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	ShaderPair					genShaders				(void) const;
406
407private:
408	const std::string			m_vertexShader1;
409	const std::string			m_vertexShader2;
410	const std::string			m_fragmentShader;
411	static const char* const	s_basicFragmentShader;
412};
413
414const char* const BasicInvarianceTest::s_basicFragmentShader =	"uniform mediump vec4 u_color;\n"
415																"varying mediump vec4 v_unrelated;\n"
416																"void main ()\n"
417																"{\n"
418																"	mediump float blue = dot(v_unrelated, vec4(1.0, 1.0, 1.0, 1.0));\n"
419																"	gl_FragColor = vec4(u_color.r, u_color.g, blue, u_color.a);\n"
420																"}\n";
421
422BasicInvarianceTest::BasicInvarianceTest (Context& ctx, const char* name, const char* desc, const std::string& vertexShader1, const std::string& vertexShader2)
423	: InvarianceTest	(ctx, name, desc)
424	, m_vertexShader1	(vertexShader1)
425	, m_vertexShader2	(vertexShader2)
426	, m_fragmentShader	(s_basicFragmentShader)
427{
428}
429
430BasicInvarianceTest::ShaderPair BasicInvarianceTest::genShaders (void) const
431{
432	ShaderPair retVal;
433
434	retVal.vertexShaderSource0 = m_vertexShader1;
435	retVal.vertexShaderSource1 = m_vertexShader2;
436	retVal.fragmentShaderSource0 = m_fragmentShader;
437	retVal.fragmentShaderSource1 = m_fragmentShader;
438
439	return retVal;
440}
441
442} // anonymous
443
444ShaderInvarianceTests::ShaderInvarianceTests (Context& context)
445	: TestCaseGroup(context, "invariance", "Invariance tests")
446{
447}
448
449ShaderInvarianceTests::~ShaderInvarianceTests (void)
450{
451}
452
453void ShaderInvarianceTests::init (void)
454{
455	static const struct PrecisionCase
456	{
457		glu::Precision	prec;
458		const char*		name;
459
460		// set literals in the glsl to be in the representable range
461		const char*		highValue;		// !< highValue < maxValue
462		const char*		invHighValue;
463		const char*		mediumValue;	// !< mediumValue^2 < maxValue
464		const char*		lowValue;		// !< lowValue^4 < maxValue
465		const char*		invlowValue;
466		int				loopIterations;
467		int				loopPartialIterations;
468		int				loopNormalizationExponent;
469		const char*		loopNormalizationConstantLiteral;
470		const char*		loopMultiplier;
471		const char*		sumLoopNormalizationConstantLiteral;
472	} precisions[] =
473	{
474		{ 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"	},
475		{ 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"	},
476		{ glu::PRECISION_LOWP,		"lowp",		"0.9",		"1.1",		"1.1",		"1.15",		"0.87",		6,	2,	0,	"2.0",		"1.1",	"1.0"	},
477	};
478
479	for (int precNdx = 0; precNdx < DE_LENGTH_OF_ARRAY(precisions); ++precNdx)
480	{
481		const char* const			precisionName	= precisions[precNdx].name;
482		const glu::Precision		precision		= precisions[precNdx].prec;
483		tcu::TestCaseGroup* const	group			= new tcu::TestCaseGroup(m_testCtx, precisionName, "Invariance tests using the given precision.");
484
485		const FormatArgumentList	args			= FormatArgumentList()
486														<< FormatArgument("VERSION",				"")
487														<< FormatArgument("IN",						"attribute")
488														<< FormatArgument("OUT",					"varying")
489														<< FormatArgument("IN_PREC",				precisionName)
490														<< FormatArgument("HIGH_VALUE",				de::toString(precisions[precNdx].highValue))
491														<< FormatArgument("HIGH_VALUE_INV",			de::toString(precisions[precNdx].invHighValue))
492														<< FormatArgument("MEDIUM_VALUE",			de::toString(precisions[precNdx].mediumValue))
493														<< FormatArgument("LOW_VALUE",				de::toString(precisions[precNdx].lowValue))
494														<< FormatArgument("LOW_VALUE_INV",			de::toString(precisions[precNdx].invlowValue))
495														<< FormatArgument("LOOP_ITERS",				de::toString(precisions[precNdx].loopIterations))
496														<< FormatArgument("LOOP_ITERS_PARTIAL",		de::toString(precisions[precNdx].loopPartialIterations))
497														<< FormatArgument("LOOP_NORM_FRACT_EXP",	de::toString(precisions[precNdx].loopNormalizationExponent))
498														<< FormatArgument("LOOP_NORM_LITERAL",		precisions[precNdx].loopNormalizationConstantLiteral)
499														<< FormatArgument("LOOP_MULTIPLIER",		precisions[precNdx].loopMultiplier)
500														<< FormatArgument("SUM_LOOP_NORM_LITERAL",	precisions[precNdx].sumLoopNormalizationConstantLiteral);
501
502		addChild(group);
503
504		// subexpression cases
505		{
506			// First shader shares "${HIGH_VALUE}*a_input.x*a_input.xxxx + ${HIGH_VALUE}*a_input.y*a_input.yyyy" with unrelated output variable. Reordering might result in accuracy loss
507			// due to the high exponent. In the second shader, the high exponent may be removed during compilation.
