/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES 2.0 Module
* -------------------------------------------------
*
* 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 Shader API tests.
*//*--------------------------------------------------------------------*/
#include "es2fShaderApiTests.hpp"
#include "es2fApiCase.hpp"
#include "tcuTestLog.hpp"
#include "gluRenderContext.hpp"
#include "gluShaderProgram.hpp"
#include "gluContextInfo.hpp"
#include "glwFunctions.hpp"
#include "glwDefs.hpp"
#include "glwEnums.hpp"
#include "deString.h"
#include "deRandom.hpp"
#include "deStringUtil.hpp"
#include <string>
#include <vector>
#include <map>
using namespace glw; // GL types
namespace deqp
{
namespace gles2
{
namespace Functional
{
using tcu::TestLog;
namespace
{
enum ShaderSourceCaseFlags
{
CASE_EXPLICIT_SOURCE_LENGTHS = 1,
CASE_RANDOM_NULL_TERMINATED = 2
};
struct ShaderSources
{
std::vector<std::string> strings;
std::vector<int> lengths;
};
// Simple shaders
const char* getSimpleShaderSource (const glu::ShaderType shaderType)
{
const char* simpleVertexShaderSource = "void main (void) { gl_Position = vec4(0.0); }\n";
const char* simpleFragmentShaderSource = "void main (void) { gl_FragColor = vec4(0.0); }\n";
switch (shaderType)
{
case glu::SHADERTYPE_VERTEX:
return simpleVertexShaderSource;
case glu::SHADERTYPE_FRAGMENT:
return simpleFragmentShaderSource;
default:
DE_ASSERT(DE_FALSE);
}
return 0;
}
void setShaderSources (glu::Shader& shader, const ShaderSources& sources)
{
std::vector<const char*> cStrings (sources.strings.size(), 0);
for (size_t ndx = 0; ndx < sources.strings.size(); ndx++)
cStrings[ndx] = sources.strings[ndx].c_str();
if (sources.lengths.size() > 0)
shader.setSources((int)cStrings.size(), &cStrings[0], &sources.lengths[0]);
else
shader.setSources((int)cStrings.size(), &cStrings[0], 0);
}
void sliceSourceString (const std::string& in, ShaderSources& out, const int numSlices, const size_t paddingLength = 0)
{
DE_ASSERT(numSlices > 0);
const size_t sliceSize = in.length() / numSlices;
const size_t sliceSizeRemainder = in.length() - (sliceSize * numSlices);
const std::string padding (paddingLength, 'E');
for (int i = 0; i < numSlices; i++)
{
out.strings.push_back(in.substr(i * sliceSize, sliceSize) + padding);
if (paddingLength > 0)
out.lengths.push_back((int)sliceSize);
}
if (sliceSizeRemainder > 0)
{
const std::string lastString = in.substr(numSlices * sliceSize);
const int lastStringLength = (int)lastString.length();
out.strings.push_back(lastString + padding);
if (paddingLength > 0)
out.lengths.push_back(lastStringLength);
}
}
void queryShaderInfo (glu::RenderContext& renderCtx, deUint32 shader, glu::ShaderInfo& info)
{
const glw::Functions& gl = renderCtx.getFunctions();
info.compileOk = false;
info.compileTimeUs = 0;
info.infoLog.clear();
// Query source, status & log.
