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377 lines
11 KiB
377 lines
11 KiB
/*-------------------------------------------------------------------------
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* drawElements Quality Program OpenGL ES 2.0 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 Shader discard statement tests.
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*//*--------------------------------------------------------------------*/
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#include "es2fShaderDiscardTests.hpp"
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#include "glsShaderRenderCase.hpp"
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#include "tcuStringTemplate.hpp"
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#include "gluTexture.hpp"
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#include <map>
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#include <sstream>
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#include <string>
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#include "glwEnums.hpp"
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#include "glwFunctions.hpp"
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using tcu::StringTemplate;
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using std::map;
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using std::string;
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using std::ostringstream;
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using namespace glu;
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using namespace deqp::gls;
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namespace deqp
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{
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namespace gles2
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{
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namespace Functional
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{
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enum CaseFlags
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{
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FLAG_USES_TEXTURES = (1<<0),
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FLAG_REQUIRES_DYNAMIC_LOOPS = (1<<1),
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};
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class ShaderDiscardCase : public ShaderRenderCase
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{
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public:
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ShaderDiscardCase (Context& context, const char* name, const char* description, const char* shaderSource, ShaderEvalFunc evalFunc, deUint32 flags);
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virtual ~ShaderDiscardCase (void);
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void init (void);
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void deinit (void);
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void setupUniforms (int programID, const tcu::Vec4& constCoords);
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private:
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const deUint32 m_flags;
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glu::Texture2D* m_brickTexture;
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};
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ShaderDiscardCase::ShaderDiscardCase (Context& context, const char* name, const char* description, const char* shaderSource, ShaderEvalFunc evalFunc, deUint32 flags)
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: ShaderRenderCase (context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, false, evalFunc)
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, m_flags (flags)
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, m_brickTexture (DE_NULL)
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{
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m_fragShaderSource = shaderSource;
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m_vertShaderSource =
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"attribute highp vec4 a_position;\n"
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"attribute highp vec4 a_coords;\n"
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"varying mediump vec4 v_color;\n"
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"varying mediump vec4 v_coords;\n\n"
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"void main (void)\n"
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"{\n"
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" gl_Position = a_position;\n"
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" v_color = vec4(a_coords.xyz, 1.0);\n"
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" v_coords = a_coords;\n"
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"}\n";
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}
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ShaderDiscardCase::~ShaderDiscardCase (void)
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{
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delete m_brickTexture;
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}
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void ShaderDiscardCase::init (void)
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{
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try
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{
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gls::ShaderRenderCase::init();
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}
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catch (const CompileFailed&)
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{
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if (m_flags & FLAG_REQUIRES_DYNAMIC_LOOPS)
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{
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const bool isSupported = m_isVertexCase ? m_ctxInfo.isVertexDynamicLoopSupported() : m_ctxInfo.isFragmentDynamicLoopSupported();
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if (!isSupported)
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throw tcu::NotSupportedError("Dynamic loops not supported");
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}
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throw;
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}
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if (m_flags & FLAG_USES_TEXTURES)
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{
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m_brickTexture = glu::Texture2D::create(m_renderCtx, m_ctxInfo, m_testCtx.getArchive(), "data/brick.png");
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m_textures.push_back(TextureBinding(m_brickTexture, tcu::Sampler(tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE,
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tcu::Sampler::LINEAR, tcu::Sampler::LINEAR)));
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}
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}
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void ShaderDiscardCase::deinit (void)
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{
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gls::ShaderRenderCase::deinit();
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delete m_brickTexture;
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m_brickTexture = DE_NULL;
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}
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void ShaderDiscardCase::setupUniforms (int programID, const tcu::Vec4&)
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{
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const glw::Functions& gl = m_renderCtx.getFunctions();
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gl.uniform1i(gl.getUniformLocation(programID, "ut_brick"), 0);
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}
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ShaderDiscardTests::ShaderDiscardTests (Context& context)
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: TestCaseGroup(context, "discard", "Discard statement tests")
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{
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}
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ShaderDiscardTests::~ShaderDiscardTests (void)
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{
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}