508
509			group->addChild(new BasicInvarianceTest(m_context, "common_subexpression_0", "Shader shares a subexpression with an unrelated variable.",
510				formatGLSL(	"${VERSION}"
511							"${IN} ${IN_PREC} vec4 a_input;\n"
512							"${OUT} mediump vec4 v_unrelated;\n"
513							"invariant gl_Position;\n"
514							"void main ()\n"
515							"{\n"
516							"	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) / ${HIGH_VALUE};\n"
517							"	gl_Position = a_input + (${HIGH_VALUE}*a_input.x*a_input.xxxx + ${HIGH_VALUE}*a_input.y*a_input.yyyy) * ${HIGH_VALUE_INV};\n"
518							"}\n", args),
519				formatGLSL(	"${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 = vec4(0.0, 0.0, 0.0, 0.0);\n"
526							"	gl_Position = a_input + (${HIGH_VALUE}*a_input.x*a_input.xxxx + ${HIGH_VALUE}*a_input.y*a_input.yyyy) * ${HIGH_VALUE_INV};\n"
527							"}\n", args)));
528
529			// In the first shader, the unrelated variable "d" has mathematically the same expression as "e", but the different
530			// order of calculation might cause different results.
531
532			group->addChild(new BasicInvarianceTest(m_context, "common_subexpression_1", "Shader shares a subexpression with an unrelated variable.",
533				formatGLSL(	"${VERSION}"
534							"${IN} ${IN_PREC} vec4 a_input;\n"
535							"${OUT} mediump vec4 v_unrelated;\n"
536							"invariant gl_Position;\n"
537							"void main ()\n"
538							"{\n"
539							"	${IN_PREC} vec4 a = ${HIGH_VALUE} * a_input.zzxx + a_input.xzxy - ${HIGH_VALUE} * a_input.zzxx;\n"
540							"	${IN_PREC} vec4 b = ${HIGH_VALUE} * a_input.zzxx;\n"
541							"	${IN_PREC} vec4 c = b - ${HIGH_VALUE} * a_input.zzxx + a_input.xzxy;\n"
542							"	${IN_PREC} vec4 d = (${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"
543							"	${IN_PREC} vec4 e = ((${LOW_VALUE} * a_input.yzxx) * (1.1*${LOW_VALUE_INV} * a_input.yzxx)) * ((${LOW_VALUE_INV} * a_input.xzzy) * (${LOW_VALUE} * a_input.yzzw));\n"
544							"	v_unrelated = a + b + c + d + e;\n"
545							"	gl_Position = a_input + fract(c) + e;\n"
546							"}\n", args),
547				formatGLSL(	"${VERSION}"
548							"${IN} ${IN_PREC} vec4 a_input;\n"
549							"${OUT} mediump vec4 v_unrelated;\n"
550							"invariant gl_Position;\n"
551							"void main ()\n"
552							"{\n"
553							"	${IN_PREC} vec4 b = ${HIGH_VALUE} * a_input.zzxx;\n"
554							"	${IN_PREC} vec4 c = b - ${HIGH_VALUE} * a_input.zzxx + a_input.xzxy;\n"
555							"	${IN_PREC} vec4 e = ((${LOW_VALUE} * a_input.yzxx) * (1.1*${LOW_VALUE_INV} * a_input.yzxx)) * ((${LOW_VALUE_INV} * a_input.xzzy) * (${LOW_VALUE} * a_input.yzzw));\n"
556							"	v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
557							"	gl_Position = a_input + fract(c) + e;\n"
558							"}\n", args)));
559
560			// Intermediate values used by an unrelated output variable
561
562			group->addChild(new BasicInvarianceTest(m_context, "common_subexpression_2", "Shader shares a subexpression with an unrelated variable.",
563				formatGLSL(	"${VERSION}"
564							"${IN} ${IN_PREC} vec4 a_input;\n"
565							"${OUT} mediump vec4 v_unrelated;\n"
566							"invariant gl_Position;\n"
567							"void main ()\n"
568							"{\n"
569							"	${IN_PREC} vec4 a = ${MEDIUM_VALUE} * (a_input.xxxx + a_input.yyyy);\n"
