blob: 22cb4d3df7c00340e79a2e432f220ca74badb18d [file] [log] [blame] [edit]
#ifndef _GLSFRAGMENTOPUTIL_HPP
#define _GLSFRAGMENTOPUTIL_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 Fragment operation test utilities.
*//*--------------------------------------------------------------------*/
#include "tcuDefs.hpp"
#include "gluShaderUtil.hpp"
#include "tcuVector.hpp"
#include "tcuTexture.hpp"
#include "rrFragmentOperations.hpp"
namespace glu
{
class ShaderProgram;
class RenderContext;
} // namespace glu
namespace deqp
{
namespace gls
{
namespace FragmentOpUtil
{
struct Quad
{
tcu::Vec2 posA;
tcu::Vec2 posB;
// Normalized device coordinates (range [-1, 1]).
// In order (A.x, A.y), (A.x, B.y), (B.x, A.y), (B.x, B.y)
tcu::Vec4 color[4];
tcu::Vec4 color1[4];
float depth[4];
Quad(void) : posA(-1.0f, -1.0f), posB(1.0f, 1.0f)
{
for (int i = 0; i < DE_LENGTH_OF_ARRAY(depth); i++)
depth[i] = 0.0f;
}
};
class QuadRenderer
{
public:
QuadRenderer(const glu::RenderContext &context, glu::GLSLVersion glslVersion);
~QuadRenderer(void);
void render(const Quad &quad) const;
private:
QuadRenderer(const QuadRenderer &other); // Not allowed!
QuadRenderer &operator=(const QuadRenderer &other); // Not allowed!
const glu::RenderContext &m_context;
glu::ShaderProgram *m_program;
int m_positionLoc;
int m_colorLoc;
int m_color1Loc;
const bool m_blendFuncExt;
};
struct IntegerQuad
{
tcu::IVec2 posA;
tcu::IVec2 posB;
// Viewport coordinates (depth in range [0, 1]).
// In order (A.x, A.y), (A.x, B.y), (B.x, A.y), (B.x, B.y)
tcu::Vec4 color[4];
tcu::Vec4 color1[4];
float depth[4];
IntegerQuad(int windowWidth, int windowHeight) : posA(0, 0), posB(windowWidth - 1, windowHeight - 1)
{
for (int i = 0; i < DE_LENGTH_OF_ARRAY(depth); i++)
depth[i] = 0.0f;
}
IntegerQuad(void) : posA(0, 0), posB(1, 1)
{
for (int i = 0; i < DE_LENGTH_OF_ARRAY(depth); i++)
depth[i] = 0.0f;
}
};
class ReferenceQuadRenderer
{
public:
ReferenceQuadRenderer(void);
void render(const tcu::PixelBufferAccess &colorBuffer, const tcu::PixelBufferAccess &depthBuffer,
const tcu::PixelBufferAccess &stencilBuffer, const IntegerQuad &quad,
const rr::FragmentOperationState &state);
private:
enum
{
MAX_FRAGMENT_BUFFER_SIZE = 1024
};
void flushFragmentBuffer(const rr::MultisamplePixelBufferAccess &colorBuffer,
const rr::MultisamplePixelBufferAccess &depthBuffer,
const rr::MultisamplePixelBufferAccess &stencilBuffer, rr::FaceType faceType,
const rr::FragmentOperationState &state);
rr::Fragment m_fragmentBuffer[MAX_FRAGMENT_BUFFER_SIZE];
float m_fragmentDepths[MAX_FRAGMENT_BUFFER_SIZE];
int m_fragmentBufferSize;
rr::FragmentProcessor m_fragmentProcessor;
};
// These functions take a normally-indexed 2d pixel buffer and return a pixel buffer access
// that indexes the same memory area, but using the multisample indexing convention.
tcu::PixelBufferAccess getMultisampleAccess(const tcu::PixelBufferAccess &original);
tcu::ConstPixelBufferAccess getMultisampleAccess(const tcu::ConstPixelBufferAccess &original);
} // namespace FragmentOpUtil
} // namespace gls
} // namespace deqp
#endif // _GLSFRAGMENTOPUTIL_HPP