#ifndef _ES3FFBOTESTUTIL_HPP #define _ES3FFBOTESTUTIL_HPP /*------------------------------------------------------------------------- * drawElements Quality Program OpenGL ES 3.0 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 FBO test utilities. *//*--------------------------------------------------------------------*/ #include "tcuDefs.hpp" #include "sglrContext.hpp" #include "gluShaderUtil.hpp" #include "tcuTexture.hpp" #include "tcuMatrix.hpp" #include "tcuRenderTarget.hpp" #include <vector> namespace deqp { namespace gles3 { namespace Functional { namespace FboTestUtil { // \todo [2012-04-29 pyry] Clean up and name as SglrUtil // Helper class for constructing DataType vectors. struct DataTypes { std::vector<glu::DataType> vec; DataTypes& operator<< (glu::DataType type) { vec.push_back(type); return *this; } }; // Shaders. class FlatColorShader : public sglr::ShaderProgram { public: FlatColorShader (glu::DataType outputType); ~FlatColorShader (void) {} void setColor (sglr::Context& context, deUint32 program, const tcu::Vec4& color); void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const; void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const; private: const glu::DataType m_outputType; }; class GradientShader : public sglr::ShaderProgram { public: GradientShader (glu::DataType outputType); ~GradientShader (void) {} void setGradient (sglr::Context& context, deUint32 program, const tcu::Vec4& gradientMin, const tcu::Vec4& gradientMax); void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const; void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const; private: const glu::DataType m_outputType; }; class Texture2DShader : public sglr::ShaderProgram { public: Texture2DShader (const DataTypes& samplerTypes, glu::DataType outputType, const tcu::Vec4& outScale = tcu::Vec4(1.0f), const tcu::Vec4& outBias = tcu::Vec4(0.0f)); ~Texture2DShader (void) {} void setUnit (int samplerNdx, int unitNdx); void setTexScaleBias (int samplerNdx, const tcu::Vec4& scale, const tcu::Vec4& bias); void setOutScaleBias (const tcu::Vec4& scale, const tcu::Vec4& bias); void setUniforms (sglr::Context& context, deUint32 program) const; void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const; void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const; private: struct Input { int unitNdx; tcu::Vec4 scale; tcu::Vec4 bias; }; std::vector<Input> m_inputs; tcu::Vec4 m_outScale; tcu::Vec4 m_outBias; const glu::DataType m_outputType; }; class TextureCubeShader : public sglr::ShaderProgram { public: TextureCubeShader (glu::DataType samplerType, glu::DataType outputType); ~TextureCubeShader (void) {} void setFace (tcu::CubeFace face); void setTexScaleBias (const tcu::Vec4& scale, const tcu::Vec4& bias); void setUniforms (sglr::Context& context, deUint32 program) const; void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const; void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const; private: tcu::Mat3 m_coordMat; tcu::Vec4 m_texScale; tcu::Vec4 m_texBias; const glu::DataType m_outputType; }; class Texture2DArrayShader : public sglr::ShaderProgram { public: Texture2DArrayShader (glu::DataType samplerType, glu::DataType outputType); ~Texture2DArrayShader (void) {} void setLayer (int layer); void setTexScaleBias (const tcu::Vec4& scale, const tcu::Vec4& bias); void setUniforms (sglr::Context& context, deUint32 program) const; void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const; void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const; private: tcu::Vec4 m_texScale; tcu::Vec4 m_texBias; int m_layer; const glu::DataType m_outputType; }; class Texture3DShader : public sglr::ShaderProgram { public: Texture3DShader (glu::DataType samplerType, glu::DataType outputType); ~Texture3DShader (void) {} void setDepth (float r); void setTexScaleBias (const tcu::Vec4& scale, const tcu::Vec4& bias); void setUniforms (sglr::Context& context, deUint32 program) const; void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const; void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const; private: tcu::Vec4 m_texScale; tcu::Vec4 m_texBias; float m_depth; const glu::DataType m_outputType; }; class DepthGradientShader : public sglr::ShaderProgram { public: DepthGradientShader (glu::DataType outputType); ~DepthGradientShader (void) {} void setUniforms (sglr::Context& context, deUint32 program, const float gradientMin, const float gradientMax, const tcu::Vec4& color); void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const; void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const; private: const glu::DataType m_outputType; const sglr::UniformSlot& u_minGradient; const sglr::UniformSlot& u_maxGradient; const sglr::UniformSlot& u_color; }; // Framebuffer incomplete exception. class FboIncompleteException : public tcu::TestError { public: FboIncompleteException (deUint32 reason, const char* file, int line); virtual ~FboIncompleteException (void) throw() {} deUint32 getReason (void) const { return m_reason; } private: deUint32 m_reason; }; // Utility functions. glu::DataType getFragmentOutputType (const tcu::TextureFormat& format); tcu::TextureFormat getFramebufferReadFormat (const tcu::TextureFormat& format); const char* getFormatName (deUint32 format); void clearColorBuffer (sglr::Context& ctx, const tcu::TextureFormat& format, const tcu::Vec4& value); void readPixels (sglr::Context& ctx, tcu::Surface& dst, int x, int y, int width, int height, const tcu::TextureFormat& format, const tcu::Vec4& scale, const tcu::Vec4& bias); tcu::RGBA getFormatThreshold (const tcu::TextureFormat& format); tcu::RGBA getFormatThreshold (const deUint32 glFormat); tcu::RGBA getToSRGBConversionThreshold (const tcu::TextureFormat& src, const tcu::TextureFormat& dst); } // FboTestUtil } // Functional } // gles3 } // deqp #endif // _ES3FFBOTESTUTIL_HPP