1 /*------------------------------------------------------------------------- 2 * OpenGL Conformance Test Suite 3 * ----------------------------- 4 * 5 * Copyright (c) 2016 Google Inc. 6 * Copyright (c) 2016 The Khronos Group Inc. 7 * 8 * Licensed under the Apache License, Version 2.0 (the "License"); 9 * you may not use this file except in compliance with the License. 10 * You may obtain a copy of the License at 11 * 12 * http://www.apache.org/licenses/LICENSE-2.0 13 * 14 * Unless required by applicable law or agreed to in writing, software 15 * distributed under the License is distributed on an "AS IS" BASIS, 16 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 17 * See the License for the specific language governing permissions and 18 * limitations under the License. 19 * 20 */ /*! 21 * \file 22 * \brief Shader indexing (arrays, vector, matrices) tests. 23 */ /*-------------------------------------------------------------------*/ 24 25 #include "glcShaderIndexingTests.hpp" 26 #include "glcShaderRenderCase.hpp" 27 #include "gluShaderUtil.hpp" 28 #include "glwEnums.hpp" 29 #include "glwFunctions.hpp" 30 #include "tcuStringTemplate.hpp" 31 32 #include "deInt32.h" 33 #include "deMemory.h" 34 35 #include <map> 36 37 using namespace std; 38 using namespace tcu; 39 using namespace glu; 40 using namespace deqp; 41 42 namespace deqp 43 { 44 45 enum IndexAccessType 46 { 47 INDEXACCESS_STATIC = 0, 48 INDEXACCESS_DYNAMIC, 49 INDEXACCESS_STATIC_LOOP, 50 INDEXACCESS_DYNAMIC_LOOP, 51 52 INDEXACCESS_LAST 53 }; 54 55 static const char* getIndexAccessTypeName(IndexAccessType accessType) 56 { 57 static const char* s_names[INDEXACCESS_LAST] = { "static", "dynamic", "static_loop", "dynamic_loop" }; 58 59 DE_ASSERT(deInBounds32((int)accessType, 0, INDEXACCESS_LAST)); 60 return s_names[(int)accessType]; 61 } 62 63 enum VectorAccessType 64 { 65 DIRECT = 0, 66 COMPONENT, 67 SUBSCRIPT_STATIC, 68 SUBSCRIPT_DYNAMIC, 69 SUBSCRIPT_STATIC_LOOP, 70 SUBSCRIPT_DYNAMIC_LOOP, 71 72 VECTORACCESS_LAST 73 }; 74 75 static const char* getVectorAccessTypeName(VectorAccessType accessType) 76 { 77 static const char* s_names[VECTORACCESS_LAST] = { "direct", 78 "component", 79 "static_subscript", 80 "dynamic_subscript", 81 "static_loop_subscript", 82 "dynamic_loop_subscript" }; 83 84 DE_ASSERT(deInBounds32((int)accessType, 0, VECTORACCESS_LAST)); 85 return s_names[(int)accessType]; 86 } 87 88 void evalArrayCoordsFloat(ShaderEvalContext& c) 89 { 90 c.color.x() = 1.875f * c.coords.x(); 91 } 92 void evalArrayCoordsVec2(ShaderEvalContext& c) 93 { 94 c.color.xy() = 1.875f * c.coords.swizzle(0, 1); 95 } 96 void evalArrayCoordsVec3(ShaderEvalContext& c) 97 { 98 c.color.xyz() = 1.875f * c.coords.swizzle(0, 1, 2); 99 } 100 void evalArrayCoordsVec4(ShaderEvalContext& c) 101 { 102 c.color = 1.875f * c.coords; 103 } 104 105 static ShaderEvalFunc getArrayCoordsEvalFunc(DataType dataType) 106 { 107 if (dataType == TYPE_FLOAT) 108 return evalArrayCoordsFloat; 109 else if (dataType == TYPE_FLOAT_VEC2) 110 return evalArrayCoordsVec2; 111 else if (dataType == TYPE_FLOAT_VEC3) 112 return evalArrayCoordsVec3; 113 else if (dataType == TYPE_FLOAT_VEC4) 114 return evalArrayCoordsVec4; 115 116 DE_ASSERT(DE_FALSE && "Invalid data type."); 117 return NULL; 118 } 119 120 void evalArrayUniformFloat(ShaderEvalContext& c) 121 { 122 c.color.x() = 1.875f * c.constCoords.x(); 123 } 124 void evalArrayUniformVec2(ShaderEvalContext& c) 125 { 126 c.color.xy() = 1.875f * c.constCoords.swizzle(0, 1); 127 } 128 void evalArrayUniformVec3(ShaderEvalContext& c) 129 { 130 c.color.xyz() = 1.875f * c.constCoords.swizzle(0, 1, 2); 131 } 132 void evalArrayUniformVec4(ShaderEvalContext& c) 133 { 134 c.color = 1.875f * c.constCoords; 135 } 136 137 static ShaderEvalFunc getArrayUniformEvalFunc(DataType dataType) 138 { 139 if (dataType == TYPE_FLOAT) 140 return evalArrayUniformFloat; 141 else if (dataType == TYPE_FLOAT_VEC2) 142 return evalArrayUniformVec2; 143 else if (dataType == TYPE_FLOAT_VEC3) 144 return evalArrayUniformVec3; 145 else if (dataType == TYPE_FLOAT_VEC4) 146 return evalArrayUniformVec4; 147 148 DE_ASSERT(DE_FALSE && "Invalid data type."); 149 return NULL; 150 } 151 152 // ShaderIndexingCase 153 154 class ShaderIndexingCase : public ShaderRenderCase 155 { 156 public: 157 ShaderIndexingCase(Context& context, const char* name, const char* description, bool isVertexCase, DataType varType, 158 ShaderEvalFunc evalFunc, const char* vertShaderSource, const char* fragShaderSource); 159 virtual ~ShaderIndexingCase(void); 160 161 private: 162 ShaderIndexingCase(const ShaderIndexingCase&); // not allowed! 163 ShaderIndexingCase& operator=(const ShaderIndexingCase&); // not allowed! 