/*------------------------------------------------------------------------- * drawElements Quality Program OpenGL (ES) 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 Utilities for tests with gls::LongStressCase. *//*--------------------------------------------------------------------*/ #include "glsLongStressTestUtil.hpp" #include "tcuStringTemplate.hpp" #include "deStringUtil.hpp" #include "glw.h" using tcu::Vec2; using tcu::Vec3; using tcu::Vec4; using tcu::Mat2; using tcu::Mat3; using tcu::Mat4; using de::toString; using std::map; using std::string; namespace deqp { namespace gls { namespace LongStressTestUtil { template <int Size> static tcu::Matrix<float, Size, Size> translationMat (const float v) { tcu::Matrix<float, Size, Size> res(1.0f); tcu::Vector<float, Size> col(v); col[Size-1] = 1.0f; res.setColumn(Size-1, col); return res; } // Specializes certain template patterns in templ for GLSL version m_glslVersion; params in additionalParams (optional) are also included in the substitution. string ProgramLibrary::substitute (const string& templ, const map<string, string>& additionalParams) const { const bool isGLSL3 = m_glslVersion == glu::GLSL_VERSION_300_ES; map<string, string> params; params["FRAG_HEADER"] = isGLSL3 ? "#version 300 es\nlayout(location = 0) out mediump vec4 dEQP_FragColor;\n" : ""; params["VTX_HEADER"] = isGLSL3 ? "#version 300 es\n" : ""; params["VTX_IN"] = isGLSL3 ? "in" : "attribute"; params["VTX_OUT"] = isGLSL3 ? "out" : "varying"; params["FRAG_IN"] = isGLSL3 ? "in" : "varying"; params["FRAG_COLOR"] = isGLSL3 ? "dEQP_FragColor" : "gl_FragColor"; params["TEXTURE_2D_FUNC"] = isGLSL3 ? "texture" : "texture2D"; params["NS"] = "${NS}"; // \note Keep these as-is, they're handled by StressCase. params.insert(additionalParams.begin(), additionalParams.end()); return tcu::StringTemplate(templ.c_str()).specialize(params); } string ProgramLibrary::substitute (const std::string& templ) const { return substitute(templ, map<string, string>()); } ProgramLibrary::ProgramLibrary (const glu::GLSLVersion glslVersion) : m_glslVersion (glslVersion) { DE_ASSERT(glslVersion == glu::GLSL_VERSION_100_ES || glslVersion == glu::GLSL_VERSION_300_ES); } gls::ProgramContext ProgramLibrary::generateBufferContext (const int numDummyAttributes) const { static const char* const vertexTemplate = "${VTX_HEADER}" "${VTX_IN} highp vec3 a_position;\n" "${VTX_DUMMY_INPUTS}" "${VTX_OUT} mediump vec4 v_color;\n" "\n" "void main (void)\n" "{\n" " gl_Position = vec4(a_position, 1.0);\n" " v_color = ${VTX_COLOR_EXPRESSION};\n" "}\n"; static const char* const fragmentTemplate = "${FRAG_HEADER}" "${FRAG_IN} mediump vec4 v_color;\n" "\n" "void main (void)\n" "{\n" " ${FRAG_COLOR} = v_color;\n" "}\n"; map<string, string> firstLevelParams; { string vtxDummyInputs; string vtxColorExpr; for (int i = 0; i < numDummyAttributes; i++) { vtxDummyInputs += "${VTX_IN} mediump vec4 a_in" + toString(i) + ";\n"; vtxColorExpr += string() + (i > 0 ? " + " : "") + "a_in" + toString(i); } firstLevelParams["VTX_DUMMY_INPUTS"] = substitute(vtxDummyInputs); firstLevelParams["VTX_COLOR_EXPRESSION"] = vtxColorExpr; } gls::ProgramContext