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/*-------------------------------------------------------------------------
* OpenGL Conformance Test Suite
* -----------------------------
*
* 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
*/ /*-------------------------------------------------------------------*/
/**
*/ /*!
* \file gl4cSparseTextureClampTests.cpp
* \brief Conformance tests for the GL_ARB_sparse_texture2 functionality.
*/ /*-------------------------------------------------------------------*/
#include "gl4cSparseTextureClampTests.hpp"
#include "deStringUtil.hpp"
#include "gl4cSparseTexture2Tests.hpp"
#include "gl4cSparseTextureTests.hpp"
#include "gluContextInfo.hpp"
#include "gluDefs.hpp"
#include "glwEnums.hpp"
#include "glwFunctions.hpp"
#include "tcuImageIO.hpp"
#include "tcuTestLog.hpp"
#include <cmath>
#include <string.h>
#include <vector>
using namespace glw;
using namespace glu;
namespace gl4cts
{
const char* stc_compute_textureFill = "#version 430 core\n"
"\n"
"layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;\n"
"\n"
"layout (location = 1) writeonly uniform highp <INPUT_TYPE> uni_image;\n"
"\n"
"void main()\n"
"{\n"
" <POINT_TYPE> point = <POINT_TYPE>(<POINT_DEF>);\n"
" memoryBarrier();\n"
" <RETURN_TYPE> color = <RETURN_TYPE><RESULT_EXPECTED>;\n"
" imageStore(uni_image, point<SAMPLE_DEF>, color);\n"
"}\n";
const char* stc_vertex_common = "#version 450\n"
"\n"
"in vec3 vertex;\n"
"in <COORD_TYPE> inCoord;\n"
"out <COORD_TYPE> texCoord;\n"
"\n"
"void main()\n"
"{\n"
" texCoord = inCoord;\n"
" gl_Position = vec4(vertex, 1);\n"
"}\n";
const char* stc_fragment_lookupResidency = "#version 450 core\n"
"\n"
"#extension GL_ARB_sparse_texture2 : enable\n"
"#extension GL_ARB_sparse_texture_clamp : enable\n"
"\n"
"in <COORD_TYPE> texCoord;\n"
"out vec4 fragColor;\n"
"\n"
"layout (location = 1<FORMAT_DEF>) uniform <INPUT_TYPE> uni_in;\n"
"layout (location = 2) uniform int widthCommitted;\n"
"\n"
"void main()\n"
"{\n"
" <COORD_TYPE> coord = texCoord;\n"
" <ICOORD_TYPE> texSize = <ICOORD_TYPE>(<SIZE_DEF>);\n"
" <POINT_TYPE> point = <POINT_TYPE>(coord * texSize);\n"
" <RETURN_TYPE> retValue,\n"
" expValue,\n"
" epsilon;\n"
" retValue = <RETURN_TYPE>(0);\n"
" expValue = <RETURN_TYPE><RESULT_EXPECTED>;\n"
" epsilon = <RETURN_TYPE>(<EPSILON>);\n"
"\n"
"<CUBE_MAP_COORD_DEF>\n"
"<OFFSET_ARRAY_DEF>\n"
"\n"
" ivec2 corner1 = ivec2(1, 1);\n"
" ivec2 corner2 = ivec2(texSize.x - 1, texSize.y - 1);\n"
"\n"
" int code = <FUNCTION>(uni_in,\n"
" <POINT_COORD><SAMPLE_DEF><ARGUMENTS>,\n"
" retValue<COMPONENT_DEF>);\n"
"\n"
" fragColor = vec4(1);\n"
"\n"
" if (point.x > corner1.x && point.y > corner1.y &&\n"
" point.x < corner2.x && point.y < corner2.y &&\n"
" point.x < widthCommitted - 1)\n"
" {\n"
" if (!sparseTexelsResidentARB(code) ||\n"
" any(greaterThan(retValue, expValue + epsilon)) ||\n"
" any(lessThan(retValue, expValue - epsilon)))\n"
" {\n"
" fragColor = vec4(0);\n"
" }\n"
" }\n"
"\n"
" if (point.x > corner1.x && point.y > corner1.y &&\n"
" point.x < corner2.x && point.y < corner2.y &&\n"
" point.x >= widthCommitted + 1)\n"
" {\n"
" if (sparseTexelsResidentARB(code))\n"
" {\n"
" fragColor = vec4(0);\n"
" }\n"
" }\n"
"}\n";
const char* stc_fragment_lookupColor = "#version 450 core\n"
"\n"
"#extension GL_ARB_sparse_texture2 : enable\n"
"#extension GL_ARB_sparse_texture_clamp : enable\n"
"\n"
"in <COORD_TYPE> texCoord;\n"
"out vec4 fragColor;\n"
"\n"
"layout (location = 1<FORMAT_DEF>) uniform <INPUT_TYPE> uni_in;\n"
"\n"
"void main()\n"
"{\n"
" <COORD_TYPE> coord = texCoord;\n"
" <ICOORD_TYPE> texSize = <ICOORD_TYPE>(<SIZE_DEF>);\n"
" <POINT_TYPE> point = <POINT_TYPE>(coord * texSize);\n"
" <RETURN_TYPE> retValue,\n"
" expValue,\n"
" epsilon;\n"
" retValue = <RETURN_TYPE>(0);\n"
" expValue = <RETURN_TYPE><RESULT_EXPECTED>;\n"
" epsilon = <RETURN_TYPE>(<EPSILON>);\n"
"\n"
"<CUBE_MAP_COORD_DEF>\n"
"<OFFSET_ARRAY_DEF>\n"
"\n"
"<FUNCTION_DEF>\n"
"\n"
" fragColor = vec4(1);\n"
"\n"
" if (any(greaterThan(retValue, expValue + epsilon)) ||\n"
" any(lessThan(retValue, expValue - epsilon)))\n"
" {\n"
" fragColor = vec4(0);\n"
" }\n"
"}\n";
/** Constructor.
