blob: 84c1b2f6bfc33d95ec0102319c518429999ca533 [file] [log] [blame]
#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, deUint32 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, deUint32 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, deUint32 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, deUint32 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, deUint32 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, deUint32 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, deUint32 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 (deUint32 reason, const char* file, int line);
virtual ~FboIncompleteException (void) throw() {}
deUint32 getReason (void) const { return m_reason; }
private:
deUint32 m_reason;
};
// Utility functions.
glu::DataType getFragmentOutputType (const tcu::TextureFormat& format);
tcu::TextureFormat getFramebufferReadFormat (const tcu::TextureFormat& format);
const char* getFormatName (deUint32 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 deUint32 glFormat);
tcu::RGBA getToSRGBConversionThreshold (const tcu::TextureFormat& src, const tcu::TextureFormat& dst);
} // FboTestUtil
} // Functional
} // gles3
} // deqp
#endif // _ES3FFBOTESTUTIL_HPP