| /*------------------------------------------------------------------------- |
| * 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 Texture unit usage tests. |
| * |
| * \todo [2012-07-12 nuutti] Come up with a good way to make these tests faster. |
| *//*--------------------------------------------------------------------*/ |
| |
| #include "es3fTextureUnitTests.hpp" |
| #include "glsTextureTestUtil.hpp" |
| #include "gluTextureUtil.hpp" |
| #include "gluContextInfo.hpp" |
| #include "gluTextureUtil.hpp" |
| #include "tcuTextureUtil.hpp" |
| #include "tcuImageCompare.hpp" |
| #include "tcuMatrix.hpp" |
| #include "tcuRenderTarget.hpp" |
| #include "sglrContextUtil.hpp" |
| #include "sglrReferenceContext.hpp" |
| #include "sglrGLContext.hpp" |
| #include "deMath.h" |
| #include "deRandom.hpp" |
| #include "deStringUtil.hpp" |
| |
| #include "glwEnums.hpp" |
| #include "glwFunctions.hpp" |
| |
| using tcu::Vec2; |
| using tcu::Vec3; |
| using tcu::Vec4; |
| using tcu::IVec2; |
| using tcu::IVec3; |
| using tcu::Mat3; |
| using tcu::Mat4; |
| using std::vector; |
| using std::string; |
| using namespace glw; // GL types |
| |
| namespace deqp |
| { |
| |
| using namespace gls::TextureTestUtil; |
| |
| namespace gles3 |
| { |
| namespace Functional |
| { |
| |
| static const int VIEWPORT_WIDTH = 128; |
| static const int VIEWPORT_HEIGHT = 128; |
| |
| static const int TEXTURE_WIDTH_2D = 128; |
| static const int TEXTURE_HEIGHT_2D = 128; |
| |
| // \note Cube map texture size is larger in order to make minifications possible - otherwise would need to display different faces at same time. |
| static const int TEXTURE_WIDTH_CUBE = 256; |
| static const int TEXTURE_HEIGHT_CUBE = 256; |
| |
| static const int TEXTURE_WIDTH_2D_ARRAY = 64; |
| static const int TEXTURE_HEIGHT_2D_ARRAY = 64; |
| static const int TEXTURE_LAYERS_2D_ARRAY = 4; |
| |
| static const int TEXTURE_WIDTH_3D = 32; |
| static const int TEXTURE_HEIGHT_3D = 32; |
| static const int TEXTURE_DEPTH_3D = 32; |
| |
| static const int GRID_CELL_SIZE = 8; |
| |
| static const GLenum s_testSizedInternalFormats[] = |
| { |
| GL_RGBA32F, |
| GL_RGBA32I, |
| GL_RGBA32UI, |
| GL_RGBA16F, |
| GL_RGBA16I, |
| GL_RGBA16UI, |
| GL_RGBA8, |
| GL_RGBA8I, |
| GL_RGBA8UI, |
| GL_SRGB8_ALPHA8, |
| GL_RGB10_A2, |
| GL_RGB10_A2UI, |
| GL_RGBA4, |
| GL_RGB5_A1, |
| GL_RGBA8_SNORM, |
| GL_RGB8, |
| GL_RGB565, |
| GL_R11F_G11F_B10F, |
| GL_RGB32F, |
| GL_RGB32I, |
| GL_RGB32UI, |
| GL_RGB16F, |
| GL_RGB16I, |
| GL_RGB16UI, |
| GL_RGB8_SNORM, |
| GL_RGB8I, |
| GL_RGB8UI, |
| GL_SRGB8, |
| GL_RGB9_E5, |
| GL_RG32F, |
| GL_RG32I, |
| GL_RG32UI, |
| GL_RG16F, |
| GL_RG16I, |
| GL_RG16UI, |
| GL_RG8, |
| GL_RG8I, |
| GL_RG8UI, |
| GL_RG8_SNORM, |
| GL_R32F, |
| GL_R32I, |
| GL_R32UI, |
| GL_R16F, |
| GL_R16I, |
| GL_R16UI, |
| GL_R8, |
| GL_R8I, |
| GL_R8UI, |
| GL_R8_SNORM |
| }; |
| |
| static const GLenum s_testWrapModes[] = |
| { |
| GL_CLAMP_TO_EDGE, |
| GL_REPEAT, |
| GL_MIRRORED_REPEAT, |
| }; |
| |
| static const GLenum s_testMinFilters[] = |
| { |
| GL_NEAREST, |
| GL_LINEAR, |
| GL_NEAREST_MIPMAP_NEAREST, |
| GL_LINEAR_MIPMAP_NEAREST, |
| GL_NEAREST_MIPMAP_LINEAR, |
| GL_LINEAR_MIPMAP_LINEAR |
| }; |
| |
| static const GLenum s_testNonMipmapMinFilters[] = |
| { |
| GL_NEAREST, |
| GL_LINEAR |
| }; |
| |
| static const GLenum s_testNearestMinFilters[] = |
| { |
| GL_NEAREST, |
| GL_NEAREST_MIPMAP_NEAREST |
| }; |
| |
| static const GLenum s_testMagFilters[] = |
| { |
| GL_NEAREST, |
| GL_LINEAR |
| }; |
| |
| static const GLenum s_cubeFaceTargets[] = |
| { |
| GL_TEXTURE_CUBE_MAP_POSITIVE_X, |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_X, |
| GL_TEXTURE_CUBE_MAP_POSITIVE_Y, |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, |
| GL_TEXTURE_CUBE_MAP_POSITIVE_Z, |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_Z |
| }; |
| |
| // Extend a 3x3 transformation matrix to an equivalent 4x4 transformation matrix (i.e. 1.0 in right-down cell, 0.0's in other new cells). |
| static Mat4 matExtend3To4 (const Mat3& mat) |
| { |
| Mat4 res; |
| for (int rowNdx = 0; rowNdx < 3; rowNdx++) |
| { |
| Vec3 row = mat.getRow(rowNdx); |
| res.setRow(rowNdx, Vec4(row.x(), row.y(), row.z(), 0.0f)); |
| } |
| res.setRow(3, Vec4(0.0f, 0.0f, 0.0f, 1.0f)); |
| |
| return res; |
| } |
| |
| static string generateMultiTexFragmentShader (int numUnits, const vector<GLenum>& unitTypes, const vector<glu::DataType>& samplerTypes) |
| { |
| // The fragment shader calculates the average of a set of textures. |
| |
| string samplersStr; |
| string matricesStr; |
| string scalesStr; |
| string biasesStr; |
| string lookupsStr; |
| |
| string colorMultiplier = "(1.0/" + de::toString(numUnits) + ".0)"; |
| |
| for (int ndx = 0; ndx < numUnits; ndx++) |
| { |
| string ndxStr = de::toString(ndx); |
| string samplerName = "u_sampler" + ndxStr; |
| string transformationName = "u_trans" + ndxStr; |
| string scaleName = "u_texScale" + ndxStr; |
| string biasName = "u_texBias" + ndxStr; |
| |
| samplersStr += string("") + "uniform highp " + glu::getDataTypeName(samplerTypes[ndx]) + " " + samplerName + ";\n"; |
| matricesStr += "uniform highp mat4 " + transformationName + ";\n"; |
| scalesStr += "uniform highp vec4 " + scaleName + ";\n"; |
| biasesStr += "uniform highp vec4 " + biasName + ";\n"; |
| |
| string lookupCoord = transformationName + "*vec4(v_coord, 1.0, 1.0)"; |
| |
| if (unitTypes[ndx] == GL_TEXTURE_2D) |
| lookupCoord = "vec2(" + lookupCoord + ")"; |
| else |
| lookupCoord = "vec3(" + lookupCoord + ")"; |
| |
| lookupsStr += "\tcolor += " + colorMultiplier + "*(vec4(texture(" + samplerName + ", " + lookupCoord + "))*" + scaleName + " + " + biasName + ");\n"; |
| } |
| |
| return "#version 300 es\n" |
| "layout(location = 0) out mediump vec4 o_color;\n" + |
