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/*-------------------------------------------------------------------------
* OpenGL Conformance Test Suite
* -----------------------------
*
* Copyright (c) 2016 Google Inc.
* Copyright (c) 2016 The Khronos Group Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/ /*!
* \file
* \brief Shader loop tests.
*/ /*-------------------------------------------------------------------*/
#include "glcShaderLoopTests.hpp"
#include "glcShaderRenderCase.hpp"
#include "gluShaderUtil.hpp"
#include "tcuStringTemplate.hpp"
#include "deInt32.h"
#include "deMemory.h"
#include "deStringUtil.hpp"
#include <map>
using namespace std;
using namespace tcu;
using namespace glu;
namespace deqp
{
// Repeated with for, while, do-while. Examples given as 'for' loops.
// Repeated for const, uniform, dynamic loops.
enum LoopCase
{
LOOPCASE_EMPTY_BODY = 0, // for (...) { }
LOOPCASE_INFINITE_WITH_UNCONDITIONAL_BREAK_FIRST, // for (...) { break; <body>; }
LOOPCASE_INFINITE_WITH_UNCONDITIONAL_BREAK_LAST, // for (...) { <body>; break; }
LOOPCASE_INFINITE_WITH_CONDITIONAL_BREAK, // for (...) { <body>; if (cond) break; }
LOOPCASE_SINGLE_STATEMENT, // for (...) statement;
LOOPCASE_COMPOUND_STATEMENT, // for (...) { statement; statement; }
LOOPCASE_SEQUENCE_STATEMENT, // for (...) statement, statement;
LOOPCASE_NO_ITERATIONS, // for (i=0; i<0; i++) ...
LOOPCASE_SINGLE_ITERATION, // for (i=0; i<1; i++) ...
LOOPCASE_SELECT_ITERATION_COUNT, // for (i=0; i<a?b:c; i++) ...
LOOPCASE_CONDITIONAL_CONTINUE, // for (...) { if (cond) continue; }
LOOPCASE_UNCONDITIONAL_CONTINUE, // for (...) { <body>; continue; }
LOOPCASE_ONLY_CONTINUE, // for (...) { continue; }
LOOPCASE_DOUBLE_CONTINUE, // for (...) { if (cond) continue; <body>; continue; }
LOOPCASE_CONDITIONAL_BREAK, // for (...) { if (cond) break; }
LOOPCASE_UNCONDITIONAL_BREAK, // for (...) { <body>; break; }
LOOPCASE_PRE_INCREMENT, // for (...; ++i) { <body>; }
LOOPCASE_POST_INCREMENT, // for (...; i++) { <body>; }
LOOPCASE_MIXED_BREAK_CONTINUE,
LOOPCASE_VECTOR_COUNTER, // for (ivec3 ndx = ...; ndx.x < ndx.y; ndx.x += ndx.z) { ... }
LOOPCASE_101_ITERATIONS, // loop for 101 iterations
LOOPCASE_SEQUENCE, // two loops in sequence
LOOPCASE_NESTED, // two nested loops
LOOPCASE_NESTED_SEQUENCE, // two loops in sequence nested inside a third
LOOPCASE_NESTED_TRICKY_DATAFLOW_1, // nested loops with tricky data flow
LOOPCASE_NESTED_TRICKY_DATAFLOW_2, // nested loops with tricky data flow
//LOOPCASE_MULTI_DECLARATION, // for (int i,j,k; ...) ... -- illegal?
LOOPCASE_LAST
};
static const char* getLoopCaseName(LoopCase loopCase)
{
static const char* s_names[] = {
"empty_body", "infinite_with_unconditional_break_first", "infinite_with_unconditional_break_last",
"infinite_with_conditional_break", "single_statement", "compound_statement", "sequence_statement",
"no_iterations", "single_iteration", "select_iteration_count", "conditional_continue", "unconditional_continue",
"only_continue", "double_continue", "conditional_break", "unconditional_break", "pre_increment",
"post_increment", "mixed_break_continue", "vector_counter", "101_iterations", "sequence", "nested",
"nested_sequence", "nested_tricky_dataflow_1", "nested_tricky_dataflow_2"
//"multi_declaration",
};
DE_STATIC_ASSERT(DE_LENGTH_OF_ARRAY(s_names) == LOOPCASE_LAST);
DE_ASSERT(deInBounds32((int)loopCase, 0, LOOPCASE_LAST));
return s_names[(int)loopCase];
}
// Complex loop cases.
