blob: ff6dccb4c4c9a566162b997ea495f6fbdc346885 [file] [log] [blame]
/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL (ES) 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 execution utilities.
*//*--------------------------------------------------------------------*/
#include "glsShaderExecUtil.hpp"
#include "gluRenderContext.hpp"
#include "gluDrawUtil.hpp"
#include "gluObjectWrapper.hpp"
#include "gluShaderProgram.hpp"
#include "gluTextureUtil.hpp"
#include "gluProgramInterfaceQuery.hpp"
#include "gluPixelTransfer.hpp"
#include "gluStrUtil.hpp"
#include "tcuTestLog.hpp"
#include "glwFunctions.hpp"
#include "glwEnums.hpp"
#include "deSTLUtil.hpp"
#include "deStringUtil.hpp"
#include "deUniquePtr.hpp"
#include "deMemory.h"
#include <map>
namespace deqp
{
namespace gls
{
namespace ShaderExecUtil
{
using std::vector;
static bool isExtensionSupported (const glu::RenderContext& renderCtx, const std::string& extension)
{
const glw::Functions& gl = renderCtx.getFunctions();
int numExts = 0;
gl.getIntegerv(GL_NUM_EXTENSIONS, &numExts);
for (int ndx = 0; ndx < numExts; ndx++)
{
const char* curExt = (const char*)gl.getStringi(GL_EXTENSIONS, ndx);
if (extension == curExt)
return true;
}
return false;
}
static void checkExtension (const glu::RenderContext& renderCtx, const std::string& extension)
{
if (!isExtensionSupported(renderCtx, extension))
throw tcu::NotSupportedError(extension + " is not supported");
}
static void checkLimit (const glu::RenderContext& renderCtx, deUint32 pname, int required)
{
const glw::Functions& gl = renderCtx.getFunctions();
int implementationLimit = -1;
deUint32 error;
gl.getIntegerv(pname, &implementationLimit);
error = gl.getError();
if (error != GL_NO_ERROR)
throw tcu::TestError("Failed to query " + de::toString(glu::getGettableStateStr(pname)) + " - got " + de::toString(glu::getErrorStr(error)));
if (implementationLimit < required)
throw tcu::NotSupportedError("Test requires " + de::toString(glu::getGettableStateStr(pname)) + " >= " + de::toString(required) + ", got " + de::toString(implementationLimit));
}
// Shader utilities
static std::string generateVertexShader (const ShaderSpec& shaderSpec, const std::string& inputPrefix, const std::string& outputPrefix)
{
const bool usesInout = glu::glslVersionUsesInOutQualifiers(shaderSpec.version);
const char* in = usesInout ? "in" : "attribute";
const char* out = usesInout ? "out" : "varying";
std::ostringstream src;
DE_ASSERT(!inputPrefix.empty() && !outputPrefix.empty());
src << glu::getGLSLVersionDeclaration(shaderSpec.version) << "\n";
if (!shaderSpec.globalDeclarations.empty())
src << shaderSpec.globalDeclarations << "\n";
src << in << " highp vec4 a_position;\n";
for (vector<Symbol>::const_iterator input = shaderSpec.inputs.begin(); input != shaderSpec.inputs.end(); ++input)
src << in << " " << glu::declare(input->varType, inputPrefix + input->name) << ";\n";
for (vector<Symbol>::const_iterator output = shaderSpec.outputs.begin(); output != shaderSpec.outputs.end(); ++output)
{
DE_ASSERT(output->varType.isBasicType());
if (glu::isDataTypeBoolOrBVec(output->varType.getBasicType()))
{
const int vecSize = glu::getDataTypeScalarSize(output->varType.getBasicType());
const glu::DataType intBaseType = vecSize > 1 ? glu::getDataTypeIntVec(vecSize) : glu::TYPE_INT;
const glu::VarType intType (intBaseType, glu::PRECISION_HIGHP);
src << "flat " << out << " " << glu::declare(intType, outputPrefix + output->name) << ";\n";
}
else
src << "flat " << out << " " << glu::declare(output->varType, outputPrefix + output->name) << ";\n";
}
src << "\n"
<< "void main (void)\n"
<< "{\n"
<< " gl_Position = a_position;\n"
<< " gl_PointSize = 1.0;\n\n";
// Declare & fetch local input variables
for (vector<Symbol>::const_iterator input = shaderSpec.inputs.begin(); input != shaderSpec.inputs.end(); ++input)
src << "\t" << glu::declare(input->varType, input->name) << " = " << inputPrefix << input->name << ";\n";
// Declare local output variables
for (vector<Symbol>::const_iterator output = shaderSpec.outputs.begin(); output != shaderSpec.outputs.end(); ++output)
src << "\t" << glu::declare(output->varType, output->name) << ";\n";
// Operation - indented to correct level.
{
std::istringstream opSrc (shaderSpec.source);
std::string line;
while (std::getline(opSrc, line))
src << "\t" << line << "\n";
}
// Assignments to outputs.
for (vector<Symbol>::const_iterator output = shaderSpec.outputs.begin(); output != shaderSpec.outputs.end(); ++output)
{
if (glu::isDataTypeBoolOrBVec(output->varType.getBasicType()))
{
const int vecSize = glu::getDataTypeScalarSize(output->varType.getBasicType());
const glu::DataType intBaseType = vecSize > 1 ? glu::getDataTypeIntVec(vecSize) : glu::TYPE_INT;
src << "\t" << outputPrefix << output->name << " = " << glu::getDataTypeName(intBaseType) << "(" << output->name << ");\n";
}
else
src << "\t" << outputPrefix << output->name << " = " << output->name << ";\n";
}
src << "}\n";
return src.str();
}
static std::string generateGeometryShader (const ShaderSpec& shaderSpec, const std::string& inputPrefix, const std::string& outputPrefix)
{
DE_ASSERT(glu::glslVersionUsesInOutQualifiers(shaderSpec.version));
DE_ASSERT(!inputPrefix.empty() && !outputPrefix.empty());
std::ostringstream src;
src << glu::getGLSLVersionDeclaration(shaderSpec.version) << "\n";
if (glu::glslVersionIsES(shaderSpec.version) && shaderSpec.version <= glu::GLSL_VERSION_310_ES)
src << "#extension GL_EXT_geometry_shader : require\n";
if (!shaderSpec.globalDeclarations.empty())
src << shaderSpec.globalDeclarations << "\n";
src << "layout(points) in;\n"
<< "layout(points, max_vertices = 1) out;\n";
for (vector<Symbol>::const_iterator input = shaderSpec.inputs.begin(); input != shaderSpec.inputs.end(); ++input)
src << "flat in " << glu::declare(input->varType, inputPrefix + input->name) << "[];\n";
for (vector<Symbol>::const_iterator output = shaderSpec.outputs.begin(); output != shaderSpec.outputs.end(); ++output)
{
DE_ASSERT(output->varType.isBasicType());
if (glu::isDataTypeBoolOrBVec(output->varType.getBasicType()))
{
const int vecSize = glu::getDataTypeScalarSize(output->varType.getBasicType());
const glu::DataType intBaseType = vecSize > 1 ? glu::getDataTypeIntVec(vecSize) : glu::TYPE_INT;
const glu::VarType intType (intBaseType, glu::PRECISION_HIGHP);
src << "flat out " << glu::declare(intType, outputPrefix + output->name) << ";\n";
}
else
src << "flat out " << glu::declare(output->varType, outputPrefix + output->name) << ";\n";
}
src << "\n"
<< "void main (void)\n"
<< "{\n"
<< " gl_Position = gl_in[0].gl_Position;\n\n";
// Fetch input variables
for (vector<Symbol>::const_iterator input = shaderSpec.inputs.begin(); input != shaderSpec.inputs.end(); ++input)
src << "\t" << glu::declare(input->varType, input->name) << " = " << inputPrefix << input->name << "[0];\n";
// Declare local output variables.
for (vector<Symbol>::const_iterator output = shaderSpec.outputs.begin(); output != shaderSpec.outputs.end(); ++output)
src << "\t" << glu::declare(output->varType, output->name) << ";\n";
src << "\n";
// Operation - indented to correct level.
