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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 Fragment operation test utilities.
22  *//*--------------------------------------------------------------------*/
23 
24 #include "glsFragmentOpUtil.hpp"
25 #include "gluRenderContext.hpp"
26 #include "gluShaderProgram.hpp"
27 #include "gluDrawUtil.hpp"
28 #include "glwFunctions.hpp"
29 #include "glwEnums.hpp"
30 
31 namespace deqp
32 {
33 namespace gls
34 {
35 namespace FragmentOpUtil
36 {
37 
38 template<typename T>
triQuadInterpolate(const T values[4],float xFactor,float yFactor)39 inline T triQuadInterpolate (const T values[4], float xFactor, float yFactor)
40 {
41 	if (xFactor + yFactor < 1.0f)
42 		return values[0] + (values[2]-values[0])*xFactor		+ (values[1]-values[0])*yFactor;
43 	else
44 		return values[3] + (values[1]-values[3])*(1.0f-xFactor)	+ (values[2]-values[3])*(1.0f-yFactor);
45 }
46 
47 // GLSL ES 1.0 shaders
48 static const char* s_glsl1VertSrc =
49 	"attribute highp vec4 a_position;\n"
50 	"attribute mediump vec4 a_color;\n"
51 	"varying mediump vec4 v_color;\n"
52 	"void main()\n"
53 	"{\n"
54 	"	gl_Position = a_position;\n"
55 	"	v_color = a_color;\n"
56 	"}\n";
57 static const char* s_glsl1FragSrc =
58 	"varying mediump vec4 v_color;\n"
59 	"void main()\n"
60 	"{\n"
61 	"	gl_FragColor = v_color;\n"
62 	"}\n";
63 
64 // GLSL ES 3.0 shaders
65 static const char* s_glsl3VertSrc =
66 	"#version 300 es\n"
67 	"in highp vec4 a_position;\n"
68 	"in mediump vec4 a_color;\n"
69 	"out mediump vec4 v_color;\n"
70 	"void main()\n"
71 	"{\n"
72 	"	gl_Position = a_position;\n"
73 	"	v_color = a_color;\n"
74 	"}\n";
75 static const char* s_glsl3FragSrc =
76 	"#version 300 es\n"
77 	"in mediump vec4 v_color;\n"
78 	"layout(location = 0) out mediump vec4 o_color;\n"
79 	"void main()\n"
80 	"{\n"
81 	"	o_color = v_color;\n"
82 	"}\n";
83 
84 // GLSL 3.3 shaders
85 static const char* s_glsl33VertSrc =
86 	"#version 330 core\n"
87 	"in vec4 a_position;\n"
88 	"in vec4 a_color;\n"
89 	"in vec4 a_color1;\n"
90 	"out vec4 v_color;\n"
91 	"out vec4 v_color1;\n"
92 	"void main()\n"
93 	"{\n"
94 	"	gl_Position	= a_position;\n"
95 	"	v_color		= a_color;\n"
96 	"	v_color1	= a_color1;\n"
97 	"}\n";
98 static const char* s_glsl33FragSrc =
99 	"#version 330 core\n"
100 	"in vec4 v_color;\n"
101 	"in vec4 v_color1;\n"
102 	"layout(location = 0, index = 0) out vec4 o_color;\n"
103 	"layout(location = 0, index = 1) out vec4 o_color1;\n"
104 	"void main()\n"
105 	"{\n"
106 	"	o_color  = v_color;\n"
107 	"	o_color1 = v_color1;\n"
108 	"}\n";
109 
getVertSrc(glu::GLSLVersion glslVersion)110 static const char* getVertSrc (glu::GLSLVersion glslVersion)
111 {
112 	if (glslVersion == glu::GLSL_VERSION_100_ES)
113 		return s_glsl1VertSrc;
114 	else if (glslVersion == glu::GLSL_VERSION_300_ES)
115 		return s_glsl3VertSrc;
116 	else if (glslVersion == glu::GLSL_VERSION_330)
117 		return s_glsl33VertSrc;
118 
119 	DE_ASSERT(DE_FALSE);
120 	return 0;
121 }
122 
getFragSrc(glu::GLSLVersion glslVersion)123 static const char* getFragSrc (glu::GLSLVersion glslVersion)
124 {
125 	if (glslVersion == glu::GLSL_VERSION_100_ES)
126 		return s_glsl1FragSrc;
127 	else if (glslVersion == glu::GLSL_VERSION_300_ES)
128 		return s_glsl3FragSrc;
129 	else if (glslVersion == glu::GLSL_VERSION_330)
130 		return s_glsl33FragSrc;
131 
132 	DE_ASSERT(DE_FALSE);
133 	return 0;
134 }
135 
QuadRenderer(const glu::RenderContext & context,glu::GLSLVersion glslVersion)136 QuadRenderer::QuadRenderer (const glu::RenderContext& context, glu::GLSLVersion glslVersion)
137 	: m_context			(context)
138 	, m_program			(DE_NULL)
139 	, m_positionLoc		(0)
