1/*------------------------------------------------------------------------- 2 * drawElements Quality Program OpenGL ES 2.0 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 Invariance tests. 22 *//*--------------------------------------------------------------------*/ 23 24#include "es2fShaderInvarianceTests.hpp" 25#include "deStringUtil.hpp" 26#include "deRandom.hpp" 27#include "gluContextInfo.hpp" 28#include "gluRenderContext.hpp" 29#include "gluShaderProgram.hpp" 30#include "gluPixelTransfer.hpp" 31#include "glwFunctions.hpp" 32#include "glwEnums.hpp" 33#include "tcuRenderTarget.hpp" 34#include "tcuTestLog.hpp" 35#include "tcuSurface.hpp" 36#include "tcuTextureUtil.hpp" 37#include "tcuStringTemplate.hpp" 38 39 40namespace deqp 41{ 42namespace gles2 43{ 44namespace Functional 45{ 46namespace 47{ 48 49class FormatArgumentList; 50 51static tcu::Vec4 genRandomVector (de::Random& rnd) 52{ 53 tcu::Vec4 retVal; 54 55 retVal.x() = rnd.getFloat(-1.0f, 1.0f); 56 retVal.y() = rnd.getFloat(-1.0f, 1.0f); 57 retVal.z() = rnd.getFloat(-1.0f, 1.0f); 58 retVal.w() = rnd.getFloat( 0.2f, 1.0f); 59 60 return retVal; 61} 62 63class FormatArgument 64{ 65public: 66 FormatArgument (const char* name, const std::string& value); 67 68private: 69 friend class FormatArgumentList; 70 71 const char* const m_name; 72 const std::string m_value; 73}; 74 75FormatArgument::FormatArgument (const char* name, const std::string& value) 76 : m_name (name) 77 , m_value (value) 78{ 79} 80 81class FormatArgumentList 82{ 83public: 84 FormatArgumentList (void); 85 86 FormatArgumentList& operator<< (const FormatArgument&); 87 const std::map<std::string, std::string>& getArguments (void) const; 88 89private: 90 std::map<std::string, std::string> m_formatArguments; 91}; 92 93FormatArgumentList::FormatArgumentList (void) 94{ 95} 96 97FormatArgumentList& FormatArgumentList::operator<< (const FormatArgument& arg) 98{ 99 m_formatArguments[arg.m_name] = arg.m_value; 100 return *this; 101} 102 103const std::map<std::string, std::string>& FormatArgumentList::getArguments (void) const 104{ 105 return m_formatArguments; 106} 107 108static std::string formatGLSL (const char* templateString, const FormatArgumentList& args) 109{ 110 const std::map<std::string, std::string>& params = args.getArguments(); 111 112 return tcu::StringTemplate(std::string(templateString)).specialize(params); 113} 114 115/*--------------------------------------------------------------------*//*! 116 * \brief Vertex shader invariance test 117 * 118 * Test vertex shader invariance by drawing a test pattern two times, each 119 * time with a different shader. Shaders have set identical values to 120 * invariant gl_Position using identical expressions. No fragments from the 121 * first pass using should remain visible. 122 *//*--------------------------------------------------------------------*/ 123class InvarianceTest : public TestCase 124{ 125public: 126 struct ShaderPair 127 { 128 std::string vertexShaderSource0; 129 std::string fragmentShaderSource0; 130 std::string vertexShaderSource1; 131 std::string fragmentShaderSource1; 132 }; 133 134 InvarianceTest (Context& ctx, const char* name, const char* desc); 135 ~InvarianceTest (void); 136 137 void init (void); 138 void deinit (void); 139 IterateResult iterate (void); 140 141private: 142 virtual ShaderPair genShaders (void) const = DE_NULL; 143 bool checkImage (const tcu::Surface&) const; 144 145 glu::ShaderProgram* m_shader0; 146 glu::ShaderProgram* m_shader1; 147 glw::GLuint m_arrayBuf; 148 int m_verticesInPattern; 149 150 const int m_renderSize; 151}; 152 153InvarianceTest::InvarianceTest (Context& ctx, const char* name, const char* desc) 154 : TestCase (ctx, name, desc) 155 , m_shader0 (DE_NULL) 156 , m_shader1 (DE_NULL) 157 , m_arrayBuf (0) 158 , m_verticesInPattern (0) 159 , m_renderSize (256) 160{ 161} 162 163InvarianceTest::~InvarianceTest (void) 164{ 165 deinit(); 166} 167 168void InvarianceTest::init (void) 169{ 170 // Invariance tests require drawing to the screen and reading back results. 