blob: d5232aacd64a1b61d08ea29d1bdd1c92880a24dc [file] [log] [blame]
/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES 2.0 Module
* -------------------------------------------------
*
* Copyright 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*//*!
* \file
* \brief Texture access function tests.
*//*--------------------------------------------------------------------*/
#include "es2fShaderTextureFunctionTests.hpp"
#include "glsShaderRenderCase.hpp"
#include "glsShaderLibrary.hpp"
#include "glsTextureTestUtil.hpp"
#include "gluTexture.hpp"
#include "gluTextureUtil.hpp"
#include "tcuTextureUtil.hpp"
#include "tcuMatrix.hpp"
#include "tcuMatrixUtil.hpp"
#include <sstream>
#include "glwEnums.hpp"
#include "glwFunctions.hpp"
namespace deqp
{
namespace gles2
{
namespace Functional
{
namespace
{
enum Function
{
FUNCTION_TEXTURE = 0, //!< texture(), textureOffset()
FUNCTION_TEXTUREPROJ, //!< textureProj(), textureProjOffset()
FUNCTION_TEXTUREPROJ3, //!< textureProj(sampler2D, vec3)
FUNCTION_TEXTURELOD, // ...
FUNCTION_TEXTUREPROJLOD,
FUNCTION_TEXTUREPROJLOD3, //!< textureProjLod(sampler2D, vec3)
FUNCTION_LAST
};
inline bool functionHasProj(Function function)
{
return function == FUNCTION_TEXTUREPROJ || function == FUNCTION_TEXTUREPROJ3 ||
function == FUNCTION_TEXTUREPROJLOD || function == FUNCTION_TEXTUREPROJLOD3;
}
inline bool functionHasLod(Function function)
{
return function == FUNCTION_TEXTURELOD || function == FUNCTION_TEXTUREPROJLOD ||
function == FUNCTION_TEXTUREPROJLOD3;
}
struct TextureLookupSpec
{
Function function;
tcu::Vec4 minCoord;
tcu::Vec4 maxCoord;
// Bias
bool useBias;
// Bias or Lod for *Lod* functions
float minLodBias;
float maxLodBias;
TextureLookupSpec(void)
: function(FUNCTION_LAST)
, minCoord(0.0f)
, maxCoord(1.0f)
, useBias(false)
, minLodBias(0.0f)
, maxLodBias(0.0f)
{
}
TextureLookupSpec(Function function_, const tcu::Vec4 &minCoord_, const tcu::Vec4 &maxCoord_, bool useBias_,
float minLodBias_, float maxLodBias_)
: function(function_)
, minCoord(minCoord_)
, maxCoord(maxCoord_)
, useBias(useBias_)
, minLodBias(minLodBias_)
, maxLodBias(maxLodBias_)
{
}
};
enum TextureType
{
TEXTURETYPE_2D,
TEXTURETYPE_CUBE_MAP,
TEXTURETYPE_LAST
};
struct TextureSpec
{
TextureType type; //!< Texture type (2D, cubemap, ...)
uint32_t format;
uint32_t dataType;
int width;
int height;
int numLevels;
tcu::Sampler sampler;
TextureSpec(void) : type(TEXTURETYPE_LAST), format(GL_NONE), dataType(GL_NONE), width(0), height(0), numLevels(0)
{
}
TextureSpec(TextureType type_, uint32_t format_, uint32_t dataType_, int width_, int height_, int numLevels_,
const tcu::Sampler &sampler_)
: type(type_)
, format(format_)
, dataType(dataType_)
, width(width_)
, height(height_)
, numLevels(numLevels_)
, sampler(sampler_)
{
}
};
struct TexLookupParams
{
float lod;
tcu::Vec4 scale;
tcu::Vec4 bias;
TexLookupParams(void) : lod(0.0f), scale(1.0f), bias(0.0f)
{
}
};
} // namespace
using tcu::IVec2;
using tcu::IVec3;
using tcu::IVec4;
using tcu::Vec2;
using tcu::Vec3;
using tcu::Vec4;
typedef void (*TexEvalFunc)(gls::ShaderEvalContext &c, const TexLookupParams &lookupParams);
inline Vec4 texture2D(const gls::ShaderEvalContext &c, float s, float t, float lod)
{
return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod);
}
inline Vec4 textureCube(const gls::ShaderEvalContext &c, float s, float t, float r, float lod)
{
return c.textures[0].texCube->sample(c.textures[0].sampler, s, t, r, lod);
}
// Eval functions.