/*enum LoopBody
{
LOOPBODY_READ_UNIFORM = 0,
LOOPBODY_READ_UNIFORM_ARRAY,
LOOPBODY_READ_
};*/
enum LoopType
{
LOOPTYPE_FOR = 0,
LOOPTYPE_WHILE,
LOOPTYPE_DO_WHILE,
LOOPTYPE_LAST
};
static const char* getLoopTypeName(LoopType loopType)
{
static const char* s_names[] = { "for", "while", "do_while" };
DE_STATIC_ASSERT(DE_LENGTH_OF_ARRAY(s_names) == LOOPTYPE_LAST);
DE_ASSERT(deInBounds32((int)loopType, 0, LOOPTYPE_LAST));
return s_names[(int)loopType];
}
enum LoopCountType
{
LOOPCOUNT_CONSTANT = 0,
LOOPCOUNT_UNIFORM,
LOOPCOUNT_DYNAMIC,
LOOPCOUNT_LAST
};
static const char* getLoopCountTypeName(LoopCountType countType)
{
static const char* s_names[] = { "constant", "uniform", "dynamic" };
DE_STATIC_ASSERT(DE_LENGTH_OF_ARRAY(s_names) == LOOPCOUNT_LAST);
DE_ASSERT(deInBounds32((int)countType, 0, LOOPCOUNT_LAST));
return s_names[(int)countType];
}
static void evalLoop0Iters(ShaderEvalContext& c)
{
c.color.xyz() = c.coords.swizzle(0, 1, 2);
}
static void evalLoop1Iters(ShaderEvalContext& c)
{
c.color.xyz() = c.coords.swizzle(1, 2, 3);
}
static void evalLoop2Iters(ShaderEvalContext& c)
{
c.color.xyz() = c.coords.swizzle(2, 3, 0);
}
static void evalLoop3Iters(ShaderEvalContext& c)
{
c.color.xyz() = c.coords.swizzle(3, 0, 1);
}
static ShaderEvalFunc getLoopEvalFunc(int numIters)
{
switch (numIters % 4)
{
case 0:
return evalLoop0Iters;
case 1:
return evalLoop1Iters;
case 2:
return evalLoop2Iters;
case 3:
return evalLoop3Iters;
}
DE_ASSERT(DE_FALSE && "Invalid loop iteration count.");
return NULL;
}
// ShaderLoopCase
class ShaderLoopCase : public ShaderRenderCase
{
public:
ShaderLoopCase(Context& context, const char* name, const char* description, bool isVertexCase,
ShaderEvalFunc evalFunc, const char* vertShaderSource, const char* fragShaderSource);
virtual ~ShaderLoopCase(void);
private:
ShaderLoopCase(const ShaderLoopCase&); // not allowed!
ShaderLoopCase& operator=(const ShaderLoopCase&); // not allowed!
virtual void setup(deUint32 programID);
virtual void setupUniforms(deUint32 programID, const Vec4& constCoords);
};
ShaderLoopCase::ShaderLoopCase(Context& context, const char* name, const char* description, bool isVertexCase,
ShaderEvalFunc evalFunc, const char* vertShaderSource, const char* fragShaderSource)
: ShaderRenderCase(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name,
description, isVertexCase, evalFunc)
{
m_vertShaderSource = vertShaderSource;
m_fragShaderSource = fragShaderSource;
}
ShaderLoopCase::~ShaderLoopCase(void)
{
}
void ShaderLoopCase::setup(deUint32 programID)
{
DE_UNREF(programID);
}
void ShaderLoopCase::setupUniforms(deUint32 programID, const Vec4& constCoords)
{
DE_UNREF(programID);
DE_UNREF(constCoords);
}
// Test case creation.
static ShaderLoopCase* createGenericLoopCase(Context& context, glu::GLSLVersion glslVersion, const char* caseName,
const char* description, bool isVertexCase, LoopType loopType,
LoopCountType loopCountType, Precision loopCountPrecision,
DataType loopCountDataType)
{
std::ostringstream vtx;
std::ostringstream frag;
std::ostringstream& op = isVertexCase ? vtx : frag;
vtx << getGLSLVersionDeclaration(glslVersion) << "\n";
frag << getGLSLVersionDeclaration(glslVersion) << "\n";
vtx << "in highp vec4 a_position;\n";
vtx << "in highp vec4 a_coords;\n";
frag << "layout(location = 0) out mediump vec4 o_color;\n";
if (loopCountType == LOOPCOUNT_DYNAMIC)
vtx << "in mediump float a_one;\n";
if (isVertexCase)
{
vtx << "out mediump vec3 v_color;\n";
frag << "in mediump vec3 v_color;\n";
}
else
{
vtx << "out mediump vec4 v_coords;\n";
frag << "in mediump vec4 v_coords;\n";
if (loopCountType == LOOPCOUNT_DYNAMIC)
{
vtx << "out mediump float v_one;\n";
frag << "in mediump float v_one;\n";
}
}
// \todo [petri] Pass numLoopIters from outside?
int numLoopIters = 3;
bool isIntCounter = isDataTypeIntOrIVec(loopCountDataType);
if (isIntCounter)
{
if (loopCountType == LOOPCOUNT_UNIFORM || loopCountType == LOOPCOUNT_DYNAMIC)
op << "uniform ${COUNTER_PRECISION} int " << getIntUniformName(numLoopIters) << ";\n";
}
else
{
if (loopCountType == LOOPCOUNT_UNIFORM || loopCountType == LOOPCOUNT_DYNAMIC)
op << "uniform ${COUNTER_PRECISION} float " << getFloatFractionUniformName(numLoopIters) << ";\n";
if (numLoopIters != 1)
op << "uniform ${COUNTER_PRECISION} float uf_one;\n";
}
vtx << "\n";
vtx << "void main()\n";
vtx << "{\n";
vtx << " gl_Position = a_position;\n";
frag << "\n";
frag << "void main()\n";
frag << "{\n";
if (isVertexCase)
vtx << " ${PRECISION} vec4 coords = a_coords;\n";
else
frag << " ${PRECISION} vec4 coords = v_coords;\n";
if (loopCountType == LOOPCOUNT_DYNAMIC)
{
if (isIntCounter)
{
if (isVertexCase)
vtx << " ${COUNTER_PRECISION} int one = int(a_one + 0.5);\n";
else
frag << " ${COUNTER_PRECISION} int one = int(v_one + 0.5);\n";
}
else
{
if (isVertexCase)
vtx << " ${COUNTER_PRECISION} float one = a_one;\n";
else
frag << " ${COUNTER_PRECISION} float one = v_one;\n";
}
}
// Read array.
op << " ${PRECISION} vec4 res = coords;\n";
// Loop iteration count.
