| /*------------------------------------------------------------------------ |
| * Vulkan Conformance Tests |
| * ------------------------ |
| * |
| * Copyright (c) 2015 The Khronos Group Inc. |
| * Copyright (c) 2015 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 Shader struct tests. |
| *//*--------------------------------------------------------------------*/ |
| |
| #include "vktShaderRenderStructTests.hpp" |
| #include "vktShaderRender.hpp" |
| #include "tcuStringTemplate.hpp" |
| #include "deMath.h" |
| |
| namespace vkt |
| { |
| namespace sr |
| { |
| namespace |
| { |
| |
| class ShaderStructCase : public ShaderRenderCase |
| { |
| public: |
| ShaderStructCase (tcu::TestContext& testCtx, |
| const std::string& name, |
| const std::string& description, |
| bool isVertexCase, |
| ShaderEvalFunc evalFunc, |
| UniformSetupFunc setupUniformsFunc, |
| const std::string& vertShaderSource, |
| const std::string& fragShaderSource); |
| ~ShaderStructCase (void); |
| |
| private: |
| ShaderStructCase (const ShaderStructCase&); |
| ShaderStructCase& operator= (const ShaderStructCase&); |
| }; |
| |
| ShaderStructCase::ShaderStructCase (tcu::TestContext& testCtx, |
| const std::string& name, |
| const std::string& description, |
| bool isVertexCase, |
| ShaderEvalFunc evalFunc, |
| UniformSetupFunc setupUniformsFunc, |
| const std::string& vertShaderSource, |
| const std::string& fragShaderSource) |
| : ShaderRenderCase (testCtx, name, description, isVertexCase, evalFunc, new UniformSetup(setupUniformsFunc), DE_NULL) |
| { |
| m_vertShaderSource = vertShaderSource; |
| m_fragShaderSource = fragShaderSource; |
| } |
| |
| ShaderStructCase::~ShaderStructCase (void) |
| { |
| } |
| |
| static de::MovePtr<ShaderStructCase> createStructCase (tcu::TestContext& testCtx, const std::string& name, const std::string& description, bool isVertexCase, ShaderEvalFunc evalFunc, UniformSetupFunc uniformFunc, const LineStream& shaderSrc) |
| { |
| static std::string defaultVertSrc = |
| "#version 310 es\n" |
| "layout(location = 0) in highp vec4 a_position;\n" |
| "layout(location = 1) in highp vec4 a_coords;\n" |
| "layout(location = 0) out mediump vec4 v_coords;\n\n" |
| "void main (void)\n" |
| "{\n" |
| " v_coords = a_coords;\n" |
| " gl_Position = a_position;\n" |
| "}\n"; |
| static std::string defaultFragSrc = |
| "#version 310 es\n" |
| "layout(location = 0) in mediump vec4 v_color;\n" |
| "layout(location = 0) out mediump vec4 o_color;\n\n" |
| "void main (void)\n" |
| "{\n" |
| " o_color = v_color;\n" |
| "}\n"; |
| |
| // Fill in specialization parameters and build the shader source. |
| std::string vertSrc; |
| std::string fragSrc; |
| std::map<std::string, std::string> spParams; |
| |
| if (isVertexCase) |
| { |
| spParams["HEADER"] = |
| "#version 310 es\n" |
| "layout(location = 0) in highp vec4 a_position;\n" |
| "layout(location = 1) in highp vec4 a_coords;\n" |
| "layout(location = 0) out mediump vec4 v_color;"; |
| spParams["COORDS"] = "a_coords"; |
| spParams["DST"] = "v_color"; |
| spParams["ASSIGN_POS"] = "gl_Position = a_position;"; |
| |
| vertSrc = tcu::StringTemplate(shaderSrc.str()).specialize(spParams); |
| fragSrc = defaultFragSrc; |
| } |
| else |
| { |
| spParams["HEADER"] = |
| "#version 310 es\n" |
| "layout(location = 0) in mediump vec4 v_coords;\n" |
| "layout(location = 0) out mediump vec4 o_color;"; |
| spParams["COORDS"] = "v_coords"; |
| spParams["DST"] = "o_color"; |
| spParams["ASSIGN_POS"] = ""; |
| |
| vertSrc = defaultVertSrc; |
| fragSrc = tcu::StringTemplate(shaderSrc.str()).specialize(spParams); |
| } |
| |
| return de::MovePtr<ShaderStructCase>(new ShaderStructCase(testCtx, name, description, isVertexCase, evalFunc, uniformFunc, vertSrc, fragSrc)); |
| } |
| |
| class LocalStructTests : public tcu::TestCaseGroup |
| { |
| public: |
| LocalStructTests (tcu::TestContext& testCtx) |
| : TestCaseGroup(testCtx, "local", "Local structs") |
| { |
| } |
| |
| ~LocalStructTests (void) |
| { |
| } |
| |
| virtual void init (void); |
| }; |
| |
| void LocalStructTests::init (void) |
| { |
| #define LOCAL_STRUCT_CASE(NAME, DESCRIPTION, SHADER_SRC, SET_UNIFORMS_BODY, EVAL_FUNC_BODY) \ |
| do { \ |
| struct SetUniforms_##NAME { static void setUniforms (ShaderRenderCaseInstance& instance, const tcu::Vec4&) SET_UNIFORMS_BODY }; /* NOLINT(SET_UNIFORMS_BODY) */ \ |
| struct Eval_##NAME { static void eval (ShaderEvalContext& c) EVAL_FUNC_BODY }; /* NOLINT(EVAL_FUNC_BODY) */ \ |
| addChild(createStructCase(m_testCtx, #NAME "_vertex", DESCRIPTION, true, &Eval_##NAME::eval, &SetUniforms_##NAME::setUniforms, SHADER_SRC).release()); \ |
| addChild(createStructCase(m_testCtx, #NAME "_fragment", DESCRIPTION, false, &Eval_##NAME::eval, &SetUniforms_##NAME::setUniforms, SHADER_SRC).release()); \ |
| } while (deGetFalse()) |
| |
| LOCAL_STRUCT_CASE(basic, "Basic struct usage", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_one; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump vec3 b;" |
| << " int c;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s = S(${COORDS}.x, vec3(0.0), ui_one);" |
| << " s.b = ${COORDS}.yzw;" |
| << " ${DST} = vec4(s.a, s.b.x, s.b.y, s.c);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ONE); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(0, 1, 2); |
| }); |
| |
| LOCAL_STRUCT_CASE(nested, "Nested struct", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "" |
| << "struct T {" |
| << " int a;" |
| << " mediump vec2 b;" |
| << "};" |
| << "struct S {" |
| << " mediump float a;" |
| << " T b;" |
| << " int c;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);" |
| << " s.b = T(ui_zero, ${COORDS}.yz);" |
| << " ${DST} = vec4(s.a, s.b.b, s.b.a + s.c);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(0, 1, 2); |
| }); |
| |
| LOCAL_STRUCT_CASE(array_member, "Struct with array member", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_one; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump float b[3];" |
| << " int c;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s;" |
| << " s.a = ${COORDS}.w;" |
| << " s.c = ui_one;" |
| << " s.b[0] = ${COORDS}.z;" |
| << " s.b[1] = ${COORDS}.y;" |
| << " s.b[2] = ${COORDS}.x;" |
| << " ${DST} = vec4(s.a, s.b[0], s.b[1], s.c);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ONE); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(3, 2, 1); |
| }); |
| |
| LOCAL_STRUCT_CASE(array_member_dynamic_index, "Struct with array member, dynamic indexing", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { int ui_two; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump float b[3];" |
| << " int c;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s;" |
| << " s.a = ${COORDS}.w;" |
| << " s.c = ui_one;" |
| << " s.b[0] = ${COORDS}.z;" |
| << " s.b[1] = ${COORDS}.y;" |
| << " s.b[2] = ${COORDS}.x;" |
| << " ${DST} = vec4(s.b[ui_one], s.b[ui_zero], s.b[ui_two], s.c);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UI_TWO); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(1,2,0); |