| samplersStr + |
| matricesStr + |
| scalesStr + |
| biasesStr + |
| "in highp vec2 v_coord;\n" |
| "\n" |
| "void main (void)\n" |
| "{\n" |
| " mediump vec4 color = vec4(0.0);\n" + |
| lookupsStr + |
| " o_color = color;\n" |
| "}\n"; |
| } |
| |
| static sglr::pdec::ShaderProgramDeclaration generateShaderProgramDeclaration (int numUnits, const vector<GLenum>& unitTypes, const vector<glu::DataType>& samplerTypes) |
| { |
| sglr::pdec::ShaderProgramDeclaration decl; |
| |
| decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT); |
| decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT); |
| decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); |
| decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT); |
| |
| for (int ndx = 0; ndx < numUnits; ++ndx) |
| { |
| string samplerName = "u_sampler" + de::toString(ndx); |
| string transformationName = "u_trans" + de::toString(ndx); |
| string scaleName = "u_texScale" + de::toString(ndx); |
| string biasName = "u_texBias" + de::toString(ndx); |
| |
| decl << sglr::pdec::Uniform(samplerName, samplerTypes[ndx]); |
| decl << sglr::pdec::Uniform(transformationName, glu::TYPE_FLOAT_MAT4); |
| decl << sglr::pdec::Uniform(scaleName, glu::TYPE_FLOAT_VEC4); |
| decl << sglr::pdec::Uniform(biasName, glu::TYPE_FLOAT_VEC4); |
| } |
| |
| decl << sglr::pdec::VertexSource("#version 300 es\n" |
| "in highp vec4 a_position;\n" |
| "in highp vec2 a_coord;\n" |
| "out highp vec2 v_coord;\n" |
| "\n" |
| "void main (void)\n" |
| "{\n" |
| " gl_Position = a_position;\n" |
| " v_coord = a_coord;\n" |
| "}\n"); |
| decl << sglr::pdec::FragmentSource(generateMultiTexFragmentShader(numUnits, unitTypes, samplerTypes)); |
| |
| return decl; |
| } |
| |
| // Calculates values that will be used in calculateLod(). |
| static tcu::Vector<tcu::Vec2, 3> calculateLodDerivateParts (const Mat4& transformation) |
| { |
| // Calculate transformed coordinates of three screen corners. |
| Vec3 trans00 = (transformation * Vec4(0.0f, 0.0f, 1.0f, 1.0f)).xyz(); |
| Vec3 trans01 = (transformation * Vec4(0.0f, 1.0f, 1.0f, 1.0f)).xyz(); |
| Vec3 trans10 = (transformation * Vec4(1.0f, 0.0f, 1.0f, 1.0f)).xyz(); |
| |
| return tcu::Vector<tcu::Vec2, 3>(Vec2(trans10.x() - trans00.x(), trans01.x() - trans00.x()), |
| Vec2(trans10.y() - trans00.y(), trans01.y() - trans00.y()), |
| Vec2(trans10.z() - trans00.z(), trans01.z() - trans00.z())); |
| } |
| |
| // Calculates the maximum allowed lod from derivates |
| static float calculateLodMax(const tcu::Vector<tcu::Vec2, 3>& derivateParts, const tcu::IVec3& textureSize, const Vec2& screenDerivate) |
| { |
| float dudx = derivateParts[0].x() * (float)textureSize.x() * screenDerivate.x(); |
| float dudy = derivateParts[0].y() * (float)textureSize.x() * screenDerivate.y(); |
| float dvdx = derivateParts[1].x() * (float)textureSize.y() * screenDerivate.x(); |
| float dvdy = derivateParts[1].y() * (float)textureSize.y() * screenDerivate.y(); |
| float dwdx = derivateParts[2].x() * (float)textureSize.z() * screenDerivate.x(); |
| float dwdy = derivateParts[2].y() * (float)textureSize.z() * screenDerivate.y(); |
| |
| const float mu = de::max(de::abs(dudx), de::abs(dudy)); |
| const float mv = de::max(de::abs(dvdx), de::abs(dvdy)); |
| const float mw = de::max(de::abs(dwdx), de::abs(dwdy)); |
| return deFloatLog2(mu + mv + mw); |
| } |
| |
| // Calculates the minimum allowed lod from derivates |
| static float calculateLodMin(const tcu::Vector<tcu::Vec2, 3>& derivateParts, const tcu::IVec3& textureSize, const Vec2& screenDerivate) |
| { |
| float dudx = derivateParts[0].x() * (float)textureSize.x() * screenDerivate.x(); |
| float dudy = derivateParts[0].y() * (float)textureSize.x() * screenDerivate.y(); |
| float dvdx = derivateParts[1].x() * (float)textureSize.y() * screenDerivate.x(); |
| float dvdy = derivateParts[1].y() * (float)textureSize.y() * screenDerivate.y(); |
| float dwdx = derivateParts[2].x() * (float)textureSize.z() * screenDerivate.x(); |
| float dwdy = derivateParts[2].y() * (float)textureSize.z() * screenDerivate.y(); |
| |
| const float mu = de::max(de::abs(dudx), de::abs(dudy)); |
| const float mv = de::max(de::abs(dvdx), de::abs(dvdy)); |
| const float mw = de::max(de::abs(dwdx), de::abs(dwdy)); |
| return deFloatLog2(de::max(mu, de::max(mv, mw))); |
| } |
| |
| class MultiTexShader : public sglr::ShaderProgram |
| { |
| public: |
| MultiTexShader (deUint32 randSeed, |
| int numUnits, |
| const vector<GLenum>& unitTypes, |
| const vector<glu::DataType>& samplerTypes, |
| const vector<Vec4>& texScales, |
| const vector<Vec4>& texBiases, |
| const vector<int>& num2dArrayLayers); // \note 2d array layer "coordinate" isn't normalized, so this is needed here. |
| |
| void setUniforms (sglr::Context& context, deUint32 program) const; |
| void makeSafeLods (const vector<IVec3>& textureSizes, const IVec2& viewportSize); // Modifies texture coordinates so that LODs aren't too close to x.5 or 0.0 . |
| |
| private: |
| void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const; |
| void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const; |
| |
| int m_numUnits; |
| vector<GLenum> m_unitTypes; // 2d, cube map, 2d array or 3d. |
| vector<Vec4> m_texScales; |
| vector<Vec4> m_texBiases; |
| vector<Mat4> m_transformations; |
| vector<tcu::Vector<tcu::Vec2, 3> > m_lodDerivateParts; // Parts of lod derivates; computed in init(), used in eval(). |
| }; |
| |
| MultiTexShader::MultiTexShader (deUint32 randSeed, |
| int numUnits, |
| const vector<GLenum>& unitTypes, |
| const vector<glu::DataType>& samplerTypes, |
| const vector<Vec4>& texScales, |
| const vector<Vec4>& texBiases, |
| const vector<int>& num2dArrayLayers) |
| : sglr::ShaderProgram (generateShaderProgramDeclaration(numUnits, unitTypes, samplerTypes)) |
