| /*------------------------------------------------------------------------- |
| * 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 Texture access function tests. |
| *//*--------------------------------------------------------------------*/ |
| |
| #include "es3fShaderTextureFunctionTests.hpp" |
| #include "glsShaderRenderCase.hpp" |
| #include "glsShaderLibrary.hpp" |
| #include "glsTextureTestUtil.hpp" |
| #include "gluTexture.hpp" |
| #include "gluTextureUtil.hpp" |
| #include "gluPixelTransfer.hpp" |
| #include "gluStrUtil.hpp" |
| #include "tcuTextureUtil.hpp" |
| #include "tcuMatrix.hpp" |
| #include "tcuMatrixUtil.hpp" |
| #include "tcuTestLog.hpp" |
| #include "glwFunctions.hpp" |
| #include "deMath.h" |
| |
| #include <sstream> |
| |
| #include "glwEnums.hpp" |
| #include "glwFunctions.hpp" |
| |
| namespace deqp |
| { |
| namespace gles3 |
| { |
| namespace Functional |
| { |
| |
| namespace |
| { |
| |
| using glu::TextureTestUtil::computeLodFromDerivates; |
| |
| enum Function |
| { |
| FUNCTION_TEXTURE = 0, //!< texture(), textureOffset() |
| FUNCTION_TEXTUREPROJ, //!< textureProj(), textureProjOffset() |
| FUNCTION_TEXTUREPROJ3, //!< textureProj(sampler2D, vec3) |
| FUNCTION_TEXTURELOD, // ... |
| FUNCTION_TEXTUREPROJLOD, |
| FUNCTION_TEXTUREPROJLOD3, //!< textureProjLod(sampler2D, vec3) |
| FUNCTION_TEXTUREGRAD, |
| FUNCTION_TEXTUREPROJGRAD, |
| FUNCTION_TEXTUREPROJGRAD3, //!< textureProjGrad(sampler2D, vec3) |
| FUNCTION_TEXELFETCH, |
| |
| FUNCTION_LAST |
| }; |
| |
| inline bool functionHasAutoLod (glu::ShaderType shaderType, Function function) |
| { |
| return shaderType == glu::SHADERTYPE_FRAGMENT && |
| (function == FUNCTION_TEXTURE || |
| function == FUNCTION_TEXTUREPROJ || |
| function == FUNCTION_TEXTUREPROJ3); |
| } |
| |
| inline bool functionHasProj (Function function) |
| { |
| return function == FUNCTION_TEXTUREPROJ || |
| function == FUNCTION_TEXTUREPROJ3 || |
| function == FUNCTION_TEXTUREPROJLOD || |
| function == FUNCTION_TEXTUREPROJGRAD || |
| function == FUNCTION_TEXTUREPROJLOD3 || |
| function == FUNCTION_TEXTUREPROJGRAD3; |
| } |
| |
| inline bool functionHasGrad (Function function) |
| { |
| return function == FUNCTION_TEXTUREGRAD || function == FUNCTION_TEXTUREPROJGRAD || function == FUNCTION_TEXTUREPROJGRAD3; |
| } |
| |
| inline bool functionHasLod (Function function) |
| { |
| return function == FUNCTION_TEXTURELOD || |
| function == FUNCTION_TEXTUREPROJLOD || |
| function == FUNCTION_TEXTUREPROJLOD3 || |
| function == FUNCTION_TEXELFETCH; |
| } |
| |
| struct TextureLookupSpec |
| { |
| Function function; |
| |
| tcu::Vec4 minCoord; |
| tcu::Vec4 maxCoord; |
| |
| // Bias |
| bool useBias; |
| |
| // Bias or Lod for *Lod* functions |
| float minLodBias; |
| float maxLodBias; |
| |
| // For *Grad* functions |
| tcu::Vec3 minDX; |
| tcu::Vec3 maxDX; |
| tcu::Vec3 minDY; |
| tcu::Vec3 maxDY; |
| |
| bool useOffset; |
| tcu::IVec3 offset; |
| |
| TextureLookupSpec (void) |
| : function (FUNCTION_LAST) |
| , minCoord (0.0f) |
| , maxCoord (1.0f) |
| , useBias (false) |
| , minLodBias (0.0f) |
| , maxLodBias (0.0f) |
| , minDX (0.0f) |
| , maxDX (0.0f) |
| , minDY (0.0f) |
| , maxDY (0.0f) |
| , useOffset (false) |
| , offset (0) |
| { |
| } |
| |
| TextureLookupSpec (Function function_, |
| const tcu::Vec4& minCoord_, |
| const tcu::Vec4& maxCoord_, |
| bool useBias_, |
| float minLodBias_, |
| float maxLodBias_, |
| const tcu::Vec3& minDX_, |
| const tcu::Vec3& maxDX_, |
| const tcu::Vec3& minDY_, |
| const tcu::Vec3& maxDY_, |
| bool useOffset_, |
| const tcu::IVec3& offset_) |
| : function (function_) |
| , minCoord (minCoord_) |
| , maxCoord (maxCoord_) |
| , useBias (useBias_) |
| , minLodBias (minLodBias_) |
| , maxLodBias (maxLodBias_) |
| , minDX (minDX_) |
| , maxDX (maxDX_) |
| , minDY (minDY_) |
| , maxDY (maxDY_) |
| , useOffset (useOffset_) |
| , offset (offset_) |
| { |
| } |
| }; |
| |
| enum TextureType |
| { |
| TEXTURETYPE_2D, |
| TEXTURETYPE_CUBE_MAP, |
| TEXTURETYPE_2D_ARRAY, |
| TEXTURETYPE_3D, |
| |
| TEXTURETYPE_LAST |
| }; |
| |
| struct TextureSpec |
| { |
| TextureType type; //!< Texture type (2D, cubemap, ...) |
| deUint32 format; //!< Internal format. |
| int width; |
| int height; |
| int depth; |
| int numLevels; |
| tcu::Sampler sampler; |
| |
| TextureSpec (void) |
| : type (TEXTURETYPE_LAST) |
| , format (GL_NONE) |
| , width (0) |
| , height (0) |
| , depth (0) |
| , numLevels (0) |
| { |
| } |
| |
| TextureSpec (TextureType type_, |
| deUint32 format_, |
| int width_, |
| int height_, |
| int depth_, |
| int numLevels_, |
| const tcu::Sampler& sampler_) |
| : type (type_) |
| , format (format_) |
| , width (width_) |
| , height (height_) |
| , depth (depth_) |
| , numLevels (numLevels_) |
| , sampler (sampler_) |
| { |
| } |
| }; |
| |
| struct TexLookupParams |
| { |
| float lod; |
| tcu::IVec3 offset; |
| tcu::Vec4 scale; |
| tcu::Vec4 bias; |
| |
| TexLookupParams (void) |
| : lod (0.0f) |
| , offset (0) |
| , scale (1.0f) |
| , bias (0.0f) |
| { |
| } |
| }; |
| |
| } // anonymous |
| |
| using tcu::Vec2; |
| using tcu::Vec3; |
| using tcu::Vec4; |
| using tcu::IVec2; |
| using tcu::IVec3; |
| using tcu::IVec4; |
| |
| static const glu::TextureTestUtil::LodMode DEFAULT_LOD_MODE = glu::TextureTestUtil::LODMODE_EXACT; |
| |
| inline float computeLodFromGrad2D (const gls::ShaderEvalContext& c) |
| { |
| float w = (float)c.textures[0].tex2D->getWidth(); |
| float h = (float)c.textures[0].tex2D->getHeight(); |
| return computeLodFromDerivates(DEFAULT_LOD_MODE, c.in[1].x()*w, c.in[1].y()*h, c.in[2].x()*w, c.in[2].y()*h); |
| } |
| |
| inline float computeLodFromGrad2DArray (const gls::ShaderEvalContext& c) |
| { |
| float w = (float)c.textures[0].tex2DArray->getWidth(); |
| float h = (float)c.textures[0].tex2DArray->getHeight(); |
| return computeLodFromDerivates(DEFAULT_LOD_MODE, c.in[1].x()*w, c.in[1].y()*h, c.in[2].x()*w, c.in[2].y()*h); |
| } |
| |
| inline float computeLodFromGrad3D (const gls::ShaderEvalContext& c) |
| { |
| float w = (float)c.textures[0].tex3D->getWidth(); |
| float h = (float)c.textures[0].tex3D->getHeight(); |
| float d = (float)c.textures[0].tex3D->getDepth(); |
| return computeLodFromDerivates(DEFAULT_LOD_MODE, c.in[1].x()*w, c.in[1].y()*h, c.in[1].z()*d, c.in[2].x()*w, c.in[2].y()*h, c.in[2].z()*d); |
| } |
| |
| inline float computeLodFromGradCube (const gls::ShaderEvalContext& c) |
| { |
| // \note Major axis is always -Z or +Z |
| float m = de::abs(c.in[0].z()); |
| float d = (float)c.textures[0].texCube->getSize(); |
| float s = d/(2.0f*m); |
| float t = d/(2.0f*m); |
| return computeLodFromDerivates(DEFAULT_LOD_MODE, c.in[1].x()*s, c.in[1].y()*t, c.in[2].x()*s, c.in[2].y()*t); |
| } |
| |
| typedef void (*TexEvalFunc) (gls::ShaderEvalContext& c, const TexLookupParams& lookupParams); |
| |
| inline Vec4 texture2D (const gls::ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod); } |
| inline Vec4 textureCube (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].texCube->sample(c.textures[0].sampler, s, t, r, lod); } |
| inline Vec4 texture2DArray (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex2DArray->sample(c.textures[0].sampler, s, t, r, lod); } |
| inline Vec4 texture3D (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex3D->sample(c.textures[0].sampler, s, t, r, lod); } |
| |
| inline float texture2DShadow (const gls::ShaderEvalContext& c, float ref, float s, float t, float lod) { return c.textures[0].tex2D->sampleCompare(c.textures[0].sampler, ref, s, t, lod); } |
| inline float textureCubeShadow (const gls::ShaderEvalContext& c, float ref, float s, float t, float r, float lod) { return c.textures[0].texCube->sampleCompare(c.textures[0].sampler, ref, s, t, r, lod); } |
| inline float texture2DArrayShadow (const gls::ShaderEvalContext& c, float ref, float s, float t, float r, float lod) { return c.textures[0].tex2DArray->sampleCompare(c.textures[0].sampler, ref, s, t, r, lod); } |
| |
| inline Vec4 texture2DOffset (const gls::ShaderEvalContext& c, float s, float t, float lod, IVec2 offset) { return c.textures[0].tex2D->sampleOffset(c.textures[0].sampler, s, t, lod, offset); } |
| inline Vec4 texture2DArrayOffset (const gls::ShaderEvalContext& c, float s, float t, float r, float lod, IVec2 offset) { return c.textures[0].tex2DArray->sampleOffset(c.textures[0].sampler, s, t, r, lod, offset); } |
| inline Vec4 texture3DOffset (const gls::ShaderEvalContext& c, float s, float t, float r, float lod, IVec3 offset) { return c.textures[0].tex3D->sampleOffset(c.textures[0].sampler, s, t, r, lod, offset); } |
| |
| inline float texture2DShadowOffset (const gls::ShaderEvalContext& c, float ref, float s, float t, float lod, IVec2 offset) { return c.textures[0].tex2D->sampleCompareOffset(c.textures[0].sampler, ref, s, t, lod, offset); } |
| inline float texture2DArrayShadowOffset (const gls::ShaderEvalContext& c, float ref, float s, float t, float r, float lod, IVec2 offset) { return c.textures[0].tex2DArray->sampleCompareOffset(c.textures[0].sampler, ref, s, t, r, lod, offset); } |
| |
| // Eval functions. |
| static void evalTexture2D (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), p.lod)*p.scale + p.bias; } |
| static void evalTextureCube (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod)*p.scale + p.bias; } |
| static void evalTexture2DArray (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod)*p.scale + p.bias; } |
| static void evalTexture3D (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod)*p.scale + p.bias; } |
| |
| static void evalTexture2DBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x())*p.scale + p.bias; } |
| static void evalTextureCubeBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x())*p.scale + p.bias; } |
| static void evalTexture2DArrayBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x())*p.scale + p.bias; } |
| static void evalTexture3DBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x())*p.scale + p.bias; } |
| |
| static void evalTexture2DProj3 (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod)*p.scale + p.bias; } |
| static void evalTexture2DProj3Bias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod+c.in[1].x())*p.scale + p.bias; } |
| static void evalTexture2DProj (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod)*p.scale + p.bias; } |