570							"	${IN_PREC} vec4 b = (${MEDIUM_VALUE} * (a_input.xxxx + a_input.yyyy)) * (${MEDIUM_VALUE} * (a_input.xxxx + a_input.yyyy)) / ${MEDIUM_VALUE} / ${MEDIUM_VALUE};\n"
571							"	${IN_PREC} vec4 c = a * a;\n"
572							"	${IN_PREC} vec4 d = c / ${MEDIUM_VALUE} / ${MEDIUM_VALUE};\n"
573							"	v_unrelated = a + b + c + d;\n"
574							"	gl_Position = a_input + d;\n"
575							"}\n", args),
576				formatGLSL(	"${VERSION}"
577							"${IN} ${IN_PREC} vec4 a_input;\n"
578							"${OUT} mediump vec4 v_unrelated;\n"
579							"invariant gl_Position;\n"
580							"void main ()\n"
581							"{\n"
582							"	${IN_PREC} vec4 a = ${MEDIUM_VALUE} * (a_input.xxxx + a_input.yyyy);\n"
583							"	${IN_PREC} vec4 c = a * a;\n"
584							"	${IN_PREC} vec4 d = c / ${MEDIUM_VALUE} / ${MEDIUM_VALUE};\n"
585							"	v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
586							"	gl_Position = a_input + d;\n"
587							"}\n", args)));
588
589			// Invariant value can be calculated using unrelated value
590
591			group->addChild(new BasicInvarianceTest(m_context, "common_subexpression_3", "Shader shares a subexpression with an unrelated variable.",
592				formatGLSL(	"${VERSION}"
593							"${IN} ${IN_PREC} vec4 a_input;\n"
594							"${OUT} mediump vec4 v_unrelated;\n"
595							"invariant gl_Position;\n"
596							"void main ()\n"
597							"{\n"
598							"	${IN_PREC} float x = a_input.x * 0.2;\n"
599							"	${IN_PREC} vec4 a = a_input.xxyx * 0.7;\n"
600							"	${IN_PREC} vec4 b = a_input.yxyz * 0.7;\n"
601							"	${IN_PREC} vec4 c = a_input.zxyx * 0.5;\n"
602							"	${IN_PREC} vec4 f = x*a + x*b + x*c;\n"
603							"	v_unrelated = f;\n"
604							"	${IN_PREC} vec4 g = x * (a + b + c);\n"
605							"	gl_Position = a_input + g;\n"
606							"}\n", args),
607				formatGLSL(	"${VERSION}"
608							"${IN} ${IN_PREC} vec4 a_input;\n"
609							"${OUT} mediump vec4 v_unrelated;\n"
610							"invariant gl_Position;\n"
611							"void main ()\n"
612							"{\n"
613							"	${IN_PREC} float x = a_input.x * 0.2;\n"
614							"	${IN_PREC} vec4 a = a_input.xxyx * 0.7;\n"
615							"	${IN_PREC} vec4 b = a_input.yxyz * 0.7;\n"
616							"	${IN_PREC} vec4 c = a_input.zxyx * 0.5;\n"
617							"	v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
618							"	${IN_PREC} vec4 g = x * (a + b + c);\n"
619							"	gl_Position = a_input + g;\n"
620							"}\n", args)));
621		}
622
623		// shared subexpression of different precision
624		{
625			for (int precisionOther = glu::PRECISION_LOWP; precisionOther != glu::PRECISION_LAST; ++precisionOther)
626			{
627				const char* const		unrelatedPrec				= glu::getPrecisionName((glu::Precision)precisionOther);
628				const glu::Precision	minPrecision				= (precisionOther < (int)precision) ? ((glu::Precision)precisionOther) : (precision);
629				const char* const		multiplierStr				= (minPrecision == glu::PRECISION_LOWP) ? ("0.8, 0.4, -0.2, 0.3") : ("1.0e1, 5.0e2, 2.0e2, 1.0");
630				const char* const		normalizationStrUsed		= (minPrecision == glu::PRECISION_LOWP) ? ("vec4(fract(used2).xyz, 0.0)") : ("vec4(fract(used2 / 1.0e2).xyz - fract(used2 / 1.0e3).xyz, 0.0)");
631				const char* const		normalizationStrUnrelated	= (minPrecision == glu::PRECISION_LOWP) ? ("vec4(fract(unrelated2).xyz, 0.0)") : ("vec4(fract(unrelated2 / 1.0e2).xyz - fract(unrelated2 / 1.0e3).xyz, 0.0)");
632
