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/*-------------------------------------------------------------------------
* OpenGL Conformance Test Suite
* -----------------------------
*
* Copyright (c) 2014-2016 The Khronos Group Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/ /*!
* \file
* \brief
*/ /*-------------------------------------------------------------------*/
/*!
* \file esextcGPUShader5FmaPrecision.cpp
* \brief gpu_shader5 extension - fma precision Test (Test 8)
*/ /*-------------------------------------------------------------------*/
#include "esextcGPUShader5FmaPrecision.hpp"
#include "deDefs.hpp"
#include "deMath.h"
#include "gluDefs.hpp"
#include "glwEnums.hpp"
#include "glwFunctions.hpp"
#include "tcuTestLog.hpp"
#include <cstring>
#include <sstream>
namespace glcts
{
/** Constructor
* @param S Type of input data
* @param context Test context
* @param name Test case's name
* @param description Test case's description
*/
template <INPUT_DATA_TYPE S>
GPUShader5FmaPrecision<S>::GPUShader5FmaPrecision(Context& context, const ExtParameters& extParams, const char* name,
const char* description)
: TestCaseBase(context, extParams, name, description)
, m_amplitude(100.0f)
, m_fs_id(0)
, m_po_id(0)
, m_vao_id(0)
, m_vbo_a_id(0)
, m_vbo_b_id(0)
, m_vbo_c_id(0)
, m_vbo_result_fma_id(0)
, m_vbo_result_std_id(0)
, m_vs_id(0)
{
/* Nothing to be done here */
}
/** Deinitializes GLES objects created during the test.
*
*/
template <INPUT_DATA_TYPE S>
void GPUShader5FmaPrecision<S>::deinit(void)
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
/* Reset OpenGL ES state */
gl.useProgram(0);
gl.bindBuffer(GL_ARRAY_BUFFER, 0);
gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
gl.bindFramebuffer(GL_FRAMEBUFFER, 0);
gl.bindVertexArray(0);
if (m_po_id != 0)
{
gl.deleteProgram(m_po_id);
m_po_id = 0;
}
if (m_fs_id != 0)
{
gl.deleteShader(m_fs_id);
m_fs_id = 0;
}
if (m_vs_id != 0)
{
gl.deleteShader(m_vs_id);
m_vs_id = 0;
}
if (m_vbo_a_id != 0)
{
gl.deleteBuffers(1, &m_vbo_a_id);
m_vbo_a_id = 0;
}
if (m_vbo_b_id != 0)
{
gl.deleteBuffers(1, &m_vbo_b_id);
m_vbo_b_id = 0;
}
if (m_vbo_c_id != 0)
{
gl.deleteBuffers(1, &m_vbo_c_id);
m_vbo_c_id = 0;
}
if (m_vbo_result_fma_id != 0)
{
gl.deleteBuffers(1, &m_vbo_result_fma_id);
m_vbo_result_fma_id = 0;
}
if (m_vbo_result_std_id != 0)
{
gl.deleteBuffers(1, &m_vbo_result_std_id);
m_vbo_result_std_id = 0;
}
if (m_vao_id != 0)
{
gl.deleteVertexArrays(1, &m_vao_id);
m_vao_id = 0;
}
/* Call base class' deinit() */
TestCaseBase::deinit();
}
/** Initializes GLES objects used during the test.
