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3153 lines
120 KiB
3153 lines
120 KiB
/*-------------------------------------------------------------------------
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* drawElements Quality Program OpenGL ES 3.0 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 compilation performance tests.
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*//*--------------------------------------------------------------------*/
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#include "es3pShaderCompilationCases.hpp"
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#include "tcuTestLog.hpp"
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#include "tcuVector.hpp"
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#include "tcuMatrix.hpp"
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#include "tcuTextureUtil.hpp"
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#include "tcuPlatform.hpp"
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#include "tcuCommandLine.hpp"
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#include "tcuRenderTarget.hpp"
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#include "tcuCPUWarmup.hpp"
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#include "tcuStringTemplate.hpp"
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#include "gluTexture.hpp"
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#include "gluPixelTransfer.hpp"
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#include "gluRenderContext.hpp"
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#include "deStringUtil.hpp"
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#include "deRandom.hpp"
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#include "deClock.h"
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#include "deMath.h"
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#include "glwEnums.hpp"
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#include "glwFunctions.hpp"
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#include <map>
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#include <algorithm>
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#include <limits>
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#include <iomanip>
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using tcu::TestLog;
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using tcu::Vec3;
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using tcu::Vec4;
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using tcu::Mat3;
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using tcu::Mat4;
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using std::string;
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using std::vector;
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using namespace glw; // GL types
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namespace deqp
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{
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namespace gles3
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{
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namespace Performance
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{
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static const bool WARMUP_CPU_AT_BEGINNING_OF_CASE = false;
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static const bool WARMUP_CPU_BEFORE_EACH_MEASUREMENT = true;
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static const int MAX_VIEWPORT_WIDTH = 64;
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static const int MAX_VIEWPORT_HEIGHT = 64;
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static const int DEFAULT_MINIMUM_MEASUREMENT_COUNT = 15;
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static const float RELATIVE_MEDIAN_ABSOLUTE_DEVIATION_THRESHOLD = 0.05f;
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// Texture size for the light shader and texture lookup shader cases.
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static const int TEXTURE_WIDTH = 64;
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static const int TEXTURE_HEIGHT = 64;
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template <typename T>
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inline string toStringWithPadding (T value, int minLength)
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{
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std::ostringstream s;
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s << std::setfill('0') << std::setw(minLength) << value;
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return s.str();
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}
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// Add some whitespace and comments to str. They should depend on uniqueNumber.
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static string strWithWhiteSpaceAndComments (const string& str, deUint32 uniqueNumber)
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{
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string res("");
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// Find the first newline.
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int firstLineEndNdx = 0;
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while (firstLineEndNdx < (int)str.size() && str[firstLineEndNdx] != '\n')
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{
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res += str[firstLineEndNdx];
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firstLineEndNdx++;
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}
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res += '\n';
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DE_ASSERT(firstLineEndNdx < (int)str.size());
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// Add the whitespaces and comments just after the first line.
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de::Random rnd (uniqueNumber);
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int numWS = rnd.getInt(10, 20);
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for (int i = 0; i < numWS; i++)
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res += " \t\n"[rnd.getInt(0, 2)];
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res += "/* unique comment " + de::toString(uniqueNumber) + " */\n";
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res += "// unique comment " + de::toString(uniqueNumber) + "\n";
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for (int i = 0; i < numWS; i++)
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res += " \t\n"[rnd.getInt(0, 2)];
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// Add the rest of the string.
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res.append(&str.c_str()[firstLineEndNdx + 1]);
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return res;
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}
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//! Helper for computing relative magnitudes while avoiding division by zero.
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static float hackySafeRelativeResult (float x, float y)
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{
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// \note A possible case is that x is standard deviation, and y is average
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// (or similarly for median or some such). So, if y is 0, that
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// probably means that x is also 0(ish) (because in practice we're
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// dealing with non-negative values, in which case an average of 0
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// implies that the samples are all 0 - note that the same isn't
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// strictly true for things like median) so a relative result of 0
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// wouldn't be that far from the truth.
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return y == 0.0f ? 0.0f : x/y;
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}
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template <typename T>
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static float vectorFloatAverage (const vector<T>& v)
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{
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DE_ASSERT(!v.empty());
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float result = 0.0f;
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for (int i = 0; i < (int)v.size(); i++)
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result += (float)v[i];
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return result / (float)v.size();
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}
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template <typename T>
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static float vectorFloatMedian (const vector<T>& v)
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{
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DE_ASSERT(!v.empty());
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vector<T> temp = v;
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std::sort(temp.begin(), temp.end());
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return temp.size() % 2 == 0
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? 0.5f * ((float)temp[temp.size()/2-1] + (float)temp[temp.size()/2])
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: (float)temp[temp.size()/2];
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}
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template <typename T>
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static float vectorFloatMinimum (const vector<T>& v)
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{
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DE_ASSERT(!v.empty());
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return (float)*std::min_element(v.begin(), v.end());
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}
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template <typename T>
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static float vectorFloatMaximum (const vector<T>& v)
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{
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DE_ASSERT(!v.empty());
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return (float)*std::max_element(v.begin(), v.end());
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}
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template <typename T>
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static float vectorFloatStandardDeviation (const vector<T>& v)
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{
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float average = vectorFloatAverage(v);
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float result = 0.0f;
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for (int i = 0; i < (int)v.size(); i++)
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{
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float d = (float)v[i] - average;
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result += d*d;
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}
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return deFloatSqrt(result/(float)v.size());
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}
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template <typename T>
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static float vectorFloatRelativeStandardDeviation (const vector<T>& v)
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{
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return hackySafeRelativeResult(vectorFloatStandardDeviation(v), vectorFloatAverage(v));
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}
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template <typename T>
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static float vectorFloatMedianAbsoluteDeviation (const vector<T>& v)
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{
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float median = vectorFloatMedian(v);
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vector<float> absoluteDeviations (v.size());
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for (int i = 0; i < (int)v.size(); i++)
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absoluteDeviations[i] = deFloatAbs((float)v[i] - median);
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return vectorFloatMedian(absoluteDeviations);
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}
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template <typename T>
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static float vectorFloatRelativeMedianAbsoluteDeviation (const vector<T>& v)
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{
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return hackySafeRelativeResult(vectorFloatMedianAbsoluteDeviation(v), vectorFloatMedian(v));
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}
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template <typename T>
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static float vectorFloatMaximumMinusMinimum (const vector<T>& v)
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{
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return vectorFloatMaximum(v) - vectorFloatMinimum(v);
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}
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template <typename T>
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static float vectorFloatRelativeMaximumMinusMinimum (const vector<T>& v)
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{
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return hackySafeRelativeResult(vectorFloatMaximumMinusMinimum(v), vectorFloatMaximum(v));
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}
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template <typename T>
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static vector<T> vectorLowestPercentage (const vector<T>& v, float factor)
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{
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DE_ASSERT(0.0f < factor && factor <= 1.0f);
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int targetSize = (int)(deFloatCeil(factor*(float)v.size()));
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vector<T> temp = v;
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std::sort(temp.begin(), temp.end());
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while ((int)temp.size() > targetSize)
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temp.pop_back();
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return temp;
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}
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template <typename T>
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static float vectorFloatFirstQuartile (const vector<T>& v)
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{
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return vectorFloatMedian(vectorLowestPercentage(v, 0.5f));
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}
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// Helper function for combining 4 tcu::Vec4's into one tcu::Vector<float, 16>.
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static tcu::Vector<float, 16> combineVec4ToVec16 (const Vec4& a0, const Vec4& a1, const Vec4& a2, const Vec4& a3)
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{
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tcu::Vector<float, 16> result;
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for (int vecNdx = 0; vecNdx < 4; vecNdx++)
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{
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const Vec4& srcVec = vecNdx == 0 ? a0 : vecNdx == 1 ? a1 : vecNdx == 2 ? a2 : a3;
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for (int i = 0; i < 4; i++)
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result[vecNdx*4 + i] = srcVec[i];
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}
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return result;
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}
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// Helper function for extending an n-sized (n <= 16) vector to a 16-sized vector (padded with zeros).
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template <int Size>
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static tcu::Vector<float, 16> vecTo16 (const tcu::Vector<float, Size>& vec)
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{
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DE_STATIC_ASSERT(Size <= 16);
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tcu::Vector<float, 16> res(0.0f);
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for (int i = 0; i < Size; i++)
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res[i] = vec[i];
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return res;
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}
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// Helper function for extending an n-sized (n <= 16) array to a 16-sized vector (padded with zeros).
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template <int Size>
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static tcu::Vector<float, 16> arrTo16 (const tcu::Array<float, Size>& arr)
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{
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DE_STATIC_ASSERT(Size <= 16);
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tcu::Vector<float, 16> res(0.0f);
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for(int i = 0; i < Size; i++)
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res[i] = arr[i];
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return res;
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}
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static string getShaderInfoLog (const glw::Functions& gl, deUint32 shader)
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{
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string result;
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int infoLogLen = 0;
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vector<char> infoLogBuf;
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gl.getShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen);
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infoLogBuf.resize(infoLogLen + 1);
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gl.getShaderInfoLog(shader, infoLogLen + 1, DE_NULL, &infoLogBuf[0]);
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result = &infoLogBuf[0];
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return result;
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}
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static string getProgramInfoLog (const glw::Functions& gl, deUint32 program)
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{
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string result;
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int infoLogLen = 0;
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vector<char> infoLogBuf;
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gl.getProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLen);
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infoLogBuf.resize(infoLogLen + 1);
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gl.getProgramInfoLog(program, infoLogLen + 1, DE_NULL, &infoLogBuf[0]);
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result = &infoLogBuf[0];
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return result;
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}
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enum LightType
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{
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LIGHT_DIRECTIONAL = 0,
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LIGHT_POINT,
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LIGHT_LAST,
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};
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enum LoopType
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{
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LOOP_TYPE_STATIC = 0,
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LOOP_TYPE_UNIFORM,
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LOOP_TYPE_DYNAMIC,
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LOOP_LAST
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};
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// For texture lookup cases: which texture lookups are inside a conditional statement.
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enum ConditionalUsage
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{
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CONDITIONAL_USAGE_NONE = 0, // No conditional statements.
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CONDITIONAL_USAGE_FIRST_HALF, // First numLookUps/2 lookups are inside a conditional statement.
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CONDITIONAL_USAGE_EVERY_OTHER, // First, third etc. lookups are inside conditional statements.
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CONDITIONAL_USAGE_LAST
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};
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enum ConditionalType
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{
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CONDITIONAL_TYPE_STATIC = 0,
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CONDITIONAL_TYPE_UNIFORM,
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CONDITIONAL_TYPE_DYNAMIC,
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CONDITIONAL_TYPE_LAST
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};
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// For the invalid shader compilation tests; what kind of invalidity a shader shall contain.
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enum ShaderValidity
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{
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SHADER_VALIDITY_VALID = 0,
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SHADER_VALIDITY_INVALID_CHAR,
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SHADER_VALIDITY_SEMANTIC_ERROR,
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SHADER_VALIDITY_LAST
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};
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class ShaderCompilerCase : public TestCase
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{
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public:
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struct AttribSpec
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{
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string name;
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tcu::Vector<float, 16> value;
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AttribSpec (const string& n, const tcu::Vector<float, 16>& v) : name(n), value(v) {}
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};
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struct UniformSpec
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{
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enum Type
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{
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TYPE_FLOAT = 0,
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TYPE_VEC2,
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TYPE_VEC3,
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TYPE_VEC4,
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TYPE_MAT3,
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TYPE_MAT4,
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TYPE_TEXTURE_UNIT,
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TYPE_LAST
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};
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string name;
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Type type;
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tcu::Vector<float, 16> value;
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UniformSpec (const string& n, Type t, float v) : name(n), type(t), value(v) {}
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UniformSpec (const string& n, Type t, const tcu::Vector<float, 16>& v) : name(n), type(t), value(v) {}
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};
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ShaderCompilerCase (Context& context, const char* name, const char* description, int caseID, bool avoidCache, bool addWhitespaceAndComments);
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~ShaderCompilerCase (void);
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void init (void);
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IterateResult iterate (void);
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protected:
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struct ProgramContext
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{
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string vertShaderSource;
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string fragShaderSource;
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vector<AttribSpec> vertexAttributes;
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vector<UniformSpec> uniforms;
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};
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deUint32 getSpecializationID (int measurementNdx) const; // Return an ID that depends on the case ID, current measurement index and time; used to specialize attribute names etc. (avoid shader caching).
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virtual ProgramContext generateShaderData (int measurementNdx) const = 0; // Generate shader sources and inputs. Attribute etc. names depend on above name specialization.
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private:
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struct Measurement
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{
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// \note All times in microseconds. 32-bit integers would probably suffice (would need over an hour of test case runtime to overflow), but better safe than sorry.
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deInt64 sourceSetTime;
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deInt64 vertexCompileTime;
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deInt64 fragmentCompileTime;
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deInt64 programLinkTime;
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deInt64 firstInputSetTime;
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deInt64 firstDrawTime;
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deInt64 secondInputSetTime;
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deInt64 secondDrawTime;
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deInt64 firstPhase (void) const { return sourceSetTime + vertexCompileTime + fragmentCompileTime + programLinkTime + firstInputSetTime + firstDrawTime; }
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deInt64 secondPhase (void) const { return secondInputSetTime + secondDrawTime; }
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deInt64 totalTimeWithoutDraw (void) const { return firstPhase() - de::min(secondPhase(), firstInputSetTime + firstDrawTime); }
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Measurement (deInt64 sourceSetTime_,
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deInt64 vertexCompileTime_,
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deInt64 fragmentCompileTime_,
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deInt64 programLinkTime_,
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deInt64 firstInputSetTime_,
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deInt64 firstDrawTime_,
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deInt64 secondInputSetTime_,
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deInt64 secondDrawTime_)
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: sourceSetTime (sourceSetTime_)
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, vertexCompileTime (vertexCompileTime_)
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, fragmentCompileTime (fragmentCompileTime_)
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, programLinkTime (programLinkTime_)
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, firstInputSetTime (firstInputSetTime_)
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, firstDrawTime (firstDrawTime_)
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, secondInputSetTime (secondInputSetTime_)
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, secondDrawTime (secondDrawTime_)
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{
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}
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};
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struct ShadersAndProgram
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{
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deUint32 vertShader;
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deUint32 fragShader;
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deUint32 program;
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};
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struct Logs
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{
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string vert;
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string frag;
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string link;
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};
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struct BuildInfo
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{
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bool vertCompileSuccess;
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bool fragCompileSuccess;
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bool linkSuccess;
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Logs logs;
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};
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ShadersAndProgram createShadersAndProgram (void) const;
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void setShaderSources (deUint32 vertShader, deUint32 fragShader, const ProgramContext&) const;
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bool compileShader (deUint32 shader) const;
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bool linkAndUseProgram (deUint32 program) const;
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void setShaderInputs (deUint32 program, const ProgramContext&) const; // Set attribute pointers and uniforms.
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void draw (void) const; // Clear, draw and finish.
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void cleanup (const ShadersAndProgram&, const ProgramContext&, bool linkSuccess) const; // Do GL deinitializations.
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Logs getLogs (const ShadersAndProgram&) const;
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void logProgramData (const BuildInfo&, const ProgramContext&) const;
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bool goodEnoughMeasurements (const vector<Measurement>& measurements) const;
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int m_viewportWidth;
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int m_viewportHeight;
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bool m_avoidCache; // If true, avoid caching between measurements as well (and not only between test cases).
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bool m_addWhitespaceAndComments; // If true, add random whitespace and comments to the source (good caching should ignore those).
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deUint32 m_startHash; // A hash from case id and time, at the time of construction.
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int m_minimumMeasurementCount;
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int m_maximumMeasurementCount;
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};
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class ShaderCompilerLightCase : public ShaderCompilerCase
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{
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public:
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ShaderCompilerLightCase (Context& context, const char* name, const char* description, int caseID, bool avoidCache, bool addWhitespaceAndComments, bool isVertexCase, int numLights, LightType lightType);
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~ShaderCompilerLightCase (void);
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void init (void);
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void deinit (void);
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protected:
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ProgramContext generateShaderData (int measurementNdx) const;
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private:
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int m_numLights;
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bool m_isVertexCase;
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LightType m_lightType;
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glu::Texture2D* m_texture;
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};
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class ShaderCompilerTextureCase : public ShaderCompilerCase
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{
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public:
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ShaderCompilerTextureCase (Context& context, const char* name, const char* description, int caseID, bool avoidCache, bool addWhitespaceAndComments, int numLookups, ConditionalUsage conditionalUsage, ConditionalType conditionalType);
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~ShaderCompilerTextureCase (void);
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void init (void);
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void deinit (void);
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protected:
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ProgramContext generateShaderData (int measurementNdx) const;
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|
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private:
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int m_numLookups;
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vector<glu::Texture2D*> m_textures;
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ConditionalUsage m_conditionalUsage;
|
|
ConditionalType m_conditionalType;
|
|
};
|
|
|
|
class ShaderCompilerLoopCase : public ShaderCompilerCase
|
|
{
|
|
public:
|
|
ShaderCompilerLoopCase (Context& context, const char* name, const char* description, int caseID, bool avoidCache, bool addWhitespaceAndComments, bool isVertexCase, LoopType type, int numLoopIterations, int nestingDepth);
|
|
~ShaderCompilerLoopCase (void);
|
|
|
|
protected:
|
|
ProgramContext generateShaderData (int measurementNdx) const;
|
|
|
|
private:
|
|
int m_numLoopIterations;
|
|
int m_nestingDepth;
|
|
bool m_isVertexCase;
|
|
LoopType m_type;
|
|
};
|
|
|
|
class ShaderCompilerOperCase : public ShaderCompilerCase
|
|
{
|
|
public:
|
|
ShaderCompilerOperCase (Context& context, const char* name, const char* description, int caseID, bool avoidCache, bool addWhitespaceAndComments, bool isVertexCase, const char* oper, int numOperations);
|
|
~ShaderCompilerOperCase (void);
|
|
|
|
protected:
|
|
ProgramContext generateShaderData (int measurementNdx) const;
|
|
|
|
private:
|
|
string m_oper;
|
|
int m_numOperations;
|
|
bool m_isVertexCase;
|
|
};
|
|
|
|
class ShaderCompilerMandelbrotCase : public ShaderCompilerCase
|
|
{
|
|
public:
|
|
ShaderCompilerMandelbrotCase (Context& context, const char* name, const char* description, int caseID, bool avoidCache, bool addWhitespaceAndComments, int numFractalIterations);
|
|
~ShaderCompilerMandelbrotCase (void);
|
|
|
|
protected:
|
|
ProgramContext generateShaderData (int measurementNdx) const;
|
|
|
|
private:
|
|
int m_numFractalIterations;
|
|
};
|
|
|
|
class InvalidShaderCompilerCase : public TestCase
|
|
{
|
|
public:
|
|
// \note Similar to the ShaderValidity enum, but doesn't have a VALID type.
|
|
enum InvalidityType
|
|
{
|
|
INVALIDITY_INVALID_CHAR = 0,
|
|
INVALIDITY_SEMANTIC_ERROR,
|
|
|
|
INVALIDITY_LAST
|
|
};
|
|
|
|
InvalidShaderCompilerCase (Context& context, const char* name, const char* description, int caseID, InvalidityType invalidityType);
|
|
~InvalidShaderCompilerCase (void);
|
|
|
|
IterateResult iterate (void);
|
|
|
|
protected:
|
|
struct ProgramContext
|
|
{
|
|
string vertShaderSource;
|
|
string fragShaderSource;
|
|
};
|
|
|
|
deUint32 getSpecializationID (int measurementNdx) const; // Return an ID that depends on the case ID, current measurement index and time; used to specialize attribute names etc. (avoid shader caching).
