1/*-------------------------------------------------------------------------
2 * drawElements Quality Program OpenGL (ES) Module
3 * -----------------------------------------------
4 *
5 * Copyright 2014 The Android Open Source Project
6 *
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
10 *
11 *      http://www.apache.org/licenses/LICENSE-2.0
12 *
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
18 *
19 *//*!
20 * \file
21 * \brief Shader execute test.
22 *
23 * \todo [petri] Multiple grid with differing constants/uniforms.
24 * \todo [petri]
25 *//*--------------------------------------------------------------------*/
26
27#include "glsShaderRenderCase.hpp"
28
29#include "tcuSurface.hpp"
30#include "tcuVector.hpp"
31#include "tcuImageCompare.hpp"
32#include "tcuTestLog.hpp"
33#include "tcuRenderTarget.hpp"
34
35#include "gluPixelTransfer.hpp"
36#include "gluTexture.hpp"
37#include "gluTextureUtil.hpp"
38#include "gluDrawUtil.hpp"
39
40#include "glwFunctions.hpp"
41#include "glwEnums.hpp"
42
43#include "deRandom.hpp"
44#include "deMemory.h"
45#include "deString.h"
46#include "deMath.h"
47#include "deStringUtil.hpp"
48
49#include <stdio.h>
50#include <vector>
51#include <string>
52
53namespace deqp
54{
55namespace gls
56{
57
58using namespace std;
59using namespace tcu;
60using namespace glu;
61
62static const int			GRID_SIZE				= 64;
63static const int			MAX_RENDER_WIDTH		= 128;
64static const int			MAX_RENDER_HEIGHT		= 112;
65static const tcu::Vec4		DEFAULT_CLEAR_COLOR		= tcu::Vec4(0.125f, 0.25f, 0.5f, 1.0f);
66
67inline RGBA toRGBA (const Vec4& a)
68{
69	return RGBA(deClamp32(deRoundFloatToInt32(a.x() * 255.0f), 0, 255),
70				deClamp32(deRoundFloatToInt32(a.y() * 255.0f), 0, 255),
71				deClamp32(deRoundFloatToInt32(a.z() * 255.0f), 0, 255),
72				deClamp32(deRoundFloatToInt32(a.w() * 255.0f), 0, 255));
73}
74
75inline tcu::Vec4 toVec (const RGBA& c)
76{
77	return tcu::Vec4(c.getRed()		/ 255.0f,
78					 c.getGreen()	/ 255.0f,
79					 c.getBlue()	/ 255.0f,
80					 c.getAlpha()	/ 255.0f);
81}
82
83// TextureBinding
84
85TextureBinding::TextureBinding (const glu::Texture2D* tex2D, const tcu::Sampler& sampler)
86	: m_type	(TYPE_2D)
87	, m_sampler	(sampler)
88{
89	m_binding.tex2D = tex2D;
90}
91
92TextureBinding::TextureBinding (const glu::TextureCube* texCube, const tcu::Sampler& sampler)
93	: m_type	(TYPE_CUBE_MAP)
94	, m_sampler	(sampler)
95{
96	m_binding.texCube = texCube;
97}
98
99TextureBinding::TextureBinding (const glu::Texture2DArray* tex2DArray, const tcu::Sampler& sampler)
100	: m_type	(TYPE_2D_ARRAY)
101	, m_sampler	(sampler)
102{
103	m_binding.tex2DArray = tex2DArray;
104}
105
106TextureBinding::TextureBinding (const glu::Texture3D* tex3D, const tcu::Sampler& sampler)
107	: m_type	(TYPE_3D)
108	, m_sampler	(sampler)
109{
110	m_binding.tex3D = tex3D;
111}
112
113TextureBinding::TextureBinding (void)
114	: m_type	(TYPE_NONE)
115{
116	m_binding.tex2D = DE_NULL;
117}
118
119void TextureBinding::setSampler (const tcu::Sampler& sampler)
120{
121	m_sampler = sampler;
122}
123
124void TextureBinding::setTexture (const glu::Texture2D* tex2D)
125{
126	m_type			= TYPE_2D;
127	m_binding.tex2D	= tex2D;
128}
129
130void TextureBinding::setTexture (const glu::TextureCube* texCube)
131{
132	m_type				= TYPE_CUBE_MAP;
133	m_binding.texCube	= texCube;
134}
135
136void TextureBinding::setTexture (const glu::Texture2DArray* tex2DArray)
137{
138	m_type					= TYPE_2D_ARRAY;
139	m_binding.tex2DArray	= tex2DArray;
140}
141
142void TextureBinding::setTexture (const glu::Texture3D* tex3D)
143{
144	m_type			= TYPE_3D;
145	m_binding.tex3D	= tex3D;
146}
147
148// QuadGrid.
