1/*-------------------------------------------------------------------------
2 * drawElements Quality Program OpenGL (ES) Module
3 * -----------------------------------------------
4 *
5 * Copyright 2014 The Android Open Source Project
6 *
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
10 *
11 *      http://www.apache.org/licenses/LICENSE-2.0
12 *
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
18 *
19 *//*!
20 * \file
21 * \brief Shader execute test.
22 *
23 * \todo [petri] Multiple grid with differing constants/uniforms.
24 * \todo [petri]
25 *//*--------------------------------------------------------------------*/
26
27#include "glsShaderRenderCase.hpp"
28
29#include "tcuSurface.hpp"
30#include "tcuVector.hpp"
31#include "tcuImageCompare.hpp"
32#include "tcuTestLog.hpp"
33#include "tcuRenderTarget.hpp"
34
35#include "gluPixelTransfer.hpp"
36#include "gluTexture.hpp"
37#include "gluTextureUtil.hpp"
38#include "gluDrawUtil.hpp"
39
40#include "glwFunctions.hpp"
41#include "glwEnums.hpp"
42
43#include "deRandom.hpp"
44#include "deMemory.h"
45#include "deString.h"
46#include "deMath.h"
47#include "deStringUtil.hpp"
48
49#include <stdio.h>
50#include <vector>
51#include <string>
52
53namespace deqp
54{
55namespace gls
56{
57
58using namespace std;
59using namespace tcu;
60using namespace glu;
61
62static const int			GRID_SIZE				= 64;
63static const int			MAX_RENDER_WIDTH		= 128;
64static const int			MAX_RENDER_HEIGHT		= 112;
65static const tcu::Vec4		DEFAULT_CLEAR_COLOR		= tcu::Vec4(0.125f, 0.25f, 0.5f, 1.0f);
66
67// TextureBinding
68
69TextureBinding::TextureBinding (const glu::Texture2D* tex2D, const tcu::Sampler& sampler)
70	: m_type	(TYPE_2D)
71	, m_sampler	(sampler)
72{
73	m_binding.tex2D = tex2D;
74}
75
76TextureBinding::TextureBinding (const glu::TextureCube* texCube, const tcu::Sampler& sampler)
77	: m_type	(TYPE_CUBE_MAP)
78	, m_sampler	(sampler)
79{
80	m_binding.texCube = texCube;
81}
82
83TextureBinding::TextureBinding (const glu::Texture2DArray* tex2DArray, const tcu::Sampler& sampler)
84	: m_type	(TYPE_2D_ARRAY)
85	, m_sampler	(sampler)
86{
87	m_binding.tex2DArray = tex2DArray;
88}
89
90TextureBinding::TextureBinding (const glu::Texture3D* tex3D, const tcu::Sampler& sampler)
91	: m_type	(TYPE_3D)
92	, m_sampler	(sampler)
93{
94	m_binding.tex3D = tex3D;
95}
96
97TextureBinding::TextureBinding (void)
98	: m_type	(TYPE_NONE)
99{
100	m_binding.tex2D = DE_NULL;
101}
102
103void TextureBinding::setSampler (const tcu::Sampler& sampler)
104{
105	m_sampler = sampler;
106}
107
108void TextureBinding::setTexture (const glu::Texture2D* tex2D)
109{
110	m_type			= TYPE_2D;
111	m_binding.tex2D	= tex2D;
112}
113
114void TextureBinding::setTexture (const glu::TextureCube* texCube)
115{
116	m_type				= TYPE_CUBE_MAP;
117	m_binding.texCube	= texCube;
118}
119
120void TextureBinding::setTexture (const glu::Texture2DArray* tex2DArray)
121{
122	m_type					= TYPE_2D_ARRAY;
123	m_binding.tex2DArray	= tex2DArray;
124}
125
126void TextureBinding::setTexture (const glu::Texture3D* tex3D)
127{
128	m_type			= TYPE_3D;
129	m_binding.tex3D	= tex3D;
130}
131
132// QuadGrid.
133
134class QuadGrid
135{
136public:
137							QuadGrid				(int gridSize, int screenWidth, int screenHeight, const Vec4& constCoords, const vector<Mat4>& userAttribTransforms, const vector<TextureBinding>& textures);
138							~QuadGrid				(void);
139
140	int						getGridSize				(void) const { return m_gridSize; }
141	int						getNumVertices			(void) const { return m_numVertices; }
142	int						getNumTriangles			(void) const { return m_numTriangles; }
143	const Vec4&				getConstCoords			(void) const { return m_constCoords; }
144	const vector<Mat4>		getUserAttribTransforms	(void) const { return m_userAttribTransforms; }
145	const vector<TextureBinding>&	getTextures		(void) const { return m_textures; }
146
147	const Vec4*				getPositions			(void) const { return &m_positions[0]; }
148	const float*			getAttribOne			(void) const { return &m_attribOne[0]; }
149	const Vec4*				getCoords				(void) const { return &m_coords[0]; }
150	const Vec4*				getUnitCoords			(void) const { return &m_unitCoords[0]; }
151	const Vec4*				getUserAttrib			(int attribNdx) const { return &m_userAttribs[attribNdx][0]; }
152	const deUint16*			getIndices				(void) const { return &m_indices[0]; }
153
154	Vec4					getCoords				(float sx, float sy) const;
155	Vec4					getUnitCoords			(float sx, float sy) const;
156
157	int						getNumUserAttribs		(void) const { return (int)m_userAttribTransforms.size(); }
158	Vec4					getUserAttrib			(int attribNdx, float sx, float sy) const;
159
160private:
161	int						m_gridSize;
162	int						m_numVertices;
163	int						m_numTriangles;
164	Vec4					m_constCoords;
165	vector<Mat4>			m_userAttribTransforms;
166	vector<TextureBinding>	m_textures;
167
168	vector<Vec4>			m_screenPos;
169	vector<Vec4>			m_positions;
170	vector<Vec4>			m_coords;			//!< Near-unit coordinates, roughly [-2.0 .. 2.0].