static void evalTexture2D(gls::ShaderEvalContext &c, const TexLookupParams &p)
{
c.color = texture2D(c, c.in[0].x(), c.in[0].y(), p.lod) * p.scale + p.bias;
}
static void evalTextureCube(gls::ShaderEvalContext &c, const TexLookupParams &p)
{
c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod) * p.scale + p.bias;
}
static void evalTexture2DBias(gls::ShaderEvalContext &c, const TexLookupParams &p)
{
c.color = texture2D(c, c.in[0].x(), c.in[0].y(), p.lod + c.in[1].x()) * p.scale + p.bias;
}
static void evalTextureCubeBias(gls::ShaderEvalContext &c, const TexLookupParams &p)
{
c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod + c.in[1].x()) * p.scale + p.bias;
}
static void evalTexture2DProj3(gls::ShaderEvalContext &c, const TexLookupParams &p)
{
c.color = texture2D(c, c.in[0].x() / c.in[0].z(), c.in[0].y() / c.in[0].z(), p.lod) * p.scale + p.bias;
}
static void evalTexture2DProj3Bias(gls::ShaderEvalContext &c, const TexLookupParams &p)
{
c.color =
texture2D(c, c.in[0].x() / c.in[0].z(), c.in[0].y() / c.in[0].z(), p.lod + c.in[1].x()) * p.scale + p.bias;
}
static void evalTexture2DProj(gls::ShaderEvalContext &c, const TexLookupParams &p)
{
c.color = texture2D(c, c.in[0].x() / c.in[0].w(), c.in[0].y() / c.in[0].w(), p.lod) * p.scale + p.bias;
}
static void evalTexture2DProjBias(gls::ShaderEvalContext &c, const TexLookupParams &p)
{
c.color =
texture2D(c, c.in[0].x() / c.in[0].w(), c.in[0].y() / c.in[0].w(), p.lod + c.in[1].x()) * p.scale + p.bias;
}
static void evalTexture2DLod(gls::ShaderEvalContext &c, const TexLookupParams &p)
{
c.color = texture2D(c, c.in[0].x(), c.in[0].y(), c.in[1].x()) * p.scale + p.bias;
}
static void evalTextureCubeLod(gls::ShaderEvalContext &c, const TexLookupParams &p)
{
c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x()) * p.scale + p.bias;
}
static void evalTexture2DProjLod3(gls::ShaderEvalContext &c, const TexLookupParams &p)
{
c.color = texture2D(c, c.in[0].x() / c.in[0].z(), c.in[0].y() / c.in[0].z(), c.in[1].x()) * p.scale + p.bias;
}
static void evalTexture2DProjLod(gls::ShaderEvalContext &c, const TexLookupParams &p)
{
c.color = texture2D(c, c.in[0].x() / c.in[0].w(), c.in[0].y() / c.in[0].w(), c.in[1].x()) * p.scale + p.bias;
}
class TexLookupEvaluator : public gls::ShaderEvaluator
{
public:
TexLookupEvaluator(TexEvalFunc evalFunc, const TexLookupParams &lookupParams)
: m_evalFunc(evalFunc)
, m_lookupParams(lookupParams)
{
}
virtual void evaluate(gls::ShaderEvalContext &ctx)
{
m_evalFunc(ctx, m_lookupParams);
}
private:
TexEvalFunc m_evalFunc;
const TexLookupParams &m_lookupParams;
};
class ShaderTextureFunctionCase : public gls::ShaderRenderCase
{
public:
ShaderTextureFunctionCase(Context &context, const char *name, const char *desc, const TextureLookupSpec &lookup,
const TextureSpec &texture, TexEvalFunc evalFunc, bool isVertexCase);
~ShaderTextureFunctionCase(void);
void init(void);
void deinit(void);
protected:
void setupUniforms(int programID, const tcu::Vec4 &constCoords);
private:
void initTexture(void);
void initShaderSources(void);
TextureLookupSpec m_lookupSpec;
TextureSpec m_textureSpec;
TexLookupParams m_lookupParams;
TexLookupEvaluator m_evaluator;
glu::Texture2D *m_texture2D;
glu::TextureCube *m_textureCube;