string iterMaxStr;
if (isIntCounter)
{
if (loopCountType == LOOPCOUNT_CONSTANT)
iterMaxStr = de::toString(numLoopIters);
else if (loopCountType == LOOPCOUNT_UNIFORM)
iterMaxStr = getIntUniformName(numLoopIters);
else if (loopCountType == LOOPCOUNT_DYNAMIC)
iterMaxStr = string(getIntUniformName(numLoopIters)) + "*one";
else
DE_ASSERT(false);
}
else
{
if (loopCountType == LOOPCOUNT_CONSTANT)
iterMaxStr = "1.0";
else if (loopCountType == LOOPCOUNT_UNIFORM)
iterMaxStr = "uf_one";
else if (loopCountType == LOOPCOUNT_DYNAMIC)
iterMaxStr = "uf_one*one";
else
DE_ASSERT(false);
}
// Loop operations.
string initValue = isIntCounter ? "0" : "0.05";
string loopCountDeclStr = "${COUNTER_PRECISION} ${LOOP_VAR_TYPE} ndx = " + initValue;
string loopCmpStr = ("ndx < " + iterMaxStr);
string incrementStr;
if (isIntCounter)
incrementStr = "ndx++";
else
{
if (loopCountType == LOOPCOUNT_CONSTANT)
incrementStr = string("ndx += ") + de::toString(1.0f / static_cast<float>(numLoopIters));
else if (loopCountType == LOOPCOUNT_UNIFORM)
incrementStr = string("ndx += ") + getFloatFractionUniformName(numLoopIters);
else if (loopCountType == LOOPCOUNT_DYNAMIC)
incrementStr = string("ndx += ") + getFloatFractionUniformName(numLoopIters) + "*one";
else
DE_ASSERT(false);
}
string loopPrefix;
string loopPostfix;
// Loop body.
string loopBody;
loopBody = " res = res.yzwx;\n";
if (loopType == LOOPTYPE_FOR)
{
op << " for (" + loopCountDeclStr + "; " + loopCmpStr + "; " + incrementStr + ")\n";
op << " {\n";
op << loopBody;
op << " }\n";
}
else if (loopType == LOOPTYPE_WHILE)
{
op << "\t" << loopCountDeclStr + ";\n";
op << " while (" + loopCmpStr + ")\n";
op << " {\n";
op << loopBody;
op << "\t\t" + incrementStr + ";\n";
op << " }\n";
}
else if (loopType == LOOPTYPE_DO_WHILE)
{
op << "\t" << loopCountDeclStr + ";\n";
op << " do\n";
op << " {\n";
op << loopBody;
op << "\t\t" + incrementStr + ";\n";
op << " } while (" + loopCmpStr + ");\n";
}
else
DE_ASSERT(false);
if (isVertexCase)
{
vtx << " v_color = res.rgb;\n";
frag << " o_color = vec4(v_color.rgb, 1.0);\n";
}
else
{
vtx << " v_coords = a_coords;\n";
frag << " o_color = vec4(res.rgb, 1.0);\n";
if (loopCountType == LOOPCOUNT_DYNAMIC)
vtx << " v_one = a_one;\n";
}
vtx << "}\n";
frag << "}\n";
// Fill in shader templates.
map<string, string> params;
params.insert(pair<string, string>("LOOP_VAR_TYPE", getDataTypeName(loopCountDataType)));
params.insert(pair<string, string>("PRECISION", "mediump"));
params.insert(pair<string, string>("COUNTER_PRECISION", getPrecisionName(loopCountPrecision)));
StringTemplate vertTemplate(vtx.str().c_str());
StringTemplate fragTemplate(frag.str().c_str());
string vertexShaderSource = vertTemplate.specialize(params);
string fragmentShaderSource = fragTemplate.specialize(params);
// Create the case.
ShaderEvalFunc evalFunc = getLoopEvalFunc(numLoopIters);
return new ShaderLoopCase(context, caseName, description, isVertexCase, evalFunc, vertexShaderSource.c_str(),
fragmentShaderSource.c_str());
}
// \todo [petri] Generalize to float as well?
static ShaderLoopCase* createSpecialLoopCase(Context& context, glu::GLSLVersion glslVersion, const char* caseName,
const char* description, bool isVertexCase, LoopCase loopCase,
LoopType loopType, LoopCountType loopCountType)
{
std::ostringstream vtx;
std::ostringstream frag;
std::ostringstream& op = isVertexCase ? vtx : frag;
vtx << getGLSLVersionDeclaration(glslVersion) << "\n";
frag << getGLSLVersionDeclaration(glslVersion) << "\n";
vtx << "in highp vec4 a_position;\n";
vtx << "in highp vec4 a_coords;\n";
frag << "layout(location = 0) out mediump vec4 o_color;\n";
if (loopCountType == LOOPCOUNT_DYNAMIC)
vtx << "in mediump float a_one;\n";
// Attribute and varyings.
if (isVertexCase)
{
vtx << "out mediump vec3 v_color;\n";
frag << "in mediump vec3 v_color;\n";
}
else
{
vtx << "out mediump vec4 v_coords;\n";
frag << "in mediump vec4 v_coords;\n";
if (loopCountType == LOOPCOUNT_DYNAMIC)
{
vtx << "out mediump float v_one;\n";
frag << "in mediump float v_one;\n";
}
}
if (loopCase == LOOPCASE_SELECT_ITERATION_COUNT)
op << "uniform bool ub_true;\n";
op << "uniform ${COUNTER_PRECISION} int ui_zero, ui_one, ui_two, ui_three, ui_four, ui_five, ui_six;\n";
if (loopCase == LOOPCASE_101_ITERATIONS)
op << "uniform ${COUNTER_PRECISION} int ui_oneHundredOne;\n";
int iterCount = 3; // value to use in loop
int numIters = 3; // actual number of iterations
vtx << "\n";
vtx << "void main()\n";
vtx << "{\n";
vtx << " gl_Position = a_position;\n";
frag << "\n";
frag << "void main()\n";
frag << "{\n";
if (loopCountType == LOOPCOUNT_DYNAMIC)
{
if (isVertexCase)
vtx << " ${COUNTER_PRECISION} int one = int(a_one + 0.5);\n";
else
frag << " ${COUNTER_PRECISION} int one = int(v_one + 0.5);\n";
}
if (isVertexCase)
vtx << " ${PRECISION} vec4 coords = a_coords;\n";
else
frag << " ${PRECISION} vec4 coords = v_coords;\n";
// Read array.
