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 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 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 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 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 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 } 105 106 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 } 112 113 TextureBinding::TextureBinding (void) 114 : m_type (TYPE_NONE) 115 { 116 m_binding.tex2D = DE_NULL; 117 } 118 119 void TextureBinding::setSampler (const tcu::Sampler& sampler) 120 { 121 m_sampler = sampler; 122 } 123 124 void TextureBinding::setTexture (const glu::Texture2D* tex2D) 125 { 126 m_type = TYPE_2D; 127 m_binding.tex2D = tex2D; 128 } 129 130 void TextureBinding::setTexture (const glu::TextureCube* texCube) 131 { 132 m_type = TYPE_CUBE_MAP; 133 m_binding.texCube = texCube; 134 } 135 136 void TextureBinding::setTexture (const glu::Texture2DArray* tex2DArray) 137 { 138 m_type = TYPE_2D_ARRAY; 139 m_binding.tex2DArray = tex2DArray; 140 } 141 142 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); 155 156 int getGridSize (void) const { return m_gridSize; } 157 int getNumVertices (void) const { return m_numVertices; } 158 int getNumTriangles (void) const { return m_numTriangles; } 159 const Vec4& getConstCoords (void) const { return m_constCoords; } 160 const vector<Mat4> getUserAttribTransforms (void) const { return m_userAttribTransforms; } 161 const vector<TextureBinding>& getTextures (void) const { return m_textures; } 162 163 const Vec4* getPositions (void) const { return &m_positions[0]; } 164 const float* getAttribOne (void) const { return &m_attribOne[0]; } 165 const Vec4* getCoords (void) const { return &m_coords[0]; } 166 const Vec4* getUnitCoords (void) const { return &m_unitCoords[0]; } 167 const Vec4* getUserAttrib (int attribNdx) const { return &m_userAttribs[attribNdx][0]; } 168 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; 172 173 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 }; 192 193 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 } 254 255 QuadGrid::~QuadGrid (void) 256 { 257 } 258 259 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 } 265 266 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 } 270 271 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. 278 279 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 } 308 309 ShaderEvalContext::~ShaderEvalContext (void) 310 { 311 } 312 313 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 } 329 330 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 339 340 ShaderEvaluator::ShaderEvaluator (void) 341 : m_evalFunc(DE_NULL) 342 { 343 } 344 345 ShaderEvaluator::ShaderEvaluator (ShaderEvalFunc evalFunc) 346 : m_evalFunc(evalFunc) 347 { 348 } 349 350 ShaderEvaluator::~ShaderEvaluator (void) 351 { 352 } 353 354 void ShaderEvaluator::evaluate (ShaderEvalContext& ctx) 355 { 356 DE_ASSERT(m_evalFunc); 357 m_evalFunc(ctx); 358 } 359 360 // ShaderRenderCase. 361 362 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 } 373 374 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 } 385 386 ShaderRenderCase::~ShaderRenderCase (void) 387 { 388 ShaderRenderCase::deinit(); 389 } 390 391 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 } 423 424 void ShaderRenderCase::deinit (void) 425 { 426 delete m_program; 427 m_program = DE_NULL; 428 } 429 430 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 } 435 436 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 } 475 476 void ShaderRenderCase::setupShaderData (void) 477 { 478 } 479 480 void ShaderRenderCase::setup (int programID) 481 { 482 DE_UNREF(programID); 483 } 484 485 void ShaderRenderCase::setupUniforms (int programID, const Vec4& constCoords) 486 { 487 DE_UNREF(programID); 488 DE_UNREF(constCoords); 489 } 490 491 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 } 555 556 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 } 605 606 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 } 650 651 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 } 737 738 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 } 764 765 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. 771 772 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 } 791 792 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 } 810 811 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 } 828 829 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