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1 /*-------------------------------------------------------------------------
2  * drawElements Quality Program OpenGL ES 3.0 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 discard statement tests.
22  *//*--------------------------------------------------------------------*/
23 
24 #include "es3fShaderDiscardTests.hpp"
25 #include "glsShaderRenderCase.hpp"
26 #include "tcuStringTemplate.hpp"
27 #include "gluTexture.hpp"
28 
29 #include <map>
30 #include <sstream>
31 #include <string>
32 
33 #include "glwEnums.hpp"
34 #include "glwFunctions.hpp"
35 
36 using tcu::StringTemplate;
37 
38 using std::map;
39 using std::string;
40 using std::ostringstream;
41 
42 using namespace glu;
43 using namespace deqp::gls;
44 
45 namespace deqp
46 {
47 namespace gles3
48 {
49 namespace Functional
50 {
51 
52 class ShaderDiscardCase : public ShaderRenderCase
53 {
54 public:
55 						ShaderDiscardCase			(Context& context, const char* name, const char* description, const char* shaderSource, ShaderEvalFunc evalFunc, bool usesTexture);
56 	virtual				~ShaderDiscardCase			(void);
57 
58 	void				init						(void);
59 	void				deinit						(void);
60 
61 	void				setupUniforms				(int programID, const tcu::Vec4& constCoords);
62 
63 private:
64 	bool				m_usesTexture;
65 	glu::Texture2D*		m_brickTexture;
66 };
67 
ShaderDiscardCase(Context & context,const char * name,const char * description,const char * shaderSource,ShaderEvalFunc evalFunc,bool usesTexture)68 ShaderDiscardCase::ShaderDiscardCase (Context& context, const char* name, const char* description, const char* shaderSource, ShaderEvalFunc evalFunc, bool usesTexture)
69 	: ShaderRenderCase	(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, false, evalFunc)
70 	, m_usesTexture		(usesTexture)
71 	, m_brickTexture	(DE_NULL)
72 {
73 	m_fragShaderSource	= shaderSource;
74 	m_vertShaderSource	=
75 		"#version 300 es\n"
76 		"in  highp   vec4 a_position;\n"
77 		"in  highp   vec4 a_coords;\n"
78 		"out mediump vec4 v_color;\n"
79 		"out mediump vec4 v_coords;\n\n"
80 		"void main (void)\n"
81 		"{\n"
82 		"    gl_Position = a_position;\n"
83 		"    v_color = vec4(a_coords.xyz, 1.0);\n"
84 		"    v_coords = a_coords;\n"
85 		"}\n";
86 }
87 
~ShaderDiscardCase(void)88 ShaderDiscardCase::~ShaderDiscardCase (void)
89 {
90 	delete m_brickTexture;
91 }
92 
init(void)93 void ShaderDiscardCase::init (void)
94 {
95 	if (m_usesTexture)
96 	{
97 		m_brickTexture = glu::Texture2D::create(m_renderCtx, m_ctxInfo, m_testCtx.getArchive(), "data/brick.png");
98 		m_textures.push_back(TextureBinding(m_brickTexture, tcu::Sampler(tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE,
99 																		 tcu::Sampler::LINEAR, tcu::Sampler::LINEAR)));
100 	}
101 	gls::ShaderRenderCase::init();
102 }
103 
deinit(void)104 void ShaderDiscardCase::deinit (void)
105 {
106 	gls::ShaderRenderCase::deinit();
107 	delete m_brickTexture;
108 	m_brickTexture = DE_NULL;
109 }
110 
setupUniforms(int programID,const tcu::Vec4 &)111 void ShaderDiscardCase::setupUniforms (int programID, const tcu::Vec4&)
112 {
113 	const glw::Functions& gl = m_renderCtx.getFunctions();
114 	gl.uniform1i(gl.getUniformLocation(programID, "ut_brick"), 0);
115 }
116 
ShaderDiscardTests(Context & context)117 ShaderDiscardTests::ShaderDiscardTests (Context& context)
118 	: TestCaseGroup(context, "discard", "Discard statement tests")
119 {
120 }
121 
~ShaderDiscardTests(void)122 ShaderDiscardTests::~ShaderDiscardTests (void)
123 {
124 }
125 
126 enum DiscardMode
127 {
128 	DISCARDMODE_ALWAYS = 0,
129 	DISCARDMODE_NEVER,
130 	DISCARDMODE_UNIFORM,
131 	DISCARDMODE_DYNAMIC,
132 	DISCARDMODE_TEXTURE,
133 
134 	DISCARDMODE_LAST
135 };
136 
137 enum DiscardTemplate
138 {
139 	DISCARDTEMPLATE_MAIN_BASIC = 0,
140 	DISCARDTEMPLATE_FUNCTION_BASIC,
141 	DISCARDTEMPLATE_MAIN_STATIC_LOOP,
