blob: d00049cf68be9d68931464c1b20a2911bd57acdc [file] [log] [blame]
/*-------------------------------------------------------------------------
* 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 access function tests.
*//*--------------------------------------------------------------------*/
#include "es3fShaderTextureFunctionTests.hpp"
#include "glsShaderRenderCase.hpp"
#include "glsShaderLibrary.hpp"
#include "glsTextureTestUtil.hpp"
#include "gluTexture.hpp"
#include "gluTextureUtil.hpp"
#include "gluPixelTransfer.hpp"
#include "gluStrUtil.hpp"
#include "tcuTextureUtil.hpp"
#include "tcuMatrix.hpp"
#include "tcuMatrixUtil.hpp"
#include "tcuTestLog.hpp"
#include "glwFunctions.hpp"
#include "deMath.h"
#include <sstream>
#include "glwEnums.hpp"
#include "glwFunctions.hpp"
namespace deqp
{
namespace gles3
{
namespace Functional
{
namespace
{
using glu::TextureTestUtil::computeLodFromDerivates;
enum Function
{
FUNCTION_TEXTURE = 0, //!< texture(), textureOffset()
FUNCTION_TEXTUREPROJ, //!< textureProj(), textureProjOffset()
FUNCTION_TEXTUREPROJ3, //!< textureProj(sampler2D, vec3)
FUNCTION_TEXTURELOD, // ...
FUNCTION_TEXTUREPROJLOD,
FUNCTION_TEXTUREPROJLOD3, //!< textureProjLod(sampler2D, vec3)
FUNCTION_TEXTUREGRAD,
FUNCTION_TEXTUREPROJGRAD,
FUNCTION_TEXTUREPROJGRAD3, //!< textureProjGrad(sampler2D, vec3)
FUNCTION_TEXELFETCH,
FUNCTION_LAST
};
inline bool functionHasAutoLod (glu::ShaderType shaderType, Function function)
{
return shaderType == glu::SHADERTYPE_FRAGMENT &&
(function == FUNCTION_TEXTURE ||
function == FUNCTION_TEXTUREPROJ ||
function == FUNCTION_TEXTUREPROJ3);
}
inline bool functionHasProj (Function function)
{
return function == FUNCTION_TEXTUREPROJ ||
function == FUNCTION_TEXTUREPROJ3 ||
function == FUNCTION_TEXTUREPROJLOD ||
function == FUNCTION_TEXTUREPROJGRAD ||
function == FUNCTION_TEXTUREPROJLOD3 ||
function == FUNCTION_TEXTUREPROJGRAD3;
}
inline bool functionHasGrad (Function function)
{
return function == FUNCTION_TEXTUREGRAD || function == FUNCTION_TEXTUREPROJGRAD || function == FUNCTION_TEXTUREPROJGRAD3;
}
inline bool functionHasLod (Function function)
{
return function == FUNCTION_TEXTURELOD ||
function == FUNCTION_TEXTUREPROJLOD ||
function == FUNCTION_TEXTUREPROJLOD3 ||
function == FUNCTION_TEXELFETCH;
}
struct TextureLookupSpec
{
Function function;
tcu::Vec4 minCoord;
tcu::Vec4 maxCoord;
// Bias
bool useBias;
// Bias or Lod for *Lod* functions
float minLodBias;
float maxLodBias;
// For *Grad* functions
tcu::Vec3 minDX;
tcu::Vec3 maxDX;
tcu::Vec3 minDY;
tcu::Vec3 maxDY;
bool useOffset;
tcu::IVec3 offset;
TextureLookupSpec (void)
: function (FUNCTION_LAST)
, minCoord (0.0f)
, maxCoord (1.0f)
, useBias (false)
, minLodBias (0.0f)
, maxLodBias (0.0f)
, minDX (0.0f)
, maxDX (0.0f)
, minDY (0.0f)
, maxDY (0.0f)
, useOffset (false)
, offset (0)
{
}
TextureLookupSpec (Function function_,
const tcu::Vec4& minCoord_,
const tcu::Vec4& maxCoord_,
bool useBias_,
float minLodBias_,
float maxLodBias_,
const tcu::Vec3& minDX_,
const tcu::Vec3& maxDX_,
const tcu::Vec3& minDY_,
const tcu::Vec3& maxDY_,
bool useOffset_,
const tcu::IVec3& offset_)
: function (function_)
, minCoord (minCoord_)
, maxCoord (maxCoord_)
, useBias (useBias_)
, minLodBias (minLodBias_)
, maxLodBias (maxLodBias_)
, minDX (minDX_)
, maxDX (maxDX_)
, minDY (minDY_)
, maxDY (maxDY_)
, useOffset (useOffset_)
, offset (offset_)
{
}
};
enum TextureType
{
TEXTURETYPE_2D,
TEXTURETYPE_CUBE_MAP,
TEXTURETYPE_2D_ARRAY,
TEXTURETYPE_3D,
TEXTURETYPE_LAST
};
struct TextureSpec
{
TextureType type; //!< Texture type (2D, cubemap, ...)
deUint32 format; //!< Internal format.