*
* @param context Rendering context
*/
SparseTextureClampLookupResidencyTestCase::SparseTextureClampLookupResidencyTestCase(deqp::Context& context)
: SparseTexture2LookupTestCase(
context, "SparseTextureClampLookupResidency",
"Verifies if sparse texture clamp lookup functions generates access residency information")
{
/* Left blank intentionally */
}
/** Constructor.
*
* @param context Rendering context
*/
SparseTextureClampLookupResidencyTestCase::SparseTextureClampLookupResidencyTestCase(deqp::Context& context,
const char* name,
const char* description)
: SparseTexture2LookupTestCase(context, name, description)
{
/* Left blank intentionally */
}
/** Stub init method */
void SparseTextureClampLookupResidencyTestCase::init()
{
SparseTextureCommitmentTestCase::init();
mSupportedInternalFormats.push_back(GL_DEPTH_COMPONENT16);
FunctionToken f;
f = FunctionToken("sparseTextureClampARB", "<CUBE_REFZ_DEF>, <LOD>");
f.allowedTargets.insert(GL_TEXTURE_2D);
f.allowedTargets.insert(GL_TEXTURE_2D_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_CUBE_MAP);
f.allowedTargets.insert(GL_TEXTURE_CUBE_MAP_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_3D);
mFunctions.push_back(f);
f = FunctionToken("sparseTextureOffsetClampARB", ", <OFFSET_TYPE><OFFSET_DIM>(0), <LOD>");
f.allowedTargets.insert(GL_TEXTURE_2D);
f.allowedTargets.insert(GL_TEXTURE_2D_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_3D);
mFunctions.push_back(f);
f = FunctionToken("sparseTextureGradClampARB",
", <NOFFSET_TYPE><OFFSET_DIM>(0), <NOFFSET_TYPE><OFFSET_DIM>(0), <LOD>");
f.allowedTargets.insert(GL_TEXTURE_2D);
f.allowedTargets.insert(GL_TEXTURE_2D_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_CUBE_MAP);
f.allowedTargets.insert(GL_TEXTURE_CUBE_MAP_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_3D);
mFunctions.push_back(f);
f = FunctionToken(
"sparseTextureGradOffsetClampARB",
", <NOFFSET_TYPE><OFFSET_DIM>(0), <NOFFSET_TYPE><OFFSET_DIM>(0), <OFFSET_TYPE><OFFSET_DIM>(0), <LOD>");
f.allowedTargets.insert(GL_TEXTURE_2D);
f.allowedTargets.insert(GL_TEXTURE_2D_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_3D);
mFunctions.push_back(f);
}
/** Executes test iteration.
*
* @return Returns STOP when test has finished executing, CONTINUE if more iterations are needed.
*/
tcu::TestNode::IterateResult SparseTextureClampLookupResidencyTestCase::iterate()
{
if (!m_context.getContextInfo().isExtensionSupported("GL_ARB_sparse_texture_clamp"))
{
m_testCtx.setTestResult(QP_TEST_RESULT_NOT_SUPPORTED, "Not Supported");
return STOP;
}
return SparseTexture2LookupTestCase::iterate();
}
/** Check if specific lookup function is allowed for specific target and format
*
* @param target Target for which texture is binded
* @param format Texture internal format
* @param funcToken Texture lookup function structure
*
* @return Returns true if target/format combination is allowed, false otherwise.
*/
bool SparseTextureClampLookupResidencyTestCase::funcAllowed(GLint target, GLint format, FunctionToken& funcToken)
{
if (funcToken.allowedTargets.find(target) == funcToken.allowedTargets.end())
return false;
if (format == GL_DEPTH_COMPONENT16)
{
if (target == GL_TEXTURE_CUBE_MAP_ARRAY &&
(funcToken.name == "sparseTextureGradClampARB" || funcToken.name == "textureGradClampARB"))
return false;
}
return true;
}
/** Verify if data stored in texture is as expected
*
* @param gl GL API functions
* @param target Target for which texture is binded
* @param format Texture internal format
* @param texture Texture object
* @param level Texture mipmap level
* @param funcToken Lookup function tokenize structure
*
* @return Returns true if data is as expected, false if not, throws an exception if error occurred.
