blob: 89a05aa164273dab9c991b139383aea505a58771 [file] [log] [blame]
/*-------------------------------------------------------------------------
* 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 esextcGPUShader5TextureGatherOffset.cpp
* \brief gpu_shader5 extension - texture gather offset tests (Test 9 and 10)
*/ /*-------------------------------------------------------------------*/
#include "esextcGPUShader5TextureGatherOffset.hpp"
#include "gluContextInfo.hpp"
#include "glwEnums.hpp"
#include "glwFunctions.hpp"
#include "tcuTestLog.hpp"
#include <cstdlib>
#include <cstring>
#include <sstream>
namespace glcts
{
/* Fragment Shader for GPUShader5TextureGatherOffsetTestBase */
const glw::GLchar* const GPUShader5TextureGatherOffsetTestBase::m_fragment_shader_code =
"${VERSION}\n"
"\n"
"${GPU_SHADER5_REQUIRE}\n"
"\n"
"precision highp float;\n"
"\n"
"layout(location = 0) out vec4 fs_out_color;\n"
"\n"
"void main()\n"
"{\n"
" fs_out_color = vec4(1, 1, 1, 1);\n"
"}\n";
/* Vertex Shader for GPUShader5TextureGatherOffsetColor2DRepeatCaseTest */
const glw::GLchar* const GPUShader5TextureGatherOffsetColor2DRepeatCaseTest::m_vertex_shader_code =
"${VERSION}\n"
"\n"
"${GPU_SHADER5_REQUIRE}\n"
"\n"
"precision highp float;\n"
"precision highp isampler2D;\n"
"\n"
"uniform isampler2D sampler;\n"
"\n"
"in ivec2 offsets;\n"
"in vec2 texCoords;\n"
"\n"
"flat out ivec4 without_offset_0;\n"
"flat out ivec4 without_offset_1;\n"
"flat out ivec4 without_offset_2;\n"
"flat out ivec4 without_offset_3;\n"
"\n"
"flat out ivec4 with_offset_0;\n"
"flat out ivec4 with_offset_1;\n"
"flat out ivec4 with_offset_2;\n"
"flat out ivec4 with_offset_3;\n"
"\n"
"void main()\n"
"{\n"
" without_offset_0 = textureGather (sampler, texCoords, 0);\n"
" without_offset_1 = textureGather (sampler, texCoords, 1);\n"
" without_offset_2 = textureGather (sampler, texCoords, 2);\n"
" without_offset_3 = textureGather (sampler, texCoords, 3);\n"
"\n"
" with_offset_0 = textureGatherOffset(sampler, texCoords, offsets, 0);\n"
" with_offset_1 = textureGatherOffset(sampler, texCoords, offsets, 1);\n"
" with_offset_2 = textureGatherOffset(sampler, texCoords, offsets, 2);\n"
" with_offset_3 = textureGatherOffset(sampler, texCoords, offsets, 3);\n"
"}\n";
/* Vertex Shader for GPUShader5TextureGatherOffsetColor2DArrayCaseTest */
const glw::GLchar* const GPUShader5TextureGatherOffsetColor2DArrayCaseTest::m_vertex_shader_code =
"${VERSION}\n"
"\n"
"${GPU_SHADER5_REQUIRE}\n"
"\n"
"precision highp float;\n"
"precision highp isampler2DArray;\n"
"\n"
"uniform isampler2DArray sampler;\n"
"\n"
"in ivec2 offsets;\n"
"in vec3 texCoords;\n"
"\n"
"flat out ivec4 without_offset_0;\n"
"flat out ivec4 without_offset_1;\n"
"flat out ivec4 without_offset_2;\n"
"flat out ivec4 without_offset_3;\n"
"\n"
"flat out ivec4 with_offset_0;\n"
"flat out ivec4 with_offset_1;\n"
"flat out ivec4 with_offset_2;\n"
"flat out ivec4 with_offset_3;\n"
"\n"
"void main()\n"
"{\n"
" without_offset_0 = textureGather (sampler, texCoords, 0);\n"
" without_offset_1 = textureGather (sampler, texCoords, 1);\n"
" without_offset_2 = textureGather (sampler, texCoords, 2);\n"
" without_offset_3 = textureGather (sampler, texCoords, 3);\n"
"\n"
" with_offset_0 = textureGatherOffset(sampler, texCoords, offsets, 0);\n"
" with_offset_1 = textureGatherOffset(sampler, texCoords, offsets, 1);\n"
" with_offset_2 = textureGatherOffset(sampler, texCoords, offsets, 2);\n"
" with_offset_3 = textureGatherOffset(sampler, texCoords, offsets, 3);\n"
"}\n";
/* Vertex Shader for GPUShader5TextureGatherOffsetColor2DClampToBorderCaseTest */
const glw::GLchar* const GPUShader5TextureGatherOffsetColor2DClampToBorderCaseTest::m_vertex_shader_code =
"${VERSION}\n"
"\n"
"${GPU_SHADER5_REQUIRE}\n"
"\n"
"precision highp float;\n"
"precision highp isampler2D;\n"
"\n"
"uniform isampler2D sampler;\n"
"\n"
"in ivec2 offsets;\n"
"in vec2 texCoords;\n"
"\n"
"flat out ivec4 without_offset_0;\n"
"flat out ivec4 without_offset_1;\n"
"flat out ivec4 without_offset_2;\n"
"flat out ivec4 without_offset_3;\n"
"\n"
"flat out ivec4 with_offset_0;\n"
"flat out ivec4 with_offset_1;\n"
"flat out ivec4 with_offset_2;\n"
"flat out ivec4 with_offset_3;\n"
"\n"
"void main()\n"
"{\n"
" vec2 floorTexCoords = floor(texCoords);\n"
" vec2 fractTexCoords = texCoords - floorTexCoords;\n"
"\n"
" without_offset_0 = textureGather (sampler, fractTexCoords, 0);\n"
" without_offset_1 = textureGather (sampler, fractTexCoords, 1);\n"
"\n"
" without_offset_2 = ivec4(int(floorTexCoords.x));\n"
" without_offset_3 = ivec4(int(floorTexCoords.y));\n"
"\n"
" with_offset_0 = textureGatherOffset(sampler, texCoords, offsets, 0);\n"
" with_offset_1 = textureGatherOffset(sampler, texCoords, offsets, 1);\n"
" with_offset_2 = textureGatherOffset(sampler, texCoords, offsets, 2);\n"
" with_offset_3 = textureGatherOffset(sampler, texCoords, offsets, 3);\n"
"}\n";
/* Vertex Shader for GPUShader5TextureGatherOffsetColor2DClampToEdgeCaseTest */
const glw::GLchar* const GPUShader5TextureGatherOffsetColor2DClampToEdgeCaseTest::m_vertex_shader_code =
"${VERSION}\n"
"\n"
"${GPU_SHADER5_REQUIRE}\n"
"\n"
"precision highp float;\n"
"precision highp isampler2D;\n"
"\n"
"uniform isampler2D sampler;\n"
"uniform isampler2D reference_sampler;\n"
"\n"
"in ivec2 offsets;\n"
"in vec2 texCoords;\n"
"\n"
"flat out ivec4 without_offset_0;\n"
"flat out ivec4 without_offset_1;\n"
"flat out ivec4 without_offset_2;\n"
"flat out ivec4 without_offset_3;\n"
"\n"
"flat out ivec4 with_offset_0;\n"
"flat out ivec4 with_offset_1;\n"
"flat out ivec4 with_offset_2;\n"
"flat out ivec4 with_offset_3;\n"
"\n"
"void main()\n"
"{\n"
" vec2 floorTexCoords = floor(texCoords);\n"
" vec2 fractTexCoords = texCoords - floorTexCoords;\n"
"\n"
" without_offset_0 = textureGather (reference_sampler, fractTexCoords, 0);\n"
" without_offset_1 = textureGather (reference_sampler, fractTexCoords, 1);\n"
"\n"
" without_offset_2 = ivec4(int(floorTexCoords.x));\n"
" without_offset_3 = ivec4(int(floorTexCoords.y));\n"
"\n"
" with_offset_0 = textureGatherOffset(sampler, texCoords, offsets, 0);\n"
" with_offset_1 = textureGatherOffset(sampler, texCoords, offsets, 1);\n"
" with_offset_2 = textureGatherOffset(sampler, texCoords, offsets, 2);\n"
" with_offset_3 = textureGatherOffset(sampler, texCoords, offsets, 3);\n"
"}\n";
/* Vertex Shader for GPUShader5TextureGatherOffsetColor2DOffsetsCaseTest */
const glw::GLchar* const GPUShader5TextureGatherOffsetColor2DOffsetsCaseTest::m_vertex_shader_code_preamble =
"${VERSION}\n"
"\n"
"${GPU_SHADER5_REQUIRE}\n"
"\n"
"precision highp float;\n"
"precision highp isampler2D;\n"
"\n"
"uniform isampler2D sampler;\n"
"\n"
"in vec2 texCoords;\n"
"\n"
"flat out ivec4 without_offset_0;\n"
"flat out ivec4 without_offset_1;\n"
"flat out ivec4 without_offset_2;\n"
"flat out ivec4 without_offset_3;\n"
"\n"
"flat out ivec4 with_offset_0;\n"
"flat out ivec4 with_offset_1;\n"
"flat out ivec4 with_offset_2;\n"
"flat out ivec4 with_offset_3;\n"
"\n"
"void main()\n"
"{\n"
" const ivec2 offsets[4] = \n";
const glw::GLchar* const GPUShader5TextureGatherOffsetColor2DOffsetsCaseTest::m_vertex_shader_code_body =
"\n"
" without_offset_0 = textureGather (sampler, texCoords, 0);\n"
" without_offset_1 = textureGather (sampler, texCoords, 1);\n"
" without_offset_2 = textureGather (sampler, texCoords, 2);\n"
" without_offset_3 = textureGather (sampler, texCoords, 3);\n"
"\n"
" with_offset_0 = textureGatherOffsets(sampler, texCoords, offsets, 0);\n"
" with_offset_1 = textureGatherOffsets(sampler, texCoords, offsets, 1);\n"
" with_offset_2 = textureGatherOffsets(sampler, texCoords, offsets, 2);\n"
" with_offset_3 = textureGatherOffsets(sampler, texCoords, offsets, 3);\n"
"}\n";
/* Vertex Shader for GPUShader5TextureGatherOffsetDepth2DRepeatCaseTest */
const glw::GLchar* const GPUShader5TextureGatherOffsetDepth2DRepeatCaseTest::m_vertex_shader_code =
"${VERSION}\n"
"\n"
"${GPU_SHADER5_REQUIRE}\n"
"\n"
"precision highp float;\n"
"precision highp sampler2DShadow;\n"
"\n"
"uniform sampler2DShadow sampler;\n"
"\n"
"in ivec2 offsets;\n"
"in vec2 texCoords;\n"
"\n"
"flat out ivec4 with_offset;\n"
"flat out ivec4 without_offset;\n"
"\n"
"void main()\n"
"{\n"
" ivec2 texture_size = textureSize(sampler, 0 /* lod */);\n"
" float step = 1.0f / float(texture_size.x);\n"
"\n"
" without_offset = ivec4(0, 0, 0, 0);\n"
" with_offset = ivec4(0, 0, 0, 0);\n"
"\n"
" for (int x = 0; x < texture_size.x; ++x)\n"
" {\n"
" float refZ = float(x) * step;\n"
"\n"
" without_offset += ivec4(textureGather (sampler, texCoords, refZ));\n"
" with_offset += ivec4(textureGatherOffset(sampler, texCoords, refZ, offsets));\n"
" }\n"
"}\n";
/* Vertex Shader for GPUShader5TextureGatherOffsetDepth2DRepeatYCaseTest */
const glw::GLchar* const GPUShader5TextureGatherOffsetDepth2DRepeatYCaseTest::m_vertex_shader_code =
"${VERSION}\n"
"\n"
"${GPU_SHADER5_REQUIRE}\n"
"\n"
"precision highp float;\n"
"precision highp sampler2DShadow;\n"
"\n"
"uniform sampler2DShadow sampler;\n"
"\n"
"in ivec2 offsets;\n"
"in vec2 texCoords;\n"
"\n"
"flat out ivec4 without_offset;\n"
"flat out ivec4 with_offset;\n"
"\n"
"void main()\n"
"{\n"
" ivec2 texture_size = textureSize(sampler, 0 /* lod */);\n"
" float step = 1.0f / float(texture_size.y);\n"
"\n"
" without_offset = ivec4(0, 0, 0, 0);\n"
" with_offset = ivec4(0, 0, 0, 0);\n"
"\n"
" for (int y = 0; y < texture_size.y; ++y)\n"
" {\n"
" float refZ = float(y) * step;\n"
"\n"
" without_offset += ivec4(textureGather (sampler, texCoords, refZ));\n"
" with_offset += ivec4(textureGatherOffset(sampler, texCoords, refZ, offsets));\n"
" }\n"
"}\n";
/* Vertex Shader for GPUShader5TextureGatherOffsetDepth2DArrayCaseTest */
const glw::GLchar* const GPUShader5TextureGatherOffsetDepth2DArrayCaseTest::m_vertex_shader_code =
"${VERSION}\n"
"\n"
"${GPU_SHADER5_REQUIRE}\n"
"\n"
"precision highp float;\n"
"precision highp sampler2DArrayShadow;\n"
"\n"
"uniform sampler2DArrayShadow sampler;\n"
"\n"
"in ivec2 offsets;\n"
"in vec3 texCoords;\n"
"\n"
"flat out ivec4 without_offset;\n"
"flat out ivec4 with_offset;\n"
"\n"
"void main()\n"
"{\n"
" ivec3 texture_size = textureSize(sampler, 0 /* lod */);\n"
" float step = 1.0f / float(texture_size.x);\n"
"\n"
" without_offset = ivec4(0, 0, 0, 0);\n"
" with_offset = ivec4(0, 0, 0, 0);\n"
"\n"
" for (int x = 0; x < texture_size.x; ++x)\n"
" {\n"
" float refZ = float(x) * step;\n"
"\n"
" without_offset += ivec4(textureGather (sampler, texCoords, refZ));\n"
" with_offset += ivec4(textureGatherOffset(sampler, texCoords, refZ, offsets));\n"
" }\n"
"}\n";
/* Vertex Shader for GPUShader5TextureGatherOffsetDepth2DClampToBorderCaseTest */
