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      1 /*-------------------------------------------------------------------------
      2  * drawElements Quality Program OpenGL ES 2.0 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 "es2fShaderDiscardTests.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 gles2
     48 {
     49 namespace Functional
     50 {
     51 
     52 enum CaseFlags
     53 {
     54 	FLAG_USES_TEXTURES				= (1<<0),
     55 	FLAG_REQUIRES_DYNAMIC_LOOPS		= (1<<1),
     56 };
     57 
     58 class ShaderDiscardCase : public ShaderRenderCase
     59 {
     60 public:
     61 						ShaderDiscardCase			(Context& context, const char* name, const char* description, const char* shaderSource, ShaderEvalFunc evalFunc, deUint32 flags);
     62 	virtual				~ShaderDiscardCase			(void);
     63 
     64 	void				init						(void);
     65 	void				deinit						(void);
     66 
     67 	void				setupUniforms				(int programID, const tcu::Vec4& constCoords);
     68 
     69 private:
     70 	const deUint32		m_flags;
     71 	glu::Texture2D*		m_brickTexture;
     72 };
     73 
     74 ShaderDiscardCase::ShaderDiscardCase (Context& context, const char* name, const char* description, const char* shaderSource, ShaderEvalFunc evalFunc, deUint32 flags)
     75 	: ShaderRenderCase	(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, false, evalFunc)
     76 	, m_flags			(flags)
     77 	, m_brickTexture	(DE_NULL)
     78 {
     79 	m_fragShaderSource	= shaderSource;
     80 	m_vertShaderSource	=
     81 		"attribute highp   vec4 a_position;\n"
     82 		"attribute highp   vec4 a_coords;\n"
     83 		"varying   mediump vec4 v_color;\n"
     84 		"varying   mediump vec4 v_coords;\n\n"
     85 		"void main (void)\n"
     86 		"{\n"
     87 		"    gl_Position = a_position;\n"
     88 		"    v_color = vec4(a_coords.xyz, 1.0);\n"
     89 		"    v_coords = a_coords;\n"
     90 		"}\n";
     91 }
     92 
     93 ShaderDiscardCase::~ShaderDiscardCase (void)
     94 {
     95 	delete m_brickTexture;
     96 }
     97 
     98 void ShaderDiscardCase::init (void)
     99 {
    100 	try
    101 	{
    102 		gls::ShaderRenderCase::init();
    103 	}
    104 	catch (const CompileFailed&)
    105 	{
    106 		if (m_flags & FLAG_REQUIRES_DYNAMIC_LOOPS)
    107 		{
    108 			const bool isSupported = m_isVertexCase ? m_ctxInfo.isVertexDynamicLoopSupported() : m_ctxInfo.isFragmentDynamicLoopSupported();
    109 			if (!isSupported)
    110 				throw tcu::NotSupportedError("Dynamic loops not supported");
    111 		}
    112 
    113 		throw;
    114 	}
    115 
    116 	if (m_flags & FLAG_USES_TEXTURES)
    117 	{
    118 		m_brickTexture = glu::Texture2D::create(m_renderCtx, m_ctxInfo, m_testCtx.getArchive(), "data/brick.png");
    119 		m_textures.push_back(TextureBinding(m_brickTexture, tcu::Sampler(tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE,
    120 																		 tcu::Sampler::LINEAR, tcu::Sampler::LINEAR)));
    121 	}
    122 }
    123 
    124 void ShaderDiscardCase::deinit (void)
    125 {
    126 	gls::ShaderRenderCase::deinit();
    127 	delete m_brickTexture;
    128 	m_brickTexture = DE_NULL;
    129 }
    130 
    131 void ShaderDiscardCase::setupUniforms (int programID, const tcu::Vec4&)
    132 {
    133 	const glw::Functions& gl = m_renderCtx.getFunctions();
    134 	gl.uniform1i(gl.getUniformLocation(programID, "ut_brick"), 0);
    135 }
    136 
    137 ShaderDiscardTests::ShaderDiscardTests (Context& context)
    138 	: TestCaseGroup(context, "discard", "Discard statement tests")
    139 {
    140 }
    141 
    142 ShaderDiscardTests::~ShaderDiscardTests (void)
    143 {
    144 }
    145 
    146 enum DiscardMode
    147 {
    148 	DISCARDMODE_ALWAYS = 0,
    149 	DISCARDMODE_NEVER,
    150 	DISCARDMODE_UNIFORM,
    151 	DISCARDMODE_DYNAMIC,
    152 	DISCARDMODE_TEXTURE,
    153 
    154 	DISCARDMODE_LAST
    155 };
    156 
    157 enum DiscardTemplate
    158 {
    159 	DISCARDTEMPLATE_MAIN_BASIC = 0,
    160 	DISCARDTEMPLATE_FUNCTION_BASIC,
    161 	DISCARDTEMPLATE_MAIN_STATIC_LOOP,
    162 	DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP,