171 // Tests results are not reliable if the resolution is too small 172 { 173 if (m_context.getRenderTarget().getWidth() < m_renderSize || 174 m_context.getRenderTarget().getHeight() < m_renderSize) 175 throw tcu::NotSupportedError(std::string("Render target size must be at least ") + de::toString(m_renderSize) + "x" + de::toString(m_renderSize)); 176 } 177 178 // Gen shaders 179 { 180 ShaderPair vertexShaders = genShaders(); 181 182 m_shader0 = new glu::ShaderProgram(m_context.getRenderContext(), glu::ProgramSources() << glu::VertexSource(vertexShaders.vertexShaderSource0) << glu::FragmentSource(vertexShaders.fragmentShaderSource0)); 183 if (!m_shader0->isOk()) 184 { 185 m_testCtx.getLog() << *m_shader0; 186 throw tcu::TestError("Test shader compile failed."); 187 } 188 189 m_shader1 = new glu::ShaderProgram(m_context.getRenderContext(), glu::ProgramSources() << glu::VertexSource(vertexShaders.vertexShaderSource1) << glu::FragmentSource(vertexShaders.fragmentShaderSource1)); 190 if (!m_shader1->isOk()) 191 { 192 m_testCtx.getLog() << *m_shader1; 193 throw tcu::TestError("Test shader compile failed."); 194 } 195 196 // log 197 m_testCtx.getLog() 198 << tcu::TestLog::Message << "Shader 1:" << tcu::TestLog::EndMessage 199 << *m_shader0 200 << tcu::TestLog::Message << "Shader 2:" << tcu::TestLog::EndMessage 201 << *m_shader1; 202 } 203 204 // Gen test pattern 205 { 206 const int numTriangles = 72; 207 de::Random rnd (123); 208 std::vector<tcu::Vec4> triangles (numTriangles * 3 * 2); 209 const glw::Functions& gl = m_context.getRenderContext().getFunctions(); 210 211 // Narrow triangle pattern 212 for (int triNdx = 0; triNdx < numTriangles; ++triNdx) 213 { 214 const tcu::Vec4 vertex1 = genRandomVector(rnd); 215 const tcu::Vec4 vertex2 = genRandomVector(rnd); 216 const tcu::Vec4 vertex3 = vertex2 + genRandomVector(rnd) * 0.01f; // generate narrow triangles 217 218 triangles[triNdx*3 + 0] = vertex1; 219 triangles[triNdx*3 + 1] = vertex2; 220 triangles[triNdx*3 + 2] = vertex3; 221 } 222 223 // Normal triangle pattern 224 for (int triNdx = 0; triNdx < numTriangles; ++triNdx) 225 { 226 triangles[(numTriangles + triNdx)*3 + 0] = genRandomVector(rnd); 227 triangles[(numTriangles + triNdx)*3 + 1] = genRandomVector(rnd); 228 triangles[(numTriangles + triNdx)*3 + 2] = genRandomVector(rnd); 229 } 230 231 // upload 232 gl.genBuffers(1, &m_arrayBuf); 233 gl.bindBuffer(GL_ARRAY_BUFFER, m_arrayBuf); 234 gl.bufferData(GL_ARRAY_BUFFER, (int)(triangles.size() * sizeof(tcu::Vec4)), &triangles[0], GL_STATIC_DRAW); 235 GLU_EXPECT_NO_ERROR(gl.getError(), "buffer gen"); 236 237 m_verticesInPattern = numTriangles * 3; 238 } 239} 240 241void InvarianceTest::deinit (void) 242{ 243 delete m_shader0; 244 delete m_shader1; 245 246 m_shader0 = DE_NULL; 247 m_shader1 = DE_NULL; 248 249 if (m_arrayBuf) 250 { 251 m_context.getRenderContext().getFunctions().deleteBuffers(1, &m_arrayBuf); 252 m_arrayBuf = 0; 253 } 254} 255 256InvarianceTest::IterateResult InvarianceTest::iterate (void) 257{ 258 const glw::Functions& gl = m_context.getRenderContext().getFunctions(); 259 const bool depthBufferExists = m_context.getRenderTarget().getDepthBits() != 0; 260 tcu::Surface resultSurface (m_renderSize, m_renderSize); 261 bool error = false; 262 263 // Prepare draw 264 gl.clearColor (0.0f, 0.0f, 0.0f, 1.0f); 265 gl.clear (GL_COLOR_BUFFER_BIT); 266 gl.viewport (0, 0, m_renderSize, m_renderSize); 267 gl.bindBuffer (GL_ARRAY_BUFFER, m_arrayBuf); 268 GLU_EXPECT_NO_ERROR (gl.getError(), "setup draw"); 269 270 m_testCtx.getLog() << tcu::TestLog::Message << "Testing position invariance." << tcu::TestLog::EndMessage; 271 272 // Draw position check passes 273 for (int passNdx = 0; passNdx < 2; ++passNdx) 274 { 275 const glu::ShaderProgram& shader = (passNdx == 0) ? (*m_shader0) : (*m_shader1); 276 const glw::GLint positionLoc = gl.getAttribLocation(shader.getProgram(), "a_input"); 277 const glw::GLint colorLoc = gl.getUniformLocation(shader.getProgram(), "u_color"); 278 const tcu::Vec4 red = tcu::Vec4(1.0f, 0.0f, 0.0f, 1.0f); 279 const tcu::Vec4 green = tcu::Vec4(0.0f, 1.0f, 0.0f, 1.0f); 280 const tcu::Vec4 color = (passNdx == 0) ? (red) : (green); 281 const char* const colorStr = (passNdx == 0) ? ("red - purple") : ("green"); 282 283 m_testCtx.getLog() << tcu::TestLog::Message << "Drawing position test pattern using shader " << (passNdx+1) << ". Primitive color: " << colorStr << "." << tcu::TestLog::EndMessage; 284 285 gl.useProgram (shader.getProgram()); 286 gl.uniform4fv (colorLoc, 1, color.getPtr()); 287 gl.enableVertexAttribArray (positionLoc); 288 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, sizeof(tcu::Vec4), DE_NULL); 289 gl.drawArrays (GL_TRIANGLES, 0, m_verticesInPattern); 290 gl.disableVertexAttribArray (positionLoc); 291 GLU_EXPECT_NO_ERROR (gl.getError(), "draw pass"); 292 } 293 294 // Read result 295 glu::readPixels(m_context.getRenderContext(), 0, 0, resultSurface.getAccess()); 296 297 // Check there are no red pixels 298 m_testCtx.getLog() << tcu::TestLog::Message << "Verifying output. Expecting only green or background colored pixels." << tcu::TestLog::EndMessage; 299 error |= !checkImage(resultSurface); 300 301 if (!depthBufferExists) 302 { 303 m_testCtx.getLog() << tcu::TestLog::Message << "Depth buffer not available, skipping z-test." << tcu::TestLog::EndMessage; 304 } 305 else 306 { 307 // Test with Z-test 308 gl.clearDepthf (1.0f); 309 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 310 gl.enable (GL_DEPTH_TEST); 311 312 m_testCtx.getLog() << tcu::TestLog::Message << "Testing position invariance with z-test. Enabling GL_DEPTH_TEST." << tcu::TestLog::EndMessage; 313 314 // Draw position check passes 315 for (int passNdx = 0; passNdx < 2; ++passNdx) 316 { 317 const glu::ShaderProgram& shader = (passNdx == 0) ? (*m_shader0) : (*m_shader1); 318 const glw::GLint positionLoc = gl.getAttribLocation(shader.getProgram(), "a_input"); 319 const glw::GLint colorLoc = gl.getUniformLocation(shader.getProgram(), "u_color"); 320 const tcu::Vec4 red = tcu::Vec4(1.0f, 0.0f, 0.0f, 1.0f); 321 const tcu::Vec4 green = tcu::Vec4(0.0f, 1.0f, 0.0f, 1.0f); 322 const tcu::Vec4 color = (passNdx == 0) ? (red) : (green); 323 const glw::GLenum depthFunc = (passNdx == 0) ? (GL_ALWAYS) : (GL_EQUAL); 324 const char* const depthFuncStr = (passNdx == 0) ? ("GL_ALWAYS") : ("GL_EQUAL"); 325 const char* const colorStr = (passNdx == 0) ? ("red - purple") : ("green"); 326 327 m_testCtx.getLog() << tcu::TestLog::Message << "Drawing Z-test pattern using shader " << (passNdx+1) << ". Primitive color: " << colorStr << ". DepthFunc: " << depthFuncStr << tcu::TestLog::EndMessage; 328 329 gl.useProgram (shader.getProgram()); 330 gl.uniform4fv (colorLoc, 1, color.getPtr()); 331 gl.depthFunc (depthFunc); 332 gl.enableVertexAttribArray (positionLoc); 333 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, sizeof(tcu::Vec4), DE_NULL); 334 gl.drawArrays (GL_TRIANGLES, m_verticesInPattern, m_verticesInPattern); // !< buffer contains 2 m_verticesInPattern-sized patterns 335 gl.disableVertexAttribArray (positionLoc); 336 GLU_EXPECT_NO_ERROR (gl.getError(), "draw pass"); 337 } 338 339 // Read result 340 glu::readPixels(m_context.getRenderContext(), 0, 0, resultSurface.getAccess()); 341 342 // Check there are no red pixels 343 m_testCtx.getLog() << tcu::TestLog::Message << "Verifying output. Expecting only green or background colored pixels." << tcu::TestLog::EndMessage; 344 error |= !checkImage(resultSurface); 345 } 346 347 // Report result 348 if (error) 349 m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Detected variance between two invariant values"); 350 else 351 m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); 352 353 return STOP; 354} 355 356bool InvarianceTest::checkImage (const tcu::Surface& surface) const 357{ 358 const tcu::IVec4 okColor = tcu::IVec4(0, 255, 0, 255); 359 const tcu::RGBA errColor = tcu::RGBA(255, 0, 0, 255); 360 bool error = false; 361 tcu::Surface errorMask (m_renderSize, m_renderSize); 362 363 tcu::clear(errorMask.getAccess(), okColor); 364 365 for (int y = 0; y < m_renderSize; ++y) 366 for (int x = 0; x < m_renderSize; ++x) 367 { 368 const tcu::RGBA col = surface.getPixel(x, y); 369 370 if (col.getRed() != 0) 371 { 372 errorMask.setPixel(x, y, errColor); 373 error = true; 374 } 375 } 376 377 // report error 378 if (error) 379 { 380 m_testCtx.getLog() << tcu::TestLog::Message << "Invalid pixels found (fragments from first render pass found). Variance detected." << tcu::TestLog::EndMessage; 381 m_testCtx.getLog() 