142 	DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP,
143 	DISCARDTEMPLATE_FUNCTION_STATIC_LOOP,
144 
145 	DISCARDTEMPLATE_LAST
146 };
147 
148 // Evaluation functions
evalDiscardAlways(ShaderEvalContext & c)149 inline void evalDiscardAlways	(ShaderEvalContext& c) { c.discard(); }
evalDiscardNever(ShaderEvalContext & c)150 inline void evalDiscardNever	(ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); }
evalDiscardDynamic(ShaderEvalContext & c)151 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(); }
152 
evalDiscardTexture(ShaderEvalContext & c)153 inline void evalDiscardTexture (ShaderEvalContext& c)
154 {
155 	c.color.xyz() = c.coords.swizzle(0,1,2);
156 	if (c.texture2D(0, c.coords.swizzle(0,1) * 0.25f + 0.5f).x() < 0.7f)
157 		c.discard();
158 }
159 
getEvalFunc(DiscardMode mode)160 static ShaderEvalFunc getEvalFunc (DiscardMode mode)
161 {
162 	switch (mode)
163 	{
164 		case DISCARDMODE_ALWAYS:	return evalDiscardAlways;
165 		case DISCARDMODE_NEVER:		return evalDiscardNever;
166 		case DISCARDMODE_UNIFORM:	return evalDiscardAlways;
167 		case DISCARDMODE_DYNAMIC:	return evalDiscardDynamic;
168 		case DISCARDMODE_TEXTURE:	return evalDiscardTexture;
169 		default:
170 			DE_ASSERT(DE_FALSE);
171 			return evalDiscardAlways;
172 	}
173 }
174 
getTemplate(DiscardTemplate variant)175 static const char* getTemplate (DiscardTemplate variant)
176 {
177 	switch (variant)
178 	{
179 		case DISCARDTEMPLATE_MAIN_BASIC:
180 			return "#version 300 es\n"
181 				   "in mediump vec4 v_color;\n"
182 				   "in mediump vec4 v_coords;\n"
183 				   "layout(location = 0) out mediump vec4 o_color;\n"
184 				   "uniform sampler2D    ut_brick;\n"
185 				   "uniform mediump int  ui_one;\n\n"
186 				   "void main (void)\n"
187 				   "{\n"
188 				   "    o_color = v_color;\n"
189 				   "    ${DISCARD};\n"
190 				   "}\n";
191 
192 		case DISCARDTEMPLATE_FUNCTION_BASIC:
193 			return "#version 300 es\n"
194 				   "in mediump vec4 v_color;\n"
195 				   "in mediump vec4 v_coords;\n"
196 				   "layout(location = 0) out mediump vec4 o_color;\n"
197 				   "uniform sampler2D    ut_brick;\n"
198 				   "uniform mediump int  ui_one;\n\n"
199 				   "void myfunc (void)\n"
200 				   "{\n"
201 				   "    ${DISCARD};\n"
202 				   "}\n\n"
203 				   "void main (void)\n"
204 				   "{\n"
205 				   "    o_color = v_color;\n"
206 				   "    myfunc();\n"
207 				   "}\n";
208 
209 		case DISCARDTEMPLATE_MAIN_STATIC_LOOP:
210 			return "#version 300 es\n"
211 				   "in mediump vec4 v_color;\n"
212 				   "in mediump vec4 v_coords;\n"
213 				   "layout(location = 0) out mediump vec4 o_color;\n"
214 				   "uniform sampler2D    ut_brick;\n"
215 				   "uniform mediump int  ui_one;\n\n"
216 				   "void main (void)\n"
217 				   "{\n"
218 				   "    o_color = v_color;\n"
219 				   "    for (int i = 0; i < 2; i++)\n"
220 				   "    {\n"
221 				   "        if (i > 0)\n"
222 				   "            ${DISCARD};\n"
223 				   "    }\n"
224 				   "}\n";
225 
226 		case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP:
227 			return "#version 300 es\n"
228 				   "in mediump vec4 v_color;\n"
229 				   "in mediump vec4 v_coords;\n"
230 				   "layout(location = 0) out mediump vec4 o_color;\n"
231 				   "uniform sampler2D    ut_brick;\n"
232 				   "uniform mediump int  ui_one;\n"
233 				   "uniform mediump int  ui_two;\n\n"
234 				   "void main (void)\n"
235 				   "{\n"
236 				   "    o_color = v_color;\n"
237 				   "    for (int i = 0; i < ui_two; i++)\n"
238 				   "    {\n"
239 				   "        if (i > 0)\n"
240 				   "            ${DISCARD};\n"
241 				   "    }\n"
242 				   "}\n";
243 
244 		case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP:
245 			return "#version 300 es\n"
246 				   "in mediump vec4 v_color;\n"
247 				   "in mediump vec4 v_coords;\n"
248 				   "layout(location = 0) out mediump vec4 o_color;\n"