140 	, m_colorLoc		(-1)
141 	, m_color1Loc		(-1)
142 	, m_blendFuncExt	(!glu::glslVersionIsES(glslVersion) && (glslVersion >= glu::GLSL_VERSION_330))
143 {
144 	DE_ASSERT(glslVersion == glu::GLSL_VERSION_100_ES ||
145 			  glslVersion == glu::GLSL_VERSION_300_ES ||
146 			  glslVersion == glu::GLSL_VERSION_330);
147 
148 	const glw::Functions&	gl		= context.getFunctions();
149 	const char*				vertSrc	= getVertSrc(glslVersion);
150 	const char*				fragSrc	= getFragSrc(glslVersion);
151 
152 	m_program = new glu::ShaderProgram(m_context, glu::makeVtxFragSources(vertSrc, fragSrc));
153 	if (!m_program->isOk())
154 	{
155 		delete m_program;
156 		throw tcu::TestError("Failed to compile program", DE_NULL, __FILE__, __LINE__);
157 	}
158 
159 	m_positionLoc	= gl.getAttribLocation(m_program->getProgram(), "a_position");
160 	m_colorLoc		= gl.getAttribLocation(m_program->getProgram(), "a_color");
161 
162 	if (m_blendFuncExt)
163 		m_color1Loc = gl.getAttribLocation(m_program->getProgram(), "a_color1");
164 
165 	if (m_positionLoc < 0 || m_colorLoc < 0 || (m_blendFuncExt && m_color1Loc < 0))
166 	{
167 		delete m_program;
168 		throw tcu::TestError("Invalid attribute locations", DE_NULL, __FILE__, __LINE__);
169 	}
170 }
171 
~QuadRenderer(void)172 QuadRenderer::~QuadRenderer (void)
173 {
174 	delete m_program;
175 }
176 
render(const Quad & quad) const177 void QuadRenderer::render (const Quad& quad) const
178 {
179 	const float position[] =
180 	{
181 		quad.posA.x(), quad.posA.y(), quad.depth[0], 1.0f,
182 		quad.posA.x(), quad.posB.y(), quad.depth[1], 1.0f,
183 		quad.posB.x(), quad.posA.y(), quad.depth[2], 1.0f,
184 		quad.posB.x(), quad.posB.y(), quad.depth[3], 1.0f
185 	};
186 	const deUint8 indices[] = { 0, 2, 1, 1, 2, 3 };
187 
188 	DE_STATIC_ASSERT(sizeof(tcu::Vec4) == sizeof(float)*4);
189 	DE_STATIC_ASSERT(sizeof(quad.color) == sizeof(float)*4*4);
190 	DE_STATIC_ASSERT(sizeof(quad.color1) == sizeof(float)*4*4);
191 
192 	std::vector<glu::VertexArrayBinding> vertexArrays;
193 
194 	vertexArrays.push_back(glu::va::Float(m_positionLoc,	4, 4, 0, &position[0]));
195 	vertexArrays.push_back(glu::va::Float(m_colorLoc,		4, 4, 0, (const float*)&quad.color[0]));
196 
197 	if (m_blendFuncExt)
198 		vertexArrays.push_back(glu::va::Float(m_color1Loc,	4, 4, 0, (const float*)&quad.color1[0]));
199 
200 	m_context.getFunctions().useProgram(m_program->getProgram());
201 	glu::draw(m_context, m_program->getProgram(),
202 			  (int)vertexArrays.size(), &vertexArrays[0],
203 			  glu::pr::Triangles(DE_LENGTH_OF_ARRAY(indices), &indices[0]));
204 }
205 
ReferenceQuadRenderer(void)206 ReferenceQuadRenderer::ReferenceQuadRenderer (void)
207 	: m_fragmentBufferSize(0)
208 {
209 	for (int i = 0; i < DE_LENGTH_OF_ARRAY(m_fragmentDepths); i++)
210 		m_fragmentDepths[i] = 0.0f;
211 }
212 
flushFragmentBuffer(const rr::MultisamplePixelBufferAccess & colorBuffer,const rr::MultisamplePixelBufferAccess & depthBuffer,const rr::MultisamplePixelBufferAccess & stencilBuffer,rr::FaceType faceType,const rr::FragmentOperationState & state)213 void ReferenceQuadRenderer::flushFragmentBuffer (const rr::MultisamplePixelBufferAccess&	colorBuffer,
214 												 const rr::MultisamplePixelBufferAccess&	depthBuffer,
215 												 const rr::MultisamplePixelBufferAccess&	stencilBuffer,
216 												 rr::FaceType								faceType,
217 												 const rr::FragmentOperationState&			state)
218 {
219 	m_fragmentProcessor.render(colorBuffer, depthBuffer, stencilBuffer, &m_fragmentBuffer[0], m_fragmentBufferSize, faceType, state);
220 	m_fragmentBufferSize = 0;
221 }
222 