| }); |
| |
| LOCAL_STRUCT_CASE(struct_array, "Struct array", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { int ui_two; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump int b;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s[3];" |
| << " s[0] = S(${COORDS}.x, ui_zero);" |
| << " s[1].a = ${COORDS}.y;" |
| << " s[1].b = ui_one;" |
| << " s[2] = S(${COORDS}.z, ui_two);" |
| << " ${DST} = vec4(s[2].a, s[1].a, s[0].a, s[2].b - s[1].b + s[0].b);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UI_TWO); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(2, 1, 0); |
| }); |
| |
| LOCAL_STRUCT_CASE(struct_array_dynamic_index, "Struct array with dynamic indexing", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { int ui_two; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump int b;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s[3];" |
| << " s[0] = S(${COORDS}.x, ui_zero);" |
| << " s[1].a = ${COORDS}.y;" |
| << " s[1].b = ui_one;" |
| << " s[2] = S(${COORDS}.z, ui_two);" |
| << " ${DST} = vec4(s[ui_two].a, s[ui_one].a, s[ui_zero].a, s[ui_two].b - s[ui_one].b + s[ui_zero].b);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UI_TWO); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(2, 1, 0); |
| }); |
| |
| LOCAL_STRUCT_CASE(nested_struct_array, "Nested struct array", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { int ui_two; };" |
| << "layout (std140, set = 0, binding = 3) uniform buffer3 { mediump float uf_two; };" |
| << "layout (std140, set = 0, binding = 4) uniform buffer4 { mediump float uf_three; };" |
| << "layout (std140, set = 0, binding = 5) uniform buffer5 { mediump float uf_four; };" |
| << "layout (std140, set = 0, binding = 6) uniform buffer6 { mediump float uf_half; };" |
| << "layout (std140, set = 0, binding = 7) uniform buffer7 { mediump float uf_third; };" |
| << "layout (std140, set = 0, binding = 8) uniform buffer8 { mediump float uf_fourth; };" |
| << "" |
| << "struct T {" |
| << " mediump float a;" |
| << " mediump vec2 b[2];" |
| << "};" |
| << "struct S {" |
| << " mediump float a;" |
| << " T b[3];" |
| << " int c;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s[2];" |
| << "" |
| << " // S[0]" |
| << " s[0].a = ${COORDS}.x;" |
| << " s[0].b[0].a = uf_half;" |
| << " s[0].b[0].b[0] = ${COORDS}.xy;" |
| << " s[0].b[0].b[1] = ${COORDS}.zw;" |
| << " s[0].b[1].a = uf_third;" |
| << " s[0].b[1].b[0] = ${COORDS}.zw;" |
| << " s[0].b[1].b[1] = ${COORDS}.xy;" |
| << " s[0].b[2].a = uf_fourth;" |
| << " s[0].b[2].b[0] = ${COORDS}.xz;" |
| << " s[0].b[2].b[1] = ${COORDS}.yw;" |
| << " s[0].c = ui_zero;" |
| << "" |
| << " // S[1]" |
| << " s[1].a = ${COORDS}.w;" |
| << " s[1].b[0].a = uf_two;" |
| << " s[1].b[0].b[0] = ${COORDS}.xx;" |
| << " s[1].b[0].b[1] = ${COORDS}.yy;" |
| << " s[1].b[1].a = uf_three;" |
| << " s[1].b[1].b[0] = ${COORDS}.zz;" |
| << " s[1].b[1].b[1] = ${COORDS}.ww;" |
| << " s[1].b[2].a = uf_four;" |
| << " s[1].b[2].b[0] = ${COORDS}.yx;" |
| << " s[1].b[2].b[1] = ${COORDS}.wz;" |
| << " s[1].c = ui_one;" |
| << "" |
| << " mediump float r = (s[0].b[1].b[0].x + s[1].b[2].b[1].y) * s[0].b[0].a; // (z + z) * 0.5" |
| << " mediump float g = s[1].b[0].b[0].y * s[0].b[2].a * s[1].b[2].a; // x * 0.25 * 4" |
| << " mediump float b = (s[0].b[2].b[1].y + s[0].b[1].b[0].y + s[1].a) * s[0].b[1].a; // (w + w + w) * 0.333" |
| << " mediump float a = float(s[0].c) + s[1].b[2].a - s[1].b[1].a; // 0 + 4.0 - 3.0" |
| << " ${DST} = vec4(r, g, b, a);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UI_TWO); |
| instance.useUniform(3u, UF_TWO); |
| instance.useUniform(4u, UF_THREE); |
| instance.useUniform(5u, UF_FOUR); |
| instance.useUniform(6u, UF_HALF); |
| instance.useUniform(7u, UF_THIRD); |
| instance.useUniform(8u, UF_FOURTH); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(2, 0, 3); |
| }); |
| |
| LOCAL_STRUCT_CASE(nested_struct_array_dynamic_index, "Nested struct array with dynamic indexing", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { int ui_two; };" |
| << "layout (std140, set = 0, binding = 3) uniform buffer3 { mediump float uf_two; };" |
| << "layout (std140, set = 0, binding = 4) uniform buffer4 { mediump float uf_three; };" |
| << "layout (std140, set = 0, binding = 5) uniform buffer5 { mediump float uf_four; };" |
| << "layout (std140, set = 0, binding = 6) uniform buffer6 { mediump float uf_half; };" |
| << "layout (std140, set = 0, binding = 7) uniform buffer7 { mediump float uf_third; };" |
| << "layout (std140, set = 0, binding = 8) uniform buffer8 { mediump float uf_fourth; };" |
| << "" |
| << "struct T {" |
| << " mediump float a;" |
| << " mediump vec2 b[2];" |
| << "};" |
| << "struct S {" |
| << " mediump float a;" |
| << " T b[3];" |
| << " int c;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s[2];" |
| << "" |
| << " // S[0]" |
| << " s[0].a = ${COORDS}.x;" |
| << " s[0].b[0].a = uf_half;" |
| << " s[0].b[0].b[0] = ${COORDS}.xy;" |
| << " s[0].b[0].b[1] = ${COORDS}.zw;" |
| << " s[0].b[1].a = uf_third;" |
| << " s[0].b[1].b[0] = ${COORDS}.zw;" |
| << " s[0].b[1].b[1] = ${COORDS}.xy;" |
| << " s[0].b[2].a = uf_fourth;" |
| << " s[0].b[2].b[0] = ${COORDS}.xz;" |
| << " s[0].b[2].b[1] = ${COORDS}.yw;" |
| << " s[0].c = ui_zero;" |
| << "" |
| << " // S[1]" |
| << " s[1].a = ${COORDS}.w;" |
| << " s[1].b[0].a = uf_two;" |
| << " s[1].b[0].b[0] = ${COORDS}.xx;" |
| << " s[1].b[0].b[1] = ${COORDS}.yy;" |
| << " s[1].b[1].a = uf_three;" |
| << " s[1].b[1].b[0] = ${COORDS}.zz;" |
| << " s[1].b[1].b[1] = ${COORDS}.ww;" |
| << " s[1].b[2].a = uf_four;" |
| << " s[1].b[2].b[0] = ${COORDS}.yx;" |
| << " s[1].b[2].b[1] = ${COORDS}.wz;" |
| << " s[1].c = ui_one;" |
| << "" |
| << " mediump float r = (s[0].b[ui_one].b[ui_one-1].x + s[ui_one].b[ui_two].b[ui_zero+1].y) * s[0].b[0].a; // (z + z) * 0.5" |
| << " mediump float g = s[ui_two-1].b[ui_two-2].b[ui_zero].y * s[0].b[ui_two].a * s[ui_one].b[2].a; // x * 0.25 * 4" |
| << " mediump float b = (s[ui_zero].b[ui_one+1].b[1].y + s[0].b[ui_one*ui_one].b[0].y + s[ui_one].a) * s[0].b[ui_two-ui_one].a; // (w + w + w) * 0.333" |
| << " mediump float a = float(s[ui_zero].c) + s[ui_one-ui_zero].b[ui_two].a - s[ui_zero+ui_one].b[ui_two-ui_one].a; // 0 + 4.0 - 3.0" |
| << " ${DST} = vec4(r, g, b, a);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UI_TWO); |
| instance.useUniform(3u, UF_TWO); |
| instance.useUniform(4u, UF_THREE); |
| instance.useUniform(5u, UF_FOUR); |
| instance.useUniform(6u, UF_HALF); |
| instance.useUniform(7u, UF_THIRD); |
| instance.useUniform(8u, UF_FOURTH); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(2, 0, 3); |
| }); |
| |
| LOCAL_STRUCT_CASE(parameter, "Struct as a function parameter", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_one; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump vec3 b;" |
| << " int c;" |
| << "};" |
| << "" |
| << "mediump vec4 myFunc (S s)" |
| << "{" |
| << " return vec4(s.a, s.b.x, s.b.y, s.c);" |