    163 	DISCARDTEMPLATE_FUNCTION_STATIC_LOOP,
    164 
    165 	DISCARDTEMPLATE_LAST
    166 };
    167 
    168 // Evaluation functions
    169 inline void evalDiscardAlways	(ShaderEvalContext& c) { c.discard(); }
    170 inline void evalDiscardNever	(ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); }
    171 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(); }
    172 
    173 inline void evalDiscardTexture (ShaderEvalContext& c)
    174 {
    175 	c.color.xyz() = c.coords.swizzle(0,1,2);
    176 	if (c.texture2D(0, c.coords.swizzle(0,1) * 0.25f + 0.5f).x() < 0.7f)
    177 		c.discard();
    178 }
    179 
    180 static ShaderEvalFunc getEvalFunc (DiscardMode mode)
    181 {
    182 	switch (mode)
    183 	{
    184 		case DISCARDMODE_ALWAYS:	return evalDiscardAlways;
    185 		case DISCARDMODE_NEVER:		return evalDiscardNever;
    186 		case DISCARDMODE_UNIFORM:	return evalDiscardAlways;
    187 		case DISCARDMODE_DYNAMIC:	return evalDiscardDynamic;
    188 		case DISCARDMODE_TEXTURE:	return evalDiscardTexture;
    189 		default:
    190 			DE_ASSERT(DE_FALSE);
    191 			return evalDiscardAlways;
    192 	}
    193 }
    194 
    195 static const char* getTemplate (DiscardTemplate variant)
    196 {
    197 	switch (variant)
    198 	{
    199 		case DISCARDTEMPLATE_MAIN_BASIC:
    200 			return "varying mediump vec4 v_color;\n"
    201 				   "varying mediump vec4 v_coords;\n"
    202 				   "uniform sampler2D    ut_brick;\n"
    203 				   "uniform mediump int  ui_one;\n\n"
    204 				   "void main (void)\n"
    205 				   "{\n"
    206 				   "    gl_FragColor = v_color;\n"
    207 				   "    ${DISCARD};\n"
    208 				   "}\n";
    209 
    210 		case DISCARDTEMPLATE_FUNCTION_BASIC:
    211 			return "varying mediump vec4 v_color;\n"
    212 				   "varying mediump vec4 v_coords;\n"
    213 				   "uniform sampler2D    ut_brick;\n"
    214 				   "uniform mediump int  ui_one;\n\n"
    215 				   "void myfunc (void)\n"
    216 				   "{\n"
    217 				   "    ${DISCARD};\n"
    218 				   "}\n\n"
    219 				   "void main (void)\n"
    220 				   "{\n"
    221 				   "    gl_FragColor = v_color;\n"
    222 				   "    myfunc();\n"
    223 				   "}\n";
    224 
    225 		case DISCARDTEMPLATE_MAIN_STATIC_LOOP:
    226 			return "varying mediump vec4 v_color;\n"
    227 				   "varying mediump vec4 v_coords;\n"
    228 				   "uniform sampler2D    ut_brick;\n"
    229 				   "uniform mediump int  ui_one;\n\n"
    230 				   "void main (void)\n"
    231 				   "{\n"
    232 				   "    gl_FragColor = v_color;\n"
    233 				   "    for (int i = 0; i < 2; i++)\n"
    234 				   "    {\n"
    235 				   "        if (i > 0)\n"
    236 				   "            ${DISCARD};\n"
    237 				   "    }\n"
    238 				   "}\n";
    239 
    240 		case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP:
    241 			return "varying mediump vec4 v_color;\n"
    242 				   "varying mediump vec4 v_coords;\n"
    243 				   "uniform sampler2D    ut_brick;\n"
    244 				   "uniform mediump int  ui_one;\n"
    245 				   "uniform mediump int  ui_two;\n\n"
    246 				   "void main (void)\n"
    247 				   "{\n"
    248 				   "    gl_FragColor = v_color;\n"
    249 				   "    for (int i = 0; i < ui_two; i++)\n"
    250 				   "    {\n"
    251 				   "        if (i > 0)\n"
    252 				   "            ${DISCARD};\n"
    253 				   "    }\n"
    254 				   "}\n";
    255 
    256 		case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP:
    257 			return "varying mediump vec4 v_color;\n"
    258 				   "varying mediump vec4 v_coords;\n"
    259 				   "uniform sampler2D    ut_brick;\n"
    260 				   "uniform mediump int  ui_one;\n\n"
    261 				   "void myfunc (void)\n"
    262 				   "{\n"
    263 				   "    for (int i = 0; i < 2; i++)\n"
    264 				   "    {\n"
    265 				   "        if (i > 0)\n"
    266 				   "            ${DISCARD};\n"
    267 				   "    }\n"
    268 				   "}\n\n"
    269 				   "void main (void)\n"
    270 				   "{\n"
    271 				   "    gl_FragColor = v_color;\n"
    272 				   "    myfunc();\n"
    273 				   "}\n";
    274 