op << " ${PRECISION} vec4 res = coords;\n";
// Handle all loop types.
string counterPrecisionStr = "mediump";
string forLoopStr;
string whileLoopStr;
string doWhileLoopPreStr;
string doWhileLoopPostStr;
if (loopType == LOOPTYPE_FOR)
{
switch (loopCase)
{
case LOOPCASE_EMPTY_BODY:
numIters = 0;
op << " ${FOR_LOOP} {}\n";
break;
case LOOPCASE_INFINITE_WITH_UNCONDITIONAL_BREAK_FIRST:
numIters = 0;
op << " for (;;) { break; res = res.yzwx; }\n";
break;
case LOOPCASE_INFINITE_WITH_UNCONDITIONAL_BREAK_LAST:
numIters = 1;
op << " for (;;) { res = res.yzwx; break; }\n";
break;
case LOOPCASE_INFINITE_WITH_CONDITIONAL_BREAK:
numIters = 2;
op << " ${COUNTER_PRECISION} int i = 0;\n";
op << " for (;;) { res = res.yzwx; if (i == ${ONE}) break; i++; }\n";
break;
case LOOPCASE_SINGLE_STATEMENT:
op << " ${FOR_LOOP} res = res.yzwx;\n";
break;
case LOOPCASE_COMPOUND_STATEMENT:
iterCount = 2;
numIters = 2 * iterCount;
op << " ${FOR_LOOP} { res = res.yzwx; res = res.yzwx; }\n";
break;
case LOOPCASE_SEQUENCE_STATEMENT:
iterCount = 2;
numIters = 2 * iterCount;
op << " ${FOR_LOOP} res = res.yzwx, res = res.yzwx;\n";
break;
case LOOPCASE_NO_ITERATIONS:
iterCount = 0;
numIters = 0;
op << " ${FOR_LOOP} res = res.yzwx;\n";
break;
case LOOPCASE_SINGLE_ITERATION:
iterCount = 1;
numIters = 1;
op << " ${FOR_LOOP} res = res.yzwx;\n";
break;
case LOOPCASE_SELECT_ITERATION_COUNT:
op << " for (int i = 0; i < (ub_true ? ${ITER_COUNT} : 0); i++) res = res.yzwx;\n";
break;
case LOOPCASE_CONDITIONAL_CONTINUE:
numIters = iterCount - 1;
op << " ${FOR_LOOP} { if (i == ${TWO}) continue; res = res.yzwx; }\n";
break;
case LOOPCASE_UNCONDITIONAL_CONTINUE:
op << " ${FOR_LOOP} { res = res.yzwx; continue; }\n";
break;
case LOOPCASE_ONLY_CONTINUE:
numIters = 0;
op << " ${FOR_LOOP} { continue; }\n";
break;
case LOOPCASE_DOUBLE_CONTINUE:
numIters = iterCount - 1;
op << " ${FOR_LOOP} { if (i == ${TWO}) continue; res = res.yzwx; continue; }\n";
break;
case LOOPCASE_CONDITIONAL_BREAK:
numIters = 2;
op << " ${FOR_LOOP} { if (i == ${TWO}) break; res = res.yzwx; }\n";
break;
case LOOPCASE_UNCONDITIONAL_BREAK:
numIters = 1;
op << " ${FOR_LOOP} { res = res.yzwx; break; }\n";
break;
case LOOPCASE_PRE_INCREMENT:
op << " for (int i = 0; i < ${ITER_COUNT}; ++i) { res = res.yzwx; }\n";
break;
case LOOPCASE_POST_INCREMENT:
op << " ${FOR_LOOP} { res = res.yzwx; }\n";
break;
case LOOPCASE_MIXED_BREAK_CONTINUE:
numIters = 2;
iterCount = 5;
op << " ${FOR_LOOP} { if (i == 0) continue; else if (i == 3) break; res = res.yzwx; }\n";
break;
case LOOPCASE_VECTOR_COUNTER:
op << " for (${COUNTER_PRECISION} ivec4 i = ivec4(0, 1, ${ITER_COUNT}, 0); i.x < i.z; i.x += i.y) { res = "
"res.yzwx; }\n";
break;
case LOOPCASE_101_ITERATIONS:
numIters = iterCount = 101;
op << " ${FOR_LOOP} res = res.yzwx;\n";
break;
case LOOPCASE_SEQUENCE:
iterCount = 5;
numIters = 5;
op << " ${COUNTER_PRECISION} int i;\n";
op << " for (i = 0; i < ${TWO}; i++) { res = res.yzwx; }\n";
op << " for (; i < ${ITER_COUNT}; i++) { res = res.yzwx; }\n";
break;
case LOOPCASE_NESTED:
numIters = 2 * iterCount;
op << " for (${COUNTER_PRECISION} int i = 0; i < ${TWO}; i++)\n";
op << " {\n";
op << " for (${COUNTER_PRECISION} int j = 0; j < ${ITER_COUNT}; j++)\n";
op << " res = res.yzwx;\n";
op << " }\n";
break;
case LOOPCASE_NESTED_SEQUENCE:
numIters = 3 * iterCount;
op << " for (${COUNTER_PRECISION} int i = 0; i < ${ITER_COUNT}; i++)\n";
op << " {\n";
op << " for (${COUNTER_PRECISION} int j = 0; j < ${TWO}; j++)\n";
op << " res = res.yzwx;\n";
op << " for (${COUNTER_PRECISION} int j = 0; j < ${ONE}; j++)\n";
op << " res = res.yzwx;\n";
op << " }\n";
break;
case LOOPCASE_NESTED_TRICKY_DATAFLOW_1:
numIters = 2;
op << " ${FOR_LOOP}\n";
op << " {\n";