| , m_numUnits (numUnits) |
| , m_unitTypes (unitTypes) |
| , m_texScales (texScales) |
| , m_texBiases (texBiases) |
| { |
| // 2d-to-cube-face transformations. |
| // \note 2d coordinates range from 0 to 1 and cube face coordinates from -1 to 1, so scaling is done as well. |
| static const float s_cubeTransforms[][3*3] = |
| { |
| // Face -X: (x, y, 1) -> (-1, -(2*y-1), +(2*x-1)) |
| { 0.0f, 0.0f, -1.0f, |
| 0.0f, -2.0f, 1.0f, |
| 2.0f, 0.0f, -1.0f }, |
| // Face +X: (x, y, 1) -> (+1, -(2*y-1), -(2*x-1)) |
| { 0.0f, 0.0f, 1.0f, |
| 0.0f, -2.0f, 1.0f, |
| -2.0f, 0.0f, 1.0f }, |
| // Face -Y: (x, y, 1) -> (+(2*x-1), -1, -(2*y-1)) |
| { 2.0f, 0.0f, -1.0f, |
| 0.0f, 0.0f, -1.0f, |
| 0.0f, -2.0f, 1.0f }, |
| // Face +Y: (x, y, 1) -> (+(2*x-1), +1, +(2*y-1)) |
| { 2.0f, 0.0f, -1.0f, |
| 0.0f, 0.0f, 1.0f, |
| 0.0f, 2.0f, -1.0f }, |
| // Face -Z: (x, y, 1) -> (-(2*x-1), -(2*y-1), -1) |
| { -2.0f, 0.0f, 1.0f, |
| 0.0f, -2.0f, 1.0f, |
| 0.0f, 0.0f, -1.0f }, |
| // Face +Z: (x, y, 1) -> (+(2*x-1), -(2*y-1), +1) |
| { 2.0f, 0.0f, -1.0f, |
| 0.0f, -2.0f, 1.0f, |
| 0.0f, 0.0f, 1.0f } |
| }; |
| |
| // Generate transformation matrices. |
| |
| de::Random rnd(randSeed); |
| |
| m_transformations.reserve(m_numUnits); |
| m_lodDerivateParts.reserve(m_numUnits); |
| |
| int tex2dArrayNdx = 0; // Keep track of 2d texture array index. |
| |
| DE_ASSERT((int)m_unitTypes.size() == m_numUnits); |
| |
| for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) |
| { |
| if (m_unitTypes[unitNdx] == GL_TEXTURE_2D) |
| { |
| float rotAngle = rnd.getFloat(0.0f, 2.0f*DE_PI); |
| float xScaleFactor = rnd.getFloat(0.7f, 1.5f); |
| float yScaleFactor = rnd.getFloat(0.7f, 1.5f); |
| float xShearAmount = rnd.getFloat(0.0f, 0.5f); |
| float yShearAmount = rnd.getFloat(0.0f, 0.5f); |
| float xTranslationAmount = rnd.getFloat(-0.5f, 0.5f); |
| float yTranslationAmount = rnd.getFloat(-0.5f, 0.5f); |
| |
| static const float tempOffsetData[3*3] = // For temporarily centering the coordinates to get nicer transformations. |
| { |
| 1.0f, 0.0f, -0.5f, |
| 0.0f, 1.0f, -0.5f, |
| 0.0f, 0.0f, 1.0f |
| }; |
| float rotTransfData[3*3] = |
| { |
| deFloatCos(rotAngle), -deFloatSin(rotAngle), 0.0f, |
| deFloatSin(rotAngle), deFloatCos(rotAngle), 0.0f, |
| 0.0f, 0.0f, 1.0f |
| }; |
| float scaleTransfData[3*3] = |
| { |
| xScaleFactor, 0.0f, 0.0f, |
| 0.0f, yScaleFactor, 0.0f, |
| 0.0f, 0.0f, 1.0f |
| }; |
| float xShearTransfData[3*3] = |
| { |
| 1.0f, xShearAmount, 0.0f, |
| 0.0f, 1.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f |
| }; |
| float yShearTransfData[3*3] = |
| { |
| 1.0f, 0.0f, 0.0f, |
| yShearAmount, 1.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f |
| }; |
| float translationTransfData[3*3] = |
| { |
| 1.0f, 0.0f, xTranslationAmount, |
| 0.0f, 1.0f, yTranslationAmount, |
| 0.0f, 0.0f, 1.0f |
| }; |
| |
| Mat4 transformation = matExtend3To4(Mat3(tempOffsetData) * |
| Mat3(translationTransfData) * |
| Mat3(rotTransfData) * |
| Mat3(scaleTransfData) * |
| Mat3(xShearTransfData) * |
| Mat3(yShearTransfData) * |
| (Mat3(tempOffsetData) * (-1.0f))); |
| |
| m_lodDerivateParts.push_back(calculateLodDerivateParts(transformation)); |
| m_transformations.push_back(transformation); |
| } |
| else if (m_unitTypes[unitNdx] == GL_TEXTURE_CUBE_MAP) |
| { |
| DE_STATIC_ASSERT((int)tcu::CUBEFACE_LAST == DE_LENGTH_OF_ARRAY(s_cubeTransforms)); |
| |
| float planarTransData[3*3]; |
| |
| // In case of a cube map, we only want to render one face, so the transformation needs to be restricted - only enlarging scaling is done. |
| |
| for (int i = 0; i < DE_LENGTH_OF_ARRAY(planarTransData); i++) |
| { |
| if (i == 0 || i == 4) |
| planarTransData[i] = rnd.getFloat(0.1f, 0.9f); // Two first diagonal cells control the scaling. |
| else if (i == 8) |
| planarTransData[i] = 1.0f; |
| else |
| planarTransData[i] = 0.0f; |
| } |
| |
| int faceNdx = rnd.getInt(0, (int)tcu::CUBEFACE_LAST - 1); |
| Mat3 planarTrans (planarTransData); // Planar, face-agnostic transformation. |
| Mat4 finalTrans = matExtend3To4(Mat3(s_cubeTransforms[faceNdx]) * planarTrans); // Final transformation from planar to cube map coordinates, including the transformation just generated. |
| Mat4 planarTrans4x4 = matExtend3To4(planarTrans); |
| |
| m_lodDerivateParts.push_back(calculateLodDerivateParts(planarTrans4x4)); |
| m_transformations.push_back(finalTrans); |
| } |
| else |
| { |
| DE_ASSERT(m_unitTypes[unitNdx] == GL_TEXTURE_3D || m_unitTypes[unitNdx] == GL_TEXTURE_2D_ARRAY); |
| |
| float transData[4*4]; |
| |
| for (int i = 0; i < 4*4; i++) |
| { |
| float sign = rnd.getBool() ? 1.0f : -1.0f; |
| transData[i] = rnd.getFloat(0.7f, 1.4f) * sign; |
| } |
| |
| Mat4 transformation(transData); |
| |
| if (m_unitTypes[unitNdx] == GL_TEXTURE_2D_ARRAY) |
| { |
| // Z direction: Translate by 0.5 and scale by layer amount. |
| |
| float numLayers = (float)num2dArrayLayers[tex2dArrayNdx]; |
| |
| static const float zTranslationTransfData[4*4] = |
| { |
| 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, 0.5f, |
| 0.0f, 0.0f, 0.0f, 1.0f |
| }; |
| |
| float zScaleTransfData[4*4] = |
| { |
| 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, numLayers, 0.0f, |
| 0.0f, 0.0f, 0.0f, 1.0f |
| }; |
| |
| transformation = transformation * Mat4(zScaleTransfData) * Mat4(zTranslationTransfData); |
| |
| tex2dArrayNdx++; |
| } |
| |
| m_lodDerivateParts.push_back(calculateLodDerivateParts(transformation)); |
| m_transformations.push_back(Mat4(transformation)); |
| } |
| } |
| } |
| |
| void MultiTexShader::setUniforms (sglr::Context& ctx, deUint32 program) const |
| { |
| ctx.useProgram(program); |
| |
| // Sampler and matrix uniforms. |
| |
| for (int ndx = 0; ndx < m_numUnits; ndx++) |
| { |
