/*------------------------------------------------------------------------- * 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 Shader struct tests. *//*--------------------------------------------------------------------*/ #include "es3fShaderStructTests.hpp" #include "glsShaderRenderCase.hpp" #include "tcuStringTemplate.hpp" #include "gluTexture.hpp" #include "tcuTextureUtil.hpp" #include "glwEnums.hpp" #include "glwFunctions.hpp" #include "deMath.h" using tcu::StringTemplate; using std::string; using std::vector; using std::ostringstream; using namespace glu; using namespace deqp::gls; namespace deqp { namespace gles3 { namespace Functional { enum { TEXTURE_BRICK = 0 //!< Unit index for brick texture }; typedef void (*SetupUniformsFunc) (const glw::Functions& gl, deUint32 programID, const tcu::Vec4& constCoords); class ShaderStructCase : public ShaderRenderCase { public: ShaderStructCase (Context& context, const char* name, const char* description, bool isVertexCase, bool usesTextures, ShaderEvalFunc evalFunc, SetupUniformsFunc setupUniformsFunc, const char* vertShaderSource, const char* fragShaderSource); ~ShaderStructCase (void); void init (void); void deinit (void); virtual void setupUniforms (int programID, const tcu::Vec4& constCoords); private: ShaderStructCase (const ShaderStructCase&); ShaderStructCase& operator= (const ShaderStructCase&); SetupUniformsFunc m_setupUniforms; bool m_usesTexture; glu::Texture2D* m_brickTexture; }; ShaderStructCase::ShaderStructCase (Context& context, const char* name, const char* description, bool isVertexCase, bool usesTextures, ShaderEvalFunc evalFunc, SetupUniformsFunc setupUniformsFunc, const char* vertShaderSource, const char* fragShaderSource) : ShaderRenderCase (context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, isVertexCase, evalFunc) , m_setupUniforms (setupUniformsFunc) , m_usesTexture (usesTextures) , m_brickTexture (DE_NULL) { m_vertShaderSource = vertShaderSource; m_fragShaderSource = fragShaderSource; } ShaderStructCase::~ShaderStructCase (void) { delete m_brickTexture; } void ShaderStructCase::init (void) { if (m_usesTexture) { m_brickTexture = glu::Texture2D::create(m_renderCtx, m_ctxInfo, m_testCtx.getArchive(), "data/brick.png"); m_textures.push_back(TextureBinding(m_brickTexture, tcu::Sampler(tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::LINEAR, tcu::Sampler::LINEAR))); DE_ASSERT(m_textures.size() == 1); } gls::ShaderRenderCase::init(); } void ShaderStructCase::deinit (void) { gls::ShaderRenderCase::deinit(); delete m_brickTexture; m_brickTexture = DE_NULL; } void ShaderStructCase::setupUniforms (int programID, const tcu::Vec4& constCoords) { ShaderRenderCase::setupUniforms(programID, constCoords); if (m_setupUniforms) m_setupUniforms(m_renderCtx.getFunctions(), programID, constCoords); } static ShaderStructCase* createStructCase (Context& context, const char* name, const char* description, bool isVertexCase, bool usesTextures, ShaderEvalFunc evalFunc, SetupUniformsFunc setupUniforms, const LineStream& shaderSrc) { static const char* defaultVertSrc = "#version 300 es\n" "in highp vec4 a_position;\n" "in highp vec4 a_coords;\n" "out mediump vec4 v_coords;\n\n" "void main (void)\n" "{\n" " v_coords = a_coords;\n" " gl_Position = a_position;\n" "}\n"; static const char* defaultFragSrc = "#version 300 es\n" "in mediump vec4 v_color;\n" "layout(location = 0) out mediump vec4 o_color;\n\n" "void main (void)\n" "{\n" " o_color = v_color;\n" "}\n"; // Fill in specialization parameters. std::map<std::string, std::string> spParams; if (isVertexCase) { spParams["HEADER"] = "#version 300 es\n" "in highp vec4 a_position;\n" "in highp vec4 a_coords;\n" "out mediump vec4 v_color;"; spParams["COORDS"] = "a_coords"; spParams["DST"] = "v_color"; spParams["ASSIGN_POS"] = "gl_Position = a_position;"; } else { spParams["HEADER"] = "#version 300 es\n" "in mediump vec4 v_coords;\n" "layout(location = 0) out mediump vec4 o_color;"; spParams["COORDS"] = "v_coords"; spParams["DST"] = "o_color"; spParams["ASSIGN_POS"] = ""; } if (isVertexCase) return new ShaderStructCase(context, name, description, isVertexCase, usesTextures, evalFunc, setupUniforms, StringTemplate(shaderSrc.str()).specialize(spParams).c_str(), defaultFragSrc); else return new ShaderStructCase(context, name, description, isVertexCase, usesTextures, evalFunc, setupUniforms, defaultVertSrc, StringTemplate(shaderSrc.str()).specialize(spParams).c_str()); } class LocalStructTests : public TestCaseGroup { public: LocalStructTests (Context& context) : TestCaseGroup(context, "local", "Local structs") { } ~LocalStructTests (void) { } virtual void init (void); }; void LocalStructTests::init (void) { #define LOCAL_STRUCT_CASE(NAME, DESCRIPTION, SHADER_SRC, EVAL_FUNC_BODY) \ do { \ struct Eval_##NAME { static void eval (ShaderEvalContext& c) EVAL_FUNC_BODY }; /* NOLINT(EVAL_FUNC_BODY) */ \ addChild(createStructCase(m_context, #NAME "_vertex", DESCRIPTION, true, false, &Eval_##NAME::eval, DE_NULL, SHADER_SRC)); \ addChild(createStructCase(m_context, #NAME "_fragment", DESCRIPTION, false, false,&Eval_##NAME::eval, DE_NULL, SHADER_SRC)); \ } while (deGetFalse()) LOCAL_STRUCT_CASE(basic, "Basic struct usage", LineStream() << "${HEADER}" << "uniform int ui_one;" << "" << "struct S {" << " mediump float a;" << " mediump vec3 b;" << " int c;" << "};" << "" << "void main (void)" << "{" << " S s = S(${COORDS}.x, vec3(0.0), ui_one);" << " s.b = ${COORDS}.yzw;" << " ${DST} = vec4(s.a, s.b.x, s.b.y, s.c);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(0,1,2); }); LOCAL_STRUCT_CASE(nested, "Nested struct", LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "" << "struct T {" << " int a;" << " mediump vec2 b;" << "};" << "struct S {" << " mediump float a;" << " T b;" << " int c;" << "};" << "" << "void main (void)" << "{" << " S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);" << " s.b = T(ui_zero, ${COORDS}.yz);" << " ${DST} = vec4(s.a, s.b.b, s.b.a + s.c);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(0,1,2); }); LOCAL_STRUCT_CASE(array_member, "Struct with array member", LineStream() << "${HEADER}" << "uniform int ui_one;" << "" << "struct S {" << " mediump float a;" << " mediump