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/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES 3.1 Module
* -------------------------------------------------
*
* Copyright 2017 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 Texture format tests.
*//*--------------------------------------------------------------------*/
#include "es31fSRGBDecodeTests.hpp"
#include "gluContextInfo.hpp"
#include "gluCallLogWrapper.hpp"
#include "gluRenderContext.hpp"
#include "gluTexture.hpp"
#include "glsTextureTestUtil.hpp"
#include "tcuPixelFormat.hpp"
#include "tcuTestContext.hpp"
#include "tcuRenderTarget.hpp"
#include "gluTextureUtil.hpp"
#include "tcuTextureUtil.hpp"
#include "glwFunctions.hpp"
#include "gluDefs.hpp"
#include "glwEnums.hpp"
#include "deUniquePtr.hpp"
#include "gluPixelTransfer.hpp"
#include "tcuDefs.hpp"
#include "tcuVectorUtil.hpp"
#include "gluObjectWrapper.hpp"
#include "gluStrUtil.hpp"
#include "tcuTestLog.hpp"
#include "deStringUtil.hpp"
namespace deqp
{
namespace gles31
{
namespace Functional
{
namespace
{
using glu::TextureTestUtil::TEXTURETYPE_2D;
enum SRGBDecode
{
SRGBDECODE_SKIP_DECODE = 0,
SRGBDECODE_DECODE,
SRGBDECODE_DECODE_DEFAULT
};
enum ShaderOutputs
{
SHADEROUTPUTS_ONE = 1,
SHADEROUTPUTS_TWO,
};
enum ShaderUniforms
{
SHADERUNIFORMS_ONE = 1,
SHADERUNIFORMS_TWO,
};
enum ShaderSamplingGroup
{
SHADERSAMPLINGGROUP_TEXTURE = 0,
SHADERSAMPLINGGROUP_TEXEL_FETCH
};
enum ShaderSamplingType
{
TEXTURESAMPLING_TEXTURE = 0,
TEXTURESAMPLING_TEXTURE_LOD,
TEXTURESAMPLING_TEXTURE_GRAD,
TEXTURESAMPLING_TEXTURE_OFFSET,
TEXTURESAMPLING_TEXTURE_PROJ,
TEXTURESAMPLING_TEXELFETCH,
TEXTURESAMPLING_TEXELFETCH_OFFSET,
// ranges required for looping mechanism in a case nodes iteration function
TEXTURESAMPLING_TEXTURE_START = TEXTURESAMPLING_TEXTURE,
TEXTURESAMPLING_TEXTURE_END = TEXTURESAMPLING_TEXTURE_PROJ + 1,
TEXTURESAMPLING_TEXELFETCH_START = TEXTURESAMPLING_TEXELFETCH,
TEXTURESAMPLING_TEXELFETCH_END = TEXTURESAMPLING_TEXELFETCH_OFFSET + 1
};
enum FunctionParameters
{
FUNCTIONPARAMETERS_ONE = 1,
FUNCTIONPARAMETERS_TWO
};
enum Blending
{
BLENDING_REQUIRED = 0,
BLENDING_NOT_REQUIRED
};
enum Toggling
{
TOGGLING_REQUIRED = 0,
TOGGLING_NOT_REQUIRED
};
tcu::Vec4 getColorReferenceLinear (void)
{
return tcu::Vec4(0.2f, 0.3f, 0.4f, 1.0f);
}
tcu::Vec4 getColorReferenceSRGB (void)
{
return tcu::linearToSRGB(tcu::Vec4(0.2f, 0.3f, 0.4f, 1.0f));
}
tcu::Vec4 getColorGreenPass (void)
{
return tcu::Vec4(0.0f, 1.0f, 0.0f, 1.0f);
}
namespace TestDimensions
{
const int WIDTH = 128;
const int HEIGHT = 128;
} // global test texture dimensions
namespace TestSamplingPositions
{
const int X_POS = 0;
const int Y_POS = 0;
} // global test sampling positions
const char* getFunctionDefinitionSRGBToLinearCheck (void)
{
static const char* functionDefinition =
"mediump vec4 srgbToLinearCheck(in mediump vec4 texelSRGBA, in mediump vec4 texelLinear) \n"
"{ \n"
" const int NUM_CHANNELS = 4;"
" mediump vec4 texelSRGBAConverted; \n"
" mediump vec4 epsilonErr = vec4(0.005); \n"
" mediump vec4 testResult; \n"
" for (int idx = 0; idx < NUM_CHANNELS; idx++) \n"
" { \n"
" texelSRGBAConverted[idx] = pow( (texelSRGBA[idx] + 0.055) / 1.055, 1.0 / 0.4116); \n"
" } \n"
" if ( all(lessThan(abs(texelSRGBAConverted - texelLinear), epsilonErr)) || all(equal(texelSRGBAConverted, texelLinear)) ) \n"
" { \n"
" return testResult = vec4(0.0, 1.0, 0.0, 1.0); \n"
" } \n"
" else \n"
" { \n"
" return testResult = vec4(1.0, 0.0, 0.0, 1.0); \n"
" } \n"
"} \n";
return functionDefinition;
}
const char* getFunctionDefinitionEqualCheck (void)
{
static const char* functionDefinition =
"mediump vec4 colorsEqualCheck(in mediump vec4 colorA, in mediump vec4 colorB) \n"
"{ \n"
" mediump vec4 epsilonErr = vec4(0.005); \n"
" mediump vec4 testResult; \n"
" if ( all(lessThan(abs(colorA - colorB), epsilonErr)) || all(equal(colorA, colorB)) ) \n"
" { \n"
" return testResult = vec4(0.0, 1.0, 0.0, 1.0); \n"
" } \n"
" else \n"
" { \n"
" return testResult = vec4(1.0, 0.0, 0.0, 1.0); \n"
" } \n"
"} \n";
return functionDefinition;
}
namespace EpsilonError
{
const float CPU = 0.005f;
}
struct TestGroupConfig
{
TestGroupConfig (const char* groupName, const char* groupDescription, const tcu::TextureFormat groupInternalFormat)
: name (groupName)
, description (groupDescription)
, internalFormat (groupInternalFormat) {}
~TestGroupConfig (void) {};
const char* name;
const char* description;
const tcu::TextureFormat internalFormat;
};
struct UniformData
{
UniformData (glw::GLuint uniformLocation, const std::string& uniformName)
: location (uniformLocation)
, name (uniformName)
, toggleDecode (false) {}
~UniformData (void) {}
glw::GLuint location;
std::string name;
bool toggleDecode;
};
struct UniformToToggle
{
UniformToToggle (const int uniformProgramIdx, const std::string& uniformName)
: programIdx (uniformProgramIdx)
, name (uniformName) {}
~UniformToToggle (void) {}
int programIdx;
std::string name;
};
struct ComparisonFunction
{
ComparisonFunction (const std::string& funcName, const FunctionParameters funcParameters, const std::string& funcImplementation)
: name (funcName)
, parameters (funcParameters)
, implementation (funcImplementation) {}
~ComparisonFunction (void) {}
std::string name;
FunctionParameters parameters;
std::string implementation;
};
struct FragmentShaderParameters
{
FragmentShaderParameters (const ShaderOutputs outputTotal,
const ShaderUniforms uniformTotal,
ComparisonFunction* comparisonFunction,
Blending blendRequired,
Toggling toggleRequired);
~FragmentShaderParameters (void);
ShaderOutputs outputTotal;
ShaderUniforms uniformTotal;
ShaderSamplingType samplingType;
std::string functionName;
FunctionParameters functionParameters;
std::string functionImplementation;
bool hasFunction;
Blending blendRequired;
Toggling toggleRequired;
std::vector<std::string> uniformsToToggle;
};
FragmentShaderParameters::FragmentShaderParameters (const ShaderOutputs paramsOutputTotal,
const ShaderUniforms paramsUniformTotal,
ComparisonFunction* paramsComparisonFunction,
Blending paramsBlendRequired,
Toggling paramsToggleRequired)
: outputTotal (paramsOutputTotal)
, uniformTotal (paramsUniformTotal)
, blendRequired (paramsBlendRequired)
, toggleRequired (paramsToggleRequired)
{
if (paramsComparisonFunction != DE_NULL)
{
functionName = paramsComparisonFunction->name;
functionParameters = paramsComparisonFunction->parameters;
functionImplementation = paramsComparisonFunction->implementation;
hasFunction = true;
}
else
{
hasFunction = false;
}
}
FragmentShaderParameters::~FragmentShaderParameters (void)
{
}
class SRGBTestSampler
{
public:
SRGBTestSampler (Context& context,
const tcu::Sampler::WrapMode wrapS,
const tcu::Sampler::WrapMode wrapT,
const tcu::Sampler::FilterMode minFilter,
const tcu::Sampler::FilterMode magFilter,
const SRGBDecode decoding);
~SRGBTestSampler (void);
void setDecode (const SRGBDecode decoding);
void setTextureUnit (const deUint32 textureUnit);
void setIsActive (const bool isActive);
bool getIsActive (void) const;
void bindToTexture (void);
private:
const glw::Functions* m_gl;
deUint32 m_samplerHandle;
tcu::Sampler::WrapMode m_wrapS;
tcu::Sampler::WrapMode m_wrapT;
tcu::Sampler::FilterMode m_minFilter;
tcu::Sampler::FilterMode m_magFilter;
SRGBDecode m_decoding;
deUint32 m_textureUnit;
bool m_isActive;
};
SRGBTestSampler::SRGBTestSampler (Context& context,
const tcu::Sampler::WrapMode wrapS,
const tcu::Sampler::WrapMode wrapT,
const tcu::Sampler::FilterMode minFilter,
const tcu::Sampler::FilterMode magFilter,