| << "}" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s = S(${COORDS}.x, vec3(0.0), ui_one);" |
| << " s.b = ${COORDS}.yzw;" |
| << " ${DST} = myFunc(s);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ONE); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(0, 1, 2); |
| }); |
| |
| LOCAL_STRUCT_CASE(parameter_nested, "Nested struct as a function parameter", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "" |
| << "struct T {" |
| << " int a;" |
| << " mediump vec2 b;" |
| << "};" |
| << "struct S {" |
| << " mediump float a;" |
| << " T b;" |
| << " int c;" |
| << "};" |
| << "" |
| << "mediump vec4 myFunc (S s)" |
| << "{" |
| << " return vec4(s.a, s.b.b, s.b.a + s.c);" |
| << "}" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);" |
| << " s.b = T(ui_zero, ${COORDS}.yz);" |
| << " ${DST} = myFunc(s);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(0, 1, 2); |
| }); |
| |
| LOCAL_STRUCT_CASE(return, "Struct as a return value", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_one; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump vec3 b;" |
| << " int c;" |
| << "};" |
| << "" |
| << "S myFunc (void)" |
| << "{" |
| << " S s = S(${COORDS}.x, vec3(0.0), ui_one);" |
| << " s.b = ${COORDS}.yzw;" |
| << " return s;" |
| << "}" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s = myFunc();" |
| << " ${DST} = vec4(s.a, s.b.x, s.b.y, s.c);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ONE); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(0, 1, 2); |
| }); |
| |
| LOCAL_STRUCT_CASE(return_nested, "Nested struct", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "" |
| << "struct T {" |
| << " int a;" |
| << " mediump vec2 b;" |
| << "};" |
| << "struct S {" |
| << " mediump float a;" |
| << " T b;" |
| << " int c;" |
| << "};" |
| << "" |
| << "S myFunc (void)" |
| << "{" |
| << " S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);" |
| << " s.b = T(ui_zero, ${COORDS}.yz);" |
| << " return s;" |
| << "}" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s = myFunc();" |
| << " ${DST} = vec4(s.a, s.b.b, s.b.a + s.c);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(0, 1, 2); |
| }); |
| |
| LOCAL_STRUCT_CASE(conditional_assignment, "Conditional struct assignment", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { mediump float uf_one; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump vec3 b;" |
| << " int c;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);" |
| << " if (uf_one > 0.0)" |
| << " s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);" |
| << " ${DST} = vec4(s.a, s.b.xy, s.c);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UF_ONE); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(3, 2, 1); |
| }); |
| |
| LOCAL_STRUCT_CASE(loop_assignment, "Struct assignment in loop", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump vec3 b;" |
| << " int c;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);" |
| << " for (int i = 0; i < 3; i++)" |
| << " {" |
| << " if (i == 1)" |
| << " s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);" |
| << " }" |
| << " ${DST} = vec4(s.a, s.b.xy, s.c);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(3, 2, 1); |
| }); |
| |
| LOCAL_STRUCT_CASE(dynamic_loop_assignment, "Struct assignment in loop", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { int ui_three; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump vec3 b;" |
| << " int c;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);" |
| << " for (int i = 0; i < ui_three; i++)" |
| << " {" |
| << " if (i == ui_one)" |
| << " s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);" |
| << " }" |
| << " ${DST} = vec4(s.a, s.b.xy, s.c);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UI_THREE); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(3, 2, 1); |
| }); |
| |
| LOCAL_STRUCT_CASE(nested_conditional_assignment, "Conditional assignment of nested struct", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { mediump float uf_one; };" |
| << "" |
| << "struct T {" |
| << " int a;" |
| << " mediump vec2 b;" |
| << "};" |
| << "struct S {" |
| << " mediump float a;" |
| << " T b;" |
| << " int c;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);" |
| << " if (uf_one > 0.0)" |
| << " s.b = T(ui_zero, ${COORDS}.zw);" |
| << " ${DST} = vec4(s.a, s.b.b, s.c - s.b.a);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UF_ONE); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(0, 2, 3); |
| }); |
| |
| LOCAL_STRUCT_CASE(nested_loop_assignment, "Nested struct assignment in loop", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { mediump float uf_one; };" |
| << "" |
| << "struct T {" |
| << " int a;" |
| << " mediump vec2 b;" |
| << "};" |
| << "struct S {" |
| << " mediump float a;" |
| << " T b;" |
| << " int c;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);" |
| << " for (int i = 0; i < 3; i++)" |
| << " {" |
| << " if (i == 1)" |
| << " s.b = T(ui_zero, ${COORDS}.zw);" |
| << " }" |
| << " ${DST} = vec4(s.a, s.b.b, s.c - s.b.a);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UF_ONE); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(0, 2, 3); |
| }); |
| |
| LOCAL_STRUCT_CASE(nested_dynamic_loop_assignment, "Nested struct assignment in dynamic loop", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { int ui_three; };" |
| << "layout (std140, set = 0, binding = 3) uniform buffer3 { mediump float uf_one; };" |
| << "" |
| << "struct T {" |
| << " int a;" |
| << " mediump vec2 b;" |
| << "};" |
| << "struct S {" |
| << " mediump float a;" |
| << " T b;" |
| << " int c;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);" |
| << " for (int i = 0; i < ui_three; i++)" |
| << " {" |
| << " if (i == ui_one)" |
| << " s.b = T(ui_zero, ${COORDS}.zw);" |
| << " }" |
| << " ${DST} = vec4(s.a, s.b.b, s.c - s.b.a);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UI_THREE); |
| instance.useUniform(3u, UF_ONE); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(0, 2, 3); |
| }); |
| |
| LOCAL_STRUCT_CASE(loop_struct_array, "Struct array usage in loop", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { int ui_two; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump int b;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s[3];" |
| << " s[0] = S(${COORDS}.x, ui_zero);" |
| << " s[1].a = ${COORDS}.y;" |
| << " s[1].b = -ui_one;" |
| << " s[2] = S(${COORDS}.z, ui_two);" |
| << "" |
| << " mediump float rgb[3];" |
| << " int alpha = 0;" |
| << " for (int i = 0; i < 3; i++)" |
| << " {" |
| << " rgb[i] = s[2-i].a;" |
| << " alpha += s[i].b;" |
| << " }" |
| << " ${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UI_TWO); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(2, 1, 0); |
| }); |
| |
| LOCAL_STRUCT_CASE(loop_nested_struct_array, "Nested struct array usage in loop", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { int ui_two; };" |
| << "layout (std140, set = 0, binding = 3) uniform buffer3 { mediump float uf_two; };" |
| << "layout (std140, set = 0, binding = 4) uniform buffer4 { mediump float uf_three; };" |
