| #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 |