};
ShaderTextureFunctionCase::ShaderTextureFunctionCase(Context &context, const char *name, const char *desc,
const TextureLookupSpec &lookup, const TextureSpec &texture,
TexEvalFunc evalFunc, bool isVertexCase)
: gls::ShaderRenderCase(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, desc,
isVertexCase, m_evaluator)
, m_lookupSpec(lookup)
, m_textureSpec(texture)
, m_evaluator(evalFunc, m_lookupParams)
, m_texture2D(nullptr)
, m_textureCube(nullptr)
{
}
ShaderTextureFunctionCase::~ShaderTextureFunctionCase(void)
{
delete m_texture2D;
delete m_textureCube;
}
void ShaderTextureFunctionCase::init(void)
{
if (m_isVertexCase)
{
const glw::Functions &gl = m_renderCtx.getFunctions();
int numVertexUnits = 0;
gl.getIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &numVertexUnits);
if (numVertexUnits < 1)
throw tcu::NotSupportedError("Vertex shader texture access is not supported");
}
{
// Base coord scale & bias
Vec4 s = m_lookupSpec.maxCoord - m_lookupSpec.minCoord;
Vec4 b = m_lookupSpec.minCoord;
float baseCoordTrans[] = {s.x(), 0.0f, 0.f, b.x(),
0.f, s.y(), 0.f, b.y(),
s.z() / 2.f, -s.z() / 2.f, 0.f, s.z() / 2.f + b.z(),
-s.w() / 2.f, s.w() / 2.f, 0.f, s.w() / 2.f + b.w()};
m_userAttribTransforms.push_back(tcu::Mat4(baseCoordTrans));
}
if (functionHasLod(m_lookupSpec.function) || m_lookupSpec.useBias)
{
float s = m_lookupSpec.maxLodBias - m_lookupSpec.minLodBias;
float b = m_lookupSpec.minLodBias;
float lodCoordTrans[] = {s / 2.0f, s / 2.0f, 0.f, b, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f};
m_userAttribTransforms.push_back(tcu::Mat4(lodCoordTrans));
}
initShaderSources();
initTexture();
gls::ShaderRenderCase::init();
}
void ShaderTextureFunctionCase::initTexture(void)
{
static const IVec4 texCubeSwz[] = {IVec4(0, 0, 1, 1), IVec4(1, 1, 0, 0), IVec4(0, 1, 0, 1),
IVec4(1, 0, 1, 0), IVec4(0, 1, 1, 0), IVec4(1, 0, 0, 1)};
DE_STATIC_ASSERT(DE_LENGTH_OF_ARRAY(texCubeSwz) == tcu::CUBEFACE_LAST);
tcu::TextureFormat texFmt = glu::mapGLTransferFormat(m_textureSpec.format, m_textureSpec.dataType);
tcu::TextureFormatInfo fmtInfo = tcu::getTextureFormatInfo(texFmt);
tcu::IVec2 viewportSize = getViewportSize();
bool useProj = functionHasProj(m_lookupSpec.function) && !functionHasLod(m_lookupSpec.function);
float proj = useProj ? 1.0f / m_lookupSpec.minCoord[m_lookupSpec.function == FUNCTION_TEXTUREPROJ3 ? 2 : 3] : 1.0f;
switch (m_textureSpec.type)
{
case TEXTURETYPE_2D:
{
float cStep = 1.0f / (float)de::max(1, m_textureSpec.numLevels - 1);
Vec4 cScale = fmtInfo.valueMax - fmtInfo.valueMin;
Vec4 cBias = fmtInfo.valueMin;
int baseCellSize = de::min(m_textureSpec.width / 4, m_textureSpec.height / 4);
m_texture2D = new glu::Texture2D(m_renderCtx, m_textureSpec.format, m_textureSpec.dataType, m_textureSpec.width,
m_textureSpec.height);
for (int level = 0; level < m_textureSpec.numLevels; level++)
{
float fA = float(level) * cStep;
float fB = 1.0f - fA;
Vec4 colorA = cBias + cScale * Vec4(fA, fB, fA, fB);
Vec4 colorB = cBias + cScale * Vec4(fB, fA, fB, fA);
m_texture2D->getRefTexture().allocLevel(level);
tcu::fillWithGrid(m_texture2D->getRefTexture().getLevel(level), de::max(1, baseCellSize >> level), colorA,
colorB);
}
m_texture2D->upload();
// Compute LOD.