| << "layout (std140, set = 0, binding = 5) uniform buffer5 { mediump float uf_four; };" |
| << "layout (std140, set = 0, binding = 6) uniform buffer6 { mediump float uf_half; };" |
| << "layout (std140, set = 0, binding = 7) uniform buffer7 { mediump float uf_third; };" |
| << "layout (std140, set = 0, binding = 8) uniform buffer8 { mediump float uf_fourth; };" |
| << "layout (std140, set = 0, binding = 9) uniform buffer9 { mediump float uf_sixth; };" |
| << "" |
| << "struct T {" |
| << " mediump float a;" |
| << " mediump vec2 b[2];" |
| << "};" |
| << "struct S {" |
| << " mediump float a;" |
| << " T b[3];" |
| << " int c;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s[2];" |
| << "" |
| << " // S[0]" |
| << " s[0].a = ${COORDS}.x;" |
| << " s[0].b[0].a = uf_half;" |
| << " s[0].b[0].b[0] = ${COORDS}.yx;" |
| << " s[0].b[0].b[1] = ${COORDS}.zx;" |
| << " s[0].b[1].a = uf_third;" |
| << " s[0].b[1].b[0] = ${COORDS}.yy;" |
| << " s[0].b[1].b[1] = ${COORDS}.wy;" |
| << " s[0].b[2].a = uf_fourth;" |
| << " s[0].b[2].b[0] = ${COORDS}.zx;" |
| << " s[0].b[2].b[1] = ${COORDS}.zy;" |
| << " s[0].c = ui_zero;" |
| << "" |
| << " // S[1]" |
| << " s[1].a = ${COORDS}.w;" |
| << " s[1].b[0].a = uf_two;" |
| << " s[1].b[0].b[0] = ${COORDS}.zx;" |
| << " s[1].b[0].b[1] = ${COORDS}.zy;" |
| << " s[1].b[1].a = uf_three;" |
| << " s[1].b[1].b[0] = ${COORDS}.zz;" |
| << " s[1].b[1].b[1] = ${COORDS}.ww;" |
| << " s[1].b[2].a = uf_four;" |
| << " s[1].b[2].b[0] = ${COORDS}.yx;" |
| << " s[1].b[2].b[1] = ${COORDS}.wz;" |
| << " s[1].c = ui_one;" |
| << "" |
| << " mediump float r = 0.0; // (x*3 + y*3) / 6.0" |
| << " mediump float g = 0.0; // (y*3 + z*3) / 6.0" |
| << " mediump float b = 0.0; // (z*3 + w*3) / 6.0" |
| << " mediump float a = 1.0;" |
| << " for (int i = 0; i < 2; i++)" |
| << " {" |
| << " for (int j = 0; j < 3; j++)" |
| << " {" |
| << " r += s[0].b[j].b[i].y;" |
| << " g += s[i].b[j].b[0].x;" |
| << " b += s[i].b[j].b[1].x;" |
| << " a *= s[i].b[j].a;" |
| << " }" |
| << " }" |
| << " ${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UI_TWO); |
| instance.useUniform(3u, UF_TWO); |
| instance.useUniform(4u, UF_THREE); |
| instance.useUniform(5u, UF_FOUR); |
| instance.useUniform(6u, UF_HALF); |
| instance.useUniform(7u, UF_THIRD); |
| instance.useUniform(8u, UF_FOURTH); |
| instance.useUniform(9u, UF_SIXTH); |
| }, |
| { |
| c.color.xyz() = (c.coords.swizzle(0, 1, 2) + c.coords.swizzle(1, 2, 3)) * 0.5f; |
| }); |
| |
| LOCAL_STRUCT_CASE(dynamic_loop_struct_array, "Struct array usage in dynamic loop", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { int ui_two; };" |
| << "layout (std140, set = 0, binding = 3) uniform buffer3 { int ui_three; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump int b;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s[3];" |
| << " s[0] = S(${COORDS}.x, ui_zero);" |
| << " s[1].a = ${COORDS}.y;" |
| << " s[1].b = -ui_one;" |
| << " s[2] = S(${COORDS}.z, ui_two);" |
| << "" |
| << " mediump float rgb[3];" |
| << " int alpha = 0;" |
| << " for (int i = 0; i < ui_three; i++)" |
| << " {" |
| << " rgb[i] = s[2-i].a;" |
| << " alpha += s[i].b;" |
| << " }" |
| << " ${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UI_TWO); |
| instance.useUniform(3u, UI_THREE); |
| }, |
| { |
| c.color.xyz() = c.coords.swizzle(2, 1, 0); |
| }); |
| |
| LOCAL_STRUCT_CASE(dynamic_loop_nested_struct_array, "Nested struct array usage in dynamic loop", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { int ui_two; };" |
| << "layout (std140, set = 0, binding = 3) uniform buffer3 { int ui_three; };" |
| << "layout (std140, set = 0, binding = 4) uniform buffer4 { mediump float uf_two; };" |
| << "layout (std140, set = 0, binding = 5) uniform buffer5 { mediump float uf_three; };" |
| << "layout (std140, set = 0, binding = 6) uniform buffer6 { mediump float uf_four; };" |
| << "layout (std140, set = 0, binding = 7) uniform buffer7 { mediump float uf_half; };" |
| << "layout (std140, set = 0, binding = 8) uniform buffer8 { mediump float uf_third; };" |
| << "layout (std140, set = 0, binding = 9) uniform buffer9 { mediump float uf_fourth; };" |
| << "layout (std140, set = 0, binding = 10) uniform buffer10 { mediump float uf_sixth; };" |
| << "" |
| << "struct T {" |
| << " mediump float a;" |
| << " mediump vec2 b[2];" |
| << "};" |
| << "struct S {" |
| << " mediump float a;" |
| << " T b[3];" |
| << " int c;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S s[2];" |
| << "" |
| << " s[0].a = ${COORDS}.x;" |
| << " s[0].b[0].a = uf_half;" |
| << " s[0].b[0].b[0] = ${COORDS}.yx;" |
| << " s[0].b[0].b[1] = ${COORDS}.zx;" |
| << " s[0].b[1].a = uf_third;" |
| << " s[0].b[1].b[0] = ${COORDS}.yy;" |
| << " s[0].b[1].b[1] = ${COORDS}.wy;" |
| << " s[0].b[2].a = uf_fourth;" |
| << " s[0].b[2].b[0] = ${COORDS}.zx;" |
| << " s[0].b[2].b[1] = ${COORDS}.zy;" |
| << " s[0].c = ui_zero;" |
| << "" |
| << " s[1].a = ${COORDS}.w;" |
| << " s[1].b[0].a = uf_two;" |
| << " s[1].b[0].b[0] = ${COORDS}.zx;" |
| << " s[1].b[0].b[1] = ${COORDS}.zy;" |
| << " s[1].b[1].a = uf_three;" |
| << " s[1].b[1].b[0] = ${COORDS}.zz;" |
| << " s[1].b[1].b[1] = ${COORDS}.ww;" |
| << " s[1].b[2].a = uf_four;" |
| << " s[1].b[2].b[0] = ${COORDS}.yx;" |
| << " s[1].b[2].b[1] = ${COORDS}.wz;" |
| << " s[1].c = ui_one;" |
| << "" |
| << " mediump float r = 0.0; // (x*3 + y*3) / 6.0" |
| << " mediump float g = 0.0; // (y*3 + z*3) / 6.0" |
| << " mediump float b = 0.0; // (z*3 + w*3) / 6.0" |
| << " mediump float a = 1.0;" |
| << " for (int i = 0; i < ui_two; i++)" |
| << " {" |
| << " for (int j = 0; j < ui_three; j++)" |
| << " {" |
| << " r += s[0].b[j].b[i].y;" |
| << " g += s[i].b[j].b[0].x;" |
| << " b += s[i].b[j].b[1].x;" |
| << " a *= s[i].b[j].a;" |
| << " }" |
| << " }" |
| << " ${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UI_TWO); |
| instance.useUniform(3u, UI_THREE); |
| instance.useUniform(4u, UF_TWO); |
| instance.useUniform(5u, UF_THREE); |
| instance.useUniform(6u, UF_FOUR); |
| instance.useUniform(7u, UF_HALF); |
| instance.useUniform(8u, UF_THIRD); |
| instance.useUniform(9u, UF_FOURTH); |
| instance.useUniform(10u, UF_SIXTH); |
| }, |
| { |
| c.color.xyz() = (c.coords.swizzle(0, 1, 2) + c.coords.swizzle(1, 2, 3)) * 0.5f; |
| }); |
| |
| LOCAL_STRUCT_CASE(basic_equal, "Basic struct equality", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_two; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump vec3 b;" |
| << " int c;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S a = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);" |
| << " S b = S(floor(${COORDS}.x+0.5), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);" |
| << " S c = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one);" |
| << " S d = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_two);" |
| << " ${DST} = vec4(0.0, 0.0, 0.0, 1.0);" |
| << " if (a == b) ${DST}.x = 1.0;" |
| << " if (a == c) ${DST}.y = 1.0;" |
