| /*------------------------------------------------------------------------- |
| * drawElements Quality Program OpenGL ES 3.0 Module |
| * ------------------------------------------------- |
| * |
| * Copyright 2014 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| * |
| *//*! |
| * \file |
| * \brief FBO test utilities. |
| *//*--------------------------------------------------------------------*/ |
| |
| #include "es3fFboTestUtil.hpp" |
| #include "sglrContextUtil.hpp" |
| #include "sglrGLContext.hpp" |
| #include "sglrReferenceContext.hpp" |
| #include "gluTextureUtil.hpp" |
| #include "tcuTextureUtil.hpp" |
| #include "deStringUtil.hpp" |
| #include "deMath.h" |
| #include "glwEnums.hpp" |
| #include "glwFunctions.hpp" |
| |
| #include <limits> |
| |
| namespace deqp |
| { |
| namespace gles3 |
| { |
| namespace Functional |
| { |
| namespace FboTestUtil |
| { |
| |
| using std::string; |
| using std::vector; |
| using tcu::Vec2; |
| using tcu::Vec3; |
| using tcu::Vec4; |
| using tcu::IVec2; |
| using tcu::IVec3; |
| using tcu::IVec4; |
| |
| static rr::GenericVecType mapDataTypeToGenericVecType(glu::DataType type) |
| { |
| switch (type) |
| { |
| case glu::TYPE_FLOAT_VEC4: return rr::GENERICVECTYPE_FLOAT; |
| case glu::TYPE_INT_VEC4: return rr::GENERICVECTYPE_INT32; |
| case glu::TYPE_UINT_VEC4: return rr::GENERICVECTYPE_UINT32; |
| default: |
| DE_ASSERT(DE_FALSE); |
| return rr::GENERICVECTYPE_LAST; |
| } |
| } |
| |
| template <typename T> |
| static tcu::Vector<T, 4> castVectorSaturate (const tcu::Vec4& in) |
| { |
| return tcu::Vector<T, 4>(((double)in.x() + 0.5 >= (double)std::numeric_limits<T>::max()) ? (std::numeric_limits<T>::max()) : (((double)in.x() - 0.5 <= (double)std::numeric_limits<T>::min()) ? (std::numeric_limits<T>::min()) : (T(in.x()))), |
| ((double)in.y() + 0.5 >= (double)std::numeric_limits<T>::max()) ? (std::numeric_limits<T>::max()) : (((double)in.y() - 0.5 <= (double)std::numeric_limits<T>::min()) ? (std::numeric_limits<T>::min()) : (T(in.y()))), |
| ((double)in.z() + 0.5 >= (double)std::numeric_limits<T>::max()) ? (std::numeric_limits<T>::max()) : (((double)in.z() - 0.5 <= (double)std::numeric_limits<T>::min()) ? (std::numeric_limits<T>::min()) : (T(in.z()))), |
| ((double)in.w() + 0.5 >= (double)std::numeric_limits<T>::max()) ? (std::numeric_limits<T>::max()) : (((double)in.w() - 0.5 <= (double)std::numeric_limits<T>::min()) ? (std::numeric_limits<T>::min()) : (T(in.w())))); |
| } |
| |
| FlatColorShader::FlatColorShader (glu::DataType outputType) |
| : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() |
| << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) |
| << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) |
| << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)) |
| << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) |
| << sglr::pdec::VertexSource( |
| "#version 300 es\n" |
| "in highp vec4 a_position;\n" |
| "void main (void)\n" |
| "{\n" |
| " gl_Position = a_position;\n" |
| "}\n") |
| << sglr::pdec::FragmentSource( |
| string( |
| "#version 300 es\n" |
| "uniform highp vec4 u_color;\n" |
| "layout(location = 0) out highp ") + glu::getDataTypeName(outputType) + " o_color;\n" |
| "void main (void)\n" |
| "{\n" |
| " o_color = " + glu::getDataTypeName(outputType) + "(u_color);\n" |
| "}\n")) |
| , m_outputType(outputType) |
| { |
| } |
| |
| void FlatColorShader::setColor (sglr::Context& context, deUint32 program, const tcu::Vec4& color) |
| { |
| deInt32 location = context.getUniformLocation(program, "u_color"); |
| |
| context.useProgram(program); |
| context.uniform4fv(location, 1, color.getPtr()); |
| } |
| |
| void FlatColorShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const |
| { |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| { |
| rr::VertexPacket& packet = *packets[packetNdx]; |
| |
| packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx); |
| } |
| } |
| |
| void FlatColorShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const |
| { |
| const tcu::Vec4 color (m_uniforms[0].value.f4); |
| const tcu::IVec4 icolor = castVectorSaturate<deInt32>(color); |
| const tcu::UVec4 uicolor = castVectorSaturate<deUint32>(color); |
| |
| DE_UNREF(packets); |
| |
| if (m_outputType == glu::TYPE_FLOAT_VEC4) |
| { |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
| rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color); |
| } |
| else if (m_outputType == glu::TYPE_INT_VEC4) |
| { |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
| rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, icolor); |
| } |
| else if (m_outputType == glu::TYPE_UINT_VEC4) |
| { |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
| rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, uicolor); |
| } |
| else |
| DE_ASSERT(DE_FALSE); |
| } |
| |
| GradientShader::GradientShader (glu::DataType outputType) |
| : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() |
| << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) |
| << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) |
| << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) |
| << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)) |
| << sglr::pdec::Uniform("u_gradientMin", glu::TYPE_FLOAT_VEC4) |
| << sglr::pdec::Uniform("u_gradientMax", glu::TYPE_FLOAT_VEC4) |
| << sglr::pdec::VertexSource( |
| "#version 300 es\n" |
| "in highp vec4 a_position;\n" |
| "in highp vec4 a_coord;\n" |
| "out highp vec4 v_coord;\n" |
| "void main (void)\n" |
| "{\n" |
| " gl_Position = a_position;\n" |
| " v_coord = a_coord;\n" |
| "}\n") |
| << sglr::pdec::FragmentSource( |
| string( |
| "#version 300 es\n" |
| "in highp vec4 v_coord;\n" |
| "uniform highp vec4 u_gradientMin;\n" |
| "uniform highp vec4 u_gradientMax;\n" |
| "layout(location = 0) out highp ") + glu::getDataTypeName(outputType) + " o_color;\n" |
| "void main (void)\n" |
| "{\n" |
| " highp float x = v_coord.x;\n" |
| " highp float y = v_coord.y;\n" |
| " highp float f0 = (x + y) * 0.5;\n" |
| " highp float f1 = 0.5 + (x - y) * 0.5;\n" |
| " highp vec4 fv = vec4(f0, f1, 1.0f-f0, 1.0f-f1);\n" |
| " o_color = " + glu::getDataTypeName(outputType) + "(u_gradientMin + (u_gradientMax-u_gradientMin)*fv);\n" |
| "}\n")) |
| , m_outputType(outputType) |
| { |
| } |
| |
| void GradientShader::setGradient (sglr::Context& ctx, deUint32 program, const tcu::Vec4& gradientMin, const tcu::Vec4& gradientMax) |
| { |
| ctx.useProgram(program); |
| ctx.uniform4fv(ctx.getUniformLocation(program, "u_gradientMin"), 1, gradientMin.getPtr()); |
| ctx.uniform4fv(ctx.getUniformLocation(program, "u_gradientMax"), 1, gradientMax.getPtr()); |
| } |
| |
| void GradientShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const |
| { |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| { |
| rr::VertexPacket& packet = *packets[packetNdx]; |
| |
| packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx); |
| packet.outputs[0] = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx); |
| } |
| } |
| |
| void GradientShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const |
| { |
| const tcu::Vec4 gradientMin(m_uniforms[0].value.f4); |
| const tcu::Vec4 gradientMax(m_uniforms[1].value.f4); |
| |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
| { |
| const tcu::Vec4 coord = rr::readTriangleVarying<float>(packets[packetNdx], context, 0, fragNdx); |
| const float x = coord.x(); |
| const float y = coord.y(); |
| const float f0 = (x + y) * 0.5f; |
| const float f1 = 0.5f + (x - y) * 0.5f; |
| const tcu::Vec4 fv = Vec4(f0, f1, 1.0f-f0, 1.0f-f1); |
| |
| const tcu::Vec4 color = gradientMin + (gradientMax-gradientMin) * fv; |
| const tcu::IVec4 icolor = castVectorSaturate<deInt32>(color); |
| const tcu::UVec4 uicolor = castVectorSaturate<deUint32>(color); |
| |
| if (m_outputType == glu::TYPE_FLOAT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color); |
| else if (m_outputType == glu::TYPE_INT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, icolor); |
| else if (m_outputType == glu::TYPE_UINT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, uicolor); |
| else |
| DE_ASSERT(DE_FALSE); |
| } |
| } |
| |
| static string genTexFragmentShader (const vector<glu::DataType>& samplerTypes, glu::DataType outputType) |
| { |
| const char* precision = "highp"; |
| std::ostringstream src; |
| |
| src << "#version 300 es\n" |
| << "layout(location = 0) out highp " << glu::getDataTypeName(outputType) << " o_color0;\n"; |
| |
| src << "in highp vec2 v_coord;\n"; |
| |
| for (int samplerNdx = 0; samplerNdx < (int)samplerTypes.size(); samplerNdx++) |
| { |
| src << "uniform " << precision << " " << glu::getDataTypeName(samplerTypes[samplerNdx]) << " u_sampler" << samplerNdx << ";\n"; |
| src << "uniform " << precision << " vec4 u_texScale" << samplerNdx << ";\n"; |
| src << "uniform " << precision << " vec4 u_texBias" << samplerNdx << ";\n"; |
| } |
| |
| // Output scale & bias |
| src << "uniform " << precision << " vec4 u_outScale0;\n" |
| << "uniform " << precision << " vec4 u_outBias0;\n"; |
| |
| src << "\n" |
| << "void main (void)\n" |
| << "{\n" |
| << " " << precision << " vec4 out0 = vec4(0.0);\n"; |
| |
| // Texture input fetch and combine. |
| for (int inNdx = 0; inNdx < (int)samplerTypes.size(); inNdx++) |
| src << "\tout0 += vec4(" |
| << "texture(u_sampler" << inNdx << ", v_coord)) * u_texScale" << inNdx << " + u_texBias" << inNdx << ";\n"; |
| |
| // Write output. |
| src << " o_color0 = " << glu::getDataTypeName(outputType) << "(out0 * u_outScale0 + u_outBias0);\n"; |
| |
| src << "}\n"; |
| |
| return src.str(); |
| } |
| |
| static sglr::pdec::ShaderProgramDeclaration genTexture2DShaderDecl (const DataTypes& samplerTypes, glu::DataType outputType) |
| { |
| sglr::pdec::ShaderProgramDeclaration decl; |
| |
| decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT); |
| decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT); |
| decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); |
| decl << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)); |
| |
| decl << sglr::pdec::VertexSource( |
