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1 /*-------------------------------------------------------------------------
2  * drawElements Quality Program OpenGL (ES) Module
3  * -----------------------------------------------
4  *
5  * Copyright 2014 The Android Open Source Project
6  *
7  * Licensed under the Apache License, Version 2.0 (the "License");
8  * you may not use this file except in compliance with the License.
9  * You may obtain a copy of the License at
10  *
11  *      http://www.apache.org/licenses/LICENSE-2.0
12  *
13  * Unless required by applicable law or agreed to in writing, software
14  * distributed under the License is distributed on an "AS IS" BASIS,
15  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16  * See the License for the specific language governing permissions and
17  * limitations under the License.
18  *
19  *//*!
20  * \file
21  * \brief Shader execute test.
22  *
23  * \todo [petri] Multiple grid with differing constants/uniforms.
24  * \todo [petri]
25  *//*--------------------------------------------------------------------*/
26 
27 #include "glsShaderRenderCase.hpp"
28 
29 #include "tcuSurface.hpp"
30 #include "tcuVector.hpp"
31 #include "tcuImageCompare.hpp"
32 #include "tcuTestLog.hpp"
33 #include "tcuRenderTarget.hpp"
34 
35 #include "gluPixelTransfer.hpp"
36 #include "gluTexture.hpp"
37 #include "gluTextureUtil.hpp"
38 #include "gluDrawUtil.hpp"
39 
40 #include "glwFunctions.hpp"
41 #include "glwEnums.hpp"
42 
43 #include "deRandom.hpp"
44 #include "deMemory.h"
45 #include "deString.h"
46 #include "deMath.h"
47 #include "deStringUtil.hpp"
48 
49 #include <stdio.h>
50 #include <vector>
51 #include <string>
52 
53 namespace deqp
54 {
55 namespace gls
56 {
57 
58 using namespace std;
59 using namespace tcu;
60 using namespace glu;
61 
62 static const int			GRID_SIZE				= 64;
63 static const int			MAX_RENDER_WIDTH		= 128;
64 static const int			MAX_RENDER_HEIGHT		= 112;
65 static const tcu::Vec4		DEFAULT_CLEAR_COLOR		= tcu::Vec4(0.125f, 0.25f, 0.5f, 1.0f);
66 
toRGBA(const Vec4 & a)67 inline RGBA toRGBA (const Vec4& a)
68 {
69 	return RGBA(deClamp32(deRoundFloatToInt32(a.x() * 255.0f), 0, 255),
70 				deClamp32(deRoundFloatToInt32(a.y() * 255.0f), 0, 255),
71 				deClamp32(deRoundFloatToInt32(a.z() * 255.0f), 0, 255),
72 				deClamp32(deRoundFloatToInt32(a.w() * 255.0f), 0, 255));
73 }
74 
toVec(const RGBA & c)75 inline tcu::Vec4 toVec (const RGBA& c)
76 {
77 	return tcu::Vec4(c.getRed()		/ 255.0f,
78 					 c.getGreen()	/ 255.0f,
79 					 c.getBlue()	/ 255.0f,
80 					 c.getAlpha()	/ 255.0f);
81 }
82 
83 // TextureBinding
84 
TextureBinding(const glu::Texture2D * tex2D,const tcu::Sampler & sampler)85 TextureBinding::TextureBinding (const glu::Texture2D* tex2D, const tcu::Sampler& sampler)
86 	: m_type	(TYPE_2D)
87 	, m_sampler	(sampler)
88 {
89 	m_binding.tex2D = tex2D;
90 }
91 
TextureBinding(const glu::TextureCube * texCube,const tcu::Sampler & sampler)92 TextureBinding::TextureBinding (const glu::TextureCube* texCube, const tcu::Sampler& sampler)
93 	: m_type	(TYPE_CUBE_MAP)
94 	, m_sampler	(sampler)
95 {
96 	m_binding.texCube = texCube;
97 }
98 
TextureBinding(const glu::Texture2DArray * tex2DArray,const tcu::Sampler & sampler)99 TextureBinding::TextureBinding (const glu::Texture2DArray* tex2DArray, const tcu::Sampler& sampler)
100 	: m_type	(TYPE_2D_ARRAY)
101 	, m_sampler	(sampler)
102 {
103 	m_binding.tex2DArray = tex2DArray;
104 }
105 
TextureBinding(const glu::Texture3D * tex3D,const tcu::Sampler & sampler)106 TextureBinding::TextureBinding (const glu::Texture3D* tex3D, const tcu::Sampler& sampler)
107 	: m_type	(TYPE_3D)
108 	, m_sampler	(sampler)
109 {
110 	m_binding.tex3D = tex3D;
111 }
112 
TextureBinding(void)113 TextureBinding::TextureBinding (void)
114 	: m_type	(TYPE_NONE)
115 {
116 	m_binding.tex2D = DE_NULL;
117 }
118 
setSampler(const tcu::Sampler & sampler)119 void TextureBinding::setSampler (const tcu::Sampler& sampler)
120 {
121 	m_sampler = sampler;
122 }
123 
setTexture(const glu::Texture2D * tex2D)124 void TextureBinding::setTexture (const glu::Texture2D* tex2D)
125 {
126 	m_type			= TYPE_2D;
127 	m_binding.tex2D	= tex2D;
128 }
129 
setTexture(const glu::TextureCube * texCube)130 void TextureBinding::setTexture (const glu::TextureCube* texCube)
131 {
132 	m_type				= TYPE_CUBE_MAP;
133 	m_binding.texCube	= texCube;
134 }
135 
setTexture(const glu::Texture2DArray * tex2DArray)136 void TextureBinding::setTexture (const glu::Texture2DArray* tex2DArray)
137 {
138 	m_type					= TYPE_2D_ARRAY;
139 	m_binding.tex2DArray	= tex2DArray;
140 }
141 
setTexture(const glu::Texture3D * tex3D)142 void TextureBinding::setTexture (const glu::Texture3D* tex3D)
143 {
144 	m_type			= TYPE_3D;
145 	m_binding.tex3D	= tex3D;
146 }
147 
148 // QuadGrid.