382 << tcu::TestLog::ImageSet("Results", "Result verification") 383 << tcu::TestLog::Image("Result", "Result", surface) 384 << tcu::TestLog::Image("Error mask", "Error mask", errorMask) 385 << tcu::TestLog::EndImageSet; 386 387 return false; 388 } 389 else 390 { 391 m_testCtx.getLog() << tcu::TestLog::Message << "No variance found." << tcu::TestLog::EndMessage; 392 m_testCtx.getLog() 393 << tcu::TestLog::ImageSet("Results", "Result verification") 394 << tcu::TestLog::Image("Result", "Result", surface) 395 << tcu::TestLog::EndImageSet; 396 397 return true; 398 } 399} 400 401class BasicInvarianceTest : public InvarianceTest 402{ 403public: 404 BasicInvarianceTest (Context& ctx, const char* name, const char* desc, const std::string& vertexShader1, const std::string& vertexShader2); 405 BasicInvarianceTest (Context& ctx, const char* name, const char* desc, const std::string& vertexShader1, const std::string& vertexShader2, const std::string& fragmentShader); 406 ShaderPair genShaders (void) const; 407 408private: 409 const std::string m_vertexShader1; 410 const std::string m_vertexShader2; 411 const std::string m_fragmentShader; 412 static const char* const s_basicFragmentShader; 413}; 414 415const char* const BasicInvarianceTest::s_basicFragmentShader = "uniform mediump vec4 u_color;\n" 416 "varying mediump vec4 v_unrelated;\n" 417 "void main ()\n" 418 "{\n" 419 " mediump float blue = dot(v_unrelated, vec4(1.0, 1.0, 1.0, 1.0));\n" 420 " gl_FragColor = vec4(u_color.r, u_color.g, blue, u_color.a);\n" 421 "}\n"; 422 423BasicInvarianceTest::BasicInvarianceTest (Context& ctx, const char* name, const char* desc, const std::string& vertexShader1, const std::string& vertexShader2) 424 : InvarianceTest (ctx, name, desc) 425 , m_vertexShader1 (vertexShader1) 426 , m_vertexShader2 (vertexShader2) 427 , m_fragmentShader (s_basicFragmentShader) 428{ 429} 430 431BasicInvarianceTest::BasicInvarianceTest (Context& ctx, const char* name, const char* desc, const std::string& vertexShader1, const std::string& vertexShader2, const std::string& fragmentShader) 432 : InvarianceTest (ctx, name, desc) 433 , m_vertexShader1 (vertexShader1) 434 , m_vertexShader2 (vertexShader2) 435 , m_fragmentShader (fragmentShader) 436{ 437} 438 439BasicInvarianceTest::ShaderPair BasicInvarianceTest::genShaders (void) const 440{ 441 ShaderPair retVal; 442 443 retVal.vertexShaderSource0 = m_vertexShader1; 444 retVal.vertexShaderSource1 = m_vertexShader2; 445 retVal.fragmentShaderSource0 = m_fragmentShader; 446 retVal.fragmentShaderSource1 = m_fragmentShader; 447 448 return retVal; 449} 450 451} // anonymous 452 453ShaderInvarianceTests::ShaderInvarianceTests (Context& context) 454 : TestCaseGroup(context, "invariance", "Invariance tests") 455{ 456} 457 458ShaderInvarianceTests::~ShaderInvarianceTests (void) 459{ 460} 461 462void ShaderInvarianceTests::init (void) 463{ 464 static const struct PrecisionCase 465 { 466 glu::Precision prec; 467 const char* name; 468 469 // set literals in the glsl to be in the representable range 470 const char* highValue; // !< highValue < maxValue 471 const char* invHighValue; 472 const char* mediumValue; // !< mediumValue^2 < maxValue 473 const char* lowValue; // !< lowValue^4 < maxValue 474 const char* invlowValue; 475 int loopIterations; 476 int loopPartialIterations; 477 int loopNormalizationExponent; 478 const char* loopNormalizationConstantLiteral; 479 const char* loopMultiplier; 480 const char* sumLoopNormalizationConstantLiteral; 481 } precisions[] = 482 { 483 { glu::PRECISION_HIGHP, "highp", "1.0e20", "1.0e-20", "1.0e14", "1.0e9", "1.0e-9", 14, 11, 2, "1.0e4", "1.9", "1.0e3" }, 484 { glu::PRECISION_MEDIUMP, "mediump", "1.0e4", "1.0e-4", "1.0e2", "1.0e1", "1.0e-1", 13, 11, 2, "1.0e4", "1.9", "1.0e3" }, 485 { glu::PRECISION_LOWP, "lowp", "0.9", "1.1", "1.1", "1.15", "0.87", 6, 2, 0, "2.0", "1.1", "1.0" }, 486 }; 487 488 for (int precNdx = 0; precNdx < DE_LENGTH_OF_ARRAY(precisions); ++precNdx) 489 { 490 const char* const precisionName = precisions[precNdx].name; 491 const glu::Precision precision = precisions[precNdx].prec; 492 tcu::TestCaseGroup* const group = new tcu::TestCaseGroup(m_testCtx, precisionName, "Invariance