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/*-------------------------------------------------------------------------
* 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 switch statement tests.
*
* Variables:
* + Selection expression type: static, uniform, dynamic
* + Switch layout - fall-through or use of default label
* + Switch nested in loop/conditional statement
* + Loop/conditional statement nested in switch
*//*--------------------------------------------------------------------*/
#include "es3fShaderSwitchTests.hpp"
#include "glsShaderRenderCase.hpp"
#include "glsShaderLibrary.hpp"
#include "tcuStringTemplate.hpp"
#include "deMath.h"
namespace deqp
{
namespace gles3
{
namespace Functional
{
using namespace deqp::gls;
using std::string;
using std::map;
using std::vector;
class ShaderSwitchCase : public ShaderRenderCase
{
public:
ShaderSwitchCase (Context& context, const char* name, const char* description, bool isVertexCase, const char* vtxSource, const char* fragSource, ShaderEvalFunc evalFunc);
virtual ~ShaderSwitchCase (void);
};
ShaderSwitchCase::ShaderSwitchCase (Context& context, const char* name, const char* description, bool isVertexCase, const char* vtxSource, const char* fragSource, ShaderEvalFunc evalFunc)
: ShaderRenderCase(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, isVertexCase, evalFunc)
{
m_vertShaderSource = vtxSource;
m_fragShaderSource = fragSource;
}
ShaderSwitchCase::~ShaderSwitchCase (void)
{
}
enum SwitchType
{
SWITCHTYPE_STATIC = 0,
SWITCHTYPE_UNIFORM,
SWITCHTYPE_DYNAMIC,
SWITCHTYPE_LAST
};
static void evalSwitchStatic (ShaderEvalContext& evalCtx) { evalCtx.color.xyz() = evalCtx.coords.swizzle(1,2,3); }
static void evalSwitchUniform (ShaderEvalContext& evalCtx) { evalCtx.color.xyz() = evalCtx.coords.swizzle(1,2,3); }
static void evalSwitchDynamic (ShaderEvalContext& evalCtx)
{
switch (int(deFloatFloor(evalCtx.coords.z()*1.5f + 2.0f)))
{
case 0: evalCtx.color.xyz() = evalCtx.coords.swizzle(0,1,2); break;
case 1: evalCtx.color.xyz() = evalCtx.coords.swizzle(3,2,1); break;
case 2: evalCtx.color.xyz() = evalCtx.coords.swizzle(1,2,3); break;
case 3: evalCtx.color.xyz() = evalCtx.coords.swizzle(2,1,0); break;
default: evalCtx.color.xyz() = evalCtx.coords.swizzle(0,0,0); break;
}
}
static tcu::TestCase* makeSwitchCase (Context& context, const char* name, const char* desc, SwitchType type, bool isVertex, const LineStream& switchBody)
{
std::ostringstream vtx;
std::ostringstream frag;
std::ostringstream& op = isVertex ? vtx : frag;
vtx << "#version 300 es\n"
<< "in highp vec4 a_position;\n"
<< "in highp vec4 a_coords;\n";
frag << "#version 300 es\n"
<< "layout(location = 0) out mediump vec4 o_color;\n";
if (isVertex)
{
vtx << "out mediump vec4 v_color;\n";
frag << "in mediump vec4 v_color;\n";
}
else
{
vtx << "out highp vec4 v_coords;\n";
frag << "in highp vec4 v_coords;\n";
}
if (type == SWITCHTYPE_UNIFORM)
op << "uniform highp int ui_two;\n";
vtx << "\n"
<< "void main (void)\n"
<< "{\n"
<< " gl_Position = a_position;\n";
frag << "\n"
<< "void main (void)\n"
<< "{\n";
// Setup.
op << " highp vec4 coords = " << (isVertex ? "a_coords" : "v_coords") << ";\n";
op << " mediump vec3 res = vec3(0.0);\n\n";
// Switch body.