float b[3];" << " int c;" << "};" << "" << "void main (void)" << "{" << " S s;" << " s.a = ${COORDS}.w;" << " s.c = ui_one;" << " s.b[0] = ${COORDS}.z;" << " s.b[1] = ${COORDS}.y;" << " s.b[2] = ${COORDS}.x;" << " ${DST} = vec4(s.a, s.b[0], s.b[1], s.c);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(3,2,1); }); LOCAL_STRUCT_CASE(array_member_dynamic_index, "Struct with array member, dynamic indexing", LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform int ui_two;" << "" << "struct S {" << " mediump float a;" << " mediump float b[3];" << " int c;" << "};" << "" << "void main (void)" << "{" << " S s;" << " s.a = ${COORDS}.w;" << " s.c = ui_one;" << " s.b[0] = ${COORDS}.z;" << " s.b[1] = ${COORDS}.y;" << " s.b[2] = ${COORDS}.x;" << " ${DST} = vec4(s.b[ui_one], s.b[ui_zero], s.b[ui_two], s.c);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(1,2,0); }); LOCAL_STRUCT_CASE(struct_array, "Struct array", LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform int ui_two;" << "" << "struct S {" << " mediump float a;" << " mediump int b;" << "};" << "" << "void main (void)" << "{" << " S s[3];" << " s[0] = S(${COORDS}.x, ui_zero);" << " s[1].a = ${COORDS}.y;" << " s[1].b = ui_one;" << " s[2] = S(${COORDS}.z, ui_two);" << " ${DST} = vec4(s[2].a, s[1].a, s[0].a, s[2].b - s[1].b + s[0].b);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(2,1,0); }); LOCAL_STRUCT_CASE(struct_array_dynamic_index, "Struct array with dynamic indexing", LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform int ui_two;" << "" << "struct S {" << " mediump float a;" << " mediump int b;" << "};" << "" << "void main (void)" << "{" << " S s[3];" << " s[0] = S(${COORDS}.x, ui_zero);" << " s[1].a = ${COORDS}.y;" << " s[1].b = ui_one;" << " s[2] = S(${COORDS}.z, ui_two);" << " ${DST} = vec4(s[ui_two].a, s[ui_one].a, s[ui_zero].a, s[ui_two].b - s[ui_one].b + s[ui_zero].b);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(2,1,0); }); LOCAL_STRUCT_CASE(nested_struct_array, "Nested struct array", LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform int ui_two;" << "uniform mediump float uf_two;" << "uniform mediump float uf_three;" << "uniform mediump float uf_four;" << "uniform mediump float uf_half;" << "uniform mediump float uf_third;" << "uniform mediump float uf_fourth;" << "" << "struct T {" << " mediump float a;" << " mediump vec2 b[2];" << "};" << "struct S {" << " mediump float a;" << " T b[3];" << " int c;" << "};" << "" << "void main (void)" << "{" << " S s[2];" << "" << " // S[0]" << " s[0].a = ${COORDS}.x;" << " s[0].b[0].a = uf_half;" << " s[0].b[0].b[0] = ${COORDS}.xy;" << " s[0].b[0].b[1] = ${COORDS}.zw;" << " s[0].b[1].a = uf_third;" << " s[0].b[1].b[0] = ${COORDS}.zw;" << " s[0].b[1].b[1] = ${COORDS}.xy;" << " s[0].b[2].a = uf_fourth;" << " s[0].b[2].b[0] = ${COORDS}.xz;" << " s[0].b[2].b[1] = ${COORDS}.yw;" << " s[0].c = ui_zero;" << "" << " // S[1]" << " s[1].a = ${COORDS}.w;" << " s[1].b[0].a = uf_two;" << " s[1].b[0].b[0] = ${COORDS}.xx;" << " s[1].b[0].b[1] = ${COORDS}.yy;" << " s[1].b[1].a = uf_three;" << " s[1].b[1].b[0] = ${COORDS}.zz;" << " s[1].b[1].b[1] = ${COORDS}.ww;" << " s[1].b[2].a = uf_four;" << " s[1].b[2].b[0] = ${COORDS}.yx;" << " s[1].b[2].b[1] = ${COORDS}.wz;" << " s[1].c = ui_one;" << "" << " mediump float r = (s[0].b[1].b[0].x + s[1].b[2].b[1].y) * s[0].b[0].a; // (z + z) * 0.5" << " mediump float g = s[1].b[0].b[0].y * s[0].b[2].a * s[1].b[2].a; // x * 0.25 * 4" << " mediump float b = (s[0].b[2].b[1].y + s[0].b[1].b[0].y + s[1].a) * s[0].b[1].a; // (w + w + w) * 0.333" << " mediump float a = float(s[0].c) + s[1].b[2].a - s[1].b[1].a; // 0 + 4.0 - 3.0" << " ${DST} = vec4(r, g, b, a);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(2,0,3); }); LOCAL_STRUCT_CASE(nested_struct_array_dynamic_index, "Nested struct array with dynamic indexing", LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform int ui_two;" << "uniform mediump float uf_two;" << "uniform mediump float uf_three;" << "uniform mediump float uf_four;" << "uniform mediump float uf_half;" << "uniform mediump float uf_third;" << "uniform mediump float uf_fourth;" << "" << "struct T {" << " mediump float a;" << " mediump vec2 b[2];" << "};" << "struct S {" << " mediump float a;" << " T b[3];" << " int c;" << "};" << "" << "void main (void)" << "{" << " S s[2];" << "" << " // S[0]" << " s[0].a = ${COORDS}.x;" << " s[0].b[0].a = uf_half;" << " s[0].b[0].b[0] = ${COORDS}.xy;" << " s[0].b[0].b[1] = ${COORDS}.zw;" << " s[0].b[1].a = uf_third;" << " s[0].b[1].b[0] = ${COORDS}.zw;" << " s[0].b[1].b[1] = ${COORDS}.xy;" << " s[0].b[2].a = uf_fourth;" << " s[0].b[2].b[0] = ${COORDS}.xz;" << " s[0].b[2].b[1] = ${COORDS}.yw;" << " s[0].c = ui_zero;" << "" << " // S[1]" << " s[1].a = ${COORDS}.w;" << " s[1].b[0].a = uf_two;" << " s[1].b[0].b[0] = ${COORDS}.xx;" << " s[1].b[0].b[1] = ${COORDS}.yy;" << " s[1].b[1].a = uf_three;" << " s[1].b[1].b[0] = ${COORDS}.zz;" << " s[1].b[1].b[1] = ${COORDS}.ww;" << " s[1].b[2].a = uf_four;" << " s[1].b[2].b[0] = ${COORDS}.yx;" << " s[1].b[2].b[1] = ${COORDS}.wz;" << " s[1].c = ui_one;" << "" << " mediump float r = (s[0].b[ui_one].b[ui_one-1].x + s[ui_one].b[ui_two].b[ui_zero+1].y) * s[0].b[0].a; // (z + z) * 0.5" << " mediump float g = s[ui_two-1].b[ui_two-2].b[ui_zero].y * s[0].b[ui_two].a * s[ui_one].b[2].a; // x * 0.25 * 4" << " mediump float b = (s[ui_zero].b[ui_one+1].b[1].y + s[0].b[ui_one*ui_one].b[0].y + s[ui_one].a) * s[0].b[ui_two-ui_one].a; // (w + w + w) * 0.333" << " mediump float a = float(s[ui_zero].c) + s[ui_one-ui_zero].b[ui_two].a - s[ui_zero+ui_one].b[ui_two-ui_one].a; // 0 + 4.0 - 3.0" << " ${DST} = vec4(r, g, b, a);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(2,0,3); }); LOCAL_STRUCT_CASE(parameter, "Struct as a function parameter", LineStream() << "${HEADER}" << "uniform int ui_one;" << "" << "struct S {" << " mediump float a;" << " mediump vec3 b;" << " int c;" << "};" << "" << "mediump vec4 myFunc (S s)" << "{" << " return vec4(s.a, s.b.x, s.b.y, s.c);" << "}" << "" << "void main (void)" << "{" << " S s = S(${COORDS}.x, vec3(0.0), ui_one);" << " s.b = ${COORDS}.yzw;" << " ${DST} = myFunc(s);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(0,1,2); }); LOCAL_STRUCT_CASE(parameter_nested, "Nested