1/*------------------------------------------------------------------------- 2 * drawElements Quality Program OpenGL ES 3.0 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 discard statement tests. 22 *//*--------------------------------------------------------------------*/ 23 24#include "es3fShaderDiscardTests.hpp" 25#include "glsShaderRenderCase.hpp" 26#include "tcuStringTemplate.hpp" 27#include "gluTexture.hpp" 28 29#include <map> 30#include <sstream> 31#include <string> 32 33#include "glwEnums.hpp" 34#include "glwFunctions.hpp" 35 36using tcu::StringTemplate; 37 38using std::map; 39using std::string; 40using std::ostringstream; 41 42using namespace glu; 43using namespace deqp::gls; 44 45namespace deqp 46{ 47namespace gles3 48{ 49namespace Functional 50{ 51 52class ShaderDiscardCase : public ShaderRenderCase 53{ 54public: 55 ShaderDiscardCase (Context& context, const char* name, const char* description, const char* shaderSource, ShaderEvalFunc evalFunc, bool usesTexture); 56 virtual ~ShaderDiscardCase (void); 57 58 void init (void); 59 void deinit (void); 60 61 void setupUniforms (int programID, const tcu::Vec4& constCoords); 62 63private: 64 bool m_usesTexture; 65 glu::Texture2D* m_brickTexture; 66}; 67 68ShaderDiscardCase::ShaderDiscardCase (Context& context, const char* name, const char* description, const char* shaderSource, ShaderEvalFunc evalFunc, bool usesTexture) 69 : ShaderRenderCase (context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, false, evalFunc) 70 , m_usesTexture (usesTexture) 71 , m_brickTexture (DE_NULL) 72{ 73 m_fragShaderSource = shaderSource; 74 m_vertShaderSource = 75 "#version 300 es\n" 76 "in highp vec4 a_position;\n" 77 "in highp vec4 a_coords;\n" 78 "out mediump vec4 v_color;\n" 79 "out mediump vec4 v_coords;\n\n" 80 "void main (void)\n" 81 "{\n" 82 " gl_Position = a_position;\n" 83 " v_color = vec4(a_coords.xyz, 1.0);\n" 84 " v_coords = a_coords;\n" 85 "}\n"; 86} 87 88ShaderDiscardCase::~ShaderDiscardCase (void) 89{ 90 delete m_brickTexture; 91} 92 93void ShaderDiscardCase::init (void) 94{ 95 if (m_usesTexture) 96 { 97 m_brickTexture = glu::Texture2D::create(m_renderCtx, m_ctxInfo, m_testCtx.getArchive(), "data/brick.png"); 98 m_textures.push_back(TextureBinding(m_brickTexture, tcu::Sampler(tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE, 99 tcu::Sampler::LINEAR, tcu::Sampler::LINEAR))); 100 } 101 gls::ShaderRenderCase::init(); 102} 103 104void ShaderDiscardCase::deinit (void) 105{ 106 gls::ShaderRenderCase::deinit(); 107 delete m_brickTexture; 108 m_brickTexture = DE_NULL; 109} 110 111void ShaderDiscardCase::setupUniforms (int programID, const tcu::Vec4&) 112{ 113 const glw::Functions& gl = m_renderCtx.getFunctions(); 114 gl.uniform1i(gl.getUniformLocation(programID, "ut_brick"), 0); 115} 116 117ShaderDiscardTests::ShaderDiscardTests (Context& context) 118 : TestCaseGroup(context, "discard", "Discard statement tests") 119{ 120} 121 122ShaderDiscardTests::~ShaderDiscardTests (void) 123{ 124} 125 126enum DiscardMode 127{ 128 DISCARDMODE_ALWAYS = 0, 129 DISCARDMODE_NEVER, 130 DISCARDMODE_UNIFORM, 131 DISCARDMODE_DYNAMIC, 132 DISCARDMODE_TEXTURE, 133 134 DISCARDMODE_LAST 135}; 136 137enum DiscardTemplate 138{ 139 DISCARDTEMPLATE_MAIN_BASIC = 0, 140 DISCARDTEMPLATE_FUNCTION_BASIC, 141 DISCARDTEMPLATE_MAIN_STATIC_LOOP, 142 DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP, 143 