const glw::GLchar* const GPUShader5TextureGatherOffsetDepth2DClampToBorderCaseTest::m_vertex_shader_code =
"${VERSION}\n"
"\n"
"${GPU_SHADER5_REQUIRE}\n"
"\n"
"precision highp float;\n"
"precision highp sampler2DShadow;\n"
"\n"
"uniform sampler2DShadow sampler;\n"
"\n"
"in ivec2 offsets;\n"
"in vec2 texCoords;\n"
"\n"
"flat out ivec4 with_offset;\n"
"flat out ivec4 without_offset;\n"
"flat out ivec4 floor_tex_coord;\n"
"\n"
"void main()\n"
"{\n"
" ivec2 texture_size = textureSize(sampler, 0 /* lod */);\n"
" float step = 1.0f / float(texture_size.x);\n"
"\n"
" vec2 floorTexCoords = floor(texCoords);\n"
" vec2 fractTexCoords = texCoords - floorTexCoords;\n"
"\n"
" floor_tex_coord = ivec4(ivec2(floorTexCoords.xy), 0, 0);\n"
"\n"
" without_offset = ivec4(0, 0, 0, 0);\n"
" with_offset = ivec4(0, 0, 0, 0);\n"
"\n"
" for (int x = 0; x < texture_size.x; ++x)\n"
" {\n"
" float refZ = float(x) * step;\n"
"\n"
" without_offset += ivec4(textureGather (sampler, fractTexCoords, refZ));\n"
" with_offset += ivec4(textureGatherOffset(sampler, texCoords, refZ, offsets));\n"
" }\n"
"}\n";
/* Vertex Shader for GPUShader5TextureGatherOffsetDepth2DClampToEdgeCaseTest */
const glw::GLchar* const GPUShader5TextureGatherOffsetDepth2DClampToEdgeCaseTest::m_vertex_shader_code =
"${VERSION}\n"
"\n"
"${GPU_SHADER5_REQUIRE}\n"
"\n"
"precision highp float;\n"
"precision highp sampler2DShadow;\n"
"\n"
"uniform sampler2DShadow sampler;\n"
"uniform sampler2DShadow reference_sampler;\n"
"\n"
"in ivec2 offsets;\n"
"in vec2 texCoords;\n"
"\n"
"flat out ivec4 with_offset;\n"
"flat out ivec4 without_offset;\n"
"flat out ivec4 floor_tex_coord;\n"
"\n"
"void main()\n"
"{\n"
" ivec2 texture_size = textureSize(sampler, 0 /* lod */);\n"
" float step = 1.0f / float(texture_size.x);\n"
"\n"
" vec2 floorTexCoords = floor(texCoords);\n"
" vec2 fractTexCoords = texCoords - floorTexCoords;\n"
"\n"
" floor_tex_coord = ivec4(ivec2(floorTexCoords.xy), 0, 0);\n"
"\n"
" without_offset = ivec4(0, 0, 0, 0);\n"
" with_offset = ivec4(0, 0, 0, 0);\n"
"\n"
" for (int x = 0; x < texture_size.x; ++x)\n"
" {\n"
" float refZ = float(x) * step;\n"
"\n"
" without_offset += ivec4(textureGather (reference_sampler, fractTexCoords, refZ));\n"
" with_offset += ivec4(textureGatherOffset(sampler, texCoords, refZ, offsets));\n"
" }\n"
"}\n";
/* Vertex Shader for GPUShader5TextureGatherOffsetDepth2DOffsetsCaseTest */
const glw::GLchar* const GPUShader5TextureGatherOffsetDepth2DOffsetsCaseTest::m_vertex_shader_code_preamble =
"${VERSION}\n"
"\n"
"${GPU_SHADER5_REQUIRE}\n"
"\n"
"precision highp float;\n"
"precision highp sampler2DShadow;\n"
"\n"
"uniform sampler2DShadow sampler;\n"
"\n"
"in vec2 texCoords;\n"
"\n"
"flat out ivec4 without_offset;\n"
"flat out ivec4 with_offset;\n"
"\n"
"void main()\n"
"{\n"
" const ivec2 offsets[4] =\n";
const glw::GLchar* const GPUShader5TextureGatherOffsetDepth2DOffsetsCaseTest::m_vertex_shader_code_body =
"\n"
" ivec2 texture_size = textureSize(sampler, 0 /* lod */);\n"
" float step = 1.0f / float(texture_size.x);\n"
"\n"
" without_offset = ivec4(0, 0, 0, 0);\n"
" with_offset = ivec4(0, 0, 0, 0);\n"
"\n"
" for (int x = 0; x < texture_size.x; ++x)\n"
" {\n"
" float refZ = float(x) * step;\n"
"\n"
" without_offset += ivec4(textureGather (sampler, texCoords, refZ));\n"
" with_offset += ivec4(textureGatherOffsets(sampler, texCoords, refZ, offsets));\n"
" }\n"
"}\n";
/* Constants for GPUShader5TextureGatherOffsetTestBase */
const glw::GLchar* const GPUShader5TextureGatherOffsetTestBase::m_coordinates_attribute_name = "texCoords";
const int GPUShader5TextureGatherOffsetTestBase::m_coordinate_resolution = 1024;
const int GPUShader5TextureGatherOffsetTestBase::m_max_coordinate_value = 8;
const int GPUShader5TextureGatherOffsetTestBase::m_min_coordinate_value = -8;
const unsigned int GPUShader5TextureGatherOffsetTestBase::m_n_components_per_varying = 4;
const unsigned int GPUShader5TextureGatherOffsetTestBase::m_n_texture_array_length = 4;
const unsigned int GPUShader5TextureGatherOffsetTestBase::m_n_vertices = 128;
const glw::GLchar* const GPUShader5TextureGatherOffsetTestBase::m_sampler_uniform_name = "sampler";
const glw::GLchar* const GPUShader5TextureGatherOffsetTestBase::m_reference_sampler_uniform_name = "reference_sampler";
/* Constants for GPUShader5TextureGatherOffsetColorTestBase */
const unsigned int GPUShader5TextureGatherOffsetColorTestBase::m_texture_size = 64;
/* Constants for GPUShader5TextureGatherOffsetDepthTestBase */
const unsigned int GPUShader5TextureGatherOffsetDepthTestBase::m_texture_size = 64;
/* Constants for GPUShader5TextureGatherOffsetColor2DRepeatCaseTest */
const glw::GLchar* const GPUShader5TextureGatherOffsetColor2DRepeatCaseTest::m_offsets_attribute_name = "offsets";
const unsigned int GPUShader5TextureGatherOffsetColor2DRepeatCaseTest::m_n_offsets_components = 2;
/* Constants for GPUShader5TextureGatherOffsetDepth2DRepeatCaseTest */
const glw::GLchar* const GPUShader5TextureGatherOffsetDepth2DRepeatCaseTest::m_offsets_attribute_name = "offsets";
const unsigned int GPUShader5TextureGatherOffsetDepth2DRepeatCaseTest::m_n_offsets_components = 2;
/** Constructor
*
* @param context Test context
* @param name Test case's name
* @param description Test case's description
**/
GPUShader5TextureGatherOffsetTestBase::GPUShader5TextureGatherOffsetTestBase(Context& context,
const ExtParameters& extParams,
const char* name, const char* description)
: TestCaseBase(context, extParams, name, description)
, m_min_texture_gather_offset(0)
, m_max_texture_gather_offset(0)
, m_fragment_shader_id(0)
, m_program_object_id(0)
, m_vertex_shader_id(0)
, m_vertex_array_object_id(0)
, m_texture_object_id(0)
, m_sampler_object_id(0)
, m_is_texture_array(0)
, m_texture_bytes_per_pixel(0)
, m_texture_format(0)
, m_texture_internal_format(0)
, m_texture_type(0)
, m_texture_size(0)
, m_texture_wrap_mode(0)
, m_transform_feedback_buffer_size(0)
, m_transform_feedback_buffer_object_id(0)
, m_n_coordinates_components(0)
{
/* Nothing to be done here */
}
/** Deinitializes GLES objects created during the test.
*
*/
void GPUShader5TextureGatherOffsetTestBase::deinit()
{
/* GL */
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
/* Bind default values */
gl.useProgram(0);
gl.bindVertexArray(0);
gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0 /* offset */, 0 /* id */);
gl.bindBuffer(GL_ARRAY_BUFFER, 0);
/* Delete everything */
if (0 != m_vertex_array_object_id)
{
gl.deleteVertexArrays(1, &m_vertex_array_object_id);
m_vertex_array_object_id = 0;
}
if (0 != m_transform_feedback_buffer_object_id)
{
gl.deleteBuffers(1, &m_transform_feedback_buffer_object_id);
m_transform_feedback_buffer_object_id = 0;
}
if (false == m_vertex_buffer_ids.empty())
{
gl.deleteBuffers((glw::GLsizei)m_vertex_buffer_ids.size(), &m_vertex_buffer_ids[0]);
}
if (0 != m_program_object_id)
{
gl.deleteProgram(m_program_object_id);
m_program_object_id = 0;
}
if (0 != m_fragment_shader_id)
{
gl.deleteShader(m_fragment_shader_id);
m_fragment_shader_id = 0;
}
if (0 != m_vertex_shader_id)
{
gl.deleteShader(m_vertex_shader_id);
m_vertex_shader_id = 0;
}
if (0 != m_texture_object_id)
{
gl.deleteTextures(1, &m_texture_object_id);
m_texture_object_id = 0;
}
if (0 != m_sampler_object_id)
{
gl.deleteSamplers(1, &m_sampler_object_id);
m_sampler_object_id = 0;
}
/* Deinitialize base */
TestCaseBase::deinit();
}
/** Initializes GLES objects used during the test.
*
*/
void GPUShader5TextureGatherOffsetTestBase::initTest()
{
/* This test should only run if EXT_gpu_shader5 is supported */
if (true != m_is_gpu_shader5_supported)
{
throw tcu::NotSupportedError(GPU_SHADER5_EXTENSION_NOT_SUPPORTED, "", __FILE__, __LINE__);
}
/* GL */
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
/* Get minimum and maximum texture gather offsets */
gl.getIntegerv(GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET, &m_min_texture_gather_offset);
gl.getIntegerv(GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET, &m_max_texture_gather_offset);
GLU_EXPECT_NO_ERROR(
gl.getError(),
"Failed to get value of GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET or GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET");
/* Get details for transform feedback from child class */
getTransformFeedBackDetails(m_transform_feedback_buffer_size, m_captured_varying_names);
/* Get shaders' code from children class */
getShaderParts(m_vertex_shader_parts);
/* Create program and shaders */
m_program_object_id = gl.createProgram();
m_fragment_shader_id = gl.createShader(GL_FRAGMENT_SHADER);
m_vertex_shader_id = gl.createShader(GL_VERTEX_SHADER);
GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to create program or shader object(s)");
/* Set up transform feedback */
gl.transformFeedbackVaryings(m_program_object_id, (glw::GLsizei)m_captured_varying_names.size(),
&m_captured_varying_names[0], GL_INTERLEAVED_ATTRIBS);
GLU_EXPECT_NO_ERROR(gl.getError(), "glTransformFeedbackVaryings() call failed");
/* Build program */
if (false == buildProgram(m_program_object_id, m_fragment_shader_id, 1 /* number of FS parts */,
&m_fragment_shader_code, m_vertex_shader_id, (unsigned int)m_vertex_shader_parts.size(),
&m_vertex_shader_parts[0]))
{
TCU_FAIL("Could not create program from valid vertex/geometry/fragment shader");
}
/* Set program as active */
gl.useProgram(m_program_object_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram() call failed");
/* Generate and bind VAO */
gl.genVertexArrays(1, &m_vertex_array_object_id);
gl.bindVertexArray(m_vertex_array_object_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create vertex array object");
/* Generate, bind and allocate buffer */
gl.genBuffers(1, &m_transform_feedback_buffer_object_id);
gl.bindBuffer(GL_ARRAY_BUFFER, m_transform_feedback_buffer_object_id);
gl.bufferData(GL_ARRAY_BUFFER, m_transform_feedback_buffer_size, 0 /* no start data */, GL_STATIC_DRAW);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create buffer object");
gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, m_transform_feedback_buffer_object_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBufferBase() call failed");
/* Create and fill texture */
prepareTexture();
/* Let inheriting class prepare test specific input for program */
prepareProgramInput();
}
/** Executes the test.
* Sets the test result to QP_TEST_RESULT_FAIL if the test failed, QP_TEST_RESULT_PASS otherwise.
*
* @return STOP if the test has finished, CONTINUE to indicate iterate should be called once again.
*
* Note the function throws exception should an error occur!
