		testCtx,
102 														 const char*			name,
103 														 const char*			description,
104 														 const char*			shaderSource,
105 														 const ShaderEvalFunc	evalFunc,
106 														 bool					usesTexture);
createInstance(Context & context) const107 	virtual TestInstance*	createInstance				(Context& context) const
108 							{
109 								DE_ASSERT(m_evaluator != DE_NULL);
110 								DE_ASSERT(m_uniformSetup != DE_NULL);
111 								return new ShaderDiscardCaseInstance(context, m_isVertexCase, *m_evaluator, *m_uniformSetup, m_usesTexture);
112 							}
113 
114 private:
115 	const bool				m_usesTexture;
116 };
117 
ShaderDiscardCase(tcu::TestContext & testCtx,const char * name,const char * description,const char * shaderSource,const ShaderEvalFunc evalFunc,bool usesTexture)118 ShaderDiscardCase::ShaderDiscardCase (tcu::TestContext&		testCtx,
119 									  const char*			name,
120 									  const char*			description,
121 									  const char*			shaderSource,
122 									  const ShaderEvalFunc	evalFunc,
123 									  bool					usesTexture)
124 	: ShaderRenderCase	(testCtx, name, description, false, evalFunc, new SamplerUniformSetup(usesTexture), DE_NULL)
125 	, m_usesTexture		(usesTexture)
126 {
127 	m_fragShaderSource	= shaderSource;
128 	m_vertShaderSource	=
129 		"#version 310 es\n"
130 		"layout(location=0) in  highp   vec4 a_position;\n"
131 		"layout(location=1) in  highp   vec4 a_coords;\n"
132 		"layout(location=0) out mediump vec4 v_color;\n"
133 		"layout(location=1) out mediump vec4 v_coords;\n\n"
134 		"void main (void)\n"
135 		"{\n"
136 		"    gl_Position = a_position;\n"
137 		"    v_color = vec4(a_coords.xyz, 1.0);\n"
138 		"    v_coords = a_coords;\n"
139 		"}\n";
140 }
141 
142 
143 enum DiscardMode
144 {
145 	DISCARDMODE_ALWAYS = 0,
146 	DISCARDMODE_NEVER,
147 	DISCARDMODE_UNIFORM,
148 	DISCARDMODE_DYNAMIC,
149 	DISCARDMODE_TEXTURE,
150 
151 	DISCARDMODE_LAST
152 };
153 
154 enum DiscardTemplate
155 {
156 	DISCARDTEMPLATE_MAIN_BASIC = 0,
157 	DISCARDTEMPLATE_FUNCTION_BASIC,
158 	DISCARDTEMPLATE_MAIN_STATIC_LOOP,
159 	DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP,
160 	DISCARDTEMPLATE_FUNCTION_STATIC_LOOP,
161 
162 	DISCARDTEMPLATE_LAST
163 };
164 
165 // Evaluation functions
evalDiscardAlways(ShaderEvalContext & c)166 inline void evalDiscardAlways	(ShaderEvalContext& c) { c.discard(); }
evalDiscardNever(ShaderEvalContext & c)167 inline void evalDiscardNever	(ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); }
evalDiscardDynamic(ShaderEvalContext & c)168 inline void evalDiscardDynamic	(ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); if (c.coords.x()+c.coords.y() > 0.0f) c.discard(); }
169 
evalDiscardTexture(ShaderEvalContext & c)170 inline void evalDiscardTexture (ShaderEvalContext& c)
171 {
172 	c.color.xyz() = c.coords.swizzle(0,1,2);
173 	if (c.texture2D(0, c.coords.swizzle(0,1) * 0.25f + 0.5f).x() < 0.7f)
174 		c.discard();
175 }
176 
getEvalFunc(DiscardMode mode)177 static ShaderEvalFunc getEvalFunc (DiscardMode mode)
178 {
179 	switch (mode)
180 	{
181 		case DISCARDMODE_ALWAYS:	return evalDiscardAlways;
182 		case DISCARDMODE_NEVER:		return evalDiscardNever;
183 		case DISCARDMODE_UNIFORM:	return evalDiscardAlways;
184 		case DISCARDMODE_DYNAMIC:	return evalDiscardDynamic;
185 		case DISCARDMODE_TEXTURE:	return evalDiscardTexture;
186 		default:
187 			DE_ASSERT(DE_FALSE);
188 			return evalDiscardAlways;
189 	}
190 }
191 
getTemplate(DiscardTemplate variant)192 static const char* getTemplate (DiscardTemplate variant)
193 {