171	vector<Vec4>			m_unitCoords;		//!< Positive-only coordinates [0.0 .. 1.5].
172	vector<float>			m_attribOne;
173	vector<Vec4>			m_userAttribs[ShaderEvalContext::MAX_TEXTURES];
174	vector<deUint16>		m_indices;
175};
176
177QuadGrid::QuadGrid (int gridSize, int width, int height, const Vec4& constCoords, const vector<Mat4>& userAttribTransforms, const vector<TextureBinding>& textures)
178	: m_gridSize				(gridSize)
179	, m_numVertices				((gridSize + 1) * (gridSize + 1))
180	, m_numTriangles			(gridSize * gridSize * 2)
181	, m_constCoords				(constCoords)
182	, m_userAttribTransforms	(userAttribTransforms)
183	, m_textures				(textures)
184{
185	Vec4 viewportScale = Vec4((float)width, (float)height, 0.0f, 0.0f);
186
187	// Compute vertices.
188	m_positions.resize(m_numVertices);
189	m_coords.resize(m_numVertices);
190	m_unitCoords.resize(m_numVertices);
191	m_attribOne.resize(m_numVertices);
192	m_screenPos.resize(m_numVertices);
193
194	// User attributes.
195	for (int i = 0; i < DE_LENGTH_OF_ARRAY(m_userAttribs); i++)
196		m_userAttribs[i].resize(m_numVertices);
197
198	for (int y = 0; y < gridSize+1; y++)
199	for (int x = 0; x < gridSize+1; x++)
200	{
201		float				sx			= (float)x / (float)gridSize;
202		float				sy			= (float)y / (float)gridSize;
203		float				fx			= 2.0f * sx - 1.0f;
204		float				fy			= 2.0f * sy - 1.0f;
205		int					vtxNdx		= ((y * (gridSize+1)) + x);
206
207		m_positions[vtxNdx]		= Vec4(fx, fy, 0.0f, 1.0f);
208		m_attribOne[vtxNdx]		= 1.0f;
209		m_screenPos[vtxNdx]		= Vec4(sx, sy, 0.0f, 1.0f) * viewportScale;
210		m_coords[vtxNdx]		= getCoords(sx, sy);
211		m_unitCoords[vtxNdx]	= getUnitCoords(sx, sy);
212
213		for (int attribNdx = 0; attribNdx < getNumUserAttribs(); attribNdx++)
214			m_userAttribs[attribNdx][vtxNdx] = getUserAttrib(attribNdx, sx, sy);
215	}
216
217	// Compute indices.
218	m_indices.resize(3 * m_numTriangles);
219	for (int y = 0; y < gridSize; y++)
220	for (int x = 0; x < gridSize; x++)
221	{
222		int stride = gridSize + 1;
223		int v00 = (y * stride) + x;
224		int v01 = (y * stride) + x + 1;
225		int v10 = ((y+1) * stride) + x;
226		int v11 = ((y+1) * stride) + x + 1;
227
228		int baseNdx = ((y * gridSize) + x) * 6;
229		m_indices[baseNdx + 0] = (deUint16)v10;
230		m_indices[baseNdx + 1] = (deUint16)v00;
231		m_indices[baseNdx + 2] = (deUint16)v01;
232
233		m_indices[baseNdx + 3] = (deUint16)v10;
234		m_indices[baseNdx + 4] = (deUint16)v01;
235		m_indices[baseNdx + 5] = (deUint16)v11;
236	}
237}
238
239QuadGrid::~QuadGrid (void)
240{
241}
242
243inline Vec4 QuadGrid::getCoords (float sx, float sy) const
244{
245	float fx = 2.0f * sx - 1.0f;
246	float fy = 2.0f * sy - 1.0f;
247	return Vec4(fx, fy, -fx + 0.33f*fy, -0.275f*fx - fy);
248}
249
250inline Vec4 QuadGrid::getUnitCoords (float sx, float sy) const
251{
252	return Vec4(sx, sy, 0.33f*sx + 0.5f*sy, 0.5f*sx + 0.25f*sy);
253}
254
255inline Vec4 QuadGrid::getUserAttrib (int attribNdx, float sx, float sy) const
256{
257	// homogeneous normalized screen-space coordinates
258	return m_userAttribTransforms[attribNdx] * Vec4(sx, sy, 0.0f, 1.0f);
259}
260
261// ShaderEvalContext.
262
263ShaderEvalContext::ShaderEvalContext (const QuadGrid& quadGrid_)
264	: constCoords	(quadGrid_.getConstCoords())
265	, isDiscarded	(false)
266	, quadGrid		(quadGrid_)
267{
268	const vector<TextureBinding>& bindings = quadGrid.getTextures();
269	DE_ASSERT((int)bindings.size() <= MAX_TEXTURES);
270
271	// Fill in texture array.