*
*/
template <INPUT_DATA_TYPE S>
void GPUShader5FmaPrecision<S>::initTest(void)
{
/* Check if gpu_shader5 extension is supported */
if (!m_is_gpu_shader5_supported)
{
throw tcu::NotSupportedError(GPU_SHADER5_EXTENSION_NOT_SUPPORTED, "", __FILE__, __LINE__);
}
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
/* generate test data */
generateData();
/* Set up shader and program objects */
m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
m_vs_id = gl.createShader(GL_VERTEX_SHADER);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create shader objects!");
m_po_id = gl.createProgram();
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create program object!");
/* Set up transform feedback */
gl.enable(GL_RASTERIZER_DISCARD);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable(GL_RASTERIZER_DISCARD) call failed");
const char* varyings[] = { "resultFma", "resultStd" };
gl.transformFeedbackVaryings(m_po_id, 2, varyings, GL_SEPARATE_ATTRIBS);
GLU_EXPECT_NO_ERROR(gl.getError(), "glTransformFeedbackVaryings() failed");
/* Get shader code */
const char* fsCode = getFragmentShaderCode();
std::string vsCode = generateVertexShaderCode();
const char* vsCodeStr = vsCode.c_str();
if (!buildProgram(m_po_id, m_fs_id, 1 /* part */, &fsCode, m_vs_id, 1 /* part */, &vsCodeStr))
{
TCU_FAIL("Could not create a program from valid vertex/fragment shader!");
}
/* Create and bind vertex array object */
gl.genVertexArrays(1, &m_vao_id);
gl.bindVertexArray(m_vao_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring vertex array object!");
/* Configure buffer objects with input data*/
gl.genBuffers(1, &m_vbo_a_id);
gl.bindBuffer(GL_ARRAY_BUFFER, m_vbo_a_id);
gl.bufferData(GL_ARRAY_BUFFER, sizeof(m_data_a), m_data_a, GL_STATIC_READ);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring buffer object!");
gl.genBuffers(1, &m_vbo_b_id);
gl.bindBuffer(GL_ARRAY_BUFFER, m_vbo_b_id);
gl.bufferData(GL_ARRAY_BUFFER, sizeof(m_data_b), m_data_b, GL_STATIC_READ);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring buffer object!");
gl.genBuffers(1, &m_vbo_c_id);
gl.bindBuffer(GL_ARRAY_BUFFER, m_vbo_c_id);
gl.bufferData(GL_ARRAY_BUFFER, sizeof(m_data_c), m_data_c, GL_STATIC_READ);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring buffer object!");
gl.useProgram(m_po_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not use program!");
/* Configure vertex attrib pointers */
glw::GLint posAttribA = gl.getAttribLocation(m_po_id, "a");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation() failed");
gl.bindBuffer(GL_ARRAY_BUFFER, m_vbo_a_id);
gl.vertexAttribPointer(posAttribA, S, GL_FLOAT, GL_FALSE, 0 /* stride */, DE_NULL);
gl.enableVertexAttribArray(posAttribA);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring input vertex data attrib pointer!");
glw::GLint posAttribB = gl.getAttribLocation(m_po_id, "b");
gl.bindBuffer(GL_ARRAY_BUFFER, m_vbo_b_id);
gl.vertexAttribPointer(posAttribB, S, GL_FLOAT, GL_FALSE, 0 /* stride */, DE_NULL);
gl.enableVertexAttribArray(posAttribB);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring input vertex data attrib pointer!");
glw::GLint posAttribC = gl.getAttribLocation(m_po_id, "c");
gl.bindBuffer(GL_ARRAY_BUFFER, m_vbo_c_id);
gl.vertexAttribPointer(posAttribC, S, GL_FLOAT, GL_FALSE, 0 /* stride */, DE_NULL);
gl.enableVertexAttribArray(posAttribC);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring input vertex data attrib pointer!");
/* Configure buffer objects for captured results */
gl.genBuffers(1, &m_vbo_result_fma_id);
gl.bindBuffer(GL_ARRAY_BUFFER, m_vbo_result_fma_id);
gl.bufferData(GL_ARRAY_BUFFER, m_n_elements * S * sizeof(glw::GLfloat), DE_NULL, GL_DYNAMIC_COPY);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring buffer object!");
gl.genBuffers(1, &m_vbo_result_std_id);
gl.bindBuffer(GL_ARRAY_BUFFER, m_vbo_result_std_id);
gl.bufferData(GL_ARRAY_BUFFER, m_n_elements * S * sizeof(glw::GLfloat), DE_NULL, GL_DYNAMIC_COPY);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error configuring buffer object!");
gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0 /* index */, m_vbo_result_fma_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error binding buffer object to transform feedback binding point!");
gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 1 /* index */, m_vbo_result_std_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error binding buffer object to transform feedback binding point!");
}
/** 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!