{
std::istringstream opSrc (shaderSpec.source);
std::string line;
while (std::getline(opSrc, line))
src << "\t" << line << "\n";
}
// Assignments to outputs.
for (vector<Symbol>::const_iterator output = shaderSpec.outputs.begin(); output != shaderSpec.outputs.end(); ++output)
{
if (glu::isDataTypeBoolOrBVec(output->varType.getBasicType()))
{
const int vecSize = glu::getDataTypeScalarSize(output->varType.getBasicType());
const glu::DataType intBaseType = vecSize > 1 ? glu::getDataTypeIntVec(vecSize) : glu::TYPE_INT;
src << "\t" << outputPrefix << output->name << " = " << glu::getDataTypeName(intBaseType) << "(" << output->name << ");\n";
}
else
src << "\t" << outputPrefix << output->name << " = " << output->name << ";\n";
}
src << " EmitVertex();\n"
<< " EndPrimitive();\n"
<< "}\n";
return src.str();
}
static std::string generateEmptyFragmentSource (glu::GLSLVersion version)
{
const bool customOut = glu::glslVersionUsesInOutQualifiers(version);
std::ostringstream src;
src << glu::getGLSLVersionDeclaration(version) << "\n";
// \todo [2013-08-05 pyry] Do we need one dummy output?
src << "void main (void)\n{\n";
if (!customOut)
src << " gl_FragColor = vec4(0.0);\n";
src << "}\n";
return src.str();
}
static std::string generatePassthroughVertexShader (const ShaderSpec& shaderSpec, const std::string& inputPrefix, const std::string& outputPrefix)
{
// flat qualifier is not present in earlier versions?
DE_ASSERT(glu::glslVersionUsesInOutQualifiers(shaderSpec.version));
std::ostringstream src;
src << glu::getGLSLVersionDeclaration(shaderSpec.version) << "\n"
<< "in highp vec4 a_position;\n";
for (vector<Symbol>::const_iterator input = shaderSpec.inputs.begin(); input != shaderSpec.inputs.end(); ++input)
{
src << "in " << glu::declare(input->varType, inputPrefix + input->name) << ";\n"
<< "flat out " << glu::declare(input->varType, outputPrefix + input->name) << ";\n";
}
src << "\nvoid main (void)\n{\n"
<< " gl_Position = a_position;\n"
<< " gl_PointSize = 1.0;\n";
for (vector<Symbol>::const_iterator input = shaderSpec.inputs.begin(); input != shaderSpec.inputs.end(); ++input)
src << "\t" << outputPrefix << input->name << " = " << inputPrefix << input->name << ";\n";
src << "}\n";
return src.str();
}
static void generateFragShaderOutputDecl (std::ostream& src, const ShaderSpec& shaderSpec, bool useIntOutputs, const std::map<std::string, int>& outLocationMap, const std::string& outputPrefix)
{
DE_ASSERT(glu::glslVersionUsesInOutQualifiers(shaderSpec.version));
for (int outNdx = 0; outNdx < (int)shaderSpec.outputs.size(); ++outNdx)
{
const Symbol& output = shaderSpec.outputs[outNdx];
const int location = de::lookup(outLocationMap, output.name);
const std::string outVarName = outputPrefix + output.name;
glu::VariableDeclaration decl (output.varType, outVarName, glu::STORAGE_OUT, glu::INTERPOLATION_LAST, glu::Layout(location));
TCU_CHECK_INTERNAL(output.varType.isBasicType());
if (useIntOutputs && glu::isDataTypeFloatOrVec(output.varType.getBasicType()))
{
const int vecSize = glu::getDataTypeScalarSize(output.varType.getBasicType());
const glu::DataType uintBasicType = vecSize > 1 ? glu::getDataTypeUintVec(vecSize) : glu::TYPE_UINT;
const glu::VarType uintType (uintBasicType, glu::PRECISION_HIGHP);
decl.varType = uintType;
src << decl << ";\n";
}
else if (glu::isDataTypeBoolOrBVec(output.varType.getBasicType()))
{
const int vecSize = glu::getDataTypeScalarSize(output.varType.getBasicType());
const glu::DataType intBasicType = vecSize > 1 ? glu::getDataTypeIntVec(vecSize) : glu::TYPE_INT;
const glu::VarType intType (intBasicType, glu::PRECISION_HIGHP);
decl.varType = intType;
src << decl << ";\n";
}
else if (glu::isDataTypeMatrix(output.varType.getBasicType()))
{
const int vecSize = glu::getDataTypeMatrixNumRows(output.varType.getBasicType());
const int numVecs = glu::getDataTypeMatrixNumColumns(output.varType.getBasicType());
const glu::DataType uintBasicType = glu::getDataTypeUintVec(vecSize);
const glu::VarType uintType (uintBasicType, glu::PRECISION_HIGHP);
decl.varType = uintType;
for (int vecNdx = 0; vecNdx < numVecs; ++vecNdx)
{
decl.name = outVarName + "_" + de::toString(vecNdx);
decl.layout.location = location + vecNdx;
src << decl << ";\n";
}
}
else
src << decl << ";\n";
}
}
static void generateFragShaderOutAssign (std::ostream& src, const ShaderSpec& shaderSpec, bool useIntOutputs, const std::string& valuePrefix, const std::string& outputPrefix)
{
for (vector<Symbol>::const_iterator output = shaderSpec.outputs.begin(); output != shaderSpec.outputs.end(); ++output)
{
if (useIntOutputs && glu::isDataTypeFloatOrVec(output->varType.getBasicType()))
src << " o_" << output->name << " = floatBitsToUint(" << valuePrefix << output->name << ");\n";
else if (glu::isDataTypeMatrix(output->varType.getBasicType()))
{
const int numVecs = glu::getDataTypeMatrixNumColumns(output->varType.getBasicType());
for (int vecNdx = 0; vecNdx < numVecs; ++vecNdx)
if (useIntOutputs)
src << "\t" << outputPrefix << output->name << "_" << vecNdx << " = floatBitsToUint(" << valuePrefix << output->name << "[" << vecNdx << "]);\n";
else
src << "\t" << outputPrefix << output->name << "_" << vecNdx << " = " << valuePrefix << output->name << "[" << vecNdx << "];\n";
}
else if (glu::isDataTypeBoolOrBVec(output->varType.getBasicType()))
{
const int vecSize = glu::getDataTypeScalarSize(output->varType.getBasicType());
const glu::DataType intBaseType = vecSize > 1 ? glu::getDataTypeIntVec(vecSize) : glu::TYPE_INT;
src << "\t" << outputPrefix << output->name << " = " << glu::getDataTypeName(intBaseType) << "(" << valuePrefix << output->name << ");\n";
}
else
src << "\t" << outputPrefix << output->name << " = " << valuePrefix << output->name << ";\n";
}
}
static std::string generateFragmentShader (const ShaderSpec& shaderSpec, bool useIntOutputs, const std::map<std::string, int>& outLocationMap, const std::string& inputPrefix, const std::string& outputPrefix)
{
DE_ASSERT(glu::glslVersionUsesInOutQualifiers(shaderSpec.version));
std::ostringstream src;
src << glu::getGLSLVersionDeclaration(shaderSpec.version) << "\n";
if (!shaderSpec.globalDeclarations.empty())
src << shaderSpec.globalDeclarations << "\n";
for (vector<Symbol>::const_iterator input = shaderSpec.inputs.begin(); input != shaderSpec.inputs.end(); ++input)
src << "flat in " << glu::declare(input->varType, inputPrefix + input->name) << ";\n";
generateFragShaderOutputDecl(src, shaderSpec, useIntOutputs, outLocationMap, outputPrefix);
src << "\nvoid main (void)\n{\n";
// Declare & fetch local input variables
for (vector<Symbol>::const_iterator input = shaderSpec.inputs.begin(); input != shaderSpec.inputs.end(); ++input)
src << "\t" << glu::declare(input->varType, input->name) << " = " << inputPrefix << input->name << ";\n";
// Declare output variables
for (vector<Symbol>::const_iterator output = shaderSpec.outputs.begin(); output != shaderSpec.outputs.end(); ++output)
src << "\t" << glu::declare(output->varType, output->name) << ";\n";
// Operation - indented to correct level.