164 165 virtual void setup(deUint32 programID); 166 virtual void setupUniforms(deUint32 programID, const Vec4& constCoords); 167 168 DataType m_varType; 169 }; 170 171 ShaderIndexingCase::ShaderIndexingCase(Context& context, const char* name, const char* description, bool isVertexCase, 172 DataType varType, ShaderEvalFunc evalFunc, const char* vertShaderSource, 173 const char* fragShaderSource) 174 : ShaderRenderCase(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, 175 description, isVertexCase, evalFunc) 176 { 177 m_varType = varType; 178 m_vertShaderSource = vertShaderSource; 179 m_fragShaderSource = fragShaderSource; 180 } 181 182 ShaderIndexingCase::~ShaderIndexingCase(void) 183 { 184 } 185 186 void ShaderIndexingCase::setup(deUint32 programID) 187 { 188 DE_UNREF(programID); 189 } 190 191 void ShaderIndexingCase::setupUniforms(deUint32 programID, const Vec4& constCoords) 192 { 193 const glw::Functions& gl = m_renderCtx.getFunctions(); 194 195 DE_UNREF(constCoords); 196 197 int arrLoc = gl.getUniformLocation(programID, "u_arr"); 198 if (arrLoc != -1) 199 { 200 //int scalarSize = getDataTypeScalarSize(m_varType); 201 if (m_varType == TYPE_FLOAT) 202 { 203 float arr[4]; 204 arr[0] = constCoords.x(); 205 arr[1] = constCoords.x() * 0.5f; 206 arr[2] = constCoords.x() * 0.25f; 207 arr[3] = constCoords.x() * 0.125f; 208 gl.uniform1fv(arrLoc, 4, &arr[0]); 209 } 210 else if (m_varType == TYPE_FLOAT_VEC2) 211 { 212 Vec2 arr[4]; 213 arr[0] = constCoords.swizzle(0, 1); 214 arr[1] = constCoords.swizzle(0, 1) * 0.5f; 215 arr[2] = constCoords.swizzle(0, 1) * 0.25f; 216 arr[3] = constCoords.swizzle(0, 1) * 0.125f; 217 gl.uniform2fv(arrLoc, 4, arr[0].getPtr()); 218 } 219 else if (m_varType == TYPE_FLOAT_VEC3) 220 { 221 Vec3 arr[4]; 222 arr[0] = constCoords.swizzle(0, 1, 2); 223 arr[1] = constCoords.swizzle(0, 1, 2) * 0.5f; 224 arr[2] = constCoords.swizzle(0, 1, 2) * 0.25f; 225 arr[3] = constCoords.swizzle(0, 1, 2) * 0.125f; 226 gl.uniform3fv(arrLoc, 4, arr[0].getPtr()); 227 } 228 else if (m_varType == TYPE_FLOAT_VEC4) 229 { 230 Vec4 arr[4]; 231 arr[0] = constCoords.swizzle(0, 1, 2, 3); 232 arr[1] = constCoords.swizzle(0, 1, 2, 3) * 0.5f; 233 arr[2] = constCoords.swizzle(0, 1, 2, 3) * 0.25f; 234 arr[3] = constCoords.swizzle(0, 1, 2, 3) * 0.125f; 235 gl.uniform4fv(arrLoc, 4, arr[0].getPtr()); 236 } 237 else 238 DE_TEST_ASSERT(false); 239 } 240 } 241 242 // Helpers. 243 244 static ShaderIndexingCase* createVaryingArrayCase(Context& context, const char* caseName, const char* description, 245 glu::GLSLVersion glslVersion, DataType varType, 246 IndexAccessType vertAccess, IndexAccessType fragAccess) 247 { 248 DE_ASSERT(glslVersion == glu::GLSL_VERSION_300_ES || glslVersion == glu::GLSL_VERSION_310_ES || 249 glslVersion >= glu::GLSL_VERSION_330); 250 251 std::ostringstream vtx; 252 vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; 253 vtx << "in highp vec4 a_position;\n"; 254 vtx << "in highp vec4 a_coords;\n"; 255 if (vertAccess == INDEXACCESS_DYNAMIC) 256 vtx << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n"; 257 else if (vertAccess == INDEXACCESS_DYNAMIC_LOOP) 258 vtx << "uniform mediump int ui_four;\n"; 259 vtx << "out ${PRECISION} ${VAR_TYPE} var[${ARRAY_LEN}];\n"; 260 vtx << "\n"; 261 vtx << "void main()\n"; 262 vtx << "{\n"; 263 vtx << " gl_Position = a_position;\n"; 264 if (vertAccess == INDEXACCESS_STATIC) 265 { 266 vtx << " var[0] = ${VAR_TYPE}(a_coords);\n"; 267 vtx << " var[1] = ${VAR_TYPE}(a_coords) * 0.5;\n"; 268 vtx << " var[2] = ${VAR_TYPE}(a_coords) * 0.25;\n"; 269 vtx << " var[3] = ${VAR_TYPE}(a_coords) * 0.125;\n"; 270 } 271 else if (vertAccess == INDEXACCESS_DYNAMIC) 272 { 273 vtx << " var[ui_zero] = ${VAR_TYPE}(a_coords);\n"; 274 vtx << " var[ui_one] = ${VAR_TYPE}(a_coords) * 0.5;\n"; 275 vtx << " var[ui_two] = ${VAR_TYPE}(a_coords) * 0.25;\n"; 276 vtx << " var[ui_three] = ${VAR_TYPE}(a_coords) * 0.125;\n"; 277 } 278 else if (vertAccess == INDEXACCESS_STATIC_LOOP) 279 { 280 vtx << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n"; 281 vtx << " for (int i = 0; i < 4; i++)\n"; 282 vtx << " {\n"; 283 vtx << " var[i] = ${VAR_TYPE}(coords);\n"; 284 vtx << " coords = coords * 0.5;\n"; 285 vtx << " }\n"; 286 } 287 else 288 { 289 DE_ASSERT(vertAccess == INDEXACCESS_DYNAMIC_LOOP); 290 vtx << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n"; 291 vtx << " for (int i = 0; i < ui_four; i++)\n"; 292 vtx << " {\n"; 293 vtx << " var[i] = ${VAR_TYPE}(coords);\n"; 294 vtx << " coords = coords * 0.5;\n"; 295 vtx << " }\n"; 296 } 297 vtx << "}\n"; 298 299 std::ostringstream frag; 300 frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; 301 frag << "precision mediump int;\n"; 302 frag << "layout(location = 0) out mediump vec4 o_color;\n"; 303 if (fragAccess == INDEXACCESS_DYNAMIC) 304 frag << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n"; 305 else if (fragAccess == INDEXACCESS_DYNAMIC_LOOP) 306 frag << "uniform int ui_four;\n"; 307 frag << "in ${PRECISION} ${VAR_TYPE} var[${ARRAY_LEN}];\n"; 308 frag << "\n"; 309 frag << "void main()\n"; 310 frag << "{\n"; 311 frag << " ${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n"; 312 if (fragAccess == INDEXACCESS_STATIC) 313 { 314 frag << " res += var[0];\n"; 315 frag << " res += var[1];\n"; 316 frag << " res += var[2];\n"; 317 frag << " res += var[3];\n"; 318 } 319 else if (fragAccess == INDEXACCESS_DYNAMIC) 320 { 321 frag << " res += var[ui_zero];\n"; 322 frag << " res += var[ui_one];\n"; 323 frag << " res += var[ui_two];\n"; 324 frag << " res += var[ui_three];\n"; 325 } 326 else if (fragAccess == INDEXACCESS_STATIC_LOOP) 327 { 328 frag << " for (int i = 0; i < 4; i++)\n"; 329 frag << " res += var[i];\n"; 330 } 331 else 332 { 333 DE_ASSERT(fragAccess == INDEXACCESS_DYNAMIC_LOOP); 334 frag << " for (int i = 0; i < ui_four; i++)\n"; 335 frag << " res += var[i];\n"; 336 } 337 frag << " o_color = vec4(res${PADDING});\n"; 338 frag << "}\n"; 339 340 // Fill in shader templates. 