*/
bool SparseTextureClampLookupResidencyTestCase::verifyLookupTextureData(const Functions& gl, GLint target, GLint format,
GLuint& texture, GLint level,
FunctionToken& funcToken)
{
mLog << "Verify Lookup Residency Texture Data [function: " << funcToken.name << ", level: " << level << "] - ";
if (level > mState.levels - 1)
TCU_FAIL("Invalid level");
GLint width;
GLint height;
GLint depth;
SparseTextureUtils::getTextureLevelSize(target, mState, level, width, height, depth);
//Committed region is limited to 1/2 of width
GLint widthCommitted = width / 2;
if (widthCommitted == 0 || height == 0 || depth < mState.minDepth)
return true;
bool result = true;
if (target == GL_TEXTURE_CUBE_MAP)
depth = depth * 6;
GLint texSize = width * height;
std::vector<GLubyte> vecExpData;
std::vector<GLubyte> vecOutData;
vecExpData.resize(texSize);
vecOutData.resize(texSize);
GLubyte* exp_data = vecExpData.data();
GLubyte* out_data = vecOutData.data();
// Expected data is 255 because
deMemset(exp_data, 255, texSize);
// Create verifying texture
GLint verifyTarget = GL_TEXTURE_2D;
GLuint verifyTexture;
Texture::Generate(gl, verifyTexture);
Texture::Bind(gl, verifyTexture, verifyTarget);
Texture::Storage(gl, verifyTarget, 1, GL_R8, width, height, depth);
GLU_EXPECT_NO_ERROR(gl.getError(), "Texture::Storage");
GLuint fbo;
gl.genFramebuffers(1, &fbo);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGenFramebuffers");
gl.bindFramebuffer(GL_FRAMEBUFFER, fbo);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindFramebuffer");
gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, verifyTarget, verifyTexture, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glFramebufferTexture2D");
gl.viewport(0, 0, width, height);
for (int sample = 0; sample < mState.samples; ++sample)
{
std::string vertex = stc_vertex_common;
std::string fragment = stc_fragment_lookupResidency;
// Make token copy to work on
FunctionToken f = funcToken;
// Adjust shader source to texture format
TokenStringsExt s = createLookupShaderTokens(target, format, level, sample, f);
replaceToken("<COORD_TYPE>", s.coordType.c_str(), vertex);
replaceToken("<FUNCTION>", f.name.c_str(), fragment);
replaceToken("<ARGUMENTS>", f.arguments.c_str(), fragment);
replaceToken("<OUTPUT_TYPE>", s.outputType.c_str(), fragment);
replaceToken("<INPUT_TYPE>", s.inputType.c_str(), fragment);
replaceToken("<SIZE_DEF>", s.sizeDef.c_str(), fragment);
replaceToken("<LOD>", s.lod.c_str(), fragment);
replaceToken("<LOD_DEF>", s.lodDef.c_str(), fragment);
replaceToken("<COORD_TYPE>", s.coordType.c_str(), fragment);
replaceToken("<ICOORD_TYPE>", s.iCoordType.c_str(), fragment);
replaceToken("<COORD_DEF>", s.coordDef.c_str(), fragment);
replaceToken("<POINT_TYPE>", s.pointType.c_str(), fragment);
replaceToken("<POINT_DEF>", s.pointDef.c_str(), fragment);
replaceToken("<RETURN_TYPE>", s.returnType.c_str(), fragment);
replaceToken("<RESULT_EXPECTED>", s.resultExpected.c_str(), fragment);
replaceToken("<EPSILON>", s.epsilon.c_str(), fragment);
replaceToken("<SAMPLE_DEF>", s.sampleDef.c_str(), fragment);
replaceToken("<REFZ_DEF>", s.refZDef.c_str(), fragment);
replaceToken("<CUBE_REFZ_DEF>", s.cubeMapArrayRefZDef.c_str(), fragment);
replaceToken("<POINT_COORD>", s.pointCoord.c_str(), fragment);
replaceToken("<COMPONENT_DEF>", s.componentDef.c_str(), fragment);
replaceToken("<CUBE_MAP_COORD_DEF>", s.cubeMapCoordDef.c_str(), fragment);
replaceToken("<OFFSET_ARRAY_DEF>", s.offsetArrayDef.c_str(), fragment);
replaceToken("<FORMAT_DEF>", s.formatDef.c_str(), fragment);
replaceToken("<OFFSET_TYPE>", s.offsetType.c_str(), fragment);
replaceToken("<NOFFSET_TYPE>", s.nOffsetType.c_str(), fragment);
replaceToken("<OFFSET_DIM>", s.offsetDim.c_str(), fragment);
replaceToken("<TEX_WIDTH>", de::toString(width).c_str(), fragment);
replaceToken("<TEX_HEIGHT>", de::toString(height).c_str(), fragment);
replaceToken("<TEX_DEPTH>", de::toString(depth).c_str(), fragment);
ProgramSources sources = makeVtxFragSources(vertex.c_str(), fragment.c_str());
// Build and run shader
ShaderProgram program(m_context.getRenderContext(), sources);
if (program.isOk())
{
for (GLint z = 0; z < depth; ++z)
{
deMemset(out_data, 0, texSize);
Texture::Bind(gl, verifyTexture, verifyTarget);
