| /*------------------------------------------------------------------------- |
| * 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 |