{
std::istringstream opSrc (shaderSpec.source);
std::string line;
while (std::getline(opSrc, line))
src << "\t" << line << "\n";
}
generateFragShaderOutAssign(src, shaderSpec, useIntOutputs, "", outputPrefix);
src << "}\n";
return src.str();
}
static std::string generatePassthroughFragmentShader (const ShaderSpec& shaderSpec, bool useIntOutputs, const std::map<std::string, int>& outLocationMap, const std::string& inputPrefix, const std::string& outputPrefix)
{
DE_ASSERT(glu::glslVersionUsesInOutQualifiers(shaderSpec.version));
std::ostringstream src;
src << glu::getGLSLVersionDeclaration(shaderSpec.version) << "\n";
if (!shaderSpec.globalDeclarations.empty())
src << shaderSpec.globalDeclarations << "\n";
for (vector<Symbol>::const_iterator output = shaderSpec.outputs.begin(); output != shaderSpec.outputs.end(); ++output)
{
if (glu::isDataTypeBoolOrBVec(output->varType.getBasicType()))
{
const int vecSize = glu::getDataTypeScalarSize(output->varType.getBasicType());
const glu::DataType intBaseType = vecSize > 1 ? glu::getDataTypeIntVec(vecSize) : glu::TYPE_INT;
const glu::VarType intType (intBaseType, glu::PRECISION_HIGHP);
src << "flat in " << glu::declare(intType, inputPrefix + output->name) << ";\n";
}
else
src << "flat in " << glu::declare(output->varType, inputPrefix + output->name) << ";\n";
}
generateFragShaderOutputDecl(src, shaderSpec, useIntOutputs, outLocationMap, outputPrefix);
src << "\nvoid main (void)\n{\n";
generateFragShaderOutAssign(src, shaderSpec, useIntOutputs, inputPrefix, outputPrefix);
src << "}\n";
return src.str();
}
// ShaderExecutor
ShaderExecutor::ShaderExecutor (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec)
: m_renderCtx (renderCtx)
, m_inputs (shaderSpec.inputs)
, m_outputs (shaderSpec.outputs)
{
}
ShaderExecutor::~ShaderExecutor (void)
{
}
void ShaderExecutor::useProgram (void)
{
DE_ASSERT(isOk());
m_renderCtx.getFunctions().useProgram(getProgram());
}
// FragmentOutExecutor
struct FragmentOutputLayout
{
std::vector<const Symbol*> locationSymbols; //! Symbols by location
std::map<std::string, int> locationMap; //! Map from symbol name to start location
};
class FragmentOutExecutor : public ShaderExecutor
{
public:
FragmentOutExecutor (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec);
~FragmentOutExecutor (void);
void execute (int numValues, const void* const* inputs, void* const* outputs);
protected:
const FragmentOutputLayout m_outputLayout;
};
static FragmentOutputLayout computeFragmentOutputLayout (const std::vector<Symbol>& symbols)
{
FragmentOutputLayout ret;
int location = 0;
for (std::vector<Symbol>::const_iterator it = symbols.begin(); it != symbols.end(); ++it)
{
const int numLocations = glu::getDataTypeNumLocations(it->varType.getBasicType());
TCU_CHECK_INTERNAL(!de::contains(ret.locationMap, it->name));
de::insert(ret.locationMap, it->name, location);
location += numLocations;
for (int ndx = 0; ndx < numLocations; ++ndx)
ret.locationSymbols.push_back(&*it);
}
return ret;
}
inline bool hasFloatRenderTargets (const glu::RenderContext& renderCtx)
{
glu::ContextType type = renderCtx.getType();
return glu::isContextTypeGLCore(type);
}
FragmentOutExecutor::FragmentOutExecutor (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec)
: ShaderExecutor (renderCtx, shaderSpec)
, m_outputLayout (computeFragmentOutputLayout(m_outputs))
{
}
FragmentOutExecutor::~FragmentOutExecutor (void)
{
}
inline int queryInt (const glw::Functions& gl, deUint32 pname)
{
int value = 0;
gl.getIntegerv(pname, &value);
return value;
}
static tcu::TextureFormat getRenderbufferFormatForOutput (const glu::VarType& outputType, bool useIntOutputs)
{
const tcu::TextureFormat::ChannelOrder channelOrderMap[] =
{
tcu::TextureFormat::R,
tcu::TextureFormat::RG,
tcu::TextureFormat::RGBA, // No RGB variants available.
tcu::TextureFormat::RGBA
};
const glu::DataType basicType = outputType.getBasicType();
const int numComps = glu::getDataTypeNumComponents(basicType);
tcu::TextureFormat::ChannelType channelType;
switch (glu::getDataTypeScalarType(basicType))
{
case glu::TYPE_UINT: channelType = tcu::TextureFormat::UNSIGNED_INT32; break;
case glu::TYPE_INT: channelType = tcu::TextureFormat::SIGNED_INT32; break;
case glu::TYPE_BOOL: channelType = tcu::TextureFormat::SIGNED_INT32; break;
case glu::TYPE_FLOAT: channelType = useIntOutputs ? tcu::TextureFormat::UNSIGNED_INT32 : tcu::TextureFormat::FLOAT; break;
default:
throw tcu::InternalError("Invalid output type");
}
DE_ASSERT(de::inRange<int>(numComps, 1, DE_LENGTH_OF_ARRAY(channelOrderMap)));
return tcu::TextureFormat(channelOrderMap[numComps-1], channelType);
}
void FragmentOutExecutor::execute (int numValues, const void* const* inputs, void* const* outputs)
{
const glw::Functions& gl = m_renderCtx.getFunctions();
const bool useIntOutputs = !hasFloatRenderTargets(m_renderCtx);
const int maxRenderbufferSize = queryInt(gl, GL_MAX_RENDERBUFFER_SIZE);
const int framebufferW = de::min(maxRenderbufferSize, numValues);
const int framebufferH = (numValues / framebufferW) + ((numValues % framebufferW != 0) ? 1 : 0);
glu::Framebuffer framebuffer (m_renderCtx);
glu::RenderbufferVector renderbuffers (m_renderCtx, m_outputLayout.locationSymbols.size());
vector<glu::VertexArrayBinding> vertexArrays;
vector<tcu::Vec2> positions (numValues);
if (framebufferH > maxRenderbufferSize)
throw tcu::NotSupportedError("Value count is too high for maximum supported renderbuffer size");
// Compute positions - 1px points are used to drive fragment shading.