272	for (int ndx = 0; ndx < (int)bindings.size(); ndx++)
273	{
274		const TextureBinding& binding = bindings[ndx];
275
276		if (binding.getType() == TextureBinding::TYPE_NONE)
277			continue;
278
279		textures[ndx].sampler = binding.getSampler();
280
281		switch (binding.getType())
282		{
283			case TextureBinding::TYPE_2D:		textures[ndx].tex2D			= &binding.get2D()->getRefTexture();		break;
284			case TextureBinding::TYPE_CUBE_MAP:	textures[ndx].texCube		= &binding.getCube()->getRefTexture();		break;
285			case TextureBinding::TYPE_2D_ARRAY:	textures[ndx].tex2DArray	= &binding.get2DArray()->getRefTexture();	break;
286			case TextureBinding::TYPE_3D:		textures[ndx].tex3D			= &binding.get3D()->getRefTexture();		break;
287			default:
288				DE_ASSERT(DE_FALSE);
289		}
290	}
291}
292
293ShaderEvalContext::~ShaderEvalContext (void)
294{
295}
296
297void ShaderEvalContext::reset (float sx, float sy)
298{
299	// Clear old values
300	color		= Vec4(0.0f, 0.0f, 0.0f, 1.0f);
301	isDiscarded	= false;
302
303	// Compute coords
304	coords		= quadGrid.getCoords(sx, sy);
305	unitCoords	= quadGrid.getUnitCoords(sx, sy);
306
307	// Compute user attributes.
308	int numAttribs = quadGrid.getNumUserAttribs();
309	DE_ASSERT(numAttribs <= MAX_USER_ATTRIBS);
310	for (int attribNdx = 0; attribNdx < numAttribs; attribNdx++)
311		in[attribNdx] = quadGrid.getUserAttrib(attribNdx, sx, sy);
312}
313
314tcu::Vec4 ShaderEvalContext::texture2D (int unitNdx, const tcu::Vec2& texCoords)
315{
316	if (textures[unitNdx].tex2D)
317		return textures[unitNdx].tex2D->sample(textures[unitNdx].sampler, texCoords.x(), texCoords.y(), 0.0f);
318	else
319		return tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f);
320}
321
322// ShaderEvaluator
323
324ShaderEvaluator::ShaderEvaluator (void)
325	: m_evalFunc(DE_NULL)
326{
327}
328
329ShaderEvaluator::ShaderEvaluator (ShaderEvalFunc evalFunc)
330	: m_evalFunc(evalFunc)
331{
332}
333
334ShaderEvaluator::~ShaderEvaluator (void)
335{
336}
337
338void ShaderEvaluator::evaluate (ShaderEvalContext& ctx)
339{
340	DE_ASSERT(m_evalFunc);
341	m_evalFunc(ctx);
342}
343
344// ShaderRenderCase.
345
346ShaderRenderCase::ShaderRenderCase (TestContext& testCtx, RenderContext& renderCtx, const ContextInfo& ctxInfo, const char* name, const char* description, bool isVertexCase, ShaderEvalFunc evalFunc)
347	: TestCase				(testCtx, name, description)
348	, m_renderCtx			(renderCtx)
349	, m_ctxInfo				(ctxInfo)
350	, m_isVertexCase		(isVertexCase)
351	, m_defaultEvaluator	(evalFunc)
352	, m_evaluator			(m_defaultEvaluator)
353	, m_clearColor			(DEFAULT_CLEAR_COLOR)
354	, m_program				(DE_NULL)
355{
356}
357
358ShaderRenderCase::ShaderRenderCase (TestContext& testCtx, RenderContext& renderCtx, const ContextInfo& ctxInfo, const char* name, const char* description, bool isVertexCase, ShaderEvaluator& evaluator)
359	: TestCase				(testCtx, name, description)
360	, m_renderCtx			(renderCtx)
361	, m_ctxInfo				(ctxInfo)
362	, m_isVertexCase		(isVertexCase)
363	, m_defaultEvaluator	(DE_NULL)
364	, m_evaluator			(evaluator)
365	, m_clearColor			(DEFAULT_CLEAR_COLOR)
366	, m_program				(DE_NULL)
367{
368}
369
370ShaderRenderCase::~ShaderRenderCase (void)
371{
372	ShaderRenderCase::deinit();
373}
374
375void ShaderRenderCase::init (void)
376{
377	TestLog&				log		= m_testCtx.getLog();
378	const glw::Functions&	gl		= m_renderCtx.getFunctions();
379
380	GLU_EXPECT_NO_ERROR(gl.getError(), "ShaderRenderCase::init() begin");
381
382	if (m_vertShaderSource.empty() || m_fragShaderSource.empty())
383	{
384		DE_ASSERT(m_vertShaderSource.empty() && m_fragShaderSource.empty());
385		setupShaderData();
386	}
387
388	DE_ASSERT(!m_program);
389	m_program = new ShaderProgram(m_renderCtx, makeVtxFragSources(m_vertShaderSource, m_fragShaderSource));
390
391	try
392	{
393		log << *m_program; // Always log shader program.