| static void evalTexture2DProjBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod+c.in[1].x())*p.scale + p.bias; } |
| static void evalTexture3DProj (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod)*p.scale + p.bias; } |
| static void evalTexture3DProjBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod+c.in[1].x())*p.scale + p.bias; } |
| |
| static void evalTexture2DLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), c.in[1].x())*p.scale + p.bias; } |
| static void evalTextureCubeLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x())*p.scale + p.bias; } |
| static void evalTexture2DArrayLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x())*p.scale + p.bias; } |
| static void evalTexture3DLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x())*p.scale + p.bias; } |
| |
| static void evalTexture2DProjLod3 (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), c.in[1].x())*p.scale + p.bias; } |
| static void evalTexture2DProjLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[1].x())*p.scale + p.bias; } |
| static void evalTexture3DProjLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), c.in[1].x())*p.scale + p.bias; } |
| |
| // Offset variants |
| |
| static void evalTexture2DOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(), c.in[0].y(), p.lod, p.offset.swizzle(0,1))*p.scale + p.bias; } |
| static void evalTexture2DArrayOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArrayOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod, p.offset.swizzle(0,1))*p.scale + p.bias; } |
| static void evalTexture3DOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod, p.offset)*p.scale + p.bias; } |
| |
| static void evalTexture2DOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; } |
| static void evalTexture2DArrayOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArrayOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; } |
| static void evalTexture3DOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x(), p.offset)*p.scale + p.bias; } |
| |
| static void evalTexture2DLodOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(), c.in[0].y(), c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; } |
| static void evalTexture2DArrayLodOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArrayOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; } |
| static void evalTexture3DLodOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x(), p.offset)*p.scale + p.bias; } |
| |
| static void evalTexture2DProj3Offset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod, p.offset.swizzle(0,1))*p.scale + p.bias; } |
| static void evalTexture2DProj3OffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod+c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; } |
| static void evalTexture2DProjOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod, p.offset.swizzle(0,1))*p.scale + p.bias; } |
| static void evalTexture2DProjOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod+c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; } |
| static void evalTexture3DProjOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod, p.offset)*p.scale + p.bias; } |
| static void evalTexture3DProjOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod+c.in[1].x(), p.offset)*p.scale + p.bias; } |
| |
| static void evalTexture2DProjLod3Offset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; } |
| static void evalTexture2DProjLodOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; } |
| static void evalTexture3DProjLodOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), c.in[1].x(), p.offset)*p.scale + p.bias; } |
| |
| // Shadow variants |
| |
| static void evalTexture2DShadow (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod); } |
| static void evalTexture2DShadowBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x()); } |
| |
| static void evalTextureCubeShadow (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = textureCubeShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod); } |
| static void evalTextureCubeShadowBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = textureCubeShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x()); } |
| |
| static void evalTexture2DArrayShadow (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DArrayShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod); } |
| |
| static void evalTexture2DShadowLod (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), c.in[1].x()); } |
| static void evalTexture2DShadowLodOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), c.in[1].x(), p.offset.swizzle(0,1)); } |
| |
| static void evalTexture2DShadowProj (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod); } |
| static void evalTexture2DShadowProjBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod+c.in[1].x()); } |
| |
| static void evalTexture2DShadowProjLod (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[1].x()); } |
| static void evalTexture2DShadowProjLodOffset(gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[1].x(), p.offset.swizzle(0,1)); } |
| |
| static void evalTexture2DShadowOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod, p.offset.swizzle(0,1)); } |
| static void evalTexture2DShadowOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x(), p.offset.swizzle(0,1)); } |
| |
| static void evalTexture2DShadowProjOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod, p.offset.swizzle(0,1)); } |
| static void evalTexture2DShadowProjOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod+c.in[1].x(), p.offset.swizzle(0,1)); } |
| |
| // Gradient variarts |
| |
| static void evalTexture2DGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), computeLodFromGrad2D(c))*p.scale + p.bias; } |
| static void evalTextureCubeGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGradCube(c))*p.scale + p.bias; } |
| static void evalTexture2DArrayGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad2DArray(c))*p.scale + p.bias; } |
| static void evalTexture3DGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad3D(c))*p.scale + p.bias; } |
| |
| static void evalTexture2DShadowGrad (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), computeLodFromGrad2D(c)); } |
| static void evalTextureCubeShadowGrad (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = textureCubeShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGradCube(c)); } |
| static void evalTexture2DArrayShadowGrad (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DArrayShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad2DArray(c)); } |
| |
| static void evalTexture2DGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(), c.in[0].y(), computeLodFromGrad2D(c), p.offset.swizzle(0,1))*p.scale + p.bias; } |
| static void evalTexture2DArrayGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArrayOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad2DArray(c), p.offset.swizzle(0,1))*p.scale + p.bias; } |
| static void evalTexture3DGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad3D(c), p.offset)*p.scale + p.bias; } |
| |
| static void evalTexture2DShadowGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), computeLodFromGrad2D(c), p.offset.swizzle(0,1)); } |
| static void evalTexture2DArrayShadowGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DArrayShadowOffset(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad2DArray(c), p.offset.swizzle(0,1)); } |
| |
| static void evalTexture2DShadowProjGrad (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), computeLodFromGrad2D(c)); } |
| static void evalTexture2DShadowProjGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), computeLodFromGrad2D(c), p.offset.swizzle(0,1)); } |
| |
| static void evalTexture2DProjGrad3 (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), computeLodFromGrad2D(c))*p.scale + p.bias; } |
| static void evalTexture2DProjGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), computeLodFromGrad2D(c))*p.scale + p.bias; } |
| static void evalTexture3DProjGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), computeLodFromGrad3D(c))*p.scale + p.bias; } |
| |
| static void evalTexture2DProjGrad3Offset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), computeLodFromGrad2D(c), p.offset.swizzle(0,1))*p.scale + p.bias; } |
| static void evalTexture2DProjGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), computeLodFromGrad2D(c), p.offset.swizzle(0,1))*p.scale + p.bias; } |
| static void evalTexture3DProjGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), computeLodFromGrad3D(c), p.offset)*p.scale + p.bias; } |
| |
| // Texel fetch variants |
| |
| static void evalTexelFetch2D (gls::ShaderEvalContext& c, const TexLookupParams& p) |
| { |
| int x = deChopFloatToInt32(c.in[0].x())+p.offset.x(); |
| int y = deChopFloatToInt32(c.in[0].y())+p.offset.y(); |
| int lod = deChopFloatToInt32(c.in[1].x()); |
| c.color = c.textures[0].tex2D->getLevel(lod).getPixel(x, y)*p.scale + p.bias; |
| } |
| |
| static void evalTexelFetch2DArray (gls::ShaderEvalContext& c, const TexLookupParams& p) |
| { |
| int x = deChopFloatToInt32(c.in[0].x())+p.offset.x(); |
| int y = deChopFloatToInt32(c.in[0].y())+p.offset.y(); |
| int l = deChopFloatToInt32(c.in[0].z()); |
| int lod = deChopFloatToInt32(c.in[1].x()); |
| c.color = c.textures[0].tex2DArray->getLevel(lod).getPixel(x, y, l)*p.scale + p.bias; |
| } |
| |
| static void evalTexelFetch3D (gls::ShaderEvalContext& c, const TexLookupParams& p) |
| { |
| int x = deChopFloatToInt32(c.in[0].x())+p.offset.x(); |
| int y = deChopFloatToInt32(c.in[0].y())+p.offset.y(); |
| int z = deChopFloatToInt32(c.in[0].z())+p.offset.z(); |
| int lod = deChopFloatToInt32(c.in[1].x()); |
| c.color = c.textures[0].tex3D->getLevel(lod).getPixel(x, y, z)*p.scale + p.bias; |
| } |
| |
| class TexLookupEvaluator : public gls::ShaderEvaluator |
| { |
| public: |
| TexLookupEvaluator (TexEvalFunc evalFunc, const TexLookupParams& lookupParams) : m_evalFunc(evalFunc), m_lookupParams(lookupParams) {} |
| |
| virtual void evaluate (gls::ShaderEvalContext& ctx) { m_evalFunc(ctx, m_lookupParams); } |
| |
| private: |
| TexEvalFunc m_evalFunc; |
| const TexLookupParams& m_lookupParams; |
| }; |
| |
| class ShaderTextureFunctionCase : public gls::ShaderRenderCase |
| { |
| public: |