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enum DiscardMode
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{
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DISCARDMODE_ALWAYS = 0,
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DISCARDMODE_NEVER,
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DISCARDMODE_UNIFORM,
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DISCARDMODE_DYNAMIC,
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DISCARDMODE_TEXTURE,
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DISCARDMODE_LAST
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};
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enum DiscardTemplate
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{
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DISCARDTEMPLATE_MAIN_BASIC = 0,
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DISCARDTEMPLATE_FUNCTION_BASIC,
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DISCARDTEMPLATE_MAIN_STATIC_LOOP,
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DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP,
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DISCARDTEMPLATE_FUNCTION_STATIC_LOOP,
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DISCARDTEMPLATE_LAST
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};
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// Evaluation functions
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inline void evalDiscardAlways (ShaderEvalContext& c) { c.discard(); }
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inline void evalDiscardNever (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); }
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inline void evalDiscardDynamic (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); if (c.coords.x()+c.coords.y() > 0.0f) c.discard(); }
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inline void evalDiscardTexture (ShaderEvalContext& c)
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{
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c.color.xyz() = c.coords.swizzle(0,1,2);
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if (c.texture2D(0, c.coords.swizzle(0,1) * 0.25f + 0.5f).x() < 0.7f)
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c.discard();
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}
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static ShaderEvalFunc getEvalFunc (DiscardMode mode)
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{
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switch (mode)
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{
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case DISCARDMODE_ALWAYS: return evalDiscardAlways;
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case DISCARDMODE_NEVER: return evalDiscardNever;
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case DISCARDMODE_UNIFORM: return evalDiscardAlways;
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case DISCARDMODE_DYNAMIC: return evalDiscardDynamic;
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case DISCARDMODE_TEXTURE: return evalDiscardTexture;
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default:
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DE_ASSERT(DE_FALSE);
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return evalDiscardAlways;
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}
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}
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static const char* getTemplate (DiscardTemplate variant)
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{
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switch (variant)
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{
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case DISCARDTEMPLATE_MAIN_BASIC:
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return "varying mediump vec4 v_color;\n"
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"varying mediump vec4 v_coords;\n"
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"uniform sampler2D ut_brick;\n"
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"uniform mediump int ui_one;\n\n"
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"void main (void)\n"
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"{\n"
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" gl_FragColor = v_color;\n"
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" ${DISCARD};\n"
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"}\n";
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case DISCARDTEMPLATE_FUNCTION_BASIC:
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return "varying mediump vec4 v_color;\n"
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"varying mediump vec4 v_coords;\n"
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"uniform sampler2D ut_brick;\n"
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"uniform mediump int ui_one;\n\n"
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"void myfunc (void)\n"
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"{\n"
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" ${DISCARD};\n"
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"}\n\n"
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"void main (void)\n"
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"{\n"
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" gl_FragColor = v_color;\n"
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" myfunc();\n"
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"}\n";
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case DISCARDTEMPLATE_MAIN_STATIC_LOOP:
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return "varying mediump vec4 v_color;\n"
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"varying mediump vec4 v_coords;\n"
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"uniform sampler2D ut_brick;\n"
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"uniform mediump int ui_one;\n\n"
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"void main (void)\n"
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"{\n"
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" gl_FragColor = v_color;\n"
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" for (int i = 0; i < 2; i++)\n"
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" {\n"
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" if (i > 0)\n"
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" ${DISCARD};\n"
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" }\n"
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"}\n";
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case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP:
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return "varying mediump vec4 v_color;\n"
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"varying mediump vec4 v_coords;\n"
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"uniform sampler2D ut_brick;\n"
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"uniform mediump int ui_one;\n"
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"uniform mediump int ui_two;\n\n"
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"void main (void)\n"
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"{\n"
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" gl_FragColor = v_color;\n"
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" for (int i = 0; i < ui_two; i++)\n"
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" {\n"
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" if (i > 0)\n"
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" ${DISCARD};\n"
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" }\n"
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"}\n";
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case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP:
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return "varying mediump vec4 v_color;\n"
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"varying mediump vec4 v_coords;\n"
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"uniform sampler2D ut_brick;\n"
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"uniform mediump int ui_one;\n\n"
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"void myfunc (void)\n"
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"{\n"
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" for (int i = 0; i < 2; i++)\n"
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" {\n"
