1/*------------------------------------------------------------------------- 2 * OpenGL Conformance Test Suite 3 * ----------------------------- 4 * 5 * Copyright (c) 2014-2016 The Khronos Group Inc. 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 22 */ /*-------------------------------------------------------------------*/ 23 24/*! 25 * \file esextcGPUShader5SamplerArrayIndexing.cpp 26 * \brief gpu_shader5 extension - Sampler Array Indexing (Test 1) 27 */ /*-------------------------------------------------------------------*/ 28 29#include "esextcGPUShader5SamplerArrayIndexing.hpp" 30 31#include "gluDefs.hpp" 32#include "glwEnums.hpp" 33#include "glwFunctions.hpp" 34#include "tcuTestLog.hpp" 35#include <cstring> 36 37namespace glcts 38{ 39 40const int GPUShader5SamplerArrayIndexing::m_n_small_textures = 4; 41const int GPUShader5SamplerArrayIndexing::m_n_texture_components = 4; 42const int GPUShader5SamplerArrayIndexing::m_big_texture_height = 3; 43const int GPUShader5SamplerArrayIndexing::m_big_texture_width = 3; 44const int GPUShader5SamplerArrayIndexing::m_n_texture_levels = 1; 45const int GPUShader5SamplerArrayIndexing::m_small_texture_height = 1; 46const int GPUShader5SamplerArrayIndexing::m_small_texture_width = 1; 47 48/** Constructor 49 * 50 * @param context Test context 51 * @param name Test case's name 52 * @param description Test case's description 53 **/ 54GPUShader5SamplerArrayIndexing::GPUShader5SamplerArrayIndexing(Context& context, const ExtParameters& extParams, 55 const char* name, const char* description) 56 : TestCaseBase(context, extParams, name, description) 57 , m_big_to_id(0) 58 , m_fbo_id(0) 59 , m_fs_id(0) 60 , m_po_id(0) 61 , m_small_to_ids(DE_NULL) 62 , m_vao_id(0) 63 , m_vbo_id(0) 64 , m_vs_id(0) 65{ 66} 67 68/** Deinitializes GLES objects created during the test. 69 * 70 */ 71void GPUShader5SamplerArrayIndexing::deinit(void) 72{ 73 const glw::Functions& gl = m_context.getRenderContext().getFunctions(); 74 75 /* Reset OpenGL ES state */ 76 gl.useProgram(0); 77 gl.bindBuffer(GL_ARRAY_BUFFER, 0); 78 gl.activeTexture(GL_TEXTURE0); 79 gl.bindTexture(GL_TEXTURE_2D, 0); 80 gl.bindFramebuffer(GL_FRAMEBUFFER, 0); 81 gl.bindVertexArray(0); 82 83 if (m_po_id != 0) 84 { 85 gl.deleteProgram(m_po_id); 86 m_po_id = 0; 87 } 88 89 if (m_fs_id != 0) 90 { 91 gl.deleteShader(m_fs_id); 92 m_fs_id = 0; 93 } 94 95 if (m_vs_id != 0) 96 { 97 gl.deleteShader(m_vs_id); 98 m_vs_id = 0; 99 } 100 101 if (m_vbo_id != 0) 102 { 103 gl.deleteBuffers(1, &m_vbo_id); 104 m_vbo_id = 0; 105 } 106 107 if (m_fbo_id != 0) 108 { 109 gl.deleteFramebuffers(1, &m_fbo_id); 110 m_fbo_id = 0; 111 } 112 113 if (m_vao_id != 0) 114 { 115 gl.deleteVertexArrays(1, &m_vao_id); 116 m_vao_id = 0; 117 } 118 119 if (m_big_to_id != 0) 120 { 121 gl.deleteTextures(1, &m_big_to_id); 122 m_big_to_id = 0; 123 } 124 125 if (m_small_to_ids != DE_NULL) 126 { 127 gl.deleteTextures(m_n_small_textures, m_small_to_ids); 128 delete[] m_small_to_ids; 129 m_small_to_ids = DE_NULL; 130 } 131 132 /* Release base class */ 133 TestCaseBase::deinit(); 134} 135 136/** Initializes GLES objects used during the test. 137 * 138 */ 139void GPUShader5SamplerArrayIndexing::initTest(void) 140{ 141 const glw::Functions& gl = m_context.getRenderContext().getFunctions(); 142 143 /* Check if gpu_shader5 extension is supported */ 144 if (!m_is_gpu_shader5_supported) 145 { 146 throw tcu::NotSupportedError(GPU_SHADER5_EXTENSION_NOT_SUPPORTED, "", __FILE__, __LINE__); 147 } 148 149 /* Create shader objects */ 150 m_fs_id = gl.createShader(GL_FRAGMENT_SHADER); 151 m_vs_id = gl.createShader(GL_VERTEX_SHADER); 152 153 /* Create progream object */ 154 m_po_id = gl.createProgram(); 155 156 const char* fsCode = getFragmentShaderCode(); 157 const char* vsCode = getVertexShaderCode(); 158 159 if (!buildProgram(m_po_id, m_fs_id, 1 /* part */, &fsCode, m_vs_id, 1 /* part */, &vsCode)) 160 { 161 TCU_FAIL("Could not create program object!"); 162 } 163 164 /* Create and bind vertex array object */ 165 gl.genVertexArrays(1, &m_vao_id); 166 gl.bindVertexArray(m_vao_id); 167 168 GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring vertex array object"); 169 170 /* Configure vertex buffer */ 171 const