tests using the given precision."); 493 494 const FormatArgumentList args = FormatArgumentList() 495 << FormatArgument("VERSION", "") 496 << FormatArgument("IN", "attribute") 497 << FormatArgument("OUT", "varying") 498 << FormatArgument("IN_PREC", precisionName) 499 << FormatArgument("HIGH_VALUE", de::toString(precisions[precNdx].highValue)) 500 << FormatArgument("HIGH_VALUE_INV", de::toString(precisions[precNdx].invHighValue)) 501 << FormatArgument("MEDIUM_VALUE", de::toString(precisions[precNdx].mediumValue)) 502 << FormatArgument("LOW_VALUE", de::toString(precisions[precNdx].lowValue)) 503 << FormatArgument("LOW_VALUE_INV", de::toString(precisions[precNdx].invlowValue)) 504 << FormatArgument("LOOP_ITERS", de::toString(precisions[precNdx].loopIterations)) 505 << FormatArgument("LOOP_ITERS_PARTIAL", de::toString(precisions[precNdx].loopPartialIterations)) 506 << FormatArgument("LOOP_NORM_FRACT_EXP", de::toString(precisions[precNdx].loopNormalizationExponent)) 507 << FormatArgument("LOOP_NORM_LITERAL", precisions[precNdx].loopNormalizationConstantLiteral) 508 << FormatArgument("LOOP_MULTIPLIER", precisions[precNdx].loopMultiplier) 509 << FormatArgument("SUM_LOOP_NORM_LITERAL", precisions[precNdx].sumLoopNormalizationConstantLiteral); 510 511 addChild(group); 512 513 // subexpression cases 514 { 515 // First shader shares "${HIGH_VALUE}*a_input.x*a_input.xxxx + ${HIGH_VALUE}*a_input.y*a_input.yyyy" with unrelated output variable. Reordering might result in accuracy loss 516 // due to the high exponent. In the second shader, the high exponent may be removed during compilation. 517 518 group->addChild(new BasicInvarianceTest(m_context, "common_subexpression_0", "Shader shares a subexpression with an unrelated variable.", 519 formatGLSL( "${VERSION}" 520 "${IN} ${IN_PREC} vec4 a_input;\n" 521 "${OUT} mediump vec4 v_unrelated;\n" 522 "invariant gl_Position;\n" 523 "void main ()\n" 524 "{\n" 525 " v_unrelated = a_input.xzxz + (${HIGH_VALUE}*a_input.x*a_input.xxxx + ${HIGH_VALUE}*a_input.y*a_input.yyyy) * (1.08 * a_input.zyzy * a_input.xzxz) * ${HIGH_VALUE_INV} * (a_input.z * a_input.zzxz - a_input.z * a_input.zzxz) + (${HIGH_VALUE}*a_input.x*a_input.xxxx + ${HIGH_VALUE}*a_input.y*a_input.yyyy) / ${HIGH_VALUE};\n" 526 " gl_Position = a_input + (${HIGH_VALUE}*a_input.x*a_input.xxxx + ${HIGH_VALUE}*a_input.y*a_input.yyyy) * ${HIGH_VALUE_INV};\n" 527 "}\n", args), 528 formatGLSL( "${VERSION}" 529 "${IN} ${IN_PREC} vec4 a_input;\n" 530 "${OUT} mediump vec4 v_unrelated;\n" 531 "invariant gl_Position;\n" 532 "void main ()\n" 533 "{\n" 534 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n" 535 " gl_Position = a_input + (${HIGH_VALUE}*a_input.x*a_input.xxxx + ${HIGH_VALUE}*a_input.y*a_input.yyyy) * ${HIGH_VALUE_INV};\n" 536 "}\n", args))); 537 538 // In the first shader, the unrelated variable "d" has mathematically the same expression as "e", but the different 539 // order of calculation might cause different results. 540 541 group->addChild(new BasicInvarianceTest(m_context, "common_subexpression_1", "Shader shares a subexpression with an unrelated variable.", 542 formatGLSL( "${VERSION}" 543 "${IN} ${IN_PREC} vec4 a_input;\n" 544 "${OUT} mediump vec4 v_unrelated;\n" 545 "invariant gl_Position;\n" 546 "void main ()\n" 547 "{\n" 548 " ${IN_PREC} vec4 a = ${HIGH_VALUE} * a_input.zzxx + a_input.xzxy - ${HIGH_VALUE} * a_input.zzxx;\n" 549 " ${IN_PREC} vec4 b = ${HIGH_VALUE} * a_input.zzxx;\n" 550 " ${IN_PREC} vec4 c = b - ${HIGH_VALUE} * a_input.zzxx + a_input.xzxy;\n" 551 " ${IN_PREC} vec4 d = (${LOW_VALUE} * a_input.yzxx) * (${LOW_VALUE} * a_input.yzzw) * (1.1*${LOW_VALUE_INV} * a_input.yzxx) * (${LOW_VALUE_INV} * a_input.xzzy);\n" 552 " ${IN_PREC} vec4 e = ((${LOW_VALUE} * a_input.yzxx) * (1.1*${LOW_VALUE_INV} * a_input.yzxx)) * ((${LOW_VALUE_INV} * a_input.xzzy) * (${LOW_VALUE} * a_input.yzzw));\n" 553 " v_unrelated = a + b + c + d + e;\n" 554 " gl_Position = a_input + fract(c) + e;\n" 555 "}\n", args), 556 formatGLSL( "${VERSION}" 557 "${IN} ${IN_PREC} vec4 a_input;\n" 558 "${OUT} mediump vec4 v_unrelated;\n" 559 "invariant gl_Position;\n" 560 "void main ()\n" 561 "{\n" 562 " ${IN_PREC} vec4 b = ${HIGH_VALUE} * a_input.zzxx;\n" 