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/*------------------------------------------------------------------------
* Vulkan Conformance Tests
* ------------------------
*
* Copyright (c) 2016 The Khronos Group Inc.
* Copyright (c) 2016 Samsung Electronics Co., Ltd.
* Copyright (c) 2016 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 and query function tests.
*//*--------------------------------------------------------------------*/
#include "vktShaderRenderTextureFunctionTests.hpp"
#include "vktShaderRender.hpp"
#include "gluTextureUtil.hpp"
#include "tcuTexture.hpp"
#include "tcuTextureUtil.hpp"
#include "tcuTestLog.hpp"
#include "glwEnums.hpp"
#include "deMath.h"
#include "vkImageUtil.hpp"
#include "vkQueryUtil.hpp"
namespace vkt
{
namespace sr
{
namespace
{
using tcu::Vec2;
using tcu::Vec3;
using tcu::Vec4;
using tcu::IVec2;
using tcu::IVec3;
using tcu::IVec4;
using std::vector;
enum Function
{
FUNCTION_TEXTURE = 0, //!< texture(), textureOffset(), textureClampARB, textureOffsetClampARB
FUNCTION_TEXTUREPROJ, //!< textureProj(), textureProjOffset()
FUNCTION_TEXTUREPROJ2, //!< textureProj(sampler1D, vec2)
FUNCTION_TEXTUREPROJ3, //!< textureProj(sampler2D, vec3)
FUNCTION_TEXTURELOD, // ...
FUNCTION_TEXTUREPROJLOD,
FUNCTION_TEXTUREPROJLOD2, //!< textureProjLod(sampler1D, vec2)
FUNCTION_TEXTUREPROJLOD3, //!< textureProjLod(sampler2D, vec3)
FUNCTION_TEXTUREGRAD, //!< textureGrad, textureGradOffset, textureGradClampARB, textureGradOffsetClampARB
FUNCTION_TEXTUREPROJGRAD,
FUNCTION_TEXTUREPROJGRAD2, //!< textureProjGrad(sampler1D, vec2)
FUNCTION_TEXTUREPROJGRAD3, //!< textureProjGrad(sampler2D, vec3)
FUNCTION_TEXELFETCH,
FUNCTION_LAST
};
inline bool functionHasAutoLod (glu::ShaderType shaderType, Function function)
{
return shaderType == glu::SHADERTYPE_FRAGMENT &&
(function == FUNCTION_TEXTURE ||
function == FUNCTION_TEXTUREPROJ ||
function == FUNCTION_TEXTUREPROJ2 ||
function == FUNCTION_TEXTUREPROJ3);
}
inline bool functionHasProj (Function function)
{
return function == FUNCTION_TEXTUREPROJ ||
function == FUNCTION_TEXTUREPROJ2 ||
function == FUNCTION_TEXTUREPROJ3 ||
function == FUNCTION_TEXTUREPROJLOD ||
function == FUNCTION_TEXTUREPROJLOD2 ||
function == FUNCTION_TEXTUREPROJLOD3 ||
function == FUNCTION_TEXTUREPROJGRAD ||
function == FUNCTION_TEXTUREPROJGRAD2||
function == FUNCTION_TEXTUREPROJGRAD3;
}
inline bool functionHasGrad (Function function)
{
return function == FUNCTION_TEXTUREGRAD ||
function == FUNCTION_TEXTUREPROJGRAD ||
function == FUNCTION_TEXTUREPROJGRAD2||
function == FUNCTION_TEXTUREPROJGRAD3;
}
inline bool functionHasLod (Function function)
{
return function == FUNCTION_TEXTURELOD ||
function == FUNCTION_TEXTUREPROJLOD ||
function == FUNCTION_TEXTUREPROJLOD2 ||
function == FUNCTION_TEXTUREPROJLOD3 ||
function == FUNCTION_TEXELFETCH;
}
struct TextureLookupSpec
{
Function function;
tcu::Vec4 minCoord;
tcu::Vec4 maxCoord;
// Bias
bool useBias;
// Bias or Lod for *Lod* functions
float minLodBias;
float maxLodBias;
// For *Grad* functions
tcu::Vec3 minDX;
tcu::Vec3 maxDX;
tcu::Vec3 minDY;
tcu::Vec3 maxDY;
bool useOffset;
tcu::IVec3 offset;
// Lod clamp
bool useClamp;
float lodClamp;
TextureLookupSpec (void)
: function (FUNCTION_LAST)
, minCoord (0.0f)
, maxCoord (1.0f)
, useBias (false)
, minLodBias (0.0f)
, maxLodBias (0.0f)
, minDX (0.0f)
, maxDX (0.0f)
, minDY (0.0f)
, maxDY (0.0f)
, useOffset (false)
, offset (0)
, useClamp (false)
, lodClamp (0.0f)
{
}
TextureLookupSpec (Function function_,
const tcu::Vec4& minCoord_,
const tcu::Vec4& maxCoord_,
bool useBias_,
float minLodBias_,
float maxLodBias_,
const tcu::Vec3& minDX_,
const tcu::Vec3& maxDX_,
const tcu::Vec3& minDY_,
const tcu::Vec3& maxDY_,
bool useOffset_,
const tcu::IVec3& offset_,
bool useClamp_,
float lodClamp_)
: function (function_)
, minCoord (minCoord_)
, maxCoord (maxCoord_)
, useBias (useBias_)
, minLodBias (minLodBias_)
, maxLodBias (maxLodBias_)
, minDX (minDX_)
, maxDX (maxDX_)
, minDY (minDY_)
, maxDY (maxDY_)
, useOffset (useOffset_)
, offset (offset_)
, useClamp (useClamp_)
, lodClamp (lodClamp_)
{
}
};
enum TextureType
{
TEXTURETYPE_1D = 0,
TEXTURETYPE_2D,
TEXTURETYPE_3D,
TEXTURETYPE_CUBE_MAP,
TEXTURETYPE_1D_ARRAY,
TEXTURETYPE_2D_ARRAY,
TEXTURETYPE_CUBE_ARRAY,
TEXTURETYPE_LAST
};
struct TextureSpec
{
TextureType type; //!< Texture type (2D, cubemap, ...)
deUint32 format; //!< Internal format.
int width;
int height;
int depth;
int numLevels;
tcu::Sampler sampler;
TextureSpec (void)
: type (TEXTURETYPE_LAST)
, format (GL_NONE)
, width (0)
, height (0)
, depth (0)
, numLevels (0)
{
}
TextureSpec (TextureType type_,
deUint32 format_,
int width_,
int height_,
int depth_,
int numLevels_,
const tcu::Sampler& sampler_)
: type (type_)
, format (format_)
, width (width_)
, height (height_)
, depth (depth_)
, numLevels (numLevels_)
, sampler (sampler_)
{
}
};
struct TexLookupParams
{
float lod;
float lodClamp;
tcu::IVec3 offset;
tcu::Vec4 scale;
tcu::Vec4 bias;
TexLookupParams (void)
: lod (0.0f)
, lodClamp (0.0f)
, offset (0)
, scale (1.0f)
, bias (0.0f)
{
}
};
// \note LodMode and computeLodFromDerivates functions are copied from glsTextureTestUtil
namespace TextureTestUtil
{
enum LodMode
{
LODMODE_EXACT = 0, //!< Ideal lod computation.
LODMODE_MIN_BOUND, //!< Use estimation range minimum bound.
LODMODE_MAX_BOUND, //!< Use estimation range maximum bound.
LODMODE_LAST
};
// 1D lookup LOD computation.
float computeLodFromDerivates (LodMode mode, float dudx, float dudy)
{
float p = 0.0f;
switch (mode)
{
// \note [mika] Min and max bounds equal to exact with 1D textures
case LODMODE_EXACT:
case LODMODE_MIN_BOUND:
case LODMODE_MAX_BOUND:
p = de::max(deFloatAbs(dudx), deFloatAbs(dudy));
break;
default:
DE_ASSERT(DE_FALSE);
}
return deFloatLog2(p);
}
// 2D lookup LOD computation.
float computeLodFromDerivates (LodMode mode, float dudx, float dvdx, float dudy, float dvdy)
{
float p = 0.0f;
switch (mode)
{
case LODMODE_EXACT:
p = de::max(deFloatSqrt(dudx*dudx + dvdx*dvdx), deFloatSqrt(dudy*dudy + dvdy*dvdy));
break;
case LODMODE_MIN_BOUND:
case LODMODE_MAX_BOUND:
{
float mu = de::max(deFloatAbs(dudx), deFloatAbs(dudy));
float mv = de::max(deFloatAbs(dvdx), deFloatAbs(dvdy));
p = mode == LODMODE_MIN_BOUND ? de::max(mu, mv) : mu + mv;
break;
}
default:
DE_ASSERT(DE_FALSE);
}
return deFloatLog2(p);
}
// 3D lookup LOD computation.