| ShaderTextureFunctionCase (Context& context, const char* name, const char* desc, const TextureLookupSpec& lookup, const TextureSpec& texture, TexEvalFunc evalFunc, bool isVertexCase); |
| ~ShaderTextureFunctionCase (void); |
| |
| void init (void); |
| void deinit (void); |
| |
| protected: |
| void setupUniforms (int programID, const tcu::Vec4& constCoords); |
| |
| private: |
| void initTexture (void); |
| void initShaderSources (void); |
| |
| TextureLookupSpec m_lookupSpec; |
| TextureSpec m_textureSpec; |
| |
| TexLookupParams m_lookupParams; |
| TexLookupEvaluator m_evaluator; |
| |
| glu::Texture2D* m_texture2D; |
| glu::TextureCube* m_textureCube; |
| glu::Texture2DArray* m_texture2DArray; |
| glu::Texture3D* m_texture3D; |
| }; |
| |
| ShaderTextureFunctionCase::ShaderTextureFunctionCase (Context& context, const char* name, const char* desc, const TextureLookupSpec& lookup, const TextureSpec& texture, TexEvalFunc evalFunc, bool isVertexCase) |
| : gls::ShaderRenderCase(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, desc, isVertexCase, m_evaluator) |
| , m_lookupSpec (lookup) |
| , m_textureSpec (texture) |
| , m_evaluator (evalFunc, m_lookupParams) |
| , m_texture2D (DE_NULL) |
| , m_textureCube (DE_NULL) |
| , m_texture2DArray (DE_NULL) |
| , m_texture3D (DE_NULL) |
| { |
| } |
| |
| ShaderTextureFunctionCase::~ShaderTextureFunctionCase (void) |
| { |
| delete m_texture2D; |
| delete m_textureCube; |
| delete m_texture2DArray; |
| delete m_texture3D; |
| } |
| |
| void ShaderTextureFunctionCase::init (void) |
| { |
| { |
| // Base coord scale & bias |
| Vec4 s = m_lookupSpec.maxCoord-m_lookupSpec.minCoord; |
| Vec4 b = m_lookupSpec.minCoord; |
| |
| float baseCoordTrans[] = |
| { |
| s.x(), 0.0f, 0.f, b.x(), |
| 0.f, s.y(), 0.f, b.y(), |
| s.z()/2.f, -s.z()/2.f, 0.f, s.z()/2.f + b.z(), |
| -s.w()/2.f, s.w()/2.f, 0.f, s.w()/2.f + b.w() |
| }; |
| |
| m_userAttribTransforms.push_back(tcu::Mat4(baseCoordTrans)); |
| } |
| |
| bool hasLodBias = functionHasLod(m_lookupSpec.function) || m_lookupSpec.useBias; |
| bool isGrad = functionHasGrad(m_lookupSpec.function); |
| DE_ASSERT(!isGrad || !hasLodBias); |
| |
| if (hasLodBias) |
| { |
| float s = m_lookupSpec.maxLodBias-m_lookupSpec.minLodBias; |
| float b = m_lookupSpec.minLodBias; |
| float lodCoordTrans[] = |
| { |
| s/2.0f, s/2.0f, 0.f, b, |
| 0.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 0.0f |
| }; |
| |
| m_userAttribTransforms.push_back(tcu::Mat4(lodCoordTrans)); |
| } |
| else if (isGrad) |
| { |
| Vec3 sx = m_lookupSpec.maxDX-m_lookupSpec.minDX; |
| Vec3 sy = m_lookupSpec.maxDY-m_lookupSpec.minDY; |
| float gradDxTrans[] = |
| { |
| sx.x()/2.0f, sx.x()/2.0f, 0.f, m_lookupSpec.minDX.x(), |
| sx.y()/2.0f, sx.y()/2.0f, 0.0f, m_lookupSpec.minDX.y(), |
| sx.z()/2.0f, sx.z()/2.0f, 0.0f, m_lookupSpec.minDX.z(), |
| 0.0f, 0.0f, 0.0f, 0.0f |
| }; |
| float gradDyTrans[] = |
| { |
| -sy.x()/2.0f, -sy.x()/2.0f, 0.f, m_lookupSpec.maxDY.x(), |
| -sy.y()/2.0f, -sy.y()/2.0f, 0.0f, m_lookupSpec.maxDY.y(), |
| -sy.z()/2.0f, -sy.z()/2.0f, 0.0f, m_lookupSpec.maxDY.z(), |
| 0.0f, 0.0f, 0.0f, 0.0f |
| }; |
| |
| m_userAttribTransforms.push_back(tcu::Mat4(gradDxTrans)); |
| m_userAttribTransforms.push_back(tcu::Mat4(gradDyTrans)); |
| } |
| |
| initShaderSources(); |
| initTexture(); |
| |
| gls::ShaderRenderCase::init(); |
| } |
| |
| void ShaderTextureFunctionCase::initTexture (void) |
| { |
| static const IVec4 texCubeSwz[] = |
| { |
| IVec4(0,0,1,1), |
| IVec4(1,1,0,0), |
| IVec4(0,1,0,1), |
| IVec4(1,0,1,0), |
| IVec4(0,1,1,0), |
| IVec4(1,0,0,1) |
| }; |
| DE_STATIC_ASSERT(DE_LENGTH_OF_ARRAY(texCubeSwz) == tcu::CUBEFACE_LAST); |
| |
| tcu::TextureFormat texFmt = glu::mapGLInternalFormat(m_textureSpec.format); |
| tcu::TextureFormatInfo fmtInfo = tcu::getTextureFormatInfo(texFmt); |
| tcu::IVec2 viewportSize = getViewportSize(); |
| bool isProj = functionHasProj(m_lookupSpec.function); |
| bool isAutoLod = functionHasAutoLod(m_isVertexCase ? glu::SHADERTYPE_VERTEX : glu::SHADERTYPE_FRAGMENT, |
| m_lookupSpec.function); // LOD can vary significantly |
| float proj = isProj ? 1.0f/m_lookupSpec.minCoord[m_lookupSpec.function == FUNCTION_TEXTUREPROJ3 ? 2 : 3] : 1.0f; |
| |
| switch (m_textureSpec.type) |
| { |
| case TEXTURETYPE_2D: |
| { |
| float levelStep = isAutoLod ? 0.0f : 1.0f / (float)de::max(1, m_textureSpec.numLevels-1); |
| Vec4 cScale = fmtInfo.valueMax-fmtInfo.valueMin; |
| Vec4 cBias = fmtInfo.valueMin; |
| int baseCellSize = de::min(m_textureSpec.width/4, m_textureSpec.height/4); |
| |
| m_texture2D = new glu::Texture2D(m_renderCtx, m_textureSpec.format, m_textureSpec.width, m_textureSpec.height); |
| for (int level = 0; level < m_textureSpec.numLevels; level++) |
| { |
| float fA = float(level)*levelStep; |
| float fB = 1.0f-fA; |
| Vec4 colorA = cBias + cScale*Vec4(fA, fB, fA, fB); |
| Vec4 colorB = cBias + cScale*Vec4(fB, fA, fB, fA); |
| |
| m_texture2D->getRefTexture().allocLevel(level); |
| tcu::fillWithGrid(m_texture2D->getRefTexture().getLevel(level), de::max(1, baseCellSize>>level), colorA, colorB); |
| } |
| m_texture2D->upload(); |
| |
| // Compute LOD. |
| float dudx = (m_lookupSpec.maxCoord[0]-m_lookupSpec.minCoord[0])*proj*(float)m_textureSpec.width / (float)viewportSize[0]; |
| float dvdy = (m_lookupSpec.maxCoord[1]-m_lookupSpec.minCoord[1])*proj*(float)m_textureSpec.height / (float)viewportSize[1]; |
| m_lookupParams.lod = computeLodFromDerivates(DEFAULT_LOD_MODE, dudx, 0.0f, 0.0f, dvdy); |
| |
| // Append to texture list. |
| m_textures.push_back(gls::TextureBinding(m_texture2D, m_textureSpec.sampler)); |
| break; |
| } |
| |
| case TEXTURETYPE_CUBE_MAP: |
| { |
| float levelStep = isAutoLod ? 0.0f : 1.0f / (float)de::max(1, m_textureSpec.numLevels-1); |
| Vec4 cScale = fmtInfo.valueMax-fmtInfo.valueMin; |
| Vec4 cBias = fmtInfo.valueMin; |
| Vec4 cCorner = cBias + cScale*0.5f; |
| int baseCellSize = de::min(m_textureSpec.width/4, m_textureSpec.height/4); |
| |
| DE_ASSERT(m_textureSpec.width == m_textureSpec.height); |
| m_textureCube = new glu::TextureCube(m_renderCtx, m_textureSpec.format, m_textureSpec.width); |
| for (int level = 0; level < m_textureSpec.numLevels; level++) |
| { |
| float fA = float(level)*levelStep; |
| float fB = 1.0f-fA; |
| Vec2 f (fA, fB); |
| |
| for (int face = 0; face < tcu::CUBEFACE_LAST; face++) |
| { |
| const IVec4& swzA = texCubeSwz[face]; |
| IVec4 swzB = 1-swzA; |
| Vec4 colorA = cBias + cScale*f.swizzle(swzA[0], swzA[1], swzA[2], swzA[3]); |
| Vec4 colorB = cBias + cScale*f.swizzle(swzB[0], swzB[1], swzB[2], swzB[3]); |
| |
| m_textureCube->getRefTexture().allocLevel((tcu::CubeFace)face, level); |
| |
| { |
| const tcu::PixelBufferAccess access = m_textureCube->getRefTexture().getLevelFace(level, (tcu::CubeFace)face); |
| const int lastPix = access.getWidth()-1; |
| |
| tcu::fillWithGrid(access, de::max(1, baseCellSize>>level), colorA, colorB); |
| |
| // Ensure all corners have identical colors in order to avoid dealing with ambiguous corner texel filtering |
| access.setPixel(cCorner, 0, 0); |
| access.setPixel(cCorner, 0, lastPix); |
| access.setPixel(cCorner, lastPix, 0); |
| access.setPixel(cCorner, lastPix, lastPix); |
| } |
| } |
| } |
| m_textureCube->upload(); |
| |
| // Compute LOD \note Assumes that only single side is accessed and R is constant major axis. |
| DE_ASSERT(de::abs(m_lookupSpec.minCoord[2] - m_lookupSpec.maxCoord[2]) < 0.005); |
| DE_ASSERT(de::abs(m_lookupSpec.minCoord[0]) < de::abs(m_lookupSpec.minCoord[2]) && de::abs(m_lookupSpec.maxCoord[0]) < de::abs(m_lookupSpec.minCoord[2])); |
| DE_ASSERT(de::abs(m_lookupSpec.minCoord[1]) < de::abs(m_lookupSpec.minCoord[2]) && de::abs(m_lookupSpec.maxCoord[1]) < de::abs(m_lookupSpec.minCoord[2])); |
| |
| tcu::CubeFaceFloatCoords c00 = tcu::getCubeFaceCoords(Vec3(m_lookupSpec.minCoord[0]*proj, m_lookupSpec.minCoord[1]*proj, m_lookupSpec.minCoord[2]*proj)); |
| tcu::CubeFaceFloatCoords c10 = tcu::getCubeFaceCoords(Vec3(m_lookupSpec.maxCoord[0]*proj, m_lookupSpec.minCoord[1]*proj, m_lookupSpec.minCoord[2]*proj)); |
| tcu::CubeFaceFloatCoords c01 = tcu::getCubeFaceCoords(Vec3(m_lookupSpec.minCoord[0]*proj, m_lookupSpec.maxCoord[1]*proj, m_lookupSpec.minCoord[2]*proj)); |
| float dudx = (c10.s - c00.s)*(float)m_textureSpec.width / (float)viewportSize[0]; |
| float dvdy = (c01.t - c00.t)*(float)m_textureSpec.height / (float)viewportSize[1]; |
| |
| m_lookupParams.lod = computeLodFromDerivates(DEFAULT_LOD_MODE, dudx, 0.0f, 0.0f, dvdy); |
| |
| m_textures.push_back(gls::TextureBinding(m_textureCube, m_textureSpec.sampler)); |
| break; |
| } |
| |
| case TEXTURETYPE_2D_ARRAY: |
| { |
| float layerStep = 1.0f / (float)m_textureSpec.depth; |
| float levelStep = isAutoLod ? 0.0f : 1.0f / (float)(de::max(1, m_textureSpec.numLevels-1)*m_textureSpec.depth); |
| Vec4 cScale = fmtInfo.valueMax-fmtInfo.valueMin; |
| Vec4 cBias = fmtInfo.valueMin; |
| int baseCellSize = de::min(m_textureSpec.width/4, m_textureSpec.height/4); |
| |
| m_texture2DArray = new glu::Texture2DArray(m_renderCtx, m_textureSpec.format, m_textureSpec.width, m_textureSpec.height, m_textureSpec.depth); |
| for (int level = 0; level < m_textureSpec.numLevels; level++) |
| { |
| m_texture2DArray->getRefTexture().allocLevel(level); |
| tcu::PixelBufferAccess levelAccess = m_texture2DArray->getRefTexture().getLevel(level); |
| |
| for (int layer = 0; layer < levelAccess.getDepth(); layer++) |
| { |
| float fA = (float)layer*layerStep + (float)level*levelStep; |
| float fB = 1.0f-fA; |
| Vec4 colorA = cBias + cScale*Vec4(fA, fB, fA, fB); |
| Vec4 colorB = cBias + cScale*Vec4(fB, fA, fB, fA); |
| |
| tcu::fillWithGrid(tcu::getSubregion(levelAccess, 0, 0, layer, levelAccess.getWidth(), levelAccess.getHeight(), 1), de::max(1, baseCellSize>>level), colorA, colorB); |
| } |
| } |
| m_texture2DArray->upload(); |
| |
| // Compute LOD. |
| float dudx = (m_lookupSpec.maxCoord[0]-m_lookupSpec.minCoord[0])*proj*(float)m_textureSpec.width / (float)viewportSize[0]; |
| float dvdy = (m_lookupSpec.maxCoord[1]-m_lookupSpec.minCoord[1])*proj*(float)m_textureSpec.height / (float)viewportSize[1]; |
| m_lookupParams.lod = computeLodFromDerivates(DEFAULT_LOD_MODE, dudx, 0.0f, 0.0f, dvdy); |
| |
| // Append to texture list. |
| m_textures.push_back(gls::TextureBinding(m_texture2DArray, m_textureSpec.sampler)); |
| break; |
| } |
| |
| case TEXTURETYPE_3D: |
| { |
| float levelStep = isAutoLod ? 0.0f : 1.0f / (float)de::max(1, m_textureSpec.numLevels-1); |
