/*-------------------------------------------------------------------------
* 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