| /*------------------------------------------------------------------------- |
| * drawElements Quality Program Random Shader Generator |
| * ---------------------------------------------------- |
| * |
| * 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 Program generator. |
| *//*--------------------------------------------------------------------*/ |
| |
| #include "rsgProgramGenerator.hpp" |
| #include "rsgShaderGenerator.hpp" |
| #include "rsgGeneratorState.hpp" |
| |
| using std::vector; |
| |
| namespace rsg |
| { |
| |
| ProgramGenerator::ProgramGenerator (void) |
| { |
| } |
| |
| ProgramGenerator::~ProgramGenerator (void) |
| { |
| } |
| |
| void ProgramGenerator::generate ( |
| const ProgramParameters& programParams, |
| Shader& vertexShader, |
| Shader& fragmentShader) |
| { |
| // Random number generator |
| de::Random rnd(programParams.seed); |
| |
| GeneratorState state(programParams, rnd); |
| |
| // Fragment shader |
| { |
| ShaderGenerator shaderGen(state); |
| vector<ShaderInput*> emptyOutputs; // \note [pyry] gl_FragColor is added in ShaderGenerator |
| shaderGen.generate(programParams.fragmentParameters, fragmentShader, emptyOutputs); |
| } |
| |
| // Vertex shader |
| { |
| ShaderGenerator shaderGen(state); |
| |
| // Initialize outputs from fragment shader inputs |
| const vector<ShaderInput*>& fragmentInputs = fragmentShader.getInputs(); // \note gl_Position and dEQP_Position are handled in ShaderGenerator |
| |
| shaderGen.generate(programParams.vertexParameters, vertexShader, fragmentInputs); |
| } |
| |
| // Allocate samplers \todo [pyry] Randomize allocation. |
| { |
| const vector<ShaderInput*>& vertexUniforms = vertexShader.getUniforms(); |
| const vector<ShaderInput*>& fragmentUniforms = fragmentShader.getUniforms(); |
| vector<ShaderInput*> unifiedSamplers; |
| int curSamplerNdx = 0; |
| |
| // Build unified sampler list. |
| for (vector<ShaderInput*>::const_iterator i = vertexUniforms.begin(); i != vertexUniforms.end(); i++) |
| { |
| if ((*i)->getVariable()->getType().isSampler()) |
| unifiedSamplers.push_back(*i); |
| } |
| |
| for (vector<ShaderInput*>::const_iterator i = fragmentUniforms.begin(); i != fragmentUniforms.end(); i++) |
| { |
| if ((*i)->getVariable()->getType().isSampler()) |
| unifiedSamplers.push_back(*i); |
| } |
| |
| // Assign sampler indices. |
| for (vector<ShaderInput*>::const_iterator i = unifiedSamplers.begin(); i != unifiedSamplers.end(); i++) |
| { |
| ShaderInput* input = *i; |
| if (input->getVariable()->getType().isSampler()) |
| { |
| input->getValueRange().getMin() = curSamplerNdx; |
| input->getValueRange().getMax() = curSamplerNdx; |
| curSamplerNdx += 1; |
| } |
| } |
| } |
| } |
| |
| } // rsg |