| "#version 300 es\n" |
| "in highp vec4 a_position;\n" |
| "in highp vec2 a_coord;\n" |
| "out highp vec2 v_coord;\n" |
| "void main(void)\n" |
| "{\n" |
| " gl_Position = a_position;\n" |
| " v_coord = a_coord;\n" |
| "}\n"); |
| decl << sglr::pdec::FragmentSource(genTexFragmentShader(samplerTypes.vec, outputType)); |
| |
| decl << sglr::pdec::Uniform("u_outScale0", glu::TYPE_FLOAT_VEC4); |
| decl << sglr::pdec::Uniform("u_outBias0", glu::TYPE_FLOAT_VEC4); |
| |
| for (size_t ndx = 0; ndx < samplerTypes.vec.size(); ++ndx) |
| { |
| decl << sglr::pdec::Uniform(std::string("u_sampler") + de::toString(ndx), samplerTypes.vec[ndx]); |
| decl << sglr::pdec::Uniform(std::string("u_texScale") + de::toString(ndx), glu::TYPE_FLOAT_VEC4); |
| decl << sglr::pdec::Uniform(std::string("u_texBias") + de::toString(ndx), glu::TYPE_FLOAT_VEC4); |
| } |
| |
| return decl; |
| } |
| |
| Texture2DShader::Texture2DShader (const DataTypes& samplerTypes, glu::DataType outputType, const Vec4& outScale, const Vec4& outBias) |
| : sglr::ShaderProgram (genTexture2DShaderDecl(samplerTypes, outputType)) |
| , m_outScale (outScale) |
| , m_outBias (outBias) |
| , m_outputType (outputType) |
| { |
| m_inputs.resize(samplerTypes.vec.size()); |
| |
| // Initialize units. |
| for (int ndx = 0; ndx < (int)m_inputs.size(); ndx++) |
| { |
| m_inputs[ndx].unitNdx = ndx; |
| m_inputs[ndx].scale = Vec4(1.0f); |
| m_inputs[ndx].bias = Vec4(0.0f); |
| } |
| } |
| |
| void Texture2DShader::setUnit (int inputNdx, int unitNdx) |
| { |
| m_inputs[inputNdx].unitNdx = unitNdx; |
| } |
| |
| void Texture2DShader::setTexScaleBias (int inputNdx, const Vec4& scale, const Vec4& bias) |
| { |
| m_inputs[inputNdx].scale = scale; |
| m_inputs[inputNdx].bias = bias; |
| } |
| |
| void Texture2DShader::setOutScaleBias (const Vec4& scale, const Vec4& bias) |
| { |
| m_outScale = scale; |
| m_outBias = bias; |
| } |
| |
| void Texture2DShader::setUniforms (sglr::Context& gl, deUint32 program) const |
| { |
| gl.useProgram(program); |
| |
| for (int texNdx = 0; texNdx < (int)m_inputs.size(); texNdx++) |
| { |
| string samplerName = string("u_sampler") + de::toString(texNdx); |
| string scaleName = string("u_texScale") + de::toString(texNdx); |
| string biasName = string("u_texBias") + de::toString(texNdx); |
| |
| gl.uniform1i(gl.getUniformLocation(program, samplerName.c_str()), m_inputs[texNdx].unitNdx); |
| gl.uniform4fv(gl.getUniformLocation(program, scaleName.c_str()), 1, m_inputs[texNdx].scale.getPtr()); |
| gl.uniform4fv(gl.getUniformLocation(program, biasName.c_str()), 1, m_inputs[texNdx].bias.getPtr()); |
| } |
| |
| gl.uniform4fv(gl.getUniformLocation(program, "u_outScale0"), 1, m_outScale.getPtr()); |
| gl.uniform4fv(gl.getUniformLocation(program, "u_outBias0"), 1, m_outBias.getPtr()); |
| } |
| |
| void Texture2DShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const |
| { |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| { |
| rr::VertexPacket& packet = *packets[packetNdx]; |
| |
| packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx); |
| packet.outputs[0] = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx); |
| } |
| } |
| |
| void Texture2DShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const |
| { |
| const tcu::Vec4 outScale (m_uniforms[0].value.f4); |
| const tcu::Vec4 outBias (m_uniforms[1].value.f4); |
| |
| tcu::Vec2 texCoords[4]; |
| tcu::Vec4 colors[4]; |
| |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| { |
| // setup tex coords |
| for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
| { |
| const tcu::Vec4 coord = rr::readTriangleVarying<float>(packets[packetNdx], context, 0, fragNdx); |
| texCoords[fragNdx] = tcu::Vec2(coord.x(), coord.y()); |
| } |
| |
| // clear result |
| for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
| colors[fragNdx] = tcu::Vec4(0.0f); |
| |
| // sample each texture |
| for (int ndx = 0; ndx < (int)m_inputs.size(); ndx++) |
| { |
| const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D; |
| const tcu::Vec4 scale (m_uniforms[2 + ndx*3 + 1].value.f4); |
| const tcu::Vec4 bias (m_uniforms[2 + ndx*3 + 2].value.f4); |
| tcu::Vec4 tmpColors[4]; |
| |
| tex->sample4(tmpColors, texCoords); |
| |
| for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
| colors[fragNdx] += tmpColors[fragNdx] * scale + bias; |
| } |
| |
| // write out |
| for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
| { |
| const tcu::Vec4 color = colors[fragNdx] * outScale + outBias; |
| const tcu::IVec4 icolor = castVectorSaturate<deInt32>(color); |
| const tcu::UVec4 uicolor = castVectorSaturate<deUint32>(color); |
| |
| if (m_outputType == glu::TYPE_FLOAT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color); |
| else if (m_outputType == glu::TYPE_INT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, icolor); |
| else if (m_outputType == glu::TYPE_UINT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, uicolor); |
| else |
| DE_ASSERT(DE_FALSE); |
| } |
| } |
| } |
| |