| string ndxStr = de::toString(ndx); |
| |
| ctx.uniform1i(ctx.getUniformLocation(program, ("u_sampler" + ndxStr).c_str()), ndx); |
| ctx.uniformMatrix4fv(ctx.getUniformLocation(program, ("u_trans" + ndxStr).c_str()), 1, GL_FALSE, (GLfloat*)&m_transformations[ndx].getColumnMajorData()[0]); |
| ctx.uniform4fv(ctx.getUniformLocation(program, ("u_texScale" + ndxStr).c_str()), 1, m_texScales[ndx].getPtr()); |
| ctx.uniform4fv(ctx.getUniformLocation(program, ("u_texBias" + ndxStr).c_str()), 1, m_texBiases[ndx].getPtr()); |
| } |
| } |
| |
| void MultiTexShader::makeSafeLods (const vector<IVec3>& textureSizes, const IVec2& viewportSize) |
| { |
| DE_ASSERT((int)textureSizes.size() == m_numUnits); |
| |
| static const float shrinkScaleMat2dData[3*3] = |
| { |
| 0.95f, 0.0f, 0.0f, |
| 0.0f, 0.95f, 0.0f, |
| 0.0f, 0.0f, 1.0f |
| }; |
| static const float shrinkScaleMat3dData[3*3] = |
| { |
| 0.95f, 0.0f, 0.0f, |
| 0.0f, 0.95f, 0.0f, |
| 0.0f, 0.0f, 0.95f |
| }; |
| Mat4 shrinkScaleMat2d = matExtend3To4(Mat3(shrinkScaleMat2dData)); |
| Mat4 shrinkScaleMat3d = matExtend3To4(Mat3(shrinkScaleMat3dData)); |
| |
| Vec2 screenDerivate(1.0f / (float)viewportSize.x(), 1.0f / (float)viewportSize.y()); |
| |
| for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) |
| { |
| // As long as LOD is too close to 0.0 or is positive and too close to a something-and-a-half (0.5, 1.5, 2.5 etc) or allowed lod range could round to different levels, zoom in a little to get a safer LOD. |
| for (;;) |
| { |
| const float threshold = 0.1f; |
| const float epsilon = 0.01f; |
| |
| const float lodMax = calculateLodMax(m_lodDerivateParts[unitNdx], textureSizes[unitNdx], screenDerivate); |
| const float lodMin = calculateLodMin(m_lodDerivateParts[unitNdx], textureSizes[unitNdx], screenDerivate); |
| |
| const deInt32 maxLevel = (lodMax + epsilon < 0.5f) ? (0) : (deCeilFloatToInt32(lodMax + epsilon + 0.5f) - 1); |
| const deInt32 minLevel = (lodMin - epsilon < 0.5f) ? (0) : (deCeilFloatToInt32(lodMin - epsilon + 0.5f) - 1); |
| |
| if (de::abs(lodMax) < threshold || (lodMax > 0.0f && de::abs(deFloatFrac(lodMax) - 0.5f) < threshold) || |
| de::abs(lodMin) < threshold || (lodMin > 0.0f && de::abs(deFloatFrac(lodMin) - 0.5f) < threshold) || |
| maxLevel != minLevel) |
| { |
| m_transformations[unitNdx] = (m_unitTypes[unitNdx] == GL_TEXTURE_3D ? shrinkScaleMat3d : shrinkScaleMat2d) * m_transformations[unitNdx]; |
| m_lodDerivateParts[unitNdx] = calculateLodDerivateParts(m_transformations[unitNdx]); |
| } |
| else |
| break; |
| } |
| } |
| } |
| |
| void MultiTexShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const |
| { |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| { |
| rr::VertexPacket& packet = *(packets[packetNdx]); |
| |
| packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx); |
| packet.outputs[0] = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx); |
| } |
| } |
| |
| void MultiTexShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const |
| { |
| DE_ASSERT((int)m_unitTypes.size() == m_numUnits); |
| DE_ASSERT((int)m_transformations.size() == m_numUnits); |
| DE_ASSERT((int)m_lodDerivateParts.size() == m_numUnits); |
| |
| for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx) |
| { |
| rr::FragmentPacket& packet = packets[packetNdx]; |
| const float colorMultiplier = 1.0f / (float)m_numUnits; |
| Vec4 outColors[4] = { Vec4(0.0f), Vec4(0.0f), Vec4(0.0f), Vec4(0.0f) }; |
| |
| for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) |
| { |
| tcu::Vec4 texSamples[4]; |
| |
| // Read tex coords |
| const tcu::Vec2 texCoords[4] = |
| { |
| rr::readTriangleVarying<float>(packet, context, 0, 0).xy(), |
| rr::readTriangleVarying<float>(packet, context, 0, 1).xy(), |
| rr::readTriangleVarying<float>(packet, context, 0, 2).xy(), |
| rr::readTriangleVarying<float>(packet, context, 0, 3).xy(), |
| }; |
| |
| // Transform |
| tcu::Vec3 coords3D[4] = |
| { |
| (m_transformations[unitNdx] * Vec4(texCoords[0].x(), texCoords[0].y(), 1.0f, 1.0f)).xyz(), |
| (m_transformations[unitNdx] * Vec4(texCoords[1].x(), texCoords[1].y(), 1.0f, 1.0f)).xyz(), |
| (m_transformations[unitNdx] * Vec4(texCoords[2].x(), texCoords[2].y(), 1.0f, 1.0f)).xyz(), |
| (m_transformations[unitNdx] * Vec4(texCoords[3].x(), texCoords[3].y(), 1.0f, 1.0f)).xyz(), |
| }; |
| |
| // To 2D |
| const tcu::Vec2 coords2D[4] = |
| { |
| coords3D[0].xy(), |
| coords3D[1].xy(), |
| coords3D[2].xy(), |
| coords3D[3].xy(), |
| }; |
| |
| // Sample |
| switch (m_unitTypes[unitNdx]) |
| { |
| case GL_TEXTURE_2D: m_uniforms[4*unitNdx].sampler.tex2D->sample4(texSamples, coords2D); break; |
| case GL_TEXTURE_CUBE_MAP: m_uniforms[4*unitNdx].sampler.texCube->sample4(texSamples, coords3D); break; |
| case GL_TEXTURE_2D_ARRAY: m_uniforms[4*unitNdx].sampler.tex2DArray->sample4(texSamples, coords3D); break; |
| case GL_TEXTURE_3D: m_uniforms[4*unitNdx].sampler.tex3D->sample4(texSamples, coords3D); break; |
| default: |
| DE_ASSERT(DE_FALSE); |
| } |
| |
| // Add to sum |
| for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
| outColors[fragNdx] += colorMultiplier * (texSamples[fragNdx]*m_texScales[unitNdx] + m_texBiases[unitNdx]); |
| } |
| |
| // output |
| for (int fragNdx = 0; fragNdx < 4; ++fragNdx) |
| rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, outColors[fragNdx]); |
| } |
| } |
| |
| class TextureUnitCase : public TestCase |
| { |
| public: |
| enum CaseType |
| { |
| CASE_ONLY_2D = 0, |
| CASE_ONLY_CUBE, |
| CASE_ONLY_2D_ARRAY, |
| CASE_ONLY_3D, |
| CASE_MIXED, |
| |
| CASE_LAST |
| }; |
| TextureUnitCase (Context& context, const char* name, const char* desc, int numUnits /* \note If non-positive, use all units */, CaseType caseType, deUint32 randSeed); |
| ~TextureUnitCase (void); |
| |
| void init (void); |
| void deinit (void); |