633				group->addChild(new BasicInvarianceTest(m_context, ("subexpression_precision_" + std::string(unrelatedPrec)).c_str(), "Shader shares subexpression of different precision with an unrelated variable.",
634					formatGLSL(	"${VERSION}"
635								"${IN} ${IN_PREC} vec4 a_input;\n"
636								"${OUT} ${UNRELATED_PREC} vec4 v_unrelated;\n"
637								"invariant gl_Position;\n"
638								"void main ()\n"
639								"{\n"
640								"	${UNRELATED_PREC} vec4 unrelated0 = a_input + vec4(0.1, 0.2, 0.3, 0.4);\n"
641								"	${UNRELATED_PREC} vec4 unrelated1 = vec4(${MULTIPLIER}) * unrelated0.xywz + unrelated0;\n"
642								"	${UNRELATED_PREC} vec4 unrelated2 = refract(unrelated1, unrelated0, distance(unrelated0, unrelated1));\n"
643								"	v_unrelated = a_input + 0.02 * ${NORMALIZE_UNRELATED};\n"
644								"	${IN_PREC} vec4 used0 = a_input + vec4(0.1, 0.2, 0.3, 0.4);\n"
645								"	${IN_PREC} vec4 used1 = vec4(${MULTIPLIER}) * used0.xywz + used0;\n"
646								"	${IN_PREC} vec4 used2 = refract(used1, used0, distance(used0, used1));\n"
647								"	gl_Position = a_input + 0.02 * ${NORMALIZE_USED};\n"
648								"}\n", FormatArgumentList(args)
649											<< FormatArgument("UNRELATED_PREC",			unrelatedPrec)
650											<< FormatArgument("MULTIPLIER",				multiplierStr)
651											<< FormatArgument("NORMALIZE_USED",			normalizationStrUsed)
652											<< FormatArgument("NORMALIZE_UNRELATED",	normalizationStrUnrelated)),
653					formatGLSL(	"${VERSION}"
654								"${IN} ${IN_PREC} vec4 a_input;\n"
655								"${OUT} ${UNRELATED_PREC} vec4 v_unrelated;\n"
656								"invariant gl_Position;\n"
657								"void main ()\n"
658								"{\n"
659								"	v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
660								"	${IN_PREC} vec4 used0 = a_input + vec4(0.1, 0.2, 0.3, 0.4);\n"
661								"	${IN_PREC} vec4 used1 = vec4(${MULTIPLIER}) * used0.xywz + used0;\n"
662								"	${IN_PREC} vec4 used2 = refract(used1, used0, distance(used0, used1));\n"
663								"	gl_Position = a_input + 0.02 * ${NORMALIZE_USED};\n"
664								"}\n", FormatArgumentList(args)
665											<< FormatArgument("UNRELATED_PREC",			unrelatedPrec)
666											<< FormatArgument("MULTIPLIER",				multiplierStr)
667											<< FormatArgument("NORMALIZE_USED",			normalizationStrUsed)
668											<< FormatArgument("NORMALIZE_UNRELATED",	normalizationStrUnrelated))));
669			}
670		}
671
672		// loops
673		{
674			group->addChild(new BasicInvarianceTest(m_context, "loop_0", "Invariant value set using a loop",
675				formatGLSL(	"${VERSION}"
676							"${IN} ${IN_PREC} vec4 a_input;\n"
677							"${OUT} highp vec4 v_unrelated;\n"
678							"invariant gl_Position;\n"
679							"void main ()\n"
680							"{\n"
681							"	${IN_PREC} vec4 value = a_input;\n"
682							"	v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
683							"	for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n"
684							"	{\n"
685							"		value *= ${LOOP_MULTIPLIER};\n"
686							"		v_unrelated += value;\n"
687							"	}\n"
688							"	gl_Position = vec4(value.xyz / ${LOOP_NORM_LITERAL} + a_input.xyz * 0.1, 1.0);\n"
689							"}\n", args),
690				formatGLSL(	"${VERSION}"
691							"${IN} ${IN_PREC} vec4 a_input;\n"
692							"${OUT} highp vec4 v_unrelated;\n"
693							"invariant gl_Position;\n"
694							"void main ()\n"