149
150class QuadGrid
151{
152public:
153							QuadGrid				(int gridSize, int screenWidth, int screenHeight, const Vec4& constCoords, const vector<Mat4>& userAttribTransforms, const vector<TextureBinding>& textures);
154							~QuadGrid				(void);
155
156	int						getGridSize				(void) const { return m_gridSize; }
157	int						getNumVertices			(void) const { return m_numVertices; }
158	int						getNumTriangles			(void) const { return m_numTriangles; }
159	const Vec4&				getConstCoords			(void) const { return m_constCoords; }
160	const vector<Mat4>		getUserAttribTransforms	(void) const { return m_userAttribTransforms; }
161	const vector<TextureBinding>&	getTextures		(void) const { return m_textures; }
162
163	const Vec4*				getPositions			(void) const { return &m_positions[0]; }
164	const float*			getAttribOne			(void) const { return &m_attribOne[0]; }
165	const Vec4*				getCoords				(void) const { return &m_coords[0]; }
166	const Vec4*				getUnitCoords			(void) const { return &m_unitCoords[0]; }
167	const Vec4*				getUserAttrib			(int attribNdx) const { return &m_userAttribs[attribNdx][0]; }
168	const deUint16*			getIndices				(void) const { return &m_indices[0]; }
169
170	Vec4					getCoords				(float sx, float sy) const;
171	Vec4					getUnitCoords			(float sx, float sy) const;
172
173	int						getNumUserAttribs		(void) const { return (int)m_userAttribTransforms.size(); }
174	Vec4					getUserAttrib			(int attribNdx, float sx, float sy) const;
175
176private:
177	int						m_gridSize;
178	int						m_numVertices;
179	int						m_numTriangles;
180	Vec4					m_constCoords;
181	vector<Mat4>			m_userAttribTransforms;
182	vector<TextureBinding>	m_textures;
183
184	vector<Vec4>			m_screenPos;
185	vector<Vec4>			m_positions;
186	vector<Vec4>			m_coords;			//!< Near-unit coordinates, roughly [-2.0 .. 2.0].
187	vector<Vec4>			m_unitCoords;		//!< Positive-only coordinates [0.0 .. 1.5].
188	vector<float>			m_attribOne;
189	vector<Vec4>			m_userAttribs[ShaderEvalContext::MAX_TEXTURES];
190	vector<deUint16>		m_indices;
191};
192
193QuadGrid::QuadGrid (int gridSize, int width, int height, const Vec4& constCoords, const vector<Mat4>& userAttribTransforms, const vector<TextureBinding>& textures)
194	: m_gridSize				(gridSize)
195	, m_numVertices				((gridSize + 1) * (gridSize + 1))
196	, m_numTriangles			(gridSize * gridSize * 2)
197	, m_constCoords				(constCoords)
198	, m_userAttribTransforms	(userAttribTransforms)
199	, m_textures				(textures)
200{
201	Vec4 viewportScale = Vec4((float)width, (float)height, 0.0f, 0.0f);
202
203	// Compute vertices.
204	m_positions.resize(m_numVertices);
205	m_coords.resize(m_numVertices);
206	m_unitCoords.resize(m_numVertices);
207	m_attribOne.resize(m_numVertices);
208	m_screenPos.resize(m_numVertices);
209
210	// User attributes.
211	for (int i = 0; i < DE_LENGTH_OF_ARRAY(m_userAttribs); i++)
212		m_userAttribs[i].resize(m_numVertices);
213
214	for (int y = 0; y < gridSize+1; y++)
215	for (int x = 0; x < gridSize+1; x++)
216	{
217		float				sx			= x / (float)gridSize;
218		float				sy			= y / (float)gridSize;
219		float				fx			= 2.0f * sx - 1.0f;
220		float				fy			= 2.0f * sy - 1.0f;
221		int					vtxNdx		= ((y * (gridSize+1)) + x);
222
223		m_positions[vtxNdx]		= Vec4(fx, fy, 0.0f, 1.0f);
224		m_attribOne[vtxNdx]		= 1.0f;
225		m_screenPos[vtxNdx]		= Vec4(sx, sy, 0.0f, 1.0f) * viewportScale;
226		m_coords[vtxNdx]		= getCoords(sx, sy);
227		m_unitCoords[vtxNdx]	= getUnitCoords(sx, sy);
228
229		for (int attribNdx = 0; attribNdx < getNumUserAttribs(); attribNdx++)
230			m_userAttribs[attribNdx][vtxNdx] = getUserAttrib(attribNdx, sx, sy);
231	}
232
233	// Compute indices.
234	m_indices.resize(3 * m_numTriangles);
235	for (int y = 0; y < gridSize; y++)
236	for (int x = 0; x < gridSize; x++)
237	{
238		int stride = gridSize + 1;
239		int v00 = (y * stride) + x;
240		int v01 = (y * stride) + x + 1;
241		int v10 = ((y+1) * stride) + x;
242		int v11 = ((y+1) * stride) + x + 1;
243
244		int baseNdx = ((y * gridSize) + x) * 6;
245		m_indices[baseNdx + 0] = v10;
246		m_indices[baseNdx + 1] = v00;
247		m_indices[baseNdx + 2] = v01;
248
249		m_indices[baseNdx + 3] = v10;
250		m_indices[baseNdx + 4] = v01;
251		m_indices[baseNdx + 5] = v11;
252	}
253}
254
255QuadGrid::~QuadGrid (void)
256{
257}
258
259inline Vec4 QuadGrid::getCoords (float sx, float sy) const
260{
261	float fx = 2.0f * sx - 1.0f;
262	float fy = 2.0f * sy - 1.0f;
263	return Vec4(fx, fy, -fx + 0.33f*fy, -0.275f*fx - fy);
264}
265
266inline Vec4 QuadGrid::getUnitCoords (float sx, float sy) const
267{
268	return Vec4(sx, sy, 0.33f*sx + 0.5f*sy, 0.5f*sx + 0.25f*sy);
269}
270
271inline Vec4 QuadGrid::getUserAttrib (int attribNdx, float sx, float sy) const
272{
273	// homogeneous normalized screen-space coordinates
274	return m_userAttribTransforms[attribNdx] * Vec4(sx, sy, 0.0f, 1.0f);
275}
276
277// ShaderEvalContext.
