// Copyright (c) 2010 The Chromium OS Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "main.h"
#include "testbase.h"
#include "utils.h"
namespace glbench {
class VaryingsAndDdxyShaderTest : public DrawElementsTestFunc {
public:
VaryingsAndDdxyShaderTest() {}
virtual ~VaryingsAndDdxyShaderTest() {}
virtual bool Run();
virtual const char* Name() const { return "varyings_ddx_shader"; }
virtual const char* Unit() const { return "mpixels_sec"; }
private:
DISALLOW_COPY_AND_ASSIGN(VaryingsAndDdxyShaderTest);
};
const char *vertex_shader_1_varying =
"attribute vec4 c;"
"varying vec4 v1;"
"void main() {"
" gl_Position = c;"
" v1 = c;"
"}";
const char *vertex_shader_2_varying =
"attribute vec4 c;"
"varying vec4 v1;"
"varying vec4 v2;"
"void main() {"
" gl_Position = c;"
" v1 = v2 = c/2.;"
"}";
const char *vertex_shader_4_varying =
"attribute vec4 c;"
"varying vec4 v1;"
"varying vec4 v2;"
"varying vec4 v3;"
"varying vec4 v4;"
"void main() {"
" gl_Position = c;"
" v1 = v2 = v3 = v4 = c/4.;"
"}";
const char *vertex_shader_8_varying =
"attribute vec4 c;"
"varying vec4 v1;"
"varying vec4 v2;"
"varying vec4 v3;"
"varying vec4 v4;"
"varying vec4 v5;"
"varying vec4 v6;"
"varying vec4 v7;"
"varying vec4 v8;"
"void main() {"
" gl_Position = c;"
" v1 = v2 = v3 = v4 = v5 = v6 = v7 = v8 = c/8.;"
"}";
const char *fragment_shader_1_varying =
"varying vec4 v1;"
"void main() {"
" gl_FragColor = v1;"
"}";
const char *fragment_shader_2_varying =
"varying vec4 v1;"
"varying vec4 v2;"
"void main() {"
" gl_FragColor = v1 + v2;"
"}";
const char *fragment_shader_4_varying =
"varying vec4 v1;"
"varying vec4 v2;"
"varying vec4 v3;"
"varying vec4 v4;"
"void main() {"
" gl_FragColor = v1 + v2 + v3 + v4;"
"}";
const char *fragment_shader_8_varying =
"varying vec4 v1;"
"varying vec4 v2;"
"varying vec4 v3;"
"varying vec4 v4;"
"varying vec4 v5;"
"varying vec4 v6;"
"varying vec4 v7;"
"varying vec4 v8;"
"void main() {"
" gl_FragColor = v1 + v2 + v3 + v4 + v5 + v6 + v7 + v8;"
"}";
GLuint VaryingsShaderProgram(int varyings_count, GLuint vertex_buffer) {
const char *vertex_shader = NULL;
const char *fragment_shader = NULL;
switch (varyings_count) {
case 1:
vertex_shader = vertex_shader_1_varying;
fragment_shader = fragment_shader_1_varying;
break;
case 2:
vertex_shader = vertex_shader_2_varying;
fragment_shader = fragment_shader_2_varying;
break;
case 4:
vertex_shader = vertex_shader_4_varying;
fragment_shader = fragment_shader_4_varying;
break;
case 8:
vertex_shader = vertex_shader_8_varying;
fragment_shader = fragment_shader_8_varying;
break;
default: return 0;
}
GLuint program =
InitShaderProgram(vertex_shader, fragment_shader);
int attribute_index = glGetAttribLocation(program, "c");
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(attribute_index);
return program;
}
const char *fragment_shader_ddx =
"#extension GL_OES_standard_derivatives : enable\n"
"varying vec4 v1;"
"void main() {"
" gl_FragColor = vec4(dFdx(v1.x), 0., 0., 1.);"
"}";
const char *fragment_shader_ddy =
"#extension GL_OES_standard_derivatives : enable\n"
"varying vec4 v1;"
"void main() {"
" gl_FragColor = vec4(dFdy(v1.y), 0., 0., 1.);"
"}";
GLuint DdxDdyShaderProgram(bool ddx, GLuint vertex_buffer) {
GLuint program =
InitShaderProgram(vertex_shader_1_varying,
ddx ? fragment_shader_ddx : fragment_shader_ddy);
int attribute_index = glGetAttribLocation(program, "c");
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(attribute_index);
return program;
}
bool VaryingsAndDdxyShaderTest::Run() {
glViewport(0, 0, g_width, g_height);
const int c = 4;
GLfloat *vertices = NULL;
GLsizeiptr vertex_buffer_size = 0;
CreateLattice(&vertices, &vertex_buffer_size, 1.f / c, 1.f / c, c, c);
GLuint vertex_buffer = SetupVBO(GL_ARRAY_BUFFER,
vertex_buffer_size, vertices);
GLushort *indices = NULL;
GLuint index_buffer = 0;
GLsizeiptr index_buffer_size = 0;
count_ = CreateMesh(&indices, &index_buffer_size, c, c, 0);
index_buffer = SetupVBO(GL_ELEMENT_ARRAY_BUFFER,
index_buffer_size, indices);
GLuint program = VaryingsShaderProgram(1, vertex_buffer);
RunTest(this,
"varyings_shader_1", g_width * g_height, g_width, g_height, true);
glDeleteProgram(program);
program = VaryingsShaderProgram(2, vertex_buffer);
RunTest(this,
"varyings_shader_2", g_width * g_height, g_width, g_height, true);
glDeleteProgram(program);
program = VaryingsShaderProgram(4, vertex_buffer);
RunTest(this,
"varyings_shader_4", g_width * g_height, g_width, g_height, true);
glDeleteProgram(program);
program = VaryingsShaderProgram(8, vertex_buffer);
RunTest(this,
"varyings_shader_8", g_width * g_height, g_width, g_height, true);
glDeleteProgram(program);
#if !defined(DISABLE_SOME_TESTS_FOR_INTEL_DRIVER)
program = DdxDdyShaderProgram(true, vertex_buffer);
RunTest(this, "ddx_shader", g_width * g_height, g_width, g_height, true);
glDeleteProgram(program);
program = DdxDdyShaderProgram(false, vertex_buffer);
RunTest(this, "ddy_shader", g_width * g_height, g_width, g_height, true);
glDeleteProgram(program);
#endif
glDeleteBuffers(1, &index_buffer);
delete[] indices;
glDeleteBuffers(1, &vertex_buffer);
delete[] vertices;
return true;
}
TestBase* GetVaryingsAndDdxyShaderTest() {
return new VaryingsAndDdxyShaderTest;
}
} // namespace glbench