| << " if (a == d) ${DST}.z = 1.0;" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ONE); |
| instance.useUniform(1u, UI_TWO); |
| }, |
| { |
| if (deFloatFloor(c.coords[0]) == deFloatFloor(c.coords[0] + 0.5f)) |
| c.color.x() = 1.0f; |
| if (deFloatFloor(c.coords[1]) == deFloatFloor(c.coords[1] + 0.5f)) |
| c.color.y() = 1.0f; |
| }); |
| |
| LOCAL_STRUCT_CASE(basic_not_equal, "Basic struct equality", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_two; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump vec3 b;" |
| << " int c;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S a = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);" |
| << " S b = S(floor(${COORDS}.x+0.5), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);" |
| << " S c = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one);" |
| << " S d = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_two);" |
| << " ${DST} = vec4(0.0, 0.0, 0.0, 1.0);" |
| << " if (a != b) ${DST}.x = 1.0;" |
| << " if (a != c) ${DST}.y = 1.0;" |
| << " if (a != d) ${DST}.z = 1.0;" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ONE); |
| instance.useUniform(1u, UI_TWO); |
| }, |
| { |
| if (deFloatFloor(c.coords[0]) != deFloatFloor(c.coords[0] + 0.5f)) |
| c.color.x() = 1.0f; |
| if (deFloatFloor(c.coords[1]) != deFloatFloor(c.coords[1] + 0.5f)) |
| c.color.y() = 1.0f; |
| c.color.z() = 1.0f; |
| }); |
| |
| LOCAL_STRUCT_CASE(nested_equal, "Nested struct struct equality", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_two; };" |
| << "" |
| << "struct T {" |
| << " mediump vec3 a;" |
| << " int b;" |
| << "};" |
| << "struct S {" |
| << " mediump float a;" |
| << " T b;" |
| << " int c;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S a = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);" |
| << " S b = S(floor(${COORDS}.x+0.5), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);" |
| << " S c = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one), 1);" |
| << " S d = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_two), 1);" |
| << " ${DST} = vec4(0.0, 0.0, 0.0, 1.0);" |
| << " if (a == b) ${DST}.x = 1.0;" |
| << " if (a == c) ${DST}.y = 1.0;" |
| << " if (a == d) ${DST}.z = 1.0;" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ONE); |
| instance.useUniform(1u, UI_TWO); |
| }, |
| { |
| if (deFloatFloor(c.coords[0]) == deFloatFloor(c.coords[0] + 0.5f)) |
| c.color.x() = 1.0f; |
| if (deFloatFloor(c.coords[1]) == deFloatFloor(c.coords[1] + 0.5f)) |
| c.color.y() = 1.0f; |
| }); |
| |
| LOCAL_STRUCT_CASE(nested_not_equal, "Nested struct struct equality", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_two; };" |
| << "" |
| << "struct T {" |
| << " mediump vec3 a;" |
| << " int b;" |
| << "};" |
| << "struct S {" |
| << " mediump float a;" |
| << " T b;" |
| << " int c;" |
| << "};" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S a = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);" |
| << " S b = S(floor(${COORDS}.x+0.5), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);" |
| << " S c = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one), 1);" |
| << " S d = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_two), 1);" |
| << " ${DST} = vec4(0.0, 0.0, 0.0, 1.0);" |
| << " if (a != b) ${DST}.x = 1.0;" |
| << " if (a != c) ${DST}.y = 1.0;" |
| << " if (a != d) ${DST}.z = 1.0;" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ONE); |
| instance.useUniform(1u, UI_TWO); |
| }, |
| { |
| if (deFloatFloor(c.coords[0]) != deFloatFloor(c.coords[0] + 0.5f)) |
| c.color.x() = 1.0f; |
| if (deFloatFloor(c.coords[1]) != deFloatFloor(c.coords[1] + 0.5f)) |
| c.color.y() = 1.0f; |
| c.color.z() = 1.0f; |
| }); |
| } |
| |
| class UniformStructTests : public tcu::TestCaseGroup |
| { |
| public: |
| UniformStructTests (tcu::TestContext& testCtx) |
| : TestCaseGroup(testCtx, "uniform", "Uniform structs") |
| { |
| } |
| |
| ~UniformStructTests (void) |
| { |
| } |
| |
| virtual void init (void); |
| }; |
| |
| void UniformStructTests::init (void) |
| { |
| #define UNIFORM_STRUCT_CASE(NAME, DESCRIPTION, SHADER_SRC, SET_UNIFORMS_BODY, EVAL_FUNC_BODY) \ |
| do { \ |
| struct SetUniforms_##NAME { \ |
| static void setUniforms (ShaderRenderCaseInstance& instance, const tcu::Vec4& constCoords) SET_UNIFORMS_BODY /* NOLINT(SET_UNIFORMS_BODY) */ \ |
| }; \ |
| struct Eval_##NAME { static void eval (ShaderEvalContext& c) EVAL_FUNC_BODY }; /* NOLINT(EVAL_FUNC_BODY) */ \ |
| addChild(createStructCase(m_testCtx, #NAME "_vertex", DESCRIPTION, true, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC).release()); \ |
| addChild(createStructCase(m_testCtx, #NAME "_fragment", DESCRIPTION, false, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC).release()); \ |
| } while (deGetFalse()) |
| |
| UNIFORM_STRUCT_CASE(basic, "Basic struct usage", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_one; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump vec3 b;" |
| << " int c;" |
| << "};" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { S s; };" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " ${DST} = vec4(s.a, s.b.x, s.b.y, s.c);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ONE); |
| |
| struct S { |
| float a; |
| float _padding1[3]; |
| tcu::Vec3 b; |
| int c; |
| }; |
| |
| S s; |
| s.a = constCoords.x(); |
| s.b = constCoords.swizzle(1, 2, 3); |
| s.c = 1; |
| instance.addUniform(1u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, sizeof(S), &s); |
| }, |
| { |
| c.color.xyz() = c.constCoords.swizzle(0, 1, 2); |
| }); |
| |
| UNIFORM_STRUCT_CASE(nested, "Nested struct", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "" |
| << "struct T {" |
| << " int a;" |
| << " mediump vec2 b;" |
| << "};" |
| << "struct S {" |
| << " mediump float a;" |
| << " T b;" |
| << " int c;" |
| << "};" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { S s; };" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " ${DST} = vec4(s.a, s.b.b, s.b.a + s.c);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| |
| struct T { |
| int a; |
| float _padding1[1]; |
| tcu::Vec2 b; |
| }; |
| |
| struct S { |
| float a; |
| float _padding1[3]; |
| T b; |
| int c; |
| float _padding2[3]; |
| }; |
| |
| S s; |
| s.a = constCoords.x(); |
| s.b.a = 0; |
| s.b.b = constCoords.swizzle(1, 2); |
| s.c = 1; |
| instance.addUniform(2u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,sizeof(S), &s); |
| }, |
| { |
| c.color.xyz() = c.constCoords.swizzle(0, 1, 2); |
| }); |
| |
| UNIFORM_STRUCT_CASE(array_member, "Struct with array member", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_one; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump float b[3];" |
| << " int c;" |
| << "};" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { S s; };" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " ${DST} = vec4(s.a, s.b[0], s.b[1], s.c);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ONE); |
| |
| struct paddedFloat { |
| float value; |
| float _padding[3]; |
| }; |
| |
| struct S { |