| IterateResult iterate (void); |
| |
| private: |
| struct TextureParameters |
| { |
| GLenum internalFormat; |
| GLenum wrapModeS; |
| GLenum wrapModeT; |
| GLenum wrapModeR; |
| GLenum minFilter; |
| GLenum magFilter; |
| }; |
| |
| TextureUnitCase (const TextureUnitCase& other); |
| TextureUnitCase& operator= (const TextureUnitCase& other); |
| |
| void upload2dTexture (int texNdx, sglr::Context& context); |
| void uploadCubeTexture (int texNdx, sglr::Context& context); |
| void upload2dArrayTexture (int texNdx, sglr::Context& context); |
| void upload3dTexture (int texNdx, sglr::Context& context); |
| |
| void render (sglr::Context& context); |
| |
| const int m_numUnitsParam; |
| const CaseType m_caseType; |
| const deUint32 m_randSeed; |
| |
| int m_numTextures; //!< \note Needed in addition to m_numUnits since same texture may be bound to many texture units. |
| int m_numUnits; //!< = m_numUnitsParam > 0 ? m_numUnitsParam : implementationDefinedMaximum |
| |
| vector<GLenum> m_textureTypes; |
| vector<TextureParameters> m_textureParams; |
| vector<tcu::Texture2D*> m_textures2d; |
| vector<tcu::TextureCube*> m_texturesCube; |
| vector<tcu::Texture2DArray*> m_textures2dArray; |
| vector<tcu::Texture3D*> m_textures3d; |
| vector<int> m_unitTextures; //!< Which texture is used in a particular unit. |
| vector<int> m_ndxTexType; //!< Index of a texture in m_textures2d, m_texturesCube, m_textures2dArray or m_textures3d, depending on texture type. |
| MultiTexShader* m_shader; |
| }; |
| |
| TextureUnitCase::TextureUnitCase (Context& context, const char* name, const char* desc, int numUnits, CaseType caseType, deUint32 randSeed) |
| : TestCase (context, tcu::NODETYPE_SELF_VALIDATE, name, desc) |
| , m_numUnitsParam (numUnits) |
| , m_caseType (caseType) |
| , m_randSeed (randSeed) |
| , m_numTextures (0) |
| , m_numUnits (0) |
| , m_shader (DE_NULL) |
| { |
| } |
| |
| TextureUnitCase::~TextureUnitCase (void) |
| { |
| TextureUnitCase::deinit(); |
| } |
| |
| void TextureUnitCase::deinit (void) |
| { |
| for (vector<tcu::Texture2D*>::iterator i = m_textures2d.begin(); i != m_textures2d.end(); i++) |
| delete *i; |
| m_textures2d.clear(); |
| |
| for (vector<tcu::TextureCube*>::iterator i = m_texturesCube.begin(); i != m_texturesCube.end(); i++) |
| delete *i; |
| m_texturesCube.clear(); |
| |
| for (vector<tcu::Texture2DArray*>::iterator i = m_textures2dArray.begin(); i != m_textures2dArray.end(); i++) |
| delete *i; |
| m_textures2dArray.clear(); |
| |
| for (vector<tcu::Texture3D*>::iterator i = m_textures3d.begin(); i != m_textures3d.end(); i++) |
| delete *i; |
| m_textures3d.clear(); |
| |
| delete m_shader; |
| m_shader = DE_NULL; |
| } |
| |
| void TextureUnitCase::init (void) |
| { |
| m_numUnits = m_numUnitsParam > 0 ? m_numUnitsParam : m_context.getContextInfo().getInt(GL_MAX_TEXTURE_IMAGE_UNITS); |
| |
| // Make the textures. |
| |
| try |
| { |
| tcu::TestLog& log = m_testCtx.getLog(); |
| de::Random rnd (m_randSeed); |
| |
| if (rnd.getFloat() < 0.7f) |
| m_numTextures = m_numUnits; // In most cases use one unit per texture. |
| else |
| m_numTextures = rnd.getInt(deMax32(1, m_numUnits - 2), m_numUnits); // Sometimes assign same texture to multiple units. |
| |
| log << tcu::TestLog::Message << ("Using " + de::toString(m_numUnits) + " texture unit(s) and " + de::toString(m_numTextures) + " texture(s)").c_str() << tcu::TestLog::EndMessage; |
| |
| m_textureTypes.reserve(m_numTextures); |
| m_textureParams.reserve(m_numTextures); |
| m_ndxTexType.reserve(m_numTextures); |
| |
| // Generate textures. |
| |
| for (int texNdx = 0; texNdx < m_numTextures; texNdx++) |
| { |
| // Either fixed or randomized target types, and randomized parameters for every texture. |
| |
| TextureParameters params; |
| |
| DE_STATIC_ASSERT(CASE_ONLY_2D == 0 && CASE_MIXED + 1 == CASE_LAST); |
| |
| int texType = m_caseType == CASE_MIXED ? rnd.getInt(0, (int)CASE_MIXED - 1) : (int)m_caseType; |
| bool is2dTex = texType == 0; |
| bool isCubeTex = texType == 1; |
| bool is2dArrayTex = texType == 2; |
| bool is3dTex = texType == 3; |
| |
| DE_ASSERT(is2dTex || isCubeTex || is2dArrayTex || is3dTex); |
| |
| GLenum type = is2dTex ? GL_TEXTURE_2D : isCubeTex ? GL_TEXTURE_CUBE_MAP : is2dArrayTex ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_3D; |
| const int texWidth = is2dTex ? TEXTURE_WIDTH_2D : isCubeTex ? TEXTURE_WIDTH_CUBE : is2dArrayTex ? TEXTURE_WIDTH_2D_ARRAY : TEXTURE_WIDTH_3D; |
| const int texHeight = is2dTex ? TEXTURE_HEIGHT_2D : isCubeTex ? TEXTURE_HEIGHT_CUBE : is2dArrayTex ? TEXTURE_HEIGHT_2D_ARRAY : TEXTURE_HEIGHT_3D; |
| |
| const int texDepth = is3dTex ? TEXTURE_DEPTH_3D : 1; |
| const int texLayers = is2dArrayTex ? TEXTURE_LAYERS_2D_ARRAY : 1; |
| |
| bool mipmaps = (deIsPowerOfTwo32(texWidth) && deIsPowerOfTwo32(texHeight) && deIsPowerOfTwo32(texDepth)); |
| int numLevels = mipmaps ? deLog2Floor32(de::max(de::max(texWidth, texHeight), texDepth))+1 : 1; |
| |
| params.internalFormat = s_testSizedInternalFormats[rnd.getInt(0, DE_LENGTH_OF_ARRAY(s_testSizedInternalFormats) - 1)]; |
| |
| bool isFilterable = glu::isGLInternalColorFormatFilterable(params.internalFormat); |
| |
| params.wrapModeS = s_testWrapModes[rnd.getInt(0, DE_LENGTH_OF_ARRAY(s_testWrapModes) - 1)]; |
| params.wrapModeT = s_testWrapModes[rnd.getInt(0, DE_LENGTH_OF_ARRAY(s_testWrapModes) - 1)]; |
| params.wrapModeR = s_testWrapModes[rnd.getInt(0, DE_LENGTH_OF_ARRAY(s_testWrapModes) - 1)]; |
| |
| params.magFilter = isFilterable ? s_testMagFilters[rnd.getInt(0, DE_LENGTH_OF_ARRAY(s_testMagFilters) - 1)] : GL_NEAREST; |
| |
| if (mipmaps) |
| params.minFilter = isFilterable ? |
| s_testMinFilters [rnd.getInt(0, DE_LENGTH_OF_ARRAY(s_testMinFilters) - 1)] : |