context(substitute(vertexTemplate, firstLevelParams).c_str(), substitute(fragmentTemplate).c_str(), "a_position"); context.attributes.push_back(gls::VarSpec("a_position", Vec3(-0.1f), Vec3(0.1f))); for (int i = 0; i < numDummyAttributes; i++) context.attributes.push_back(gls::VarSpec("a_in" + de::toString(i), Vec4(0.0f), Vec4(1.0f / (float)numDummyAttributes))); return context; } gls::ProgramContext ProgramLibrary::generateTextureContext (const int numTextures, const int texWid, const int texHei, const float positionFactor) const { static const char* const vertexTemplate = "${VTX_HEADER}" "${VTX_IN} highp vec3 a_position;\n" "${VTX_IN} mediump vec2 a_texCoord;\n" "${VTX_OUT} mediump vec2 v_texCoord;\n" "uniform mediump mat4 u_posTrans;\n" "\n" "void main (void)\n" "{\n" " gl_Position = u_posTrans * vec4(a_position, 1.0);\n" " v_texCoord = a_texCoord;\n" "}\n"; static const char* const fragmentTemplate = "${FRAG_HEADER}" "${FRAG_IN} mediump vec2 v_texCoord;\n" "uniform mediump sampler2D u_sampler;\n" "\n" "void main (void)\n" "{\n" " ${FRAG_COLOR} = ${TEXTURE_2D_FUNC}(u_sampler, v_texCoord);\n" "}\n"; gls::ProgramContext context(substitute(vertexTemplate).c_str(), substitute(fragmentTemplate).c_str(), "a_position"); context.attributes.push_back(gls::VarSpec("a_position", Vec3(-positionFactor), Vec3(positionFactor))); context.attributes.push_back(gls::VarSpec("a_texCoord", Vec2(0.0f), Vec2(1.0f))); context.uniforms.push_back(gls::VarSpec("u_sampler", 0)); context.uniforms.push_back(gls::VarSpec("u_posTrans", translationMat<4>(positionFactor-1.0f), translationMat<4>(1.0f-positionFactor))); for (int i = 0; i < numTextures; i++) context.textureSpecs.push_back(gls::TextureSpec(gls::TextureTestUtil::TEXTURETYPE_2D, 0, texWid, texHei, GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, true, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT, Vec4(0.0f), Vec4(1.0f))); return context; } gls::ProgramContext ProgramLibrary::generateBufferAndTextureContext (const int numTextures, const int texWid, const int texHei) const { static const char* const vertexTemplate = "${VTX_HEADER}" "${VTX_IN} highp vec3 a_position;\n" "${VTX_TEX_COORD_INPUTS}" "${VTX_TEX_COORD_OUTPUTS}" "\n" "void main (void)\n" "{\n" " gl_Position = vec4(a_position, 1.0);\n" "${VTX_TEX_COORD_WRITES}" "}\n"; static const char* const fragmentTemplate = "${FRAG_HEADER}" "${FRAG_TEX_COORD_INPUTS}" "${FRAG_SAMPLERS}" "\n" "void main (void)\n" "{\n" " ${FRAG_COLOR} =${FRAG_COLOR_EXPRESSION};\n" "}\n"; map<string, string> firstLevelParams; { string vtxTexCoordInputs; string vtxTexCoordOutputs; string vtxTexCoordWrites; string fragTexCoordInputs; string fragSamplers; string fragColorExpression; for (int i = 0; i < numTextures; i++) { vtxTexCoordInputs += "${VTX_IN} mediump vec2 a_texCoord" + toString(i) + ";\n"; vtxTexCoordOutputs += "${VTX_OUT} mediump vec2 v_texCoord" + toString(i) + ";\n"; vtxTexCoordWrites += "\tv_texCoord" + toString(i) + " = " + "a_texCoord" + toString(i) + ";\n"; fragTexCoordInputs += "${FRAG_IN} mediump vec2 v_texCoord" + toString(i) + ";\n"; fragSamplers += "uniform mediump sampler2D u_sampler" + toString(i) + ";\n"; fragColorExpression += string() + (i > 0 ? " +" : "") + "\n\t\t${TEXTURE_2D_FUNC}(u_sampler" + toString(i) + ", v_texCoord" + toString(i) + ")"; } firstLevelParams["VTX_TEX_COORD_INPUTS"] = substitute(vtxTexCoordInputs); firstLevelParams["VTX_TEX_COORD_OUTPUTS"] = substitute(vtxTexCoordOutputs); firstLevelParams["VTX_TEX_COORD_WRITES"] = vtxTexCoordWrites; firstLevelParams["FRAG_TEX_COORD_INPUTS"] = substitute(fragTexCoordInputs); firstLevelParams["FRAG_SAMPLERS"] = fragSamplers; firstLevelParams["FRAG_COLOR_EXPRESSION"] = substitute(fragColorExpression); } gls::ProgramContext context(substitute(vertexTemplate, firstLevelParams).c_str(), substitute(fragmentTemplate, firstLevelParams).c_str(), "a_position"); context.attributes.push_back(gls::VarSpec("a_position", Vec3(-0.1f), Vec3(0.1f))); for (int i = 0; i < numTextures; i++) { context.attributes.push_back(gls::VarSpec("a_texCoord" + de::toString(i), Vec2(0.0f), Vec2(1.0f))); context.uniforms.push_back(gls::VarSpec("u_sampler" + de::toString(i), i)); context.textureSpecs.push_back(gls::TextureSpec(gls::TextureTestUtil::TEXTURETYPE_2D, i, texWid, texHei, GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, true, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT, Vec4(0.0f), Vec4(1.0f / (float)numTextures))); } return context; } gls::ProgramContext ProgramLibrary::generateFragmentPointLightContext (const int texWid, const int texHei) const { static const char* const vertexTemplate = "${VTX_HEADER}" "struct Material\n" "{\n" " mediump vec3 ambientColor;\n" " mediump vec4 diffuseColor;\n" " mediump vec3 emissiveColor;\n" " mediump vec3 specularColor;\n" " mediump float shininess;\n" "};\n" "\n" "struct Light\n" "{\n" " mediump vec3 color;\n" " mediump vec4 position;\n" " mediump vec3 direction;\n" " mediump float constantAttenuation;\n" " mediump float linearAttenuation;\n" " mediump float quadraticAttenuation;\n" "};\n" "\n" "${VTX_IN} highp vec4 a_position${NS};\n" "${VTX_IN} mediump vec3 a_normal${NS};\n" "${VTX_IN} mediump vec3 a_color${NS};\n" "${VTX_IN} mediump vec4 a_texCoord0${NS};\n" "\n" "uniform Material u_material${NS};\n" "uniform Light u_light${NS}[1];\n" "uniform highp mat4 u_mvpMatrix${NS};\n" "uniform mediump mat4 u_modelViewMatrix${NS};\n" "uniform mediump mat3 u_normalMatrix${NS};\n" "uniform mediump mat4 u_texCoordMatrix0${NS};\n" "\n" "${VTX_OUT} mediump vec4 v_baseColor${NS};\n" "${VTX_OUT} mediump vec2 v_texCoord0${NS};\n" "\n" "${VTX_OUT} mediump vec3 v_eyeNormal${NS};\n" "${VTX_OUT} mediump vec3 v_directionToLight${NS}[1];\n" "${VTX_OUT} mediump float v_distanceToLight${NS}[1];\n" "\n" "vec3 direction (vec4 from, vec4 to)\n" "{\n" " return vec3(to.xyz * from.w - from.xyz * to.w);\n" "}\n" "\n" "void main (void)\n" "{\n" " gl_Position = u_mvpMatrix${NS} * a_position${NS};\n" " v_texCoord0${NS} = (u_texCoordMatrix0${NS} * a_texCoord0${NS}).xy;\n" "\n" " mediump vec4 eyePosition = u_modelViewMatrix${NS} * a_position${NS};\n" " mediump vec3 eyeNormal = normalize(u_normalMatrix${NS} * a_normal${NS});\n" "\n" " vec4 color = vec4(0.0, 0.0, 0.0, 1.0);\n" " color.rgb += u_material${NS}.emissiveColor;\n" "\n" " color.a *= u_material${NS}.diffuseColor.a;\n" "\n" " v_baseColor${NS} = color;\n" "\n" " v_distanceToLight${NS}[0] = distance(eyePosition, u_light${NS}[0].position);\n" " v_directionToLight${NS}[0] = normalize(direction(eyePosition, u_light${NS}[0].position));\n" "\n" " v_eyeNormal${NS} = eyeNormal;\n" "}\n"; static const