563 " ${IN_PREC} vec4 c = b - ${HIGH_VALUE} * a_input.zzxx + a_input.xzxy;\n" 564 " ${IN_PREC} vec4 e = ((${LOW_VALUE} * a_input.yzxx) * (1.1*${LOW_VALUE_INV} * a_input.yzxx)) * ((${LOW_VALUE_INV} * a_input.xzzy) * (${LOW_VALUE} * a_input.yzzw));\n" 565 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n" 566 " gl_Position = a_input + fract(c) + e;\n" 567 "}\n", args))); 568 569 // Intermediate values used by an unrelated output variable 570 571 group->addChild(new BasicInvarianceTest(m_context, "common_subexpression_2", "Shader shares a subexpression with an unrelated variable.", 572 formatGLSL( "${VERSION}" 573 "${IN} ${IN_PREC} vec4 a_input;\n" 574 "${OUT} mediump vec4 v_unrelated;\n" 575 "invariant gl_Position;\n" 576 "void main ()\n" 577 "{\n" 578 " ${IN_PREC} vec4 a = ${MEDIUM_VALUE} * (a_input.xxxx + a_input.yyyy);\n" 579 " ${IN_PREC} vec4 b = (${MEDIUM_VALUE} * (a_input.xxxx + a_input.yyyy)) * (${MEDIUM_VALUE} * (a_input.xxxx + a_input.yyyy)) / ${MEDIUM_VALUE} / ${MEDIUM_VALUE};\n" 580 " ${IN_PREC} vec4 c = a * a;\n" 581 " ${IN_PREC} vec4 d = c / ${MEDIUM_VALUE} / ${MEDIUM_VALUE};\n" 582 " v_unrelated = a + b + c + d;\n" 583 " gl_Position = a_input + d;\n" 584 "}\n", args), 585 formatGLSL( "${VERSION}" 586 "${IN} ${IN_PREC} vec4 a_input;\n" 587 "${OUT} mediump vec4 v_unrelated;\n" 588 "invariant gl_Position;\n" 589 "void main ()\n" 590 "{\n" 591 " ${IN_PREC} vec4 a = ${MEDIUM_VALUE} * (a_input.xxxx + a_input.yyyy);\n" 592 " ${IN_PREC} vec4 c = a * a;\n" 593 " ${IN_PREC} vec4 d = c / ${MEDIUM_VALUE} / ${MEDIUM_VALUE};\n" 594 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n" 595 " gl_Position = a_input + d;\n" 596 "}\n", args))); 597 598 // Invariant value can be calculated using unrelated value 599 600 group->addChild(new BasicInvarianceTest(m_context, "common_subexpression_3", "Shader shares a subexpression with an unrelated variable.", 601 formatGLSL( "${VERSION}" 602 "${IN} ${IN_PREC} vec4 a_input;\n" 603 "${OUT} mediump vec4 v_unrelated;\n" 604 "invariant gl_Position;\n" 605 "void main ()\n" 606 "{\n" 607 " ${IN_PREC} float x = a_input.x * 0.2;\n" 608 " ${IN_PREC} vec4 a = a_input.xxyx * 0.7;\n" 609 " ${IN_PREC} vec4 b = a_input.yxyz * 0.7;\n" 610 " ${IN_PREC} vec4 c = a_input.zxyx * 0.5;\n" 611 " ${IN_PREC} vec4 f = x*a + x*b + x*c;\n" 612 " v_unrelated = f;\n" 613 " ${IN_PREC} vec4 g = x * (a + b + c);\n" 614 " gl_Position = a_input + g;\n" 615 "}\n", args), 616 formatGLSL( "${VERSION}" 617 "${IN} ${IN_PREC} vec4 a_input;\n" 618 "${OUT} mediump vec4 v_unrelated;\n" 619 "invariant gl_Position;\n" 620 "void main ()\n" 621 "{\n" 622 " ${IN_PREC} float x = a_input.x * 0.2;\n" 623 " ${IN_PREC} vec4 a = a_input.xxyx * 0.7;\n" 624 " ${IN_PREC} vec4 b = a_input.yxyz * 0.7;\n" 625 " ${IN_PREC} vec4 c = a_input.zxyx * 0.5;\n" 626 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n" 627 " ${IN_PREC} vec4 g = x * (a + b + c);\n" 628 " gl_Position = a_input + g;\n" 629 "}\n", args))); 630 } 631 632 // shared subexpression of different precision 633 { 634 for (int precisionOther = glu::PRECISION_LOWP; precisionOther != glu::PRECISION_LAST; ++precisionOther) 635 { 636 const char* const unrelatedPrec = glu::getPrecisionName((glu::Precision)precisionOther); 637 const glu::Precision minPrecision = (precisionOther < (int)precision) ? ((glu::Precision)precisionOther) : (precision); 638 const char* const multiplierStr = (minPrecision == glu::PRECISION_LOWP) ? ("0.8, 0.4, -0.2, 0.3") : ("1.0e1, 5.0e2, 2.0e2, 1.0"); 639 const char* const normalizationStrUsed = (minPrecision == glu::PRECISION_LOWP) ? ("vec4(fract(used2).xyz, 0.0)") : ("vec4(fract(used2 / 1.0e2).xyz - fract(used2 / 1.0e3).xyz, 0.0)"); 640 const char* const normalizationStrUnrelated = (minPrecision == glu::PRECISION_LOWP) ? ("vec4(fract(unrelated2).xyz, 0.0)") : ("vec4(fract(unrelated2 / 1.0e2).xyz - fract(unrelated2 / 1.0e3).xyz, 0.0)"); 641 642 group->addChild(new BasicInvarianceTest(m_context, ("subexpression_precision_" + std::string(unrelatedPrec)).c_str(), "Shader shares subexpression of different precision with an unrelated variable.", 643 formatGLSL( "${VERSION}" 644 "${IN} ${IN_PREC} vec4 a_input;\n" 645 "${OUT} ${UNRELATED_PREC} vec4 