695							"{\n"
696							"	${IN_PREC} vec4 value = a_input;\n"
697							"	v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
698							"	for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n"
699							"	{\n"
700							"		value *= ${LOOP_MULTIPLIER};\n"
701							"	}\n"
702							"	gl_Position = vec4(value.xyz / ${LOOP_NORM_LITERAL} + a_input.xyz * 0.1, 1.0);\n"
703							"}\n", args)));
704
705			group->addChild(new BasicInvarianceTest(m_context, "loop_1", "Invariant value set using a loop",
706				formatGLSL(	"${VERSION}"
707							"${IN} ${IN_PREC} vec4 a_input;\n"
708							"${OUT} mediump vec4 v_unrelated;\n"
709							"invariant gl_Position;\n"
710							"void main ()\n"
711							"{\n"
712							"	${IN_PREC} vec4 value = a_input;\n"
713							"	for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n"
714							"	{\n"
715							"		value *= ${LOOP_MULTIPLIER};\n"
716							"		if (i == ${LOOP_ITERS_PARTIAL})\n"
717							"			v_unrelated = value;\n"
718							"	}\n"
719							"	gl_Position = vec4(value.xyz / ${LOOP_NORM_LITERAL} + a_input.xyz * 0.1, 1.0);\n"
720							"}\n", args),
721				formatGLSL(	"${VERSION}"
722							"${IN} ${IN_PREC} vec4 a_input;\n"
723							"${OUT} mediump vec4 v_unrelated;\n"
724							"invariant gl_Position;\n"
725							"void main ()\n"
726							"{\n"
727							"	${IN_PREC} vec4 value = a_input;\n"
728							"	v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
729							"	for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n"
730							"	{\n"
731							"		value *= ${LOOP_MULTIPLIER};\n"
732							"	}\n"
733							"	gl_Position = vec4(value.xyz / ${LOOP_NORM_LITERAL} + a_input.xyz * 0.1, 1.0);\n"
734							"}\n", args)));
735
736			group->addChild(new BasicInvarianceTest(m_context, "loop_2", "Invariant value set using a loop",
737				formatGLSL(	"${VERSION}"
738							"${IN} ${IN_PREC} vec4 a_input;\n"
739							"${OUT} mediump vec4 v_unrelated;\n"
740							"invariant gl_Position;\n"
741							"void main ()\n"
742							"{\n"
743							"	${IN_PREC} vec4 value = a_input;\n"
744							"	v_unrelated = vec4(0.0, 0.0, -1.0, 1.0);\n"
745							"	for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n"
746							"	{\n"
747							"		value *= ${LOOP_MULTIPLIER};\n"
748							"		if (i == ${LOOP_ITERS_PARTIAL})\n"
749							"			gl_Position = a_input + 0.05 * vec4(fract(value.xyz / 1.0e${LOOP_NORM_FRACT_EXP}), 1.0);\n"
750							"		else\n"
751							"			v_unrelated = value + a_input;\n"
752							"	}\n"
753							"}\n", args),
754				formatGLSL(	"${VERSION}"
755							"${IN} ${IN_PREC} vec4 a_input;\n"
756							"${OUT} mediump vec4 v_unrelated;\n"
757							"invariant gl_Position;\n"
758							"void main ()\n"
759							"{\n"
760							"	${IN_PREC} vec4 value = a_input;\n"
761							"	v_unrelated = vec4(0.0, 0.0, -1.0, 1.0);\n"
762							"	for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n"
763							"	{\n"
764							"		value *= ${LOOP_MULTIPLIER};\n"
765							"		if (i == ${LOOP_ITERS_PARTIAL})\n"
766							"			gl_Position = a_input + 0.05 * vec4(fract(value.xyz / 1.0e${LOOP_NORM_FRACT_EXP}), 1.0);\n"
767							"		else\n"
768							"			v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
769							"	}\n"
770							"}\n", args)));
771
772			group->addChild(new BasicInvarianceTest(m_context, "loop_3", "Invariant value set using a loop",