const SRGBDecode decoding)
: m_gl (&context.getRenderContext().getFunctions())
, m_wrapS (wrapS)
, m_wrapT (wrapT)
, m_minFilter (minFilter)
, m_magFilter (magFilter)
, m_isActive (false)
{
m_gl->genSamplers(1, &m_samplerHandle);
m_gl->samplerParameteri(m_samplerHandle, GL_TEXTURE_WRAP_S, glu::getGLWrapMode(m_wrapS));
m_gl->samplerParameteri(m_samplerHandle, GL_TEXTURE_WRAP_T, glu::getGLWrapMode(m_wrapT));
m_gl->samplerParameteri(m_samplerHandle, GL_TEXTURE_MIN_FILTER, glu::getGLFilterMode(m_minFilter));
m_gl->samplerParameteri(m_samplerHandle, GL_TEXTURE_MAG_FILTER, glu::getGLFilterMode(m_magFilter));
this->setDecode(decoding);
}
SRGBTestSampler::~SRGBTestSampler (void)
{
m_gl->deleteSamplers(1, &m_samplerHandle);
}
void SRGBTestSampler::setDecode (const SRGBDecode decoding)
{
if (decoding == SRGBDECODE_SKIP_DECODE)
{
m_gl->samplerParameteri(m_samplerHandle, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
GLU_EXPECT_NO_ERROR(m_gl->getError(), "samplerParameteri(m_samplerID, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT)");
}
else if (decoding == SRGBDECODE_DECODE)
{
m_gl->samplerParameteri(m_samplerHandle, GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT);
GLU_EXPECT_NO_ERROR(m_gl->getError(), "samplerParameteri(m_samplerID, GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT)");
}
else
{
DE_FATAL("sRGB texture sampler must have either GL_SKIP_DECODE_EXT or GL_DECODE_EXT settings");
}
m_decoding = decoding;
}
void SRGBTestSampler::setTextureUnit (const deUint32 textureUnit)
{
m_textureUnit = textureUnit;
}
void SRGBTestSampler::setIsActive (const bool isActive)
{
m_isActive = isActive;
}
bool SRGBTestSampler::getIsActive (void) const
{
return m_isActive;
}
void SRGBTestSampler::bindToTexture (void)
{
m_gl->bindSampler(m_textureUnit, m_samplerHandle);
}
class SRGBTestTexture
{
public:
SRGBTestTexture (Context& context,
const glu::TextureTestUtil::TextureType targetType,
const tcu::TextureFormat internalFormat,
const int width,
const int height,
const tcu::Vec4 color,
const tcu::Sampler::WrapMode wrapS,
const tcu::Sampler::WrapMode wrapT,
const tcu::Sampler::FilterMode minFilter,
const tcu::Sampler::FilterMode magFilter,
const SRGBDecode decoding);
~SRGBTestTexture (void);
void setParameters (void);
void setDecode (const SRGBDecode decoding);
void setHasSampler (const bool hasSampler);
deUint32 getHandle (void) const;
deUint32 getGLTargetType (void) const;
SRGBDecode getDecode (void) const;
void upload (void);
private:
void setColor (void);
Context& m_context;
glu::Texture2D m_source;
glu::TextureTestUtil::TextureType m_targetType;
const tcu::TextureFormat m_internalFormat;
const int m_width;
const int m_height;
tcu::Vec4 m_color;
tcu::Sampler::WrapMode m_wrapS;
tcu::Sampler::WrapMode m_wrapT;
tcu::Sampler::FilterMode m_minFilter;
tcu::Sampler::FilterMode m_magFilter;
SRGBDecode m_decoding;
bool m_hasSampler;
};
SRGBTestTexture::SRGBTestTexture (Context& context,
const glu::TextureTestUtil::TextureType targetType,
const tcu::TextureFormat internalFormat,
const int width,
const int height,
const tcu::Vec4 color,
const tcu::Sampler::WrapMode wrapS,
const tcu::Sampler::WrapMode wrapT,
const tcu::Sampler::FilterMode minFilter,
const tcu::Sampler::FilterMode magFilter,
SRGBDecode decoding)
: m_context (context)
, m_source (context.getRenderContext(), glu::getInternalFormat(internalFormat), width, height)
, m_targetType (targetType)
, m_internalFormat (internalFormat)
, m_width (width)
, m_height (height)
, m_color (color)
, m_wrapS (wrapS)
, m_wrapT (wrapT)
, m_minFilter (minFilter)
, m_magFilter (magFilter)
, m_decoding (decoding)
, m_hasSampler (false)
{
this->setColor();
}
SRGBTestTexture::~SRGBTestTexture (void)
{
}
void SRGBTestTexture::setParameters (void)
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
gl.bindTexture(this->getGLTargetType(), this->getHandle());
gl.texParameteri(this->getGLTargetType(), GL_TEXTURE_WRAP_S, glu::getGLWrapMode(m_wrapS));
gl.texParameteri(this->getGLTargetType(), GL_TEXTURE_WRAP_T, glu::getGLWrapMode(m_wrapT));
gl.texParameteri(this->getGLTargetType(), GL_TEXTURE_MIN_FILTER, glu::getGLFilterMode(m_minFilter));
gl.texParameteri(this->getGLTargetType(), GL_TEXTURE_MAG_FILTER, glu::getGLFilterMode(m_magFilter));
gl.bindTexture(this->getGLTargetType(), 0);
setDecode(m_decoding);
}
void SRGBTestTexture::setDecode (const SRGBDecode decoding)
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
gl.bindTexture(this->getGLTargetType(), this->getHandle());
switch (decoding)
{
case SRGBDECODE_SKIP_DECODE:
{
gl.texParameteri(this->getGLTargetType(), GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glTexParameteri(this->getGLTargetType(), GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT)");
break;
}
case SRGBDECODE_DECODE:
{
gl.texParameteri(this->getGLTargetType(), GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glTexParameteri(this->getGLTargetType(), GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT)");
break;
}
case SRGBDECODE_DECODE_DEFAULT:
{
// do not use srgb decode options. Set to default
break;
}
default:
DE_FATAL("Error: Decoding option not recognised");
}
gl.bindTexture(this->getGLTargetType(), 0);
m_decoding = decoding;
}
void SRGBTestTexture::setHasSampler (const bool hasSampler)
{
m_hasSampler = hasSampler;
}
deUint32 SRGBTestTexture::getHandle (void) const
{
return m_source.getGLTexture();
}
deUint32 SRGBTestTexture::getGLTargetType (void) const
{
switch (m_targetType)
{
case TEXTURETYPE_2D:
{
return GL_TEXTURE_2D;
}
default:
{
DE_FATAL("Error: Target type not recognised");
return -1;
}
}
}
SRGBDecode SRGBTestTexture::getDecode (void) const
{
return m_decoding;
}
void SRGBTestTexture::upload (void)
{
m_source.upload();
}
void SRGBTestTexture::setColor (void)
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
gl.bindTexture(this->getGLTargetType(), this->getHandle());
m_source.getRefTexture().allocLevel(0);
for (int py = 0; py < m_height; py++)
{
for (int px = 0; px < m_width; px++)
{
m_source.getRefTexture().getLevel(0).setPixel(m_color, px, py);
}
}
gl.bindTexture(this->getGLTargetType(), 0);
}
class SRGBTestProgram
{
public:
SRGBTestProgram (Context& context, const FragmentShaderParameters& shaderParameters);
~SRGBTestProgram (void);
void setBlendRequired (bool blendRequired);
void setToggleRequired (bool toggleRequired);
void setUniformToggle (int location, bool toggleDecodeValue);
const std::vector<UniformData>& getUniformDataList (void) const;
int getUniformLocation (const std::string& name);
deUint32 getHandle (void) const;
bool getBlendRequired (void) const;
private:
std::string genFunctionCall (ShaderSamplingType samplingType, const int uniformIdx);
void genFragmentShader (void);
Context& m_context;
de::MovePtr<glu::ShaderProgram> m_program;
FragmentShaderParameters m_shaderFragmentParameters;
std::string m_shaderVertex;
std::string m_shaderFragment;
std::vector<UniformData> m_uniformDataList;
bool m_blendRequired;
bool m_toggleRequired;
};
SRGBTestProgram::SRGBTestProgram (Context& context, const FragmentShaderParameters& shaderParameters)
: m_context (context)
, m_shaderFragmentParameters (shaderParameters)
, m_blendRequired (false)
, m_toggleRequired (false)
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
tcu::TestLog& log = m_context.getTestContext().getLog();
glu::ShaderProgramInfo buildInfo;
const int totalShaderStages = 2;
// default vertex shader used in all tests
m_shaderVertex = "#version 310 es \n"