394
395		if (!m_program->isOk())
396			throw CompileFailed(__FILE__, __LINE__);
397
398		GLU_EXPECT_NO_ERROR(gl.getError(), "ShaderRenderCase::init() end");
399	}
400	catch (const std::exception&)
401	{
402		// Clean up.
403		ShaderRenderCase::deinit();
404		throw;
405	}
406}
407
408void ShaderRenderCase::deinit (void)
409{
410	delete m_program;
411	m_program = DE_NULL;
412}
413
414tcu::IVec2 ShaderRenderCase::getViewportSize (void) const
415{
416	return tcu::IVec2(de::min(m_renderCtx.getRenderTarget().getWidth(), MAX_RENDER_WIDTH),
417					  de::min(m_renderCtx.getRenderTarget().getHeight(), MAX_RENDER_HEIGHT));
418}
419
420TestNode::IterateResult ShaderRenderCase::iterate (void)
421{
422	const glw::Functions& gl = m_renderCtx.getFunctions();
423
424	GLU_EXPECT_NO_ERROR(gl.getError(), "ShaderRenderCase::iterate() begin");
425
426	DE_ASSERT(m_program);
427	deUint32 programID = m_program->getProgram();
428	gl.useProgram(programID);
429
430	// Create quad grid.
431	IVec2	viewportSize	= getViewportSize();
432	int		width			= viewportSize.x();
433	int		height			= viewportSize.y();
434
435	// \todo [petri] Better handling of constCoords (render in multiple chunks, vary coords).
436	QuadGrid quadGrid(m_isVertexCase ? GRID_SIZE : 4, width, height, Vec4(0.125f, 0.25f, 0.5f, 1.0f), m_userAttribTransforms, m_textures);
437
438	// Render result.
439	Surface resImage(width, height);
440	render(resImage, programID, quadGrid);
441
442	// Compute reference.
443	Surface refImage (width, height);
444	if (m_isVertexCase)
445		computeVertexReference(refImage, quadGrid);
446	else
447		computeFragmentReference(refImage, quadGrid);
448
449	// Compare.
450	bool testOk = compareImages(resImage, refImage, 0.05f);
451
452	// De-initialize.
453	gl.useProgram(0);
454
455	m_testCtx.setTestResult(testOk ? QP_TEST_RESULT_PASS	: QP_TEST_RESULT_FAIL,
456							testOk ? "Pass"					: "Fail");
457	return TestNode::STOP;
458}
459
460void ShaderRenderCase::setupShaderData (void)
461{
462}
463
464void ShaderRenderCase::setup (int programID)
465{
466	DE_UNREF(programID);
467}
468
469void ShaderRenderCase::setupUniforms (int programID, const Vec4& constCoords)
470{
471	DE_UNREF(programID);
472	DE_UNREF(constCoords);
473}
474
475void ShaderRenderCase::setupDefaultInputs (int programID)
476{
477	const glw::Functions& gl = m_renderCtx.getFunctions();
478
479	// SETUP UNIFORMS.
480
481	setupDefaultUniforms(m_renderCtx, programID);
482
483	GLU_EXPECT_NO_ERROR(gl.getError(), "post uniform setup");
484
485	// SETUP TEXTURES.
486
487	for (int ndx = 0; ndx < (int)m_textures.size(); ndx++)
488	{
489		const TextureBinding&	tex			= m_textures[ndx];
490		const tcu::Sampler&		sampler		= tex.getSampler();
491		deUint32				texTarget	= GL_NONE;
492		deUint32				texObj		= 0;
493
494		if (tex.getType() == TextureBinding::TYPE_NONE)
495			continue;
496
497		// Feature check.
498		if (m_renderCtx.getType().getAPI() == glu::ApiType::es(2,0))
499		{
500			if (tex.getType() == TextureBinding::TYPE_2D_ARRAY)
501				throw tcu::NotSupportedError("2D array texture binding is not supported");
502
503			if (tex.getType() == TextureBinding::TYPE_3D)
504				throw tcu::NotSupportedError("3D texture binding is not supported");
505
506			if (sampler.compare != tcu::Sampler::COMPAREMODE_NONE)
507				throw tcu::NotSupportedError("Shadow lookups are not supported");
508		}
509
510		switch (tex.getType())
511		{
512			case TextureBinding::TYPE_2D:		texTarget = GL_TEXTURE_2D;			texObj = tex.get2D()->getGLTexture();		break;
513			case TextureBinding::TYPE_CUBE_MAP:	texTarget = GL_TEXTURE_CUBE_MAP;	texObj = tex.getCube()->getGLTexture();		break;
514			case TextureBinding::TYPE_2D_ARRAY:	texTarget = GL_TEXTURE_2D_ARRAY;	texObj = tex.get2DArray()->getGLTexture();	break;
515			case TextureBinding::TYPE_3D:		texTarget = GL_TEXTURE_3D;			texObj = tex.get3D()->getGLTexture();		break;
516			default:
517				DE_ASSERT(DE_FALSE);
518		}
519
520		gl.activeTexture(GL_TEXTURE0+ndx);
521		gl.bindTexture(texTarget, texObj);
522		gl.texParameteri(texTarget, GL_TEXTURE_WRAP_S,		glu::getGLWrapMode(sampler.wrapS));
523		gl.texParameteri(texTarget, GL_TEXTURE_WRAP_T,		glu::getGLWrapMode(sampler.wrapT));