{
int compileStatus = 0;
int sourceLen = 0;
int infoLogLen = 0;
int unusedLen;
gl.getShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
gl.getShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &sourceLen);
gl.getShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetShaderiv()");
info.compileOk = compileStatus != GL_FALSE;
if (sourceLen > 0)
{
std::vector<char> source(sourceLen);
gl.getShaderSource(shader, (int)source.size(), &unusedLen, &source[0]);
info.source = std::string(&source[0], sourceLen);
}
if (infoLogLen > 0)
{
std::vector<char> infoLog(infoLogLen);
gl.getShaderInfoLog(shader, (int)infoLog.size(), &unusedLen, &infoLog[0]);
info.infoLog = std::string(&infoLog[0], infoLogLen);
}
}
}
// Shader source generator
class SourceGenerator
{
public:
virtual ~SourceGenerator (void) {}
virtual std::string next (const glu::ShaderType shaderType) = 0;
virtual bool finished (const glu::ShaderType shaderType) const = 0;
};
class ConstantShaderGenerator : public SourceGenerator
{
public:
ConstantShaderGenerator (de::Random& rnd) : m_rnd(rnd) {}
~ConstantShaderGenerator (void) {}
bool finished (const glu::ShaderType shaderType) const { DE_UNREF(shaderType); return false; }
std::string next (const glu::ShaderType shaderType);
private:
de::Random m_rnd;
};
std::string ConstantShaderGenerator::next (const glu::ShaderType shaderType)
{
DE_ASSERT(shaderType == glu::SHADERTYPE_VERTEX || shaderType == glu::SHADERTYPE_FRAGMENT);
const float value = m_rnd.getFloat(0.0f, 1.0f);
const std::string valueString = de::toString(value);
const std::string outputName = (shaderType == glu::SHADERTYPE_VERTEX) ? "gl_Position" : "gl_FragColor";
std::string source =
"#version 100\n"
"void main (void) { " + outputName + " = vec4(" + valueString + "); }\n";
return source;
}
// Shader allocation utility
class ShaderAllocator
{
public:
ShaderAllocator (glu::RenderContext& context, SourceGenerator& generator);
~ShaderAllocator (void);
bool hasShader (const glu::ShaderType shaderType);
void setSource (const glu::ShaderType shaderType);
glu::Shader& createShader (const glu::ShaderType shaderType);
void deleteShader (const glu::ShaderType shaderType);
glu::Shader& get (const glu::ShaderType shaderType) { DE_ASSERT(hasShader(shaderType)); return *m_shaders[shaderType]; }
private:
const glu::RenderContext& m_context;
SourceGenerator& m_srcGen;
std::map<glu::ShaderType, glu::Shader*> m_shaders;
};
ShaderAllocator::ShaderAllocator (glu::RenderContext& context, SourceGenerator& generator)
: m_context (context)
, m_srcGen (generator)
{
}
ShaderAllocator::~ShaderAllocator (void)
{
for (std::map<glu::ShaderType, glu::Shader*>::iterator shaderIter = m_shaders.begin(); shaderIter != m_shaders.end(); shaderIter++)
delete shaderIter->second;
m_shaders.clear();
}
bool ShaderAllocator::hasShader (const glu::ShaderType shaderType)
{
if (m_shaders.find(shaderType) != m_shaders.end())
return true;
else
return false;
}
glu::Shader& ShaderAllocator::createShader (const glu::ShaderType shaderType)
{
DE_ASSERT(!this->hasShader(shaderType));
glu::Shader* const shader = new glu::Shader(m_context, shaderType);
m_shaders[shaderType] = shader;
this->setSource(shaderType);
return *shader;
}
void ShaderAllocator::deleteShader (const glu::ShaderType shaderType)
{
DE_ASSERT(this->hasShader(shaderType));
delete m_shaders[shaderType];
m_shaders.erase(shaderType);
}
void ShaderAllocator::setSource (const glu::ShaderType shaderType)
{
DE_ASSERT(this->hasShader(shaderType));
DE_ASSERT(!m_srcGen.finished(shaderType));
const std::string source = m_srcGen.next(shaderType);
const char* const cSource = source.c_str();
m_shaders[shaderType]->setSources(1, &cSource, 0);
}
// Logging utilities
void logShader (TestLog& log, glu::RenderContext& renderCtx, glu::Shader& shader)
{
glu::ShaderInfo info;