int width;
int height;
int depth;
int numLevels;
tcu::Sampler sampler;
TextureSpec (void)
: type (TEXTURETYPE_LAST)
, format (GL_NONE)
, width (0)
, height (0)
, depth (0)
, numLevels (0)
{
}
TextureSpec (TextureType type_,
deUint32 format_,
int width_,
int height_,
int depth_,
int numLevels_,
const tcu::Sampler& sampler_)
: type (type_)
, format (format_)
, width (width_)
, height (height_)
, depth (depth_)
, numLevels (numLevels_)
, sampler (sampler_)
{
}
};
struct TexLookupParams
{
float lod;
tcu::IVec3 offset;
tcu::Vec4 scale;
tcu::Vec4 bias;
TexLookupParams (void)
: lod (0.0f)
, offset (0)
, scale (1.0f)
, bias (0.0f)
{
}
};
} // anonymous
using tcu::Vec2;
using tcu::Vec3;
using tcu::Vec4;
using tcu::IVec2;
using tcu::IVec3;
using tcu::IVec4;
static const glu::TextureTestUtil::LodMode DEFAULT_LOD_MODE = glu::TextureTestUtil::LODMODE_EXACT;
inline float computeLodFromGrad2D (const gls::ShaderEvalContext& c)
{
float w = (float)c.textures[0].tex2D->getWidth();
float h = (float)c.textures[0].tex2D->getHeight();
return computeLodFromDerivates(DEFAULT_LOD_MODE, c.in[1].x()*w, c.in[1].y()*h, c.in[2].x()*w, c.in[2].y()*h);
}
inline float computeLodFromGrad2DArray (const gls::ShaderEvalContext& c)
{
float w = (float)c.textures[0].tex2DArray->getWidth();
float h = (float)c.textures[0].tex2DArray->getHeight();
return computeLodFromDerivates(DEFAULT_LOD_MODE, c.in[1].x()*w, c.in[1].y()*h, c.in[2].x()*w, c.in[2].y()*h);
}
inline float computeLodFromGrad3D (const gls::ShaderEvalContext& c)
{
float w = (float)c.textures[0].tex3D->getWidth();
float h = (float)c.textures[0].tex3D->getHeight();
float d = (float)c.textures[0].tex3D->getDepth();
return computeLodFromDerivates(DEFAULT_LOD_MODE, c.in[1].x()*w, c.in[1].y()*h, c.in[1].z()*d, c.in[2].x()*w, c.in[2].y()*h, c.in[2].z()*d);
}
inline float computeLodFromGradCube (const gls::ShaderEvalContext& c)
{
// \note Major axis is always -Z or +Z
float m = de::abs(c.in[0].z());
float d = (float)c.textures[0].texCube->getSize();
float s = d/(2.0f*m);
float t = d/(2.0f*m);
return computeLodFromDerivates(DEFAULT_LOD_MODE, c.in[1].x()*s, c.in[1].y()*t, c.in[2].x()*s, c.in[2].y()*t);
}
typedef void (*TexEvalFunc) (gls::ShaderEvalContext& c, const TexLookupParams& lookupParams);
inline Vec4 texture2D (const gls::ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod); }
inline Vec4 textureCube (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].texCube->sample(c.textures[0].sampler, s, t, r, lod); }
inline Vec4 texture2DArray (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex2DArray->sample(c.textures[0].sampler, s, t, r, lod); }
inline Vec4 texture3D (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex3D->sample(c.textures[0].sampler, s, t, r, lod); }
inline float texture2DShadow (const gls::ShaderEvalContext& c, float ref, float s, float t, float lod) { return c.textures[0].tex2D->sampleCompare(c.textures[0].sampler, ref, s, t, lod); }
inline float textureCubeShadow (const gls::ShaderEvalContext& c, float ref, float s, float t, float r, float lod) { return c.textures[0].texCube->sampleCompare(c.textures[0].sampler, ref, s, t, r, lod); }
inline float texture2DArrayShadow (const gls::ShaderEvalContext& c, float ref, float s, float t, float r, float lod) { return c.textures[0].tex2DArray->sampleCompare(c.textures[0].sampler, ref, s, t, r, lod); }
inline Vec4 texture2DOffset (const gls::ShaderEvalContext& c, float s, float t, float lod, IVec2 offset) { return c.textures[0].tex2D->sampleOffset(c.textures[0].sampler, s, t, lod, offset); }
inline Vec4 texture2DArrayOffset (const gls::ShaderEvalContext& c, float s, float t, float r, float lod, IVec2 offset) { return c.textures[0].tex2DArray->sampleOffset(c.textures[0].sampler, s, t, r, lod, offset); }
inline Vec4 texture3DOffset (const gls::ShaderEvalContext& c, float s, float t, float r, float lod, IVec3 offset) { return c.textures[0].tex3D->sampleOffset(c.textures[0].sampler, s, t, r, lod, offset); }
inline float texture2DShadowOffset (const gls::ShaderEvalContext& c, float ref, float s, float t, float lod, IVec2 offset) { return c.textures[0].tex2D->sampleCompareOffset(c.textures[0].sampler, ref, s, t, lod, offset); }
inline float texture2DArrayShadowOffset (const gls::ShaderEvalContext& c, float ref, float s, float t, float r, float lod, IVec2 offset) { return c.textures[0].tex2DArray->sampleCompareOffset(c.textures[0].sampler, ref, s, t, r, lod, offset); }
// Eval functions.