| TextureCubeShader::TextureCubeShader (glu::DataType samplerType, glu::DataType outputType) |
| : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() |
| << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) |
| << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) |
| << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) |
| << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)) |
| << sglr::pdec::Uniform("u_coordMat", glu::TYPE_FLOAT_MAT3) |
| << sglr::pdec::Uniform("u_sampler0", samplerType) |
| << sglr::pdec::Uniform("u_scale", glu::TYPE_FLOAT_VEC4) |
| << sglr::pdec::Uniform("u_bias", glu::TYPE_FLOAT_VEC4) |
| << sglr::pdec::VertexSource( |
| "#version 300 es\n" |
| "in highp vec4 a_position;\n" |
| "in mediump vec2 a_coord;\n" |
| "uniform mat3 u_coordMat;\n" |
| "out mediump vec3 v_coord;\n" |
| "void main (void)\n" |
| "{\n" |
| " gl_Position = a_position;\n" |
| " v_coord = u_coordMat * vec3(a_coord, 1.0);\n" |
| "}\n") |
| << sglr::pdec::FragmentSource( |
| string("") + |
| "#version 300 es\n" |
| "uniform highp " + glu::getDataTypeName(samplerType) + " u_sampler0;\n" |
| "uniform highp vec4 u_scale;\n" |
| "uniform highp vec4 u_bias;\n" |
| "in mediump vec3 v_coord;\n" |
| "layout(location = 0) out highp " + glu::getDataTypeName(outputType) + " o_color;\n" |
| "void main (void)\n" |
| "{\n" |
| " o_color = " + glu::getDataTypeName(outputType) + "(vec4(texture(u_sampler0, v_coord)) * u_scale + u_bias);\n" |
| "}\n")) |
| , m_texScale (1.0f) |
| , m_texBias (0.0f) |
| , m_outputType (outputType) |
| { |
| } |
| |
| void TextureCubeShader::setFace (tcu::CubeFace face) |
| { |
| static const float s_cubeTransforms[][3*3] = |
| { |
| // Face -X: (x, y, 1) -> (-1, -(2*y-1), +(2*x-1)) |
| { 0.0f, 0.0f, -1.0f, |
| 0.0f, -2.0f, 1.0f, |
| 2.0f, 0.0f, -1.0f }, |
| // Face +X: (x, y, 1) -> (+1, -(2*y-1), -(2*x-1)) |
| { 0.0f, 0.0f, 1.0f, |
| 0.0f, -2.0f, 1.0f, |
| -2.0f, 0.0f, 1.0f }, |
| // Face -Y: (x, y, 1) -> (+(2*x-1), -1, -(2*y-1)) |
| { 2.0f, 0.0f, -1.0f, |
| 0.0f, 0.0f, -1.0f, |
| 0.0f, -2.0f, 1.0f }, |
| // Face +Y: (x, y, 1) -> (+(2*x-1), +1, +(2*y-1)) |
| { 2.0f, 0.0f, -1.0f, |
| 0.0f, 0.0f, 1.0f, |
| 0.0f, 2.0f, -1.0f }, |
| // Face -Z: (x, y, 1) -> (-(2*x-1), -(2*y-1), -1) |
| { -2.0f, 0.0f, 1.0f, |
| 0.0f, -2.0f, 1.0f, |
| 0.0f, 0.0f, -1.0f }, |
| // Face +Z: (x, y, 1) -> (+(2*x-1), -(2*y-1), +1) |
| { 2.0f, 0.0f, -1.0f, |
| 0.0f, -2.0f, 1.0f, |
| 0.0f, 0.0f, 1.0f } |
| }; |
| DE_ASSERT(de::inBounds<int>(face, 0, tcu::CUBEFACE_LAST)); |
| m_coordMat = tcu::Mat3(s_cubeTransforms[face]); |
| } |
| |
| void TextureCubeShader::setTexScaleBias (const Vec4& scale, const Vec4& bias) |
| { |
| m_texScale = scale; |
| m_texBias = bias; |
| } |
| |
| void TextureCubeShader::setUniforms (sglr::Context& gl, deUint32 program) const |
| { |
| gl.useProgram(program); |
| |
| gl.uniform1i(gl.getUniformLocation(program, "u_sampler0"), 0); |
| gl.uniformMatrix3fv(gl.getUniformLocation(program, "u_coordMat"), 1, GL_FALSE, m_coordMat.getColumnMajorData().getPtr()); |
| gl.uniform4fv(gl.getUniformLocation(program, "u_scale"), 1, m_texScale.getPtr()); |
| gl.uniform4fv(gl.getUniformLocation(program, "u_bias"), 1, m_texBias.getPtr()); |
| } |
| |
| void TextureCubeShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const |
| { |
| tcu::Mat3 texCoordMat = tcu::Mat3(m_uniforms[0].value.m3); |
| |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| { |
| rr::VertexPacket& packet = *packets[packetNdx]; |
| tcu::Vec2 a_coord = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx).xy(); |
| tcu::Vec3 v_coord = texCoordMat * tcu::Vec3(a_coord.x(), a_coord.y(), 1.0f); |
| |
| packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx); |
| packet.outputs[0] = tcu::Vec4(v_coord.x(), v_coord.y(), v_coord.z(), 0.0f); |
| } |
| } |
| |
| void TextureCubeShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const |
| { |
| const tcu::Vec4 texScale (m_uniforms[2].value.f4); |
| const tcu::Vec4 texBias (m_uniforms[3].value.f4); |
| |
| tcu::Vec3 texCoords[4]; |
| tcu::Vec4 colors[4]; |
| |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| { |
| const sglr::rc::TextureCube* tex = m_uniforms[1].sampler.texCube; |
| |
| for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
| { |
| const tcu::Vec4 coord = rr::readTriangleVarying<float>(packets[packetNdx], context, 0, fragNdx); |
| texCoords[fragNdx] = tcu::Vec3(coord.x(), coord.y(), coord.z()); |
| } |
| |
| tex->sample4(colors, texCoords); |
| |
| for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
| { |
| const tcu::Vec4 color = colors[fragNdx] * texScale + texBias; |
| const tcu::IVec4 icolor = castVectorSaturate<deInt32>(color); |
| const tcu::UVec4 uicolor = castVectorSaturate<deUint32>(color); |
| |
| if (m_outputType == glu::TYPE_FLOAT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color); |
| else if (m_outputType == glu::TYPE_INT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, icolor); |
| else if (m_outputType == glu::TYPE_UINT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, uicolor); |
| else |