278
279ShaderEvalContext::ShaderEvalContext (const QuadGrid& quadGrid_)
280	: constCoords	(quadGrid_.getConstCoords())
281	, isDiscarded	(false)
282	, quadGrid		(quadGrid_)
283{
284	const vector<TextureBinding>& bindings = quadGrid.getTextures();
285	DE_ASSERT((int)bindings.size() <= MAX_TEXTURES);
286
287	// Fill in texture array.
288	for (int ndx = 0; ndx < (int)bindings.size(); ndx++)
289	{
290		const TextureBinding& binding = bindings[ndx];
291
292		if (binding.getType() == TextureBinding::TYPE_NONE)
293			continue;
294
295		textures[ndx].sampler = binding.getSampler();
296
297		switch (binding.getType())
298		{
299			case TextureBinding::TYPE_2D:		textures[ndx].tex2D			= &binding.get2D()->getRefTexture();		break;
300			case TextureBinding::TYPE_CUBE_MAP:	textures[ndx].texCube		= &binding.getCube()->getRefTexture();		break;
301			case TextureBinding::TYPE_2D_ARRAY:	textures[ndx].tex2DArray	= &binding.get2DArray()->getRefTexture();	break;
302			case TextureBinding::TYPE_3D:		textures[ndx].tex3D			= &binding.get3D()->getRefTexture();		break;
303			default:
304				DE_ASSERT(DE_FALSE);
305		}
306	}
307}
308
309ShaderEvalContext::~ShaderEvalContext (void)
310{
311}
312
313void ShaderEvalContext::reset (float sx, float sy)
314{
315	// Clear old values
316	color		= Vec4(0.0f, 0.0f, 0.0f, 1.0f);
317	isDiscarded	= false;
318
319	// Compute coords
320	coords		= quadGrid.getCoords(sx, sy);
321	unitCoords	= quadGrid.getUnitCoords(sx, sy);
322
323	// Compute user attributes.
324	int numAttribs = quadGrid.getNumUserAttribs();
325	DE_ASSERT(numAttribs <= MAX_USER_ATTRIBS);
326	for (int attribNdx = 0; attribNdx < numAttribs; attribNdx++)
327		in[attribNdx] = quadGrid.getUserAttrib(attribNdx, sx, sy);
328}
329
330tcu::Vec4 ShaderEvalContext::texture2D (int unitNdx, const tcu::Vec2& texCoords)
331{
332	if (textures[unitNdx].tex2D)
333		return textures[unitNdx].tex2D->sample(textures[unitNdx].sampler, texCoords.x(), texCoords.y(), 0.0f);
334	else
335		return tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f);
336}
337
338// ShaderEvaluator
339
340ShaderEvaluator::ShaderEvaluator (void)
341	: m_evalFunc(DE_NULL)
342{
343}
344
345ShaderEvaluator::ShaderEvaluator (ShaderEvalFunc evalFunc)
346	: m_evalFunc(evalFunc)
347{
348}
349
350ShaderEvaluator::~ShaderEvaluator (void)
351{
352}
353
354void ShaderEvaluator::evaluate (ShaderEvalContext& ctx)
355{
356	DE_ASSERT(m_evalFunc);
357	m_evalFunc(ctx);
358}
359
360// ShaderRenderCase.
361
362ShaderRenderCase::ShaderRenderCase (TestContext& testCtx, RenderContext& renderCtx, const ContextInfo& ctxInfo, const char* name, const char* description, bool isVertexCase, ShaderEvalFunc evalFunc)
363	: TestCase				(testCtx, name, description)
364	, m_renderCtx			(renderCtx)
365	, m_ctxInfo				(ctxInfo)
366	, m_isVertexCase		(isVertexCase)
367	, m_defaultEvaluator	(evalFunc)
368	, m_evaluator			(m_defaultEvaluator)
369	, m_clearColor			(DEFAULT_CLEAR_COLOR)
370	, m_program				(DE_NULL)
371{
372}
373
374ShaderRenderCase::ShaderRenderCase (TestContext& testCtx, RenderContext& renderCtx, const ContextInfo& ctxInfo, const char* name, const char* description, bool isVertexCase, ShaderEvaluator& evaluator)
375	: TestCase				(testCtx, name, description)
376	, m_renderCtx			(renderCtx)
377	, m_ctxInfo				(ctxInfo)
378	, m_isVertexCase		(isVertexCase)
379	, m_defaultEvaluator	(DE_NULL)
380	, m_evaluator			(evaluator)
381	, m_clearColor			(DEFAULT_CLEAR_COLOR)
382	, m_program				(DE_NULL)
383{
384}
385
386ShaderRenderCase::~ShaderRenderCase (void)
387{
388	ShaderRenderCase::deinit();
389}
390
391void ShaderRenderCase::init (void)
392{
393	TestLog&				log		= m_testCtx.getLog();
394	const glw::Functions&	gl		= m_renderCtx.getFunctions();
395
396	GLU_EXPECT_NO_ERROR(gl.getError(), "ShaderRenderCase::init() begin");
397
398	if (m_vertShaderSource.empty() || m_fragShaderSource.empty())
399	{
400		DE_ASSERT(m_vertShaderSource.empty() && m_fragShaderSource.empty());
401		setupShaderData();
402	}
403
404	DE_ASSERT(!m_program);
405	m_program = new ShaderProgram(m_renderCtx, makeVtxFragSources(m_vertShaderSource, m_fragShaderSource));
406
407	try
408	{
409		log << *m_program; // Always log shader program.