for (int valNdx = 0; valNdx < numValues; valNdx++)
{
const int ix = valNdx % framebufferW;
const int iy = valNdx / framebufferW;
const float fx = -1.0f + 2.0f*((float(ix) + 0.5f) / float(framebufferW));
const float fy = -1.0f + 2.0f*((float(iy) + 0.5f) / float(framebufferH));
positions[valNdx] = tcu::Vec2(fx, fy);
}
// Vertex inputs.
vertexArrays.push_back(glu::va::Float("a_position", 2, numValues, 0, (const float*)&positions[0]));
for (int inputNdx = 0; inputNdx < (int)m_inputs.size(); inputNdx++)
{
const Symbol& symbol = m_inputs[inputNdx];
const std::string attribName = "a_" + symbol.name;
const void* ptr = inputs[inputNdx];
const glu::DataType basicType = symbol.varType.getBasicType();
const int vecSize = glu::getDataTypeScalarSize(basicType);
if (glu::isDataTypeFloatOrVec(basicType))
vertexArrays.push_back(glu::va::Float(attribName, vecSize, numValues, 0, (const float*)ptr));
else if (glu::isDataTypeIntOrIVec(basicType))
vertexArrays.push_back(glu::va::Int32(attribName, vecSize, numValues, 0, (const deInt32*)ptr));
else if (glu::isDataTypeUintOrUVec(basicType))
vertexArrays.push_back(glu::va::Uint32(attribName, vecSize, numValues, 0, (const deUint32*)ptr));
else if (glu::isDataTypeMatrix(basicType))
{
int numRows = glu::getDataTypeMatrixNumRows(basicType);
int numCols = glu::getDataTypeMatrixNumColumns(basicType);
int stride = numRows * numCols * (int)sizeof(float);
for (int colNdx = 0; colNdx < numCols; ++colNdx)
vertexArrays.push_back(glu::va::Float(attribName, colNdx, numRows, numValues, stride, ((const float*)ptr) + colNdx * numRows));
}
else
DE_ASSERT(false);
}
// Construct framebuffer.
gl.bindFramebuffer(GL_FRAMEBUFFER, *framebuffer);
for (int outNdx = 0; outNdx < (int)m_outputLayout.locationSymbols.size(); ++outNdx)
{
const Symbol& output = *m_outputLayout.locationSymbols[outNdx];
const deUint32 renderbuffer = renderbuffers[outNdx];
const deUint32 format = glu::getInternalFormat(getRenderbufferFormatForOutput(output.varType, useIntOutputs));
gl.bindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
gl.renderbufferStorage(GL_RENDERBUFFER, format, framebufferW, framebufferH);
gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+outNdx, GL_RENDERBUFFER, renderbuffer);
}
gl.bindRenderbuffer(GL_RENDERBUFFER, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to set up framebuffer object");
TCU_CHECK(gl.checkFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
{
vector<deUint32> drawBuffers(m_outputLayout.locationSymbols.size());
for (int ndx = 0; ndx < (int)m_outputLayout.locationSymbols.size(); ndx++)
drawBuffers[ndx] = GL_COLOR_ATTACHMENT0+ndx;
gl.drawBuffers((int)drawBuffers.size(), &drawBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glDrawBuffers()");
}
// Render
gl.viewport(0, 0, framebufferW, framebufferH);
glu::draw(m_renderCtx, this->getProgram(), (int)vertexArrays.size(), &vertexArrays[0],
glu::pr::Points(numValues));
GLU_EXPECT_NO_ERROR(gl.getError(), "Error in draw");
// Read back pixels.
{
tcu::TextureLevel tmpBuf;
// \todo [2013-08-07 pyry] Some fast-paths could be added here.
for (int outNdx = 0; outNdx < (int)m_outputs.size(); ++outNdx)
{
const Symbol& output = m_outputs[outNdx];
const int outSize = output.varType.getScalarSize();
const int outVecSize = glu::getDataTypeNumComponents(output.varType.getBasicType());
const int outNumLocs = glu::getDataTypeNumLocations(output.varType.getBasicType());
deUint32* dstPtrBase = static_cast<deUint32*>(outputs[outNdx]);
const tcu::TextureFormat format = getRenderbufferFormatForOutput(output.varType, useIntOutputs);
const tcu::TextureFormat readFormat (tcu::TextureFormat::RGBA, format.type);
const int outLocation = de::lookup(m_outputLayout.locationMap, output.name);
tmpBuf.setStorage(readFormat, framebufferW, framebufferH);
for (int locNdx = 0; locNdx < outNumLocs; ++locNdx)
{
gl.readBuffer(GL_COLOR_ATTACHMENT0 + outLocation + locNdx);
glu::readPixels(m_renderCtx, 0, 0, tmpBuf.getAccess());
GLU_EXPECT_NO_ERROR(gl.getError(), "Reading pixels");
if (outSize == 4 && outNumLocs == 1)
deMemcpy(dstPtrBase, tmpBuf.getAccess().getDataPtr(), numValues*outVecSize*sizeof(deUint32));
else
{
for (int valNdx = 0; valNdx < numValues; valNdx++)
{
const deUint32* srcPtr = (const deUint32*)tmpBuf.getAccess().getDataPtr() + valNdx*4;
deUint32* dstPtr = &dstPtrBase[outSize*valNdx + outVecSize*locNdx];
deMemcpy(dstPtr, srcPtr, outVecSize*sizeof(deUint32));
}
}
}
}
}
// \todo [2013-08-07 pyry] Clear draw buffers & viewport?