**/
tcu::TestCase::IterateResult GPUShader5TextureGatherOffsetTestBase::iterate()
{
initTest();
/* Retrieve ES entrypoints */
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
/* Verification result */
bool result = false;
/* Setup transform feedback */
gl.enable(GL_RASTERIZER_DISCARD);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable(GL_RASTERIZER_DISCARD) call failed");
gl.beginTransformFeedback(GL_POINTS);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBeginTransformFeedback() call failed");
{
/* Draw */
gl.drawArrays(GL_POINTS, 0 /* first */, m_n_vertices);
GLU_EXPECT_NO_ERROR(gl.getError(), "glDrawArrays() call failed");
}
/* Stop transform feedback */
gl.endTransformFeedback();
GLU_EXPECT_NO_ERROR(gl.getError(), "glEndTransformFeedback() call failed");
gl.disable(GL_RASTERIZER_DISCARD);
GLU_EXPECT_NO_ERROR(gl.getError(), "glDisable(GL_RASTERIZER_DISCARD) call failed");
/* Map transfrom feedback results */
const void* transform_feedback_data = gl.mapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0 /* offset */,
m_transform_feedback_buffer_size, GL_MAP_READ_BIT);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not map the buffer object into process space");
/* Verify data extracted from transfrom feedback */
result = verifyResult(transform_feedback_data);
/* Unmap transform feedback buffer */
gl.unmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error unmapping the buffer object");
/* Verify results */
if (true != result)
{
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail");
}
else
{
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
}
return STOP;
}
/** Logs array of ints
* Format: description ( e1 e2 ... eN )
*
* @param data Array of ints
* @param length Number of elements to log
* @param description Description string
**/
void GPUShader5TextureGatherOffsetTestBase::logArray(const glw::GLint* data, unsigned int length,
const char* description)
{
/* Message object */
tcu::MessageBuilder message = m_testCtx.getLog() << tcu::TestLog::Message;
/* Adds description */
message << description;
/* Begin array */
message << "( ";
/* For each varying */
for (unsigned int i = 0; i < length; ++i)
{
message << data[i] << " ";
}
/* End array */
message << ") ";
message << tcu::TestLog::EndMessage;
}
/** Logs coordinates for vertex at given index
* Format: Texture coordinates (range [0:1]): [x, y, .. ]
*
* @param index Index of vertex
**/
void GPUShader5TextureGatherOffsetTestBase::logCoordinates(unsigned int index)
{
/* Message object */
tcu::MessageBuilder message = m_testCtx.getLog() << tcu::TestLog::Message;
/* Begin array */
message << "Texture coordinates (range [0:1]): [";
/* Component index */
unsigned int i = 0;
while (1)
{
message << m_coordinates_buffer_data[index * m_n_coordinates_components + i];
i += 1;
if (i >= m_n_coordinates_components)
{
break;
}
else
{
message << ", ";
}
}
/* End array */
message << "]" << tcu::TestLog::EndMessage;
}
/** Prepare buffers for vertex attributes
*
**/
void GPUShader5TextureGatherOffsetTestBase::prepareProgramInput()
{
/* GL */
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
/* Get vertex buffer infos from child class */
prepareVertexBuffersData(m_vertex_buffer_infos);
/* Prepare info for coordinates */
prepareVertexBufferInfoForCoordinates();
/* Constant for number of vertex buffers */
const unsigned int n_vertex_buffers = (unsigned int)m_vertex_buffer_infos.size();
/* Prepare storage for vertex buffer ids */
m_vertex_buffer_ids.resize(n_vertex_buffers);
/* Generate buffers */
gl.genBuffers(n_vertex_buffers, &m_vertex_buffer_ids[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to create vertex buffers");
/* Setup each vertex buffer */
for (unsigned int i = 0; i < n_vertex_buffers; ++i)
{
/* References for i-th vertex buffer */
glw::GLuint vertex_buffer_id = m_vertex_buffer_ids[i];
VertexBufferInfo& vertex_buffer_info = m_vertex_buffer_infos[i];
/* Get attribute location */
glw::GLint attribute_location =
gl.getAttribLocation(m_program_object_id, m_vertex_buffer_infos[i].attribute_name);
if ((-1 == attribute_location) || (GL_NO_ERROR != gl.getError()))
{
TCU_FAIL("Failed to get location of attribute");
}
/* Setup buffer for offsets attribute */
gl.bindBuffer(GL_ARRAY_BUFFER, vertex_buffer_id);
gl.bufferData(GL_ARRAY_BUFFER, vertex_buffer_info.data_size, vertex_buffer_info.data, GL_STATIC_DRAW);
GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to fill vertex buffer with data");
/* Setup attribute */
gl.enableVertexAttribArray(attribute_location);
if (GL_INT == vertex_buffer_info.type)
{
gl.vertexAttribIPointer(attribute_location, vertex_buffer_info.n_components, vertex_buffer_info.type,
0 /* stride */, 0 /* offset */);
}
else
{
gl.vertexAttribPointer(attribute_location, vertex_buffer_info.n_components, vertex_buffer_info.type,
GL_FALSE /* normalization */, 0 /* stride */, 0 /* offset */);
}
GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to setup vertex attribute arrays");
}
/* Get sampler location */
glw::GLint sampler_location = gl.getUniformLocation(m_program_object_id, m_sampler_uniform_name);
if ((-1 == sampler_location) || (GL_NO_ERROR != gl.getError()))
{
TCU_FAIL("Failed to get location of uniform \"sampler\"");
}
/* Set uniform at sampler location value to index of first texture unit */
gl.uniform1i(sampler_location, 0 /* first texture unit */);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not set uniform value");
if (GL_CLAMP_TO_EDGE == m_texture_wrap_mode)
{
/* Get reference_sampler location */
glw::GLint reference_sampler_location =
gl.getUniformLocation(m_program_object_id, m_reference_sampler_uniform_name);
if ((-1 == reference_sampler_location) || (GL_NO_ERROR != gl.getError()))
{
TCU_FAIL("Failed to get location of uniform \"reference sampler\"");
}
/* Set uniform at reference_sampler location value to index of second texture unit */
gl.uniform1i(reference_sampler_location, 1 /* second texture unit */);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not set uniform value");
}
}
/** Prepare texture and bind it to sampler
*
**/
void GPUShader5TextureGatherOffsetTestBase::prepareTexture()
{
/* Retrieve ES entrypoints */
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
/* Get texture info from child class */
getTextureInfo(m_texture_size, m_texture_internal_format, m_texture_format, m_texture_type,
m_texture_bytes_per_pixel);
isTextureArray(m_is_texture_array);
getTextureWrapMode(m_texture_wrap_mode);
/* Verify that recieved texture parameters are valid */
glw::GLint max_texture_size = 0;
gl.getIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetIntegerv() failed for GL_MAX_TEXTURE_SIZE pname");
if (m_texture_size > (glw::GLuint)max_texture_size)
{
throw tcu::NotSupportedError("Required texture dimmensions exceeds GL_MAX_TEXTURE_SIZE limit", "", __FILE__,
__LINE__);
}
/* Activate first texture unit */
gl.activeTexture(GL_TEXTURE0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glActiveTexture(GL_TEXTURE0) failed");
/* Generate and allocate texture */
gl.genTextures(1, &m_texture_object_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGenTextures() call failed");
if (true == m_is_texture_array)
{
gl.bindTexture(GL_TEXTURE_2D_ARRAY, m_texture_object_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture() call failed");
gl.texStorage3D(GL_TEXTURE_2D_ARRAY, 1 /* levels */, m_texture_internal_format, m_texture_size, m_texture_size,
m_n_texture_array_length);
GLU_EXPECT_NO_ERROR(gl.getError(), "glTexStorage3D() call failed");
}
else
{
gl.bindTexture(GL_TEXTURE_2D, m_texture_object_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture() call failed");
gl.texStorage2D(GL_TEXTURE_2D, 1 /* levels */, m_texture_internal_format, m_texture_size, m_texture_size);
GLU_EXPECT_NO_ERROR(gl.getError(), "glTexStorage2D() call failed");
}
/* Storage for texture data */
std::vector<glw::GLubyte> texture_data;
texture_data.resize(m_texture_size * m_texture_size * m_texture_bytes_per_pixel);
/* Let child class prepare data for texture */
prepareTextureData(&texture_data[0]);
/* Update texture data */
if (true == m_is_texture_array)
{
for (unsigned int z = 0; z < m_n_texture_array_length; ++z)
{
gl.texSubImage3D(GL_TEXTURE_2D_ARRAY, 0 /* level */, 0 /* x */, 0 /* y */, z, m_texture_size,
m_texture_size, 1 /* depth */, m_texture_format, m_texture_type, &texture_data[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to update texture data");
}
}
else
{
gl.texSubImage2D(GL_TEXTURE_2D, 0 /* level */, 0 /* x */, 0 /* y */, m_texture_size, m_texture_size,
m_texture_format, m_texture_type, &texture_data[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to update texture data");
}
/* Set shadow comparison, filtering and wrap modes */
glw::GLenum texture_target;
if (true == m_is_texture_array)
{
texture_target = GL_TEXTURE_2D_ARRAY;
}
else
{
texture_target = GL_TEXTURE_2D;
}
/* Storage for border color */
glw::GLfloat color[4];
/* Get border color */
getBorderColor(color);
gl.texParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl.texParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl.texParameteri(texture_target, GL_TEXTURE_WRAP_S, m_texture_wrap_mode);
gl.texParameteri(texture_target, GL_TEXTURE_WRAP_T, m_texture_wrap_mode);
gl.texParameteri(texture_target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
gl.texParameteri(texture_target, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
/* Set border color when "clamp to border" mode is selected */
if (m_glExtTokens.CLAMP_TO_BORDER == m_texture_wrap_mode)
{
gl.texParameterfv(texture_target, m_glExtTokens.TEXTURE_BORDER_COLOR, color);
}
GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to set texture parameters");
/* Setup texture unit for reference_sampler */
if (GL_CLAMP_TO_EDGE == m_texture_wrap_mode)
{
/* Activate second texture unit */
gl.activeTexture(GL_TEXTURE1);
GLU_EXPECT_NO_ERROR(gl.getError(), "glActiveTexture(GL_TEXTURE1) failed");
/* Bind texture */
gl.bindTexture(texture_target, m_texture_object_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture failed");
/* Generate sampler */
gl.genSamplers(1, &m_sampler_object_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to generate sampler");
/* Bind sampler to second texture unit */
gl.bindSampler(1, m_sampler_object_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to bind sampler to unit 1");
/* Set sampler parameters */
gl.samplerParameteri(m_sampler_object_id, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl.samplerParameteri(m_sampler_object_id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl.samplerParameteri(m_sampler_object_id, GL_TEXTURE_WRAP_S, m_glExtTokens.CLAMP_TO_BORDER);
gl.samplerParameteri(m_sampler_object_id, GL_TEXTURE_WRAP_T, m_glExtTokens.CLAMP_TO_BORDER);
gl.samplerParameteri(m_sampler_object_id, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
gl.samplerParameteri(m_sampler_object_id, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
gl.samplerParameterfv(m_sampler_object_id, m_glExtTokens.TEXTURE_BORDER_COLOR, color);
GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to set sampler parameters");
}
}
/** Prepare buffer for texture coordinates
*
**/
void GPUShader5TextureGatherOffsetTestBase::prepareVertexBufferInfoForCoordinates()
{
/* Select proper number of components */
if (true == m_is_texture_array)
{
m_n_coordinates_components = 3;
}
else
{
m_n_coordinates_components = 2;
}
/* Prepare storage for texture coordinates */
m_coordinates_buffer_data.resize(m_n_vertices * m_n_coordinates_components);
/* Variables for calculation of texture coordiantes' range and offsets */
const float coordinate_denominator = m_coordinate_resolution;
int x_modulus;
float x_offset;
float x_range;
int y_modulus;
float y_offset;
float y_range;
/* Calculation of texture coordiantes' range and offsets */
x_range = m_max_coordinate_value - m_min_coordinate_value;
y_range = m_max_coordinate_value - m_min_coordinate_value;
x_offset = m_min_coordinate_value;
y_offset = m_min_coordinate_value;
x_range *= coordinate_denominator;
y_range *= coordinate_denominator;
x_modulus = (int)x_range;
y_modulus = (int)y_range;
/* Prepare texture coordinates */
if (true == m_is_texture_array)
{
/* First four coordinates are corners, each comes from unique level */
setCoordinatesData(0.0f, 0.0f, 0.0f, 0);
setCoordinatesData(0.0f, 1.0f, 1.0f, 1);
setCoordinatesData(1.0f, 0.0f, 2.0f, 2);
setCoordinatesData(1.0f, 1.0f, 3.0f, 3);