| s_testNearestMinFilters [rnd.getInt(0, DE_LENGTH_OF_ARRAY(s_testNearestMinFilters) - 1)]; |
| else |
| params.minFilter = isFilterable ? |
| s_testNonMipmapMinFilters [rnd.getInt(0, DE_LENGTH_OF_ARRAY(s_testNonMipmapMinFilters) - 1)] : |
| GL_NEAREST; |
| |
| m_textureTypes.push_back(type); |
| m_textureParams.push_back(params); |
| |
| // Create new texture. |
| |
| tcu::TextureFormat texFormat = glu::mapGLInternalFormat((deUint32)params.internalFormat); |
| |
| if (is2dTex) |
| { |
| m_ndxTexType.push_back((int)m_textures2d.size()); // Remember the index this texture has in the 2d texture vector. |
| m_textures2d.push_back(new tcu::Texture2D(texFormat, texWidth, texHeight)); |
| } |
| else if (isCubeTex) |
| { |
| m_ndxTexType.push_back((int)m_texturesCube.size()); // Remember the index this texture has in the cube texture vector. |
| DE_ASSERT(texWidth == texHeight); |
| m_texturesCube.push_back(new tcu::TextureCube(texFormat, texWidth)); |
| } |
| else if (is2dArrayTex) |
| { |
| m_ndxTexType.push_back((int)m_textures2dArray.size()); // Remember the index this texture has in the 2d array texture vector. |
| m_textures2dArray.push_back(new tcu::Texture2DArray(texFormat, texWidth, texHeight, texLayers)); |
| } |
| else |
| { |
| m_ndxTexType.push_back((int)m_textures3d.size()); // Remember the index this texture has in the 3d vector. |
| m_textures3d.push_back(new tcu::Texture3D(texFormat, texWidth, texHeight, texDepth)); |
| } |
| |
| tcu::TextureFormatInfo fmtInfo = tcu::getTextureFormatInfo(texFormat); |
| Vec4 cBias = fmtInfo.valueMin; |
| Vec4 cScale = fmtInfo.valueMax-fmtInfo.valueMin; |
| |
| // Fill with grid texture. |
| |
| int numFaces = isCubeTex ? (int)tcu::CUBEFACE_LAST : 1; |
| |
| for (int face = 0; face < numFaces; face++) |
| { |
| deUint32 rgb = rnd.getUint32() & 0x00ffffff; |
| deUint32 alpha = 0xff000000; |
| |
| deUint32 colorA = alpha | rgb; |
| deUint32 colorB = alpha | ((~rgb) & 0x00ffffff); |
| |
| for (int levelNdx = 0; levelNdx < numLevels; levelNdx++) |
| { |
| if (is2dTex) |
| m_textures2d.back()->allocLevel(levelNdx); |
| else if (isCubeTex) |
| m_texturesCube.back()->allocLevel((tcu::CubeFace)face, levelNdx); |
| else if (is2dArrayTex) |
| m_textures2dArray.back()->allocLevel(levelNdx); |
| else |
| m_textures3d.back()->allocLevel(levelNdx); |
| |
| int curCellSize = deMax32(1, GRID_CELL_SIZE >> levelNdx); // \note Scale grid cell size for mipmaps. |
| |
| tcu::PixelBufferAccess access = is2dTex ? m_textures2d.back()->getLevel(levelNdx) |
| : isCubeTex ? m_texturesCube.back()->getLevelFace(levelNdx, (tcu::CubeFace)face) |
| : is2dArrayTex ? m_textures2dArray.back()->getLevel(levelNdx) |
| : m_textures3d.back()->getLevel(levelNdx); |
| |
| tcu::fillWithGrid(access, curCellSize, tcu::RGBA(colorA).toVec()*cScale + cBias, tcu::RGBA(colorB).toVec()*cScale + cBias); |
| } |
| } |
| } |
| |
| // Assign a texture index to each unit. |
| |
| m_unitTextures.reserve(m_numUnits); |
| |
| // \note Every texture is used at least once. |
| for (int i = 0; i < m_numTextures; i++) |
| m_unitTextures.push_back(i); |
| |
| // Assign a random texture to remaining units. |
| while ((int)m_unitTextures.size() < m_numUnits) |
| m_unitTextures.push_back(rnd.getInt(0, m_numTextures - 1)); |
| |
| rnd.shuffle(m_unitTextures.begin(), m_unitTextures.end()); |
| |
| // Generate information for shader. |
| |
| vector<GLenum> unitTypes; |
| vector<Vec4> texScales; |
| vector<Vec4> texBiases; |
| vector<glu::DataType> samplerTypes; |
| vector<int> num2dArrayLayers; |
| |
| unitTypes.reserve(m_numUnits); |
| texScales.reserve(m_numUnits); |
| texBiases.reserve(m_numUnits); |
| samplerTypes.reserve(m_numUnits); |
| num2dArrayLayers.reserve(m_numUnits); |
| |
| for (int i = 0; i < m_numUnits; i++) |
| { |
| int texNdx = m_unitTextures[i]; |
| GLenum type = m_textureTypes[texNdx]; |
| tcu::TextureFormat fmt = glu::mapGLInternalFormat(m_textureParams[texNdx].internalFormat); |
| tcu::TextureFormatInfo fmtInfo = tcu::getTextureFormatInfo(fmt); |
| |
| unitTypes.push_back(type); |
| |
| if (type == GL_TEXTURE_2D_ARRAY) |
| num2dArrayLayers.push_back(m_textures2dArray[m_ndxTexType[texNdx]]->getNumLayers()); |
| |
| texScales.push_back(fmtInfo.lookupScale); |
| texBiases.push_back(fmtInfo.lookupBias); |
| |
| switch (type) |
| { |
| case GL_TEXTURE_2D: samplerTypes.push_back(glu::getSampler2DType(fmt)); break; |
| case GL_TEXTURE_CUBE_MAP: samplerTypes.push_back(glu::getSamplerCubeType(fmt)); break; |
| case GL_TEXTURE_2D_ARRAY: samplerTypes.push_back(glu::getSampler2DArrayType(fmt)); break; |
| case GL_TEXTURE_3D: samplerTypes.push_back(glu::getSampler3DType(fmt)); break; |
| default: |
| DE_ASSERT(DE_FALSE); |
| } |
| } |
| |
| // Create shader. |
| |
| DE_ASSERT(m_shader == DE_NULL); |
| m_shader = new MultiTexShader(rnd.getUint32(), m_numUnits, unitTypes, samplerTypes, texScales, texBiases, num2dArrayLayers); |
| } |
| catch (const std::exception&) |
| { |
| // Clean up to save memory. |
| TextureUnitCase::deinit(); |
| throw; |
| } |
| } |
| |
| TextureUnitCase::IterateResult TextureUnitCase::iterate (void) |
| { |
| glu::RenderContext& renderCtx = m_context.getRenderContext(); |
| const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget(); |
| tcu::TestLog& log = m_testCtx.getLog(); |
| de::Random rnd (m_randSeed); |
| |
| int viewportWidth = deMin32(VIEWPORT_WIDTH, renderTarget.getWidth()); |
| int viewportHeight = deMin32(VIEWPORT_HEIGHT, renderTarget.getHeight()); |
| int viewportX = rnd.getInt(0, renderTarget.getWidth() - viewportWidth); |
| int viewportY = rnd.getInt(0, renderTarget.getHeight() - viewportHeight); |
| |
| tcu::Surface gles3Frame (viewportWidth, viewportHeight); |
| tcu::Surface refFrame (viewportWidth, viewportHeight); |
| |
| { |