341 map<string, string> params; 342 params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType))); 343 params.insert(pair<string, string>("ARRAY_LEN", "4")); 344 params.insert(pair<string, string>("PRECISION", "mediump")); 345 346 if (varType == TYPE_FLOAT) 347 params.insert(pair<string, string>("PADDING", ", 0.0, 0.0, 1.0")); 348 else if (varType == TYPE_FLOAT_VEC2) 349 params.insert(pair<string, string>("PADDING", ", 0.0, 1.0")); 350 else if (varType == TYPE_FLOAT_VEC3) 351 params.insert(pair<string, string>("PADDING", ", 1.0")); 352 else 353 params.insert(pair<string, string>("PADDING", "")); 354 355 StringTemplate vertTemplate(vtx.str().c_str()); 356 StringTemplate fragTemplate(frag.str().c_str()); 357 string vertexShaderSource = vertTemplate.specialize(params); 358 string fragmentShaderSource = fragTemplate.specialize(params); 359 360 ShaderEvalFunc evalFunc = getArrayCoordsEvalFunc(varType); 361 return new ShaderIndexingCase(context, caseName, description, true, varType, evalFunc, vertexShaderSource.c_str(), 362 fragmentShaderSource.c_str()); 363 } 364 365 static ShaderIndexingCase* createUniformArrayCase(Context& context, const char* caseName, const char* description, 366 glu::GLSLVersion glslVersion, bool isVertexCase, DataType varType, 367 IndexAccessType readAccess) 368 { 369 DE_ASSERT(glslVersion == glu::GLSL_VERSION_300_ES || glslVersion == glu::GLSL_VERSION_310_ES || 370 glslVersion >= glu::GLSL_VERSION_330); 371 372 std::ostringstream vtx; 373 std::ostringstream frag; 374 std::ostringstream& op = isVertexCase ? vtx : frag; 375 376 vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; 377 frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; 378 379 vtx << "in highp vec4 a_position;\n"; 380 vtx << "in highp vec4 a_coords;\n"; 381 frag << "layout(location = 0) out mediump vec4 o_color;\n"; 382 383 if (isVertexCase) 384 { 385 vtx << "out mediump vec4 v_color;\n"; 386 frag << "in mediump vec4 v_color;\n"; 387 } 388 else 389 { 390 vtx << "out mediump vec4 v_coords;\n"; 391 frag << "in mediump vec4 v_coords;\n"; 392 } 393 394 if (readAccess == INDEXACCESS_DYNAMIC) 395 op << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n"; 396 else if (readAccess == INDEXACCESS_DYNAMIC_LOOP) 397 op << "uniform mediump int ui_four;\n"; 398 399 op << "uniform ${PRECISION} ${VAR_TYPE} u_arr[${ARRAY_LEN}];\n"; 400 401 vtx << "\n"; 402 vtx << "void main()\n"; 403 vtx << "{\n"; 404 vtx << " gl_Position = a_position;\n"; 405 406 frag << "\n"; 407 frag << "void main()\n"; 408 frag << "{\n"; 409 410 // Read array. 411 op << " ${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n"; 412 if (readAccess == INDEXACCESS_STATIC) 413 { 414 op << " res += u_arr[0];\n"; 415 op << " res += u_arr[1];\n"; 416 op << " res += u_arr[2];\n"; 417 op << " res += u_arr[3];\n"; 418 } 419 else if (readAccess == INDEXACCESS_DYNAMIC) 420 { 421 op << " res += u_arr[ui_zero];\n"; 422 op << " res += u_arr[ui_one];\n"; 423 op << " res += u_arr[ui_two];\n"; 424 op << " res += u_arr[ui_three];\n"; 425 } 426 else if (readAccess == INDEXACCESS_STATIC_LOOP) 427 { 428 op << " for (int i = 0; i < 4; i++)\n"; 429 op << " res += u_arr[i];\n"; 430 } 431 else 432 { 433 DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP); 434 op << " for (int i = 0; i < ui_four; i++)\n"; 435 op << " res += u_arr[i];\n"; 436 } 437 438 if (isVertexCase) 439 { 440 vtx << " v_color = vec4(res${PADDING});\n"; 441 frag << " o_color = v_color;\n"; 442 } 443 else 444 { 445 vtx << " v_coords = a_coords;\n"; 446 frag << " o_color = vec4(res${PADDING});\n"; 447 } 448 449 vtx << "}\n"; 450 frag << "}\n"; 451 452 // Fill in shader templates. 453 map<string, string> params; 454 params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType))); 455 params.insert(pair<string, string>("ARRAY_LEN", "4")); 456 params.insert(pair<string, string>("PRECISION", "mediump")); 457 458 if (varType == TYPE_FLOAT) 459 params.insert(pair<string, string>("PADDING", ", 0.0, 0.0, 1.0")); 460 else if (varType == TYPE_FLOAT_VEC2) 461 params.insert(pair<string, string>("PADDING", ", 0.0, 1.0")); 462 else if (varType == TYPE_FLOAT_VEC3) 463 params.insert(pair<string, string>("PADDING", ", 1.0")); 464 else 465 params.insert(pair<string, string>("PADDING", "")); 466 467 StringTemplate vertTemplate(vtx.str().c_str()); 468 StringTemplate fragTemplate(frag.str().c_str()); 469 string vertexShaderSource = vertTemplate.specialize(params); 470 string fragmentShaderSource = fragTemplate.specialize(params); 471 472 ShaderEvalFunc evalFunc = getArrayUniformEvalFunc(varType); 473 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, 474 vertexShaderSource.c_str(), fragmentShaderSource.c_str()); 475 } 476 477 static ShaderIndexingCase* createTmpArrayCase(Context& context, const char* caseName, const char* description, 478 glu::GLSLVersion glslVersion, bool isVertexCase, DataType varType, 479 IndexAccessType writeAccess, IndexAccessType readAccess) 480 { 481 DE_ASSERT(glslVersion == glu::GLSL_VERSION_300_ES || glslVersion == glu::GLSL_VERSION_310_ES || 482 glslVersion >= glu::GLSL_VERSION_330); 483 484 std::ostringstream vtx; 485 std::ostringstream frag; 486 std::ostringstream& op = isVertexCase ? vtx : frag; 487 488 vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; 489 frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; 490 491 vtx << "in highp vec4 a_position;\n"; 492 vtx << "in highp vec4 a_coords;\n"; 493 frag << "layout(location = 0) out mediump vec4 o_color;\n"; 494 495 if (isVertexCase) 496 { 497 vtx << "out mediump vec4 v_color;\n"; 498 frag << "in mediump vec4 v_color;\n"; 499 } 500 else 501 { 502 vtx << "out mediump vec4 v_coords;\n"; 503 frag << "in mediump vec4 v_coords;\n"; 504 } 505 506 if (writeAccess == INDEXACCESS_DYNAMIC || readAccess == INDEXACCESS_DYNAMIC) 507 op << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n"; 508 509 if (writeAccess == INDEXACCESS_DYNAMIC_LOOP || readAccess == INDEXACCESS_DYNAMIC_LOOP) 510 op << "uniform mediump int ui_four;\n"; 511 512 vtx << "\n"; 513 vtx << "void main()\n"; 514 vtx << "{\n"; 515 vtx << " gl_Position = a_position;\n"; 516 517 frag << "\n"; 518 frag << "void main()\n"; 519 frag << "{\n"; 520 521 // Write array. 