| DE_ASSERT(DE_FALSE); |
| } |
| } |
| } |
| |
| Texture2DArrayShader::Texture2DArrayShader (glu::DataType samplerType, glu::DataType outputType) |
| : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() |
| << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) |
| << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) |
| << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) |
| << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)) |
| << sglr::pdec::Uniform("u_sampler0", samplerType) |
| << sglr::pdec::Uniform("u_scale", glu::TYPE_FLOAT_VEC4) |
| << sglr::pdec::Uniform("u_bias", glu::TYPE_FLOAT_VEC4) |
| << sglr::pdec::Uniform("u_layer", glu::TYPE_INT) |
| << sglr::pdec::VertexSource( |
| "#version 300 es\n" |
| "in highp vec4 a_position;\n" |
| "in highp vec2 a_coord;\n" |
| "out highp vec2 v_coord;\n" |
| "void main (void)\n" |
| "{\n" |
| " gl_Position = a_position;\n" |
| " v_coord = a_coord;\n" |
| "}\n") |
| << sglr::pdec::FragmentSource( |
| string("") + |
| "#version 300 es\n" |
| "uniform highp " + glu::getDataTypeName(samplerType) + " u_sampler0;\n" |
| "uniform highp vec4 u_scale;\n" |
| "uniform highp vec4 u_bias;\n" |
| "uniform highp int u_layer;\n" |
| "in highp vec2 v_coord;\n" |
| "layout(location = 0) out highp " + glu::getDataTypeName(outputType) + " o_color;\n" |
| "void main (void)\n" |
| "{\n" |
| " o_color = " + glu::getDataTypeName(outputType) + "(vec4(texture(u_sampler0, vec3(v_coord, u_layer))) * u_scale + u_bias);\n" |
| "}\n")) |
| , m_texScale (1.0f) |
| , m_texBias (0.0f) |
| , m_layer (0) |
| , m_outputType (outputType) |
| { |
| } |
| |
| void Texture2DArrayShader::setLayer (int layer) |
| { |
| m_layer = layer; |
| } |
| |
| void Texture2DArrayShader::setTexScaleBias (const Vec4& scale, const Vec4& bias) |
| { |
| m_texScale = scale; |
| m_texBias = bias; |
| } |
| |
| void Texture2DArrayShader::setUniforms (sglr::Context& gl, deUint32 program) const |
| { |
| gl.useProgram(program); |
| |
| gl.uniform1i (gl.getUniformLocation(program, "u_sampler0"), 0); |
| gl.uniform1i (gl.getUniformLocation(program, "u_layer"), m_layer); |
| gl.uniform4fv (gl.getUniformLocation(program, "u_scale"), 1, m_texScale.getPtr()); |
| gl.uniform4fv (gl.getUniformLocation(program, "u_bias"), 1, m_texBias.getPtr()); |
| } |
| |
| void Texture2DArrayShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const |
| { |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| { |
| rr::VertexPacket& packet = *packets[packetNdx]; |
| |
| packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx); |
| packet.outputs[0] = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx); |
| } |
| } |
| |
| void Texture2DArrayShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const |
| { |
| const tcu::Vec4 texScale (m_uniforms[1].value.f4); |
| const tcu::Vec4 texBias (m_uniforms[2].value.f4); |
| const int layer = m_uniforms[3].value.i; |
| |
| tcu::Vec3 texCoords[4]; |
| tcu::Vec4 colors[4]; |
| |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| { |
| const sglr::rc::Texture2DArray* tex = m_uniforms[0].sampler.tex2DArray; |
| |
| for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
| { |
| const tcu::Vec4 coord = rr::readTriangleVarying<float>(packets[packetNdx], context, 0, fragNdx); |
| texCoords[fragNdx] = tcu::Vec3(coord.x(), coord.y(), float(layer)); |
| } |
| |
| tex->sample4(colors, texCoords); |
| |
| for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
| { |
| const tcu::Vec4 color = colors[fragNdx] * texScale + texBias; |
| const tcu::IVec4 icolor = castVectorSaturate<deInt32>(color); |
| const tcu::UVec4 uicolor = castVectorSaturate<deUint32>(color); |
| |
| if (m_outputType == glu::TYPE_FLOAT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color); |
| else if (m_outputType == glu::TYPE_INT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, icolor); |
| else if (m_outputType == glu::TYPE_UINT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, uicolor); |
| else |
| DE_ASSERT(DE_FALSE); |
| } |
| } |
| } |
| |
| Texture3DShader::Texture3DShader (glu::DataType samplerType, glu::DataType outputType) |
| : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() |
| << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) |
| << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) |
| << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) |
| << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)) |
| << sglr::pdec::Uniform("u_sampler0", samplerType) |
| << sglr::pdec::Uniform("u_scale", glu::TYPE_FLOAT_VEC4) |
| << sglr::pdec::Uniform("u_bias", glu::TYPE_FLOAT_VEC4) |
| << sglr::pdec::Uniform("u_depth", glu::TYPE_FLOAT) |
| << sglr::pdec::VertexSource( |
| "#version 300 es\n" |
| "in highp vec4 a_position;\n" |
| "in highp vec2 a_coord;\n" |
| "out highp vec2 v_coord;\n" |
| "void main (void)\n" |
| "{\n" |
| " gl_Position = a_position;\n" |
| " v_coord = a_coord;\n" |
| "}\n") |
| << sglr::pdec::FragmentSource( |
| string("") + |
| "#version 300 es\n" |
| "uniform highp " + glu::getDataTypeName(samplerType) + " u_sampler0;\n" |