| Vec4 cScale = fmtInfo.valueMax-fmtInfo.valueMin; |
| Vec4 cBias = fmtInfo.valueMin; |
| int baseCellSize = de::min(de::min(m_textureSpec.width/2, m_textureSpec.height/2), m_textureSpec.depth/2); |
| |
| m_texture3D = new glu::Texture3D(m_renderCtx, m_textureSpec.format, m_textureSpec.width, m_textureSpec.height, m_textureSpec.depth); |
| for (int level = 0; level < m_textureSpec.numLevels; level++) |
| { |
| float fA = (float)level*levelStep; |
| float fB = 1.0f-fA; |
| Vec4 colorA = cBias + cScale*Vec4(fA, fB, fA, fB); |
| Vec4 colorB = cBias + cScale*Vec4(fB, fA, fB, fA); |
| |
| m_texture3D->getRefTexture().allocLevel(level); |
| tcu::fillWithGrid(m_texture3D->getRefTexture().getLevel(level), de::max(1, baseCellSize>>level), colorA, colorB); |
| } |
| m_texture3D->upload(); |
| |
| // Compute LOD. |
| float dudx = (m_lookupSpec.maxCoord[0]-m_lookupSpec.minCoord[0])*proj*(float)m_textureSpec.width / (float)viewportSize[0]; |
| float dvdy = (m_lookupSpec.maxCoord[1]-m_lookupSpec.minCoord[1])*proj*(float)m_textureSpec.height / (float)viewportSize[1]; |
| float dwdx = (m_lookupSpec.maxCoord[2]-m_lookupSpec.minCoord[2])*0.5f*proj*(float)m_textureSpec.depth / (float)viewportSize[0]; |
| float dwdy = (m_lookupSpec.maxCoord[2]-m_lookupSpec.minCoord[2])*0.5f*proj*(float)m_textureSpec.depth / (float)viewportSize[1]; |
| m_lookupParams.lod = computeLodFromDerivates(DEFAULT_LOD_MODE, dudx, 0.0f, dwdx, 0.0f, dvdy, dwdy); |
| |
| // Append to texture list. |
| m_textures.push_back(gls::TextureBinding(m_texture3D, m_textureSpec.sampler)); |
| break; |
| } |
| |
| default: |
| DE_ASSERT(DE_FALSE); |
| } |
| |
| // Set lookup scale & bias |
| m_lookupParams.scale = fmtInfo.lookupScale; |
| m_lookupParams.bias = fmtInfo.lookupBias; |
| m_lookupParams.offset = m_lookupSpec.offset; |
| } |
| |
| void ShaderTextureFunctionCase::initShaderSources (void) |
| { |
| Function function = m_lookupSpec.function; |
| bool isVtxCase = m_isVertexCase; |
| bool isProj = functionHasProj(function); |
| bool isGrad = functionHasGrad(function); |
| bool isShadow = m_textureSpec.sampler.compare != tcu::Sampler::COMPAREMODE_NONE; |
| bool is2DProj4 = !isShadow && m_textureSpec.type == TEXTURETYPE_2D && (function == FUNCTION_TEXTUREPROJ || function == FUNCTION_TEXTUREPROJLOD || function == FUNCTION_TEXTUREPROJGRAD); |
| bool isIntCoord = function == FUNCTION_TEXELFETCH; |
| bool hasLodBias = functionHasLod(m_lookupSpec.function) || m_lookupSpec.useBias; |
| int texCoordComps = m_textureSpec.type == TEXTURETYPE_2D ? 2 : 3; |
| int extraCoordComps = (isProj ? (is2DProj4 ? 2 : 1) : 0) + (isShadow ? 1 : 0); |
| glu::DataType coordType = glu::getDataTypeFloatVec(texCoordComps+extraCoordComps); |
| glu::Precision coordPrec = glu::PRECISION_HIGHP; |
| const char* coordTypeName = glu::getDataTypeName(coordType); |
| const char* coordPrecName = glu::getPrecisionName(coordPrec); |
| tcu::TextureFormat texFmt = glu::mapGLInternalFormat(m_textureSpec.format); |
| glu::DataType samplerType = glu::TYPE_LAST; |
| glu::DataType gradType = (m_textureSpec.type == TEXTURETYPE_CUBE_MAP || m_textureSpec.type == TEXTURETYPE_3D) ? glu::TYPE_FLOAT_VEC3 : glu::TYPE_FLOAT_VEC2; |
| const char* gradTypeName = glu::getDataTypeName(gradType); |
| const char* baseFuncName = DE_NULL; |
| |
| DE_ASSERT(!isGrad || !hasLodBias); |
| |
| switch (m_textureSpec.type) |
| { |
| case TEXTURETYPE_2D: samplerType = isShadow ? glu::TYPE_SAMPLER_2D_SHADOW : glu::getSampler2DType(texFmt); break; |
| case TEXTURETYPE_CUBE_MAP: samplerType = isShadow ? glu::TYPE_SAMPLER_CUBE_SHADOW : glu::getSamplerCubeType(texFmt); break; |
| case TEXTURETYPE_2D_ARRAY: samplerType = isShadow ? glu::TYPE_SAMPLER_2D_ARRAY_SHADOW : glu::getSampler2DArrayType(texFmt); break; |
| case TEXTURETYPE_3D: DE_ASSERT(!isShadow); samplerType = glu::getSampler3DType(texFmt); break; |
| default: |
| DE_ASSERT(DE_FALSE); |
| } |
| |
| switch (m_lookupSpec.function) |
| { |
| case FUNCTION_TEXTURE: baseFuncName = "texture"; break; |
| case FUNCTION_TEXTUREPROJ: baseFuncName = "textureProj"; break; |
| case FUNCTION_TEXTUREPROJ3: baseFuncName = "textureProj"; break; |
| case FUNCTION_TEXTURELOD: baseFuncName = "textureLod"; break; |
| case FUNCTION_TEXTUREPROJLOD: baseFuncName = "textureProjLod"; break; |
| case FUNCTION_TEXTUREPROJLOD3: baseFuncName = "textureProjLod"; break; |
| case FUNCTION_TEXTUREGRAD: baseFuncName = "textureGrad"; break; |
| case FUNCTION_TEXTUREPROJGRAD: baseFuncName = "textureProjGrad"; break; |
| case FUNCTION_TEXTUREPROJGRAD3: baseFuncName = "textureProjGrad"; break; |
| case FUNCTION_TEXELFETCH: baseFuncName = "texelFetch"; break; |
| default: |
| DE_ASSERT(DE_FALSE); |
| } |
| |
| std::ostringstream vert; |
| std::ostringstream frag; |
| std::ostringstream& op = isVtxCase ? vert : frag; |
| |
| vert << "#version 300 es\n" |
| << "in highp vec4 a_position;\n" |
| << "in " << coordPrecName << " " << coordTypeName << " a_in0;\n"; |
| |
| if (isGrad) |
| { |
| vert << "in " << coordPrecName << " " << gradTypeName << " a_in1;\n"; |
| vert << "in " << coordPrecName << " " << gradTypeName << " a_in2;\n"; |
| } |
| else if (hasLodBias) |
| vert << "in " << coordPrecName << " float a_in1;\n"; |
| |
| frag << "#version 300 es\n" |
| << "layout(location = 0) out mediump vec4 o_color;\n"; |
| |
| if (isVtxCase) |
| { |
| vert << "out mediump vec4 v_color;\n"; |
| frag << "in mediump vec4 v_color;\n"; |
| } |
| else |
| { |
| vert << "out " << coordPrecName << " " << coordTypeName << " v_texCoord;\n"; |
| frag << "in " << coordPrecName << " " << coordTypeName << " v_texCoord;\n"; |
| |
| if (isGrad) |
| { |
| vert << "out " << coordPrecName << " " << gradTypeName << " v_gradX;\n"; |
| vert << "out " << coordPrecName << " " << gradTypeName << " v_gradY;\n"; |
| frag << "in " << coordPrecName << " " << gradTypeName << " v_gradX;\n"; |
| frag << "in " << coordPrecName << " " << gradTypeName << " v_gradY;\n"; |
| } |
| |
| if (hasLodBias) |
| { |
| vert << "out " << coordPrecName << " float v_lodBias;\n"; |
| frag << "in " << coordPrecName << " float v_lodBias;\n"; |
| } |
| } |
| |
| // Uniforms |
| op << "uniform highp " << glu::getDataTypeName(samplerType) << " u_sampler;\n" |
| << "uniform highp vec4 u_scale;\n" |
| << "uniform highp vec4 u_bias;\n"; |
| |
| vert << "\nvoid main()\n{\n" |
| << "\tgl_Position = a_position;\n"; |
| frag << "\nvoid main()\n{\n"; |
| |
| if (isVtxCase) |
| vert << "\tv_color = "; |
| else |
| frag << "\to_color = "; |
| |
| // Op. |
| { |
| const char* texCoord = isVtxCase ? "a_in0" : "v_texCoord"; |
| const char* gradX = isVtxCase ? "a_in1" : "v_gradX"; |
| const char* gradY = isVtxCase ? "a_in2" : "v_gradY"; |
| const char* lodBias = isVtxCase ? "a_in1" : "v_lodBias"; |
| |
| op << "vec4(" << baseFuncName; |
| if (m_lookupSpec.useOffset) |
| op << "Offset"; |
| op << "(u_sampler, "; |
| |
| if (isIntCoord) |
| op << "ivec" << (texCoordComps+extraCoordComps) << "("; |
| |
| op << texCoord; |
| |
| if (isIntCoord) |
| op << ")"; |
| |
| if (isGrad) |
| op << ", " << gradX << ", " << gradY; |
| |
| if (functionHasLod(function)) |
| { |
| if (isIntCoord) |
| op << ", int(" << lodBias << ")"; |
| else |
| op << ", " << lodBias; |
| } |
| |
| if (m_lookupSpec.useOffset) |
| { |
| int offsetComps = m_textureSpec.type == TEXTURETYPE_3D ? 3 : 2; |
| |
| op << ", ivec" << offsetComps << "("; |
| for (int ndx = 0; ndx < offsetComps; ndx++) |
| { |
| if (ndx != 0) |
| op << ", "; |
| op << m_lookupSpec.offset[ndx]; |
| } |
| op << ")"; |
| } |
| |
| if (m_lookupSpec.useBias) |
| op << ", " << lodBias; |
| |
| op << ")"; |
| |
| if (isShadow) |
| op << ", 0.0, 0.0, 1.0)"; |
| else |
| op << ")*u_scale + u_bias"; |
| |
| op << ";\n"; |
| } |
| |
| if (isVtxCase) |
| frag << "\to_color = v_color;\n"; |
| else |
| { |
| vert << "\tv_texCoord = a_in0;\n"; |
| |
| if (isGrad) |
| { |
| vert << "\tv_gradX = a_in1;\n"; |
| vert << "\tv_gradY = a_in2;\n"; |
| } |
| else if (hasLodBias) |
| vert << "\tv_lodBias = a_in1;\n"; |
| } |
| |
| vert << "}\n"; |
| frag << "}\n"; |
| |
| m_vertShaderSource = vert.str(); |
| m_fragShaderSource = frag.str(); |
| } |
| |
| void ShaderTextureFunctionCase::deinit (void) |
| { |
| gls::ShaderRenderCase::deinit(); |
| |
| delete m_texture2D; |
| delete m_textureCube; |
| delete m_texture2DArray; |
| delete m_texture3D; |
| |
| m_texture2D = DE_NULL; |
| m_textureCube = DE_NULL; |
| m_texture2DArray = DE_NULL; |
| m_texture3D = DE_NULL; |
| } |
| |
| void ShaderTextureFunctionCase::setupUniforms (int programID, const tcu::Vec4&) |
| { |
| const glw::Functions& gl = m_renderCtx.getFunctions(); |
| gl.uniform1i(gl.getUniformLocation(programID, "u_sampler"), 0); |
| gl.uniform4fv(gl.getUniformLocation(programID, "u_scale"), 1, m_lookupParams.scale.getPtr()); |
| gl.uniform4fv(gl.getUniformLocation(programID, "u_bias"), 1, m_lookupParams.bias.getPtr()); |
| } |
| |
| class TextureSizeCase : public TestCase |
| { |
| public: |
| TextureSizeCase (Context& context, const char* name, const char* desc, const char* samplerType, const TextureSpec& texture, bool isVertexCase); |
| ~TextureSizeCase (void); |
| |
| void deinit (void); |
| IterateResult iterate (void); |
| |
| private: |
| struct TestSize |
| { |
| tcu::IVec3 textureSize; |
| int lod; |
| int lodBase; |
| tcu::IVec3 expectedSize; |
| }; |
| |
| bool initShader (void); |
| void freeShader (void); |
| bool testTextureSize (const TestSize&); |
| std::string genVertexShader (void) const; |
| std::string genFragmentShader (void) const; |
| glw::GLenum getGLTextureTarget (void) const; |
| |
| const char* m_samplerTypeStr; |
| const TextureSpec m_textureSpec; |
| const bool m_isVertexCase; |
| const bool m_has3DSize; |
| glu::ShaderProgram* m_program; |
| int m_iterationCounter; |
| }; |
| |
| TextureSizeCase::TextureSizeCase (Context& context, const char* name, const char* desc, const char* samplerType, const TextureSpec& texture, bool isVertexCase) |
| : TestCase (context, name, desc) |
| , m_samplerTypeStr (samplerType) |
| , m_textureSpec (texture) |
| , m_isVertexCase (isVertexCase) |
| , m_has3DSize (texture.type == TEXTURETYPE_3D || texture.type == TEXTURETYPE_2D_ARRAY) |
| , m_program (DE_NULL) |
| , m_iterationCounter(0) |
| { |
| } |
| |
| TextureSizeCase::~TextureSizeCase (void) |
| { |
| deinit(); |
| } |
| |
| void TextureSizeCase::deinit (void) |