249 				   "uniform sampler2D    ut_brick;\n"
250 				   "uniform mediump int  ui_one;\n\n"
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 
getTemplateName(DiscardTemplate variant)271 static const char* getTemplateName (DiscardTemplate variant)
272 {
273 	switch (variant)
274 	{
275 		case DISCARDTEMPLATE_MAIN_BASIC:			return "basic";
276 		case DISCARDTEMPLATE_FUNCTION_BASIC:		return "function";
277 		case DISCARDTEMPLATE_MAIN_STATIC_LOOP:		return "static_loop";
278 		case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP:		return "dynamic_loop";
279 		case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP:	return "function_static_loop";
280 		default:
281 			DE_ASSERT(DE_FALSE);
282 			return DE_NULL;
283 	}
284 }
285 
getModeName(DiscardMode mode)286 static const char* getModeName (DiscardMode mode)
287 {
288 	switch (mode)
289 	{
290 		case DISCARDMODE_ALWAYS:	return "always";
291 		case DISCARDMODE_NEVER:		return "never";
292 		case DISCARDMODE_UNIFORM:	return "uniform";
293 		case DISCARDMODE_DYNAMIC:	return "dynamic";
294 		case DISCARDMODE_TEXTURE:	return "texture";
295 		default:
296 			DE_ASSERT(DE_FALSE);
297 			return DE_NULL;
298 	}
299 }
300 
getTemplateDesc(DiscardTemplate variant)301 static const char* getTemplateDesc (DiscardTemplate variant)
302 {
303 	switch (variant)
304 	{
305 		case DISCARDTEMPLATE_MAIN_BASIC:			return "main";
306 		case DISCARDTEMPLATE_FUNCTION_BASIC:		return "function";
307 		case DISCARDTEMPLATE_MAIN_STATIC_LOOP:		return "static loop";
308 		case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP:		return "dynamic loop";
309 		case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP:	return "static loop in function";
310 		default:
311 			DE_ASSERT(DE_FALSE);
312 			return DE_NULL;
313 	}
314 }
315 
getModeDesc(DiscardMode mode)316 static const char* getModeDesc (DiscardMode mode)
317 {
318 	switch (mode)
319 	{
320 		case DISCARDMODE_ALWAYS:	return "Always discard";
321 		case DISCARDMODE_NEVER:		return "Never discard";
322 		case DISCARDMODE_UNIFORM:	return "Discard based on uniform value";
323 		case DISCARDMODE_DYNAMIC:	return "Discard based on varying values";
324 		case DISCARDMODE_TEXTURE:	return "Discard based on texture value";
325 		default:
326 			DE_ASSERT(DE_FALSE);
327 			return DE_NULL;
328 	}
329 }
330 
makeDiscardCase(Context & context,DiscardTemplate tmpl,DiscardMode mode)331 ShaderDiscardCase* makeDiscardCase (Context& context, DiscardTemplate tmpl, DiscardMode mode)
332 {
333 	StringTemplate shaderTemplate(getTemplate(tmpl));
334 
335 	map<string, string> params;
336 
337 	switch (mode)
338 	{
339 		case DISCARDMODE_ALWAYS:	params["DISCARD"] = "discard";										break;
340 		case DISCARDMODE_NEVER:		params["DISCARD"] = "if (false) discard";							break;
341 		case DISCARDMODE_UNIFORM:	params["DISCARD"] = "if (ui_one > 0) discard";						break;
342 		case DISCARDMODE_DYNAMIC:	params["DISCARD"] = "if (v_coords.x+v_coords.y > 0.0) discard";		break;
343 		case DISCARDMODE_TEXTURE:	params["DISCARD"] = "if (texture(ut_brick, v_coords.xy*0.25+0.5).x < 0.7) discard";	break;
344 		default:
345 			DE_ASSERT(DE_FALSE);
346 			break;
347 	}
348 
349 	string name			= string(getTemplateName(tmpl)) + "_" + getModeName(mode);
350 	string description	= string(getModeDesc(mode)) + " in " + getTemplateDesc(tmpl);
351 
352 	return new ShaderDiscardCase(context, name.c_str(), description.c_str(), shaderTemplate.specialize(params).c_str(), getEvalFunc(mode), mode == DISCARDMODE_TEXTURE);
353 }
354 
init(void)355 void ShaderDiscardTests::init (void)
356 {
357 	for (int tmpl = 0; tmpl < DISCARDTEMPLATE_LAST; tmpl++)
358 		for (int mode = 0; mode < DISCARDMODE_LAST; mode++)
359 			addChild(makeDiscardCase(m_context, (DiscardTemplate)tmpl, (DiscardMode)mode));
360 }
361 
362 } // Functional
363 } // gles3
364 } // deqp
365