| /*------------------------------------------------------------------------- |
| * 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 Shader return statement tests. |
| *//*--------------------------------------------------------------------*/ |
| |
| #include "es3fShaderReturnTests.hpp" |
| #include "glsShaderRenderCase.hpp" |
| #include "tcuStringTemplate.hpp" |
| |
| #include <map> |
| #include <sstream> |
| #include <string> |
| |
| using tcu::StringTemplate; |
| |
| using std::map; |
| using std::string; |
| using std::ostringstream; |
| |
| using namespace glu; |
| using namespace deqp::gls; |
| |
| namespace deqp |
| { |
| namespace gles3 |
| { |
| namespace Functional |
| { |
| |
| enum ReturnMode |
| { |
| RETURNMODE_ALWAYS = 0, |
| RETURNMODE_NEVER, |
| RETURNMODE_DYNAMIC, |
| |
| RETURNMODE_LAST |
| }; |
| |
| // Evaluation functions |
| inline void evalReturnAlways (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); } |
| inline void evalReturnNever (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(3,2,1); } |
| inline void evalReturnDynamic (ShaderEvalContext& c) { c.color.xyz() = (c.coords.x()+c.coords.y() >= 0.0f) ? c.coords.swizzle(0,1,2) : c.coords.swizzle(3,2,1); } |
| |
| static ShaderEvalFunc getEvalFunc (ReturnMode mode) |
| { |
| switch (mode) |
| { |
| case RETURNMODE_ALWAYS: return evalReturnAlways; |
| case RETURNMODE_NEVER: return evalReturnNever; |
| case RETURNMODE_DYNAMIC: return evalReturnDynamic; |
| default: |
| DE_ASSERT(DE_FALSE); |
| return (ShaderEvalFunc)DE_NULL; |
| } |
| } |
| |
| class ShaderReturnCase : public ShaderRenderCase |
| { |
| public: |
| ShaderReturnCase (Context& context, const char* name, const char* description, bool isVertexCase, const char* shaderSource, ShaderEvalFunc evalFunc); |
| virtual ~ShaderReturnCase (void); |
| }; |
| |
| ShaderReturnCase::ShaderReturnCase (Context& context, const char* name, const char* description, bool isVertexCase, const char* shaderSource, ShaderEvalFunc evalFunc) |
| : ShaderRenderCase(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, isVertexCase, evalFunc) |
| { |
| if (isVertexCase) |
| { |
| m_vertShaderSource = shaderSource; |
| m_fragShaderSource = |
| "#version 300 es\n" |
| "in mediump vec4 v_color;\n" |
| "layout(location = 0) out mediump vec4 o_color;\n\n" |
| "void main (void)\n" |
| "{\n" |
| " o_color = v_color;\n" |
| "}\n"; |
| } |
| else |
| { |
| m_fragShaderSource = shaderSource; |
| m_vertShaderSource = |
| "#version 300 es\n" |
| "in highp vec4 a_position;\n" |
| "in highp vec4 a_coords;\n" |
| "out mediump vec4 v_coords;\n\n" |
| "void main (void)\n" |
| "{\n" |
| " gl_Position = a_position;\n" |
| " v_coords = a_coords;\n" |
| "}\n"; |
| } |
| } |
| |
| ShaderReturnCase::~ShaderReturnCase (void) |
| { |
| } |
| |
| ShaderReturnTests::ShaderReturnTests (Context& context) |
| : TestCaseGroup(context, "return", "Return Statement Tests") |
| { |
| } |
| |
| ShaderReturnTests::~ShaderReturnTests (void) |
| { |
| } |
| |
| ShaderReturnCase* makeConditionalReturnInFuncCase (Context& context, const char* name, const char* description, ReturnMode returnMode, bool isVertex) |
| { |
| // Template |
| StringTemplate tmpl( |
| "#version 300 es\n" |
| "in ${COORDPREC} vec4 ${COORDS};\n" |
| "${EXTRADECL}\n" |
| "${COORDPREC} vec4 getColor (void)\n" |
| "{\n" |
| " if (${RETURNCOND})\n" |
| " return vec4(${COORDS}.xyz, 1.0);\n" |
| " return vec4(${COORDS}.wzy, 1.0);\n" |
| "}\n\n" |
| "void main (void)\n" |
| "{\n" |
| "${POSITIONWRITE}" |
| " ${OUTPUT} = getColor();\n" |
| "}\n"); |
| |
| const char* coords = isVertex ? "a_coords" : "v_coords"; |
| |
| map<string, string> params; |
| |