410
411		if (!m_program->isOk())
412			throw CompileFailed(__FILE__, __LINE__);
413
414		GLU_EXPECT_NO_ERROR(gl.getError(), "ShaderRenderCase::init() end");
415	}
416	catch (const std::exception&)
417	{
418		// Clean up.
419		ShaderRenderCase::deinit();
420		throw;
421	}
422}
423
424void ShaderRenderCase::deinit (void)
425{
426	delete m_program;
427	m_program = DE_NULL;
428}
429
430tcu::IVec2 ShaderRenderCase::getViewportSize (void) const
431{
432	return tcu::IVec2(de::min(m_renderCtx.getRenderTarget().getWidth(), MAX_RENDER_WIDTH),
433					  de::min(m_renderCtx.getRenderTarget().getHeight(), MAX_RENDER_HEIGHT));
434}
435
436TestNode::IterateResult ShaderRenderCase::iterate (void)
437{
438	const glw::Functions& gl = m_renderCtx.getFunctions();
439
440	GLU_EXPECT_NO_ERROR(gl.getError(), "ShaderRenderCase::iterate() begin");
441
442	DE_ASSERT(m_program);
443	deUint32 programID = m_program->getProgram();
444	gl.useProgram(programID);
445
446	// Create quad grid.
447	IVec2	viewportSize	= getViewportSize();
448	int		width			= viewportSize.x();
449	int		height			= viewportSize.y();
450
451	// \todo [petri] Better handling of constCoords (render in multiple chunks, vary coords).
452	QuadGrid quadGrid(m_isVertexCase ? GRID_SIZE : 4, width, height, Vec4(0.125f, 0.25f, 0.5f, 1.0f), m_userAttribTransforms, m_textures);
453
454	// Render result.
455	Surface resImage(width, height);
456	render(resImage, programID, quadGrid);
457
458	// Compute reference.
459	Surface refImage (width, height);
460	if (m_isVertexCase)
461		computeVertexReference(refImage, quadGrid);
462	else
463		computeFragmentReference(refImage, quadGrid);
464
465	// Compare.
466	bool testOk = compareImages(resImage, refImage, 0.05f);
467
468	// De-initialize.
469	gl.useProgram(0);
470
471	m_testCtx.setTestResult(testOk ? QP_TEST_RESULT_PASS	: QP_TEST_RESULT_FAIL,
472							testOk ? "Pass"					: "Fail");
473	return TestNode::STOP;
474}
475
476void ShaderRenderCase::setupShaderData (void)
477{
478}
479
480void ShaderRenderCase::setup (int programID)
481{
482	DE_UNREF(programID);
483}
484
485void ShaderRenderCase::setupUniforms (int programID, const Vec4& constCoords)
486{
487	DE_UNREF(programID);
488	DE_UNREF(constCoords);
489}
490
491void ShaderRenderCase::setupDefaultInputs (int programID)
492{
493	const glw::Functions& gl = m_renderCtx.getFunctions();
494
495	// SETUP UNIFORMS.
496
497	setupDefaultUniforms(m_renderCtx, programID);
498
499	GLU_EXPECT_NO_ERROR(gl.getError(), "post uniform setup");
500
501	// SETUP TEXTURES.
502
503	for (int ndx = 0; ndx < (int)m_textures.size(); ndx++)
504	{
505		const TextureBinding&	tex			= m_textures[ndx];
506		const tcu::Sampler&		sampler		= tex.getSampler();
507		deUint32				texTarget	= GL_NONE;
508		deUint32				texObj		= 0;
509
510		if (tex.getType() == TextureBinding::TYPE_NONE)
511			continue;
512
513		// Feature check.