DISCARDTEMPLATE_FUNCTION_STATIC_LOOP, 144 145 DISCARDTEMPLATE_LAST 146}; 147 148// Evaluation functions 149inline void evalDiscardAlways (ShaderEvalContext& c) { c.discard(); } 150inline void evalDiscardNever (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); } 151inline void evalDiscardDynamic (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); if (c.coords.x()+c.coords.y() > 0.0f) c.discard(); } 152 153inline void evalDiscardTexture (ShaderEvalContext& c) 154{ 155 c.color.xyz() = c.coords.swizzle(0,1,2); 156 if (c.texture2D(0, c.coords.swizzle(0,1) * 0.25f + 0.5f).x() < 0.7f) 157 c.discard(); 158} 159 160static ShaderEvalFunc getEvalFunc (DiscardMode mode) 161{ 162 switch (mode) 163 { 164 case DISCARDMODE_ALWAYS: return evalDiscardAlways; 165 case DISCARDMODE_NEVER: return evalDiscardNever; 166 case DISCARDMODE_UNIFORM: return evalDiscardAlways; 167 case DISCARDMODE_DYNAMIC: return evalDiscardDynamic; 168 case DISCARDMODE_TEXTURE: return evalDiscardTexture; 169 default: 170 DE_ASSERT(DE_FALSE); 171 return evalDiscardAlways; 172 } 173} 174 175static const char* getTemplate (DiscardTemplate variant) 176{ 177 switch (variant) 178 { 179 case DISCARDTEMPLATE_MAIN_BASIC: 180 return "#version 300 es\n" 181 "in mediump vec4 v_color;\n" 182 "in mediump vec4 v_coords;\n" 183 "layout(location = 0) out mediump vec4 o_color;\n" 184 "uniform sampler2D ut_brick;\n" 185 "uniform mediump int ui_one;\n\n" 186 "void main (void)\n" 187 "{\n" 188 " o_color = v_color;\n" 189 " ${DISCARD};\n" 190 "}\n"; 191 192 case DISCARDTEMPLATE_FUNCTION_BASIC: 193 return "#version 300 es\n" 194 "in mediump vec4 v_color;\n" 195 "in mediump vec4 v_coords;\n" 196 "layout(location = 0) out mediump vec4 o_color;\n" 197 "uniform sampler2D ut_brick;\n" 198 "uniform mediump int ui_one;\n\n" 199 "void myfunc (void)\n" 200 "{\n" 201 " ${DISCARD};\n" 202 "}\n\n" 203 "void main (void)\n" 204 "{\n" 205 " o_color = v_color;\n" 206 " myfunc();\n" 207 "}\n"; 208 209 case DISCARDTEMPLATE_MAIN_STATIC_LOOP: 210 return "#version 300 es\n" 211 "in mediump vec4 v_color;\n" 212 "in mediump vec4 v_coords;\n" 213 "layout(location = 0) out mediump vec4 o_color;\n" 214 "uniform sampler2D ut_brick;\n" 215 "uniform mediump int ui_one;\n\n" 216 "void main (void)\n" 217 "{\n" 218 " o_color = v_color;\n" 219 " for (int i = 0; i < 2; i++)\n" 220 " {\n" 221 " if (i > 0)\n" 222 " ${DISCARD};\n" 223 " }\n" 224 "}\n"; 225 226 case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP: 227 return "#version 300 es\n" 228 "in mediump vec4 v_color;\n" 229 "in mediump vec4 v_coords;\n" 230 "layout(location = 0) out mediump vec4 o_color;\n" 231 "uniform sampler2D ut_brick;\n" 232 "uniform mediump int ui_one;\n" 233 "uniform mediump int ui_two;\n\n" 234 "void main (void)\n" 235 "{\n" 236 " o_color = v_color;\n" 237 " for (int i = 0; i < ui_two; i++)\n" 238 " {\n" 239 " if (i > 0)\n" 240 " ${DISCARD};\n" 241 " }\n" 242 "}\n"; 243 244 case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP: 245 return "#version 300 es\n" 246 "in mediump vec4 v_color;\n" 247 "in mediump vec4 v_coords;\n" 248 "layout(location = 0) out mediump vec4 o_color;\n" 249 "uniform sampler2D ut_brick;\n" 250 "uniform mediump int ui_one;\n\n" 251 "void myfunc (void)\n" 252 "{\n" 253 " for (int i = 0; i < 2; i++)\n" 254 " {\n" 255 " if (i > 0)\n" 256 " ${DISCARD};\n" 257 " }\n" 258 "}\n\n" 259 "void main (void)\n" 260 "{\n" 261 " o_color = v_color;\n" 