773				formatGLSL(	"${VERSION}"
774							"${IN} ${IN_PREC} vec4 a_input;\n"
775							"${OUT} mediump vec4 v_unrelated;\n"
776							"invariant gl_Position;\n"
777							"void main ()\n"
778							"{\n"
779							"	${IN_PREC} vec4 value = a_input;\n"
780							"	gl_Position = vec4(0.0, 0.0, 0.0, 0.0);\n"
781							"	v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
782							"	for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n"
783							"	{\n"
784							"		value *= ${LOOP_MULTIPLIER};\n"
785							"		gl_Position += vec4(value.xyz / ${SUM_LOOP_NORM_LITERAL} + a_input.xyz * 0.1, 1.0);\n"
786							"		v_unrelated = gl_Position.xyzx * a_input;\n"
787							"	}\n"
788							"}\n", args),
789				formatGLSL(	"${VERSION}"
790							"${IN} ${IN_PREC} vec4 a_input;\n"
791							"${OUT} mediump vec4 v_unrelated;\n"
792							"invariant gl_Position;\n"
793							"void main ()\n"
794							"{\n"
795							"	${IN_PREC} vec4 value = a_input;\n"
796							"	gl_Position = vec4(0.0, 0.0, 0.0, 0.0);\n"
797							"	v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
798							"	for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n"
799							"	{\n"
800							"		value *= ${LOOP_MULTIPLIER};\n"
801							"		gl_Position += vec4(value.xyz / ${SUM_LOOP_NORM_LITERAL} + a_input.xyz * 0.1, 1.0);\n"
802							"	}\n"
803							"}\n", args)));
804
805			group->addChild(new BasicInvarianceTest(m_context, "loop_4", "Invariant value set using a loop",
806				formatGLSL(	"${VERSION}"
807							"${IN} ${IN_PREC} vec4 a_input;\n"
808							"${OUT} mediump vec4 v_unrelated;\n"
809							"invariant gl_Position;\n"
810							"void main ()\n"
811							"{\n"
812							"	${IN_PREC} vec4 position = vec4(0.0, 0.0, 0.0, 0.0);\n"
813							"	${IN_PREC} vec4 value1 = a_input;\n"
814							"	${IN_PREC} vec4 value2 = a_input;\n"
815							"	v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
816							"	for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n"
817							"	{\n"
818							"		value1 *= ${LOOP_MULTIPLIER};\n"
819							"		v_unrelated = v_unrelated*1.3 + a_input.xyzx * value1.xyxw;\n"
820							"	}\n"
821							"	for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n"
822							"	{\n"
823							"		value2 *= ${LOOP_MULTIPLIER};\n"
824							"		position = position*1.3 + a_input.xyzx * value2.xyxw;\n"
825							"	}\n"
826							"	gl_Position = a_input + 0.05 * vec4(fract(position.xyz / 1.0e${LOOP_NORM_FRACT_EXP}), 1.0);\n"
827							"}\n", args),
828				formatGLSL(	"${VERSION}"
829							"${IN} ${IN_PREC} vec4 a_input;\n"
830							"${OUT} mediump vec4 v_unrelated;\n"
831							"invariant gl_Position;\n"
832							"void main ()\n"
833							"{\n"
834							"	${IN_PREC} vec4 position = vec4(0.0, 0.0, 0.0, 0.0);\n"
835							"	${IN_PREC} vec4 value2 = a_input;\n"
836							"	v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
837							"	for (mediump int i = 0; i < ${LOOP_ITERS}; ++i)\n"
838							"	{\n"
839							"		value2 *= ${LOOP_MULTIPLIER};\n"
840							"		position = position*1.3 + a_input.xyzx * value2.xyxw;\n"
841							"	}\n"
842							"	gl_Position = a_input + 0.05 * vec4(fract(position.xyz / 1.0e${LOOP_NORM_FRACT_EXP}), 1.0);\n"
843							"}\n", args)));
844		}
845	}
846}
847
848} // Functional
849} // gles2
850} // deqp
851