queryShaderInfo(renderCtx, shader.getShader(), info);
log << TestLog::Shader(getLogShaderType(shader.getType()), info.source, info.compileOk, info.infoLog);
}
void logProgram (TestLog& log, glu::RenderContext& renderCtx, glu::Program& program, ShaderAllocator& shaders)
{
log << TestLog::ShaderProgram(program.getLinkStatus(), program.getInfoLog());
for (int shaderTypeInt = 0; shaderTypeInt < glu::SHADERTYPE_LAST; shaderTypeInt++)
{
const glu::ShaderType shaderType = (glu::ShaderType)shaderTypeInt;
if (shaders.hasShader(shaderType))
logShader(log, renderCtx, shaders.get(shaderType));
}
log << TestLog::EndShaderProgram;
}
void logVertexFragmentProgram (TestLog& log, glu::RenderContext& renderCtx, glu::Program& program, glu::Shader& vertShader, glu::Shader& fragShader)
{
DE_ASSERT(vertShader.getType() == glu::SHADERTYPE_VERTEX && fragShader.getType() == glu::SHADERTYPE_FRAGMENT);
log << TestLog::ShaderProgram(program.getLinkStatus(), program.getInfoLog());
logShader(log, renderCtx, vertShader);
logShader(log, renderCtx, fragShader);
log << TestLog::EndShaderProgram;
}
} // anonymous
// Simple glCreateShader() case
class CreateShaderCase : public ApiCase
{
public:
CreateShaderCase (Context& context, const char* name, const char* desc, glu::ShaderType shaderType)
: ApiCase (context, name, desc)
, m_shaderType (shaderType)
{
}
void test (void)
{
const GLuint shaderObject = glCreateShader(glu::getGLShaderType(m_shaderType));
TCU_CHECK(shaderObject != 0);
glDeleteShader(shaderObject);
}
private:
const glu::ShaderType m_shaderType;
};
// Simple glCompileShader() case
class CompileShaderCase : public ApiCase
{
public:
CompileShaderCase (Context& context, const char* name, const char* desc, glu::ShaderType shaderType)
: ApiCase (context, name, desc)
, m_shaderType (shaderType)
{
}
bool checkCompileStatus (const GLuint shaderObject)
{
GLint compileStatus = -1;
glGetShaderiv(shaderObject, GL_COMPILE_STATUS, &compileStatus);
GLU_CHECK();
return (compileStatus == GL_TRUE);
}
void test (void)
{
const char* shaderSource = getSimpleShaderSource(m_shaderType);
const GLuint shaderObject = glCreateShader(glu::getGLShaderType(m_shaderType));
TCU_CHECK(shaderObject != 0);
glShaderSource(shaderObject, 1, &shaderSource, 0);
glCompileShader(shaderObject);
TCU_CHECK(checkCompileStatus(shaderObject));
glDeleteShader(shaderObject);
}
private:
const glu::ShaderType m_shaderType;
};
// Base class for simple program API tests
class SimpleProgramCase : public ApiCase
{
public:
SimpleProgramCase (Context& context, const char* name, const char* desc)
: ApiCase (context, name, desc)
, m_vertShader (0)
, m_fragShader (0)
, m_program (0)
{
}
virtual ~SimpleProgramCase (void)
{
}
virtual void compileShaders (void)
{
const char* vertSource = getSimpleShaderSource(glu::SHADERTYPE_VERTEX);
const char* fragSource = getSimpleShaderSource(glu::SHADERTYPE_FRAGMENT);
const GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
const GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
TCU_CHECK(vertShader != 0);
TCU_CHECK(fragShader != 0);
glShaderSource(vertShader, 1, &vertSource, 0);
glCompileShader(vertShader);
glShaderSource(fragShader, 1, &fragSource, 0);
glCompileShader(fragShader);
GLU_CHECK();
m_vertShader = vertShader;
m_fragShader = fragShader;
}
void linkProgram (void)
{
const GLuint program = glCreateProgram();
TCU_CHECK(program != 0);
glAttachShader(program, m_vertShader);
glAttachShader(program, m_fragShader);
GLU_CHECK();
glLinkProgram(program);
m_program = program;
}
void cleanup (void)
{
glDeleteShader(m_vertShader);
glDeleteShader(m_fragShader);
glDeleteProgram(m_program);
}
protected:
GLuint m_vertShader;
GLuint m_fragShader;
GLuint m_program;
};
// glDeleteShader() case
class DeleteShaderCase : public SimpleProgramCase
{
public:
DeleteShaderCase (Context& context, const char* name, const char* desc)
: SimpleProgramCase (context, name, desc)
{
}
bool checkDeleteStatus(GLuint shader)
{
GLint deleteStatus = -1;
glGetShaderiv(shader, GL_DELETE_STATUS, &deleteStatus);
GLU_CHECK();
return (deleteStatus == GL_TRUE);
}
void deleteShaders (void)
{
glDeleteShader(m_vertShader);
glDeleteShader(m_fragShader);
GLU_CHECK();
}
void test (void)
{
compileShaders();
linkProgram();
GLU_CHECK();
deleteShaders();
TCU_CHECK(checkDeleteStatus(m_vertShader) && checkDeleteStatus(m_fragShader));
glDeleteProgram(m_program);
TCU_CHECK(!(glIsShader(m_vertShader) || glIsShader(m_fragShader)));
}
};
// Simple glLinkProgram() case
class LinkVertexFragmentCase : public SimpleProgramCase
{
public:
LinkVertexFragmentCase (Context& context, const char* name, const char* desc)
: SimpleProgramCase (context, name, desc)
{
}
bool checkLinkStatus (const GLuint programObject)
{
GLint linkStatus = -1;
glGetProgramiv(programObject, GL_LINK_STATUS, &linkStatus);
GLU_CHECK();
return (linkStatus == GL_TRUE);
}
void test (void)
{
compileShaders();
linkProgram();
GLU_CHECK_MSG("Linking failed.");
TCU_CHECK_MSG(checkLinkStatus(m_program), "Fail, expected LINK_STATUS to be TRUE.");
cleanup();
}
};
class ShaderSourceReplaceCase : public ApiCase
{
public:
ShaderSourceReplaceCase (Context& context, const char* name, const char* desc, glu::ShaderType shaderType)
: ApiCase (context, name, desc)
, m_shaderType (shaderType)
{
}
std::string generateFirstSource (void)
{
return getSimpleShaderSource(m_shaderType);
}
std::string generateSecondSource (void)
{
std::string str;
str = "#version 100\n";
str += "precision highp float;\n\n";
str += "void main()\n";
str += "{\n";
str += " float variable = 1.0;\n";
if (m_shaderType == glu::SHADERTYPE_VERTEX) str += " gl_Position = vec4(variable);\n";
else if (m_shaderType == glu::SHADERTYPE_FRAGMENT) str += " gl_FragColor = vec4(variable);\n";
str += "}\n";
return str;
}
GLint getSourceLength (glu::Shader& shader)
{
GLint sourceLength = 0;
glGetShaderiv(shader.getShader(), GL_SHADER_SOURCE_LENGTH, &sourceLength);
GLU_CHECK();
return sourceLength;
}
std::string readSource (glu::Shader& shader)
{
const GLint sourceLength = getSourceLength(shader);
std::vector<char> sourceBuffer (sourceLength + 1);
glGetShaderSource(shader.getShader(), (GLsizei)sourceBuffer.size(), 0, &sourceBuffer[0]);
return std::string(&sourceBuffer[0]);
}
void verifyShaderSourceReplaced (glu::Shader& shader, const std::string& firstSource, const std::string& secondSource)
{
TestLog& log = m_testCtx.getLog();
const std::string result = readSource(shader);
if (result == firstSource)
{
log << TestLog::Message << "Fail, source was not replaced." << TestLog::EndMessage;
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Shader source nor replaced");
}
else if (result != secondSource)
{
log << TestLog::Message << "Fail, invalid shader source." << TestLog::EndMessage;
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Invalid source");
}
}
void test (void)
{
TestLog& log = m_testCtx.getLog();
glu::Shader shader (m_context.getRenderContext(), m_shaderType);
const std::string firstSourceStr = generateFirstSource();
const std::string secondSourceStr = generateSecondSource();
const char* firstSource = firstSourceStr.c_str();
const char* secondSource = secondSourceStr.c_str();
log << TestLog::Message << "Setting shader source." << TestLog::EndMessage;
shader.setSources(1, &firstSource, 0);
GLU_CHECK();
log << TestLog::Message << "Replacing shader source." << TestLog::EndMessage;
shader.setSources(1, &secondSource, 0);
GLU_CHECK();
verifyShaderSourceReplaced(shader, firstSourceStr, secondSourceStr);
}
private:
glu::ShaderType m_shaderType;
};
// glShaderSource() split source case
class ShaderSourceSplitCase : public ApiCase
{
public:
ShaderSourceSplitCase (Context& context, const char* name, const char* desc, glu::ShaderType shaderType, const int numSlices, const deUint32 flags = 0)
: ApiCase (context, name, desc)
, m_rnd (deStringHash(getName()) ^ 0x4fb2337d)
, m_shaderType (shaderType)
, m_numSlices (numSlices)
, m_explicitLengths ((flags & CASE_EXPLICIT_SOURCE_LENGTHS) != 0)
, m_randomNullTerm ((flags & CASE_RANDOM_NULL_TERMINATED) != 0)
{
DE_ASSERT(m_shaderType == glu::SHADERTYPE_VERTEX || m_shaderType == glu::SHADERTYPE_FRAGMENT);
}
virtual ~ShaderSourceSplitCase (void)
{
}
std::string generateFullSource (void)
{
std::string str;
str = "#version 100\n";
str += "precision highp float;\n\n";
str += "void main()\n";
str += "{\n";
str += " float variable = 1.0;\n";
if (m_shaderType == glu::SHADERTYPE_VERTEX) str += " gl_Position = vec4(variable);\n";
else if (m_shaderType == glu::SHADERTYPE_FRAGMENT) str += " gl_FragColor = vec4(variable);\n";
str += "}\n";
return str;
}
void insertRandomNullTermStrings (ShaderSources& sources)
{
const int numInserts = de::max(m_numSlices >> 2, 1);
std::vector<int> indices (sources.strings.size(), 0);
DE_ASSERT(sources.lengths.size() > 0);
DE_ASSERT(sources.lengths.size() == sources.strings.size());
for (int i = 0; i < (int)sources.strings.size(); i++)
indices[i] = i;
m_rnd.shuffle(indices.begin(), indices.end());
for (int i = 0; i < numInserts; i++)
{
const int ndx = indices[i];
const int unpaddedLength = sources.lengths[ndx];
const std::string unpaddedString = sources.strings[ndx].substr(0, unpaddedLength);
sources.strings[ndx] = unpaddedString;
sources.lengths[ndx] = m_rnd.getInt(-10, -1);
}
}
void generateSources (ShaderSources& sources)
{
const size_t paddingLength = (m_explicitLengths ? 10 : 0);
std::string str = generateFullSource();
sliceSourceString(str, sources, m_numSlices, paddingLength);
if (m_randomNullTerm)
insertRandomNullTermStrings(sources);
}
void buildProgram (glu::Shader& shader)
{
TestLog& log = m_testCtx.getLog();
glu::RenderContext& renderCtx = m_context.getRenderContext();
const glu::ShaderType supportShaderType = (m_shaderType == glu::SHADERTYPE_FRAGMENT ? glu::SHADERTYPE_VERTEX : glu::SHADERTYPE_FRAGMENT);
const char* supportShaderSource = getSimpleShaderSource(supportShaderType);
glu::Shader supportShader (renderCtx, supportShaderType);
glu::Program program (renderCtx);
supportShader.setSources(1, &supportShaderSource, 0);
supportShader.compile();
program.attachShader(shader.getShader());
program.attachShader(supportShader.getShader());
program.link();
if (m_shaderType == glu::SHADERTYPE_VERTEX)
logVertexFragmentProgram(log, renderCtx, program, shader, supportShader);
else
logVertexFragmentProgram(log, renderCtx, program, supportShader, shader);
}
void test (void)
{
TestLog& log = m_testCtx.getLog();
glu::RenderContext& renderCtx = m_context.getRenderContext();
ShaderSources sources;
glu::Shader shader (renderCtx, m_shaderType);
generateSources(sources);
setShaderSources(shader, sources);
shader.compile();
buildProgram(shader);
if (!shader.getCompileStatus())
{
log << TestLog::Message << "Compilation failed." << TestLog::EndMessage;
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Compile failed");
}
}
private:
de::Random m_rnd;
glu::ShaderType m_shaderType;
const int m_numSlices;
const bool m_explicitLengths;
const bool m_randomNullTerm;
};
// Base class for program state persistence cases
class ProgramStateCase : public ApiCase
{
public:
ProgramStateCase (Context& context, const char* name, const char* desc, glu::ShaderType shaderType);
virtual ~ProgramStateCase (void) {}
void buildProgram (glu::Program& program, ShaderAllocator& shaders);
void verify (glu::Program& program, const glu::ProgramInfo& reference);
void test (void);
virtual void executeForProgram (glu::Program& program, ShaderAllocator& shaders) = 0;