149 
150 class QuadGrid
151 {
152 public:
153 							QuadGrid				(int gridSize, int screenWidth, int screenHeight, const Vec4& constCoords, const vector<Mat4>& userAttribTransforms, const vector<TextureBinding>& textures);
154 							~QuadGrid				(void);
155 
getGridSize(void) const156 	int						getGridSize				(void) const { return m_gridSize; }
getNumVertices(void) const157 	int						getNumVertices			(void) const { return m_numVertices; }
getNumTriangles(void) const158 	int						getNumTriangles			(void) const { return m_numTriangles; }
getConstCoords(void) const159 	const Vec4&				getConstCoords			(void) const { return m_constCoords; }
getUserAttribTransforms(void) const160 	const vector<Mat4>		getUserAttribTransforms	(void) const { return m_userAttribTransforms; }
getTextures(void) const161 	const vector<TextureBinding>&	getTextures		(void) const { return m_textures; }
162 
getPositions(void) const163 	const Vec4*				getPositions			(void) const { return &m_positions[0]; }
getAttribOne(void) const164 	const float*			getAttribOne			(void) const { return &m_attribOne[0]; }
getCoords(void) const165 	const Vec4*				getCoords				(void) const { return &m_coords[0]; }
getUnitCoords(void) const166 	const Vec4*				getUnitCoords			(void) const { return &m_unitCoords[0]; }
getUserAttrib(int attribNdx) const167 	const Vec4*				getUserAttrib			(int attribNdx) const { return &m_userAttribs[attribNdx][0]; }
getIndices(void) const168 	const deUint16*			getIndices				(void) const { return &m_indices[0]; }
169 
170 	Vec4					getCoords				(float sx, float sy) const;
171 	Vec4					getUnitCoords			(float sx, float sy) const;
172 
getNumUserAttribs(void) const173 	int						getNumUserAttribs		(void) const { return (int)m_userAttribTransforms.size(); }
174 	Vec4					getUserAttrib			(int attribNdx, float sx, float sy) const;
175 
176 private:
177 	int						m_gridSize;
178 	int						m_numVertices;
179 	int						m_numTriangles;
180 	Vec4					m_constCoords;
181 	vector<Mat4>			m_userAttribTransforms;
182 	vector<TextureBinding>	m_textures;
183 
184 	vector<Vec4>			m_screenPos;
185 	vector<Vec4>			m_positions;
186 	vector<Vec4>			m_coords;			//!< Near-unit coordinates, roughly [-2.0 .. 2.0].
187 	vector<Vec4>			m_unitCoords;		//!< Positive-only coordinates [0.0 .. 1.5].
188 	vector<float>			m_attribOne;
189 	vector<Vec4>			m_userAttribs[ShaderEvalContext::MAX_TEXTURES];
190 	vector<deUint16>		m_indices;
191 };
192 
QuadGrid(int gridSize,int width,int height,const Vec4 & constCoords,const vector<Mat4> & userAttribTransforms,const vector<TextureBinding> & textures)193 QuadGrid::QuadGrid (int gridSize, int width, int height, const Vec4& constCoords, const vector<Mat4>& userAttribTransforms, const vector<TextureBinding>& textures)
194 	: m_gridSize				(gridSize)
195 	, m_numVertices				((gridSize + 1) * (gridSize + 1))
196 	, m_numTriangles			(gridSize * gridSize * 2)
197 	, m_constCoords				(constCoords)
198 	, m_userAttribTransforms	(userAttribTransforms)
199 	, m_textures				(textures)
200 {
201 	Vec4 viewportScale = Vec4((float)width, (float)height, 0.0f, 0.0f);
202 
203 	// Compute vertices.
204 	m_positions.resize(m_numVertices);
205 	m_coords.resize(m_numVertices);
206 	m_unitCoords.resize(m_numVertices);
207 	m_attribOne.resize(m_numVertices);
208 	m_screenPos.resize(m_numVertices);
209 
210 	// User attributes.
211 	for (int i = 0; i < DE_LENGTH_OF_ARRAY(m_userAttribs); i++)
212 		m_userAttribs[i].resize(m_numVertices);
213 
214 	for (int y = 0; y < gridSize+1; y++)
215 	for (int x = 0; x < gridSize+1; x++)
216 	{
217 		float				sx			= x / (float)gridSize;
218 		float				sy			= y / (float)gridSize;
219 		float				fx			= 2.0f * sx - 1.0f;
220 		float				fy			= 2.0f * sy - 1.0f;
221 		int					vtxNdx		= ((y * (gridSize+1)) + x);
222 
223 		m_positions[vtxNdx]		= Vec4(fx, fy, 0.0f, 1.0f);
224 		m_attribOne[vtxNdx]		= 1.0f;
225 		m_screenPos[vtxNdx]		= Vec4(sx, sy, 0.0f, 1.0f) * viewportScale;
226 		m_coords[vtxNdx]		= getCoords(sx, sy);
227 		m_unitCoords[vtxNdx]	= getUnitCoords(sx, sy);
228 
229 		for (int attribNdx = 0; attribNdx < getNumUserAttribs(); attribNdx++)
230 			m_userAttribs[attribNdx][vtxNdx] = getUserAttrib(attribNdx, sx, sy);
231 	}
232 
233 	// Compute indices.