/* Generate rest of texture coordinates */
for (unsigned int i = 4; i < m_n_vertices; ++i)
{
const glw::GLfloat coord_x = ((float)(rand() % x_modulus)) / coordinate_denominator + x_offset;
const glw::GLfloat coord_y = ((float)(rand() % y_modulus)) / coordinate_denominator + y_offset;
const glw::GLfloat coord_z =
((float)(rand() % m_n_texture_array_length * m_coordinate_resolution)) / coordinate_denominator;
setCoordinatesData(coord_x, coord_y, coord_z, i);
}
}
else
{
/* First four coordinates are corners */
setCoordinatesData(0.0f, 0.0f, 0);
setCoordinatesData(0.0f, 1.0f, 1);
setCoordinatesData(1.0f, 0.0f, 2);
setCoordinatesData(1.0f, 1.0f, 3);
/* Generate rest of texture coordinates */
for (unsigned int i = 4; i < m_n_vertices; ++i)
{
const glw::GLfloat coord_x = ((float)(rand() % x_modulus)) / coordinate_denominator + x_offset;
const glw::GLfloat coord_y = ((float)(rand() % y_modulus)) / coordinate_denominator + y_offset;
setCoordinatesData(coord_x, coord_y, i);
}
}
/* Setup coordinates VB info */
VertexBufferInfo info;
info.attribute_name = m_coordinates_attribute_name;
info.n_components = m_n_coordinates_components;
info.type = GL_FLOAT;
info.data = &m_coordinates_buffer_data[0];
info.data_size = (glw::GLuint)(m_coordinates_buffer_data.size() * sizeof(glw::GLfloat));
/* Store results */
m_vertex_buffer_infos.push_back(info);
}
/** Set 2D texture coordinate for vertex at given index
*
* @param x X coordinate
* @param y Y coordinate
* @param index Index of vertex
**/
void GPUShader5TextureGatherOffsetTestBase::setCoordinatesData(glw::GLfloat x, glw::GLfloat y, unsigned int index)
{
const unsigned int vertex_offset = m_n_coordinates_components * index;
m_coordinates_buffer_data[vertex_offset + 0] = x;
m_coordinates_buffer_data[vertex_offset + 1] = y;
}
/** Set 3D texture coordinate for vertex at given index
*
* @param x X coordinate
* @param y Y coordinate
* @param z Z coordinate
* @param index Index of vertex
**/
void GPUShader5TextureGatherOffsetTestBase::setCoordinatesData(glw::GLfloat x, glw::GLfloat y, glw::GLfloat z,
unsigned int index)
{
const unsigned int vertex_offset = m_n_coordinates_components * index;
m_coordinates_buffer_data[vertex_offset + 0] = x;
m_coordinates_buffer_data[vertex_offset + 1] = y;
m_coordinates_buffer_data[vertex_offset + 2] = z;
}
/** Constructor
*
* @param context Test context
* @param name Test case's name
* @param description Test case's description
**/
GPUShader5TextureGatherOffsetColorTestBase::GPUShader5TextureGatherOffsetColorTestBase(Context& context,
const ExtParameters& extParams,
const char* name,
const char* description)
: GPUShader5TextureGatherOffsetTestBase(context, extParams, name, description), m_n_varyings_per_vertex(0)
{
/* Nothing to be done here */
}
/** Provides color that will be used as border color for "clamp to border" mode
*
* @param out_color Color
**/
void GPUShader5TextureGatherOffsetColorTestBase::getBorderColor(glw::GLfloat out_color[4])
{
out_color[0] = -1.0f;
out_color[1] = -1.0f;
out_color[2] = -1.0f;
out_color[3] = -1.0f;
}
/** Provides informations required to create texture
*
* @param out_size Size of texture
* @param out_texture_internal_format Internal format of texture
* @param out_texture_format Format of texture
* @param out_texture_type Type of texture
* @param out_bytes_per_pixel Bytes per pixel
**/
void GPUShader5TextureGatherOffsetColorTestBase::getTextureInfo(glw::GLuint& out_size,
glw::GLenum& out_texture_internal_format,
glw::GLenum& out_texture_format,
glw::GLenum& out_texture_type,
glw::GLuint& out_bytes_per_pixel)
{
out_size = m_texture_size;
out_texture_internal_format = GL_RGBA32I;
out_texture_format = GL_RGBA_INTEGER;
out_texture_type = GL_INT;
out_bytes_per_pixel = 4 * sizeof(glw::GLint); /* RGBA * int */
}
/** Get wrap mode for texture
*
* @param out_wrap_mode Wrap mode
**/
void GPUShader5TextureGatherOffsetColorTestBase::getTextureWrapMode(glw::GLenum& out_wrap_mode)
{
out_wrap_mode = GL_REPEAT;
}
/** Get size of buffer used as output from transform feedback and names of varyings
*
* @param out_buffer_size Size of buffer
* @param out_captured_varyings Names of varyings
**/
void GPUShader5TextureGatherOffsetColorTestBase::getTransformFeedBackDetails(
glw::GLuint& out_buffer_size, std::vector<const glw::GLchar*>& out_captured_varyings)
{
out_captured_varyings.reserve(8);
out_captured_varyings.push_back("without_offset_0");
out_captured_varyings.push_back("with_offset_0");
out_captured_varyings.push_back("without_offset_1");
out_captured_varyings.push_back("with_offset_1");
out_captured_varyings.push_back("without_offset_2");
out_captured_varyings.push_back("with_offset_2");
out_captured_varyings.push_back("without_offset_3");
out_captured_varyings.push_back("with_offset_3");
m_n_varyings_per_vertex = (unsigned int)out_captured_varyings.size();
out_buffer_size = static_cast<glw::GLuint>(m_n_vertices * m_n_varyings_per_vertex * m_n_components_per_varying *
sizeof(glw::GLint));
}
/** Check if texture array is required
*
* @param out_is_texture_array Set to true if texture array is required, false otherwise
**/
void GPUShader5TextureGatherOffsetColorTestBase::isTextureArray(bool& out_is_texture_array)
{
out_is_texture_array = false;
}
/** Prepare texture data as expected by all cases in test 9.
* Each texel is assigned {x, y, x, y}, where x and y are coordinates of texel.
*
* @param data Storage space for texture data
**/
void GPUShader5TextureGatherOffsetColorTestBase::prepareTextureData(glw::GLubyte* data)
{
/* Data pointer */
glw::GLint* texture_data = (glw::GLint*)data;
/* Constants */
const unsigned int n_components_per_pixel = 4;
const unsigned int line_size = n_components_per_pixel * m_texture_size;
/* Prepare texture's data */
for (unsigned int y = 0; y < m_texture_size; ++y)
{
for (unsigned int x = 0; x < m_texture_size; ++x)
{
const unsigned int pixel_offset = y * line_size + x * n_components_per_pixel;
/* texel.r = x, texel.g = y */
texture_data[pixel_offset + 0] = x;
texture_data[pixel_offset + 1] = y;
/* texel.b = x, texel.a = y */
texture_data[pixel_offset + 2] = x;
texture_data[pixel_offset + 3] = y;
}
}
}
/** Verification of results
*
* @param result Pointer to data mapped from transform feedback buffer. Size of
* data is equal to buffer_size set by getTransformFeedbackBufferSize
*
* @return true Result match expected value
* false Result has wrong value
**/
bool GPUShader5TextureGatherOffsetColorTestBase::verifyResult(const void* result_data)
{
/* All data stored in data are ints */
glw::GLint* results = (glw::GLint*)result_data;
/* Verification result */
bool result = true;
/* Constants for data offsets calculation */
const unsigned int vertex_size_in_results_buffer = m_n_varyings_per_vertex * m_n_components_per_varying;
const unsigned int bytes_per_varying = m_n_components_per_varying * sizeof(glw::GLint);
const unsigned int vertex_varying_0_offset = 0;
const unsigned int vertex_varying_1_offset = vertex_varying_0_offset + 2 * m_n_components_per_varying;
const unsigned int vertex_varying_2_offset = vertex_varying_1_offset + 2 * m_n_components_per_varying;
const unsigned int vertex_varying_3_offset = vertex_varying_2_offset + 2 * m_n_components_per_varying;
const unsigned int with_offset_offset = m_n_components_per_varying;
const unsigned int without_offset_offset = 0;
/* For each vertex */
for (unsigned int vertex = 0; vertex < m_n_vertices; ++vertex)
{
CapturedVaryings captured_data;
/* Pointers to all varyings for given vertex */
const glw::GLint* without_offset_0 =
results + vertex_varying_0_offset + (vertex * vertex_size_in_results_buffer) + without_offset_offset;
const glw::GLint* with_offset_0 =
results + vertex_varying_0_offset + (vertex * vertex_size_in_results_buffer) + with_offset_offset;
const glw::GLint* without_offset_1 =
results + vertex_varying_1_offset + (vertex * vertex_size_in_results_buffer) + without_offset_offset;
const glw::GLint* with_offset_1 =
results + vertex_varying_1_offset + (vertex * vertex_size_in_results_buffer) + with_offset_offset;
const glw::GLint* without_offset_2 =
results + vertex_varying_2_offset + (vertex * vertex_size_in_results_buffer) + without_offset_offset;
const glw::GLint* with_offset_2 =
results + vertex_varying_2_offset + (vertex * vertex_size_in_results_buffer) + with_offset_offset;
const glw::GLint* without_offset_3 =
results + vertex_varying_3_offset + (vertex * vertex_size_in_results_buffer) + without_offset_offset;
const glw::GLint* with_offset_3 =
results + vertex_varying_3_offset + (vertex * vertex_size_in_results_buffer) + with_offset_offset;
/* Copy captured varyings to captured_data instance */
memcpy(captured_data.without_offset_0, without_offset_0, bytes_per_varying);
memcpy(captured_data.without_offset_1, without_offset_1, bytes_per_varying);
memcpy(captured_data.without_offset_2, without_offset_2, bytes_per_varying);
memcpy(captured_data.without_offset_3, without_offset_3, bytes_per_varying);
memcpy(captured_data.with_offset_0, with_offset_0, bytes_per_varying);
memcpy(captured_data.with_offset_1, with_offset_1, bytes_per_varying);
memcpy(captured_data.with_offset_2, with_offset_2, bytes_per_varying);
memcpy(captured_data.with_offset_3, with_offset_3, bytes_per_varying);
/* Let child class check if result is ok */
const bool is_result_ok = checkResult(captured_data, vertex, m_texture_size);
/* Do not break on first error */
if (false == is_result_ok)
{
result = false;
}
}
/* Done */
return result;
}
/** Logs data captured varyings
*
* @param varyings Instance of capturedVaryings to be logged
**/
void GPUShader5TextureGatherOffsetColorTestBase::logVaryings(const CapturedVaryings& varyings)
{
logArray(varyings.without_offset_0, m_n_components_per_varying, "Without offset X: ");
logArray(varyings.without_offset_1, m_n_components_per_varying, "Without offset Y: ");
logArray(varyings.without_offset_2, m_n_components_per_varying, "Without offset Z: ");
logArray(varyings.without_offset_3, m_n_components_per_varying, "Without offset W: ");
logArray(varyings.with_offset_0, m_n_components_per_varying, "With offset X: ");
logArray(varyings.with_offset_1, m_n_components_per_varying, "With offset Y: ");
logArray(varyings.with_offset_2, m_n_components_per_varying, "With offset Z: ");
logArray(varyings.with_offset_3, m_n_components_per_varying, "With offset W: ");
}
/** Constructor
*
* @param context Test context
* @param name Test case's name
* @param description Test case's description
**/
GPUShader5TextureGatherOffsetColor2DRepeatCaseTest::GPUShader5TextureGatherOffsetColor2DRepeatCaseTest(
Context& context, const ExtParameters& extParams, const char* name, const char* description)
: GPUShader5TextureGatherOffsetColorTestBase(context, extParams, name, description)
{
/* Nothing to be done here */
}
/** Get parts of vertex shader
*
* @param out_vertex_shader_parts Vector of vertex shader parts
**/
void GPUShader5TextureGatherOffsetColor2DRepeatCaseTest::getShaderParts(
std::vector<const glw::GLchar*>& out_vertex_shader_parts)
{
out_vertex_shader_parts.push_back(m_vertex_shader_code);
}
/** Prepare test specific data, that will be used as vertex attributes
*
* @param vertex_buffer_infos Vector of vertexBufferInfo instances
**/
void GPUShader5TextureGatherOffsetColor2DRepeatCaseTest::prepareVertexBuffersData(
std::vector<VertexBufferInfo>& vertex_buffer_infos)
{
/* Constats for offsets and size of buffer */
const unsigned int n_total_components = m_n_vertices * m_n_offsets_components;
/* Limits used to generate offsets */
const glw::GLint min_ptgo = m_min_texture_gather_offset;
const glw::GLint max_ptgo = m_max_texture_gather_offset;
/* Storage for offsets */
m_offsets_buffer_data.resize(n_total_components);
/* Set the seed for random number generator */
randomSeed(1);
/* Generate offsets */
for (unsigned int i = 0; i < n_total_components; ++i)
{
m_offsets_buffer_data[i] =
static_cast<glw::GLint>(randomFormula(static_cast<glw::GLuint>(max_ptgo - min_ptgo + 1))) + min_ptgo;
}
/* Setup offsets VB info */
VertexBufferInfo info;
info.attribute_name = m_offsets_attribute_name;
info.n_components = m_n_offsets_components;
info.type = GL_INT;
info.data = &m_offsets_buffer_data[0];
info.data_size = (glw::GLuint)(m_offsets_buffer_data.size() * sizeof(glw::GLint));
/* Add VB info to vector */
vertex_buffer_infos.push_back(info);
}
/** Check if data captured for vertex at index are as expected
*
* @param captured_data Instance of capturedVaryings for vertex at index