| { |
| freeShader(); |
| } |
| |
| TestCase::IterateResult TextureSizeCase::iterate (void) |
| { |
| const int currentIteration = m_iterationCounter++; |
| const TestSize testSizes[] = |
| { |
| { tcu::IVec3(1, 2, 1), 1, 0, tcu::IVec3(1, 1, 1) }, |
| { tcu::IVec3(1, 2, 1), 0, 0, tcu::IVec3(1, 2, 1) }, |
| |
| { tcu::IVec3(1, 3, 2), 0, 0, tcu::IVec3(1, 3, 2) }, |
| { tcu::IVec3(1, 3, 2), 1, 0, tcu::IVec3(1, 1, 1) }, |
| |
| { tcu::IVec3(100, 31, 18), 0, 0, tcu::IVec3(100, 31, 18) }, |
| { tcu::IVec3(100, 31, 18), 1, 0, tcu::IVec3(50, 15, 9) }, |
| { tcu::IVec3(100, 31, 18), 2, 0, tcu::IVec3(25, 7, 4) }, |
| { tcu::IVec3(100, 31, 18), 3, 0, tcu::IVec3(12, 3, 2) }, |
| { tcu::IVec3(100, 31, 18), 4, 0, tcu::IVec3(6, 1, 1) }, |
| { tcu::IVec3(100, 31, 18), 5, 0, tcu::IVec3(3, 1, 1) }, |
| { tcu::IVec3(100, 31, 18), 6, 0, tcu::IVec3(1, 1, 1) }, |
| |
| { tcu::IVec3(100, 128, 32), 0, 0, tcu::IVec3(100, 128, 32) }, |
| { tcu::IVec3(100, 128, 32), 1, 0, tcu::IVec3(50, 64, 16) }, |
| { tcu::IVec3(100, 128, 32), 2, 0, tcu::IVec3(25, 32, 8) }, |
| { tcu::IVec3(100, 128, 32), 3, 0, tcu::IVec3(12, 16, 4) }, |
| { tcu::IVec3(100, 128, 32), 4, 0, tcu::IVec3(6, 8, 2) }, |
| { tcu::IVec3(100, 128, 32), 5, 0, tcu::IVec3(3, 4, 1) }, |
| { tcu::IVec3(100, 128, 32), 6, 0, tcu::IVec3(1, 2, 1) }, |
| { tcu::IVec3(100, 128, 32), 7, 0, tcu::IVec3(1, 1, 1) }, |
| |
| // pow 2 |
| { tcu::IVec3(128, 64, 32), 0, 0, tcu::IVec3(128, 64, 32) }, |
| { tcu::IVec3(128, 64, 32), 1, 0, tcu::IVec3(64, 32, 16) }, |
| { tcu::IVec3(128, 64, 32), 2, 0, tcu::IVec3(32, 16, 8) }, |
| { tcu::IVec3(128, 64, 32), 3, 0, tcu::IVec3(16, 8, 4) }, |
| { tcu::IVec3(128, 64, 32), 4, 0, tcu::IVec3(8, 4, 2) }, |
| { tcu::IVec3(128, 64, 32), 5, 0, tcu::IVec3(4, 2, 1) }, |
| { tcu::IVec3(128, 64, 32), 6, 0, tcu::IVec3(2, 1, 1) }, |
| { tcu::IVec3(128, 64, 32), 7, 0, tcu::IVec3(1, 1, 1) }, |
| |
| // w == h |
| { tcu::IVec3(1, 1, 1), 0, 0, tcu::IVec3(1, 1, 1) }, |
| { tcu::IVec3(64, 64, 64), 0, 0, tcu::IVec3(64, 64, 64) }, |
| { tcu::IVec3(64, 64, 64), 1, 0, tcu::IVec3(32, 32, 32) }, |
| { tcu::IVec3(64, 64, 64), 2, 0, tcu::IVec3(16, 16, 16) }, |
| { tcu::IVec3(64, 64, 64), 3, 0, tcu::IVec3(8, 8, 8) }, |
| { tcu::IVec3(64, 64, 64), 4, 0, tcu::IVec3(4, 4, 4) }, |
| |
| // with lod base |
| { tcu::IVec3(100, 31, 18), 3, 1, tcu::IVec3(6, 1, 1) }, |
| { tcu::IVec3(128, 64, 32), 3, 1, tcu::IVec3(8, 4, 2) }, |
| { tcu::IVec3(64, 64, 64), 1, 1, tcu::IVec3(16, 16, 16) }, |
| |
| }; |
| const int lastIterationIndex = DE_LENGTH_OF_ARRAY(testSizes) + 1; |
| |
| if (currentIteration == 0) |
| { |
| m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); |
| return initShader() ? CONTINUE : STOP; |
| } |
| else if (currentIteration == lastIterationIndex) |
| { |
| freeShader(); |
| return STOP; |
| } |
| else |
| { |
| if (!testTextureSize(testSizes[currentIteration - 1])) |
| if (m_testCtx.getTestResult() != QP_TEST_RESULT_FAIL) |
| m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Got unexpected texture size"); |
| return CONTINUE; |
| } |
| } |
| |
| bool TextureSizeCase::initShader (void) |
| { |
| const std::string vertSrc = genVertexShader(); |
| const std::string fragSrc = genFragmentShader(); |
| |
| DE_ASSERT(m_program == DE_NULL); |
| m_program = new glu::ShaderProgram(m_context.getRenderContext(), glu::makeVtxFragSources(vertSrc, fragSrc)); |
| m_context.getTestContext().getLog() << *m_program; |
| |
| if (!m_program->isOk()) |
| { |
| m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Shader failed"); |
| return false; |
| } |
| |
| return true; |
| } |
| |
| void TextureSizeCase::freeShader (void) |
| { |
| delete m_program; |
| m_program = DE_NULL; |
| } |
| |
| bool TextureSizeCase::testTextureSize (const TestSize& testSize) |
| { |
| using tcu::TestLog; |
| |
| const tcu::Vec4 triangle[3] = // covers entire viewport |
| { |
| tcu::Vec4(-1, -1, 0, 1), |
| tcu::Vec4( 4, -1, 0, 1), |
| tcu::Vec4(-1, 4, 0, 1), |
| }; |
| |
| const glw::Functions& gl = m_context.getRenderContext().getFunctions(); |
| |
| const glw::GLint positionLoc = gl.getAttribLocation (m_program->getProgram(), "a_position"); |
| const glw::GLint samplerLoc = gl.getUniformLocation (m_program->getProgram(), "u_sampler"); |
| const glw::GLint sizeLoc = gl.getUniformLocation (m_program->getProgram(), "u_texSize"); |
| const glw::GLint lodLoc = gl.getUniformLocation (m_program->getProgram(), "u_lod"); |
| const glw::GLenum textureTarget = getGLTextureTarget (); |
| const bool isSquare = testSize.textureSize.x() == testSize.textureSize.y(); |
| const bool is2DLodValid = (testSize.textureSize.x() >> (testSize.lod + testSize.lodBase)) != 0 || (testSize.textureSize.y() >> (testSize.lod + testSize.lodBase)) != 0; |
| bool success = true; |
| glw::GLenum errorValue; |
| |
| // Skip incompatible cases |
| if (m_textureSpec.type == TEXTURETYPE_CUBE_MAP && !isSquare) |
| return true; |
| if (m_textureSpec.type == TEXTURETYPE_2D && !is2DLodValid) |
| return true; |
| if (m_textureSpec.type == TEXTURETYPE_2D_ARRAY && !is2DLodValid) |
| return true; |
| |
| // setup rendering |
| |
| gl.useProgram (m_program->getProgram()); |
| gl.uniform1i (samplerLoc, 0); |
| gl.clearColor (0.5f, 0.5f, 0.5f, 1.0f); |
| gl.viewport (0, 0, 1, 1); |
| gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangle); |
| gl.enableVertexAttribArray (positionLoc); |
| |
| // setup texture |
| { |
| const int maxLevel = testSize.lod + testSize.lodBase; |
| const int levels = maxLevel + 1; |
| glw::GLuint texId = 0; |
| |
| // gen texture |
| gl.genTextures(1, &texId); |
| gl.bindTexture(textureTarget, texId); |
| gl.texParameteri(textureTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| gl.texParameteri(textureTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| gl.texParameteri(textureTarget, GL_TEXTURE_BASE_LEVEL, testSize.lodBase); |
| |
| // set up texture |
| |
| switch (m_textureSpec.type) |
| { |
| case TEXTURETYPE_3D: |
| { |
| m_context.getTestContext().getLog() << TestLog::Message << "Testing image size " << testSize.textureSize.x() << "x" << testSize.textureSize.y() << "x" << testSize.textureSize.z() << TestLog::EndMessage; |
| m_context.getTestContext().getLog() << TestLog::Message << "Lod: " << testSize.lod << ", base level: " << testSize.lodBase << TestLog::EndMessage; |
| m_context.getTestContext().getLog() << TestLog::Message << "Expecting: " << testSize.expectedSize.x() << "x" << testSize.expectedSize.y() << "x" << testSize.expectedSize.z() << TestLog::EndMessage; |
| |
| gl.uniform3iv(sizeLoc, 1, testSize.expectedSize.m_data); |
| gl.uniform1iv(lodLoc, 1, &testSize.lod); |
| |
| gl.texStorage3D(textureTarget, levels, m_textureSpec.format, testSize.textureSize.x(), testSize.textureSize.y(), testSize.textureSize.z()); |
| break; |
| } |
| |
| case TEXTURETYPE_2D: |
| case TEXTURETYPE_CUBE_MAP: |
| { |
| m_context.getTestContext().getLog() << TestLog::Message << "Testing image size " << testSize.textureSize.x() << "x" << testSize.textureSize.y() << TestLog::EndMessage; |
| m_context.getTestContext().getLog() << TestLog::Message << "Lod: " << testSize.lod << ", base level: " << testSize.lodBase << TestLog::EndMessage; |
| m_context.getTestContext().getLog() << TestLog::Message << "Expecting: " << testSize.expectedSize.x() << "x" << testSize.expectedSize.y() << TestLog::EndMessage; |
| |
| gl.uniform2iv(sizeLoc, 1, testSize.expectedSize.m_data); |
| gl.uniform1iv(lodLoc, 1, &testSize.lod); |
| |
| gl.texStorage2D(textureTarget, levels, m_textureSpec.format, testSize.textureSize.x(), testSize.textureSize.y()); |
| break; |
| } |
| |
| case TEXTURETYPE_2D_ARRAY: |
| { |
| tcu::IVec3 expectedSize(testSize.expectedSize.x(), testSize.expectedSize.y(), testSize.textureSize.z()); |
| |
| m_context.getTestContext().getLog() << TestLog::Message << "Testing image size " << testSize.textureSize.x() << "x" << testSize.textureSize.y() << " with " << testSize.textureSize.z() << " layer(s)" << TestLog::EndMessage; |
| m_context.getTestContext().getLog() << TestLog::Message << "Lod: " << testSize.lod << ", base level: " << testSize.lodBase << TestLog::EndMessage; |
| m_context.getTestContext().getLog() << TestLog::Message << "Expecting: " << testSize.expectedSize.x() << "x" << testSize.expectedSize.y() << " and " << testSize.textureSize.z() << " layer(s)" << TestLog::EndMessage; |
| |
| gl.uniform3iv(sizeLoc, 1, expectedSize.m_data); |
| gl.uniform1iv(lodLoc, 1, &testSize.lod); |
| |
| gl.texStorage3D(textureTarget, levels, m_textureSpec.format, testSize.textureSize.x(), testSize.textureSize.y(), testSize.textureSize.z()); |
| break; |
| } |
| |
| default: |
| { |
| DE_ASSERT(false); |
| break; |
| } |
| } |
| |
| errorValue = gl.getError(); |
| if (errorValue == GL_OUT_OF_MEMORY) |
| { |
| throw glu::OutOfMemoryError("Failed to allocate texture, got GL_OUT_OF_MEMORY.", "TexStorageXD", __FILE__, __LINE__); |
| } |
| else if (errorValue != GL_NO_ERROR) |
| { |
| // error is a failure too |
| m_context.getTestContext().getLog() << tcu::TestLog::Message << "Failed, got " << glu::getErrorStr(errorValue) << "." << tcu::TestLog::EndMessage; |
| success = false; |
| } |
| else |
| { |
| // test |
| const float colorTolerance = 0.1f; |
| tcu::TextureLevel sample (tcu::TextureFormat(tcu::TextureFormat::RGBA, tcu::TextureFormat::UNORM_INT8), 1, 1); |
| tcu::Vec4 outputColor; |
| |
| gl.clear (GL_COLOR_BUFFER_BIT); |
| gl.drawArrays (GL_TRIANGLES, 0, 3); |
| gl.finish (); |
| |
| glu::readPixels (m_context.getRenderContext(), 0, 0, sample.getAccess()); |
| |
| outputColor = sample.getAccess().getPixel(0, 0); |
| |
| if (outputColor.x() >= 1.0f - colorTolerance && |
| outputColor.y() >= 1.0f - colorTolerance && |
| outputColor.z() >= 1.0f - colorTolerance) |
| { |
| // success |
| m_context.getTestContext().getLog() << TestLog::Message << "Passed" << TestLog::EndMessage; |
| } |
| else |
| { |
| // failure |
| m_context.getTestContext().getLog() << TestLog::Message << "Failed" << TestLog::EndMessage; |
| success = false; |
| } |
| } |
| |
| // empty line to format log nicely |
| m_context.getTestContext().getLog() << TestLog::Message << TestLog::EndMessage; |
| |
| // free |
| gl.bindTexture (textureTarget, 0); |
| gl.deleteTextures (1, &texId); |
| } |
| |
| gl.useProgram(0); |
| |
| return success; |
| } |
| |
| std::string TextureSizeCase::genVertexShader() const |
| { |
| std::ostringstream vert; |