234 	m_indices.resize(3 * m_numTriangles);
235 	for (int y = 0; y < gridSize; y++)
236 	for (int x = 0; x < gridSize; x++)
237 	{
238 		int stride = gridSize + 1;
239 		int v00 = (y * stride) + x;
240 		int v01 = (y * stride) + x + 1;
241 		int v10 = ((y+1) * stride) + x;
242 		int v11 = ((y+1) * stride) + x + 1;
243 
244 		int baseNdx = ((y * gridSize) + x) * 6;
245 		m_indices[baseNdx + 0] = v10;
246 		m_indices[baseNdx + 1] = v00;
247 		m_indices[baseNdx + 2] = v01;
248 
249 		m_indices[baseNdx + 3] = v10;
250 		m_indices[baseNdx + 4] = v01;
251 		m_indices[baseNdx + 5] = v11;
252 	}
253 }
254 
~QuadGrid(void)255 QuadGrid::~QuadGrid (void)
256 {
257 }
258 
getCoords(float sx,float sy) const259 inline Vec4 QuadGrid::getCoords (float sx, float sy) const
260 {
261 	float fx = 2.0f * sx - 1.0f;
262 	float fy = 2.0f * sy - 1.0f;
263 	return Vec4(fx, fy, -fx + 0.33f*fy, -0.275f*fx - fy);
264 }
265 
getUnitCoords(float sx,float sy) const266 inline Vec4 QuadGrid::getUnitCoords (float sx, float sy) const
267 {
268 	return Vec4(sx, sy, 0.33f*sx + 0.5f*sy, 0.5f*sx + 0.25f*sy);
269 }
270 
getUserAttrib(int attribNdx,float sx,float sy) const271 inline Vec4 QuadGrid::getUserAttrib (int attribNdx, float sx, float sy) const
272 {
273 	// homogeneous normalized screen-space coordinates
274 	return m_userAttribTransforms[attribNdx] * Vec4(sx, sy, 0.0f, 1.0f);
275 }
276 
277 // ShaderEvalContext.
278 
ShaderEvalContext(const QuadGrid & quadGrid_)279 ShaderEvalContext::ShaderEvalContext (const QuadGrid& quadGrid_)
280 	: constCoords	(quadGrid_.getConstCoords())
281 	, isDiscarded	(false)
282 	, quadGrid		(quadGrid_)
283 {
284 	const vector<TextureBinding>& bindings = quadGrid.getTextures();
285 	DE_ASSERT((int)bindings.size() <= MAX_TEXTURES);
286 
287 	// Fill in texture array.
288 	for (int ndx = 0; ndx < (int)bindings.size(); ndx++)
289 	{
290 		const TextureBinding& binding = bindings[ndx];
291 
292 		if (binding.getType() == TextureBinding::TYPE_NONE)
293 			continue;
294 
295 		textures[ndx].sampler = binding.getSampler();
296 
297 		switch (binding.getType())
298 		{
299 			case TextureBinding::TYPE_2D:		textures[ndx].tex2D			= &binding.get2D()->getRefTexture();		break;
300 			case TextureBinding::TYPE_CUBE_MAP:	textures[ndx].texCube		= &binding.getCube()->getRefTexture();		break;
301 			case TextureBinding::TYPE_2D_ARRAY:	textures[ndx].tex2DArray	= &binding.get2DArray()->getRefTexture();	break;
302 			case TextureBinding::TYPE_3D:		textures[ndx].tex3D			= &binding.get3D()->getRefTexture();		break;
303 			default:
304 				DE_ASSERT(DE_FALSE);
305 		}
306 	}
307 }
308 
~ShaderEvalContext(void)309 ShaderEvalContext::~ShaderEvalContext (void)
310 {
311 }
312 
reset(float sx,float sy)313 void ShaderEvalContext::reset (float sx, float sy)
314 {
315 	// Clear old values
316 	color		= Vec4(0.0f, 0.0f, 0.0f, 1.0f);
317 	isDiscarded	= false;
318 
319 	// Compute coords
320 	coords		= quadGrid.getCoords(sx, sy);
321 	unitCoords	= quadGrid.getUnitCoords(sx, sy);
322 
323 	// Compute user attributes.
324 	int numAttribs = quadGrid.getNumUserAttribs();
325 	DE_ASSERT(numAttribs <= MAX_USER_ATTRIBS);
326 	for (int attribNdx = 0; attribNdx < numAttribs; attribNdx++)
327 		in[attribNdx] = quadGrid.getUserAttrib(attribNdx, sx, sy);
328 }
329 
texture2D(int unitNdx,const tcu::Vec2 & texCoords)330 tcu::Vec4 ShaderEvalContext::texture2D (int unitNdx, const tcu::Vec2& texCoords)
331 {
332 	if (textures[unitNdx].tex2D)
333 		return textures[unitNdx].tex2D->sample(textures[unitNdx].sampler, texCoords.x(), texCoords.y(), 0.0f);
334 	else
335 		return tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f);
336 }
337 
338 // ShaderEvaluator
339 
ShaderEvaluator(void)340 ShaderEvaluator::ShaderEvaluator (void)
341 	: m_evalFunc(DE_NULL)
342 {
343 }
344 
ShaderEvaluator(ShaderEvalFunc evalFunc)345 ShaderEvaluator::ShaderEvaluator (ShaderEvalFunc evalFunc)
346 	: m_evalFunc(evalFunc)
347 {
348 }
349 
~ShaderEvaluator(void)350 ShaderEvaluator::~ShaderEvaluator (void)
351 {
352 }
353 
evaluate(ShaderEvalContext & ctx)354 void ShaderEvaluator::evaluate (ShaderEvalContext& ctx)
355 {
356 	DE_ASSERT(m_evalFunc);
357 	m_evalFunc(ctx);
358 }
359 
360 // ShaderRenderCase.
