/*------------------------------------------------------------------------- * 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 Shader execute test. * * \todo [petri] Multiple grid with differing constants/uniforms. * \todo [petri] *//*--------------------------------------------------------------------*/ #include "glsShaderRenderCase.hpp" #include "tcuSurface.hpp" #include "tcuVector.hpp" #include "tcuImageCompare.hpp" #include "tcuTestLog.hpp" #include "tcuRenderTarget.hpp" #include "gluPixelTransfer.hpp" #include "gluTexture.hpp" #include "gluTextureUtil.hpp" #include "gluDrawUtil.hpp" #include "glwFunctions.hpp" #include "glwEnums.hpp" #include "deRandom.hpp" #include "deMemory.h" #include "deString.h" #include "deMath.h" #include "deStringUtil.hpp" #include <stdio.h> #include <vector> #include <string> namespace deqp { namespace gls { using namespace std; using namespace tcu; using namespace glu; static const int GRID_SIZE = 64; static const int MAX_RENDER_WIDTH = 128; static const int MAX_RENDER_HEIGHT = 112; static const tcu::Vec4 DEFAULT_CLEAR_COLOR = tcu::Vec4(0.125f, 0.25f, 0.5f, 1.0f); // TextureBinding TextureBinding::TextureBinding (const glu::Texture2D* tex2D, const tcu::Sampler& sampler) : m_type (TYPE_2D) , m_sampler (sampler) { m_binding.tex2D = tex2D; } TextureBinding::TextureBinding (const glu::TextureCube* texCube, const tcu::Sampler& sampler) : m_type (TYPE_CUBE_MAP) , m_sampler (sampler) { m_binding.texCube = texCube; } TextureBinding::TextureBinding (const glu::Texture2DArray* tex2DArray, const tcu::Sampler& sampler) : m_type (TYPE_2D_ARRAY) , m_sampler (sampler) { m_binding.tex2DArray = tex2DArray; } TextureBinding::TextureBinding (const glu::Texture3D* tex3D, const tcu::Sampler& sampler) : m_type (TYPE_3D) , m_sampler (sampler) { m_binding.tex3D = tex3D; } TextureBinding::TextureBinding (void) : m_type (TYPE_NONE) { m_binding.tex2D = DE_NULL; } void TextureBinding::setSampler (const tcu::Sampler& sampler) { m_sampler = sampler; } void TextureBinding::setTexture (const glu::Texture2D* tex2D) { m_type = TYPE_2D; m_binding.tex2D = tex2D; } void TextureBinding::setTexture (const glu::TextureCube* texCube) { m_type = TYPE_CUBE_MAP; m_binding.texCube = texCube; } void TextureBinding::setTexture (const glu::Texture2DArray* tex2DArray) { m_type = TYPE_2D_ARRAY; m_binding.tex2DArray = tex2DArray; } void TextureBinding::setTexture (const glu::Texture3D* tex3D) { m_type = TYPE_3D; m_binding.tex3D = tex3D; } // QuadGrid. class QuadGrid { public: QuadGrid (int gridSize, int screenWidth, int screenHeight, const Vec4& constCoords, const vector<Mat4>& userAttribTransforms, const vector<TextureBinding>& textures); ~QuadGrid (void); int getGridSize (void) const { return m_gridSize; } int getNumVertices (void) const { return m_numVertices; } int getNumTriangles (void) const { return m_numTriangles; } const Vec4& getConstCoords (void) const { return m_constCoords; } const vector<Mat4> getUserAttribTransforms (void) const { return m_userAttribTransforms; } const vector<TextureBinding>& getTextures (void) const { return m_textures; } const Vec4* getPositions (void) const { return &m_positions[0]; } const float* getAttribOne (void) const { return &m_attribOne[0]; } const Vec4* getCoords (void) const { return &m_coords[0]; } const Vec4* getUnitCoords (void) const { return &m_unitCoords[0]; } const Vec4* getUserAttrib (int attribNdx) const { return &m_userAttribs[attribNdx][0]; } const