Texture::SubImage(gl, verifyTarget, 0, 0, 0, 0, width, height, 0, GL_RED, GL_UNSIGNED_BYTE,
(GLvoid*)out_data);
GLU_EXPECT_NO_ERROR(gl.getError(), "Texture::SubImage");
// Use shader
gl.useProgram(program.getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram");
// Pass input sampler/image to shader
gl.activeTexture(GL_TEXTURE0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glActiveTexture");
gl.uniform1i(1, 0 /* sampler_unit */);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i");
// Pass committed region width to shader
gl.uniform1i(2, widthCommitted /* committed region width */);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i");
gl.bindTexture(target, texture);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture");
gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
draw(target, z, program);
Texture::Bind(gl, verifyTexture, verifyTarget);
Texture::GetData(gl, 0, verifyTarget, GL_RED, GL_UNSIGNED_BYTE, (GLvoid*)out_data);
GLU_EXPECT_NO_ERROR(gl.getError(), "Texture::GetData");
//Verify only committed region
for (GLint y = 0; y < height; ++y)
for (GLint x = 0; x < width; ++x)
{
GLubyte* dataRegion = exp_data + x + y * width;
GLubyte* outDataRegion = out_data + x + y * width;
if (dataRegion[0] != outDataRegion[0])
result = false;
}
}
}
else
{
mLog << "Shader compilation failed (lookup residency) for target: " << target << ", format: " << format
<< ", vertexInfoLog: " << program.getShaderInfo(SHADERTYPE_VERTEX).infoLog
<< ", fragmentInfoLog: " << program.getShaderInfo(SHADERTYPE_FRAGMENT).infoLog
<< ", programInfoLog: " << program.getProgramInfo().infoLog << ", fragmentSource: " << fragment.c_str()
<< " - ";
result = false;
}
}
gl.bindFramebuffer(GL_FRAMEBUFFER, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindFramebuffer");
gl.deleteFramebuffers(1, &fbo);
GLU_EXPECT_NO_ERROR(gl.getError(), "glDeleteFramebuffers");
Texture::Delete(gl, verifyTexture);
return result;
}
void SparseTextureClampLookupResidencyTestCase::draw(GLint target, GLint layer, const ShaderProgram& program)
{
const GLfloat texCoord1D[] = { 0.0f, 1.0f, 0.0f, 1.0f };
const GLfloat texCoord2D[] = {
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
};
const GLfloat texCoord3D[] = { 0.0f, 0.0f, 0.5f, 1.0f, 0.0f, 0.5f, 0.0f, 1.0f, 0.5f, 1.0f, 1.0f, 0.5f };
const GLfloat texCoordCubeMap[6][12] = {
{ 0.0f, 0.0f, 0.00f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f },
{ 0.0f, 0.0f, 0.17f, 1.0f, 0.0f, 0.17f, 0.0f, 1.0f, 0.17f, 1.0f, 1.0f, 0.17f },
{ 0.0f, 0.0f, 0.33f, 1.0f, 0.0f, 0.33f, 0.0f, 1.0f, 0.33f, 1.0f, 1.0f, 0.33f },
{ 0.0f, 0.0f, 0.5f, 1.0f, 0.0f, 0.5f, 0.0f, 1.0f, 0.5f, 1.0f, 1.0f, 0.5f },
{ 0.0f, 0.0f, 0.67f, 1.0f, 0.0f, 0.67f, 0.0f, 1.0f, 0.67f, 1.0f, 1.0f, 0.67f },
{ 0.0f, 0.0f, 0.83f, 1.0f, 0.0f, 0.83f, 0.0f, 1.0f, 0.83f, 1.0f, 1.0f, 0.83f }
};
// The fragment shader uses (z * 6) % 6 to calculate a cube face index.
GLfloat cubeMapArrayZCoord = GLfloat(layer) / 6.0f + 0.01f;
// The fragment shader does not modify w for layer selection.
GLfloat cubeMapArrayWCoord = GLfloat(layer / 6); // Note: integer division
const GLfloat texCoordCubeMapArray[16] = { 0.0f, 0.0f, cubeMapArrayZCoord, cubeMapArrayWCoord,
1.0f, 0.0f, cubeMapArrayZCoord, cubeMapArrayWCoord,
0.0f, 1.0f, cubeMapArrayZCoord, cubeMapArrayWCoord,
1.0f, 1.0f, cubeMapArrayZCoord, cubeMapArrayWCoord };
const GLfloat vertices[] = {
-1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f,
};
const GLuint indices[] = { 0, 1, 2, 1, 2, 3 };
VertexArrayBinding floatCoord;
if (target == GL_TEXTURE_1D || target == GL_TEXTURE_1D_ARRAY)
floatCoord = glu::va::Float("inCoord", 1, 4, 0, texCoord1D);
else if (target == GL_TEXTURE_3D)
floatCoord = glu::va::Float("inCoord", 3, 4, 0, texCoord3D);
else if (target == GL_TEXTURE_CUBE_MAP)
floatCoord = glu::va::Float("inCoord", 3, 4, 0, texCoordCubeMap[layer]);
else if (target == GL_TEXTURE_CUBE_MAP_ARRAY)
floatCoord = glu::va::Float("inCoord", 4, 4, 0, texCoordCubeMapArray);
else
floatCoord = glu::va::Float("inCoord", 2, 4, 0, texCoord2D);
glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("vertex", 3, 4, 0, vertices), floatCoord };
glu::draw(m_context.getRenderContext(), program.getProgram(), DE_LENGTH_OF_ARRAY(vertexArrays), vertexArrays,
glu::pr::TriangleStrip(DE_LENGTH_OF_ARRAY(indices), indices));
}
/** Constructor.