* @param index Index of vertex
* @param texture_size Size of texture
*
* @return True Results match expected values
* False Results do not match expected values
**/
bool GPUShader5TextureGatherOffsetColor2DRepeatCaseTest::checkResult(const CapturedVaryings& captured_data,
unsigned int index, unsigned int tex_size)
{
/* Signed int value has to be used with operator % in order to work as expected */
const glw::GLint texture_size = (glw::GLint)tex_size;
/* Get offsets for vertex */
glw::GLint x_offset;
glw::GLint y_offset;
getOffsets(x_offset, y_offset, index);
/* Roll x offsets around left edge when negative */
if (0 > x_offset)
{
x_offset = x_offset % texture_size;
x_offset += texture_size;
}
/* Roll y offsets around top edge when negative */
if (0 > y_offset)
{
y_offset = y_offset % texture_size;
y_offset += texture_size;
}
/* Storage for expected values of with_offset varyings */
glw::GLint expected_values_0[m_n_components_per_varying];
glw::GLint expected_values_1[m_n_components_per_varying];
glw::GLint expected_values_2[m_n_components_per_varying];
glw::GLint expected_values_3[m_n_components_per_varying];
/* Calculate expected values of with_offset varyings */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
expected_values_0[i] = ((x_offset + captured_data.without_offset_0[i]) % texture_size);
expected_values_1[i] = ((y_offset + captured_data.without_offset_1[i]) % texture_size);
expected_values_2[i] = ((x_offset + captured_data.without_offset_2[i]) % texture_size);
expected_values_3[i] = ((y_offset + captured_data.without_offset_3[i]) % texture_size);
}
/* Verify that expected_values match those in with_offset varyings */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
if ((captured_data.with_offset_0[i] != expected_values_0[i]) ||
(captured_data.with_offset_1[i] != expected_values_1[i]) ||
(captured_data.with_offset_2[i] != expected_values_2[i]) ||
(captured_data.with_offset_3[i] != expected_values_3[i]))
{
/* Log invalid results */
m_testCtx.getLog() << tcu::TestLog::Section("Invalid result", "");
logCoordinates(index);
m_testCtx.getLog() << tcu::TestLog::Message << "Texture size: " << texture_size << tcu::TestLog::EndMessage;
m_testCtx.getLog() << tcu::TestLog::Message << "Offsets: " << x_offset << ", " << y_offset
<< tcu::TestLog::EndMessage;
logVaryings(captured_data);
m_testCtx.getLog() << tcu::TestLog::EndSection;
/* Done */
return false;
}
}
/* Done */
return true;
}
/** Get offsets for vertex at index
*
* @param out_x_offset X offset
* @param out_y_offset Y offset
* @param index Index of vertex
**/
void GPUShader5TextureGatherOffsetColor2DRepeatCaseTest::getOffsets(glw::GLint& out_x_offset, glw::GLint& out_y_offset,
unsigned int index)
{
out_x_offset = m_offsets_buffer_data[index * m_n_offsets_components + 0];
out_y_offset = m_offsets_buffer_data[index * m_n_offsets_components + 1];
}
/** Constructor
*
* @param context Test context
* @param name Test case's name
* @param description Test case's description
**/
GPUShader5TextureGatherOffsetColor2DArrayCaseTest::GPUShader5TextureGatherOffsetColor2DArrayCaseTest(
Context& context, const ExtParameters& extParams, const char* name, const char* description)
: GPUShader5TextureGatherOffsetColor2DRepeatCaseTest(context, extParams, name, description)
{
/* Nothing to be done here */
}
/** Get parts of vertex shader
*
* @param out_vertex_shader_parts Vector of vertex shader parts
**/
void GPUShader5TextureGatherOffsetColor2DArrayCaseTest::getShaderParts(
std::vector<const glw::GLchar*>& out_vertex_shader_parts)
{
out_vertex_shader_parts.push_back(m_vertex_shader_code);
}
/** Check if texture array is required
*
* @param out_is_texture_array Set to true if texture array is required, false otherwise
**/
void GPUShader5TextureGatherOffsetColor2DArrayCaseTest::isTextureArray(bool& out_is_texture_array)
{
out_is_texture_array = true;
}
/** Constructor
*
* @param context Test context
* @param name Test case's name
* @param description Test case's description
**/
GPUShader5TextureGatherOffsetColor2DClampToBorderCaseTest::GPUShader5TextureGatherOffsetColor2DClampToBorderCaseTest(
Context& context, const ExtParameters& extParams, const char* name, const char* description)
: GPUShader5TextureGatherOffsetColor2DRepeatCaseTest(context, extParams, name, description)
{
/* Nothing to be done here */
}
/** Get wrap mode for texture
*
* @param out_wrap_mode Wrap mode
**/
void GPUShader5TextureGatherOffsetColor2DClampToBorderCaseTest::getTextureWrapMode(glw::GLenum& out_wrap_mode)
{
out_wrap_mode = m_glExtTokens.CLAMP_TO_BORDER;
}
/** Get parts of vertex shader
*
* @param out_vertex_shader_parts Vector of vertex shader parts
**/
void GPUShader5TextureGatherOffsetColor2DClampToBorderCaseTest::getShaderParts(
std::vector<const glw::GLchar*>& out_vertex_shader_parts)
{
out_vertex_shader_parts.push_back(m_vertex_shader_code);
}
/** Check if data captured for vertex at index are as expected
*
* @param captured_data Instance of capturedVaryings for vertex at index
* @param index Index of vertex
* @param texture_size Size of texture
*
* @return True Results match expected values
* False Results do not match expected values
**/
bool GPUShader5TextureGatherOffsetColor2DClampToBorderCaseTest::checkResult(const CapturedVaryings& captured_data,
unsigned int index,
unsigned int texture_size)
{
/* Get offsets for vertex */
glw::GLint x_offset;
glw::GLint y_offset;
getOffsets(x_offset, y_offset, index);
/* Storage for expected values of with_offset varyings */
glw::GLint expected_values_0[m_n_components_per_varying];
glw::GLint expected_values_1[m_n_components_per_varying];
glw::GLint expected_values_2[m_n_components_per_varying];
glw::GLint expected_values_3[m_n_components_per_varying];
/* Storage for with_offset values */
glw::GLint with_offset_0[m_n_components_per_varying];
glw::GLint with_offset_1[m_n_components_per_varying];
glw::GLint with_offset_2[m_n_components_per_varying];
glw::GLint with_offset_3[m_n_components_per_varying];
/* Index of first not clamped texel in without_offset set*/
int not_clamped_texel_index = -1;
/* X and Y offsets of texels in 2x2 set */
static const glw::GLint gather_offsets_x[] = { 0, 1, 1, 0 };
static const glw::GLint gather_offsets_y[] = { 1, 1, 0, 0 };
/* Find first not clamped texel in without_offset set */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
if ((0 <= captured_data.without_offset_0[i]) && (0 <= captured_data.without_offset_1[i]))
{
not_clamped_texel_index = i;
break;
}
}
if (-1 == not_clamped_texel_index)
{
/* Log problem with sampler */
m_testCtx.getLog() << tcu::TestLog::Section("Unexpected sampling results", "");
logCoordinates(index);
m_testCtx.getLog() << tcu::TestLog::Message << "Texture size: " << texture_size << tcu::TestLog::EndMessage;
m_testCtx.getLog() << tcu::TestLog::Message << "Offsets: " << x_offset << ", " << y_offset
<< tcu::TestLog::EndMessage;
logVaryings(captured_data);
m_testCtx.getLog() << tcu::TestLog::EndSection;
TCU_FAIL("Unexpected sampling results");
}
/* Fraction part of position for lower left texel without_offset set */
const glw::GLint fract_position_x =
captured_data.without_offset_0[not_clamped_texel_index] - gather_offsets_x[not_clamped_texel_index];
const glw::GLint fract_position_y =
captured_data.without_offset_1[not_clamped_texel_index] - gather_offsets_y[not_clamped_texel_index];
/* Absolute position of lower left corner in without_offset set */
const glw::GLint absolute_position_x = fract_position_x + captured_data.without_offset_2[0] * (int)texture_size;
const glw::GLint absolute_position_y = fract_position_y + captured_data.without_offset_3[0] * (int)texture_size;
/* Calculate absolute position for all texels in without_offset set */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
expected_values_0[i] = absolute_position_x + gather_offsets_x[i];
expected_values_1[i] = absolute_position_y + gather_offsets_y[i];
expected_values_2[i] = absolute_position_x + gather_offsets_x[i];
expected_values_3[i] = absolute_position_y + gather_offsets_y[i];
}
/* Modify "border color" to -1 in with_offset set */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
with_offset_0[i] = 0 <= captured_data.with_offset_0[i] ? captured_data.with_offset_0[i] : -1;
with_offset_1[i] = 0 <= captured_data.with_offset_1[i] ? captured_data.with_offset_1[i] : -1;
with_offset_2[i] = 0 <= captured_data.with_offset_2[i] ? captured_data.with_offset_2[i] : -1;
with_offset_3[i] = 0 <= captured_data.with_offset_3[i] ? captured_data.with_offset_3[i] : -1;
}
/* Apply offsets to absolute positions of without_offset */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
expected_values_0[i] += x_offset;
expected_values_1[i] += y_offset;
expected_values_2[i] += x_offset;
expected_values_3[i] += y_offset;
/* Set to -1, when point defined by expected_values_01 is outside of texture */
if ((0 > expected_values_0[i]) || (((glw::GLint)texture_size) <= expected_values_0[i]) ||
(0 > expected_values_1[i]) || (((glw::GLint)texture_size) <= expected_values_1[i]))
{
expected_values_0[i] = -1;
expected_values_1[i] = -1;
}
/* Set to -1, when point defined by expected_values_23 is outside of texture */
if ((0 > expected_values_2[i]) || (((glw::GLint)texture_size) <= expected_values_2[i]) ||
(0 > expected_values_3[i]) || (((glw::GLint)texture_size) <= expected_values_3[i]))
{
expected_values_2[i] = -1;
expected_values_3[i] = -1;
}
}
/* Verify that expected_values match those in with_offset varyings */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
if ((with_offset_0[i] != expected_values_0[i]) || (with_offset_1[i] != expected_values_1[i]) ||
(with_offset_2[i] != expected_values_2[i]) || (with_offset_3[i] != expected_values_3[i]))
{
/* Log invalid results */
m_testCtx.getLog() << tcu::TestLog::Section("Invalid result", "");
logCoordinates(index);
m_testCtx.getLog() << tcu::TestLog::Message << "Texture size: " << texture_size << tcu::TestLog::EndMessage;
m_testCtx.getLog() << tcu::TestLog::Message << "Offsets: " << x_offset << ", " << y_offset
<< tcu::TestLog::EndMessage;
logVaryings(captured_data);
m_testCtx.getLog() << tcu::TestLog::EndSection;
/* Done */
return false;
}
}
/* Done */
return true;
}
/** Initializes GLES objects used during the test.
*
*/
void GPUShader5TextureGatherOffsetColor2DClampToBorderCaseTest::initTest(void)
{
/* Check if texture_border_clamp extension is supported */
if (!m_is_texture_border_clamp_supported)
{
throw tcu::NotSupportedError(TEXTURE_BORDER_CLAMP_NOT_SUPPORTED, "", __FILE__, __LINE__);
}
GPUShader5TextureGatherOffsetColor2DRepeatCaseTest::initTest();
}
/** Constructor
*
* @param context Test context
* @param name Test case's name
* @param description Test case's description
**/
GPUShader5TextureGatherOffsetColor2DClampToEdgeCaseTest::GPUShader5TextureGatherOffsetColor2DClampToEdgeCaseTest(
Context& context, const ExtParameters& extParams, const char* name, const char* description)
: GPUShader5TextureGatherOffsetColor2DRepeatCaseTest(context, extParams, name, description)
{
/* Nothing to be done here */
}
/** Get wrap mode for texture
*
* @param out_wrap_mode Wrap mode
**/
void GPUShader5TextureGatherOffsetColor2DClampToEdgeCaseTest::getTextureWrapMode(glw::GLenum& out_wrap_mode)
{
out_wrap_mode = GL_CLAMP_TO_EDGE;
}
/** Get parts of vertex shader
*
* @param out_vertex_shader_parts Vector of vertex shader parts
**/
void GPUShader5TextureGatherOffsetColor2DClampToEdgeCaseTest::getShaderParts(
std::vector<const glw::GLchar*>& out_vertex_shader_parts)
{
out_vertex_shader_parts.push_back(m_vertex_shader_code);
}
/** Clamps value to specified range
*
* @param value Value to be clamped
* @param min Minimum of range
* @param max Maximum of range
**/
template <typename T>
void clamp(T& value, const T min, const T max)
{
if (min > value)
{
value = min;
}
else if (max < value)
{
value = max;
}
}
/** Check if data captured for vertex at index are as expected
*
* @param captured_data Instance of capturedVaryings for vertex at index
* @param index Index of vertex
* @param texture_size Size of texture
*
* @return True Results match expected values
* False Results do not match expected values
**/
bool GPUShader5TextureGatherOffsetColor2DClampToEdgeCaseTest::checkResult(const CapturedVaryings& captured_data,
unsigned int index, unsigned int texture_size)
{
/* Get offsets for vertex */
glw::GLint x_offset;
glw::GLint y_offset;
getOffsets(x_offset, y_offset, index);