gl.bindFramebuffer(GL_FRAMEBUFFER, 0);
}
// VertexShaderExecutor
class VertexShaderExecutor : public FragmentOutExecutor
{
public:
VertexShaderExecutor (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec);
~VertexShaderExecutor (void);
bool isOk (void) const { return m_program.isOk(); }
void log (tcu::TestLog& dst) const { dst << m_program; }
deUint32 getProgram (void) const { return m_program.getProgram(); }
protected:
const glu::ShaderProgram m_program;
};
VertexShaderExecutor::VertexShaderExecutor (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec)
: FragmentOutExecutor (renderCtx, shaderSpec)
, m_program (renderCtx,
glu::ProgramSources() << glu::VertexSource(generateVertexShader(shaderSpec, "a_", "vtx_out_"))
<< glu::FragmentSource(generatePassthroughFragmentShader(shaderSpec, !hasFloatRenderTargets(renderCtx), m_outputLayout.locationMap, "vtx_out_", "o_")))
{
}
VertexShaderExecutor::~VertexShaderExecutor (void)
{
}
// GeometryShaderExecutor
class GeometryShaderExecutor : public FragmentOutExecutor
{
public:
static GeometryShaderExecutor* create (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec);
~GeometryShaderExecutor (void);
bool isOk (void) const { return m_program.isOk(); }
void log (tcu::TestLog& dst) const { dst << m_program; }
deUint32 getProgram (void) const { return m_program.getProgram(); }
protected:
const glu::ShaderProgram m_program;
private:
GeometryShaderExecutor (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec);
};
GeometryShaderExecutor* GeometryShaderExecutor::create (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec)
{
if (glu::glslVersionIsES(shaderSpec.version) && shaderSpec.version <= glu::GLSL_VERSION_310_ES
&& !contextSupports(renderCtx.getType(), glu::ApiType::core(4, 5)))
checkExtension(renderCtx, "GL_EXT_geometry_shader");
return new GeometryShaderExecutor(renderCtx, shaderSpec);
}
GeometryShaderExecutor::GeometryShaderExecutor (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec)
: FragmentOutExecutor (renderCtx, shaderSpec)
, m_program (renderCtx,
glu::ProgramSources() << glu::VertexSource(generatePassthroughVertexShader(shaderSpec, "a_", "vtx_out_"))
<< glu::GeometrySource(generateGeometryShader(shaderSpec, "vtx_out_", "geom_out_"))
<< glu::FragmentSource(generatePassthroughFragmentShader(shaderSpec, !hasFloatRenderTargets(renderCtx), m_outputLayout.locationMap, "geom_out_", "o_")))
{
}
GeometryShaderExecutor::~GeometryShaderExecutor (void)
{
}
// FragmentShaderExecutor
class FragmentShaderExecutor : public FragmentOutExecutor
{
public:
FragmentShaderExecutor (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec);
~FragmentShaderExecutor (void);
bool isOk (void) const { return m_program.isOk(); }
void log (tcu::TestLog& dst) const { dst << m_program; }
deUint32 getProgram (void) const { return m_program.getProgram(); }
protected:
const glu::ShaderProgram m_program;
};
FragmentShaderExecutor::FragmentShaderExecutor (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec)
: FragmentOutExecutor (renderCtx, shaderSpec)
, m_program (renderCtx,
glu::ProgramSources() << glu::VertexSource(generatePassthroughVertexShader(shaderSpec, "a_", "vtx_out_"))
<< glu::FragmentSource(generateFragmentShader(shaderSpec, !hasFloatRenderTargets(renderCtx), m_outputLayout.locationMap, "vtx_out_", "o_")))
{
}
FragmentShaderExecutor::~FragmentShaderExecutor (void)
{
}
// Shared utilities for compute and tess executors
static deUint32 getVecStd430ByteAlignment (glu::DataType type)
{
switch (glu::getDataTypeScalarSize(type))
{
case 1: return 4u;
case 2: return 8u;
case 3: return 16u;
case 4: return 16u;
default:
DE_ASSERT(false);
return 0u;
}
}
class BufferIoExecutor : public ShaderExecutor
{
public:
BufferIoExecutor (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec, const glu::ProgramSources& sources);
~BufferIoExecutor (void);
bool isOk (void) const { return m_program.isOk(); }
void log (tcu::TestLog& dst) const { dst << m_program; }
deUint32 getProgram (void) const { return m_program.getProgram(); }
protected:
enum
{
INPUT_BUFFER_BINDING = 0,
OUTPUT_BUFFER_BINDING = 1,
};
void initBuffers (int numValues);
deUint32 getInputBuffer (void) const { return *m_inputBuffer; }
deUint32 getOutputBuffer (void) const { return *m_outputBuffer; }
deUint32 getInputStride (void) const { return getLayoutStride(m_inputLayout); }
deUint32 getOutputStride (void) const { return getLayoutStride(m_outputLayout); }
void uploadInputBuffer (const void* const* inputPtrs, int numValues);
void readOutputBuffer (void* const* outputPtrs, int numValues);
static void declareBufferBlocks (std::ostream& src, const ShaderSpec& spec);
static void generateExecBufferIo(std::ostream& src, const ShaderSpec& spec, const char* invocationNdxName);
glu::ShaderProgram m_program;
private:
struct VarLayout
{
deUint32 offset;
deUint32 stride;
deUint32 matrixStride;
VarLayout (void) : offset(0), stride(0), matrixStride(0) {}
};
void resizeInputBuffer (int newSize);
void resizeOutputBuffer (int newSize);
static void computeVarLayout (const std::vector<Symbol>& symbols, std::vector<VarLayout>* layout);
static deUint32 getLayoutStride (const vector<VarLayout>& layout);
static void copyToBuffer (const glu::VarType& varType, const VarLayout& layout, int numValues, const void* srcBasePtr, void* dstBasePtr);
static void copyFromBuffer (const glu::VarType& varType, const VarLayout& layout, int numValues, const void* srcBasePtr, void* dstBasePtr);
glu::Buffer m_inputBuffer;
glu::Buffer m_outputBuffer;
vector<VarLayout> m_inputLayout;
vector<VarLayout> m_outputLayout;
};
BufferIoExecutor::BufferIoExecutor (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec, const glu::ProgramSources& sources)
: ShaderExecutor (renderCtx, shaderSpec)
, m_program (renderCtx, sources)
, m_inputBuffer (renderCtx)
, m_outputBuffer (renderCtx)
{
computeVarLayout(m_inputs, &m_inputLayout);
computeVarLayout(m_outputs, &m_outputLayout);
}
BufferIoExecutor::~BufferIoExecutor (void)
{
}
void BufferIoExecutor::resizeInputBuffer (int newSize)
{
const glw::Functions& gl = m_renderCtx.getFunctions();
gl.bindBuffer(GL_SHADER_STORAGE_BUFFER, *m_inputBuffer);
gl.bufferData(GL_SHADER_STORAGE_BUFFER, newSize, DE_NULL, GL_STATIC_DRAW);
GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to allocate input buffer");
}
void BufferIoExecutor::resizeOutputBuffer (int newSize)
{