static void evalTexture2D (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), p.lod)*p.scale + p.bias; }
static void evalTextureCube (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod)*p.scale + p.bias; }
static void evalTexture2DArray (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod)*p.scale + p.bias; }
static void evalTexture3D (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod)*p.scale + p.bias; }
static void evalTexture2DBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x())*p.scale + p.bias; }
static void evalTextureCubeBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x())*p.scale + p.bias; }
static void evalTexture2DArrayBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x())*p.scale + p.bias; }
static void evalTexture3DBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x())*p.scale + p.bias; }
static void evalTexture2DProj3 (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod)*p.scale + p.bias; }
static void evalTexture2DProj3Bias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod+c.in[1].x())*p.scale + p.bias; }
static void evalTexture2DProj (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod)*p.scale + p.bias; }
static void evalTexture2DProjBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod+c.in[1].x())*p.scale + p.bias; }
static void evalTexture3DProj (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod)*p.scale + p.bias; }
static void evalTexture3DProjBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod+c.in[1].x())*p.scale + p.bias; }
static void evalTexture2DLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), c.in[1].x())*p.scale + p.bias; }
static void evalTextureCubeLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x())*p.scale + p.bias; }
static void evalTexture2DArrayLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x())*p.scale + p.bias; }
static void evalTexture3DLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x())*p.scale + p.bias; }
static void evalTexture2DProjLod3 (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), c.in[1].x())*p.scale + p.bias; }
static void evalTexture2DProjLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[1].x())*p.scale + p.bias; }
static void evalTexture3DProjLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), c.in[1].x())*p.scale + p.bias; }
// Offset variants
static void evalTexture2DOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(), c.in[0].y(), p.lod, p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DArrayOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArrayOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod, p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture3DOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod, p.offset)*p.scale + p.bias; }
static void evalTexture2DOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DArrayOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArrayOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture3DOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x(), p.offset)*p.scale + p.bias; }
static void evalTexture2DLodOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(), c.in[0].y(), c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DArrayLodOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArrayOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture3DLodOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x(), p.offset)*p.scale + p.bias; }
static void evalTexture2DProj3Offset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod, p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DProj3OffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod+c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DProjOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod, p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DProjOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod+c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture3DProjOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod, p.offset)*p.scale + p.bias; }
static void evalTexture3DProjOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod+c.in[1].x(), p.offset)*p.scale + p.bias; }
static void evalTexture2DProjLod3Offset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DProjLodOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture3DProjLodOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), c.in[1].x(), p.offset)*p.scale + p.bias; }
// Shadow variants
static void evalTexture2DShadow (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod); }
static void evalTexture2DShadowBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x()); }
static void evalTextureCubeShadow (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = textureCubeShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod); }
static void evalTextureCubeShadowBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = textureCubeShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x()); }
static void evalTexture2DArrayShadow (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DArrayShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod); }
static void evalTexture2DShadowLod (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), c.in[1].x()); }
static void evalTexture2DShadowLodOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), c.in[1].x(), p.offset.swizzle(0,1)); }
static void evalTexture2DShadowProj (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod); }
static void evalTexture2DShadowProjBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod+c.in[1].x()); }
static void evalTexture2DShadowProjLod (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[1].x()); }