float dudx = (m_lookupSpec.maxCoord[0] - m_lookupSpec.minCoord[0]) * proj * (float)m_textureSpec.width /
(float)viewportSize[0];
float dvdy = (m_lookupSpec.maxCoord[1] - m_lookupSpec.minCoord[1]) * proj * (float)m_textureSpec.height /
(float)viewportSize[1];
m_lookupParams.lod =
glu::TextureTestUtil::computeLodFromDerivates(glu::TextureTestUtil::LODMODE_EXACT, dudx, 0.0f, 0.0f, dvdy);
// Append to texture list.
m_textures.push_back(gls::TextureBinding(m_texture2D, m_textureSpec.sampler));
break;
}
case TEXTURETYPE_CUBE_MAP:
{
float cStep = 1.0f / (float)de::max(1, m_textureSpec.numLevels - 1);
Vec4 cScale = fmtInfo.valueMax - fmtInfo.valueMin;
Vec4 cBias = fmtInfo.valueMin;
int baseCellSize = de::min(m_textureSpec.width / 4, m_textureSpec.height / 4);
DE_ASSERT(m_textureSpec.width == m_textureSpec.height);
m_textureCube =
new glu::TextureCube(m_renderCtx, m_textureSpec.format, m_textureSpec.dataType, m_textureSpec.width);
for (int level = 0; level < m_textureSpec.numLevels; level++)
{
float fA = float(level) * cStep;
float fB = 1.0f - fA;
Vec2 f(fA, fB);
for (int face = 0; face < tcu::CUBEFACE_LAST; face++)
{
const IVec4 &swzA = texCubeSwz[face];
IVec4 swzB = 1 - swzA;
Vec4 colorA = cBias + cScale * f.swizzle(swzA[0], swzA[1], swzA[2], swzA[3]);
Vec4 colorB = cBias + cScale * f.swizzle(swzB[0], swzB[1], swzB[2], swzB[3]);
m_textureCube->getRefTexture().allocLevel((tcu::CubeFace)face, level);
tcu::fillWithGrid(m_textureCube->getRefTexture().getLevelFace(level, (tcu::CubeFace)face),
de::max(1, baseCellSize >> level), colorA, colorB);
}
}
m_textureCube->upload();
// Compute LOD \note Assumes that only single side is accessed and R is constant major axis.
DE_ASSERT(de::abs(m_lookupSpec.minCoord[2] - m_lookupSpec.maxCoord[2]) < 0.005);
DE_ASSERT(de::abs(m_lookupSpec.minCoord[0]) < de::abs(m_lookupSpec.minCoord[2]) &&
de::abs(m_lookupSpec.maxCoord[0]) < de::abs(m_lookupSpec.minCoord[2]));
DE_ASSERT(de::abs(m_lookupSpec.minCoord[1]) < de::abs(m_lookupSpec.minCoord[2]) &&
de::abs(m_lookupSpec.maxCoord[1]) < de::abs(m_lookupSpec.minCoord[2]));
tcu::CubeFaceFloatCoords c00 = tcu::getCubeFaceCoords(
Vec3(m_lookupSpec.minCoord[0] * proj, m_lookupSpec.minCoord[1] * proj, m_lookupSpec.minCoord[2] * proj));
tcu::CubeFaceFloatCoords c10 = tcu::getCubeFaceCoords(
Vec3(m_lookupSpec.maxCoord[0] * proj, m_lookupSpec.minCoord[1] * proj, m_lookupSpec.minCoord[2] * proj));
tcu::CubeFaceFloatCoords c01 = tcu::getCubeFaceCoords(
Vec3(m_lookupSpec.minCoord[0] * proj, m_lookupSpec.maxCoord[1] * proj, m_lookupSpec.minCoord[2] * proj));
float dudx = (c10.s - c00.s) * (float)m_textureSpec.width / (float)viewportSize[0];
float dvdy = (c01.t - c00.t) * (float)m_textureSpec.height / (float)viewportSize[1];
m_lookupParams.lod =
glu::TextureTestUtil::computeLodFromDerivates(glu::TextureTestUtil::LODMODE_EXACT, dudx, 0.0f, 0.0f, dvdy);
