| /*------------------------------------------------------------------------- |
| * 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 |