/* Storage for expected values of with_offset varyings */
glw::GLint expected_values_0[m_n_components_per_varying];
glw::GLint expected_values_1[m_n_components_per_varying];
glw::GLint expected_values_2[m_n_components_per_varying];
glw::GLint expected_values_3[m_n_components_per_varying];
/* Index of first not clamped texel in without_offset set*/
int not_clamped_texel_index = -1;
/* X and Y offsets of texels in 2x2 set */
static const glw::GLint gather_offsets_x[] = { 0, 1, 1, 0 };
static const glw::GLint gather_offsets_y[] = { 1, 1, 0, 0 };
/* Find first not clamped texel in without_offset set */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
if ((0 <= captured_data.without_offset_0[i]) && (0 <= captured_data.without_offset_1[i]))
{
not_clamped_texel_index = i;
break;
}
}
if (-1 == not_clamped_texel_index)
{
/* Log problem with sampler */
m_testCtx.getLog() << tcu::TestLog::Section("Unexpected sampling results", "");
logCoordinates(index);
m_testCtx.getLog() << tcu::TestLog::Message << "Texture size: " << texture_size << tcu::TestLog::EndMessage;
m_testCtx.getLog() << tcu::TestLog::Message << "Offsets: " << x_offset << ", " << y_offset
<< tcu::TestLog::EndMessage;
logVaryings(captured_data);
m_testCtx.getLog() << tcu::TestLog::EndSection;
TCU_FAIL("Unexpected sampling results");
}
/* Fraction part of position for lower left texel without_offset set */
const glw::GLint fract_position_x =
captured_data.without_offset_0[not_clamped_texel_index] - gather_offsets_x[not_clamped_texel_index];
const glw::GLint fract_position_y =
captured_data.without_offset_1[not_clamped_texel_index] - gather_offsets_y[not_clamped_texel_index];
/* Absolute position of lower left corner in without_offset set */
const glw::GLint absolute_position_x = fract_position_x + captured_data.without_offset_2[0] * (int)texture_size;
const glw::GLint absolute_position_y = fract_position_y + captured_data.without_offset_3[0] * (int)texture_size;
/* Calculate absolute position for all texels in without_offset set */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
expected_values_0[i] = absolute_position_x + gather_offsets_x[i];
expected_values_1[i] = absolute_position_y + gather_offsets_y[i];
expected_values_2[i] = absolute_position_x + gather_offsets_x[i];
expected_values_3[i] = absolute_position_y + gather_offsets_y[i];
}
/* Apply offsets to absolute positions of without_offset */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
expected_values_0[i] += x_offset;
expected_values_1[i] += y_offset;
expected_values_2[i] += x_offset;
expected_values_3[i] += y_offset;
/* Clamp value when point is outside of texture */
clamp(expected_values_0[i], 0, ((glw::GLint)texture_size) - 1);
clamp(expected_values_1[i], 0, ((glw::GLint)texture_size) - 1);
clamp(expected_values_2[i], 0, ((glw::GLint)texture_size) - 1);
clamp(expected_values_3[i], 0, ((glw::GLint)texture_size) - 1);
}
/* Verify that expected_values match those in with_offset varyings */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
if ((captured_data.with_offset_0[i] != expected_values_0[i]) ||
(captured_data.with_offset_1[i] != expected_values_1[i]) ||
(captured_data.with_offset_2[i] != expected_values_2[i]) ||
(captured_data.with_offset_3[i] != expected_values_3[i]))
{
/* Log invalid results */
m_testCtx.getLog() << tcu::TestLog::Section("Invalid result", "");
logCoordinates(index);
m_testCtx.getLog() << tcu::TestLog::Message << "Texture size: " << texture_size << tcu::TestLog::EndMessage;
m_testCtx.getLog() << tcu::TestLog::Message << "Offsets: " << x_offset << ", " << y_offset
<< tcu::TestLog::EndMessage;
logVaryings(captured_data);
m_testCtx.getLog() << tcu::TestLog::EndSection;
/* Done */
return false;
}
}
/* Done */
return true;
}
/** Constructor
*
* @param context Test context
* @param name Test case's name
* @param description Test case's description
**/
GPUShader5TextureGatherOffsetColor2DOffsetsCaseTest::GPUShader5TextureGatherOffsetColor2DOffsetsCaseTest(
Context& context, const ExtParameters& extParams, const char* name, const char* description)
: GPUShader5TextureGatherOffsetColorTestBase(context, extParams, name, description)
{
/* Nothing to be done here */
}
/** Get parts of vertex shader
*
* @param out_vertex_shader_parts Vector of vertex shader parts
**/
void GPUShader5TextureGatherOffsetColor2DOffsetsCaseTest::getShaderParts(
std::vector<const glw::GLchar*>& out_vertex_shader_parts)
{
std::stringstream stream;
stream << " ivec2[4]( ivec2( " << m_min_texture_gather_offset << ", " << m_min_texture_gather_offset
<< "),\n";
stream << " ivec2( " << m_min_texture_gather_offset << ", " << m_max_texture_gather_offset
<< "),\n";
stream << " ivec2( " << m_max_texture_gather_offset << ", " << m_min_texture_gather_offset
<< "),\n";
stream << " ivec2( " << m_max_texture_gather_offset << ", " << m_max_texture_gather_offset
<< "));\n";
m_vertex_shader_code_offsets = stream.str();
out_vertex_shader_parts.push_back(m_vertex_shader_code_preamble);
out_vertex_shader_parts.push_back(m_vertex_shader_code_offsets.c_str());
out_vertex_shader_parts.push_back(m_vertex_shader_code_body);
}
/** Prepare test specific data, that will be used as vertex attributes
*
* @param vertex_buffer_infos Vector of vertexBufferInfo instances
**/
void GPUShader5TextureGatherOffsetColor2DOffsetsCaseTest::prepareVertexBuffersData(
std::vector<VertexBufferInfo>& vertex_buffer_infos)
{
DE_UNREF(vertex_buffer_infos);
/* Nothing to be done here */
}
/** Check if data captured for vertex at index are as expected
*
* @param captured_data Instance of capturedVaryings for vertex at index
* @param index Index of vertex
* @param texture_size Size of texture
*
* @return True Results match expected values
* False Results do not match expected values
**/
bool GPUShader5TextureGatherOffsetColor2DOffsetsCaseTest::checkResult(const CapturedVaryings& captured_data,
unsigned int index, unsigned int tex_size)
{
/* Signed int value has to be used with operator % in order to work as expected */
const glw::GLint texture_size = (glw::GLint)tex_size;
/* X and Y offsets */
glw::GLint x_offsets[m_n_components_per_varying] = {
m_min_texture_gather_offset, m_min_texture_gather_offset, m_max_texture_gather_offset,
m_max_texture_gather_offset,
};
glw::GLint y_offsets[m_n_components_per_varying] = {
m_min_texture_gather_offset, m_max_texture_gather_offset, m_min_texture_gather_offset,
m_max_texture_gather_offset,
};
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
/* Roll x offsets around left edge when negative */
if (0 > x_offsets[i])
{
x_offsets[i] = x_offsets[i] % texture_size;
x_offsets[i] += texture_size;
}
/* Roll y offsets around top edge when negative */
if (0 > y_offsets[i])
{
y_offsets[i] = y_offsets[i] % texture_size;
y_offsets[i] += texture_size;
}
}
/* Storage for expected values of with_offset varyings */
glw::GLint expected_values_0[m_n_components_per_varying];
glw::GLint expected_values_1[m_n_components_per_varying];
glw::GLint expected_values_2[m_n_components_per_varying];
glw::GLint expected_values_3[m_n_components_per_varying];
/* Calculate expected values of with_offset varyings */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
expected_values_0[i] = ((x_offsets[i] + captured_data.without_offset_0[3]) % texture_size);
expected_values_1[i] = ((y_offsets[i] + captured_data.without_offset_1[3]) % texture_size);
expected_values_2[i] = ((x_offsets[i] + captured_data.without_offset_2[3]) % texture_size);
expected_values_3[i] = ((y_offsets[i] + captured_data.without_offset_3[3]) % texture_size);
}
/* Verify that expected_values match those in with_offset varyings */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
if ((captured_data.with_offset_0[i] != expected_values_0[i]) ||
(captured_data.with_offset_1[i] != expected_values_1[i]) ||
(captured_data.with_offset_2[i] != expected_values_2[i]) ||
(captured_data.with_offset_3[i] != expected_values_3[i]))
{
/* Log invalid results */
m_testCtx.getLog() << tcu::TestLog::Section("Invalid result", "");
logCoordinates(index);
m_testCtx.getLog() << tcu::TestLog::Message << "Texture size: " << texture_size << tcu::TestLog::EndMessage;
m_testCtx.getLog() << tcu::TestLog::Message << "Offsets: "
<< "(" << x_offsets[0] << ", " << y_offsets[0] << ") "
<< "(" << x_offsets[1] << ", " << y_offsets[1] << ") "
<< "(" << x_offsets[2] << ", " << y_offsets[2] << ") "
<< "(" << x_offsets[3] << ", " << y_offsets[3] << ") " << tcu::TestLog::EndMessage;
logVaryings(captured_data);
m_testCtx.getLog() << tcu::TestLog::EndSection;
/* Done */
return false;
}
}
/* Done */
return true;
}
/** Initializes GLES objects used during the test.
*
*/
void GPUShader5TextureGatherOffsetColor2DClampToEdgeCaseTest::initTest(void)
{
/* Check if texture_border_clamp extension is supported */
if (!m_is_texture_border_clamp_supported)
{
throw tcu::NotSupportedError(TEXTURE_BORDER_CLAMP_NOT_SUPPORTED, "", __FILE__, __LINE__);
}
GPUShader5TextureGatherOffsetColor2DRepeatCaseTest::initTest();
}
/** Constructor
*
* @param context Test context
* @param name Test case's name
* @param description Test case's description
**/
GPUShader5TextureGatherOffsetDepthTestBase::GPUShader5TextureGatherOffsetDepthTestBase(Context& context,
const ExtParameters& extParams,
const char* name,
const char* description)
: GPUShader5TextureGatherOffsetTestBase(context, extParams, name, description), m_n_varyings_per_vertex(0)
{
/* Nothing to be done here */
}
/** Provides color that will be used as border color for "clamp to border" mode
*
* @param out_color Color
**/
void GPUShader5TextureGatherOffsetDepthTestBase::getBorderColor(glw::GLfloat out_color[4])
{
out_color[0] = 1.0f;
out_color[1] = 1.0f;
out_color[2] = 1.0f;
out_color[3] = 1.0f;
}
/** Provides informations required to create texture
*
* @param out_width Size of texture
* @param out_texture_internal_format Internal format of texture
* @param out_texture_format Format of texture
* @param out_texture_type Type of texture
* @param out_bytes_per_pixel Bytes per pixel
**/
void GPUShader5TextureGatherOffsetDepthTestBase::getTextureInfo(glw::GLuint& out_width,
glw::GLenum& out_texture_internal_format,
glw::GLenum& out_texture_format,
glw::GLenum& out_texture_type,
glw::GLuint& out_bytes_per_pixel)
{
out_width = m_texture_size;
out_texture_internal_format = GL_DEPTH_COMPONENT32F;
out_texture_format = GL_DEPTH_COMPONENT;
out_texture_type = GL_FLOAT;
out_bytes_per_pixel = 1 * sizeof(glw::GLfloat); /* Depth * float */
}
/** Get wrap mode for texture
*
* @param out_wrap_mode Wrap mode
**/
void GPUShader5TextureGatherOffsetDepthTestBase::getTextureWrapMode(glw::GLenum& out_wrap_mode)
{
out_wrap_mode = GL_REPEAT;
}
/** Get size of buffer used as output from transform feedback and names of varyings
*
* @param out_buffer_size Size of buffer
* @param out_captured_varyings Names of varyings
**/
void GPUShader5TextureGatherOffsetDepthTestBase::getTransformFeedBackDetails(
glw::GLuint& out_buffer_size, std::vector<const glw::GLchar*>& out_captured_varyings)
{
getVaryings(out_captured_varyings);
m_n_varyings_per_vertex = (unsigned int)out_captured_varyings.size();
out_buffer_size = static_cast<glw::GLuint>(m_n_vertices * m_n_varyings_per_vertex * m_n_components_per_varying *
sizeof(glw::GLint));
}
/** Check if texture array is required
*
* @param out_is_texture_array Set to true if texture array is required, false otherwise
**/
void GPUShader5TextureGatherOffsetDepthTestBase::isTextureArray(bool& out_is_texture_array)
{
out_is_texture_array = false;
}
/** Prepare texture data as expected by all cases in test 10.
* Each texel is assigned value of { x / texture_size }
*
* @param data Storage space for texture data
**/
void GPUShader5TextureGatherOffsetDepthTestBase::prepareTextureData(glw::GLubyte* data)
{
/* Data pointer */
glw::GLfloat* texture_data = (glw::GLfloat*)data;
/* Constants */
const unsigned int n_components_per_pixel = 1;
const unsigned int line_size = n_components_per_pixel * m_texture_size;
const glw::GLfloat step = 1.0f / ((float)m_texture_size);
/* Prepare texture's data */
for (unsigned int y = 0; y < m_texture_size; ++y)
{
for (unsigned int x = 0; x < m_texture_size; ++x)
{
const glw::GLfloat depth = ((float)x) * step;
const unsigned int pixel_offset = y * line_size + x * n_components_per_pixel;
/* texel.depth = depth */
texture_data[pixel_offset] = depth;
}
}
}
/** Verification of results
*
* @param result Pointer to data mapped from transform feedback buffer.