| paddedFloat a; |
| paddedFloat b[3]; |
| int c; |
| }; |
| |
| S s; |
| s.a.value = constCoords.w(); |
| s.b[0].value = constCoords.z(); |
| s.b[1].value = constCoords.y(); |
| s.b[2].value = constCoords.x(); |
| s.c = 1; |
| instance.addUniform(1u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,sizeof(S), &s); |
| }, |
| { |
| c.color.xyz() = c.constCoords.swizzle(3, 2, 1); |
| }); |
| |
| UNIFORM_STRUCT_CASE(array_member_dynamic_index, "Struct with array member, dynamic indexing", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { int ui_two; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump float b[3];" |
| << " int c;" |
| << "};" |
| << "layout (std140, set = 0, binding = 3) uniform buffer3 { S s; };" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " ${DST} = vec4(s.b[ui_one], s.b[ui_zero], s.b[ui_two], s.c);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UI_TWO); |
| |
| struct paddedFloat { |
| float value; |
| float _padding[3]; |
| }; |
| |
| struct S { |
| paddedFloat a; |
| paddedFloat b[3]; |
| int c; |
| }; |
| |
| S s; |
| s.a.value = constCoords.w(); |
| s.b[0].value = constCoords.z(); |
| s.b[1].value = constCoords.y(); |
| s.b[2].value = constCoords.x(); |
| s.c = 1; |
| instance.addUniform(3u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, sizeof(S), &s); |
| }, |
| { |
| c.color.xyz() = c.constCoords.swizzle(1, 2, 0); |
| }); |
| |
| UNIFORM_STRUCT_CASE(struct_array, "Struct array", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { int ui_two; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump int b;" |
| << "};" |
| << "layout (std140, set = 0, binding = 3) uniform buffer3 { S s[3]; };" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " ${DST} = vec4(s[2].a, s[1].a, s[0].a, s[2].b - s[1].b + s[0].b);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UI_TWO); |
| |
| struct S { |
| float a; |
| int b; |
| float _padding1[2]; |
| }; |
| |
| S s[3]; |
| s[0].a = constCoords.x(); |
| s[0].b = 0; |
| s[1].a = constCoords.y(); |
| s[1].b = 1; |
| s[2].a = constCoords.z(); |
| s[2].b = 2; |
| instance.addUniform(3u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3 * sizeof(S), s); |
| }, |
| { |
| c.color.xyz() = c.constCoords.swizzle(2, 1, 0); |
| }); |
| |
| UNIFORM_STRUCT_CASE(struct_array_dynamic_index, "Struct array with dynamic indexing", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { int ui_two; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump int b;" |
| << "};" |
| << "layout (std140, set = 0, binding = 3) uniform buffer3 { S s[3]; };" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " ${DST} = vec4(s[ui_two].a, s[ui_one].a, s[ui_zero].a, s[ui_two].b - s[ui_one].b + s[ui_zero].b);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UI_TWO); |
| |
| struct S { |
| float a; |
| int b; |
| float _padding1[2]; |
| }; |
| |
| S s[3]; |
| s[0].a = constCoords.x(); |
| s[0].b = 0; |
| s[1].a = constCoords.y(); |
| s[1].b = 1; |
| s[2].a = constCoords.z(); |
| s[2].b = 2; |
| instance.addUniform(3u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3 * sizeof(S), s); |
| }, |
| { |
| c.color.xyz() = c.constCoords.swizzle(2, 1, 0); |
| }); |
| |
| UNIFORM_STRUCT_CASE(nested_struct_array, "Nested struct array", |
| LineStream() |
| << "${HEADER}" |
| << "struct T {" |
| << " mediump float a;" |
| << " mediump vec2 b[2];" |
| << "};" |
| << "struct S {" |
| << " mediump float a;" |
| << " T b[3];" |
| << " int c;" |
| << "};" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { S s[2]; };" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " mediump float r = (s[0].b[1].b[0].x + s[1].b[2].b[1].y) * s[0].b[0].a; // (z + z) * 0.5" |
| << " mediump float g = s[1].b[0].b[0].y * s[0].b[2].a * s[1].b[2].a; // x * 0.25 * 4" |
| << " mediump float b = (s[0].b[2].b[1].y + s[0].b[1].b[0].y + s[1].a) * s[0].b[1].a; // (w + w + w) * 0.333" |
| << " mediump float a = float(s[0].c) + s[1].b[2].a - s[1].b[1].a; // 0 + 4.0 - 3.0" |
| << " ${DST} = vec4(r, g, b, a);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| |
| struct T { |
| float a; |
| float _padding1[3]; |
| tcu::Vec4 b[2]; |
| }; |
| |
| struct S { |
| float a; |
| float _padding1[3]; |
| T b[3]; |
| int c; |
| float _padding2[3]; |
| }; |
| |
| S s[2]; |
| s[0].a = constCoords.x(); |
| s[0].b[0].a = 0.5f; |
| s[0].b[0].b[0] = constCoords.swizzle(0,1,0,0); |
| s[0].b[0].b[1] = constCoords.swizzle(2,3,0,0); |
| s[0].b[1].a = 1.0f / 3.0f; |
| s[0].b[1].b[0] = constCoords.swizzle(2,3,0,0); |
| s[0].b[1].b[1] = constCoords.swizzle(0,1,0,0); |
| s[0].b[2].a = 1.0f / 4.0f; |
| s[0].b[2].b[0] = constCoords.swizzle(0,2,0,0); |
| s[0].b[2].b[1] = constCoords.swizzle(1,3,0,0); |
| s[0].c = 0; |
| |
| s[1].a = constCoords.w(); |
| s[1].b[0].a = 2.0f; |
| s[1].b[0].b[0] = constCoords.swizzle(0,0,0,0); |
| s[1].b[0].b[1] = constCoords.swizzle(1,1,0,0); |
| s[1].b[1].a = 3.0f; |
| s[1].b[1].b[0] = constCoords.swizzle(2,2,0,0); |
| s[1].b[1].b[1] = constCoords.swizzle(3,3,0,0); |
| s[1].b[2].a = 4.0f; |
| s[1].b[2].b[0] = constCoords.swizzle(1,0,0,0); |
| s[1].b[2].b[1] = constCoords.swizzle(3,2,0,0); |
| s[1].c = 1; |
| |
| instance.addUniform(0u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2 * sizeof(S), s); |
| }, |
| { |
| c.color.xyz() = c.constCoords.swizzle(2, 0, 3); |
| }); |
| |
| UNIFORM_STRUCT_CASE(nested_struct_array_dynamic_index, "Nested struct array with dynamic indexing", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { int ui_two; };" |
| << "" |
| << "struct T {" |
| << " mediump float a;" |
| << " mediump vec2 b[2];" |
| << "};" |
| << "struct S {" |
| << " mediump float a;" |
| << " T b[3];" |
| << " int c;" |
| << "};" |
| << "layout (set = 0, binding = 3) uniform buffer3 { S s[2]; };" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " mediump float r = (s[0].b[ui_one].b[ui_one-1].x + s[ui_one].b[ui_two].b[ui_zero+1].y) * s[0].b[0].a; // (z + z) * 0.5" |
| << " mediump float g = s[ui_two-1].b[ui_two-2].b[ui_zero].y * s[0].b[ui_two].a * s[ui_one].b[2].a; // x * 0.25 * 4" |
| << " mediump float b = (s[ui_zero].b[ui_one+1].b[1].y + s[0].b[ui_one*ui_one].b[0].y + s[ui_one].a) * s[0].b[ui_two-ui_one].a; // (w + w + w) * 0.333" |
| << " mediump float a = float(s[ui_zero].c) + s[ui_one-ui_zero].b[ui_two].a - s[ui_zero+ui_one].b[ui_two-ui_one].a; // 0 + 4.0 - 3.0" |
| << " ${DST} = vec4(r, g, b, a);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| struct T { |
| float a; |
| float _padding1[3]; |
| tcu::Vec4 b[2]; |
| }; |
| |
| struct S { |
| float a; |
| float _padding1[3]; |
| T b[3]; |
| int c; |
| float _padding2[3]; |
| }; |
| |
| S s[2]; |
| s[0].a = constCoords.x(); |
| s[0].b[0].a = 0.5f; |
| s[0].b[0].b[0] = constCoords.swizzle(0,1,0,0); |
| s[0].b[0].b[1] = constCoords.swizzle(2,3,0,0); |
| s[0].b[1].a = 1.0f / 3.0f; |
| s[0].b[1].b[0] = constCoords.swizzle(2,3,0,0); |
| s[0].b[1].b[1] = constCoords.swizzle(0,1,0,0); |
| s[0].b[2].a = 1.0f / 4.0f; |
| s[0].b[2].b[0] = constCoords.swizzle(0,2,0,0); |
| s[0].b[2].b[1] = constCoords.swizzle(1,3,0,0); |
