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262 lines
8.3 KiB
262 lines
8.3 KiB
/*-------------------------------------------------------------------------
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* drawElements Quality Program OpenGL Shared Module
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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 Shared shader constant expression test components
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*//*--------------------------------------------------------------------*/
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#include "glsShaderConstExprTests.hpp"
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#include "glsShaderLibrary.hpp"
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#include "glsShaderLibraryCase.hpp"
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#include "tcuStringTemplate.hpp"
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#include "deStringUtil.hpp"
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#include "deMath.h"
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namespace deqp
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{
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namespace gls
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{
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namespace ShaderConstExpr
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{
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static void addOutputVar (glu::sl::ValueBlock* dst, glu::DataType type, float output)
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{
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dst->outputs.push_back(glu::sl::Value());
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{
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glu::sl::Value& value = dst->outputs.back();
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value.name = "out0";
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value.type = glu::VarType(type, glu::PRECISION_LAST);
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value.elements.resize(1);
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switch (type)
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{
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case glu::TYPE_INT:
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value.elements[0].int32 = (int)output;
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break;
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case glu::TYPE_UINT:
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value.elements[0].int32 = (unsigned int)output;
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break;
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case glu::TYPE_BOOL:
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value.elements[0].bool32 = output!=0.0f;
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break;
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case glu::TYPE_FLOAT:
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value.elements[0].float32 = output;
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break;
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default:
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DE_ASSERT(false);
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}
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}
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}
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std::vector<tcu::TestNode*> createTests (tcu::TestContext& testContext,
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glu::RenderContext& renderContext,
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const glu::ContextInfo& contextInfo,
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const TestParams* cases,
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int numCases,
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glu::GLSLVersion version,
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TestShaderStage testStage)
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{
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using std::string;
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using std::vector;
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using gls::ShaderLibraryCase;
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// Needed for autogenerating shader code for increased component counts
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DE_STATIC_ASSERT(glu::TYPE_FLOAT+1 == glu::TYPE_FLOAT_VEC2);
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DE_STATIC_ASSERT(glu::TYPE_FLOAT+2 == glu::TYPE_FLOAT_VEC3);
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DE_STATIC_ASSERT(glu::TYPE_FLOAT+3 == glu::TYPE_FLOAT_VEC4);
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DE_STATIC_ASSERT(glu::TYPE_INT+1 == glu::TYPE_INT_VEC2);
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DE_STATIC_ASSERT(glu::TYPE_INT+2 == glu::TYPE_INT_VEC3);
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DE_STATIC_ASSERT(glu::TYPE_INT+3 == glu::TYPE_INT_VEC4);
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DE_STATIC_ASSERT(glu::TYPE_UINT+1 == glu::TYPE_UINT_VEC2);
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DE_STATIC_ASSERT(glu::TYPE_UINT+2 == glu::TYPE_UINT_VEC3);
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DE_STATIC_ASSERT(glu::TYPE_UINT+3 == glu::TYPE_UINT_VEC4);
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DE_STATIC_ASSERT(glu::TYPE_BOOL+1 == glu::TYPE_BOOL_VEC2);
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DE_STATIC_ASSERT(glu::TYPE_BOOL+2 == glu::TYPE_BOOL_VEC3);
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DE_STATIC_ASSERT(glu::TYPE_BOOL+3 == glu::TYPE_BOOL_VEC4);
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DE_ASSERT(testStage);
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const char* shaderTemplateSrc =
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"#version ${GLES_VERSION}\n"
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"precision highp float;\n"
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"precision highp int;\n"
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"${DECLARATIONS}\n"
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"void main()\n"
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"{\n"
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" const ${CASE_BASE_TYPE} cval = ${CASE_EXPRESSION};\n"
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" out0 = cval;\n"
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" ${OUTPUT}\n"
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"}\n";
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const tcu::StringTemplate shaderTemplate (shaderTemplateSrc);
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vector<tcu::TestNode*> ret;
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for (int caseNdx = 0; caseNdx < numCases; caseNdx++)
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{
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std::map<string, string> shaderTemplateParams;
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const int minComponents = cases[caseNdx].minComponents;
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const int maxComponents = cases[caseNdx].maxComponents;
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const DataType inType = cases[caseNdx].inType;
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const DataType outType = cases[caseNdx].outType;
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const string expression = cases[caseNdx].expression;
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// Check for presence of func(vec, scalar) style specialization, use as gatekeeper for applying said specialization
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const bool alwaysScalar = expression.find("${MT}")!=string::npos;
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shaderTemplateParams["GLES_VERSION"] = version == glu::GLSL_VERSION_300_ES ? "300 es" : "100";
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shaderTemplateParams["CASE_BASE_TYPE"] = glu::getDataTypeName(outType);
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shaderTemplateParams["DECLARATIONS"] = "${DECLARATIONS}";
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shaderTemplateParams["OUTPUT"] = "${OUTPUT}";
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for (int compCount = minComponents-1; compCount < maxComponents; compCount++)