* Size of data is equal to buffer_size set by getTransformFeedbackBufferSize
*
* @return true Result match expected value
* false Result has wrong value
**/
bool GPUShader5TextureGatherOffsetDepthTestBase::verifyResult(const void* result_data)
{
/* All data stored in data are ints */
glw::GLint* results = (glw::GLint*)result_data;
/* Verification result */
bool result = true;
/* Constants for data offsets calculation */
const unsigned int bytes_per_varying = m_n_components_per_varying * sizeof(glw::GLfloat);
const unsigned int vertex_size_in_results_buffer = m_n_varyings_per_vertex * m_n_components_per_varying;
const unsigned int with_offset_offset = m_n_components_per_varying;
const unsigned int without_offset_offset = 0;
const unsigned int floor_tex_coord_offset = with_offset_offset + m_n_components_per_varying;
/* For each vertex */
for (unsigned int vertex = 0; vertex < m_n_vertices; ++vertex)
{
CapturedVaryings captured_data;
/* Pointers to all varyings for given vertex */
const glw::GLint* without_offset = results + (vertex * vertex_size_in_results_buffer) + without_offset_offset;
const glw::GLint* with_offset = results + (vertex * vertex_size_in_results_buffer) + with_offset_offset;
const glw::GLint* floor_tex_coord = results + (vertex * vertex_size_in_results_buffer) + floor_tex_coord_offset;
/* Copy captured varyings to captured_data instance */
memcpy(captured_data.without_offset, without_offset, bytes_per_varying);
memcpy(captured_data.with_offset, with_offset, bytes_per_varying);
if (3 <= m_n_varyings_per_vertex)
{
memcpy(captured_data.floor_tex_coord, floor_tex_coord, bytes_per_varying);
}
/* Let child class check if result is ok */
const bool is_result_ok = checkResult(captured_data, vertex, m_texture_size);
/* Do not break on first error */
if (false == is_result_ok)
{
result = false;
}
}
/* Done */
return result;
}
/** Provides names of varyings to be captured by test
*
* @param out_captured_varyings Vector of varyings' names
**/
void GPUShader5TextureGatherOffsetDepthTestBase::getVaryings(std::vector<const glw::GLchar*>& out_captured_varyings)
{
out_captured_varyings.push_back("without_offset");
out_captured_varyings.push_back("with_offset");
}
/** Logs data captured varyings
*
* @param varyings Instance of capturedVaryings to be logged
**/
void GPUShader5TextureGatherOffsetDepthTestBase::logVaryings(const CapturedVaryings& varyings)
{
logArray(varyings.without_offset, m_n_components_per_varying, "Without offset: ");
logArray(varyings.with_offset, m_n_components_per_varying, "With offset: ");
}
/** Constructor
*
* @param context Test context
* @param name Test case's name
* @param description Test case's description
**/
GPUShader5TextureGatherOffsetDepth2DRepeatCaseTest::GPUShader5TextureGatherOffsetDepth2DRepeatCaseTest(
Context& context, const ExtParameters& extParams, const char* name, const char* description)
: GPUShader5TextureGatherOffsetDepthTestBase(context, extParams, name, description)
{
/* Nothing to be done here */
}
/** Get parts of vertex shader
*
* @param out_vertex_shader_parts Vector of vertex shader parts
**/
void GPUShader5TextureGatherOffsetDepth2DRepeatCaseTest::getShaderParts(
std::vector<const glw::GLchar*>& out_vertex_shader_parts)
{
out_vertex_shader_parts.push_back(m_vertex_shader_code);
}
/** Prepare test specific data, that will be used as vertex attributes
*
* @param vertex_buffer_infos Vector of vertexBufferInfo instances
**/
void GPUShader5TextureGatherOffsetDepth2DRepeatCaseTest::prepareVertexBuffersData(
std::vector<VertexBufferInfo>& vertex_buffer_infos)
{
/* Constants for offsets and size of buffer */
const unsigned int n_total_components = m_n_vertices * m_n_offsets_components;
/* Limits used to generate offsets */
const glw::GLint min_ptgo = m_min_texture_gather_offset;
const glw::GLint max_ptgo = m_max_texture_gather_offset;
/* Storage for offsets */
m_offsets_buffer_data.resize(n_total_components);
/* Generate offsets */
for (unsigned int i = 0; i < n_total_components; ++i)
{
m_offsets_buffer_data[i] = (rand() % (max_ptgo - min_ptgo + 1)) + min_ptgo;
}
/* Setup offsets VB info */
VertexBufferInfo info;
info.attribute_name = m_offsets_attribute_name;
info.n_components = m_n_offsets_components;
info.type = GL_INT;
info.data = &m_offsets_buffer_data[0];
info.data_size = (glw::GLuint)(m_offsets_buffer_data.size() * sizeof(glw::GLint));
/* Add VB info to vector */
vertex_buffer_infos.push_back(info);
}
/** Check if data captured for vertex at index are as expected
*
* @param captured_data Instance of capturedVaryings for vertex at index
* @param index Index of vertex
* @param texture_size Size of texture
*
* @return True Results match expected values
* False Results do not match expected values
**/
bool GPUShader5TextureGatherOffsetDepth2DRepeatCaseTest::checkResult(const CapturedVaryings& captured_data,
unsigned int index, unsigned int tex_size)
{
/* Signed int value has to be used with operator % in order to work as expected */
const glw::GLint texture_size = (glw::GLint)tex_size;
/* Get offsets for vertex */
glw::GLint x_offset;
glw::GLint y_offset;
getOffsets(x_offset, y_offset, index);
/* Roll x offsets around left edge when negative */
if (0 > x_offset)
{
x_offset = x_offset % texture_size;
x_offset += texture_size;
}
/* Storage for expected values of with_offset varyings */
glw::GLint expected_values[m_n_components_per_varying];
/* Calculate expected values of with_offset varyings */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
expected_values[i] = ((x_offset + captured_data.without_offset[i]) % texture_size);
}
/* Verify that expected_values match those in with_offset varyings */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
if (captured_data.with_offset[i] != expected_values[i])
{
/* Log invalid results */
m_testCtx.getLog() << tcu::TestLog::Section("Invalid result", "");
logCoordinates(index);
m_testCtx.getLog() << tcu::TestLog::Message << "Texture size: " << texture_size << tcu::TestLog::EndMessage;
m_testCtx.getLog() << tcu::TestLog::Message << "Offsets: " << x_offset << ", " << y_offset
<< tcu::TestLog::EndMessage;
logVaryings(captured_data);
m_testCtx.getLog() << tcu::TestLog::EndSection;
/* Done */
return false;
}
}
/* Done */
return true;
}
/** Get offsets for vertex at index
*
* @param out_x_offset X offset
* @param out_y_offset Y offset
* @param index Index of vertex
**/
void GPUShader5TextureGatherOffsetDepth2DRepeatCaseTest::getOffsets(glw::GLint& out_x_offset, glw::GLint& out_y_offset,
unsigned int index)
{
out_x_offset = m_offsets_buffer_data[index * m_n_offsets_components + 0];
out_y_offset = m_offsets_buffer_data[index * m_n_offsets_components + 1];
}
/** Constructor
*
* @param context Test context
* @param name Test case's name
* @param description Test case's description
**/
GPUShader5TextureGatherOffsetDepth2DRepeatYCaseTest::GPUShader5TextureGatherOffsetDepth2DRepeatYCaseTest(
Context& context, const ExtParameters& extParams, const char* name, const char* description)
: GPUShader5TextureGatherOffsetDepth2DRepeatCaseTest(context, extParams, name, description)
{
/* Nothing to be done here */
}
/** Get parts of vertex shader
*
* @param out_vertex_shader_parts Vector of vertex shader parts
**/
void GPUShader5TextureGatherOffsetDepth2DRepeatYCaseTest::getShaderParts(
std::vector<const glw::GLchar*>& out_vertex_shader_parts)
{
out_vertex_shader_parts.push_back(m_vertex_shader_code);
}
/** Prepare texture data as expected by case "Repeat the same test for Y axis." of test 10.
* Each texel is assigned value of { y / texture_size }
*
* @param data Storage space for texture data
**/
void GPUShader5TextureGatherOffsetDepth2DRepeatYCaseTest::prepareTextureData(glw::GLubyte* data)
{
/* Data pointer */
glw::GLfloat* texture_data = (glw::GLfloat*)data;
/* Get texture info from GPUShader5TextureGatherOffsetDepthTestBase */
glw::GLuint texture_size;
glw::GLenum ignored_texture_internal_format;
glw::GLenum ignored_texture_format;
glw::GLenum ignored_texture_type;
glw::GLuint ignored_bytes_per_pixel;
getTextureInfo(texture_size, ignored_texture_internal_format, ignored_texture_format, ignored_texture_type,
ignored_bytes_per_pixel);
/* Constants */
const unsigned int n_components_per_pixel = 1;
const unsigned int line_size = n_components_per_pixel * texture_size;
const glw::GLfloat step = 1.0f / ((float)texture_size);
/* Prepare texture's data */
for (unsigned int y = 0; y < texture_size; ++y)
{
const glw::GLfloat depth = ((float)y) * step;
for (unsigned int x = 0; x < texture_size; ++x)
{
const unsigned int pixel_offset = y * line_size + x * n_components_per_pixel;
/* texel.depth = depth */
texture_data[pixel_offset] = depth;
}
}
}
/** Check if data captured for vertex at index are as expected
*
* @param captured_data Instance of capturedVaryings for vertex at index
* @param index Index of vertex
* @param texture_size Size of texture
*
* @return True Results match expected values
* False Results do not match expected values
**/
bool GPUShader5TextureGatherOffsetDepth2DRepeatYCaseTest::checkResult(const CapturedVaryings& captured_data,
unsigned int index, unsigned int tex_size)
{
/* Signed int value has to be used with operator % in order to work as expected */
const glw::GLint texture_size = (glw::GLint)tex_size;
/* Get offsets for vertex */
glw::GLint x_offset;
glw::GLint y_offset;
getOffsets(x_offset, y_offset, index);
/* Roll y offsets around left edge when negative */
if (0 > y_offset)
{
y_offset = y_offset % texture_size;
y_offset += texture_size;
}
/* Storage for expected values of with_offset varyings */
glw::GLint expected_values[m_n_components_per_varying];
/* Calculate expected values of with_offset varyings */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
expected_values[i] = ((y_offset + captured_data.without_offset[i]) % texture_size);
}
/* Verify that expected_values match those in with_offset varyings */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
if (captured_data.with_offset[i] != expected_values[i])
{
/* Log invalid results */
m_testCtx.getLog() << tcu::TestLog::Section("Invalid result", "");
logCoordinates(index);
m_testCtx.getLog() << tcu::TestLog::Message << "Texture size: " << texture_size << tcu::TestLog::EndMessage;
m_testCtx.getLog() << tcu::TestLog::Message << "Offsets: " << x_offset << ", " << y_offset
<< tcu::TestLog::EndMessage;
logVaryings(captured_data);
m_testCtx.getLog() << tcu::TestLog::EndSection;
/* Done */
return false;
}
}
/* Done */
return true;
}
/** Constructor
*
* @param context Test context
* @param name Test case's name
* @param description Test case's description
**/
GPUShader5TextureGatherOffsetDepth2DArrayCaseTest::GPUShader5TextureGatherOffsetDepth2DArrayCaseTest(
Context& context, const ExtParameters& extParams, const char* name, const char* description)
: GPUShader5TextureGatherOffsetDepth2DRepeatCaseTest(context, extParams, name, description)
{
/* Nothing to be done here */
}
/** Get parts of vertex shader
*
* @param out_vertex_shader_parts Vector of vertex shader parts
**/
void GPUShader5TextureGatherOffsetDepth2DArrayCaseTest::getShaderParts(
std::vector<const glw::GLchar*>& out_vertex_shader_parts)
{
out_vertex_shader_parts.push_back(m_vertex_shader_code);
}
/** Check if texture array is required
*
* @param out_is_texture_array Set to true if texture array is required, false otherwise
**/
void GPUShader5TextureGatherOffsetDepth2DArrayCaseTest::isTextureArray(bool& out_is_texture_array)
{
out_is_texture_array = true;
}
/** Constructor
*
* @param context Test context
* @param name Test case's name
* @param description Test case's description
**/
GPUShader5TextureGatherOffsetDepth2DClampToBorderCaseTest::GPUShader5TextureGatherOffsetDepth2DClampToBorderCaseTest(
Context& context, const ExtParameters& extParams, const char* name, const char* description)
: GPUShader5TextureGatherOffsetDepth2DRepeatCaseTest(context, extParams, name, description)
{
/* Nothing to be done here */
}
/** Get wrap mode for texture
*
* @param out_wrap_mode Wrap mode
**/
void GPUShader5TextureGatherOffsetDepth2DClampToBorderCaseTest::getTextureWrapMode(glw::GLenum& out_wrap_mode)
{
out_wrap_mode = m_glExtTokens.CLAMP_TO_BORDER;
}
/** Provides names of varyings to be captured by test
*
* @param out_captured_varyings Vector of varyings' names
**/
void GPUShader5TextureGatherOffsetDepth2DClampToBorderCaseTest::getVaryings(
std::vector<const glw::GLchar*>& out_captured_varyings)
{
out_captured_varyings.push_back("without_offset");
out_captured_varyings.push_back("with_offset");
out_captured_varyings.push_back("floor_tex_coord");
}
/** Get parts of vertex shader
*
* @param out_vertex_shader_parts Vector of vertex shader parts
**/
void GPUShader5TextureGatherOffsetDepth2DClampToBorderCaseTest::getShaderParts(
std::vector<const glw::GLchar*>& out_vertex_shader_parts)
{
out_vertex_shader_parts.push_back(m_vertex_shader_code);
}
/** Prepare test specific data, that will be used as vertex attributes
*
* @param vertex_buffer_infos Vector of vertexBufferInfo instances
**/
void GPUShader5TextureGatherOffsetDepth2DClampToBorderCaseTest::prepareVertexBuffersData(
std::vector<VertexBufferInfo>& vertex_buffer_infos)
{
/* Constats for offsets and size of buffer */
const unsigned int n_total_components = m_n_vertices * m_n_offsets_components;
/* Limits used to generate offsets */
const glw::GLint min_ptgo = m_min_texture_gather_offset;
const glw::GLint max_ptgo = m_max_texture_gather_offset;
/* Storage for offsets */
m_offsets_buffer_data.resize(n_total_components);
/* Generate offsets */
for (unsigned int i = 0; i < n_total_components; ++i)
{
if (0 == i % 2)
{
m_offsets_buffer_data[i] = (rand() % (max_ptgo - min_ptgo + 1)) + min_ptgo;
}
else
{
/* y offsets must be set to 0*/
m_offsets_buffer_data[i] = 0;
}
}
/* Setup offsets VB info */
VertexBufferInfo info;
info.attribute_name = m_offsets_attribute_name;
info.n_components = m_n_offsets_components;
info.type = GL_INT;
info.data = &m_offsets_buffer_data[0];
info.data_size = (glw::GLuint)(m_offsets_buffer_data.size() * sizeof(glw::GLint));
/* Add VB info to vector */
vertex_buffer_infos.push_back(info);
}
/** Check if data captured for vertex at index are as expected
*
* @param captured_data Instance of capturedVaryings for vertex at index
* @param index Index of vertex
* @param texture_size Size of texture
*
* @return True Results match expected values
* False Results do not match expected values
**/
bool GPUShader5TextureGatherOffsetDepth2DClampToBorderCaseTest::checkResult(const CapturedVaryings& captured_data,
unsigned int index,
unsigned int texture_size)
{
/* Get offsets for vertex */
glw::GLint x_offset;
glw::GLint y_offset;
getOffsets(x_offset, y_offset, index);
/* Storage for expected values of with_offset varyings */
glw::GLint expected_values[m_n_components_per_varying];
/* Index of first not clamped texel in without_offset set*/
int not_clamped_texel_index = -1;
/* X offsets of texels in 2x2 set */
static const glw::GLint gather_offsets_x[] = { 0, 1, 1, 0 };
/* Find first not clamped texel in without_offset set */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
if ((int)texture_size != captured_data.without_offset[i])
{
not_clamped_texel_index = i;
break;
}
}
if (-1 == not_clamped_texel_index)
{
/* Log problem with sampler */
m_testCtx.getLog() << tcu::TestLog::Section("Unexpected sampling results", "");
logCoordinates(index);
m_testCtx.getLog() << tcu::TestLog::Message << "Texture size: " << texture_size << tcu::TestLog::EndMessage;
m_testCtx.getLog() << tcu::TestLog::Message << "Offsets: " << x_offset << ", " << y_offset
<< tcu::TestLog::EndMessage;
logVaryings(captured_data);
m_testCtx.getLog() << tcu::TestLog::EndSection;
TCU_FAIL("Unexpected sampling results");
}
/* Fraction part of position for lower left texel without_offset set */
const glw::GLint fract_position_x =
captured_data.without_offset[not_clamped_texel_index] - gather_offsets_x[not_clamped_texel_index];
/* Absolute position of lower left corner in without_offset set */
const glw::GLint absolute_position_x = fract_position_x + captured_data.floor_tex_coord[0] * (int)texture_size;
/* Wraping matrix */
glw::GLint wrap_matrix[4] = { 0 };
/* Index of value in without_offset set, that should be check for being clamped */
glw::GLint wrap_value_to_check_indices[4] = { 3, 2, 1, 0 };
/* Get value from without_offset to check for clamping */
glw::GLint wrap_value_to_check = captured_data.without_offset[wrap_value_to_check_indices[not_clamped_texel_index]];
/* Setup wrap_matrix */
switch (not_clamped_texel_index)
{
case 0:
case 1:
wrap_matrix[0] = 0;
wrap_matrix[1] = 0;
if ((glw::GLint)texture_size == wrap_value_to_check)
{
wrap_matrix[2] = -1;
wrap_matrix[3] = -1;
}
break;
case 2:
case 3:
wrap_matrix[2] = 0;
wrap_matrix[3] = 0;
if ((glw::GLint)texture_size == wrap_value_to_check)
{
wrap_matrix[0] = 1;
wrap_matrix[1] = 1;
}
break;
};
/* Apply integral part of texture coordinates to wrap_matrix */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
wrap_matrix[i] += captured_data.floor_tex_coord[1];
}
/* For each texel in without_offset set calculate absolute position and apply offset */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
expected_values[i] = absolute_position_x + gather_offsets_x[i];
expected_values[i] += x_offset;
/* Set to texture_size when point is outside of texture */
if ((0 > expected_values[i]) || (((glw::GLint)texture_size) < expected_values[i]) || (0 != wrap_matrix[i]))
{
expected_values[i] = texture_size;
}
}
/* Verify that expected_values match those in with_offset varyings */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
if (captured_data.with_offset[i] != expected_values[i])
{
/* Log invalid results */
m_testCtx.getLog() << tcu::TestLog::Section("Invalid result", "");
logCoordinates(index);
m_testCtx.getLog() << tcu::TestLog::Message << "Texture size: " << texture_size << tcu::TestLog::EndMessage;
m_testCtx.getLog() << tcu::TestLog::Message << "Offsets: " << x_offset << ", " << y_offset
<< tcu::TestLog::EndMessage;
logVaryings(captured_data);
m_testCtx.getLog() << tcu::TestLog::EndSection;
/* Done */
return false;
}
}
/* Done */
return true;
}
/** Initializes GLES objects used during the test.