514		if (m_renderCtx.getType().getAPI() == glu::ApiType::es(2,0))
515		{
516			if (tex.getType() == TextureBinding::TYPE_2D_ARRAY)
517				throw tcu::NotSupportedError("2D array texture binding is not supported");
518
519			if (tex.getType() == TextureBinding::TYPE_3D)
520				throw tcu::NotSupportedError("3D texture binding is not supported");
521
522			if (sampler.compare != tcu::Sampler::COMPAREMODE_NONE)
523				throw tcu::NotSupportedError("Shadow lookups are not supported");
524		}
525
526		switch (tex.getType())
527		{
528			case TextureBinding::TYPE_2D:		texTarget = GL_TEXTURE_2D;			texObj = tex.get2D()->getGLTexture();		break;
529			case TextureBinding::TYPE_CUBE_MAP:	texTarget = GL_TEXTURE_CUBE_MAP;	texObj = tex.getCube()->getGLTexture();		break;
530			case TextureBinding::TYPE_2D_ARRAY:	texTarget = GL_TEXTURE_2D_ARRAY;	texObj = tex.get2DArray()->getGLTexture();	break;
531			case TextureBinding::TYPE_3D:		texTarget = GL_TEXTURE_3D;			texObj = tex.get3D()->getGLTexture();		break;
532			default:
533				DE_ASSERT(DE_FALSE);
534		}
535
536		gl.activeTexture(GL_TEXTURE0+ndx);
537		gl.bindTexture(texTarget, texObj);
538		gl.texParameteri(texTarget, GL_TEXTURE_WRAP_S,		glu::getGLWrapMode(sampler.wrapS));
539		gl.texParameteri(texTarget, GL_TEXTURE_WRAP_T,		glu::getGLWrapMode(sampler.wrapT));
540		gl.texParameteri(texTarget, GL_TEXTURE_MIN_FILTER,	glu::getGLFilterMode(sampler.minFilter));
541		gl.texParameteri(texTarget, GL_TEXTURE_MAG_FILTER,	glu::getGLFilterMode(sampler.magFilter));
542
543		if (texTarget == GL_TEXTURE_3D)
544			gl.texParameteri(texTarget, GL_TEXTURE_WRAP_R, glu::getGLWrapMode(sampler.wrapR));
545
546		if (sampler.compare != tcu::Sampler::COMPAREMODE_NONE)
547		{
548			gl.texParameteri(texTarget, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
549			gl.texParameteri(texTarget, GL_TEXTURE_COMPARE_FUNC, glu::getGLCompareFunc(sampler.compare));
550		}
551	}
552
553	GLU_EXPECT_NO_ERROR(gl.getError(), "texture sampler setup");
554}
555
556static void getDefaultVertexArrays (const glw::Functions& gl, const QuadGrid& quadGrid, deUint32 program, vector<VertexArrayBinding>& vertexArrays)
557{
558	const int numElements = quadGrid.getNumVertices();
559
560	vertexArrays.push_back(va::Float("a_position",		4, numElements, 0, (const float*)quadGrid.getPositions()));
561	vertexArrays.push_back(va::Float("a_coords",		4, numElements, 0, (const float*)quadGrid.getCoords()));
562	vertexArrays.push_back(va::Float("a_unitCoords",	4, numElements, 0, (const float*)quadGrid.getUnitCoords()));
563	vertexArrays.push_back(va::Float("a_one",			1, numElements, 0, quadGrid.getAttribOne()));
564
565	// a_inN.
566	for (int userNdx = 0; userNdx < quadGrid.getNumUserAttribs(); userNdx++)
567	{
568		string name = string("a_in") + de::toString(userNdx);
569		vertexArrays.push_back(va::Float(name, 4, numElements, 0, (const float*)quadGrid.getUserAttrib(userNdx)));
570	}
571
572	// Matrix attributes - these are set by location
573	static const struct
574	{
575		const char*	name;
576		int			numCols;
577		int			numRows;
578	} matrices[] =
579	{
580		{ "a_mat2",		2, 2 },
581		{ "a_mat2x3",	2, 3 },
582		{ "a_mat2x4",	2, 4 },
583		{ "a_mat3x2",	3, 2 },
584		{ "a_mat3",		3, 3 },
585		{ "a_mat3x4",	3, 4 },
586		{ "a_mat4x2",	4, 2 },
587		{ "a_mat4x3",	4, 3 },
588		{ "a_mat4",		4, 4 }
589	};
590
591	for (int matNdx = 0; matNdx < DE_LENGTH_OF_ARRAY(matrices); matNdx++)
592	{
593		int loc = gl.getAttribLocation(program, matrices[matNdx].name);
594
595		if (loc < 0)
596			continue; // Not used in shader.
597
598		int numRows	= matrices[matNdx].numRows;
599		int numCols	= matrices[matNdx].numCols;
600
601		for (int colNdx = 0; colNdx < numCols; colNdx++)
602			vertexArrays.push_back(va::Float(loc+colNdx, numRows, numElements, 4*(int)sizeof(float), (const float*)quadGrid.getUserAttrib(colNdx)));
603	}
604}
605
606void ShaderRenderCase::render (Surface& result, int programID, const QuadGrid& quadGrid)
607{
608	const glw::Functions& gl = m_renderCtx.getFunctions();
609
610	GLU_EXPECT_NO_ERROR(gl.getError(), "pre render");
611
612	// Buffer info.
613	int				width		= result.getWidth();
614	int				height		= result.getHeight();
615
616	int				xOffsetMax	= m_renderCtx.getRenderTarget().getWidth() - width;
617	int				yOffsetMax	= m_renderCtx.getRenderTarget().getHeight() - height;
618
619	deUint32		hash		= deStringHash(m_vertShaderSource.c_str()) + deStringHash(m_fragShaderSource.c_str());
620	de::Random		rnd			(hash);
621
622	int				xOffset		= rnd.getInt(0, xOffsetMax);
623	int				yOffset		= rnd.getInt(0, yOffsetMax);
624
625	gl.viewport(xOffset, yOffset, width, height);
626
627	// Setup program.
628	setupUniforms(programID, quadGrid.getConstCoords());
629	setupDefaultInputs(programID);
630
631	// Clear.
632	gl.clearColor(m_clearColor.x(), m_clearColor.y(), m_clearColor.z(), m_clearColor.w());
633	gl.clear(GL_COLOR_BUFFER_BIT);
634
635	// Draw.
636	{
637		std::vector<VertexArrayBinding>	vertexArrays;
638		const int						numElements		= quadGrid.getNumTriangles()*3;
639
640		getDefaultVertexArrays(gl, quadGrid, programID, vertexArrays);
641		draw(m_renderCtx, programID, (int)vertexArrays.size(), &vertexArrays[0], pr::Triangles(numElements, quadGrid.getIndices()));
642	}
643	GLU_EXPECT_NO_ERROR(gl.getError(), "draw");
644
645	// Read back results.