524		gl.texParameteri(texTarget, GL_TEXTURE_MIN_FILTER,	glu::getGLFilterMode(sampler.minFilter));
525		gl.texParameteri(texTarget, GL_TEXTURE_MAG_FILTER,	glu::getGLFilterMode(sampler.magFilter));
526
527		if (texTarget == GL_TEXTURE_3D)
528			gl.texParameteri(texTarget, GL_TEXTURE_WRAP_R, glu::getGLWrapMode(sampler.wrapR));
529
530		if (sampler.compare != tcu::Sampler::COMPAREMODE_NONE)
531		{
532			gl.texParameteri(texTarget, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
533			gl.texParameteri(texTarget, GL_TEXTURE_COMPARE_FUNC, glu::getGLCompareFunc(sampler.compare));
534		}
535	}
536
537	GLU_EXPECT_NO_ERROR(gl.getError(), "texture sampler setup");
538}
539
540static void getDefaultVertexArrays (const glw::Functions& gl, const QuadGrid& quadGrid, deUint32 program, vector<VertexArrayBinding>& vertexArrays)
541{
542	const int numElements = quadGrid.getNumVertices();
543
544	vertexArrays.push_back(va::Float("a_position",		4, numElements, 0, (const float*)quadGrid.getPositions()));
545	vertexArrays.push_back(va::Float("a_coords",		4, numElements, 0, (const float*)quadGrid.getCoords()));
546	vertexArrays.push_back(va::Float("a_unitCoords",	4, numElements, 0, (const float*)quadGrid.getUnitCoords()));
547	vertexArrays.push_back(va::Float("a_one",			1, numElements, 0, quadGrid.getAttribOne()));
548
549	// a_inN.
550	for (int userNdx = 0; userNdx < quadGrid.getNumUserAttribs(); userNdx++)
551	{
552		string name = string("a_in") + de::toString(userNdx);
553		vertexArrays.push_back(va::Float(name, 4, numElements, 0, (const float*)quadGrid.getUserAttrib(userNdx)));
554	}
555
556	// Matrix attributes - these are set by location
557	static const struct
558	{
559		const char*	name;
560		int			numCols;
561		int			numRows;
562	} matrices[] =
563	{
564		{ "a_mat2",		2, 2 },
565		{ "a_mat2x3",	2, 3 },
566		{ "a_mat2x4",	2, 4 },
567		{ "a_mat3x2",	3, 2 },
568		{ "a_mat3",		3, 3 },
569		{ "a_mat3x4",	3, 4 },
570		{ "a_mat4x2",	4, 2 },
571		{ "a_mat4x3",	4, 3 },
572		{ "a_mat4",		4, 4 }
573	};
574
575	for (int matNdx = 0; matNdx < DE_LENGTH_OF_ARRAY(matrices); matNdx++)
576	{
577		int loc = gl.getAttribLocation(program, matrices[matNdx].name);
578
579		if (loc < 0)
580			continue; // Not used in shader.
581
582		int numRows	= matrices[matNdx].numRows;
583		int numCols	= matrices[matNdx].numCols;
584
585		for (int colNdx = 0; colNdx < numCols; colNdx++)
586			vertexArrays.push_back(va::Float(loc+colNdx, numRows, numElements, 4*(int)sizeof(float), (const float*)quadGrid.getUserAttrib(colNdx)));
587	}
588}
589
590void ShaderRenderCase::render (Surface& result, int programID, const QuadGrid& quadGrid)
591{
592	const glw::Functions& gl = m_renderCtx.getFunctions();
593
594	GLU_EXPECT_NO_ERROR(gl.getError(), "pre render");
595
596	// Buffer info.
597	int				width		= result.getWidth();
598	int				height		= result.getHeight();
599
600	int				xOffsetMax	= m_renderCtx.getRenderTarget().getWidth() - width;
601	int				yOffsetMax	= m_renderCtx.getRenderTarget().getHeight() - height;
602
603	deUint32		hash		= deStringHash(m_vertShaderSource.c_str()) + deStringHash(m_fragShaderSource.c_str());
604	de::Random		rnd			(hash);
605
606	int				xOffset		= rnd.getInt(0, xOffsetMax);
607	int				yOffset		= rnd.getInt(0, yOffsetMax);
608
609	gl.viewport(xOffset, yOffset, width, height);
610
611	// Setup program.
612	setupUniforms(programID, quadGrid.getConstCoords());
613	setupDefaultInputs(programID);
614
615	// Clear.
616	gl.clearColor(m_clearColor.x(), m_clearColor.y(), m_clearColor.z(), m_clearColor.w());
617	gl.clear(GL_COLOR_BUFFER_BIT);
618
619	// Draw.
620	{
621		std::vector<VertexArrayBinding>	vertexArrays;
622		const int						numElements		= quadGrid.getNumTriangles()*3;
623
624		getDefaultVertexArrays(gl, quadGrid, programID, vertexArrays);
625		draw(m_renderCtx, programID, (int)vertexArrays.size(), &vertexArrays[0], pr::Triangles(numElements, quadGrid.getIndices()));
626	}
627	GLU_EXPECT_NO_ERROR(gl.getError(), "draw");
628
629	// Read back results.
630	glu::readPixels(m_renderCtx, xOffset, yOffset, result.getAccess());
631
632	GLU_EXPECT_NO_ERROR(gl.getError(), "post render");
633}
634
635void ShaderRenderCase::computeVertexReference (Surface& result, const QuadGrid& quadGrid)
636{
637	// Buffer info.