deUint16* getIndices (void) const { return &m_indices[0]; } Vec4 getCoords (float sx, float sy) const; Vec4 getUnitCoords (float sx, float sy) const; int getNumUserAttribs (void) const { return (int)m_userAttribTransforms.size(); } Vec4 getUserAttrib (int attribNdx, float sx, float sy) const; private: int m_gridSize; int m_numVertices; int m_numTriangles; Vec4 m_constCoords; vector<Mat4> m_userAttribTransforms; vector<TextureBinding> m_textures; vector<Vec4> m_screenPos; vector<Vec4> m_positions; vector<Vec4> m_coords; //!< Near-unit coordinates, roughly [-2.0 .. 2.0]. vector<Vec4> m_unitCoords; //!< Positive-only coordinates [0.0 .. 1.5]. vector<float> m_attribOne; vector<Vec4> m_userAttribs[ShaderEvalContext::MAX_TEXTURES]; vector<deUint16> m_indices; }; QuadGrid::QuadGrid (int gridSize, int width, int height, const Vec4& constCoords, const vector<Mat4>& userAttribTransforms, const vector<TextureBinding>& textures) : m_gridSize (gridSize) , m_numVertices ((gridSize + 1) * (gridSize + 1)) , m_numTriangles (gridSize * gridSize * 2) , m_constCoords (constCoords) , m_userAttribTransforms (userAttribTransforms) , m_textures (textures) { Vec4 viewportScale = Vec4((float)width, (float)height, 0.0f, 0.0f); // Compute vertices. m_positions.resize(m_numVertices); m_coords.resize(m_numVertices); m_unitCoords.resize(m_numVertices); m_attribOne.resize(m_numVertices); m_screenPos.resize(m_numVertices); // User attributes. for (int i = 0; i < DE_LENGTH_OF_ARRAY(m_userAttribs); i++) m_userAttribs[i].resize(m_numVertices); for (int y = 0; y < gridSize+1; y++) for (int x = 0; x < gridSize+1; x++) { float sx = (float)x / (float)gridSize; float sy = (float)y / (float)gridSize; float fx = 2.0f * sx - 1.0f; float fy = 2.0f * sy - 1.0f; int vtxNdx = ((y * (gridSize+1)) + x); m_positions[vtxNdx] = Vec4(fx, fy, 0.0f, 1.0f); m_attribOne[vtxNdx] = 1.0f; m_screenPos[vtxNdx] = Vec4(sx, sy, 0.0f, 1.0f) * viewportScale; m_coords[vtxNdx] = getCoords(sx, sy); m_unitCoords[vtxNdx] = getUnitCoords(sx, sy); for (int attribNdx = 0; attribNdx < getNumUserAttribs(); attribNdx++) m_userAttribs[attribNdx][vtxNdx] = getUserAttrib(attribNdx, sx, sy); } // Compute indices. m_indices.resize(3 * m_numTriangles); for (int y = 0; y < gridSize; y++) for (int x = 0; x < gridSize; x++) { int stride = gridSize + 1; int v00 = (y * stride) + x; int v01 = (y * stride) + x + 1; int v10 = ((y+1) * stride) + x; int v11 = ((y+1) * stride) + x + 1; int baseNdx = ((y * gridSize) + x) * 6; m_indices[baseNdx + 0] = (deUint16)v10; m_indices[baseNdx + 1] = (deUint16)v00; m_indices[baseNdx + 2] = (deUint16)v01; m_indices[baseNdx + 3] = (deUint16)v10; m_indices[baseNdx + 4] = (deUint16)v01; m_indices[baseNdx + 5] = (deUint16)v11; } } QuadGrid::~QuadGrid (void) { } inline Vec4 QuadGrid::getCoords (float sx, float sy) const { float fx = 2.0f * sx - 1.0f; float fy = 2.0f * sy - 1.0f; return Vec4(fx, fy, -fx + 0.33f*fy, -0.275f*fx - fy); } inline Vec4 QuadGrid::getUnitCoords (float sx, float sy) const { return Vec4(sx, sy, 0.33f*sx + 0.5f*sy, 0.5f*sx + 0.25f*sy); } inline Vec4 QuadGrid::getUserAttrib (int attribNdx, float sx, float sy) const { // homogeneous normalized screen-space coordinates return m_userAttribTransforms[attribNdx] * Vec4(sx, sy, 0.0f, 1.0f); } // ShaderEvalContext. ShaderEvalContext::ShaderEvalContext (const QuadGrid& quadGrid_) : constCoords (quadGrid_.getConstCoords()) , isDiscarded (false) , quadGrid (quadGrid_) { const