522 if (isVertexCase) 523 op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n"; 524 else 525 op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(v_coords);\n"; 526 527 op << " ${PRECISION} ${VAR_TYPE} arr[${ARRAY_LEN}];\n"; 528 if (writeAccess == INDEXACCESS_STATIC) 529 { 530 op << " arr[0] = ${VAR_TYPE}(coords);\n"; 531 op << " arr[1] = ${VAR_TYPE}(coords) * 0.5;\n"; 532 op << " arr[2] = ${VAR_TYPE}(coords) * 0.25;\n"; 533 op << " arr[3] = ${VAR_TYPE}(coords) * 0.125;\n"; 534 } 535 else if (writeAccess == INDEXACCESS_DYNAMIC) 536 { 537 op << " arr[ui_zero] = ${VAR_TYPE}(coords);\n"; 538 op << " arr[ui_one] = ${VAR_TYPE}(coords) * 0.5;\n"; 539 op << " arr[ui_two] = ${VAR_TYPE}(coords) * 0.25;\n"; 540 op << " arr[ui_three] = ${VAR_TYPE}(coords) * 0.125;\n"; 541 } 542 else if (writeAccess == INDEXACCESS_STATIC_LOOP) 543 { 544 op << " for (int i = 0; i < 4; i++)\n"; 545 op << " {\n"; 546 op << " arr[i] = ${VAR_TYPE}(coords);\n"; 547 op << " coords = coords * 0.5;\n"; 548 op << " }\n"; 549 } 550 else 551 { 552 DE_ASSERT(writeAccess == INDEXACCESS_DYNAMIC_LOOP); 553 op << " for (int i = 0; i < ui_four; i++)\n"; 554 op << " {\n"; 555 op << " arr[i] = ${VAR_TYPE}(coords);\n"; 556 op << " coords = coords * 0.5;\n"; 557 op << " }\n"; 558 } 559 560 // Read array. 561 op << " ${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n"; 562 if (readAccess == INDEXACCESS_STATIC) 563 { 564 op << " res += arr[0];\n"; 565 op << " res += arr[1];\n"; 566 op << " res += arr[2];\n"; 567 op << " res += arr[3];\n"; 568 } 569 else if (readAccess == INDEXACCESS_DYNAMIC) 570 { 571 op << " res += arr[ui_zero];\n"; 572 op << " res += arr[ui_one];\n"; 573 op << " res += arr[ui_two];\n"; 574 op << " res += arr[ui_three];\n"; 575 } 576 else if (readAccess == INDEXACCESS_STATIC_LOOP) 577 { 578 op << " for (int i = 0; i < 4; i++)\n"; 579 op << " res += arr[i];\n"; 580 } 581 else 582 { 583 DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP); 584 op << " for (int i = 0; i < ui_four; i++)\n"; 585 op << " res += arr[i];\n"; 586 } 587 588 if (isVertexCase) 589 { 590 vtx << " v_color = vec4(res${PADDING});\n"; 591 frag << " o_color = v_color;\n"; 592 } 593 else 594 { 595 vtx << " v_coords = a_coords;\n"; 596 frag << " o_color = vec4(res${PADDING});\n"; 597 } 598 599 vtx << "}\n"; 600 frag << "}\n"; 601 602 // Fill in shader templates. 603 map<string, string> params; 604 params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType))); 605 params.insert(pair<string, string>("ARRAY_LEN", "4")); 606 params.insert(pair<string, string>("PRECISION", "mediump")); 607 608 if (varType == TYPE_FLOAT) 609 params.insert(pair<string, string>("PADDING", ", 0.0, 0.0, 1.0")); 610 else if (varType == TYPE_FLOAT_VEC2) 611 params.insert(pair<string, string>("PADDING", ", 0.0, 1.0")); 612 else if (varType == TYPE_FLOAT_VEC3) 613 params.insert(pair<string, string>("PADDING", ", 1.0")); 614 else 615 params.insert(pair<string, string>("PADDING", "")); 616 617 StringTemplate vertTemplate(vtx.str().c_str()); 618 StringTemplate fragTemplate(frag.str().c_str()); 619 string vertexShaderSource = vertTemplate.specialize(params); 620 string fragmentShaderSource = fragTemplate.specialize(params); 621 622 ShaderEvalFunc evalFunc = getArrayCoordsEvalFunc(varType); 623 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, 624 vertexShaderSource.c_str(), fragmentShaderSource.c_str()); 625 } 626 627 // VECTOR SUBSCRIPT. 628 629 void evalSubscriptVec2(ShaderEvalContext& c) 630 { 631 c.color.xyz() = Vec3(c.coords.x() + 0.5f * c.coords.y()); 632 } 633 void evalSubscriptVec3(ShaderEvalContext& c) 634 { 635 c.color.xyz() = Vec3(c.coords.x() + 0.5f * c.coords.y() + 0.25f * c.coords.z()); 636 } 637 void evalSubscriptVec4(ShaderEvalContext& c) 638 { 639 c.color.xyz() = Vec3(c.coords.x() + 0.5f * c.coords.y() + 0.25f * c.coords.z() + 0.125f * c.coords.w()); 640 } 641 642 static ShaderEvalFunc getVectorSubscriptEvalFunc(DataType dataType) 643 { 644 if (dataType == TYPE_FLOAT_VEC2) 645 return evalSubscriptVec2; 646 else if (dataType == TYPE_FLOAT_VEC3) 647 return evalSubscriptVec3; 648 else if (dataType == TYPE_FLOAT_VEC4) 649 return evalSubscriptVec4; 650 651 DE_ASSERT(DE_FALSE && "Invalid data type."); 652 return NULL; 653 } 654 655 static ShaderIndexingCase* createVectorSubscriptCase(Context& context, const char* caseName, const char* description, 656 glu::GLSLVersion glslVersion, bool isVertexCase, DataType varType, 657 VectorAccessType writeAccess, VectorAccessType readAccess) 658 { 659 std::ostringstream vtx; 660 std::ostringstream frag; 661 std::ostringstream& op = isVertexCase ? vtx : frag; 662 663 int vecLen = getDataTypeScalarSize(varType); 