struct as a function parameter", LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "" << "struct T {" << " int a;" << " mediump vec2 b;" << "};" << "struct S {" << " mediump float a;" << " T b;" << " int c;" << "};" << "" << "mediump vec4 myFunc (S s)" << "{" << " return vec4(s.a, s.b.b, s.b.a + s.c);" << "}" << "" << "void main (void)" << "{" << " S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);" << " s.b = T(ui_zero, ${COORDS}.yz);" << " ${DST} = myFunc(s);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(0,1,2); }); LOCAL_STRUCT_CASE(return, "Struct as a return value", LineStream() << "${HEADER}" << "uniform int ui_one;" << "" << "struct S {" << " mediump float a;" << " mediump vec3 b;" << " int c;" << "};" << "" << "S myFunc (void)" << "{" << " S s = S(${COORDS}.x, vec3(0.0), ui_one);" << " s.b = ${COORDS}.yzw;" << " return s;" << "}" << "" << "void main (void)" << "{" << " S s = myFunc();" << " ${DST} = vec4(s.a, s.b.x, s.b.y, s.c);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(0,1,2); }); LOCAL_STRUCT_CASE(return_nested, "Nested struct", LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "" << "struct T {" << " int a;" << " mediump vec2 b;" << "};" << "struct S {" << " mediump float a;" << " T b;" << " int c;" << "};" << "" << "S myFunc (void)" << "{" << " S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);" << " s.b = T(ui_zero, ${COORDS}.yz);" << " return s;" << "}" << "" << "void main (void)" << "{" << " S s = myFunc();" << " ${DST} = vec4(s.a, s.b.b, s.b.a + s.c);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(0,1,2); }); LOCAL_STRUCT_CASE(conditional_assignment, "Conditional struct assignment", LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform mediump float uf_one;" << "" << "struct S {" << " mediump float a;" << " mediump vec3 b;" << " int c;" << "};" << "" << "void main (void)" << "{" << " S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);" << " if (uf_one > 0.0)" << " s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);" << " ${DST} = vec4(s.a, s.b.xy, s.c);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(3,2,1); }); LOCAL_STRUCT_CASE(loop_assignment, "Struct assignment in loop", LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "" << "struct S {" << " mediump float a;" << " mediump vec3 b;" << " int c;" << "};" << "" << "void main (void)" << "{" << " S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);" << " for (int i = 0; i < 3; i++)" << " {" << " if (i == 1)" << " s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);" << " }" << " ${DST} = vec4(s.a, s.b.xy, s.c);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(3,2,1); }); LOCAL_STRUCT_CASE(dynamic_loop_assignment, "Struct assignment in loop", LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform int ui_three;" << "" << "struct S {" << " mediump float a;" << " mediump vec3 b;" << " int c;" << "};" << "" << "void main (void)" << "{" << " S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);" << " for (int i = 0; i < ui_three; i++)" << " {" << " if (i == ui_one)" << " s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);" << " }" << " ${DST} = vec4(s.a, s.b.xy, s.c);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(3,2,1); }); LOCAL_STRUCT_CASE(nested_conditional_assignment, "Conditional assignment of nested struct", LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform mediump float uf_one;" << "" << "struct T {" << " int a;" << " mediump vec2 b;" << "};" << "struct S {" << " mediump float a;" << " T b;" << " int c;" << "};" << "" << "void main (void)" << "{" << " S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);" << " if (uf_one > 0.0)" << " s.b = T(ui_zero, ${COORDS}.zw);" << " ${DST} = vec4(s.a, s.b.b, s.c - s.b.a);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(0,2,3); }); LOCAL_STRUCT_CASE(nested_loop_assignment, "Nested struct assignment in loop", LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform mediump float uf_one;" << "" << "struct T {" << " int a;" << " mediump vec2 b;" << "};" << "struct S {" << " mediump float a;" << " T b;" << " int c;" << "};" << "" << "void main (void)" << "{" << " S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);" << " for (int i = 0; i < 3; i++)" << " {" << " if (i == 1)" << " s.b = T(ui_zero, ${COORDS}.zw);" << " }" << " ${DST} = vec4(s.a, s.b.b, s.c - s.b.a);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(0,2,3); }); LOCAL_STRUCT_CASE(nested_dynamic_loop_assignment, "Nested struct assignment in dynamic loop", LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform int ui_three;" << "uniform mediump float uf_one;" << "" << "struct T {" << " int a;" << " mediump vec2 b;" << "};" << "struct S {" << " mediump float a;" << " T b;" << " int c;" << "};" << "" << "void main (void)" << "{" << " S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);" << " for (int i = 0; i < ui_three; i++)" << " {" << " if (i == ui_one)" << " s.b = T(ui_zero, ${COORDS}.zw);" << " }" << " ${DST} = vec4(s.a, s.b.b, s.c - s.b.a);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(0,2,3); }); LOCAL_STRUCT_CASE(loop_struct_array, "Struct array usage in loop", LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform int ui_two;" << "" << "struct S {" << " mediump float a;" << " mediump int b;" << "};" << "" << "void main (void)" << "{" << " S s[3];" << " s[0] = S(${COORDS}.x, ui_zero);" << " s[1].a = ${COORDS}.y;" << " s[1].b = -ui_one;" << " s[2] = S(${COORDS}.z, ui_two);" << "" << " mediump float rgb[3];" << " int alpha = 0;" << " for (int i = 0; i < 3; i++)" << " {" << " rgb[i] = s[2-i].a;" << " alpha += s[i].b;" << " }" << " ${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(2,1,0); }); LOCAL_STRUCT_CASE(loop_nested_struct_array, "Nested struct array usage in loop", LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform int ui_two;" << "uniform mediump float uf_two;" << "uniform mediump float uf_three;" << "uniform mediump float uf_four;" << "uniform mediump float uf_half;" << "uniform mediump float uf_third;" << "uniform mediump float uf_fourth;" << "uniform mediump float uf_sixth;" << "" << "struct T {" << " mediump float