194 	#define GLSL_SHADER_TEMPLATE_HEADER \
195 				"#version 310 es\n"	\
196 				"layout(location = 0) in mediump vec4 v_color;\n"	\
197 				"layout(location = 1) in mediump vec4 v_coords;\n"	\
198 				"layout(location = 0) out mediump vec4 o_color;\n"	\
199 				"layout(set = 0, binding = 2) uniform sampler2D    ut_brick;\n"	\
200 				"layout(set = 0, binding = 0) uniform block0 { mediump int  ui_one; };\n\n"
201 
202 	switch (variant)
203 	{
204 		case DISCARDTEMPLATE_MAIN_BASIC:
205 			return GLSL_SHADER_TEMPLATE_HEADER
206 				   "void main (void)\n"
207 				   "{\n"
208 				   "    o_color = v_color;\n"
209 				   "    ${DISCARD};\n"
210 				   "}\n";
211 
212 		case DISCARDTEMPLATE_FUNCTION_BASIC:
213 			return GLSL_SHADER_TEMPLATE_HEADER
214 				   "void myfunc (void)\n"
215 				   "{\n"
216 				   "    ${DISCARD};\n"
217 				   "}\n\n"
218 				   "void main (void)\n"
219 				   "{\n"
220 				   "    o_color = v_color;\n"
221 				   "    myfunc();\n"
222 				   "}\n";
223 
224 		case DISCARDTEMPLATE_MAIN_STATIC_LOOP:
225 			return GLSL_SHADER_TEMPLATE_HEADER
226 				   "void main (void)\n"
227 				   "{\n"
228 				   "    o_color = v_color;\n"
229 				   "    for (int i = 0; i < 2; i++)\n"
230 				   "    {\n"
231 				   "        if (i > 0)\n"
232 				   "            ${DISCARD};\n"
233 				   "    }\n"
234 				   "}\n";
235 
236 		case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP:
237 			return GLSL_SHADER_TEMPLATE_HEADER
238 				   "layout(set = 0, binding = 1) uniform block1 { mediump int  ui_two; };\n\n"
239 				   "void main (void)\n"
240 				   "{\n"
241 				   "    o_color = v_color;\n"
242 				   "    for (int i = 0; i < ui_two; i++)\n"
243 				   "    {\n"
244 				   "        if (i > 0)\n"
245 				   "            ${DISCARD};\n"
246 				   "    }\n"
247 				   "}\n";
248 
249 		case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP:
250 			return GLSL_SHADER_TEMPLATE_HEADER
251 				   "void myfunc (void)\n"
252 				   "{\n"
253 				   "    for (int i = 0; i < 2; i++)\n"
254 				   "    {\n"
255 				   "        if (i > 0)\n"
256 				   "            ${DISCARD};\n"
257 				   "    }\n"
258 				   "}\n\n"
259 				   "void main (void)\n"
260 				   "{\n"
261 				   "    o_color = v_color;\n"
262 				   "    myfunc();\n"
263 				   "}\n";
264 
265 		default:
266 			DE_ASSERT(DE_FALSE);
267 			return DE_NULL;
268 	}
269 
270 	#undef GLSL_SHADER_TEMPLATE_HEADER
271 }
272 
getTemplateName(DiscardTemplate variant)273 static const char* getTemplateName (DiscardTemplate variant)
274 {
275 	switch (variant)
276 	{
277 		case DISCARDTEMPLATE_MAIN_BASIC:			return "basic";
278 		case DISCARDTEMPLATE_FUNCTION_BASIC:		return "function";
279 		case DISCARDTEMPLATE_MAIN_STATIC_LOOP:		return "static_loop";
280 		case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP:		return "dynamic_loop";
281 		case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP:	return "function_static_loop";
282 		default:
283 			DE_ASSERT(DE_FALSE);
284 			return DE_NULL;
285 	}
286 }
287 
getModeName(DiscardMode mode)288 static const char* getModeName (DiscardMode mode)
289 {
290 	switch (mode)
291 	{
292 		case DISCARDMODE_ALWAYS:	return "always";
293 		case DISCARDMODE_NEVER:		return "never";
294 		case DISCARDMODE_UNIFORM:	return "uniform";
295 		case DISCARDMODE_DYNAMIC:	return "dynamic";
296 		case DISCARDMODE_TEXTURE:	return "texture";
297 		default:
298 			DE_ASSERT(DE_FALSE);
299 			return DE_NULL;
300 	}
301 }
302 
getTemplateDesc(DiscardTemplate variant)303 static const char* getTemplateDesc (DiscardTemplate variant)