| params["COORDPREC"] = isVertex ? "highp" : "mediump"; |
| params["OUTPUT"] = isVertex ? "v_color" : "o_color"; |
| params["COORDS"] = coords; |
| params["EXTRADECL"] = isVertex ? "in highp vec4 a_position;\nout mediump vec4 v_color;\n" : "layout(location = 0) out mediump vec4 o_color;\n"; |
| params["POSITIONWRITE"] = isVertex ? " gl_Position = a_position;\n" : ""; |
| |
| switch (returnMode) |
| { |
| case RETURNMODE_ALWAYS: params["RETURNCOND"] = "true"; break; |
| case RETURNMODE_NEVER: params["RETURNCOND"] = "false"; break; |
| case RETURNMODE_DYNAMIC: params["RETURNCOND"] = string(coords) + ".x+" + coords + ".y >= 0.0"; break; |
| default: DE_ASSERT(DE_FALSE); |
| } |
| |
| return new ShaderReturnCase(context, name, description, isVertex, tmpl.specialize(params).c_str(), getEvalFunc(returnMode)); |
| } |
| |
| ShaderReturnCase* makeOutputWriteReturnCase (Context& context, const char* name, const char* description, bool inFunction, ReturnMode returnMode, bool isVertex) |
| { |
| // Template |
| StringTemplate tmpl( |
| inFunction |
| ? |
| "#version 300 es\n" |
| "in ${COORDPREC} vec4 ${COORDS};\n" |
| "${EXTRADECL}\n" |
| "void myfunc (void)\n" |
| "{\n" |
| " ${OUTPUT} = vec4(${COORDS}.xyz, 1.0);\n" |
| " if (${RETURNCOND})\n" |
| " return;\n" |
| " ${OUTPUT} = vec4(${COORDS}.wzy, 1.0);\n" |
| "}\n\n" |
| "void main (void)\n" |
| "{\n" |
| "${POSITIONWRITE}" |
| " myfunc();\n" |
| "}\n" |
| : |
| "#version 300 es\n" |
| "in ${COORDPREC} vec4 ${COORDS};\n" |
| "uniform mediump int ui_one;\n" |
| "${EXTRADECL}\n" |
| "void main ()\n" |
| "{\n" |
| "${POSITIONWRITE}" |
| " ${OUTPUT} = vec4(${COORDS}.xyz, 1.0);\n" |
| " if (${RETURNCOND})\n" |
| " return;\n" |
| " ${OUTPUT} = vec4(${COORDS}.wzy, 1.0);\n" |
| "}\n"); |
| |
| const char* coords = isVertex ? "a_coords" : "v_coords"; |
| |
| map<string, string> params; |
| |
| params["COORDPREC"] = isVertex ? "highp" : "mediump"; |
| params["COORDS"] = coords; |
| params["OUTPUT"] = isVertex ? "v_color" : "o_color"; |
| params["EXTRADECL"] = isVertex ? "in highp vec4 a_position;\nout mediump vec4 v_color;\n" : "layout(location = 0) out mediump vec4 o_color;\n"; |
| params["POSITIONWRITE"] = isVertex ? " gl_Position = a_position;\n" : ""; |
| |
| switch (returnMode) |
| { |
| case RETURNMODE_ALWAYS: params["RETURNCOND"] = "true"; break; |
| case RETURNMODE_NEVER: params["RETURNCOND"] = "false"; break; |
| case RETURNMODE_DYNAMIC: params["RETURNCOND"] = string(coords) + ".x+" + coords + ".y >= 0.0"; break; |
| default: DE_ASSERT(DE_FALSE); |
| } |
| |
| return new ShaderReturnCase(context, name, description, isVertex, tmpl.specialize(params).c_str(), getEvalFunc(returnMode)); |
| } |
| |
| ShaderReturnCase* makeReturnInLoopCase (Context& context, const char* name, const char* description, bool isDynamicLoop, ReturnMode returnMode, bool isVertex) |
| { |
| // Template |
| StringTemplate tmpl( |
| "#version 300 es\n" |
| "in ${COORDPREC} vec4 ${COORDS};\n" |
| "uniform mediump int ui_one;\n" |
| "${EXTRADECL}\n" |
| "${COORDPREC} vec4 getCoords (void)\n" |
| "{\n" |
| " ${COORDPREC} vec4 coords = ${COORDS};\n" |
| " for (int i = 0; i < ${ITERLIMIT}; i++)\n" |
| " {\n" |
| " if (${RETURNCOND})\n" |
| " return coords;\n" |
| " coords = coords.wzyx;\n" |
| " }\n" |
| " return coords;\n" |
| "}\n\n" |
| "void main (void)\n" |
| "{\n" |
| "${POSITIONWRITE}" |
| " ${OUTPUT} = vec4(getCoords().xyz, 1.0);\n" |
| "}\n"); |
| |
| const char* coords = isVertex ? "a_coords" : "v_coords"; |
| |
| map<string, string> params; |
| |
| params["COORDPREC"] = isVertex ? "highp" : "mediump"; |
| params["OUTPUT"] = isVertex ? "v_color" : "o_color"; |
| params["COORDS"] = coords; |
