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