op << " res = coords; // ignore outer loop effect \n";
op << " for (${COUNTER_PRECISION} int j = 0; j < ${TWO}; j++)\n";
op << " res = res.yzwx;\n";
op << " }\n";
break;
case LOOPCASE_NESTED_TRICKY_DATAFLOW_2:
numIters = iterCount;
op << " ${FOR_LOOP}\n";
op << " {\n";
op << " res = coords.wxyz;\n";
op << " for (${COUNTER_PRECISION} int j = 0; j < ${TWO}; j++)\n";
op << " res = res.yzwx;\n";
op << " coords = res;\n";
op << " }\n";
break;
default:
DE_ASSERT(false);
}
if (loopCountType == LOOPCOUNT_CONSTANT)
forLoopStr =
string("for (") + counterPrecisionStr + " int i = 0; i < " + de::toString(iterCount) + "; i++)";
else if (loopCountType == LOOPCOUNT_UNIFORM)
forLoopStr =
string("for (") + counterPrecisionStr + " int i = 0; i < " + getIntUniformName(iterCount) + "; i++)";
else if (loopCountType == LOOPCOUNT_DYNAMIC)
forLoopStr = string("for (") + counterPrecisionStr + " int i = 0; i < one*" + getIntUniformName(iterCount) +
"; i++)";
else
DE_ASSERT(false);
}
else if (loopType == LOOPTYPE_WHILE)
{
switch (loopCase)
{
case LOOPCASE_EMPTY_BODY:
numIters = 0;
op << " ${WHILE_LOOP} {}\n";
break;
case LOOPCASE_INFINITE_WITH_UNCONDITIONAL_BREAK_FIRST:
numIters = 0;
op << " while (true) { break; res = res.yzwx; }\n";
break;
case LOOPCASE_INFINITE_WITH_UNCONDITIONAL_BREAK_LAST:
numIters = 1;
op << " while (true) { res = res.yzwx; break; }\n";
break;
case LOOPCASE_INFINITE_WITH_CONDITIONAL_BREAK:
numIters = 2;
op << " ${COUNTER_PRECISION} int i = 0;\n";
op << " while (true) { res = res.yzwx; if (i == ${ONE}) break; i++; }\n";
break;
case LOOPCASE_SINGLE_STATEMENT:
op << " ${WHILE_LOOP} res = res.yzwx;\n";
break;
case LOOPCASE_COMPOUND_STATEMENT:
iterCount = 2;
numIters = 2 * iterCount;
op << " ${WHILE_LOOP} { res = res.yzwx; res = res.yzwx; }\n";
break;
case LOOPCASE_SEQUENCE_STATEMENT:
iterCount = 2;
numIters = 2 * iterCount;
op << " ${WHILE_LOOP} res = res.yzwx, res = res.yzwx;\n";
break;
case LOOPCASE_NO_ITERATIONS:
iterCount = 0;
numIters = 0;
op << " ${WHILE_LOOP} res = res.yzwx;\n";
break;
case LOOPCASE_SINGLE_ITERATION:
iterCount = 1;
numIters = 1;
op << " ${WHILE_LOOP} res = res.yzwx;\n";
break;
case LOOPCASE_SELECT_ITERATION_COUNT:
op << " ${COUNTER_PRECISION} int i = 0;\n";
op << " while (i < (ub_true ? ${ITER_COUNT} : 0)) { res = res.yzwx; i++; }\n";
break;
case LOOPCASE_CONDITIONAL_CONTINUE:
numIters = iterCount - 1;
op << " ${WHILE_LOOP} { if (i == ${TWO}) continue; res = res.yzwx; }\n";
break;
case LOOPCASE_UNCONDITIONAL_CONTINUE:
op << " ${WHILE_LOOP} { res = res.yzwx; continue; }\n";
break;
case LOOPCASE_ONLY_CONTINUE:
numIters = 0;
op << " ${WHILE_LOOP} { continue; }\n";
break;
case LOOPCASE_DOUBLE_CONTINUE:
numIters = iterCount - 1;
op << " ${WHILE_LOOP} { if (i == ${ONE}) continue; res = res.yzwx; continue; }\n";
break;
case LOOPCASE_CONDITIONAL_BREAK:
numIters = 2;
op << " ${WHILE_LOOP} { if (i == ${THREE}) break; res = res.yzwx; }\n";
break;
case LOOPCASE_UNCONDITIONAL_BREAK:
numIters = 1;
op << " ${WHILE_LOOP} { res = res.yzwx; break; }\n";
break;
case LOOPCASE_PRE_INCREMENT:
numIters = iterCount - 1;
op << " ${COUNTER_PRECISION} int i = 0;\n";
op << " while (++i < ${ITER_COUNT}) { res = res.yzwx; }\n";
break;
case LOOPCASE_POST_INCREMENT:
op << " ${COUNTER_PRECISION} int i = 0;\n";
op << " while (i++ < ${ITER_COUNT}) { res = res.yzwx; }\n";
break;
case LOOPCASE_MIXED_BREAK_CONTINUE:
numIters = 2;
iterCount = 5;
op << " ${WHILE_LOOP} { if (i == 0) continue; else if (i == 3) break; res = res.yzwx; }\n";
break;
case LOOPCASE_VECTOR_COUNTER:
op << " ${COUNTER_PRECISION} ivec4 i = ivec4(0, 1, ${ITER_COUNT}, 0);\n";
op << " while (i.x < i.z) { res = res.yzwx; i.x += i.y; }\n";
break;
case LOOPCASE_101_ITERATIONS:
numIters = iterCount = 101;
