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/*-------------------------------------------------------------------------
* OpenGL Conformance Test Suite
* -----------------------------
*
* Copyright (c) 2014-2016 The Khronos Group Inc.
*
* 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
*/ /*-------------------------------------------------------------------*/
/*!
* \file esextcGPUShader5SamplerArrayIndexing.cpp
* \brief gpu_shader5 extension - Sampler Array Indexing (Test 1)
*/ /*-------------------------------------------------------------------*/
#include "esextcGPUShader5SamplerArrayIndexing.hpp"
#include "gluDefs.hpp"
#include "glwEnums.hpp"
#include "glwFunctions.hpp"
#include "tcuTestLog.hpp"
#include <cstring>
namespace glcts
{
const int GPUShader5SamplerArrayIndexing::m_n_small_textures = 4;
const int GPUShader5SamplerArrayIndexing::m_n_texture_components = 4;
const int GPUShader5SamplerArrayIndexing::m_big_texture_height = 3;
const int GPUShader5SamplerArrayIndexing::m_big_texture_width = 3;
const int GPUShader5SamplerArrayIndexing::m_n_texture_levels = 1;
const int GPUShader5SamplerArrayIndexing::m_small_texture_height = 1;
const int GPUShader5SamplerArrayIndexing::m_small_texture_width = 1;
/** Constructor
*
* @param context Test context
* @param name Test case's name
* @param description Test case's description
**/
GPUShader5SamplerArrayIndexing::GPUShader5SamplerArrayIndexing(Context& context, const ExtParameters& extParams,
const char* name, const char* description)
: TestCaseBase(context, extParams, name, description)
, m_big_to_id(0)
, m_fbo_id(0)
, m_fs_id(0)
, m_po_id(0)
, m_small_to_ids(DE_NULL)
, m_vao_id(0)
, m_vbo_id(0)
, m_vs_id(0)
{
}
/** Deinitializes GLES objects created during the test.
*
*/
void GPUShader5SamplerArrayIndexing::deinit(void)
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
/* Reset OpenGL ES state */
gl.useProgram(0);
gl.bindBuffer(GL_ARRAY_BUFFER, 0);
gl.activeTexture(GL_TEXTURE0);
gl.bindTexture(GL_TEXTURE_2D, 0);
gl.bindFramebuffer(GL_FRAMEBUFFER, 0);
gl.bindVertexArray(0);
if (m_po_id != 0)
{
gl.deleteProgram(m_po_id);
m_po_id = 0;
}
if (m_fs_id != 0)
{
gl.deleteShader(m_fs_id);
m_fs_id = 0;
}
if (m_vs_id != 0)
{
gl.deleteShader(m_vs_id);
m_vs_id = 0;
}
if (m_vbo_id != 0)
{
gl.deleteBuffers(1, &m_vbo_id);
m_vbo_id = 0;
}
if (m_fbo_id != 0)
{
gl.deleteFramebuffers(1, &m_fbo_id);
m_fbo_id = 0;
}
if (m_vao_id != 0)
{
gl.deleteVertexArrays(1, &m_vao_id);
m_vao_id = 0;
}
if (m_big_to_id != 0)
{
gl.deleteTextures(1, &m_big_to_id);
m_big_to_id = 0;
}
if (m_small_to_ids != DE_NULL)
{
gl.deleteTextures(m_n_small_textures, m_small_to_ids);
delete[] m_small_to_ids;
m_small_to_ids = DE_NULL;
}
/* Release base class */
TestCaseBase::deinit();
}
/** Initializes GLES objects used during the test.
*
*/
void GPUShader5SamplerArrayIndexing::initTest(void)
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
/* Check if gpu_shader5 extension is supported */
if (!m_is_gpu_shader5_supported)
{
throw tcu::NotSupportedError(GPU_SHADER5_EXTENSION_NOT_SUPPORTED, "", __FILE__, __LINE__);
}
/* Create shader objects */
m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
m_vs_id = gl.createShader(GL_VERTEX_SHADER);
/* Create progream object */
m_po_id = gl.createProgram();
const char* fsCode = getFragmentShaderCode();
const char* vsCode = getVertexShaderCode();
if (!buildProgram(m_po_id, m_fs_id, 1 /* part */, &fsCode, m_vs_id, 1 /* part */, &vsCode))
{
TCU_FAIL("Could not create program object!");
}
/* Create and bind vertex array object */
gl.genVertexArrays(1, &m_vao_id);
gl.bindVertexArray(m_vao_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring vertex array object");
/* Configure vertex buffer */
const glw::GLfloat vertices[] = { -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 };
gl.genBuffers(1, &m_vbo_id);
gl.bindBuffer(GL_ARRAY_BUFFER, m_vbo_id);
gl.bufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error creating vertex buffer object!");
/* Create and configure texture object used as color attachment */
gl.genTextures(1, &m_big_to_id);
gl.bindTexture(GL_TEXTURE_2D, m_big_to_id);
gl.texStorage2D(GL_TEXTURE_2D, m_n_texture_levels, GL_RGBA8, m_big_texture_width, m_big_texture_height);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object!");
/* Create and configure the framebuffer object */
gl.genFramebuffers(1, &m_fbo_id);
gl.bindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo_id);
gl.framebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_big_to_id, 0 /* level */);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring framebuffer object!");
/* Configure textures used in fragment shader */
const glw::GLfloat alpha[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const glw::GLfloat blue[] = { 0.0f, 0.0f, 1.0f, 0.0f };
const glw::GLfloat green[] = { 0.0f, 1.0f, 0.0f, 0.0f };
const glw::GLfloat red[] = { 1.0f, 0.0f, 0.0f, 0.0f };
m_small_to_ids = new glw::GLuint[m_n_small_textures];
memset(m_small_to_ids, 0, m_n_small_textures * sizeof(glw::GLuint));
gl.genTextures(m_n_small_textures, m_small_to_ids);
gl.activeTexture(GL_TEXTURE0);
gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[0]);
gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_small_texture_width, m_small_texture_height, 0 /* border */, GL_RGBA,
GL_FLOAT, red);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object");
gl.activeTexture(GL_TEXTURE1);
gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[1]);
gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_small_texture_width, m_small_texture_height, 0 /* border */, GL_RGBA,
GL_FLOAT, green);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object");
gl.activeTexture(GL_TEXTURE2);
gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[2]);
gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_small_texture_width, m_small_texture_height, 0 /* border */, GL_RGBA,
GL_FLOAT, blue);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object");
gl.activeTexture(GL_TEXTURE3);
gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[3]);
gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_small_texture_width, m_small_texture_height, 0 /* border */, GL_RGBA,
GL_FLOAT, alpha);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring texture object");
}
/** Executes the test.
* Sets the test result to QP_TEST_RESULT_FAIL if the test failed, QP_TEST_RESULT_PASS otherwise.
*
* @return STOP if the test has finished, CONTINUE to indicate iterate should be called once again.
*
* Note the function throws exception should an error occur!
**/
tcu::TestNode::IterateResult GPUShader5SamplerArrayIndexing::iterate(void)
{
initTest();
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
gl.viewport(0 /* x */, 0 /* y */, m_big_texture_width, m_big_texture_height);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport() call failed");
gl.useProgram(m_po_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram() call failed");
/* Configure position vertex array */
gl.bindBuffer(GL_ARRAY_BUFFER, m_vbo_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer() call failed");
glw::GLint position_attribute_location = gl.getAttribLocation(m_po_id, "position");
gl.vertexAttribPointer(position_attribute_location, 4 /* size */, GL_FLOAT, GL_FALSE, 0 /* stride */,
DE_NULL /* pointer */);
gl.enableVertexAttribArray(position_attribute_location);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring position vertex attribute array!");
glw::GLint samplers_uniform_location = gl.getUniformLocation(m_po_id, "samplers");
gl.activeTexture(GL_TEXTURE0);
gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[0]);
gl.uniform1i(samplers_uniform_location + 0, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 0 to samplers[0] uniform location!");
gl.activeTexture(GL_TEXTURE1);
gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[1]);
gl.uniform1i(samplers_uniform_location + 1, 1);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 1 to samplers[1] uniform location!");
gl.activeTexture(GL_TEXTURE2);
gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[2]);
gl.uniform1i(samplers_uniform_location + 2, 2);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 2 to samplers[2] uniform location!");
gl.activeTexture(GL_TEXTURE3);
gl.bindTexture(GL_TEXTURE_2D, m_small_to_ids[3]);
gl.uniform1i(samplers_uniform_location + 3, 3);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error assigning texture unit 3 to samplers[3] uniform location!");
/* Render */
gl.clearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.clear(GL_COLOR_BUFFER_BIT);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error clearing color buffer!");
gl.drawArrays(GL_TRIANGLE_STRIP, 0 /* first */, 4 /* count */);
GLU_EXPECT_NO_ERROR(gl.getError(), "Rendering error");
/* Verify results */
const glw::GLubyte referenceColor[] = { 255, 255, 255, 255 };
glw::GLubyte buffer[m_n_texture_components];
memset(buffer, 0, m_n_texture_components * sizeof(glw::GLubyte));
/* Reading data */
gl.bindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_id);
gl.readPixels(1, /* x */
1, /* y */
1, /* width */
1, /* height */
GL_RGBA, GL_UNSIGNED_BYTE, buffer);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error reading pixel data!");
/* Fail if result color is different from reference color */
if (memcmp(referenceColor, buffer, sizeof(referenceColor)))
{
m_testCtx.getLog() << tcu::TestLog::Message << "Rendered color [" << (int)buffer[0] << ", " << (int)buffer[1]
<< ", " << (int)buffer[2] << ", " << (int)buffer[3]
<< "] is different from reference color [" << (int)referenceColor[0] << ", "
<< (int)referenceColor[1] << ", " << (int)referenceColor[2] << ", " << (int)referenceColor[3]
<< "] !" << tcu::TestLog::EndMessage;
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail");
return STOP;
}
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
return STOP;
}
/** Returns code for Vertex Shader
*
* @return pointer to literal with Vertex Shader code
**/
const char* GPUShader5SamplerArrayIndexing::getVertexShaderCode()
{
static const char* result = "${VERSION}\n"
"\n"
"${GPU_SHADER5_REQUIRE}\n"
"\n"
"precision highp float;\n"
"\n"
"in vec4 position;"
"\n"
"void main()\n"
"{\n"
" gl_Position = position;"
"}\n";
return result;
}
/** Returns code for Fragment Shader
*
* @return pointer to literal with Fragment Shader code
**/
const char* GPUShader5SamplerArrayIndexing::getFragmentShaderCode()
{
static const char* result = "${VERSION}\n"
"\n"
"${GPU_SHADER5_REQUIRE}\n"
"\n"
"precision highp float;\n"
"\n"
"uniform sampler2D samplers[4];\n"
"\n"
"layout(location = 0) out vec4 outColor;\n"
"\n"
"void main(void)\n"
"{\n"
" outColor = vec4(0, 0, 0, 0);\n"
"\n"
" for (int i = 0;i < 4; ++i)\n"
" {\n"
" outColor += texture(samplers[i],vec2(0,0));\n"
" }\n"
"}\n";
return result;
}
} // namespace glcts