float computeLodFromDerivates (LodMode mode, float dudx, float dvdx, float dwdx, float dudy, float dvdy, float dwdy)
{
float p = 0.0f;
switch (mode)
{
case LODMODE_EXACT:
p = de::max(deFloatSqrt(dudx*dudx + dvdx*dvdx + dwdx*dwdx), deFloatSqrt(dudy*dudy + dvdy*dvdy + dwdy*dwdy));
break;
case LODMODE_MIN_BOUND:
case LODMODE_MAX_BOUND:
{
float mu = de::max(deFloatAbs(dudx), deFloatAbs(dudy));
float mv = de::max(deFloatAbs(dvdx), deFloatAbs(dvdy));
float mw = de::max(deFloatAbs(dwdx), deFloatAbs(dwdy));
p = mode == LODMODE_MIN_BOUND ? de::max(de::max(mu, mv), mw) : (mu + mv + mw);
break;
}
default:
DE_ASSERT(DE_FALSE);
}
return deFloatLog2(p);
}
} // TextureTestUtil
using namespace TextureTestUtil;
static const LodMode DEFAULT_LOD_MODE = LODMODE_EXACT;
inline float computeLodFromGrad2D (const ShaderEvalContext& c)
{
float w = (float)c.textures[0].tex2D->getWidth();
float h = (float)c.textures[0].tex2D->getHeight();
return computeLodFromDerivates(DEFAULT_LOD_MODE, c.in[1].x()*w, c.in[1].y()*h, c.in[2].x()*w, c.in[2].y()*h);
}
inline float computeLodFromGrad2DArray (const ShaderEvalContext& c)
{
float w = (float)c.textures[0].tex2DArray->getWidth();
float h = (float)c.textures[0].tex2DArray->getHeight();
return computeLodFromDerivates(DEFAULT_LOD_MODE, c.in[1].x()*w, c.in[1].y()*h, c.in[2].x()*w, c.in[2].y()*h);
}
inline float computeLodFromGrad3D (const ShaderEvalContext& c)
{
float w = (float)c.textures[0].tex3D->getWidth();
float h = (float)c.textures[0].tex3D->getHeight();
float d = (float)c.textures[0].tex3D->getDepth();
return computeLodFromDerivates(DEFAULT_LOD_MODE, c.in[1].x()*w, c.in[1].y()*h, c.in[1].z()*d, c.in[2].x()*w, c.in[2].y()*h, c.in[2].z()*d);
}
inline float computeLodFromGradCube (const ShaderEvalContext& c)
{
// \note Major axis is always -Z or +Z
float m = de::abs(c.in[0].z());
float d = (float)c.textures[0].texCube->getSize();
float s = d/(2.0f*m);
float t = d/(2.0f*m);
return computeLodFromDerivates(DEFAULT_LOD_MODE, c.in[1].x()*s, c.in[1].y()*t, c.in[2].x()*s, c.in[2].y()*t);
}
inline float computeLodFromGrad1D (const ShaderEvalContext& c)
{
float w = (float)c.textures[0].tex1D->getWidth();
return computeLodFromDerivates(DEFAULT_LOD_MODE, c.in[1].x()*w, c.in[2].x()*w);
}
inline float computeLodFromGrad1DArray (const ShaderEvalContext& c)
{
float w = (float)c.textures[0].tex1DArray->getWidth();
return computeLodFromDerivates(DEFAULT_LOD_MODE, c.in[1].x()*w, c.in[2].x()*w);
}
inline float computeLodFromGradCubeArray (const ShaderEvalContext& c)
{
// \note Major axis is always -Z or +Z
float m = de::abs(c.in[0].z());
float d = (float)c.textures[0].texCubeArray->getSize();
float s = d/(2.0f*m);
float t = d/(2.0f*m);
return computeLodFromDerivates(DEFAULT_LOD_MODE, c.in[1].x()*s, c.in[1].y()*t, c.in[2].x()*s, c.in[2].y()*t);
}
typedef void (*TexEvalFunc) (ShaderEvalContext& c, const TexLookupParams& lookupParams);
inline Vec4 texture2D (const 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 ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].texCube->sample(c.textures[0].sampler, s, t, r, lod); }
inline Vec4 texture2DArray (const ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex2DArray->sample(c.textures[0].sampler, s, t, r, lod); }
inline Vec4 texture3D (const ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex3D->sample(c.textures[0].sampler, s, t, r, lod); }
inline Vec4 texture1D (const ShaderEvalContext& c, float s, float lod) { return c.textures[0].tex1D->sample(c.textures[0].sampler, s, lod); }
inline Vec4 texture1DArray (const ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex1DArray->sample(c.textures[0].sampler, s, t, lod); }
inline Vec4 textureCubeArray (const ShaderEvalContext& c, float s, float t, float r, float q, float lod) { return c.textures[0].texCubeArray->sample(c.textures[0].sampler, s, t, r, q, lod); }
inline float texture2DShadow (const ShaderEvalContext& c, float ref, float s, float t, float lod) { return c.textures[0].tex2D->sampleCompare(c.textures[0].sampler, ref, s, t, lod); }
inline float textureCubeShadow (const ShaderEvalContext& c, float ref, float s, float t, float r, float lod) { return c.textures[0].texCube->sampleCompare(c.textures[0].sampler, ref, s, t, r, lod); }
inline float texture2DArrayShadow (const ShaderEvalContext& c, float ref, float s, float t, float r, float lod) { return c.textures[0].tex2DArray->sampleCompare(c.textures[0].sampler, ref, s, t, r, lod); }
inline float texture1DShadow (const ShaderEvalContext& c, float ref, float s, float lod) { return c.textures[0].tex1D->sampleCompare(c.textures[0].sampler, ref, s, lod); }
inline float texture1DArrayShadow (const ShaderEvalContext& c, float ref, float s, float t, float lod) { return c.textures[0].tex1DArray->sampleCompare(c.textures[0].sampler, ref, s, t, lod); }
inline float textureCubeArrayShadow (const ShaderEvalContext& c, float ref, float s, float t, float r, float q, float lod) { return c.textures[0].texCubeArray->sampleCompare(c.textures[0].sampler, ref, s, t, r, q, lod); }
inline Vec4 texture2DOffset (const ShaderEvalContext& c, float s, float t, float lod, IVec2 offset) { return c.textures[0].tex2D->sampleOffset(c.textures[0].sampler, s, t, lod, offset); }
inline Vec4 texture2DArrayOffset (const ShaderEvalContext& c, float s, float t, float r, float lod, IVec2 offset) { return c.textures[0].tex2DArray->sampleOffset(c.textures[0].sampler, s, t, r, lod, offset); }
inline Vec4 texture3DOffset (const ShaderEvalContext& c, float s, float t, float r, float lod, IVec3 offset) { return c.textures[0].tex3D->sampleOffset(c.textures[0].sampler, s, t, r, lod, offset); }
inline Vec4 texture1DOffset (const ShaderEvalContext& c, float s, float lod, deInt32 offset) { return c.textures[0].tex1D->sampleOffset(c.textures[0].sampler, s, lod, offset); }
inline Vec4 texture1DArrayOffset (const ShaderEvalContext& c, float s, float t, float lod, deInt32 offset) { return c.textures[0].tex1DArray->sampleOffset(c.textures[0].sampler, s, t, lod, offset); }
inline float texture2DShadowOffset (const ShaderEvalContext& c, float ref, float s, float t, float lod, IVec2 offset) { return c.textures[0].tex2D->sampleCompareOffset(c.textures[0].sampler, ref, s, t, lod, offset); }
inline float texture2DArrayShadowOffset (const ShaderEvalContext& c, float ref, float s, float t, float r, float lod, IVec2 offset) { return c.textures[0].tex2DArray->sampleCompareOffset(c.textures[0].sampler, ref, s, t, r, lod, offset); }
inline float texture1DShadowOffset (const ShaderEvalContext& c, float ref, float s, float lod, deInt32 offset) { return c.textures[0].tex1D->sampleCompareOffset(c.textures[0].sampler, ref, s, lod, offset); }
inline float texture1DArrayShadowOffset (const ShaderEvalContext& c, float ref, float s, float t, float lod, deInt32 offset) { return c.textures[0].tex1DArray->sampleCompareOffset(c.textures[0].sampler, ref, s, t, lod, offset); }
// Eval functions.