glw::GLfloat vertices[] = { -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 172 -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f }; 173 174 gl.genBuffers(1, &m_vbo_id); 175 gl.bindBuffer(GL_ARRAY_BUFFER, m_vbo_id); 176 gl.bufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); 177 178 GLU_EXPECT_NO_ERROR(gl.getError(), "Error creating vertex buffer object!"); 179 180 /* Create and configure texture object used as color attachment */ 181 gl.genTextures(1, &m_big_to_id); 182 gl.bindTexture(GL_TEXTURE_2D, m_big_to_id); 183 gl.texStorage2D(GL_TEXTURE_2D, m_n_texture_levels, GL_RGBA8, m_big_texture_width, m_big_texture_height); 184 GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object!"); 185 186 /* Create and configure the framebuffer object */ 187 gl.genFramebuffers(1, &m_fbo_id); 188 gl.bindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo_id); 189 gl.framebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_big_to_id, 0 /* level */); 190 GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring framebuffer object!"); 191 192 /* Configure textures used in fragment shader */ 193 const glw::GLfloat alpha[] = { 0.0f, 0.0f, 0.0f, 1.0f }; 194 const glw::GLfloat blue[] = { 0.0f, 0.0f, 1.0f, 0.0f }; 195 const glw::GLfloat green[] = { 0.0f, 1.0f, 0.0f, 0.0f }; 196 const glw::GLfloat red[] = { 1.0f, 0.0f, 0.0f, 0.0f }; 197 198 m_small_to_ids = new glw::GLuint[m_n_small_textures]; 199 memset(m_small_to_ids, 0, m_n_small_textures * sizeof(glw::GLuint)); 200 201 gl.genTextures(m_n_small_textures, m_small_to_ids); 202 203 gl.activeTexture(GL_TEXTURE0); 204 gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[0]); 205 gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_small_texture_width, m_small_texture_height, 0 /* border */, GL_RGBA, 206 GL_FLOAT, red); 207 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 208 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 209 GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object"); 210 211 gl.activeTexture(GL_TEXTURE1); 212 gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[1]); 213 gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_small_texture_width, m_small_texture_height, 0 /* border */, GL_RGBA, 214 GL_FLOAT, green); 215 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 216 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 217 GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object"); 218 219 gl.activeTexture(GL_TEXTURE2); 220 gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[2]); 221 gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_small_texture_width, m_small_texture_height, 0 /* border */, GL_RGBA, 222 GL_FLOAT, blue); 223 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 224 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 225 GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object"); 226 227 gl.activeTexture(GL_TEXTURE3); 228 gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[3]); 229 gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_small_texture_width, m_small_texture_height, 0 /* border */, GL_RGBA, 230 GL_FLOAT, alpha); 231 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 232 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 233 GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object"); 234} 235 236/** Executes the test. 237 * Sets the test result to QP_TEST_RESULT_FAIL if the test failed, QP_TEST_RESULT_PASS otherwise. 238 * 239 * @return STOP if the test has finished, CONTINUE to indicate iterate should be called once again. 240 * 241 * Note the function throws exception should an error occur! 