"layout (location = 0) in mediump vec3 aPosition; \n"
"layout (location = 1) in mediump vec2 aTexCoord; \n"
"out mediump vec2 vs_aTexCoord; \n"
"void main () \n"
"{ \n"
" gl_Position = vec4(aPosition, 1.0); \n"
" vs_aTexCoord = aTexCoord; \n"
"} \n";
this->genFragmentShader();
m_program = de::MovePtr<glu::ShaderProgram>(new glu::ShaderProgram(m_context.getRenderContext(), glu::makeVtxFragSources(m_shaderVertex, m_shaderFragment)));
if (!m_program->isOk())
{
TCU_FAIL("Failed to compile shaders and link program");
}
glw::GLint activeUniforms, maxLen;
glw::GLint size, location;
glw::GLenum type;
gl.getProgramiv(this->getHandle(), GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLen);
gl.getProgramiv(this->getHandle(), GL_ACTIVE_UNIFORMS, &activeUniforms);
std::vector<glw::GLchar> uniformName(static_cast<int>(maxLen));
for (int idx = 0; idx < activeUniforms; idx++)
{
gl.getActiveUniform(this->getHandle(), idx, maxLen, NULL, &size, &type, &uniformName[0]);
location = gl.getUniformLocation(this->getHandle(), &uniformName[0]);
UniformData uniformData(location, std::string(&uniformName[0], strlen(&uniformName[0])));
m_uniformDataList.push_back(uniformData);
}
// log shader program info. Only vertex and fragment shaders included
buildInfo.program = m_program->getProgramInfo();
for (int shaderIdx = 0; shaderIdx < totalShaderStages; shaderIdx++)
{
glu::ShaderInfo shaderInfo = m_program->getShaderInfo(static_cast<glu::ShaderType>(static_cast<int>(glu::SHADERTYPE_VERTEX) + static_cast<int>(shaderIdx)), 0);
buildInfo.shaders.push_back(shaderInfo);
}
log << buildInfo;
}
SRGBTestProgram::~SRGBTestProgram (void)
{
m_program = de::MovePtr<glu::ShaderProgram>(DE_NULL);
}
void SRGBTestProgram::setBlendRequired (bool blendRequired)
{
m_blendRequired = blendRequired;
}
void SRGBTestProgram::setToggleRequired (bool toggleRequired)
{
m_toggleRequired = toggleRequired;
}
void SRGBTestProgram::setUniformToggle (int location, bool toggleDecodeValue)
{
if ( (m_uniformDataList.empty() == false) && (location >= 0) && (location <= (int)m_uniformDataList.size()) )
{
m_uniformDataList[location].toggleDecode = toggleDecodeValue;
}
else
{
TCU_THROW(TestError, "Error: Uniform location not found. glGetActiveUniforms returned uniforms incorrectly ");
}
}
const std::vector<UniformData>& SRGBTestProgram::getUniformDataList (void) const
{
return m_uniformDataList;
}
int SRGBTestProgram::getUniformLocation (const std::string& name)
{
for (std::size_t idx = 0; idx < m_uniformDataList.size(); idx++)
{
if (m_uniformDataList[idx].name == name)
{
return m_uniformDataList[idx].location;
}
}
TCU_THROW(TestError, "Error: If name correctly requested then glGetActiveUniforms() returned active uniform data incorrectly");
return -1;
}
glw::GLuint SRGBTestProgram::getHandle (void) const
{
return m_program->getProgram();
}
bool SRGBTestProgram::getBlendRequired (void) const
{
return m_blendRequired;
}
std::string SRGBTestProgram::genFunctionCall (ShaderSamplingType samplingType, const int uniformIdx)
{
std::ostringstream functionCall;
functionCall << " mediump vec4 texelColor" << uniformIdx << " = ";
switch (samplingType)
{
case TEXTURESAMPLING_TEXTURE:
{
functionCall << "texture(uTexture" << uniformIdx << ", vs_aTexCoord); \n";
break;
}
case TEXTURESAMPLING_TEXTURE_LOD:
{
functionCall << "textureLod(uTexture" << uniformIdx << ", vs_aTexCoord, 0.0); \n";
break;
}
case TEXTURESAMPLING_TEXTURE_GRAD:
{
functionCall << "textureGrad(uTexture" << uniformIdx << ", vs_aTexCoord, vec2(0.0, 0.0), vec2(0.0, 0.0)); \n";
break;
}
case TEXTURESAMPLING_TEXTURE_OFFSET:
{
functionCall << "textureOffset(uTexture" << uniformIdx << ", vs_aTexCoord, ivec2(0.0, 0.0)); \n";
break;
}
case TEXTURESAMPLING_TEXTURE_PROJ:
{
functionCall << "textureProj(uTexture" << uniformIdx << ", vec3(vs_aTexCoord, 1.0)); \n";
break;
}
case TEXTURESAMPLING_TEXELFETCH:
{
functionCall << "texelFetch(uTexture" << uniformIdx << ", ivec2(vs_aTexCoord), 0); \n";
break;
}
case TEXTURESAMPLING_TEXELFETCH_OFFSET:
{
functionCall << "texelFetchOffset(uTexture" << uniformIdx << ", ivec2(vs_aTexCoord), 0, ivec2(0.0, 0.0)); \n";
break;
}
default:
{
DE_FATAL("Error: Sampling type not recognised");
}
}
return functionCall.str();
}
void SRGBTestProgram::genFragmentShader (void)
{
std::ostringstream source;
std::ostringstream sampleTexture;
std::ostringstream functionParameters;
std::ostringstream shaderOutputs;
// if comparison function is present resulting shader requires precisely one output
DE_ASSERT( !(m_shaderFragmentParameters.hasFunction && (static_cast<int>(m_shaderFragmentParameters.outputTotal) != static_cast<int>(SHADEROUTPUTS_ONE))) );
// function parameters must equal the number of uniforms i.e. textures passed into the function
DE_ASSERT( !(m_shaderFragmentParameters.hasFunction && (static_cast<int>(m_shaderFragmentParameters.uniformTotal) != static_cast<int>(m_shaderFragmentParameters.functionParameters))) );
// fragment shader cannot contain more outputs than the number of texture uniforms
DE_ASSERT( !(static_cast<int>(m_shaderFragmentParameters.outputTotal) > static_cast<int>(m_shaderFragmentParameters.uniformTotal)) ) ;
source << "#version 310 es \n"
<< "in mediump vec2 vs_aTexCoord; \n";
for (int output = 0; output < m_shaderFragmentParameters.outputTotal; output++)
{
source << "layout (location = " << output << ") out mediump vec4 fs_aColor" << output << "; \n";
}
for (int uniform = 0; uniform < m_shaderFragmentParameters.uniformTotal; uniform++)
{
source << "uniform sampler2D uTexture" << uniform << "; \n";
}
if (m_shaderFragmentParameters.hasFunction == true)
{
source << m_shaderFragmentParameters.functionImplementation;
}
source << "void main () \n"
<< "{ \n";
for (int uniformIdx = 0; uniformIdx < m_shaderFragmentParameters.uniformTotal; uniformIdx++)
{
source << this->genFunctionCall(m_shaderFragmentParameters.samplingType, uniformIdx);
}
if (m_shaderFragmentParameters.hasFunction == true)
{
switch ( static_cast<FunctionParameters>(m_shaderFragmentParameters.functionParameters) )
{
case FUNCTIONPARAMETERS_ONE:
{
functionParameters << "(texelColor0)";
break;
}
case FUNCTIONPARAMETERS_TWO:
{
functionParameters << "(texelColor0, texelColor1)";
break;
}
default:
{
DE_FATAL("Error: Number of comparison function parameters invalid");
}
}
shaderOutputs << " fs_aColor0 = " << m_shaderFragmentParameters.functionName << functionParameters.str() << "; \n";
}
else
{
for (int output = 0; output < m_shaderFragmentParameters.outputTotal; output++)
{
shaderOutputs << " fs_aColor" << output << " = texelColor" << output << "; \n";
}
}
source << shaderOutputs.str();
source << "} \n";
m_shaderFragment = source.str();
}
class SRGBTestCase : public TestCase
{
public:
SRGBTestCase (Context& context, const char* name, const char* description, const tcu::TextureFormat internalFormat);
~SRGBTestCase (void);
void init (void);
void deinit (void);
virtual IterateResult iterate (void);
void setSamplingGroup (const ShaderSamplingGroup samplingGroup);
void setSamplingLocations (const int px, const int py);
void setUniformToggle (const int programIdx, const std::string& uniformName, bool toggleDecode);
void addTexture (const glu::TextureTestUtil::TextureType targetType,
const int width,
const int height,
const tcu::Vec4 color,
const tcu::Sampler::WrapMode wrapS,
const tcu::Sampler::WrapMode wrapT,
const tcu::Sampler::FilterMode minFilter,
const tcu::Sampler::FilterMode magFilter,
const SRGBDecode decoding);
void addSampler (const tcu::Sampler::WrapMode wrapS,
const tcu::Sampler::WrapMode wrapT,