664 const char* vecLenName = getIntUniformName(vecLen); 665 666 vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; 667 frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; 668 669 vtx << "in highp vec4 a_position;\n"; 670 vtx << "in highp vec4 a_coords;\n"; 671 frag << "layout(location = 0) out mediump vec4 o_color;\n"; 672 673 if (isVertexCase) 674 { 675 vtx << "out mediump vec3 v_color;\n"; 676 frag << "in mediump vec3 v_color;\n"; 677 } 678 else 679 { 680 vtx << "out mediump vec4 v_coords;\n"; 681 frag << "in mediump vec4 v_coords;\n"; 682 } 683 684 if (writeAccess == SUBSCRIPT_DYNAMIC || readAccess == SUBSCRIPT_DYNAMIC) 685 { 686 op << "uniform mediump int ui_zero"; 687 if (vecLen >= 2) 688 op << ", ui_one"; 689 if (vecLen >= 3) 690 op << ", ui_two"; 691 if (vecLen >= 4) 692 op << ", ui_three"; 693 op << ";\n"; 694 } 695 696 if (writeAccess == SUBSCRIPT_DYNAMIC_LOOP || readAccess == SUBSCRIPT_DYNAMIC_LOOP) 697 op << "uniform mediump int " << vecLenName << ";\n"; 698 699 vtx << "\n"; 700 vtx << "void main()\n"; 701 vtx << "{\n"; 702 vtx << " gl_Position = a_position;\n"; 703 704 frag << "\n"; 705 frag << "void main()\n"; 706 frag << "{\n"; 707 708 // Write vector. 709 if (isVertexCase) 710 op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n"; 711 else 712 op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(v_coords);\n"; 713 714 op << " ${PRECISION} ${VAR_TYPE} tmp;\n"; 715 if (writeAccess == DIRECT) 716 op << " tmp = coords.${SWIZZLE} * vec4(1.0, 0.5, 0.25, 0.125).${SWIZZLE};\n"; 717 else if (writeAccess == COMPONENT) 718 { 719 op << " tmp.x = coords.x;\n"; 720 if (vecLen >= 2) 721 op << " tmp.y = coords.y * 0.5;\n"; 722 if (vecLen >= 3) 723 op << " tmp.z = coords.z * 0.25;\n"; 724 if (vecLen >= 4) 725 op << " tmp.w = coords.w * 0.125;\n"; 726 } 727 else if (writeAccess == SUBSCRIPT_STATIC) 728 { 729 op << " tmp[0] = coords.x;\n"; 730 if (vecLen >= 2) 731 op << " tmp[1] = coords.y * 0.5;\n"; 732 if (vecLen >= 3) 733 op << " tmp[2] = coords.z * 0.25;\n"; 734 if (vecLen >= 4) 735 op << " tmp[3] = coords.w * 0.125;\n"; 736 } 737 else if (writeAccess == SUBSCRIPT_DYNAMIC) 738 { 739 op << " tmp[ui_zero] = coords.x;\n"; 740 if (vecLen >= 2) 741 op << " tmp[ui_one] = coords.y * 0.5;\n"; 742 if (vecLen >= 3) 743 op << " tmp[ui_two] = coords.z * 0.25;\n"; 744 if (vecLen >= 4) 745 op << " tmp[ui_three] = coords.w * 0.125;\n"; 746 } 747 else if (writeAccess == SUBSCRIPT_STATIC_LOOP) 748 { 749 op << " for (int i = 0; i < " << vecLen << "; i++)\n"; 750 op << " {\n"; 751 op << " tmp[i] = coords.x;\n"; 752 op << " coords = coords.${ROT_SWIZZLE} * 0.5;\n"; 753 op << " }\n"; 754 } 755 else 756 { 757 DE_ASSERT(writeAccess == SUBSCRIPT_DYNAMIC_LOOP); 758 op << " for (int i = 0; i < " << vecLenName << "; i++)\n"; 759 op << " {\n"; 760 op << " tmp[i] = coords.x;\n"; 761 op << " coords = coords.${ROT_SWIZZLE} * 0.5;\n"; 762 op << " }\n"; 763 } 764 765 // Read vector. 766 op << " ${PRECISION} float res = 0.0;\n"; 767 if (readAccess == DIRECT) 768 op << " res = dot(tmp, ${VAR_TYPE}(1.0));\n"; 769 else if (readAccess == COMPONENT) 770 { 771 op << " res += tmp.x;\n"; 772 if (vecLen >= 2) 773 op << " res += tmp.y;\n"; 774 if (vecLen >= 3) 775 op << " res += tmp.z;\n"; 776 if (vecLen >= 4) 777 op << " res += tmp.w;\n"; 778 } 779 else if (readAccess == SUBSCRIPT_STATIC) 780 { 781 op << " res += tmp[0];\n"; 782 if (vecLen >= 2) 783 op << " res += tmp[1];\n"; 784 if (vecLen >= 3) 785 op << " res += tmp[2];\n"; 786 if (vecLen >= 4) 787 op << " res += tmp[3];\n"; 788 } 789 else if (readAccess == SUBSCRIPT_DYNAMIC) 790 { 791 op << " res += tmp[ui_zero];\n"; 792 if (vecLen >= 2) 793 op << " res += tmp[ui_one];\n"; 794 if (vecLen >= 3) 795 op << " res += tmp[ui_two];\n"; 796 if (vecLen >= 4) 797 op << " res += tmp[ui_three];\n"; 798 } 799 else if (readAccess == SUBSCRIPT_STATIC_LOOP) 800 { 801 op << " for (int i = 0; i < " << vecLen << "; i++)\n"; 802 op << " res += tmp[i];\n"; 803 } 804 else 805 { 806 DE_ASSERT(readAccess == SUBSCRIPT_DYNAMIC_LOOP); 807 op << " for (int i = 0; i < " << vecLenName << "; i++)\n"; 808 op << " res += tmp[i];\n"; 809 } 810 811 if (isVertexCase) 812 { 813 vtx << " v_color = vec3(res);\n"; 814 frag << " o_color = vec4(v_color.rgb, 1.0);\n"; 815 } 816 else 817 { 818 vtx << " v_coords = a_coords;\n"; 819 frag << " o_color = vec4(vec3(res), 1.0);\n"; 820 } 821 822 vtx << "}\n"; 823 frag << "}\n"; 824 825 // Fill in shader templates. 826 static const char* s_swizzles[5] = { "", "x", "xy", "xyz", "xyzw" }; 827 static const char* s_rotSwizzles[5] = { "", "x", "yx", "yzx", "yzwx" }; 828 829 map<string, string> params; 830 params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType))); 831 params.insert(pair<string, string>("PRECISION", "mediump")); 832 params.insert(pair<string, string>("SWIZZLE", s_swizzles[vecLen])); 833 params.insert(pair<string, string>("ROT_SWIZZLE", s_rotSwizzles[vecLen])); 834 835 StringTemplate vertTemplate(vtx.str().c_str()); 836 StringTemplate fragTemplate(frag.str().c_str()); 837 string vertexShaderSource = vertTemplate.specialize(params); 838 string fragmentShaderSource = fragTemplate.specialize(params); 839 840 ShaderEvalFunc evalFunc = getVectorSubscriptEvalFunc(varType); 841 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, 842 vertexShaderSource.c_str(), fragmentShaderSource.c_str()); 843 } 844 845 // MATRIX SUBSCRIPT. 