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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 indexing (arrays, vector, matrices) tests.
     22  *//*--------------------------------------------------------------------*/
     23 
     24 #include "es3fShaderIndexingTests.hpp"
     25 #include "glsShaderLibrary.hpp"
     26 #include "glsShaderRenderCase.hpp"
     27 #include "gluShaderUtil.hpp"
     28 #include "tcuStringTemplate.hpp"
     29 
     30 #include "deInt32.h"
     31 #include "deMemory.h"
     32 
     33 #include <map>
     34 
     35 #include "glwEnums.hpp"
     36 #include "glwFunctions.hpp"
     37 
     38 using namespace std;
     39 using namespace tcu;
     40 using namespace glu;
     41 using namespace deqp::gls;
     42 
     43 namespace deqp
     44 {
     45 namespace gles3
     46 {
     47 namespace Functional
     48 {
     49 
     50 enum IndexAccessType
     51 {
     52 	INDEXACCESS_STATIC = 0,
     53 	INDEXACCESS_DYNAMIC,
     54 	INDEXACCESS_STATIC_LOOP,
     55 	INDEXACCESS_DYNAMIC_LOOP,
     56 
     57 	INDEXACCESS_LAST
     58 };
     59 
     60 static const char* getIndexAccessTypeName (IndexAccessType accessType)
     61 {
     62 	static const char* s_names[INDEXACCESS_LAST] =
     63 	{
     64 		"static",
     65 		"dynamic",
     66 		"static_loop",
     67 		"dynamic_loop"
     68 	};
     69 
     70 	DE_ASSERT(deInBounds32((int)accessType, 0, INDEXACCESS_LAST));
     71 	return s_names[(int)accessType];
     72 }
     73 
     74 enum VectorAccessType
     75 {
     76 	DIRECT = 0,
     77 	COMPONENT,
     78 	SUBSCRIPT_STATIC,
     79 	SUBSCRIPT_DYNAMIC,
     80 	SUBSCRIPT_STATIC_LOOP,
     81 	SUBSCRIPT_DYNAMIC_LOOP,
     82 
     83 	VECTORACCESS_LAST
     84 };
     85 
     86 static const char* getVectorAccessTypeName (VectorAccessType accessType)
     87 {
     88 	static const char* s_names[VECTORACCESS_LAST] =
     89 	{
     90 		"direct",
     91 		"component",
     92 		"static_subscript",
     93 		"dynamic_subscript",
     94 		"static_loop_subscript",
     95 		"dynamic_loop_subscript"
     96 	};
     97 
     98 	DE_ASSERT(deInBounds32((int)accessType, 0, VECTORACCESS_LAST));
     99 	return s_names[(int)accessType];
    100 }
    101 
    102 void evalArrayCoordsFloat		(ShaderEvalContext& c) { c.color.x()	= 1.875f * c.coords.x(); }
    103 void evalArrayCoordsVec2		(ShaderEvalContext& c) { c.color.xy()	= 1.875f * c.coords.swizzle(0,1); }
    104 void evalArrayCoordsVec3		(ShaderEvalContext& c) { c.color.xyz()	= 1.875f * c.coords.swizzle(0,1,2); }
    105 void evalArrayCoordsVec4		(ShaderEvalContext& c) { c.color		= 1.875f * c.coords; }
    106 
    107 static ShaderEvalFunc getArrayCoordsEvalFunc (DataType dataType)
    108 {
    109 	if (dataType == TYPE_FLOAT)				return evalArrayCoordsFloat;
    110 	else if (dataType == TYPE_FLOAT_VEC2)	return evalArrayCoordsVec2;
    111 	else if (dataType == TYPE_FLOAT_VEC3)	return evalArrayCoordsVec3;
    112 	else if (dataType == TYPE_FLOAT_VEC4)	return evalArrayCoordsVec4;
    113 
    114 	DE_FATAL("Invalid data type.");
    115 	return NULL;
    116 }
    117 
    118 void evalArrayUniformFloat		(ShaderEvalContext& c) { c.color.x()	= 1.875f * c.constCoords.x(); }
    119 void evalArrayUniformVec2		(ShaderEvalContext& c) { c.color.xy()	= 1.875f * c.constCoords.swizzle(0,1); }
    120 void evalArrayUniformVec3		(ShaderEvalContext& c) { c.color.xyz()	= 1.875f * c.constCoords.swizzle(0,1,2); }
    121 void evalArrayUniformVec4		(ShaderEvalContext& c) { c.color		= 1.875f * c.constCoords; }
    122 
    123 static ShaderEvalFunc getArrayUniformEvalFunc (DataType dataType)
    124 {
    125 	if (dataType == TYPE_FLOAT)				return evalArrayUniformFloat;
    126 	else if (dataType == TYPE_FLOAT_VEC2)	return evalArrayUniformVec2;
    127 	else if (dataType == TYPE_FLOAT_VEC3)	return evalArrayUniformVec3;
    128 	else if (dataType == TYPE_FLOAT_VEC4)	return evalArrayUniformVec4;
    129 
    130 	DE_FATAL("Invalid data type.");
    131 	return NULL;
    132 }
    133 
    134 // ShaderIndexingCase
    135 
    136 class ShaderIndexingCase : public ShaderRenderCase
    137 {
    138 public:
    139 								ShaderIndexingCase		(Context& context, const char* name, const char* description, bool isVertexCase, DataType varType, ShaderEvalFunc evalFunc, const char* vertShaderSource, const char* fragShaderSource);
    140 	virtual						~ShaderIndexingCase		(void);
    141 
    142 private:
    143 								ShaderIndexingCase		(const ShaderIndexingCase&);	// not allowed!
    144 	ShaderIndexingCase&			operator=				(const ShaderIndexingCase&);	// not allowed!
    145 
    146 	virtual void				setup					(int programID);
    147 	virtual void				setupUniforms			(int programID, const Vec4& constCoords);
    148 
    149 	DataType					m_varType;
    150 };
    151 
    152 ShaderIndexingCase::ShaderIndexingCase (Context& context, const char* name, const char* description, bool isVertexCase, DataType varType, ShaderEvalFunc evalFunc, const char* vertShaderSource, const char* fragShaderSource)
    153 	: ShaderRenderCase(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, isVertexCase, evalFunc)
    154 {
    155 	m_varType			= varType;
    156 	m_vertShaderSource	= vertShaderSource;
    157 	m_fragShaderSource	= fragShaderSource;
    158 }
    159 
    160 ShaderIndexingCase::~ShaderIndexingCase (void)
    161 {
    162 }
    163 
    164 void ShaderIndexingCase::setup (int programID)
    165 {
    166 	DE_UNREF(programID);
    167 }
    168 
    169 void ShaderIndexingCase::setupUniforms (int programID, const Vec4& constCoords)
    170 {
    171 	const glw::Functions& gl = m_renderCtx.getFunctions();
    172 
    173 	DE_UNREF(constCoords);
    174 
    175 	int arrLoc = gl.getUniformLocation(programID, "u_arr");
    176 	if (arrLoc != -1)
    177 	{
    178 		//int scalarSize = getDataTypeScalarSize(m_varType);
    179 		if (m_varType == TYPE_FLOAT)
    180 		{
    181 			float arr[4];
    182 			arr[0] = constCoords.x();
    183 			arr[1] = constCoords.x() * 0.5f;
    184 			arr[2] = constCoords.x() * 0.25f;
    185 			arr[3] = constCoords.x() * 0.125f;
    186 			gl.uniform1fv(arrLoc, 4, &arr[0]);
    187 		}
    188 		else if (m_varType == TYPE_FLOAT_VEC2)
    189 		{
    190 			Vec2 arr[4];
    191 			arr[0] = constCoords.swizzle(0,1);
    192 			arr[1] = constCoords.swizzle(0,1) * 0.5f;
    193 			arr[2] = constCoords.swizzle(0,1) * 0.25f;
    194 			arr[3] = constCoords.swizzle(0,1) * 0.125f;
    195 			gl.uniform2fv(arrLoc, 4, arr[0].getPtr());
    196 		}
    197 		else if (m_varType == TYPE_FLOAT_VEC3)
    198 		{
    199 			Vec3 arr[4];
    200 			arr[0] = constCoords.swizzle(0,1,2);
    201 			arr[1] = constCoords.swizzle(0,1,2) * 0.5f;
    202 			arr[2] = constCoords.swizzle(0,1,2) * 0.25f;
    203 			arr[3] = constCoords.swizzle(0,1,2) * 0.125f;
    204 			gl.uniform3fv(arrLoc, 4, arr[0].getPtr());
    205 		}
    206 		else if (m_varType == TYPE_FLOAT_VEC4)
    207 		{
    208 			Vec4 arr[4];
    209 			arr[0] = constCoords.swizzle(0,1,2,3);
    210 			arr[1] = constCoords.swizzle(0,1,2,3) * 0.5f;
    211 			arr[2] = constCoords.swizzle(0,1,2,3) * 0.25f;
    212 			arr[3] = constCoords.swizzle(0,1,2,3) * 0.125f;
    213 			gl.uniform4fv(arrLoc, 4, arr[0].getPtr());
    214 		}
    215 		else
    216 			throw tcu::TestError("u_arr should not have location assigned in this test case");
    217 	}
    218 }
    219 
    220 // Helpers.
    221 
    222 static ShaderIndexingCase* createVaryingArrayCase (Context& context, const char* caseName, const char* description, DataType varType, IndexAccessType vertAccess, IndexAccessType fragAccess)
    223 {
    224 	std::ostringstream vtx;
    225 	vtx << "#version 300 es\n";
    226 	vtx << "in highp vec4 a_position;\n";
    227 	vtx << "in highp vec4 a_coords;\n";
    228 	if (vertAccess == INDEXACCESS_DYNAMIC)
    229 		vtx << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n";
    230 	else if (vertAccess == INDEXACCESS_DYNAMIC_LOOP)
    231 		vtx << "uniform mediump int ui_four;\n";
    232 	vtx << "out ${PRECISION} ${VAR_TYPE} var[${ARRAY_LEN}];\n";
    233 	vtx << "\n";
    234 	vtx << "void main()\n";
    235 	vtx << "{\n";
    236 	vtx << "	gl_Position = a_position;\n";
    237 	if (vertAccess == INDEXACCESS_STATIC)
    238 	{
    239 		vtx << "	var[0] = ${VAR_TYPE}(a_coords);\n";
    240 		vtx << "	var[1] = ${VAR_TYPE}(a_coords) * 0.5;\n";
    241 		vtx << "	var[2] = ${VAR_TYPE}(a_coords) * 0.25;\n";
    242 		vtx << "	var[3] = ${VAR_TYPE}(a_coords) * 0.125;\n";
    243 	}
    244 	else if (vertAccess == INDEXACCESS_DYNAMIC)
    245 	{
    246 		vtx << "	var[ui_zero]  = ${VAR_TYPE}(a_coords);\n";
    247 		vtx << "	var[ui_one]   = ${VAR_TYPE}(a_coords) * 0.5;\n";
    248 		vtx << "	var[ui_two]   = ${VAR_TYPE}(a_coords) * 0.25;\n";
    249 		vtx << "	var[ui_three] = ${VAR_TYPE}(a_coords) * 0.125;\n";
    250 	}
    251 	else if (vertAccess == INDEXACCESS_STATIC_LOOP)
    252 	{
    253 		vtx << "	${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n";
    254 		vtx << "	for (int i = 0; i < 4; i++)\n";
    255 		vtx << "	{\n";
    256 		vtx << "		var[i] = ${VAR_TYPE}(coords);\n";
    257 		vtx << "		coords = coords * 0.5;\n";
    258 		vtx << "	}\n";
    259 	}
    260 	else
    261 	{
    262 		DE_ASSERT(vertAccess == INDEXACCESS_DYNAMIC_LOOP);
    263 		vtx << "	${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n";
    264 		vtx << "	for (int i = 0; i < ui_four; i++)\n";
    265 		vtx << "	{\n";
    266 		vtx << "		var[i] = ${VAR_TYPE}(coords);\n";
    267 		vtx << "		coords = coords * 0.5;\n";
    268 		vtx << "	}\n";
    269 	}
    270 	vtx << "}\n";
    271 
    272 	std::ostringstream frag;
    273 	frag << "#version 300 es\n";
    274 	frag << "precision mediump int;\n";
    275 	frag << "layout(location = 0) out mediump vec4 o_color;\n";
    276 	if (fragAccess == INDEXACCESS_DYNAMIC)
    277 		frag << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n";
    278 	else if (fragAccess == INDEXACCESS_DYNAMIC_LOOP)
    279 		frag << "uniform int ui_four;\n";
    280 	frag << "in ${PRECISION} ${VAR_TYPE} var[${ARRAY_LEN}];\n";
    281 	frag << "\n";
    282 	frag << "void main()\n";
    283 	frag << "{\n";
    284 	frag << "	${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n";
    285 	if (fragAccess == INDEXACCESS_STATIC)
    286 	{
    287 		frag << "	res += var[0];\n";
    288 		frag << "	res += var[1];\n";
    289 		frag << "	res += var[2];\n";
    290 		frag << "	res += var[3];\n";
    291 	}
    292 	else if (fragAccess == INDEXACCESS_DYNAMIC)
    293 	{
    294 		frag << "	res += var[ui_zero];\n";
    295 		frag << "	res += var[ui_one];\n";
    296 		frag << "	res += var[ui_two];\n";
    297 		frag << "	res += var[ui_three];\n";
    298 	}
    299 	else if (fragAccess == INDEXACCESS_STATIC_LOOP)
    300 	{
    301 		frag << "	for (int i = 0; i < 4; i++)\n";
    302 		frag << "		res += var[i];\n";
    303 	}
    304 	else
    305 	{
    306 		DE_ASSERT(fragAccess == INDEXACCESS_DYNAMIC_LOOP);
    307 		frag << "	for (int i = 0; i < ui_four; i++)\n";
    308 		frag << "		res += var[i];\n";
    309 	}
    310 	frag << "	o_color = vec4(res${PADDING});\n";
    311 	frag << "}\n";
    312 
    313 	// Fill in shader templates.
    314 	map<string, string> params;
    315 	params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType)));
    316 	params.insert(pair<string, string>("ARRAY_LEN", "4"));
    317 	params.insert(pair<string, string>("PRECISION", "mediump"));
    318 
    319 	if (varType == TYPE_FLOAT)
    320 		params.insert(pair<string, string>("PADDING", ", 0.0, 0.0, 1.0"));
    321 	else if (varType == TYPE_FLOAT_VEC2)
    322 		params.insert(pair<string, string>("PADDING", ", 0.0, 1.0"));
    323 	else if (varType == TYPE_FLOAT_VEC3)
    324 		params.insert(pair<string, string>("PADDING", ", 1.0"));
    325 	else
    326 		params.insert(pair<string, string>("PADDING", ""));
    327 
    328 	StringTemplate vertTemplate(vtx.str().c_str());
    329 	StringTemplate fragTemplate(frag.str().c_str());
    330 	string vertexShaderSource = vertTemplate.specialize(params);
    331 	string fragmentShaderSource = fragTemplate.specialize(params);
    332 
    333 	ShaderEvalFunc evalFunc = getArrayCoordsEvalFunc(varType);
    334 	return new ShaderIndexingCase(context, caseName, description, true, varType, evalFunc, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
    335 }
    336 
    337 static ShaderIndexingCase* createUniformArrayCase (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType varType, IndexAccessType readAccess)
    338 {
    339 	std::ostringstream vtx;
    340 	std::ostringstream frag;
    341 	std::ostringstream& op = isVertexCase ? vtx : frag;
    342 
    343 	vtx << "#version 300 es\n";
    344 	frag << "#version 300 es\n";
    345 
    346 	vtx << "in highp vec4 a_position;\n";
    347 	vtx << "in highp vec4 a_coords;\n";
    348 	frag << "layout(location = 0) out mediump vec4 o_color;\n";
    349 
    350 	if (isVertexCase)
    351 	{
    352 		vtx << "out mediump vec4 v_color;\n";
    353 		frag << "in mediump vec4 v_color;\n";
    354 	}
    355 	else
    356 	{
    357 		vtx << "out mediump vec4 v_coords;\n";
    358 		frag << "in mediump vec4 v_coords;\n";
    359 	}
    360 
    361 	if (readAccess == INDEXACCESS_DYNAMIC)
    362 		op << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n";
    363 	else if (readAccess == INDEXACCESS_DYNAMIC_LOOP)
    364 		op << "uniform mediump int ui_four;\n";
    365 
    366 	op << "uniform ${PRECISION} ${VAR_TYPE} u_arr[${ARRAY_LEN}];\n";
    367 
    368 	vtx << "\n";
    369 	vtx << "void main()\n";
    370 	vtx << "{\n";
    371 	vtx << "	gl_Position = a_position;\n";
    372 
    373 	frag << "\n";
    374 	frag << "void main()\n";
    375 	frag << "{\n";
    376 
    377 	// Read array.
    378 	op << "	${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n";
    379 	if (readAccess == INDEXACCESS_STATIC)
    380 	{
    381 		op << "	res += u_arr[0];\n";
    382 		op << "	res += u_arr[1];\n";
    383 		op << "	res += u_arr[2];\n";
    384 		op << "	res += u_arr[3];\n";
    385 	}
    386 	else if (readAccess == INDEXACCESS_DYNAMIC)
    387 	{
    388 		op << "	res += u_arr[ui_zero];\n";
    389 		op << "	res += u_arr[ui_one];\n";
    390 		op << "	res += u_arr[ui_two];\n";
    391 		op << "	res += u_arr[ui_three];\n";
    392 	}
    393 	else if (readAccess == INDEXACCESS_STATIC_LOOP)
    394 	{
    395 		op << "	for (int i = 0; i < 4; i++)\n";
    396 		op << "		res += u_arr[i];\n";
    397 	}
    398 	else
    399 	{
    400 		DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP);
    401 		op << "	for (int i = 0; i < ui_four; i++)\n";
    402 		op << "		res += u_arr[i];\n";
    403 	}
    404 
    405 	if (isVertexCase)
    406 	{
    407 		vtx << "	v_color = vec4(res${PADDING});\n";
    408 		frag << "	o_color = v_color;\n";
    409 	}
    410 	else
    411 	{
    412 		vtx << "	v_coords = a_coords;\n";
    413 		frag << "	o_color = vec4(res${PADDING});\n";
    414 	}
    415 
    416 	vtx << "}\n";
    417 	frag << "}\n";
    418 
    419 	// Fill in shader templates.
    420 	map<string, string> params;
    421 	params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType)));
    422 	params.insert(pair<string, string>("ARRAY_LEN", "4"));
    423 	params.insert(pair<string, string>("PRECISION", "mediump"));
    424 
    425 	if (varType == TYPE_FLOAT)
    426 		params.insert(pair<string, string>("PADDING", ", 0.0, 0.0, 1.0"));
    427 	else if (varType == TYPE_FLOAT_VEC2)
    428 		params.insert(pair<string, string>("PADDING", ", 0.0, 1.0"));
    429 	else if (varType == TYPE_FLOAT_VEC3)
    430 		params.insert(pair<string, string>("PADDING", ", 1.0"));
    431 	else
    432 		params.insert(pair<string, string>("PADDING", ""));
    433 
    434 	StringTemplate vertTemplate(vtx.str().c_str());
    435 	StringTemplate fragTemplate(frag.str().c_str());
    436 	string vertexShaderSource = vertTemplate.specialize(params);
    437 	string fragmentShaderSource = fragTemplate.specialize(params);
    438 
    439 	ShaderEvalFunc evalFunc = getArrayUniformEvalFunc(varType);
    440 	return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
    441 }
    442 
    443 static ShaderIndexingCase* createTmpArrayCase (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType varType, IndexAccessType writeAccess, IndexAccessType readAccess)
    444 {
    445 	std::ostringstream vtx;
    446 	std::ostringstream frag;
    447 	std::ostringstream& op = isVertexCase ? vtx : frag;
    448 
    449 	vtx << "#version 300 es\n";
    450 	frag << "#version 300 es\n";
    451 
    452 	vtx << "in highp vec4 a_position;\n";
    453 	vtx << "in highp vec4 a_coords;\n";
    454 	frag << "layout(location = 0) out mediump vec4 o_color;\n";
    455 
    456 	if (isVertexCase)
    457 	{
    458 		vtx << "out mediump vec4 v_color;\n";
    459 		frag << "in mediump vec4 v_color;\n";
    460 	}
    461 	else
    462 	{
    463 		vtx << "out mediump vec4 v_coords;\n";
    464 		frag << "in mediump vec4 v_coords;\n";
    465 	}
    466 
    467 	if (writeAccess == INDEXACCESS_DYNAMIC || readAccess == INDEXACCESS_DYNAMIC)
    468 		op << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n";
    469 
    470 	if (writeAccess == INDEXACCESS_DYNAMIC_LOOP || readAccess == INDEXACCESS_DYNAMIC_LOOP)
    471 		op << "uniform mediump int ui_four;\n";
    472 
    473 	vtx << "\n";
    474 	vtx << "void main()\n";
    475 	vtx << "{\n";
    476 	vtx << "	gl_Position = a_position;\n";
    477 
    478 	frag << "\n";
    479 	frag << "void main()\n";
    480 	frag << "{\n";
    481 
    482 	// Write array.
    483 	if (isVertexCase)
    484 		op << "	${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n";
    485 	else
    486 		op << "	${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(v_coords);\n";
    487 
    488 	op << "	${PRECISION} ${VAR_TYPE} arr[${ARRAY_LEN}];\n";
    489 	if (writeAccess == INDEXACCESS_STATIC)
    490 	{
    491 		op << "	arr[0] = ${VAR_TYPE}(coords);\n";
    492 		op << "	arr[1] = ${VAR_TYPE}(coords) * 0.5;\n";
    493 		op << "	arr[2] = ${VAR_TYPE}(coords) * 0.25;\n";
    494 		op << "	arr[3] = ${VAR_TYPE}(coords) * 0.125;\n";
    495 	}
    496 	else if (writeAccess == INDEXACCESS_DYNAMIC)
    497 	{
    498 		op << "	arr[ui_zero]  = ${VAR_TYPE}(coords);\n";
    499 		op << "	arr[ui_one]   = ${VAR_TYPE}(coords) * 0.5;\n";
    500 		op << "	arr[ui_two]   = ${VAR_TYPE}(coords) * 0.25;\n";
    501 		op << "	arr[ui_three] = ${VAR_TYPE}(coords) * 0.125;\n";
    502 	}
    503 	else if (writeAccess == INDEXACCESS_STATIC_LOOP)
    504 	{
    505 		op << "	for (int i = 0; i < 4; i++)\n";
    506 		op << "	{\n";
    507 		op << "		arr[i] = ${VAR_TYPE}(coords);\n";
    508 		op << "		coords = coords * 0.5;\n";
    509 		op << "	}\n";
    510 	}
    511 	else
    512 	{
    513 		DE_ASSERT(writeAccess == INDEXACCESS_DYNAMIC_LOOP);
    514 		op << "	for (int i = 0; i < ui_four; i++)\n";
    515 		op << "	{\n";
    516 		op << "		arr[i] = ${VAR_TYPE}(coords);\n";
    517 		op << "		coords = coords * 0.5;\n";
    518 		op << "	}\n";
    519 	}
    520 
    521 	// Read array.
    522 	op << "	${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n";
    523 	if (readAccess == INDEXACCESS_STATIC)
    524 	{
    525 		op << "	res += arr[0];\n";
    526 		op << "	res += arr[1];\n";
    527 		op << "	res += arr[2];\n";
    528 		op << "	res += arr[3];\n";
    529 	}
    530 	else if (readAccess == INDEXACCESS_DYNAMIC)
    531 	{
    532 		op << "	res += arr[ui_zero];\n";
    533 		op << "	res += arr[ui_one];\n";
    534 		op << "	res += arr[ui_two];\n";
    535 		op << "	res += arr[ui_three];\n";
    536 	}
    537 	else if (readAccess == INDEXACCESS_STATIC_LOOP)
    538 	{
    539 		op << "	for (int i = 0; i < 4; i++)\n";
    540 		op << "		res += arr[i];\n";
    541 	}
    542 	else
    543 	{
    544 		DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP);
    545 		op << "	for (int i = 0; i < ui_four; i++)\n";
    546 		op << "		res += arr[i];\n";
    547 	}
    548 
    549 	if (isVertexCase)
    550 	{
    551 		vtx << "	v_color = vec4(res${PADDING});\n";
    552 		frag << "	o_color = v_color;\n";
    553 	}
    554 	else
    555 	{
    556 		vtx << "	v_coords = a_coords;\n";
    557 		frag << "	o_color = vec4(res${PADDING});\n";
    558 	}
    559 
    560 	vtx << "}\n";
    561 	frag << "}\n";
    562 
    563 	// Fill in shader templates.
    564 	map<string, string> params;
    565 	params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType)));
    566 	params.insert(pair<string, string>("ARRAY_LEN", "4"));
    567 	params.insert(pair<string, string>("PRECISION", "mediump"));
    568 
    569 	if (varType == TYPE_FLOAT)
    570 		params.insert(pair<string, string>("PADDING", ", 0.0, 0.0, 1.0"));
    571 	else if (varType == TYPE_FLOAT_VEC2)
    572 		params.insert(pair<string, string>("PADDING", ", 0.0, 1.0"));
    573 	else if (varType == TYPE_FLOAT_VEC3)
    574 		params.insert(pair<string, string>("PADDING", ", 1.0"));
    575 	else
    576 		params.insert(pair<string, string>("PADDING", ""));
    577 
    578 	StringTemplate vertTemplate(vtx.str().c_str());
    579 	StringTemplate fragTemplate(frag.str().c_str());
    580 	string vertexShaderSource = vertTemplate.specialize(params);
    581 	string fragmentShaderSource = fragTemplate.specialize(params);
    582 
    583 	ShaderEvalFunc evalFunc = getArrayCoordsEvalFunc(varType);
    584 	return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
    585 }
    586 
    587 // VECTOR SUBSCRIPT.
    588 
    589 void evalSubscriptVec2 (ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f*c.coords.y()); }
    590 void evalSubscriptVec3 (ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f*c.coords.y() + 0.25f*c.coords.z()); }
    591 void evalSubscriptVec4 (ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f*c.coords.y() + 0.25f*c.coords.z() + 0.125f*c.coords.w()); }
    592 
    593 static ShaderEvalFunc getVectorSubscriptEvalFunc (DataType dataType)
    594 {
    595 	if (dataType == TYPE_FLOAT_VEC2)		return evalSubscriptVec2;
    596 	else if (dataType == TYPE_FLOAT_VEC3)	return evalSubscriptVec3;
    597 	else if (dataType == TYPE_FLOAT_VEC4)	return evalSubscriptVec4;
    598 
    599 	DE_FATAL("Invalid data type.");
    600 	return NULL;
    601 }
    602 
    603 static ShaderIndexingCase* createVectorSubscriptCase (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType varType, VectorAccessType writeAccess, VectorAccessType readAccess)
    604 {
    605 	std::ostringstream vtx;
    606 	std::ostringstream frag;
    607 	std::ostringstream& op = isVertexCase ? vtx : frag;
    608 
    609 	int			vecLen		= getDataTypeScalarSize(varType);
    610 	const char*	vecLenName	= getIntUniformName(vecLen);
    611 
    612 	vtx << "#version 300 es\n";
    613 	frag << "#version 300 es\n";
    614 
    615 	vtx << "in highp vec4 a_position;\n";
    616 	vtx << "in highp vec4 a_coords;\n";
    617 	frag << "layout(location = 0) out mediump vec4 o_color;\n";
    618 
    619 	if (isVertexCase)
    620 	{
    621 		vtx << "out mediump vec3 v_color;\n";
    622 		frag << "in mediump vec3 v_color;\n";
    623 	}
    624 	else
    625 	{
    626 		vtx << "out mediump vec4 v_coords;\n";
    627 		frag << "in mediump vec4 v_coords;\n";
    628 	}
    629 
    630 	if (writeAccess == SUBSCRIPT_DYNAMIC || readAccess == SUBSCRIPT_DYNAMIC)
    631 	{
    632 		op << "uniform mediump int ui_zero";
    633 		if (vecLen >= 2) op << ", ui_one";
    634 		if (vecLen >= 3) op << ", ui_two";
    635 		if (vecLen >= 4) op << ", ui_three";
    636 		op << ";\n";
    637 	}
    638 
    639 	if (writeAccess == SUBSCRIPT_DYNAMIC_LOOP || readAccess == SUBSCRIPT_DYNAMIC_LOOP)
    640 		op << "uniform mediump int " << vecLenName << ";\n";
    641 
    642 	vtx << "\n";
    643 	vtx << "void main()\n";
    644 	vtx << "{\n";
    645 	vtx << "	gl_Position = a_position;\n";
    646 
    647 	frag << "\n";
    648 	frag << "void main()\n";
    649 	frag << "{\n";
    650 
    651 	// Write vector.
    652 	if (isVertexCase)
    653 		op << "	${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n";
    654 	else
    655 		op << "	${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(v_coords);\n";
    656 
    657 	op << "	${PRECISION} ${VAR_TYPE} tmp;\n";
    658 	if (writeAccess == DIRECT)
    659 		op << "	tmp = coords.${SWIZZLE} * vec4(1.0, 0.5, 0.25, 0.125).${SWIZZLE};\n";
    660 	else if (writeAccess == COMPONENT)
    661 	{
    662 		op << "	tmp.x = coords.x;\n";
    663 		if (vecLen >= 2) op << "	tmp.y = coords.y * 0.5;\n";
    664 		if (vecLen >= 3) op << "	tmp.z = coords.z * 0.25;\n";
    665 		if (vecLen >= 4) op << "	tmp.w = coords.w * 0.125;\n";
    666 	}
    667 	else if (writeAccess == SUBSCRIPT_STATIC)
    668 	{
    669 		op << "	tmp[0] = coords.x;\n";
    670 		if (vecLen >= 2) op << "	tmp[1] = coords.y * 0.5;\n";
    671 		if (vecLen >= 3) op << "	tmp[2] = coords.z * 0.25;\n";
    672 		if (vecLen >= 4) op << "	tmp[3] = coords.w * 0.125;\n";
    673 	}
    674 	else if (writeAccess == SUBSCRIPT_DYNAMIC)
    675 	{
    676 		op << "	tmp[ui_zero]  = coords.x;\n";
    677 		if (vecLen >= 2) op << "	tmp[ui_one]   = coords.y * 0.5;\n";
    678 		if (vecLen >= 3) op << "	tmp[ui_two]   = coords.z * 0.25;\n";
    679 		if (vecLen >= 4) op << "	tmp[ui_three] = coords.w * 0.125;\n";
    680 	}
    681 	else if (writeAccess == SUBSCRIPT_STATIC_LOOP)
    682 	{
    683 		op << "	for (int i = 0; i < " << vecLen << "; i++)\n";
    684 		op << "	{\n";
    685 		op << "		tmp[i] = coords.x;\n";
    686 		op << "		coords = coords.${ROT_SWIZZLE} * 0.5;\n";
    687 		op << "	}\n";
    688 	}
    689 	else
    690 	{
    691 		DE_ASSERT(writeAccess == SUBSCRIPT_DYNAMIC_LOOP);
    692 		op << "	for (int i = 0; i < " << vecLenName << "; i++)\n";
    693 		op << "	{\n";
    694 		op << "		tmp[i] = coords.x;\n";
    695 		op << "		coords = coords.${ROT_SWIZZLE} * 0.5;\n";
    696 		op << "	}\n";
    697 	}
    698 
    699 	// Read vector.
    700 	op << "	${PRECISION} float res = 0.0;\n";
    701 	if (readAccess == DIRECT)
    702 		op << "	res = dot(tmp, ${VAR_TYPE}(1.0));\n";
    703 	else if (readAccess == COMPONENT)
    704 	{
    705 		op << "	res += tmp.x;\n";
    706 		if (vecLen >= 2) op << "	res += tmp.y;\n";
    707 		if (vecLen >= 3) op << "	res += tmp.z;\n";
    708 		if (vecLen >= 4) op << "	res += tmp.w;\n";
    709 	}
    710 	else if (readAccess == SUBSCRIPT_STATIC)
    711 	{
    712 		op << "	res += tmp[0];\n";
    713 		if (vecLen >= 2) op << "	res += tmp[1];\n";
    714 		if (vecLen >= 3) op << "	res += tmp[2];\n";
    715 		if (vecLen >= 4) op << "	res += tmp[3];\n";
    716 	}
    717 	else if (readAccess == SUBSCRIPT_DYNAMIC)
    718 	{
    719 		op << "	res += tmp[ui_zero];\n";
    720 		if (vecLen >= 2) op << "	res += tmp[ui_one];\n";
    721 		if (vecLen >= 3) op << "	res += tmp[ui_two];\n";
    722 		if (vecLen >= 4) op << "	res += tmp[ui_three];\n";
    723 	}
    724 	else if (readAccess == SUBSCRIPT_STATIC_LOOP)
    725 	{
    726 		op << "	for (int i = 0; i < " << vecLen << "; i++)\n";
    727 		op << "		res += tmp[i];\n";
    728 	}
    729 	else
    730 	{
    731 		DE_ASSERT(readAccess == SUBSCRIPT_DYNAMIC_LOOP);
    732 		op << "	for (int i = 0; i < " << vecLenName << "; i++)\n";
    733 		op << "		res += tmp[i];\n";
    734 	}
    735 
    736 	if (isVertexCase)
    737 	{
    738 		vtx << "	v_color = vec3(res);\n";
    739 		frag << "	o_color = vec4(v_color.rgb, 1.0);\n";
    740 	}
    741 	else
    742 	{
    743 		vtx << "	v_coords = a_coords;\n";
    744 		frag << "	o_color = vec4(vec3(res), 1.0);\n";
    745 	}
    746 
    747 	vtx << "}\n";
    748 	frag << "}\n";
    749 
    750 	// Fill in shader templates.
    751 	static const char* s_swizzles[5]	= { "", "x", "xy", "xyz", "xyzw" };
    752 	static const char* s_rotSwizzles[5]	= { "", "x", "yx", "yzx", "yzwx" };
    753 
    754 	map<string, string> params;
    755 	params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType)));
    756 	params.insert(pair<string, string>("PRECISION", "mediump"));
    757 	params.insert(pair<string, string>("SWIZZLE", s_swizzles[vecLen]));
    758 	params.insert(pair<string, string>("ROT_SWIZZLE", s_rotSwizzles[vecLen]));
    759 
    760 	StringTemplate vertTemplate(vtx.str().c_str());
    761 	StringTemplate fragTemplate(frag.str().c_str());
    762 	string vertexShaderSource = vertTemplate.specialize(params);
    763 	string fragmentShaderSource = fragTemplate.specialize(params);
    764 
    765 	ShaderEvalFunc evalFunc = getVectorSubscriptEvalFunc(varType);
    766 	return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
    767 }
    768 
    769 // MATRIX SUBSCRIPT.
    770 
    771 void evalSubscriptMat2		(ShaderEvalContext& c) { c.color.xy()	= c.coords.swizzle(0,1) + 0.5f*c.coords.swizzle(1,2); }
    772 void evalSubscriptMat2x3	(ShaderEvalContext& c) { c.color.xyz()	= c.coords.swizzle(0,1,2) + 0.5f*c.coords.swizzle(1,2,3); }
    773 void evalSubscriptMat2x4	(ShaderEvalContext& c) { c.color		= c.coords.swizzle(0,1,2,3) + 0.5f*c.coords.swizzle(1,2,3,0); }
    774 
    775 void evalSubscriptMat3x2	(ShaderEvalContext& c) { c.color.xy()	= c.coords.swizzle(0,1) + 0.5f*c.coords.swizzle(1,2) + 0.25f*c.coords.swizzle(2,3); }
    776 void evalSubscriptMat3		(ShaderEvalContext& c) { 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); }
    777 void evalSubscriptMat3x4	(ShaderEvalContext& c) { 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); }
    778 
    779 void evalSubscriptMat4x2	(ShaderEvalContext& c) { c.color.xy()	= c.coords.swizzle(0,1) + 0.5f*c.coords.swizzle(1,2) + 0.25f*c.coords.swizzle(2,3) + 0.125f*c.coords.swizzle(3,0); }
    780 void evalSubscriptMat4x3	(ShaderEvalContext& c) { 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) + 0.125f*c.coords.swizzle(3,0,1); }
    781 void evalSubscriptMat4		(ShaderEvalContext& c) { c.color		= c.coords + 0.5f*c.coords.swizzle(1,2,3,0) + 0.25f*c.coords.swizzle(2,3,0,1) + 0.125f*c.coords.swizzle(3,0,1,2); }
    782 
    783 static ShaderEvalFunc getMatrixSubscriptEvalFunc (DataType dataType)
    784 {
    785 	switch (dataType)
    786 	{
    787 		case TYPE_FLOAT_MAT2:		return evalSubscriptMat2;
    788 		case TYPE_FLOAT_MAT2X3:		return evalSubscriptMat2x3;
    789 		case TYPE_FLOAT_MAT2X4:		return evalSubscriptMat2x4;
    790 		case TYPE_FLOAT_MAT3X2:		return evalSubscriptMat3x2;
    791 		case TYPE_FLOAT_MAT3:		return evalSubscriptMat3;
    792 		case TYPE_FLOAT_MAT3X4:		return evalSubscriptMat3x4;
    793 		case TYPE_FLOAT_MAT4X2:		return evalSubscriptMat4x2;
    794 		case TYPE_FLOAT_MAT4X3:		return evalSubscriptMat4x3;
    795 		case TYPE_FLOAT_MAT4:		return evalSubscriptMat4;
    796 
    797 		default:
    798 			DE_FATAL("Invalid data type.");
    799 			return DE_NULL;
    800 	}
    801 }
    802 
    803 static ShaderIndexingCase* createMatrixSubscriptCase (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType varType, IndexAccessType writeAccess, IndexAccessType readAccess)
    804 {
    805 	std::ostringstream vtx;
    806 	std::ostringstream frag;
    807 	std::ostringstream& op = isVertexCase ? vtx : frag;
    808 
    809 	int			numCols		= getDataTypeMatrixNumColumns(varType);
    810 	int			numRows		= getDataTypeMatrixNumRows(varType);
    811 	const char*	matSizeName	= getIntUniformName(numCols);
    812 	DataType	vecType		= getDataTypeFloatVec(numRows);
    813 
    814 	vtx << "#version 300 es\n";
    815 	frag << "#version 300 es\n";
    816 
    817 	vtx << "in highp vec4 a_position;\n";
    818 	vtx << "in highp vec4 a_coords;\n";
    819 	frag << "layout(location = 0) out mediump vec4 o_color;\n";
    820 
    821 	if (isVertexCase)
    822 	{
    823 		vtx << "out mediump vec4 v_color;\n";
    824 		frag << "in mediump vec4 v_color;\n";
    825 	}
    826 	else
    827 	{
    828 		vtx << "out mediump vec4 v_coords;\n";
    829 		frag << "in mediump vec4 v_coords;\n";
    830 	}
    831 
    832 	if (writeAccess == INDEXACCESS_DYNAMIC || readAccess == INDEXACCESS_DYNAMIC)
    833 	{
    834 		op << "uniform mediump int ui_zero";
    835 		if (numCols >= 2) op << ", ui_one";
    836 		if (numCols >= 3) op << ", ui_two";
    837 		if (numCols >= 4) op << ", ui_three";
    838 		op << ";\n";
    839 	}
    840 
    841 	if (writeAccess == INDEXACCESS_DYNAMIC_LOOP || readAccess == INDEXACCESS_DYNAMIC_LOOP)
    842 		op << "uniform mediump int " << matSizeName << ";\n";
    843 
    844 	vtx << "\n";
    845 	vtx << "void main()\n";
    846 	vtx << "{\n";
    847 	vtx << "	gl_Position = a_position;\n";
    848 
    849 	frag << "\n";
    850 	frag << "void main()\n";
    851 	frag << "{\n";
    852 
    853 	// Write matrix.
    854 	if (isVertexCase)
    855 		op << "	${PRECISION} vec4 coords = a_coords;\n";
    856 	else
    857 		op << "	${PRECISION} vec4 coords = v_coords;\n";
    858 
    859 	op << "	${PRECISION} ${MAT_TYPE} tmp;\n";
    860 	if (writeAccess == INDEXACCESS_STATIC)
    861 	{
    862 		op << "	tmp[0] = ${VEC_TYPE}(coords);\n";
    863 		if (numCols >= 2) op << "	tmp[1] = ${VEC_TYPE}(coords.yzwx) * 0.5;\n";
    864 		if (numCols >= 3) op << "	tmp[2] = ${VEC_TYPE}(coords.zwxy) * 0.25;\n";
    865 		if (numCols >= 4) op << "	tmp[3] = ${VEC_TYPE}(coords.wxyz) * 0.125;\n";
    866 	}
    867 	else if (writeAccess == INDEXACCESS_DYNAMIC)
    868 	{
    869 		op << "	tmp[ui_zero]  = ${VEC_TYPE}(coords);\n";
    870 		if (numCols >= 2) op << "	tmp[ui_one]   = ${VEC_TYPE}(coords.yzwx) * 0.5;\n";
    871 		if (numCols >= 3) op << "	tmp[ui_two]   = ${VEC_TYPE}(coords.zwxy) * 0.25;\n";
    872 		if (numCols >= 4) op << "	tmp[ui_three] = ${VEC_TYPE}(coords.wxyz) * 0.125;\n";
    873 	}
    874 	else if (writeAccess == INDEXACCESS_STATIC_LOOP)
    875 	{
    876 		op << "	for (int i = 0; i < " << numCols << "; i++)\n";
    877 		op << "	{\n";
    878 		op << "		tmp[i] = ${VEC_TYPE}(coords);\n";
    879 		op << "		coords = coords.yzwx * 0.5;\n";
    880 		op << "	}\n";
    881 	}
    882 	else
    883 	{
    884 		DE_ASSERT(writeAccess == INDEXACCESS_DYNAMIC_LOOP);
    885 		op << "	for (int i = 0; i < " << matSizeName << "; i++)\n";
    886 		op << "	{\n";
    887 		op << "		tmp[i] = ${VEC_TYPE}(coords);\n";
    888 		op << "		coords = coords.yzwx * 0.5;\n";
    889 		op << "	}\n";
    890 	}
    891 
    892 	// Read matrix.
    893 	op << "	${PRECISION} ${VEC_TYPE} res = ${VEC_TYPE}(0.0);\n";
    894 	if (readAccess == INDEXACCESS_STATIC)
    895 	{
    896 		op << "	res += tmp[0];\n";
    897 		if (numCols >= 2) op << "	res += tmp[1];\n";
    898 		if (numCols >= 3) op << "	res += tmp[2];\n";
    899 		if (numCols >= 4) op << "	res += tmp[3];\n";
    900 	}
    901 	else if (readAccess == INDEXACCESS_DYNAMIC)
    902 	{
    903 		op << "	res += tmp[ui_zero];\n";
    904 		if (numCols >= 2) op << "	res += tmp[ui_one];\n";
    905 		if (numCols >= 3) op << "	res += tmp[ui_two];\n";
    906 		if (numCols >= 4) op << "	res += tmp[ui_three];\n";
    907 	}
    908 	else if (readAccess == INDEXACCESS_STATIC_LOOP)
    909 	{
    910 		op << "	for (int i = 0; i < " << numCols << "; i++)\n";
    911 		op << "		res += tmp[i];\n";
    912 	}
    913 	else
    914 	{
    915 		DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP);
    916 		op << "	for (int i = 0; i < " << matSizeName << "; i++)\n";
    917 		op << "		res += tmp[i];\n";
    918 	}
    919 
    920 	if (isVertexCase)
    921 	{
    922 		vtx << "	v_color = vec4(res${PADDING});\n";
    923 		frag << "	o_color = v_color;\n";
    924 	}
    925 	else
    926 	{
    927 		vtx << "	v_coords = a_coords;\n";
    928 		frag << "	o_color = vec4(res${PADDING});\n";
    929 	}
    930 
    931 	vtx << "}\n";
    932 	frag << "}\n";
    933 
    934 	// Fill in shader templates.
    935 	map<string, string> params;
    936 	params.insert(pair<string, string>("MAT_TYPE", getDataTypeName(varType)));
    937 	params.insert(pair<string, string>("VEC_TYPE", getDataTypeName(vecType)));
    938 	params.insert(pair<string, string>("PRECISION", "mediump"));
    939 
    940 	if (numRows == 2)
    941 		params.insert(pair<string, string>("PADDING", ", 0.0, 1.0"));
    942 	else if (numRows == 3)
    943 		params.insert(pair<string, string>("PADDING", ", 1.0"));
    944 	else
    945 		params.insert(pair<string, string>("PADDING", ""));
    946 
    947 	StringTemplate vertTemplate(vtx.str().c_str());
    948 	StringTemplate fragTemplate(frag.str().c_str());
    949 	string vertexShaderSource = vertTemplate.specialize(params);
    950 	string fragmentShaderSource = fragTemplate.specialize(params);
    951 
    952 	ShaderEvalFunc evalFunc = getMatrixSubscriptEvalFunc(varType);
    953 	return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
    954 }
    955 
    956 // ShaderIndexingTests.
    957 
    958 ShaderIndexingTests::ShaderIndexingTests(Context& context)
    959 	: TestCaseGroup(context, "indexing", "Indexing Tests")
    960 {
    961 }
    962 
    963 ShaderIndexingTests::~ShaderIndexingTests (void)
    964 {
    965 }
    966 
    967 void ShaderIndexingTests::init (void)
    968 {
    969 	static const ShaderType s_shaderTypes[] =
    970 	{
    971 		SHADERTYPE_VERTEX,
    972 		SHADERTYPE_FRAGMENT
    973 	};
    974 
    975 	static const DataType s_floatAndVecTypes[] =
    976 	{
    977 		TYPE_FLOAT,
    978 		TYPE_FLOAT_VEC2,
    979 		TYPE_FLOAT_VEC3,
    980 		TYPE_FLOAT_VEC4
    981 	};
    982 
    983 	// Varying array access cases.
    984 	{
    985 		TestCaseGroup* varyingGroup = new TestCaseGroup(m_context, "varying_array", "Varying array access tests.");
    986 		addChild(varyingGroup);
    987 
    988 		for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++)
    989 		{
    990 			DataType varType = s_floatAndVecTypes[typeNdx];
    991 			for (int vertAccess = 0; vertAccess < INDEXACCESS_LAST; vertAccess++)
    992 			{
    993 				for (int fragAccess = 0; fragAccess < INDEXACCESS_LAST; fragAccess++)
    994 				{
    995 					const char* vertAccessName = getIndexAccessTypeName((IndexAccessType)vertAccess);
    996 					const char* fragAccessName = getIndexAccessTypeName((IndexAccessType)fragAccess);
    997 					string name = string(getDataTypeName(varType)) + "_" + vertAccessName + "_write_" + fragAccessName + "_read";
    998 					string desc = string("Varying array with ") + vertAccessName + " write in vertex shader and " + fragAccessName + " read in fragment shader.";
    999 					varyingGroup->addChild(createVaryingArrayCase(m_context, name.c_str(), desc.c_str(), varType, (IndexAccessType)vertAccess, (IndexAccessType)fragAccess));
   1000 				}
   1001 			}
   1002 		}
   1003 	}
   1004 
   1005 	// Uniform array access cases.
   1006 	{
   1007 		TestCaseGroup* uniformGroup = new TestCaseGroup(m_context, "uniform_array", "Uniform array access tests.");
   1008 		addChild(uniformGroup);
   1009 
   1010 		for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++)
   1011 		{
   1012 			DataType varType = s_floatAndVecTypes[typeNdx];
   1013 			for (int readAccess = 0; readAccess < INDEXACCESS_LAST; readAccess++)
   1014 			{
   1015 				const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess);
   1016 				for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++)
   1017 				{
   1018 					ShaderType	shaderType		= s_shaderTypes[shaderTypeNdx];
   1019 					const char*	shaderTypeName	= getShaderTypeName(shaderType);
   1020 					string		name			= string(getDataTypeName(varType)) + "_" + readAccessName + "_read_" + shaderTypeName;
   1021 					string		desc			= string("Uniform array with ") + readAccessName + " read in " + shaderTypeName + " shader.";
   1022 					bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX);
   1023 					uniformGroup->addChild(createUniformArrayCase(m_context, name.c_str(), desc.c_str(), isVertexCase, varType, (IndexAccessType)readAccess));
   1024 				}
   1025 			}
   1026 		}
   1027 	}
   1028 
   1029 	// Temporary array access cases.
   1030 	{
   1031 		TestCaseGroup* tmpGroup = new TestCaseGroup(m_context, "tmp_array", "Temporary array access tests.");
   1032 		addChild(tmpGroup);
   1033 
   1034 		for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++)
   1035 		{
   1036 			DataType varType = s_floatAndVecTypes[typeNdx];
   1037 			for (int writeAccess = 0; writeAccess < INDEXACCESS_LAST; writeAccess++)
   1038 			{
   1039 				for (int readAccess = 0; readAccess < INDEXACCESS_LAST; readAccess++)
   1040 				{
   1041 					const char* writeAccessName = getIndexAccessTypeName((IndexAccessType)writeAccess);
   1042 					const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess);
   1043 
   1044 					for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++)
   1045 					{
   1046 						ShaderType	shaderType		= s_shaderTypes[shaderTypeNdx];
   1047 						const char* shaderTypeName	= getShaderTypeName(shaderType);
   1048 						string		name			= string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + readAccessName + "_read_" + shaderTypeName;
   1049 						string		desc			= string("Temporary array with ") + writeAccessName + " write and " + readAccessName + " read in " + shaderTypeName + " shader.";
   1050 						bool		isVertexCase	= ((ShaderType)shaderType == SHADERTYPE_VERTEX);
   1051 						tmpGroup->addChild(createTmpArrayCase(m_context, name.c_str(), desc.c_str(), isVertexCase, varType, (IndexAccessType)writeAccess, (IndexAccessType)readAccess));
   1052 					}
   1053 				}
   1054 			}
   1055 		}
   1056 	}
   1057 
   1058 	// Vector indexing with subscripts.
   1059 	{
   1060 		TestCaseGroup* vecGroup = new TestCaseGroup(m_context, "vector_subscript", "Vector subscript indexing.");
   1061 		addChild(vecGroup);
   1062 
   1063 		static const DataType s_vectorTypes[] =
   1064 		{
   1065 			TYPE_FLOAT_VEC2,
   1066 			TYPE_FLOAT_VEC3,
   1067 			TYPE_FLOAT_VEC4
   1068 		};
   1069 
   1070 		for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_vectorTypes); typeNdx++)
   1071 		{
   1072 			DataType varType = s_vectorTypes[typeNdx];
   1073 			for (int writeAccess = 0; writeAccess < VECTORACCESS_LAST; writeAccess++)
   1074 			{
   1075 				for (int readAccess = 0; readAccess < VECTORACCESS_LAST; readAccess++)
   1076 				{
   1077 					const char* writeAccessName = getVectorAccessTypeName((VectorAccessType)writeAccess);
   1078 					const char* readAccessName = getVectorAccessTypeName((VectorAccessType)readAccess);
   1079 
   1080 					for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++)
   1081 					{
   1082 						ShaderType	shaderType		= s_shaderTypes[shaderTypeNdx];
   1083 						const char* shaderTypeName	= getShaderTypeName(shaderType);
   1084 						string		name			= string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + readAccessName + "_read_" + shaderTypeName;
   1085 						string		desc			= string("Vector subscript access with ") + writeAccessName + " write and " + readAccessName + " read in " + shaderTypeName + " shader.";
   1086 						bool		isVertexCase	= ((ShaderType)shaderType == SHADERTYPE_VERTEX);
   1087 						vecGroup->addChild(createVectorSubscriptCase(m_context, name.c_str(), desc.c_str(), isVertexCase, varType, (VectorAccessType)writeAccess, (VectorAccessType)readAccess));
   1088 					}
   1089 				}
   1090 			}
   1091 		}
   1092 	}
   1093 
   1094 	// Matrix indexing with subscripts.
   1095 	{
   1096 		TestCaseGroup* matGroup = new TestCaseGroup(m_context, "matrix_subscript", "Matrix subscript indexing.");
   1097 		addChild(matGroup);
   1098 
   1099 		static const DataType s_matrixTypes[] =
   1100 		{
   1101 			TYPE_FLOAT_MAT2,
   1102 			TYPE_FLOAT_MAT2X3,
   1103 			TYPE_FLOAT_MAT2X4,
   1104 			TYPE_FLOAT_MAT3X2,
   1105 			TYPE_FLOAT_MAT3,
   1106 			TYPE_FLOAT_MAT3X4,
   1107 			TYPE_FLOAT_MAT4X2,
   1108 			TYPE_FLOAT_MAT4X3,
   1109 			TYPE_FLOAT_MAT4
   1110 		};
   1111 
   1112 		for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_matrixTypes); typeNdx++)
   1113 		{
   1114 			DataType varType = s_matrixTypes[typeNdx];
   1115 			for (int writeAccess = 0; writeAccess < INDEXACCESS_LAST; writeAccess++)
   1116 			{
   1117 				for (int readAccess = 0; readAccess < INDEXACCESS_LAST; readAccess++)
   1118 				{
   1119 					const char* writeAccessName = getIndexAccessTypeName((IndexAccessType)writeAccess);
   1120 					const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess);
   1121 
   1122 					for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++)
   1123 					{
   1124 						ShaderType	shaderType		= s_shaderTypes[shaderTypeNdx];
   1125 						const char* shaderTypeName	= getShaderTypeName(shaderType);
   1126 						string		name			= string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + readAccessName + "_read_" + shaderTypeName;
   1127 						string		desc			= string("Vector subscript access with ") + writeAccessName + " write and " + readAccessName + " read in " + shaderTypeName + " shader.";
   1128 						bool		isVertexCase	= ((ShaderType)shaderType == SHADERTYPE_VERTEX);
   1129 						matGroup->addChild(createMatrixSubscriptCase(m_context, name.c_str(), desc.c_str(), isVertexCase, varType, (IndexAccessType)writeAccess, (IndexAccessType)readAccess));
   1130 					}
   1131 				}
   1132 			}
   1133 		}
   1134 	}
   1135 
   1136 	{
   1137 		const std::vector<tcu::TestNode*> children = gls::ShaderLibrary(m_testCtx, m_context.getRenderContext(), m_context.getContextInfo()).loadShaderFile("shaders/indexing.test");
   1138 
   1139 		for (int i = 0; i < (int)children.size(); i++)
   1140 			addChild(children[i]);
   1141 	}
   1142 }
   1143 
   1144 } // Functional
   1145 } // gles3
   1146 } // deqp
   1147