static void evalTexture2DShadowProjLodOffset(gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[1].x(), p.offset.swizzle(0,1)); }
static void evalTexture2DShadowOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod, p.offset.swizzle(0,1)); }
static void evalTexture2DShadowOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x(), p.offset.swizzle(0,1)); }
static void evalTexture2DShadowProjOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod, p.offset.swizzle(0,1)); }
static void evalTexture2DShadowProjOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod+c.in[1].x(), p.offset.swizzle(0,1)); }
// Gradient variarts
static void evalTexture2DGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), computeLodFromGrad2D(c))*p.scale + p.bias; }
static void evalTextureCubeGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGradCube(c))*p.scale + p.bias; }
static void evalTexture2DArrayGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad2DArray(c))*p.scale + p.bias; }
static void evalTexture3DGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad3D(c))*p.scale + p.bias; }
static void evalTexture2DShadowGrad (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), computeLodFromGrad2D(c)); }
static void evalTextureCubeShadowGrad (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = textureCubeShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGradCube(c)); }
static void evalTexture2DArrayShadowGrad (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DArrayShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad2DArray(c)); }
static void evalTexture2DGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(), c.in[0].y(), computeLodFromGrad2D(c), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DArrayGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArrayOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad2DArray(c), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture3DGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad3D(c), p.offset)*p.scale + p.bias; }
static void evalTexture2DShadowGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), computeLodFromGrad2D(c), p.offset.swizzle(0,1)); }
static void evalTexture2DArrayShadowGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DArrayShadowOffset(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad2DArray(c), p.offset.swizzle(0,1)); }
static void evalTexture2DShadowProjGrad (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), computeLodFromGrad2D(c)); }
static void evalTexture2DShadowProjGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), computeLodFromGrad2D(c), p.offset.swizzle(0,1)); }
static void evalTexture2DProjGrad3 (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), computeLodFromGrad2D(c))*p.scale + p.bias; }
static void evalTexture2DProjGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), computeLodFromGrad2D(c))*p.scale + p.bias; }
static void evalTexture3DProjGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), computeLodFromGrad3D(c))*p.scale + p.bias; }
static void evalTexture2DProjGrad3Offset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), computeLodFromGrad2D(c), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture2DProjGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), computeLodFromGrad2D(c), p.offset.swizzle(0,1))*p.scale + p.bias; }
static void evalTexture3DProjGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), computeLodFromGrad3D(c), p.offset)*p.scale + p.bias; }
// Texel fetch variants
static void evalTexelFetch2D (gls::ShaderEvalContext& c, const TexLookupParams& p)
{
int x = deChopFloatToInt32(c.in[0].x())+p.offset.x();
int y = deChopFloatToInt32(c.in[0].y())+p.offset.y();
int lod = deChopFloatToInt32(c.in[1].x());
c.color = c.textures[0].tex2D->getLevel(lod).getPixel(x, y)*p.scale + p.bias;
}
static void evalTexelFetch2DArray (gls::ShaderEvalContext& c, const TexLookupParams& p)
{
int x = deChopFloatToInt32(c.in[0].x())+p.offset.x();
int y = deChopFloatToInt32(c.in[0].y())+p.offset.y();
int l = deChopFloatToInt32(c.in[0].z());
int lod = deChopFloatToInt32(c.in[1].x());
c.color = c.textures[0].tex2DArray->getLevel(lod).getPixel(x, y, l)*p.scale + p.bias;
}
static void evalTexelFetch3D (gls::ShaderEvalContext& c, const TexLookupParams& p)
{
int x = deChopFloatToInt32(c.in[0].x())+p.offset.x();
int y = deChopFloatToInt32(c.in[0].y())+p.offset.y();
int z = deChopFloatToInt32(c.in[0].z())+p.offset.z();
int lod = deChopFloatToInt32(c.in[1].x());
c.color = c.textures[0].tex3D->getLevel(lod).getPixel(x, y, z)*p.scale + p.bias;
}
class TexLookupEvaluator : public gls::ShaderEvaluator
{
public:
TexLookupEvaluator (TexEvalFunc evalFunc, const TexLookupParams& lookupParams) : m_evalFunc(evalFunc), m_lookupParams(lookupParams) {}
virtual void evaluate (gls::ShaderEvalContext& ctx) { m_evalFunc(ctx, m_lookupParams); }
private:
TexEvalFunc m_evalFunc;
const TexLookupParams& m_lookupParams;
};
class ShaderTextureFunctionCase : public gls::ShaderRenderCase
{
public:
ShaderTextureFunctionCase (Context& context, const char* name, const char* desc, const TextureLookupSpec& lookup, const TextureSpec& texture, TexEvalFunc evalFunc, bool isVertexCase);
~ShaderTextureFunctionCase (void);
void init (void);
void deinit (void);
protected:
void setupUniforms (int programID, const tcu::Vec4& constCoords);
private:
void initTexture (void);
void initShaderSources (void);
TextureLookupSpec m_lookupSpec;
TextureSpec m_textureSpec;
TexLookupParams m_lookupParams;
TexLookupEvaluator m_evaluator;
glu::Texture2D* m_texture2D;
glu::TextureCube* m_textureCube;
glu::Texture2DArray* m_texture2DArray;
glu::Texture3D* m_texture3D;
};
ShaderTextureFunctionCase::ShaderTextureFunctionCase (Context& context, const char* name, const char* desc, const TextureLookupSpec& lookup, const TextureSpec& texture, TexEvalFunc evalFunc, bool isVertexCase)