const glw::Functions& gl = m_renderCtx.getFunctions();
gl.bindBuffer(GL_SHADER_STORAGE_BUFFER, *m_outputBuffer);
gl.bufferData(GL_SHADER_STORAGE_BUFFER, newSize, DE_NULL, GL_STATIC_DRAW);
GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to allocate output buffer");
}
void BufferIoExecutor::initBuffers (int numValues)
{
const deUint32 inputStride = getLayoutStride(m_inputLayout);
const deUint32 outputStride = getLayoutStride(m_outputLayout);
const int inputBufferSize = numValues * inputStride;
const int outputBufferSize = numValues * outputStride;
resizeInputBuffer(inputBufferSize);
resizeOutputBuffer(outputBufferSize);
}
void BufferIoExecutor::computeVarLayout (const std::vector<Symbol>& symbols, std::vector<VarLayout>* layout)
{
deUint32 maxAlignment = 0;
deUint32 curOffset = 0;
DE_ASSERT(layout->empty());
layout->resize(symbols.size());
for (size_t varNdx = 0; varNdx < symbols.size(); varNdx++)
{
const Symbol& symbol = symbols[varNdx];
const glu::DataType basicType = symbol.varType.getBasicType();
VarLayout& layoutEntry = (*layout)[varNdx];
if (glu::isDataTypeScalarOrVector(basicType))
{
const deUint32 alignment = getVecStd430ByteAlignment(basicType);
const deUint32 size = (deUint32)glu::getDataTypeScalarSize(basicType)*(int)sizeof(deUint32);
curOffset = (deUint32)deAlign32((int)curOffset, (int)alignment);
maxAlignment = de::max(maxAlignment, alignment);
layoutEntry.offset = curOffset;
layoutEntry.matrixStride = 0;
curOffset += size;
}
else if (glu::isDataTypeMatrix(basicType))
{
const int numVecs = glu::getDataTypeMatrixNumColumns(basicType);
const glu::DataType vecType = glu::getDataTypeFloatVec(glu::getDataTypeMatrixNumRows(basicType));
const deUint32 vecAlignment = getVecStd430ByteAlignment(vecType);
curOffset = (deUint32)deAlign32((int)curOffset, (int)vecAlignment);
maxAlignment = de::max(maxAlignment, vecAlignment);
layoutEntry.offset = curOffset;
layoutEntry.matrixStride = vecAlignment;
curOffset += vecAlignment*numVecs;
}
else
DE_ASSERT(false);
}
{
const deUint32 totalSize = (deUint32)deAlign32(curOffset, maxAlignment);
for (vector<VarLayout>::iterator varIter = layout->begin(); varIter != layout->end(); ++varIter)
varIter->stride = totalSize;
}
}
inline deUint32 BufferIoExecutor::getLayoutStride (const vector<VarLayout>& layout)
{
return layout.empty() ? 0 : layout[0].stride;
}
void BufferIoExecutor::copyToBuffer (const glu::VarType& varType, const VarLayout& layout, int numValues, const void* srcBasePtr, void* dstBasePtr)
{
if (varType.isBasicType())
{
const glu::DataType basicType = varType.getBasicType();
const bool isMatrix = glu::isDataTypeMatrix(basicType);
const int scalarSize = glu::getDataTypeScalarSize(basicType);
const int numVecs = isMatrix ? glu::getDataTypeMatrixNumColumns(basicType) : 1;
const int numComps = scalarSize / numVecs;
for (int elemNdx = 0; elemNdx < numValues; elemNdx++)
{
for (int vecNdx = 0; vecNdx < numVecs; vecNdx++)
{
const int srcOffset = (int)sizeof(deUint32)*(elemNdx*scalarSize + vecNdx*numComps);
const int dstOffset = layout.offset + layout.stride*elemNdx + (isMatrix ? layout.matrixStride*vecNdx : 0);
const deUint8* srcPtr = (const deUint8*)srcBasePtr + srcOffset;
deUint8* dstPtr = (deUint8*)dstBasePtr + dstOffset;
deMemcpy(dstPtr, srcPtr, sizeof(deUint32)*numComps);
}
}
}
else
throw tcu::InternalError("Unsupported type");
}
void BufferIoExecutor::copyFromBuffer (const glu::VarType& varType, const VarLayout& layout, int numValues, const void* srcBasePtr, void* dstBasePtr)
{
if (varType.isBasicType())
{
const glu::DataType basicType = varType.getBasicType();
const bool isMatrix = glu::isDataTypeMatrix(basicType);
const int scalarSize = glu::getDataTypeScalarSize(basicType);
const int numVecs = isMatrix ? glu::getDataTypeMatrixNumColumns(basicType) : 1;
const int numComps = scalarSize / numVecs;
for (int elemNdx = 0; elemNdx < numValues; elemNdx++)
{
for (int vecNdx = 0; vecNdx < numVecs; vecNdx++)
{
const int srcOffset = layout.offset + layout.stride*elemNdx + (isMatrix ? layout.matrixStride*vecNdx : 0);
const int dstOffset = (int)sizeof(deUint32)*(elemNdx*scalarSize + vecNdx*numComps);
const deUint8* srcPtr = (const deUint8*)srcBasePtr + srcOffset;
deUint8* dstPtr = (deUint8*)dstBasePtr + dstOffset;
deMemcpy(dstPtr, srcPtr, sizeof(deUint32)*numComps);
}
}
}
else
throw tcu::InternalError("Unsupported type");
}
void BufferIoExecutor::uploadInputBuffer (const void* const* inputPtrs, int numValues)
{
const glw::Functions& gl = m_renderCtx.getFunctions();
const deUint32 buffer = *m_inputBuffer;
const deUint32 inputStride = getLayoutStride(m_inputLayout);
const int inputBufferSize = inputStride*numValues;
if (inputBufferSize == 0)
return; // No inputs
gl.bindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
void* mapPtr = gl.mapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, inputBufferSize, GL_MAP_WRITE_BIT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glMapBufferRange()");
TCU_CHECK(mapPtr);
try
{
DE_ASSERT(m_inputs.size() == m_inputLayout.size());
for (size_t inputNdx = 0; inputNdx < m_inputs.size(); ++inputNdx)
{
const glu::VarType& varType = m_inputs[inputNdx].varType;
const VarLayout& layout = m_inputLayout[inputNdx];
copyToBuffer(varType, layout, numValues, inputPtrs[inputNdx], mapPtr);
}
}
catch (...)
{
gl.unmapBuffer(GL_SHADER_STORAGE_BUFFER);
throw;
}
gl.unmapBuffer(GL_SHADER_STORAGE_BUFFER);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUnmapBuffer()");
}
void BufferIoExecutor::readOutputBuffer (void* const* outputPtrs, int numValues)
{
const glw::Functions& gl = m_renderCtx.getFunctions();
const deUint32 buffer = *m_outputBuffer;
const deUint32 outputStride = getLayoutStride(m_outputLayout);
const int outputBufferSize = numValues*outputStride;
DE_ASSERT(outputBufferSize > 0); // At least some outputs are required.
gl.bindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
void* mapPtr = gl.mapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, outputBufferSize, GL_MAP_READ_BIT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glMapBufferRange()");
TCU_CHECK(mapPtr);
try
{
DE_ASSERT(m_outputs.size() == m_outputLayout.size());
for (size_t outputNdx = 0; outputNdx < m_outputs.size(); ++outputNdx)
{
const glu::VarType& varType = m_outputs[outputNdx].varType;
const VarLayout& layout = m_outputLayout[outputNdx];
copyFromBuffer(varType, layout, numValues, mapPtr, outputPtrs[outputNdx]);
}
}
catch (...)