vector<TextureBinding>& bindings = quadGrid.getTextures(); DE_ASSERT((int)bindings.size() <= MAX_TEXTURES); // Fill in texture array. for (int ndx = 0; ndx < (int)bindings.size(); ndx++) { const TextureBinding& binding = bindings[ndx]; if (binding.getType() == TextureBinding::TYPE_NONE) continue; textures[ndx].sampler = binding.getSampler(); switch (binding.getType()) { case TextureBinding::TYPE_2D: textures[ndx].tex2D = &binding.get2D()->getRefTexture(); break; case TextureBinding::TYPE_CUBE_MAP: textures[ndx].texCube = &binding.getCube()->getRefTexture(); break; case TextureBinding::TYPE_2D_ARRAY: textures[ndx].tex2DArray = &binding.get2DArray()->getRefTexture(); break; case TextureBinding::TYPE_3D: textures[ndx].tex3D = &binding.get3D()->getRefTexture(); break; default: DE_ASSERT(DE_FALSE); } } } ShaderEvalContext::~ShaderEvalContext (void) { } void ShaderEvalContext::reset (float sx, float sy) { // Clear old values color = Vec4(0.0f, 0.0f, 0.0f, 1.0f); isDiscarded = false; // Compute coords coords = quadGrid.getCoords(sx, sy); unitCoords = quadGrid.getUnitCoords(sx, sy); // Compute user attributes. int numAttribs = quadGrid.getNumUserAttribs(); DE_ASSERT(numAttribs <= MAX_USER_ATTRIBS); for (int attribNdx = 0; attribNdx < numAttribs; attribNdx++) in[attribNdx] = quadGrid.getUserAttrib(attribNdx, sx, sy); } tcu::Vec4 ShaderEvalContext::texture2D (int unitNdx, const tcu::Vec2& texCoords) { if (textures[unitNdx].tex2D) return textures[unitNdx].tex2D->sample(textures[unitNdx].sampler, texCoords.x(), texCoords.y(), 0.0f); else return tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f); } // ShaderEvaluator ShaderEvaluator::ShaderEvaluator (void) : m_evalFunc(DE_NULL) { } ShaderEvaluator::ShaderEvaluator (ShaderEvalFunc evalFunc) : m_evalFunc(evalFunc) { } ShaderEvaluator::~ShaderEvaluator (void) { } void ShaderEvaluator::evaluate (ShaderEvalContext& ctx) { DE_ASSERT(m_evalFunc); m_evalFunc(ctx); } // ShaderRenderCase. ShaderRenderCase::ShaderRenderCase (TestContext& testCtx, RenderContext& renderCtx, const ContextInfo& ctxInfo, const char* name, const char* description, bool isVertexCase, ShaderEvalFunc evalFunc) : TestCase (testCtx, name, description) , m_renderCtx (renderCtx) , m_ctxInfo (ctxInfo) , m_isVertexCase (isVertexCase) , m_defaultEvaluator (evalFunc) , m_evaluator (m_defaultEvaluator) , m_clearColor (DEFAULT_CLEAR_COLOR) , m_program (DE_NULL) { } ShaderRenderCase::ShaderRenderCase (TestContext& testCtx, RenderContext& renderCtx, const ContextInfo& ctxInfo, const char* name, const char* description, bool isVertexCase, ShaderEvaluator& evaluator) : TestCase (testCtx, name, description) , m_renderCtx (renderCtx) , m_ctxInfo (ctxInfo) , m_isVertexCase (isVertexCase) , m_defaultEvaluator (DE_NULL) , m_evaluator (evaluator) , m_clearColor (DEFAULT_CLEAR_COLOR) , m_program (DE_NULL) { } ShaderRenderCase::~ShaderRenderCase (void) { ShaderRenderCase::deinit(); } void ShaderRenderCase::init (void) { TestLog& log = m_testCtx.getLog(); const glw::Functions& gl = m_renderCtx.getFunctions(); GLU_EXPECT_NO_ERROR(gl.getError(), "ShaderRenderCase::init() begin"); if (m_vertShaderSource.empty() || m_fragShaderSource.empty()) { DE_ASSERT(m_vertShaderSource.empty() && m_fragShaderSource.empty()); setupShaderData(); } DE_ASSERT(!m_program); m_program = new ShaderProgram(m_renderCtx, makeVtxFragSources(m_vertShaderSource, m_fragShaderSource)); try { log << *m_program; // Always