: gls::ShaderRenderCase(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, desc, isVertexCase, m_evaluator)
, m_lookupSpec (lookup)
, m_textureSpec (texture)
, m_evaluator (evalFunc, m_lookupParams)
, m_texture2D (DE_NULL)
, m_textureCube (DE_NULL)
, m_texture2DArray (DE_NULL)
, m_texture3D (DE_NULL)
{
}
ShaderTextureFunctionCase::~ShaderTextureFunctionCase (void)
{
delete m_texture2D;
delete m_textureCube;
delete m_texture2DArray;
delete m_texture3D;
}
void ShaderTextureFunctionCase::init (void)
{
{
// Base coord scale & bias
Vec4 s = m_lookupSpec.maxCoord-m_lookupSpec.minCoord;
Vec4 b = m_lookupSpec.minCoord;
float baseCoordTrans[] =
{
s.x(), 0.0f, 0.f, b.x(),
0.f, s.y(), 0.f, b.y(),
s.z()/2.f, -s.z()/2.f, 0.f, s.z()/2.f + b.z(),
-s.w()/2.f, s.w()/2.f, 0.f, s.w()/2.f + b.w()
};
m_userAttribTransforms.push_back(tcu::Mat4(baseCoordTrans));
}
bool hasLodBias = functionHasLod(m_lookupSpec.function) || m_lookupSpec.useBias;
bool isGrad = functionHasGrad(m_lookupSpec.function);
DE_ASSERT(!isGrad || !hasLodBias);
if (hasLodBias)
{
float s = m_lookupSpec.maxLodBias-m_lookupSpec.minLodBias;
float b = m_lookupSpec.minLodBias;
float lodCoordTrans[] =
{
s/2.0f, s/2.0f, 0.f, b,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f
};
m_userAttribTransforms.push_back(tcu::Mat4(lodCoordTrans));
}
else if (isGrad)
{
Vec3 sx = m_lookupSpec.maxDX-m_lookupSpec.minDX;
Vec3 sy = m_lookupSpec.maxDY-m_lookupSpec.minDY;
float gradDxTrans[] =
{
sx.x()/2.0f, sx.x()/2.0f, 0.f, m_lookupSpec.minDX.x(),
sx.y()/2.0f, sx.y()/2.0f, 0.0f, m_lookupSpec.minDX.y(),
sx.z()/2.0f, sx.z()/2.0f, 0.0f, m_lookupSpec.minDX.z(),
0.0f, 0.0f, 0.0f, 0.0f
};
float gradDyTrans[] =
{
-sy.x()/2.0f, -sy.x()/2.0f, 0.f, m_lookupSpec.maxDY.x(),
-sy.y()/2.0f, -sy.y()/2.0f, 0.0f, m_lookupSpec.maxDY.y(),
-sy.z()/2.0f, -sy.z()/2.0f, 0.0f, m_lookupSpec.maxDY.z(),
0.0f, 0.0f, 0.0f, 0.0f
};
m_userAttribTransforms.push_back(tcu::Mat4(gradDxTrans));
m_userAttribTransforms.push_back(tcu::Mat4(gradDyTrans));
}
initShaderSources();
initTexture();
gls::ShaderRenderCase::init();
}
void ShaderTextureFunctionCase::initTexture (void)
{
static const IVec4 texCubeSwz[] =
{
IVec4(0,0,1,1),
IVec4(1,1,0,0),
IVec4(0,1,0,1),
IVec4(1,0,1,0),
IVec4(0,1,1,0),
IVec4(1,0,0,1)
};
DE_STATIC_ASSERT(DE_LENGTH_OF_ARRAY(texCubeSwz) == tcu::CUBEFACE_LAST);
tcu::TextureFormat texFmt = glu::mapGLInternalFormat(m_textureSpec.format);
tcu::TextureFormatInfo fmtInfo = tcu::getTextureFormatInfo(texFmt);
tcu::IVec2 viewportSize = getViewportSize();
bool isProj = functionHasProj(m_lookupSpec.function);
bool isAutoLod = functionHasAutoLod(m_isVertexCase ? glu::SHADERTYPE_VERTEX : glu::SHADERTYPE_FRAGMENT,
m_lookupSpec.function); // LOD can vary significantly
float proj = isProj ? 1.0f/m_lookupSpec.minCoord[m_lookupSpec.function == FUNCTION_TEXTUREPROJ3 ? 2 : 3] : 1.0f;
switch (m_textureSpec.type)
{
case TEXTURETYPE_2D:
{
float levelStep = isAutoLod ? 0.0f : 1.0f / (float)de::max(1, m_textureSpec.numLevels-1);
Vec4 cScale = fmtInfo.valueMax-fmtInfo.valueMin;
Vec4 cBias = fmtInfo.valueMin;
int baseCellSize = de::min(m_textureSpec.width/4, m_textureSpec.height/4);
m_texture2D = new glu::Texture2D(m_renderCtx, m_textureSpec.format, m_textureSpec.width, m_textureSpec.height);
for (int level = 0; level < m_textureSpec.numLevels; level++)
{
float fA = float(level)*levelStep;
float fB = 1.0f-fA;
Vec4 colorA = cBias + cScale*Vec4(fA, fB, fA, fB);
Vec4 colorB = cBias + cScale*Vec4(fB, fA, fB, fA);
m_texture2D->getRefTexture().allocLevel(level);
tcu::fillWithGrid(m_texture2D->getRefTexture().getLevel(level), de::max(1, baseCellSize>>level), colorA, colorB);
}
m_texture2D->upload();
// Compute LOD.
float dudx = (m_lookupSpec.maxCoord[0]-m_lookupSpec.minCoord[0])*proj*(float)m_textureSpec.width / (float)viewportSize[0];
float dvdy = (m_lookupSpec.maxCoord[1]-m_lookupSpec.minCoord[1])*proj*(float)m_textureSpec.height / (float)viewportSize[1];
m_lookupParams.lod = computeLodFromDerivates(DEFAULT_LOD_MODE, dudx, 0.0f, 0.0f, dvdy);
// Append to texture list.
m_textures.push_back(gls::TextureBinding(m_texture2D, m_textureSpec.sampler));
break;
}
case TEXTURETYPE_CUBE_MAP:
{
float levelStep = isAutoLod ? 0.0f : 1.0f / (float)de::max(1, m_textureSpec.numLevels-1);
Vec4 cScale = fmtInfo.valueMax-fmtInfo.valueMin;
Vec4 cBias = fmtInfo.valueMin;
Vec4 cCorner = cBias + cScale*0.5f;
int baseCellSize = de::min(m_textureSpec.width/4, m_textureSpec.height/4);
DE_ASSERT(m_textureSpec.width == m_textureSpec.height);
m_textureCube = new glu::TextureCube(m_renderCtx, m_textureSpec.format, m_textureSpec.width);
for (int level = 0; level < m_textureSpec.numLevels; level++)
{
float fA = float(level)*levelStep;
float fB = 1.0f-fA;
Vec2 f (fA, fB);
for (int face = 0; face < tcu::CUBEFACE_LAST; face++)
{
const IVec4& swzA = texCubeSwz[face];
IVec4 swzB = 1-swzA;
Vec4 colorA = cBias + cScale*f.swizzle(swzA[0], swzA[1], swzA[2], swzA[3]);
Vec4 colorB = cBias + cScale*f.swizzle(swzB[0], swzB[1], swzB[2], swzB[3]);
m_textureCube->getRefTexture().allocLevel((tcu::CubeFace)face, level);
{
const tcu::PixelBufferAccess access = m_textureCube->getRefTexture().getLevelFace(level, (tcu::CubeFace)face);
const int lastPix = access.getWidth()-1;
tcu::fillWithGrid(access, de::max(1, baseCellSize>>level), colorA, colorB);
// Ensure all corners have identical colors in order to avoid dealing with ambiguous corner texel filtering
access.setPixel(cCorner, 0, 0);
access.setPixel(cCorner, 0, lastPix);
access.setPixel(cCorner, lastPix, 0);
access.setPixel(cCorner, lastPix, lastPix);
}
}
}
m_textureCube->upload();
// Compute LOD \note Assumes that only single side is accessed and R is constant major axis.