| params["EXTRADECL"] = isVertex ? "in highp vec4 a_position;\nout mediump vec4 v_color;\n" : "layout(location = 0) out mediump vec4 o_color;\n"; |
| params["POSITIONWRITE"] = isVertex ? " gl_Position = a_position;\n" : ""; |
| params["ITERLIMIT"] = isDynamicLoop ? "ui_one" : "1"; |
| |
| switch (returnMode) |
| { |
| case RETURNMODE_ALWAYS: params["RETURNCOND"] = "true"; break; |
| case RETURNMODE_NEVER: params["RETURNCOND"] = "false"; break; |
| case RETURNMODE_DYNAMIC: params["RETURNCOND"] = string(coords) + ".x+" + coords + ".y >= 0.0"; break; |
| default: DE_ASSERT(DE_FALSE); |
| } |
| |
| return new ShaderReturnCase(context, name, description, isVertex, tmpl.specialize(params).c_str(), getEvalFunc(returnMode)); |
| } |
| |
| static const char* getReturnModeName (ReturnMode mode) |
| { |
| switch (mode) |
| { |
| case RETURNMODE_ALWAYS: return "always"; |
| case RETURNMODE_NEVER: return "never"; |
| case RETURNMODE_DYNAMIC: return "dynamic"; |
| default: |
| DE_ASSERT(DE_FALSE); |
| return DE_NULL; |
| } |
| } |
| |
| static const char* getReturnModeDesc (ReturnMode mode) |
| { |
| switch (mode) |
| { |
| case RETURNMODE_ALWAYS: return "Always return"; |
| case RETURNMODE_NEVER: return "Never return"; |
| case RETURNMODE_DYNAMIC: return "Return based on coords"; |
| default: |
| DE_ASSERT(DE_FALSE); |
| return DE_NULL; |
| } |
| } |
| |
| void ShaderReturnTests::init (void) |
| { |
| // Single return statement in function. |
| addChild(new ShaderReturnCase(m_context, "single_return_vertex", "Single return statement in function", true, |
| "#version 300 es\n" |
| "in highp vec4 a_position;\n" |
| "in highp vec4 a_coords;\n" |
| "out highp vec4 v_color;\n\n" |
| "vec4 getColor (void)\n" |
| "{\n" |
| " return vec4(a_coords.xyz, 1.0);\n" |
| "}\n\n" |
| "void main (void)\n" |
| "{\n" |
| " gl_Position = a_position;\n" |
| " v_color = getColor();\n" |
| "}\n", evalReturnAlways)); |
| addChild(new ShaderReturnCase(m_context, "single_return_fragment", "Single return statement in function", false, |
| "#version 300 es\n" |
| "in mediump vec4 v_coords;\n" |
| "layout(location = 0) out mediump vec4 o_color;\n" |
| "mediump vec4 getColor (void)\n" |
| "{\n" |
| " return vec4(v_coords.xyz, 1.0);\n" |
| "}\n\n" |
| "void main (void)\n" |
| "{\n" |
| " o_color = getColor();\n" |
| "}\n", evalReturnAlways)); |
| |
| // Conditional return statement in function. |
| for (int returnMode = 0; returnMode < RETURNMODE_LAST; returnMode++) |
| { |
| for (int isFragment = 0; isFragment < 2; isFragment++) |
| { |
| string name = string("conditional_return_") + getReturnModeName((ReturnMode)returnMode) + (isFragment ? "_fragment" : "_vertex"); |
| string description = string(getReturnModeDesc((ReturnMode)returnMode)) + " in function"; |
| addChild(makeConditionalReturnInFuncCase(m_context, name.c_str(), description.c_str(), (ReturnMode)returnMode, isFragment == 0)); |
| } |
| } |
| |
| // Unconditional double return in function. |
| addChild(new ShaderReturnCase(m_context, "double_return_vertex", "Unconditional double return in function", true, |
| "#version 300 es\n" |
| "in highp vec4 a_position;\n" |
| "in highp vec4 a_coords;\n" |
| "out highp vec4 v_color;\n\n" |
| "vec4 getColor (void)\n" |
| "{\n" |
| " return vec4(a_coords.xyz, 1.0);\n" |
| " return vec4(a_coords.wzy, 1.0);\n" |
| "}\n\n" |
| "void main (void)\n" |
| "{\n" |
| " gl_Position = a_position;\n" |
| " v_color = getColor();\n" |
| "}\n", evalReturnAlways)); |
| addChild(new ShaderReturnCase(m_context, "double_return_fragment", "Unconditional double return in function", false, |
| "#version 300 es\n" |
| "in mediump vec4 v_coords;\n" |
| "layout(location = 0) out mediump vec4 o_color;\n\n" |
| "mediump vec4 getColor (void)\n" |