log shader program. if (!m_program->isOk()) throw CompileFailed(__FILE__, __LINE__); GLU_EXPECT_NO_ERROR(gl.getError(), "ShaderRenderCase::init() end"); } catch (const std::exception&) { // Clean up. ShaderRenderCase::deinit(); throw; } } void ShaderRenderCase::deinit (void) { delete m_program; m_program = DE_NULL; } tcu::IVec2 ShaderRenderCase::getViewportSize (void) const { return tcu::IVec2(de::min(m_renderCtx.getRenderTarget().getWidth(), MAX_RENDER_WIDTH), de::min(m_renderCtx.getRenderTarget().getHeight(), MAX_RENDER_HEIGHT)); } TestNode::IterateResult ShaderRenderCase::iterate (void) { const glw::Functions& gl = m_renderCtx.getFunctions(); GLU_EXPECT_NO_ERROR(gl.getError(), "ShaderRenderCase::iterate() begin"); DE_ASSERT(m_program); deUint32 programID = m_program->getProgram(); gl.useProgram(programID); // Create quad grid. IVec2 viewportSize = getViewportSize(); int width = viewportSize.x(); int height = viewportSize.y(); // \todo [petri] Better handling of constCoords (render in multiple chunks, vary coords). QuadGrid quadGrid(m_isVertexCase ? GRID_SIZE : 4, width, height, Vec4(0.125f, 0.25f, 0.5f, 1.0f), m_userAttribTransforms, m_textures); // Render result. Surface resImage(width, height); render(resImage, programID, quadGrid); // Compute reference. Surface refImage (width, height); if (m_isVertexCase) computeVertexReference(refImage, quadGrid); else computeFragmentReference(refImage, quadGrid); // Compare. bool testOk = compareImages(resImage, refImage, 0.05f); // De-initialize. gl.useProgram(0); m_testCtx.setTestResult(testOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, testOk ? "Pass" : "Fail"); return TestNode::STOP; } void ShaderRenderCase::setupShaderData (void) { } void ShaderRenderCase::setup (int programID) { DE_UNREF(programID); } void ShaderRenderCase::setupUniforms (int programID, const Vec4& constCoords) { DE_UNREF(programID); DE_UNREF(constCoords); } void ShaderRenderCase::setupDefaultInputs (int programID) { const glw::Functions& gl = m_renderCtx.getFunctions(); // SETUP UNIFORMS. setupDefaultUniforms(m_renderCtx, programID); GLU_EXPECT_NO_ERROR(gl.getError(), "post uniform setup"); // SETUP TEXTURES. for (int ndx = 0; ndx < (int)m_textures.size(); ndx++) { const TextureBinding& tex = m_textures[ndx]; const tcu::Sampler& sampler = tex.getSampler(); deUint32 texTarget = GL_NONE; deUint32 texObj = 0; if (tex.getType() == TextureBinding::TYPE_NONE) continue; // Feature check. if (m_renderCtx.getType().getAPI() == glu::ApiType::es(2,0)) { if (tex.getType() == TextureBinding::TYPE_2D_ARRAY) throw tcu::NotSupportedError("2D array texture binding is not supported"); if (tex.getType() == TextureBinding::TYPE_3D) throw tcu::NotSupportedError("3D texture binding is not supported"); if (sampler.compare != tcu::Sampler::COMPAREMODE_NONE) throw tcu::NotSupportedError("Shadow lookups are not supported"); } switch (tex.getType()) { case TextureBinding::TYPE_2D: texTarget = GL_TEXTURE_2D; texObj = tex.get2D()->getGLTexture(); break; case TextureBinding::TYPE_CUBE_MAP: texTarget = GL_TEXTURE_CUBE_MAP; texObj = tex.getCube()->getGLTexture(); break; case TextureBinding::TYPE_2D_ARRAY: texTarget = GL_TEXTURE_2D_ARRAY; texObj = tex.get2DArray()->getGLTexture(); break; case TextureBinding::TYPE_3D: texTarget = GL_TEXTURE_3D; texObj = tex.get3D()->getGLTexture(); break; default: DE_ASSERT(DE_FALSE); } gl.activeTexture(GL_TEXTURE0+ndx); gl.bindTexture(texTarget, texObj); gl.texParameteri(texTarget, GL_TEXTURE_WRAP_S, glu::getGLWrapMode(sampler.wrapS)); gl.texParameteri(texTarget, GL_TEXTURE_WRAP_T, glu::getGLWrapMode(sampler.wrapT)); gl.texParameteri(texTarget, GL_TEXTURE_MIN_FILTER, glu::getGLFilterMode(sampler.minFilter)); gl.texParameteri(texTarget, GL_TEXTURE_MAG_FILTER, glu::getGLFilterMode(sampler.magFilter)); if (texTarget == GL_TEXTURE_3D) gl.texParameteri(texTarget, GL_TEXTURE_WRAP_R, glu::getGLWrapMode(sampler.wrapR)); if (sampler.compare != tcu::Sampler::COMPAREMODE_NONE) { gl.texParameteri(texTarget, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); gl.texParameteri(texTarget, GL_TEXTURE_COMPARE_FUNC, glu::getGLCompareFunc(sampler.compare)); } } GLU_EXPECT_NO_ERROR(gl.getError(), "texture sampler setup"); } static void getDefaultVertexArrays (const glw::Functions& gl, const QuadGrid& quadGrid, deUint32 program, vector<VertexArrayBinding>& vertexArrays) { const int numElements = quadGrid.getNumVertices(); vertexArrays.push_back(va::Float("a_position", 4, numElements, 0, (const float*)quadGrid.getPositions())); vertexArrays.push_back(va::Float("a_coords", 4, numElements, 0, (const float*)quadGrid.getCoords())); vertexArrays.push_back(va::Float("a_unitCoords", 4, numElements, 0, (const float*)quadGrid.getUnitCoords())); vertexArrays.push_back(va::Float("a_one", 1, numElements, 0, quadGrid.getAttribOne())); // a_inN. for (int userNdx = 0; userNdx < quadGrid.getNumUserAttribs(); userNdx++) { string name = string("a_in") + de::toString(userNdx); vertexArrays.push_back(va::Float(name, 4, numElements, 0, (const float*)quadGrid.getUserAttrib(userNdx))); } // Matrix attributes - these are set by location static const struct { const char* name; int numCols; int numRows; } matrices[] = { { "a_mat2", 2, 2 }, { "a_mat2x3", 2, 3 }, { "a_mat2x4", 2, 4 }, { "a_mat3x2", 3, 2 }, { "a_mat3", 3, 3 }, { "a_mat3x4", 3, 4 }, { "a_mat4x2", 4, 2 }, { "a_mat4x3", 4, 3 }, { "a_mat4", 4, 4 } }; for (int matNdx = 0; matNdx < DE_LENGTH_OF_ARRAY(matrices); matNdx++) { int loc = gl.getAttribLocation(program, matrices[matNdx].name); if (loc < 0) continue; // Not used in shader. int numRows = matrices[matNdx].numRows; int numCols = matrices[matNdx].numCols; for (int colNdx = 0; colNdx < numCols; colNdx++) vertexArrays.push_back(va::Float(loc+colNdx, numRows, numElements, 4*(int)sizeof(float), (const float*)quadGrid.getUserAttrib(colNdx))); } } void ShaderRenderCase::render (Surface& result, int programID, const QuadGrid& quadGrid) { const glw::Functions& gl = m_renderCtx.getFunctions(); GLU_EXPECT_NO_ERROR(gl.getError(), "pre render"); // Buffer info. int width = result.getWidth(); int height = result.getHeight(); int xOffsetMax = m_renderCtx.getRenderTarget().getWidth() - width; int yOffsetMax = m_renderCtx.getRenderTarget().getHeight() - height; deUint32 hash = deStringHash(m_vertShaderSource.c_str()) + deStringHash(m_fragShaderSource.c_str()); de::Random rnd (hash); int xOffset = rnd.getInt(0, xOffsetMax); int yOffset = rnd.getInt(0, yOffsetMax); gl.viewport(xOffset, yOffset, width, height); // Setup program. setupUniforms(programID, quadGrid.getConstCoords()); setupDefaultInputs(programID); // Clear. gl.clearColor(m_clearColor.x(), m_clearColor.y(), m_clearColor.z(), m_clearColor.w()); gl.clear(GL_COLOR_BUFFER_BIT); // Draw. { std::vector<VertexArrayBinding> vertexArrays; const int numElements = quadGrid.getNumTriangles()*3; getDefaultVertexArrays(gl, quadGrid, programID, vertexArrays); draw(m_renderCtx, programID, (int)vertexArrays.size(), &vertexArrays[0], pr::Triangles(numElements, quadGrid.getIndices())); } GLU_EXPECT_NO_ERROR(gl.getError(), "draw"); // Read back results. glu::readPixels(m_renderCtx, xOffset, yOffset, result.getAccess()); GLU_EXPECT_NO_ERROR(gl.getError(), "post render"); } void ShaderRenderCase::computeVertexReference (Surface& result, const QuadGrid& quadGrid) { // Buffer info. int width = result.getWidth(); int height = result.getHeight(); int gridSize = quadGrid.getGridSize(); int stride = gridSize + 1; bool hasAlpha = m_renderCtx.getRenderTarget().getPixelFormat().alphaBits > 0; ShaderEvalContext evalCtx (quadGrid); // Evaluate color for each vertex. vector<Vec4> colors((gridSize+1)*(gridSize+1)); for (int y = 0; y < gridSize+1; y++) for (int x = 0; x < gridSize+1; x++) { float sx = (float)x / (float)gridSize; float sy = (float)y / (float)gridSize; int vtxNdx = ((y * (gridSize+1)) + x); evalCtx.reset(sx, sy); m_evaluator.evaluate(evalCtx); DE_ASSERT(!evalCtx.isDiscarded); // Discard is not available in vertex shader. Vec4 color = evalCtx.color; if (!hasAlpha) color.w() = 1.0f; colors[vtxNdx] = color; } // Render quads. for (int y = 0; y < gridSize; y++) for (int x = 0; x < gridSize; x++) { float x0 = (float)x / (float)gridSize; float x1 = (float)(x + 1) / (float)gridSize; float y0 = (float)y / (float)gridSize; float y1 = (float)(y + 1) / (float)gridSize; float sx0 = x0 * (float)width; float sx1 = x1 * (float)width; float sy0 = y0 * (float)height; float sy1 = y1 * (float)height; float oosx = 1.0f / (sx1 - sx0); float oosy = 1.0f / (sy1 - sy0); int ix0 = deCeilFloatToInt32(sx0 - 0.5f); int ix1 = deCeilFloatToInt32(sx1 - 0.5f); int iy0 = deCeilFloatToInt32(sy0 - 0.5f); int iy1 = deCeilFloatToInt32(sy1 - 0.5f); int v00 = (y * stride) + x; int v01 = (y * stride) + x + 1; int v10 = ((y + 1) * stride) + x; int v11 = ((y + 1) * stride) + x + 1; Vec4 c00 = colors[v00]; Vec4 c01 = colors[v01]; Vec4 c10 = colors[v10]; Vec4 c11 = colors[v11]; //printf("(%d,%d) -> (%f..%f, %f..%f) (%d..%d, %d..%d)\n", x, y, sx0, sx1, sy0, sy1, ix0, ix1, iy0, iy1); for (int iy = iy0; iy < iy1; iy++) for (int ix = ix0; ix < ix1; ix++) { DE_ASSERT(deInBounds32(ix, 0, width)); DE_ASSERT(deInBounds32(iy, 0, height)); float sfx = (float)ix + 0.5f; float sfy = (float)iy + 0.5f; float fx1 = deFloatClamp((sfx - sx0) * oosx, 0.0f, 1.0f); float fy1 = deFloatClamp((sfy - sy0) * oosy, 0.0f, 1.0f); // Triangle quad interpolation. bool tri = fx1 + fy1 <= 1.0f; float tx = tri ? fx1 : (1.0f-fx1); float ty = tri ? fy1 : (1.0f-fy1); const Vec4& t0 = tri ? c00 : c11; const Vec4& t1 = tri ? c01 : c10; const Vec4& t2 = tri ? c10 : c01; Vec4 color = t0 + (t1-t0)*tx + (t2-t0)*ty; result.setPixel(ix, iy, tcu::RGBA(color)); } } } void ShaderRenderCase::computeFragmentReference (Surface& result, const QuadGrid& quadGrid) { // Buffer info. int width = result.getWidth(); int height = result.getHeight(); bool hasAlpha = m_renderCtx.getRenderTarget().getPixelFormat().alphaBits > 0; ShaderEvalContext evalCtx (quadGrid); // Render. for (int y = 0; y < height; y++) for (int x = 0; x < width; x++) { float sx = ((float)x + 0.5f) / (float)width; float sy = ((float)y + 0.5f) / (float)height; evalCtx.reset(sx, sy); m_evaluator.evaluate(evalCtx); // Select either clear color or computed color based on discarded bit. Vec4 color = evalCtx.isDiscarded ? m_clearColor : evalCtx.color; if (!hasAlpha) color.w() = 1.0f; result.setPixel(x, y, tcu::RGBA(color)); } } bool ShaderRenderCase::compareImages (const Surface& resImage, const Surface& refImage, float errorThreshold) { return tcu::fuzzyCompare(m_testCtx.getLog(), "ComparisonResult", "Image comparison result", refImage, resImage, errorThreshold, tcu::COMPARE_LOG_RESULT); } // Uniform name helpers. const char* getIntUniformName (int number) { switch (number) { case 0: return "ui_zero"; case 1: return "ui_one"; case 2: return "ui_two"; case 3: return "ui_three"; case 4: return "ui_four"; case 5: return "ui_five"; case 6: return "ui_six"; case 7: return "ui_seven"; case 8: return "ui_eight"; case 101: return "ui_oneHundredOne"; default: DE_ASSERT(false); return ""; } } const char* getFloatUniformName (int number) { switch (number) { case 0: return "uf_zero"; case 1: return "uf_one"; case 2: return "uf_two"; case 3: return "uf_three"; case 4: return "uf_four"; case 5: return "uf_five"; case 6: return "uf_six"; case 7: return "uf_seven"; case 8: return "uf_eight"; default: DE_ASSERT(false); return ""; } } const char* getFloatFractionUniformName (int number) { switch (number) { case 1: return "uf_one"; case 2: return "uf_half"; case 3: return "uf_third"; case 4: return "uf_fourth"; case 5: return "uf_fifth"; case 6: return "uf_sixth"; case 7: return "uf_seventh"; case 8: return "uf_eighth"; default: DE_ASSERT(false); return ""; } } void setupDefaultUniforms (const glu::RenderContext& context, deUint32 programID) { const glw::Functions& gl = context.getFunctions(); // Bool. struct BoolUniform { const char* name; bool value; }; static const BoolUniform s_boolUniforms[] = { { "ub_true", true }, { "ub_false", false }, }; for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_boolUniforms); i++) { int uniLoc = gl.getUniformLocation(programID, s_boolUniforms[i].name); if (uniLoc != -1) gl.uniform1i(uniLoc, s_boolUniforms[i].value); } // BVec4. struct BVec4Uniform { const char* name; BVec4 value; }; static const BVec4Uniform s_bvec4Uniforms[] = { { "ub4_true", BVec4(true) }, { "ub4_false", BVec4(false) }, }; for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_bvec4Uniforms); i++) { const BVec4Uniform& uni = s_bvec4Uniforms[i]; int arr[4]; arr[0] = (int)uni.value.x(); arr[1] = (int)uni.value.y(); arr[2] = (int)uni.value.z(); arr[3] = (int)uni.value.w(); int uniLoc = gl.getUniformLocation(programID, uni.name); if (uniLoc != -1) gl.uniform4iv(uniLoc, 1, &arr[0]); } // Int. struct IntUniform { const char* name; int value; }; static const IntUniform s_intUniforms[] = { { "ui_minusOne", -1 }, { "ui_zero", 0 }, { "ui_one", 1 }, { "ui_two", 2 }, { "ui_three", 3 }, { "ui_four", 4 }, { "ui_five", 5 }, { "ui_six", 6 }, { "ui_seven", 7 }, { "ui_eight", 8 }, { "ui_oneHundredOne", 101 } }; for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_intUniforms); i++) { int uniLoc = gl.getUniformLocation(programID, s_intUniforms[i].name); if (uniLoc != -1) gl.uniform1i(uniLoc, s_intUniforms[i].value); } // IVec2. struct IVec2Uniform { const char* name; IVec2 value; }; static const IVec2Uniform s_ivec2Uniforms[] = { { "ui2_minusOne", IVec2(-1) }, { "ui2_zero", IVec2(0) }, { "ui2_one", IVec2(1) }, { "ui2_two", IVec2(2) }, { "ui2_four", IVec2(4) }, { "ui2_five", IVec2(5) } }; for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_ivec2Uniforms); i++) { int uniLoc = gl.getUniformLocation(programID, s_ivec2Uniforms[i].name); if (uniLoc != -1) gl.uniform2iv(uniLoc, 1, s_ivec2Uniforms[i].value.getPtr()); } // IVec3. struct IVec3Uniform { const char* name; IVec3 value; }; static const IVec3Uniform s_ivec3Uniforms[] = { { "ui3_minusOne", IVec3(-1) }, { "ui3_zero", IVec3(0) }, { "ui3_one", IVec3(1) }, { "ui3_two", IVec3(2) }, { "ui3_four", IVec3(4) }, { "ui3_five", IVec3(5) } }; for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_ivec3Uniforms); i++) { int uniLoc = gl.getUniformLocation(programID, s_ivec3Uniforms[i].name); if (uniLoc != -1) gl.uniform3iv(uniLoc, 1, s_ivec3Uniforms[i].value.getPtr()); } // IVec4. struct IVec4Uniform { const char* name; IVec4 value; }; static const IVec4Uniform s_ivec4Uniforms[] = { { "ui4_minusOne", IVec4(-1) }, { "ui4_zero", IVec4(0) }, { "ui4_one", IVec4(1) }, { "ui4_two", IVec4(2) }, { "ui4_four", IVec4(4) }, { "ui4_five", IVec4(5) } }; for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_ivec4Uniforms); i++) { int uniLoc = gl.getUniformLocation(programID, s_ivec4Uniforms[i].name); if (uniLoc != -1) gl.uniform4iv(uniLoc, 1, s_ivec4Uniforms[i].value.getPtr()); } // Float. struct FloatUniform { const char* name; float value; }; static const FloatUniform s_floatUniforms[] = { { "uf_zero", 0.0f }, { "uf_one", 1.0f }, { "uf_two", 2.0f }, { "uf_three", 3.0f }, { "uf_four", 4.0f }, { "uf_five", 5.0f }, { "uf_six", 6.0f }, { "uf_seven", 7.0f }, { "uf_eight", 8.0f }, { "uf_half", 1.0f / 2.0f }, { "uf_third", 1.0f / 3.0f }, { "uf_fourth", 1.0f / 4.0f }, { "uf_fifth", 1.0f / 5.0f }, { "uf_sixth", 1.0f / 6.0f }, { "uf_seventh", 1.0f / 7.0f }, { "uf_eighth", 1.0f / 8.0f } }; for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_floatUniforms); i++) { int uniLoc = gl.getUniformLocation(programID, s_floatUniforms[i].name); if (uniLoc != -1) gl.uniform1f(uniLoc, s_floatUniforms[i].value); } // Vec2. struct Vec2Uniform { const char* name; Vec2 value; }; static const Vec2Uniform s_vec2Uniforms[] = { { "uv2_minusOne", Vec2(-1.0f) }, { "uv2_zero", Vec2(0.0f) }, { "uv2_half", Vec2(0.5f) }, { "uv2_one", Vec2(1.0f) }, { "uv2_two", Vec2(2.0f) }, }; for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_vec2Uniforms); i++) { int uniLoc = gl.getUniformLocation(programID, s_vec2Uniforms[i].name); if (uniLoc != -1) gl.uniform2fv(uniLoc, 1, s_vec2Uniforms[i].value.getPtr()); } // Vec3. struct Vec3Uniform { const char* name; Vec3 value; }; static const Vec3Uniform s_vec3Uniforms[] = { { "uv3_minusOne", Vec3(-1.0f) }, { "uv3_zero", Vec3(0.0f) }, { "uv3_half", Vec3(0.5f) }, { "uv3_one", Vec3(1.0f) }, { "uv3_two", Vec3(2.0f) }, }; for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_vec3Uniforms); i++) { int uniLoc = gl.getUniformLocation(programID, s_vec3Uniforms[i].name); if (uniLoc != -1) gl.uniform3fv(uniLoc, 1, s_vec3Uniforms[i].value.getPtr()); } // Vec4. struct Vec4Uniform { const char* name; Vec4 value; }; static const Vec4Uniform s_vec4Uniforms[] = { { "uv4_minusOne", Vec4(-1.0f) }, { "uv4_zero", Vec4(0.0f) }, { "uv4_half", Vec4(0.5f) }, { "uv4_one", Vec4(1.0f) }, { "uv4_two", Vec4(2.0f) }, { "uv4_black", Vec4(0.0f, 0.0f, 0.0f, 1.0f) }, { "uv4_gray", Vec4(0.5f, 0.5f, 0.5f, 1.0f) }, { "uv4_white", Vec4(1.0f, 1.0f, 1.0f, 1.0f) }, }; for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_vec4Uniforms); i++) { int uniLoc = gl.getUniformLocation(programID, s_vec4Uniforms[i].name); if (uniLoc != -1) gl.uniform4fv(uniLoc, 1, s_vec4Uniforms[i].value.getPtr()); } } } // gls } // deqp