| // First we do some tricks to make the LODs safer wrt. precision issues. See MultiTexShader::makeSafeLods(). |
| |
| vector<IVec3> texSizes; |
| texSizes.reserve(m_numUnits); |
| |
| for (int i = 0; i < m_numUnits; i++) |
| { |
| int texNdx = m_unitTextures[i]; |
| int texNdxInType = m_ndxTexType[texNdx]; |
| GLenum type = m_textureTypes[texNdx]; |
| |
| switch (type) |
| { |
| case GL_TEXTURE_2D: texSizes.push_back(IVec3(m_textures2d[texNdxInType]->getWidth(), m_textures2d[texNdxInType]->getHeight(), 0)); break; |
| case GL_TEXTURE_CUBE_MAP: texSizes.push_back(IVec3(m_texturesCube[texNdxInType]->getSize(), m_texturesCube[texNdxInType]->getSize(), 0)); break; |
| case GL_TEXTURE_2D_ARRAY: texSizes.push_back(IVec3(m_textures2dArray[texNdxInType]->getWidth(), m_textures2dArray[texNdxInType]->getHeight(), 0)); break; |
| case GL_TEXTURE_3D: texSizes.push_back(IVec3(m_textures3d[texNdxInType]->getWidth(), m_textures3d[texNdxInType]->getHeight(), m_textures3d[texNdxInType]->getDepth())); break; |
| default: |
| DE_ASSERT(DE_FALSE); |
| } |
| } |
| |
| m_shader->makeSafeLods(texSizes, IVec2(viewportWidth, viewportHeight)); |
| } |
| |
| // Render using GLES3. |
| { |
| sglr::GLContext context(renderCtx, log, sglr::GLCONTEXT_LOG_CALLS|sglr::GLCONTEXT_LOG_PROGRAMS, tcu::IVec4(viewportX, viewportY, viewportWidth, viewportHeight)); |
| |
| render(context); |
| |
| context.readPixels(gles3Frame, 0, 0, viewportWidth, viewportHeight); |
| } |
| |
| // Render reference image. |
| { |
| sglr::ReferenceContextBuffers buffers (tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), 0 /* depth */, 0 /* stencil */, viewportWidth, viewportHeight); |
| sglr::ReferenceContext context (sglr::ReferenceContextLimits(renderCtx), buffers.getColorbuffer(), buffers.getDepthbuffer(), buffers.getStencilbuffer()); |
| |
| render(context); |
| |
| context.readPixels(refFrame, 0, 0, viewportWidth, viewportHeight); |
| } |
| |
| // Compare images. |
| const float threshold = 0.001f; |
| bool isOk = tcu::fuzzyCompare(log, "ComparisonResult", "Image comparison result", refFrame, gles3Frame, threshold, tcu::COMPARE_LOG_RESULT); |
| |
| // Store test result. |
| m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, |
| isOk ? "Pass" : "Image comparison failed"); |
| |
| return STOP; |
| } |
| |
| void TextureUnitCase::upload2dTexture (int texNdx, sglr::Context& context) |
| { |
| int ndx2d = m_ndxTexType[texNdx]; |
| const tcu::Texture2D* texture = m_textures2d[ndx2d]; |
| glu::TransferFormat formatGl = glu::getTransferFormat(glu::mapGLInternalFormat(m_textureParams[texNdx].internalFormat)); |
| |
| context.pixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| |
| for (int levelNdx = 0; levelNdx < texture->getNumLevels(); levelNdx++) |
| { |
| if (texture->isLevelEmpty(levelNdx)) |
| continue; |
| |
| tcu::ConstPixelBufferAccess access = texture->getLevel(levelNdx); |
| int width = access.getWidth(); |
| int height = access.getHeight(); |
| |
| DE_ASSERT(access.getRowPitch() == access.getFormat().getPixelSize()*width); |
| |
| context.texImage2D(GL_TEXTURE_2D, levelNdx, m_textureParams[texNdx].internalFormat, width, height, 0 /* border */, formatGl.format, formatGl.dataType, access.getDataPtr()); |
| GLU_EXPECT_NO_ERROR(context.getError(), "Set 2d texture image data"); |
| } |
| } |
| |
| void TextureUnitCase::uploadCubeTexture (int texNdx, sglr::Context& context) |
| { |
| int ndxCube = m_ndxTexType[texNdx]; |
| const tcu::TextureCube* texture = m_texturesCube[ndxCube]; |
| glu::TransferFormat formatGl = glu::getTransferFormat(glu::mapGLInternalFormat(m_textureParams[texNdx].internalFormat)); |
| |
| context.pixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| |
| for (int face = 0; face < (int)tcu::CUBEFACE_LAST; face++) |
| { |
| for (int levelNdx = 0; levelNdx < texture->getNumLevels(); levelNdx++) |
| { |
| if (texture->isLevelEmpty((tcu::CubeFace)face, levelNdx)) |
| continue; |
| |
| tcu::ConstPixelBufferAccess access = texture->getLevelFace(levelNdx, (tcu::CubeFace)face); |
| int width = access.getWidth(); |
| int height = access.getHeight(); |
| |
| DE_ASSERT(access.getRowPitch() == access.getFormat().getPixelSize()*width); |
| |
| context.texImage2D(s_cubeFaceTargets[face], levelNdx, m_textureParams[texNdx].internalFormat, width, height, 0 /* border */, formatGl.format, formatGl.dataType, access.getDataPtr()); |
| GLU_EXPECT_NO_ERROR(context.getError(), "Set cube map image data"); |
| } |
| } |
| } |
| |
| void TextureUnitCase::upload2dArrayTexture (int texNdx, sglr::Context& context) |
| { |
| int ndx2dArray = m_ndxTexType[texNdx]; |
| const tcu::Texture2DArray* texture = m_textures2dArray[ndx2dArray]; |
| glu::TransferFormat formatGl = glu::getTransferFormat(glu::mapGLInternalFormat(m_textureParams[texNdx].internalFormat)); |
| |
| context.pixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| |
| for (int levelNdx = 0; levelNdx < texture->getNumLevels(); levelNdx++) |
| { |
| if (texture->isLevelEmpty(levelNdx)) |
| continue; |
| |
| tcu::ConstPixelBufferAccess access = texture->getLevel(levelNdx); |
| int width = access.getWidth(); |
| int height = access.getHeight(); |
| int layers = access.getDepth(); |
| |
| DE_ASSERT(access.getRowPitch() == access.getFormat().getPixelSize()*width); |
| DE_ASSERT(access.getSlicePitch() == access.getFormat().getPixelSize()*width*height); |
| |
| context.texImage3D(GL_TEXTURE_2D_ARRAY, levelNdx, m_textureParams[texNdx].internalFormat, width, height, layers, 0 /* border */, formatGl.format, formatGl.dataType, access.getDataPtr()); |
| GLU_EXPECT_NO_ERROR(context.getError(), "Set 2d array texture image data"); |
| } |
| } |
| |
| void TextureUnitCase::upload3dTexture (int texNdx, sglr::Context& context) |
| { |
| int ndx3d = m_ndxTexType[texNdx]; |
| const tcu::Texture3D* texture = m_textures3d[ndx3d]; |