638	int					width		= result.getWidth();
639	int					height		= result.getHeight();
640	int					gridSize	= quadGrid.getGridSize();
641	int					stride		= gridSize + 1;
642	bool				hasAlpha	= m_renderCtx.getRenderTarget().getPixelFormat().alphaBits > 0;
643	ShaderEvalContext	evalCtx		(quadGrid);
644
645	// Evaluate color for each vertex.
646	vector<Vec4> colors((gridSize+1)*(gridSize+1));
647	for (int y = 0; y < gridSize+1; y++)
648	for (int x = 0; x < gridSize+1; x++)
649	{
650		float				sx			= (float)x / (float)gridSize;
651		float				sy			= (float)y / (float)gridSize;
652		int					vtxNdx		= ((y * (gridSize+1)) + x);
653
654		evalCtx.reset(sx, sy);
655		m_evaluator.evaluate(evalCtx);
656		DE_ASSERT(!evalCtx.isDiscarded); // Discard is not available in vertex shader.
657		Vec4 color = evalCtx.color;
658
659		if (!hasAlpha)
660			color.w() = 1.0f;
661
662		colors[vtxNdx] = color;
663	}
664
665	// Render quads.
666	for (int y = 0; y < gridSize; y++)
667	for (int x = 0; x < gridSize; x++)
668	{
669		float x0 = (float)x       / (float)gridSize;
670		float x1 = (float)(x + 1) / (float)gridSize;
671		float y0 = (float)y       / (float)gridSize;
672		float y1 = (float)(y + 1) / (float)gridSize;
673
674		float sx0 = x0 * (float)width;
675		float sx1 = x1 * (float)width;
676		float sy0 = y0 * (float)height;
677		float sy1 = y1 * (float)height;
678		float oosx = 1.0f / (sx1 - sx0);
679		float oosy = 1.0f / (sy1 - sy0);
680
681		int ix0 = deCeilFloatToInt32(sx0 - 0.5f);
682		int ix1 = deCeilFloatToInt32(sx1 - 0.5f);
683		int iy0 = deCeilFloatToInt32(sy0 - 0.5f);
684		int iy1 = deCeilFloatToInt32(sy1 - 0.5f);
685
686		int		v00 = (y * stride) + x;
687		int		v01 = (y * stride) + x + 1;
688		int		v10 = ((y + 1) * stride) + x;
689		int		v11 = ((y + 1) * stride) + x + 1;
690		Vec4	c00 = colors[v00];
691		Vec4	c01 = colors[v01];
692		Vec4	c10 = colors[v10];
693		Vec4	c11 = colors[v11];
694
695		//printf("(%d,%d) -> (%f..%f, %f..%f) (%d..%d, %d..%d)\n", x, y, sx0, sx1, sy0, sy1, ix0, ix1, iy0, iy1);
696
697		for (int iy = iy0; iy < iy1; iy++)
698		for (int ix = ix0; ix < ix1; ix++)
699		{
700			DE_ASSERT(deInBounds32(ix, 0, width));
701			DE_ASSERT(deInBounds32(iy, 0, height));
702
703			float		sfx		= (float)ix + 0.5f;
704			float		sfy		= (float)iy + 0.5f;
705			float		fx1		= deFloatClamp((sfx - sx0) * oosx, 0.0f, 1.0f);
706			float		fy1		= deFloatClamp((sfy - sy0) * oosy, 0.0f, 1.0f);
707
708			// Triangle quad interpolation.
709			bool		tri		= fx1 + fy1 <= 1.0f;
710			float		tx		= tri ? fx1 : (1.0f-fx1);
711			float		ty		= tri ? fy1 : (1.0f-fy1);
712			const Vec4&	t0		= tri ? c00 : c11;
713			const Vec4&	t1		= tri ? c01 : c10;
714			const Vec4&	t2		= tri ? c10 : c01;
715			Vec4		color	= t0 + (t1-t0)*tx + (t2-t0)*ty;
716
717			result.setPixel(ix, iy, tcu::RGBA(color));
718		}
719	}
720}
721
722void ShaderRenderCase::computeFragmentReference (Surface& result, const QuadGrid& quadGrid)
723{
724	// Buffer info.
725	int					width		= result.getWidth();
726	int					height		= result.getHeight();
727	bool				hasAlpha	= m_renderCtx.getRenderTarget().getPixelFormat().alphaBits > 0;
728	ShaderEvalContext	evalCtx		(quadGrid);
729
730	// Render.
731	for (int y = 0; y < height; y++)
732	for (int x = 0; x < width; x++)
733	{
734		float sx = ((float)x + 0.5f) / (float)width;
735		float sy = ((float)y + 0.5f) / (float)height;
736
737		evalCtx.reset(sx, sy);
738		m_evaluator.evaluate(evalCtx);
739		// Select either clear color or computed color based on discarded bit.
740		Vec4 color = evalCtx.isDiscarded ? m_clearColor : evalCtx.color;
741
742		if (!hasAlpha)
743			color.w() = 1.0f;
744
745		result.setPixel(x, y, tcu::RGBA(color));
746	}
747}
748
749bool ShaderRenderCase::compareImages (const Surface& resImage, const Surface& refImage, float errorThreshold)
750{
751	return tcu::fuzzyCompare(m_testCtx.getLog(), "ComparisonResult", "Image comparison result", refImage, resImage, errorThreshold, tcu::COMPARE_LOG_RESULT);
752}
753
754// Uniform name helpers.