|
|
virtual ProgramContext generateShaderSources (int measurementNdx) const = 0; // Generate shader sources. Attribute etc. names depend on above name specialization.
|
|
|
|
InvalidityType m_invalidityType;
|
|
|
|
private:
|
|
struct Measurement
|
|
{
|
|
// \note All times in microseconds. 32-bit integers would probably suffice (would need over an hour of test case runtime to overflow), but better safe than sorry.
|
|
deInt64 sourceSetTime;
|
|
deInt64 vertexCompileTime;
|
|
deInt64 fragmentCompileTime;
|
|
|
|
deInt64 totalTime (void) const { return sourceSetTime + vertexCompileTime + fragmentCompileTime; }
|
|
|
|
Measurement (deInt64 sourceSetTime_,
|
|
deInt64 vertexCompileTime_,
|
|
deInt64 fragmentCompileTime_)
|
|
: sourceSetTime (sourceSetTime_)
|
|
, vertexCompileTime (vertexCompileTime_)
|
|
, fragmentCompileTime (fragmentCompileTime_)
|
|
{
|
|
}
|
|
};
|
|
|
|
struct Shaders
|
|
{
|
|
deUint32 vertShader;
|
|
deUint32 fragShader;
|
|
};
|
|
|
|
struct Logs
|
|
{
|
|
string vert;
|
|
string frag;
|
|
};
|
|
|
|
struct BuildInfo
|
|
{
|
|
bool vertCompileSuccess;
|
|
bool fragCompileSuccess;
|
|
|
|
Logs logs;
|
|
};
|
|
|
|
Shaders createShaders (void) const;
|
|
void setShaderSources (const Shaders&, const ProgramContext&) const;
|
|
bool compileShader (deUint32 shader) const;
|
|
void cleanup (const Shaders&) const;
|
|
|
|
Logs getLogs (const Shaders&) const;
|
|
void logProgramData (const BuildInfo&, const ProgramContext&) const;
|
|
bool goodEnoughMeasurements (const vector<Measurement>& measurements) const;
|
|
|
|
deUint32 m_startHash; // A hash from case id and time, at the time of construction.
|
|
|
|
int m_minimumMeasurementCount;
|
|
int m_maximumMeasurementCount;
|
|
};
|
|
|
|
class InvalidShaderCompilerLightCase : public InvalidShaderCompilerCase
|
|
{
|
|
public:
|
|
InvalidShaderCompilerLightCase (Context& context, const char* name, const char* description, int caseID, InvalidityType invalidityType, bool isVertexCase, int numLights, LightType lightType);
|
|
~InvalidShaderCompilerLightCase (void);
|
|
|
|
protected:
|
|
ProgramContext generateShaderSources (int measurementNdx) const;
|
|
|
|
private:
|
|
bool m_isVertexCase;
|
|
int m_numLights;
|
|
LightType m_lightType;
|
|
};
|
|
|
|
class InvalidShaderCompilerTextureCase : public InvalidShaderCompilerCase
|
|
{
|
|
public:
|
|
InvalidShaderCompilerTextureCase (Context& context, const char* name, const char* description, int caseID, InvalidityType invalidityType, int numLookups, ConditionalUsage conditionalUsage, ConditionalType conditionalType);
|
|
~InvalidShaderCompilerTextureCase (void);
|
|
|
|
protected:
|
|
ProgramContext generateShaderSources (int measurementNdx) const;
|
|
|
|
private:
|
|
int m_numLookups;
|
|
ConditionalUsage m_conditionalUsage;
|
|
ConditionalType m_conditionalType;
|
|
};
|
|
|
|
class InvalidShaderCompilerLoopCase : public InvalidShaderCompilerCase
|
|
{
|
|
public:
|
|
InvalidShaderCompilerLoopCase (Context& context, const char* name, const char* description, int caseID, InvalidityType invalidityType, bool , LoopType type, int numLoopIterations, int nestingDepth);
|
|
~InvalidShaderCompilerLoopCase (void);
|
|
|
|
protected:
|
|
ProgramContext generateShaderSources (int measurementNdx) const;
|
|
|
|
private:
|
|
bool m_isVertexCase;
|
|
int m_numLoopIterations;
|
|
int m_nestingDepth;
|
|
LoopType m_type;
|
|
};
|
|
|
|
class InvalidShaderCompilerOperCase : public InvalidShaderCompilerCase
|
|
{
|
|
public:
|
|
InvalidShaderCompilerOperCase (Context& context, const char* name, const char* description, int caseID, InvalidityType invalidityType, bool isVertexCase, const char* oper, int numOperations);
|
|
~InvalidShaderCompilerOperCase (void);
|
|
|
|
protected:
|
|
ProgramContext generateShaderSources (int measurementNdx) const;
|
|
|
|
private:
|
|
bool m_isVertexCase;
|
|
string m_oper;
|
|
int m_numOperations;
|
|
};
|
|
|
|
class InvalidShaderCompilerMandelbrotCase : public InvalidShaderCompilerCase
|
|
{
|
|
public:
|
|
InvalidShaderCompilerMandelbrotCase (Context& context, const char* name, const char* description, int caseID, InvalidityType invalidityType, int numFractalIterations);
|
|
~InvalidShaderCompilerMandelbrotCase (void);
|
|
|
|
protected:
|
|
ProgramContext generateShaderSources (int measurementNdx) const;
|
|
|
|
private:
|
|
int m_numFractalIterations;
|
|
};
|
|
|
|
static string getNameSpecialization (deUint32 id)
|
|
{
|
|
return "_" + toStringWithPadding(id, 10);
|
|
}
|
|
|
|
// Substitute StringTemplate parameters for attribute/uniform/varying name and constant expression specialization as well as possible shader compilation error causes.
|
|
static string specializeShaderSource (const string& shaderSourceTemplate, deUint32 cacheAvoidanceID, ShaderValidity validity)
|
|
{
|
|
std::map<string, string> params;
|
|
params["NAME_SPEC"] = getNameSpecialization(cacheAvoidanceID);
|
|
params["FLOAT01"] = de::floatToString((float)cacheAvoidanceID / (float)(std::numeric_limits<deUint32>::max()), 6);
|
|
params["SEMANTIC_ERROR"] = validity != SHADER_VALIDITY_SEMANTIC_ERROR ? "" : "\tfloat invalid = sin(1.0, 2.0);\n";
|
|
params["INVALID_CHAR"] = validity != SHADER_VALIDITY_INVALID_CHAR ? "" : "@\n"; // \note Some implementations crash when the invalid character is the last character in the source, so use newline.
|
|
|
|
return tcu::StringTemplate(shaderSourceTemplate).specialize(params);
|
|
}
|
|
|
|
// Function for generating the vertex shader of a (directional or point) light case.
|
|
static string lightVertexTemplate (int numLights, bool isVertexCase, LightType lightType)
|
|
{
|
|
string resultTemplate;
|
|
|
|
resultTemplate +=
|
|
"#version 300 es\n"
|
|
"in highp vec4 a_position${NAME_SPEC};\n"
|
|
"in mediump vec3 a_normal${NAME_SPEC};\n"
|
|
"in mediump vec4 a_texCoord0${NAME_SPEC};\n"
|
|
"uniform mediump vec3 u_material_ambientColor${NAME_SPEC};\n"
|
|
"uniform mediump vec4 u_material_diffuseColor${NAME_SPEC};\n"
|
|
"uniform mediump vec3 u_material_emissiveColor${NAME_SPEC};\n"
|
|
"uniform mediump vec3 u_material_specularColor${NAME_SPEC};\n"
|
|
"uniform mediump float u_material_shininess${NAME_SPEC};\n";
|
|
|
|
for (int lightNdx = 0; lightNdx < numLights; lightNdx++)
|
|
{
|
|
string ndxStr = de::toString(lightNdx);
|
|
|
|
resultTemplate +=
|
|
"uniform mediump vec3 u_light" + ndxStr + "_color${NAME_SPEC};\n"
|
|
"uniform mediump vec3 u_light" + ndxStr + "_direction${NAME_SPEC};\n";
|
|
|
|
if (lightType == LIGHT_POINT)
|
|
resultTemplate +=
|
|
"uniform mediump vec4 u_light" + ndxStr + "_position${NAME_SPEC};\n"
|
|
"uniform mediump float u_light" + ndxStr + "_constantAttenuation${NAME_SPEC};\n"
|
|
"uniform mediump float u_light" + ndxStr + "_linearAttenuation${NAME_SPEC};\n"
|
|
"uniform mediump float u_light" + ndxStr + "_quadraticAttenuation${NAME_SPEC};\n";
|
|
}
|
|
|
|
resultTemplate +=
|
|
"uniform highp mat4 u_mvpMatrix${NAME_SPEC};\n"
|
|
"uniform highp mat4 u_modelViewMatrix${NAME_SPEC};\n"
|
|
"uniform mediump mat3 u_normalMatrix${NAME_SPEC};\n"
|
|
"uniform mediump mat4 u_texCoordMatrix0${NAME_SPEC};\n"
|
|
"out mediump vec4 v_color${NAME_SPEC};\n"
|
|
"out mediump vec2 v_texCoord0${NAME_SPEC};\n";
|
|
|
|
if (!isVertexCase)
|
|
{
|
|
resultTemplate += "out mediump vec3 v_eyeNormal${NAME_SPEC};\n";
|
|
|
|
if (lightType == LIGHT_POINT)
|
|
resultTemplate +=
|
|
"out mediump vec3 v_directionToLight${NAME_SPEC}[" + de::toString(numLights) + "];\n"
|
|
"out mediump float v_distanceToLight${NAME_SPEC}[" + de::toString(numLights) + "];\n";
|
|
}
|
|
|
|
resultTemplate +=
|
|
"mediump vec3 direction (mediump vec4 from, mediump vec4 to)\n"
|
|
"{\n"
|
|
" return vec3(to.xyz * from.w - from.xyz * to.w);\n"
|
|
"}\n"
|
|
"\n"
|
|
"mediump vec3 computeLighting (\n"
|
|
" mediump vec3 directionToLight,\n"
|
|
" mediump vec3 halfVector,\n"
|
|
" mediump vec3 normal,\n"
|
|
" mediump vec3 lightColor,\n"
|
|
" mediump vec3 diffuseColor,\n"
|
|
" mediump vec3 specularColor,\n"
|
|
" mediump float shininess)\n"
|
|
"{\n"
|
|
" mediump float normalDotDirection = max(dot(normal, directionToLight), 0.0);\n"
|
|
" mediump vec3 color = normalDotDirection * diffuseColor * lightColor;\n"
|
|
"\n"
|
|
" if (normalDotDirection != 0.0)\n"
|
|
" color += pow(max(dot(normal, halfVector), 0.0), shininess) * specularColor * lightColor;\n"
|
|
"\n"
|
|
" return color;\n"
|
|
"}\n"
|
|
"\n";
|
|
|
|
if (lightType == LIGHT_POINT)
|
|
resultTemplate +=
|
|
"mediump float computeDistanceAttenuation (mediump float distToLight, mediump float constAtt, mediump float linearAtt, mediump float quadraticAtt)\n"
|
|
"{\n"
|
|
" return 1.0 / (constAtt + linearAtt * distToLight + quadraticAtt * distToLight * distToLight);\n"
|
|
"}\n"
|
|
"\n";
|
|
|
|
resultTemplate +=
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" highp vec4 position = a_position${NAME_SPEC};\n"
|
|
" highp vec3 normal = a_normal${NAME_SPEC};\n"
|
|
" gl_Position = u_mvpMatrix${NAME_SPEC} * position * (0.95 + 0.05*${FLOAT01});\n"
|
|
" v_texCoord0${NAME_SPEC} = (u_texCoordMatrix0${NAME_SPEC} * a_texCoord0${NAME_SPEC}).xy;\n"
|
|
" mediump vec4 color = vec4(u_material_emissiveColor${NAME_SPEC}, u_material_diffuseColor${NAME_SPEC}.a);\n"
|
|
"\n"
|
|
" highp vec4 eyePosition = u_modelViewMatrix${NAME_SPEC} * position;\n"
|
|
" mediump vec3 eyeNormal = normalize(u_normalMatrix${NAME_SPEC} * normal);\n";
|
|
|
|
if (!isVertexCase)
|
|
resultTemplate += "\tv_eyeNormal${NAME_SPEC} = eyeNormal;\n";
|
|
|
|
resultTemplate += "\n";
|
|
|
|
for (int lightNdx = 0; lightNdx < numLights; lightNdx++)
|
|
{
|
|
string ndxStr = de::toString(lightNdx);
|
|
|
|
resultTemplate +=
|
|
" /* Light " + ndxStr + " */\n";
|
|
|
|
if (lightType == LIGHT_POINT)
|
|
{
|
|
resultTemplate +=
|
|
" mediump float distanceToLight" + ndxStr + " = distance(eyePosition, u_light" + ndxStr + "_position${NAME_SPEC});\n"
|
|
" mediump vec3 directionToLight" + ndxStr + " = normalize(direction(eyePosition, u_light" + ndxStr + "_position${NAME_SPEC}));\n";
|
|
|
|
if (isVertexCase)
|
|
resultTemplate +=
|
|
" mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0, 1.0));\n"
|
|
" color.rgb += computeLighting(directionToLight" + ndxStr + ", halfVector" + ndxStr + ", eyeNormal, u_light" + ndxStr + "_color${NAME_SPEC}, u_material_diffuseColor${NAME_SPEC}.rgb, "
|
|
"u_material_specularColor${NAME_SPEC}, u_material_shininess${NAME_SPEC}) * computeDistanceAttenuation(distanceToLight" + ndxStr + ", u_light" + ndxStr + "_constantAttenuation${NAME_SPEC}, "
|
|
"u_light" + ndxStr + "_linearAttenuation${NAME_SPEC}, u_light" + ndxStr + "_quadraticAttenuation${NAME_SPEC});\n";
|
|
else
|
|
resultTemplate +=
|
|
" v_directionToLight${NAME_SPEC}[" + ndxStr + "] = directionToLight" + ndxStr + ";\n"
|
|
" v_distanceToLight${NAME_SPEC}[" + ndxStr + "] = distanceToLight" + ndxStr + ";\n";
|
|
}
|
|
else if (lightType == LIGHT_DIRECTIONAL)
|
|
{
|
|
if (isVertexCase)
|
|
resultTemplate +=
|
|
" mediump vec3 directionToLight" + ndxStr + " = -u_light" + ndxStr + "_direction${NAME_SPEC};\n"
|
|
" mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0, 1.0));\n"
|
|
" color.rgb += computeLighting(directionToLight" + ndxStr + ", halfVector" + ndxStr + ", eyeNormal, u_light" + ndxStr + "_color${NAME_SPEC}, u_material_diffuseColor${NAME_SPEC}.rgb, u_material_specularColor${NAME_SPEC}, u_material_shininess${NAME_SPEC});\n";
|
|
}
|
|
else
|
|
DE_ASSERT(DE_FALSE);
|
|
|
|
resultTemplate += "\n";
|
|
}
|
|
|
|
resultTemplate +=
|
|
" v_color${NAME_SPEC} = color;\n"
|
|
"${SEMANTIC_ERROR}"
|
|
"}\n"
|
|
"${INVALID_CHAR}";
|
|
|
|
return resultTemplate;
|
|
}
|
|
|
|
// Function for generating the fragment shader of a (directional or point) light case.
|
|
static string lightFragmentTemplate (int numLights, bool isVertexCase, LightType lightType)
|
|
{
|
|
string resultTemplate;
|
|
|
|
resultTemplate +=
|
|
"#version 300 es\n"
|
|
"layout(location = 0) out mediump vec4 o_color;\n";
|
|
|
|
if (!isVertexCase)
|
|
{
|
|
resultTemplate +=
|
|
"uniform mediump vec3 u_material_ambientColor${NAME_SPEC};\n"
|
|
"uniform mediump vec4 u_material_diffuseColor${NAME_SPEC};\n"
|
|
"uniform mediump vec3 u_material_emissiveColor${NAME_SPEC};\n"
|
|
"uniform mediump vec3 u_material_specularColor${NAME_SPEC};\n"
|
|
"uniform mediump float u_material_shininess${NAME_SPEC};\n";
|
|
|
|
for (int lightNdx = 0; lightNdx < numLights; lightNdx++)
|
|
{
|
|
string ndxStr = de::toString(lightNdx);
|
|
|
|
resultTemplate +=
|
|
"uniform mediump vec3 u_light" + ndxStr + "_color${NAME_SPEC};\n"
|
|
"uniform mediump vec3 u_light" + ndxStr + "_direction${NAME_SPEC};\n";
|
|
|
|
if (lightType == LIGHT_POINT)
|
|
resultTemplate +=
|
|
"uniform mediump vec4 u_light" + ndxStr + "_position${NAME_SPEC};\n"
|
|
"uniform mediump float u_light" + ndxStr + "_constantAttenuation${NAME_SPEC};\n"
|
|
"uniform mediump float u_light" + ndxStr + "_linearAttenuation${NAME_SPEC};\n"
|
|
"uniform mediump float u_light" + ndxStr + "_quadraticAttenuation${NAME_SPEC};\n";
|
|
}
|
|
}
|
|
|
|
resultTemplate +=
|
|
"uniform sampler2D u_sampler0${NAME_SPEC};\n"
|
|
"in mediump vec4 v_color${NAME_SPEC};\n"
|
|
"in mediump vec2 v_texCoord0${NAME_SPEC};\n";
|
|
|
|
if (!isVertexCase)
|
|
{
|
|
resultTemplate +=
|
|
"in mediump vec3 v_eyeNormal${NAME_SPEC};\n";
|
|
|
|
if (lightType == LIGHT_POINT)
|
|
resultTemplate +=
|
|
"in mediump vec3 v_directionToLight${NAME_SPEC}[" + de::toString(numLights) + "];\n"
|
|
"in mediump float v_distanceToLight${NAME_SPEC}[" + de::toString(numLights) + "];\n";
|
|
|
|
resultTemplate +=
|
|
"mediump vec3 direction (mediump vec4 from, mediump vec4 to)\n"
|
|
"{\n"
|
|
" return vec3(to.xyz * from.w - from.xyz * to.w);\n"
|
|
"}\n"
|
|
"\n";
|
|
|
|
resultTemplate +=
|
|
"mediump vec3 computeLighting (\n"
|
|
" mediump vec3 directionToLight,\n"
|
|
" mediump vec3 halfVector,\n"
|
|
" mediump vec3 normal,\n"
|
|
" mediump vec3 lightColor,\n"
|
|
" mediump vec3 diffuseColor,\n"
|
|
" mediump vec3 specularColor,\n"
|
|
" mediump float shininess)\n"
|
|
"{\n"
|
|
" mediump float normalDotDirection = max(dot(normal, directionToLight), 0.0);\n"
|
|
" mediump vec3 color = normalDotDirection * diffuseColor * lightColor;\n"
|
|
"\n"
|
|
" if (normalDotDirection != 0.0)\n"
|
|
" color += pow(max(dot(normal, halfVector), 0.0), shininess) * specularColor * lightColor;\n"
|
|
"\n"
|
|
" return color;\n"
|
|
"}\n"
|
|
"\n";
|
|
|
|
if (lightType == LIGHT_POINT)
|
|
resultTemplate +=
|
|
"mediump float computeDistanceAttenuation (mediump float distToLight, mediump float constAtt, mediump float linearAtt, mediump float quadraticAtt)\n"
|
|
"{\n"
|
|
" return 1.0 / (constAtt + linearAtt * distToLight + quadraticAtt * distToLight * distToLight);\n"
|
|
"}\n"
|
|
"\n";
|
|
}
|
|
|
|
resultTemplate +=
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" mediump vec2 texCoord0 = v_texCoord0${NAME_SPEC}.xy;\n"
|
|
" mediump vec4 color = v_color${NAME_SPEC};\n";
|
|
|
|
if (!isVertexCase)
|
|
{
|
|
resultTemplate +=
|
|
" mediump vec3 eyeNormal = normalize(v_eyeNormal${NAME_SPEC});\n"
|
|
"\n";
|
|
|
|
for (int lightNdx = 0; lightNdx < numLights; lightNdx++)
|
|
{
|
|
string ndxStr = de::toString(lightNdx);
|
|
|
|
resultTemplate +=
|
|
" /* Light " + ndxStr + " */\n";
|
|
|
|
if (lightType == LIGHT_POINT)
|
|
resultTemplate +=
|
|
" mediump vec3 directionToLight" + ndxStr + " = normalize(v_directionToLight${NAME_SPEC}[" + ndxStr + "]);\n"
|
|
" mediump float distanceToLight" + ndxStr + " = v_distanceToLight${NAME_SPEC}[" + ndxStr + "];\n"
|
|
" mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0, 1.0));\n"
|
|
" color.rgb += computeLighting(directionToLight" + ndxStr + ", halfVector" + ndxStr + ", eyeNormal, u_light" + ndxStr + "_color${NAME_SPEC}, u_material_diffuseColor${NAME_SPEC}.rgb, "
|
|
"u_material_specularColor${NAME_SPEC}, u_material_shininess${NAME_SPEC}) * computeDistanceAttenuation(distanceToLight" + ndxStr + ", u_light" + ndxStr + "_constantAttenuation${NAME_SPEC}, "
|
|
"u_light" + ndxStr + "_linearAttenuation${NAME_SPEC}, u_light" + ndxStr + "_quadraticAttenuation${NAME_SPEC});\n"
|
|
"\n";
|
|
else if (lightType == LIGHT_DIRECTIONAL)
|
|
resultTemplate +=
|
|
" mediump vec3 directionToLight" + ndxStr + " = -u_light" + ndxStr + "_direction${NAME_SPEC};\n"
|
|
" mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0, 1.0));\n"
|
|
" color.rgb += computeLighting(directionToLight" + ndxStr + ", halfVector" + ndxStr + ", eyeNormal, u_light" + ndxStr + "_color${NAME_SPEC}, u_material_diffuseColor${NAME_SPEC}.rgb, u_material_specularColor${NAME_SPEC}, u_material_shininess${NAME_SPEC});\n"
|
|
"\n";
|
|
else
|
|
DE_ASSERT(DE_FALSE);
|
|
}
|
|
}
|
|
|
|
resultTemplate +=
|
|
" color *= texture(u_sampler0${NAME_SPEC}, texCoord0);\n"
|
|
" o_color = color + ${FLOAT01};\n"
|
|
"${SEMANTIC_ERROR}"
|
|
"}\n"
|
|
"${INVALID_CHAR}";
|
|
|
|
return resultTemplate;
|
|
}
|
|
|
|
// Function for generating the shader attributes of a (directional or point) light case.