DE_ASSERT(de::abs(m_lookupSpec.minCoord[2] - m_lookupSpec.maxCoord[2]) < 0.005);
DE_ASSERT(de::abs(m_lookupSpec.minCoord[0]) < de::abs(m_lookupSpec.minCoord[2]) && de::abs(m_lookupSpec.maxCoord[0]) < de::abs(m_lookupSpec.minCoord[2]));
DE_ASSERT(de::abs(m_lookupSpec.minCoord[1]) < de::abs(m_lookupSpec.minCoord[2]) && de::abs(m_lookupSpec.maxCoord[1]) < de::abs(m_lookupSpec.minCoord[2]));
tcu::CubeFaceFloatCoords c00 = tcu::getCubeFaceCoords(Vec3(m_lookupSpec.minCoord[0]*proj, m_lookupSpec.minCoord[1]*proj, m_lookupSpec.minCoord[2]*proj));
tcu::CubeFaceFloatCoords c10 = tcu::getCubeFaceCoords(Vec3(m_lookupSpec.maxCoord[0]*proj, m_lookupSpec.minCoord[1]*proj, m_lookupSpec.minCoord[2]*proj));
tcu::CubeFaceFloatCoords c01 = tcu::getCubeFaceCoords(Vec3(m_lookupSpec.minCoord[0]*proj, m_lookupSpec.maxCoord[1]*proj, m_lookupSpec.minCoord[2]*proj));
float dudx = (c10.s - c00.s)*(float)m_textureSpec.width / (float)viewportSize[0];
float dvdy = (c01.t - c00.t)*(float)m_textureSpec.height / (float)viewportSize[1];
m_lookupParams.lod = computeLodFromDerivates(DEFAULT_LOD_MODE, dudx, 0.0f, 0.0f, dvdy);
m_textures.push_back(gls::TextureBinding(m_textureCube, m_textureSpec.sampler));
break;
}
case TEXTURETYPE_2D_ARRAY:
{
float layerStep = 1.0f / (float)m_textureSpec.depth;
float levelStep = isAutoLod ? 0.0f : 1.0f / (float)(de::max(1, m_textureSpec.numLevels-1)*m_textureSpec.depth);
Vec4 cScale = fmtInfo.valueMax-fmtInfo.valueMin;
Vec4 cBias = fmtInfo.valueMin;
int baseCellSize = de::min(m_textureSpec.width/4, m_textureSpec.height/4);
m_texture2DArray = new glu::Texture2DArray(m_renderCtx, m_textureSpec.format, m_textureSpec.width, m_textureSpec.height, m_textureSpec.depth);
for (int level = 0; level < m_textureSpec.numLevels; level++)
{
m_texture2DArray->getRefTexture().allocLevel(level);
tcu::PixelBufferAccess levelAccess = m_texture2DArray->getRefTexture().getLevel(level);
for (int layer = 0; layer < levelAccess.getDepth(); layer++)
{
float fA = (float)layer*layerStep + (float)level*levelStep;
float fB = 1.0f-fA;
Vec4 colorA = cBias + cScale*Vec4(fA, fB, fA, fB);
Vec4 colorB = cBias + cScale*Vec4(fB, fA, fB, fA);
tcu::fillWithGrid(tcu::getSubregion(levelAccess, 0, 0, layer, levelAccess.getWidth(), levelAccess.getHeight(), 1), de::max(1, baseCellSize>>level), colorA, colorB);
}
}
m_texture2DArray->upload();
// Compute LOD.
float dudx = (m_lookupSpec.maxCoord[0]-m_lookupSpec.minCoord[0])*proj*(float)m_textureSpec.width / (float)viewportSize[0];
float dvdy = (m_lookupSpec.maxCoord[1]-m_lookupSpec.minCoord[1])*proj*(float)m_textureSpec.height / (float)viewportSize[1];
m_lookupParams.lod = computeLodFromDerivates(DEFAULT_LOD_MODE, dudx, 0.0f, 0.0f, dvdy);
// Append to texture list.
m_textures.push_back(gls::TextureBinding(m_texture2DArray, m_textureSpec.sampler));
break;
}
case TEXTURETYPE_3D:
{
float levelStep = isAutoLod ? 0.0f : 1.0f / (float)de::max(1, m_textureSpec.numLevels-1);
Vec4 cScale = fmtInfo.valueMax-fmtInfo.valueMin;
Vec4 cBias = fmtInfo.valueMin;
int baseCellSize = de::min(de::min(m_textureSpec.width/2, m_textureSpec.height/2), m_textureSpec.depth/2);
m_texture3D = new glu::Texture3D(m_renderCtx, m_textureSpec.format, m_textureSpec.width, m_textureSpec.height, m_textureSpec.depth);
for (int level = 0; level < m_textureSpec.numLevels; level++)
{
float fA = (float)level*levelStep;
float fB = 1.0f-fA;
Vec4 colorA = cBias + cScale*Vec4(fA, fB, fA, fB);
Vec4 colorB = cBias + cScale*Vec4(fB, fA, fB, fA);
m_texture3D->getRefTexture().allocLevel(level);
tcu::fillWithGrid(m_texture3D->getRefTexture().getLevel(level), de::max(1, baseCellSize>>level), colorA, colorB);
}
m_texture3D->upload();
// Compute LOD.
float dudx = (m_lookupSpec.maxCoord[0]-m_lookupSpec.minCoord[0])*proj*(float)m_textureSpec.width / (float)viewportSize[0];
float dvdy = (m_lookupSpec.maxCoord[1]-m_lookupSpec.minCoord[1])*proj*(float)m_textureSpec.height / (float)viewportSize[1];
float dwdx = (m_lookupSpec.maxCoord[2]-m_lookupSpec.minCoord[2])*0.5f*proj*(float)m_textureSpec.depth / (float)viewportSize[0];
float dwdy = (m_lookupSpec.maxCoord[2]-m_lookupSpec.minCoord[2])*0.5f*proj*(float)m_textureSpec.depth / (float)viewportSize[1];
m_lookupParams.lod = computeLodFromDerivates(DEFAULT_LOD_MODE, dudx, 0.0f, dwdx, 0.0f, dvdy, dwdy);
// Append to texture list.