755
756const char* getIntUniformName (int number)
757{
758	switch (number)
759	{
760		case 0:		return "ui_zero";
761		case 1:		return "ui_one";
762		case 2:		return "ui_two";
763		case 3:		return "ui_three";
764		case 4:		return "ui_four";
765		case 5:		return "ui_five";
766		case 6:		return "ui_six";
767		case 7:		return "ui_seven";
768		case 8:		return "ui_eight";
769		case 101:	return "ui_oneHundredOne";
770		default:
771			DE_ASSERT(false);
772			return "";
773	}
774}
775
776const char* getFloatUniformName (int number)
777{
778	switch (number)
779	{
780		case 0:	return "uf_zero";
781		case 1: return "uf_one";
782		case 2: return "uf_two";
783		case 3: return "uf_three";
784		case 4: return "uf_four";
785		case 5: return "uf_five";
786		case 6: return "uf_six";
787		case 7: return "uf_seven";
788		case 8: return "uf_eight";
789		default:
790			DE_ASSERT(false);
791			return "";
792	}
793}
794
795const char* getFloatFractionUniformName (int number)
796{
797	switch (number)
798	{
799		case 1: return "uf_one";
800		case 2: return "uf_half";
801		case 3: return "uf_third";
802		case 4: return "uf_fourth";
803		case 5: return "uf_fifth";
804		case 6: return "uf_sixth";
805		case 7: return "uf_seventh";
806		case 8: return "uf_eighth";
807		default:
808			DE_ASSERT(false);
809			return "";
810	}
811}
812
813void setupDefaultUniforms (const glu::RenderContext& context, deUint32 programID)
814{
815	const glw::Functions& gl = context.getFunctions();
816
817	// Bool.
818	struct BoolUniform { const char* name; bool value; };
819	static const BoolUniform s_boolUniforms[] =
820	{
821		{ "ub_true",	true },
822		{ "ub_false",	false },
823	};
824
825	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_boolUniforms); i++)
826	{
827		int uniLoc = gl.getUniformLocation(programID, s_boolUniforms[i].name);
828		if (uniLoc != -1)
829			gl.uniform1i(uniLoc, s_boolUniforms[i].value);
830	}
831
832	// BVec4.
833	struct BVec4Uniform { const char* name; BVec4 value; };
834	static const BVec4Uniform s_bvec4Uniforms[] =
835	{
836		{ "ub4_true",	BVec4(true) },
837		{ "ub4_false",	BVec4(false) },
838	};
839
840	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_bvec4Uniforms); i++)
841	{
842		const BVec4Uniform& uni = s_bvec4Uniforms[i];
843		int arr[4];
844		arr[0] = (int)uni.value.x();
845		arr[1] = (int)uni.value.y();
846		arr[2] = (int)uni.value.z();
847		arr[3] = (int)uni.value.w();
848		int uniLoc = gl.getUniformLocation(programID, uni.name);
849		if (uniLoc != -1)
850			gl.uniform4iv(uniLoc, 1, &arr[0]);
851	}
852
853	// Int.
854	struct IntUniform { const char* name; int value; };
855	static const IntUniform s_intUniforms[] =
856	{
857		{ "ui_minusOne",		-1 },
858		{ "ui_zero",			0 },
859		{ "ui_one",				1 },
860		{ "ui_two",				2 },
861		{ "ui_three",			3 },
862		{ "ui_four",			4 },
863		{ "ui_five",			5 },
864		{ "ui_six",				6 },
865		{ "ui_seven",			7 },
866		{ "ui_eight",			8 },
867		{ "ui_oneHundredOne",	101 }
868	};
869
870	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_intUniforms); i++)
871	{
872		int uniLoc = gl.getUniformLocation(programID, s_intUniforms[i].name);
873		if (uniLoc != -1)
874			gl.uniform1i(uniLoc, s_intUniforms[i].value);
875	}
876
877	// IVec2.
878	struct IVec2Uniform { const char* name; IVec2 value; };
879	static const IVec2Uniform s_ivec2Uniforms[] =
880	{
881		{ "ui2_minusOne",	IVec2(-1) },
882		{ "ui2_zero",		IVec2(0) },
883		{ "ui2_one",		IVec2(1) },
884		{ "ui2_two",		IVec2(2) },
885		{ "ui2_four",		IVec2(4) },
886		{ "ui2_five",		IVec2(5) }
887	};
888
889	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_ivec2Uniforms); i++)
890	{
891		int uniLoc = gl.getUniformLocation(programID, s_ivec2Uniforms[i].name);
892		if (uniLoc != -1)
893			gl.uniform2iv(uniLoc, 1, s_ivec2Uniforms[i].value.getPtr());
894	}
895
896	// IVec3.