static void evalTexture2D (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 (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 evalTexture2DArray (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod)*p.scale + p.bias; }
static void evalTexture3D (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod)*p.scale + p.bias; }
static void evalTexture1D (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1D(c, c.in[0].x(), p.lod)*p.scale + p.bias; }
static void evalTexture1DArray (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DArray(c, c.in[0].x(), c.in[0].y(), p.lod)*p.scale + p.bias; }
static void evalTextureCubeArray (ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCubeArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[0].w(), p.lod)*p.scale + p.bias; }
static void evalTexture2DBias (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 (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 evalTexture2DArrayBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArray(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 evalTexture3DBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(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 evalTexture1DBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1D(c, c.in[0].x(), p.lod+c.in[1].x())*p.scale + p.bias; }
static void evalTexture1DArrayBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DArray(c, c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x())*p.scale + p.bias; }
static void evalTextureCubeArrayBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCubeArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[0].w(), p.lod+c.in[1].x())*p.scale + p.bias; }
static void evalTexture2DProj3 (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 (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 (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 (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 evalTexture3DProj (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod)*p.scale + p.bias; }
static void evalTexture3DProjBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod+c.in[1].x())*p.scale + p.bias; }
static void evalTexture1DProj2 (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1D(c, c.in[0].x()/c.in[0].y(), p.lod)*p.scale + p.bias; }
static void evalTexture1DProj2Bias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1D(c, c.in[0].x()/c.in[0].y(), p.lod+c.in[1].x())*p.scale + p.bias; }
static void evalTexture1DProj (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1D(c, c.in[0].x()/c.in[0].w(), p.lod)*p.scale + p.bias; }
static void evalTexture1DProjBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1D(c, c.in[0].x()/c.in[0].w(), p.lod+c.in[1].x())*p.scale + p.bias; }
static void evalTexture2DLod (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 (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 evalTexture2DArrayLod (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x())*p.scale + p.bias; }
static void evalTexture3DLod (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x())*p.scale + p.bias; }
static void evalTexture1DLod (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1D(c, c.in[0].x(), c.in[1].x())*p.scale + p.bias; }
static void evalTexture1DArrayLod (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DArray(c, c.in[0].x(), c.in[0].y(), c.in[1].x())*p.scale + p.bias; }
static void evalTextureCubeArrayLod (ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCubeArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[0].w(), c.in[1].x())*p.scale + p.bias; }
static void evalTexture2DProjLod3 (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 (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; }
static void evalTexture3DProjLod (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), c.in[1].x())*p.scale + p.bias; }
static void evalTexture1DProjLod2 (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1D(c, c.in[0].x()/c.in[0].y(), c.in[1].x())*p.scale + p.bias; }
static void evalTexture1DProjLod (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1D(c, c.in[0].x()/c.in[0].w(), c.in[1].x())*p.scale + p.bias; }
static void evalTexture2DBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), de::max(p.lod+c.in[1].x(), p.lodClamp))*p.scale + p.bias; }
static void evalTextureCubeBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), de::max(p.lod+c.in[1].x(), p.lodClamp))*p.scale + p.bias; }
static void evalTexture2DArrayBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), de::max(p.lod+c.in[1].x(), p.lodClamp))*p.scale + p.bias; }
static void evalTexture3DBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), de::max(p.lod+c.in[1].x(), p.lodClamp))*p.scale + p.bias; }
static void evalTexture1DBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1D(c, c.in[0].x(), de::max(p.lod+c.in[1].x(), p.lodClamp))*p.scale + p.bias; }
static void evalTexture1DArrayBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DArray(c, c.in[0].x(), c.in[0].y(), de::max(p.lod+c.in[1].x(), p.lodClamp))*p.scale + p.bias; }
static void evalTextureCubeArrayBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCubeArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[0].w(), de::max(p.lod+c.in[1].x(), p.lodClamp))*p.scale + p.bias; }
// Offset variants
static void evalTexture2DOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(), c.in[0].y(), p.lod, p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DArrayOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArrayOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod, p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture3DOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod, p.offset)*p.scale + p.bias; }
static void evalTexture1DOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DOffset(c, c.in[0].x(), p.lod, p.offset.x())*p.scale + p.bias; }
static void evalTexture1DArrayOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DArrayOffset(c, c.in[0].x(), c.in[0].y(), p.lod, p.offset.x())*p.scale + p.bias; }
static void evalTexture2DOffsetBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DArrayOffsetBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArrayOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture3DOffsetBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x(), p.offset)*p.scale + p.bias; }
static void evalTexture1DOffsetBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DOffset(c, c.in[0].x(), p.lod+c.in[1].x(), p.offset.x())*p.scale + p.bias; }
static void evalTexture1DArrayOffsetBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DArrayOffset(c, c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x(), p.offset.x())*p.scale + p.bias; }
static void evalTexture2DLodOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(), c.in[0].y(), c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DArrayLodOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArrayOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture3DLodOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x(), p.offset)*p.scale + p.bias; }
static void evalTexture1DLodOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DOffset(c, c.in[0].x(), c.in[1].x(), p.offset.x())*p.scale + p.bias; }
static void evalTexture1DArrayLodOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DArrayOffset(c, c.in[0].x(), c.in[0].y(), c.in[1].x(), p.offset.x())*p.scale + p.bias; }
static void evalTexture2DProj3Offset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod, p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DProj3OffsetBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod+c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DProjOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod, p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DProjOffsetBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod+c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture3DProjOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod, p.offset)*p.scale + p.bias; }
static void evalTexture3DProjOffsetBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod+c.in[1].x(), p.offset)*p.scale + p.bias; }
static void evalTexture1DProj2Offset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DOffset(c, c.in[0].x()/c.in[0].y(), p.lod, p.offset.x())*p.scale + p.bias; }
static void evalTexture1DProj2OffsetBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DOffset(c, c.in[0].x()/c.in[0].y(), p.lod+c.in[1].x(), p.offset.x())*p.scale + p.bias; }
static void evalTexture1DProjOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DOffset(c, c.in[0].x()/c.in[0].w(), p.lod, p.offset.x())*p.scale + p.bias; }
static void evalTexture1DProjOffsetBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DOffset(c, c.in[0].x()/c.in[0].w(), p.lod+c.in[1].x(), p.offset.x())*p.scale + p.bias; }
static void evalTexture2DProjLod3Offset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DProjLodOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture3DProjLodOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), c.in[1].x(), p.offset)*p.scale + p.bias; }
static void evalTexture1DProjLod2Offset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DOffset(c, c.in[0].x()/c.in[0].y(), c.in[1].x(), p.offset.x())*p.scale + p.bias; }
static void evalTexture1DProjLodOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DOffset(c, c.in[0].x()/c.in[0].w(), c.in[1].x(), p.offset.x())*p.scale + p.bias; }
static void evalTexture2DOffsetBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(), c.in[0].y(), de::max(p.lod+c.in[1].x(), p.lodClamp), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DArrayOffsetBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArrayOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), de::max(p.lod+c.in[1].x(), p.lodClamp), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture3DOffsetBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), de::max(p.lod+c.in[1].x(), p.lodClamp), p.offset)*p.scale + p.bias; }
static void evalTexture1DOffsetBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DOffset(c, c.in[0].x(), de::max(p.lod+c.in[1].x(), p.lodClamp), p.offset.x())*p.scale + p.bias; }
static void evalTexture1DArrayOffsetBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DArrayOffset(c, c.in[0].x(), c.in[0].y(), de::max(p.lod+c.in[1].x(), p.lodClamp), p.offset.x())*p.scale + p.bias; }
// Shadow variants
static void evalTexture2DShadow (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod); }
static void evalTexture2DShadowBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x()); }
static void evalTextureCubeShadow (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = textureCubeShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod); }
static void evalTextureCubeShadowBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = textureCubeShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x()); }
static void evalTexture2DArrayShadow (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DArrayShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod); }
static void evalTexture1DShadow (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DShadow(c, c.in[0].z(), c.in[0].x(), p.lod); }
static void evalTexture1DShadowBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DShadow(c, c.in[0].z(), c.in[0].x(), p.lod+c.in[1].x()); }
static void evalTexture1DArrayShadow (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DArrayShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod); }
static void evalTexture1DArrayShadowBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DArrayShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x()); }
static void evalTextureCubeArrayShadow (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = textureCubeArrayShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[0].w(), p.lod); }
static void evalTexture2DShadowLod (ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), c.in[1].x()); }