304 {
305 	switch (variant)
306 	{
307 		case DISCARDTEMPLATE_MAIN_BASIC:			return "main";
308 		case DISCARDTEMPLATE_FUNCTION_BASIC:		return "function";
309 		case DISCARDTEMPLATE_MAIN_STATIC_LOOP:		return "static loop";
310 		case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP:		return "dynamic loop";
311 		case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP:	return "static loop in function";
312 		default:
313 			DE_ASSERT(DE_FALSE);
314 			return DE_NULL;
315 	}
316 }
317 
getModeDesc(DiscardMode mode)318 static const char* getModeDesc (DiscardMode mode)
319 {
320 	switch (mode)
321 	{
322 		case DISCARDMODE_ALWAYS:	return "Always discard";
323 		case DISCARDMODE_NEVER:		return "Never discard";
324 		case DISCARDMODE_UNIFORM:	return "Discard based on uniform value";
325 		case DISCARDMODE_DYNAMIC:	return "Discard based on varying values";
326 		case DISCARDMODE_TEXTURE:	return "Discard based on texture value";
327 		default:
328 			DE_ASSERT(DE_FALSE);
329 			return DE_NULL;
330 	}
331 }
332 
makeDiscardCase(tcu::TestContext & testCtx,DiscardTemplate tmpl,DiscardMode mode)333 de::MovePtr<ShaderDiscardCase> makeDiscardCase (tcu::TestContext& testCtx, DiscardTemplate tmpl, DiscardMode mode)
334 {
335 	StringTemplate shaderTemplate(getTemplate(tmpl));
336 
337 	std::map<std::string, std::string> params;
338 
339 	switch (mode)
340 	{
341 		case DISCARDMODE_ALWAYS:	params["DISCARD"] = "discard";										break;
342 		case DISCARDMODE_NEVER:		params["DISCARD"] = "if (false) discard";							break;
343 		case DISCARDMODE_UNIFORM:	params["DISCARD"] = "if (ui_one > 0) discard";						break;
344 		case DISCARDMODE_DYNAMIC:	params["DISCARD"] = "if (v_coords.x+v_coords.y > 0.0) discard";		break;
345 		case DISCARDMODE_TEXTURE:	params["DISCARD"] = "if (texture(ut_brick, v_coords.xy*0.25+0.5).x < 0.7) discard";	break;
346 		default:
347 			DE_ASSERT(DE_FALSE);
348 			break;
349 	}
350 
351 	std::string name		= std::string(getTemplateName(tmpl)) + "_" + getModeName(mode);
352 	std::string description	= std::string(getModeDesc(mode)) + " in " + getTemplateDesc(tmpl);
353 
354 	return de::MovePtr<ShaderDiscardCase>(new ShaderDiscardCase(testCtx, name.c_str(), description.c_str(), shaderTemplate.specialize(params).c_str(), getEvalFunc(mode), mode == DISCARDMODE_TEXTURE));
355 }
356 
357 class ShaderDiscardTests : public tcu::TestCaseGroup
358 {
359 public:
360 							ShaderDiscardTests		(tcu::TestContext& textCtx);
361 	virtual					~ShaderDiscardTests		(void);
362 
363 	virtual void			init					(void);
364 
365 private:
366 							ShaderDiscardTests		(const ShaderDiscardTests&);		// not allowed!
367 	ShaderDiscardTests&		operator=				(const ShaderDiscardTests&);		// not allowed!
368 };
369 
ShaderDiscardTests(tcu::TestContext & testCtx)370 ShaderDiscardTests::ShaderDiscardTests (tcu::TestContext& testCtx)
371 	: TestCaseGroup(testCtx, "discard", "Discard statement tests")
372 {
373 }
374 
~ShaderDiscardTests(void)375 ShaderDiscardTests::~ShaderDiscardTests (void)
376 {
377 }
378 
init(void)379 void ShaderDiscardTests::init (void)
380 {
381 	for (int tmpl = 0; tmpl < DISCARDTEMPLATE_LAST; tmpl++)
382 		for (int mode = 0; mode < DISCARDMODE_LAST; mode++)
383 			addChild(makeDiscardCase(m_testCtx, (DiscardTemplate)tmpl, (DiscardMode)mode).release());
384 }
385 
386 } // anonymous
387 
createDiscardTests(tcu::TestContext & testCtx)388 tcu::TestCaseGroup* createDiscardTests (tcu::TestContext& testCtx)
389 {
390 	return new ShaderDiscardTests(testCtx);
391 }
392 
393 } // sr
394 } // vkt
395