const tcu::Sampler::FilterMode minFilter,
const tcu::Sampler::FilterMode magFilter,
const SRGBDecode decoding);
void addShaderProgram (const FragmentShaderParameters& shaderParameters);
void genShaderPrograms (ShaderSamplingType samplingType);
void deleteShaderPrograms (void);
void readResultTextures (void);
void storeResultPixels (std::vector<tcu::Vec4>& resultPixelData);
void toggleDecode (const std::vector<UniformData>& uniformDataList);
void bindSamplerToTexture (const int samplerIdx, const int textureIdx, const deUint32 textureUnit);
void activateSampler (const int samplerIdx, const bool active);
void logColor (const std::string& colorLogMessage, int colorIdx, tcu::Vec4 color) const;
tcu::Vec4 formatReferenceColor (tcu::Vec4 referenceColor);
// render function has a default implentation. Can be overriden for special cases
virtual void render (void);
// following functions must be overidden to perform individual test cases
virtual void setupTest (void) = 0;
virtual bool verifyResult (void) = 0;
protected:
de::MovePtr<glu::Framebuffer> m_framebuffer;
std::vector<SRGBTestTexture*> m_textureSourceList;
std::vector<SRGBTestSampler*> m_samplerList;
std::vector<glw::GLuint> m_renderBufferList;
const tcu::Vec4 m_epsilonError;
std::vector<tcu::TextureLevel> m_textureResultList;
int m_resultOutputTotal;
tcu::TextureFormat m_resultTextureFormat;
glw::GLuint m_vaoID;
glw::GLuint m_vertexDataID;
std::vector<FragmentShaderParameters> m_shaderParametersList;
std::vector<SRGBTestProgram*> m_shaderProgramList;
ShaderSamplingGroup m_samplingGroup;
int m_px;
int m_py;
const tcu::TextureFormat m_internalFormat;
private:
void uploadTextures (void);
void initFrameBuffer (void);
void initVertexData (void);
SRGBTestCase (const SRGBTestCase&);
SRGBTestCase& operator= (const SRGBTestCase&);
};
SRGBTestCase::SRGBTestCase (Context& context, const char* name, const char* description, const tcu::TextureFormat internalFormat)
: TestCase (context, name, description)
, m_epsilonError (EpsilonError::CPU)
, m_resultTextureFormat (tcu::TextureFormat(tcu::TextureFormat::sRGBA, tcu::TextureFormat::UNORM_INT8))
, m_vaoID (0)
, m_vertexDataID (0)
, m_samplingGroup (SHADERSAMPLINGGROUP_TEXTURE)
, m_internalFormat (internalFormat)
{
}
SRGBTestCase::~SRGBTestCase (void)
{
deinit();
}
void SRGBTestCase::init (void)
{
// extension requirements for test
if ( (glu::getInternalFormat(m_internalFormat) == GL_SRGB8_ALPHA8) && !m_context.getContextInfo().isExtensionSupported("GL_EXT_texture_sRGB_decode") )
{
throw tcu::NotSupportedError("Test requires GL_EXT_texture_sRGB_decode extension");
}
if ( (glu::getInternalFormat(m_internalFormat) == GL_SR8_EXT) && !(m_context.getContextInfo().isExtensionSupported("GL_EXT_texture_sRGB_R8")) )
{
throw tcu::NotSupportedError("Test requires GL_EXT_texture_sRGB_R8 extension");
}
m_framebuffer = de::MovePtr<glu::Framebuffer>(new glu::Framebuffer(m_context.getRenderContext()));
}
void SRGBTestCase::deinit (void)
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
m_framebuffer = de::MovePtr<glu::Framebuffer>(DE_NULL);
for (std::size_t renderBufferIdx = 0; renderBufferIdx < m_renderBufferList.size(); renderBufferIdx++)
{
gl.deleteRenderbuffers(1, &m_renderBufferList[renderBufferIdx]);
}
m_renderBufferList.clear();
for (std::size_t textureSourceIdx = 0; textureSourceIdx < m_textureSourceList.size(); textureSourceIdx++)
{
delete m_textureSourceList[textureSourceIdx];
}
m_textureSourceList.clear();
for (std::size_t samplerIdx = 0; samplerIdx < m_samplerList.size(); samplerIdx++)
{
delete m_samplerList[samplerIdx];
}
m_samplerList.clear();
if (m_vaoID != 0)
{
gl.deleteVertexArrays(1, &m_vaoID);
m_vaoID = 0;
}
if (m_vertexDataID != 0)
{
gl.deleteBuffers(1, &m_vertexDataID);
m_vertexDataID = 0;
}
}
SRGBTestCase::IterateResult SRGBTestCase::iterate (void)
{
bool result;
int startIdx = -1;
int endIdx = -1;
this->setupTest();
if (m_samplingGroup == SHADERSAMPLINGGROUP_TEXTURE)
{
startIdx = static_cast<int>(TEXTURESAMPLING_TEXTURE_START);
endIdx = static_cast<int>(TEXTURESAMPLING_TEXTURE_END);
}
else if (m_samplingGroup == SHADERSAMPLINGGROUP_TEXEL_FETCH)
{
startIdx = static_cast<int>(TEXTURESAMPLING_TEXELFETCH_START);
endIdx = static_cast<int>(TEXTURESAMPLING_TEXELFETCH_END);
}
else
{
DE_FATAL("Error: Sampling group not defined");
}
this->initVertexData();
this->initFrameBuffer();
// loop through all sampling types in the required sampling group, performing individual tests for each
for (int samplingTypeIdx = startIdx; samplingTypeIdx < endIdx; samplingTypeIdx++)
{
this->genShaderPrograms(static_cast<ShaderSamplingType>(samplingTypeIdx));
this->uploadTextures();
this->render();
result = this->verifyResult();
this->deleteShaderPrograms();
if (result == true)
{
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
}
else
{
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Result verification failed");
return STOP;
}
}
return STOP;
}
void SRGBTestCase::setSamplingGroup (const ShaderSamplingGroup samplingGroup)
{
m_samplingGroup = samplingGroup;
}
void SRGBTestCase::setSamplingLocations (const int px, const int py)
{
m_px = px;
m_py = py;
}
void SRGBTestCase::addTexture ( const glu::TextureTestUtil::TextureType targetType,
const int width,
const int height,
const tcu::Vec4 color,
const tcu::Sampler::WrapMode wrapS,
const tcu::Sampler::WrapMode wrapT,
const tcu::Sampler::FilterMode minFilter,
const tcu::Sampler::FilterMode magFilter,
const SRGBDecode decoding)
{
SRGBTestTexture* texture = new SRGBTestTexture(m_context, targetType, m_internalFormat, width, height, color, wrapS, wrapT, minFilter, magFilter, decoding);
m_textureSourceList.push_back(texture);
}
void SRGBTestCase::addSampler ( const tcu::Sampler::WrapMode wrapS,
const tcu::Sampler::WrapMode wrapT,
const tcu::Sampler::FilterMode minFilter,
const tcu::Sampler::FilterMode magFilter,
const SRGBDecode decoding)
{
SRGBTestSampler *sampler = new SRGBTestSampler(m_context, wrapS, wrapT, minFilter, magFilter, decoding);
m_samplerList.push_back(sampler);
}
void SRGBTestCase::addShaderProgram (const FragmentShaderParameters& shaderParameters)
{
m_shaderParametersList.push_back(shaderParameters);
m_resultOutputTotal = shaderParameters.outputTotal;
}
void SRGBTestCase::genShaderPrograms (ShaderSamplingType samplingType)
{
for (int shaderParamsIdx = 0; shaderParamsIdx < (int)m_shaderParametersList.size(); shaderParamsIdx++)
{
m_shaderParametersList[shaderParamsIdx].samplingType = samplingType;
SRGBTestProgram* shaderProgram = new SRGBTestProgram(m_context, m_shaderParametersList[shaderParamsIdx]);
if (m_shaderParametersList[shaderParamsIdx].blendRequired == BLENDING_REQUIRED)
{
shaderProgram->setBlendRequired(true);
}
if (m_shaderParametersList[shaderParamsIdx].toggleRequired == TOGGLING_REQUIRED)
{
shaderProgram->setToggleRequired(true);
std::vector<std::string> uniformsToToggle = m_shaderParametersList[shaderParamsIdx].uniformsToToggle;
for (int uniformNameIdx = 0; uniformNameIdx < (int)uniformsToToggle.size(); uniformNameIdx++)
{
shaderProgram->setUniformToggle(shaderProgram->getUniformLocation(uniformsToToggle[uniformNameIdx]), true);
}
}
m_shaderProgramList.push_back(shaderProgram);
}
}
void SRGBTestCase::deleteShaderPrograms (void)
{
for (std::size_t idx = 0; idx < m_shaderProgramList.size(); idx++)
{
delete m_shaderProgramList[idx];
}
m_shaderProgramList.clear();
}
void SRGBTestCase::readResultTextures (void)
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
int width = m_context.getRenderContext().getRenderTarget().getWidth();