a;" << " mediump vec2 b[2];" << "};" << "struct S {" << " mediump float a;" << " T b[3];" << " int c;" << "};" << "" << "void main (void)" << "{" << " S s[2];" << "" << " // S[0]" << " s[0].a = ${COORDS}.x;" << " s[0].b[0].a = uf_half;" << " s[0].b[0].b[0] = ${COORDS}.yx;" << " s[0].b[0].b[1] = ${COORDS}.zx;" << " s[0].b[1].a = uf_third;" << " s[0].b[1].b[0] = ${COORDS}.yy;" << " s[0].b[1].b[1] = ${COORDS}.wy;" << " s[0].b[2].a = uf_fourth;" << " s[0].b[2].b[0] = ${COORDS}.zx;" << " s[0].b[2].b[1] = ${COORDS}.zy;" << " s[0].c = ui_zero;" << "" << " // S[1]" << " s[1].a = ${COORDS}.w;" << " s[1].b[0].a = uf_two;" << " s[1].b[0].b[0] = ${COORDS}.zx;" << " s[1].b[0].b[1] = ${COORDS}.zy;" << " s[1].b[1].a = uf_three;" << " s[1].b[1].b[0] = ${COORDS}.zz;" << " s[1].b[1].b[1] = ${COORDS}.ww;" << " s[1].b[2].a = uf_four;" << " s[1].b[2].b[0] = ${COORDS}.yx;" << " s[1].b[2].b[1] = ${COORDS}.wz;" << " s[1].c = ui_one;" << "" << " mediump float r = 0.0; // (x*3 + y*3) / 6.0" << " mediump float g = 0.0; // (y*3 + z*3) / 6.0" << " mediump float b = 0.0; // (z*3 + w*3) / 6.0" << " mediump float a = 1.0;" << " for (int i = 0; i < 2; i++)" << " {" << " for (int j = 0; j < 3; j++)" << " {" << " r += s[0].b[j].b[i].y;" << " g += s[i].b[j].b[0].x;" << " b += s[i].b[j].b[1].x;" << " a *= s[i].b[j].a;" << " }" << " }" << " ${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = (c.coords.swizzle(0,1,2) + c.coords.swizzle(1,2,3)) * 0.5f; }); LOCAL_STRUCT_CASE(dynamic_loop_struct_array, "Struct array usage in dynamic loop", LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform int ui_two;" << "uniform int ui_three;" << "" << "struct S {" << " mediump float a;" << " mediump int b;" << "};" << "" << "void main (void)" << "{" << " S s[3];" << " s[0] = S(${COORDS}.x, ui_zero);" << " s[1].a = ${COORDS}.y;" << " s[1].b = -ui_one;" << " s[2] = S(${COORDS}.z, ui_two);" << "" << " mediump float rgb[3];" << " int alpha = 0;" << " for (int i = 0; i < ui_three; i++)" << " {" << " rgb[i] = s[2-i].a;" << " alpha += s[i].b;" << " }" << " ${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = c.coords.swizzle(2,1,0); }); LOCAL_STRUCT_CASE(dynamic_loop_nested_struct_array, "Nested struct array usage in dynamic loop", LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform int ui_two;" << "uniform int ui_three;" << "uniform mediump float uf_two;" << "uniform mediump float uf_three;" << "uniform mediump float uf_four;" << "uniform mediump float uf_half;" << "uniform mediump float uf_third;" << "uniform mediump float uf_fourth;" << "uniform mediump float uf_sixth;" << "" << "struct T {" << " mediump float a;" << " mediump vec2 b[2];" << "};" << "struct S {" << " mediump float a;" << " T b[3];" << " int c;" << "};" << "" << "void main (void)" << "{" << " S s[2];" << "" << " // S[0]" << " s[0].a = ${COORDS}.x;" << " s[0].b[0].a = uf_half;" << " s[0].b[0].b[0] = ${COORDS}.yx;" << " s[0].b[0].b[1] = ${COORDS}.zx;" << " s[0].b[1].a = uf_third;" << " s[0].b[1].b[0] = ${COORDS}.yy;" << " s[0].b[1].b[1] = ${COORDS}.wy;" << " s[0].b[2].a = uf_fourth;" << " s[0].b[2].b[0] = ${COORDS}.zx;" << " s[0].b[2].b[1] = ${COORDS}.zy;" << " s[0].c = ui_zero;" << "" << " // S[1]" << " s[1].a = ${COORDS}.w;" << " s[1].b[0].a = uf_two;" << " s[1].b[0].b[0] = ${COORDS}.zx;" << " s[1].b[0].b[1] = ${COORDS}.zy;" << " s[1].b[1].a = uf_three;" << " s[1].b[1].b[0] = ${COORDS}.zz;" << " s[1].b[1].b[1] = ${COORDS}.ww;" << " s[1].b[2].a = uf_four;" << " s[1].b[2].b[0] = ${COORDS}.yx;" << " s[1].b[2].b[1] = ${COORDS}.wz;" << " s[1].c = ui_one;" << "" << " mediump float r = 0.0; // (x*3 + y*3) / 6.0" << " mediump float g = 0.0; // (y*3 + z*3) / 6.0" << " mediump float b = 0.0; // (z*3 + w*3) / 6.0" << " mediump float a = 1.0;" << " for (int i = 0; i < ui_two; i++)" << " {" << " for (int j = 0; j < ui_three; j++)" << " {" << " r += s[0].b[j].b[i].y;" << " g += s[i].b[j].b[0].x;" << " b += s[i].b[j].b[1].x;" << " a *= s[i].b[j].a;" << " }" << " }" << " ${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);" << " ${ASSIGN_POS}" << "}", { c.color.xyz() = (c.coords.swizzle(0,1,2) + c.coords.swizzle(1,2,3)) * 0.5f; }); LOCAL_STRUCT_CASE(basic_equal, "Basic struct equality", LineStream() << "${HEADER}" << "uniform int ui_one;" << "uniform int ui_two;" << "" << "struct S {" << " mediump float a;" << " mediump vec3 b;" << " int c;" << "};" << "" << "void main (void)" << "{" << " S a = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);" << " S b = S(floor(${COORDS}.x+0.5), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);" << " S c = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one);" << " S d = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_two);" << " ${DST} = vec4(0.0, 0.0, 0.0, 1.0);" << " if (a == b) ${DST}.x = 1.0;" << " if (a == c) ${DST}.y = 1.0;" << " if (a == d) ${DST}.z = 1.0;" << " ${ASSIGN_POS}" << "}", { if (deFloatFloor(c.coords[0]) == deFloatFloor(c.coords[0]+0.5f)) c.color.x() = 1.0f; if (deFloatFloor(c.coords[1]) == deFloatFloor(c.coords[1]+0.5f)) c.color.y() = 1.0f; }); LOCAL_STRUCT_CASE(basic_not_equal, "Basic struct equality", LineStream() << "${HEADER}" << "uniform int ui_one;" << "uniform int ui_two;" << "" << "struct S {" << " mediump float a;" << " mediump vec3 b;" << " int c;" << "};" << "" << "void main (void)" << "{" << " S a = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);" << " S b = S(floor(${COORDS}.x+0.5), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);" << " S c = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one);" << " S d = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_two);" << " ${DST} = vec4(0.0, 0.0, 0.0, 1.0);" << " if (a != b) ${DST}.x = 1.0;" << " if (a != c) ${DST}.y = 1.0;" << " if (a != d) ${DST}.z = 1.0;" << " ${ASSIGN_POS}" << "}", { if (deFloatFloor(c.coords[0]) != deFloatFloor(c.coords[0]+0.5f)) c.color.x() = 1.0f; if (deFloatFloor(c.coords[1]) != deFloatFloor(c.coords[1]+0.5f)) c.color.y() = 1.0f; c.color.z() = 1.0f; }); LOCAL_STRUCT_CASE(nested_equal, "Nested struct struct equality", LineStream() << "${HEADER}" << "uniform int ui_one;" << "uniform int ui_two;" << "" << "struct T {" << " mediump vec3 a;" << " int b;" << "};" << "struct S {" << " mediump float a;" << " T