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