|
|
static vector<ShaderCompilerCase::AttribSpec> lightShaderAttributes (const string& nameSpecialization)
|
|
{
|
|
vector<ShaderCompilerCase::AttribSpec> result;
|
|
|
|
result.push_back(ShaderCompilerCase::AttribSpec("a_position" + nameSpecialization,
|
|
combineVec4ToVec16(Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
|
|
Vec4(-1.0f, 1.0f, 0.0f, 1.0f),
|
|
Vec4( 1.0f, -1.0f, 0.0f, 1.0f),
|
|
Vec4( 1.0f, 1.0f, 0.0f, 1.0f))));
|
|
|
|
result.push_back(ShaderCompilerCase::AttribSpec("a_normal" + nameSpecialization,
|
|
combineVec4ToVec16(Vec4(0.0f, 0.0f, -1.0f, 0.0f),
|
|
Vec4(0.0f, 0.0f, -1.0f, 0.0f),
|
|
Vec4(0.0f, 0.0f, -1.0f, 0.0f),
|
|
Vec4(0.0f, 0.0f, -1.0f, 0.0f))));
|
|
|
|
result.push_back(ShaderCompilerCase::AttribSpec("a_texCoord0" + nameSpecialization,
|
|
combineVec4ToVec16(Vec4(0.0f, 0.0f, 0.0f, 0.0f),
|
|
Vec4(1.0f, 0.0f, 0.0f, 0.0f),
|
|
Vec4(0.0f, 1.0f, 0.0f, 0.0f),
|
|
Vec4(1.0f, 1.0f, 0.0f, 0.0f))));
|
|
|
|
return result;
|
|
}
|
|
|
|
// Function for generating the shader uniforms of a (directional or point) light case.
|
|
static vector<ShaderCompilerCase::UniformSpec> lightShaderUniforms (const string& nameSpecialization, int numLights, LightType lightType)
|
|
{
|
|
vector<ShaderCompilerCase::UniformSpec> result;
|
|
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_material_ambientColor" + nameSpecialization,
|
|
ShaderCompilerCase::UniformSpec::TYPE_VEC3,
|
|
vecTo16(Vec3(0.5f, 0.7f, 0.9f))));
|
|
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_material_diffuseColor" + nameSpecialization,
|
|
ShaderCompilerCase:: UniformSpec::TYPE_VEC4,
|
|
vecTo16(Vec4(0.3f, 0.4f, 0.5f, 1.0f))));
|
|
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_material_emissiveColor" + nameSpecialization,
|
|
ShaderCompilerCase::UniformSpec::TYPE_VEC3,
|
|
vecTo16(Vec3(0.7f, 0.2f, 0.2f))));
|
|
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_material_specularColor" + nameSpecialization,
|
|
ShaderCompilerCase::UniformSpec::TYPE_VEC3,
|
|
vecTo16(Vec3(0.2f, 0.6f, 1.0f))));
|
|
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_material_shininess" + nameSpecialization,
|
|
ShaderCompilerCase::UniformSpec::TYPE_FLOAT,
|
|
0.8f));
|
|
|
|
for (int lightNdx = 0; lightNdx < numLights; lightNdx++)
|
|
{
|
|
string ndxStr = de::toString(lightNdx);
|
|
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_color" + nameSpecialization,
|
|
ShaderCompilerCase::UniformSpec::TYPE_VEC3,
|
|
vecTo16(Vec3(0.8f, 0.6f, 0.3f))));
|
|
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_direction" + nameSpecialization,
|
|
ShaderCompilerCase::UniformSpec::TYPE_VEC3,
|
|
vecTo16(Vec3(0.2f, 0.3f, 0.4f))));
|
|
|
|
if (lightType == LIGHT_POINT)
|
|
{
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_position" + nameSpecialization,
|
|
ShaderCompilerCase::UniformSpec::TYPE_VEC4,
|
|
vecTo16(Vec4(1.0f, 0.6f, 0.3f, 0.2f))));
|
|
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_constantAttenuation" + nameSpecialization,
|
|
ShaderCompilerCase::UniformSpec::TYPE_FLOAT,
|
|
0.6f));
|
|
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_linearAttenuation" + nameSpecialization,
|
|
ShaderCompilerCase::UniformSpec::TYPE_FLOAT,
|
|
0.5f));
|
|
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_quadraticAttenuation" + nameSpecialization,
|
|
ShaderCompilerCase::UniformSpec::TYPE_FLOAT,
|
|
0.4f));
|
|
}
|
|
}
|
|
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_mvpMatrix" + nameSpecialization,
|
|
ShaderCompilerCase::UniformSpec::TYPE_MAT4,
|
|
arrTo16(Mat4(1.0f).getColumnMajorData())));
|
|
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_modelViewMatrix" + nameSpecialization,
|
|
ShaderCompilerCase::UniformSpec::TYPE_MAT4,
|
|
arrTo16(Mat4(1.0f).getColumnMajorData())));
|
|
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_normalMatrix" + nameSpecialization,
|
|
ShaderCompilerCase::UniformSpec::TYPE_MAT3,
|
|
arrTo16(Mat3(1.0f).getColumnMajorData())));
|
|
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_texCoordMatrix0" + nameSpecialization,
|
|
ShaderCompilerCase::UniformSpec::TYPE_MAT4,
|
|
arrTo16(Mat4(1.0f).getColumnMajorData())));
|
|
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_sampler0" + nameSpecialization,
|
|
ShaderCompilerCase::UniformSpec::TYPE_TEXTURE_UNIT,
|
|
0.0f));
|
|
|
|
return result;
|
|
}
|
|
|
|
// Function for generating a vertex shader with a for loop.
|
|
static string loopVertexTemplate (LoopType type, bool isVertexCase, int numLoopIterations, int nestingDepth)
|
|
{
|
|
string resultTemplate;
|
|
string loopBound = type == LOOP_TYPE_STATIC ? de::toString(numLoopIterations)
|
|
: type == LOOP_TYPE_UNIFORM ? "int(u_loopBound${NAME_SPEC})"
|
|
: type == LOOP_TYPE_DYNAMIC ? "int(a_loopBound${NAME_SPEC})"
|
|
: "";
|
|
|
|
DE_ASSERT(!loopBound.empty());
|
|
|
|
resultTemplate +=
|
|
"#version 300 es\n"
|
|
"in highp vec4 a_position${NAME_SPEC};\n";
|
|
|
|
if (type == LOOP_TYPE_DYNAMIC)
|
|
resultTemplate +=
|
|
"in mediump float a_loopBound${NAME_SPEC};\n";
|
|
|
|
resultTemplate +=
|
|
"in mediump vec4 a_value${NAME_SPEC};\n"
|
|
"out mediump vec4 v_value${NAME_SPEC};\n";
|
|
|
|
if (isVertexCase)
|
|
{
|
|
if (type == LOOP_TYPE_UNIFORM)
|
|
resultTemplate += "uniform mediump float u_loopBound${NAME_SPEC};\n";
|
|
|
|
resultTemplate +=
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" gl_Position = a_position${NAME_SPEC} * (0.95 + 0.05*${FLOAT01});\n"
|
|
" mediump vec4 value = a_value${NAME_SPEC};\n";
|
|
|
|
for (int i = 0; i < nestingDepth; i++)
|
|
{
|
|
string iterName = "i" + de::toString(i);
|
|
resultTemplate += string(i + 1, '\t') + "for (int " + iterName + " = 0; " + iterName + " < " + loopBound + "; " + iterName + "++)\n";
|
|
}
|
|
|
|
resultTemplate += string(nestingDepth + 1, '\t') + "value *= a_value${NAME_SPEC};\n";
|
|
|
|
resultTemplate +=
|
|
" v_value${NAME_SPEC} = value;\n";
|
|
}
|
|
else
|
|
{
|
|
if (type == LOOP_TYPE_DYNAMIC)
|
|
resultTemplate +=
|
|
"out mediump float v_loopBound${NAME_SPEC};\n";
|
|
|
|
resultTemplate +=
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" gl_Position = a_position${NAME_SPEC} * (0.95 + 0.05*${FLOAT01});\n"
|
|
" v_value${NAME_SPEC} = a_value${NAME_SPEC};\n";
|
|
|
|
if (type == LOOP_TYPE_DYNAMIC)
|
|
resultTemplate +=
|
|
" v_loopBound${NAME_SPEC} = a_loopBound${NAME_SPEC};\n";
|
|
}
|
|
|
|
resultTemplate +=
|
|
"${SEMANTIC_ERROR}"
|
|
"}\n"
|
|
"${INVALID_CHAR}";
|
|
|
|
return resultTemplate;
|
|
}
|
|
|
|
// Function for generating a fragment shader with a for loop.
|
|
static string loopFragmentTemplate (LoopType type, bool isVertexCase, int numLoopIterations, int nestingDepth)
|
|
{
|
|
string resultTemplate;
|
|
string loopBound = type == LOOP_TYPE_STATIC ? de::toString(numLoopIterations)
|
|
: type == LOOP_TYPE_UNIFORM ? "int(u_loopBound${NAME_SPEC})"
|
|
: type == LOOP_TYPE_DYNAMIC ? "int(v_loopBound${NAME_SPEC})"
|
|
: "";
|
|
|
|
DE_ASSERT(!loopBound.empty());
|
|
|
|
resultTemplate +=
|
|
"#version 300 es\n"
|
|
"layout(location = 0) out mediump vec4 o_color;\n"
|
|
"in mediump vec4 v_value${NAME_SPEC};\n";
|
|
|
|
if (!isVertexCase)
|
|
{
|
|
if (type == LOOP_TYPE_DYNAMIC)
|
|
resultTemplate +=
|
|
"in mediump float v_loopBound${NAME_SPEC};\n";
|
|
else if (type == LOOP_TYPE_UNIFORM)
|
|
resultTemplate +=
|
|
"uniform mediump float u_loopBound${NAME_SPEC};\n";
|
|
|
|
resultTemplate +=
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" mediump vec4 value = v_value${NAME_SPEC};\n";
|
|
|
|
for (int i = 0; i < nestingDepth; i++)
|
|
{
|
|
string iterName = "i" + de::toString(i);
|
|
resultTemplate += string(i + 1, '\t') + "for (int " + iterName + " = 0; " + iterName + " < " + loopBound + "; " + iterName + "++)\n";
|
|
}
|
|
|
|
resultTemplate += string(nestingDepth + 1, '\t') + "value *= v_value${NAME_SPEC};\n";
|
|
|
|
resultTemplate +=
|
|
" o_color = value + ${FLOAT01};\n";
|
|
}
|
|
else
|
|
resultTemplate +=
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" o_color = v_value${NAME_SPEC} + ${FLOAT01};\n";
|
|
|
|
resultTemplate +=
|
|
"${SEMANTIC_ERROR}"
|
|
"}\n"
|
|
"${INVALID_CHAR}";
|
|
|
|
return resultTemplate;
|
|
}
|
|
|
|
// Function for generating the shader attributes for a loop case.
|
|
static vector<ShaderCompilerCase::AttribSpec> loopShaderAttributes (const string& nameSpecialization, LoopType type, int numLoopIterations)
|
|
{
|
|
vector<ShaderCompilerCase::AttribSpec> result;
|
|
|
|
result.push_back(ShaderCompilerCase::AttribSpec("a_position" + nameSpecialization,
|
|
combineVec4ToVec16(Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
|
|
Vec4(-1.0f, 1.0f, 0.0f, 1.0f),
|
|
Vec4( 1.0f, -1.0f, 0.0f, 1.0f),
|
|
Vec4( 1.0f, 1.0f, 0.0f, 1.0f))));
|
|
|
|
result.push_back(ShaderCompilerCase::AttribSpec("a_value" + nameSpecialization,
|
|
combineVec4ToVec16(Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
|
|
Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
|
|
Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
|
|
Vec4( 1.0f, 1.0f, 1.0f, 1.0f))));
|
|
|
|
if (type == LOOP_TYPE_DYNAMIC)
|
|
result.push_back(ShaderCompilerCase::AttribSpec("a_loopBound" + nameSpecialization,
|
|
combineVec4ToVec16(Vec4((float)numLoopIterations, 0.0f, 0.0f, 0.0f),
|
|
Vec4((float)numLoopIterations, 0.0f, 0.0f, 0.0f),
|
|
Vec4((float)numLoopIterations, 0.0f, 0.0f, 0.0f),
|
|
Vec4((float)numLoopIterations, 0.0f, 0.0f, 0.0f))));
|
|
|
|
return result;
|
|
}
|
|
|
|
static vector<ShaderCompilerCase::UniformSpec> loopShaderUniforms (const string& nameSpecialization, LoopType type, int numLoopIterations)
|
|
{
|
|
vector<ShaderCompilerCase::UniformSpec> result;
|
|
|
|
if (type == LOOP_TYPE_UNIFORM)
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_loopBound" + nameSpecialization,
|
|
ShaderCompilerCase::UniformSpec::TYPE_FLOAT,
|
|
(float)numLoopIterations));
|
|
|
|
return result;
|
|
}
|
|
|
|
// Function for generating the shader attributes for a case with only one attribute value in addition to the position attribute.
|
|
static vector<ShaderCompilerCase::AttribSpec> singleValueShaderAttributes (const string& nameSpecialization)
|
|
{
|
|
vector<ShaderCompilerCase::AttribSpec> result;
|
|
|
|
result.push_back(ShaderCompilerCase::AttribSpec("a_position" + nameSpecialization,
|
|
combineVec4ToVec16(Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
|
|
Vec4(-1.0f, 1.0f, 0.0f, 1.0f),
|
|
Vec4( 1.0f, -1.0f, 0.0f, 1.0f),
|
|
Vec4( 1.0f, 1.0f, 0.0f, 1.0f))));
|
|
|
|
result.push_back(ShaderCompilerCase::AttribSpec("a_value" + nameSpecialization,
|
|
combineVec4ToVec16(Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
|
|
Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
|
|
Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
|
|
Vec4( 1.0f, 1.0f, 1.0f, 1.0f))));
|
|
|
|
return result;
|
|
}
|
|
|
|
// Function for generating a vertex shader with a binary operation chain.
|
|
static string binaryOpVertexTemplate (int numOperations, const char* op)
|
|
{
|
|
string resultTemplate;
|
|
|
|
resultTemplate +=
|
|
"#version 300 es\n"
|
|
"in highp vec4 a_position${NAME_SPEC};\n"
|
|
"in mediump vec4 a_value${NAME_SPEC};\n"
|
|
"out mediump vec4 v_value${NAME_SPEC};\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" gl_Position = a_position${NAME_SPEC} * (0.95 + 0.05*${FLOAT01});\n"
|
|
" mediump vec4 value = ";
|
|
|
|
for (int i = 0; i < numOperations; i++)
|
|
resultTemplate += string(i > 0 ? op : "") + "a_value${NAME_SPEC}";
|
|
|
|
resultTemplate +=
|
|
";\n"
|
|
" v_value${NAME_SPEC} = value;\n"
|
|
"${SEMANTIC_ERROR}"
|
|
"}\n"
|
|
"${INVALID_CHAR}";
|
|
|
|
return resultTemplate;
|
|
}
|
|
|
|
// Function for generating a fragment shader with a binary operation chain.
|
|
static string binaryOpFragmentTemplate (int numOperations, const char* op)
|
|
{
|
|
string resultTemplate;
|
|
|
|
resultTemplate +=
|
|
"#version 300 es\n"
|
|
"layout(location = 0) out mediump vec4 o_color;\n"
|
|
"in mediump vec4 v_value${NAME_SPEC};\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" mediump vec4 value = ";
|
|
|
|
for (int i = 0; i < numOperations; i++)
|
|
resultTemplate += string(i > 0 ? op : "") + "v_value${NAME_SPEC}";
|
|
|
|
resultTemplate +=
|
|
";\n"
|
|
" o_color = value + ${FLOAT01};\n"
|
|
"${SEMANTIC_ERROR}"
|
|
"}\n"
|
|
"${INVALID_CHAR}";
|
|
|
|
return resultTemplate;
|
|
}
|
|
|
|
// Function for generating a vertex that takes one attribute in addition to position and just passes it to the fragment shader as a varying.
|
|
static string singleVaryingVertexTemplate (void)
|
|
{
|
|
const char* resultTemplate =
|
|
"#version 300 es\n"
|
|
"in highp vec4 a_position${NAME_SPEC};\n"
|
|
"in mediump vec4 a_value${NAME_SPEC};\n"
|
|
"out mediump vec4 v_value${NAME_SPEC};\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" gl_Position = a_position${NAME_SPEC} * (0.95 + 0.05*${FLOAT01});\n"
|
|
" v_value${NAME_SPEC} = a_value${NAME_SPEC};\n"
|
|
"${SEMANTIC_ERROR}"
|
|
"}\n"
|
|
"${INVALID_CHAR}";
|
|
|
|
return resultTemplate;
|
|
}
|
|
|
|
// Function for generating a fragment shader that takes a single varying and uses it as the color.