int height = m_context.getRenderContext().getRenderTarget().getHeight();
gl.bindFramebuffer(GL_FRAMEBUFFER, **m_framebuffer);
m_textureResultList.resize(m_renderBufferList.size());
for (std::size_t renderBufferIdx = 0; renderBufferIdx < m_renderBufferList.size(); renderBufferIdx++)
{
gl.readBuffer(GL_COLOR_ATTACHMENT0 + (glw::GLenum)renderBufferIdx);
m_textureResultList[renderBufferIdx].setStorage(m_resultTextureFormat, width, height);
glu::readPixels(m_context.getRenderContext(), 0, 0, m_textureResultList[renderBufferIdx].getAccess());
GLU_EXPECT_NO_ERROR(gl.getError(), "glReadPixels()");
}
gl.bindFramebuffer(GL_FRAMEBUFFER, 0);
}
void SRGBTestCase::storeResultPixels (std::vector<tcu::Vec4>& resultPixelData)
{
tcu::TestLog& log = m_context.getTestContext().getLog();
std::ostringstream message;
int width = m_context.getRenderContext().getRenderTarget().getWidth();
int height = m_context.getRenderContext().getRenderTarget().getHeight();
// ensure result sampling coordinates are within range of the result color attachment
DE_ASSERT((m_px >= 0) && (m_px < width));
DE_ASSERT((m_py >= 0) && (m_py < height));
DE_UNREF(width && height);
for (int idx = 0; idx < (int)m_textureResultList.size(); idx++)
{
resultPixelData.push_back(m_textureResultList[idx].getAccess().getPixel(m_px, m_py));
this->logColor(std::string("Result color: "), idx, resultPixelData[idx]);
}
// log error rate (threshold)
message << m_epsilonError;
log << tcu::TestLog::Message << std::string("Epsilon error: ") << message.str() << tcu::TestLog::EndMessage;
}
void SRGBTestCase::toggleDecode (const std::vector<UniformData>& uniformDataList)
{
DE_ASSERT( uniformDataList.size() <= m_textureSourceList.size() );
for (int uniformIdx = 0; uniformIdx < (int)uniformDataList.size(); uniformIdx++)
{
if (uniformDataList[uniformIdx].toggleDecode == true)
{
if (m_textureSourceList[uniformIdx]->getDecode() == SRGBDECODE_DECODE_DEFAULT)
{
// cannot toggle default
continue;
}
// toggle sRGB decode values (ignoring value if set to default)
m_textureSourceList[uniformIdx]->setDecode((SRGBDecode)((m_textureSourceList[uniformIdx]->getDecode() + 1) % SRGBDECODE_DECODE_DEFAULT));
}
}
}
void SRGBTestCase::bindSamplerToTexture (const int samplerIdx, const int textureIdx, const deUint32 textureUnit)
{
deUint32 enumConversion = textureUnit - GL_TEXTURE0;
m_textureSourceList[textureIdx]->setHasSampler(true);
m_samplerList[samplerIdx]->setTextureUnit(enumConversion);
}
void SRGBTestCase::activateSampler (const int samplerIdx, const bool active)
{
m_samplerList[samplerIdx]->setIsActive(active);
}
void SRGBTestCase::logColor (const std::string& colorLogMessage, int colorIdx, tcu::Vec4 color) const
{
tcu::TestLog& log = m_context.getTestContext().getLog();
std::ostringstream message;
message << colorLogMessage << colorIdx << " = (" << color.x() << ", " << color.y() << ", " << color.z() << ", " << color.w() << ")";
log << tcu::TestLog::Message << message.str() << tcu::TestLog::EndMessage;
}
tcu::Vec4 SRGBTestCase::formatReferenceColor (tcu::Vec4 referenceColor)
{
switch (glu::getInternalFormat(m_internalFormat))
{
case GL_SRGB8_ALPHA8:
{
return referenceColor;
}
case GL_SR8_EXT:
{
// zero unwanted color channels
referenceColor.y() = 0;
referenceColor.z() = 0;
return referenceColor;
}
default:
{
DE_FATAL("Error: Internal format not recognised");
return referenceColor;
}
}
}
void SRGBTestCase::render (void)
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
// default rendering only uses one program
gl.bindFramebuffer(GL_FRAMEBUFFER, **m_framebuffer);
gl.bindVertexArray(m_vaoID);
gl.useProgram(m_shaderProgramList[0]->getHandle());
for (int textureSourceIdx = 0; textureSourceIdx < (int)m_textureSourceList.size(); textureSourceIdx++)
{
gl.activeTexture(GL_TEXTURE0 + (glw::GLenum)textureSourceIdx);
gl.bindTexture(m_textureSourceList[textureSourceIdx]->getGLTargetType(), m_textureSourceList[textureSourceIdx]->getHandle());
glw::GLuint samplerUniformLocationID = gl.getUniformLocation(m_shaderProgramList[0]->getHandle(), (std::string("uTexture") + de::toString(textureSourceIdx)).c_str());
TCU_CHECK(samplerUniformLocationID != (glw::GLuint)-1);
gl.uniform1i(samplerUniformLocationID, (glw::GLenum)textureSourceIdx);
}
for (int samplerIdx = 0; samplerIdx < (int)m_samplerList.size(); samplerIdx++)
{
if (m_samplerList[samplerIdx]->getIsActive() == true)
{
m_samplerList[samplerIdx]->bindToTexture();
}
}
gl.drawArrays(GL_TRIANGLES, 0, 6);
for (std::size_t textureSourceIdx = 0; textureSourceIdx < m_textureSourceList.size(); textureSourceIdx++)
{
gl.bindTexture(m_textureSourceList[textureSourceIdx]->getGLTargetType(), 0);
}
gl.bindFramebuffer(GL_FRAMEBUFFER, 0);
gl.bindVertexArray(0);
gl.bindBuffer(GL_ARRAY_BUFFER, 0);
}
void SRGBTestCase::uploadTextures (void)
{
for (std::size_t idx = 0; idx < m_textureSourceList.size(); idx++)
{
m_textureSourceList[idx]->upload();
m_textureSourceList[idx]->setParameters();
}
}
void SRGBTestCase::initFrameBuffer (void)
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
int width = m_context.getRenderContext().getRenderTarget().getWidth();
int height = m_context.getRenderContext().getRenderTarget().getHeight();
if (m_resultOutputTotal == 0)
{
throw std::invalid_argument("SRGBTestExecutor must have at least 1 rendered result");
}
gl.bindFramebuffer(GL_FRAMEBUFFER, **m_framebuffer);
DE_ASSERT(m_renderBufferList.empty());
for (int outputIdx = 0; outputIdx < m_resultOutputTotal; outputIdx++)
{
glw::GLuint renderBuffer = -1;
m_renderBufferList.push_back(renderBuffer);
}
for (std::size_t renderBufferIdx = 0; renderBufferIdx < m_renderBufferList.size(); renderBufferIdx++)
{
gl.genRenderbuffers(1, &m_renderBufferList[renderBufferIdx]);
gl.bindRenderbuffer(GL_RENDERBUFFER, m_renderBufferList[renderBufferIdx]);
gl.renderbufferStorage(GL_RENDERBUFFER, glu::getInternalFormat(m_resultTextureFormat), width, height);
gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + (glw::GLenum)renderBufferIdx, GL_RENDERBUFFER, m_renderBufferList[renderBufferIdx]);
GLU_EXPECT_NO_ERROR(gl.getError(), "Create and setup renderbuffer object");
}
TCU_CHECK(gl.checkFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
std::vector<glw::GLenum> renderBufferTargets(m_renderBufferList.size());
for (std::size_t renderBufferIdx = 0; renderBufferIdx < m_renderBufferList.size(); renderBufferIdx++)
{
renderBufferTargets[renderBufferIdx] = GL_COLOR_ATTACHMENT0 + (glw::GLenum)renderBufferIdx;
}
gl.drawBuffers((glw::GLsizei)renderBufferTargets.size(), &renderBufferTargets[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glDrawBuffer()");
gl.bindFramebuffer(GL_FRAMEBUFFER, 0);
}
void SRGBTestCase::initVertexData (void)
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
static const glw::GLfloat squareVertexData[] =
{
// position // texcoord
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom left corner
1.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom right corner
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // Top right corner
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top left corner
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // Top right corner
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f // bottom left corner
};
DE_ASSERT(m_vaoID == 0);
gl.genVertexArrays(1, &m_vaoID);
gl.bindVertexArray(m_vaoID);
gl.genBuffers(1, &m_vertexDataID);
gl.bindBuffer(GL_ARRAY_BUFFER, m_vertexDataID);
gl.bufferData(GL_ARRAY_BUFFER, (glw::GLsizei)sizeof(squareVertexData), squareVertexData, GL_STATIC_DRAW);