b;" << " int c;" << "};" << "" << "void main (void)" << "{" << " S a = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);" << " S b = S(floor(${COORDS}.x+0.5), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);" << " S c = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one), 1);" << " S d = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_two), 1);" << " ${DST} = vec4(0.0, 0.0, 0.0, 1.0);" << " if (a == b) ${DST}.x = 1.0;" << " if (a == c) ${DST}.y = 1.0;" << " if (a == d) ${DST}.z = 1.0;" << " ${ASSIGN_POS}" << "}", { if (deFloatFloor(c.coords[0]) == deFloatFloor(c.coords[0]+0.5f)) c.color.x() = 1.0f; if (deFloatFloor(c.coords[1]) == deFloatFloor(c.coords[1]+0.5f)) c.color.y() = 1.0f; }); LOCAL_STRUCT_CASE(nested_not_equal, "Nested struct struct equality", LineStream() << "${HEADER}" << "uniform int ui_one;" << "uniform int ui_two;" << "" << "struct T {" << " mediump vec3 a;" << " int b;" << "};" << "struct S {" << " mediump float a;" << " T b;" << " int c;" << "};" << "" << "void main (void)" << "{" << " S a = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);" << " S b = S(floor(${COORDS}.x+0.5), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);" << " S c = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one), 1);" << " S d = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_two), 1);" << " ${DST} = vec4(0.0, 0.0, 0.0, 1.0);" << " if (a != b) ${DST}.x = 1.0;" << " if (a != c) ${DST}.y = 1.0;" << " if (a != d) ${DST}.z = 1.0;" << " ${ASSIGN_POS}" << "}", { if (deFloatFloor(c.coords[0]) != deFloatFloor(c.coords[0]+0.5f)) c.color.x() = 1.0f; if (deFloatFloor(c.coords[1]) != deFloatFloor(c.coords[1]+0.5f)) c.color.y() = 1.0f; c.color.z() = 1.0f; }); } class UniformStructTests : public TestCaseGroup { public: UniformStructTests (Context& context) : TestCaseGroup(context, "uniform", "Uniform structs") { } ~UniformStructTests (void) { } virtual void init (void); }; namespace { #define CHECK_SET_UNIFORM(NAME) GLU_EXPECT_NO_ERROR(gl.getError(), (string("Failed to set ") + (NAME)).c_str()) #define MAKE_SET_VEC_UNIFORM(VECTYPE, SETUNIFORM) \ void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, const tcu::VECTYPE& vec) \ { \ int loc = gl.getUniformLocation(programID, name); \ SETUNIFORM(loc, 1, vec.getPtr()); \ CHECK_SET_UNIFORM(name); \ } \ struct SetUniform##VECTYPE##Dummy_s { int unused; } #define MAKE_SET_VEC_UNIFORM_PTR(VECTYPE, SETUNIFORM) \ void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, const tcu::VECTYPE* vec, int arraySize) \ { \ int loc = gl.getUniformLocation(programID, name); \ SETUNIFORM(loc, arraySize, vec->getPtr()); \ CHECK_SET_UNIFORM(name); \ } \ struct SetUniformPtr##VECTYPE##Dummy_s { int unused; } MAKE_SET_VEC_UNIFORM (Vec2, gl.uniform2fv); MAKE_SET_VEC_UNIFORM (Vec3, gl.uniform3fv); MAKE_SET_VEC_UNIFORM_PTR(Vec2, gl.uniform2fv); void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, float value) { int loc = gl.getUniformLocation(programID, name); gl.uniform1f(loc, value); CHECK_SET_UNIFORM(name); } void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, int value) { int loc = gl.getUniformLocation(programID, name); gl.uniform1i(loc, value); CHECK_SET_UNIFORM(name); } void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, const float* value, int arraySize) { int loc = gl.getUniformLocation(programID, name); gl.uniform1fv(loc, arraySize, value); CHECK_SET_UNIFORM(name); } } // anonymous void UniformStructTests::init (void) { #define UNIFORM_STRUCT_CASE(NAME, DESCRIPTION, TEXTURES, SHADER_SRC, SET_UNIFORMS_BODY, EVAL_FUNC_BODY) \ do { \ struct SetUniforms_##NAME { \ static void setUniforms (const glw::Functions& gl, deUint32 programID, const tcu::Vec4& constCoords) SET_UNIFORMS_BODY /* NOLINT(SET_UNIFORMS_BODY) */ \ }; \ struct Eval_##NAME { static void eval (ShaderEvalContext& c) EVAL_FUNC_BODY }; /* NOLINT(EVAL_FUNC_BODY) */ \ addChild(createStructCase(m_context, #NAME "_vertex", DESCRIPTION, true, TEXTURES, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC)); \ addChild(createStructCase(m_context, #NAME "_fragment", DESCRIPTION, false, TEXTURES, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC)); \ } while (deGetFalse()) UNIFORM_STRUCT_CASE(basic, "Basic struct usage", false, LineStream() << "${HEADER}" << "uniform int ui_one;" << "" << "struct S {" << " mediump float a;" << " mediump vec3 b;" << " int c;" << "};" << "uniform S s;" << "" << "void main (void)" << "{" << " ${DST} = vec4(s.a, s.b.x, s.b.y, s.c);" << " ${ASSIGN_POS}" << "}", { setUniform(gl, programID, "s.a", constCoords.x()); setUniform(gl, programID, "s.b", constCoords.swizzle(1, 2, 3)); setUniform(gl, programID, "s.c", 1); }, { c.color.xyz() = c.constCoords.swizzle(0,1,2); }); UNIFORM_STRUCT_CASE(nested, "Nested struct", false, LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "" << "struct T {" << " int a;" << " mediump vec2 b;" << "};" << "struct S {" << " mediump float a;" << " T b;" << " int c;" << "};" << "uniform S s;" << "" << "void main (void)" << "{" << " ${DST} = vec4(s.a, s.b.b, s.b.a + s.c);" << " ${ASSIGN_POS}" << "}", { setUniform(gl, programID, "s.a", constCoords.x()); setUniform(gl, programID, "s.b.a", 0); setUniform(gl, programID, "s.b.b", constCoords.swizzle(1,2)); setUniform(gl, programID, "s.c", 1); }, { c.color.xyz() = c.constCoords.swizzle(0,1,2); }); UNIFORM_STRUCT_CASE(array_member, "Struct with array member", false, LineStream() << "${HEADER}" << "uniform int ui_one;" << "" << "struct S {" << " mediump float a;" << " mediump float b[3];" << " int c;" << "};" << "uniform S s;" << "" << "void main (void)" << "{" << " ${DST} = vec4(s.a, s.b[0], s.b[1], s.c);" << " ${ASSIGN_POS}" << "}", { setUniform(gl, programID, "s.a", constCoords.w()); setUniform(gl, programID, "s.c", 1); float b[3]; b[0] = constCoords.z(); b[1] = constCoords.y(); b[2] = constCoords.x(); setUniform(gl, programID, "s.b", b, DE_LENGTH_OF_ARRAY(b)); }, { c.color.xyz() = c.constCoords.swizzle(3,2,1); }); UNIFORM_STRUCT_CASE(array_member_dynamic_index, "Struct with array member, dynamic indexing", false, LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform int ui_two;" << "" << "struct S {" << " mediump float a;" << " mediump float b[3];" << " int c;" << "};" << "uniform