*/
template <INPUT_DATA_TYPE S>
tcu::TestNode::IterateResult GPUShader5FmaPrecision<S>::iterate(void)
{
initTest();
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
/* Render */
gl.beginTransformFeedback(GL_POINTS);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBeginTransformFeedback() call failed");
gl.drawArrays(GL_POINTS, 0, m_n_elements);
GLU_EXPECT_NO_ERROR(gl.getError(), "Rendering failed!");
gl.endTransformFeedback();
GLU_EXPECT_NO_ERROR(gl.getError(), "glEndTransformFeedback() call failed");
/* Retrieve the result data */
glw::GLfloat resultFma[m_n_elements * S];
glw::GLfloat resultStd[m_n_elements * S];
const glw::GLfloat* resultTmp = DE_NULL;
gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, m_vbo_result_fma_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer() call failed");
resultTmp = (const glw::GLfloat*)gl.mapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, /* offset */
m_n_elements * S * sizeof(glw::GLfloat), GL_MAP_READ_BIT);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error mapping buffer object's data to client space!");
memcpy(resultFma, resultTmp, m_n_elements * S * sizeof(glw::GLfloat));
gl.unmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error unmapping buffer object's data!");
gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, m_vbo_result_std_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer() call failed");
resultTmp = (const glw::GLfloat*)gl.mapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, /* offset */
m_n_elements * S * sizeof(glw::GLfloat), GL_MAP_READ_BIT);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error mapping buffer object's data to client space!");
memcpy(resultStd, resultTmp, m_n_elements * S * sizeof(glw::GLfloat));
gl.unmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error unmapping buffer object's data!");
/* Execute the algorithm from shader on CPU */
glw::GLfloat resultCPURNE[m_n_elements * S];
glw::GLfloat resultCPURTZ[m_n_elements * S];
deRoundingMode previousRoundingMode = deGetRoundingMode();
deSetRoundingMode(DE_ROUNDINGMODE_TO_NEAREST_EVEN);
for (glw::GLuint i = 0; i < m_n_elements; ++i)
{
for (glw::GLuint j = 0; j < S; ++j)
{
resultCPURNE[i * S + j] = m_data_a[i * S + j] * m_data_b[i * S + j] + m_data_c[i * S + j];
}
}
deSetRoundingMode(DE_ROUNDINGMODE_TO_ZERO);
for (glw::GLuint i = 0; i < m_n_elements; ++i)
{
for (glw::GLuint j = 0; j < S; ++j)
{
resultCPURTZ[i * S + j] = m_data_a[i * S + j] * m_data_b[i * S + j] + m_data_c[i * S + j];
}
}
/* Restore the rounding mode so subsequent tests aren't affected */
deSetRoundingMode(previousRoundingMode);
/* Check results */
const glw::GLfloat* resultsCPU[] = { resultCPURNE, resultCPURTZ };
FloatConverter cpuU;
FloatConverter fmaU;
FloatConverter stdU;
glw::GLboolean test_failed = true;
for (glw::GLuint roundingMode = 0; test_failed && roundingMode < 2; ++roundingMode)
{
glw::GLboolean rounding_mode_failed = false;
for (glw::GLuint i = 0; i < m_n_elements; ++i)
{
for (int j = 0; j < S; ++j)
{
/* Assign float value to the union */
cpuU.m_float = resultsCPU[roundingMode][i * S + j];
fmaU.m_float = resultFma[i * S + j];
stdU.m_float = resultStd[i * S + j];
/* Convert float to int bitwise */
glw::GLint cpuTemp = cpuU.m_int;
glw::GLint fmaTemp = fmaU.m_int;
glw::GLint stdTemp = stdU.m_int;
glw::GLboolean diffCpuFma = de::abs(cpuTemp - fmaTemp) > 2;
glw::GLboolean diffCpuStd = de::abs(cpuTemp - stdTemp) > 2;
glw::GLboolean diffFmaStd = de::abs(fmaTemp - stdTemp) > 2;