361 
ShaderRenderCase(TestContext & testCtx,RenderContext & renderCtx,const ContextInfo & ctxInfo,const char * name,const char * description,bool isVertexCase,ShaderEvalFunc evalFunc)362 ShaderRenderCase::ShaderRenderCase (TestContext& testCtx, RenderContext& renderCtx, const ContextInfo& ctxInfo, const char* name, const char* description, bool isVertexCase, ShaderEvalFunc evalFunc)
363 	: TestCase				(testCtx, name, description)
364 	, m_renderCtx			(renderCtx)
365 	, m_ctxInfo				(ctxInfo)
366 	, m_isVertexCase		(isVertexCase)
367 	, m_defaultEvaluator	(evalFunc)
368 	, m_evaluator			(m_defaultEvaluator)
369 	, m_clearColor			(DEFAULT_CLEAR_COLOR)
370 	, m_program				(DE_NULL)
371 {
372 }
373 
ShaderRenderCase(TestContext & testCtx,RenderContext & renderCtx,const ContextInfo & ctxInfo,const char * name,const char * description,bool isVertexCase,ShaderEvaluator & evaluator)374 ShaderRenderCase::ShaderRenderCase (TestContext& testCtx, RenderContext& renderCtx, const ContextInfo& ctxInfo, const char* name, const char* description, bool isVertexCase, ShaderEvaluator& evaluator)
375 	: TestCase				(testCtx, name, description)
376 	, m_renderCtx			(renderCtx)
377 	, m_ctxInfo				(ctxInfo)
378 	, m_isVertexCase		(isVertexCase)
379 	, m_defaultEvaluator	(DE_NULL)
380 	, m_evaluator			(evaluator)
381 	, m_clearColor			(DEFAULT_CLEAR_COLOR)
382 	, m_program				(DE_NULL)
383 {
384 }
385 
~ShaderRenderCase(void)386 ShaderRenderCase::~ShaderRenderCase (void)
387 {
388 	ShaderRenderCase::deinit();
389 }
390 
init(void)391 void ShaderRenderCase::init (void)
392 {
393 	TestLog&				log		= m_testCtx.getLog();
394 	const glw::Functions&	gl		= m_renderCtx.getFunctions();
395 
396 	GLU_EXPECT_NO_ERROR(gl.getError(), "ShaderRenderCase::init() begin");
397 
398 	if (m_vertShaderSource.empty() || m_fragShaderSource.empty())
399 	{
400 		DE_ASSERT(m_vertShaderSource.empty() && m_fragShaderSource.empty());
401 		setupShaderData();
402 	}
403 
404 	DE_ASSERT(!m_program);
405 	m_program = new ShaderProgram(m_renderCtx, makeVtxFragSources(m_vertShaderSource, m_fragShaderSource));
406 
407 	try
408 	{
409 		log << *m_program; // Always log shader program.
410 
411 		if (!m_program->isOk())
412 			throw CompileFailed(__FILE__, __LINE__);
413 
414 		GLU_EXPECT_NO_ERROR(gl.getError(), "ShaderRenderCase::init() end");
415 	}
416 	catch (const std::exception&)
417 	{
418 		// Clean up.
419 		ShaderRenderCase::deinit();
420 		throw;
421 	}
422 }
423 
deinit(void)424 void ShaderRenderCase::deinit (void)
425 {
426 	delete m_program;
427 	m_program = DE_NULL;
428 }
429 
getViewportSize(void) const430 tcu::IVec2 ShaderRenderCase::getViewportSize (void) const
431 {
432 	return tcu::IVec2(de::min(m_renderCtx.getRenderTarget().getWidth(), MAX_RENDER_WIDTH),
433 					  de::min(m_renderCtx.getRenderTarget().getHeight(), MAX_RENDER_HEIGHT));
434 }
435 
iterate(void)436 TestNode::IterateResult ShaderRenderCase::iterate (void)
437 {
438 	const glw::Functions& gl = m_renderCtx.getFunctions();
439 
440 	GLU_EXPECT_NO_ERROR(gl.getError(), "ShaderRenderCase::iterate() begin");
441 
442 	DE_ASSERT(m_program);
443 	deUint32 programID = m_program->getProgram();
444 	gl.useProgram(programID);
445 
446 	// Create quad grid.
447 	IVec2	viewportSize	= getViewportSize();
448 	int		width			= viewportSize.x();
449 	int		height			= viewportSize.y();
450 
451 	// \todo [petri] Better handling of constCoords (render in multiple chunks, vary coords).
452 	QuadGrid quadGrid(m_isVertexCase ? GRID_SIZE : 4, width, height, Vec4(0.125f, 0.25f, 0.5f, 1.0f), m_userAttribTransforms, m_textures);
453 
454 	// Render result.
455 	Surface resImage(width, height);
456 	render(resImage, programID, quadGrid);
457 
458 	// Compute reference.
459 	Surface refImage (width, height);
460 	if (m_isVertexCase)
461 		computeVertexReference(refImage, quadGrid);
462 	else
463 		computeFragmentReference(refImage, quadGrid);
464 
465 	// Compare.
466 	bool testOk = compareImages(resImage, refImage, 0.05f);
467 
468 	// De-initialize.
469 	gl.useProgram(0);
470 
471 	m_testCtx.setTestResult(testOk ? QP_TEST_RESULT_PASS	: QP_TEST_RESULT_FAIL,
472 							testOk ? "Pass"					: "Fail");
473 	return TestNode::STOP;
474 }
475 
setupShaderData(void)476 void ShaderRenderCase::setupShaderData (void)
477 {
478 }
479 
setup(int programID)480 void ShaderRenderCase::setup (int programID)
481 {
482 	DE_UNREF(programID);
483 }
484 
setupUniforms(int programID,const Vec4 & constCoords)485 void ShaderRenderCase::setupUniforms (int programID, const Vec4& constCoords)
486 {
487 	DE_UNREF(programID);
488 	DE_UNREF(constCoords);
489 }
490 
setupDefaultInputs(int programID)491 void ShaderRenderCase::setupDefaultInputs (int programID)
492 {
493 	const glw::Functions& gl = m_renderCtx.getFunctions();
494 
495 	// SETUP UNIFORMS.
496 
497 	setupDefaultUniforms(m_renderCtx, programID);
498 
499 	GLU_EXPECT_NO_ERROR(gl.getError(), "post uniform setup");
500 
501 	// SETUP TEXTURES.
502 
503 	for (int ndx = 0; ndx < (int)m_textures.size(); ndx++)
504 	{
505 		const TextureBinding&	tex			= m_textures[ndx];
506 		const tcu::Sampler&		sampler		= tex.getSampler();
507 		deUint32				texTarget	= GL_NONE;
508 		deUint32				texObj		= 0;
509 
510 		if (tex.getType() == TextureBinding::TYPE_NONE)
511 			continue;
512 
513 		// Feature check.