{
gl.unmapBuffer(GL_SHADER_STORAGE_BUFFER);
throw;
}
gl.unmapBuffer(GL_SHADER_STORAGE_BUFFER);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUnmapBuffer()");
}
void BufferIoExecutor::declareBufferBlocks (std::ostream& src, const ShaderSpec& spec)
{
// Input struct
if (!spec.inputs.empty())
{
glu::StructType inputStruct("Inputs");
for (vector<Symbol>::const_iterator symIter = spec.inputs.begin(); symIter != spec.inputs.end(); ++symIter)
inputStruct.addMember(symIter->name.c_str(), symIter->varType);
src << glu::declare(&inputStruct) << ";\n";
}
// Output struct
{
glu::StructType outputStruct("Outputs");
for (vector<Symbol>::const_iterator symIter = spec.outputs.begin(); symIter != spec.outputs.end(); ++symIter)
outputStruct.addMember(symIter->name.c_str(), symIter->varType);
src << glu::declare(&outputStruct) << ";\n";
}
src << "\n";
if (!spec.inputs.empty())
{
src << "layout(binding = " << int(INPUT_BUFFER_BINDING) << ", std430) buffer InBuffer\n"
<< "{\n"
<< " Inputs inputs[];\n"
<< "};\n";
}
src << "layout(binding = " << int(OUTPUT_BUFFER_BINDING) << ", std430) buffer OutBuffer\n"
<< "{\n"
<< " Outputs outputs[];\n"
<< "};\n"
<< "\n";
}
void BufferIoExecutor::generateExecBufferIo (std::ostream& src, const ShaderSpec& spec, const char* invocationNdxName)
{
for (vector<Symbol>::const_iterator symIter = spec.inputs.begin(); symIter != spec.inputs.end(); ++symIter)
src << "\t" << glu::declare(symIter->varType, symIter->name) << " = inputs[" << invocationNdxName << "]." << symIter->name << ";\n";
for (vector<Symbol>::const_iterator symIter = spec.outputs.begin(); symIter != spec.outputs.end(); ++symIter)
src << "\t" << glu::declare(symIter->varType, symIter->name) << ";\n";
src << "\n";
{
std::istringstream opSrc (spec.source);
std::string line;
while (std::getline(opSrc, line))
src << "\t" << line << "\n";
}
src << "\n";
for (vector<Symbol>::const_iterator symIter = spec.outputs.begin(); symIter != spec.outputs.end(); ++symIter)
src << "\toutputs[" << invocationNdxName << "]." << symIter->name << " = " << symIter->name << ";\n";
}
// ComputeShaderExecutor
class ComputeShaderExecutor : public BufferIoExecutor
{
public:
ComputeShaderExecutor (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec);
~ComputeShaderExecutor (void);
void execute (int numValues, const void* const* inputs, void* const* outputs);
protected:
static std::string generateComputeShader (const ShaderSpec& spec);
tcu::IVec3 m_maxWorkSize;
};
std::string ComputeShaderExecutor::generateComputeShader (const ShaderSpec& spec)
{
std::ostringstream src;
src << glu::getGLSLVersionDeclaration(spec.version) << "\n";
if (!spec.globalDeclarations.empty())
src << spec.globalDeclarations << "\n";
src << "layout(local_size_x = 1) in;\n"
<< "\n";
declareBufferBlocks(src, spec);
src << "void main (void)\n"
<< "{\n"
<< " uint invocationNdx = gl_NumWorkGroups.x*gl_NumWorkGroups.y*gl_WorkGroupID.z\n"
<< " + gl_NumWorkGroups.x*gl_WorkGroupID.y + gl_WorkGroupID.x;\n";
generateExecBufferIo(src, spec, "invocationNdx");
src << "}\n";
return src.str();
}
ComputeShaderExecutor::ComputeShaderExecutor (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec)
: BufferIoExecutor (renderCtx, shaderSpec,
glu::ProgramSources() << glu::ComputeSource(generateComputeShader(shaderSpec)))
{
m_maxWorkSize = tcu::IVec3(128,128,64); // Minimum in 3plus
}
ComputeShaderExecutor::~ComputeShaderExecutor (void)
{
}
void ComputeShaderExecutor::execute (int numValues, const void* const* inputs, void* const* outputs)
{
const glw::Functions& gl = m_renderCtx.getFunctions();
const int maxValuesPerInvocation = m_maxWorkSize[0];
const deUint32 inputStride = getInputStride();
const deUint32 outputStride = getOutputStride();
initBuffers(numValues);
// Setup input buffer & copy data
uploadInputBuffer(inputs, numValues);
// Perform compute invocations
{
int curOffset = 0;
while (curOffset < numValues)
{
const int numToExec = de::min(maxValuesPerInvocation, numValues-curOffset);
if (inputStride > 0)
gl.bindBufferRange(GL_SHADER_STORAGE_BUFFER, INPUT_BUFFER_BINDING, getInputBuffer(), curOffset*inputStride, numToExec*inputStride);
gl.bindBufferRange(GL_SHADER_STORAGE_BUFFER, OUTPUT_BUFFER_BINDING, getOutputBuffer(), curOffset*outputStride, numToExec*outputStride);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBufferRange(GL_SHADER_STORAGE_BUFFER)");
gl.dispatchCompute(numToExec, 1, 1);
GLU_EXPECT_NO_ERROR(gl.getError(), "glDispatchCompute()");
curOffset += numToExec;
}
}
// Read back data
readOutputBuffer(outputs, numValues);
}
// Tessellation utils
static std::string generateVertexShaderForTess (glu::GLSLVersion version)
{
std::ostringstream src;
src << glu::getGLSLVersionDeclaration(version) << "\n";
src << "void main (void)\n{\n"
<< " gl_Position = vec4(gl_VertexID/2, gl_VertexID%2, 0.0, 1.0);\n"
<< "}\n";
return src.str();
}
void checkTessSupport (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec, glu::ShaderType stage)
{
const int numBlockRequired = 2; // highest binding is always 1 (output) i.e. count == 2
if (glu::glslVersionIsES(shaderSpec.version) && shaderSpec.version <= glu::GLSL_VERSION_310_ES
&& !contextSupports(renderCtx.getType(), glu::ApiType::core(4, 5)))
checkExtension(renderCtx, "GL_EXT_tessellation_shader");
if (stage == glu::SHADERTYPE_TESSELLATION_CONTROL)
checkLimit(renderCtx, GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS, numBlockRequired);
else if (stage == glu::SHADERTYPE_TESSELLATION_EVALUATION)
checkLimit(renderCtx, GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS, numBlockRequired);
else
DE_ASSERT(false);
}
// TessControlExecutor
class TessControlExecutor : public BufferIoExecutor
{
public:
static TessControlExecutor* create (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec);
~TessControlExecutor (void);
void execute (int numValues, const void* const* inputs, void* const* outputs);
protected:
static std::string generateTessControlShader (const ShaderSpec& shaderSpec);
private:
TessControlExecutor (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec);
};
TessControlExecutor* TessControlExecutor::create (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec)
{
checkTessSupport(renderCtx, shaderSpec, glu::SHADERTYPE_TESSELLATION_CONTROL);
return new TessControlExecutor(renderCtx, shaderSpec);
}
std::string TessControlExecutor::generateTessControlShader (const ShaderSpec& shaderSpec)
{
std::ostringstream src;
src << glu::getGLSLVersionDeclaration(shaderSpec.version) << "\n";
if (glu::glslVersionIsES(shaderSpec.version) && shaderSpec.version <= glu::GLSL_VERSION_310_ES)
src << "#extension GL_EXT_tessellation_shader : require\n";
if (!shaderSpec.globalDeclarations.empty())
src << shaderSpec.globalDeclarations << "\n";
src << "\nlayout(vertices = 1) out;\n\n";
declareBufferBlocks(src, shaderSpec);
src << "void main (void)\n{\n";
for (int ndx = 0; ndx < 2; ndx++)