op << " ${WHILE_LOOP} res = res.yzwx;\n";
break;
case LOOPCASE_SEQUENCE:
iterCount = 6;
numIters = iterCount - 1;
op << " ${COUNTER_PRECISION} int i = 0;\n";
op << " while (i++ < ${TWO}) { res = res.yzwx; }\n";
op << " while (i++ < ${ITER_COUNT}) { res = res.yzwx; }\n"; // \note skips one iteration
break;
case LOOPCASE_NESTED:
numIters = 2 * iterCount;
op << " ${COUNTER_PRECISION} int i = 0;\n";
op << " while (i++ < ${TWO})\n";
op << " {\n";
op << " ${COUNTER_PRECISION} int j = 0;\n";
op << " while (j++ < ${ITER_COUNT})\n";
op << " res = res.yzwx;\n";
op << " }\n";
break;
case LOOPCASE_NESTED_SEQUENCE:
numIters = 2 * iterCount;
op << " ${COUNTER_PRECISION} int i = 0;\n";
op << " while (i++ < ${ITER_COUNT})\n";
op << " {\n";
op << " ${COUNTER_PRECISION} int j = 0;\n";
op << " while (j++ < ${ONE})\n";
op << " res = res.yzwx;\n";
op << " while (j++ < ${THREE})\n"; // \note skips one iteration
op << " res = res.yzwx;\n";
op << " }\n";
break;
case LOOPCASE_NESTED_TRICKY_DATAFLOW_1:
numIters = 2;
op << " ${WHILE_LOOP}\n";
op << " {\n";
op << " res = coords; // ignore outer loop effect \n";
op << " ${COUNTER_PRECISION} int j = 0;\n";
op << " while (j++ < ${TWO})\n";
op << " res = res.yzwx;\n";
op << " }\n";
break;
case LOOPCASE_NESTED_TRICKY_DATAFLOW_2:
numIters = iterCount;
op << " ${WHILE_LOOP}\n";
op << " {\n";
op << " res = coords.wxyz;\n";
op << " ${COUNTER_PRECISION} int j = 0;\n";
op << " while (j++ < ${TWO})\n";
op << " res = res.yzwx;\n";
op << " coords = res;\n";
op << " }\n";
break;
default:
DE_ASSERT(false);
}
if (loopCountType == LOOPCOUNT_CONSTANT)
whileLoopStr =
string("\t") + counterPrecisionStr + " int i = 0;\n" + " while(i++ < " + de::toString(iterCount) + ")";
else if (loopCountType == LOOPCOUNT_UNIFORM)
whileLoopStr = string("\t") + counterPrecisionStr + " int i = 0;\n" + " while(i++ < " +
getIntUniformName(iterCount) + ")";
else if (loopCountType == LOOPCOUNT_DYNAMIC)
whileLoopStr = string("\t") + counterPrecisionStr + " int i = 0;\n" + " while(i++ < one*" +
getIntUniformName(iterCount) + ")";
else
DE_ASSERT(false);
}
else
{
DE_ASSERT(loopType == LOOPTYPE_DO_WHILE);
switch (loopCase)
{
case LOOPCASE_EMPTY_BODY:
numIters = 0;
op << " ${DO_WHILE_PRE} {} ${DO_WHILE_POST}\n";
break;
case LOOPCASE_INFINITE_WITH_UNCONDITIONAL_BREAK_FIRST:
numIters = 0;
op << " do { break; res = res.yzwx; } while (true);\n";
break;
case LOOPCASE_INFINITE_WITH_UNCONDITIONAL_BREAK_LAST:
numIters = 1;
op << " do { res = res.yzwx; break; } while (true);\n";
break;
case LOOPCASE_INFINITE_WITH_CONDITIONAL_BREAK:
numIters = 2;
op << " ${COUNTER_PRECISION} int i = 0;\n";
op << " do { res = res.yzwx; if (i == ${ONE}) break; i++; } while (true);\n";
break;
case LOOPCASE_SINGLE_STATEMENT:
op << " ${DO_WHILE_PRE} res = res.yzwx; ${DO_WHILE_POST}\n";
break;
case LOOPCASE_COMPOUND_STATEMENT:
iterCount = 2;
numIters = 2 * iterCount;
op << " ${DO_WHILE_PRE} { res = res.yzwx; res = res.yzwx; } ${DO_WHILE_POST}\n";
break;
case LOOPCASE_SEQUENCE_STATEMENT:
iterCount = 2;
numIters = 2 * iterCount;
op << " ${DO_WHILE_PRE} res = res.yzwx, res = res.yzwx; ${DO_WHILE_POST}\n";
break;
case LOOPCASE_NO_ITERATIONS:
DE_ASSERT(false);
break;
case LOOPCASE_SINGLE_ITERATION:
iterCount = 1;
numIters = 1;
op << " ${DO_WHILE_PRE} res = res.yzwx; ${DO_WHILE_POST}\n";
break;
case LOOPCASE_SELECT_ITERATION_COUNT:
op << " ${COUNTER_PRECISION} int i = 0;\n";
op << " do { res = res.yzwx; } while (++i < (ub_true ? ${ITER_COUNT} : 0));\n";
break;
case LOOPCASE_CONDITIONAL_CONTINUE:
numIters = iterCount - 1;
op << " ${DO_WHILE_PRE} { if (i == ${TWO}) continue; res = res.yzwx; } ${DO_WHILE_POST}\n";
break;
case LOOPCASE_UNCONDITIONAL_CONTINUE:
op << " ${DO_WHILE_PRE} { res = res.yzwx; continue; } ${DO_WHILE_POST}\n";