514 		if (m_renderCtx.getType().getAPI() == glu::ApiType::es(2,0))
515 		{
516 			if (tex.getType() == TextureBinding::TYPE_2D_ARRAY)
517 				throw tcu::NotSupportedError("2D array texture binding is not supported");
518 
519 			if (tex.getType() == TextureBinding::TYPE_3D)
520 				throw tcu::NotSupportedError("3D texture binding is not supported");
521 
522 			if (sampler.compare != tcu::Sampler::COMPAREMODE_NONE)
523 				throw tcu::NotSupportedError("Shadow lookups are not supported");
524 		}
525 
526 		switch (tex.getType())
527 		{
528 			case TextureBinding::TYPE_2D:		texTarget = GL_TEXTURE_2D;			texObj = tex.get2D()->getGLTexture();		break;
529 			case TextureBinding::TYPE_CUBE_MAP:	texTarget = GL_TEXTURE_CUBE_MAP;	texObj = tex.getCube()->getGLTexture();		break;
530 			case TextureBinding::TYPE_2D_ARRAY:	texTarget = GL_TEXTURE_2D_ARRAY;	texObj = tex.get2DArray()->getGLTexture();	break;
531 			case TextureBinding::TYPE_3D:		texTarget = GL_TEXTURE_3D;			texObj = tex.get3D()->getGLTexture();		break;
532 			default:
533 				DE_ASSERT(DE_FALSE);
534 		}
535 
536 		gl.activeTexture(GL_TEXTURE0+ndx);
537 		gl.bindTexture(texTarget, texObj);
538 		gl.texParameteri(texTarget, GL_TEXTURE_WRAP_S,		glu::getGLWrapMode(sampler.wrapS));
539 		gl.texParameteri(texTarget, GL_TEXTURE_WRAP_T,		glu::getGLWrapMode(sampler.wrapT));
540 		gl.texParameteri(texTarget, GL_TEXTURE_MIN_FILTER,	glu::getGLFilterMode(sampler.minFilter));
541 		gl.texParameteri(texTarget, GL_TEXTURE_MAG_FILTER,	glu::getGLFilterMode(sampler.magFilter));
542 
543 		if (texTarget == GL_TEXTURE_3D)
544 			gl.texParameteri(texTarget, GL_TEXTURE_WRAP_R, glu::getGLWrapMode(sampler.wrapR));
545 
546 		if (sampler.compare != tcu::Sampler::COMPAREMODE_NONE)
547 		{
548 			gl.texParameteri(texTarget, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
549 			gl.texParameteri(texTarget, GL_TEXTURE_COMPARE_FUNC, glu::getGLCompareFunc(sampler.compare));
550 		}
551 	}
552 
553 	GLU_EXPECT_NO_ERROR(gl.getError(), "texture sampler setup");
554 }
555 
getDefaultVertexArrays(const glw::Functions & gl,const QuadGrid & quadGrid,deUint32 program,vector<VertexArrayBinding> & vertexArrays)556 static void getDefaultVertexArrays (const glw::Functions& gl, const QuadGrid& quadGrid, deUint32 program, vector<VertexArrayBinding>& vertexArrays)
557 {
558 	const int numElements = quadGrid.getNumVertices();
559 
560 	vertexArrays.push_back(va::Float("a_position",		4, numElements, 0, (const float*)quadGrid.getPositions()));
561 	vertexArrays.push_back(va::Float("a_coords",		4, numElements, 0, (const float*)quadGrid.getCoords()));
562 	vertexArrays.push_back(va::Float("a_unitCoords",	4, numElements, 0, (const float*)quadGrid.getUnitCoords()));
563 	vertexArrays.push_back(va::Float("a_one",			1, numElements, 0, quadGrid.getAttribOne()));
564 
565 	// a_inN.
566 	for (int userNdx = 0; userNdx < quadGrid.getNumUserAttribs(); userNdx++)
567 	{
568 		string name = string("a_in") + de::toString(userNdx);
569 		vertexArrays.push_back(va::Float(name, 4, numElements, 0, (const float*)quadGrid.getUserAttrib(userNdx)));
570 	}
571 
572 	// Matrix attributes - these are set by location
573 	static const struct
574 	{
575 		const char*	name;
576 		int			numCols;
577 		int			numRows;
578 	} matrices[] =
579 	{
580 		{ "a_mat2",		2, 2 },
581 		{ "a_mat2x3",	2, 3 },
582 		{ "a_mat2x4",	2, 4 },
583 		{ "a_mat3x2",	3, 2 },
584 		{ "a_mat3",		3, 3 },
585 		{ "a_mat3x4",	3, 4 },
586 		{ "a_mat4x2",	4, 2 },
587 		{ "a_mat4x3",	4, 3 },
588 		{ "a_mat4",		4, 4 }
589 	};
590 
591 	for (int matNdx = 0; matNdx < DE_LENGTH_OF_ARRAY(matrices); matNdx++)
592 	{
593 		int loc = gl.getAttribLocation(program, matrices[matNdx].name);
594 
595 		if (loc < 0)
596 			continue; // Not used in shader.
597 
598 		int numRows	= matrices[matNdx].numRows;
599 		int numCols	= matrices[matNdx].numCols;
600 
601 		for (int colNdx = 0; colNdx < numCols; colNdx++)
602 			vertexArrays.push_back(va::Float(loc+colNdx, numRows, numElements, 4*(int)sizeof(float), (const float*)quadGrid.getUserAttrib(colNdx)));
603 	}
604 }
605 
render(Surface & result,int programID,const QuadGrid & quadGrid)606 void ShaderRenderCase::render (Surface& result, int programID, const QuadGrid& quadGrid)
607 {
608 	const glw::Functions& gl = m_renderCtx.getFunctions();
609 
610 	GLU_EXPECT_NO_ERROR(gl.getError(), "pre render");
611 
612 	// Buffer info.
613 	int				width		= result.getWidth();
614 	int				height		= result.getHeight();
615 
616 	int				xOffsetMax	= m_renderCtx.getRenderTarget().getWidth() - width;
617 	int				yOffsetMax	= m_renderCtx.getRenderTarget().getHeight() - height;
618 
619 	deUint32		hash		= deStringHash(m_vertShaderSource.c_str()) + deStringHash(m_fragShaderSource.c_str());
620 	de::Random		rnd			(hash);
621 
622 	int				xOffset		= rnd.getInt(0, xOffsetMax);
623 	int				yOffset		= rnd.getInt(0, yOffsetMax);
624 
625 	gl.viewport(xOffset, yOffset, width, height);
626 
627 	// Setup program.