src << "\tgl_TessLevelInner[" << ndx << "] = 1.0;\n";
for (int ndx = 0; ndx < 4; ndx++)
src << "\tgl_TessLevelOuter[" << ndx << "] = 1.0;\n";
src << "\n"
<< "\thighp uint invocationId = uint(gl_PrimitiveID);\n";
generateExecBufferIo(src, shaderSpec, "invocationId");
src << "}\n";
return src.str();
}
static std::string generateEmptyTessEvalShader (glu::GLSLVersion version)
{
std::ostringstream src;
src << glu::getGLSLVersionDeclaration(version) << "\n";
if (glu::glslVersionIsES(version) && version <= glu::GLSL_VERSION_310_ES)
src << "#extension GL_EXT_tessellation_shader : require\n\n";
src << "layout(triangles, ccw) in;\n";
src << "\nvoid main (void)\n{\n"
<< "\tgl_Position = vec4(gl_TessCoord.xy, 0.0, 1.0);\n"
<< "}\n";
return src.str();
}
TessControlExecutor::TessControlExecutor (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec)
: BufferIoExecutor (renderCtx, shaderSpec, glu::ProgramSources()
<< glu::VertexSource(generateVertexShaderForTess(shaderSpec.version))
<< glu::TessellationControlSource(generateTessControlShader(shaderSpec))
<< glu::TessellationEvaluationSource(generateEmptyTessEvalShader(shaderSpec.version))
<< glu::FragmentSource(generateEmptyFragmentSource(shaderSpec.version)))
{
}
TessControlExecutor::~TessControlExecutor (void)
{
}
void TessControlExecutor::execute (int numValues, const void* const* inputs, void* const* outputs)
{
const glw::Functions& gl = m_renderCtx.getFunctions();
initBuffers(numValues);
// Setup input buffer & copy data
uploadInputBuffer(inputs, numValues);
if (!m_inputs.empty())
gl.bindBufferBase(GL_SHADER_STORAGE_BUFFER, INPUT_BUFFER_BINDING, getInputBuffer());
gl.bindBufferBase(GL_SHADER_STORAGE_BUFFER, OUTPUT_BUFFER_BINDING, getOutputBuffer());
deUint32 vertexArray;
gl.genVertexArrays(1, &vertexArray);
gl.bindVertexArray(vertexArray);
// Render patches
gl.patchParameteri(GL_PATCH_VERTICES, 3);
gl.drawArrays(GL_PATCHES, 0, 3*numValues);
gl.bindVertexArray(0);
gl.deleteVertexArrays(1, &vertexArray);
// Read back data
readOutputBuffer(outputs, numValues);
}
// TessEvaluationExecutor
class TessEvaluationExecutor : public BufferIoExecutor
{
public:
static TessEvaluationExecutor* create (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec);
~TessEvaluationExecutor (void);
void execute (int numValues, const void* const* inputs, void* const* outputs);
protected:
static std::string generateTessEvalShader (const ShaderSpec& shaderSpec);
private:
TessEvaluationExecutor (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec);
};
TessEvaluationExecutor* TessEvaluationExecutor::create (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec)
{
checkTessSupport(renderCtx, shaderSpec, glu::SHADERTYPE_TESSELLATION_EVALUATION);
return new TessEvaluationExecutor(renderCtx, shaderSpec);
}
static std::string generatePassthroughTessControlShader (glu::GLSLVersion version)
{
std::ostringstream src;
src << glu::getGLSLVersionDeclaration(version) << "\n";
if (glu::glslVersionIsES(version) && version <= glu::GLSL_VERSION_310_ES)
src << "#extension GL_EXT_tessellation_shader : require\n\n";
src << "layout(vertices = 1) out;\n\n";
src << "void main (void)\n{\n";
for (int ndx = 0; ndx < 2; ndx++)
src << "\tgl_TessLevelInner[" << ndx << "] = 1.0;\n";
for (int ndx = 0; ndx < 4; ndx++)
src << "\tgl_TessLevelOuter[" << ndx << "] = 1.0;\n";
src << "}\n";
return src.str();
}
std::string TessEvaluationExecutor::generateTessEvalShader (const ShaderSpec& shaderSpec)
{
std::ostringstream src;
src << glu::getGLSLVersionDeclaration(shaderSpec.version) << "\n";
if (glu::glslVersionIsES(shaderSpec.version) && shaderSpec.version <= glu::GLSL_VERSION_310_ES)
src << "#extension GL_EXT_tessellation_shader : require\n";
if (!shaderSpec.globalDeclarations.empty())
src << shaderSpec.globalDeclarations << "\n";
src << "\n";
src << "layout(isolines, equal_spacing) in;\n\n";
declareBufferBlocks(src, shaderSpec);
src << "void main (void)\n{\n"
<< "\tgl_Position = vec4(gl_TessCoord.x, 0.0, 0.0, 1.0);\n"
<< "\thighp uint invocationId = uint(gl_PrimitiveID)*2u + (gl_TessCoord.x > 0.5 ? 1u : 0u);\n";
generateExecBufferIo(src, shaderSpec, "invocationId");
src << "}\n";
return src.str();
}
TessEvaluationExecutor::TessEvaluationExecutor (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec)
: BufferIoExecutor (renderCtx, shaderSpec, glu::ProgramSources()
<< glu::VertexSource(generateVertexShaderForTess(shaderSpec.version))
<< glu::TessellationControlSource(generatePassthroughTessControlShader(shaderSpec.version))
<< glu::TessellationEvaluationSource(generateTessEvalShader(shaderSpec))
<< glu::FragmentSource(generateEmptyFragmentSource(shaderSpec.version)))
{
}
TessEvaluationExecutor::~TessEvaluationExecutor (void)
{
}
void TessEvaluationExecutor::execute (int numValues, const void* const* inputs, void* const* outputs)
{
const glw::Functions& gl = m_renderCtx.getFunctions();
const int alignedValues = deAlign32(numValues, 2);
// Initialize buffers with aligned value count to make room for padding
initBuffers(alignedValues);
// Setup input buffer & copy data
uploadInputBuffer(inputs, numValues);
// \todo [2014-06-26 pyry] Duplicate last value in the buffer to prevent infinite loops for example?
if (!m_inputs.empty())
gl.bindBufferBase(GL_SHADER_STORAGE_BUFFER, INPUT_BUFFER_BINDING, getInputBuffer());
gl.bindBufferBase(GL_SHADER_STORAGE_BUFFER, OUTPUT_BUFFER_BINDING, getOutputBuffer());
deUint32 vertexArray;
gl.genVertexArrays(1, &vertexArray);
gl.bindVertexArray(vertexArray);
// Render patches
gl.patchParameteri(GL_PATCH_VERTICES, 2);
gl.drawArrays(GL_PATCHES, 0, alignedValues);
gl.bindVertexArray(0);
gl.deleteVertexArrays(1, &vertexArray);
// Read back data
readOutputBuffer(outputs, numValues);
}
// Utilities
ShaderExecutor* createExecutor (const glu::RenderContext& renderCtx, glu::ShaderType shaderType, const ShaderSpec& shaderSpec)
{
switch (shaderType)
{
case glu::SHADERTYPE_VERTEX: return new VertexShaderExecutor (renderCtx, shaderSpec);
case glu::SHADERTYPE_TESSELLATION_CONTROL: return TessControlExecutor::create (renderCtx, shaderSpec);
case glu::SHADERTYPE_TESSELLATION_EVALUATION: return TessEvaluationExecutor::create (renderCtx, shaderSpec);
case glu::SHADERTYPE_GEOMETRY: return GeometryShaderExecutor::create (renderCtx, shaderSpec);
case glu::SHADERTYPE_FRAGMENT: return new FragmentShaderExecutor (renderCtx, shaderSpec);
case glu::SHADERTYPE_COMPUTE: return new ComputeShaderExecutor (renderCtx, shaderSpec);
default:
throw tcu::InternalError("Unsupported shader type");
}
}
bool executorSupported(glu::ShaderType shaderType)
{
switch (shaderType)
{
case glu::SHADERTYPE_VERTEX:
case glu::SHADERTYPE_TESSELLATION_CONTROL:
case glu::SHADERTYPE_TESSELLATION_EVALUATION:
case glu::SHADERTYPE_GEOMETRY:
case glu::SHADERTYPE_FRAGMENT:
case glu::SHADERTYPE_COMPUTE:
return true;
default:
return false;
}
}
} // ShaderExecUtil
} // gls
} // deqp