char* const fragmentTemplate = "${FRAG_HEADER}" "struct Light\n" "{\n" " mediump vec3 color;\n" " mediump vec4 position;\n" " mediump vec3 direction;\n" " mediump float constantAttenuation;\n" " mediump float linearAttenuation;\n" " mediump float quadraticAttenuation;\n" "};\n" "\n" "struct Material\n" "{\n" " mediump vec3 ambientColor;\n" " mediump vec4 diffuseColor;\n" " mediump vec3 emissiveColor;\n" " mediump vec3 specularColor;\n" " mediump float shininess;\n" "};\n" "\n" "uniform sampler2D u_sampler0${NS};\n" "uniform Light u_light${NS}[1];\n" "uniform Material u_material${NS};\n" "\n" "${FRAG_IN} mediump vec4 v_baseColor${NS};\n" "${FRAG_IN} mediump vec2 v_texCoord0${NS};\n" "\n" "${FRAG_IN} mediump vec3 v_eyeNormal${NS};\n" "${FRAG_IN} mediump vec3 v_directionToLight${NS}[1];\n" "${FRAG_IN} mediump float v_distanceToLight${NS}[1];\n" "\n" "mediump vec3 computeLighting (Light light, mediump vec3 directionToLight, mediump vec3 vertexEyeNormal)\n" "{\n" " mediump float normalDotDirection = max(dot(vertexEyeNormal, directionToLight), 0.0);\n" " mediump vec3 color = normalDotDirection * u_material${NS}.diffuseColor.rgb * light.color;\n" "\n" " if (normalDotDirection != 0.0)\n" " {\n" " mediump vec3 h = normalize(directionToLight + vec3(0.0, 0.0, 1.0));\n" " color.rgb += pow(max(dot(vertexEyeNormal, h), 0.0), u_material${NS}.shininess) * u_material${NS}.specularColor * light.color;\n" " }\n" "\n" " return color;\n" "}\n" "\n" "mediump float computePointLightAttenuation (Light light, mediump float distanceToLight)\n" "{\n" " mediump float constantAttenuation = light.constantAttenuation;\n" " mediump float linearAttenuation = light.linearAttenuation * distanceToLight;\n" " mediump float quadraticAttenuation = light.quadraticAttenuation * distanceToLight * distanceToLight;\n" "\n" " return 1.0 / (constantAttenuation + linearAttenuation + quadraticAttenuation);\n" "}\n" "\n" "void main (void)\n" "{\n" " mediump vec3 eyeNormal = normalize(v_eyeNormal${NS});\n" " mediump vec4 color = v_baseColor${NS};\n" "\n" " color.rgb += computePointLightAttenuation(u_light${NS}[0], v_distanceToLight${NS}[0]) * computeLighting(u_light${NS}[0], normalize(v_directionToLight${NS}[0]), eyeNormal);\n" "\n" " color *= ${TEXTURE_2D_FUNC}(u_sampler0${NS}, v_texCoord0${NS});\n" "\n" " ${FRAG_COLOR} = color;\n" "}\n"; gls::ProgramContext context(substitute(vertexTemplate).c_str(), substitute(fragmentTemplate).c_str(), "a_position${NS}"); context.attributes.push_back(gls::VarSpec("a_position${NS}", Vec4(-1.0f), Vec4(1.0f))); context.attributes.push_back(gls::VarSpec("a_normal${NS}", Vec3(-1.0f), Vec3(1.0f))); context.attributes.push_back(gls::VarSpec("a_texCoord0${NS}", Vec4(-1.0f), Vec4(1.0f))); context.uniforms.push_back(gls::VarSpec("u_material${NS}.ambientColor", Vec3(0.0f), Vec3(1.0f))); context.uniforms.push_back(gls::VarSpec("u_material${NS}.diffuseColor", Vec4(0.0f), Vec4(1.0f))); context.uniforms.push_back(gls::VarSpec("u_material${NS}.emissiveColor", Vec3(0.0f), Vec3(1.0f))); context.uniforms.push_back(gls::VarSpec("u_material${NS}.specularColor", Vec3(0.0f), Vec3(1.0f))); context.uniforms.push_back(gls::VarSpec("u_material${NS}.shininess", 0.0f, 