| |
| vert << "#version 300 es\n" |
| << "in highp vec4 a_position;\n"; |
| |
| if (m_isVertexCase) |
| { |
| vert << "out mediump vec4 v_color;\n"; |
| vert << "uniform highp " << m_samplerTypeStr << " u_sampler;\n"; |
| vert << "uniform highp ivec" << (m_has3DSize ? 3 : 2) << " u_texSize;\n"; |
| vert << "uniform highp int u_lod;\n"; |
| } |
| |
| vert << "void main()\n{\n"; |
| |
| if (m_isVertexCase) |
| vert << " v_color = (textureSize(u_sampler, u_lod) == u_texSize ? vec4(1.0, 1.0, 1.0, 1.0) : vec4(0.0, 0.0, 0.0, 1.0));\n"; |
| |
| vert << " gl_Position = a_position;\n" |
| << "}\n"; |
| |
| return vert.str(); |
| } |
| |
| std::string TextureSizeCase::genFragmentShader() const |
| { |
| std::ostringstream frag; |
| |
| frag << "#version 300 es\n" |
| << "layout(location = 0) out mediump vec4 o_color;\n"; |
| |
| if (m_isVertexCase) |
| frag << "in mediump vec4 v_color;\n"; |
| |
| if (!m_isVertexCase) |
| { |
| frag << "uniform highp " << m_samplerTypeStr << " u_sampler;\n"; |
| frag << "uniform highp ivec" << (m_has3DSize ? 3 : 2) << " u_texSize;\n"; |
| frag << "uniform highp int u_lod;\n"; |
| } |
| |
| frag << "void main()\n{\n"; |
| |
| if (!m_isVertexCase) |
| frag << " o_color = (textureSize(u_sampler, u_lod) == u_texSize ? vec4(1.0, 1.0, 1.0, 1.0) : vec4(0.0, 0.0, 0.0, 1.0));\n"; |
| else |
| frag << " o_color = v_color;\n"; |
| |
| frag << "}\n"; |
| |
| return frag.str(); |
| } |
| |
| glw::GLenum TextureSizeCase::getGLTextureTarget() const |
| { |
| switch (m_textureSpec.type) |
| { |
| case TEXTURETYPE_2D: return GL_TEXTURE_2D; break; |
| case TEXTURETYPE_CUBE_MAP: return GL_TEXTURE_CUBE_MAP; break; |
| case TEXTURETYPE_2D_ARRAY: return GL_TEXTURE_2D_ARRAY; break; |
| case TEXTURETYPE_3D: return GL_TEXTURE_3D; break; |
| default: DE_ASSERT(DE_FALSE); break; |
| } |
| return 0; |
| } |
| |
| ShaderTextureFunctionTests::ShaderTextureFunctionTests (Context& context) |
| : TestCaseGroup(context, "texture_functions", "Texture Access Function Tests") |
| { |
| } |
| |
| ShaderTextureFunctionTests::~ShaderTextureFunctionTests (void) |
| { |
| } |
| |
| enum CaseFlags |
| { |
| VERTEX = (1<<0), |
| FRAGMENT = (1<<1), |
| BOTH = VERTEX|FRAGMENT |
| }; |
| |
| struct TexFuncCaseSpec |
| { |
| const char* name; |
| TextureLookupSpec lookupSpec; |
| TextureSpec texSpec; |
| TexEvalFunc evalFunc; |
| deUint32 flags; |
| }; |
| |
| #define CASE_SPEC(NAME, FUNC, MINCOORD, MAXCOORD, USEBIAS, MINLOD, MAXLOD, USEOFFSET, OFFSET, TEXSPEC, EVALFUNC, FLAGS) \ |
| { #NAME, TextureLookupSpec(FUNC, MINCOORD, MAXCOORD, USEBIAS, MINLOD, MAXLOD, tcu::Vec3(0.0f), tcu::Vec3(0.0f), tcu::Vec3(0.0f), tcu::Vec3(0.0f), USEOFFSET, OFFSET), TEXSPEC, EVALFUNC, FLAGS } |
| #define GRAD_CASE_SPEC(NAME, FUNC, MINCOORD, MAXCOORD, MINDX, MAXDX, MINDY, MAXDY, USEOFFSET, OFFSET, TEXSPEC, EVALFUNC, FLAGS) \ |
| { #NAME, TextureLookupSpec(FUNC, MINCOORD, MAXCOORD, false, 0.0f, 0.0f, MINDX, MAXDX, MINDY, MAXDY, USEOFFSET, OFFSET), TEXSPEC, EVALFUNC, FLAGS } |
| |
| static void createCaseGroup (TestCaseGroup* parent, const char* groupName, const char* groupDesc, const TexFuncCaseSpec* cases, int numCases) |
| { |
| tcu::TestCaseGroup* group = new tcu::TestCaseGroup(parent->getTestContext(), groupName, groupDesc); |
| parent->addChild(group); |
| |
| for (int ndx = 0; ndx < numCases; ndx++) |
| { |
| std::string name = cases[ndx].name; |
| if (cases[ndx].flags & VERTEX) |
| group->addChild(new ShaderTextureFunctionCase(parent->getContext(), (name + "_vertex").c_str(), "", cases[ndx].lookupSpec, cases[ndx].texSpec, cases[ndx].evalFunc, true)); |
| if (cases[ndx].flags & FRAGMENT) |
| group->addChild(new ShaderTextureFunctionCase(parent->getContext(), (name + "_fragment").c_str(), "", cases[ndx].lookupSpec, cases[ndx].texSpec, cases[ndx].evalFunc, false)); |
| } |
| } |
| |
| void ShaderTextureFunctionTests::init (void) |
| { |
| // Samplers |
| static const tcu::Sampler samplerNearestNoMipmap (tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, |
| tcu::Sampler::NEAREST, tcu::Sampler::NEAREST, |
| 0.0f /* LOD threshold */, true /* normalized coords */, tcu::Sampler::COMPAREMODE_NONE, |
| 0 /* cmp channel */, tcu::Vec4(0.0f) /* border color */, true /* seamless cube map */); |
| static const tcu::Sampler samplerLinearNoMipmap (tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, |
| tcu::Sampler::LINEAR, tcu::Sampler::LINEAR, |
| 0.0f /* LOD threshold */, true /* normalized coords */, tcu::Sampler::COMPAREMODE_NONE, |
| 0 /* cmp channel */, tcu::Vec4(0.0f) /* border color */, true /* seamless cube map */); |
| static const tcu::Sampler samplerNearestMipmap (tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, |
| tcu::Sampler::NEAREST_MIPMAP_NEAREST, tcu::Sampler::NEAREST, |
| 0.0f /* LOD threshold */, true /* normalized coords */, tcu::Sampler::COMPAREMODE_NONE, |
| 0 /* cmp channel */, tcu::Vec4(0.0f) /* border color */, true /* seamless cube map */); |
| static const tcu::Sampler samplerLinearMipmap (tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, |
| tcu::Sampler::LINEAR_MIPMAP_NEAREST, tcu::Sampler::LINEAR, |
| 0.0f /* LOD threshold */, true /* normalized coords */, tcu::Sampler::COMPAREMODE_NONE, |
| 0 /* cmp channel */, tcu::Vec4(0.0f) /* border color */, true /* seamless cube map */); |
| |
| static const tcu::Sampler samplerShadowNoMipmap (tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, |
| tcu::Sampler::NEAREST, tcu::Sampler::NEAREST, |
| 0.0f /* LOD threshold */, true /* normalized coords */, tcu::Sampler::COMPAREMODE_LESS, |
| 0 /* cmp channel */, tcu::Vec4(0.0f) /* border color */, true /* seamless cube map */); |
| static const tcu::Sampler samplerShadowMipmap (tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, |
| tcu::Sampler::NEAREST_MIPMAP_NEAREST, tcu::Sampler::NEAREST, |
| 0.0f /* LOD threshold */, true /* normalized coords */, tcu::Sampler::COMPAREMODE_LESS, |
| 0 /* cmp channel */, tcu::Vec4(0.0f) /* border color */, true /* seamless cube map */); |
| |
| static const tcu::Sampler samplerTexelFetch (tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, |
| tcu::Sampler::NEAREST_MIPMAP_NEAREST, tcu::Sampler::NEAREST, |
| 0.0f /* LOD threshold */, false /* non-normalized coords */, tcu::Sampler::COMPAREMODE_NONE, |
| 0 /* cmp channel */, tcu::Vec4(0.0f) /* border color */, true /* seamless cube map */); |
| |
| // Default textures. |
| // Type Format W H D L Sampler |
| static const TextureSpec tex2DFixed (TEXTURETYPE_2D, GL_RGBA8, 256, 256, 1, 1, samplerLinearNoMipmap); |
| static const TextureSpec tex2DFloat (TEXTURETYPE_2D, GL_RGBA16F, 256, 256, 1, 1, samplerLinearNoMipmap); |
| static const TextureSpec tex2DInt (TEXTURETYPE_2D, GL_RGBA8I, 256, 256, 1, 1, samplerNearestNoMipmap); |
| static const TextureSpec tex2DUint (TEXTURETYPE_2D, GL_RGBA8UI, 256, 256, 1, 1, samplerNearestNoMipmap); |
| static const TextureSpec tex2DMipmapFixed (TEXTURETYPE_2D, GL_RGBA8, 256, 256, 1, 9, samplerLinearMipmap); |
| static const TextureSpec tex2DMipmapFloat (TEXTURETYPE_2D, GL_RGBA16F, 256, 256, 1, 9, samplerLinearMipmap); |
| static const TextureSpec tex2DMipmapInt (TEXTURETYPE_2D, GL_RGBA8I, 256, 256, 1, 9, samplerNearestMipmap); |
| static const TextureSpec tex2DMipmapUint (TEXTURETYPE_2D, GL_RGBA8UI, 256, 256, 1, 9, samplerNearestMipmap); |
| |
| static const TextureSpec tex2DShadow (TEXTURETYPE_2D, GL_DEPTH_COMPONENT16, 256, 256, 1, 9, samplerShadowNoMipmap); |
| static const TextureSpec tex2DMipmapShadow (TEXTURETYPE_2D, GL_DEPTH_COMPONENT16, 256, 256, 1, 9, samplerShadowMipmap); |
| |
| static const TextureSpec tex2DTexelFetchFixed (TEXTURETYPE_2D, GL_RGBA8, 256, 256, 1, 9, samplerTexelFetch); |
| static const TextureSpec tex2DTexelFetchFloat (TEXTURETYPE_2D, GL_RGBA16F, 256, 256, 1, 9, samplerTexelFetch); |
| static const TextureSpec tex2DTexelFetchInt (TEXTURETYPE_2D, GL_RGBA8I, 256, 256, 1, 9, samplerTexelFetch); |
| static const TextureSpec tex2DTexelFetchUint (TEXTURETYPE_2D, GL_RGBA8UI, 256, 256, 1, 9, samplerTexelFetch); |
| |
| static const TextureSpec texCubeFixed (TEXTURETYPE_CUBE_MAP, GL_RGBA8, 256, 256, 1, 1, samplerLinearNoMipmap); |
| static const TextureSpec texCubeFloat (TEXTURETYPE_CUBE_MAP, GL_RGBA16F, 256, 256, 1, 1, samplerLinearNoMipmap); |
| static const TextureSpec texCubeInt (TEXTURETYPE_CUBE_MAP, GL_RGBA8I, 256, 256, 1, 1, samplerNearestNoMipmap); |
| static const TextureSpec texCubeUint (TEXTURETYPE_CUBE_MAP, GL_RGBA8UI, 256, 256, 1, 1, samplerNearestNoMipmap); |
| static const TextureSpec texCubeMipmapFixed (TEXTURETYPE_CUBE_MAP, GL_RGBA8, 256, 256, 1, 9, samplerLinearMipmap); |
| static const TextureSpec texCubeMipmapFloat (TEXTURETYPE_CUBE_MAP, GL_RGBA16F, 128, 128, 1, 8, samplerLinearMipmap); |
| static const TextureSpec texCubeMipmapInt (TEXTURETYPE_CUBE_MAP, GL_RGBA8I, 256, 256, 1, 9, samplerNearestMipmap); |
| static const TextureSpec texCubeMipmapUint (TEXTURETYPE_CUBE_MAP, GL_RGBA8UI, 256, 256, 1, 9, samplerNearestMipmap); |
| |
| static const TextureSpec texCubeShadow (TEXTURETYPE_CUBE_MAP, GL_DEPTH_COMPONENT16, 256, 256, 1, 1, samplerShadowNoMipmap); |
| static const TextureSpec texCubeMipmapShadow (TEXTURETYPE_CUBE_MAP, GL_DEPTH_COMPONENT16, 256, 256, 1, 9, samplerShadowMipmap); |
| |
| static const TextureSpec tex2DArrayFixed (TEXTURETYPE_2D_ARRAY, GL_RGBA8, 128, 128, 4, 1, samplerLinearNoMipmap); |
| static const TextureSpec tex2DArrayFloat (TEXTURETYPE_2D_ARRAY, GL_RGBA16F, 128, 128, 4, 1, samplerLinearNoMipmap); |
| static const TextureSpec tex2DArrayInt (TEXTURETYPE_2D_ARRAY, GL_RGBA8I, 128, 128, 4, 1, samplerNearestNoMipmap); |
| static const TextureSpec tex2DArrayUint (TEXTURETYPE_2D_ARRAY, GL_RGBA8UI, 128, 128, 4, 1, samplerNearestNoMipmap); |
| static const TextureSpec tex2DArrayMipmapFixed (TEXTURETYPE_2D_ARRAY, GL_RGBA8, 128, 128, 4, 8, samplerLinearMipmap); |
| static const TextureSpec tex2DArrayMipmapFloat (TEXTURETYPE_2D_ARRAY, GL_RGBA16F, 128, 128, 4, 8, samplerLinearMipmap); |
| static const TextureSpec tex2DArrayMipmapInt (TEXTURETYPE_2D_ARRAY, GL_RGBA8I, 128, 128, 4, 8, samplerNearestMipmap); |
| static const TextureSpec tex2DArrayMipmapUint (TEXTURETYPE_2D_ARRAY, GL_RGBA8UI, 128, 128, 4, 8, samplerNearestMipmap); |
| |
| static const TextureSpec tex2DArrayShadow (TEXTURETYPE_2D_ARRAY, GL_DEPTH_COMPONENT16, 128, 128, 4, 1, samplerShadowNoMipmap); |