static void evalTexture2DShadowLodOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), c.in[1].x(), p.offset.swizzle(0,1)); }
static void evalTexture1DShadowLod (ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture1DShadow(c, c.in[0].z(), c.in[0].x(), c.in[1].x()); }
static void evalTexture1DShadowLodOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[1].x(), p.offset.x()); }
static void evalTexture1DArrayShadowLod (ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture1DArrayShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), c.in[1].x()); }
static void evalTexture1DArrayShadowLodOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DArrayShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), c.in[1].x(), p.offset.x()); }
static void evalTexture2DShadowProj (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod); }
static void evalTexture2DShadowProjBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod+c.in[1].x()); }
static void evalTexture1DShadowProj (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), p.lod); }
static void evalTexture1DShadowProjBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), p.lod+c.in[1].x()); }
static void evalTexture2DShadowProjLod (ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[1].x()); }
static void evalTexture2DShadowProjLodOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[1].x(), p.offset.swizzle(0,1)); }
static void evalTexture1DShadowProjLod (ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture1DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[1].x()); }
static void evalTexture1DShadowProjLodOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[1].x(), p.offset.x()); }
static void evalTexture2DShadowOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod, p.offset.swizzle(0,1)); }
static void evalTexture2DShadowOffsetBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x(), p.offset.swizzle(0,1)); }
static void evalTexture2DArrayShadowOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DArrayShadowOffset(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod, p.offset.swizzle(0,1)); }
static void evalTexture1DShadowOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DShadowOffset(c, c.in[0].z(), c.in[0].x(), p.lod, p.offset.x()); }
static void evalTexture1DShadowOffsetBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DShadowOffset(c, c.in[0].z(), c.in[0].x(), p.lod+c.in[1].x(), p.offset.x()); }
static void evalTexture1DArrayShadowOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DArrayShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod, p.offset.x()); }
static void evalTexture1DArrayShadowOffsetBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DArrayShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x(), p.offset.x()); }
static void evalTexture2DShadowProjOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod, p.offset.swizzle(0,1)); }
static void evalTexture2DShadowProjOffsetBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod+c.in[1].x(), p.offset.swizzle(0,1)); }
static void evalTexture1DShadowProjOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), p.lod, p.offset.x()); }
static void evalTexture1DShadowProjOffsetBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), p.lod+c.in[1].x(), p.offset.x()); }
static void evalTexture2DShadowBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), de::max(p.lod+c.in[1].x(), p.lodClamp)); }
static void evalTextureCubeShadowBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = textureCubeShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), de::max(p.lod+c.in[1].x(), p.lodClamp)); }
static void evalTexture1DShadowBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DShadow(c, c.in[0].z(), c.in[0].x(), de::max(p.lod+c.in[1].x(), p.lodClamp)); }
static void evalTexture1DArrayShadowBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DArrayShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), de::max(p.lod+c.in[1].x(), p.lodClamp)); }
static void evalTexture2DShadowOffsetBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), de::max(p.lod+c.in[1].x(), p.lodClamp), p.offset.swizzle(0,1)); }
static void evalTexture1DShadowOffsetBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DShadowOffset(c, c.in[0].z(), c.in[0].x(), de::max(p.lod+c.in[1].x(), p.lodClamp), p.offset.x()); }
static void evalTexture1DArrayShadowOffsetBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DArrayShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), de::max(p.lod+c.in[1].x(), p.lodClamp), p.offset.x()); }
// Gradient variarts
static void evalTexture2DGrad (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), computeLodFromGrad2D(c))*p.scale + p.bias; }
static void evalTextureCubeGrad (ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGradCube(c))*p.scale + p.bias; }
static void evalTexture2DArrayGrad (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad2DArray(c))*p.scale + p.bias; }
static void evalTexture3DGrad (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad3D(c))*p.scale + p.bias; }
static void evalTexture1DGrad (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1D(c, c.in[0].x(), computeLodFromGrad1D(c))*p.scale + p.bias; }
static void evalTexture1DArrayGrad (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DArray(c, c.in[0].x(), c.in[0].y(), computeLodFromGrad1DArray(c))*p.scale + p.bias; }
static void evalTextureCubeArrayGrad (ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCubeArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[0].w(), computeLodFromGradCubeArray(c))*p.scale + p.bias; }
static void evalTexture2DShadowGrad (ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), computeLodFromGrad2D(c)); }
static void evalTextureCubeShadowGrad (ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = textureCubeShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGradCube(c)); }
static void evalTexture2DArrayShadowGrad (ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DArrayShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad2DArray(c)); }
static void evalTexture1DShadowGrad (ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture1DShadow(c, c.in[0].z(), c.in[0].x(), computeLodFromGrad1D(c)); }
static void evalTexture1DArrayShadowGrad (ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture1DArrayShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), computeLodFromGrad1DArray(c)); }
static void evalTexture2DGradOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(), c.in[0].y(), computeLodFromGrad2D(c), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DArrayGradOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArrayOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad2DArray(c), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture3DGradOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad3D(c), p.offset)*p.scale + p.bias; }
static void evalTexture1DGradOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DOffset(c, c.in[0].x(), computeLodFromGrad1D(c), p.offset.x())*p.scale + p.bias; }
static void evalTexture1DArrayGradOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DArrayOffset(c, c.in[0].x(), c.in[0].y(), computeLodFromGrad1DArray(c), p.offset.x())*p.scale + p.bias; }
static void evalTexture2DShadowGradOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), computeLodFromGrad2D(c), p.offset.swizzle(0,1)); }
static void evalTexture2DArrayShadowGradOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DArrayShadowOffset(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad2DArray(c), p.offset.swizzle(0,1)); }
static void evalTexture1DShadowGradOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DShadowOffset(c, c.in[0].z(), c.in[0].x(), computeLodFromGrad1D(c), p.offset.x()); }
static void evalTexture1DArrayShadowGradOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DArrayShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), computeLodFromGrad1DArray(c), p.offset.x()); }
static void evalTexture2DShadowProjGrad (ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), computeLodFromGrad2D(c)); }
static void evalTexture2DShadowProjGradOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), computeLodFromGrad2D(c), p.offset.swizzle(0,1)); }
static void evalTexture1DShadowProjGrad (ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture1DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), computeLodFromGrad1D(c)); }
static void evalTexture1DShadowProjGradOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), computeLodFromGrad1D(c), p.offset.x()); }
static void evalTexture2DProjGrad3 (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(), computeLodFromGrad2D(c))*p.scale + p.bias; }
static void evalTexture2DProjGrad (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(), computeLodFromGrad2D(c))*p.scale + p.bias; }
static void evalTexture3DProjGrad (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), computeLodFromGrad3D(c))*p.scale + p.bias; }
static void evalTexture1DProjGrad2 (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1D(c, c.in[0].x()/c.in[0].y(), computeLodFromGrad1D(c))*p.scale + p.bias; }
static void evalTexture1DProjGrad (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1D(c, c.in[0].x()/c.in[0].w(), computeLodFromGrad1D(c))*p.scale + p.bias; }
static void evalTexture2DProjGrad3Offset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), computeLodFromGrad2D(c), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DProjGradOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), computeLodFromGrad2D(c), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture3DProjGradOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), computeLodFromGrad3D(c), p.offset)*p.scale + p.bias; }
static void evalTexture1DProjGrad2Offset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DOffset(c, c.in[0].x()/c.in[0].y(), computeLodFromGrad1D(c), p.offset.x())*p.scale + p.bias; }
static void evalTexture1DProjGradOffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DOffset(c, c.in[0].x()/c.in[0].w(), computeLodFromGrad1D(c), p.offset.x())*p.scale + p.bias; }
static void evalTexture2DGradClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), de::max(computeLodFromGrad2D(c), p.lodClamp))*p.scale + p.bias; }
static void evalTextureCubeGradClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), de::max(computeLodFromGradCube(c), p.lodClamp))*p.scale + p.bias; }
static void evalTexture2DArrayGradClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), de::max(computeLodFromGrad2DArray(c), p.lodClamp))*p.scale + p.bias; }
static void evalTexture3DGradClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), de::max(computeLodFromGrad3D(c), p.lodClamp))*p.scale + p.bias; }
static void evalTexture1DGradClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1D(c, c.in[0].x(), de::max(computeLodFromGrad1D(c), p.lodClamp))*p.scale + p.bias; }
static void evalTexture1DArrayGradClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DArray(c, c.in[0].x(), c.in[0].y(), de::max(computeLodFromGrad1DArray(c), p.lodClamp))*p.scale + p.bias; }
static void evalTextureCubeArrayGradClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCubeArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[0].w(), de::max(computeLodFromGradCubeArray(c), p.lodClamp))*p.scale + p.bias; }
static void evalTexture2DShadowGradClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), de::max(computeLodFromGrad2D(c), p.lodClamp)); }
static void evalTextureCubeShadowGradClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = textureCubeShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), de::max(computeLodFromGradCube(c), p.lodClamp)); }
static void evalTexture2DArrayShadowGradClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DArrayShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), de::max(computeLodFromGrad2DArray(c), p.lodClamp)); }