*
* @param context Rendering context
*/
SparseTextureClampLookupColorTestCase::SparseTextureClampLookupColorTestCase(deqp::Context& context)
: SparseTextureClampLookupResidencyTestCase(
context, "SparseTextureClampLookupColor",
"Verifies if sparse and non-sparse texture clamp lookup functions works as expected")
{
/* Left blank intentionally */
}
/** Stub init method */
void SparseTextureClampLookupColorTestCase::init()
{
SparseTextureCommitmentTestCase::init();
mSupportedTargets.push_back(GL_TEXTURE_1D);
mSupportedTargets.push_back(GL_TEXTURE_1D_ARRAY);
mSupportedInternalFormats.push_back(GL_DEPTH_COMPONENT16);
FunctionToken f;
f = FunctionToken("sparseTextureClampARB", "<CUBE_REFZ_DEF>, <LOD>");
f.allowedTargets.insert(GL_TEXTURE_2D);
f.allowedTargets.insert(GL_TEXTURE_2D_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_CUBE_MAP);
f.allowedTargets.insert(GL_TEXTURE_CUBE_MAP_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_3D);
mFunctions.push_back(f);
f = FunctionToken("textureClampARB", "<CUBE_REFZ_DEF>, <LOD>");
f.allowedTargets.insert(GL_TEXTURE_1D);
f.allowedTargets.insert(GL_TEXTURE_1D_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_2D);
f.allowedTargets.insert(GL_TEXTURE_2D_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_CUBE_MAP);
f.allowedTargets.insert(GL_TEXTURE_CUBE_MAP_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_3D);
mFunctions.push_back(f);
f = FunctionToken("sparseTextureOffsetClampARB", ", <OFFSET_TYPE><OFFSET_DIM>(0), <LOD>");
f.allowedTargets.insert(GL_TEXTURE_2D);
f.allowedTargets.insert(GL_TEXTURE_2D_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_3D);
mFunctions.push_back(f);
f = FunctionToken("textureOffsetClampARB", ", <OFFSET_TYPE><OFFSET_DIM>(0), <LOD>");
f.allowedTargets.insert(GL_TEXTURE_1D);
f.allowedTargets.insert(GL_TEXTURE_1D_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_2D);
f.allowedTargets.insert(GL_TEXTURE_2D_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_3D);
mFunctions.push_back(f);
f = FunctionToken("sparseTextureGradClampARB",
", <NOFFSET_TYPE><OFFSET_DIM>(0), <NOFFSET_TYPE><OFFSET_DIM>(0), <LOD>");
f.allowedTargets.insert(GL_TEXTURE_2D);
f.allowedTargets.insert(GL_TEXTURE_2D_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_CUBE_MAP);
f.allowedTargets.insert(GL_TEXTURE_CUBE_MAP_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_3D);
mFunctions.push_back(f);
f = FunctionToken("textureGradClampARB", ", <NOFFSET_TYPE><OFFSET_DIM>(0), <NOFFSET_TYPE><OFFSET_DIM>(0), <LOD>");
f.allowedTargets.insert(GL_TEXTURE_1D);
f.allowedTargets.insert(GL_TEXTURE_1D_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_2D);
f.allowedTargets.insert(GL_TEXTURE_2D_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_CUBE_MAP);
f.allowedTargets.insert(GL_TEXTURE_CUBE_MAP_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_3D);
mFunctions.push_back(f);
f = FunctionToken(
"sparseTextureGradOffsetClampARB",
", <NOFFSET_TYPE><OFFSET_DIM>(0), <NOFFSET_TYPE><OFFSET_DIM>(0), <OFFSET_TYPE><OFFSET_DIM>(0), <LOD>");
f.allowedTargets.insert(GL_TEXTURE_2D);
f.allowedTargets.insert(GL_TEXTURE_2D_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_3D);
mFunctions.push_back(f);
f = FunctionToken(
"textureGradOffsetClampARB",
", <NOFFSET_TYPE><OFFSET_DIM>(0), <NOFFSET_TYPE><OFFSET_DIM>(0), <OFFSET_TYPE><OFFSET_DIM>(0), <LOD>");
f.allowedTargets.insert(GL_TEXTURE_1D);
f.allowedTargets.insert(GL_TEXTURE_1D_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_2D);
f.allowedTargets.insert(GL_TEXTURE_2D_ARRAY);
f.allowedTargets.insert(GL_TEXTURE_3D);
mFunctions.push_back(f);
}
/** Executes test iteration.
*
* @return Returns STOP when test has finished executing, CONTINUE if more iterations are needed.
*/
tcu::TestNode::IterateResult SparseTextureClampLookupColorTestCase::iterate()
{
if (!m_context.getContextInfo().isExtensionSupported("GL_ARB_sparse_texture_clamp"))
{
m_testCtx.setTestResult(QP_TEST_RESULT_NOT_SUPPORTED, "Not Supported");
return STOP;
}
const Functions& gl = m_context.getRenderContext().getFunctions();
bool result = true;
GLuint texture;
for (std::vector<glw::GLint>::const_iterator iter = mSupportedTargets.begin(); iter != mSupportedTargets.end();
++iter)
{
const GLint& target = *iter;
for (std::vector<glw::GLint>::const_iterator formIter = mSupportedInternalFormats.begin();
formIter != mSupportedInternalFormats.end(); ++formIter)
{
const GLint& format = *formIter;
if (!caseAllowed(target, format))
continue;
for (std::vector<FunctionToken>::const_iterator tokIter = mFunctions.begin(); tokIter != mFunctions.end();
++tokIter)
{
// Check if target is allowed for current lookup function
FunctionToken funcToken = *tokIter;
if (!funcAllowed(target, format, funcToken))
continue;
bool isSparse = false;
if (funcToken.name.find("sparse", 0) != std::string::npos)
isSparse = true;
mLog.str("");
mLog << "Testing sparse texture lookup color functions for target: " << target << ", format: " << format
<< " - ";
if (isSparse)
sparseAllocateTexture(gl, target, format, texture, 3);
else
allocateTexture(gl, target, format, texture, 3);
if (format == GL_DEPTH_COMPONENT16)
setupDepthMode(gl, target, texture);
int l;
int maxLevels = 0;
for (l = 0; l < mState.levels; ++l)
{
if (!isSparse || commitTexturePage(gl, target, format, texture, l))
{
writeDataToTexture(gl, target, format, texture, l);
maxLevels = l;
}
}
for (l = 0; l <= maxLevels; ++l)
{
result = result && verifyLookupTextureData(gl, target, format, texture, l, funcToken);
if (!result)
break;
}
Texture::Delete(gl, texture);
if (!result)
{
m_testCtx.getLog() << tcu::TestLog::Message << mLog.str() << "Fail" << tcu::TestLog::EndMessage;
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail");
return STOP;
}
}
}
}
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
return STOP;
}
/** Writing data to generated texture using compute shader
*
* @param gl GL API functions
* @param target Target for which texture is binded
* @param format Texture internal format
* @param texture Texture object
*
* @return Returns true if no error occurred, otherwise throws an exception.