v_unrelated;\n" 646 "invariant gl_Position;\n" 647 "void main ()\n" 648 "{\n" 649 " ${UNRELATED_PREC} vec4 unrelated0 = a_input + vec4(0.1, 0.2, 0.3, 0.4);\n" 650 " ${UNRELATED_PREC} vec4 unrelated1 = vec4(${MULTIPLIER}) * unrelated0.xywz + unrelated0;\n" 651 " ${UNRELATED_PREC} vec4 unrelated2 = refract(unrelated1, unrelated0, distance(unrelated0, unrelated1));\n" 652 " v_unrelated = a_input + 0.02 * ${NORMALIZE_UNRELATED};\n" 653 " ${IN_PREC} vec4 used0 = a_input + vec4(0.1, 0.2, 0.3, 0.4);\n" 654 " ${IN_PREC} vec4 used1 = vec4(${MULTIPLIER}) * used0.xywz + used0;\n" 655 " ${IN_PREC} vec4 used2 = refract(used1, used0, distance(used0, used1));\n" 656 " gl_Position = a_input + 0.02 * ${NORMALIZE_USED};\n" 657 "}\n", FormatArgumentList(args) 658 << FormatArgument("UNRELATED_PREC", unrelatedPrec) 659 << FormatArgument("MULTIPLIER", multiplierStr) 660 << FormatArgument("NORMALIZE_USED", normalizationStrUsed) 661 << FormatArgument("NORMALIZE_UNRELATED", normalizationStrUnrelated)), 662 formatGLSL( "${VERSION}" 663 "${IN} ${IN_PREC} vec4 a_input;\n" 664 "${OUT} ${UNRELATED_PREC} vec4 v_unrelated;\n" 665 "invariant gl_Position;\n" 666 "void main ()\n" 667 "{\n" 668 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n" 669 " ${IN_PREC} vec4 used0 = a_input + vec4(0.1, 0.2, 0.3, 0.4);\n" 670 " ${IN_PREC} vec4 used1 = vec4(${MULTIPLIER}) * used0.xywz + used0;\n" 671 " ${IN_PREC} vec4 used2 = refract(used1, used0, distance(used0, used1));\n" 672 " gl_Position = a_input + 0.02 * ${NORMALIZE_USED};\n" 673 "}\n", FormatArgumentList(args) 674 << FormatArgument("UNRELATED_PREC", unrelatedPrec) 675 << FormatArgument("MULTIPLIER", multiplierStr) 676 << FormatArgument("NORMALIZE_USED", normalizationStrUsed) 677 << FormatArgument("NORMALIZE_UNRELATED", normalizationStrUnrelated)))); 678 } 679 } 680 681 // loops 682 { 683 group->addChild(new BasicInvarianceTest(m_context, "loop_0", "Invariant value set using a loop", 684 formatGLSL( "${VERSION}" 685 "${IN} ${IN_PREC} vec4 a_input;\n" 686 "${OUT} highp vec4 v_unrelated;\n" 687 "invariant gl_Position;\n" 688 "void main ()\n" 689 "{\n" 690 " ${IN_PREC} vec4 value = a_input;\n" 691 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n" 692 " for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n" 693 " {\n" 694 " value *= ${LOOP_MULTIPLIER};\n" 695 " v_unrelated += value;\n" 696 " }\n" 697 " gl_Position = vec4(value.xyz / ${LOOP_NORM_LITERAL} + a_input.xyz * 0.1, 1.0);\n" 698 "}\n", args), 699 formatGLSL( "${VERSION}" 700 "${IN} ${IN_PREC} vec4 a_input;\n" 701 "${OUT} highp vec4 v_unrelated;\n" 702 "invariant gl_Position;\n" 703 "void main ()\n" 704 "{\n" 705 " ${IN_PREC} vec4 value = a_input;\n" 706 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n" 707 " for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n" 708 " {\n" 709 " value *= ${LOOP_MULTIPLIER};\n" 710 " }\n" 711 " gl_Position = vec4(value.xyz / ${LOOP_NORM_LITERAL} + a_input.xyz * 0.1, 1.0);\n" 712 "}\n", args))); 713 714 group->addChild(new BasicInvarianceTest(m_context, "loop_1", "Invariant value set using a loop", 715 formatGLSL( "${VERSION}" 716 "${IN} ${IN_PREC} vec4 a_input;\n" 717 "${OUT} mediump vec4 v_unrelated;\n" 718 "invariant gl_Position;\n" 719 "void main ()\n" 720 "{\n" 721 " ${IN_PREC} vec4 value = a_input;\n" 722 " for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n" 723 " {\n" 724 " value *= ${LOOP_MULTIPLIER};\n" 725 " if (i == ${LOOP_ITERS_PARTIAL})\n" 726 " v_unrelated = value;\n" 727 " }\n" 728 " gl_Position = vec4(value.xyz / ${LOOP_NORM_LITERAL} + a_input.xyz * 0.1, 1.0);\n" 729 "}\n", args), 730 formatGLSL( "${VERSION}" 731 "${IN} ${IN_PREC} vec4 a_input;\n" 732 "${OUT} mediump vec4 v_unrelated;\n" 733 "invariant gl_Position;\n" 734 "void main ()\n" 735 "{\n" 736 " ${IN_PREC} vec4 value = a_input;\n" 737 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n" 738 " for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n" 739 " {\n" 740 " value *= ${LOOP_MULTIPLIER};\n" 741 " }\n" 742 " gl_Position = vec4(value.xyz / ${LOOP_NORM_LITERAL} + a_input.xyz * 0.1, 1.0);\n" 743 "}\n", args))); 744 745 group->addChild(new BasicInvarianceTest(m_context, "loop_2", "Invariant value set using a loop", 