m_textures.push_back(gls::TextureBinding(m_textureCube, m_textureSpec.sampler));
break;
}
default:
DE_ASSERT(false);
}
// Set lookup scale & bias
m_lookupParams.scale = fmtInfo.lookupScale;
m_lookupParams.bias = fmtInfo.lookupBias;
}
void ShaderTextureFunctionCase::initShaderSources(void)
{
Function function = m_lookupSpec.function;
bool isVtxCase = m_isVertexCase;
bool isProj = functionHasProj(function);
bool is2DProj4 = m_textureSpec.type == TEXTURETYPE_2D &&
(function == FUNCTION_TEXTUREPROJ || function == FUNCTION_TEXTUREPROJLOD);
bool hasLodBias = functionHasLod(m_lookupSpec.function) || m_lookupSpec.useBias;
int texCoordComps = m_textureSpec.type == TEXTURETYPE_2D ? 2 : 3;
int extraCoordComps = isProj ? (is2DProj4 ? 2 : 1) : 0;
glu::DataType coordType = glu::getDataTypeFloatVec(texCoordComps + extraCoordComps);
glu::Precision coordPrec = glu::PRECISION_MEDIUMP;
const char *coordTypeName = glu::getDataTypeName(coordType);
const char *coordPrecName = glu::getPrecisionName(coordPrec);
tcu::TextureFormat texFmt = glu::mapGLTransferFormat(m_textureSpec.format, m_textureSpec.dataType);
glu::DataType samplerType = glu::TYPE_LAST;
const char *baseFuncName = m_textureSpec.type == TEXTURETYPE_2D ? "texture2D" : "textureCube";
const char *funcExt = nullptr;
switch (m_textureSpec.type)
{
case TEXTURETYPE_2D:
samplerType = glu::getSampler2DType(texFmt);
break;
case TEXTURETYPE_CUBE_MAP:
samplerType = glu::getSamplerCubeType(texFmt);
break;
default:
DE_ASSERT(false);
}
switch (m_lookupSpec.function)
{
case FUNCTION_TEXTURE:
funcExt = "";
break;
case FUNCTION_TEXTUREPROJ:
funcExt = "Proj";
break;
case FUNCTION_TEXTUREPROJ3:
funcExt = "Proj";
break;
case FUNCTION_TEXTURELOD:
funcExt = "Lod";
break;
case FUNCTION_TEXTUREPROJLOD:
funcExt = "ProjLod";
break;
case FUNCTION_TEXTUREPROJLOD3:
funcExt = "ProjLod";
break;
default:
DE_ASSERT(false);
}
std::ostringstream vert;
std::ostringstream frag;
std::ostringstream &op = isVtxCase ? vert : frag;
vert << "attribute highp vec4 a_position;\n"
<< "attribute " << coordPrecName << " " << coordTypeName << " a_in0;\n";
if (hasLodBias)
vert << "attribute " << coordPrecName << " float a_in1;\n";
if (isVtxCase)
{
vert << "varying mediump vec4 v_color;\n";
frag << "varying mediump vec4 v_color;\n";
}
else
{
vert << "varying " << coordPrecName << " " << coordTypeName << " v_texCoord;\n";
frag << "varying " << coordPrecName << " " << coordTypeName << " v_texCoord;\n";
if (hasLodBias)
{
vert << "varying " << coordPrecName << " float v_lodBias;\n";
frag << "varying " << coordPrecName << " float v_lodBias;\n";
}
}
// Uniforms
op << "uniform lowp " << glu::getDataTypeName(samplerType) << " u_sampler;\n";
vert << "\nvoid main()\n{\n"
<< "\tgl_Position = a_position;\n";
frag << "\nvoid main()\n{\n";
if (isVtxCase)
vert << "\tv_color = ";
else
frag << "\tgl_FragColor = ";
// Op.