m_textures.push_back(gls::TextureBinding(m_texture3D, m_textureSpec.sampler));
break;
}
default:
DE_ASSERT(DE_FALSE);
}
// Set lookup scale & bias
m_lookupParams.scale = fmtInfo.lookupScale;
m_lookupParams.bias = fmtInfo.lookupBias;
m_lookupParams.offset = m_lookupSpec.offset;
}
void ShaderTextureFunctionCase::initShaderSources (void)
{
Function function = m_lookupSpec.function;
bool isVtxCase = m_isVertexCase;
bool isProj = functionHasProj(function);
bool isGrad = functionHasGrad(function);
bool isShadow = m_textureSpec.sampler.compare != tcu::Sampler::COMPAREMODE_NONE;
bool is2DProj4 = !isShadow && m_textureSpec.type == TEXTURETYPE_2D && (function == FUNCTION_TEXTUREPROJ || function == FUNCTION_TEXTUREPROJLOD || function == FUNCTION_TEXTUREPROJGRAD);
bool isIntCoord = function == FUNCTION_TEXELFETCH;
bool hasLodBias = functionHasLod(m_lookupSpec.function) || m_lookupSpec.useBias;
int texCoordComps = m_textureSpec.type == TEXTURETYPE_2D ? 2 : 3;
int extraCoordComps = (isProj ? (is2DProj4 ? 2 : 1) : 0) + (isShadow ? 1 : 0);
glu::DataType coordType = glu::getDataTypeFloatVec(texCoordComps+extraCoordComps);
glu::Precision coordPrec = glu::PRECISION_HIGHP;
const char* coordTypeName = glu::getDataTypeName(coordType);
const char* coordPrecName = glu::getPrecisionName(coordPrec);
tcu::TextureFormat texFmt = glu::mapGLInternalFormat(m_textureSpec.format);
glu::DataType samplerType = glu::TYPE_LAST;
glu::DataType gradType = (m_textureSpec.type == TEXTURETYPE_CUBE_MAP || m_textureSpec.type == TEXTURETYPE_3D) ? glu::TYPE_FLOAT_VEC3 : glu::TYPE_FLOAT_VEC2;
const char* gradTypeName = glu::getDataTypeName(gradType);
const char* baseFuncName = DE_NULL;
DE_ASSERT(!isGrad || !hasLodBias);
switch (m_textureSpec.type)
{
case TEXTURETYPE_2D: samplerType = isShadow ? glu::TYPE_SAMPLER_2D_SHADOW : glu::getSampler2DType(texFmt); break;
case TEXTURETYPE_CUBE_MAP: samplerType = isShadow ? glu::TYPE_SAMPLER_CUBE_SHADOW : glu::getSamplerCubeType(texFmt); break;
case TEXTURETYPE_2D_ARRAY: samplerType = isShadow ? glu::TYPE_SAMPLER_2D_ARRAY_SHADOW : glu::getSampler2DArrayType(texFmt); break;
case TEXTURETYPE_3D: DE_ASSERT(!isShadow); samplerType = glu::getSampler3DType(texFmt); break;
default:
DE_ASSERT(DE_FALSE);
}
switch (m_lookupSpec.function)
{
case FUNCTION_TEXTURE: baseFuncName = "texture"; break;
case FUNCTION_TEXTUREPROJ: baseFuncName = "textureProj"; break;
case FUNCTION_TEXTUREPROJ3: baseFuncName = "textureProj"; break;
case FUNCTION_TEXTURELOD: baseFuncName = "textureLod"; break;
case FUNCTION_TEXTUREPROJLOD: baseFuncName = "textureProjLod"; break;
case FUNCTION_TEXTUREPROJLOD3: baseFuncName = "textureProjLod"; break;
case FUNCTION_TEXTUREGRAD: baseFuncName = "textureGrad"; break;
case FUNCTION_TEXTUREPROJGRAD: baseFuncName = "textureProjGrad"; break;
case FUNCTION_TEXTUREPROJGRAD3: baseFuncName = "textureProjGrad"; break;
case FUNCTION_TEXELFETCH: baseFuncName = "texelFetch"; break;
default:
DE_ASSERT(DE_FALSE);
}
std::ostringstream vert;
std::ostringstream frag;
std::ostringstream& op = isVtxCase ? vert : frag;
vert << "#version 300 es\n"
<< "in highp vec4 a_position;\n"
<< "in " << coordPrecName << " " << coordTypeName << " a_in0;\n";
if (isGrad)
{
vert << "in " << coordPrecName << " " << gradTypeName << " a_in1;\n";
vert << "in " << coordPrecName << " " << gradTypeName << " a_in2;\n";
}
else if (hasLodBias)
vert << "in " << coordPrecName << " float a_in1;\n";
frag << "#version 300 es\n"
<< "layout(location = 0) out mediump vec4 o_color;\n";
if (isVtxCase)
{
vert << "out mediump vec4 v_color;\n";
frag << "in mediump vec4 v_color;\n";
}
else
{
vert << "out " << coordPrecName << " " << coordTypeName << " v_texCoord;\n";
frag << "in " << coordPrecName << " " << coordTypeName << " v_texCoord;\n";
if (isGrad)
{
vert << "out " << coordPrecName << " " << gradTypeName << " v_gradX;\n";
vert << "out " << coordPrecName << " " << gradTypeName << " v_gradY;\n";
frag << "in " << coordPrecName << " " << gradTypeName << " v_gradX;\n";
frag << "in " << coordPrecName << " " << gradTypeName << " v_gradY;\n";
}
if (hasLodBias)
{
vert << "out " << coordPrecName << " float v_lodBias;\n";
frag << "in " << coordPrecName << " float v_lodBias;\n";
}
}
// Uniforms
op << "uniform highp " << glu::getDataTypeName(samplerType) << " u_sampler;\n"
<< "uniform highp vec4 u_scale;\n"
<< "uniform highp vec4 u_bias;\n";
vert << "\nvoid main()\n{\n"
<< "\tgl_Position = a_position;\n";
frag << "\nvoid main()\n{\n";
if (isVtxCase)
vert << "\tv_color = ";
else
frag << "\to_color = ";
// Op.
