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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 
     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 
     88 ShaderDiscardCase::~ShaderDiscardCase (void)
     89 {
     90 	delete m_brickTexture;
     91 }
     92 
     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 
    104 void ShaderDiscardCase::deinit (void)
    105 {
    106 	gls::ShaderRenderCase::deinit();
    107 	delete m_brickTexture;
    108 	m_brickTexture = DE_NULL;
    109 }
    110 
    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 
    117 ShaderDiscardTests::ShaderDiscardTests (Context& context)
    118 	: TestCaseGroup(context, "discard", "Discard statement tests")
    119 {
    120 }
    121 
    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
    149 inline void evalDiscardAlways	(ShaderEvalContext& c) { c.discard(); }
    150 inline void evalDiscardNever	(ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); }
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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