242 **/ 243tcu::TestNode::IterateResult GPUShader5SamplerArrayIndexing::iterate(void) 244{ 245 initTest(); 246 247 const glw::Functions& gl = m_context.getRenderContext().getFunctions(); 248 249 gl.viewport(0 /* x */, 0 /* y */, m_big_texture_width, m_big_texture_height); 250 GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport() call failed"); 251 252 gl.useProgram(m_po_id); 253 GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram() call failed"); 254 255 /* Configure position vertex array */ 256 gl.bindBuffer(GL_ARRAY_BUFFER, m_vbo_id); 257 GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer() call failed"); 258 259 glw::GLint position_attribute_location = gl.getAttribLocation(m_po_id, "position"); 260 261 gl.vertexAttribPointer(position_attribute_location, 4 /* size */, GL_FLOAT, GL_FALSE, 0 /* stride */, 262 DE_NULL /* pointer */); 263 gl.enableVertexAttribArray(position_attribute_location); 264 GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring position vertex attribute array!"); 265 266 glw::GLint samplers_uniform_location = gl.getUniformLocation(m_po_id, "samplers"); 267 268 gl.activeTexture(GL_TEXTURE0); 269 gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[0]); 270 gl.uniform1i(samplers_uniform_location + 0, 0); 271 GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 0 to samplers[0] uniform location!"); 272 273 gl.activeTexture(GL_TEXTURE1); 274 gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[1]); 275 gl.uniform1i(samplers_uniform_location + 1, 1); 276 GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 1 to samplers[1] uniform location!"); 277 278 gl.activeTexture(GL_TEXTURE2); 279 gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[2]); 280 gl.uniform1i(samplers_uniform_location + 2, 2); 281 GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 2 to samplers[2] uniform location!"); 282 283 gl.activeTexture(GL_TEXTURE3); 284 gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[3]); 285 gl.uniform1i(samplers_uniform_location + 3, 3); 286 GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 3 to samplers[3] uniform location!"); 287 288 /* Render */ 289 gl.clearColor(0.0f, 0.0f, 0.0f, 0.0f); 290 gl.clear(GL_COLOR_BUFFER_BIT); 291 292 GLU_EXPECT_NO_ERROR(gl.getError(), "Error clearing color buffer!"); 293 294 gl.drawArrays(GL_TRIANGLE_STRIP, 0 /* first */, 4 /* count */); 295 GLU_EXPECT_NO_ERROR(gl.getError(), "Rendering error"); 296 297 /* Verify results */ 298 const glw::GLubyte referenceColor[] = { 255, 255, 255, 255 }; 299 glw::GLubyte buffer[m_n_texture_components]; 300 301 memset(buffer, 0, m_n_texture_components * sizeof(glw::GLubyte)); 302 303 /* Reading data */ 304 gl.bindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_id); 305 gl.readPixels(1, /* x */ 306 1, /* y */ 307 1, /* width */ 308 1, /* height */ 309 GL_RGBA, GL_UNSIGNED_BYTE, buffer); 310 GLU_EXPECT_NO_ERROR(gl.getError(), "Error reading pixel data!"); 311 312 /* Fail if result color is different from reference color */ 313 if (memcmp(referenceColor, buffer, sizeof(referenceColor))) 314 { 315 m_testCtx.getLog() << tcu::TestLog::Message << "Rendered color [" << (int)buffer[0] << ", " << (int)buffer[1] 316 << ", " << (int)buffer[2] << ", " << (int)buffer[3] 317 << "] is different from reference color [" << (int)referenceColor[0] << ", " 318 << (int)referenceColor[1] << ", " << (int)referenceColor[2] << ", " << (int)referenceColor[3] 319 << "] !" << tcu::TestLog::EndMessage; 320 321 m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail"); 322 return STOP; 323 } 324 325 m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); 326 return STOP; 327} 328 329/** Returns code for Vertex Shader 330 * 331 * @return pointer to literal with Vertex Shader code 332 **/ 333const char* GPUShader5SamplerArrayIndexing::getVertexShaderCode() 334{ 335 static const char* result = "${VERSION}\n" 336 "\n" 337 "${GPU_SHADER5_REQUIRE}\n" 338 "\n" 339 "precision highp float;\n" 340 "\n" 341 "in vec4 position;" 342 "\n" 343 "void main()\n" 344 "{\n" 345 " gl_Position = position;" 346 "}\n"; 347 348 return result; 349} 350 351/** Returns code for Fragment Shader 352 * 353 * @return pointer to literal with Fragment Shader code 354 **/ 355const char* GPUShader5SamplerArrayIndexing::getFragmentShaderCode() 356{ 357 static const char* result = "${VERSION}\n" 358 "\n" 359 "${GPU_SHADER5_REQUIRE}\n" 360 "\n" 361 "precision highp float;\n" 362 "\n" 363 "uniform sampler2D samplers[4];\n" 364 "\n" 365 "layout(location = 0) out vec4 outColor;\n" 366 "\n" 367 "void main(void)\n" 368 "{\n" 369 " outColor = vec4(0, 0, 0, 0);\n" 370 "\n" 371 " for (int i = 0;i < 4; ++i)\n" 372 " {\n" 373 " outColor += texture(samplers[i],vec2(0,0));\n" 374 " }\n" 375 "}\n"; 376 377 return result; 378} 379 380} // namespace glcts 381