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#ifndef _GLSRANDOMUNIFORMBLOCKCASE_HPP
#define _GLSRANDOMUNIFORMBLOCKCASE_HPP
/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL (ES) 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 Random uniform block layout case.
*//*--------------------------------------------------------------------*/
#include "tcuDefs.hpp"
#include "tcuTestCase.hpp"
#include "glsUniformBlockCase.hpp"
namespace de
{
class Random;
} // namespace de
namespace deqp
{
namespace gls
{
namespace ub
{
enum FeatureBits
{
FEATURE_VECTORS = (1 << 0),
FEATURE_MATRICES = (1 << 1),
FEATURE_ARRAYS = (1 << 2),
FEATURE_STRUCTS = (1 << 3),
FEATURE_NESTED_STRUCTS = (1 << 4),
FEATURE_INSTANCE_ARRAYS = (1 << 5),
FEATURE_VERTEX_BLOCKS = (1 << 6),
FEATURE_FRAGMENT_BLOCKS = (1 << 7),
FEATURE_SHARED_BLOCKS = (1 << 8),
FEATURE_UNUSED_UNIFORMS = (1 << 9),
FEATURE_UNUSED_MEMBERS = (1 << 10),
FEATURE_PACKED_LAYOUT = (1 << 11),
FEATURE_SHARED_LAYOUT = (1 << 12),
FEATURE_STD140_LAYOUT = (1 << 13),
FEATURE_MATRIX_LAYOUT = (1 << 14), //!< Matrix layout flags.
FEATURE_ARRAYS_OF_ARRAYS = (1 << 15)
};
} // namespace ub
class RandomUniformBlockCase : public UniformBlockCase
{
public:
RandomUniformBlockCase(tcu::TestContext &testCtx, glu::RenderContext &renderCtx, glu::GLSLVersion glslVersion,
const char *name, const char *description, BufferMode bufferMode, uint32_t features,
uint32_t seed);
void init(void);
private:
void generateBlock(de::Random &rnd, uint32_t layoutFlags);
void generateUniform(de::Random &rnd, ub::UniformBlock &block);
ub::VarType generateType(de::Random &rnd, int typeDepth, bool arrayOk);
const uint32_t m_features;
const int m_maxVertexBlocks;
const int m_maxFragmentBlocks;
const int m_maxSharedBlocks;
const int m_maxInstances;
const int m_maxArrayLength;
const int m_maxStructDepth;
const int m_maxBlockMembers;
const int m_maxStructMembers;
const uint32_t m_seed;
int m_blockNdx;
int m_uniformNdx;
int m_structNdx;
};
} // namespace gls
} // namespace deqp
#endif // _GLSRANDOMUNIFORMBLOCKCASE_HPP