897	struct IVec3Uniform { const char* name; IVec3 value; };
898	static const IVec3Uniform s_ivec3Uniforms[] =
899	{
900		{ "ui3_minusOne",	IVec3(-1) },
901		{ "ui3_zero",		IVec3(0) },
902		{ "ui3_one",		IVec3(1) },
903		{ "ui3_two",		IVec3(2) },
904		{ "ui3_four",		IVec3(4) },
905		{ "ui3_five",		IVec3(5) }
906	};
907
908	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_ivec3Uniforms); i++)
909	{
910		int uniLoc = gl.getUniformLocation(programID, s_ivec3Uniforms[i].name);
911		if (uniLoc != -1)
912			gl.uniform3iv(uniLoc, 1, s_ivec3Uniforms[i].value.getPtr());
913	}
914
915	// IVec4.
916	struct IVec4Uniform { const char* name; IVec4 value; };
917	static const IVec4Uniform s_ivec4Uniforms[] =
918	{
919		{ "ui4_minusOne",	IVec4(-1) },
920		{ "ui4_zero",		IVec4(0) },
921		{ "ui4_one",		IVec4(1) },
922		{ "ui4_two",		IVec4(2) },
923		{ "ui4_four",		IVec4(4) },
924		{ "ui4_five",		IVec4(5) }
925	};
926
927	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_ivec4Uniforms); i++)
928	{
929		int uniLoc = gl.getUniformLocation(programID, s_ivec4Uniforms[i].name);
930		if (uniLoc != -1)
931			gl.uniform4iv(uniLoc, 1, s_ivec4Uniforms[i].value.getPtr());
932	}
933
934	// Float.
935	struct FloatUniform { const char* name; float value; };
936	static const FloatUniform s_floatUniforms[] =
937	{
938		{ "uf_zero",	0.0f },
939		{ "uf_one",		1.0f },
940		{ "uf_two",		2.0f },
941		{ "uf_three",	3.0f },
942		{ "uf_four",	4.0f },
943		{ "uf_five",	5.0f },
944		{ "uf_six",		6.0f },
945		{ "uf_seven",	7.0f },
946		{ "uf_eight",	8.0f },
947		{ "uf_half",	1.0f / 2.0f },
948		{ "uf_third",	1.0f / 3.0f },
949		{ "uf_fourth",	1.0f / 4.0f },
950		{ "uf_fifth",	1.0f / 5.0f },
951		{ "uf_sixth",	1.0f / 6.0f },
952		{ "uf_seventh",	1.0f / 7.0f },
953		{ "uf_eighth",	1.0f / 8.0f }
954	};
955
956	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_floatUniforms); i++)
957	{
958		int uniLoc = gl.getUniformLocation(programID, s_floatUniforms[i].name);
959		if (uniLoc != -1)
960			gl.uniform1f(uniLoc, s_floatUniforms[i].value);
961	}
962
963	// Vec2.
964	struct Vec2Uniform { const char* name; Vec2 value; };
965	static const Vec2Uniform s_vec2Uniforms[] =
966	{
967		{ "uv2_minusOne",	Vec2(-1.0f) },
968		{ "uv2_zero",		Vec2(0.0f) },
969		{ "uv2_half",		Vec2(0.5f) },
970		{ "uv2_one",		Vec2(1.0f) },
971		{ "uv2_two",		Vec2(2.0f) },
972	};
973
974	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_vec2Uniforms); i++)
975	{
976		int uniLoc = gl.getUniformLocation(programID, s_vec2Uniforms[i].name);
977		if (uniLoc != -1)
978			gl.uniform2fv(uniLoc, 1, s_vec2Uniforms[i].value.getPtr());
979	}
980
981	// Vec3.
982	struct Vec3Uniform { const char* name; Vec3 value; };
983	static const Vec3Uniform s_vec3Uniforms[] =
984	{
985		{ "uv3_minusOne",	Vec3(-1.0f) },
986		{ "uv3_zero",		Vec3(0.0f) },
987		{ "uv3_half",		Vec3(0.5f) },
988		{ "uv3_one",		Vec3(1.0f) },
989		{ "uv3_two",		Vec3(2.0f) },
990	};
991
992	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_vec3Uniforms); i++)
993	{
994		int uniLoc = gl.getUniformLocation(programID, s_vec3Uniforms[i].name);
995		if (uniLoc != -1)
996			gl.uniform3fv(uniLoc, 1, s_vec3Uniforms[i].value.getPtr());
997	}
998
999	// Vec4.
1000	struct Vec4Uniform { const char* name; Vec4 value; };
1001	static const Vec4Uniform s_vec4Uniforms[] =
1002	{
1003		{ "uv4_minusOne",	Vec4(-1.0f) },
1004		{ "uv4_zero",		Vec4(0.0f) },
1005		{ "uv4_half",		Vec4(0.5f) },
1006		{ "uv4_one",		Vec4(1.0f) },
1007		{ "uv4_two",		Vec4(2.0f) },
1008		{ "uv4_black",		Vec4(0.0f, 0.0f, 0.0f, 1.0f) },
1009		{ "uv4_gray",		Vec4(0.5f, 0.5f, 0.5f, 1.0f) },
1010		{ "uv4_white",		Vec4(1.0f, 1.0f, 1.0f, 1.0f) },
1011	};
1012
1013	for (int i = 0; i < DE_LENGTH_OF_ARRAY(s_vec4Uniforms); i++)
1014	{
1015		int uniLoc = gl.getUniformLocation(programID, s_vec4Uniforms[i].name);
1016		if (uniLoc != -1)
1017			gl.uniform4fv(uniLoc, 1, s_vec4Uniforms[i].value.getPtr());
1018	}
1019}
1020
1021} // gls
1022} // deqp
1023