static void evalTexture1DShadowGradClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DShadow(c, c.in[0].z(), c.in[0].x(), de::max(computeLodFromGrad1D(c), p.lodClamp)); }
static void evalTexture1DArrayShadowGradClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DArrayShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), de::max(computeLodFromGrad1DArray(c), p.lodClamp)); }
static void evalTexture2DGradOffsetClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(), c.in[0].y(), de::max(computeLodFromGrad2D(c), p.lodClamp), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DArrayGradOffsetClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArrayOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), de::max(computeLodFromGrad2DArray(c), p.lodClamp), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture3DGradOffsetClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), de::max(computeLodFromGrad3D(c), p.lodClamp), p.offset)*p.scale + p.bias; }
static void evalTexture1DGradOffsetClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DOffset(c, c.in[0].x(), de::max(computeLodFromGrad1D(c), p.lodClamp), p.offset.x())*p.scale + p.bias; }
static void evalTexture1DArrayGradOffsetClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture1DArrayOffset(c, c.in[0].x(), c.in[0].y(), de::max(computeLodFromGrad1DArray(c), p.lodClamp), p.offset.x())*p.scale + p.bias; }
static void evalTexture2DShadowGradOffsetClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), de::max(computeLodFromGrad2D(c), p.lodClamp), p.offset.swizzle(0,1)); }
static void evalTexture2DArrayShadowGradOffsetClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DArrayShadowOffset(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), de::max(computeLodFromGrad2DArray(c), p.lodClamp), p.offset.swizzle(0,1)); }
static void evalTexture1DShadowGradOffsetClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DShadowOffset(c, c.in[0].z(), c.in[0].x(), de::max(computeLodFromGrad1D(c), p.lodClamp), p.offset.x()); }
static void evalTexture1DArrayShadowGradOffsetClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture1DArrayShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), de::max(computeLodFromGrad1DArray(c), p.lodClamp), p.offset.x()); }
// Texel fetch variants
static void evalTexelFetch2D (ShaderEvalContext& c, const TexLookupParams& p)
{
int x = deChopFloatToInt32(c.in[0].x())+p.offset.x();
int y = deChopFloatToInt32(c.in[0].y())+p.offset.y();
int lod = deChopFloatToInt32(c.in[1].x());
c.color = c.textures[0].tex2D->getLevel(lod).getPixel(x, y)*p.scale + p.bias;
}
static void evalTexelFetch2DArray (ShaderEvalContext& c, const TexLookupParams& p)
{
int x = deChopFloatToInt32(c.in[0].x())+p.offset.x();
int y = deChopFloatToInt32(c.in[0].y())+p.offset.y();
int l = deChopFloatToInt32(c.in[0].z());
int lod = deChopFloatToInt32(c.in[1].x());
c.color = c.textures[0].tex2DArray->getLevel(lod).getPixel(x, y, l)*p.scale + p.bias;
}
static void evalTexelFetch3D (ShaderEvalContext& c, const TexLookupParams& p)
{
int x = deChopFloatToInt32(c.in[0].x())+p.offset.x();
int y = deChopFloatToInt32(c.in[0].y())+p.offset.y();
int z = deChopFloatToInt32(c.in[0].z())+p.offset.z();
int lod = deChopFloatToInt32(c.in[1].x());
c.color = c.textures[0].tex3D->getLevel(lod).getPixel(x, y, z)*p.scale + p.bias;
}
static void evalTexelFetch1D (ShaderEvalContext& c, const TexLookupParams& p)
{
int x = deChopFloatToInt32(c.in[0].x())+p.offset.x();
int lod = deChopFloatToInt32(c.in[1].x());
c.color = c.textures[0].tex1D->getLevel(lod).getPixel(x, 0)*p.scale + p.bias;
}
static void evalTexelFetch1DArray (ShaderEvalContext& c, const TexLookupParams& p)
{
int x = deChopFloatToInt32(c.in[0].x())+p.offset.x();
int l = deChopFloatToInt32(c.in[0].y());
int lod = deChopFloatToInt32(c.in[1].x());
c.color = c.textures[0].tex1DArray->getLevel(lod).getPixel(x, l)*p.scale + p.bias;
}
class TexLookupEvaluator : public ShaderEvaluator
{
public:
TexLookupEvaluator (TexEvalFunc evalFunc, const TexLookupParams& lookupParams) : m_evalFunc(evalFunc), m_lookupParams(lookupParams) {}
virtual ~TexLookupEvaluator (void) {}
virtual void evaluate (ShaderEvalContext& ctx) const { m_evalFunc(ctx, m_lookupParams); }
private:
TexEvalFunc m_evalFunc;
const TexLookupParams& m_lookupParams;
};
static void checkDeviceFeatures (Context& context, TextureType textureType)
{
if (textureType == TEXTURETYPE_CUBE_ARRAY)
{
const vk::VkPhysicalDeviceFeatures& deviceFeatures = context.getDeviceFeatures();
if (!deviceFeatures.imageCubeArray)
TCU_THROW(NotSupportedError, "Cube array is not supported");
}
}
class ShaderTextureFunctionInstance : public ShaderRenderCaseInstance
{
public:
ShaderTextureFunctionInstance (Context& context,
const bool isVertexCase,
const ShaderEvaluator& evaluator,
const UniformSetup& uniformSetup,
const TextureLookupSpec& lookupSpec,
const TextureSpec& textureSpec,
const TexLookupParams& lookupParams,
const ImageBackingMode imageBackingMode = IMAGE_BACKING_MODE_REGULAR);
virtual ~ShaderTextureFunctionInstance (void);
protected:
virtual void setupUniforms (const tcu::Vec4&);
void initTexture (void);
private:
const TextureLookupSpec& m_lookupSpec;
const TextureSpec& m_textureSpec;
const TexLookupParams& m_lookupParams;
};
ShaderTextureFunctionInstance::ShaderTextureFunctionInstance (Context& context,
const bool isVertexCase,
const ShaderEvaluator& evaluator,
const UniformSetup& uniformSetup,
const TextureLookupSpec& lookupSpec,
const TextureSpec& textureSpec,
const TexLookupParams& lookupParams,
const ImageBackingMode imageBackingMode)
: ShaderRenderCaseInstance (context, isVertexCase, evaluator, uniformSetup, DE_NULL, imageBackingMode,
(isVertexCase ? 92 : GRID_SIZE_DEFAULT_FRAGMENT))
, m_lookupSpec (lookupSpec)
, m_textureSpec (textureSpec)
, m_lookupParams (lookupParams)
{
checkDeviceFeatures(m_context, m_textureSpec.type);
if (lookupSpec.useClamp)
{
const vk::VkPhysicalDeviceFeatures& deviceFeatures = context.getDeviceFeatures();
if (!deviceFeatures.shaderResourceMinLod)
TCU_THROW(NotSupportedError, "ShaderResourceMinLod feature 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));
useAttribute(4u, A_IN0);
}
bool hasLodBias = functionHasLod(m_lookupSpec.function) || m_lookupSpec.useBias;
bool isGrad = functionHasGrad(m_lookupSpec.function);
DE_ASSERT(!isGrad || !hasLodBias);
if (hasLodBias)
{
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));
useAttribute(5u, A_IN1);
}
else if (isGrad)
{
Vec3 sx = m_lookupSpec.maxDX-m_lookupSpec.minDX;
Vec3 sy = m_lookupSpec.maxDY-m_lookupSpec.minDY;
float gradDxTrans[] =
{
sx.x()/2.0f, sx.x()/2.0f, 0.f, m_lookupSpec.minDX.x(),
sx.y()/2.0f, sx.y()/2.0f, 0.0f, m_lookupSpec.minDX.y(),
sx.z()/2.0f, sx.z()/2.0f, 0.0f, m_lookupSpec.minDX.z(),
0.0f, 0.0f, 0.0f, 0.0f
};
float gradDyTrans[] =
{
-sy.x()/2.0f, -sy.x()/2.0f, 0.f, m_lookupSpec.maxDY.x(),
-sy.y()/2.0f, -sy.y()/2.0f, 0.0f, m_lookupSpec.maxDY.y(),
-sy.z()/2.0f, -sy.z()/2.0f, 0.0f, m_lookupSpec.maxDY.z(),
0.0f, 0.0f, 0.0f, 0.0f
};
m_userAttribTransforms.push_back(tcu::Mat4(gradDxTrans));
m_userAttribTransforms.push_back(tcu::Mat4(gradDyTrans));
useAttribute(5u, A_IN1);
useAttribute(6u, A_IN2);
}
initTexture();
}
ShaderTextureFunctionInstance::~ShaderTextureFunctionInstance (void)
{
}
void ShaderTextureFunctionInstance::setupUniforms (const tcu::Vec4&)
{
useSampler(0u, 0u);
addUniform(1u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, sizeof(tcu::Vec4), m_lookupParams.scale.getPtr());
addUniform(2u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, sizeof(tcu::Vec4), m_lookupParams.bias.getPtr());
}
void ShaderTextureFunctionInstance::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::mapGLInternalFormat(m_textureSpec.format);
tcu::TextureFormatInfo fmtInfo = tcu::getTextureFormatInfo(texFmt);
tcu::UVec2 viewportSize = getViewportSize();
bool isProj = functionHasProj(m_lookupSpec.function);
bool isAutoLod = functionHasAutoLod(m_isVertexCase ? glu::SHADERTYPE_VERTEX : glu::SHADERTYPE_FRAGMENT,
m_lookupSpec.function); // LOD can vary significantly
float proj = isProj ? 1.0f/m_lookupSpec.minCoord[m_lookupSpec.function == FUNCTION_TEXTUREPROJ2 ? 1 : m_lookupSpec.function == FUNCTION_TEXTUREPROJ3 ? 2 : 3] : 1.0f;
TexLookupParams lookupParams;
switch (m_textureSpec.type)
{
case TEXTURETYPE_2D:
{
float levelStep = isAutoLod ? 0.0f : 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::MovePtr<tcu::Texture2D> texture2D;
texture2D = de::MovePtr<tcu::Texture2D>(new tcu::Texture2D(texFmt, m_textureSpec.width, m_textureSpec.height));
for (int level = 0; level < m_textureSpec.numLevels; level++)
{
float fA = float(level)*levelStep;
float fB = 1.0f-fA;
Vec4 colorA = cBias + cScale*Vec4(fA, fB, fA, fB);
Vec4 colorB = cBias + cScale*Vec4(fB, fA, fB, fA);
texture2D->allocLevel(level);
tcu::fillWithGrid(texture2D->getLevel(level), de::max(1, baseCellSize>>level), colorA, colorB);
}
// 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];
lookupParams.lod = computeLodFromDerivates(DEFAULT_LOD_MODE, dudx, 0.0f, 0.0f, dvdy);
// Append to texture list.
m_textures.push_back(TextureBindingSp(new TextureBinding(texture2D.release(), m_textureSpec.sampler)));
break;
}
case TEXTURETYPE_CUBE_MAP:
{
float levelStep = isAutoLod ? 0.0f : 1.0f / (float)de::max(1, m_textureSpec.numLevels-1);
Vec4 cScale = fmtInfo.valueMax-fmtInfo.valueMin;
Vec4 cBias = fmtInfo.valueMin;
Vec4 cCorner = cBias + cScale*0.5f;
int baseCellSize = de::min(m_textureSpec.width/4, m_textureSpec.height/4);
de::MovePtr<tcu::TextureCube> textureCube;
DE_ASSERT(m_textureSpec.width == m_textureSpec.height);
textureCube = de::MovePtr<tcu::TextureCube>(new tcu::TextureCube(texFmt, m_textureSpec.width));
for (int level = 0; level < m_textureSpec.numLevels; level++)
{
float fA = float(level)*levelStep;
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]);
textureCube->allocLevel((tcu::CubeFace)face, level);
{
const tcu::PixelBufferAccess access = textureCube->getLevelFace(level, (tcu::CubeFace)face);
const int lastPix = access.getWidth()-1;
tcu::fillWithGrid(access, de::max(1, baseCellSize>>level), colorA, colorB);
// Ensure all corners have identical colors in order to avoid dealing with ambiguous corner texel filtering
access.setPixel(cCorner, 0, 0);
access.setPixel(cCorner, 0, lastPix);
access.setPixel(cCorner, lastPix, 0);
access.setPixel(cCorner, lastPix, lastPix);
}
}
}
// 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];
lookupParams.lod = computeLodFromDerivates(DEFAULT_LOD_MODE, dudx, 0.0f, 0.0f, dvdy);
// Append to texture list.
m_textures.push_back(TextureBindingSp(new TextureBinding(textureCube.release(), m_textureSpec.sampler)));
break;
}
case TEXTURETYPE_2D_ARRAY:
{
float layerStep = 1.0f / (float)m_textureSpec.depth;
float levelStep = isAutoLod ? 0.0f : 1.0f / (float)(de::max(1, m_textureSpec.numLevels-1)*m_textureSpec.depth);
Vec4 cScale = fmtInfo.valueMax-fmtInfo.valueMin;
Vec4 cBias = fmtInfo.valueMin;
int baseCellSize = de::min(m_textureSpec.width/4, m_textureSpec.height/4);
de::MovePtr<tcu::Texture2DArray> texture2DArray;
texture2DArray = de::MovePtr<tcu::Texture2DArray>(new tcu::Texture2DArray(texFmt, m_textureSpec.width, m_textureSpec.height, m_textureSpec.depth));
for (int level = 0; level < m_textureSpec.numLevels; level++)
{
texture2DArray->allocLevel(level);
tcu::PixelBufferAccess levelAccess = texture2DArray->getLevel(level);
for (int layer = 0; layer < levelAccess.getDepth(); layer++)
{
float fA = (float)layer*layerStep + (float)level*levelStep;
float fB = 1.0f-fA;
Vec4 colorA = cBias + cScale*Vec4(fA, fB, fA, fB);
Vec4 colorB = cBias + cScale*Vec4(fB, fA, fB, fA);
tcu::fillWithGrid(tcu::getSubregion(levelAccess, 0, 0, layer, levelAccess.getWidth(), levelAccess.getHeight(), 1), de::max(1, baseCellSize>>level), colorA, colorB);
}
}
// 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];
lookupParams.lod = computeLodFromDerivates(DEFAULT_LOD_MODE, dudx, 0.0f, 0.0f, dvdy);
// Append to texture list.