{
const char *texCoord = isVtxCase ? "a_in0" : "v_texCoord";
const char *lodBias = isVtxCase ? "a_in1" : "v_lodBias";
op << baseFuncName << funcExt;
op << "(u_sampler, " << texCoord;
if (functionHasLod(function) || m_lookupSpec.useBias)
op << ", " << lodBias;
op << ");\n";
}
if (isVtxCase)
frag << "\tgl_FragColor = v_color;\n";
else
{
vert << "\tv_texCoord = a_in0;\n";
if (hasLodBias)
vert << "\tv_lodBias = a_in1;\n";
}
vert << "}\n";
frag << "}\n";
m_vertShaderSource = vert.str();
m_fragShaderSource = frag.str();
}
void ShaderTextureFunctionCase::deinit(void)
{
gls::ShaderRenderCase::deinit();
delete m_texture2D;
delete m_textureCube;
m_texture2D = nullptr;
m_textureCube = nullptr;
}
void ShaderTextureFunctionCase::setupUniforms(int programID, const tcu::Vec4 &)
{
const glw::Functions &gl = m_renderCtx.getFunctions();
gl.uniform1i(gl.getUniformLocation(programID, "u_sampler"), 0);
}
ShaderTextureFunctionTests::ShaderTextureFunctionTests(Context &context)
: TestCaseGroup(context, "texture_functions", "Texture Access Function Tests")
{
}
ShaderTextureFunctionTests::~ShaderTextureFunctionTests(void)
{
}
struct TexFuncCaseSpec
{
const char *name;
TextureLookupSpec lookupSpec;
TextureSpec texSpec;
TexEvalFunc evalFunc;
};
#define CASE_SPEC(NAME, FUNC, MINCOORD, MAXCOORD, USEBIAS, MINLOD, MAXLOD, TEXSPEC, EVALFUNC) \
{ \
#NAME, TextureLookupSpec(FUNC, MINCOORD, MAXCOORD, USEBIAS, MINLOD, MAXLOD), TEXSPEC, EVALFUNC \
}
static void createCaseGroup(TestCaseGroup *parent, const char *groupName, const char *groupDesc,
const TexFuncCaseSpec *cases, int numCases, bool isVertex)
{
tcu::TestCaseGroup *group = new tcu::TestCaseGroup(parent->getTestContext(), groupName, groupDesc);
parent->addChild(group);
for (int ndx = 0; ndx < numCases; ndx++)
group->addChild(new ShaderTextureFunctionCase(parent->getContext(), cases[ndx].name, "", cases[ndx].lookupSpec,
cases[ndx].texSpec, cases[ndx].evalFunc, isVertex));
}
void ShaderTextureFunctionTests::init(void)
{
const glw::Functions &gl = m_context.getRenderContext().getFunctions();
// Samplers
static const tcu::Sampler samplerLinearNoMipmap(tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL,
tcu::Sampler::REPEAT_GL, tcu::Sampler::LINEAR,
tcu::Sampler::LINEAR);
static tcu::Sampler samplerLinearMipmap(tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL,
tcu::Sampler::LINEAR_MIPMAP_NEAREST, tcu::Sampler::LINEAR);
samplerLinearMipmap.seamlessCubeMap = glu::IsES3Compatible(gl);
// Default textures.
// Type Format DataType W H L Sampler
static const TextureSpec tex2D(TEXTURETYPE_2D, GL_RGBA, GL_UNSIGNED_BYTE, 256, 256, 1, samplerLinearNoMipmap);
static const TextureSpec tex2DMipmap(TEXTURETYPE_2D, GL_RGBA, GL_UNSIGNED_BYTE, 256, 256, 9, samplerLinearMipmap);
static const TextureSpec texCube(TEXTURETYPE_CUBE_MAP, GL_RGBA, GL_UNSIGNED_BYTE, 256, 256, 1,
samplerLinearNoMipmap);
static const TextureSpec texCubeMipmap(TEXTURETYPE_CUBE_MAP, GL_RGBA, GL_UNSIGNED_BYTE, 256, 256, 9,
samplerLinearMipmap);
// Vertex cases
static const TexFuncCaseSpec vertexCases[] = {
// Name Function MinCoord MaxCoord Bias? MinLod MaxLod Texture EvalFunc
CASE_SPEC(texture2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4(1.5f, 2.3f, 0.0f, 0.0f), false,
0.0f, 0.0f, tex2D, evalTexture2D),
// CASE_SPEC(texture2d_bias, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), true, -2.0f, 2.0f, tex2D, evalTexture2DBias),
CASE_SPEC(texture2dproj_vec3, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f),
Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, tex2D, evalTexture2DProj3),
CASE_SPEC(texture2dproj_vec4, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f),
Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, tex2D, evalTexture2DProj),
CASE_SPEC(texture2dlod, FUNCTION_TEXTURELOD, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4(1.5f, 2.3f, 0.0f, 0.0f),
false, -1.0f, 9.0f, tex2DMipmap, evalTexture2DLod),
// CASE_SPEC(texture2dproj_vec3_bias, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), true, -2.0f, 2.0f, tex2D, evalTexture2DProj3Bias),
// CASE_SPEC(texture2dproj_vec4_bias, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), true, -2.0f, 2.0f, tex2D, evalTexture2DProjBias),
CASE_SPEC(texture2dprojlod_vec3, FUNCTION_TEXTUREPROJLOD3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f),
Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, -1.0f, 9.0f, tex2D, evalTexture2DProjLod3),
CASE_SPEC(texture2dprojlod_vec4, FUNCTION_TEXTUREPROJLOD, Vec4(-0.3f, -0.6f, 0.0f, 1.5f),
Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, -1.0f, 9.0f, tex2D, evalTexture2DProjLod),
CASE_SPEC(texturecube, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4(1.0f, 1.0f, 1.01f, 0.0f), false,
0.0f, 0.0f, texCube, evalTextureCube),
// CASE_SPEC(texturecube_bias, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, -1.01f, 0.0f), Vec4( 1.0f, 1.0f, -1.01f, 0.0f), true, -2.0f, 2.0f, texCube, evalTextureCubeBias),
CASE_SPEC(texturecubelod, FUNCTION_TEXTURELOD, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4(1.0f, 1.0f, 1.01f, 0.0f),
false, -1.0f, 9.0f, texCubeMipmap, evalTextureCubeLod),
};
createCaseGroup(this, "vertex", "Vertex Shader Texture Lookups", &vertexCases[0], DE_LENGTH_OF_ARRAY(vertexCases),
true);
// Fragment cases
static const TexFuncCaseSpec fragmentCases[] = {
// Name Function MinCoord MaxCoord Bias? MinLod MaxLod Texture EvalFunc
CASE_SPEC(texture2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4(1.5f, 2.3f, 0.0f, 0.0f), false,
0.0f, 0.0f, tex2DMipmap, evalTexture2D),
CASE_SPEC(texture2d_bias, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4(1.5f, 2.3f, 0.0f, 0.0f), true,
-2.0f, 2.0f, tex2DMipmap, evalTexture2DBias),
CASE_SPEC(texture2dproj_vec3, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f),
Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, tex2DMipmap, evalTexture2DProj3),
CASE_SPEC(texture2dproj_vec4, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f),
Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, tex2DMipmap, evalTexture2DProj),
CASE_SPEC(texture2dproj_vec3_bias, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f),
Vec4(2.25f, 3.45f, 1.5f, 0.0f), true, -2.0f, 2.0f, tex2DMipmap, evalTexture2DProj3Bias),
CASE_SPEC(texture2dproj_vec4_bias, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f),
Vec4(2.25f, 3.45f, 0.0f, 1.5f), true, -2.0f, 2.0f, tex2DMipmap, evalTexture2DProjBias),
CASE_SPEC(texturecube, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4(1.0f, 1.0f, 1.01f, 0.0f), false,
0.0f, 0.0f, texCubeMipmap, evalTextureCube),
CASE_SPEC(texturecube_bias, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, -1.01f, 0.0f), Vec4(1.0f, 1.0f, -1.01f, 0.0f),
true, -2.0f, 2.0f, texCubeMipmap, evalTextureCubeBias)};
createCaseGroup(this, "fragment", "Fragment Shader Texture Lookups", &fragmentCases[0],
DE_LENGTH_OF_ARRAY(fragmentCases), false);
// Negative cases.
{
gls::ShaderLibrary library(m_testCtx, m_context.getRenderContext(), m_context.getContextInfo());
std::vector<tcu::TestNode *> negativeCases = library.loadShaderFile("shaders/invalid_texture_functions.test");
tcu::TestCaseGroup *group =
new tcu::TestCaseGroup(m_testCtx, "invalid", "Invalid texture function usage", negativeCases);
addChild(group);
}
}
} // namespace Functional
} // namespace gles2
} // namespace deqp