646	glu::readPixels(m_renderCtx, xOffset, yOffset, result.getAccess());
647
648	GLU_EXPECT_NO_ERROR(gl.getError(), "post render");
649}
650
651void ShaderRenderCase::computeVertexReference (Surface& result, const QuadGrid& quadGrid)
652{
653	// Buffer info.
654	int					width		= result.getWidth();
655	int					height		= result.getHeight();
656	int					gridSize	= quadGrid.getGridSize();
657	int					stride		= gridSize + 1;
658	bool				hasAlpha	= m_renderCtx.getRenderTarget().getPixelFormat().alphaBits > 0;
659	ShaderEvalContext	evalCtx		(quadGrid);
660
661	// Evaluate color for each vertex.
662	vector<Vec4> colors((gridSize+1)*(gridSize+1));
663	for (int y = 0; y < gridSize+1; y++)
664	for (int x = 0; x < gridSize+1; x++)
665	{
666		float				sx			= x / (float)gridSize;
667		float				sy			= y / (float)gridSize;
668		int					vtxNdx		= ((y * (gridSize+1)) + x);
669
670		evalCtx.reset(sx, sy);
671		m_evaluator.evaluate(evalCtx);
672		DE_ASSERT(!evalCtx.isDiscarded); // Discard is not available in vertex shader.
673		Vec4 color = evalCtx.color;
674
675		if (!hasAlpha)
676			color.w() = 1.0f;
677
678		colors[vtxNdx] = color;
679	}
680
681	// Render quads.
682	for (int y = 0; y < gridSize; y++)
683	for (int x = 0; x < gridSize; x++)
684	{
685		float x0 = x / (float)gridSize;
686		float x1 = (x + 1) / (float)gridSize;
687		float y0 = y / (float)gridSize;
688		float y1 = (y + 1) / (float)gridSize;
689
690		float sx0 = x0 * (float)width;
691		float sx1 = x1 * (float)width;
692		float sy0 = y0 * (float)height;
693		float sy1 = y1 * (float)height;
694		float oosx = 1.0f / (sx1 - sx0);
695		float oosy = 1.0f / (sy1 - sy0);
696
697		int ix0 = deCeilFloatToInt32(sx0 - 0.5f);
698		int ix1 = deCeilFloatToInt32(sx1 - 0.5f);
699		int iy0 = deCeilFloatToInt32(sy0 - 0.5f);
700		int iy1 = deCeilFloatToInt32(sy1 - 0.5f);
701
702		int		v00 = (y * stride) + x;
703		int		v01 = (y * stride) + x + 1;
704		int		v10 = ((y + 1) * stride) + x;
705		int		v11 = ((y + 1) * stride) + x + 1;
706		Vec4	c00 = colors[v00];
707		Vec4	c01 = colors[v01];
708		Vec4	c10 = colors[v10];
709		Vec4	c11 = colors[v11];
710
711		//printf("(%d,%d) -> (%f..%f, %f..%f) (%d..%d, %d..%d)\n", x, y, sx0, sx1, sy0, sy1, ix0, ix1, iy0, iy1);
712
713		for (int iy = iy0; iy < iy1; iy++)
714		for (int ix = ix0; ix < ix1; ix++)
715		{
716			DE_ASSERT(deInBounds32(ix, 0, width));
717			DE_ASSERT(deInBounds32(iy, 0, height));
718
719			float		sfx		= (float)ix + 0.5f;
720			float		sfy		= (float)iy + 0.5f;
721			float		fx1		= deFloatClamp((sfx - sx0) * oosx, 0.0f, 1.0f);
722			float		fy1		= deFloatClamp((sfy - sy0) * oosy, 0.0f, 1.0f);
723
724			// Triangle quad interpolation.
725			bool		tri		= fx1 + fy1 <= 1.0f;
726			float		tx		= tri ? fx1 : (1.0f-fx1);
727			float		ty		= tri ? fy1 : (1.0f-fy1);
728			const Vec4&	t0		= tri ? c00 : c11;
729			const Vec4&	t1		= tri ? c01 : c10;
730			const Vec4&	t2		= tri ? c10 : c01;
731			Vec4		color	= t0 + (t1-t0)*tx + (t2-t0)*ty;
732
733			result.setPixel(ix, iy, toRGBA(color));
734		}
735	}
736}
737
738void ShaderRenderCase::computeFragmentReference (Surface& result, const QuadGrid& quadGrid)
739{
740	// Buffer info.
741	int					width		= result.getWidth();
742	int					height		= result.getHeight();
743	bool				hasAlpha	= m_renderCtx.getRenderTarget().getPixelFormat().alphaBits > 0;
744	ShaderEvalContext	evalCtx		(quadGrid);
745
746	// Render.
747	for (int y = 0; y < height; y++)
748	for (int x = 0; x < width; x++)
749	{
750		float sx = ((float)x + 0.5f) / (float)width;
751		float sy = ((float)y + 0.5f) / (float)height;
752
753		evalCtx.reset(sx, sy);
754		m_evaluator.evaluate(evalCtx);
755		// Select either clear color or computed color based on discarded bit.