262 " myfunc();\n" 263 "}\n"; 264 265 default: 266 DE_ASSERT(DE_FALSE); 267 return DE_NULL; 268 } 269} 270 271static const char* getTemplateName (DiscardTemplate variant) 272{ 273 switch (variant) 274 { 275 case DISCARDTEMPLATE_MAIN_BASIC: return "basic"; 276 case DISCARDTEMPLATE_FUNCTION_BASIC: return "function"; 277 case DISCARDTEMPLATE_MAIN_STATIC_LOOP: return "static_loop"; 278 case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP: return "dynamic_loop"; 279 case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP: return "function_static_loop"; 280 default: 281 DE_ASSERT(DE_FALSE); 282 return DE_NULL; 283 } 284} 285 286static const char* getModeName (DiscardMode mode) 287{ 288 switch (mode) 289 { 290 case DISCARDMODE_ALWAYS: return "always"; 291 case DISCARDMODE_NEVER: return "never"; 292 case DISCARDMODE_UNIFORM: return "uniform"; 293 case DISCARDMODE_DYNAMIC: return "dynamic"; 294 case DISCARDMODE_TEXTURE: return "texture"; 295 default: 296 DE_ASSERT(DE_FALSE); 297 return DE_NULL; 298 } 299} 300 301static const char* getTemplateDesc (DiscardTemplate variant) 302{ 303 switch (variant) 304 { 305 case DISCARDTEMPLATE_MAIN_BASIC: return "main"; 306 case DISCARDTEMPLATE_FUNCTION_BASIC: return "function"; 307 case DISCARDTEMPLATE_MAIN_STATIC_LOOP: return "static loop"; 308 case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP: return "dynamic loop"; 309 case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP: return "static loop in function"; 310 default: 311 DE_ASSERT(DE_FALSE); 312 return DE_NULL; 313 } 314} 315 316static const char* getModeDesc (DiscardMode mode) 317{ 318 switch (mode) 319 { 320 case DISCARDMODE_ALWAYS: return "Always discard"; 321 case DISCARDMODE_NEVER: return "Never discard"; 322 case DISCARDMODE_UNIFORM: return "Discard based on uniform value"; 323 case DISCARDMODE_DYNAMIC: return "Discard based on varying values"; 324 case DISCARDMODE_TEXTURE: return "Discard based on texture value"; 325 default: 326 DE_ASSERT(DE_FALSE); 327 return DE_NULL; 328 } 329} 330 331ShaderDiscardCase* makeDiscardCase (Context& context, DiscardTemplate tmpl, DiscardMode mode) 332{ 333 StringTemplate shaderTemplate(getTemplate(tmpl)); 334 335 map<string, string> params; 336 337 switch (mode) 338 { 339 case DISCARDMODE_ALWAYS: params["DISCARD"] = "discard"; break; 340 case DISCARDMODE_NEVER: params["DISCARD"] = "if (false) discard"; break; 341 case DISCARDMODE_UNIFORM: params["DISCARD"] = "if (ui_one > 0) discard"; break; 342 case DISCARDMODE_DYNAMIC: params["DISCARD"] = "if (v_coords.x+v_coords.y > 0.0) discard"; break; 343 case DISCARDMODE_TEXTURE: params["DISCARD"] = "if (texture(ut_brick, v_coords.xy*0.25+0.5).x < 0.7) discard"; break; 344 default: 345 DE_ASSERT(DE_FALSE); 346 break; 347 } 348 349 string name = string(getTemplateName(tmpl)) + "_" + getModeName(mode); 350 string description = string(getModeDesc(mode)) + " in " + getTemplateDesc(tmpl); 351 352 return new ShaderDiscardCase(context, name.c_str(), description.c_str(), shaderTemplate.specialize(params).c_str(), getEvalFunc(mode), mode == DISCARDMODE_TEXTURE); 353} 354 355void ShaderDiscardTests::init (void) 356{ 357 for (int tmpl = 0; tmpl < DISCARDTEMPLATE_LAST; tmpl++) 358 for (int mode = 0; mode < DISCARDMODE_LAST; mode++) 359 addChild(makeDiscardCase(m_context, (DiscardTemplate)tmpl, (DiscardMode)mode)); 360} 361 362} // Functional 363} // gles3 364} // deqp 365