846 847 void evalSubscriptMat2(ShaderEvalContext& c) 848 { 849 c.color.xy() = c.coords.swizzle(0, 1) + 0.5f * c.coords.swizzle(1, 2); 850 } 851 void evalSubscriptMat2x3(ShaderEvalContext& c) 852 { 853 c.color.xyz() = c.coords.swizzle(0, 1, 2) + 0.5f * c.coords.swizzle(1, 2, 3); 854 } 855 void evalSubscriptMat2x4(ShaderEvalContext& c) 856 { 857 c.color = c.coords.swizzle(0, 1, 2, 3) + 0.5f * c.coords.swizzle(1, 2, 3, 0); 858 } 859 860 void evalSubscriptMat3x2(ShaderEvalContext& c) 861 { 862 c.color.xy() = c.coords.swizzle(0, 1) + 0.5f * c.coords.swizzle(1, 2) + 0.25f * c.coords.swizzle(2, 3); 863 } 864 void evalSubscriptMat3(ShaderEvalContext& c) 865 { 866 c.color.xyz() = c.coords.swizzle(0, 1, 2) + 0.5f * c.coords.swizzle(1, 2, 3) + 0.25f * c.coords.swizzle(2, 3, 0); 867 } 868 void evalSubscriptMat3x4(ShaderEvalContext& c) 869 { 870 c.color = c.coords.swizzle(0, 1, 2, 3) + 0.5f * c.coords.swizzle(1, 2, 3, 0) + 0.25f * c.coords.swizzle(2, 3, 0, 1); 871 } 872 873 void evalSubscriptMat4x2(ShaderEvalContext& c) 874 { 875 c.color.xy() = c.coords.swizzle(0, 1) + 0.5f * c.coords.swizzle(1, 2) + 0.25f * c.coords.swizzle(2, 3) + 876 0.125f * c.coords.swizzle(3, 0); 877 } 878 void evalSubscriptMat4x3(ShaderEvalContext& c) 879 { 880 c.color.xyz() = c.coords.swizzle(0, 1, 2) + 0.5f * c.coords.swizzle(1, 2, 3) + 0.25f * c.coords.swizzle(2, 3, 0) + 881 0.125f * c.coords.swizzle(3, 0, 1); 882 } 883 void evalSubscriptMat4(ShaderEvalContext& c) 884 { 885 c.color = c.coords + 0.5f * c.coords.swizzle(1, 2, 3, 0) + 0.25f * c.coords.swizzle(2, 3, 0, 1) + 886 0.125f * c.coords.swizzle(3, 0, 1, 2); 887 } 888 889 static ShaderEvalFunc getMatrixSubscriptEvalFunc(DataType dataType) 890 { 891 switch (dataType) 892 { 893 case TYPE_FLOAT_MAT2: 894 return evalSubscriptMat2; 895 case TYPE_FLOAT_MAT2X3: 896 return evalSubscriptMat2x3; 897 case TYPE_FLOAT_MAT2X4: 898 return evalSubscriptMat2x4; 899 case TYPE_FLOAT_MAT3X2: 900 return evalSubscriptMat3x2; 901 case TYPE_FLOAT_MAT3: 902 return evalSubscriptMat3; 903 case TYPE_FLOAT_MAT3X4: 904 return evalSubscriptMat3x4; 905 case TYPE_FLOAT_MAT4X2: 906 return evalSubscriptMat4x2; 907 case TYPE_FLOAT_MAT4X3: 908 return evalSubscriptMat4x3; 909 case TYPE_FLOAT_MAT4: 910 return evalSubscriptMat4; 911 912 default: 913 DE_ASSERT(DE_FALSE && "Invalid data type."); 914 return DE_NULL; 915 } 916 } 917 918 static ShaderIndexingCase* createMatrixSubscriptCase(Context& context, const char* caseName, const char* description, 919 glu::GLSLVersion glslVersion, bool isVertexCase, DataType varType, 920 IndexAccessType writeAccess, IndexAccessType readAccess) 921 { 922 DE_ASSERT(glslVersion == glu::GLSL_VERSION_300_ES || glslVersion == glu::GLSL_VERSION_310_ES || 923 glslVersion >= glu::GLSL_VERSION_330); 924 925 std::ostringstream vtx; 926 std::ostringstream frag; 927 std::ostringstream& op = isVertexCase ? vtx : frag; 928 929 int numCols = getDataTypeMatrixNumColumns(varType); 930 int numRows = getDataTypeMatrixNumRows(varType); 931 const char* matSizeName = getIntUniformName(numCols); 932 DataType vecType = getDataTypeFloatVec(numRows); 933 934 vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; 935 frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n"; 936 937 vtx << "in highp vec4 a_position;\n"; 938 vtx << "in highp vec4 a_coords;\n"; 939 frag << "layout(location = 0) out mediump vec4 o_color;\n"; 940 941 if (isVertexCase) 942 { 943 vtx << "out mediump vec4 v_color;\n"; 944 frag << "in mediump vec4 v_color;\n"; 945 } 946 else 947 { 948 vtx << "out mediump vec4 v_coords;\n"; 949 frag << "in mediump vec4 v_coords;\n"; 950 } 951 952 if (writeAccess == INDEXACCESS_DYNAMIC || readAccess == INDEXACCESS_DYNAMIC) 953 { 954 op << "uniform mediump int ui_zero"; 955 if (numCols >= 2) 956 op << ", ui_one"; 957 if (numCols >= 3) 958 op << ", ui_two"; 959 if (numCols >= 4) 960 op << ", ui_three"; 961 op << ";\n"; 962 } 963 964 if (writeAccess == INDEXACCESS_DYNAMIC_LOOP || readAccess == INDEXACCESS_DYNAMIC_LOOP) 965 op << "uniform mediump int " << matSizeName << ";\n"; 966 967 vtx << "\n"; 968 vtx << "void main()\n"; 969 vtx << "{\n"; 970 vtx << " gl_Position = a_position;\n"; 971 972 frag << "\n"; 973 frag << "void main()\n"; 974 frag << "{\n"; 975 976 // Write matrix. 977 if (isVertexCase) 978 op << " ${PRECISION} vec4 coords = a_coords;\n"; 979 else 980 op << " ${PRECISION} vec4 coords = v_coords;\n"; 981 982 op << " ${PRECISION} ${MAT_TYPE} tmp;\n"; 983 if (writeAccess == INDEXACCESS_STATIC) 984 { 985 op << " tmp[0] = ${VEC_TYPE}(coords);\n"; 986 if (numCols >= 2) 987 op << " tmp[1] = ${VEC_TYPE}(coords.yzwx) * 0.5;\n"; 988 if (numCols >= 3) 989 op << " tmp[2] = ${VEC_TYPE}(coords.zwxy) * 0.25;\n"; 990 if (numCols >= 4) 991 op << " tmp[3] = ${VEC_TYPE}(coords.wxyz) * 0.125;\n"; 992 } 993 else if (writeAccess == INDEXACCESS_DYNAMIC) 994 { 995 op << " tmp[ui_zero] = ${VEC_TYPE}(coords);\n"; 996 if (numCols >= 2) 997 op << " tmp[ui_one] = ${VEC_TYPE}(coords.yzwx) * 0.5;\n"; 998 if (numCols >= 3) 999 op << " tmp[ui_two] = ${VEC_TYPE}(coords.zwxy) * 0.25;\n"; 1000 if (numCols >= 4) 1001 op << " tmp[ui_three] = ${VEC_TYPE}(coords.wxyz) * 0.125;\n"; 1002 } 1003 else if (writeAccess == INDEXACCESS_STATIC_LOOP) 1004 { 1005 op << " for (int i = 0; i < " << numCols << "; i++)\n"; 1006 op << " {\n"; 1007 op << " tmp[i] = ${VEC_TYPE}(coords);\n"; 1008 op << " coords = coords.yzwx * 0.5;\n"; 1009 op << " }\n"; 1010 } 1011 else 1012 { 1013 DE_ASSERT(writeAccess == INDEXACCESS_DYNAMIC_LOOP); 1014 op << " for (int i = 0; i < " << matSizeName << "; i++)\n"; 1015 op << " {\n"; 1016 op << " tmp[i] = ${VEC_TYPE}(coords);\n"; 1017 op << " coords = coords.yzwx * 0.5;\n"; 1018 op << " }\n"; 1019 } 1020 1021 // Read matrix. 