render(const tcu::PixelBufferAccess & colorBuffer,const tcu::PixelBufferAccess & depthBuffer,const tcu::PixelBufferAccess & stencilBuffer,const IntegerQuad & quad,const rr::FragmentOperationState & state)223 void ReferenceQuadRenderer::render (const tcu::PixelBufferAccess&			colorBuffer,
224 									const tcu::PixelBufferAccess&			depthBuffer,
225 									const tcu::PixelBufferAccess&			stencilBuffer,
226 									const IntegerQuad&						quad,
227 									const rr::FragmentOperationState&		state)
228 {
229 	bool			flipX			= quad.posA.x() > quad.posB.x();
230 	bool			flipY			= quad.posA.y() > quad.posB.y();
231 	rr::FaceType	faceType		= flipX == flipY ? rr::FACETYPE_FRONT : rr::FACETYPE_BACK;
232 	int				xFirst			= flipX ? quad.posB.x() : quad.posA.x();
233 	int				xLast			= flipX ? quad.posA.x() : quad.posB.x();
234 	int				yFirst			= flipY ? quad.posB.y() : quad.posA.y();
235 	int				yLast			= flipY ? quad.posA.y() : quad.posB.y();
236 	float			width			= (float)(xLast - xFirst + 1);
237 	float			height			= (float)(yLast - yFirst + 1);
238 
239 	for (int y = yFirst; y <= yLast; y++)
240 	{
241 		// Interpolation factor for y.
242 		float yRatio = (0.5f + (float)(y - yFirst)) / height;
243 		if (flipY)
244 			yRatio = 1.0f - yRatio;
245 
246 		for (int x = xFirst; x <= xLast; x++)
247 		{
248 			// Interpolation factor for x.
249 			float xRatio = (0.5f + (float)(x - xFirst)) / width;
250 			if (flipX)
251 				xRatio = 1.0f - xRatio;
252 
253 			tcu::Vec4	color	= triQuadInterpolate(quad.color, xRatio, yRatio);
254 			tcu::Vec4	color1	= triQuadInterpolate(quad.color1, xRatio, yRatio);
255 			float		depth	= triQuadInterpolate(quad.depth, xRatio, yRatio);
256 
257 			// Interpolated color and depth.
258 
259 			DE_STATIC_ASSERT(MAX_FRAGMENT_BUFFER_SIZE == DE_LENGTH_OF_ARRAY(m_fragmentBuffer));
260 
261 			if (m_fragmentBufferSize >= MAX_FRAGMENT_BUFFER_SIZE)
262 				flushFragmentBuffer(rr::MultisamplePixelBufferAccess::fromMultisampleAccess(colorBuffer),
263 									rr::MultisamplePixelBufferAccess::fromMultisampleAccess(depthBuffer),
264 									rr::MultisamplePixelBufferAccess::fromMultisampleAccess(stencilBuffer), faceType, state);
265 
266 			m_fragmentDepths[m_fragmentBufferSize] = depth;
267 			m_fragmentBuffer[m_fragmentBufferSize] = rr::Fragment(tcu::IVec2(x, y), rr::GenericVec4(color), rr::GenericVec4(color1), 1u /* coverage mask */, &m_fragmentDepths[m_fragmentBufferSize]);
268 			m_fragmentBufferSize++;
269 		}
270 	}
271 
272 	flushFragmentBuffer(rr::MultisamplePixelBufferAccess::fromMultisampleAccess(colorBuffer),
273 						rr::MultisamplePixelBufferAccess::fromMultisampleAccess(depthBuffer),
274 						rr::MultisamplePixelBufferAccess::fromMultisampleAccess(stencilBuffer), faceType, state);
275 }
276 
getMultisampleAccess(const tcu::PixelBufferAccess & original)277 tcu::PixelBufferAccess getMultisampleAccess(const tcu::PixelBufferAccess& original)
278 {
279 	return tcu::PixelBufferAccess(original.getFormat(),
280 								  1,
281 								  original.getWidth(),
282 								  original.getHeight(),
283 								  original.getFormat().getPixelSize(),
284 								  original.getRowPitch(),
285 								  original.getDataPtr());
286 }
287 
getMultisampleAccess(const tcu::ConstPixelBufferAccess & original)288 tcu::ConstPixelBufferAccess getMultisampleAccess(const tcu::ConstPixelBufferAccess& original)
289 {
290 	return tcu::ConstPixelBufferAccess(original.getFormat(),
291 									   1,
292 									   original.getWidth(),
293 									   original.getHeight(),
294 									   original.getFormat().getPixelSize(),
295 									   original.getRowPitch(),
296 									   original.getDataPtr());
297 }
298 
299 } // FragmentOpUtil
300 } // gls
301 } // deqp
302