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#ifndef _ES3FFBOTESTUTIL_HPP
#define _ES3FFBOTESTUTIL_HPP
/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES 3.0 Module
* -------------------------------------------------
*
* Copyright 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*//*!
* \file
* \brief FBO test utilities.
*//*--------------------------------------------------------------------*/
#include "tcuDefs.hpp"
#include "sglrContext.hpp"
#include "gluShaderUtil.hpp"
#include "tcuTexture.hpp"
#include "tcuMatrix.hpp"
#include "tcuRenderTarget.hpp"
#include <vector>
namespace deqp
{
namespace gles3
{
namespace Functional
{
namespace FboTestUtil
{
// \todo [2012-04-29 pyry] Clean up and name as SglrUtil
// Helper class for constructing DataType vectors.
struct DataTypes
{
std::vector<glu::DataType> vec;
DataTypes &operator<<(glu::DataType type)
{
vec.push_back(type);
return *this;
}
};
// Shaders.
class FlatColorShader : public sglr::ShaderProgram
{
public:
FlatColorShader(glu::DataType outputType);
~FlatColorShader(void)
{
}
void setColor(sglr::Context &context, uint32_t program, const tcu::Vec4 &color);
void shadeVertices(const rr::VertexAttrib *inputs, rr::VertexPacket *const *packets, const int numPackets) const;
void shadeFragments(rr::FragmentPacket *packets, const int numPackets,
const rr::FragmentShadingContext &context) const;
private:
const glu::DataType m_outputType;
};
class GradientShader : public sglr::ShaderProgram
{
public:
GradientShader(glu::DataType outputType);
~GradientShader(void)
{
}
void setGradient(sglr::Context &context, uint32_t program, const tcu::Vec4 &gradientMin,
const tcu::Vec4 &gradientMax);
void shadeVertices(const rr::VertexAttrib *inputs, rr::VertexPacket *const *packets, const int numPackets) const;
void shadeFragments(rr::FragmentPacket *packets, const int numPackets,
const rr::FragmentShadingContext &context) const;
private:
const glu::DataType m_outputType;
};
class Texture2DShader : public sglr::ShaderProgram
{
public:
Texture2DShader(const DataTypes &samplerTypes, glu::DataType outputType,
const tcu::Vec4 &outScale = tcu::Vec4(1.0f), const tcu::Vec4 &outBias = tcu::Vec4(0.0f));
~Texture2DShader(void)
{
}
void setUnit(int samplerNdx, int unitNdx);
void setTexScaleBias(int samplerNdx, const tcu::Vec4 &scale, const tcu::Vec4 &bias);
void setOutScaleBias(const tcu::Vec4 &scale, const tcu::Vec4 &bias);
void setUniforms(sglr::Context &context, uint32_t program) const;
void shadeVertices(const rr::VertexAttrib *inputs, rr::VertexPacket *const *packets, const int numPackets) const;
void shadeFragments(rr::FragmentPacket *packets, const int numPackets,
const rr::FragmentShadingContext &context) const;
private:
struct Input
{
int unitNdx;
tcu::Vec4 scale;
tcu::Vec4 bias;
};
std::vector<Input> m_inputs;
tcu::Vec4 m_outScale;
tcu::Vec4 m_outBias;
const glu::DataType m_outputType;
};
class TextureCubeShader : public sglr::ShaderProgram
{
public:
TextureCubeShader(glu::DataType samplerType, glu::DataType outputType);
~TextureCubeShader(void)
{
}
void setFace(tcu::CubeFace face);
void setTexScaleBias(const tcu::Vec4 &scale, const tcu::Vec4 &bias);
void setUniforms(sglr::Context &context, uint32_t program) const;
void shadeVertices(const rr::VertexAttrib *inputs, rr::VertexPacket *const *packets, const int numPackets) const;
void shadeFragments(rr::FragmentPacket *packets, const int numPackets,
const rr::FragmentShadingContext &context) const;
private:
tcu::Mat3 m_coordMat;
tcu::Vec4 m_texScale;
tcu::Vec4 m_texBias;
const glu::DataType m_outputType;
};
class Texture2DArrayShader : public sglr::ShaderProgram
{
public:
Texture2DArrayShader(glu::DataType samplerType, glu::DataType outputType);
~Texture2DArrayShader(void)
{
}
void setLayer(int layer);
void setTexScaleBias(const tcu::Vec4 &scale, const tcu::Vec4 &bias);
void setUniforms(sglr::Context &context, uint32_t program) const;
void shadeVertices(const rr::VertexAttrib *inputs, rr::VertexPacket *const *packets, const int numPackets) const;
void shadeFragments(rr::FragmentPacket *packets, const int numPackets,
const rr::FragmentShadingContext &context) const;
private:
tcu::Vec4 m_texScale;
tcu::Vec4 m_texBias;
int m_layer;
const glu::DataType m_outputType;
};
class Texture3DShader : public sglr::ShaderProgram
{
public:
Texture3DShader(glu::DataType samplerType, glu::DataType outputType);
~Texture3DShader(void)
{
}
void setDepth(float r);
void setTexScaleBias(const tcu::Vec4 &scale, const tcu::Vec4 &bias);
void setUniforms(sglr::Context &context, uint32_t program) const;
void shadeVertices(const rr::VertexAttrib *inputs, rr::VertexPacket *const *packets, const int numPackets) const;
void shadeFragments(rr::FragmentPacket *packets, const int numPackets,
const rr::FragmentShadingContext &context) const;
private:
tcu::Vec4 m_texScale;
tcu::Vec4 m_texBias;
float m_depth;
const glu::DataType m_outputType;
};
class DepthGradientShader : public sglr::ShaderProgram
{
public:
DepthGradientShader(glu::DataType outputType);
~DepthGradientShader(void)
{
}
void setUniforms(sglr::Context &context, uint32_t program, const float gradientMin, const float gradientMax,
const tcu::Vec4 &color);
void shadeVertices(const rr::VertexAttrib *inputs, rr::VertexPacket *const *packets, const int numPackets) const;
void shadeFragments(rr::FragmentPacket *packets, const int numPackets,
const rr::FragmentShadingContext &context) const;
private:
const glu::DataType m_outputType;
const sglr::UniformSlot &u_minGradient;
const sglr::UniformSlot &u_maxGradient;
const sglr::UniformSlot &u_color;
};
// Framebuffer incomplete exception.
class FboIncompleteException : public tcu::TestError
{
public:
FboIncompleteException(uint32_t reason, const char *file, int line);
virtual ~FboIncompleteException(void) throw()
{
}
uint32_t getReason(void) const
{
return m_reason;
}
private:
uint32_t m_reason;
};
// Utility functions.
glu::DataType getFragmentOutputType(const tcu::TextureFormat &format);
tcu::TextureFormat getFramebufferReadFormat(const tcu::TextureFormat &format);
const char *getFormatName(uint32_t format);
void clearColorBuffer(sglr::Context &ctx, const tcu::TextureFormat &format, const tcu::Vec4 &value);
void readPixels(sglr::Context &ctx, tcu::Surface &dst, int x, int y, int width, int height,
const tcu::TextureFormat &format, const tcu::Vec4 &scale, const tcu::Vec4 &bias);
tcu::RGBA getFormatThreshold(const tcu::TextureFormat &format);
tcu::RGBA getFormatThreshold(const uint32_t glFormat);
tcu::RGBA getToSRGBConversionThreshold(const tcu::TextureFormat &src, const tcu::TextureFormat &dst);
} // namespace FboTestUtil
} // namespace Functional
} // namespace gles3
} // namespace deqp
#endif // _ES3FFBOTESTUTIL_HPP