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{
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vector<tcu::TestNode*> children;
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std::map<string, string> expressionTemplateParams;
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string typeName = glu::getDataTypeName((glu::DataType)(inType + compCount)); // results in float, vec2, vec3, vec4 progression (same for other primitive types)
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const char* componentAccess[] = {"", ".y", ".z", ".w"};
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const tcu::StringTemplate expressionTemplate (expression);
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// Add type to case name if we are generating multiple versions
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const string caseName = string(cases[caseNdx].name) + (minComponents==maxComponents ? "" : ("_" + typeName));
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// ${T} => final type, ${MT} => final type but with scalar version usable even when T is a vector
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expressionTemplateParams["T"] = typeName;
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expressionTemplateParams["MT"] = typeName;
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shaderTemplateParams["CASE_EXPRESSION"] = expressionTemplate.specialize(expressionTemplateParams) + componentAccess[compCount]; // Add vector access to expression as needed
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{
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const string mapped = shaderTemplate.specialize(shaderTemplateParams);
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if (testStage & SHADER_VERTEX)
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{
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glu::sl::ShaderCaseSpecification spec;
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spec.targetVersion = version;
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spec.expectResult = glu::sl::EXPECT_PASS;
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spec.caseType = glu::sl::CASETYPE_VERTEX_ONLY;
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spec.programs.resize(1);
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spec.programs[0].sources << glu::VertexSource(mapped);
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addOutputVar(&spec.values, outType, cases[caseNdx].output);
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ret.push_back(new ShaderLibraryCase(testContext,
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renderContext,
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contextInfo,
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(caseName + "_vertex").c_str(),
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"",
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spec));
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}
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if (testStage & SHADER_FRAGMENT)
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{
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glu::sl::ShaderCaseSpecification spec;
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spec.targetVersion = version;
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spec.expectResult = glu::sl::EXPECT_PASS;
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spec.caseType = glu::sl::CASETYPE_FRAGMENT_ONLY;
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spec.programs.resize(1);
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spec.programs[0].sources << glu::FragmentSource(mapped);
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addOutputVar(&spec.values, outType, cases[caseNdx].output);
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ret.push_back(new ShaderLibraryCase(testContext,
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renderContext,
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contextInfo,
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(caseName + "_fragment").c_str(),
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"",
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spec));
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}
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}
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// Deal with functions that allways accept one ore more scalar parameters even when others are vectors
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if (alwaysScalar && compCount > 0)
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{
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const string scalarCaseName = string(cases[caseNdx].name) + "_" + typeName + "_" + glu::getDataTypeName(inType);
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expressionTemplateParams["MT"] = glu::getDataTypeName(inType);
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shaderTemplateParams["CASE_EXPRESSION"] = expressionTemplate.specialize(expressionTemplateParams) + componentAccess[compCount];
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{
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const string mapped = shaderTemplate.specialize(shaderTemplateParams);
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if (testStage & SHADER_VERTEX)
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{
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glu::sl::ShaderCaseSpecification spec;
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spec.targetVersion = version;
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spec.expectResult = glu::sl::EXPECT_PASS;
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spec.caseType = glu::sl::CASETYPE_VERTEX_ONLY;
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spec.programs.resize(1);
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spec.programs[0].sources << glu::VertexSource(mapped);
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addOutputVar(&spec.values, outType, cases[caseNdx].output);
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ret.push_back(new ShaderLibraryCase(testContext,
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renderContext,
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contextInfo,
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(scalarCaseName + "_vertex").c_str(),
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"",
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spec));
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}
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if (testStage & SHADER_FRAGMENT)
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{
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glu::sl::ShaderCaseSpecification spec;
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spec.targetVersion = version;
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spec.expectResult = glu::sl::EXPECT_PASS;
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spec.caseType = glu::sl::CASETYPE_FRAGMENT_ONLY;
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spec.programs.resize(1);
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spec.programs[0].sources << glu::FragmentSource(mapped);
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addOutputVar(&spec.values, outType, cases[caseNdx].output);
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ret.push_back(new ShaderLibraryCase(testContext,
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renderContext,
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contextInfo,
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(scalarCaseName + "_fragment").c_str(),
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"",
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spec));
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}
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}
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}
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}
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}
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return ret;
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}
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} // ShaderConstExpr
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} // gls
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} // deqp
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