break;
case LOOPCASE_ONLY_CONTINUE:
numIters = 0;
op << " ${DO_WHILE_PRE} { continue; } ${DO_WHILE_POST}\n";
break;
case LOOPCASE_DOUBLE_CONTINUE:
numIters = iterCount - 1;
op << " ${DO_WHILE_PRE} { if (i == ${TWO}) continue; res = res.yzwx; continue; } ${DO_WHILE_POST}\n";
break;
case LOOPCASE_CONDITIONAL_BREAK:
numIters = 2;
op << " ${DO_WHILE_PRE} { res = res.yzwx; if (i == ${ONE}) break; } ${DO_WHILE_POST}\n";
break;
case LOOPCASE_UNCONDITIONAL_BREAK:
numIters = 1;
op << " ${DO_WHILE_PRE} { res = res.yzwx; break; } ${DO_WHILE_POST}\n";
break;
case LOOPCASE_PRE_INCREMENT:
op << " ${COUNTER_PRECISION} int i = 0;\n";
op << " do { res = res.yzwx; } while (++i < ${ITER_COUNT});\n";
break;
case LOOPCASE_POST_INCREMENT:
numIters = iterCount + 1;
op << " ${COUNTER_PRECISION} int i = 0;\n";
op << " do { res = res.yzwx; } while (i++ < ${ITER_COUNT});\n";
break;
case LOOPCASE_MIXED_BREAK_CONTINUE:
numIters = 2;
iterCount = 5;
op << " ${DO_WHILE_PRE} { if (i == 0) continue; else if (i == 3) break; res = res.yzwx; } "
"${DO_WHILE_POST}\n";
break;
case LOOPCASE_VECTOR_COUNTER:
op << " ${COUNTER_PRECISION} ivec4 i = ivec4(0, 1, ${ITER_COUNT}, 0);\n";
op << " do { res = res.yzwx; } while ((i.x += i.y) < i.z);\n";
break;
case LOOPCASE_101_ITERATIONS:
numIters = iterCount = 101;
op << " ${DO_WHILE_PRE} res = res.yzwx; ${DO_WHILE_POST}\n";
break;
case LOOPCASE_SEQUENCE:
iterCount = 5;
numIters = 5;
op << " ${COUNTER_PRECISION} int i = 0;\n";
op << " do { res = res.yzwx; } while (++i < ${TWO});\n";
op << " do { res = res.yzwx; } while (++i < ${ITER_COUNT});\n";
break;
case LOOPCASE_NESTED:
numIters = 2 * iterCount;
op << " ${COUNTER_PRECISION} int i = 0;\n";
op << " do\n";
op << " {\n";
op << " ${COUNTER_PRECISION} int j = 0;\n";
op << " do\n";
op << " res = res.yzwx;\n";
op << " while (++j < ${ITER_COUNT});\n";
op << " } while (++i < ${TWO});\n";
break;
case LOOPCASE_NESTED_SEQUENCE:
numIters = 3 * iterCount;
op << " ${COUNTER_PRECISION} int i = 0;\n";
op << " do\n";
op << " {\n";
op << " ${COUNTER_PRECISION} int j = 0;\n";
op << " do\n";
op << " res = res.yzwx;\n";
op << " while (++j < ${TWO});\n";
op << " do\n";
op << " res = res.yzwx;\n";
op << " while (++j < ${THREE});\n";
op << " } while (++i < ${ITER_COUNT});\n";
break;
case LOOPCASE_NESTED_TRICKY_DATAFLOW_1:
numIters = 2;
op << " ${DO_WHILE_PRE}\n";
op << " {\n";
op << " res = coords; // ignore outer loop effect \n";
op << " ${COUNTER_PRECISION} int j = 0;\n";
op << " do\n";
op << " res = res.yzwx;\n";
op << " while (++j < ${TWO});\n";
op << " } ${DO_WHILE_POST}\n";
break;
case LOOPCASE_NESTED_TRICKY_DATAFLOW_2:
numIters = iterCount;
op << " ${DO_WHILE_PRE}\n";
op << " {\n";
op << " res = coords.wxyz;\n";
op << " ${COUNTER_PRECISION} int j = 0;\n";
op << " while (j++ < ${TWO})\n";
op << " res = res.yzwx;\n";
op << " coords = res;\n";
op << " } ${DO_WHILE_POST}\n";
break;
default:
DE_ASSERT(false);
}
doWhileLoopPreStr = string("\t") + counterPrecisionStr + " int i = 0;\n" + "\tdo ";
if (loopCountType == LOOPCOUNT_CONSTANT)
doWhileLoopPostStr = string(" while (++i < ") + de::toString(iterCount) + ");\n";
else if (loopCountType == LOOPCOUNT_UNIFORM)
doWhileLoopPostStr = string(" while (++i < ") + getIntUniformName(iterCount) + ");\n";
else if (loopCountType == LOOPCOUNT_DYNAMIC)
doWhileLoopPostStr = string(" while (++i < one*") + getIntUniformName(iterCount) + ");\n";
else
DE_ASSERT(false);
}
// Shader footers.
if (isVertexCase)
{
vtx << " v_color = res.rgb;\n";
frag << " o_color = vec4(v_color.rgb, 1.0);\n";
}
else
{
vtx << " v_coords = a_coords;\n";
frag << " o_color = vec4(res.rgb, 1.0);\n";
if (loopCountType == LOOPCOUNT_DYNAMIC)
vtx << " v_one = a_one;\n";
}
vtx << "}\n";
frag << "}\n";
// Constants.