746 formatGLSL( "${VERSION}" 747 "${IN} ${IN_PREC} vec4 a_input;\n" 748 "${OUT} mediump vec4 v_unrelated;\n" 749 "invariant gl_Position;\n" 750 "void main ()\n" 751 "{\n" 752 " ${IN_PREC} vec4 value = a_input;\n" 753 " v_unrelated = vec4(0.0, 0.0, -1.0, 1.0);\n" 754 " for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n" 755 " {\n" 756 " value *= ${LOOP_MULTIPLIER};\n" 757 " if (i == ${LOOP_ITERS_PARTIAL})\n" 758 " gl_Position = a_input + 0.05 * vec4(fract(value.xyz / 1.0e${LOOP_NORM_FRACT_EXP}), 1.0);\n" 759 " else\n" 760 " v_unrelated = value + a_input;\n" 761 " }\n" 762 "}\n", args), 763 formatGLSL( "${VERSION}" 764 "${IN} ${IN_PREC} vec4 a_input;\n" 765 "${OUT} mediump vec4 v_unrelated;\n" 766 "invariant gl_Position;\n" 767 "void main ()\n" 768 "{\n" 769 " ${IN_PREC} vec4 value = a_input;\n" 770 " v_unrelated = vec4(0.0, 0.0, -1.0, 1.0);\n" 771 " for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n" 772 " {\n" 773 " value *= ${LOOP_MULTIPLIER};\n" 774 " if (i == ${LOOP_ITERS_PARTIAL})\n" 775 " gl_Position = a_input + 0.05 * vec4(fract(value.xyz / 1.0e${LOOP_NORM_FRACT_EXP}), 1.0);\n" 776 " else\n" 777 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n" 778 " }\n" 779 "}\n", args))); 780 781 group->addChild(new BasicInvarianceTest(m_context, "loop_3", "Invariant value set using a loop", 782 formatGLSL( "${VERSION}" 783 "${IN} ${IN_PREC} vec4 a_input;\n" 784 "${OUT} mediump vec4 v_unrelated;\n" 785 "invariant gl_Position;\n" 786 "void main ()\n" 787 "{\n" 788 " ${IN_PREC} vec4 value = a_input;\n" 789 " gl_Position = vec4(0.0, 0.0, 0.0, 0.0);\n" 790 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n" 791 " for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n" 792 " {\n" 793 " value *= ${LOOP_MULTIPLIER};\n" 794 " gl_Position += vec4(value.xyz / ${SUM_LOOP_NORM_LITERAL} + a_input.xyz * 0.1, 1.0);\n" 795 " v_unrelated = gl_Position.xyzx * a_input;\n" 796 " }\n" 797 "}\n", args), 798 formatGLSL( "${VERSION}" 799 "${IN} ${IN_PREC} vec4 a_input;\n" 800 "${OUT} mediump vec4 v_unrelated;\n" 801 "invariant gl_Position;\n" 802 "void main ()\n" 803 "{\n" 804 " ${IN_PREC} vec4 value = a_input;\n" 805 " gl_Position = vec4(0.0, 0.0, 0.0, 0.0);\n" 806 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n" 807 " for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n" 808 " {\n" 809 " value *= ${LOOP_MULTIPLIER};\n" 810 " gl_Position += vec4(value.xyz / ${SUM_LOOP_NORM_LITERAL} + a_input.xyz * 0.1, 1.0);\n" 811 " }\n" 812 "}\n", args))); 813 814 group->addChild(new BasicInvarianceTest(m_context, "loop_4", "Invariant value set using a loop", 815 formatGLSL( "${VERSION}" 816 "${IN} ${IN_PREC} vec4 a_input;\n" 817 "${OUT} mediump vec4 v_unrelated;\n" 818 "invariant gl_Position;\n" 819 "void main ()\n" 820 "{\n" 821 " ${IN_PREC} vec4 position = vec4(0.0, 0.0, 0.0, 0.0);\n" 822 " ${IN_PREC} vec4 value1 = a_input;\n" 823 " ${IN_PREC} vec4 value2 = a_input;\n" 824 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n" 825 " for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n" 826 " {\n" 827 " value1 *= ${LOOP_MULTIPLIER};\n" 828 " v_unrelated = v_unrelated*1.3 + a_input.xyzx * value1.xyxw;\n" 829 " }\n" 830 " for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n" 831 " {\n" 832 " value2 *= ${LOOP_MULTIPLIER};\n" 833 " position = position*1.3 + a_input.xyzx * value2.xyxw;\n" 834 " }\n" 835 " gl_Position = a_input + 0.05 * vec4(fract(position.xyz / 1.0e${LOOP_NORM_FRACT_EXP}), 1.0);\n" 836 "}\n", args), 837 formatGLSL( "${VERSION}" 838 "${IN} ${IN_PREC} vec4 a_input;\n" 839 "${OUT} mediump vec4 v_unrelated;\n" 840 "invariant gl_Position;\n" 841 "void main ()\n" 842 "{\n" 843 " ${IN_PREC} vec4 position = vec4(0.0, 0.0, 0.0, 0.0);\n" 844 " ${IN_PREC} vec4 value2 = a_input;\n" 845 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n" 846 " for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n" 847 " {\n" 848 " value2 *= ${LOOP_MULTIPLIER};\n" 849 " position = position*1.3 + a_input.xyzx * value2.xyxw;\n" 850 " }\n" 851 " gl_Position = a_input + 0.05 * vec4(fract(position.xyz / 1.0e${LOOP_NORM_FRACT_EXP}), 1.0);\n" 852 "}\n", args))); 853 } 854 } 855} 856 857} // Functional 858} // gles2 859} // deqp 860