| #ifndef _GLSRANDOMSHADERCASE_HPP |
| #define _GLSRANDOMSHADERCASE_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 shader test case. |
| *//*--------------------------------------------------------------------*/ |
| |
| #include "tcuDefs.hpp" |
| #include "tcuTestCase.hpp" |
| #include "gluRenderContext.hpp" |
| #include "rsgParameters.hpp" |
| #include "tcuSurface.hpp" |
| #include "rsgShader.hpp" |
| #include "rsgVariableValue.hpp" |
| #include "gluTexture.hpp" |
| |
| #include <string> |
| #include <vector> |
| #include <map> |
| |
| namespace deqp |
| { |
| namespace gls |
| { |
| |
| class VertexArray |
| { |
| public: |
| VertexArray(const rsg::ShaderInput *input, int numVertices); |
| ~VertexArray(void) |
| { |
| } |
| |
| const std::vector<float> &getVertices(void) const |
| { |
| return m_vertices; |
| } |
| std::vector<float> &getVertices(void) |
| { |
| return m_vertices; |
| } |
| const char *getName(void) const |
| { |
| return m_input->getVariable()->getName(); |
| } |
| int getNumComponents(void) const |
| { |
| return m_input->getVariable()->getType().getNumElements(); |
| } |
| rsg::ConstValueRangeAccess getValueRange(void) const |
| { |
| return m_input->getValueRange(); |
| } |
| |
| private: |
| const rsg::ShaderInput *m_input; |
| std::vector<float> m_vertices; |
| }; |
| |
| class TextureManager |
| { |
| public: |
| TextureManager(void); |
| ~TextureManager(void); |
| |
| void bindTexture(int unit, const glu::Texture2D *tex2D); |
| void bindTexture(int unit, const glu::TextureCube *texCube); |
| |
| std::vector<std::pair<int, const glu::Texture2D *>> getBindings2D(void) const; |
| std::vector<std::pair<int, const glu::TextureCube *>> getBindingsCube(void) const; |
| |
| private: |
| std::map<int, const glu::Texture2D *> m_tex2D; |
| std::map<int, const glu::TextureCube *> m_texCube; |
| }; |
| |
| class RandomShaderCase : public tcu::TestCase |
| { |
| public: |
| RandomShaderCase(tcu::TestContext &testCtx, glu::RenderContext &renderCtx, const char *name, |
| const char *description, const rsg::ProgramParameters ¶ms); |
| virtual ~RandomShaderCase(void); |
| |
| virtual void init(void); |
| virtual void deinit(void); |
| virtual IterateResult iterate(void); |
| |
| private: |
| void checkShaderLimits(const rsg::Shader &shader) const; |
| void checkProgramLimits(const rsg::Shader &vtxShader, const rsg::Shader &frgShader) const; |
| |
| protected: |
| glu::RenderContext &m_renderCtx; |
| |
| // \todo [2011-12-21 pyry] Multiple textures! |
| const glu::Texture2D *getTex2D(void); |
| const glu::TextureCube *getTexCube(void); |
| |
| rsg::ProgramParameters m_parameters; |
| int m_gridWidth; |
| int m_gridHeight; |
| |
| rsg::Shader m_vertexShader; |
| rsg::Shader m_fragmentShader; |
| std::vector<rsg::VariableValue> m_uniforms; |
| |
| std::vector<VertexArray> m_vertexArrays; |
| std::vector<uint16_t> m_indices; |
| |
| TextureManager m_texManager; |
| glu::Texture2D *m_tex2D; |
| glu::TextureCube *m_texCube; |
| }; |
| |
| } // namespace gls |
| } // namespace deqp |
| |
| #endif // _GLSRANDOMSHADERCASE_HPP |