gl.vertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * (glw::GLsizei)sizeof(GL_FLOAT), (glw::GLvoid *)0);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * (glw::GLsizei)sizeof(GL_FLOAT), (glw::GLvoid *)(3 * sizeof(GL_FLOAT)));
gl.enableVertexAttribArray(1);
gl.bindVertexArray(0);
gl.bindBuffer(GL_ARRAY_BUFFER, 0);
}
class TextureDecodeSkippedCase : public SRGBTestCase
{
public:
TextureDecodeSkippedCase (Context& context, const char* name, const char* description, const tcu::TextureFormat internalFormat)
: SRGBTestCase (context, name, description, internalFormat) {}
~TextureDecodeSkippedCase (void) {}
void setupTest (void);
bool verifyResult (void);
};
void TextureDecodeSkippedCase::setupTest (void)
{
// TEST STEPS:
// - create and set texture to DECODE_SKIP_EXT
// - store texture on GPU
// - in fragment shader, sample the texture using texture*() and render texel values to a color attachment in the FBO
// - on the host, read back the pixel values into a tcu::TextureLevel
// - analyse the texel values, expecting them in sRGB format i.e. linear space decoding was skipped
FragmentShaderParameters shaderParameters(SHADEROUTPUTS_ONE, SHADERUNIFORMS_ONE, NULL, BLENDING_NOT_REQUIRED, TOGGLING_NOT_REQUIRED);
this->addTexture( TEXTURETYPE_2D,
TestDimensions::WIDTH,
TestDimensions::HEIGHT,
getColorReferenceLinear(),
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::LINEAR,
tcu::Sampler::LINEAR,
SRGBDECODE_SKIP_DECODE);
this->addShaderProgram(shaderParameters);
this->setSamplingLocations(TestSamplingPositions::X_POS, TestSamplingPositions::Y_POS);
this->setSamplingGroup(SHADERSAMPLINGGROUP_TEXTURE);
}
bool TextureDecodeSkippedCase::verifyResult (void)
{
tcu::TestLog& log = m_context.getTestContext().getLog();
const int resultColorIdx = 0;
std::vector<tcu::Vec4> pixelResultList;
tcu::Vec4 pixelConverted;
tcu::Vec4 pixelReference;
tcu::Vec4 pixelExpected;
this->readResultTextures();
this->storeResultPixels(pixelResultList);
pixelConverted = tcu::sRGBToLinear(pixelResultList[resultColorIdx]);
pixelReference = this->formatReferenceColor(getColorReferenceLinear());
pixelExpected = this->formatReferenceColor(getColorReferenceSRGB());
this->formatReferenceColor(pixelReference);
this->logColor(std::string("Expected color: "), resultColorIdx, pixelExpected);
// result color 0 should be sRGB. Compare with linear reference color
if ( (tcu::boolAll(tcu::lessThan(tcu::abs(pixelConverted - pixelReference), m_epsilonError))) || (tcu::boolAll(tcu::equal(pixelConverted, pixelReference))) )
{
log << tcu::TestLog::Message << std::string("sRGB as expected") << tcu::TestLog::EndMessage;
return true;
}
else
{
log << tcu::TestLog::Message << std::string("not sRGB as expected") << tcu::TestLog::EndMessage;
return false;
}
}
class TextureDecodeEnabledCase : public SRGBTestCase
{
public:
TextureDecodeEnabledCase (Context& context, const char* name, const char* description, const tcu::TextureFormat internalFormat)
: SRGBTestCase (context, name, description, internalFormat) {}
~TextureDecodeEnabledCase (void) {}
void setupTest (void);
bool verifyResult (void);
};
void TextureDecodeEnabledCase::setupTest (void)
{
// TEST STEPS:
// - create and set texture to DECODE_EXT
// - store texture on GPU
// - in fragment shader, sample the texture using texture*() and render texel values to a color attachment in the FBO
// - on the host, read back the pixel values into a tcu::TextureLevel
// - analyse the texel values, expecting them in lRGB format i.e. linear space decoding was enabled
FragmentShaderParameters shaderParameters(SHADEROUTPUTS_ONE, SHADERUNIFORMS_ONE, NULL, BLENDING_NOT_REQUIRED, TOGGLING_NOT_REQUIRED);
this->addTexture( TEXTURETYPE_2D,
TestDimensions::WIDTH,
TestDimensions::HEIGHT,
getColorReferenceLinear(),
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::LINEAR,
tcu::Sampler::LINEAR,
SRGBDECODE_DECODE);
this->addShaderProgram(shaderParameters);
this->setSamplingLocations(TestSamplingPositions::X_POS, TestSamplingPositions::Y_POS);
this->setSamplingGroup(SHADERSAMPLINGGROUP_TEXTURE);
}
bool TextureDecodeEnabledCase::verifyResult (void)
{
tcu::TestLog& log = m_context.getTestContext().getLog();
const int resultColorIdx = 0;
std::vector<tcu::Vec4> pixelResultList;
tcu::Vec4 pixelConverted;
tcu::Vec4 pixelReference;
tcu::Vec4 pixelExpected;
this->readResultTextures();
this->storeResultPixels(pixelResultList);
pixelConverted = tcu::linearToSRGB(pixelResultList[resultColorIdx]);
pixelReference = this->formatReferenceColor(getColorReferenceSRGB());
pixelExpected = this->formatReferenceColor(getColorReferenceLinear());
this->logColor(std::string("Expected color: "), resultColorIdx, pixelExpected);
// result color 0 should be SRGB. Compare with sRGB reference color
if ( (tcu::boolAll(tcu::lessThan(tcu::abs(pixelConverted - pixelReference), m_epsilonError))) || (tcu::boolAll(tcu::equal(pixelConverted, pixelReference))) )
{
log << tcu::TestLog::Message << std::string("linear as expected") << tcu::TestLog::EndMessage;
return true;
}
else
{
log << tcu::TestLog::Message << std::string("not linear as expected") << tcu::TestLog::EndMessage;
return false;
}
}
class TexelFetchDecodeSkippedcase : public SRGBTestCase
{
public:
TexelFetchDecodeSkippedcase (Context& context, const char* name, const char* description, const tcu::TextureFormat internalFormat)
: SRGBTestCase (context, name, description, internalFormat) {}
~TexelFetchDecodeSkippedcase (void) {}
void setupTest (void);
bool verifyResult (void);
};
void TexelFetchDecodeSkippedcase::setupTest (void)
{
// TEST STEPS:
// - create and set texture to DECODE_SKIP_EXT
// - store texture on GPU
// - in fragment shader, sample the texture using texelFetch*() and render texel values to a color attachment in the FBO
// - on the host, read back the pixel values into a tcu::TextureLevel
// - analyse the texel values, expecting them in lRGB format i.e. linear space decoding is always enabled with texelFetch*()
FragmentShaderParameters shaderParameters(SHADEROUTPUTS_ONE, SHADERUNIFORMS_ONE, NULL, BLENDING_NOT_REQUIRED, TOGGLING_NOT_REQUIRED);
this->addTexture( TEXTURETYPE_2D,
TestDimensions::WIDTH,
TestDimensions::HEIGHT,
getColorReferenceLinear(),
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::LINEAR,
tcu::Sampler::LINEAR,
SRGBDECODE_SKIP_DECODE);
this->addShaderProgram(shaderParameters);
this->setSamplingLocations(TestSamplingPositions::X_POS, TestSamplingPositions::Y_POS);
this->setSamplingGroup(SHADERSAMPLINGGROUP_TEXEL_FETCH);
}
bool TexelFetchDecodeSkippedcase::verifyResult (void)
{
tcu::TestLog& log = m_context.getTestContext().getLog();
const int resultColorIdx = 0;
std::vector<tcu::Vec4> pixelResultList;
tcu::Vec4 pixelReference;
tcu::Vec4 pixelExpected;
this->readResultTextures();
this->storeResultPixels(pixelResultList);
pixelReference = pixelExpected = this->formatReferenceColor(getColorReferenceLinear());
this->logColor(std::string("Expected color: "), resultColorIdx, pixelExpected);
// result color 0 should be linear due to automatic conversion via texelFetch*(). Compare with linear reference color
if ( (tcu::boolAll(tcu::lessThan(tcu::abs(pixelResultList[0] - pixelReference), m_epsilonError))) || (tcu::boolAll(tcu::equal(pixelResultList[0], pixelReference))) )
{
log << tcu::TestLog::Message << std::string("linear as expected") << tcu::TestLog::EndMessage;
return true;
}
else
{
log << tcu::TestLog::Message << std::string("not linear as expected") << tcu::TestLog::EndMessage;
return false;
}
}