*
*/
void GPUShader5TextureGatherOffsetDepth2DClampToBorderCaseTest::initTest(void)
{
/* Check if texture_border_clamp extension is supported */
if (!m_is_texture_border_clamp_supported)
{
throw tcu::NotSupportedError(TEXTURE_BORDER_CLAMP_NOT_SUPPORTED, "", __FILE__, __LINE__);
}
GPUShader5TextureGatherOffsetDepth2DRepeatCaseTest::initTest();
}
/** Constructor
*
* @param context Test context
* @param name Test case's name
* @param description Test case's description
**/
GPUShader5TextureGatherOffsetDepth2DClampToEdgeCaseTest::GPUShader5TextureGatherOffsetDepth2DClampToEdgeCaseTest(
Context& context, const ExtParameters& extParams, const char* name, const char* description)
: GPUShader5TextureGatherOffsetDepth2DRepeatCaseTest(context, extParams, name, description)
{
/* Nothing to be done here */
}
/** Get wrap mode for texture
*
* @param out_wrap_mode Wrap mode
**/
void GPUShader5TextureGatherOffsetDepth2DClampToEdgeCaseTest::getTextureWrapMode(glw::GLenum& out_wrap_mode)
{
out_wrap_mode = GL_CLAMP_TO_EDGE;
}
/** Get parts of vertex shader
*
* @param out_vertex_shader_parts Vector of vertex shader parts
**/
void GPUShader5TextureGatherOffsetDepth2DClampToEdgeCaseTest::getShaderParts(
std::vector<const glw::GLchar*>& out_vertex_shader_parts)
{
out_vertex_shader_parts.push_back(m_vertex_shader_code);
}
/** Check if data captured for vertex at index are as expected
*
* @param captured_data Instance of capturedVaryings for vertex at index
* @param index Index of vertex
* @param texture_size Size of texture
*
* @return True Results match expected values
* False Results do not match expected values
**/
bool GPUShader5TextureGatherOffsetDepth2DClampToEdgeCaseTest::checkResult(const CapturedVaryings& captured_data,
unsigned int index, unsigned int texture_size)
{
/* Get offsets for vertex */
glw::GLint x_offset;
glw::GLint y_offset;
getOffsets(x_offset, y_offset, index);
/* Storage for expected values of with_offset varyings */
glw::GLint expected_values[m_n_components_per_varying];
/* Index of first not clamped texel in without_offset set*/
int not_clamped_texel_index = -1;
/* X offsets of texels in 2x2 set */
static const glw::GLint gather_offsets_x[] = { 0, 1, 1, 0 };
/* Find first not clamped texel in without_offset set */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
if ((int)texture_size != captured_data.without_offset[i])
{
not_clamped_texel_index = i;
break;
}
}
if (-1 == not_clamped_texel_index)
{
/* Log problem with sampler */
m_testCtx.getLog() << tcu::TestLog::Section("Unexpected sampling results", "");
logCoordinates(index);
m_testCtx.getLog() << tcu::TestLog::Message << "Texture size: " << texture_size << tcu::TestLog::EndMessage;
m_testCtx.getLog() << tcu::TestLog::Message << "Offsets: " << x_offset << ", " << y_offset
<< tcu::TestLog::EndMessage;
logVaryings(captured_data);
m_testCtx.getLog() << tcu::TestLog::EndSection;
TCU_FAIL("Unexpected sampling results");
}
/* Fraction part of position for lower left texel without_offset set */
const glw::GLint fract_position_x =
captured_data.without_offset[not_clamped_texel_index] - gather_offsets_x[not_clamped_texel_index];
/* Absolute position of lower left corner in without_offset set */
const glw::GLint absolute_position_x = fract_position_x + captured_data.floor_tex_coord[0] * (int)texture_size;
/* Calculate expected values of with_offset varyings */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
expected_values[i] = absolute_position_x + gather_offsets_x[i];
expected_values[i] += x_offset;
/* Clamp when point is outside of texture */
clamp(expected_values[i], 0, ((glw::GLint)texture_size) - 1);
}
/* Verify that expected_values match those in with_offset varyings */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
if (captured_data.with_offset[i] != expected_values[i])
{
/* Log invalid results */
m_testCtx.getLog() << tcu::TestLog::Section("Invalid result", "");
logCoordinates(index);
m_testCtx.getLog() << tcu::TestLog::Message << "Texture size: " << texture_size << tcu::TestLog::EndMessage;
m_testCtx.getLog() << tcu::TestLog::Message << "Offsets: " << x_offset << ", " << y_offset
<< tcu::TestLog::EndMessage;
logVaryings(captured_data);
m_testCtx.getLog() << tcu::TestLog::EndSection;
/* Done */
return false;
}
}
/* Done */
return true;
}
/** Provides names of varyings to be captured by test
*
* @param out_captured_varyings Vector of varyings' names
**/
void GPUShader5TextureGatherOffsetDepth2DClampToEdgeCaseTest::getVaryings(
std::vector<const glw::GLchar*>& out_captured_varyings)
{
out_captured_varyings.push_back("without_offset");
out_captured_varyings.push_back("with_offset");
out_captured_varyings.push_back("floor_tex_coord");
}
/** Initializes GLES objects used during the test.
*
*/
void GPUShader5TextureGatherOffsetDepth2DClampToEdgeCaseTest::initTest(void)
{
/* Check if texture_border_clamp extension is supported */
if (!m_is_texture_border_clamp_supported)
{
throw tcu::NotSupportedError(TEXTURE_BORDER_CLAMP_NOT_SUPPORTED, "", __FILE__, __LINE__);
}
GPUShader5TextureGatherOffsetDepth2DRepeatCaseTest::initTest();
}
/** Constructor
*
* @param context Test context
* @param name Test case's name
* @param description Test case's description
**/
GPUShader5TextureGatherOffsetDepth2DOffsetsCaseTest::GPUShader5TextureGatherOffsetDepth2DOffsetsCaseTest(
Context& context, const ExtParameters& extParams, const char* name, const char* description)
: GPUShader5TextureGatherOffsetDepthTestBase(context, extParams, name, description)
{
/* Nothing to be done here */
}
/** Get parts of vertex shader
*
* @param out_vertex_shader_parts Vector of vertex shader parts
**/
void GPUShader5TextureGatherOffsetDepth2DOffsetsCaseTest::getShaderParts(
std::vector<const glw::GLchar*>& out_vertex_shader_parts)
{
std::stringstream stream;
stream << " ivec2[4]( ivec2( " << m_min_texture_gather_offset << ", " << m_min_texture_gather_offset
<< "),\n";
stream << " ivec2( " << m_min_texture_gather_offset << ", " << m_max_texture_gather_offset
<< "),\n";
stream << " ivec2( " << m_max_texture_gather_offset << ", " << m_min_texture_gather_offset
<< "),\n";
stream << " ivec2( " << m_max_texture_gather_offset << ", " << m_max_texture_gather_offset
<< "));\n";
m_vertex_shader_code_offsets = stream.str();
out_vertex_shader_parts.push_back(m_vertex_shader_code_preamble);
out_vertex_shader_parts.push_back(m_vertex_shader_code_offsets.c_str());
out_vertex_shader_parts.push_back(m_vertex_shader_code_body);
}
/** Prepare test specific data, that will be used as vertex attributes
*
* @param vertex_buffer_infos Vector of vertexBufferInfo instances
**/
void GPUShader5TextureGatherOffsetDepth2DOffsetsCaseTest::prepareVertexBuffersData(
std::vector<VertexBufferInfo>& vertex_buffer_infos)
{
DE_UNREF(vertex_buffer_infos);
/* Nothing to be done here */
}
/** Check if data captured for vertex at index are as expected
*
* @param captured_data Instance of capturedVaryings for vertex at index
* @param index Index of vertex
* @param texture_size Size of texture
*
* @return True Results match expected values
* False Results do not match expected values
**/
bool GPUShader5TextureGatherOffsetDepth2DOffsetsCaseTest::checkResult(const CapturedVaryings& captured_data,
unsigned int index, unsigned int tex_size)
{
/* Signed int value has to be used with operator % in order to work as expected */
const glw::GLint texture_size = (glw::GLint)tex_size;
/* X and Y offsets */
glw::GLint x_offsets[m_n_components_per_varying] = {
m_min_texture_gather_offset, m_min_texture_gather_offset, m_max_texture_gather_offset,
m_max_texture_gather_offset,
};
glw::GLint y_offsets[m_n_components_per_varying] = {
m_min_texture_gather_offset, m_max_texture_gather_offset, m_min_texture_gather_offset,
m_max_texture_gather_offset,
};
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
/* Roll x offsets around left edge when negative */
if (0 > x_offsets[i])
{
x_offsets[i] = x_offsets[i] % texture_size;
x_offsets[i] += texture_size;
}
}
/* Storage for expected values of with_offset varyings */
glw::GLint expected_values[m_n_components_per_varying];
/* Calculate expected values of with_offset varyings */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
expected_values[i] = ((x_offsets[i] + captured_data.without_offset[3]) % texture_size);
}
/* Verify that expected_values match those in with_offset varyings */
for (unsigned int i = 0; i < m_n_components_per_varying; ++i)
{
if (captured_data.with_offset[i] != expected_values[i])
{
/* Log invalid results */
m_testCtx.getLog() << tcu::TestLog::Section("Invalid result", "");
logCoordinates(index);
m_testCtx.getLog() << tcu::TestLog::Message << "Texture size: " << texture_size << tcu::TestLog::EndMessage;
m_testCtx.getLog() << tcu::TestLog::Message << "Offsets: "
<< "(" << x_offsets[0] << ", " << y_offsets[0] << ") "
<< "(" << x_offsets[1] << ", " << y_offsets[1] << ") "
<< "(" << x_offsets[2] << ", " << y_offsets[2] << ") "
<< "(" << x_offsets[3] << ", " << y_offsets[3] << ") " << tcu::TestLog::EndMessage;
logVaryings(captured_data);
m_testCtx.getLog() << tcu::TestLog::EndSection;
/* Done */
return false;
}
}
/* Done */
return true;
}
} /* glcts */