628 	setupUniforms(programID, quadGrid.getConstCoords());
629 	setupDefaultInputs(programID);
630 
631 	// Clear.
632 	gl.clearColor(m_clearColor.x(), m_clearColor.y(), m_clearColor.z(), m_clearColor.w());
633 	gl.clear(GL_COLOR_BUFFER_BIT);
634 
635 	// Draw.
636 	{
637 		std::vector<VertexArrayBinding>	vertexArrays;
638 		const int						numElements		= quadGrid.getNumTriangles()*3;
639 
640 		getDefaultVertexArrays(gl, quadGrid, programID, vertexArrays);
641 		draw(m_renderCtx, programID, (int)vertexArrays.size(), &vertexArrays[0], pr::Triangles(numElements, quadGrid.getIndices()));
642 	}
643 	GLU_EXPECT_NO_ERROR(gl.getError(), "draw");
644 
645 	// Read back results.
646 	glu::readPixels(m_renderCtx, xOffset, yOffset, result.getAccess());
647 
648 	GLU_EXPECT_NO_ERROR(gl.getError(), "post render");
649 }
650 
computeVertexReference(Surface & result,const QuadGrid & quadGrid)651 void ShaderRenderCase::computeVertexReference (Surface& result, const QuadGrid& quadGrid)
652 {
653 	// Buffer info.
654 	int					width		= result.getWidth();
655 	int					height		= result.getHeight();
656 	int					gridSize	= quadGrid.getGridSize();
657 	int					stride		= gridSize + 1;
658 	bool				hasAlpha	= m_renderCtx.getRenderTarget().getPixelFormat().alphaBits > 0;
659 	ShaderEvalContext	evalCtx		(quadGrid);
660 
661 	// Evaluate color for each vertex.
662 	vector<Vec4> colors((gridSize+1)*(gridSize+1));
663 	for (int y = 0; y < gridSize+1; y++)
664 	for (int x = 0; x < gridSize+1; x++)
665 	{
666 		float				sx			= x / (float)gridSize;
667 		float				sy			= y / (float)gridSize;
668 		int					vtxNdx		= ((y * (gridSize+1)) + x);
669 
670 		evalCtx.reset(sx, sy);
671 		m_evaluator.evaluate(evalCtx);
672 		DE_ASSERT(!evalCtx.isDiscarded); // Discard is not available in vertex shader.
673 		Vec4 color = evalCtx.color;
674 
675 		if (!hasAlpha)
676 			color.w() = 1.0f;
677 
678 		colors[vtxNdx] = color;
679 	}
680 
681 	// Render quads.
682 	for (int y = 0; y < gridSize; y++)
683 	for (int x = 0; x < gridSize; x++)
684 	{
685 		float x0 = x / (float)gridSize;
686 		float x1 = (x + 1) / (float)gridSize;
687 		float y0 = y / (float)gridSize;
688 		float y1 = (y + 1) / (float)gridSize;
689 
690 		float sx0 = x0 * (float)width;
691 		float sx1 = x1 * (float)width;
692 		float sy0 = y0 * (float)height;
693 		float sy1 = y1 * (float)height;
694 		float oosx = 1.0f / (sx1 - sx0);
695 		float oosy = 1.0f / (sy1 - sy0);
696 
697 		int ix0 = deCeilFloatToInt32(sx0 - 0.5f);
698 		int ix1 = deCeilFloatToInt32(sx1 - 0.5f);
699 		int iy0 = deCeilFloatToInt32(sy0 - 0.5f);
700 		int iy1 = deCeilFloatToInt32(sy1 - 0.5f);
701 
702 		int		v00 = (y * stride) + x;
703 		int		v01 = (y * stride) + x + 1;
704 		int		v10 = ((y + 1) * stride) + x;
705 		int		v11 = ((y + 1) * stride) + x + 1;
706 		Vec4	c00 = colors[v00];
707 		Vec4	c01 = colors[v01];
708 		Vec4	c10 = colors[v10];
709 		Vec4	c11 = colors[v11];
710 
711 		//printf("(%d,%d) -> (%f..%f, %f..%f) (%d..%d, %d..%d)\n", x, y, sx0, sx1, sy0, sy1, ix0, ix1, iy0, iy1);
712 
713 		for (int iy = iy0; iy < iy1; iy++)
714 		for (int ix = ix0; ix < ix1; ix++)
715 		{
716 			DE_ASSERT(deInBounds32(ix, 0, width));
717 			DE_ASSERT(deInBounds32(iy, 0, height));
718 
719 			float		sfx		= (float)ix + 0.5f;
720 			float		sfy		= (float)iy + 0.5f;
721 			float		fx1		= deFloatClamp((sfx - sx0) * oosx, 0.0f, 1.0f);
722 			float		fy1		= deFloatClamp((sfy - sy0) * oosy, 0.0f, 1.0f);
723 
724 			// Triangle quad interpolation.
725 			bool		tri		= fx1 + fy1 <= 1.0f;
726 			float		tx		= tri ? fx1 : (1.0f-fx1);
727 			float		ty		= tri ? fy1 : (1.0f-fy1);
728 			const Vec4&	t0		= tri ? c00 : c11;
729 			const Vec4&	t1		= tri ? c01 : c10;
730 			const Vec4&	t2		= tri ? c10 : c01;
731 			Vec4		color	= t0 + (t1-t0)*tx + (t2-t0)*ty;
732 
733 			result.setPixel(ix, iy, toRGBA(color));
734 		}
735 	}
736 }
737 
computeFragmentReference(Surface & result,const QuadGrid & quadGrid)738 void ShaderRenderCase::computeFragmentReference (Surface& result, const QuadGrid& quadGrid)
739 {
740 	// Buffer info.
741 	int					width		= result.getWidth();
742 	int					height		= result.getHeight();
743 	bool				hasAlpha	= m_renderCtx.getRenderTarget().getPixelFormat().alphaBits > 0;
744 	ShaderEvalContext	evalCtx		(quadGrid);
745 
746 	// Render.