|
|
static string singleVaryingFragmentTemplate (void)
|
|
{
|
|
const char* resultTemplate =
|
|
"#version 300 es\n"
|
|
"layout(location = 0) out mediump vec4 o_color;\n"
|
|
"in mediump vec4 v_value${NAME_SPEC};\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" o_color = v_value${NAME_SPEC} + ${FLOAT01};\n"
|
|
"${SEMANTIC_ERROR}"
|
|
"}\n"
|
|
"${INVALID_CHAR}";
|
|
|
|
return resultTemplate;
|
|
}
|
|
|
|
// Function for generating the vertex shader of a texture lookup case.
|
|
static string textureLookupVertexTemplate (ConditionalUsage conditionalUsage, ConditionalType conditionalType)
|
|
{
|
|
string resultTemplate;
|
|
bool conditionVaryingNeeded = conditionalUsage != CONDITIONAL_USAGE_NONE && conditionalType == CONDITIONAL_TYPE_DYNAMIC;
|
|
|
|
resultTemplate +=
|
|
"#version 300 es\n"
|
|
"in highp vec4 a_position${NAME_SPEC};\n"
|
|
"in mediump vec2 a_coords${NAME_SPEC};\n"
|
|
"out mediump vec2 v_coords${NAME_SPEC};\n";
|
|
|
|
if (conditionVaryingNeeded)
|
|
resultTemplate +=
|
|
"in mediump float a_condition${NAME_SPEC};\n"
|
|
"out mediump float v_condition${NAME_SPEC};\n";
|
|
|
|
resultTemplate +=
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" gl_Position = a_position${NAME_SPEC} * (0.95 + 0.05*${FLOAT01});\n"
|
|
" v_coords${NAME_SPEC} = a_coords${NAME_SPEC};\n";
|
|
|
|
if (conditionVaryingNeeded)
|
|
resultTemplate +=
|
|
" v_condition${NAME_SPEC} = a_condition${NAME_SPEC};\n";
|
|
|
|
resultTemplate +=
|
|
"${SEMANTIC_ERROR}"
|
|
"}\n"
|
|
"${INVALID_CHAR}";
|
|
|
|
return resultTemplate;
|
|
}
|
|
|
|
// Function for generating the fragment shader of a texture lookup case.
|
|
static string textureLookupFragmentTemplate (int numLookups, ConditionalUsage conditionalUsage, ConditionalType conditionalType)
|
|
{
|
|
string resultTemplate;
|
|
|
|
resultTemplate +=
|
|
"#version 300 es\n"
|
|
"layout(location = 0) out mediump vec4 o_color;\n"
|
|
"in mediump vec2 v_coords${NAME_SPEC};\n";
|
|
|
|
if (conditionalUsage != CONDITIONAL_USAGE_NONE && conditionalType == CONDITIONAL_TYPE_DYNAMIC)
|
|
resultTemplate +=
|
|
"in mediump float v_condition${NAME_SPEC};\n";
|
|
|
|
for (int i = 0; i < numLookups; i++)
|
|
resultTemplate +=
|
|
"uniform sampler2D u_sampler" + de::toString(i) + "${NAME_SPEC};\n";
|
|
|
|
if (conditionalUsage != CONDITIONAL_USAGE_NONE && conditionalType == CONDITIONAL_TYPE_UNIFORM)
|
|
resultTemplate +=
|
|
"uniform mediump float u_condition${NAME_SPEC};\n";
|
|
|
|
resultTemplate +=
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" mediump vec4 color = vec4(0.0);\n";
|
|
|
|
const char* conditionalTerm = conditionalType == CONDITIONAL_TYPE_STATIC ? "1.0 > 0.0"
|
|
: conditionalType == CONDITIONAL_TYPE_UNIFORM ? "u_condition${NAME_SPEC} > 0.0"
|
|
: conditionalType == CONDITIONAL_TYPE_DYNAMIC ? "v_condition${NAME_SPEC} > 0.0"
|
|
: DE_NULL;
|
|
|
|
DE_ASSERT(conditionalTerm != DE_NULL);
|
|
|
|
if (conditionalUsage == CONDITIONAL_USAGE_FIRST_HALF)
|
|
resultTemplate += string("") +
|
|
" if (" + conditionalTerm + ")\n"
|
|
" {\n";
|
|
|
|
for (int i = 0; i < numLookups; i++)
|
|
{
|
|
if (conditionalUsage == CONDITIONAL_USAGE_FIRST_HALF)
|
|
{
|
|
if (i < (numLookups + 1) / 2)
|
|
resultTemplate += "\t";
|
|
}
|
|
else if (conditionalUsage == CONDITIONAL_USAGE_EVERY_OTHER)
|
|
{
|
|
if (i % 2 == 0)
|
|
resultTemplate += string("") +
|
|
" if (" + conditionalTerm + ")\n"
|
|
"\t";
|
|
}
|
|
|
|
resultTemplate +=
|
|
" color += texture(u_sampler" + de::toString(i) + "${NAME_SPEC}, v_coords${NAME_SPEC});\n";
|
|
|
|
if (conditionalUsage == CONDITIONAL_USAGE_FIRST_HALF && i == (numLookups - 1) / 2)
|
|
resultTemplate += "\t}\n";
|
|
}
|
|
|
|
resultTemplate +=
|
|
" o_color = color/" + de::toString(numLookups) + ".0 + ${FLOAT01};\n" +
|
|
"${SEMANTIC_ERROR}"
|
|
"}\n"
|
|
"${INVALID_CHAR}";
|
|
|
|
return resultTemplate;
|
|
}
|
|
|
|
// Function for generating the shader attributes of a texture lookup case.
|
|
static vector<ShaderCompilerCase::AttribSpec> textureLookupShaderAttributes (const string& nameSpecialization, ConditionalUsage conditionalUsage, ConditionalType conditionalType)
|
|
{
|
|
vector<ShaderCompilerCase::AttribSpec> result;
|
|
|
|
result.push_back(ShaderCompilerCase::AttribSpec("a_position" + nameSpecialization,
|
|
combineVec4ToVec16(Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
|
|
Vec4(-1.0f, 1.0f, 0.0f, 1.0f),
|
|
Vec4( 1.0f, -1.0f, 0.0f, 1.0f),
|
|
Vec4( 1.0f, 1.0f, 0.0f, 1.0f))));
|
|
|
|
result.push_back(ShaderCompilerCase::AttribSpec("a_coords" + nameSpecialization,
|
|
combineVec4ToVec16(Vec4(0.0f, 0.0f, 0.0f, 0.0f),
|
|
Vec4(0.0f, 1.0f, 0.0f, 0.0f),
|
|
Vec4(1.0f, 0.0f, 0.0f, 0.0f),
|
|
Vec4(1.0f, 1.0f, 0.0f, 0.0f))));
|
|
|
|
if (conditionalUsage != CONDITIONAL_USAGE_NONE && conditionalType == CONDITIONAL_TYPE_DYNAMIC)
|
|
result.push_back(ShaderCompilerCase::AttribSpec("a_condition" + nameSpecialization,
|
|
combineVec4ToVec16(Vec4(1.0f), Vec4(1.0f), Vec4(1.0f), Vec4(1.0f))));
|
|
|
|
return result;
|
|
}
|
|
|
|
// Function for generating the shader uniforms of a texture lookup case.
|
|
static vector<ShaderCompilerCase::UniformSpec> textureLookupShaderUniforms (const string& nameSpecialization, int numLookups, ConditionalUsage conditionalUsage, ConditionalType conditionalType)
|
|
{
|
|
vector<ShaderCompilerCase::UniformSpec> result;
|
|
|
|
for (int i = 0; i < numLookups; i++)
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_sampler" + de::toString(i) + nameSpecialization,
|
|
ShaderCompilerCase::UniformSpec::TYPE_TEXTURE_UNIT,
|
|
(float)i));
|
|
|
|
if (conditionalUsage != CONDITIONAL_USAGE_NONE && conditionalType == CONDITIONAL_TYPE_UNIFORM)
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_condition" + nameSpecialization,
|
|
ShaderCompilerCase::UniformSpec::TYPE_FLOAT,
|
|
1.0f));
|
|
|
|
return result;
|
|
}
|
|
|
|
static string mandelbrotVertexTemplate (void)
|
|
{
|
|
const char* resultTemplate =
|
|
"#version 300 es\n"
|
|
"uniform highp mat4 u_mvp${NAME_SPEC};\n"
|
|
"\n"
|
|
"in highp vec4 a_vertex${NAME_SPEC};\n"
|
|
"in highp vec4 a_coord${NAME_SPEC};\n"
|
|
"\n"
|
|
"out mediump vec2 v_coord${NAME_SPEC};\n"
|
|
"\n"
|
|
"void main(void)\n"
|
|
"{\n"
|
|
" gl_Position = u_mvp${NAME_SPEC} * a_vertex${NAME_SPEC} * (0.95 + 0.05*${FLOAT01});\n"
|
|
"\n"
|
|
" float xMin = -2.0;\n"
|
|
" float xMax = +0.5;\n"
|
|
" float yMin = -1.5;\n"
|
|
" float yMax = +1.5;\n"
|
|
"\n"
|
|
" v_coord${NAME_SPEC}.x = a_coord${NAME_SPEC}.x * (xMax - xMin) + xMin;\n"
|
|
" v_coord${NAME_SPEC}.y = a_coord${NAME_SPEC}.y * (yMax - yMin) + yMin;\n"
|
|
"${SEMANTIC_ERROR}"
|
|
"}\n"
|
|
"${INVALID_CHAR}";
|
|
|
|
return resultTemplate;
|
|
}
|
|
|
|
static string mandelbrotFragmentTemplate (int numFractalIterations)
|
|
{
|
|
string resultTemplate =
|
|
"#version 300 es\n"
|
|
"layout(location = 0) out mediump vec4 o_color;\n"
|
|
"in mediump vec2 v_coord${NAME_SPEC};\n"
|
|
"\n"
|
|
"precision mediump float;\n"
|
|
"\n"
|
|
"#define NUM_ITERS " + de::toString(numFractalIterations) + "\n"
|
|
"\n"
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" vec2 coords = v_coord${NAME_SPEC};\n"
|
|
" float u_limit = 2.0 * 2.0;\n"
|
|
" vec2 tmp = vec2(0, 0);\n"
|
|
" int iter;\n"
|
|
"\n"
|
|
" for (iter = 0; iter < NUM_ITERS; iter++)\n"
|
|
" {\n"
|
|
" tmp = vec2((tmp.x + tmp.y) * (tmp.x - tmp.y), 2.0 * (tmp.x * tmp.y)) + coords;\n"
|
|
"\n"
|
|
" if (dot(tmp, tmp) > u_limit)\n"
|
|
" break;\n"
|
|
" }\n"
|
|
"\n"
|
|
" vec3 color = vec3(float(iter) * (1.0 / float(NUM_ITERS)));\n"
|
|
"\n"
|
|
" o_color = vec4(color, 1.0) + ${FLOAT01};\n"
|
|
"${SEMANTIC_ERROR}"
|
|
"}\n"
|
|
"${INVALID_CHAR}";
|
|
|
|
return resultTemplate;
|
|
}
|
|
|
|
static vector<ShaderCompilerCase::AttribSpec> mandelbrotShaderAttributes (const string& nameSpecialization)
|
|
{
|
|
vector<ShaderCompilerCase::AttribSpec> result;
|
|
|
|
result.push_back(ShaderCompilerCase::AttribSpec("a_vertex" + nameSpecialization,
|
|
combineVec4ToVec16(Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
|
|
Vec4(-1.0f, 1.0f, 0.0f, 1.0f),
|
|
Vec4( 1.0f, -1.0f, 0.0f, 1.0f),
|
|
Vec4( 1.0f, 1.0f, 0.0f, 1.0f))));
|
|
|
|
result.push_back(ShaderCompilerCase::AttribSpec("a_coord" + nameSpecialization,
|
|
combineVec4ToVec16(Vec4(0.0f, 0.0f, 0.0f, 1.0f),
|
|
Vec4(0.0f, 1.0f, 0.0f, 1.0f),
|
|
Vec4(1.0f, 0.0f, 0.0f, 1.0f),
|
|
Vec4(1.0f, 1.0f, 0.0f, 1.0f))));
|
|
|
|
return result;
|
|
}
|
|
|
|
static vector<ShaderCompilerCase::UniformSpec> mandelbrotShaderUniforms (const string& nameSpecialization)
|
|
{
|
|
vector<ShaderCompilerCase::UniformSpec> result;
|
|
|
|
result.push_back(ShaderCompilerCase::UniformSpec("u_mvp" + nameSpecialization,
|
|
ShaderCompilerCase::UniformSpec::TYPE_MAT4,
|
|
arrTo16(Mat4(1.0f).getColumnMajorData())));
|
|
|
|
return result;
|
|
}
|
|
|
|
ShaderCompilerCase::ShaderCompilerCase (Context& context, const char* name, const char* description, int caseID, bool avoidCache, bool addWhitespaceAndComments)
|
|
: TestCase (context, tcu::NODETYPE_PERFORMANCE, name, description)
|
|
, m_viewportWidth (0)
|
|
, m_viewportHeight (0)
|
|
, m_avoidCache (avoidCache)
|
|
, m_addWhitespaceAndComments (addWhitespaceAndComments)
|
|
, m_startHash ((deUint32)(deUint64Hash(deGetTime()) ^ deUint64Hash(deGetMicroseconds()) ^ deInt32Hash(caseID)))
|
|
{
|
|
int cmdLineIterCount = context.getTestContext().getCommandLine().getTestIterationCount();
|
|
m_minimumMeasurementCount = cmdLineIterCount > 0 ? cmdLineIterCount : DEFAULT_MINIMUM_MEASUREMENT_COUNT;
|
|
m_maximumMeasurementCount = m_minimumMeasurementCount*3;
|
|
}
|
|
|
|
ShaderCompilerCase::~ShaderCompilerCase (void)
|
|
{
|
|
}
|
|
|
|
deUint32 ShaderCompilerCase::getSpecializationID (int measurementNdx) const
|
|
{
|
|
if (m_avoidCache)
|
|
return m_startHash ^ (deUint32)deInt32Hash((deInt32)measurementNdx);
|
|
else
|
|
return m_startHash;
|
|
}
|
|
|
|
void ShaderCompilerCase::init (void)
|
|
{
|
|
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
|
|
const tcu::RenderTarget& renderTarget = m_context.getRenderContext().getRenderTarget();
|
|
|
|
m_viewportWidth = deMin32(MAX_VIEWPORT_WIDTH, renderTarget.getWidth());
|
|
m_viewportHeight = deMin32(MAX_VIEWPORT_HEIGHT, renderTarget.getHeight());
|
|
|
|
gl.viewport(0, 0, m_viewportWidth, m_viewportHeight);
|
|
}
|
|
|
|
ShaderCompilerCase::ShadersAndProgram ShaderCompilerCase::createShadersAndProgram (void) const
|
|
{
|
|
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
|
|
ShadersAndProgram result;
|
|
|
|
result.vertShader = gl.createShader(GL_VERTEX_SHADER);
|
|
result.fragShader = gl.createShader(GL_FRAGMENT_SHADER);
|
|
result.program = gl.createProgram();
|
|
|
|
gl.attachShader(result.program, result.vertShader);
|
|
gl.attachShader(result.program, result.fragShader);
|
|
|
|
return result;
|
|
}
|
|
|
|
void ShaderCompilerCase::setShaderSources (deUint32 vertShader, deUint32 fragShader, const ProgramContext& progCtx) const
|
|
{
|
|
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
|
|
const char* vertShaderSourceCStr = progCtx.vertShaderSource.c_str();
|
|
const char* fragShaderSourceCStr = progCtx.fragShaderSource.c_str();
|
|
gl.shaderSource(vertShader, 1, &vertShaderSourceCStr, DE_NULL);
|
|
gl.shaderSource(fragShader, 1, &fragShaderSourceCStr, DE_NULL);
|
|
}
|
|
|
|
bool ShaderCompilerCase::compileShader (deUint32 shader) const
|
|
{
|
|
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
|
|
GLint status = 0;
|
|
gl.compileShader(shader);
|
|
gl.getShaderiv(shader, GL_COMPILE_STATUS, &status);
|
|
return status != 0;
|
|
}
|
|
|
|
bool ShaderCompilerCase::linkAndUseProgram (deUint32 program) const
|
|
{
|
|
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
|
|
GLint linkStatus = 0;
|
|
|
|
gl.linkProgram(program);
|
|
gl.getProgramiv(program, GL_LINK_STATUS, &linkStatus);
|
|
|
|
if (linkStatus != 0)
|
|
gl.useProgram(program);
|
|
|
|
return linkStatus != 0;
|
|
}
|
|
|
|
void ShaderCompilerCase::setShaderInputs (deUint32 program, const ProgramContext& progCtx) const
|
|
{
|
|
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
|
|
|
|
// Setup attributes.
|
|
|
|
for (int attribNdx = 0; attribNdx < (int)progCtx.vertexAttributes.size(); attribNdx++)
|
|
{
|
|
int location = gl.getAttribLocation(program, progCtx.vertexAttributes[attribNdx].name.c_str());
|
|
if (location >= 0)
|
|
{
|
|
gl.enableVertexAttribArray(location);
|
|
gl.vertexAttribPointer(location, 4, GL_FLOAT, GL_FALSE, 0, progCtx.vertexAttributes[attribNdx].value.getPtr());
|
|
}
|
|
}
|
|
|
|
// Setup uniforms.
|
|
|
|
for (int uniformNdx = 0; uniformNdx < (int)progCtx.uniforms.size(); uniformNdx++)
|
|
{
|
|
int location = gl.getUniformLocation(program, progCtx.uniforms[uniformNdx].name.c_str());
|
|
if (location >= 0)
|
|
{
|
|
const float* floatPtr = progCtx.uniforms[uniformNdx].value.getPtr();
|
|
|
|
switch (progCtx.uniforms[uniformNdx].type)
|
|
{
|
|
case UniformSpec::TYPE_FLOAT: gl.uniform1fv(location, 1, floatPtr); break;
|
|
case UniformSpec::TYPE_VEC2: gl.uniform2fv(location, 1, floatPtr); break;
|
|
case UniformSpec::TYPE_VEC3: gl.uniform3fv(location, 1, floatPtr); break;
|
|
case UniformSpec::TYPE_VEC4: gl.uniform4fv(location, 1, floatPtr); break;
|
|
case UniformSpec::TYPE_MAT3: gl.uniformMatrix3fv(location, 1, GL_FALSE, floatPtr); break;
|
|
case UniformSpec::TYPE_MAT4: gl.uniformMatrix4fv(location, 1, GL_FALSE, floatPtr); break;
|
|
case UniformSpec::TYPE_TEXTURE_UNIT: gl.uniform1i(location, (GLint)deRoundFloatToInt32(*floatPtr)); break;
|
|
default:
|
|
DE_ASSERT(DE_FALSE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ShaderCompilerCase::draw (void) const
|
|
{
|
|
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
|
|
|
|
static const deUint8 indices[] =
|
|
{
|
|
0, 1, 2,
|
|
2, 1, 3
|
|
};
|
|
|
|
gl.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
|
|
gl.drawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(indices), GL_UNSIGNED_BYTE, indices);
|
|
|
|
// \note Read one pixel to force compilation.