| static const TextureSpec tex2DArrayMipmapShadow (TEXTURETYPE_2D_ARRAY, GL_DEPTH_COMPONENT16, 128, 128, 4, 8, samplerShadowMipmap); |
| |
| static const TextureSpec tex2DArrayTexelFetchFixed (TEXTURETYPE_2D_ARRAY, GL_RGBA8, 128, 128, 4, 8, samplerTexelFetch); |
| static const TextureSpec tex2DArrayTexelFetchFloat (TEXTURETYPE_2D_ARRAY, GL_RGBA16F, 128, 128, 4, 8, samplerTexelFetch); |
| static const TextureSpec tex2DArrayTexelFetchInt (TEXTURETYPE_2D_ARRAY, GL_RGBA8I, 128, 128, 4, 8, samplerTexelFetch); |
| static const TextureSpec tex2DArrayTexelFetchUint (TEXTURETYPE_2D_ARRAY, GL_RGBA8UI, 128, 128, 4, 8, samplerTexelFetch); |
| |
| static const TextureSpec tex3DFixed (TEXTURETYPE_3D, GL_RGBA8, 64, 32, 32, 1, samplerLinearNoMipmap); |
| static const TextureSpec tex3DFloat (TEXTURETYPE_3D, GL_RGBA16F, 64, 32, 32, 1, samplerLinearNoMipmap); |
| static const TextureSpec tex3DInt (TEXTURETYPE_3D, GL_RGBA8I, 64, 32, 32, 1, samplerNearestNoMipmap); |
| static const TextureSpec tex3DUint (TEXTURETYPE_3D, GL_RGBA8UI, 64, 32, 32, 1, samplerNearestNoMipmap); |
| static const TextureSpec tex3DMipmapFixed (TEXTURETYPE_3D, GL_RGBA8, 64, 32, 32, 7, samplerLinearMipmap); |
| static const TextureSpec tex3DMipmapFloat (TEXTURETYPE_3D, GL_RGBA16F, 64, 32, 32, 7, samplerLinearMipmap); |
| static const TextureSpec tex3DMipmapInt (TEXTURETYPE_3D, GL_RGBA8I, 64, 32, 32, 7, samplerNearestMipmap); |
| static const TextureSpec tex3DMipmapUint (TEXTURETYPE_3D, GL_RGBA8UI, 64, 32, 32, 7, samplerNearestMipmap); |
| |
| static const TextureSpec tex3DTexelFetchFixed (TEXTURETYPE_3D, GL_RGBA8, 64, 32, 32, 7, samplerTexelFetch); |
| static const TextureSpec tex3DTexelFetchFloat (TEXTURETYPE_3D, GL_RGBA16F, 64, 32, 32, 7, samplerTexelFetch); |
| static const TextureSpec tex3DTexelFetchInt (TEXTURETYPE_3D, GL_RGBA8I, 64, 32, 32, 7, samplerTexelFetch); |
| static const TextureSpec tex3DTexelFetchUint (TEXTURETYPE_3D, GL_RGBA8UI, 64, 32, 32, 7, samplerTexelFetch); |
| |
| // texture() cases |
| static const TexFuncCaseSpec textureCases[] = |
| { |
| // Name Function MinCoord MaxCoord Bias? MinLod MaxLod Offset? Offset Format EvalFunc Flags |
| CASE_SPEC(sampler2d_fixed, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DFixed, evalTexture2D, VERTEX), |
| CASE_SPEC(sampler2d_fixed, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapFixed, evalTexture2D, FRAGMENT), |
| CASE_SPEC(sampler2d_float, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DFloat, evalTexture2D, VERTEX), |
| CASE_SPEC(sampler2d_float, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapFloat, evalTexture2D, FRAGMENT), |
| CASE_SPEC(isampler2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DInt, evalTexture2D, VERTEX), |
| CASE_SPEC(isampler2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapInt, evalTexture2D, FRAGMENT), |
| CASE_SPEC(usampler2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DUint, evalTexture2D, VERTEX), |
| CASE_SPEC(usampler2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapUint, evalTexture2D, FRAGMENT), |
| |
| CASE_SPEC(sampler2d_bias_fixed, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapFixed, evalTexture2DBias, FRAGMENT), |
| CASE_SPEC(sampler2d_bias_float, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapFloat, evalTexture2DBias, FRAGMENT), |
| CASE_SPEC(isampler2d_bias, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapInt, evalTexture2DBias, FRAGMENT), |
| CASE_SPEC(usampler2d_bias, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapUint, evalTexture2DBias, FRAGMENT), |
| |
| CASE_SPEC(samplercube_fixed, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4( 1.0f, 1.0f, 1.01f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeFixed, evalTextureCube, VERTEX), |
| CASE_SPEC(samplercube_fixed, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4( 1.0f, 1.0f, 1.01f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeMipmapFixed, evalTextureCube, FRAGMENT), |
| CASE_SPEC(samplercube_float, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, -1.01f, 0.0f), Vec4( 1.0f, 1.0f, -1.01f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeFloat, evalTextureCube, VERTEX), |
| CASE_SPEC(samplercube_float, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, -1.01f, 0.0f), Vec4( 1.0f, 1.0f, -1.01f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeMipmapFloat, evalTextureCube, FRAGMENT), |
| CASE_SPEC(isamplercube, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4( 1.0f, 1.0f, 1.01f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeInt, evalTextureCube, VERTEX), |
| CASE_SPEC(isamplercube, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4( 1.0f, 1.0f, 1.01f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeMipmapInt, evalTextureCube, FRAGMENT), |
| CASE_SPEC(usamplercube, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, -1.01f, 0.0f), Vec4( 1.0f, 1.0f, -1.01f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeUint, evalTextureCube, VERTEX), |
| CASE_SPEC(usamplercube, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, -1.01f, 0.0f), Vec4( 1.0f, 1.0f, -1.01f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeMipmapUint, evalTextureCube, FRAGMENT), |
| |
| CASE_SPEC(samplercube_bias_fixed, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4( 1.0f, 1.0f, 1.01f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), texCubeMipmapFixed, evalTextureCubeBias, FRAGMENT), |
| CASE_SPEC(samplercube_bias_float, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, -1.01f, 0.0f), Vec4( 1.0f, 1.0f, -1.01f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), texCubeMipmapFloat, evalTextureCubeBias, FRAGMENT), |
| CASE_SPEC(isamplercube_bias, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4( 1.0f, 1.0f, 1.01f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), texCubeMipmapInt, evalTextureCubeBias, FRAGMENT), |
| CASE_SPEC(usamplercube_bias, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, -1.01f, 0.0f), Vec4( 1.0f, 1.0f, -1.01f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), texCubeMipmapUint, evalTextureCubeBias, FRAGMENT), |
| |
| CASE_SPEC(sampler2darray_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayFixed, evalTexture2DArray, VERTEX), |
| CASE_SPEC(sampler2darray_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayMipmapFixed, evalTexture2DArray, FRAGMENT), |
| CASE_SPEC(sampler2darray_float, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayFloat, evalTexture2DArray, VERTEX), |
| CASE_SPEC(sampler2darray_float, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayMipmapFloat, evalTexture2DArray, FRAGMENT), |
| CASE_SPEC(isampler2darray, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayInt, evalTexture2DArray, VERTEX), |
| CASE_SPEC(isampler2darray, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayMipmapInt, evalTexture2DArray, FRAGMENT), |
| CASE_SPEC(usampler2darray, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayUint, evalTexture2DArray, VERTEX), |
| CASE_SPEC(usampler2darray, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayMipmapUint, evalTexture2DArray, FRAGMENT), |
| |
| CASE_SPEC(sampler2darray_bias_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DArrayMipmapFixed, evalTexture2DArrayBias, FRAGMENT), |
| CASE_SPEC(sampler2darray_bias_float, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DArrayMipmapFloat, evalTexture2DArrayBias, FRAGMENT), |
| CASE_SPEC(isampler2darray_bias, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DArrayMipmapInt, evalTexture2DArrayBias, FRAGMENT), |
| CASE_SPEC(usampler2darray_bias, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DArrayMipmapUint, evalTexture2DArrayBias, FRAGMENT), |
| |
| CASE_SPEC(sampler3d_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex3DFixed, evalTexture3D, VERTEX), |
| CASE_SPEC(sampler3d_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex3DMipmapFixed, evalTexture3D, FRAGMENT), |
| CASE_SPEC(sampler3d_float, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex3DFloat, evalTexture3D, VERTEX), |
| CASE_SPEC(sampler3d_float, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex3DMipmapFloat, evalTexture3D, FRAGMENT), |
| CASE_SPEC(isampler3d, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex3DInt, evalTexture3D, VERTEX), |
| CASE_SPEC(isampler3d, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex3DMipmapInt, evalTexture3D, FRAGMENT), |
| CASE_SPEC(usampler3d, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex3DUint, evalTexture3D, VERTEX), |
| CASE_SPEC(usampler3d, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex3DMipmapUint, evalTexture3D, FRAGMENT), |
| |
| CASE_SPEC(sampler3d_bias_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), true, -2.0f, 1.0f, false, IVec3(0), tex3DMipmapFixed, evalTexture3DBias, FRAGMENT), |
| CASE_SPEC(sampler3d_bias_float, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), true, -2.0f, 1.0f, false, IVec3(0), tex3DMipmapFloat, evalTexture3DBias, FRAGMENT), |
| CASE_SPEC(isampler3d_bias, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex3DMipmapInt, evalTexture3DBias, FRAGMENT), |
| CASE_SPEC(usampler3d_bias, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex3DMipmapUint, evalTexture3DBias, FRAGMENT), |
| |
| CASE_SPEC(sampler2dshadow, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 1.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DShadow, evalTexture2DShadow, VERTEX), |
| CASE_SPEC(sampler2dshadow, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 1.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapShadow, evalTexture2DShadow, FRAGMENT), |
| CASE_SPEC(sampler2dshadow_bias, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 1.0f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapShadow, evalTexture2DShadowBias, FRAGMENT), |
| |
| CASE_SPEC(samplercubeshadow, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4( 1.0f, 1.0f, 1.01f, 1.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeShadow, evalTextureCubeShadow, VERTEX), |
| CASE_SPEC(samplercubeshadow, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4( 1.0f, 1.0f, 1.01f, 1.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeMipmapShadow, evalTextureCubeShadow, FRAGMENT), |
| CASE_SPEC(samplercubeshadow_bias, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4( 1.0f, 1.0f, 1.01f, 1.0f), true, -2.0f, 2.0f, false, IVec3(0), texCubeMipmapShadow, evalTextureCubeShadowBias, FRAGMENT), |
| |