| s[0].c = 0; |
| |
| s[1].a = constCoords.w(); |
| s[1].b[0].a = 2.0f; |
| s[1].b[0].b[0] = constCoords.swizzle(0,0,0,0); |
| s[1].b[0].b[1] = constCoords.swizzle(1,1,0,0); |
| s[1].b[1].a = 3.0f; |
| s[1].b[1].b[0] = constCoords.swizzle(2,2,0,0); |
| s[1].b[1].b[1] = constCoords.swizzle(3,3,0,0); |
| s[1].b[2].a = 4.0f; |
| s[1].b[2].b[0] = constCoords.swizzle(1,0,0,0); |
| s[1].b[2].b[1] = constCoords.swizzle(3,2,0,0); |
| s[1].c = 1; |
| |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UI_TWO); |
| instance.addUniform(3u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2 * sizeof(S), s); |
| }, |
| { |
| c.color.xyz() = c.constCoords.swizzle(2, 0, 3); |
| }); |
| UNIFORM_STRUCT_CASE(loop_struct_array, "Struct array usage in loop", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { int ui_two; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump int b;" |
| << "};" |
| << "layout (std140, set = 0, binding = 3) uniform buffer3 { S s[3]; };" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " mediump float rgb[3];" |
| << " int alpha = 0;" |
| << " for (int i = 0; i < 3; i++)" |
| << " {" |
| << " rgb[i] = s[2-i].a;" |
| << " alpha += s[i].b;" |
| << " }" |
| << " ${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UI_TWO); |
| |
| struct S { |
| float a; |
| int b; |
| float _padding1[2]; |
| }; |
| |
| S s[3]; |
| s[0].a = constCoords.x(); |
| s[0].b = 0; |
| s[1].a = constCoords.y(); |
| s[1].b = -1; |
| s[2].a = constCoords.z(); |
| s[2].b = 2; |
| instance.addUniform(3u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3u * sizeof(S), s); |
| }, |
| { |
| c.color.xyz() = c.constCoords.swizzle(2, 1, 0); |
| }); |
| |
| UNIFORM_STRUCT_CASE(loop_nested_struct_array, "Nested struct array usage in loop", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { int ui_two; };" |
| << "layout (std140, set = 0, binding = 3) uniform buffer3 { mediump float uf_two; };" |
| << "layout (std140, set = 0, binding = 4) uniform buffer4 { mediump float uf_three; };" |
| << "layout (std140, set = 0, binding = 5) uniform buffer5 { mediump float uf_four; };" |
| << "layout (std140, set = 0, binding = 6) uniform buffer6 { mediump float uf_half; };" |
| << "layout (std140, set = 0, binding = 7) uniform buffer7 { mediump float uf_third; };" |
| << "layout (std140, set = 0, binding = 8) uniform buffer8 { mediump float uf_fourth; };" |
| << "layout (std140, set = 0, binding = 9) uniform buffer9 { mediump float uf_sixth; };" |
| << "" |
| << "struct T {" |
| << " mediump float a;" |
| << " mediump vec2 b[2];" |
| << "};" |
| << "struct S {" |
| << " mediump float a;" |
| << " T b[3];" |
| << " int c;" |
| << "};" |
| << "layout (std140, set = 0, binding = 10) uniform buffer10 { S s[2]; };" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " mediump float r = 0.0; // (x*3 + y*3) / 6.0" |
| << " mediump float g = 0.0; // (y*3 + z*3) / 6.0" |
| << " mediump float b = 0.0; // (z*3 + w*3) / 6.0" |
| << " mediump float a = 1.0;" |
| << " for (int i = 0; i < 2; i++)" |
| << " {" |
| << " for (int j = 0; j < 3; j++)" |
| << " {" |
| << " r += s[0].b[j].b[i].y;" |
| << " g += s[i].b[j].b[0].x;" |
| << " b += s[i].b[j].b[1].x;" |
| << " a *= s[i].b[j].a;" |
| << " }" |
| << " }" |
| << " ${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UI_TWO); |
| instance.useUniform(3u, UF_TWO); |
| instance.useUniform(4u, UF_THREE); |
| instance.useUniform(5u, UF_FOUR); |
| instance.useUniform(6u, UF_HALF); |
| instance.useUniform(7u, UF_THIRD); |
| instance.useUniform(8u, UF_FOURTH); |
| instance.useUniform(9u, UF_SIXTH); |
| |
| struct T { |
| float a; |
| float _padding1[3]; |
| tcu::Vec4 b[2]; |
| }; |
| |
| struct S { |
| float a; |
| float _padding1[3]; |
| T b[3]; |
| int c; |
| float _padding2[3]; |
| }; |
| |
| S s[2]; |
| s[0].a = constCoords.x(); |
| s[0].b[0].a = 0.5f; |
| s[0].b[0].b[0] = constCoords.swizzle(1,0,0,0); |
| s[0].b[0].b[1] = constCoords.swizzle(2,0,0,0); |
| s[0].b[1].a = 1.0f / 3.0f; |
| s[0].b[1].b[0] = constCoords.swizzle(1,1,0,0); |
| s[0].b[1].b[1] = constCoords.swizzle(3,1,0,0); |
| s[0].b[2].a = 1.0f / 4.0f; |
| s[0].b[2].b[0] = constCoords.swizzle(2,1,0,0); |
| s[0].b[2].b[1] = constCoords.swizzle(2,1,0,0); |
| s[0].c = 0; |
| |
| s[1].a = constCoords.w(); |
| s[1].b[0].a = 2.0f; |
| s[1].b[0].b[0] = constCoords.swizzle(2,0,0,0); |
| s[1].b[0].b[1] = constCoords.swizzle(2,1,0,0); |
| s[1].b[1].a = 3.0f; |
| s[1].b[1].b[0] = constCoords.swizzle(2,2,0,0); |
| s[1].b[1].b[1] = constCoords.swizzle(3,3,0,0); |
| s[1].b[2].a = 4.0f; |
| s[1].b[2].b[0] = constCoords.swizzle(1,0,0,0); |
| s[1].b[2].b[1] = constCoords.swizzle(3,2,0,0); |
| s[1].c = 1; |
| |
| instance.addUniform(10u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2 * sizeof(S), s); |
| |
| }, |
| { |
| c.color.xyz() = (c.constCoords.swizzle(0, 1, 2) + c.constCoords.swizzle(1, 2, 3)) * 0.5f; |
| }); |
| |
| UNIFORM_STRUCT_CASE(dynamic_loop_struct_array, "Struct array usage in dynamic loop", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { int ui_two; };" |
| << "layout (std140, set = 0, binding = 3) uniform buffer3 { int ui_three; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump int b;" |
| << "};" |
| << "layout (std140, set = 0, binding = 4) uniform buffer4 { S s[3]; };" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " mediump float rgb[3];" |
| << " int alpha = 0;" |
| << " for (int i = 0; i < ui_three; i++)" |
| << " {" |
| << " rgb[i] = s[2-i].a;" |
| << " alpha += s[i].b;" |
| << " }" |
| << " ${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UI_TWO); |
| instance.useUniform(3u, UI_THREE); |
| |
| struct S { |
| float a; |
| int b; |
| float _padding1[2]; |
| }; |
| |
| S s[3]; |
| s[0].a = constCoords.x(); |
| s[0].b = 0; |
| s[1].a = constCoords.y(); |
| s[1].b = -1; |
| s[2].a = constCoords.z(); |
| s[2].b = 2; |
| instance.addUniform(4u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3u * sizeof(S), s); |
| |
| }, |
| { |
| c.color.xyz() = c.constCoords.swizzle(2, 1, 0); |
| }); |
| |
| UNIFORM_STRUCT_CASE(dynamic_loop_nested_struct_array, "Nested struct array usage in dynamic loop", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { int ui_zero; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_one; };" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { int ui_two; };" |
| << "layout (std140, set = 0, binding = 3) uniform buffer3 { int ui_three; };" |
| << "layout (std140, set = 0, binding = 4) uniform buffer4 { mediump float uf_two; };" |
| << "layout (std140, set = 0, binding = 5) uniform buffer5 { mediump float uf_three; };" |
| << "layout (std140, set = 0, binding = 6) uniform buffer6 { mediump float uf_four; };" |
| << "layout (std140, set = 0, binding = 7) uniform buffer7 { mediump float uf_half; };" |
| << "layout (std140, set = 0, binding = 8) uniform buffer8 { mediump float uf_third; };" |
| << "layout (std140, set = 0, binding = 9) uniform buffer9 { mediump float uf_fourth; };" |
| << "layout (std140, set = 0, binding = 10) uniform buffer10 { mediump float uf_sixth; };" |