m_textures.push_back(TextureBindingSp(new TextureBinding(texture2DArray.release(), m_textureSpec.sampler)));
break;
}
case TEXTURETYPE_3D:
{
float levelStep = isAutoLod ? 0.0f : 1.0f / (float)de::max(1, m_textureSpec.numLevels-1);
Vec4 cScale = fmtInfo.valueMax-fmtInfo.valueMin;
Vec4 cBias = fmtInfo.valueMin;
int baseCellSize = de::min(de::min(m_textureSpec.width/2, m_textureSpec.height/2), m_textureSpec.depth/2);
de::MovePtr<tcu::Texture3D> texture3D;
texture3D = de::MovePtr<tcu::Texture3D>(new tcu::Texture3D(texFmt, m_textureSpec.width, m_textureSpec.height, m_textureSpec.depth));
for (int level = 0; level < m_textureSpec.numLevels; level++)
{
float fA = (float)level*levelStep;
float fB = 1.0f-fA;
Vec4 colorA = cBias + cScale*Vec4(fA, fB, fA, fB);
Vec4 colorB = cBias + cScale*Vec4(fB, fA, fB, fA);
texture3D->allocLevel(level);
tcu::fillWithGrid(texture3D->getLevel(level), de::max(1, baseCellSize>>level), colorA, colorB);
}
// 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];
float dwdx = (m_lookupSpec.maxCoord[2]-m_lookupSpec.minCoord[2])*0.5f*proj*(float)m_textureSpec.depth / (float)viewportSize[0];
float dwdy = (m_lookupSpec.maxCoord[2]-m_lookupSpec.minCoord[2])*0.5f*proj*(float)m_textureSpec.depth / (float)viewportSize[1];
lookupParams.lod = computeLodFromDerivates(DEFAULT_LOD_MODE, dudx, 0.0f, dwdx, 0.0f, dvdy, dwdy);
// Append to texture list.
m_textures.push_back(TextureBindingSp(new TextureBinding(texture3D.release(), m_textureSpec.sampler)));
break;
}
case TEXTURETYPE_1D:
{
float levelStep = isAutoLod ? 0.0f : 1.0f / (float)de::max(1, m_textureSpec.numLevels-1);
Vec4 cScale = fmtInfo.valueMax-fmtInfo.valueMin;
Vec4 cBias = fmtInfo.valueMin;
int baseCellSize = m_textureSpec.width/4;
de::MovePtr<tcu::Texture1D> texture1D;
texture1D = de::MovePtr<tcu::Texture1D>(new tcu::Texture1D(texFmt, m_textureSpec.width));
for (int level = 0; level < m_textureSpec.numLevels; level++)
{
float fA = float(level)*levelStep;
float fB = 1.0f-fA;
Vec4 colorA = cBias + cScale*Vec4(fA, fB, fA, fB);
Vec4 colorB = cBias + cScale*Vec4(fB, fA, fB, fA);
texture1D->allocLevel(level);
tcu::fillWithGrid(texture1D->getLevel(level), de::max(1, baseCellSize>>level), colorA, colorB);
}
// Compute LOD.
float dudx = (m_lookupSpec.maxCoord[0]-m_lookupSpec.minCoord[0])*proj*(float)m_textureSpec.width / (float)viewportSize[0];
lookupParams.lod = computeLodFromDerivates(DEFAULT_LOD_MODE, dudx, 0.0f);
// Append to texture list.
m_textures.push_back(TextureBindingSp(new TextureBinding(texture1D.release(), m_textureSpec.sampler)));
break;
}
case TEXTURETYPE_1D_ARRAY:
{
float layerStep = 1.0f / (float)m_textureSpec.depth;
float levelStep = isAutoLod ? 0.0f : 1.0f / (float)(de::max(1, m_textureSpec.numLevels-1)*m_textureSpec.depth);
Vec4 cScale = fmtInfo.valueMax-fmtInfo.valueMin;
Vec4 cBias = fmtInfo.valueMin;
int baseCellSize = m_textureSpec.width/4;
de::MovePtr<tcu::Texture1DArray> texture1DArray;
texture1DArray = de::MovePtr<tcu::Texture1DArray>(new tcu::Texture1DArray(texFmt, m_textureSpec.width, m_textureSpec.depth));
for (int level = 0; level < m_textureSpec.numLevels; level++)
{
texture1DArray->allocLevel(level);
tcu::PixelBufferAccess levelAccess = texture1DArray->getLevel(level);
for (int layer = 0; layer < levelAccess.getHeight(); layer++)
{
float fA = (float)layer*layerStep + (float)level*levelStep;
float fB = 1.0f-fA;
Vec4 colorA = cBias + cScale*Vec4(fA, fB, fA, fB);
Vec4 colorB = cBias + cScale*Vec4(fB, fA, fB, fA);
tcu::fillWithGrid(tcu::getSubregion(levelAccess, 0, layer, 0, levelAccess.getWidth(), 1, 1), de::max(1, baseCellSize>>level), colorA, colorB);
}
}
// Compute LOD.
float dudx = (m_lookupSpec.maxCoord[0]-m_lookupSpec.minCoord[0])*proj*(float)m_textureSpec.width / (float)viewportSize[0];
lookupParams.lod = computeLodFromDerivates(DEFAULT_LOD_MODE, dudx, 0.0f);
// Append to texture list.
m_textures.push_back(TextureBindingSp(new TextureBinding(texture1DArray.release(), m_textureSpec.sampler)));
break;
}
case TEXTURETYPE_CUBE_ARRAY:
{
float layerStep = 1.0f / (float)(m_textureSpec.depth/6);
float levelStep = isAutoLod ? 0.0f : 1.0f / (float)(de::max(1, m_textureSpec.numLevels-1)*(m_textureSpec.depth/6));
Vec4 cScale = fmtInfo.valueMax-fmtInfo.valueMin;
Vec4 cBias = fmtInfo.valueMin;
Vec4 cCorner = cBias + cScale*0.5f;
int baseCellSize = de::min(m_textureSpec.width/4, m_textureSpec.height/4);
de::MovePtr<tcu::TextureCubeArray> textureCubeArray;
DE_ASSERT(m_textureSpec.width == m_textureSpec.height);
DE_ASSERT(m_textureSpec.depth % 6 == 0);
textureCubeArray = de::MovePtr<tcu::TextureCubeArray>(new tcu::TextureCubeArray(texFmt, m_textureSpec.width, m_textureSpec.depth));
for (int level = 0; level < m_textureSpec.numLevels; level++)
{
float fA = float(level)*levelStep;
float fB = 1.0f-fA;
Vec2 f (fA, fB);
textureCubeArray->allocLevel(level);
tcu::PixelBufferAccess levelAccess = textureCubeArray->getLevel(level);
for (int layer = 0; layer < m_textureSpec.depth/6; layer++)
{
float layerCorr = 1.0f-(float)layer*layerStep;
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])*layerCorr;
Vec4 colorB = cBias + cScale*f.swizzle(swzB[0], swzB[1], swzB[2], swzB[3])*layerCorr;
{
const tcu::PixelBufferAccess access = tcu::getSubregion(levelAccess, 0, 0, (layer*6)+face, levelAccess.getWidth(), levelAccess.getHeight(), 1);
const int lastPix = access.getWidth()-1;
tcu::fillWithGrid(access, de::max(1, baseCellSize>>level), colorA, colorB);
// Ensure all corners have identical colors in order to avoid dealing with ambiguous corner texel filtering
access.setPixel(cCorner, 0, 0);
access.setPixel(cCorner, 0, lastPix);
access.setPixel(cCorner, lastPix, 0);
access.setPixel(cCorner, lastPix, lastPix);
}
}
}
}
// 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];
lookupParams.lod = computeLodFromDerivates(DEFAULT_LOD_MODE, dudx, 0.0f, 0.0f, dvdy);
// Append to texture list.