| "uniform highp vec4 u_scale;\n" |
| "uniform highp vec4 u_bias;\n" |
| "uniform highp float u_depth;\n" |
| "in highp vec2 v_coord;\n" |
| "layout(location = 0) out highp " + glu::getDataTypeName(outputType) + " o_color;\n" |
| "void main (void)\n" |
| "{\n" |
| " o_color = " + glu::getDataTypeName(outputType) + "(vec4(texture(u_sampler0, vec3(v_coord, u_depth))) * u_scale + u_bias);\n" |
| "}\n")) |
| , m_texScale (1.0f) |
| , m_texBias (0.0f) |
| , m_depth (0.0f) |
| , m_outputType (outputType) |
| { |
| } |
| |
| void Texture3DShader::setDepth (float depth) |
| { |
| m_depth = depth; |
| } |
| |
| void Texture3DShader::setTexScaleBias (const Vec4& scale, const Vec4& bias) |
| { |
| m_texScale = scale; |
| m_texBias = bias; |
| } |
| |
| void Texture3DShader::setUniforms (sglr::Context& gl, deUint32 program) const |
| { |
| gl.useProgram(program); |
| |
| gl.uniform1i (gl.getUniformLocation(program, "u_sampler0"), 0); |
| gl.uniform1f (gl.getUniformLocation(program, "u_depth"), m_depth); |
| gl.uniform4fv (gl.getUniformLocation(program, "u_scale"), 1, m_texScale.getPtr()); |
| gl.uniform4fv (gl.getUniformLocation(program, "u_bias"), 1, m_texBias.getPtr()); |
| } |
| |
| void Texture3DShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const |
| { |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| { |
| rr::VertexPacket& packet = *packets[packetNdx]; |
| |
| packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx); |
| packet.outputs[0] = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx); |
| } |
| } |
| |
| void Texture3DShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const |
| { |
| const tcu::Vec4 texScale (m_uniforms[1].value.f4); |
| const tcu::Vec4 texBias (m_uniforms[2].value.f4); |
| const float depth = m_uniforms[3].value.f; |
| |
| tcu::Vec3 texCoords[4]; |
| tcu::Vec4 colors[4]; |
| |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| { |
| const sglr::rc::Texture3D* tex = m_uniforms[0].sampler.tex3D; |
| |
| for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
| { |
| const tcu::Vec4 coord = rr::readTriangleVarying<float>(packets[packetNdx], context, 0, fragNdx); |
| texCoords[fragNdx] = tcu::Vec3(coord.x(), coord.y(), depth); |
| } |
| |
| tex->sample4(colors, texCoords); |
| |
| for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
| { |
| const tcu::Vec4 color = colors[fragNdx] * texScale + texBias; |
| const tcu::IVec4 icolor = castVectorSaturate<deInt32>(color); |
| const tcu::UVec4 uicolor = castVectorSaturate<deUint32>(color); |
| |
| if (m_outputType == glu::TYPE_FLOAT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color); |
| else if (m_outputType == glu::TYPE_INT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, icolor); |
| else if (m_outputType == glu::TYPE_UINT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, uicolor); |
| else |
| DE_ASSERT(DE_FALSE); |
| } |
| } |
| } |
| |
| DepthGradientShader::DepthGradientShader (glu::DataType outputType) |
| : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() |
| << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) |
| << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) |
| << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) |
| << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)) |
| << sglr::pdec::Uniform("u_maxGradient", glu::TYPE_FLOAT) |
| << sglr::pdec::Uniform("u_minGradient", glu::TYPE_FLOAT) |
| << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) |
| << sglr::pdec::VertexSource( |
| "#version 300 es\n" |
| "in highp vec4 a_position;\n" |
| "in highp vec4 a_coord;\n" |
| "out highp vec4 v_coord;\n" |
| "void main (void)\n" |
| "{\n" |
| " gl_Position = a_position;\n" |
| " v_coord = a_coord;\n" |
| "}\n") |
| << sglr::pdec::FragmentSource( |
| string( |
| "#version 300 es\n" |
| "in highp vec4 v_coord;\n" |
| "uniform highp float u_minGradient;\n" |
| "uniform highp float u_maxGradient;\n" |
| "uniform highp vec4 u_color;\n" |
| "layout(location = 0) out highp ") + glu::getDataTypeName(outputType) + " o_color;\n" |
| "void main (void)\n" |
| "{\n" |
| " highp float x = v_coord.x;\n" |
| " highp float y = v_coord.y;\n" |
| " highp float f0 = (x + y) * 0.5;\n" |
| " gl_FragDepth = u_minGradient + (u_maxGradient-u_minGradient)*f0;\n" |
| " o_color = " + glu::getDataTypeName(outputType) + "(u_color);\n" |
| "}\n")) |
| , m_outputType (outputType) |
| , u_minGradient (getUniformByName("u_minGradient")) |
| , u_maxGradient (getUniformByName("u_maxGradient")) |
| , u_color (getUniformByName("u_color")) |
| { |
| } |
| |
| void DepthGradientShader::setUniforms (sglr::Context& ctx, deUint32 program, const float gradientMin, const float gradientMax, const tcu::Vec4& color) |
| { |
| ctx.useProgram(program); |
| ctx.uniform1fv(ctx.getUniformLocation(program, "u_minGradient"), 1, &gradientMin); |
| ctx.uniform1fv(ctx.getUniformLocation(program, "u_maxGradient"), 1, &gradientMax); |
| ctx.uniform4fv(ctx.getUniformLocation(program, "u_color"), 1, color.getPtr()); |
| } |
| |