| << "" |
| << "struct T {" |
| << " mediump float a;" |
| << " mediump vec2 b[2];" |
| << "};" |
| << "struct S {" |
| << " mediump float a;" |
| << " T b[3];" |
| << " int c;" |
| << "};" |
| << "layout (std140, set = 0, binding = 11) uniform buffer11 { S s[2]; };" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " mediump float r = 0.0; // (x*3 + y*3) / 6.0" |
| << " mediump float g = 0.0; // (y*3 + z*3) / 6.0" |
| << " mediump float b = 0.0; // (z*3 + w*3) / 6.0" |
| << " mediump float a = 1.0;" |
| << " for (int i = 0; i < ui_two; i++)" |
| << " {" |
| << " for (int j = 0; j < ui_three; j++)" |
| << " {" |
| << " r += s[0].b[j].b[i].y;" |
| << " g += s[i].b[j].b[0].x;" |
| << " b += s[i].b[j].b[1].x;" |
| << " a *= s[i].b[j].a;" |
| << " }" |
| << " }" |
| << " ${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| instance.useUniform(0u, UI_ZERO); |
| instance.useUniform(1u, UI_ONE); |
| instance.useUniform(2u, UI_TWO); |
| instance.useUniform(3u, UI_THREE); |
| instance.useUniform(4u, UF_TWO); |
| instance.useUniform(5u, UF_THREE); |
| instance.useUniform(6u, UF_FOUR); |
| instance.useUniform(7u, UF_HALF); |
| instance.useUniform(8u, UF_THIRD); |
| instance.useUniform(9u, UF_FOURTH); |
| instance.useUniform(10u, UF_SIXTH); |
| |
| struct T { |
| float a; |
| float _padding1[3]; |
| tcu::Vec4 b[2]; |
| }; |
| |
| struct S { |
| float a; |
| float _padding1[3]; |
| T b[3]; |
| int c; |
| float _padding2[3]; |
| }; |
| |
| S s[2]; |
| s[0].a = constCoords.x(); |
| s[0].b[0].a = 0.5f; |
| s[0].b[0].b[0] = constCoords.swizzle(1,0,0,0); |
| s[0].b[0].b[1] = constCoords.swizzle(2,0,0,0); |
| s[0].b[1].a = 1.0f / 3.0f; |
| s[0].b[1].b[0] = constCoords.swizzle(1,1,0,0); |
| s[0].b[1].b[1] = constCoords.swizzle(3,1,0,0); |
| s[0].b[2].a = 1.0f / 4.0f; |
| s[0].b[2].b[0] = constCoords.swizzle(2,1,0,0); |
| s[0].b[2].b[1] = constCoords.swizzle(2,1,0,0); |
| s[0].c = 0; |
| |
| s[1].a = constCoords.w(); |
| s[1].b[0].a = 2.0f; |
| s[1].b[0].b[0] = constCoords.swizzle(2,0,0,0); |
| s[1].b[0].b[1] = constCoords.swizzle(2,1,0,0); |
| s[1].b[1].a = 3.0f; |
| s[1].b[1].b[0] = constCoords.swizzle(2,2,0,0); |
| s[1].b[1].b[1] = constCoords.swizzle(3,3,0,0); |
| s[1].b[2].a = 4.0f; |
| s[1].b[2].b[0] = constCoords.swizzle(1,0,0,0); |
| s[1].b[2].b[1] = constCoords.swizzle(3,2,0,0); |
| s[1].c = 1; |
| |
| instance.addUniform(11u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2 * sizeof(S), s); |
| |
| }, |
| { |
| c.color.xyz() = (c.constCoords.swizzle(0, 1, 2) + c.constCoords.swizzle(1, 2, 3)) * 0.5f; |
| }); |
| |
| UNIFORM_STRUCT_CASE(equal, "Struct equality", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { mediump float uf_one; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_two; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump vec3 b;" |
| << " int c;" |
| << "};" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { S a; };" |
| << "layout (std140, set = 0, binding = 3) uniform buffer3 { S b; };" |
| << "layout (std140, set = 0, binding = 4) uniform buffer4 { S c; };" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S d = S(uf_one, vec3(0.0, floor(${COORDS}.y+1.0), 2.0), ui_two);" |
| << " ${DST} = vec4(0.0, 0.0, 0.0, 1.0);" |
| << " if (a == b) ${DST}.x = 1.0;" |
| << " if (a == c) ${DST}.y = 1.0;" |
| << " if (a == d) ${DST}.z = 1.0;" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| DE_UNREF(constCoords); |
| instance.useUniform(0u, UF_ONE); |
| instance.useUniform(1u, UI_TWO); |
| |
| struct S { |
| float a; |
| float _padding1[3]; |
| tcu::Vec3 b; |
| int c; |
| }; |
| |
| S sa; |
| sa.a = 1.0f; |
| sa.b = tcu::Vec3(0.0f, 1.0f, 2.0f); |
| sa.c = 2; |
| instance.addUniform(2u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, sizeof(S), &sa); |
| |
| S sb; |
| sb.a = 1.0f; |
| sb.b = tcu::Vec3(0.0f, 1.0f, 2.0f); |
| sb.c = 2; |
| instance.addUniform(3u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, sizeof(S), &sb); |
| |
| S sc; |
| sc.a = 1.0f; |
| sc.b = tcu::Vec3(0.0f, 1.1f, 2.0f); |
| sc.c = 2; |
| instance.addUniform(4u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, sizeof(S), &sc); |
| }, |
| { |
| c.color.xy() = tcu::Vec2(1.0f, 0.0f); |
| if (deFloatFloor(c.coords[1] + 1.0f) == deFloatFloor(1.1f)) |
| c.color.z() = 1.0f; |
| }); |
| |
| UNIFORM_STRUCT_CASE(not_equal, "Struct equality", |
| LineStream() |
| << "${HEADER}" |
| << "layout (std140, set = 0, binding = 0) uniform buffer0 { mediump float uf_one; };" |
| << "layout (std140, set = 0, binding = 1) uniform buffer1 { int ui_two; };" |
| << "" |
| << "struct S {" |
| << " mediump float a;" |
| << " mediump vec3 b;" |
| << " int c;" |
| << "};" |
| << "layout (std140, set = 0, binding = 2) uniform buffer2 { S a; };" |
| << "layout (std140, set = 0, binding = 3) uniform buffer3 { S b; };" |
| << "layout (std140, set = 0, binding = 4) uniform buffer4 { S c; };" |
| << "" |
| << "void main (void)" |
| << "{" |
| << " S d = S(uf_one, vec3(0.0, floor(${COORDS}.y+1.0), 2.0), ui_two);" |
| << " ${DST} = vec4(0.0, 0.0, 0.0, 1.0);" |
| << " if (a != b) ${DST}.x = 1.0;" |
| << " if (a != c) ${DST}.y = 1.0;" |
| << " if (a != d) ${DST}.z = 1.0;" |
| << " ${ASSIGN_POS}" |
| << "}", |
| { |
| DE_UNREF(constCoords); |
| instance.useUniform(0u, UF_ONE); |
| instance.useUniform(1u, UI_TWO); |
| |
| struct S { |
| float a; |
| float _padding1[3]; |
| tcu::Vec3 b; |
| int c; |
| }; |
| |
| S sa; |
| sa.a = 1.0f; |
| sa.b = tcu::Vec3(0.0f, 1.0f, 2.0f); |
| sa.c = 2; |
| instance.addUniform(2u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, sizeof(S), &sa); |
| |
| S sb; |
| sb.a = 1.0f; |
| sb.b = tcu::Vec3(0.0f, 1.0f, 2.0f); |
| sb.c = 2; |
| instance.addUniform(3u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, sizeof(S), &sb); |
| |
| S sc; |
| sc.a = 1.0f; |
| sc.b = tcu::Vec3(0.0f, 1.1f, 2.0f); |
| sc.c = 2; |
| instance.addUniform(4u, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, sizeof(S), &sc); |
| }, |
| { |
| c.color.xy() = tcu::Vec2(0.0f, 1.0f); |
| if (deFloatFloor(c.coords[1] + 1.0f) != deFloatFloor(1.1f)) |
| c.color.z() = 1.0f; |
| }); |
| } |
| |
| class ShaderStructTests : public tcu::TestCaseGroup |
| { |
| public: |
| ShaderStructTests (tcu::TestContext& context); |
| virtual ~ShaderStructTests (void); |
| |
| virtual void init (void); |
| |
| private: |
| ShaderStructTests (const ShaderStructTests&); // not allowed! |
| ShaderStructTests& operator= (const ShaderStructTests&); // not allowed! |
| }; |
| |
| ShaderStructTests::ShaderStructTests (tcu::TestContext& testCtx) |
| : TestCaseGroup(testCtx, "struct", "Struct Tests") |
| { |
| } |
| |
| ShaderStructTests::~ShaderStructTests (void) |
| { |
| } |
| |
| void ShaderStructTests::init (void) |
| { |
| addChild(new LocalStructTests(m_testCtx)); |
| addChild(new UniformStructTests(m_testCtx)); |
| } |
| |
| } // anonymous |
| |
| tcu::TestCaseGroup* createStructTests (tcu::TestContext& testCtx) |
| { |
| return new ShaderStructTests(testCtx); |
| } |
| |
| } // sr |
| } // vkt |