/*------------------------------------------------------------------------- * 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 indexing (arrays, vector, matrices) tests. *//*--------------------------------------------------------------------*/ #include "es2fShaderIndexingTests.hpp" #include "glsShaderRenderCase.hpp" #include "gluShaderUtil.hpp" #include "tcuStringTemplate.hpp" #include "deInt32.h" #include "deMemory.h" #include <map> #include "glwEnums.hpp" #include "glwFunctions.hpp" using namespace std; using namespace tcu; using namespace glu; using namespace deqp::gls; namespace deqp { namespace gles2 { namespace Functional { enum IndexAccessType { INDEXACCESS_STATIC = 0, INDEXACCESS_DYNAMIC, INDEXACCESS_STATIC_LOOP, INDEXACCESS_DYNAMIC_LOOP, INDEXACCESS_LAST }; static const char* getIndexAccessTypeName (IndexAccessType accessType) { static const char* s_names[INDEXACCESS_LAST] = { "static", "dynamic", "static_loop", "dynamic_loop" }; DE_ASSERT(deInBounds32((int)accessType, 0, INDEXACCESS_LAST)); return s_names[(int)accessType]; } enum VectorAccessType { DIRECT = 0, COMPONENT, SUBSCRIPT_STATIC, SUBSCRIPT_DYNAMIC, SUBSCRIPT_STATIC_LOOP, SUBSCRIPT_DYNAMIC_LOOP, VECTORACCESS_LAST }; static const char* getVectorAccessTypeName (VectorAccessType accessType) { static const char* s_names[VECTORACCESS_LAST] = { "direct", "component", "static_subscript", "dynamic_subscript", "static_loop_subscript", "dynamic_loop_subscript" }; DE_ASSERT(deInBounds32((int)accessType, 0, VECTORACCESS_LAST)); return s_names[(int)accessType]; } enum RequirementFlags { REQUIREMENT_UNIFORM_INDEXING = (1<<0), REQUIREMENT_VERTEX_UNIFORM_LOOPS = (1<<1), REQUIREMENT_FRAGMENT_UNIFORM_LOOPS = (1<<2), }; void evalArrayCoordsFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.coords.x(); } void evalArrayCoordsVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.coords.swizzle(0,1); } void evalArrayCoordsVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.coords.swizzle(0,1,2); } void evalArrayCoordsVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.coords; } static ShaderEvalFunc getArrayCoordsEvalFunc (DataType dataType) { if (dataType == TYPE_FLOAT) return evalArrayCoordsFloat; else if (dataType == TYPE_FLOAT_VEC2) return evalArrayCoordsVec2; else if (dataType == TYPE_FLOAT_VEC3) return evalArrayCoordsVec3; else if (dataType == TYPE_FLOAT_VEC4) return evalArrayCoordsVec4; DE_ASSERT(!"Invalid data type."); return NULL; } void evalArrayUniformFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.constCoords.x(); } void evalArrayUniformVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.constCoords.swizzle(0,1); } void evalArrayUniformVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.constCoords.swizzle(0,1,2); } void evalArrayUniformVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.constCoords; } static ShaderEvalFunc getArrayUniformEvalFunc (DataType dataType) { if (dataType == TYPE_FLOAT) return evalArrayUniformFloat; else if (dataType == TYPE_FLOAT_VEC2) return evalArrayUniformVec2; else if (dataType == TYPE_FLOAT_VEC3) return evalArrayUniformVec3; else if (dataType == TYPE_FLOAT_VEC4) return evalArrayUniformVec4; DE_ASSERT(!"Invalid data type."); return NULL; } // ShaderIndexingCase class ShaderIndexingCase : public ShaderRenderCase { public: ShaderIndexingCase (Context& context, const char* name, const char* description, bool isVertexCase, DataType varType, ShaderEvalFunc evalFunc, deUint32 requirements, const char* vertShaderSource, const char* fragShaderSource); virtual ~ShaderIndexingCase (void); virtual void init (void); private: ShaderIndexingCase (const ShaderIndexingCase&); // not allowed! ShaderIndexingCase& operator= (const ShaderIndexingCase&); // not allowed! virtual void setup (int programID); virtual void setupUniforms (int programID, const Vec4& constCoords); DataType m_varType; deUint32 m_requirements; }; ShaderIndexingCase::ShaderIndexingCase (Context& context, const char* name, const char* description, bool isVertexCase, DataType varType, ShaderEvalFunc evalFunc, deUint32 requirements, const char* vertShaderSource, const char* fragShaderSource) : ShaderRenderCase (context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, isVertexCase, evalFunc) , m_requirements (requirements) { m_varType = varType; m_vertShaderSource = vertShaderSource; m_fragShaderSource = fragShaderSource; } ShaderIndexingCase::~ShaderIndexingCase (void) { } void ShaderIndexingCase::init (void) { const bool isSupported = !