1.0f)); context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].color", Vec3(0.0f), Vec3(1.0f))); context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].position", Vec4(-1.0f), Vec4(1.0f))); context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].direction", Vec3(-1.0f), Vec3(1.0f))); context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].constantAttenuation", 0.1f, 1.0f)); context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].linearAttenuation", 0.1f, 1.0f)); context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].quadraticAttenuation", 0.1f, 1.0f)); context.uniforms.push_back(gls::VarSpec("u_mvpMatrix${NS}", translationMat<4>(-0.2f), translationMat<4>(0.2f))); context.uniforms.push_back(gls::VarSpec("u_modelViewMatrix${NS}", translationMat<4>(-0.2f), translationMat<4>(0.2f))); context.uniforms.push_back(gls::VarSpec("u_normalMatrix${NS}", translationMat<3>(-0.2f), translationMat<3>(0.2f))); context.uniforms.push_back(gls::VarSpec("u_texCoordMatrix0${NS}", translationMat<4>(-0.2f), translationMat<4>(0.2f))); context.uniforms.push_back(gls::VarSpec("u_sampler0${NS}", 0)); context.textureSpecs.push_back(gls::TextureSpec(gls::TextureTestUtil::TEXTURETYPE_2D, 0, texWid, texHei, GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, true, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT, Vec4(0.0f), Vec4(1.0f))); return context; } gls::ProgramContext ProgramLibrary::generateVertexUniformLoopLightContext (const int texWid, const int texHei) const { static const char* const vertexTemplate = "${VTX_HEADER}" "struct Material {\n" " mediump vec3 ambientColor;\n" " mediump vec4 diffuseColor;\n" " mediump vec3 emissiveColor;\n" " mediump vec3 specularColor;\n" " mediump float shininess;\n" "};\n" "struct Light {\n" " mediump vec3 color;\n" " mediump vec4 position;\n" " mediump vec3 direction;\n" " mediump float constantAttenuation;\n" " mediump float linearAttenuation;\n" " mediump float quadraticAttenuation;\n" " mediump float spotExponent;\n" " mediump float spotCutoff;\n" "};\n" "${VTX_IN} highp vec4 a_position${NS};\n" "${VTX_IN} mediump vec3 a_normal${NS};\n" "${VTX_IN} mediump vec4 a_texCoord0${NS};\n" "uniform Material u_material${NS};\n" "uniform Light u_directionalLight${NS}[1];\n" "uniform mediump int u_directionalLightCount${NS};\n" "uniform Light u_spotLight${NS}[4];\n" "uniform mediump int u_spotLightCount${NS};\n" "uniform highp mat4 u_mvpMatrix${NS};\n" "uniform highp mat4 u_modelViewMatrix${NS};\n" "uniform mediump mat3 u_normalMatrix${NS};\n" "uniform mediump mat4 u_texCoordMatrix0${NS};\n" "${VTX_OUT} mediump vec4 v_color${NS};\n" "${VTX_OUT} mediump vec2 v_texCoord0${NS};\n" "mediump vec3 direction (mediump vec4 from, mediump vec4 to)\n" "{\n" " return vec3(to.xyz * from.w - from.xyz * to.w);\n" "}\n" "\n" "mediump vec3 computeLighting (\n" " mediump vec3 directionToLight,\n" " mediump vec3 halfVector,\n" " mediump vec3 normal,\n" " mediump vec3 lightColor,\n" " mediump vec3 diffuseColor,\n" " mediump vec3 specularColor,\n" " mediump float shininess)\n" "{\n" " mediump float normalDotDirection = max(dot(normal, directionToLight), 0.0);\n" " mediump vec3 color = normalDotDirection * diffuseColor * lightColor;\n" "\n" " if (normalDotDirection != 0.0)\n" " color += pow(max(dot(normal, halfVector), 0.0), shininess) * specularColor * lightColor;\n" "\n" " return color;\n" "}\n" "\n" "mediump float computeDistanceAttenuation (mediump float distToLight, mediump float constAtt, mediump float linearAtt, mediump float quadraticAtt)\n" "{\n" " return 1.0 / (constAtt + linearAtt * distToLight + quadraticAtt * distToLight * distToLight);\n" "}\n" "\n" "mediump float computeSpotAttenuation (\n" " mediump vec3 directionToLight,\n" " mediump vec3 lightDir,\n" " mediump float spotExponent,\n" " mediump float spotCutoff)\n" "{\n" " mediump float spotEffect = dot(lightDir, normalize(-directionToLight));\n" "\n" " if (spotEffect < spotCutoff)\n" " spotEffect = 0.0;\n" "\n" " spotEffect = pow(spotEffect, spotExponent);\n" " return spotEffect;\n" "}\n" "\n" "void main (void)\n" "{\n" " highp vec4 position = a_position${NS};\n" " highp vec3 normal = a_normal${NS};\n" " gl_Position = u_mvpMatrix${NS} * position;\n" " v_texCoord0${NS} = (u_texCoordMatrix0${NS} * a_texCoord0${NS}).xy;\n" " mediump vec4 color = vec4(u_material${NS}.emissiveColor, u_material${NS}.diffuseColor.a);\n" "\n" " highp vec4 eyePosition = u_modelViewMatrix${NS} * position;\n" " mediump vec3 eyeNormal = normalize(u_normalMatrix${NS} * normal);\n" " for (int i = 0; i < u_directionalLightCount${NS}; i++)\n" " {\n" " mediump vec3 directionToLight = -u_directionalLight${NS}[i].direction;\n" " mediump vec3 halfVector = normalize(directionToLight + vec3(0.0, 0.0, 1.0));\n" " color.rgb += computeLighting(directionToLight, halfVector, eyeNormal, u_directionalLight${NS}[i].color, u_material${NS}.diffuseColor.rgb, u_material${NS}.specularColor, u_material${NS}.shininess);\n" " }\n" "\n" " for (int i = 0; i < u_spotLightCount${NS}; i++)\n" " {\n" " mediump float distanceToLight = distance(eyePosition, u_spotLight${NS}[i].position);\n" " mediump vec3 directionToLight = normalize(direction(eyePosition, u_spotLight${NS}[i].position));\n" " mediump vec3 halfVector = normalize(directionToLight + vec3(0.0, 0.0, 1.0));\n" " color.rgb += computeLighting(directionToLight, halfVector, eyeNormal, u_spotLight${NS}[i].color, u_material${NS}.diffuseColor.rgb, u_material${NS}.specularColor, u_material${NS}.shininess) * computeDistanceAttenuation(distanceToLight, u_spotLight${NS}[i].constantAttenuation, u_spotLight${NS}[i].linearAttenuation, u_spotLight${NS}[i].quadraticAttenuation) * computeSpotAttenuation(directionToLight, u_spotLight${NS}[i].direction, u_spotLight${NS}[i].spotExponent, u_spotLight${NS}[i].spotCutoff);\n" " }\n" "\n" "\n" " v_color${NS} = color;\n" "}\n"; static const char* const fragmentTemplate = "${FRAG_HEADER}" "uniform sampler2D u_sampler0${NS};\n" "${FRAG_IN} mediump vec4 v_color${NS};\n" "${FRAG_IN} mediump vec2 v_texCoord0${NS};\n" "void main (void)\n" "{\n" " mediump vec2 texCoord0 = v_texCoord0${NS};\n" " mediump vec4 color = v_color${NS};\n" " color *= ${TEXTURE_2D_FUNC}(u_sampler0${NS}, texCoord0);\n" " ${FRAG_COLOR} = color;\n" "}\n"; gls::ProgramContext context(substitute(vertexTemplate).c_str(), substitute(fragmentTemplate).c_str(), "a_position${NS}"); context.attributes.push_back (gls::VarSpec("a_position${NS}", Vec4(-1.0f), Vec4(1.0f))); context.attributes.push_back (gls::VarSpec("a_normal${NS}", Vec3(-1.0f), Vec3(1.0f))); context.attributes.push_back (gls::VarSpec("a_texCoord0${NS}", Vec4(-1.0f), Vec4(1.0f))); context.uniforms.push_back (gls::VarSpec("u_material${NS}.ambientColor", Vec3(0.0f), Vec3(1.0f))); context.uniforms.push_back (gls::VarSpec("u_material${NS}.diffuseColor", Vec4(0.0f), Vec4(1.0f))); context.uniforms.push_back (gls::VarSpec("u_material${NS}.emissiveColor", Vec3(0.0f), Vec3(1.0f))); context.uniforms.push_back (gls::VarSpec("u_material${NS}.specularColor", Vec3(0.0f), Vec3(1.0f))); context.uniforms.push_back (gls::VarSpec("u_material${NS}.shininess", 0.0f, 1.0f)); context.uniforms.push_back (gls::VarSpec("u_directionalLight${NS}[0].color", Vec3(0.0f), Vec3(1.0f))); context.uniforms.push_back (gls::VarSpec("u_directionalLight${NS}[0].position", Vec4(-1.0f), Vec4(1.0f))); context.uniforms.push_back (gls::VarSpec("u_directionalLight${NS}[0].direction", Vec3(-1.0f), Vec3(1.0f))); context.uniforms.push_back (gls::VarSpec("u_directionalLight${NS}[0].constantAttenuation", 0.1f, 1.0f)); context.uniforms.push_back (gls::VarSpec("u_directionalLight${NS}[0].linearAttenuation", 0.1f, 1.0f)); context.uniforms.push_back (gls::VarSpec("u_directionalLight${NS}[0].quadraticAttenuation", 0.1f, 1.0f)); context.uniforms.push_back (gls::VarSpec("u_directionalLight${NS}[0].spotExponent", 0.1f, 1.0f)); context.uniforms.push_back (gls::VarSpec("u_directionalLight${NS}[0].spotCutoff", 0.1f, 1.0f)); context.uniforms.push_back (gls::VarSpec("u_directionalLightCount${NS}", 1)); for (int i = 0; i < 4; i++) { const std::string ndxStr = de::toString(i); context.uniforms.push_back(gls::VarSpec("u_spotLight${NS}["+ndxStr+"].color", Vec3(0.0f), Vec3(1.0f))); context.uniforms.push_back(gls::VarSpec("u_spotLight${NS}["+ndxStr+"].position", Vec4(-1.0f), Vec4(1.0f))); context.uniforms.push_back(gls::VarSpec("u_spotLight${NS}["+ndxStr+"].direction", Vec3(-1.0f), Vec3(1.0f))); context.uniforms.push_back(gls::VarSpec("u_spotLight${NS}["+ndxStr+"].constantAttenuation", 0.1f, 1.0f)); context.uniforms.push_back(gls::VarSpec("u_spotLight${NS}["+ndxStr+"].linearAttenuation", 0.1f, 1.0f)); context.uniforms.push_back(gls::VarSpec("u_spotLight${NS}["+ndxStr+"].quadraticAttenuation", 0.1f, 1.0f)); context.uniforms.push_back(gls::VarSpec("u_spotLight${NS}["+ndxStr+"].spotExponent", 0.1f, 1.0f)); context.uniforms.push_back(gls::VarSpec("u_spotLight${NS}["+ndxStr+"].spotCutoff", 0.1f, 1.0f)); } context.uniforms.push_back (gls::VarSpec("u_spotLightCount${NS}", 4)); context.uniforms.push_back (gls::VarSpec("u_mvpMatrix${NS}", translationMat<4>(-0.2f), translationMat<4>(0.2f))); context.uniforms.push_back (gls::VarSpec("u_modelViewMatrix${NS}", translationMat<4>(-0.2f), translationMat<4>(0.2f))); context.uniforms.push_back (gls::VarSpec("u_normalMatrix${NS}", translationMat<3>(-0.2f), translationMat<3>(0.2f))); context.uniforms.push_back (gls::VarSpec("u_texCoordMatrix0${NS}", translationMat<4>(-0.2f), translationMat<4>(0.2f))); context.uniforms.push_back (gls::VarSpec("u_sampler0${NS}", 0)); context.textureSpecs.push_back (gls::TextureSpec(gls::TextureTestUtil::TEXTURETYPE_2D, 0, texWid, texHei, GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, true, GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT, Vec4(0.0f), Vec4(1.0f))); return context; } } // StressTestUtil } // gls } // deqp