| CASE_SPEC(sampler2darrayshadow, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 1.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayShadow, evalTexture2DArrayShadow, VERTEX), |
| CASE_SPEC(sampler2darrayshadow, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 1.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayMipmapShadow, evalTexture2DArrayShadow, FRAGMENT) |
| |
| // Not in spec. |
| // CASE_SPEC(sampler2darrayshadow_bias, (FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 1.0f), true, -2.0f, 2.0f, Vec2(0.0f), Vec2(0.0f), false, IVec3(0)), tex2DArrayMipmapShadow, evalTexture2DArrayShadowBias, FRAGMENT) |
| }; |
| createCaseGroup(this, "texture", "texture() Tests", textureCases, DE_LENGTH_OF_ARRAY(textureCases)); |
| |
| // textureOffset() cases |
| // \note _bias variants are not using mipmap thanks to wide allowed range for LOD computation |
| static const TexFuncCaseSpec textureOffsetCases[] = |
| { |
| // Name Function MinCoord MaxCoord Bias? MinLod MaxLod Offset? Offset Format EvalFunc Flags |
| CASE_SPEC(sampler2d_fixed, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 0), tex2DFixed, evalTexture2DOffset, VERTEX), |
| CASE_SPEC(sampler2d_fixed, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, -8, 0), tex2DMipmapFixed, evalTexture2DOffset, FRAGMENT), |
| CASE_SPEC(sampler2d_float, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 0), tex2DFloat, evalTexture2DOffset, VERTEX), |
| CASE_SPEC(sampler2d_float, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, -8, 0), tex2DMipmapFloat, evalTexture2DOffset, FRAGMENT), |
| CASE_SPEC(isampler2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 0), tex2DInt, evalTexture2DOffset, VERTEX), |
| CASE_SPEC(isampler2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, -8, 0), tex2DMipmapInt, evalTexture2DOffset, FRAGMENT), |
| CASE_SPEC(usampler2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 0), tex2DUint, evalTexture2DOffset, VERTEX), |
| CASE_SPEC(usampler2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, -8, 0), tex2DMipmapUint, evalTexture2DOffset, FRAGMENT), |
| |
| CASE_SPEC(sampler2d_bias_fixed, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), true, -2.0f, 2.0f, true, IVec3(-8, 7, 0), tex2DFixed, evalTexture2DOffsetBias, FRAGMENT), |
| CASE_SPEC(sampler2d_bias_float, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), true, -2.0f, 2.0f, true, IVec3(7, -8, 0), tex2DFloat, evalTexture2DOffsetBias, FRAGMENT), |
| CASE_SPEC(isampler2d_bias, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), true, -2.0f, 2.0f, true, IVec3(-8, 7, 0), tex2DInt, evalTexture2DOffsetBias, FRAGMENT), |
| CASE_SPEC(usampler2d_bias, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), true, -2.0f, 2.0f, true, IVec3(7, -8, 0), tex2DUint, evalTexture2DOffsetBias, FRAGMENT), |
| |
| CASE_SPEC(sampler2darray_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 0), tex2DArrayFixed, evalTexture2DArrayOffset, VERTEX), |
| CASE_SPEC(sampler2darray_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, -8, 0), tex2DArrayMipmapFixed, evalTexture2DArrayOffset, FRAGMENT), |
| CASE_SPEC(sampler2darray_float, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 0), tex2DArrayFloat, evalTexture2DArrayOffset, VERTEX), |
| CASE_SPEC(sampler2darray_float, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, -8, 0), tex2DArrayMipmapFloat, evalTexture2DArrayOffset, FRAGMENT), |
| CASE_SPEC(isampler2darray, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 0), tex2DArrayInt, evalTexture2DArrayOffset, VERTEX), |
| CASE_SPEC(isampler2darray, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, -8, 0), tex2DArrayMipmapInt, evalTexture2DArrayOffset, FRAGMENT), |
| CASE_SPEC(usampler2darray, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 0), tex2DArrayUint, evalTexture2DArrayOffset, VERTEX), |
| CASE_SPEC(usampler2darray, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, -8, 0), tex2DArrayMipmapUint, evalTexture2DArrayOffset, FRAGMENT), |
| |
| CASE_SPEC(sampler2darray_bias_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), true, -2.0f, 2.0f, true, IVec3(-8, 7, 0), tex2DArrayFixed, evalTexture2DArrayOffsetBias, FRAGMENT), |
| CASE_SPEC(sampler2darray_bias_float, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), true, -2.0f, 2.0f, true, IVec3(7, -8, 0), tex2DArrayFloat, evalTexture2DArrayOffsetBias, FRAGMENT), |
| CASE_SPEC(isampler2darray_bias, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), true, -2.0f, 2.0f, true, IVec3(-8, 7, 0), tex2DArrayInt, evalTexture2DArrayOffsetBias, FRAGMENT), |
| CASE_SPEC(usampler2darray_bias, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), true, -2.0f, 2.0f, true, IVec3(7, -8, 0), tex2DArrayUint, evalTexture2DArrayOffsetBias, FRAGMENT), |
| |
| CASE_SPEC(sampler3d_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 3), tex3DFixed, evalTexture3DOffset, VERTEX), |
| CASE_SPEC(sampler3d_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, 3, -8), tex3DMipmapFixed, evalTexture3DOffset, FRAGMENT), |
| CASE_SPEC(sampler3d_float, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, true, IVec3(3, -8, 7), tex3DFloat, evalTexture3DOffset, VERTEX), |
| CASE_SPEC(sampler3d_float, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 3), tex3DMipmapFloat, evalTexture3DOffset, FRAGMENT), |
| CASE_SPEC(isampler3d, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, 3, -8), tex3DInt, evalTexture3DOffset, VERTEX), |
| CASE_SPEC(isampler3d, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, true, IVec3(3, -8, 7), tex3DMipmapInt, evalTexture3DOffset, FRAGMENT), |
| CASE_SPEC(usampler3d, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 3), tex3DUint, evalTexture3DOffset, VERTEX), |
| CASE_SPEC(usampler3d, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, 3, -8), tex3DMipmapUint, evalTexture3DOffset, FRAGMENT), |
| |
| CASE_SPEC(sampler3d_bias_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), true, -2.0f, 1.0f, true, IVec3(-8, 7, 3), tex3DFixed, evalTexture3DOffsetBias, FRAGMENT), |
| CASE_SPEC(sampler3d_bias_float, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), true, -2.0f, 1.0f, true, IVec3(7, 3, -8), tex3DFloat, evalTexture3DOffsetBias, FRAGMENT), |
| CASE_SPEC(isampler3d_bias, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), true, -2.0f, 2.0f, true, IVec3(3, -8, 7), tex3DInt, evalTexture3DOffsetBias, FRAGMENT), |
| CASE_SPEC(usampler3d_bias, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), true, -2.0f, 2.0f, true, IVec3(-8, 7, 3), tex3DUint, evalTexture3DOffsetBias, FRAGMENT), |
| |
| CASE_SPEC(sampler2dshadow, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 1.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 0), tex2DShadow, evalTexture2DShadowOffset, VERTEX), |
| CASE_SPEC(sampler2dshadow, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 1.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, -8, 0), tex2DMipmapShadow, evalTexture2DShadowOffset, FRAGMENT), |
| CASE_SPEC(sampler2dshadow_bias, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 1.0f, 0.0f), true, -2.0f, 2.0f, true, IVec3(-8, 7, 0), tex2DShadow, evalTexture2DShadowOffsetBias, FRAGMENT) |
| }; |
| createCaseGroup(this, "textureoffset", "textureOffset() Tests", textureOffsetCases, DE_LENGTH_OF_ARRAY(textureOffsetCases)); |
| |
| // textureProj() cases |
| // \note Currently uses constant divider! |
| static const TexFuncCaseSpec textureProjCases[] = |
| { |
| // Name Function MinCoord MaxCoord Bias? MinLod MaxLod Offset? Offset Format EvalFunc Flags |
| CASE_SPEC(sampler2d_vec3_fixed, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DFixed, evalTexture2DProj3, VERTEX), |
| CASE_SPEC(sampler2d_vec3_fixed, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapFixed, evalTexture2DProj3, FRAGMENT), |
| CASE_SPEC(sampler2d_vec3_float, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DFloat, evalTexture2DProj3, VERTEX), |
| CASE_SPEC(sampler2d_vec3_float, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapFloat, evalTexture2DProj3, FRAGMENT), |
| CASE_SPEC(isampler2d_vec3, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DInt, evalTexture2DProj3, VERTEX), |
| CASE_SPEC(isampler2d_vec3, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapInt, evalTexture2DProj3, FRAGMENT), |
| CASE_SPEC(usampler2d_vec3, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DUint, evalTexture2DProj3, VERTEX), |
| CASE_SPEC(usampler2d_vec3, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapUint, evalTexture2DProj3, FRAGMENT), |
| |
| CASE_SPEC(sampler2d_vec3_bias_fixed, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapFixed, evalTexture2DProj3Bias, FRAGMENT), |
| CASE_SPEC(sampler2d_vec3_bias_float, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapFloat, evalTexture2DProj3Bias, FRAGMENT), |
| CASE_SPEC(isampler2d_vec3_bias, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapInt, evalTexture2DProj3Bias, FRAGMENT), |
| CASE_SPEC(usampler2d_vec3_bias, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapUint, evalTexture2DProj3Bias, FRAGMENT), |
| |
| CASE_SPEC(sampler2d_vec4_fixed, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, false, IVec3(0), tex2DFixed, evalTexture2DProj, VERTEX), |
| CASE_SPEC(sampler2d_vec4_fixed, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapFixed, evalTexture2DProj, FRAGMENT), |
| CASE_SPEC(sampler2d_vec4_float, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, false, IVec3(0), tex2DFloat, evalTexture2DProj, VERTEX), |
| CASE_SPEC(sampler2d_vec4_float, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapFloat, evalTexture2DProj, FRAGMENT), |
| CASE_SPEC(isampler2d_vec4, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, false, IVec3(0), tex2DInt, evalTexture2DProj, VERTEX), |
| CASE_SPEC(isampler2d_vec4, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapInt, evalTexture2DProj, FRAGMENT), |
| CASE_SPEC(usampler2d_vec4, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, false, IVec3(0), tex2DUint, evalTexture2DProj, VERTEX), |
| CASE_SPEC(usampler2d_vec4, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapUint, evalTexture2DProj, FRAGMENT), |
| |
| CASE_SPEC(sampler2d_vec4_bias_fixed, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapFixed, evalTexture2DProjBias, FRAGMENT), |
| CASE_SPEC(sampler2d_vec4_bias_float, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), true, -2.0f, 2.0f, false, |