class GPUConversionDecodeEnabledCase : public SRGBTestCase
{
public:
GPUConversionDecodeEnabledCase (Context& context, const char* name, const char* description, const tcu::TextureFormat internalFormat)
: SRGBTestCase (context, name, description, internalFormat) {}
~GPUConversionDecodeEnabledCase (void) {}
void setupTest (void);
bool verifyResult (void);
};
void GPUConversionDecodeEnabledCase::setupTest (void)
{
// TEST STEPS:
// - create and set texture_a to DECODE_SKIP_EXT and texture_b to default
// - store textures on GPU
// - in fragment shader, sample both textures using texture*() and manually perform sRGB to lRGB conversion on texture_b
// - in fragment shader, compare converted texture_b with texture_a
// - render green image for pass or red for fail
ComparisonFunction comparisonFunction("srgbToLinearCheck", FUNCTIONPARAMETERS_TWO, getFunctionDefinitionSRGBToLinearCheck());
FragmentShaderParameters shaderParameters(SHADEROUTPUTS_ONE, SHADERUNIFORMS_TWO, &comparisonFunction, BLENDING_NOT_REQUIRED, TOGGLING_NOT_REQUIRED);
this->addTexture( TEXTURETYPE_2D,
TestDimensions::WIDTH,
TestDimensions::HEIGHT,
getColorReferenceLinear(),
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::LINEAR,
tcu::Sampler::LINEAR,
SRGBDECODE_SKIP_DECODE);
this->addTexture( TEXTURETYPE_2D,
TestDimensions::WIDTH,
TestDimensions::HEIGHT,
getColorReferenceLinear(),
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::LINEAR,
tcu::Sampler::LINEAR,
SRGBDECODE_DECODE_DEFAULT);
this->addShaderProgram(shaderParameters);
this->setSamplingLocations(TestSamplingPositions::X_POS, TestSamplingPositions::Y_POS);
this->setSamplingGroup(SHADERSAMPLINGGROUP_TEXTURE);
}
bool GPUConversionDecodeEnabledCase::verifyResult (void)
{
tcu::TestLog& log = m_context.getTestContext().getLog();
const int resultColorIdx = 0;
std::vector<tcu::Vec4> pixelResultList;
this->readResultTextures();
this->storeResultPixels(pixelResultList);
this->logColor(std::string("Expected color: "), resultColorIdx, getColorGreenPass());
// result color returned from GPU is either green (pass) or fail (red)
if ( tcu::boolAll(tcu::equal(pixelResultList[resultColorIdx], getColorGreenPass())) )
{
log << tcu::TestLog::Message << std::string("returned pass color from GPU") << tcu::TestLog::EndMessage;
return true;
}
else
{
log << tcu::TestLog::Message << std::string("returned fail color from GPU") << tcu::TestLog::EndMessage;
return false;
}
}
class DecodeToggledCase : public SRGBTestCase
{
public:
DecodeToggledCase (Context& context, const char* name, const char* description, const tcu::TextureFormat internalFormat)
: SRGBTestCase (context, name, description, internalFormat) {}
~DecodeToggledCase (void) {}
void render (void);
void setupTest (void);
bool verifyResult (void);
};
void DecodeToggledCase::render (void)
{
// override the base SRGBTestCase render function with the purpose of switching between shader programs,
// toggling texture sRGB decode state between draw calls
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
gl.bindFramebuffer(GL_FRAMEBUFFER, **m_framebuffer);
gl.bindVertexArray(m_vaoID);
for (std::size_t programIdx = 0; programIdx < m_shaderProgramList.size(); programIdx++)
{
gl.useProgram(m_shaderProgramList[programIdx]->getHandle());
this->toggleDecode(m_shaderProgramList[programIdx]->getUniformDataList());
for (int textureSourceIdx = 0; textureSourceIdx < (int)m_textureSourceList.size(); textureSourceIdx++)
{
gl.activeTexture(GL_TEXTURE0 + (glw::GLenum)textureSourceIdx);
gl.bindTexture(m_textureSourceList[textureSourceIdx]->getGLTargetType(), m_textureSourceList[textureSourceIdx]->getHandle());
glw::GLuint samplerUniformLocationID = gl.getUniformLocation(m_shaderProgramList[programIdx]->getHandle(), (std::string("uTexture") + de::toString(textureSourceIdx)).c_str());
TCU_CHECK(samplerUniformLocationID != (glw::GLuint) - 1);
gl.uniform1i(samplerUniformLocationID, (glw::GLenum)textureSourceIdx);
}
for (int samplerIdx = 0; samplerIdx < (int)m_samplerList.size(); samplerIdx++)
{
if (m_samplerList[samplerIdx]->getIsActive() == true)
{
m_samplerList[samplerIdx]->bindToTexture();
}
}
if (m_shaderProgramList[programIdx]->getBlendRequired() == true)
{
gl.enable(GL_BLEND);
gl.blendEquation(GL_MAX);
gl.blendFunc(GL_ONE, GL_ONE);
}
else
{
gl.disable(GL_BLEND);
}
gl.drawArrays(GL_TRIANGLES, 0, 6);
// reset sRGB decode state on textures
this->toggleDecode(m_shaderProgramList[programIdx]->getUniformDataList());
}
for (std::size_t textureSourceIdx = 0; textureSourceIdx < m_textureSourceList.size(); textureSourceIdx++)
{
gl.bindTexture(m_textureSourceList[textureSourceIdx]->getGLTargetType(), 0);
}
gl.bindFramebuffer(GL_FRAMEBUFFER, 0);
gl.bindVertexArray(0);
gl.bindBuffer(GL_ARRAY_BUFFER, 0);
}
void DecodeToggledCase::setupTest (void)
{
// TEST STEPS:
// - create and set texture_a to DECODE_SKIP_EXT and texture_b to DECODE_EXT
// - create and use two seperate shader programs, program_a and program_b, each using different fragment shaders
// - store texture_a and texture_b on GPU
// FIRST PASS:
// - use program_a
// - in fragment shader, sample both textures using texture*() and manually perform sRGB to lRGB conversion on texture_a
// - in fragment shader, test converted texture_a value with texture_b
// - render green image for pass or red for fail
// - store result in a color attachement 0
// TOGGLE STAGE
// - during rendering, toggle texture_a from DECODE_SKIP_EXT to DECODE_EXT
// SECOND PASS:
// - use program_b
// - in fragment shader, sample both textures using texture*() and manually perform equality check. Both should be linear
// - blend first pass result with second pass. Anything but a green result equals fail
ComparisonFunction srgbToLinearFunction("srgbToLinearCheck", FUNCTIONPARAMETERS_TWO, getFunctionDefinitionSRGBToLinearCheck());
ComparisonFunction colorsEqualFunction("colorsEqualCheck", FUNCTIONPARAMETERS_TWO, getFunctionDefinitionEqualCheck());
FragmentShaderParameters shaderParametersA(SHADEROUTPUTS_ONE, SHADERUNIFORMS_TWO, &srgbToLinearFunction, BLENDING_NOT_REQUIRED, TOGGLING_NOT_REQUIRED);
FragmentShaderParameters shaderParametersB(SHADEROUTPUTS_ONE, SHADERUNIFORMS_TWO, &colorsEqualFunction, BLENDING_REQUIRED, TOGGLING_REQUIRED);
// need to specify which texture uniform to toggle DECODE_EXT/SKIP_DECODE_EXT
shaderParametersB.uniformsToToggle.push_back("uTexture0");
this->addTexture( TEXTURETYPE_2D,
TestDimensions::WIDTH,
TestDimensions::HEIGHT,
getColorReferenceLinear(),
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::LINEAR,
tcu::Sampler::LINEAR,
SRGBDECODE_SKIP_DECODE);
this->addTexture( TEXTURETYPE_2D,
TestDimensions::WIDTH,
TestDimensions::HEIGHT,
getColorReferenceLinear(),
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::LINEAR,
tcu::Sampler::LINEAR,
SRGBDECODE_DECODE);
this->addShaderProgram(shaderParametersA);
this->addShaderProgram(shaderParametersB);
this->setSamplingLocations(TestSamplingPositions::X_POS, TestSamplingPositions::Y_POS);
this->setSamplingGroup(SHADERSAMPLINGGROUP_TEXTURE);
}
bool DecodeToggledCase::verifyResult (void)
{
tcu::TestLog& log = m_context.getTestContext().getLog();
const int resultColorIdx = 0;
std::vector<tcu::Vec4> pixelResultList;
this->readResultTextures();
this->storeResultPixels(pixelResultList);
this->logColor(std::string("Expected color: "), resultColorIdx, getColorGreenPass());
// result color is either green (pass) or fail (red)
if ( tcu::boolAll(tcu::equal(pixelResultList[resultColorIdx], getColorGreenPass())) )
{