S s;" << "" << "void main (void)" << "{" << " ${DST} = vec4(s.b[ui_one], s.b[ui_zero], s.b[ui_two], s.c);" << " ${ASSIGN_POS}" << "}", { setUniform(gl, programID, "s.a", constCoords.w()); setUniform(gl, programID, "s.c", 1); float b[3]; b[0] = constCoords.z(); b[1] = constCoords.y(); b[2] = constCoords.x(); setUniform(gl, programID, "s.b", b, DE_LENGTH_OF_ARRAY(b)); }, { c.color.xyz() = c.constCoords.swizzle(1,2,0); }); UNIFORM_STRUCT_CASE(struct_array, "Struct array", false, LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform int ui_two;" << "" << "struct S {" << " mediump float a;" << " mediump int b;" << "};" << "uniform S s[3];" << "" << "void main (void)" << "{" << " ${DST} = vec4(s[2].a, s[1].a, s[0].a, s[2].b - s[1].b + s[0].b);" << " ${ASSIGN_POS}" << "}", { setUniform(gl, programID, "s[0].a", constCoords.x()); setUniform(gl, programID, "s[0].b", 0); setUniform(gl, programID, "s[1].a", constCoords.y()); setUniform(gl, programID, "s[1].b", 1); setUniform(gl, programID, "s[2].a", constCoords.z()); setUniform(gl, programID, "s[2].b", 2); }, { c.color.xyz() = c.constCoords.swizzle(2,1,0); }); UNIFORM_STRUCT_CASE(struct_array_dynamic_index, "Struct array with dynamic indexing", false, LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform int ui_two;" << "" << "struct S {" << " mediump float a;" << " mediump int b;" << "};" << "uniform S s[3];" << "" << "void main (void)" << "{" << " ${DST} = vec4(s[ui_two].a, s[ui_one].a, s[ui_zero].a, s[ui_two].b - s[ui_one].b + s[ui_zero].b);" << " ${ASSIGN_POS}" << "}", { setUniform(gl, programID, "s[0].a", constCoords.x()); setUniform(gl, programID, "s[0].b", 0); setUniform(gl, programID, "s[1].a", constCoords.y()); setUniform(gl, programID, "s[1].b", 1); setUniform(gl, programID, "s[2].a", constCoords.z()); setUniform(gl, programID, "s[2].b", 2); }, { c.color.xyz() = c.constCoords.swizzle(2,1,0); }); UNIFORM_STRUCT_CASE(nested_struct_array, "Nested struct array", false, LineStream() << "${HEADER}" << "struct T {" << " mediump float a;" << " mediump vec2 b[2];" << "};" << "struct S {" << " mediump float a;" << " T b[3];" << " int c;" << "};" << "uniform S s[2];" << "" << "void main (void)" << "{" << " mediump float r = (s[0].b[1].b[0].x + s[1].b[2].b[1].y) * s[0].b[0].a; // (z + z) * 0.5" << " mediump float g = s[1].b[0].b[0].y * s[0].b[2].a * s[1].b[2].a; // x * 0.25 * 4" << " mediump float b = (s[0].b[2].b[1].y + s[0].b[1].b[0].y + s[1].a) * s[0].b[1].a; // (w + w + w) * 0.333" << " mediump float a = float(s[0].c) + s[1].b[2].a - s[1].b[1].a; // 0 + 4.0 - 3.0" << " ${DST} = vec4(r, g, b, a);" << " ${ASSIGN_POS}" << "}", { tcu::Vec2 arr[2]; setUniform(gl, programID, "s[0].a", constCoords.x()); arr[0] = constCoords.swizzle(0,1); arr[1] = constCoords.swizzle(2,3); setUniform(gl, programID, "s[0].b[0].a", 0.5f); setUniform(gl, programID, "s[0].b[0].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); arr[0] = constCoords.swizzle(2,3); arr[1] = constCoords.swizzle(0,1); setUniform(gl, programID, "s[0].b[1].a", 1.0f/3.0f); setUniform(gl, programID, "s[0].b[1].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); arr[0] = constCoords.swizzle(0,2); arr[1] = constCoords.swizzle(1,3); setUniform(gl, programID, "s[0].b[2].a", 1.0f/4.0f); setUniform(gl, programID, "s[0].b[2].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); setUniform(gl, programID, "s[0].c", 0); setUniform(gl, programID, "s[1].a", constCoords.w()); arr[0] = constCoords.swizzle(0,0); arr[1] = constCoords.swizzle(1,1); setUniform(gl, programID, "s[1].b[0].a", 2.0f); setUniform(gl, programID, "s[1].b[0].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); arr[0] = constCoords.swizzle(2,2); arr[1] = constCoords.swizzle(3,3); setUniform(gl, programID, "s[1].b[1].a", 3.0f); setUniform(gl, programID, "s[1].b[1].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); arr[0] = constCoords.swizzle(1,0); arr[1] = constCoords.swizzle(3,2); setUniform(gl, programID, "s[1].b[2].a", 4.0f); setUniform(gl, programID, "s[1].b[2].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); setUniform(gl, programID, "s[1].c", 1); }, { c.color.xyz() = c.constCoords.swizzle(2,0,3); }); UNIFORM_STRUCT_CASE(nested_struct_array_dynamic_index, "Nested struct array with dynamic indexing", false, LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform int ui_two;" << "" << "struct T {" << " mediump float a;" << " mediump vec2 b[2];" << "};" << "struct S {" << " mediump float a;" << " T b[3];" << " int c;" << "};" << "uniform S s[2];" << "" << "void main (void)" << "{" << " mediump float r = (s[0].b[ui_one].b[ui_one-1].x + s[ui_one].b[ui_two].b[ui_zero+1].y) * s[0].b[0].a; // (z + z) * 0.5" << " mediump float g = s[ui_two-1].b[ui_two-2].b[ui_zero].y * s[0].b[ui_two].a * s[ui_one].b[2].a; // x * 0.25 * 4" << " mediump float b = (s[ui_zero].b[ui_one+1].b[1].y + s[0].b[ui_one*ui_one].b[0].y + s[ui_one].a) * s[0].b[ui_two-ui_one].a; // (w + w + w) * 0.333" << " mediump float a = float(s[ui_zero].c) + s[ui_one-ui_zero].b[ui_two].a - s[ui_zero+ui_one].b[ui_two-ui_one].a; // 0 + 4.0 - 3.0" << " ${DST} = vec4(r, g, b, a);" << " ${ASSIGN_POS}" << "}", { tcu::Vec2 arr[2]; setUniform(gl, programID, "s[0].a", constCoords.x()); arr[0] = constCoords.swizzle(0,1); arr[1] = constCoords.swizzle(2,3); setUniform(gl, programID, "s[0].b[0].a", 0.5f); setUniform(gl, programID, "s[0].b[0].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); arr[0] = constCoords.swizzle(2,3); arr[1] = constCoords.swizzle(0,1); setUniform(gl, programID, "s[0].b[1].a", 1.0f/3.0f); setUniform(gl, programID, "s[0].b[1].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); arr[0] = constCoords.swizzle(0,2); arr[1] = constCoords.swizzle(1,3); setUniform(gl, programID, "s[0].b[2].a", 1.0f/4.0f); setUniform(gl, programID, "s[0].b[2].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); setUniform(gl, programID, "s[0].c", 0); setUniform(gl, programID, "s[1].a", constCoords.w()); arr[0] = constCoords.swizzle(0,0); arr[1] = constCoords.swizzle(1,1); setUniform(gl, programID, "s[1].b[0].a", 2.0f); setUniform(gl, programID, "s[1].b[0].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); arr[0] = constCoords.swizzle(2,2); arr[1] = constCoords.swizzle(3,3); setUniform(gl, programID, "s[1].b[1].a", 3.0f); setUniform(gl, programID, "s[1].b[1].