|
|
deUint32 pixel;
|
|
gl.readPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
|
|
}
|
|
|
|
void ShaderCompilerCase::cleanup (const ShadersAndProgram& shadersAndProgram, const ProgramContext& progCtx, bool linkSuccess) const
|
|
{
|
|
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
|
|
|
|
if (linkSuccess)
|
|
{
|
|
for (int attribNdx = 0; attribNdx < (int)progCtx.vertexAttributes.size(); attribNdx++)
|
|
{
|
|
int location = gl.getAttribLocation(shadersAndProgram.program, progCtx.vertexAttributes[attribNdx].name.c_str());
|
|
if (location >= 0)
|
|
gl.disableVertexAttribArray(location);
|
|
}
|
|
}
|
|
|
|
gl.useProgram(0);
|
|
gl.detachShader(shadersAndProgram.program, shadersAndProgram.vertShader);
|
|
gl.detachShader(shadersAndProgram.program, shadersAndProgram.fragShader);
|
|
gl.deleteShader(shadersAndProgram.vertShader);
|
|
gl.deleteShader(shadersAndProgram.fragShader);
|
|
gl.deleteProgram(shadersAndProgram.program);
|
|
}
|
|
|
|
void ShaderCompilerCase::logProgramData (const BuildInfo& buildInfo, const ProgramContext& progCtx) const
|
|
{
|
|
m_testCtx.getLog() << TestLog::ShaderProgram(buildInfo.linkSuccess, buildInfo.logs.link)
|
|
<< TestLog::Shader(QP_SHADER_TYPE_VERTEX, progCtx.vertShaderSource, buildInfo.vertCompileSuccess, buildInfo.logs.vert)
|
|
<< TestLog::Shader(QP_SHADER_TYPE_FRAGMENT, progCtx.fragShaderSource, buildInfo.fragCompileSuccess, buildInfo.logs.frag)
|
|
<< TestLog::EndShaderProgram;
|
|
}
|
|
|
|
ShaderCompilerCase::Logs ShaderCompilerCase::getLogs (const ShadersAndProgram& shadersAndProgram) const
|
|
{
|
|
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
|
|
Logs result;
|
|
|
|
result.vert = getShaderInfoLog(gl, shadersAndProgram.vertShader);
|
|
result.frag = getShaderInfoLog(gl, shadersAndProgram.fragShader);
|
|
result.link = getProgramInfoLog(gl, shadersAndProgram.program);
|
|
|
|
return result;
|
|
}
|
|
|
|
bool ShaderCompilerCase::goodEnoughMeasurements (const vector<Measurement>& measurements) const
|
|
{
|
|
if ((int)measurements.size() < m_minimumMeasurementCount)
|
|
return false;
|
|
else
|
|
{
|
|
if ((int)measurements.size() >= m_maximumMeasurementCount)
|
|
return true;
|
|
else
|
|
{
|
|
vector<deInt64> totalTimesWithoutDraw;
|
|
for (int i = 0; i < (int)measurements.size(); i++)
|
|
totalTimesWithoutDraw.push_back(measurements[i].totalTimeWithoutDraw());
|
|
return vectorFloatRelativeMedianAbsoluteDeviation(vectorLowestPercentage(totalTimesWithoutDraw, 0.5f)) < RELATIVE_MEDIAN_ABSOLUTE_DEVIATION_THRESHOLD;
|
|
}
|
|
}
|
|
}
|
|
|
|
ShaderCompilerCase::IterateResult ShaderCompilerCase::iterate (void)
|
|
{
|
|
// Before actual measurements, compile and draw with a dummy shader to avoid possible initial slowdowns in the actual test.
|
|
{
|
|
deUint32 specID = getSpecializationID(0);
|
|
ProgramContext progCtx;
|
|
progCtx.vertShaderSource = specializeShaderSource(singleVaryingVertexTemplate(), specID, SHADER_VALIDITY_VALID);
|
|
progCtx.fragShaderSource = specializeShaderSource(singleVaryingFragmentTemplate(), specID, SHADER_VALIDITY_VALID);
|
|
progCtx.vertexAttributes = singleValueShaderAttributes(getNameSpecialization(specID));
|
|
|
|
ShadersAndProgram shadersAndProgram = createShadersAndProgram();
|
|
setShaderSources(shadersAndProgram.vertShader, shadersAndProgram.fragShader, progCtx);
|
|
|
|
BuildInfo buildInfo;
|
|
buildInfo.vertCompileSuccess = compileShader(shadersAndProgram.vertShader);
|
|
buildInfo.fragCompileSuccess = compileShader(shadersAndProgram.fragShader);
|
|
buildInfo.linkSuccess = linkAndUseProgram(shadersAndProgram.program);
|
|
if (!(buildInfo.vertCompileSuccess && buildInfo.fragCompileSuccess && buildInfo.linkSuccess))
|
|
{
|
|
buildInfo.logs = getLogs(shadersAndProgram);
|
|
logProgramData(buildInfo, progCtx);
|
|
cleanup(shadersAndProgram, progCtx, buildInfo.linkSuccess);
|
|
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Compilation failed");
|
|
return STOP;
|
|
}
|
|
setShaderInputs(shadersAndProgram.program, progCtx);
|
|
draw();
|
|
cleanup(shadersAndProgram, progCtx, buildInfo.linkSuccess);
|
|
}
|
|
|
|
vector<Measurement> measurements;
|
|
// \note These are logged after measurements are done.
|
|
ProgramContext latestProgramContext;
|
|
BuildInfo latestBuildInfo;
|
|
|
|
if (WARMUP_CPU_AT_BEGINNING_OF_CASE)
|
|
tcu::warmupCPU();
|
|
|
|
// Actual test measurements.
|
|
while (!goodEnoughMeasurements(measurements))
|
|
{
|
|
// Create shaders, compile & link, set shader inputs and draw. Time measurement is done at relevant points.
|
|
// \note Setting inputs and drawing are done twice in order to find out the time for actual compiling.
|
|
|
|
// \note Shader data (sources and inputs) are generated and GL shader and program objects are created before any time measurements.
|
|
ProgramContext progCtx = generateShaderData((int)measurements.size());
|
|
ShadersAndProgram shadersAndProgram = createShadersAndProgram();
|
|
BuildInfo buildInfo;
|
|
|
|
if (m_addWhitespaceAndComments)
|
|
{
|
|
const deUint32 hash = m_startHash ^ (deUint32)deInt32Hash((deInt32)measurements.size());
|
|
progCtx.vertShaderSource = strWithWhiteSpaceAndComments(progCtx.vertShaderSource, hash);
|
|
progCtx.fragShaderSource = strWithWhiteSpaceAndComments(progCtx.fragShaderSource, hash);
|
|
}
|
|
|
|
if (WARMUP_CPU_BEFORE_EACH_MEASUREMENT)
|
|
tcu::warmupCPU();
|
|
|
|
// \note Do NOT do anything too hefty between the first and last deGetMicroseconds() here (other than the gl calls); it would disturb the measurement.
|
|
|
|
deUint64 startTime = deGetMicroseconds();
|
|
|
|
setShaderSources(shadersAndProgram.vertShader, shadersAndProgram.fragShader, progCtx);
|
|
deUint64 shaderSourceSetEndTime = deGetMicroseconds();
|
|
|
|
buildInfo.vertCompileSuccess = compileShader(shadersAndProgram.vertShader);
|
|
deUint64 vertexShaderCompileEndTime = deGetMicroseconds();
|
|
|
|
buildInfo.fragCompileSuccess = compileShader(shadersAndProgram.fragShader);
|
|
deUint64 fragmentShaderCompileEndTime = deGetMicroseconds();
|
|
|
|
buildInfo.linkSuccess = linkAndUseProgram(shadersAndProgram.program);
|
|
deUint64 programLinkEndTime = deGetMicroseconds();
|
|
|
|
// Check compilation and linking status here, after all compilation and linking gl calls are made.
|
|
if (!(buildInfo.vertCompileSuccess && buildInfo.fragCompileSuccess && buildInfo.linkSuccess))
|
|
{
|
|
buildInfo.logs = getLogs(shadersAndProgram);
|
|
logProgramData(buildInfo, progCtx);
|
|
cleanup(shadersAndProgram, progCtx, buildInfo.linkSuccess);
|
|
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Compilation failed");
|
|
return STOP;
|
|
}
|
|
|
|
setShaderInputs(shadersAndProgram.program, progCtx);
|
|
deUint64 firstShaderInputSetEndTime = deGetMicroseconds();
|
|
|
|
// Draw for the first time.
|
|
draw();
|
|
deUint64 firstDrawEndTime = deGetMicroseconds();
|
|
|
|
// Set inputs and draw again.
|
|
|
|
setShaderInputs(shadersAndProgram.program, progCtx);
|
|
deUint64 secondShaderInputSetEndTime = deGetMicroseconds();
|
|
|
|
draw();
|
|
deUint64 secondDrawEndTime = deGetMicroseconds();
|
|
|
|
// De-initializations (detach shaders etc.).
|
|
|
|
buildInfo.logs = getLogs(shadersAndProgram);
|
|
cleanup(shadersAndProgram, progCtx, buildInfo.linkSuccess);
|
|
|
|
// Output measurement log later (after last measurement).
|
|
|
|
measurements.push_back(Measurement((deInt64)(shaderSourceSetEndTime - startTime),
|
|
(deInt64)(vertexShaderCompileEndTime - shaderSourceSetEndTime),
|
|
(deInt64)(fragmentShaderCompileEndTime - vertexShaderCompileEndTime),
|
|
(deInt64)(programLinkEndTime - fragmentShaderCompileEndTime),
|
|
(deInt64)(firstShaderInputSetEndTime - programLinkEndTime),
|
|
(deInt64)(firstDrawEndTime - firstShaderInputSetEndTime),
|
|
(deInt64)(secondShaderInputSetEndTime - firstDrawEndTime),
|
|
(deInt64)(secondDrawEndTime - secondShaderInputSetEndTime)));
|
|
|
|
latestBuildInfo = buildInfo;
|
|
latestProgramContext = progCtx;
|
|
|
|
m_testCtx.touchWatchdog(); // \note Measurements may take a while in a bad case.
|
|
}
|
|
|
|
// End of test case, log information about measurements.
|
|
{
|
|
TestLog& log = m_testCtx.getLog();
|
|
|
|
vector<deInt64> sourceSetTimes;
|
|
vector<deInt64> vertexCompileTimes;
|
|
vector<deInt64> fragmentCompileTimes;
|
|
vector<deInt64> programLinkTimes;
|
|
vector<deInt64> firstInputSetTimes;
|
|
vector<deInt64> firstDrawTimes;
|
|
vector<deInt64> secondInputTimes;
|
|
vector<deInt64> secondDrawTimes;
|
|
vector<deInt64> firstPhaseTimes;
|
|
vector<deInt64> secondPhaseTimes;
|
|
vector<deInt64> totalTimesWithoutDraw;
|
|
vector<deInt64> specializationTimes;
|
|
|
|
if (!m_avoidCache)
|
|
log << TestLog::Message << "Note: Testing cache hits, so the medians and averages exclude the first iteration." << TestLog::EndMessage;
|
|
|
|
log << TestLog::Message << "Note: \"Specialization time\" means first draw time minus second draw time." << TestLog::EndMessage
|
|
<< TestLog::Message << "Note: \"Compilation time\" means the time up to (and including) linking, plus specialization time." << TestLog::EndMessage;
|
|
|
|
log << TestLog::Section("IterationMeasurements", "Iteration measurements of compilation and linking times");
|
|
|
|
DE_ASSERT((int)measurements.size() > (m_avoidCache ? 0 : 1));
|
|
|
|
for (int ndx = 0; ndx < (int)measurements.size(); ndx++)
|
|
{
|
|
const Measurement& curMeas = measurements[ndx];
|
|
|
|
// Subtract time of second phase (second input setup and draw) from first (from start to end of first draw).
|
|
// \note Cap if second phase seems unreasonably high (higher than first input set and draw).
|
|
deInt64 timeWithoutDraw = curMeas.totalTimeWithoutDraw();
|
|
|
|
// Specialization time = first draw - second draw time. Again, cap at 0 if second draw was longer than first draw.
|
|
deInt64 specializationTime = de::max<deInt64>(0, curMeas.firstDrawTime - curMeas.secondDrawTime);
|
|
|
|
if (ndx > 0 || m_avoidCache) // \note When allowing cache hits, don't account for the first measurement when calculating median or average.
|
|
{
|
|
sourceSetTimes.push_back (curMeas.sourceSetTime);
|
|
vertexCompileTimes.push_back (curMeas.vertexCompileTime);
|
|
fragmentCompileTimes.push_back (curMeas.fragmentCompileTime);
|
|
programLinkTimes.push_back (curMeas.programLinkTime);
|
|
firstInputSetTimes.push_back (curMeas.firstInputSetTime);
|
|
firstDrawTimes.push_back (curMeas.firstDrawTime);
|
|
firstPhaseTimes.push_back (curMeas.firstPhase());
|
|
secondDrawTimes.push_back (curMeas.secondDrawTime);
|
|
secondInputTimes.push_back (curMeas.secondInputSetTime);
|
|
secondPhaseTimes.push_back (curMeas.secondPhase());
|
|
totalTimesWithoutDraw.push_back (timeWithoutDraw);
|
|
specializationTimes.push_back (specializationTime);
|
|
}
|
|
|
|
// Log this measurement.
|
|
log << TestLog::Float("Measurement" + de::toString(ndx) + "CompilationTime",
|
|
"Measurement " + de::toString(ndx) + " compilation time",
|
|
"ms", QP_KEY_TAG_TIME, (float)timeWithoutDraw / 1000.0f)
|
|
<< TestLog::Float("Measurement" + de::toString(ndx) + "SpecializationTime",
|
|
"Measurement " + de::toString(ndx) + " specialization time",
|
|
"ms", QP_KEY_TAG_TIME, (float)specializationTime / 1000.0f);
|
|
}
|
|
|
|
// Log some statistics.
|
|
|
|
for (int entireRangeOrLowestHalf = 0; entireRangeOrLowestHalf < 2; entireRangeOrLowestHalf++)
|
|
{
|
|
bool isEntireRange = entireRangeOrLowestHalf == 0;
|
|
string statNamePrefix = isEntireRange ? "" : "LowestHalf";
|
|
vector<deInt64> rangeTotalTimes = isEntireRange ? totalTimesWithoutDraw : vectorLowestPercentage(totalTimesWithoutDraw, 0.5f);
|
|
vector<deInt64> rangeSpecializationTimes = isEntireRange ? specializationTimes : vectorLowestPercentage(specializationTimes, 0.5f);
|
|
|
|
#define LOG_COMPILE_SPECIALIZE_TIME_STAT(NAME, DESC, FUNC) \
|
|
log << TestLog::Float(statNamePrefix + "CompilationTime" + (NAME), (DESC) + string(" of compilation time"), "ms", QP_KEY_TAG_TIME, (FUNC)(rangeTotalTimes)/1000.0f) \
|
|
<< TestLog::Float(statNamePrefix + "SpecializationTime" + (NAME), (DESC) + string(" of specialization time"), "ms", QP_KEY_TAG_TIME, (FUNC)(rangeSpecializationTimes)/1000.0f)
|
|
|
|
#define LOG_COMPILE_SPECIALIZE_RELATIVE_STAT(NAME, DESC, FUNC) \
|
|
log << TestLog::Float(statNamePrefix + "CompilationTime" + (NAME), (DESC) + string(" of compilation time"), "", QP_KEY_TAG_NONE, (FUNC)(rangeTotalTimes)) \
|
|
<< TestLog::Float(statNamePrefix + "SpecializationTime" + (NAME), (DESC) + string(" of specialization time"), "", QP_KEY_TAG_NONE, (FUNC)(rangeSpecializationTimes))
|
|
|
|
log << TestLog::Message << "\nStatistics computed from "
|
|
<< (isEntireRange ? "all" : "only the lowest 50%")
|
|
<< " of the above measurements:"
|
|
<< TestLog::EndMessage;
|
|
|
|
LOG_COMPILE_SPECIALIZE_TIME_STAT ("Median", "Median", vectorFloatMedian);
|
|
LOG_COMPILE_SPECIALIZE_TIME_STAT ("Average", "Average", vectorFloatAverage);
|
|
LOG_COMPILE_SPECIALIZE_TIME_STAT ("Minimum", "Minimum", vectorFloatMinimum);
|
|
LOG_COMPILE_SPECIALIZE_TIME_STAT ("Maximum", "Maximum", vectorFloatMaximum);
|
|
LOG_COMPILE_SPECIALIZE_TIME_STAT ("MedianAbsoluteDeviation", "Median absolute deviation", vectorFloatMedianAbsoluteDeviation);
|
|
LOG_COMPILE_SPECIALIZE_RELATIVE_STAT ("RelativeMedianAbsoluteDeviation", "Relative median absolute deviation", vectorFloatRelativeMedianAbsoluteDeviation);
|
|
LOG_COMPILE_SPECIALIZE_TIME_STAT ("StandardDeviation", "Standard deviation", vectorFloatStandardDeviation);
|
|
LOG_COMPILE_SPECIALIZE_RELATIVE_STAT ("RelativeStandardDeviation", "Relative standard deviation", vectorFloatRelativeStandardDeviation);
|
|
LOG_COMPILE_SPECIALIZE_TIME_STAT ("MaxMinusMin", "Max-min", vectorFloatMaximumMinusMinimum);
|
|
LOG_COMPILE_SPECIALIZE_RELATIVE_STAT ("RelativeMaxMinusMin", "Relative max-min", vectorFloatRelativeMaximumMinusMinimum);
|
|
|
|
#undef LOG_COMPILE_SPECIALIZE_RELATIVE_STAT
|
|
#undef LOG_COMPILE_SPECIALIZE_TIME_STAT
|
|
|
|
if (!isEntireRange && vectorFloatRelativeMedianAbsoluteDeviation(rangeTotalTimes) > RELATIVE_MEDIAN_ABSOLUTE_DEVIATION_THRESHOLD)
|
|
log << TestLog::Message << "\nWARNING: couldn't achieve relative median absolute deviation under threshold value "
|
|
<< RELATIVE_MEDIAN_ABSOLUTE_DEVIATION_THRESHOLD
|
|
<< " for compilation time of the lowest 50% of measurements" << TestLog::EndMessage;
|
|
}
|
|
|
|
log << TestLog::EndSection; // End section IterationMeasurements
|
|
|
|
for (int medianOrAverage = 0; medianOrAverage < 2; medianOrAverage++)
|
|
{
|
|
typedef float (*VecFunc)(const vector<deInt64>&);
|
|
|
|
bool isMedian = medianOrAverage == 0;
|
|
string singular = isMedian ? "Median" : "Average";
|
|
string plural = singular + "s";
|
|
VecFunc func = isMedian ? (VecFunc) vectorFloatMedian<deInt64> : (VecFunc) vectorFloatAverage<deInt64>;
|
|
|
|
log << TestLog::Section(plural + "PerPhase", plural + " per phase");
|
|
|
|
for (int entireRangeOrLowestHalf = 0; entireRangeOrLowestHalf < 2; entireRangeOrLowestHalf++)
|
|
{
|
|
bool isEntireRange = entireRangeOrLowestHalf == 0;
|
|
string statNamePrefix = isEntireRange ? "" : "LowestHalf";
|
|
float rangeSizeRatio = isEntireRange ? 1.0f : 0.5f;
|
|
|
|
#define LOG_TIME(NAME, DESC, DATA) log << TestLog::Float(statNamePrefix + (NAME) + singular, singular + " of " + (DESC), "ms", QP_KEY_TAG_TIME, func(vectorLowestPercentage((DATA), rangeSizeRatio))/1000.0f);
|
|
|
|
log << TestLog::Message << (isEntireRange ? "For all measurements:" : "\nFor only the lowest 50% of the measurements:") << TestLog::EndMessage;
|
|
LOG_TIME("ShaderSourceSetTime", "shader source set time", sourceSetTimes);
|
|
LOG_TIME("VertexShaderCompileTime", "vertex shader compile time", vertexCompileTimes);
|
|
LOG_TIME("FragmentShaderCompileTime", "fragment shader compile time", fragmentCompileTimes);
|
|
LOG_TIME("ProgramLinkTime", "program link time", programLinkTimes);
|
|
LOG_TIME("FirstShaderInputSetTime", "first shader input set time", firstInputSetTimes);
|
|
LOG_TIME("FirstDrawTime", "first draw time", firstDrawTimes);
|
|
LOG_TIME("SecondShaderInputSetTime", "second shader input set time", secondInputTimes);
|
|
LOG_TIME("SecondDrawTime", "second draw time", secondDrawTimes);
|
|
|
|
#undef LOG_TIME
|
|
}
|
|
|
|
log << TestLog::EndSection;
|
|
}
|
|
|
|
// Set result.