*/
bool SparseTextureClampLookupColorTestCase::writeDataToTexture(const Functions& gl, GLint target, GLint format,
GLuint& texture, GLint level)
{
mLog << "Fill Texture with shader [level: " << level << "] - ";
if (level > mState.levels - 1)
TCU_FAIL("Invalid level");
GLint width;
GLint height;
GLint depth;
SparseTextureUtils::getTextureLevelSize(target, mState, level, width, height, depth);
if (width > 0 && height > 0 && depth >= mState.minDepth)
{
if (target == GL_TEXTURE_CUBE_MAP)
depth = depth * 6;
GLint texSize = width * height * depth * mState.format.getPixelSize();
std::vector<GLubyte> vecData;
vecData.resize(texSize);
GLubyte* data = vecData.data();
deMemset(data, 255, texSize);
for (GLint sample = 0; sample < mState.samples; ++sample)
{
std::string shader = stc_compute_textureFill;
// Adjust shader source to texture format
TokenStrings s = createShaderTokens(target, format, sample);
GLint convFormat = format;
if (format == GL_DEPTH_COMPONENT16)
convFormat = GL_R16;
// Change expected result as it has to be adjusted to different levels
s.resultExpected = generateExpectedResult(s.returnType, level, convFormat);
replaceToken("<INPUT_TYPE>", s.inputType.c_str(), shader);
replaceToken("<POINT_TYPE>", s.pointType.c_str(), shader);
replaceToken("<POINT_DEF>", s.pointDef.c_str(), shader);
replaceToken("<RETURN_TYPE>", s.returnType.c_str(), shader);
replaceToken("<RESULT_EXPECTED>", s.resultExpected.c_str(), shader);
replaceToken("<SAMPLE_DEF>", s.sampleDef.c_str(), shader);
ProgramSources sources;
sources << ComputeSource(shader);
// Build and run shader
ShaderProgram program(m_context.getRenderContext(), sources);
if (program.isOk())
{
gl.useProgram(program.getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram");
gl.bindImageTexture(0 /* unit */, texture, level /* level */, GL_TRUE /* layered */, 0 /* layer */,
GL_WRITE_ONLY, convFormat);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindImageTexture");
gl.uniform1i(1, 0 /* image_unit */);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i");
gl.dispatchCompute(width, height, depth);
GLU_EXPECT_NO_ERROR(gl.getError(), "glDispatchCompute");
gl.memoryBarrier(GL_ALL_BARRIER_BITS);
GLU_EXPECT_NO_ERROR(gl.getError(), "glMemoryBarrier");
}
else
{
mLog << "Compute shader compilation failed (writing) for target: " << target << ", format: " << format
<< ", sample: " << sample << ", infoLog: " << program.getShaderInfo(SHADERTYPE_COMPUTE).infoLog
<< ", shaderSource: " << shader.c_str() << " - ";
}
}
}
return true;
}
/** Verify if data stored in texture is as expected
*
* @param gl GL API functions
* @param target Target for which texture is binded
* @param format Texture internal format
* @param texture Texture object
* @param level Texture mipmap level
* @param funcToken Lookup function tokenize structure
*
* @return Returns true if data is as expected, false if not, throws an exception if error occurred.
*/
bool SparseTextureClampLookupColorTestCase::verifyLookupTextureData(const Functions& gl, GLint target, GLint format,
GLuint& texture, GLint level,
FunctionToken& funcToken)
{
mLog << "Verify Lookup Color Texture Data [function: " << funcToken.name << ", level: " << level << "] - ";
if (level > mState.levels - 1)
TCU_FAIL("Invalid level");
GLint width;
GLint height;
GLint depth;
SparseTextureUtils::getTextureLevelSize(target, mState, level, width, height, depth);
if (width == 0 || height == 0 || depth < mState.minDepth)
return true;
bool result = true;
if (target == GL_TEXTURE_CUBE_MAP)
depth = depth * 6;
GLint texSize = width * height;
std::vector<GLubyte> vecExpData;
std::vector<GLubyte> vecOutData;
vecExpData.resize(texSize);
vecOutData.resize(texSize);
GLubyte* exp_data = vecExpData.data();
GLubyte* out_data = vecOutData.data();
// Expected data is 255 because
deMemset(exp_data, 255, texSize);
// Create verifying texture
GLint verifyTarget = GL_TEXTURE_2D;
GLuint verifyTexture;
Texture::Generate(gl, verifyTexture);
Texture::Bind(gl, verifyTexture, verifyTarget);
Texture::Storage(gl, verifyTarget, 1, GL_R8, width, height, depth);
GLU_EXPECT_NO_ERROR(gl.getError(), "Texture::Storage");
GLuint fbo;
gl.genFramebuffers(1, &fbo);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGenFramebuffers");
gl.bindFramebuffer(GL_FRAMEBUFFER, fbo);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindFramebuffer");
gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, verifyTarget, verifyTexture, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glFramebufferTexture2D");
gl.viewport(0, 0, width, height);
for (int sample = 0; sample < mState.samples; ++sample)
{
std::string vertex = stc_vertex_common;
std::string fragment = stc_fragment_lookupColor;
// Make token copy to work on
FunctionToken f = funcToken;
std::string functionDef = generateFunctionDef(f.name);
// Adjust shader source to texture format
TokenStringsExt s = createLookupShaderTokens(target, format, level, sample, f);
// Change expected result as it has to be adjusted to different levels
s.resultExpected = generateExpectedResult(s.returnType, level, format);
replaceToken("<COORD_TYPE>", s.coordType.c_str(), vertex);
replaceToken("<FUNCTION_DEF>", functionDef.c_str(), fragment);
replaceToken("<FUNCTION>", f.name.c_str(), fragment);
replaceToken("<ARGUMENTS>", f.arguments.c_str(), fragment);
replaceToken("<OUTPUT_TYPE>", s.outputType.c_str(), fragment);
replaceToken("<INPUT_TYPE>", s.inputType.c_str(), fragment);
replaceToken("<SIZE_DEF>", s.sizeDef.c_str(), fragment);
replaceToken("<LOD>", s.lod.c_str(), fragment);
replaceToken("<LOD_DEF>", s.lodDef.c_str(), fragment);
replaceToken("<COORD_TYPE>", s.coordType.c_str(), fragment);
replaceToken("<ICOORD_TYPE>", s.coordType.c_str(), fragment);
replaceToken("<COORD_DEF>", s.coordDef.c_str(), fragment);
replaceToken("<POINT_TYPE>", s.pointType.c_str(), fragment);
replaceToken("<POINT_DEF>", s.pointDef.c_str(), fragment);
replaceToken("<RETURN_TYPE>", s.returnType.c_str(), fragment);
replaceToken("<RESULT_EXPECTED>", s.resultExpected.c_str(), fragment);
replaceToken("<EPSILON>", s.epsilon.c_str(), fragment);
replaceToken("<SAMPLE_DEF>", s.sampleDef.c_str(), fragment);
replaceToken("<REFZ_DEF>", s.refZDef.c_str(), fragment);
replaceToken("<CUBE_REFZ_DEF>", s.cubeMapArrayRefZDef.c_str(), fragment);
replaceToken("<POINT_COORD>", s.pointCoord.c_str(), fragment);
replaceToken("<COMPONENT_DEF>", s.componentDef.c_str(), fragment);
replaceToken("<CUBE_MAP_COORD_DEF>", s.cubeMapCoordDef.c_str(), fragment);
replaceToken("<OFFSET_ARRAY_DEF>", s.offsetArrayDef.c_str(), fragment);
replaceToken("<FORMAT_DEF>", s.formatDef.c_str(), fragment);
replaceToken("<OFFSET_TYPE>", s.offsetType.c_str(), fragment);
replaceToken("<NOFFSET_TYPE>", s.nOffsetType.c_str(), fragment);
replaceToken("<OFFSET_DIM>", s.offsetDim.c_str(), fragment);
replaceToken("<TEX_WIDTH>", de::toString(width).c_str(), fragment);
replaceToken("<TEX_HEIGHT>", de::toString(height).c_str(), fragment);
replaceToken("<TEX_DEPTH>", de::toString(depth).c_str(), fragment);
ProgramSources sources = makeVtxFragSources(vertex.c_str(), fragment.c_str());
// Build and run shader
ShaderProgram program(m_context.getRenderContext(), sources);
if (program.isOk())
{
for (GLint z = 0; z < depth; ++z)
{
deMemset(out_data, 0, texSize);
Texture::Bind(gl, verifyTexture, verifyTarget);
Texture::SubImage(gl, verifyTarget, 0, 0, 0, 0, width, height, 0, GL_RED, GL_UNSIGNED_BYTE,
(GLvoid*)out_data);
GLU_EXPECT_NO_ERROR(gl.getError(), "Texture::SubImage");
// Use shader
gl.useProgram(program.getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram");
// Pass input sampler/image to shader
gl.activeTexture(GL_TEXTURE0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glActiveTexture");
gl.uniform1i(1, 0 /* sampler_unit */);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i");
gl.bindTexture(target, texture);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture");
gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
draw(target, z, program);
Texture::Bind(gl, verifyTexture, verifyTarget);
Texture::GetData(gl, 0, verifyTarget, GL_RED, GL_UNSIGNED_BYTE, (GLvoid*)out_data);
GLU_EXPECT_NO_ERROR(gl.getError(), "Texture::GetData");
//Verify only committed region
for (GLint y = 0; y < height; ++y)
for (GLint x = 0; x < width; ++x)
{
GLubyte* dataRegion = exp_data + x + y * width;
GLubyte* outDataRegion = out_data + x + y * width;
if (dataRegion[0] != outDataRegion[0])
result = false;
}
}
}
else
{
mLog << "Shader compilation failed (lookup color) for target: " << target << ", format: " << format
<< ", vertexInfoLog: " << program.getShaderInfo(SHADERTYPE_VERTEX).infoLog
<< ", fragmentInfoLog: " << program.getShaderInfo(SHADERTYPE_FRAGMENT).infoLog
<< ", programInfoLog: " << program.getProgramInfo().infoLog << ", fragmentSource: " << fragment.c_str()
<< " - ";
result = false;
}
}
gl.bindFramebuffer(GL_FRAMEBUFFER, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindFramebuffer");
gl.deleteFramebuffers(1, &fbo);
GLU_EXPECT_NO_ERROR(gl.getError(), "glDeleteFramebuffers");
Texture::Delete(gl, verifyTexture);
return result;
}
/** Preparing texture. Function overridden to increase textures size.
*
* @param gl GL API functions
* @param target Target for which texture is binded
* @param format Texture internal format
* @param texture Texture object
*
* @return Returns true if no error occurred, otherwise throws an exception.