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" if (i > 0)\n"
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" ${DISCARD};\n"
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" }\n"
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"}\n\n"
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"void main (void)\n"
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"{\n"
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" gl_FragColor = v_color;\n"
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" myfunc();\n"
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"}\n";
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default:
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DE_ASSERT(DE_FALSE);
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return DE_NULL;
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}
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}
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static const char* getTemplateName (DiscardTemplate variant)
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{
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switch (variant)
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{
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case DISCARDTEMPLATE_MAIN_BASIC: return "basic";
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case DISCARDTEMPLATE_FUNCTION_BASIC: return "function";
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case DISCARDTEMPLATE_MAIN_STATIC_LOOP: return "static_loop";
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case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP: return "dynamic_loop";
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case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP: return "function_static_loop";
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default:
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DE_ASSERT(DE_FALSE);
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return DE_NULL;
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}
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}
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static const char* getModeName (DiscardMode mode)
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{
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switch (mode)
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{
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case DISCARDMODE_ALWAYS: return "always";
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case DISCARDMODE_NEVER: return "never";
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case DISCARDMODE_UNIFORM: return "uniform";
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case DISCARDMODE_DYNAMIC: return "dynamic";
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case DISCARDMODE_TEXTURE: return "texture";
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default:
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DE_ASSERT(DE_FALSE);
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return DE_NULL;
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}
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}
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static const char* getTemplateDesc (DiscardTemplate variant)
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{
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switch (variant)
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{
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case DISCARDTEMPLATE_MAIN_BASIC: return "main";
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case DISCARDTEMPLATE_FUNCTION_BASIC: return "function";
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case DISCARDTEMPLATE_MAIN_STATIC_LOOP: return "static loop";
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case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP: return "dynamic loop";
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case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP: return "static loop in function";
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default:
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DE_ASSERT(DE_FALSE);
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return DE_NULL;
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}
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}
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static const char* getModeDesc (DiscardMode mode)
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{
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switch (mode)
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{
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case DISCARDMODE_ALWAYS: return "Always discard";
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case DISCARDMODE_NEVER: return "Never discard";
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case DISCARDMODE_UNIFORM: return "Discard based on uniform value";
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case DISCARDMODE_DYNAMIC: return "Discard based on varying values";
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case DISCARDMODE_TEXTURE: return "Discard based on texture value";
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default:
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DE_ASSERT(DE_FALSE);
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return DE_NULL;
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}
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}
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ShaderDiscardCase* makeDiscardCase (Context& context, DiscardTemplate tmpl, DiscardMode mode)
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{
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StringTemplate shaderTemplate(getTemplate(tmpl));
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map<string, string> params;
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switch (mode)
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{
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case DISCARDMODE_ALWAYS: params["DISCARD"] = "discard"; break;
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case DISCARDMODE_NEVER: params["DISCARD"] = "if (false) discard"; break;
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case DISCARDMODE_UNIFORM: params["DISCARD"] = "if (ui_one > 0) discard"; break;
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case DISCARDMODE_DYNAMIC: params["DISCARD"] = "if (v_coords.x+v_coords.y > 0.0) discard"; break;
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case DISCARDMODE_TEXTURE: params["DISCARD"] = "if (texture2D(ut_brick, v_coords.xy*0.25+0.5).x < 0.7) discard"; break;
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default:
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DE_ASSERT(DE_FALSE);
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break;
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}
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string name = string(getTemplateName(tmpl)) + "_" + getModeName(mode);
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string description = string(getModeDesc(mode)) + " in " + getTemplateDesc(tmpl);
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deUint32 flags = (mode == DISCARDMODE_TEXTURE ? FLAG_USES_TEXTURES : 0)
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| (tmpl == DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP ? FLAG_REQUIRES_DYNAMIC_LOOPS : 0);
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return new ShaderDiscardCase(context, name.c_str(), description.c_str(), shaderTemplate.specialize(params).c_str(), getEvalFunc(mode), flags);
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}
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void ShaderDiscardTests::init (void)
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{
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for (int tmpl = 0; tmpl < DISCARDTEMPLATE_LAST; tmpl++)
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for (int mode = 0; mode < DISCARDMODE_LAST; mode++)
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addChild(makeDiscardCase(m_context, (DiscardTemplate)tmpl, (DiscardMode)mode));
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}
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} // Functional
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} // gles2
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} // deqp
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