    275 		default:
    276 			DE_ASSERT(DE_FALSE);
    277 			return DE_NULL;
    278 	}
    279 }
    280 
    281 static const char* getTemplateName (DiscardTemplate variant)
    282 {
    283 	switch (variant)
    284 	{
    285 		case DISCARDTEMPLATE_MAIN_BASIC:			return "basic";
    286 		case DISCARDTEMPLATE_FUNCTION_BASIC:		return "function";
    287 		case DISCARDTEMPLATE_MAIN_STATIC_LOOP:		return "static_loop";
    288 		case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP:		return "dynamic_loop";
    289 		case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP:	return "function_static_loop";
    290 		default:
    291 			DE_ASSERT(DE_FALSE);
    292 			return DE_NULL;
    293 	}
    294 }
    295 
    296 static const char* getModeName (DiscardMode mode)
    297 {
    298 	switch (mode)
    299 	{
    300 		case DISCARDMODE_ALWAYS:	return "always";
    301 		case DISCARDMODE_NEVER:		return "never";
    302 		case DISCARDMODE_UNIFORM:	return "uniform";
    303 		case DISCARDMODE_DYNAMIC:	return "dynamic";
    304 		case DISCARDMODE_TEXTURE:	return "texture";
    305 		default:
    306 			DE_ASSERT(DE_FALSE);
    307 			return DE_NULL;
    308 	}
    309 }
    310 
    311 static const char* getTemplateDesc (DiscardTemplate variant)
    312 {
    313 	switch (variant)
    314 	{
    315 		case DISCARDTEMPLATE_MAIN_BASIC:			return "main";
    316 		case DISCARDTEMPLATE_FUNCTION_BASIC:		return "function";
    317 		case DISCARDTEMPLATE_MAIN_STATIC_LOOP:		return "static loop";
    318 		case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP:		return "dynamic loop";
    319 		case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP:	return "static loop in function";
    320 		default:
    321 			DE_ASSERT(DE_FALSE);
    322 			return DE_NULL;
    323 	}
    324 }
    325 
    326 static const char* getModeDesc (DiscardMode mode)
    327 {
    328 	switch (mode)
    329 	{
    330 		case DISCARDMODE_ALWAYS:	return "Always discard";
    331 		case DISCARDMODE_NEVER:		return "Never discard";
    332 		case DISCARDMODE_UNIFORM:	return "Discard based on uniform value";
    333 		case DISCARDMODE_DYNAMIC:	return "Discard based on varying values";
    334 		case DISCARDMODE_TEXTURE:	return "Discard based on texture value";
    335 		default:
    336 			DE_ASSERT(DE_FALSE);
    337 			return DE_NULL;
    338 	}
    339 }
    340 
    341 ShaderDiscardCase* makeDiscardCase (Context& context, DiscardTemplate tmpl, DiscardMode mode)
    342 {
    343 	StringTemplate shaderTemplate(getTemplate(tmpl));
    344 
    345 	map<string, string> params;
    346 
    347 	switch (mode)
    348 	{
    349 		case DISCARDMODE_ALWAYS:	params["DISCARD"] = "discard";										break;
    350 		case DISCARDMODE_NEVER:		params["DISCARD"] = "if (false) discard";							break;
    351 		case DISCARDMODE_UNIFORM:	params["DISCARD"] = "if (ui_one > 0) discard";						break;
    352 		case DISCARDMODE_DYNAMIC:	params["DISCARD"] = "if (v_coords.x+v_coords.y > 0.0) discard";		break;
    353 		case DISCARDMODE_TEXTURE:	params["DISCARD"] = "if (texture2D(ut_brick, v_coords.xy*0.25+0.5).x < 0.7) discard";	break;
    354 		default:
    355 			DE_ASSERT(DE_FALSE);
    356 			break;
    357 	}
    358 
    359 	string		name			= string(getTemplateName(tmpl)) + "_" + getModeName(mode);
    360 	string		description		= string(getModeDesc(mode)) + " in " + getTemplateDesc(tmpl);
    361 	deUint32	flags			= (mode == DISCARDMODE_TEXTURE ? FLAG_USES_TEXTURES : 0)
    362 								| (tmpl == DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP ? FLAG_REQUIRES_DYNAMIC_LOOPS : 0);
    363 
    364 	return new ShaderDiscardCase(context, name.c_str(), description.c_str(), shaderTemplate.specialize(params).c_str(), getEvalFunc(mode), flags);
    365 }
    366 
    367 void ShaderDiscardTests::init (void)
    368 {
    369 	for (int tmpl = 0; tmpl < DISCARDTEMPLATE_LAST; tmpl++)
    370 		for (int mode = 0; mode < DISCARDMODE_LAST; mode++)
    371 			addChild(makeDiscardCase(m_context, (DiscardTemplate)tmpl, (DiscardMode)mode));
    372 }
    373 
    374 } // Functional
    375 } // gles2
    376 } // deqp
    377