protected:
de::Random m_rnd;
const glu::ShaderType m_shaderType;
};
ProgramStateCase::ProgramStateCase (Context& context, const char* name, const char* desc, glu::ShaderType shaderType)
: ApiCase (context, name, desc)
, m_rnd (deStringHash(name) ^ 0x713de0ca)
, m_shaderType (shaderType)
{
DE_ASSERT(m_shaderType == glu::SHADERTYPE_VERTEX || m_shaderType == glu::SHADERTYPE_FRAGMENT);
}
void ProgramStateCase::buildProgram (glu::Program& program, ShaderAllocator& shaders)
{
TestLog& log = m_testCtx.getLog();
glu::Shader& vertShader = shaders.createShader(glu::SHADERTYPE_VERTEX);
glu::Shader& fragShader = shaders.createShader(glu::SHADERTYPE_FRAGMENT);
vertShader.compile();
fragShader.compile();
program.attachShader(vertShader.getShader());
program.attachShader(fragShader.getShader());
program.link();
logProgram(log, m_context.getRenderContext(), program, shaders);
}
void ProgramStateCase::verify (glu::Program& program, const glu::ProgramInfo& reference)
{
TestLog& log = m_testCtx.getLog();
const glu::ProgramInfo& programInfo = program.getInfo();
if (!programInfo.linkOk)
{
log << TestLog::Message << "Fail, link status may only change as a result of linking or loading a program binary." << TestLog::EndMessage;
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Link status changed");
}
if (programInfo.linkTimeUs != reference.linkTimeUs)
{
log << TestLog::Message << "Fail, reported link time changed." << TestLog::EndMessage;
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Link time changed");
}
if (programInfo.infoLog != reference.infoLog)
{
log << TestLog::Message << "Fail, program infolog changed." << TestLog::EndMessage;
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Infolog changed");
}
}
void ProgramStateCase::test (void)
{
TestLog& log = m_testCtx.getLog();
glu::RenderContext& renderCtx = m_context.getRenderContext();
ConstantShaderGenerator sourceGen (m_rnd);
ShaderAllocator shaders (renderCtx, sourceGen);
glu::Program program (renderCtx);
buildProgram(program, shaders);
if (program.getLinkStatus())
{
glu::ProgramInfo programInfo = program.getInfo();
executeForProgram(program, shaders);
verify(program, programInfo);
logProgram(log, renderCtx, program, shaders);
}
else
{
log << TestLog::Message << "Fail, couldn't link program." << TestLog::EndMessage;
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Linking failed");
}
}
// Program state case utilities
namespace
{
template<class T>
void addProgramStateCase (TestCaseGroup* group, Context& context, const std::string& name, const std::string& desc)
{
for (int shaderTypeInt = 0; shaderTypeInt < 2; shaderTypeInt++)
{
const glu::ShaderType shaderType = (shaderTypeInt == 1) ? glu::SHADERTYPE_FRAGMENT : glu::SHADERTYPE_VERTEX;
const std::string shaderTypeName = getShaderTypeName(shaderType);
const std::string caseName = name + "_" + shaderTypeName;
const std::string caseDesc = "Build program, " + desc + ", for " + shaderTypeName + " shader.";
group->addChild(new T(context, caseName.c_str(), caseDesc.c_str(), shaderType));
}
}
} // anonymous
// Specialized program state cases
class ProgramStateDetachShaderCase : public ProgramStateCase
{
public:
ProgramStateDetachShaderCase (Context& context, const char* name, const char* desc, glu::ShaderType shaderType)
: ProgramStateCase (context, name, desc, shaderType)
{
}
virtual ~ProgramStateDetachShaderCase (void)
{
}
void executeForProgram (glu::Program& program, ShaderAllocator& shaders)
{
TestLog& log = m_testCtx.getLog();
glu::Shader& caseShader = shaders.get(m_shaderType);
log << TestLog::Message << "Detaching " + std::string(getShaderTypeName(m_shaderType)) + " shader" << TestLog::EndMessage;
program.detachShader(caseShader.getShader());
}
};
class ProgramStateReattachShaderCase : public ProgramStateCase
{
public:
ProgramStateReattachShaderCase (Context& context, const char* name, const char* desc, glu::ShaderType shaderType)
: ProgramStateCase (context, name, desc, shaderType)
{
}
virtual ~ProgramStateReattachShaderCase (void)
{
}
void executeForProgram (glu::Program& program, ShaderAllocator& shaders)
{
TestLog& log = m_testCtx.getLog();
glu::Shader& caseShader = shaders.get(m_shaderType);
log << TestLog::Message << "Reattaching " + std::string(getShaderTypeName(m_shaderType)) + " shader" << TestLog::EndMessage;
program.detachShader(caseShader.getShader());
program.attachShader(caseShader.getShader());
}
};
class ProgramStateDeleteShaderCase : public ProgramStateCase
{
public:
ProgramStateDeleteShaderCase (Context& context, const char* name, const char* desc, glu::ShaderType shaderType)
: ProgramStateCase (context, name, desc, shaderType)
{
}
virtual ~ProgramStateDeleteShaderCase (void)
{
}
void executeForProgram (glu::Program& program, ShaderAllocator& shaders)
{
TestLog& log = m_testCtx.getLog();
glu::Shader& caseShader = shaders.get(m_shaderType);
log << TestLog::Message << "Deleting " + std::string(getShaderTypeName(m_shaderType)) + " shader" << TestLog::EndMessage;
program.detachShader(caseShader.getShader());
shaders.deleteShader(m_shaderType);
}
};
class ProgramStateReplaceShaderCase : public ProgramStateCase
{
public:
ProgramStateReplaceShaderCase (Context& context, const char* name, const char* desc, glu::ShaderType shaderType)
: ProgramStateCase (context, name, desc, shaderType)
{
}
virtual ~ProgramStateReplaceShaderCase (void)
{
}
void executeForProgram (glu::Program& program, ShaderAllocator& shaders)
{
TestLog& log = m_testCtx.getLog();
glu::Shader& caseShader = shaders.get(m_shaderType);
log << TestLog::Message << "Deleting and replacing " + std::string(getShaderTypeName(m_shaderType)) + " shader" << TestLog::EndMessage;
program.detachShader(caseShader.getShader());
shaders.deleteShader(m_shaderType);
program.attachShader(shaders.createShader(m_shaderType).getShader());
}
};
class ProgramStateRecompileShaderCase : public ProgramStateCase
{
public:
ProgramStateRecompileShaderCase (Context& context, const char* name, const char* desc, glu::ShaderType shaderType)
: ProgramStateCase (context, name, desc, shaderType)
{
}
virtual ~ProgramStateRecompileShaderCase (void)
{
}
void executeForProgram (glu::Program& program, ShaderAllocator& shaders)
{
TestLog& log = m_testCtx.getLog();
glu::Shader& caseShader = shaders.get(m_shaderType);
log << TestLog::Message << "Recompiling " + std::string(getShaderTypeName(m_shaderType)) + " shader" << TestLog::EndMessage;
caseShader.compile();
DE_UNREF(program);
}
};
class ProgramStateReplaceSourceCase : public ProgramStateCase
{
public:
ProgramStateReplaceSourceCase (Context& context, const char* name, const char* desc, glu::ShaderType shaderType)
: ProgramStateCase (context, name, desc, shaderType)
{
}
virtual ~ProgramStateReplaceSourceCase (void)
{
}
void executeForProgram (glu::Program& program, ShaderAllocator& shaders)
{
TestLog& log = m_testCtx.getLog();
glu::Shader& caseShader = shaders.get(m_shaderType);
log << TestLog::Message << "Replacing " + std::string(getShaderTypeName(m_shaderType)) + " shader source and recompiling" << TestLog::EndMessage;
shaders.setSource(m_shaderType);
caseShader.compile();
DE_UNREF(program);
}
};
// Test group
ShaderApiTests::ShaderApiTests (Context& context)
: TestCaseGroup(context, "shader_api", "Shader API Cases")
{
}
ShaderApiTests::~ShaderApiTests (void)
{
}
void ShaderApiTests::init (void)
{
// create and delete shaders
{
TestCaseGroup* createDeleteGroup = new TestCaseGroup(m_context, "create_delete", "glCreateShader() tests");
addChild(createDeleteGroup);
createDeleteGroup->addChild(new CreateShaderCase(m_context, "create_vertex_shader", "Create vertex shader object", glu::SHADERTYPE_VERTEX));