log << tcu::TestLog::Message << std::string("returned pass color from GPU") << tcu::TestLog::EndMessage;
return true;
}
else
{
log << tcu::TestLog::Message << std::string("returned fail color from GPU") << tcu::TestLog::EndMessage;
return false;
}
}
class DecodeMultipleTexturesCase : public SRGBTestCase
{
public:
DecodeMultipleTexturesCase (Context& context, const char* name, const char* description, const tcu::TextureFormat internalFormat)
: SRGBTestCase (context, name, description, internalFormat) {}
~DecodeMultipleTexturesCase (void) {}
void setupTest (void);
bool verifyResult (void);
};
void DecodeMultipleTexturesCase::setupTest (void)
{
// TEST STEPS:
// - create and set texture_a to DECODE_SKIP_EXT and texture_b to DECODE_EXT
// - upload textures to the GPU and bind to seperate uniform variables
// - sample both textures using texture*()
// - read texel values back to the CPU
// - compare the texel values, both should be different from each other
FragmentShaderParameters shaderParameters(SHADEROUTPUTS_TWO, SHADERUNIFORMS_TWO, NULL, BLENDING_NOT_REQUIRED, TOGGLING_NOT_REQUIRED);
this->addTexture( TEXTURETYPE_2D,
TestDimensions::WIDTH,
TestDimensions::HEIGHT,
getColorReferenceLinear(),
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::LINEAR,
tcu::Sampler::LINEAR,
SRGBDECODE_SKIP_DECODE);
this->addTexture( TEXTURETYPE_2D,
TestDimensions::WIDTH,
TestDimensions::HEIGHT,
getColorReferenceLinear(),
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::LINEAR,
tcu::Sampler::LINEAR,
SRGBDECODE_DECODE);
this->addShaderProgram(shaderParameters);
this->setSamplingLocations(TestSamplingPositions::X_POS, TestSamplingPositions::Y_POS);
this->setSamplingGroup(SHADERSAMPLINGGROUP_TEXTURE);
}
bool DecodeMultipleTexturesCase::verifyResult (void)
{
tcu::TestLog& log = m_context.getTestContext().getLog();
const int resultColorIdx = 0;
std::vector<tcu::Vec4> pixelResultList;
tcu::Vec4 pixelExpected0;
tcu::Vec4 pixelExpected1;
this->readResultTextures();
this->storeResultPixels(pixelResultList);
pixelExpected0 = this->formatReferenceColor(getColorReferenceSRGB());
pixelExpected1 = this->formatReferenceColor(getColorReferenceLinear());
this->logColor(std::string("Expected color: "), resultColorIdx, pixelExpected0);
this->logColor(std::string("Expected color: "), resultColorIdx +1, pixelExpected1);
// check if the two textures have different values i.e. uTexture0 = sRGB and uTexture1 = linear
if ( !(tcu::boolAll(tcu::equal(pixelResultList[resultColorIdx], pixelResultList[resultColorIdx +1]))) )
{
log << tcu::TestLog::Message << std::string("texel values are different") << tcu::TestLog::EndMessage;
return true;
}
else
{
log << tcu::TestLog::Message << std::string("texel values are equal") << tcu::TestLog::EndMessage;
return false;
}
}
class DecodeSamplerCase : public SRGBTestCase
{
public:
DecodeSamplerCase (Context& context, const char* name, const char* description, const tcu::TextureFormat internalFormat)
: SRGBTestCase (context, name, description, internalFormat) {}
~DecodeSamplerCase (void) {}
void setupTest (void);
bool verifyResult (void);
};
void DecodeSamplerCase::setupTest (void)
{
// TEST STEPS:
// - create and set texture_a to DECODE_SKIP_EXT
// - upload texture to the GPU and bind to sampler
// - sample texture using texture*()
// - read texel values back to the CPU
// - compare the texel values, should be in sampler format (linear)
FragmentShaderParameters shaderParameters(SHADEROUTPUTS_ONE, SHADERUNIFORMS_ONE, NULL, BLENDING_NOT_REQUIRED, TOGGLING_NOT_REQUIRED);
this->addTexture( TEXTURETYPE_2D,
TestDimensions::WIDTH,
TestDimensions::HEIGHT,
getColorReferenceLinear(),
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::LINEAR,
tcu::Sampler::LINEAR,
SRGBDECODE_SKIP_DECODE);
this->addSampler( tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::MIRRORED_REPEAT_GL,
tcu::Sampler::LINEAR,
tcu::Sampler::LINEAR,
SRGBDECODE_DECODE);
this->addShaderProgram(shaderParameters);
this->bindSamplerToTexture(0, 0, GL_TEXTURE0);
this->activateSampler(0, true);
this->setSamplingLocations(TestSamplingPositions::X_POS, TestSamplingPositions::Y_POS);
this->setSamplingGroup(SHADERSAMPLINGGROUP_TEXTURE);
}
bool DecodeSamplerCase::verifyResult (void)
{
tcu::TestLog& log = m_context.getTestContext().getLog();
const int resultColorIdx = 0;
std::vector<tcu::Vec4> pixelResultList;
tcu::Vec4 pixelConverted;
tcu::Vec4 pixelReference;
tcu::Vec4 pixelExpected;
this->readResultTextures();
this->storeResultPixels(pixelResultList);
pixelConverted = tcu::linearToSRGB(pixelResultList[resultColorIdx]);
pixelReference = this->formatReferenceColor(getColorReferenceSRGB());
pixelExpected = this->formatReferenceColor(getColorReferenceLinear());
this->logColor(std::string("Expected color: "), resultColorIdx, pixelExpected);
// texture was rendered using a sampler object with setting DECODE_EXT, therefore, results should be linear
if ( (tcu::boolAll(tcu::lessThan(tcu::abs(pixelConverted - pixelReference), m_epsilonError))) || (tcu::boolAll(tcu::equal(pixelConverted, pixelReference))) )
{
log << tcu::TestLog::Message << std::string("linear as expected") << tcu::TestLog::EndMessage;
return true;
}
else
{
log << tcu::TestLog::Message << std::string("not linear as expected") << tcu::TestLog::EndMessage;
return false;
}
}
} // anonymous
SRGBDecodeTests::SRGBDecodeTests (Context& context)
: TestCaseGroup (context, "skip_decode", "sRGB skip decode tests")
{
}
SRGBDecodeTests::~SRGBDecodeTests (void)
{
}
void SRGBDecodeTests::init (void)
{
const TestGroupConfig testGroupConfigList[] =
{
TestGroupConfig("srgba8", "srgb decode tests using srgba internal format", tcu::TextureFormat(tcu::TextureFormat::sRGBA, tcu::TextureFormat::UNORM_INT8)),
TestGroupConfig("sr8", "srgb decode tests using sr8 internal format", tcu::TextureFormat(tcu::TextureFormat::sR, tcu::TextureFormat::UNORM_INT8))
};
// create groups for all desired internal formats, adding test cases to each
for (std::size_t idx = 0; idx < DE_LENGTH_OF_ARRAY(testGroupConfigList); idx++)
{
tcu::TestCaseGroup* const testGroup = new tcu::TestCaseGroup(m_testCtx, testGroupConfigList[idx].name, testGroupConfigList[idx].description);
tcu::TestNode::addChild(testGroup);
testGroup->addChild(new TextureDecodeSkippedCase (m_context, "skipped", "testing for sRGB color values with sRGB texture decoding skipped", testGroupConfigList[idx].internalFormat));
testGroup->addChild(new TextureDecodeEnabledCase (m_context, "enabled", "testing for linear color values with sRGB texture decoding enabled", testGroupConfigList[idx].internalFormat));
testGroup->addChild(new TexelFetchDecodeSkippedcase (m_context, "texel_fetch", "testing for linear color values with sRGB texture decoding skipped", testGroupConfigList[idx].internalFormat));
testGroup->addChild(new GPUConversionDecodeEnabledCase (m_context, "conversion_gpu", "sampling linear values and performing conversion on the gpu", testGroupConfigList[idx].internalFormat));
testGroup->addChild(new DecodeToggledCase (m_context, "toggled", "toggle the sRGB decoding between draw calls", testGroupConfigList[idx].internalFormat));
testGroup->addChild(new DecodeMultipleTexturesCase (m_context, "multiple_textures","upload multiple textures with different sRGB decode values and sample",testGroupConfigList[idx].internalFormat));
testGroup->addChild(new DecodeSamplerCase (m_context, "using_sampler", "testing that sampler object takes priority over texture state", testGroupConfigList[idx].internalFormat));
}
}
} // Functional
} // gles31
} // deqp