| "{\n" |
| " return vec4(v_coords.xyz, 1.0);\n" |
| " return vec4(v_coords.wzy, 1.0);\n" |
| "}\n\n" |
| "void main (void)\n" |
| "{\n" |
| " o_color = getColor();\n" |
| "}\n", evalReturnAlways)); |
| |
| // Last statement in main. |
| addChild(new ShaderReturnCase(m_context, "last_statement_in_main_vertex", "Return as a final statement in main()", true, |
| "#version 300 es\n" |
| "in highp vec4 a_position;\n" |
| "in highp vec4 a_coords;\n" |
| "out highp vec4 v_color;\n\n" |
| "void main (void)\n" |
| "{\n" |
| " gl_Position = a_position;\n" |
| " v_color = vec4(a_coords.xyz, 1.0);\n" |
| " return;\n" |
| "}\n", evalReturnAlways)); |
| addChild(new ShaderReturnCase(m_context, "last_statement_in_main_fragment", "Return as a final statement in main()", false, |
| "#version 300 es\n" |
| "in mediump vec4 v_coords;\n" |
| "layout(location = 0) out mediump vec4 o_color;\n\n" |
| "void main (void)\n" |
| "{\n" |
| " o_color = vec4(v_coords.xyz, 1.0);\n" |
| " return;\n" |
| "}\n", evalReturnAlways)); |
| |
| // Return between output variable writes. |
| for (int inFunc = 0; inFunc < 2; inFunc++) |
| { |
| for (int returnMode = 0; returnMode < RETURNMODE_LAST; returnMode++) |
| { |
| for (int isFragment = 0; isFragment < 2; isFragment++) |
| { |
| string name = string("output_write_") + (inFunc ? "in_func_" : "") + getReturnModeName((ReturnMode)returnMode) + (isFragment ? "_fragment" : "_vertex"); |
| string desc = string(getReturnModeDesc((ReturnMode)returnMode)) + (inFunc ? " in user-defined function" : " in main()") + " between output writes"; |
| |
| addChild(makeOutputWriteReturnCase(m_context, name.c_str(), desc.c_str(), inFunc != 0, (ReturnMode)returnMode, isFragment == 0)); |
| } |
| } |
| } |
| |
| // Conditional return statement in loop. |
| for (int isDynamicLoop = 0; isDynamicLoop < 2; isDynamicLoop++) |
| { |
| for (int returnMode = 0; returnMode < RETURNMODE_LAST; returnMode++) |
| { |
| for (int isFragment = 0; isFragment < 2; isFragment++) |
| { |
| string name = string("return_in_") + (isDynamicLoop ? "dynamic" : "static") + "_loop_" + getReturnModeName((ReturnMode)returnMode) + (isFragment ? "_fragment" : "_vertex"); |
| string description = string(getReturnModeDesc((ReturnMode)returnMode)) + " in loop"; |
| addChild(makeReturnInLoopCase(m_context, name.c_str(), description.c_str(), isDynamicLoop != 0, (ReturnMode)returnMode, isFragment == 0)); |
| } |
| } |
| } |
| |
| // Unconditional return in infinite loop. |
| addChild(new ShaderReturnCase(m_context, "return_in_infinite_loop_vertex", "Return in infinite loop", true, |
| "#version 300 es\n" |
| "in highp vec4 a_position;\n" |
| "in highp vec4 a_coords;\n" |
| "out highp vec4 v_color;\n" |
| "uniform int ui_zero;\n\n" |
| "highp vec4 getCoords (void)\n" |
| "{\n" |
| " for (int i = 1; i < 10; i += ui_zero)\n" |
| " return a_coords;\n" |
| " return a_coords.wzyx;\n" |
| "}\n\n" |
| "void main (void)\n" |
| "{\n" |
| " gl_Position = a_position;\n" |
| " v_color = vec4(getCoords().xyz, 1.0);\n" |
| " return;\n" |
| "}\n", evalReturnAlways)); |
| addChild(new ShaderReturnCase(m_context, "return_in_infinite_loop_fragment", "Return in infinite loop", false, |
| "#version 300 es\n" |
| "in mediump vec4 v_coords;\n" |
| "layout(location = 0) out mediump vec4 o_color;\n" |
| "uniform int ui_zero;\n\n" |
| "mediump vec4 getCoords (void)\n" |
| "{\n" |
| " for (int i = 1; i < 10; i += ui_zero)\n" |
| " return v_coords;\n" |
| " return v_coords.wzyx;\n" |
| "}\n\n" |
| "void main (void)\n" |
| "{\n" |
| " o_color = vec4(getCoords().xyz, 1.0);\n" |
| " return;\n" |
| "}\n", evalReturnAlways)); |
| } |
| |
| } // Functional |
| } // gles3 |
| } // deqp |