756		Vec4 color = evalCtx.isDiscarded ? m_clearColor : evalCtx.color;
757
758		if (!hasAlpha)
759			color.w() = 1.0f;
760
761		result.setPixel(x, y, toRGBA(color));
762	}
763}
764
765bool ShaderRenderCase::compareImages (const Surface& resImage, const Surface& refImage, float errorThreshold)
766{
767	return tcu::fuzzyCompare(m_testCtx.getLog(), "ComparisonResult", "Image comparison result", refImage, resImage, errorThreshold, tcu::COMPARE_LOG_RESULT);
768}
769
770// Uniform name helpers.
771
772const char* getIntUniformName (int number)
773{
774	switch (number)
775	{
776		case 0:		return "ui_zero";
777		case 1:		return "ui_one";
778		case 2:		return "ui_two";
779		case 3:		return "ui_three";
780		case 4:		return "ui_four";
781		case 5:		return "ui_five";
782		case 6:		return "ui_six";
783		case 7:		return "ui_seven";
784		case 8:		return "ui_eight";
785		case 101:	return "ui_oneHundredOne";
786		default:
787			DE_ASSERT(false);
788			return "";
789	}
790}
791
792const char* getFloatUniformName (int number)
793{
794	switch (number)
795	{
796		case 0:	return "uf_zero";
797		case 1: return "uf_one";
798		case 2: return "uf_two";
799		case 3: return "uf_three";
800		case 4: return "uf_four";
801		case 5: return "uf_five";
802		case 6: return "uf_six";
803		case 7: return "uf_seven";
804		case 8: return "uf_eight";
805		default:
806			DE_ASSERT(false);
807			return "";
808	}
809}
810
811const char* getFloatFractionUniformName (int number)
812{
813	switch (number)
814	{
815		case 1: return "uf_one";
816		case 2: return "uf_half";
817		case 3: return "uf_third";
818		case 4: return "uf_fourth";
819		case 5: return "uf_fifth";
820		case 6: return "uf_sixth";
821		case 7: return "uf_seventh";
822		case 8: return "uf_eighth";
823		default:
824			DE_ASSERT(false);
825			return "";
826	}
827}
828
829void setupDefaultUniforms (const glu::RenderContext& context, deUint32 programID)
830{
831	const glw::Functions& gl = context.getFunctions();
832
833	// Bool.
834	struct BoolUniform { const char* name; bool value; };
835	static const BoolUniform s_boolUniforms[] =
836	{
837		{ "ub_true",	true },
838		{ "ub_false",	false },
839	};
840
841	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_boolUniforms); i++)
842	{
843		int uniLoc = gl.getUniformLocation(programID, s_boolUniforms[i].name);
844		if (uniLoc != -1)
845			gl.uniform1i(uniLoc, s_boolUniforms[i].value);
846	}
847
848	// BVec4.
849	struct BVec4Uniform { const char* name; BVec4 value; };
850	static const BVec4Uniform s_bvec4Uniforms[] =
851	{
852		{ "ub4_true",	BVec4(true) },
853		{ "ub4_false",	BVec4(false) },
854	};
855
856	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_bvec4Uniforms); i++)
857	{
858		const BVec4Uniform& uni = s_bvec4Uniforms[i];
859		int arr[4];
860		arr[0] = (int)uni.value.x();
861		arr[1] = (int)uni.value.y();
862		arr[2] = (int)uni.value.z();
863		arr[3] = (int)uni.value.w();
864		int uniLoc = gl.getUniformLocation(programID, uni.name);
865		if (uniLoc != -1)
866			gl.uniform4iv(uniLoc, 1, &arr[0]);
867	}
868
869	// Int.
870	struct IntUniform { const char* name; int value; };
871	static const IntUniform s_intUniforms[] =
872	{
873		{ "ui_minusOne",		-1 },
874		{ "ui_zero",			0 },
875		{ "ui_one",				1 },
876		{ "ui_two",				2 },
877		{ "ui_three",			3 },
878		{ "ui_four",			4 },
879		{ "ui_five",			5 },
880		{ "ui_six",				6 },
881		{ "ui_seven",			7 },
882		{ "ui_eight",			8 },
883		{ "ui_oneHundredOne",	101 }
884	};
885
886	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_intUniforms); i++)
887	{
888		int uniLoc = gl.getUniformLocation(programID, s_intUniforms[i].name);
889		if (uniLoc != -1)
890			gl.uniform1i(uniLoc, s_intUniforms[i].value);
891	}
892
893	// IVec2.
894	struct IVec2Uniform { const char* name; IVec2 value; };
895	static const IVec2Uniform s_ivec2Uniforms[] =
896	{
897		{ "ui2_minusOne",	IVec2(-1) },
898		{ "ui2_zero",		IVec2(0) },
899		{ "ui2_one",		IVec2(1) },
900		{ "ui2_two",		IVec2(2) },
901		{ "ui2_four",		IVec2(4) },
902		{ "ui2_five",		IVec2(5) }
903	};
904
905	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_ivec2Uniforms); i++)
906	{
907		int uniLoc = gl.getUniformLocation(programID, s_ivec2Uniforms[i].name);
908		if (uniLoc != -1)
909			gl.uniform2iv(uniLoc, 1, s_ivec2Uniforms[i].value.getPtr());
910	}
911
912	// IVec3.