string oneStr;
string twoStr;
string threeStr;
string iterCountStr;
if (loopCountType == LOOPCOUNT_CONSTANT)
{
oneStr = "1";
twoStr = "2";
threeStr = "3";
iterCountStr = de::toString(iterCount);
}
else if (loopCountType == LOOPCOUNT_UNIFORM)
{
oneStr = "ui_one";
twoStr = "ui_two";
threeStr = "ui_three";
iterCountStr = getIntUniformName(iterCount);
}
else if (loopCountType == LOOPCOUNT_DYNAMIC)
{
oneStr = "one*ui_one";
twoStr = "one*ui_two";
threeStr = "one*ui_three";
iterCountStr = string("one*") + getIntUniformName(iterCount);
}
else
DE_ASSERT(false);
// Fill in shader templates.
map<string, string> params;
params.insert(pair<string, string>("PRECISION", "mediump"));
params.insert(pair<string, string>("ITER_COUNT", iterCountStr));
params.insert(pair<string, string>("COUNTER_PRECISION", counterPrecisionStr));
params.insert(pair<string, string>("FOR_LOOP", forLoopStr));
params.insert(pair<string, string>("WHILE_LOOP", whileLoopStr));
params.insert(pair<string, string>("DO_WHILE_PRE", doWhileLoopPreStr));
params.insert(pair<string, string>("DO_WHILE_POST", doWhileLoopPostStr));
params.insert(pair<string, string>("ONE", oneStr));
params.insert(pair<string, string>("TWO", twoStr));
params.insert(pair<string, string>("THREE", threeStr));
StringTemplate vertTemplate(vtx.str().c_str());
StringTemplate fragTemplate(frag.str().c_str());
string vertexShaderSource = vertTemplate.specialize(params);
string fragmentShaderSource = fragTemplate.specialize(params);
// Create the case.
ShaderEvalFunc evalFunc = getLoopEvalFunc(numIters);
return new ShaderLoopCase(context, caseName, description, isVertexCase, evalFunc, vertexShaderSource.c_str(),
fragmentShaderSource.c_str());
}
// ShaderLoopTests.
ShaderLoopTests::ShaderLoopTests(Context& context, glu::GLSLVersion glslVersion)
: TestCaseGroup(context, "loops", "Loop Tests"), m_glslVersion(glslVersion)
{
}
ShaderLoopTests::~ShaderLoopTests(void)
{
}
void ShaderLoopTests::init(void)
{
// Loop cases.
static const DataType s_countDataType[] = { TYPE_INT, TYPE_FLOAT };
static const ShaderType s_shaderTypes[] = { SHADERTYPE_VERTEX, SHADERTYPE_FRAGMENT };
for (int loopType = 0; loopType < LOOPTYPE_LAST; loopType++)
{
const char* loopTypeName = getLoopTypeName((LoopType)loopType);
for (int loopCountType = 0; loopCountType < LOOPCOUNT_LAST; loopCountType++)
{
const char* loopCountName = getLoopCountTypeName((LoopCountType)loopCountType);
string groupName = string(loopTypeName) + "_" + string(loopCountName) + "_iterations";
string groupDesc = string("Loop tests with ") + loopCountName + " loop counter.";
TestCaseGroup* group = new TestCaseGroup(m_context, groupName.c_str(), groupDesc.c_str());
addChild(group);
// Generic cases.
for (int precision = 0; precision < PRECISION_LAST; precision++)
{
const char* precisionName = getPrecisionName((Precision)precision);
for (int dataTypeNdx = 0; dataTypeNdx < DE_LENGTH_OF_ARRAY(s_countDataType); dataTypeNdx++)
{
DataType loopDataType = s_countDataType[dataTypeNdx];
const char* dataTypeName = getDataTypeName(loopDataType);
if (precision == PRECISION_LOWP && loopDataType == TYPE_FLOAT)
continue;
for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++)
{
ShaderType shaderType = s_shaderTypes[shaderTypeNdx];
const char* shaderTypeName = getShaderTypeName((ShaderType)shaderType);
bool isVertexCase = (shaderType == SHADERTYPE_VERTEX);
string name = string("basic_") + precisionName + "_" + dataTypeName + "_" + shaderTypeName;
string desc = string(loopTypeName) + " loop with " + precisionName + dataTypeName + " " +
loopCountName + " iteration count in " + shaderTypeName + " shader.";
group->addChild(createGenericLoopCase(
m_context, m_glslVersion, name.c_str(), desc.c_str(), isVertexCase, (LoopType)loopType,
(LoopCountType)loopCountType, (Precision)precision, loopDataType));
}
}
}
// Special cases.
for (int loopCase = 0; loopCase < LOOPCASE_LAST; loopCase++)
{
const char* loopCaseName = getLoopCaseName((LoopCase)loopCase);
// no-iterations not possible with do-while.
if ((loopCase == LOOPCASE_NO_ITERATIONS) && (loopType == LOOPTYPE_DO_WHILE))
continue;
for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++)
{
ShaderType shaderType = s_shaderTypes[shaderTypeNdx];
const char* shaderTypeName = getShaderTypeName((ShaderType)shaderType);
bool isVertexCase = (shaderType == SHADERTYPE_VERTEX);
string name = string(loopCaseName) + "_" + shaderTypeName;
string desc = string(loopCaseName) + " loop with " + loopTypeName + " iteration count in " +
shaderTypeName + " shader.";
group->addChild(createSpecialLoopCase(m_context, m_glslVersion, name.c_str(), desc.c_str(),
isVertexCase, (LoopCase)loopCase, (LoopType)loopType,
(LoopCountType)loopCountType));
}
}
}
}
}
} // deqp