#ifndef _TCUTEXLOOKUPVERIFIER_HPP #define _TCUTEXLOOKUPVERIFIER_HPP /*------------------------------------------------------------------------- * drawElements Quality Program Tester Core * ---------------------------------------- * * 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 Texture lookup simulator that is capable of verifying generic * lookup results based on accuracy parameters. *//*--------------------------------------------------------------------*/ #include "tcuDefs.hpp" #include "tcuTexture.hpp" namespace tcu { /*--------------------------------------------------------------------*//*! * \brief Generic lookup precision parameters. * * For (assumed) floating-point values recision is defined by number of * accurate bits in significand. Maximum number of accurate bits supported * is 23 (limit of single-precision FP). * * For fixed-point values precision is defined by number of bits in * the fractional part. *//*--------------------------------------------------------------------*/ struct LookupPrecision { IVec3 coordBits; //!< Bits per coordinate component before any transformations. Assumed to be floating-point. IVec3 uvwBits; //!< Bits per component in final per-level UV(W) coordinates. Assumed to be fixed-point. Vec4 colorThreshold; //!< Threshold for match. BVec4 colorMask; //!< Channel mask for comparison. LookupPrecision (void) : coordBits (22) , uvwBits (16) , colorThreshold (0.0f) , colorMask (true) { } }; struct IntLookupPrecision { IVec3 coordBits; //!< Bits per coordinate component before any transformations. Assumed to be floating-point. IVec3 uvwBits; //!< Bits per component in final per-level UV(W) coordinates. Assumed to be fixed-point. UVec4 colorThreshold; //!< Threshold for match. BVec4 colorMask; //!< Channel mask for comparison. IntLookupPrecision (void) : coordBits (22) , uvwBits (16) , colorThreshold (0) , colorMask (true) { } }; /*--------------------------------------------------------------------*//*! * \brief Lod computation precision parameters. *//*--------------------------------------------------------------------*/ struct LodPrecision { int derivateBits; //!< Number of bits in derivates. (Floating-point) int lodBits; //!< Number of bits in final lod (accuracy of log2()). (Fixed-point) LodPrecision (void) : derivateBits (22) , lodBits (16) { } }; enum TexLookupScaleMode { TEX_LOOKUP_SCALE_MINIFY = 0, TEX_LOOKUP_SCALE_MAGNIFY, TEX_LOOKUP_SCALE_MODE_LAST }; Vec4 computeFixedPointThreshold (const IVec4& bits); Vec4 computeFloatingPointThreshold (const IVec4& bits, const Vec4& value); Vec2 computeLodBoundsFromDerivates (const float dudx, const float dudy, const LodPrecision& prec); Vec2 computeLodBoundsFromDerivates (const float dudx, const float dvdx, const float dudy, const float dvdy, const LodPrecision& prec); Vec2 computeLodBoundsFromDerivates (const float dudx, const float dvdx, const float dwdx, const float dudy, const float dvdy, const float dwdy, const LodPrecision& prec); Vec2 computeCubeLodBoundsFromDerivates (const Vec3& coord, const Vec3& coordDx, const Vec3& coordDy, const int faceSize, const LodPrecision& prec); Vec2 clampLodBounds (const Vec2& lodBounds, const Vec2& lodMinMax, const LodPrecision& prec); bool isLookupResultValid (const Texture1DView& texture, const Sampler& sampler, const LookupPrecision& prec, const float coord, const Vec2& lodBounds, const Vec4& result); bool isLookupResultValid (const Texture2DView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec2& coord, const Vec2& lodBounds, const Vec4& result); bool isLookupResultValid (const TextureCubeView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result); bool isLookupResultValid (const Texture1DArrayView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec2& coord, const Vec2& lodBounds, const Vec4& result); bool isLookupResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result); bool isLookupResultValid (const Texture3DView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result); bool isLookupResultValid (const TextureCubeArrayView& texture, const Sampler& sampler, const LookupPrecision& prec, const IVec4& coordBits, const Vec4& coord, const Vec2& lodBounds, const Vec4& result); bool isLevel1DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const LookupPrecision& prec, const float coordX, const int coordY, const Vec4& result); bool isLevel1DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const float coordX, const int coordY, const IVec4& result); bool isLevel1DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const float coordX, const int coordY, const UVec4& result); bool isLevel2DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const LookupPrecision& prec, const Vec2& coord, const int coordZ, const Vec4& result); bool isLevel2DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const Vec2& coord, const int coordZ, const IVec4& result); bool isLevel2DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const Vec2& coord, const int coordZ, const UVec4& result); bool isLevel3DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const LookupPrecision& prec, const Vec3& coord, const Vec4& result); bool isLevel3DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const Vec3& coord, const IVec4& result); bool isLevel3DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const Vec3& coord, const UVec4& result); bool isLinearSampleResultValid (const ConstPixelBufferAccess& level, const Sampler& sampler, const LookupPrecision& prec, const Vec2& coord, const int coordZ, const Vec4& result); bool isGatherOffsetsResultValid (const Texture2DView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec2& coord, int componentNdx, const IVec2 (&offsets)[4], const Vec4& result); bool isGatherOffsetsResultValid (const Texture2DView& texture, const Sampler& sampler, const IntLookupPrecision& prec, const Vec2& coord, int componentNdx, const IVec2 (&offsets)[4], const IVec4& result); bool isGatherOffsetsResultValid (const Texture2DView& texture, const Sampler& sampler, const IntLookupPrecision& prec, const Vec2& coord, int componentNdx, const IVec2 (&offsets)[4], const UVec4& result); bool isGatherOffsetsResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, int componentNdx, const IVec2 (&offsets)[4], const Vec4& result); bool isGatherOffsetsResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const IntLookupPrecision& prec, const Vec3& coord, int componentNdx, const IVec2 (&offsets)[4], const IVec4& result); bool isGatherOffsetsResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const IntLookupPrecision& prec, const Vec3& coord, int componentNdx, const IVec2 (&offsets)[4], const UVec4& result); // \note For cube textures, gather is only defined without offset. bool isGatherResultValid (const TextureCubeView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, int componentNdx, const Vec4& result); bool isGatherResultValid (const TextureCubeView& texture, const Sampler& sampler, const IntLookupPrecision& prec, const Vec3& coord, int componentNdx, const IVec4& result); bool isGatherResultValid (const TextureCubeView& texture, const Sampler& sampler, const IntLookupPrecision& prec, const Vec3& coord, int componentNdx, const UVec4& result); } // tcu #endif // _TCUTEXLOOKUPVERIFIER_HPP