m_textures.push_back(TextureBindingSp(new TextureBinding(textureCubeArray.release(), m_textureSpec.sampler)));
break;
}
default:
DE_ASSERT(DE_FALSE);
}
// Set lookup scale & bias
lookupParams.scale = fmtInfo.lookupScale;
lookupParams.bias = fmtInfo.lookupBias;
lookupParams.offset = m_lookupSpec.offset;
lookupParams.lodClamp = m_lookupSpec.lodClamp;
// \todo [dirnerakos] Avoid const cast somehow
const_cast<TexLookupParams&>(m_lookupParams) = lookupParams;
}
class ShaderTextureFunctionCase : public ShaderRenderCase
{
public:
ShaderTextureFunctionCase (tcu::TestContext& testCtx,
const std::string& name,
const std::string& desc,
const TextureLookupSpec& lookup,
const TextureSpec& texture,
TexEvalFunc evalFunc,
bool isVertexCase);
virtual ~ShaderTextureFunctionCase (void);
virtual TestInstance* createInstance (Context& context) const;
protected:
const TextureLookupSpec m_lookupSpec;
const TextureSpec m_textureSpec;
const TexLookupParams m_lookupParams;
void initShaderSources (void);
};
ShaderTextureFunctionCase::ShaderTextureFunctionCase (tcu::TestContext& testCtx,
const std::string& name,
const std::string& desc,
const TextureLookupSpec& lookup,
const TextureSpec& texture,
TexEvalFunc evalFunc,
bool isVertexCase)
: ShaderRenderCase (testCtx, name, desc, isVertexCase, new TexLookupEvaluator(evalFunc, m_lookupParams), NULL, NULL)
, m_lookupSpec (lookup)
, m_textureSpec (texture)
{
initShaderSources();
}
ShaderTextureFunctionCase::~ShaderTextureFunctionCase (void)
{
}
TestInstance* ShaderTextureFunctionCase::createInstance (Context& context) const
{
DE_ASSERT(m_evaluator != DE_NULL);
DE_ASSERT(m_uniformSetup != DE_NULL);
return new ShaderTextureFunctionInstance(context, m_isVertexCase, *m_evaluator, *m_uniformSetup, m_lookupSpec, m_textureSpec, m_lookupParams);
}
void ShaderTextureFunctionCase::initShaderSources (void)
{
Function function = m_lookupSpec.function;
bool isVtxCase = m_isVertexCase;
bool isProj = functionHasProj(function);
bool isGrad = functionHasGrad(function);
bool isShadow = m_textureSpec.sampler.compare != tcu::Sampler::COMPAREMODE_NONE;
bool is2DProj4 = !isShadow && m_textureSpec.type == TEXTURETYPE_2D && (function == FUNCTION_TEXTUREPROJ || function == FUNCTION_TEXTUREPROJLOD || function == FUNCTION_TEXTUREPROJGRAD);
bool is1DProj4 = !isShadow && m_textureSpec.type == TEXTURETYPE_1D && (function == FUNCTION_TEXTUREPROJ || function == FUNCTION_TEXTUREPROJLOD || function == FUNCTION_TEXTUREPROJGRAD);
bool isIntCoord = function == FUNCTION_TEXELFETCH;
bool hasLodBias = functionHasLod(m_lookupSpec.function) || m_lookupSpec.useBias;
int texCoordComps = m_textureSpec.type == TEXTURETYPE_1D ? 1 :
m_textureSpec.type == TEXTURETYPE_1D_ARRAY || m_textureSpec.type == TEXTURETYPE_2D ? 2 :
m_textureSpec.type == TEXTURETYPE_CUBE_ARRAY ? 4 :
3;
int extraCoordComps = (isProj ? (is2DProj4 ? 2 : (is1DProj4 ? 3 : 1)) : 0) + (isShadow ? (m_textureSpec.type == TEXTURETYPE_1D ? 2 : 1) : 0);
const bool isCubeArrayShadow = isShadow && m_textureSpec.type == TEXTURETYPE_CUBE_ARRAY;
glu::DataType coordType = glu::getDataTypeFloatVec(isCubeArrayShadow ? 4 : texCoordComps+extraCoordComps);
glu::Precision coordPrec = glu::PRECISION_HIGHP;
const char* coordTypeName = glu::getDataTypeName(coordType);
const char* coordPrecName = glu::getPrecisionName(coordPrec);
tcu::TextureFormat texFmt = glu::mapGLInternalFormat(m_textureSpec.format);
glu::DataType samplerType = glu::TYPE_LAST;
glu::DataType gradType = m_textureSpec.type == TEXTURETYPE_1D || m_textureSpec.type == TEXTURETYPE_1D_ARRAY ? glu::TYPE_FLOAT :
m_textureSpec.type == TEXTURETYPE_3D || m_textureSpec.type == TEXTURETYPE_CUBE_MAP || m_textureSpec.type == TEXTURETYPE_CUBE_ARRAY ? glu::TYPE_FLOAT_VEC3 :
glu::TYPE_FLOAT_VEC2;
const char* gradTypeName = glu::getDataTypeName(gradType);
const char* baseFuncName = DE_NULL;
DE_ASSERT(!isGrad || !hasLodBias);
switch (m_textureSpec.type)
{
case TEXTURETYPE_2D: samplerType = isShadow ? glu::TYPE_SAMPLER_2D_SHADOW : glu::getSampler2DType(texFmt); break;
case TEXTURETYPE_CUBE_MAP: samplerType = isShadow ? glu::TYPE_SAMPLER_CUBE_SHADOW : glu::getSamplerCubeType(texFmt); break;
case TEXTURETYPE_2D_ARRAY: samplerType = isShadow ? glu::TYPE_SAMPLER_2D_ARRAY_SHADOW : glu::getSampler2DArrayType(texFmt); break;
case TEXTURETYPE_3D: DE_ASSERT(!isShadow); samplerType = glu::getSampler3DType(texFmt); break;
case TEXTURETYPE_1D: samplerType = isShadow ? glu::TYPE_SAMPLER_1D_SHADOW : glu::getSampler1DType(texFmt); break;
case TEXTURETYPE_1D_ARRAY: samplerType = isShadow ? glu::TYPE_SAMPLER_1D_ARRAY_SHADOW : glu::getSampler1DArrayType(texFmt); break;
case TEXTURETYPE_CUBE_ARRAY: samplerType = isShadow ? glu::TYPE_SAMPLER_CUBE_ARRAY_SHADOW : glu::getSamplerCubeArrayType(texFmt); break;
default:
DE_ASSERT(DE_FALSE);
}
switch (m_lookupSpec.function)
{
case FUNCTION_TEXTURE: baseFuncName = "texture"; break;
case FUNCTION_TEXTUREPROJ: baseFuncName = "textureProj"; break;
case FUNCTION_TEXTUREPROJ2: baseFuncName = "textureProj"; break;
case FUNCTION_TEXTUREPROJ3: baseFuncName = "textureProj"; break;
case FUNCTION_TEXTURELOD: baseFuncName = "textureLod"; break;
case FUNCTION_TEXTUREPROJLOD: baseFuncName = "textureProjLod"; break;
case FUNCTION_TEXTUREPROJLOD2: baseFuncName = "textureProjLod"; break;
case FUNCTION_TEXTUREPROJLOD3: baseFuncName = "textureProjLod"; break;
case FUNCTION_TEXTUREGRAD: baseFuncName = "textureGrad"; break;
case FUNCTION_TEXTUREPROJGRAD: baseFuncName = "textureProjGrad"; break;
case FUNCTION_TEXTUREPROJGRAD2: baseFuncName = "textureProjGrad"; break;
case FUNCTION_TEXTUREPROJGRAD3: baseFuncName = "textureProjGrad"; break;
case FUNCTION_TEXELFETCH: baseFuncName = "texelFetch"; break;
default:
DE_ASSERT(DE_FALSE);
}
std::ostringstream vert;
std::ostringstream frag;
std::ostringstream& op = isVtxCase ? vert : frag;
glu::GLSLVersion version = glu::GLSL_VERSION_LAST;
switch (m_textureSpec.type)
{
case TEXTURETYPE_2D:
case TEXTURETYPE_3D:
case TEXTURETYPE_CUBE_MAP:
case TEXTURETYPE_2D_ARRAY:
version = glu::GLSL_VERSION_310_ES;
break;
case TEXTURETYPE_1D:
case TEXTURETYPE_1D_ARRAY:
case TEXTURETYPE_CUBE_ARRAY:
version = glu::GLSL_VERSION_420;
break;
default:
DE_ASSERT(DE_FALSE);
break;
}
if (m_lookupSpec.useClamp)
version = glu::GLSL_VERSION_450;
vert << glu::getGLSLVersionDeclaration(version) << "\n"
<< "layout(location = 0) in highp vec4 a_position;\n"
<< "layout(location = 4) in " << coordPrecName << " " << coordTypeName << " a_in0;\n";
if (isGrad)
{
vert << "layout(location = 5) in " << coordPrecName << " " << gradTypeName << " a_in1;\n";
vert << "layout(location = 6) in " << coordPrecName << " " << gradTypeName << " a_in2;\n";
}
else if (hasLodBias)
vert << "layout(location = 5) in " << coordPrecName << " float a_in1;\n";
frag << glu::getGLSLVersionDeclaration(version) << "\n";
if (m_lookupSpec.useClamp)
frag << "#extension GL_ARB_sparse_texture_clamp : require\n";
frag << "layout(location = 0) out mediump vec4 o_color;\n";
if (isVtxCase)
{
vert << "layout(location = 0) out mediump vec4 v_color;\n";
frag << "layout(location = 0) in mediump vec4 v_color;\n";
}
else
{
vert << "layout(location = 0) out " << coordPrecName << " " << coordTypeName << " v_texCoord;\n";
frag << "layout(location = 0) in " << coordPrecName << " " << coordTypeName << " v_texCoord;\n";
if (isGrad)
{
vert << "layout(location = 1) out " << coordPrecName << " " << gradTypeName << " v_gradX;\n";
vert << "layout(location = 2) out " << coordPrecName << " " << gradTypeName << " v_gradY;\n";
frag << "layout(location = 1) in " << coordPrecName << " " << gradTypeName << " v_gradX;\n";
frag << "layout(location = 2) in " << coordPrecName << " " << gradTypeName << " v_gradY;\n";
}
else if (hasLodBias)
{
vert << "layout(location = 1) out " << coordPrecName << " float v_lodBias;\n";
frag << "layout(location = 1) in " << coordPrecName << " float v_lodBias;\n";
}
}
// Uniforms
op << "layout(set = 0, binding = 0) uniform highp " << glu::getDataTypeName(samplerType) << " u_sampler;\n"
<< "layout(set = 0, binding = 1) uniform buf0 { highp vec4 u_scale; };\n"
<< "layout(set = 0, binding = 2) uniform buf1 { highp vec4 u_bias; };\n";
if (version != glu::GLSL_VERSION_310_ES)
vert << "out gl_PerVertex {\n"
<< "\tvec4 gl_Position;\n"
<< "};\n";
vert << "\nvoid main()\n{\n"
<< "\tgl_Position = a_position;\n";
frag << "\nvoid main()\n{\n";
if (isVtxCase)
vert << "\tv_color = ";
else
frag << "\to_color = ";
// Op.