*/
bool SparseTextureClampLookupColorTestCase::prepareTexture(const Functions& gl, GLint target, GLint format,
GLuint& texture)
{
Texture::Generate(gl, texture);
Texture::Bind(gl, texture, target);
mState.minDepth = SparseTextureUtils::getTargetDepth(target);
SparseTextureUtils::getTexturePageSizes(gl, target, format, mState.pageSizeX, mState.pageSizeY, mState.pageSizeZ);
//The <width> and <height> has to be equal for cube map textures
if (target == GL_TEXTURE_CUBE_MAP || target == GL_TEXTURE_CUBE_MAP_ARRAY)
{
if (mState.pageSizeX > mState.pageSizeY)
mState.pageSizeY = mState.pageSizeX;
else if (mState.pageSizeX < mState.pageSizeY)
mState.pageSizeX = mState.pageSizeY;
}
mState.width = 4 * mState.pageSizeX;
mState.height = 4 * mState.pageSizeY;
mState.depth = 4 * mState.pageSizeZ * mState.minDepth;
mState.format = glu::mapGLInternalFormat(format);
return true;
}
/** Commit texture page using texPageCommitment function. Function overridden to commit whole texture region.
*
* @param gl GL API functions
* @param target Target for which texture is binded
* @param format Texture internal format
* @param texture Texture object
* @param level Texture mipmap level
*
* @return Returns true if commitment is done properly, false if commitment is not allowed or throws exception if error occurred.
*/
bool SparseTextureClampLookupColorTestCase::commitTexturePage(const Functions& gl, GLint target, GLint format,
GLuint& texture, GLint level)
{
mLog << "Commit Region [level: " << level << "] - ";
if (level > mState.levels - 1)
TCU_FAIL("Invalid level");
// Avoid not allowed commitments
if (!isInPageSizesRange(target, level) || !isPageSizesMultiplication(target, level))
{
mLog << "Skip commitment [level: " << level << "] - ";
return false;
}
GLint width;
GLint height;
GLint depth;
SparseTextureUtils::getTextureLevelSize(target, mState, level, width, height, depth);
if (target == GL_TEXTURE_CUBE_MAP)
depth = 6 * depth;
Texture::Bind(gl, texture, target);
texPageCommitment(gl, target, format, texture, level, 0, 0, 0, width, height, depth, GL_TRUE);
GLU_EXPECT_NO_ERROR(gl.getError(), "texPageCommitment");
return true;
}
/** Check if current texture size for level is greater or equal page size in a corresponding direction
*
* @param target Target for which texture is binded
* @param level Texture mipmap level
*
* @return Returns true if the texture size condition is fulfilled, false otherwise.
*/
bool SparseTextureClampLookupColorTestCase::isInPageSizesRange(GLint target, GLint level)
{
GLint width;
GLint height;
GLint depth;
SparseTextureUtils::getTextureLevelSize(target, mState, level, width, height, depth);
if (target == GL_TEXTURE_CUBE_MAP)
depth = 6 * depth;
if (width >= mState.pageSizeX && height >= mState.pageSizeY && (mState.minDepth == 0 || depth >= mState.pageSizeZ))
{
return true;
}
return false;
}
/** Check if current texture size for level is page size multiplication in a corresponding direction
*
* @param target Target for which texture is binded
* @param level Texture mipmap level
*
* @return Returns true if the texture size condition is fulfilled, false otherwise.
*/
bool SparseTextureClampLookupColorTestCase::isPageSizesMultiplication(GLint target, GLint level)
{
GLint width;
GLint height;
GLint depth;
SparseTextureUtils::getTextureLevelSize(target, mState, level, width, height, depth);
if (target == GL_TEXTURE_CUBE_MAP)
depth = 6 * depth;
if ((width % mState.pageSizeX) == 0 && (height % mState.pageSizeY) == 0 && (depth % mState.pageSizeZ) == 0)
{
return true;
}
return false;
}
/** Constructor.
*
* @param funcName Tested function name.
*
* @return Returns shader source code part that uses lookup function to fetch texel from texture.
*/
std::string SparseTextureClampLookupColorTestCase::generateFunctionDef(std::string funcName)
{
if (funcName.find("sparse", 0) != std::string::npos)
{
return std::string(" <FUNCTION>(uni_in,\n"
" <POINT_COORD><SAMPLE_DEF><ARGUMENTS>,\n"
" retValue<COMPONENT_DEF>);\n");
}
else
{
return std::string(" retValue<COMPONENT_DEF> = <FUNCTION>(uni_in,\n"
" <POINT_COORD><SAMPLE_DEF><ARGUMENTS>);\n");
}
}
/** Constructor.
*
* @param returnType Expected result variable type.
*
* @return Returns shader source token that represent expected lookup result value.
*/
std::string SparseTextureClampLookupColorTestCase::generateExpectedResult(std::string returnType, GLint level,
GLint format)
{
if (format == GL_DEPTH_COMPONENT16)
return std::string("(1, 0, 0, 0)");
else if (returnType == "vec4")
return std::string("(") + de::toString(0.5f + (float)level / 10) + std::string(", 0, 0, 1)");
else
return std::string("(") + de::toString(level * 10) + std::string(", 0, 0, 1)");
}
/** Constructor.
*
* @param context Rendering context.
*/
SparseTextureClampTests::SparseTextureClampTests(deqp::Context& context)
: TestCaseGroup(context, "sparse_texture_clamp_tests",
"Verify conformance of CTS_ARB_sparse_texture_clamp implementation")
{
}
/** Initializes the test group contents. */
void SparseTextureClampTests::init()
{
addChild(new ShaderExtensionTestCase(m_context, "GL_ARB_sparse_texture_clamp"));
addChild(new SparseTextureClampLookupResidencyTestCase(m_context));
addChild(new SparseTextureClampLookupColorTestCase(m_context));
}
} /* gl4cts namespace */