913	struct IVec3Uniform { const char* name; IVec3 value; };
914	static const IVec3Uniform s_ivec3Uniforms[] =
915	{
916		{ "ui3_minusOne",	IVec3(-1) },
917		{ "ui3_zero",		IVec3(0) },
918		{ "ui3_one",		IVec3(1) },
919		{ "ui3_two",		IVec3(2) },
920		{ "ui3_four",		IVec3(4) },
921		{ "ui3_five",		IVec3(5) }
922	};
923
924	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_ivec3Uniforms); i++)
925	{
926		int uniLoc = gl.getUniformLocation(programID, s_ivec3Uniforms[i].name);
927		if (uniLoc != -1)
928			gl.uniform3iv(uniLoc, 1, s_ivec3Uniforms[i].value.getPtr());
929	}
930
931	// IVec4.
932	struct IVec4Uniform { const char* name; IVec4 value; };
933	static const IVec4Uniform s_ivec4Uniforms[] =
934	{
935		{ "ui4_minusOne",	IVec4(-1) },
936		{ "ui4_zero",		IVec4(0) },
937		{ "ui4_one",		IVec4(1) },
938		{ "ui4_two",		IVec4(2) },
939		{ "ui4_four",		IVec4(4) },
940		{ "ui4_five",		IVec4(5) }
941	};
942
943	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_ivec4Uniforms); i++)
944	{
945		int uniLoc = gl.getUniformLocation(programID, s_ivec4Uniforms[i].name);
946		if (uniLoc != -1)
947			gl.uniform4iv(uniLoc, 1, s_ivec4Uniforms[i].value.getPtr());
948	}
949
950	// Float.
951	struct FloatUniform { const char* name; float value; };
952	static const FloatUniform s_floatUniforms[] =
953	{
954		{ "uf_zero",	0.0f },
955		{ "uf_one",		1.0f },
956		{ "uf_two",		2.0f },
957		{ "uf_three",	3.0f },
958		{ "uf_four",	4.0f },
959		{ "uf_five",	5.0f },
960		{ "uf_six",		6.0f },
961		{ "uf_seven",	7.0f },
962		{ "uf_eight",	8.0f },
963		{ "uf_half",	1.0f / 2.0f },
964		{ "uf_third",	1.0f / 3.0f },
965		{ "uf_fourth",	1.0f / 4.0f },
966		{ "uf_fifth",	1.0f / 5.0f },
967		{ "uf_sixth",	1.0f / 6.0f },
968		{ "uf_seventh",	1.0f / 7.0f },
969		{ "uf_eighth",	1.0f / 8.0f }
970	};
971
972	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_floatUniforms); i++)
973	{
974		int uniLoc = gl.getUniformLocation(programID, s_floatUniforms[i].name);
975		if (uniLoc != -1)
976			gl.uniform1f(uniLoc, s_floatUniforms[i].value);
977	}
978
979	// Vec2.
980	struct Vec2Uniform { const char* name; Vec2 value; };
981	static const Vec2Uniform s_vec2Uniforms[] =
982	{
983		{ "uv2_minusOne",	Vec2(-1.0f) },
984		{ "uv2_zero",		Vec2(0.0f) },
985		{ "uv2_half",		Vec2(0.5f) },
986		{ "uv2_one",		Vec2(1.0f) },
987		{ "uv2_two",		Vec2(2.0f) },
988	};
989
990	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_vec2Uniforms); i++)
991	{
992		int uniLoc = gl.getUniformLocation(programID, s_vec2Uniforms[i].name);
993		if (uniLoc != -1)
994			gl.uniform2fv(uniLoc, 1, s_vec2Uniforms[i].value.getPtr());
995	}
996
997	// Vec3.
998	struct Vec3Uniform { const char* name; Vec3 value; };
999	static const Vec3Uniform s_vec3Uniforms[] =
1000	{
1001		{ "uv3_minusOne",	Vec3(-1.0f) },
1002		{ "uv3_zero",		Vec3(0.0f) },
1003		{ "uv3_half",		Vec3(0.5f) },
1004		{ "uv3_one",		Vec3(1.0f) },
1005		{ "uv3_two",		Vec3(2.0f) },
1006	};
1007
1008	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_vec3Uniforms); i++)
1009	{
1010		int uniLoc = gl.getUniformLocation(programID, s_vec3Uniforms[i].name);
1011		if (uniLoc != -1)
1012			gl.uniform3fv(uniLoc, 1, s_vec3Uniforms[i].value.getPtr());
1013	}
1014
1015	// Vec4.
1016	struct Vec4Uniform { const char* name; Vec4 value; };
1017	static const Vec4Uniform s_vec4Uniforms[] =
1018	{
1019		{ "uv4_minusOne",	Vec4(-1.0f) },
1020		{ "uv4_zero",		Vec4(0.0f) },
1021		{ "uv4_half",		Vec4(0.5f) },
1022		{ "uv4_one",		Vec4(1.0f) },
1023		{ "uv4_two",		Vec4(2.0f) },
1024		{ "uv4_black",		Vec4(0.0f, 0.0f, 0.0f, 1.0f) },
1025		{ "uv4_gray",		Vec4(0.5f, 0.5f, 0.5f, 1.0f) },
1026		{ "uv4_white",		Vec4(1.0f, 1.0f, 1.0f, 1.0f) },
1027	};
1028
1029	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_vec4Uniforms); i++)
1030	{
1031		int uniLoc = gl.getUniformLocation(programID, s_vec4Uniforms[i].name);
1032		if (uniLoc != -1)
1033			gl.uniform4fv(uniLoc, 1, s_vec4Uniforms[i].value.getPtr());
1034	}
1035}
1036
1037} // gls
1038} // deqp
1039