1022 op << " ${PRECISION} ${VEC_TYPE} res = ${VEC_TYPE}(0.0);\n"; 1023 if (readAccess == INDEXACCESS_STATIC) 1024 { 1025 op << " res += tmp[0];\n"; 1026 if (numCols >= 2) 1027 op << " res += tmp[1];\n"; 1028 if (numCols >= 3) 1029 op << " res += tmp[2];\n"; 1030 if (numCols >= 4) 1031 op << " res += tmp[3];\n"; 1032 } 1033 else if (readAccess == INDEXACCESS_DYNAMIC) 1034 { 1035 op << " res += tmp[ui_zero];\n"; 1036 if (numCols >= 2) 1037 op << " res += tmp[ui_one];\n"; 1038 if (numCols >= 3) 1039 op << " res += tmp[ui_two];\n"; 1040 if (numCols >= 4) 1041 op << " res += tmp[ui_three];\n"; 1042 } 1043 else if (readAccess == INDEXACCESS_STATIC_LOOP) 1044 { 1045 op << " for (int i = 0; i < " << numCols << "; i++)\n"; 1046 op << " res += tmp[i];\n"; 1047 } 1048 else 1049 { 1050 DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP); 1051 op << " for (int i = 0; i < " << matSizeName << "; i++)\n"; 1052 op << " res += tmp[i];\n"; 1053 } 1054 1055 if (isVertexCase) 1056 { 1057 vtx << " v_color = vec4(res${PADDING});\n"; 1058 frag << " o_color = v_color;\n"; 1059 } 1060 else 1061 { 1062 vtx << " v_coords = a_coords;\n"; 1063 frag << " o_color = vec4(res${PADDING});\n"; 1064 } 1065 1066 vtx << "}\n"; 1067 frag << "}\n"; 1068 1069 // Fill in shader templates. 1070 map<string, string> params; 1071 params.insert(pair<string, string>("MAT_TYPE", getDataTypeName(varType))); 1072 params.insert(pair<string, string>("VEC_TYPE", getDataTypeName(vecType))); 1073 params.insert(pair<string, string>("PRECISION", "mediump")); 1074 1075 if (numRows == 2) 1076 params.insert(pair<string, string>("PADDING", ", 0.0, 1.0")); 1077 else if (numRows == 3) 1078 params.insert(pair<string, string>("PADDING", ", 1.0")); 1079 else 1080 params.insert(pair<string, string>("PADDING", "")); 1081 1082 StringTemplate vertTemplate(vtx.str().c_str()); 1083 StringTemplate fragTemplate(frag.str().c_str()); 1084 string vertexShaderSource = vertTemplate.specialize(params); 1085 string fragmentShaderSource = fragTemplate.specialize(params); 1086 1087 ShaderEvalFunc evalFunc = getMatrixSubscriptEvalFunc(varType); 1088 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, 1089 vertexShaderSource.c_str(), fragmentShaderSource.c_str()); 1090 } 1091 1092 // ShaderIndexingTests. 1093 1094 ShaderIndexingTests::ShaderIndexingTests(Context& context, glu::GLSLVersion glslVersion) 1095 : TestCaseGroup(context, "indexing", "Indexing Tests"), m_glslVersion(glslVersion) 1096 { 1097 } 1098 1099 ShaderIndexingTests::~ShaderIndexingTests(void) 1100 { 1101 } 1102 1103 void ShaderIndexingTests::init(void) 1104 { 1105 static const DataType s_floatAndVecTypes[] = { TYPE_FLOAT, TYPE_FLOAT_VEC2, TYPE_FLOAT_VEC3, TYPE_FLOAT_VEC4 }; 1106 1107 static const ShaderType s_shaderTypes[] = { SHADERTYPE_VERTEX, SHADERTYPE_FRAGMENT }; 1108 1109 // Varying array access cases. 1110 { 1111 TestCaseGroup* varyingGroup = new TestCaseGroup(m_context, "varying_array", "Varying array access tests."); 1112 addChild(varyingGroup); 1113 1114 for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++) 1115 { 1116 DataType varType = s_floatAndVecTypes[typeNdx]; 1117 for (int vertAccess = 0; vertAccess < INDEXACCESS_LAST; vertAccess++) 1118 { 1119 for (int fragAccess = 0; fragAccess < INDEXACCESS_LAST; fragAccess++) 1120 { 1121 if (vertAccess == INDEXACCESS_STATIC && fragAccess == INDEXACCESS_STATIC) 1122 continue; 1123 1124 const char* vertAccessName = getIndexAccessTypeName((IndexAccessType)vertAccess); 1125 const char* fragAccessName = getIndexAccessTypeName((IndexAccessType)fragAccess); 1126 string name = 1127 string(getDataTypeName(varType)) + "_" + vertAccessName + "_write_" + fragAccessName + "_read"; 1128 string desc = string("Varying array with ") + vertAccessName + " write in vertex shader and " + 1129 fragAccessName + " read in fragment shader."; 1130 varyingGroup->addChild(createVaryingArrayCase(m_context, name.c_str(), desc.c_str(), m_glslVersion, 1131 varType, (IndexAccessType)vertAccess, 1132 (IndexAccessType)fragAccess)); 1133 } 1134 } 1135 } 1136 } 1137 1138 // Uniform array access cases. 1139 { 1140 TestCaseGroup* uniformGroup = new TestCaseGroup(m_context, "uniform_array", "Uniform array access tests."); 1141 addChild(uniformGroup); 1142 1143 for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++) 1144 { 1145 DataType varType = s_floatAndVecTypes[typeNdx]; 1146 for (int readAccess = 0; readAccess < INDEXACCESS_LAST; readAccess++) 1147 { 1148 const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess); 1149 for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++) 1150 { 1151 ShaderType shaderType = s_shaderTypes[shaderTypeNdx]; 1152 const char* shaderTypeName = getShaderTypeName((ShaderType)shaderType); 1153 string name = string(getDataTypeName(varType)) + "_" + readAccessName + "_read_" + shaderTypeName; 1154 string desc = 1155 string("Uniform array with ") + readAccessName + " read in " + shaderTypeName + " shader."; 1156 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); 1157 uniformGroup->addChild(createUniformArrayCase(m_context, name.c_str(), desc.c_str(), m_glslVersion, 1158 isVertexCase, varType, (IndexAccessType)readAccess)); 1159 } 1160 } 1161 } 1162 } 1163 1164 // Temporary array access cases. 