| glu::TransferFormat formatGl = glu::getTransferFormat(glu::mapGLInternalFormat(m_textureParams[texNdx].internalFormat)); |
| |
| context.pixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| |
| for (int levelNdx = 0; levelNdx < texture->getNumLevels(); levelNdx++) |
| { |
| if (texture->isLevelEmpty(levelNdx)) |
| continue; |
| |
| tcu::ConstPixelBufferAccess access = texture->getLevel(levelNdx); |
| int width = access.getWidth(); |
| int height = access.getHeight(); |
| int depth = access.getDepth(); |
| |
| DE_ASSERT(access.getRowPitch() == access.getFormat().getPixelSize()*width); |
| DE_ASSERT(access.getSlicePitch() == access.getFormat().getPixelSize()*width*height); |
| |
| context.texImage3D(GL_TEXTURE_3D, levelNdx, m_textureParams[texNdx].internalFormat, width, height, depth, 0 /* border */, formatGl.format, formatGl.dataType, access.getDataPtr()); |
| GLU_EXPECT_NO_ERROR(context.getError(), "Set 3d texture image data"); |
| } |
| } |
| |
| void TextureUnitCase::render (sglr::Context& context) |
| { |
| // Setup textures. |
| |
| vector<deUint32> textureGLNames; |
| vector<bool> isTextureSetUp(m_numTextures, false); // \note Same texture may be bound to multiple units, but we only want to set up parameters and data once per texture. |
| |
| textureGLNames.resize(m_numTextures); |
| context.genTextures(m_numTextures, &textureGLNames[0]); |
| GLU_EXPECT_NO_ERROR(context.getError(), "Generate textures"); |
| |
| for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) |
| { |
| int texNdx = m_unitTextures[unitNdx]; |
| |
| // Bind texture to unit. |
| context.activeTexture(GL_TEXTURE0 + unitNdx); |
| GLU_EXPECT_NO_ERROR(context.getError(), "Set active texture"); |
| context.bindTexture(m_textureTypes[texNdx], textureGLNames[texNdx]); |
| GLU_EXPECT_NO_ERROR(context.getError(), "Bind texture"); |
| |
| if (!isTextureSetUp[texNdx]) |
| { |
| // Binding this texture for first time, so set parameters and data. |
| |
| context.texParameteri(m_textureTypes[texNdx], GL_TEXTURE_WRAP_S, m_textureParams[texNdx].wrapModeS); |
| context.texParameteri(m_textureTypes[texNdx], GL_TEXTURE_WRAP_T, m_textureParams[texNdx].wrapModeT); |
| if (m_textureTypes[texNdx] == GL_TEXTURE_3D) |
| context.texParameteri(m_textureTypes[texNdx], GL_TEXTURE_WRAP_R, m_textureParams[texNdx].wrapModeR); |
| context.texParameteri(m_textureTypes[texNdx], GL_TEXTURE_MIN_FILTER, m_textureParams[texNdx].minFilter); |
| context.texParameteri(m_textureTypes[texNdx], GL_TEXTURE_MAG_FILTER, m_textureParams[texNdx].magFilter); |
| GLU_EXPECT_NO_ERROR(context.getError(), "Set texture parameters"); |
| |
| switch (m_textureTypes[texNdx]) |
| { |
| case GL_TEXTURE_2D: upload2dTexture(texNdx, context); break; |
| case GL_TEXTURE_CUBE_MAP: uploadCubeTexture(texNdx, context); break; |
| case GL_TEXTURE_2D_ARRAY: upload2dArrayTexture(texNdx, context); break; |
| case GL_TEXTURE_3D: upload3dTexture(texNdx, context); break; |
| default: |
| DE_ASSERT(DE_FALSE); |
| } |
| |
| isTextureSetUp[texNdx] = true; // Don't set up this texture's parameters and data again later. |
| } |
| } |
| |
| GLU_EXPECT_NO_ERROR(context.getError(), "Set textures"); |
| |
| // Setup shader |
| |
| deUint32 shaderID = context.createProgram(m_shader); |
| |
| // Draw. |
| |
| context.clearColor(0.125f, 0.25f, 0.5f, 1.0f); |
| context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); |
| m_shader->setUniforms(context, shaderID); |
| sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); |
| GLU_EXPECT_NO_ERROR(context.getError(), "Draw"); |
| |
| // Delete previously generated texture names. |
| |
| context.deleteTextures(m_numTextures, &textureGLNames[0]); |
| GLU_EXPECT_NO_ERROR(context.getError(), "Delete textures"); |
| } |
| |
| TextureUnitTests::TextureUnitTests (Context& context) |
| : TestCaseGroup(context, "units", "Texture Unit Usage Tests") |
| { |
| } |
| |
| TextureUnitTests::~TextureUnitTests (void) |
| { |
| } |
| |
| void TextureUnitTests::init (void) |
| { |
| const int numTestsPerGroup = 10; |
| |
| static const int unitCounts[] = |
| { |
| 2, |
| 4, |
| 8, |
| -1 // \note Negative stands for the implementation-specified maximum. |
| }; |
| |
| for (int unitCountNdx = 0; unitCountNdx < DE_LENGTH_OF_ARRAY(unitCounts); unitCountNdx++) |
| { |
| int numUnits = unitCounts[unitCountNdx]; |
| |
| string countGroupName = (unitCounts[unitCountNdx] < 0 ? "all" : de::toString(numUnits)) + "_units"; |
| |
| tcu::TestCaseGroup* countGroup = new tcu::TestCaseGroup(m_testCtx, countGroupName.c_str(), ""); |
| addChild(countGroup); |
| |
| DE_STATIC_ASSERT((int)TextureUnitCase::CASE_ONLY_2D == 0); |
| |
| for (int caseType = (int)TextureUnitCase::CASE_ONLY_2D; caseType < (int)TextureUnitCase::CASE_LAST; caseType++) |
| { |
| const char* caseTypeGroupName = (TextureUnitCase::CaseType)caseType == TextureUnitCase::CASE_ONLY_2D ? "only_2d" |
| : (TextureUnitCase::CaseType)caseType == TextureUnitCase::CASE_ONLY_CUBE ? "only_cube" |
| : (TextureUnitCase::CaseType)caseType == TextureUnitCase::CASE_ONLY_2D_ARRAY ? "only_2d_array" |
| : (TextureUnitCase::CaseType)caseType == TextureUnitCase::CASE_ONLY_3D ? "only_3d" |
| : (TextureUnitCase::CaseType)caseType == TextureUnitCase::CASE_MIXED ? "mixed" |
| : DE_NULL; |
| |
| DE_ASSERT(caseTypeGroupName != DE_NULL); |
| |
| tcu::TestCaseGroup* caseTypeGroup = new tcu::TestCaseGroup(m_testCtx, caseTypeGroupName, ""); |
| countGroup->addChild(caseTypeGroup); |
| |
| for (int testNdx = 0; testNdx < numTestsPerGroup; testNdx++) |
| caseTypeGroup->addChild(new TextureUnitCase(m_context, de::toString(testNdx).c_str(), "", numUnits, (TextureUnitCase::CaseType)caseType, deUint32Hash((deUint32)testNdx))); |
| } |
| } |
| } |
| |
| } // Functional |
| } // gles3 |
| } // deqp |