(m_requirements & REQUIREMENT_UNIFORM_INDEXING) && (!(m_requirements & REQUIREMENT_VERTEX_UNIFORM_LOOPS) || m_ctxInfo.isVertexUniformLoopSupported()) && (!(m_requirements & REQUIREMENT_FRAGMENT_UNIFORM_LOOPS) || m_ctxInfo.isFragmentUniformLoopSupported()); try { ShaderRenderCase::init(); } catch (const CompileFailed&) { if (!isSupported) throw tcu::NotSupportedError("Shader is not supported"); else throw; } } void ShaderIndexingCase::setup (int programID) { DE_UNREF(programID); } void ShaderIndexingCase::setupUniforms (int programID, const Vec4& constCoords) { const glw::Functions& gl = m_renderCtx.getFunctions(); DE_UNREF(constCoords); int arrLoc = gl.getUniformLocation(programID, "u_arr"); if (arrLoc != -1) { //int scalarSize = getDataTypeScalarSize(m_varType); if (m_varType == TYPE_FLOAT) { float arr[4]; arr[0] = constCoords.x(); arr[1] = constCoords.x() * 0.5f; arr[2] = constCoords.x() * 0.25f; arr[3] = constCoords.x() * 0.125f; gl.uniform1fv(arrLoc, 4, &arr[0]); } else if (m_varType == TYPE_FLOAT_VEC2) { Vec2 arr[4]; arr[0] = constCoords.swizzle(0,1); arr[1] = constCoords.swizzle(0,1) * 0.5f; arr[2] = constCoords.swizzle(0,1) * 0.25f; arr[3] = constCoords.swizzle(0,1) * 0.125f; gl.uniform2fv(arrLoc, 4, arr[0].getPtr()); } else if (m_varType == TYPE_FLOAT_VEC3) { Vec3 arr[4]; arr[0] = constCoords.swizzle(0,1,2); arr[1] = constCoords.swizzle(0,1,2) * 0.5f; arr[2] = constCoords.swizzle(0,1,2) * 0.25f; arr[3] = constCoords.swizzle(0,1,2) * 0.125f; gl.uniform3fv(arrLoc, 4, arr[0].getPtr()); } else if (m_varType == TYPE_FLOAT_VEC4) { Vec4 arr[4]; arr[0] = constCoords.swizzle(0,1,2,3); arr[1] = constCoords.swizzle(0,1,2,3) * 0.5f; arr[2] = constCoords.swizzle(0,1,2,3) * 0.25f; arr[3] = constCoords.swizzle(0,1,2,3) * 0.125f; gl.uniform4fv(arrLoc, 4, arr[0].getPtr()); } else throw tcu::TestError("u_arr should not have location assigned in this test case"); } } // Helpers. static ShaderIndexingCase* createVaryingArrayCase (Context& context, const char* caseName, const char* description, DataType varType, IndexAccessType vertAccess, IndexAccessType fragAccess) { std::ostringstream vtx; vtx << "attribute highp vec4 a_position;\n"; vtx << "attribute highp vec4 a_coords;\n"; if (vertAccess == INDEXACCESS_DYNAMIC) vtx << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n"; else if (vertAccess == INDEXACCESS_DYNAMIC_LOOP) vtx << "uniform mediump int ui_four;\n"; vtx << "varying ${PRECISION} ${VAR_TYPE} var[${ARRAY_LEN}];\n"; vtx << "\n"; vtx << "void main()\n"; vtx << "{\n"; vtx << " gl_Position = a_position;\n"; if (vertAccess == INDEXACCESS_STATIC) { vtx << " var[0] = ${VAR_TYPE}(a_coords);\n"; vtx << " var[1] = ${VAR_TYPE}(a_coords) * 0.5;\n"; vtx << " var[2] = ${VAR_TYPE}(a_coords) * 0.25;\n"; vtx << " var[3] = ${VAR_TYPE}(a_coords) * 0.125;\n"; } else if (vertAccess == INDEXACCESS_DYNAMIC) { vtx << " var[ui_zero] = ${VAR_TYPE}(a_coords);\n"; vtx << " var[ui_one] = ${VAR_TYPE}(a_coords) * 0.5;\n"; vtx << " var[ui_two] = ${VAR_TYPE}(a_coords) * 0.25;\n"; vtx << " var[ui_three] = ${VAR_TYPE}(a_coords) * 0.125;\n"; } else if (vertAccess == INDEXACCESS_STATIC_LOOP) { vtx << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n"; vtx << " for (int i = 0; i < 4; i++)\n"; vtx << " {\n"; vtx << " var[i] = ${VAR_TYPE}(coords);\n"; vtx << " coords = coords * 0.5;\n"; vtx << " }\n"; } else { DE_ASSERT(vertAccess == INDEXACCESS_DYNAMIC_LOOP); vtx << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n"; vtx << " for (int i = 0; i < ui_four; i++)\n"; vtx << " {\n"; vtx << " var[i] = ${VAR_TYPE}(coords);\n"; vtx << " coords = coords * 0.5;\n"; vtx << " }\n"; } vtx << "}\n"; std::ostringstream frag; frag << "precision mediump int;\n"; if (fragAccess == INDEXACCESS_DYNAMIC) frag << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n"; else if (fragAccess == INDEXACCESS_DYNAMIC_LOOP) frag << "uniform int ui_four;\n"; frag << "varying ${PRECISION} ${VAR_TYPE} var[${ARRAY_LEN}];\n"; frag << "\n"; frag << "void main()\n"; frag << "{\n"; frag << " ${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n"; if (fragAccess == INDEXACCESS_STATIC) { frag << " res += var[0];\n"; frag << " res += var[1];\n"; frag << " res += var[2];\n"; frag << " res += var[3];\n"; } else if (fragAccess == INDEXACCESS_DYNAMIC) { frag << " res += var[ui_zero];\n"; frag << " res += var[ui_one];\n"; frag << " res += var[ui_two];\n"; frag << " res += var[ui_three];\n"; } else if (fragAccess == INDEXACCESS_STATIC_LOOP) { frag << " for (int i = 0; i < 4; i++)\n"; frag << " res += var[i];\n"; } else { DE_ASSERT(fragAccess == INDEXACCESS_DYNAMIC_LOOP); frag << " for (int i = 0; i < ui_four; i++)\n"; frag << " res += var[i];\n"; } frag << " gl_FragColor = vec4(res${PADDING});\n"; frag << "}\n"; // Fill in shader templates. map<string, string> params; params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType))); params.insert(pair<string, string>("ARRAY_LEN", "4")); params.insert(pair<string, string>("PRECISION", "mediump")); if (varType == TYPE_FLOAT) params.insert(pair<string, string>("PADDING", ", 0.0, 0.0, 1.0")); else if (varType == TYPE_FLOAT_VEC2) params.insert(pair<string, string>("PADDING", ", 0.0, 1.0")); else if (varType == TYPE_FLOAT_VEC3) params.insert(pair<string, string>("PADDING", ", 1.0")); else params.insert(pair<string, string>("PADDING", "")); StringTemplate vertTemplate(vtx.str().c_str()); StringTemplate fragTemplate(frag.str().c_str()); string vertexShaderSource = vertTemplate.specialize(params); string fragmentShaderSource = fragTemplate.specialize(params); ShaderEvalFunc evalFunc = getArrayCoordsEvalFunc(varType); deUint32 requirements = 0; if (vertAccess == INDEXACCESS_DYNAMIC || fragAccess == INDEXACCESS_DYNAMIC) requirements |= REQUIREMENT_UNIFORM_INDEXING; if (vertAccess == INDEXACCESS_DYNAMIC_LOOP) requirements |= REQUIREMENT_VERTEX_UNIFORM_LOOPS|REQUIREMENT_UNIFORM_INDEXING; if (fragAccess == INDEXACCESS_DYNAMIC_LOOP) requirements |= REQUIREMENT_FRAGMENT_UNIFORM_LOOPS|REQUIREMENT_UNIFORM_INDEXING; return new ShaderIndexingCase(context, caseName, description, true, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str()); } static ShaderIndexingCase* createUniformArrayCase (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType varType, IndexAccessType readAccess) { std::ostringstream vtx; std::ostringstream frag; std::ostringstream& op = isVertexCase ? vtx : frag; vtx << "attribute highp vec4 a_position;\n"; vtx << "attribute highp vec4 a_coords;\n"; if (isVertexCase) { vtx << "varying mediump vec4 v_color;\n"; frag << "varying mediump vec4 v_color;\n"; } else { vtx << "varying mediump vec4 v_coords;\n"; frag << "varying mediump vec4 v_coords;\n"; } if (readAccess == INDEXACCESS_DYNAMIC) op << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n"; else if (readAccess == INDEXACCESS_DYNAMIC_LOOP) op << "uniform mediump int ui_four;\n"; op << "uniform ${PRECISION} ${VAR_TYPE} u_arr[${ARRAY_LEN}];\n"; vtx << "\n"; vtx << "void main()\n"; vtx << "{\n"; vtx << " gl_Position = a_position;\n"; frag << "\n"; frag << "void main()\n"; frag << "{\n"; // Read array. op << " ${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n"; if (readAccess == INDEXACCESS_STATIC) { op << " res += u_arr[0];\n"; op << " res += u_arr[1];\n"; op << " res += u_arr[2];\n"; op << " res += u_arr[3];\n"; } else if (readAccess == INDEXACCESS_DYNAMIC) { op << " res += u_arr[ui_zero];\n"; op << " res += u_arr[ui_one];\n"; op << " res += u_arr[ui_two];\n"; op << " res += u_arr[ui_three];\n"; } else if (readAccess == INDEXACCESS_STATIC_LOOP) { op << " for (int i = 0; i < 4; i++)\n"; op << " res += u_arr[i];\n"; } else { DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP); op << " for (int i = 0; i < ui_four; i++)\n"; op << " res += u_arr[i];\n"; } if (isVertexCase) { vtx << " v_color = vec4(res${PADDING});\n"; frag << " gl_FragColor = v_color;\n"; } else { vtx << " v_coords = a_coords;\n"; frag << " gl_FragColor = vec4(res${PADDING});\n"; } vtx << "}\n"; frag << "}\n"; // Fill in shader templates. map<string, string> params; params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType))); params.insert(pair<string, string>("ARRAY_LEN", "4")); params.insert(pair<string, string>("PRECISION", "mediump")); if (varType == TYPE_FLOAT) params.insert(pair<string, string>("PADDING", ", 0.0, 0.0, 1.0")); else if (varType == TYPE_FLOAT_VEC2) params.insert(pair<string, string>("PADDING", ", 0.0, 1.0")); else if (varType == TYPE_FLOAT_VEC3) params.insert(pair<string, string>("PADDING", ", 1.0")); else params.insert(pair<string, string>("PADDING", "")); StringTemplate vertTemplate(vtx.str().c_str()); StringTemplate fragTemplate(frag.str().c_str()); string vertexShaderSource = vertTemplate.specialize(params); string fragmentShaderSource = fragTemplate.specialize(params); ShaderEvalFunc evalFunc = getArrayUniformEvalFunc(varType); deUint32 requirements = 0; if (readAccess == INDEXACCESS_DYNAMIC) requirements |= REQUIREMENT_UNIFORM_INDEXING; if (readAccess == INDEXACCESS_DYNAMIC_LOOP) requirements |= (isVertexCase ? REQUIREMENT_VERTEX_UNIFORM_LOOPS : REQUIREMENT_FRAGMENT_UNIFORM_LOOPS) | REQUIREMENT_UNIFORM_INDEXING; return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str()); } static ShaderIndexingCase* createTmpArrayCase (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType varType, IndexAccessType writeAccess, IndexAccessType readAccess) { std::ostringstream vtx; std::ostringstream frag; std::ostringstream& op = isVertexCase ? vtx : frag; vtx << "attribute highp vec4 a_position;\n"; vtx << "attribute highp vec4 a_coords;\n"; if (isVertexCase) { vtx << "varying mediump vec4 v_color;\n"; frag << "varying mediump vec4 v_color;\n"; } else { vtx << "varying mediump vec4 v_coords;\n"; frag << "varying mediump vec4 v_coords;\n"; } if (writeAccess == INDEXACCESS_DYNAMIC || readAccess == INDEXACCESS_DYNAMIC) op << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n"; if (writeAccess == INDEXACCESS_DYNAMIC_LOOP || readAccess == INDEXACCESS_DYNAMIC_LOOP) op << "uniform mediump int ui_four;\n"; vtx << "\n"; vtx << "void main()\n"; vtx << "{\n"; vtx << " gl_Position = a_position;\n"; frag << "\n"; frag << "void main()\n"; frag << "{\n"; // Write array. if (isVertexCase) op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n"; else op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(v_coords);\n"; op << " ${PRECISION} ${VAR_TYPE} arr[${ARRAY_LEN}];\n"; if (writeAccess == INDEXACCESS_STATIC) { op << " arr[0] = ${VAR_TYPE}(coords);\n"; op << " arr[1] = ${VAR_TYPE}(coords) * 0.5;\n"; op << " arr[2] = ${VAR_TYPE}(coords) * 0.25;\n"; op << " arr[3] = ${VAR_TYPE}(coords) * 0.125;\n"; } else if (writeAccess == INDEXACCESS_DYNAMIC) { op << " arr[ui_zero] = ${VAR_TYPE}(coords);\n"; op << " arr[ui_one] = ${VAR_TYPE}(coords) * 0.5;\n"; op << " arr[ui_two] = ${VAR_TYPE}(coords) * 0.25;\n"; op << " arr[ui_three] = ${VAR_TYPE}(coords) * 0.125;\n"; } else if (writeAccess == INDEXACCESS_STATIC_LOOP) { op << " for (int i = 0; i < 4; i++)\n"; op << " {\n"; op << " arr[i] = ${VAR_TYPE}(coords);\n"; op << " coords = coords * 0.5;\n"; op << " }\n"; } else { DE_ASSERT(writeAccess == INDEXACCESS_DYNAMIC_LOOP); op << " for (int i = 0; i < ui_four; i++)\n"; op << " {\n"; op << " arr[i] = ${VAR_TYPE}(coords);\n"; op << " coords = coords * 0.5;\n"; op << " }\n"; } // Read array. op << " ${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n"; if (readAccess == INDEXACCESS_STATIC) { op << " res += arr[0];\n"; op << " res += arr[1];\n"; op << " res += arr[2];\n"; op << " res += arr[3];\n"; } else if (readAccess == INDEXACCESS_DYNAMIC) { op << " res += arr[ui_zero];\n"; op << " res += arr[ui_one];\n"; op << " res += arr[ui_two];\n"; op << " res += arr[ui_three];\n"; } else if (readAccess == INDEXACCESS_STATIC_LOOP) { op << " for (int i = 0; i < 4; i++)\n"; op << " res += arr[i];\n"; } else { DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP); op << " for (int i = 0; i < ui_four; i++)\n"; op << " res += arr[i];\n"; } if (isVertexCase) { vtx << " v_color = vec4(res${PADDING});\n"; frag << " gl_FragColor = v_color;\n"; } else { vtx << " v_coords = a_coords;\n"; frag << " gl_FragColor = vec4(res${PADDING});\n"; } vtx << "}\n"; frag << "}\n"; // Fill in shader templates. map<string, string> params; params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType))); params.insert(pair<string, string>("ARRAY_LEN", "4")); params.insert(pair<string, string>("PRECISION", "mediump")); if (varType == TYPE_FLOAT) params.insert(pair<string, string>("PADDING", ", 0.0, 0.0, 1.0")); else if (varType == TYPE_FLOAT_VEC2) params.insert(pair<string, string>("PADDING", ", 0.0, 1.0")); else if (varType == TYPE_FLOAT_VEC3) params.insert(pair<string, string>("PADDING", ", 1.0")); else params.insert(pair<string, string>("PADDING", "")); StringTemplate vertTemplate(vtx.str().c_str()); StringTemplate fragTemplate(frag.str().c_str()); string vertexShaderSource = vertTemplate.specialize(params); string fragmentShaderSource = fragTemplate.specialize(params); ShaderEvalFunc evalFunc = getArrayCoordsEvalFunc(varType); deUint32 requirements = 0; if (readAccess == INDEXACCESS_DYNAMIC || writeAccess == INDEXACCESS_DYNAMIC) requirements |= REQUIREMENT_UNIFORM_INDEXING; if (readAccess == INDEXACCESS_DYNAMIC_LOOP || writeAccess == INDEXACCESS_DYNAMIC_LOOP) requirements |= (isVertexCase ? REQUIREMENT_VERTEX_UNIFORM_LOOPS : REQUIREMENT_FRAGMENT_UNIFORM_LOOPS) | REQUIREMENT_UNIFORM_INDEXING; return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str()); } // VECTOR SUBSCRIPT. void evalSubscriptVec2 (ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f*c.coords.y()); } void evalSubscriptVec3 (ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f*c.coords.y() + 0.25f*c.coords.z()); } 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()); } static ShaderEvalFunc getVectorSubscriptEvalFunc (DataType dataType) { if (dataType == TYPE_FLOAT_VEC2) return evalSubscriptVec2; else if (dataType == TYPE_FLOAT_VEC3) return evalSubscriptVec3; else if (dataType == TYPE_FLOAT_VEC4) return evalSubscriptVec4; DE_ASSERT(!"Invalid data type."); return NULL; } static ShaderIndexingCase* createVectorSubscriptCase (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType varType, VectorAccessType writeAccess, VectorAccessType readAccess) { std::ostringstream vtx; std::ostringstream frag; std::ostringstream& op = isVertexCase ? vtx : frag; int vecLen = getDataTypeScalarSize(varType); const char* vecLenName = getIntUniformName(vecLen); vtx << "attribute highp vec4 a_position;\n"; vtx << "attribute highp vec4 a_coords;\n"; if (isVertexCase) { vtx << "varying mediump vec3 v_color;\n"; frag << "varying mediump vec3 v_color;\n"; } else { vtx << "varying mediump vec4 v_coords;\n"; frag << "varying mediump vec4 v_coords;\n"; } if (writeAccess == SUBSCRIPT_DYNAMIC || readAccess == SUBSCRIPT_DYNAMIC) { op << "uniform mediump int ui_zero"; if (vecLen >= 2) op << ", ui_one"; if (vecLen >= 3) op << ", ui_two"; if (vecLen >= 4) op << ", ui_three"; op << ";\n"; } if (writeAccess == SUBSCRIPT_DYNAMIC_LOOP || readAccess == SUBSCRIPT_DYNAMIC_LOOP) op << "uniform mediump int " << vecLenName << ";\n"; vtx << "\n"; vtx << "void main()\n"; vtx << "{\n"; vtx << " gl_Position = a_position;\n"; frag << "\n"; frag << "void main()\n"; frag << "{\n"; // Write vector. if (isVertexCase) op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n"; else op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(v_coords);\n"; op << " ${PRECISION} ${VAR_TYPE} tmp;\n"; if (writeAccess == DIRECT) op << " tmp = coords.${SWIZZLE} * vec4(1.0, 0.5, 0.25, 0.125).${SWIZZLE};\n"; else if (writeAccess == COMPONENT) { op << " tmp.x = coords.x;\n"; if (vecLen >= 2) op << " tmp.y = coords.y * 0.5;\n"; if (vecLen >= 3) op << " tmp.z = coords.z * 0.25;\n"; if (vecLen >= 4) op << " tmp.w = coords.w * 0.125;\n"; } else if (writeAccess == SUBSCRIPT_STATIC) { op << " tmp[0] = coords.x;\n"; if (vecLen >= 2) op << " tmp[1] = coords.y * 0.5;\n"; if (vecLen >= 3) op << " tmp[2] = coords.z * 0.25;\n"; if (vecLen >= 4) op << " tmp[3] = coords.w * 0.125;\n"; } else if (writeAccess == SUBSCRIPT_DYNAMIC) { op << " tmp[ui_zero] = coords.x;\n"; if (vecLen >= 2) op << " tmp[ui_one] = coords.y * 0.5;\n"; if (vecLen >= 3) op << " tmp[ui_two] = coords.z * 0.25;\n"; if (vecLen >= 4) op << " tmp[ui_three] = coords.w * 0.125;\n"; } else if (writeAccess == SUBSCRIPT_STATIC_LOOP) { op << " for (int i = 0; i < " << vecLen << "; i++)\n"; op << " {\n"; op << " tmp[i] = coords.x;\n"; op << " coords = coords.${ROT_SWIZZLE} * 0.5;\n"; op << " }\n"; } else { DE_ASSERT(writeAccess == SUBSCRIPT_DYNAMIC_LOOP); op << " for (int i = 0; i < " << vecLenName << "; i++)\n"; op << " {\n"; op << " tmp[i] = coords.x;\n"; op << " coords = coords.${ROT_SWIZZLE} * 0.5;\n"; op << " }\n"; } // Read vector. op << " ${PRECISION} float res = 0.0;\n"; if (readAccess == DIRECT) op << " res = dot(tmp, ${VAR_TYPE}(1.0));\n"; else if (readAccess == COMPONENT) { op << " res += tmp.x;\n"; if (vecLen >= 2) op << " res += tmp.y;\n"; if (vecLen >= 3) op << " res += tmp.z;\n"; if (vecLen >= 4) op << " res += tmp.w;\n"; } else if (readAccess == SUBSCRIPT_STATIC) { op << " res += tmp[0];\n"; if (vecLen >= 2) op << " res += tmp[1];\n"; if (vecLen >= 3) op << " res += tmp[2];\n"; if (vecLen >= 4) op << " res += tmp[3];\n"; } else if (readAccess == SUBSCRIPT_DYNAMIC) { op << " res += tmp[ui_zero];\n"; if (vecLen >= 2) op << " res += tmp[ui_one];\n"; if (vecLen >= 3) op << " res += tmp[ui_two];\n"; if (vecLen >= 4) op << " res += tmp[ui_three];\n"; } else if (readAccess == SUBSCRIPT_STATIC_LOOP) { op << " for (int i = 0; i < " << vecLen << "; i++)\n"; op << " res += tmp[i];\n"; } else { DE_ASSERT(readAccess == SUBSCRIPT_DYNAMIC_LOOP); op << " for (int i = 0; i < " << vecLenName << "; i++)\n"; op << " res += tmp[i];\n"; } if (isVertexCase) { vtx << " v_color = vec3(res);\n"; frag << " gl_FragColor = vec4(v_color, 1.0);\n"; } else { vtx << " v_coords = a_coords;\n"; frag << " gl_FragColor = vec4(vec3(res), 1.0);\n"; } vtx << "}\n"; frag << "}\n"; // Fill in shader templates. static const char* s_swizzles[5] = { "", "x", "xy", "xyz", "xyzw" }; static const char* s_rotSwizzles[5] = { "", "x", "yx", "yzx", "yzwx" }; map<string, string> params; params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType))); params.insert(pair<string, string>("PRECISION", "mediump")); params.insert(pair<string, string>("SWIZZLE", s_swizzles[vecLen])); params.insert(pair<string, string>("ROT_SWIZZLE", s_rotSwizzles[vecLen])); StringTemplate vertTemplate(vtx.str().c_str()); StringTemplate fragTemplate(frag.str().c_str()); string vertexShaderSource = vertTemplate.specialize(params); string fragmentShaderSource = fragTemplate.specialize(params); ShaderEvalFunc evalFunc = getVectorSubscriptEvalFunc(varType); deUint32 requirements = 0; if (readAccess == SUBSCRIPT_DYNAMIC || writeAccess == SUBSCRIPT_DYNAMIC) requirements |= REQUIREMENT_UNIFORM_INDEXING; if (readAccess == SUBSCRIPT_DYNAMIC_LOOP || writeAccess == SUBSCRIPT_DYNAMIC_LOOP) requirements |= (isVertexCase ? REQUIREMENT_VERTEX_UNIFORM_LOOPS : REQUIREMENT_FRAGMENT_UNIFORM_LOOPS) | REQUIREMENT_UNIFORM_INDEXING; return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str()); } // MATRIX SUBSCRIPT. void evalSubscriptMat2 (ShaderEvalContext& c) { c.color.xy() = c.coords.swizzle(0,1) + 0.5f*c.coords.swizzle(1,2); } 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); } 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); } static ShaderEvalFunc getMatrixSubscriptEvalFunc (DataType dataType) { if (dataType == TYPE_FLOAT_MAT2) return evalSubscriptMat2; else if (dataType == TYPE_FLOAT_MAT3) return evalSubscriptMat3; else if (dataType == TYPE_FLOAT_MAT4) return evalSubscriptMat4; DE_ASSERT(!"Invalid data type."); return NULL; } static ShaderIndexingCase* createMatrixSubscriptCase (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType varType, IndexAccessType writeAccess, IndexAccessType readAccess) { std::ostringstream vtx; std::ostringstream frag; std::ostringstream& op = isVertexCase ? vtx : frag; int matSize = getDataTypeMatrixNumRows(varType); const char* matSizeName = getIntUniformName(matSize); DataType vecType = getDataTypeFloatVec(matSize); vtx << "attribute highp vec4 a_position;\n"; vtx << "attribute highp vec4 a_coords;\n"; if (isVertexCase) { vtx << "varying mediump vec4 v_color;\n"; frag << "varying mediump vec4 v_color;\n"; } else { vtx << "varying mediump vec4 v_coords;\n"; frag << "varying mediump vec4 v_coords;\n"; } if (writeAccess == INDEXACCESS_DYNAMIC || readAccess == INDEXACCESS_DYNAMIC) { op << "uniform mediump int ui_zero"; if (matSize >= 2) op << ", ui_one"; if (matSize >= 3) op << ", ui_two"; if (matSize >= 4) op << ", ui_three"; op << ";\n"; } if (writeAccess == INDEXACCESS_DYNAMIC_LOOP || readAccess == INDEXACCESS_DYNAMIC_LOOP) op << "uniform mediump int " << matSizeName << ";\n"; vtx << "\n"; vtx << "void main()\n"; vtx << "{\n"; vtx << " gl_Position = a_position;\n"; frag << "\n"; frag << "void main()\n"; frag << "{\n"; // Write matrix. if (isVertexCase) op << " ${PRECISION} vec4 coords = a_coords;\n"; else op << " ${PRECISION} vec4 coords = v_coords;\n"; op << " ${PRECISION} ${MAT_TYPE} tmp;\n"; if (writeAccess == INDEXACCESS_STATIC) { op << " tmp[0] = ${VEC_TYPE}(coords);\n"; if (matSize >= 2) op << " tmp[1] = ${VEC_TYPE}(coords.yzwx) * 0.5;\n"; if (matSize >= 3) op << " tmp[2] = ${VEC_TYPE}(coords.zwxy) * 0.25;\n"; if (matSize >= 4) op << " tmp[3] = ${VEC_TYPE}(coords.wxyz) * 0.125;\n"; } else if (writeAccess == INDEXACCESS_DYNAMIC) { op << " tmp[ui_zero] = ${VEC_TYPE}(coords);\n"; if (matSize >= 2) op << " tmp[ui_one] = ${VEC_TYPE}(coords.yzwx) * 0.5;\n"; if (matSize >= 3) op << " tmp[ui_two] = ${VEC_TYPE}(coords.zwxy) * 0.25;\n"; if (matSize >= 4) op << " tmp[ui_three] = ${VEC_TYPE}(coords.wxyz) * 0.125;\n"; } else if (writeAccess == INDEXACCESS_STATIC_LOOP) { op << " for (int i = 0; i < " << matSize << "; i++)\n"; op << " {\n"; op << " tmp[i] = ${VEC_TYPE}(coords);\n"; op << " coords = coords.yzwx * 0.5;\n"; op << " }\n"; } else { DE_ASSERT(writeAccess == INDEXACCESS_DYNAMIC_LOOP); op << " for (int i = 0; i < " << matSizeName << "; i++)\n"; op << " {\n"; op << " tmp[i] = ${VEC_TYPE}(coords);\n"; op << " coords = coords.yzwx * 0.5;\n"; op << " }\n"; } // Read matrix. op << " ${PRECISION} ${VEC_TYPE} res = ${VEC_TYPE}(0.0);\n"; if (readAccess == INDEXACCESS_STATIC) { op << " res += tmp[0];\n"; if (matSize >= 2) op << " res += tmp[1];\n"; if (matSize >= 3) op << " res += tmp[2];\n"; if (matSize >= 4) op << " res += tmp[3];\n"; } else if (readAccess == INDEXACCESS_DYNAMIC) { op << " res += tmp[ui_zero];\n"; if (matSize >= 2) op << " res += tmp[ui_one];\n"; if (matSize >= 3) op << " res += tmp[ui_two];\n"; if (matSize >= 4) op << " res += tmp[ui_three];\n"; } else if (readAccess == INDEXACCESS_STATIC_LOOP) { op << " for (int i = 0; i < " << matSize << "; i++)\n"; op << " res += tmp[i];\n"; } else { DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP); op << " for (int i = 0; i < " << matSizeName << "; i++)\n"; op << " res += tmp[i];\n"; } if (isVertexCase) { vtx << " v_color = vec4(res${PADDING});\n"; frag << " gl_FragColor = v_color;\n"; } else { vtx << " v_coords = a_coords;\n"; frag << " gl_FragColor = vec4(res${PADDING});\n"; } vtx << "}\n"; frag << "}\n"; // Fill in shader templates. map<string, string> params; params.insert(pair<string, string>("MAT_TYPE", getDataTypeName(varType))); params.insert(pair<string, string>("VEC_TYPE", getDataTypeName(vecType))); params.insert(pair<string, string>("PRECISION", "mediump")); if (matSize == 2) params.insert(pair<string, string>("PADDING", ", 0.0, 1.0")); else if (matSize == 3) params.insert(pair<string, string>("PADDING", ", 1.0")); else params.insert(pair<string, string>("PADDING", "")); StringTemplate vertTemplate(vtx.str().c_str()); StringTemplate fragTemplate(frag.str().c_str()); string vertexShaderSource = vertTemplate.specialize(params); string fragmentShaderSource = fragTemplate.specialize(params); ShaderEvalFunc evalFunc = getMatrixSubscriptEvalFunc(varType); deUint32 requirements = 0; if (readAccess == INDEXACCESS_DYNAMIC || writeAccess == INDEXACCESS_DYNAMIC) requirements |= REQUIREMENT_UNIFORM_INDEXING; if (readAccess == INDEXACCESS_DYNAMIC_LOOP || writeAccess == INDEXACCESS_DYNAMIC_LOOP) requirements |= (isVertexCase ? REQUIREMENT_VERTEX_UNIFORM_LOOPS : REQUIREMENT_FRAGMENT_UNIFORM_LOOPS) | REQUIREMENT_UNIFORM_INDEXING; return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str()); } // ShaderIndexingTests. ShaderIndexingTests::ShaderIndexingTests(Context& context) : TestCaseGroup(context, "indexing", "Indexing Tests") { } ShaderIndexingTests::~ShaderIndexingTests (void) { } void ShaderIndexingTests::init (void) { static const ShaderType s_shaderTypes[] = { SHADERTYPE_VERTEX, SHADERTYPE_FRAGMENT }; static const DataType s_floatAndVecTypes[] = { TYPE_FLOAT, TYPE_FLOAT_VEC2, TYPE_FLOAT_VEC3, TYPE_FLOAT_VEC4 }; // Varying array access cases. { TestCaseGroup* varyingGroup = new TestCaseGroup(m_context, "varying_array", "Varying array access tests."); addChild(varyingGroup); for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++) { DataType varType = s_floatAndVecTypes[typeNdx]; for (int vertAccess = 0; vertAccess < INDEXACCESS_LAST; vertAccess++) { for (int fragAccess = 0; fragAccess < INDEXACCESS_LAST; fragAccess++) { const char* vertAccessName = getIndexAccessTypeName((IndexAccessType)vertAccess); const char* fragAccessName = getIndexAccessTypeName((IndexAccessType)fragAccess); string name = string(getDataTypeName(varType)) + "_" + vertAccessName + "_write_" + fragAccessName + "_read"; string desc = string("Varying array with ") + vertAccessName + " write in vertex shader and " + fragAccessName + " read in fragment shader."; varyingGroup->addChild(createVaryingArrayCase(m_context, name.c_str(), desc.c_str(), varType, (IndexAccessType)vertAccess, (IndexAccessType)fragAccess)); } } } } // Uniform array access cases. { TestCaseGroup* uniformGroup = new TestCaseGroup(m_context, "uniform_array", "Uniform array access tests."); addChild(uniformGroup); for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++) { DataType varType = s_floatAndVecTypes[typeNdx]; for (int readAccess = 0; readAccess < INDEXACCESS_LAST; readAccess++) { const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess); for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++) { ShaderType shaderType = s_shaderTypes[shaderTypeNdx]; const char* shaderTypeName = getShaderTypeName(shaderType); string name = string(getDataTypeName(varType)) + "_" + readAccessName + "_read_" + shaderTypeName; string desc = string("Uniform array with ") + readAccessName + " read in " + shaderTypeName + " shader."; bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); uniformGroup->addChild(createUniformArrayCase(m_context, name.c_str(), desc.c_str(), isVertexCase, varType, (IndexAccessType)readAccess)); } } } } // Temporary array access cases. { TestCaseGroup* tmpGroup = new TestCaseGroup(m_context, "tmp_array", "Temporary array access tests."); addChild(tmpGroup); for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++) { DataType varType = s_floatAndVecTypes[typeNdx]; for (int writeAccess = 0; writeAccess < INDEXACCESS_LAST; writeAccess++) { for (int readAccess = 0; readAccess < INDEXACCESS_LAST; readAccess++) { const char* writeAccessName = getIndexAccessTypeName((IndexAccessType)writeAccess); const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess); for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++) { ShaderType shaderType = s_shaderTypes[shaderTypeNdx]; const char* shaderTypeName = getShaderTypeName(shaderType); string name = string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + readAccessName + "_read_" + shaderTypeName; string desc = string("Temporary array with ") + writeAccessName + " write and " + readAccessName + " read in " + shaderTypeName + " shader."; bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); tmpGroup->addChild(createTmpArrayCase(m_context, name.c_str(), desc.c_str(), isVertexCase, varType, (IndexAccessType)writeAccess, (IndexAccessType)readAccess)); } } } } } // Vector indexing with subscripts. { TestCaseGroup* vecGroup = new TestCaseGroup(m_context, "vector_subscript", "Vector subscript indexing."); addChild(vecGroup); static const DataType s_vectorTypes[] = { TYPE_FLOAT_VEC2, TYPE_FLOAT_VEC3, TYPE_FLOAT_VEC4 }; for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_vectorTypes); typeNdx++) { DataType varType = s_vectorTypes[typeNdx]; for (int writeAccess = 0; writeAccess < VECTORACCESS_LAST; writeAccess++) { for (int readAccess = 0; readAccess < VECTORACCESS_LAST; readAccess++) { const char* writeAccessName = getVectorAccessTypeName((VectorAccessType)writeAccess); const char* readAccessName = getVectorAccessTypeName((VectorAccessType)readAccess); for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++) { ShaderType shaderType = s_shaderTypes[shaderTypeNdx]; const char* shaderTypeName = getShaderTypeName(shaderType); string name = string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + readAccessName + "_read_" + shaderTypeName; string desc = string("Vector subscript access with ") + writeAccessName + " write and " + readAccessName + " read in " + shaderTypeName + " shader."; bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); vecGroup->addChild(createVectorSubscriptCase(m_context, name.c_str(), desc.c_str(), isVertexCase, varType, (VectorAccessType)writeAccess, (VectorAccessType)readAccess)); } } } } } // Matrix indexing with subscripts. { TestCaseGroup* matGroup = new TestCaseGroup(m_context, "matrix_subscript", "Matrix subscript indexing."); addChild(matGroup); static const DataType s_matrixTypes[] = { TYPE_FLOAT_MAT2, TYPE_FLOAT_MAT3, TYPE_FLOAT_MAT4 }; for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_matrixTypes); typeNdx++) { DataType varType = s_matrixTypes[typeNdx]; for (int writeAccess = 0; writeAccess < INDEXACCESS_LAST; writeAccess++) { for (int readAccess = 0; readAccess < INDEXACCESS_LAST; readAccess++) { const char* writeAccessName = getIndexAccessTypeName((IndexAccessType)writeAccess); const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess); for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++) { ShaderType shaderType = s_shaderTypes[shaderTypeNdx]; const char* shaderTypeName = getShaderTypeName(shaderType); string name = string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + readAccessName + "_read_" + shaderTypeName; string desc = string("Vector subscript access with ") + writeAccessName + " write and " + readAccessName + " read in " + shaderTypeName + " shader."; bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); matGroup->addChild(createMatrixSubscriptCase(m_context, name.c_str(), desc.c_str(), isVertexCase, varType, (IndexAccessType)writeAccess, (IndexAccessType)readAccess)); } } } } } } } // Functional } // gles2 } // deqp