1165 { 1166 TestCaseGroup* tmpGroup = new TestCaseGroup(m_context, "tmp_array", "Temporary array access tests."); 1167 addChild(tmpGroup); 1168 1169 for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++) 1170 { 1171 DataType varType = s_floatAndVecTypes[typeNdx]; 1172 for (int isReadStatic = 0; isReadStatic < 2; isReadStatic++) 1173 { 1174 for (int access = INDEXACCESS_STATIC + 1; access < INDEXACCESS_LAST; access++) 1175 { 1176 IndexAccessType readAccess = isReadStatic ? INDEXACCESS_STATIC : (IndexAccessType)access; 1177 IndexAccessType writeAccess = isReadStatic ? (IndexAccessType)access : INDEXACCESS_STATIC; 1178 1179 const char* writeAccessName = getIndexAccessTypeName(writeAccess); 1180 const char* readAccessName = getIndexAccessTypeName(readAccess); 1181 1182 for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++) 1183 { 1184 ShaderType shaderType = s_shaderTypes[shaderTypeNdx]; 1185 const char* shaderTypeName = getShaderTypeName((ShaderType)shaderType); 1186 string name = string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + 1187 readAccessName + "_read_" + shaderTypeName; 1188 string desc = string("Temporary array with ") + writeAccessName + " write and " + 1189 readAccessName + " read in " + shaderTypeName + " shader."; 1190 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); 1191 tmpGroup->addChild(createTmpArrayCase(m_context, name.c_str(), desc.c_str(), m_glslVersion, 1192 isVertexCase, varType, (IndexAccessType)writeAccess, 1193 (IndexAccessType)readAccess)); 1194 } 1195 } 1196 } 1197 } 1198 } 1199 1200 // Vector indexing with subscripts. 1201 { 1202 TestCaseGroup* vecGroup = new TestCaseGroup(m_context, "vector_subscript", "Vector subscript indexing."); 1203 addChild(vecGroup); 1204 1205 static const DataType s_vectorTypes[] = { TYPE_FLOAT_VEC2, TYPE_FLOAT_VEC3, TYPE_FLOAT_VEC4 }; 1206 1207 for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_vectorTypes); typeNdx++) 1208 { 1209 DataType varType = s_vectorTypes[typeNdx]; 1210 for (int isReadDirect = 0; isReadDirect < 2; isReadDirect++) 1211 { 1212 for (int access = SUBSCRIPT_STATIC; access < VECTORACCESS_LAST; access++) 1213 { 1214 VectorAccessType readAccess = isReadDirect ? DIRECT : (VectorAccessType)access; 1215 VectorAccessType writeAccess = isReadDirect ? (VectorAccessType)access : DIRECT; 1216 1217 const char* writeAccessName = getVectorAccessTypeName(writeAccess); 1218 const char* readAccessName = getVectorAccessTypeName(readAccess); 1219 1220 for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++) 1221 { 1222 ShaderType shaderType = s_shaderTypes[shaderTypeNdx]; 1223 const char* shaderTypeName = getShaderTypeName((ShaderType)shaderType); 1224 string name = string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + 1225 readAccessName + "_read_" + shaderTypeName; 1226 string desc = string("Vector subscript access with ") + writeAccessName + " write and " + 1227 readAccessName + " read in " + shaderTypeName + " shader."; 1228 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); 1229 vecGroup->addChild(createVectorSubscriptCase( 1230 m_context, name.c_str(), desc.c_str(), m_glslVersion, isVertexCase, varType, 1231 (VectorAccessType)writeAccess, (VectorAccessType)readAccess)); 1232 } 1233 } 1234 } 1235 } 1236 } 1237 1238 // Matrix indexing with subscripts. 1239 { 1240 TestCaseGroup* matGroup = new TestCaseGroup(m_context, "matrix_subscript", "Matrix subscript indexing."); 1241 addChild(matGroup); 1242 1243 static const DataType s_matrixTypes[] = { TYPE_FLOAT_MAT2, TYPE_FLOAT_MAT2X3, TYPE_FLOAT_MAT2X4, 1244 TYPE_FLOAT_MAT3X2, TYPE_FLOAT_MAT3, TYPE_FLOAT_MAT3X4, 1245 TYPE_FLOAT_MAT4X2, TYPE_FLOAT_MAT4X3, TYPE_FLOAT_MAT4 }; 1246 1247 for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_matrixTypes); typeNdx++) 1248 { 1249 DataType varType = s_matrixTypes[typeNdx]; 1250 for (int isReadStatic = 0; isReadStatic < 2; isReadStatic++) 1251 { 1252 for (int access = INDEXACCESS_STATIC + 1; access < INDEXACCESS_LAST; access++) 1253 { 1254 IndexAccessType readAccess = isReadStatic ? INDEXACCESS_STATIC : (IndexAccessType)access; 1255 IndexAccessType writeAccess = isReadStatic ? (IndexAccessType)access : INDEXACCESS_STATIC; 1256 1257 const char* writeAccessName = getIndexAccessTypeName(writeAccess); 1258 const char* readAccessName = getIndexAccessTypeName(readAccess); 1259 1260 for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++) 1261 { 1262 ShaderType shaderType = s_shaderTypes[shaderTypeNdx]; 1263 const char* shaderTypeName = getShaderTypeName((ShaderType)shaderType); 1264 string name = string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + 1265 readAccessName + "_read_" + shaderTypeName; 1266 string desc = string("Vector subscript access with ") + writeAccessName + " write and " + 1267 readAccessName + " read in " + shaderTypeName + " shader."; 1268 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); 1269 matGroup->addChild(createMatrixSubscriptCase( 1270 m_context, name.c_str(), desc.c_str(), m_glslVersion, isVertexCase, varType, 1271 (IndexAccessType)writeAccess, (IndexAccessType)readAccess)); 1272 } 1273 } 1274 } 1275 } 1276 } 1277 } 1278 1279 } // deqp 1280