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103 lines
3.0 KiB
103 lines
3.0 KiB
/*-------------------------------------------------------------------------
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* drawElements Quality Program Random Shader Generator
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* ----------------------------------------------------
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*
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* Copyright 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*//*!
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* \file
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* \brief Program generator.
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*//*--------------------------------------------------------------------*/
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#include "rsgProgramGenerator.hpp"
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#include "rsgShaderGenerator.hpp"
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#include "rsgGeneratorState.hpp"
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using std::vector;
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namespace rsg
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{
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ProgramGenerator::ProgramGenerator (void)
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{
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}
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ProgramGenerator::~ProgramGenerator (void)
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{
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}
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void ProgramGenerator::generate (
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const ProgramParameters& programParams,
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Shader& vertexShader,
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Shader& fragmentShader)
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{
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// Random number generator
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de::Random rnd(programParams.seed);
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GeneratorState state(programParams, rnd);
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// Fragment shader
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{
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ShaderGenerator shaderGen(state);
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vector<ShaderInput*> emptyOutputs; // \note [pyry] gl_FragColor is added in ShaderGenerator
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shaderGen.generate(programParams.fragmentParameters, fragmentShader, emptyOutputs);
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}
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// Vertex shader
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{
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ShaderGenerator shaderGen(state);
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// Initialize outputs from fragment shader inputs
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const vector<ShaderInput*>& fragmentInputs = fragmentShader.getInputs(); // \note gl_Position and dEQP_Position are handled in ShaderGenerator
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shaderGen.generate(programParams.vertexParameters, vertexShader, fragmentInputs);
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}
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// Allocate samplers \todo [pyry] Randomize allocation.
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{
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const vector<ShaderInput*>& vertexUniforms = vertexShader.getUniforms();
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const vector<ShaderInput*>& fragmentUniforms = fragmentShader.getUniforms();
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vector<ShaderInput*> unifiedSamplers;
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int curSamplerNdx = 0;
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// Build unified sampler list.
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for (vector<ShaderInput*>::const_iterator i = vertexUniforms.begin(); i != vertexUniforms.end(); i++)
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{
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if ((*i)->getVariable()->getType().isSampler())
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unifiedSamplers.push_back(*i);
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}
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for (vector<ShaderInput*>::const_iterator i = fragmentUniforms.begin(); i != fragmentUniforms.end(); i++)
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{
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if ((*i)->getVariable()->getType().isSampler())
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unifiedSamplers.push_back(*i);
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}
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// Assign sampler indices.
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for (vector<ShaderInput*>::const_iterator i = unifiedSamplers.begin(); i != unifiedSamplers.end(); i++)
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{
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ShaderInput* input = *i;
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if (input->getVariable()->getType().isSampler())
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{
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input->getValueRange().getMin() = curSamplerNdx;
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input->getValueRange().getMax() = curSamplerNdx;
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curSamplerNdx += 1;
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}
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}
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}
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}
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} // rsg
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