|
|
|
|
{
|
|
log << TestLog::Message << "Note: test result is the first quartile (i.e. median of the lowest half of measurements) of compilation times" << TestLog::EndMessage;
|
|
float result = vectorFloatFirstQuartile(totalTimesWithoutDraw) / 1000.0f;
|
|
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, de::floatToString(result, 2).c_str());
|
|
}
|
|
|
|
// Log shaders.
|
|
|
|
if (m_avoidCache || m_addWhitespaceAndComments)
|
|
{
|
|
string msg = "Note: the following shaders are the ones from the last iteration; ";
|
|
|
|
if (m_avoidCache)
|
|
msg += "variables' names and some constant expressions";
|
|
if (m_addWhitespaceAndComments)
|
|
msg += string(m_avoidCache ? " as well as " : "") + "whitespace and comments";
|
|
|
|
msg += " differ between iterations.";
|
|
|
|
log << TestLog::Message << msg.c_str() << TestLog::EndMessage;
|
|
}
|
|
|
|
logProgramData(latestBuildInfo, latestProgramContext);
|
|
|
|
return STOP;
|
|
}
|
|
}
|
|
|
|
ShaderCompilerLightCase::ShaderCompilerLightCase (Context& context, const char* name, const char* description, int caseID, bool avoidCache, bool addWhitespaceAndComments, bool isVertexCase, int numLights, LightType lightType)
|
|
: ShaderCompilerCase (context, name, description, caseID, avoidCache, addWhitespaceAndComments)
|
|
, m_numLights (numLights)
|
|
, m_isVertexCase (isVertexCase)
|
|
, m_lightType (lightType)
|
|
, m_texture (DE_NULL)
|
|
{
|
|
}
|
|
|
|
ShaderCompilerLightCase::~ShaderCompilerLightCase (void)
|
|
{
|
|
ShaderCompilerLightCase::deinit();
|
|
}
|
|
|
|
void ShaderCompilerLightCase::deinit (void)
|
|
{
|
|
delete m_texture;
|
|
m_texture = DE_NULL;
|
|
}
|
|
|
|
void ShaderCompilerLightCase::init (void)
|
|
{
|
|
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
|
|
|
|
// Setup texture.
|
|
|
|
DE_ASSERT(m_texture == DE_NULL);
|
|
|
|
m_texture = new glu::Texture2D(m_context.getRenderContext(), GL_RGB, GL_UNSIGNED_BYTE, TEXTURE_WIDTH, TEXTURE_HEIGHT);
|
|
|
|
tcu::TextureFormatInfo fmtInfo = tcu::getTextureFormatInfo(m_texture->getRefTexture().getFormat());
|
|
|
|
m_texture->getRefTexture().allocLevel(0);
|
|
tcu::fillWithComponentGradients(m_texture->getRefTexture().getLevel(0), fmtInfo.valueMin, fmtInfo.valueMax);
|
|
|
|
gl.activeTexture(GL_TEXTURE0);
|
|
gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture());
|
|
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
m_texture->upload();
|
|
|
|
ShaderCompilerCase::init();
|
|
}
|
|
|
|
ShaderCompilerCase::ProgramContext ShaderCompilerLightCase::generateShaderData (int measurementNdx) const
|
|
{
|
|
deUint32 specID = getSpecializationID(measurementNdx);
|
|
string nameSpec = getNameSpecialization(specID);
|
|
ProgramContext result;
|
|
|
|
result.vertShaderSource = specializeShaderSource(lightVertexTemplate(m_numLights, m_isVertexCase, m_lightType), specID, SHADER_VALIDITY_VALID);
|
|
result.fragShaderSource = specializeShaderSource(lightFragmentTemplate(m_numLights, m_isVertexCase, m_lightType), specID, SHADER_VALIDITY_VALID);
|
|
result.vertexAttributes = lightShaderAttributes(nameSpec);
|
|
result.uniforms = lightShaderUniforms(nameSpec, m_numLights, m_lightType);
|
|
|
|
return result;
|
|
}
|
|
|
|
ShaderCompilerTextureCase::ShaderCompilerTextureCase (Context& context, const char* name, const char* description, int caseID, bool avoidCache, bool addWhitespaceAndComments, int numLookups, ConditionalUsage conditionalUsage, ConditionalType conditionalType)
|
|
: ShaderCompilerCase (context, name, description, caseID, avoidCache, addWhitespaceAndComments)
|
|
, m_numLookups (numLookups)
|
|
, m_conditionalUsage (conditionalUsage)
|
|
, m_conditionalType (conditionalType)
|
|
{
|
|
}
|
|
|
|
ShaderCompilerTextureCase::~ShaderCompilerTextureCase (void)
|
|
{
|
|
ShaderCompilerTextureCase::deinit();
|
|
}
|
|
|
|
void ShaderCompilerTextureCase::deinit (void)
|
|
{
|
|
for (vector<glu::Texture2D*>::iterator i = m_textures.begin(); i != m_textures.end(); i++)
|
|
delete *i;
|
|
m_textures.clear();
|
|
}
|
|
|
|
void ShaderCompilerTextureCase::init (void)
|
|
{
|
|
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
|
|
|
|
// Setup texture.
|
|
|
|
DE_ASSERT(m_textures.empty());
|
|
|
|
m_textures.reserve(m_numLookups);
|
|
|
|
for (int i = 0; i < m_numLookups; i++)
|
|
{
|
|
glu::Texture2D* tex = new glu::Texture2D(m_context.getRenderContext(), GL_RGB, GL_UNSIGNED_BYTE, TEXTURE_WIDTH, TEXTURE_HEIGHT);
|
|
tcu::TextureFormatInfo fmtInfo = tcu::getTextureFormatInfo(tex->getRefTexture().getFormat());
|
|
|
|
tex->getRefTexture().allocLevel(0);
|
|
tcu::fillWithComponentGradients(tex->getRefTexture().getLevel(0), fmtInfo.valueMin, fmtInfo.valueMax);
|
|
|
|
gl.activeTexture(GL_TEXTURE0 + i);
|
|
gl.bindTexture(GL_TEXTURE_2D, tex->getGLTexture());
|
|
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
tex->upload();
|
|
|
|
m_textures.push_back(tex);
|
|
}
|
|
|
|
ShaderCompilerCase::init();
|
|
}
|
|
|
|
ShaderCompilerCase::ProgramContext ShaderCompilerTextureCase::generateShaderData (int measurementNdx) const
|
|
{
|
|
deUint32 specID = getSpecializationID(measurementNdx);
|
|
string nameSpec = getNameSpecialization(specID);
|
|
ProgramContext result;
|
|
|
|
result.vertShaderSource = specializeShaderSource(textureLookupVertexTemplate(m_conditionalUsage, m_conditionalType), specID, SHADER_VALIDITY_VALID);
|
|
result.fragShaderSource = specializeShaderSource(textureLookupFragmentTemplate(m_numLookups, m_conditionalUsage, m_conditionalType), specID, SHADER_VALIDITY_VALID);
|
|
result.vertexAttributes = textureLookupShaderAttributes(nameSpec, m_conditionalUsage, m_conditionalType);
|
|
result.uniforms = textureLookupShaderUniforms(nameSpec, m_numLookups, m_conditionalUsage, m_conditionalType);
|
|
|
|
return result;
|
|
}
|
|
|
|
ShaderCompilerLoopCase::ShaderCompilerLoopCase (Context& context, const char* name, const char* description, int caseID, bool avoidCache, bool addWhitespaceAndComments, bool isVertexCase, LoopType type, int numLoopIterations, int nestingDepth)
|
|
: ShaderCompilerCase (context, name, description, caseID, avoidCache, addWhitespaceAndComments)
|
|
, m_numLoopIterations (numLoopIterations)
|
|
, m_nestingDepth (nestingDepth)
|
|
, m_isVertexCase (isVertexCase)
|
|
, m_type (type)
|
|
{
|
|
}
|
|
|
|
ShaderCompilerLoopCase::~ShaderCompilerLoopCase (void)
|
|
{
|
|
}
|
|
|
|
ShaderCompilerCase::ProgramContext ShaderCompilerLoopCase::generateShaderData (int measurementNdx) const
|
|
{
|
|
deUint32 specID = getSpecializationID(measurementNdx);
|
|
string nameSpec = getNameSpecialization(specID);
|
|
ProgramContext result;
|
|
|
|
result.vertShaderSource = specializeShaderSource(loopVertexTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, SHADER_VALIDITY_VALID);
|
|
result.fragShaderSource = specializeShaderSource(loopFragmentTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, SHADER_VALIDITY_VALID);
|
|
|
|
result.vertexAttributes = loopShaderAttributes(nameSpec, m_type, m_numLoopIterations);
|
|
result.uniforms = loopShaderUniforms(nameSpec, m_type, m_numLoopIterations);
|
|
|
|
return result;
|
|
}
|
|
|
|
ShaderCompilerOperCase::ShaderCompilerOperCase (Context& context, const char* name, const char* description, int caseID, bool avoidCache, bool addWhitespaceAndComments, bool isVertexCase, const char* oper, int numOperations)
|
|
: ShaderCompilerCase (context, name, description, caseID, avoidCache, addWhitespaceAndComments)
|
|
, m_oper (oper)
|
|
, m_numOperations (numOperations)
|
|
, m_isVertexCase (isVertexCase)
|
|
{
|
|
}
|
|
|
|
ShaderCompilerOperCase::~ShaderCompilerOperCase (void)
|
|
{
|
|
}
|
|
|
|
ShaderCompilerCase::ProgramContext ShaderCompilerOperCase::generateShaderData (int measurementNdx) const
|
|
{
|
|
deUint32 specID = getSpecializationID(measurementNdx);
|
|
string nameSpec = getNameSpecialization(specID);
|
|
ProgramContext result;
|
|
|
|
if (m_isVertexCase)
|
|
{
|
|
result.vertShaderSource = specializeShaderSource(binaryOpVertexTemplate(m_numOperations, m_oper.c_str()), specID, SHADER_VALIDITY_VALID);
|
|
result.fragShaderSource = specializeShaderSource(singleVaryingFragmentTemplate(), specID, SHADER_VALIDITY_VALID);
|
|
}
|
|
else
|
|
{
|
|
result.vertShaderSource = specializeShaderSource(singleVaryingVertexTemplate(), specID, SHADER_VALIDITY_VALID);
|
|
result.fragShaderSource = specializeShaderSource(binaryOpFragmentTemplate(m_numOperations, m_oper.c_str()), specID, SHADER_VALIDITY_VALID);
|
|
}
|
|
|
|
result.vertexAttributes = singleValueShaderAttributes(nameSpec);
|
|
|
|
result.uniforms.clear(); // No uniforms used.
|
|
|
|
return result;
|
|
}
|
|
|
|
ShaderCompilerMandelbrotCase::ShaderCompilerMandelbrotCase (Context& context, const char* name, const char* description, int caseID, bool avoidCache, bool addWhitespaceAndComments, int numFractalIterations)
|
|
: ShaderCompilerCase (context, name, description, caseID, avoidCache, addWhitespaceAndComments)
|
|
, m_numFractalIterations (numFractalIterations)
|
|
{
|
|
}
|
|
|
|
ShaderCompilerMandelbrotCase::~ShaderCompilerMandelbrotCase (void)
|
|
{
|
|
}
|
|
|
|
ShaderCompilerCase::ProgramContext ShaderCompilerMandelbrotCase::generateShaderData (int measurementNdx) const
|
|
{
|
|
deUint32 specID = getSpecializationID(measurementNdx);
|
|
string nameSpec = getNameSpecialization(specID);
|
|
ProgramContext result;
|
|
|
|
result.vertShaderSource = specializeShaderSource(mandelbrotVertexTemplate(), specID, SHADER_VALIDITY_VALID);
|
|
result.fragShaderSource = specializeShaderSource(mandelbrotFragmentTemplate(m_numFractalIterations), specID, SHADER_VALIDITY_VALID);
|
|
|
|
result.vertexAttributes = mandelbrotShaderAttributes(nameSpec);
|
|
result.uniforms = mandelbrotShaderUniforms(nameSpec);
|
|
|
|
return result;
|
|
}
|
|
|
|
InvalidShaderCompilerCase::InvalidShaderCompilerCase (Context& context, const char* name, const char* description, int caseID, InvalidityType invalidityType)
|
|
: TestCase (context, tcu::NODETYPE_PERFORMANCE, name, description)
|
|
, m_invalidityType (invalidityType)
|
|
, m_startHash ((deUint32)(deUint64Hash(deGetTime()) ^ deUint64Hash(deGetMicroseconds()) ^ deInt32Hash(caseID)))
|
|
{
|
|
int cmdLineIterCount = context.getTestContext().getCommandLine().getTestIterationCount();
|
|
m_minimumMeasurementCount = cmdLineIterCount > 0 ? cmdLineIterCount : DEFAULT_MINIMUM_MEASUREMENT_COUNT;
|
|
m_maximumMeasurementCount = 3*m_minimumMeasurementCount;
|
|
}
|
|
|
|
InvalidShaderCompilerCase::~InvalidShaderCompilerCase (void)
|
|
{
|
|
}
|
|
|
|
deUint32 InvalidShaderCompilerCase::getSpecializationID (int measurementNdx) const
|
|
{
|
|
return m_startHash ^ (deUint32)deInt32Hash((deInt32)measurementNdx);
|
|
}
|
|
|
|
InvalidShaderCompilerCase::Shaders InvalidShaderCompilerCase::createShaders (void) const
|
|
{
|
|
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
|
|
Shaders result;
|
|
|
|
result.vertShader = gl.createShader(GL_VERTEX_SHADER);
|
|
result.fragShader = gl.createShader(GL_FRAGMENT_SHADER);
|
|
|
|
return result;
|
|
}
|
|
|
|
void InvalidShaderCompilerCase::setShaderSources (const Shaders& shaders, const ProgramContext& progCtx) const
|
|
{
|
|
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
|
|
const char* vertShaderSourceCStr = progCtx.vertShaderSource.c_str();
|
|
const char* fragShaderSourceCStr = progCtx.fragShaderSource.c_str();
|
|
gl.shaderSource(shaders.vertShader, 1, &vertShaderSourceCStr, DE_NULL);
|
|
gl.shaderSource(shaders.fragShader, 1, &fragShaderSourceCStr, DE_NULL);
|
|
}
|
|
|
|
bool InvalidShaderCompilerCase::compileShader (deUint32 shader) const
|
|
{
|
|
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
|
|
GLint status;
|
|
gl.compileShader(shader);
|
|
gl.getShaderiv(shader, GL_COMPILE_STATUS, &status);
|
|
return status != 0;
|
|
}
|
|
|
|
void InvalidShaderCompilerCase::logProgramData (const BuildInfo& buildInfo, const ProgramContext& progCtx) const
|
|
{
|
|
m_testCtx.getLog() << TestLog::ShaderProgram(false, "(No linking done)")
|
|
<< TestLog::Shader(QP_SHADER_TYPE_VERTEX, progCtx.vertShaderSource, buildInfo.vertCompileSuccess, buildInfo.logs.vert)
|
|
<< TestLog::Shader(QP_SHADER_TYPE_FRAGMENT, progCtx.fragShaderSource, buildInfo.fragCompileSuccess, buildInfo.logs.frag)
|
|
<< TestLog::EndShaderProgram;
|
|
}
|
|
|
|
InvalidShaderCompilerCase::Logs InvalidShaderCompilerCase::getLogs (const Shaders& shaders) const
|
|
{
|
|
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
|
|
Logs result;
|
|
|
|
result.vert = getShaderInfoLog(gl, shaders.vertShader);
|
|
result.frag = getShaderInfoLog(gl, shaders.fragShader);
|
|
|
|
return result;
|
|
}
|
|
|
|
void InvalidShaderCompilerCase::cleanup (const Shaders& shaders) const
|
|
{
|
|
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
|
|
|
|
gl.deleteShader(shaders.vertShader);
|
|
gl.deleteShader(shaders.fragShader);
|
|
}
|
|
|
|
bool InvalidShaderCompilerCase::goodEnoughMeasurements (const vector<Measurement>& measurements) const
|
|
{
|
|
if ((int)measurements.size() < m_minimumMeasurementCount)
|
|
return false;
|
|
else
|
|
{
|
|
if ((int)measurements.size() >= m_maximumMeasurementCount)
|
|
return true;
|
|
else
|
|
{
|
|
vector<deInt64> totalTimes;
|
|
for (int i = 0; i < (int)measurements.size(); i++)
|
|
totalTimes.push_back(measurements[i].totalTime());
|
|
return vectorFloatRelativeMedianAbsoluteDeviation(vectorLowestPercentage(totalTimes, 0.5f)) < RELATIVE_MEDIAN_ABSOLUTE_DEVIATION_THRESHOLD;
|
|
}
|
|
}
|
|
}
|
|
|
|
InvalidShaderCompilerCase::IterateResult InvalidShaderCompilerCase::iterate (void)
|
|
{
|
|
ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVALID_CHAR
|
|
: m_invalidityType == INVALIDITY_SEMANTIC_ERROR ? SHADER_VALIDITY_SEMANTIC_ERROR
|
|
: SHADER_VALIDITY_LAST;
|
|
|
|
DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST);
|
|
|
|
// Before actual measurements, compile a dummy shader to avoid possible initial slowdowns in the actual test.
|
|
{
|
|
deUint32 specID = getSpecializationID(0);
|
|
ProgramContext progCtx;
|
|
progCtx.vertShaderSource = specializeShaderSource(singleVaryingVertexTemplate(), specID, shaderValidity);
|
|
progCtx.fragShaderSource = specializeShaderSource(singleVaryingFragmentTemplate(), specID, shaderValidity);
|
|
|
|
Shaders shaders = createShaders();
|
|
setShaderSources(shaders, progCtx);
|
|
|
|
BuildInfo buildInfo;
|
|
buildInfo.vertCompileSuccess = compileShader(shaders.vertShader);
|
|
buildInfo.fragCompileSuccess = compileShader(shaders.fragShader);
|
|
if (buildInfo.vertCompileSuccess || buildInfo.fragCompileSuccess)
|
|
{
|
|
buildInfo.logs = getLogs(shaders);
|
|
logProgramData(buildInfo, progCtx);
|
|
cleanup(shaders);
|
|
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Compilation of a shader erroneously succeeded");
|
|
return STOP;
|
|
}
|
|
cleanup(shaders);
|
|
}
|
|
|
|
vector<Measurement> measurements;
|
|
// \note These are logged after measurements are done.
|
|
ProgramContext latestProgramContext;
|
|
BuildInfo latestBuildInfo;
|
|
|
|
if (WARMUP_CPU_AT_BEGINNING_OF_CASE)
|
|
tcu::warmupCPU();
|
|
|
|
// Actual test measurements.
|
|
while (!goodEnoughMeasurements(measurements))
|
|
{
|
|
// Create shader and compile. Measure time.
|
|
|
|
// \note Shader sources are generated and GL shader objects are created before any time measurements.