747 	for (int y = 0; y < height; y++)
748 	for (int x = 0; x < width; x++)
749 	{
750 		float sx = ((float)x + 0.5f) / (float)width;
751 		float sy = ((float)y + 0.5f) / (float)height;
752 
753 		evalCtx.reset(sx, sy);
754 		m_evaluator.evaluate(evalCtx);
755 		// Select either clear color or computed color based on discarded bit.
756 		Vec4 color = evalCtx.isDiscarded ? m_clearColor : evalCtx.color;
757 
758 		if (!hasAlpha)
759 			color.w() = 1.0f;
760 
761 		result.setPixel(x, y, toRGBA(color));
762 	}
763 }
764 
compareImages(const Surface & resImage,const Surface & refImage,float errorThreshold)765 bool ShaderRenderCase::compareImages (const Surface& resImage, const Surface& refImage, float errorThreshold)
766 {
767 	return tcu::fuzzyCompare(m_testCtx.getLog(), "ComparisonResult", "Image comparison result", refImage, resImage, errorThreshold, tcu::COMPARE_LOG_RESULT);
768 }
769 
770 // Uniform name helpers.
771 
getIntUniformName(int number)772 const char* getIntUniformName (int number)
773 {
774 	switch (number)
775 	{
776 		case 0:		return "ui_zero";
777 		case 1:		return "ui_one";
778 		case 2:		return "ui_two";
779 		case 3:		return "ui_three";
780 		case 4:		return "ui_four";
781 		case 5:		return "ui_five";
782 		case 6:		return "ui_six";
783 		case 7:		return "ui_seven";
784 		case 8:		return "ui_eight";
785 		case 101:	return "ui_oneHundredOne";
786 		default:
787 			DE_ASSERT(false);
788 			return "";
789 	}
790 }
791 
getFloatUniformName(int number)792 const char* getFloatUniformName (int number)
793 {
794 	switch (number)
795 	{
796 		case 0:	return "uf_zero";
797 		case 1: return "uf_one";
798 		case 2: return "uf_two";
799 		case 3: return "uf_three";
800 		case 4: return "uf_four";
801 		case 5: return "uf_five";
802 		case 6: return "uf_six";
803 		case 7: return "uf_seven";
804 		case 8: return "uf_eight";
805 		default:
806 			DE_ASSERT(false);
807 			return "";
808 	}
809 }
810 
getFloatFractionUniformName(int number)811 const char* getFloatFractionUniformName (int number)
812 {
813 	switch (number)
814 	{
815 		case 1: return "uf_one";
816 		case 2: return "uf_half";
817 		case 3: return "uf_third";
818 		case 4: return "uf_fourth";
819 		case 5: return "uf_fifth";
820 		case 6: return "uf_sixth";
821 		case 7: return "uf_seventh";
822 		case 8: return "uf_eighth";
823 		default:
824 			DE_ASSERT(false);
825 			return "";
826 	}
827 }
828 
setupDefaultUniforms(const glu::RenderContext & context,deUint32 programID)829 void setupDefaultUniforms (const glu::RenderContext& context, deUint32 programID)
830 {
831 	const glw::Functions& gl = context.getFunctions();
832 
833 	// Bool.
834 	struct BoolUniform { const char* name; bool value; };
835 	static const BoolUniform s_boolUniforms[] =
836 	{
837 		{ "ub_true",	true },
838 		{ "ub_false",	false },
839 	};
840 
841 	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_boolUniforms); i++)
842 	{
843 		int uniLoc = gl.getUniformLocation(programID, s_boolUniforms[i].name);
844 		if (uniLoc != -1)
845 			gl.uniform1i(uniLoc, s_boolUniforms[i].value);
846 	}
847 
848 	// BVec4.
849 	struct BVec4Uniform { const char* name; BVec4 value; };
850 	static const BVec4Uniform s_bvec4Uniforms[] =
851 	{
852 		{ "ub4_true",	BVec4(true) },
853 		{ "ub4_false",	BVec4(false) },
854 	};
855 
856 	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_bvec4Uniforms); i++)
857 	{
858 		const BVec4Uniform& uni = s_bvec4Uniforms[i];
859 		int arr[4];
860 		arr[0] = (int)uni.value.x();
861 		arr[1] = (int)uni.value.y();
862 		arr[2] = (int)uni.value.z();
863 		arr[3] = (int)uni.value.w();
864 		int uniLoc = gl.getUniformLocation(programID, uni.name);
865 		if (uniLoc != -1)
866 			gl.uniform4iv(uniLoc, 1, &arr[0]);
867 	}
868 
869 	// Int.
870 	struct IntUniform { const char* name; int value; };
871 	static const IntUniform s_intUniforms[] =
872 	{
873 		{ "ui_minusOne",		-1 },
874 		{ "ui_zero",			0 },
875 		{ "ui_one",				1 },
876 		{ "ui_two",				2 },
877 		{ "ui_three",			3 },
878 		{ "ui_four",			4 },
879 		{ "ui_five",			5 },
880 		{ "ui_six",				6 },
881 		{ "ui_seven",			7 },
882 		{ "ui_eight",			8 },
883 		{ "ui_oneHundredOne",	101 }
884 	};
885 
886 	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_intUniforms); i++)
887 	{
888 		int uniLoc = gl.getUniformLocation(programID, s_intUniforms[i].name);
889 		if (uniLoc != -1)
890 			gl.uniform1i(uniLoc, s_intUniforms[i].value);
891 	}
892 
893 	// IVec2.
894 	struct IVec2Uniform { const char* name; IVec2 value; };
895 	static const IVec2Uniform s_ivec2Uniforms[] =
896 	{
897 		{ "ui2_minusOne",	IVec2(-1) },
898 		{ "ui2_zero",		IVec2(0) },
899 		{ "ui2_one",		IVec2(1) },
900 		{ "ui2_two",		IVec2(2) },
901 		{ "ui2_four",		IVec2(4) },
902 		{ "ui2_five",		IVec2(5) }
903 	};
904 
905 	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_ivec2Uniforms); i++)
906 	{
907 		int uniLoc = gl.getUniformLocation(programID, s_ivec2Uniforms[i].name);
908 		if (uniLoc != -1)
909 			gl.uniform2iv(uniLoc, 1, s_ivec2Uniforms[i].value.getPtr());
910 	}
911 
912 	// IVec3.