if (diffCpuFma || diffCpuStd || diffFmaStd)
{
rounding_mode_failed = true;
break;
}
}
if (rounding_mode_failed)
{
break;
}
else
{
test_failed = false;
}
} /* for (all elements) */
} /* for (all rounding modes) */
if (test_failed)
{
m_testCtx.getLog()
<< tcu::TestLog::Message
<< "The values of resultStd[i] & 0xFFFFFFFE and resultFma[i] & 0xFFFFFFFE and resultCPU[i] & 0xFFFFFFFE "
<< "are not bitwise equal for i = 0..99\n"
<< tcu::TestLog::EndMessage;
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail");
}
else
{
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
}
return STOP;
}
/** Generate random input data */
template <INPUT_DATA_TYPE S>
void GPUShader5FmaPrecision<S>::generateData()
{
/* Intialize with 1, because we want the same sequence of random values everytime we run test */
randomSeed(1);
/* Data generation */
for (unsigned int i = 0; i < m_n_elements; i++)
{
for (int j = 0; j < S; j++)
{
float a, b, c;
a = static_cast<float>(randomFormula(RAND_MAX)) /
(static_cast<float>(static_cast<float>(RAND_MAX) / static_cast<float>(m_amplitude * 2.0f))) -
m_amplitude;
b = static_cast<float>(randomFormula(RAND_MAX)) /
(static_cast<float>(static_cast<float>(RAND_MAX) / static_cast<float>(m_amplitude * 2.0f))) -
m_amplitude;
c = static_cast<float>(randomFormula(RAND_MAX)) /
(static_cast<float>(static_cast<float>(RAND_MAX) / static_cast<float>(m_amplitude * 2.0f))) -
m_amplitude;
// If values are of opposite sign, catastrophic cancellation is possible. 1 LSB of error
// tolerance is relative to the larger intermediate terms, and once you compute a*b+c
// you might get values with smaller exponents. Scale down one of the terms so that either
// |a*b| < 0.5*|c| or |c| < 0.5 * |a*b| so that the result is no smaller than half of the larger of a*b or c.
float axb = a * b;
if (deFloatSign(axb) != deFloatSign(c))
{
if (de::inRange(de::abs(axb), de::abs(c), 2 * de::abs(c)))
{
c /= 2.0f;
}
else if (de::inRange(de::abs(c), de::abs(axb), 2 * de::abs(axb)))
{
a /= 2.0f;
}
}
m_data_a[i * S + j] = a;
m_data_b[i * S + j] = b;
m_data_c[i * S + j] = c;
}
}
}
/** Returns code for Vertex Shader
*
* @return pointer to literal with Vertex Shader code
*/
template <INPUT_DATA_TYPE S>
std::string GPUShader5FmaPrecision<S>::generateVertexShaderCode()
{
std::string type;
switch (S)
{
case IDT_FLOAT:
{
type = "float";
break;
}
case IDT_VEC2:
{
type = "vec2";
break;
}
case IDT_VEC3:
{
type = "vec3";
break;
}
case IDT_VEC4:
{
type = "vec4";
break;
}
default:
{
TCU_FAIL("Incorrect variable type!");
break;
}
} /* switch(S) */
/* Generate the vertex shader code */
std::stringstream vsCode;
vsCode << "${VERSION}\n"
"\n"
"${GPU_SHADER5_REQUIRE}\n"
"\n"
"precision highp float;\n"
"\n"
"layout(location = 0) in "
<< type << " a;\n"
<< "layout(location = 1) in " << type << " b;\n"
<< "layout(location = 2) in " << type << " c;\n"
<< "\n"
<< "layout(location = 0) out " << type << " resultFma;\n"
<< "layout(location = 1) precise out " << type << " resultStd;\n"
<< "\n"
<< "\n"
<< "void main()\n"
<< "{\n"
<< " resultFma = fma(a,b,c);\n"
<< " resultStd = a * b + c;\n"
<< "}\n";
return vsCode.str();
}
/** Returns code for Fragment Shader
*
* @return pointer to literal with Fragment Shader code
*/
template <INPUT_DATA_TYPE S>
const char* GPUShader5FmaPrecision<S>::getFragmentShaderCode()
{
static const char* result = "${VERSION}\n"
"\n"
"${GPU_SHADER5_REQUIRE}\n"
"\n"
"precision highp float;\n"
"\n"
"void main(void)\n"
"{\n"
"}\n";
return result;
}
} // namespace glcts