|
|
ProgramContext progCtx = generateShaderSources((int)measurements.size());
|
|
Shaders shaders = createShaders();
|
|
BuildInfo buildInfo;
|
|
|
|
if (WARMUP_CPU_BEFORE_EACH_MEASUREMENT)
|
|
tcu::warmupCPU();
|
|
|
|
// \note Do NOT do anything too hefty between the first and last deGetMicroseconds() here (other than the gl calls); it would disturb the measurement.
|
|
|
|
deUint64 startTime = deGetMicroseconds();
|
|
|
|
setShaderSources(shaders, progCtx);
|
|
deUint64 shaderSourceSetEndTime = deGetMicroseconds();
|
|
|
|
buildInfo.vertCompileSuccess = compileShader(shaders.vertShader);
|
|
deUint64 vertexShaderCompileEndTime = deGetMicroseconds();
|
|
|
|
buildInfo.fragCompileSuccess = compileShader(shaders.fragShader);
|
|
deUint64 fragmentShaderCompileEndTime = deGetMicroseconds();
|
|
|
|
buildInfo.logs = getLogs(shaders);
|
|
|
|
// Both shader compilations should have failed.
|
|
if (buildInfo.vertCompileSuccess || buildInfo.fragCompileSuccess)
|
|
{
|
|
logProgramData(buildInfo, progCtx);
|
|
cleanup(shaders);
|
|
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Compilation of a shader erroneously succeeded");
|
|
return STOP;
|
|
}
|
|
|
|
// De-initializations (delete shaders).
|
|
|
|
cleanup(shaders);
|
|
|
|
// Output measurement log later (after last measurement).
|
|
|
|
measurements.push_back(Measurement((deInt64)(shaderSourceSetEndTime - startTime),
|
|
(deInt64)(vertexShaderCompileEndTime - shaderSourceSetEndTime),
|
|
(deInt64)(fragmentShaderCompileEndTime - vertexShaderCompileEndTime)));
|
|
|
|
latestBuildInfo = buildInfo;
|
|
latestProgramContext = progCtx;
|
|
|
|
m_testCtx.touchWatchdog(); // \note Measurements may take a while in a bad case.
|
|
}
|
|
|
|
// End of test case, log information about measurements.
|
|
{
|
|
TestLog& log = m_testCtx.getLog();
|
|
|
|
vector<deInt64> sourceSetTimes;
|
|
vector<deInt64> vertexCompileTimes;
|
|
vector<deInt64> fragmentCompileTimes;
|
|
vector<deInt64> totalTimes;
|
|
|
|
log << TestLog::Section("IterationMeasurements", "Iteration measurements of compilation times");
|
|
|
|
for (int ndx = 0; ndx < (int)measurements.size(); ndx++)
|
|
{
|
|
sourceSetTimes.push_back (measurements[ndx].sourceSetTime);
|
|
vertexCompileTimes.push_back (measurements[ndx].vertexCompileTime);
|
|
fragmentCompileTimes.push_back (measurements[ndx].fragmentCompileTime);
|
|
totalTimes.push_back (measurements[ndx].totalTime());
|
|
|
|
// Log this measurement.
|
|
log << TestLog::Float("Measurement" + de::toString(ndx) + "Time",
|
|
"Measurement " + de::toString(ndx) + " time",
|
|
"ms", QP_KEY_TAG_TIME, (float)measurements[ndx].totalTime()/1000.0f);
|
|
}
|
|
|
|
// Log some statistics.
|
|
|
|
for (int entireRangeOrLowestHalf = 0; entireRangeOrLowestHalf < 2; entireRangeOrLowestHalf++)
|
|
{
|
|
bool isEntireRange = entireRangeOrLowestHalf == 0;
|
|
string statNamePrefix = isEntireRange ? "" : "LowestHalf";
|
|
vector<deInt64> rangeTimes = isEntireRange ? totalTimes : vectorLowestPercentage(totalTimes, 0.5f);
|
|
|
|
log << TestLog::Message << "\nStatistics computed from "
|
|
<< (isEntireRange ? "all" : "only the lowest 50%")
|
|
<< " of the above measurements:"
|
|
<< TestLog::EndMessage;
|
|
|
|
#define LOG_TIME_STAT(NAME, DESC, FUNC) log << TestLog::Float(statNamePrefix + "TotalTime" + (NAME), (DESC) + string(" of total time"), "ms", QP_KEY_TAG_TIME, (FUNC)(rangeTimes)/1000.0f)
|
|
#define LOG_RELATIVE_STAT(NAME, DESC, FUNC) log << TestLog::Float(statNamePrefix + "TotalTime" + (NAME), (DESC) + string(" of total time"), "", QP_KEY_TAG_NONE, (FUNC)(rangeTimes))
|
|
|
|
LOG_TIME_STAT ("Median", "Median", vectorFloatMedian);
|
|
LOG_TIME_STAT ("Average", "Average", vectorFloatAverage);
|
|
LOG_TIME_STAT ("Minimum", "Minimum", vectorFloatMinimum);
|
|
LOG_TIME_STAT ("Maximum", "Maximum", vectorFloatMaximum);
|
|
LOG_TIME_STAT ("MedianAbsoluteDeviation", "Median absolute deviation", vectorFloatMedianAbsoluteDeviation);
|
|
LOG_RELATIVE_STAT ("RelativeMedianAbsoluteDeviation", "Relative median absolute deviation", vectorFloatRelativeMedianAbsoluteDeviation);
|
|
LOG_TIME_STAT ("StandardDeviation", "Standard deviation", vectorFloatStandardDeviation);
|
|
LOG_RELATIVE_STAT ("RelativeStandardDeviation", "Relative standard deviation", vectorFloatRelativeStandardDeviation);
|
|
LOG_TIME_STAT ("MaxMinusMin", "Max-min", vectorFloatMaximumMinusMinimum);
|
|
LOG_RELATIVE_STAT ("RelativeMaxMinusMin", "Relative max-min", vectorFloatRelativeMaximumMinusMinimum);
|
|
|
|
#undef LOG_TIME_STAT
|
|
#undef LOG_RELATIVE_STAT
|
|
|
|
if (!isEntireRange && vectorFloatRelativeMedianAbsoluteDeviation(rangeTimes) > RELATIVE_MEDIAN_ABSOLUTE_DEVIATION_THRESHOLD)
|
|
log << TestLog::Message << "\nWARNING: couldn't achieve relative median absolute deviation under threshold value " << RELATIVE_MEDIAN_ABSOLUTE_DEVIATION_THRESHOLD << TestLog::EndMessage;
|
|
}
|
|
|
|
log << TestLog::EndSection; // End section IterationMeasurements
|
|
|
|
for (int medianOrAverage = 0; medianOrAverage < 2; medianOrAverage++)
|
|
{
|
|
typedef float (*VecFunc)(const vector<deInt64>&);
|
|
|
|
bool isMedian = medianOrAverage == 0;
|
|
string singular = isMedian ? "Median" : "Average";
|
|
string plural = singular + "s";
|
|
VecFunc func = isMedian ? (VecFunc) vectorFloatMedian<deInt64> : (VecFunc) vectorFloatAverage<deInt64>;
|
|
|
|
log << TestLog::Section(plural + "PerPhase", plural + " per phase");
|
|
|
|
for (int entireRangeOrLowestHalf = 0; entireRangeOrLowestHalf < 2; entireRangeOrLowestHalf++)
|
|
{
|
|
bool isEntireRange = entireRangeOrLowestHalf == 0;
|
|
string statNamePrefix = isEntireRange ? "" : "LowestHalf";
|
|
float rangeSizeRatio = isEntireRange ? 1.0f : 0.5f;
|
|
|
|
#define LOG_TIME(NAME, DESC, DATA) log << TestLog::Float(statNamePrefix + (NAME) + singular, singular + " of " + (DESC), "ms", QP_KEY_TAG_TIME, func(vectorLowestPercentage((DATA), rangeSizeRatio))/1000.0f);
|
|
|
|
log << TestLog::Message << (isEntireRange ? "For all measurements:" : "\nFor only the lowest 50% of the measurements:") << TestLog::EndMessage;
|
|
LOG_TIME("ShaderSourceSetTime", "shader source set time", sourceSetTimes);
|
|
LOG_TIME("VertexShaderCompileTime", "vertex shader compile time", vertexCompileTimes);
|
|
LOG_TIME("FragmentShaderCompileTime", "fragment shader compile time", fragmentCompileTimes);
|
|
|
|
#undef LOG_TIME
|
|
}
|
|
|
|
log << TestLog::EndSection;
|
|
}
|
|
|
|
// Set result.
|
|
|
|
{
|
|
log << TestLog::Message << "Note: test result is the first quartile (i.e. median of the lowest half of measurements) of total times" << TestLog::EndMessage;
|
|
float result = vectorFloatFirstQuartile(totalTimes) / 1000.0f;
|
|
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, de::floatToString(result, 2).c_str());
|
|
}
|
|
|
|
// Log shaders.
|
|
|
|
log << TestLog::Message << "Note: the following shaders are the ones from the last iteration; variables' names and some constant expressions differ between iterations." << TestLog::EndMessage;
|
|
|
|
logProgramData(latestBuildInfo, latestProgramContext);
|
|
|
|
return STOP;
|
|
}
|
|
}
|
|
|
|
InvalidShaderCompilerLightCase::InvalidShaderCompilerLightCase (Context& context, const char* name, const char* description, int caseID, InvalidityType invalidityType, bool isVertexCase, int numLights, LightType lightType)
|
|
: InvalidShaderCompilerCase (context, name, description, caseID, invalidityType)
|
|
, m_isVertexCase (isVertexCase)
|
|
, m_numLights (numLights)
|
|
, m_lightType (lightType)
|
|
{
|
|
}
|
|
|
|
InvalidShaderCompilerLightCase::~InvalidShaderCompilerLightCase (void)
|
|
{
|
|
}
|
|
|
|
InvalidShaderCompilerCase::ProgramContext InvalidShaderCompilerLightCase::generateShaderSources (int measurementNdx) const
|
|
{
|
|
deUint32 specID = getSpecializationID(measurementNdx);
|
|
ProgramContext result;
|
|
ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVALID_CHAR
|
|
: m_invalidityType == INVALIDITY_SEMANTIC_ERROR ? SHADER_VALIDITY_SEMANTIC_ERROR
|
|
: SHADER_VALIDITY_LAST;
|
|
|
|
DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST);
|
|
|
|
result.vertShaderSource = specializeShaderSource(lightVertexTemplate(m_numLights, m_isVertexCase, m_lightType), specID, shaderValidity);
|
|
result.fragShaderSource = specializeShaderSource(lightFragmentTemplate(m_numLights, m_isVertexCase, m_lightType), specID, shaderValidity);
|
|
|
|
return result;
|
|
}
|
|
|
|
InvalidShaderCompilerTextureCase::InvalidShaderCompilerTextureCase (Context& context, const char* name, const char* description, int caseID, InvalidityType invalidityType, int numLookups, ConditionalUsage conditionalUsage, ConditionalType conditionalType)
|
|
: InvalidShaderCompilerCase (context, name, description, caseID, invalidityType)
|
|
, m_numLookups (numLookups)
|
|
, m_conditionalUsage (conditionalUsage)
|
|
, m_conditionalType (conditionalType)
|
|
{
|
|
}
|
|
|
|
InvalidShaderCompilerTextureCase::~InvalidShaderCompilerTextureCase (void)
|
|
{
|
|
}
|
|
|
|
InvalidShaderCompilerCase::ProgramContext InvalidShaderCompilerTextureCase::generateShaderSources (int measurementNdx) const
|
|
{
|
|
deUint32 specID = getSpecializationID(measurementNdx);
|
|
ProgramContext result;
|
|
ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVALID_CHAR
|
|
: m_invalidityType == INVALIDITY_SEMANTIC_ERROR ? SHADER_VALIDITY_SEMANTIC_ERROR
|
|
: SHADER_VALIDITY_LAST;
|
|
|
|
DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST);
|
|
|
|
result.vertShaderSource = specializeShaderSource(textureLookupVertexTemplate(m_conditionalUsage, m_conditionalType), specID, shaderValidity);
|
|
result.fragShaderSource = specializeShaderSource(textureLookupFragmentTemplate(m_numLookups, m_conditionalUsage, m_conditionalType), specID, shaderValidity);
|
|
|
|
return result;
|
|
}
|
|
|
|
InvalidShaderCompilerLoopCase::InvalidShaderCompilerLoopCase (Context& context, const char* name, const char* description, int caseID, InvalidityType invalidityType, bool isVertexCase, LoopType type, int numLoopIterations, int nestingDepth)
|
|
: InvalidShaderCompilerCase (context, name, description, caseID, invalidityType)
|
|
, m_isVertexCase (isVertexCase)
|
|
, m_numLoopIterations (numLoopIterations)
|
|
, m_nestingDepth (nestingDepth)
|
|
, m_type (type)
|
|
{
|
|
}
|
|
|
|
InvalidShaderCompilerLoopCase::~InvalidShaderCompilerLoopCase (void)
|
|
{
|
|
}
|
|
|
|
InvalidShaderCompilerCase::ProgramContext InvalidShaderCompilerLoopCase::generateShaderSources (int measurementNdx) const
|
|
{
|
|
deUint32 specID = getSpecializationID(measurementNdx);
|
|
ProgramContext result;
|
|
ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVALID_CHAR
|
|
: m_invalidityType == INVALIDITY_SEMANTIC_ERROR ? SHADER_VALIDITY_SEMANTIC_ERROR
|
|
: SHADER_VALIDITY_LAST;
|
|
|
|
DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST);
|
|
|
|
result.vertShaderSource = specializeShaderSource(loopVertexTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, shaderValidity);
|
|
result.fragShaderSource = specializeShaderSource(loopFragmentTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, shaderValidity);
|
|
|
|
return result;
|
|
}
|
|
|
|
InvalidShaderCompilerOperCase::InvalidShaderCompilerOperCase (Context& context, const char* name, const char* description, int caseID, InvalidityType invalidityType, bool isVertexCase, const char* oper, int numOperations)
|
|
: InvalidShaderCompilerCase (context, name, description, caseID, invalidityType)
|
|
, m_isVertexCase (isVertexCase)
|
|
, m_oper (oper)
|
|
, m_numOperations (numOperations)
|
|
{
|
|
}
|
|
|
|
InvalidShaderCompilerOperCase::~InvalidShaderCompilerOperCase (void)
|
|
{
|
|
}
|
|
|
|
InvalidShaderCompilerCase::ProgramContext InvalidShaderCompilerOperCase::generateShaderSources (int measurementNdx) const
|
|
{
|
|
deUint32 specID = getSpecializationID(measurementNdx);
|
|
ProgramContext result;
|
|
ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVALID_CHAR
|
|
: m_invalidityType == INVALIDITY_SEMANTIC_ERROR ? SHADER_VALIDITY_SEMANTIC_ERROR
|
|
: SHADER_VALIDITY_LAST;
|
|
|
|
DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST);
|
|
|
|
if (m_isVertexCase)
|
|
{
|
|
result.vertShaderSource = specializeShaderSource(binaryOpVertexTemplate(m_numOperations, m_oper.c_str()), specID, shaderValidity);
|
|
result.fragShaderSource = specializeShaderSource(singleVaryingFragmentTemplate(), specID, shaderValidity);
|
|
}
|
|
else
|
|
{
|
|
result.vertShaderSource = specializeShaderSource(singleVaryingVertexTemplate(), specID, shaderValidity);
|
|
result.fragShaderSource = specializeShaderSource(binaryOpFragmentTemplate(m_numOperations, m_oper.c_str()), specID, shaderValidity);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
InvalidShaderCompilerMandelbrotCase::InvalidShaderCompilerMandelbrotCase (Context& context, const char* name, const char* description, int caseID, InvalidityType invalidityType, int numFractalIterations)
|
|
: InvalidShaderCompilerCase (context, name, description, caseID, invalidityType)
|
|
, m_numFractalIterations (numFractalIterations)
|
|
{
|
|
}
|
|
|
|
InvalidShaderCompilerMandelbrotCase::~InvalidShaderCompilerMandelbrotCase (void)
|
|
{
|
|
}
|
|
|
|
InvalidShaderCompilerCase::ProgramContext InvalidShaderCompilerMandelbrotCase::generateShaderSources (int measurementNdx) const
|
|
{
|
|
deUint32 specID = getSpecializationID(measurementNdx);
|
|
ProgramContext result;
|
|
ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVALID_CHAR
|
|
: m_invalidityType == INVALIDITY_SEMANTIC_ERROR ? SHADER_VALIDITY_SEMANTIC_ERROR
|
|
: SHADER_VALIDITY_LAST;
|
|
|
|
DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST);
|
|
|
|
result.vertShaderSource = specializeShaderSource(mandelbrotVertexTemplate(), specID, shaderValidity);
|
|
result.fragShaderSource = specializeShaderSource(mandelbrotFragmentTemplate(m_numFractalIterations), specID, shaderValidity);
|
|
|
|
return result;
|
|
}
|
|
|
|
void addShaderCompilationPerformanceCases (TestCaseGroup& parentGroup)
|
|
{
|
|
Context& context = parentGroup.getContext();
|
|
int caseID = 0; // Increment this after adding each case. Used for avoiding cache hits between cases.
|
|
|
|
TestCaseGroup* validGroup = new TestCaseGroup(context, "valid_shader", "Valid Shader Compiler Cases");
|
|
TestCaseGroup* invalidGroup = new TestCaseGroup(context, "invalid_shader", "Invalid Shader Compiler Cases");
|
|
TestCaseGroup* cacheGroup = new TestCaseGroup(context, "cache", "Allow shader caching");
|
|
parentGroup.addChild(validGroup);
|
|
parentGroup.addChild(invalidGroup);
|
|
parentGroup.addChild(cacheGroup);
|
|
|
|
TestCaseGroup* invalidCharGroup = new TestCaseGroup(context, "invalid_char", "Invalid Character Shader Compiler Cases");
|
|
TestCaseGroup* semanticErrorGroup = new TestCaseGroup(context, "semantic_error", "Semantic Error Shader Compiler Cases");
|
|
invalidGroup->addChild(invalidCharGroup);
|
|
invalidGroup->addChild(semanticErrorGroup);
|
|
|
|
// Lighting shader compilation cases.
|
|
|
|
{
|
|
static const int lightCounts[] = { 1, 2, 4, 8 };
|
|
|
|
TestCaseGroup* validLightingGroup = new TestCaseGroup(context, "lighting", "Shader Compiler Lighting Cases");
|
|
TestCaseGroup* invalidCharLightingGroup = new TestCaseGroup(context, "lighting", "Invalid Character Shader Compiler Lighting Cases");
|
|
TestCaseGroup* semanticErrorLightingGroup = new TestCaseGroup(context, "lighting", "Semantic Error Shader Compiler Lighting Cases");
|
|
TestCaseGroup* cacheLightingGroup = new TestCaseGroup(context, "lighting", "Shader Compiler Lighting Cache Cases");
|
|
validGroup->addChild(validLightingGroup);
|
|
invalidCharGroup->addChild(invalidCharLightingGroup);
|
|
semanticErrorGroup->addChild(semanticErrorLightingGroup);
|
|
cacheGroup->addChild(cacheLightingGroup);
|
|
|
|
for (int lightType = 0; lightType < (int)LIGHT_LAST; lightType++)
|
|
{
|
|
const char* lightTypeName = lightType == (int)LIGHT_DIRECTIONAL ? "directional"
|
|
: lightType == (int)LIGHT_POINT ? "point"
|
|
: DE_NULL;
|
|
|
|
DE_ASSERT(lightTypeName != DE_NULL);
|
|
|
|
for (int isFrag = 0; isFrag <= 1; isFrag++)
|
|
{
|
|
bool isVertex = isFrag == 0;
|
|
const char* vertFragStr = isVertex ? "vertex" : "fragment";
|
|
|
|
for (int lightCountNdx = 0; lightCountNdx < DE_LENGTH_OF_ARRAY(lightCounts); lightCountNdx++)
|
|
{
|
|
int numLights = lightCounts[lightCountNdx];
|
|
|
|
string caseName = string("") + lightTypeName + "_" + de::toString(numLights) + "_lights_" + vertFragStr;
|
|
|
|
// Valid shader case, no-cache and cache versions.