913 	struct IVec3Uniform { const char* name; IVec3 value; };
914 	static const IVec3Uniform s_ivec3Uniforms[] =
915 	{
916 		{ "ui3_minusOne",	IVec3(-1) },
917 		{ "ui3_zero",		IVec3(0) },
918 		{ "ui3_one",		IVec3(1) },
919 		{ "ui3_two",		IVec3(2) },
920 		{ "ui3_four",		IVec3(4) },
921 		{ "ui3_five",		IVec3(5) }
922 	};
923 
924 	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_ivec3Uniforms); i++)
925 	{
926 		int uniLoc = gl.getUniformLocation(programID, s_ivec3Uniforms[i].name);
927 		if (uniLoc != -1)
928 			gl.uniform3iv(uniLoc, 1, s_ivec3Uniforms[i].value.getPtr());
929 	}
930 
931 	// IVec4.
932 	struct IVec4Uniform { const char* name; IVec4 value; };
933 	static const IVec4Uniform s_ivec4Uniforms[] =
934 	{
935 		{ "ui4_minusOne",	IVec4(-1) },
936 		{ "ui4_zero",		IVec4(0) },
937 		{ "ui4_one",		IVec4(1) },
938 		{ "ui4_two",		IVec4(2) },
939 		{ "ui4_four",		IVec4(4) },
940 		{ "ui4_five",		IVec4(5) }
941 	};
942 
943 	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_ivec4Uniforms); i++)
944 	{
945 		int uniLoc = gl.getUniformLocation(programID, s_ivec4Uniforms[i].name);
946 		if (uniLoc != -1)
947 			gl.uniform4iv(uniLoc, 1, s_ivec4Uniforms[i].value.getPtr());
948 	}
949 
950 	// Float.
951 	struct FloatUniform { const char* name; float value; };
952 	static const FloatUniform s_floatUniforms[] =
953 	{
954 		{ "uf_zero",	0.0f },
955 		{ "uf_one",		1.0f },
956 		{ "uf_two",		2.0f },
957 		{ "uf_three",	3.0f },
958 		{ "uf_four",	4.0f },
959 		{ "uf_five",	5.0f },
960 		{ "uf_six",		6.0f },
961 		{ "uf_seven",	7.0f },
962 		{ "uf_eight",	8.0f },
963 		{ "uf_half",	1.0f / 2.0f },
964 		{ "uf_third",	1.0f / 3.0f },
965 		{ "uf_fourth",	1.0f / 4.0f },
966 		{ "uf_fifth",	1.0f / 5.0f },
967 		{ "uf_sixth",	1.0f / 6.0f },
968 		{ "uf_seventh",	1.0f / 7.0f },
969 		{ "uf_eighth",	1.0f / 8.0f }
970 	};
971 
972 	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_floatUniforms); i++)
973 	{
974 		int uniLoc = gl.getUniformLocation(programID, s_floatUniforms[i].name);
975 		if (uniLoc != -1)
976 			gl.uniform1f(uniLoc, s_floatUniforms[i].value);
977 	}
978 
979 	// Vec2.
980 	struct Vec2Uniform { const char* name; Vec2 value; };
981 	static const Vec2Uniform s_vec2Uniforms[] =
982 	{
983 		{ "uv2_minusOne",	Vec2(-1.0f) },
984 		{ "uv2_zero",		Vec2(0.0f) },
985 		{ "uv2_half",		Vec2(0.5f) },
986 		{ "uv2_one",		Vec2(1.0f) },
987 		{ "uv2_two",		Vec2(2.0f) },
988 	};
989 
990 	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_vec2Uniforms); i++)
991 	{
992 		int uniLoc = gl.getUniformLocation(programID, s_vec2Uniforms[i].name);
993 		if (uniLoc != -1)
994 			gl.uniform2fv(uniLoc, 1, s_vec2Uniforms[i].value.getPtr());
995 	}
996 
997 	// Vec3.
998 	struct Vec3Uniform { const char* name; Vec3 value; };
999 	static const Vec3Uniform s_vec3Uniforms[] =
1000 	{
1001 		{ "uv3_minusOne",	Vec3(-1.0f) },
1002 		{ "uv3_zero",		Vec3(0.0f) },
1003 		{ "uv3_half",		Vec3(0.5f) },
1004 		{ "uv3_one",		Vec3(1.0f) },
1005 		{ "uv3_two",		Vec3(2.0f) },
1006 	};
1007 
1008 	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_vec3Uniforms); i++)
1009 	{
1010 		int uniLoc = gl.getUniformLocation(programID, s_vec3Uniforms[i].name);
1011 		if (uniLoc != -1)
1012 			gl.uniform3fv(uniLoc, 1, s_vec3Uniforms[i].value.getPtr());
1013 	}
1014 
1015 	// Vec4.
1016 	struct Vec4Uniform { const char* name; Vec4 value; };
1017 	static const Vec4Uniform s_vec4Uniforms[] =
1018 	{
1019 		{ "uv4_minusOne",	Vec4(-1.0f) },
1020 		{ "uv4_zero",		Vec4(0.0f) },
1021 		{ "uv4_half",		Vec4(0.5f) },
1022 		{ "uv4_one",		Vec4(1.0f) },
1023 		{ "uv4_two",		Vec4(2.0f) },
1024 		{ "uv4_black",		Vec4(0.0f, 0.0f, 0.0f, 1.0f) },
1025 		{ "uv4_gray",		Vec4(0.5f, 0.5f, 0.5f, 1.0f) },
1026 		{ "uv4_white",		Vec4(1.0f, 1.0f, 1.0f, 1.0f) },
1027 	};
1028 
1029 	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_vec4Uniforms); i++)
1030 	{
1031 		int uniLoc = gl.getUniformLocation(programID, s_vec4Uniforms[i].name);
1032 		if (uniLoc != -1)
1033 			gl.uniform4fv(uniLoc, 1, s_vec4Uniforms[i].value.getPtr());
1034 	}
1035 }
1036 
1037 } // gls
1038 } // deqp
1039