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); arr[0] = constCoords.swizzle(1,0); arr[1] = constCoords.swizzle(3,2); setUniform(gl, programID, "s[1].b[2].a", 4.0f); setUniform(gl, programID, "s[1].b[2].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); setUniform(gl, programID, "s[1].c", 1); }, { c.color.xyz() = c.constCoords.swizzle(2,0,3); }); UNIFORM_STRUCT_CASE(loop_struct_array, "Struct array usage in loop", false, LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform int ui_two;" << "" << "struct S {" << " mediump float a;" << " mediump int b;" << "};" << "uniform S s[3];" << "" << "void main (void)" << "{" << " mediump float rgb[3];" << " int alpha = 0;" << " for (int i = 0; i < 3; i++)" << " {" << " rgb[i] = s[2-i].a;" << " alpha += s[i].b;" << " }" << " ${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);" << " ${ASSIGN_POS}" << "}", { setUniform(gl, programID, "s[0].a", constCoords.x()); setUniform(gl, programID, "s[0].b", 0); setUniform(gl, programID, "s[1].a", constCoords.y()); setUniform(gl, programID, "s[1].b", -1); setUniform(gl, programID, "s[2].a", constCoords.z()); setUniform(gl, programID, "s[2].b", 2); }, { c.color.xyz() = c.constCoords.swizzle(2,1,0); }); UNIFORM_STRUCT_CASE(loop_nested_struct_array, "Nested struct array usage in loop", false, LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform int ui_two;" << "uniform mediump float uf_two;" << "uniform mediump float uf_three;" << "uniform mediump float uf_four;" << "uniform mediump float uf_half;" << "uniform mediump float uf_third;" << "uniform mediump float uf_fourth;" << "uniform mediump float uf_sixth;" << "" << "struct T {" << " mediump float a;" << " mediump vec2 b[2];" << "};" << "struct S {" << " mediump float a;" << " T b[3];" << " int c;" << "};" << "uniform S s[2];" << "" << "void main (void)" << "{" << " mediump float r = 0.0; // (x*3 + y*3) / 6.0" << " mediump float g = 0.0; // (y*3 + z*3) / 6.0" << " mediump float b = 0.0; // (z*3 + w*3) / 6.0" << " mediump float a = 1.0;" << " for (int i = 0; i < 2; i++)" << " {" << " for (int j = 0; j < 3; j++)" << " {" << " r += s[0].b[j].b[i].y;" << " g += s[i].b[j].b[0].x;" << " b += s[i].b[j].b[1].x;" << " a *= s[i].b[j].a;" << " }" << " }" << " ${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);" << " ${ASSIGN_POS}" << "}", { tcu::Vec2 arr[2]; setUniform(gl, programID, "s[0].a", constCoords.x()); arr[0] = constCoords.swizzle(1,0); arr[1] = constCoords.swizzle(2,0); setUniform(gl, programID, "s[0].b[0].a", 0.5f); setUniform(gl, programID, "s[0].b[0].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); arr[0] = constCoords.swizzle(1,1); arr[1] = constCoords.swizzle(3,1); setUniform(gl, programID, "s[0].b[1].a", 1.0f/3.0f); setUniform(gl, programID, "s[0].b[1].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); arr[0] = constCoords.swizzle(2,1); arr[1] = constCoords.swizzle(2,1); setUniform(gl, programID, "s[0].b[2].a", 1.0f/4.0f); setUniform(gl, programID, "s[0].b[2].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); setUniform(gl, programID, "s[0].c", 0); setUniform(gl, programID, "s[1].a", constCoords.w()); arr[0] = constCoords.swizzle(2,0); arr[1] = constCoords.swizzle(2,1); setUniform(gl, programID, "s[1].b[0].a", 2.0f); setUniform(gl, programID, "s[1].b[0].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); arr[0] = constCoords.swizzle(2,2); arr[1] = constCoords.swizzle(3,3); setUniform(gl, programID, "s[1].b[1].a", 3.0f); setUniform(gl, programID, "s[1].b[1].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); arr[0] = constCoords.swizzle(1,0); arr[1] = constCoords.swizzle(3,2); setUniform(gl, programID, "s[1].b[2].a", 4.0f); setUniform(gl, programID, "s[1].b[2].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); setUniform(gl, programID, "s[1].c", 1); }, { c.color.xyz() = (c.constCoords.swizzle(0,1,2) + c.constCoords.swizzle(1,2,3)) * 0.5f; }); UNIFORM_STRUCT_CASE(dynamic_loop_struct_array, "Struct array usage in dynamic loop", false, LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform int ui_two;" << "uniform int ui_three;" << "" << "struct S {" << " mediump float a;" << " mediump int b;" << "};" << "uniform S s[3];" << "" << "void main (void)" << "{" << " mediump float rgb[3];" << " int alpha = 0;" << " for (int i = 0; i < ui_three; i++)" << " {" << " rgb[i] = s[2-i].a;" << " alpha += s[i].b;" << " }" << " ${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);" << " ${ASSIGN_POS}" << "}", { setUniform(gl, programID, "s[0].a", constCoords.x()); setUniform(gl, programID, "s[0].b", 0); setUniform(gl, programID, "s[1].a", constCoords.y()); setUniform(gl, programID, "s[1].b", -1); setUniform(gl, programID, "s[2].a", constCoords.z()); setUniform(gl, programID, "s[2].b", 2); }, { c.color.xyz() = c.constCoords.swizzle(2,1,0); }); UNIFORM_STRUCT_CASE(dynamic_loop_nested_struct_array, "Nested struct array usage in dynamic loop", false, LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "uniform int ui_two;" << "uniform int ui_three;" << "uniform mediump float uf_two;" << "uniform mediump float uf_three;" << "uniform mediump float uf_four;" << "uniform mediump float uf_half;" << "uniform mediump float uf_third;" << "uniform mediump float uf_fourth;" << "uniform mediump float uf_sixth;" << "" << "struct T {" << " mediump float a;" << " mediump vec2 b[2];" << "};" << "struct S {" << " mediump float a;" << " T b[3];" << " int c;" << "};" << "uniform S s[2];" << "" << "void main (void)" << "{" << " mediump float r = 0.0; // (x*3 + y*3) / 6.0" << " mediump float g = 0.0; // (y*3 + z*3) / 6.0" << " mediump float b = 0.0; // (z*3 + w*3) / 6.0" << " mediump float a = 1.0;" << " for (int i = 0; i < ui_two; i++)" << " {" << " for (int j = 0; j < ui_three; j++)" << " {" << " r += s[0].b[j].b[i].y;" << " g += s[i].b[j].b[0].x;" << " b += s[i].b[j].b[1].x;" << " a *= s[i].b[j].a;" << " }" << " }" << " ${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);" << " ${ASSIGN_POS}" << "}", { tcu::Vec2 arr[2]; setUniform(gl, programID, "s[0].a", constCoords.x()); arr[0] = constCoords.swizzle(1,0); arr[1] = constCoords.swizzle(2,0); setUniform(gl, programID, "s[0].b[0].a", 0.5f); setUniform(gl, programID, "s[0].b[0].