|
|
|
|
validLightingGroup->addChild(new ShaderCompilerLightCase(context, caseName.c_str(), "", caseID++, true /* avoid cache */, false, isVertex, numLights, (LightType)lightType));
|
|
cacheLightingGroup->addChild(new ShaderCompilerLightCase(context, caseName.c_str(), "", caseID++, false /* allow cache */, false, isVertex, numLights, (LightType)lightType));
|
|
|
|
// Invalid shader cases.
|
|
|
|
for (int invalidityType = 0; invalidityType < (int)InvalidShaderCompilerCase::INVALIDITY_LAST; invalidityType++)
|
|
{
|
|
TestCaseGroup* curInvalidGroup = invalidityType == (int)InvalidShaderCompilerCase::INVALIDITY_INVALID_CHAR ? invalidCharLightingGroup
|
|
: invalidityType == (int)InvalidShaderCompilerCase::INVALIDITY_SEMANTIC_ERROR ? semanticErrorLightingGroup
|
|
: DE_NULL;
|
|
|
|
DE_ASSERT(curInvalidGroup != DE_NULL);
|
|
|
|
curInvalidGroup->addChild(new InvalidShaderCompilerLightCase(context, caseName.c_str(), "", caseID++, (InvalidShaderCompilerCase::InvalidityType)invalidityType, isVertex, numLights, (LightType)lightType));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Texture lookup shader compilation cases.
|
|
|
|
{
|
|
static const int texLookupCounts[] = { 1, 2, 4, 8 };
|
|
|
|
TestCaseGroup* validTexGroup = new TestCaseGroup(context, "texture", "Shader Compiler Texture Lookup Cases");
|
|
TestCaseGroup* invalidCharTexGroup = new TestCaseGroup(context, "texture", "Invalid Character Shader Compiler Texture Lookup Cases");
|
|
TestCaseGroup* semanticErrorTexGroup = new TestCaseGroup(context, "texture", "Semantic Error Shader Compiler Texture Lookup Cases");
|
|
TestCaseGroup* cacheTexGroup = new TestCaseGroup(context, "texture", "Shader Compiler Texture Lookup Cache Cases");
|
|
validGroup->addChild(validTexGroup);
|
|
invalidCharGroup->addChild(invalidCharTexGroup);
|
|
semanticErrorGroup->addChild(semanticErrorTexGroup);
|
|
cacheGroup->addChild(cacheTexGroup);
|
|
|
|
for (int conditionalUsage = 0; conditionalUsage < (int)CONDITIONAL_USAGE_LAST; conditionalUsage++)
|
|
{
|
|
const char* conditionalUsageName = conditionalUsage == (int)CONDITIONAL_USAGE_NONE ? "no_conditionals"
|
|
: conditionalUsage == (int)CONDITIONAL_USAGE_FIRST_HALF ? "first_half"
|
|
: conditionalUsage == (int)CONDITIONAL_USAGE_EVERY_OTHER ? "every_other"
|
|
: DE_NULL;
|
|
|
|
DE_ASSERT(conditionalUsageName != DE_NULL);
|
|
|
|
int lastConditionalType = conditionalUsage == (int)CONDITIONAL_USAGE_NONE ? 1 : (int)CONDITIONAL_TYPE_LAST;
|
|
|
|
for (int conditionalType = 0; conditionalType < lastConditionalType; conditionalType++)
|
|
{
|
|
const char* conditionalTypeName = conditionalType == (int)CONDITIONAL_TYPE_STATIC ? "static_conditionals"
|
|
: conditionalType == (int)CONDITIONAL_TYPE_UNIFORM ? "uniform_conditionals"
|
|
: conditionalType == (int)CONDITIONAL_TYPE_DYNAMIC ? "dynamic_conditionals"
|
|
: DE_NULL;
|
|
|
|
DE_ASSERT(conditionalTypeName != DE_NULL);
|
|
|
|
for (int lookupCountNdx = 0; lookupCountNdx < DE_LENGTH_OF_ARRAY(texLookupCounts); lookupCountNdx++)
|
|
{
|
|
int numLookups = texLookupCounts[lookupCountNdx];
|
|
|
|
string caseName = de::toString(numLookups) + "_lookups_" + conditionalUsageName + (conditionalUsage == (int)CONDITIONAL_USAGE_NONE ? "" : string("_") + conditionalTypeName);
|
|
|
|
// Valid shader case, no-cache and cache versions.
|
|
|
|
validTexGroup->addChild(new ShaderCompilerTextureCase(context, caseName.c_str(), "", caseID++, true /* avoid cache */, false, numLookups, (ConditionalUsage)conditionalUsage, (ConditionalType)conditionalType));
|
|
cacheTexGroup->addChild(new ShaderCompilerTextureCase(context, caseName.c_str(), "", caseID++, false /* allow cache */, false, numLookups, (ConditionalUsage)conditionalUsage, (ConditionalType)conditionalType));
|
|
|
|
// Invalid shader cases.
|
|
|
|
for (int invalidityType = 0; invalidityType < (int)InvalidShaderCompilerCase::INVALIDITY_LAST; invalidityType++)
|
|
{
|
|
TestCaseGroup* curInvalidGroup = invalidityType == (int)InvalidShaderCompilerCase::INVALIDITY_INVALID_CHAR ? invalidCharTexGroup
|
|
: invalidityType == (int)InvalidShaderCompilerCase::INVALIDITY_SEMANTIC_ERROR ? semanticErrorTexGroup
|
|
: DE_NULL;
|
|
|
|
DE_ASSERT(curInvalidGroup != DE_NULL);
|
|
|
|
curInvalidGroup->addChild(new InvalidShaderCompilerTextureCase(context, caseName.c_str(), "", caseID++, (InvalidShaderCompilerCase::InvalidityType)invalidityType, numLookups, (ConditionalUsage)conditionalUsage, (ConditionalType)conditionalType));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Loop shader compilation cases.
|
|
|
|
{
|
|
static const int loopIterCounts[] = { 10, 100, 1000 };
|
|
static const int maxLoopNestingDepth = 3;
|
|
static const int maxTotalLoopIterations = 2000; // If <loop iteration count> ** <loop nesting depth> (where ** is exponentiation) exceeds this, don't generate the case.
|
|
|
|
TestCaseGroup* validLoopGroup = new TestCaseGroup(context, "loop", "Shader Compiler Loop Cases");
|
|
TestCaseGroup* invalidCharLoopGroup = new TestCaseGroup(context, "loop", "Invalid Character Shader Compiler Loop Cases");
|
|
TestCaseGroup* semanticErrorLoopGroup = new TestCaseGroup(context, "loop", "Semantic Error Shader Compiler Loop Cases");
|
|
TestCaseGroup* cacheLoopGroup = new TestCaseGroup(context, "loop", "Shader Compiler Loop Cache Cases");
|
|
validGroup->addChild(validLoopGroup);
|
|
invalidCharGroup->addChild(invalidCharLoopGroup);
|
|
semanticErrorGroup->addChild(semanticErrorLoopGroup);
|
|
cacheGroup->addChild(cacheLoopGroup);
|
|
|
|
for (int loopType = 0; loopType < (int)LOOP_LAST; loopType++)
|
|
{
|
|
const char* loopTypeName = loopType == (int)LOOP_TYPE_STATIC ? "static"
|
|
: loopType == (int)LOOP_TYPE_UNIFORM ? "uniform"
|
|
: loopType == (int)LOOP_TYPE_DYNAMIC ? "dynamic"
|
|
: DE_NULL;
|
|
|
|
DE_ASSERT(loopTypeName != DE_NULL);
|
|
|
|
TestCaseGroup* validLoopTypeGroup = new TestCaseGroup(context, loopTypeName, "");
|
|
TestCaseGroup* invalidCharLoopTypeGroup = new TestCaseGroup(context, loopTypeName, "");
|
|
TestCaseGroup* semanticErrorLoopTypeGroup = new TestCaseGroup(context, loopTypeName, "");
|
|
TestCaseGroup* cacheLoopTypeGroup = new TestCaseGroup(context, loopTypeName, "");
|
|
validLoopGroup->addChild(validLoopTypeGroup);
|
|
invalidCharLoopGroup->addChild(invalidCharLoopTypeGroup);
|
|
semanticErrorLoopGroup->addChild(semanticErrorLoopTypeGroup);
|
|
cacheLoopGroup->addChild(cacheLoopTypeGroup);
|
|
|
|
for (int isFrag = 0; isFrag <= 1; isFrag++)
|
|
{
|
|
bool isVertex = isFrag == 0;
|
|
const char* vertFragStr = isVertex ? "vertex" : "fragment";
|
|
|
|
// \note Non-static loop cases with different iteration counts have identical shaders, so only make one of each.
|
|
int loopIterCountMaxNdx = loopType != (int)LOOP_TYPE_STATIC ? 1 : DE_LENGTH_OF_ARRAY(loopIterCounts);
|
|
|
|
for (int nestingDepth = 1; nestingDepth <= maxLoopNestingDepth; nestingDepth++)
|
|
{
|
|
for (int loopIterCountNdx = 0; loopIterCountNdx < loopIterCountMaxNdx; loopIterCountNdx++)
|
|
{
|
|
int numIterations = loopIterCounts[loopIterCountNdx];
|
|
|
|
if (deFloatPow((float)numIterations, (float)nestingDepth) > (float)maxTotalLoopIterations)
|
|
continue; // Don't generate too heavy tasks.
|
|
|
|
string validCaseName = de::toString(numIterations) + "_iterations_" + de::toString(nestingDepth) + "_levels_" + vertFragStr;
|
|
|
|
// Valid shader case, no-cache and cache versions.
|
|
|
|
validLoopTypeGroup->addChild(new ShaderCompilerLoopCase(context, validCaseName.c_str(), "", caseID++, true /* avoid cache */, false, isVertex, (LoopType)loopType, numIterations, nestingDepth));
|
|
cacheLoopTypeGroup->addChild(new ShaderCompilerLoopCase(context, validCaseName.c_str(), "", caseID++, false /* allow cache */, false, isVertex, (LoopType)loopType, numIterations, nestingDepth));
|
|
|
|
// Invalid shader cases.
|
|
|
|
for (int invalidityType = 0; invalidityType < (int)InvalidShaderCompilerCase::INVALIDITY_LAST; invalidityType++)
|
|
{
|
|
TestCaseGroup* curInvalidGroup = invalidityType == (int)InvalidShaderCompilerCase::INVALIDITY_INVALID_CHAR ? invalidCharLoopTypeGroup
|
|
: invalidityType == (int)InvalidShaderCompilerCase::INVALIDITY_SEMANTIC_ERROR ? semanticErrorLoopTypeGroup
|
|
: DE_NULL;
|
|
|
|
DE_ASSERT(curInvalidGroup != DE_NULL);
|
|
|
|
string invalidCaseName = de::toString(nestingDepth) + "_levels_" + vertFragStr;
|
|
|
|
if (loopType == (int)LOOP_TYPE_STATIC)
|
|
invalidCaseName = de::toString(numIterations) + "_iterations_" + invalidCaseName; // \note For invalid, non-static loop cases the iteration count means nothing (since no uniforms or attributes are set).
|
|
|
|
curInvalidGroup->addChild(new InvalidShaderCompilerLoopCase(context, invalidCaseName.c_str(), "", caseID++, (InvalidShaderCompilerCase::InvalidityType)invalidityType, isVertex, (LoopType)loopType, numIterations, nestingDepth));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Multiplication shader compilation cases.
|
|
|
|
{
|
|
static const int multiplicationCounts[] = { 10, 100, 1000 };
|
|
|
|
TestCaseGroup* validMulGroup = new TestCaseGroup(context, "multiplication", "Shader Compiler Multiplication Cases");
|
|
TestCaseGroup* invalidCharMulGroup = new TestCaseGroup(context, "multiplication", "Invalid Character Shader Compiler Multiplication Cases");
|
|
TestCaseGroup* semanticErrorMulGroup = new TestCaseGroup(context, "multiplication", "Semantic Error Shader Compiler Multiplication Cases");
|
|
TestCaseGroup* cacheMulGroup = new TestCaseGroup(context, "multiplication", "Shader Compiler Multiplication Cache Cases");
|
|
validGroup->addChild(validMulGroup);
|
|
invalidCharGroup->addChild(invalidCharMulGroup);
|
|
semanticErrorGroup->addChild(semanticErrorMulGroup);
|
|
cacheGroup->addChild(cacheMulGroup);
|
|
|
|
for (int isFrag = 0; isFrag <= 1; isFrag++)
|
|
{
|
|
bool isVertex = isFrag == 0;
|
|
const char* vertFragStr = isVertex ? "vertex" : "fragment";
|
|
|
|
for (int operCountNdx = 0; operCountNdx < DE_LENGTH_OF_ARRAY(multiplicationCounts); operCountNdx++)
|
|
{
|
|
int numOpers = multiplicationCounts[operCountNdx];
|
|
|
|
string caseName = de::toString(numOpers) + "_operations_" + vertFragStr;
|
|
|
|
// Valid shader case, no-cache and cache versions.
|
|
|
|
validMulGroup->addChild(new ShaderCompilerOperCase(context, caseName.c_str(), "", caseID++, true /* avoid cache */, false, isVertex, "*", numOpers));
|
|
cacheMulGroup->addChild(new ShaderCompilerOperCase(context, caseName.c_str(), "", caseID++, false /* allow cache */, false, isVertex, "*", numOpers));
|
|
|
|
// Invalid shader cases.
|
|
|
|
for (int invalidityType = 0; invalidityType < (int)InvalidShaderCompilerCase::INVALIDITY_LAST; invalidityType++)
|
|
{
|
|
TestCaseGroup* curInvalidGroup = invalidityType == (int)InvalidShaderCompilerCase::INVALIDITY_INVALID_CHAR ? invalidCharMulGroup
|
|
: invalidityType == (int)InvalidShaderCompilerCase::INVALIDITY_SEMANTIC_ERROR ? semanticErrorMulGroup
|
|
: DE_NULL;
|
|
|
|
DE_ASSERT(curInvalidGroup != DE_NULL);
|
|
|
|
curInvalidGroup->addChild(new InvalidShaderCompilerOperCase(context, caseName.c_str(), "", caseID++, (InvalidShaderCompilerCase::InvalidityType)invalidityType, isVertex, "*", numOpers));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Mandelbrot shader compilation cases.
|
|
|
|
{
|
|
static const int mandelbrotIterationCounts[] = { 32, 64, 128 };
|
|
|
|
TestCaseGroup* validMandelbrotGroup = new TestCaseGroup(context, "mandelbrot", "Shader Compiler Mandelbrot Fractal Cases");
|
|
TestCaseGroup* invalidCharMandelbrotGroup = new TestCaseGroup(context, "mandelbrot", "Invalid Character Shader Compiler Mandelbrot Fractal Cases");
|
|
TestCaseGroup* semanticErrorMandelbrotGroup = new TestCaseGroup(context, "mandelbrot", "Semantic Error Shader Compiler Mandelbrot Fractal Cases");
|
|
TestCaseGroup* cacheMandelbrotGroup = new TestCaseGroup(context, "mandelbrot", "Shader Compiler Mandelbrot Fractal Cache Cases");
|
|
validGroup->addChild(validMandelbrotGroup);
|
|
invalidCharGroup->addChild(invalidCharMandelbrotGroup);
|
|
semanticErrorGroup->addChild(semanticErrorMandelbrotGroup);
|
|
cacheGroup->addChild(cacheMandelbrotGroup);
|
|
|
|
for (int iterCountNdx = 0; iterCountNdx < DE_LENGTH_OF_ARRAY(mandelbrotIterationCounts); iterCountNdx++)
|
|
{
|
|
int numFractalIterations = mandelbrotIterationCounts[iterCountNdx];
|
|
string caseName = de::toString(numFractalIterations) + "_iterations";
|
|
|
|
// Valid shader case, no-cache and cache versions.
|
|
|
|
validMandelbrotGroup->addChild(new ShaderCompilerMandelbrotCase(context, caseName.c_str(), "", caseID++, true /* avoid cache */, false, numFractalIterations));
|
|
cacheMandelbrotGroup->addChild(new ShaderCompilerMandelbrotCase(context, caseName.c_str(), "", caseID++, false /* allow cache */, false, numFractalIterations));
|
|
|
|
// Invalid shader cases.
|
|
|
|
for (int invalidityType = 0; invalidityType < (int)InvalidShaderCompilerCase::INVALIDITY_LAST; invalidityType++)
|
|
{
|
|
TestCaseGroup* curInvalidGroup = invalidityType == (int)InvalidShaderCompilerCase::INVALIDITY_INVALID_CHAR ? invalidCharMandelbrotGroup
|
|
: invalidityType == (int)InvalidShaderCompilerCase::INVALIDITY_SEMANTIC_ERROR ? semanticErrorMandelbrotGroup
|
|
: DE_NULL;
|
|
|
|
DE_ASSERT(curInvalidGroup != DE_NULL);
|
|
|
|
curInvalidGroup->addChild(new InvalidShaderCompilerMandelbrotCase(context, caseName.c_str(), "", caseID++, (InvalidShaderCompilerCase::InvalidityType)invalidityType, numFractalIterations));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Cases testing cache behaviour when whitespace and comments are added.
|
|
|
|
{
|
|
TestCaseGroup* whitespaceCommentCacheGroup = new TestCaseGroup(context, "cache_whitespace_comment", "Cases testing the effect of whitespace and comments on caching");
|
|
parentGroup.addChild(whitespaceCommentCacheGroup);
|
|
|
|
// \note Add just a small subset of the cases that were added above for the main performance tests.
|
|
|
|
// Cases with both vertex and fragment variants.
|
|
for (int isFrag = 0; isFrag <= 1; isFrag++)
|
|
{
|
|
bool isVertex = isFrag == 0;
|
|
string vtxFragSuffix = isVertex ? "_vertex" : "_fragment";
|
|
string dirLightName = "directional_2_lights" + vtxFragSuffix;
|
|
string loopName = "static_loop_100_iterations" + vtxFragSuffix;
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string multCase = "multiplication_100_operations" + vtxFragSuffix;
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whitespaceCommentCacheGroup->addChild(new ShaderCompilerLightCase(context, dirLightName.c_str(), "", caseID++, false, true, isVertex, 2, LIGHT_DIRECTIONAL));
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whitespaceCommentCacheGroup->addChild(new ShaderCompilerLoopCase(context, loopName.c_str(), "", caseID++, false, true, isVertex, LOOP_TYPE_STATIC, 100, 1));
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whitespaceCommentCacheGroup->addChild(new ShaderCompilerOperCase(context, multCase.c_str(), "", caseID++, false, true, isVertex, "*", 100));
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}
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// Cases that don't have vertex and fragment variants.
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whitespaceCommentCacheGroup->addChild(new ShaderCompilerTextureCase(context, "texture_4_lookups", "", caseID++, false, true, 4, CONDITIONAL_USAGE_NONE, CONDITIONAL_TYPE_STATIC));
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whitespaceCommentCacheGroup->addChild(new ShaderCompilerMandelbrotCase(context, "mandelbrot_32_operations", "", caseID++, false, true, 32));
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}
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}
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} // Performance
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} // gles3
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} // deqp
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