createDeleteGroup->addChild(new CreateShaderCase(m_context, "create_fragment_shader", "Create fragment shader object", glu::SHADERTYPE_FRAGMENT));
createDeleteGroup->addChild(new DeleteShaderCase(m_context, "delete_vertex_fragment", "Delete vertex shader and fragment shader"));
}
// compile and link
{
TestCaseGroup* compileLinkGroup = new TestCaseGroup(m_context, "compile_link", "Compile and link tests");
addChild(compileLinkGroup);
compileLinkGroup->addChild(new CompileShaderCase(m_context, "compile_vertex_shader", "Compile vertex shader", glu::SHADERTYPE_VERTEX));
compileLinkGroup->addChild(new CompileShaderCase(m_context, "compile_fragment_shader", "Compile fragment shader", glu::SHADERTYPE_FRAGMENT));
compileLinkGroup->addChild(new LinkVertexFragmentCase(m_context, "link_vertex_fragment", "Link vertex and fragment shaders"));
}
// shader source
{
TestCaseGroup* shaderSourceGroup = new TestCaseGroup(m_context, "shader_source", "glShaderSource() tests");
addChild(shaderSourceGroup);
for (int shaderTypeInt = 0; shaderTypeInt < 2; shaderTypeInt++)
{
const glu::ShaderType shaderType = (shaderTypeInt == 1) ? glu::SHADERTYPE_FRAGMENT : glu::SHADERTYPE_VERTEX;
const std::string caseName = std::string("replace_source") + ((shaderType == glu::SHADERTYPE_FRAGMENT) ? "_fragment" : "_vertex");
const std::string caseDesc = std::string("Replace source code of ") + ((shaderType == glu::SHADERTYPE_FRAGMENT) ? "fragment" : "vertex") + " shader.";
shaderSourceGroup->addChild(new ShaderSourceReplaceCase(m_context, caseName.c_str(), caseDesc.c_str(), shaderType));
}
for (int stringLengthsInt = 0; stringLengthsInt < 3; stringLengthsInt++)
for (int caseNdx = 1; caseNdx <= 3; caseNdx++)
for (int shaderTypeInt = 0; shaderTypeInt < 2; shaderTypeInt++)
{
const int numSlices = 1 << caseNdx;
const glu::ShaderType shaderType = (shaderTypeInt == 1) ? glu::SHADERTYPE_FRAGMENT : glu::SHADERTYPE_VERTEX;
const bool explicitLengths = (stringLengthsInt != 0);
const bool randomNullTerm = (stringLengthsInt == 2);
const deUint32 flags = (explicitLengths ? CASE_EXPLICIT_SOURCE_LENGTHS : 0)
| (randomNullTerm ? CASE_RANDOM_NULL_TERMINATED : 0);
const std::string caseName = "split_source_"
+ de::toString(numSlices)
+ (randomNullTerm ? "_random_negative_length" : (explicitLengths ? "_specify_lengths" : "_null_terminated"))
+ ((shaderType == glu::SHADERTYPE_FRAGMENT) ? "_fragment" : "_vertex");
const std::string caseDesc = std::string((shaderType == glu::SHADERTYPE_FRAGMENT) ? "Fragment" : "Vertex")
+ " shader source split into "
+ de::toString(numSlices)
+ " pieces"
+ (explicitLengths ? ", using explicitly specified string lengths" : "")
+ (randomNullTerm ? " with random negative length values" : "");
shaderSourceGroup->addChild(new ShaderSourceSplitCase(m_context, caseName.c_str(), caseDesc.c_str(), shaderType, numSlices, flags));
}
}
// link status and infolog
{
TestCaseGroup* linkStatusGroup = new TestCaseGroup(m_context, "program_state", "Program state persistence tests");
addChild(linkStatusGroup);
addProgramStateCase<ProgramStateDetachShaderCase> (linkStatusGroup, m_context, "detach_shader", "detach shader");
addProgramStateCase<ProgramStateReattachShaderCase> (linkStatusGroup, m_context, "reattach_shader", "reattach shader");
addProgramStateCase<ProgramStateDeleteShaderCase> (linkStatusGroup, m_context, "delete_shader", "delete shader");
addProgramStateCase<ProgramStateReplaceShaderCase> (linkStatusGroup, m_context, "replace_shader", "replace shader object");
addProgramStateCase<ProgramStateRecompileShaderCase> (linkStatusGroup, m_context, "recompile_shader", "recompile shader");
addProgramStateCase<ProgramStateReplaceSourceCase> (linkStatusGroup, m_context, "replace_source", "replace shader source");
}
}
} // Functional
} // gles2
} // deqp