| #ifndef _ESEXTCGPUSHADER5FMAPRECISION_HPP |
| #define _ESEXTCGPUSHADER5FMAPRECISION_HPP |
| /*------------------------------------------------------------------------- |
| * OpenGL Conformance Test Suite |
| * ----------------------------- |
| * |
| * Copyright (c) 2014-2016 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 esextcGPUShader5FmaPrecision.hpp |
| * \brief gpu_shader5 extension - fma precision Test (Test 8) |
| */ /*-------------------------------------------------------------------*/ |
| |
| #include "../esextcTestCaseBase.hpp" |
| |
| #include "tcuVector.hpp" |
| #include <cstdlib> |
| #include <iostream> |
| |
| namespace glcts |
| { |
| /** Implementation of "Test 8" from CTS_EXT_gpu_shader5. Description follows |
| * |
| * Test whether the precision of fma() is conformant to the required |
| * precisions from Section 4.5.1 of the GLSL-ES 3.0 spec. |
| * |
| * Category: API, |
| * Functional Test. |
| * |
| * Write a vertex shader that declares three input attributes and |
| * two output variables |
| * |
| * in float a; |
| * in float b; |
| * in float c; |
| * |
| * precise out float resultStd; |
| * out float resultFma; |
| * |
| * In the vertex shader compute: |
| * |
| * resultStd = a*b+c; |
| * resultFma = fma(a,b,c); |
| * |
| * Write a boilerplate fragment shader. |
| * |
| * Create a program from the vertex shader and fragment shader and use it. resultStd |
| * must use "precise" so that number of operations for a*b+c is well defined. |
| * |
| * Initialize a set of buffer objects to be assigned as attributes data |
| * sources and fill each of them with 100 random float values from range |
| * [-100.0,100.0] generated using a consistent seed. |
| * |
| * Configure transform feedback to capture the values of resultStd and |
| * resultFma. |
| * |
| * Execute a draw call glDrawArrays(GL_POINTS, 0, 100). |
| * |
| * Copy the captured results from the buffer objects bound to transform |
| * feedback binding points to unionFloatInt resultStd[100] and |
| * unionFloatInt resultFma[100]. |
| * |
| * Compute: |
| * |
| * unionFloatInt resultCPU[100]; |
| * |
| * for(unsigned int i = 0; i < 100; ++i) |
| * { |
| * resultCPU[i].floatValue = data[i]*dataB[i] + dataC[i]; |
| * } |
| * |
| * The test is successful if |
| * |
| * abs( resultCPU.intValue - resultStd.intValue ) <= 2 && |
| * abs( resultCPU.intValue - resultFma.intValue ) <= 2 && |
| * abs( resultStd.intValue - resultFma.intValue ) <= 2 |
| * |
| * for i = 0..99. |
| * |
| * This test should be run against all genTypes applicable to fma. |
| * For integers the calculations should be exact. |
| * |
| **/ |
| |
| /* Define type of input data */ |
| enum INPUT_DATA_TYPE |
| { |
| IDT_FLOAT = 1, |
| IDT_VEC2 = 2, |
| IDT_VEC3 = 3, |
| IDT_VEC4 = 4, |
| }; |
| |
| /* Helper for bitwise operation */ |
| union FloatConverter { |
| glw::GLfloat m_float; |
| glw::GLint m_int; |
| }; |
| |
| template <INPUT_DATA_TYPE S> |
| class GPUShader5FmaPrecision : public TestCaseBase |
| { |
| public: |
| /* Public methods */ |
| GPUShader5FmaPrecision(Context& context, const ExtParameters& extParams, const char* name, const char* description); |
| |
| virtual ~GPUShader5FmaPrecision(void) |
| { |
| } |
| |
| virtual void deinit(void); |
| virtual IterateResult iterate(void); |
| |
| private: |
| /* Private methods */ |
| std::string generateVertexShaderCode(); |
| const char* getFragmentShaderCode(); |
| void generateData(); |
| void initTest(void); |
| |
| /* Static variables */ |
| static const glw::GLuint m_n_elements = 100; |
| |
| /* Variables for general usage */ |
| const glw::GLfloat m_amplitude; |
| glw::GLfloat m_data_a[m_n_elements * S]; |
| glw::GLfloat m_data_b[m_n_elements * S]; |
| glw::GLfloat m_data_c[m_n_elements * S]; |
| glw::GLuint m_fs_id; |
| glw::GLuint m_po_id; |
| glw::GLuint m_vao_id; |
| glw::GLuint m_vbo_a_id; |
| glw::GLuint m_vbo_b_id; |
| glw::GLuint m_vbo_c_id; |
| glw::GLuint m_vbo_result_fma_id; |
| glw::GLuint m_vbo_result_std_id; |
| glw::GLuint m_vs_id; |
| }; |
| |
| } // namespace glcts |
| |
| #endif // _ESEXTCGPUSHADER5FMAPRECISION_HPP |