map<string, string> params;
params["CONDITION"] = type == SWITCHTYPE_STATIC ? "2" :
type == SWITCHTYPE_UNIFORM ? "ui_two" :
type == SWITCHTYPE_DYNAMIC ? "int(floor(coords.z*1.5 + 2.0))" : "???";
op << tcu::StringTemplate(switchBody.str()).specialize(params).c_str();
op << "\n";
if (isVertex)
{
vtx << " v_color = vec4(res, 1.0);\n";
frag << " o_color = v_color;\n";
}
else
{
vtx << " v_coords = a_coords;\n";
frag << " o_color = vec4(res, 1.0);\n";
}
vtx << "}\n";
frag << "}\n";
return new ShaderSwitchCase(context, name, desc, isVertex, vtx.str().c_str(), frag.str().c_str(),
type == SWITCHTYPE_STATIC ? evalSwitchStatic :
type == SWITCHTYPE_UNIFORM ? evalSwitchUniform :
type == SWITCHTYPE_DYNAMIC ? evalSwitchDynamic : (ShaderEvalFunc)DE_NULL);
}
static void makeSwitchCases (TestCaseGroup* group, const char* name, const char* desc, const LineStream& switchBody)
{
static const char* switchTypeNames[] = { "static", "uniform", "dynamic" };
DE_STATIC_ASSERT(DE_LENGTH_OF_ARRAY(switchTypeNames) == SWITCHTYPE_LAST);
for (int type = 0; type < SWITCHTYPE_LAST; type++)
{
group->addChild(makeSwitchCase(group->getContext(), (string(name) + "_" + switchTypeNames[type] + "_vertex").c_str(), desc, (SwitchType)type, true, switchBody));
group->addChild(makeSwitchCase(group->getContext(), (string(name) + "_" + switchTypeNames[type] + "_fragment").c_str(), desc, (SwitchType)type, false, switchBody));
}
}
ShaderSwitchTests::ShaderSwitchTests (Context& context)
: TestCaseGroup(context, "switch", "Switch statement tests")
{
}
ShaderSwitchTests::~ShaderSwitchTests (void)
{
}
void ShaderSwitchTests::init (void)
{
// Expected swizzles:
// 0: xyz
// 1: wzy
// 2: yzw
// 3: zyx
makeSwitchCases(this, "basic", "Basic switch statement usage",
LineStream(1)
<< "switch (${CONDITION})"
<< "{"
<< " case 0: res = coords.xyz; break;"
<< " case 1: res = coords.wzy; break;"
<< " case 2: res = coords.yzw; break;"
<< " case 3: res = coords.zyx; break;"
<< "}");
makeSwitchCases(this, "const_expr_in_label", "Constant expression in label",
LineStream(1)
<< "const int t = 2;"
<< "switch (${CONDITION})"
<< "{"
<< " case int(0.0): res = coords.xyz; break;"
<< " case 2-1: res = coords.wzy; break;"
<< " case 3&(1<<1): res = coords.yzw; break;"
<< " case t+1: res = coords.zyx; break;"
<< "}");
makeSwitchCases(this, "default_label", "Default label usage",
LineStream(1)
<< "switch (${CONDITION})"
<< "{"
<< " case 0: res = coords.xyz; break;"
<< " case 1: res = coords.wzy; break;"
<< " case 3: res = coords.zyx; break;"
<< " default: res = coords.yzw;"
<< "}");
makeSwitchCases(this, "default_not_last", "Default label usage",
LineStream(1)
<< "switch (${CONDITION})"
<< "{"
<< " case 0: res = coords.xyz; break;"
<< " default: res = coords.yzw; break;"
<< " case 1: res = coords.wzy; break;"
<< " case 3: res = coords.zyx; break;"
<< "}");
makeSwitchCases(this, "no_default_label", "No match in switch without default label",
LineStream(1)
<< "res = coords.yzw;\n"
<< "switch (${CONDITION})"
<< "{"
<< " case 0: res = coords.xyz; break;"
<< " case 1: res = coords.wzy; break;"
<< " case 3: res = coords.zyx; break;"
<< "}");
makeSwitchCases(this, "fall_through", "Fall-through",
LineStream(1)
<< "switch (${CONDITION})"
<< "{"
<< " case 0: res = coords.xyz; break;"
<< " case 1: res = coords.wzy; break;"
<< " case 2: coords = coords.yzwx;"
<< " case 4: res = vec3(coords); break;"
<< " case 3: res = coords.zyx; break;"
<< "}");
makeSwitchCases(this, "fall_through_default", "Fall-through",
LineStream(1)
<< "switch (${CONDITION})"
<< "{"
<< " case 0: res = coords.xyz; break;"
<< " case 1: res = coords.wzy; break;"
<< " case 3: res = coords.zyx; break;"
<< " case 2: coords = coords.yzwx;"
<< " default: res = vec3(coords);"
<< "}");
makeSwitchCases(this, "conditional_fall_through", "Fall-through",
LineStream(1)
<< "highp vec4 tmp = coords;"
<< "switch (${CONDITION})"
<< "{"
<< " case 0: res = coords.xyz; break;"
<< " case 1: res = coords.wzy; break;"
<< " case 2:"
<< " tmp = coords.yzwx;"
<< " case 3:"
<< " res = vec3(tmp);"
<< " if (${CONDITION} != 3)"
<< " break;"
<< " default: res = tmp.zyx; break;"
<< "}");
makeSwitchCases(this, "conditional_fall_through_2", "Fall-through",
LineStream(1)
<< "highp vec4 tmp = coords;"
<< "mediump int c = ${CONDITION};"