| void DepthGradientShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const |
| { |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| { |
| rr::VertexPacket& packet = *packets[packetNdx]; |
| |
| packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx); |
| packet.outputs[0] = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx); |
| } |
| } |
| |
| void DepthGradientShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const |
| { |
| const float gradientMin (u_minGradient.value.f); |
| const float gradientMax (u_maxGradient.value.f); |
| const tcu::Vec4 color (u_color.value.f4); |
| const tcu::IVec4 icolor (castVectorSaturate<deInt32>(color)); |
| const tcu::UVec4 uicolor (castVectorSaturate<deUint32>(color)); |
| |
| // running this shader without a depth buffer does not make any sense |
| DE_ASSERT(context.fragmentDepths); |
| |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
| { |
| const tcu::Vec4 coord = rr::readTriangleVarying<float>(packets[packetNdx], context, 0, fragNdx); |
| const float x = coord.x(); |
| const float y = coord.y(); |
| const float f0 = (x + y) * 0.5f; |
| |
| rr::writeFragmentDepth(context, packetNdx, fragNdx, 0, gradientMin + (gradientMax-gradientMin) * f0); |
| |
| if (m_outputType == glu::TYPE_FLOAT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color); |
| else if (m_outputType == glu::TYPE_INT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, icolor); |
| else if (m_outputType == glu::TYPE_UINT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, uicolor); |
| else |
| DE_ASSERT(DE_FALSE); |
| } |
| } |
| |
| void clearColorBuffer (sglr::Context& ctx, const tcu::TextureFormat& format, const tcu::Vec4& value) |
| { |
| const tcu::TextureChannelClass fmtClass = tcu::getTextureChannelClass(format.type); |
| |
| switch (fmtClass) |
| { |
| case tcu::TEXTURECHANNELCLASS_FLOATING_POINT: |
| case tcu::TEXTURECHANNELCLASS_SIGNED_FIXED_POINT: |
| case tcu::TEXTURECHANNELCLASS_UNSIGNED_FIXED_POINT: |
| ctx.clearBufferfv(GL_COLOR, 0, value.getPtr()); |
| break; |
| |
| case tcu::TEXTURECHANNELCLASS_UNSIGNED_INTEGER: |
| ctx.clearBufferuiv(GL_COLOR, 0, value.asUint().getPtr()); |
| break; |
| |
| case tcu::TEXTURECHANNELCLASS_SIGNED_INTEGER: |
| ctx.clearBufferiv(GL_COLOR, 0, value.asInt().getPtr()); |
| break; |
| |
| default: |
| DE_ASSERT(DE_FALSE); |
| } |
| } |
| |
| void readPixels (sglr::Context& ctx, tcu::Surface& dst, int x, int y, int width, int height, const tcu::TextureFormat& format, const tcu::Vec4& scale, const tcu::Vec4& bias) |
| { |
| tcu::TextureFormat readFormat = getFramebufferReadFormat(format); |
| glu::TransferFormat transferFmt = glu::getTransferFormat(readFormat); |
| int alignment = 4; // \note GL_PACK_ALIGNMENT = 4 is assumed. |
| int rowSize = deAlign32(readFormat.getPixelSize()*width, alignment); |
| vector<deUint8> data (rowSize*height); |
| |
| ctx.readPixels(x, y, width, height, transferFmt.format, transferFmt.dataType, &data[0]); |
| |
| // Convert to surface. |
| tcu::ConstPixelBufferAccess src(readFormat, width, height, 1, rowSize, 0, &data[0]); |
| |
| dst.setSize(width, height); |
| tcu::PixelBufferAccess dstAccess = dst.getAccess(); |
| |
| for (int yo = 0; yo < height; yo++) |
| for (int xo = 0; xo < width; xo++) |
| dstAccess.setPixel(src.getPixel(xo, yo) * scale + bias, xo, yo); |
| } |
| |
| static const char* getFboIncompleteReasonName (deUint32 reason) |
| { |
| switch (reason) |
| { |
| case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; |
| case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; |
| case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: return "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS"; |
| case GL_FRAMEBUFFER_UNSUPPORTED: return "GL_FRAMEBUFFER_UNSUPPORTED"; |
| case GL_FRAMEBUFFER_COMPLETE: return "GL_FRAMEBUFFER_COMPLETE"; |
| default: return "UNKNOWN"; |
| } |
| } |
| |
| FboIncompleteException::FboIncompleteException (deUint32 reason, const char* file, int line) |
| : TestError ("Framebuffer is not complete", getFboIncompleteReasonName(reason), file, line) |
| , m_reason (reason) |
| { |
| } |
| |
| const char* getFormatName (deUint32 format) |
| { |
| switch (format) |
| { |
| case GL_RGB565: return "rgb565"; |
| case GL_RGB5_A1: return "rgb5_a1"; |
| case GL_RGBA4: return "rgba4"; |
| case GL_DEPTH_COMPONENT16: return "depth_component16"; |
| case GL_STENCIL_INDEX8: return "stencil_index8"; |
| case GL_RGBA32F: return "rgba32f"; |
| case GL_RGBA32I: return "rgba32i"; |
| case GL_RGBA32UI: return "rgba32ui"; |
| case GL_RGBA16F: return "rgba16f"; |
| case GL_RGBA16I: return "rgba16i"; |
| case GL_RGBA16UI: return "rgba16ui"; |
| case GL_RGBA8: return "rgba8"; |
| case GL_RGBA8I: return "rgba8i"; |
| case GL_RGBA8UI: return "rgba8ui"; |
| case GL_SRGB8_ALPHA8: return "srgb8_alpha8"; |
| case GL_RGB10_A2: return "rgb10_a2"; |
| case GL_RGB10_A2UI: return "rgb10_a2ui"; |
| case GL_RGBA8_SNORM: return "rgba8_snorm"; |
| case GL_RGB8: return "rgb8"; |
| case GL_R11F_G11F_B10F: return "r11f_g11f_b10f"; |
| case GL_RGB32F: return "rgb32f"; |
| case GL_RGB32I: return "rgb32i"; |
| case GL_RGB32UI: return "rgb32ui"; |
| case GL_RGB16F: return "rgb16f"; |
| case GL_RGB16I: return "rgb16i"; |
| case GL_RGB16UI: return "rgb16ui"; |
| case GL_RGB8_SNORM: return "rgb8_snorm"; |
| case GL_RGB8I: return "rgb8i"; |
| case GL_RGB8UI: return "rgb8ui"; |
| case GL_SRGB8: return "srgb8"; |
| case GL_RGB9_E5: return "rgb9_e5"; |
| case GL_RG32F: return "rg32f"; |
| case GL_RG32I: return "rg32i"; |
| case GL_RG32UI: return "rg32ui"; |
| case GL_RG16F: return "rg16f"; |
| case GL_RG16I: return "rg16i"; |
| case GL_RG16UI: return "rg16ui"; |
| case GL_RG8: return "rg8"; |
| case GL_RG8I: return "rg8i"; |
| case GL_RG8UI: return "rg8ui"; |
| case GL_RG8_SNORM: return "rg8_snorm"; |
| case GL_R32F: return "r32f"; |
| case GL_R32I: return "r32i"; |
| case GL_R32UI: return "r32ui"; |
| case GL_R16F: return "r16f"; |
| case GL_R16I: return "r16i"; |
| case GL_R16UI: return "r16ui"; |
| case GL_R8: return "r8"; |
| case GL_R8I: return "r8i"; |
| case GL_R8UI: return "r8ui"; |
| case GL_R8_SNORM: return "r8_snorm"; |
| case GL_DEPTH_COMPONENT32F: return "depth_component32f"; |
| case GL_DEPTH_COMPONENT24: return "depth_component24"; |
| case GL_DEPTH32F_STENCIL8: return "depth32f_stencil8"; |
| case GL_DEPTH24_STENCIL8: return "depth24_stencil8"; |
| |
| default: |
| TCU_FAIL("Unknown format"); |
| } |
| } |
| |
| glu::DataType getFragmentOutputType (const tcu::TextureFormat& format) |
| { |
| switch (tcu::getTextureChannelClass(format.type)) |
| { |
| case tcu::TEXTURECHANNELCLASS_FLOATING_POINT: |
| case tcu::TEXTURECHANNELCLASS_SIGNED_FIXED_POINT: |
| case tcu::TEXTURECHANNELCLASS_UNSIGNED_FIXED_POINT: |
| return glu::TYPE_FLOAT_VEC4; |
| |
| case tcu::TEXTURECHANNELCLASS_UNSIGNED_INTEGER: |
| return glu::TYPE_UINT_VEC4; |
| |
| case tcu::TEXTURECHANNELCLASS_SIGNED_INTEGER: |
| return glu::TYPE_INT_VEC4; |
| |
| default: |
| DE_FATAL("Unknown format"); |
| return glu::TYPE_LAST; |
| } |
| } |
| |
| tcu::TextureFormat getFramebufferReadFormat (const tcu::TextureFormat& format) |
| { |
| switch (tcu::getTextureChannelClass(format.type)) |
| { |
| case tcu::TEXTURECHANNELCLASS_FLOATING_POINT: |
| return tcu::TextureFormat(tcu::TextureFormat::RGBA, tcu::TextureFormat::FLOAT); |
| |
| case tcu::TEXTURECHANNELCLASS_SIGNED_FIXED_POINT: |
| case tcu::TEXTURECHANNELCLASS_UNSIGNED_FIXED_POINT: |
| return tcu::TextureFormat(tcu::TextureFormat::RGBA, tcu::TextureFormat::UNORM_INT8); |
| |
| case tcu::TEXTURECHANNELCLASS_UNSIGNED_INTEGER: |
| return tcu::TextureFormat(tcu::TextureFormat::RGBA, tcu::TextureFormat::UNSIGNED_INT32); |
| |
| case tcu::TEXTURECHANNELCLASS_SIGNED_INTEGER: |
| return tcu::TextureFormat(tcu::TextureFormat::RGBA, tcu::TextureFormat::SIGNED_INT32); |
| |
| default: |
| DE_FATAL("Unknown format"); |
| return tcu::TextureFormat(); |
| } |
| } |
| |
| static int calculateU8ConversionError (int srcBits) |
| { |
| if (srcBits > 0) |
| { |
| const int clampedBits = de::clamp<int>(srcBits, 0, 8); |
| const int srcMaxValue = de::max((1<<clampedBits) - 1, 1); |
| const int error = int(deFloatCeil(255.0f * 2.0f / float(srcMaxValue))); |
| |
| return de::clamp<int>(error, 0, 255); |
| } |
| else |
| return 1; |
| } |
| |
| tcu::RGBA getFormatThreshold (const tcu::TextureFormat& format) |
| { |
| const tcu::IVec4 bits = tcu::getTextureFormatMantissaBitDepth(format); |
| |
| return tcu::RGBA(calculateU8ConversionError(bits.x()), |
| calculateU8ConversionError(bits.y()), |
| calculateU8ConversionError(bits.z()), |
| calculateU8ConversionError(bits.w())); |
| } |
| |
| tcu::RGBA getFormatThreshold (deUint32 glFormat) |
| { |
| const tcu::TextureFormat format = glu::mapGLInternalFormat(glFormat); |
| |
| return getFormatThreshold(format); |
| } |
| |
| static int getToSRGB8ConversionError (int srcBits) |
| { |
| // \note These are pre-computed based on simulation results. |
| static const int errors[] = |
| { |
| 1, // 0 bits - rounding |
| 255, // 1 bits |
| 157, // 2 bits |
| 106, // 3 bits |
| 74, // 4 bits |
| 51, // 5 bits |
| 34, // 6 bits |
| 22, // 7 bits |
| 13, // 8 bits |
| 7, // 9 bits |
| 4, // 10 bits |
| 3, // 11 bits |
| 2, // 12 bits |
| // 1 from this on |
| }; |
| |
| DE_ASSERT(srcBits >= 0); |
| if (srcBits < DE_LENGTH_OF_ARRAY(errors)) |
| return errors[srcBits]; |
| else |
| return 1; |
| } |
| |
| tcu::RGBA getToSRGBConversionThreshold (const tcu::TextureFormat& src, const tcu::TextureFormat& dst) |
| { |
| // Only SRGB8 and SRGB8_ALPHA8 formats are supported. |
| DE_ASSERT(dst.type == tcu::TextureFormat::UNORM_INT8 && tcu::isSRGB(dst)); |
| |
| const tcu::IVec4 bits = tcu::getTextureFormatMantissaBitDepth(src); |
| const bool dstHasAlpha = dst.order == tcu::TextureFormat::sRGBA; |
| |
| return tcu::RGBA(getToSRGB8ConversionError(bits.x()), |
| getToSRGB8ConversionError(bits.y()), |
| getToSRGB8ConversionError(bits.z()), |
| dstHasAlpha ? calculateU8ConversionError(bits.w()) : 0); |
| } |
| |
| } // FboTestUtil |
| } // Functional |
| } // gles3 |
| } // deqp |