{
const char* texCoord = isVtxCase ? "a_in0" : "v_texCoord";
const char* gradX = isVtxCase ? "a_in1" : "v_gradX";
const char* gradY = isVtxCase ? "a_in2" : "v_gradY";
const char* lodBias = isVtxCase ? "a_in1" : "v_lodBias";
op << "vec4(" << baseFuncName;
if (m_lookupSpec.useOffset)
op << "Offset";
if (m_lookupSpec.useClamp)
op << "ClampARB";
op << "(u_sampler, ";
if (isIntCoord)
op << glu::getDataTypeName(glu::getDataTypeIntVec(texCoordComps+extraCoordComps)) << "(";
op << texCoord;
if (isIntCoord)
op << ")";
if (isGrad)
op << ", " << gradX << ", " << gradY;
if (functionHasLod(function))
{
if (isIntCoord)
op << ", int(" << lodBias << ")";
else
op << ", " << lodBias;
}
if (m_lookupSpec.useOffset)
{
int offsetComps = m_textureSpec.type == TEXTURETYPE_1D || m_textureSpec.type == TEXTURETYPE_1D_ARRAY ? 1 :
m_textureSpec.type == TEXTURETYPE_3D ? 3 : 2;
op << ", " << glu::getDataTypeName(glu::getDataTypeIntVec(offsetComps)) << "(";
for (int ndx = 0; ndx < offsetComps; ndx++)
{
if (ndx != 0)
op << ", ";
op << m_lookupSpec.offset[ndx];
}
op << ")";
}
if (m_lookupSpec.useClamp)
op << ", float(" << m_lookupSpec.lodClamp << ")";
if (isCubeArrayShadow && m_lookupSpec.function == FUNCTION_TEXTURE)
op << ", " << texCoord << ".w";
if (m_lookupSpec.useBias)
op << ", " << lodBias;
op << ")";
if (isShadow)
op << ", 0.0, 0.0, 1.0)";
else
op << ")*u_scale + u_bias";
op << ";\n";
}
if (isVtxCase)
frag << "\to_color = v_color;\n";
else
{
vert << "\tv_texCoord = a_in0;\n";
if (isGrad)
{
vert << "\tv_gradX = a_in1;\n";
vert << "\tv_gradY = a_in2;\n";
}
else if (hasLodBias)
vert << "\tv_lodBias = a_in1;\n";
}
vert << "}\n";
frag << "}\n";
m_vertShaderSource = vert.str();
m_fragShaderSource = frag.str();
}
enum QueryFunction
{
QUERYFUNCTION_TEXTURESIZE = 0,
QUERYFUNCTION_TEXTUREQUERYLOD,
QUERYFUNCTION_TEXTUREQUERYLEVELS,
QUERYFUNCTION_TEXTURESAMPLES,
QUERYFUNCTION_LAST
};
class TextureQueryInstance : public ShaderRenderCaseInstance
{
public:
TextureQueryInstance (Context& context,
const bool isVertexCase,
const TextureSpec& textureSpec);
virtual ~TextureQueryInstance (void);
protected:
virtual void setupDefaultInputs (void);
virtual void setupUniforms (const tcu::Vec4&);
void render (void);
protected:
const TextureSpec& m_textureSpec;
};
TextureQueryInstance::TextureQueryInstance (Context& context,
const bool isVertexCase,
const TextureSpec& textureSpec)
: ShaderRenderCaseInstance (context, isVertexCase, DE_NULL, DE_NULL, DE_NULL)
, m_textureSpec (textureSpec)
{
m_colorFormat = vk::VK_FORMAT_R32G32B32A32_SFLOAT;
checkDeviceFeatures(m_context, m_textureSpec.type);
}
TextureQueryInstance::~TextureQueryInstance (void)
{
}
void TextureQueryInstance::setupDefaultInputs (void)
{
const deUint32 numVertices = 4;
const float positions[] =
{
-1.0f, -1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f
};
addAttribute(0u, vk::VK_FORMAT_R32G32B32A32_SFLOAT, 4 * (deUint32)sizeof(float), numVertices, positions);
}
void TextureQueryInstance::setupUniforms (const tcu::Vec4&)
{
useSampler(0u, 0u);
}
void TextureQueryInstance::render (void)
{
const deUint32 numVertices = 4;
const deUint32 numTriangles = 2;
const deUint16 indices[6] = { 0, 1, 2, 2, 1, 3 };
ShaderRenderCaseInstance::setup();
ShaderRenderCaseInstance::render(numVertices, numTriangles, indices);
}
static int getMaxTextureSize (TextureType type, const tcu::IVec3& textureSize)
{
int maxSize = 0;
switch (type)
{
case TEXTURETYPE_1D:
case TEXTURETYPE_1D_ARRAY:
maxSize = textureSize.x();
break;
case TEXTURETYPE_2D:
case TEXTURETYPE_2D_ARRAY:
case TEXTURETYPE_CUBE_MAP:
case TEXTURETYPE_CUBE_ARRAY:
maxSize = de::max(textureSize.x(), textureSize.y());
break;
case TEXTURETYPE_3D:
maxSize = de::max(textureSize.x(), de::max(textureSize.y(), textureSize.z()));
break;
default:
DE_ASSERT(false);
}
return maxSize;
}
static std::string getTextureSizeString (TextureType type, const tcu::IVec3& textureSize)
{
std::ostringstream str;
switch (type)
{
case TEXTURETYPE_1D:
str << textureSize.x() << "x1";
break;
case TEXTURETYPE_2D:
case TEXTURETYPE_CUBE_MAP:
str << textureSize.x() << "x" << textureSize.y();
break;
case TEXTURETYPE_3D:
str << textureSize.x() << "x" << textureSize.y() << "x" << textureSize.z();
break;
case TEXTURETYPE_1D_ARRAY:
str << textureSize.x() << "x1 with " << textureSize.z() << " layer(s)";
break;
case TEXTURETYPE_2D_ARRAY:
case TEXTURETYPE_CUBE_ARRAY:
str << textureSize.x() << "x" << textureSize.y() << " with " << textureSize.z() << " layers(s)";
break;
default:
DE_ASSERT(false);
break;
}
return str.str();
}
static bool isValidCase (TextureType type, const tcu::IVec3& textureSize, int lod, int lodBase)
{
const bool isSquare = textureSize.x() == textureSize.y();
const bool isCubeArray = isSquare && (textureSize.z() % 6) == 0;
const int maxSize = getMaxTextureSize(type, textureSize);
const bool isLodValid = (maxSize >> (lod + lodBase)) != 0;
if (!isLodValid)
return false;
if (type == TEXTURETYPE_CUBE_MAP && !isSquare)
return false;
if (type == TEXTURETYPE_CUBE_ARRAY && !isCubeArray)
return false;
return true;
}
static TextureBindingSp createEmptyTexture (deUint32 format,
TextureType type,
const tcu::IVec3& textureSize,
int numLevels,
int lodBase,
const tcu::Sampler& sampler)
{
const tcu::TextureFormat texFmt = glu::mapGLInternalFormat(format);
const TextureBinding::Parameters params (lodBase);
TextureBindingSp textureBinding;
switch (type)
{
case TEXTURETYPE_1D:
{
de::MovePtr<tcu::Texture1D> texture (new tcu::Texture1D(texFmt, textureSize.x()));
for (int level = 0; level < numLevels; level++)
texture->allocLevel(level);
textureBinding = TextureBindingSp(new TextureBinding(texture.release(), sampler));
break;
}
case TEXTURETYPE_2D:
{
de::MovePtr<tcu::Texture2D> texture (new tcu::Texture2D(texFmt, textureSize.x(), textureSize.y()));
for (int level = 0; level < numLevels; level++)
texture->allocLevel(level);
textureBinding = TextureBindingSp(new TextureBinding(texture.release(), sampler));
break;
}
case TEXTURETYPE_3D:
{
de::MovePtr<tcu::Texture3D> texture (new tcu::Texture3D(texFmt, textureSize.x(), textureSize.y(), textureSize.z()));
for (int level = 0; level < numLevels; level++)
texture->allocLevel(level);
textureBinding = TextureBindingSp(new TextureBinding(texture.release(), sampler));
break;
}
case TEXTURETYPE_CUBE_MAP:
{
de::MovePtr<tcu::TextureCube> texture (new tcu::TextureCube(texFmt, textureSize.x()));
for (int level = 0; level < numLevels; level++)
for (int face = 0; face < tcu::CUBEFACE_LAST; face++)
texture->allocLevel((tcu::CubeFace)face, level);
textureBinding = TextureBindingSp(new TextureBinding(texture.release(), sampler));
break;
}
case TEXTURETYPE_1D_ARRAY:
{
de::MovePtr<tcu::Texture1DArray> texture (new tcu::Texture1DArray(texFmt, textureSize.x(), textureSize.z()));
for (int level = 0; level < numLevels; level++)
texture->allocLevel(level);
textureBinding = TextureBindingSp(new TextureBinding(texture.release(), sampler));
break;
}
case TEXTURETYPE_2D_ARRAY:
{
de::MovePtr<tcu::Texture2DArray> texture (new tcu::Texture2DArray(texFmt, textureSize.x(), textureSize.y(), textureSize.z()));
for (int level = 0; level < numLevels; level++)
texture->allocLevel(level);
textureBinding = TextureBindingSp(new TextureBinding(texture.release(), sampler));
break;
}
case TEXTURETYPE_CUBE_ARRAY:
{
de::MovePtr<tcu::TextureCubeArray> texture (new tcu::TextureCubeArray(texFmt, textureSize.x(), textureSize.z()));
for (int level = 0; level < numLevels; level++)
texture->allocLevel(level);
textureBinding = TextureBindingSp(new TextureBinding(texture.release(), sampler));
break;
}
default:
DE_ASSERT(false);
break;
}
textureBinding->setParameters(params);
return textureBinding;
}
static inline glu::DataType getTextureSizeFuncResultType (TextureType textureType)
{
switch (textureType)
{
case TEXTURETYPE_1D:
return glu::TYPE_INT;
case TEXTURETYPE_2D:
case TEXTURETYPE_CUBE_MAP:
case TEXTURETYPE_1D_ARRAY:
return glu::TYPE_INT_VEC2;
case TEXTURETYPE_3D:
case TEXTURETYPE_2D_ARRAY:
case TEXTURETYPE_CUBE_ARRAY:
return glu::TYPE_INT_VEC3;
default:
DE_ASSERT(false);
return glu::TYPE_LAST;
}
}
class TextureSizeInstance : public TextureQueryInstance
{
public:
TextureSizeInstance (Context& context,
const bool isVertexCase,
const TextureSpec& textureSpec);
virtual ~TextureSizeInstance (void);
virtual tcu::TestStatus iterate (void);
protected:
virtual void setupUniforms (const tcu::Vec4& constCoords);
private:
struct TestSize
{
tcu::IVec3 textureSize;
int lod;
int lodBase;
tcu::IVec3 expectedSize;
};
void initTexture (void);
bool testTextureSize (void);
TestSize m_testSize;
tcu::IVec3 m_expectedSize;
int m_iterationCounter;
};
TextureSizeInstance: