/*------------------------------------------------------------------------- * drawElements Quality Program Random Shader Generator * ---------------------------------------------------- * * Copyright 2014 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * *//*! * \file * \brief Program generator. *//*--------------------------------------------------------------------*/ #include "rsgProgramGenerator.hpp" #include "rsgShaderGenerator.hpp" #include "rsgGeneratorState.hpp" using std::vector; namespace rsg { ProgramGenerator::ProgramGenerator (void) { } ProgramGenerator::~ProgramGenerator (void) { } void ProgramGenerator::generate ( const ProgramParameters& programParams, Shader& vertexShader, Shader& fragmentShader) { // Random number generator de::Random rnd(programParams.seed); GeneratorState state(programParams, rnd); // Fragment shader { ShaderGenerator shaderGen(state); vector<ShaderInput*> emptyOutputs; // \note [pyry] gl_FragColor is added in ShaderGenerator shaderGen.generate(programParams.fragmentParameters, fragmentShader, emptyOutputs); } // Vertex shader { ShaderGenerator shaderGen(state); // Initialize outputs from fragment shader inputs const vector<ShaderInput*>& fragmentInputs = fragmentShader.getInputs(); // \note gl_Position and dEQP_Position are handled in ShaderGenerator shaderGen.generate(programParams.vertexParameters, vertexShader, fragmentInputs); } // Allocate samplers \todo [pyry] Randomize allocation. { const vector<ShaderInput*>& vertexUniforms = vertexShader.getUniforms(); const vector<ShaderInput*>& fragmentUniforms = fragmentShader.getUniforms(); vector<ShaderInput*> unifiedSamplers; int curSamplerNdx = 0; // Build unified sampler list. for (vector<ShaderInput*>::const_iterator i = vertexUniforms.begin(); i != vertexUniforms.end(); i++) { if ((*i)->getVariable()->getType().isSampler()) unifiedSamplers.push_back(*i); } for (vector<ShaderInput*>::const_iterator i = fragmentUniforms.begin(); i != fragmentUniforms.end(); i++) { if ((*i)->getVariable()->getType().isSampler()) unifiedSamplers.push_back(*i); } // Assign sampler indices. for (vector<ShaderInput*>::const_iterator i = unifiedSamplers.begin(); i != unifiedSamplers.end(); i++) { ShaderInput* input = *i; if (input->getVariable()->getType().isSampler()) { input->getValueRange().getMin() = curSamplerNdx; input->getValueRange().getMax() = curSamplerNdx; curSamplerNdx += 1; } } } } } // rsg