<< "switch (c)"
<< "{"
<< " case 0: res = coords.xyz; break;"
<< " case 1: res = coords.wzy; break;"
<< " case 2:"
<< " c += ${CONDITION};"
<< " tmp = coords.yzwx;"
<< " case 3:"
<< " res = vec3(tmp);"
<< " if (c == 4)"
<< " break;"
<< " default: res = tmp.zyx; break;"
<< "}");
makeSwitchCases(this, "scope", "Basic switch statement usage",
LineStream(1)
<< "switch (${CONDITION})"
<< "{"
<< " case 0: res = coords.xyz; break;"
<< " case 1: res = coords.wzy; break;"
<< " case 2:"
<< " {"
<< " mediump vec3 t = coords.yzw;"
<< " res = t;"
<< " break;"
<< " }"
<< " case 3: res = coords.zyx; break;"
<< "}");
makeSwitchCases(this, "switch_in_if", "Switch in for loop",
LineStream(1)
<< "if (${CONDITION} >= 0)"
<< "{"
<< " switch (${CONDITION})"
<< " {"
<< " case 0: res = coords.xyz; break;"
<< " case 1: res = coords.wzy; break;"
<< " case 2: res = coords.yzw; break;"
<< " case 3: res = coords.zyx; break;"
<< " }"
<< "}");
makeSwitchCases(this, "switch_in_for_loop", "Switch in for loop",
LineStream(1)
<< "for (int i = 0; i <= ${CONDITION}; i++)"
<< "{"
<< " switch (i)"
<< " {"
<< " case 0: res = coords.xyz; break;"
<< " case 1: res = coords.wzy; break;"
<< " case 2: res = coords.yzw; break;"
<< " case 3: res = coords.zyx; break;"
<< " }"
<< "}");
makeSwitchCases(this, "switch_in_while_loop", "Switch in while loop",
LineStream(1)
<< "int i = 0;"
<< "while (i <= ${CONDITION})"
<< "{"
<< " switch (i)"
<< " {"
<< " case 0: res = coords.xyz; break;"
<< " case 1: res = coords.wzy; break;"
<< " case 2: res = coords.yzw; break;"
<< " case 3: res = coords.zyx; break;"
<< " }"
<< " i += 1;"
<< "}");
makeSwitchCases(this, "switch_in_do_while_loop", "Switch in do-while loop",
LineStream(1)
<< "int i = 0;"
<< "do"
<< "{"
<< " switch (i)"
<< " {"
<< " case 0: res = coords.xyz; break;"
<< " case 1: res = coords.wzy; break;"
<< " case 2: res = coords.yzw; break;"
<< " case 3: res = coords.zyx; break;"
<< " }"
<< " i += 1;"
<< "} while (i <= ${CONDITION});");
makeSwitchCases(this, "if_in_switch", "Basic switch statement usage",
LineStream(1)
<< "switch (${CONDITION})"
<< "{"
<< " case 0: res = coords.xyz; break;"
<< " case 1: res = coords.wzy; break;"
<< " default:"
<< " if (${CONDITION} == 2)"
<< " res = coords.yzw;"
<< " else"
<< " res = coords.zyx;"
<< " break;"
<< "}");
makeSwitchCases(this, "for_loop_in_switch", "Basic switch statement usage",
LineStream(1)
<< "switch (${CONDITION})"
<< "{"
<< " case 0: res = coords.xyz; break;"
<< " case 1:"
<< " case 2:"
<< " {"
<< " highp vec3 t = coords.yzw;"
<< " for (int i = 0; i < ${CONDITION}; i++)"
<< " t = t.zyx;"
<< " res = t;"
<< " break;"
<< " }"
<< " default: res = coords.zyx; break;"
<< "}");
makeSwitchCases(this, "while_loop_in_switch", "Basic switch statement usage",
LineStream(1)
<< "switch (${CONDITION})"
<< "{"
<< " case 0: res = coords.xyz; break;"
<< " case 1:"
<< " case 2:"
<< " {"
<< " highp vec3 t = coords.yzw;"
<< " int i = 0;"
<< " while (i < ${CONDITION})"
<< " {"
<< " t = t.zyx;"
<< " i += 1;"
<< " }"
<< " res = t;"
<< " break;"
<< " }"
<< " default: res = coords.zyx; break;"
<< "}");
makeSwitchCases(this, "do_while_loop_in_switch", "Basic switch statement usage",
LineStream(1)
<< "switch (${CONDITION})"
<< "{"
<< " case 0: res = coords.xyz; break;"
<< " case 1:"
<< " case 2:"
<< " {"
<< " highp vec3 t = coords.yzw;"
<< " int i = 0;"
<< " do"
<< " {"
<< " t = t.zyx;"
<< " i += 1;"
<< " } while (i < ${CONDITION});"
<< " res = t;"
<< " break;"
<< " }"
<< " default: res = coords.zyx; break;"
<< "}");
makeSwitchCases(this, "switch_in_switch", "Basic switch statement usage",
LineStream(1)
<< "switch (${CONDITION})"
<< "{"
<< " case 0: res = coords.xyz; break;"
<< " case 1:"
<< " case 2:"
<< " switch (${CONDITION} - 1)"
<< " {"
<< " case 0: res = coords.wzy; break;"
<< " case 1: res = coords.yzw; break;"
<< " }"
<< " break;"
<< " default: res = coords.zyx; break;"
<< "}");
// Negative cases.
ShaderLibrary library(m_testCtx, m_context.getRenderContext(), m_context.getContextInfo());
vector<tcu::TestNode*> negativeCases = library.loadShaderFile("shaders/switch.test");
for (vector<tcu::TestNode*>::iterator i = negativeCases.begin(); i != negativeCases.end(); i++)
addChild(*i);
}
} // Functional
} // gles3
} // deqp