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); arr[0] = constCoords.swizzle(1,1); arr[1] = constCoords.swizzle(3,1); setUniform(gl, programID, "s[0].b[1].a", 1.0f/3.0f); setUniform(gl, programID, "s[0].b[1].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); arr[0] = constCoords.swizzle(2,1); arr[1] = constCoords.swizzle(2,1); setUniform(gl, programID, "s[0].b[2].a", 1.0f/4.0f); setUniform(gl, programID, "s[0].b[2].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); setUniform(gl, programID, "s[0].c", 0); setUniform(gl, programID, "s[1].a", constCoords.w()); arr[0] = constCoords.swizzle(2,0); arr[1] = constCoords.swizzle(2,1); setUniform(gl, programID, "s[1].b[0].a", 2.0f); setUniform(gl, programID, "s[1].b[0].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); arr[0] = constCoords.swizzle(2,2); arr[1] = constCoords.swizzle(3,3); setUniform(gl, programID, "s[1].b[1].a", 3.0f); setUniform(gl, programID, "s[1].b[1].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); arr[0] = constCoords.swizzle(1,0); arr[1] = constCoords.swizzle(3,2); setUniform(gl, programID, "s[1].b[2].a", 4.0f); setUniform(gl, programID, "s[1].b[2].b", &arr[0], DE_LENGTH_OF_ARRAY(arr)); setUniform(gl, programID, "s[1].c", 1); }, { c.color.xyz() = (c.constCoords.swizzle(0,1,2) + c.constCoords.swizzle(1,2,3)) * 0.5f; }); UNIFORM_STRUCT_CASE(sampler, "Sampler in struct", true, LineStream() << "${HEADER}" << "uniform int ui_one;" << "" << "struct S {" << " mediump float a;" << " mediump vec3 b;" << " sampler2D c;" << "};" << "uniform S s;" << "" << "void main (void)" << "{" << " ${DST} = vec4(texture(s.c, ${COORDS}.xy * s.b.xy + s.b.z).rgb, s.a);" << " ${ASSIGN_POS}" << "}", { DE_UNREF(constCoords); setUniform(gl, programID, "s.a", 1.0f); setUniform(gl, programID, "s.b", tcu::Vec3(0.25f, 0.25f, 0.5f)); setUniform(gl, programID, "s.c", 0); }, { c.color.xyz() = c.texture2D(TEXTURE_BRICK, c.coords.swizzle(0,1) * 0.25f + 0.5f).swizzle(0,1,2); }); UNIFORM_STRUCT_CASE(sampler_nested, "Sampler in nested struct", true, LineStream() << "${HEADER}" << "uniform int ui_zero;" << "uniform int ui_one;" << "" << "struct T {" << " sampler2D a;" << " mediump vec2 b;" << "};" << "struct S {" << " mediump float a;" << " T b;" << " int c;" << "};" << "uniform S s;" << "" << "void main (void)" << "{" << " ${DST} = vec4(texture(s.b.a, ${COORDS}.xy * s.b.b + s.a).rgb, s.c);" << " ${ASSIGN_POS}" << "}", { DE_UNREF(constCoords); setUniform(gl, programID, "s.a", 0.5f); setUniform(gl, programID, "s.b.a", 0); setUniform(gl, programID, "s.b.b", tcu::Vec2(0.25f, 0.25f)); setUniform(gl, programID, "s.c", 1); }, { c.color.xyz() = c.texture2D(TEXTURE_BRICK, c.coords.swizzle(0,1) * 0.25f + 0.5f).swizzle(0,1,2); }); UNIFORM_STRUCT_CASE(sampler_array, "Sampler in struct array", true, LineStream() << "${HEADER}" << "uniform int ui_one;" << "" << "struct S {" << " mediump float a;" << " mediump vec3 b;" << " sampler2D c;" << "};" << "uniform S s[2];" << "" << "void main (void)" << "{" << " ${DST} = vec4(texture(s[1].c, ${COORDS}.xy * s[0].b.xy + s[1].b.z).rgb, s[0].a);" << " ${ASSIGN_POS}" << "}", { DE_UNREF(constCoords); setUniform(gl, programID, "s[0].a", 1.0f); setUniform(gl, programID, "s[0].b", tcu::Vec3(0.25f, 0.25f, 0.25f)); setUniform(gl, programID, "s[0].c", 1); setUniform(gl, programID, "s[1].a", 0.0f); setUniform(gl, programID, "s[1].b", tcu::Vec3(0.5f, 0.5f, 0.5f)); setUniform(gl, programID, "s[1].c", 0); }, { c.color.xyz() = c.texture2D(TEXTURE_BRICK, c.coords.swizzle(0,1) * 0.25f + 0.5f).swizzle(0,1,2); }); UNIFORM_STRUCT_CASE(equal, "Struct equality", false, LineStream() << "${HEADER}" << "uniform mediump float uf_one;" << "uniform int ui_two;" << "" << "struct S {" << " mediump float a;" << " mediump vec3 b;" << " int c;" << "};" << "uniform S a;" << "uniform S b;" << "uniform S c;" << "" << "void main (void)" << "{" << " S d = S(uf_one, vec3(0.0, floor(${COORDS}.y+1.0), 2.0), ui_two);" << " ${DST} = vec4(0.0, 0.0, 0.0, 1.0);" << " if (a == b) ${DST}.x = 1.0;" << " if (a == c) ${DST}.y = 1.0;" << " if (a == d) ${DST}.z = 1.0;" << " ${ASSIGN_POS}" << "}", { DE_UNREF(constCoords); setUniform(gl, programID, "a.a", 1.0f); setUniform(gl, programID, "a.b", tcu::Vec3(0.0f, 1.0f, 2.0f)); setUniform(gl, programID, "a.c", 2); setUniform(gl, programID, "b.a", 1.0f); setUniform(gl, programID, "b.b", tcu::Vec3(0.0f, 1.0f, 2.0f)); setUniform(gl, programID, "b.c", 2); setUniform(gl, programID, "c.a", 1.0f); setUniform(gl, programID, "c.b", tcu::Vec3(0.0f, 1.1f, 2.0f)); setUniform(gl, programID, "c.c", 2); }, { c.color.xy() = tcu::Vec2(1.0f, 0.0f); if (deFloatFloor(c.coords[1]+1.0f) == deFloatFloor(1.1f)) c.color.z() = 1.0f; }); UNIFORM_STRUCT_CASE(not_equal, "Struct equality", false, LineStream() << "${HEADER}" << "uniform mediump float uf_one;" << "uniform int ui_two;" << "" << "struct S {" << " mediump float a;" << " mediump vec3 b;" << " int c;" << "};" << "uniform S a;" << "uniform S b;" << "uniform S c;" << "" << "void main (void)" << "{" << " S d = S(uf_one, vec3(0.0, floor(${COORDS}.y+1.0), 2.0), ui_two);" << " ${DST} = vec4(0.0, 0.0, 0.0, 1.0);" << " if (a != b) ${DST}.x = 1.0;" << " if (a != c) ${DST}.y = 1.0;" << " if (a != d) ${DST}.z = 1.0;" << " ${ASSIGN_POS}" << "}", { DE_UNREF(constCoords); setUniform(gl, programID, "a.a", 1.0f); setUniform(gl, programID, "a.b", tcu::Vec3(0.0f, 1.0f, 2.0f)); setUniform(gl, programID, "a.c", 2); setUniform(gl, programID, "b.a", 1.0f); setUniform(gl, programID, "b.b", tcu::Vec3(0.0f, 1.0f, 2.0f)); setUniform(gl, programID, "b.c", 2); setUniform(gl, programID, "c.a", 1.0f); setUniform(gl, programID, "c.b", tcu::Vec3(0.0f, 1.1f, 2.0f)); setUniform(gl, programID, "c.c", 2); }, { c.color.xy() = tcu::Vec2(0.0f, 1.0f); if (deFloatFloor(c.coords[1]+1.0f) != deFloatFloor(1.1f)) c.color.z() = 1.0f; }); } ShaderStructTests::ShaderStructTests (Context& context) : TestCaseGroup(context, "struct", "Struct Tests") { } ShaderStructTests::~ShaderStructTests (void) { } void ShaderStructTests::init (void) { addChild(new LocalStructTests(m_context)); addChild(new UniformStructTests(m_context)); } } // Functional } // gles3 } // deqp