{
const char* texCoord = isVtxCase ? "a_in0" : "v_texCoord";
const char* gradX = isVtxCase ? "a_in1" : "v_gradX";
const char* gradY = isVtxCase ? "a_in2" : "v_gradY";
const char* lodBias = isVtxCase ? "a_in1" : "v_lodBias";
op << "vec4(" << baseFuncName;
if (m_lookupSpec.useOffset)
op << "Offset";
op << "(u_sampler, ";
if (isIntCoord)
op << "ivec" << (texCoordComps+extraCoordComps) << "(";
op << texCoord;
if (isIntCoord)
op << ")";
if (isGrad)
op << ", " << gradX << ", " << gradY;
if (functionHasLod(function))
{
if (isIntCoord)
op << ", int(" << lodBias << ")";
else
op << ", " << lodBias;
}
if (m_lookupSpec.useOffset)
{
int offsetComps = m_textureSpec.type == TEXTURETYPE_3D ? 3 : 2;
op << ", ivec" << offsetComps << "(";
for (int ndx = 0; ndx < offsetComps; ndx++)
{
if (ndx != 0)
op << ", ";
op << m_lookupSpec.offset[ndx];
}
op << ")";
}
if (m_lookupSpec.useBias)
op << ", " << lodBias;
op << ")";
if (isShadow)
op << ", 0.0, 0.0, 1.0)";
else
op << ")*u_scale + u_bias";
op << ";\n";
}
if (isVtxCase)
frag << "\to_color = v_color;\n";
else
{
vert << "\tv_texCoord = a_in0;\n";
if (isGrad)
{
vert << "\tv_gradX = a_in1;\n";
vert << "\tv_gradY = a_in2;\n";
}
else if (hasLodBias)
vert << "\tv_lodBias = a_in1;\n";
}
vert << "}\n";
frag << "}\n";
m_vertShaderSource = vert.str();
m_fragShaderSource = frag.str();
}
void ShaderTextureFunctionCase::deinit (void)
{
gls::ShaderRenderCase::deinit();
delete m_texture2D;
delete m_textureCube;
delete m_texture2DArray;
delete m_texture3D;
m_texture2D = DE_NULL;
m_textureCube = DE_NULL;
m_texture2DArray = DE_NULL;
m_texture3D = DE_NULL;
}
void ShaderTextureFunctionCase::setupUniforms (int programID, const tcu::Vec4&)
{
const glw::Functions& gl = m_renderCtx.getFunctions();
gl.uniform1i(gl.getUniformLocation(programID, "u_sampler"), 0);
gl.uniform4fv(gl.getUniformLocation(programID, "u_scale"), 1, m_lookupParams.scale.getPtr());
gl.uniform4fv(gl.getUniformLocation(programID, "u_bias"), 1, m_lookupParams.bias.getPtr());
}
class TextureSizeCase : public TestCase
{
public:
TextureSizeCase (Context& context, const char* name, const char* desc, const char* samplerType, const TextureSpec& texture, bool isVertexCase);
~TextureSizeCase (void);
void deinit (void);
IterateResult iterate (void);
private:
struct TestSize
{
tcu::IVec3 textureSize;
int lod;
int lodBase;
tcu::IVec3 expectedSize;
};
bool initShader (void);
void freeShader (void);
bool testTextureSize (const TestSize&);
std::string genVertexShader (void) const;
std::string genFragmentShader (void) const;
glw::GLenum getGLTextureTarget (void) const;
const char* m_samplerTypeStr;
const TextureSpec m_textureSpec;
const bool m_isVertexCase;
const bool m_has3DSize;
glu::ShaderProgram* m_program;
int m_iterationCounter;
};
TextureSizeCase::TextureSizeCase (Context& context, const char* name, const char* desc, const char* samplerType, const TextureSpec& texture, bool isVertexCase)
: TestCase (context, name, desc)
, m_samplerTypeStr (samplerType)
, m_textureSpec (texture)
, m_isVertexCase (isVertexCase)
, m_has3DSize (texture.type == TEXTURETYPE_3D || texture.type == TEXTURETYPE_2D_ARRAY)
, m_program (DE_NULL)
, m_iterationCounter(0)
{
}
TextureSizeCase::~TextureSizeCase (void)
{
deinit();
}
void TextureSizeCase::deinit (void)
{
freeShader();
}
TestCase::IterateResult TextureSizeCase::iterate (void)
{
const int currentIteration = m_iterationCounter++;
const TestSize testSizes[] =
{
{ tcu::IVec3(1, 2, 1), 1, 0, tcu::IVec3(1, 1, 1) },
{ tcu::IVec3(1, 2, 1), 0, 0, tcu::IVec3(1, 2, 1) },
{ tcu::IVec3(1, 3, 2), 0, 0, tcu::IVec3(1, 3, 2) },
{ tcu::IVec3(1, 3, 2), 1, 0, tcu::IVec3(1, 1, 1) },
{ tcu::IVec3(100, 31, 18), 0, 0, tcu::IVec3(100, 31, 18) },
{ tcu::IVec3(100, 31, 18), 1, 0, tcu::IVec3(50, 15, 9) },
{ tcu::IVec3(100, 31, 18), 2, 0, tcu::IVec3(25, 7, 4) },
{ tcu::IVec3(100, 31, 18), 3, 0, tcu::IVec3(12, 3, 2) },
{ tcu::IVec3(100, 31, 18), 4, 0, tcu::IVec3(6, 1, 1) },
{ tcu::IVec3(100, 31, 18), 5, 0, tcu::IVec3(3, 1, 1) },
{ tcu::IVec3(100, 31, 18), 6, 0, tcu::IVec3(1, 1, 1) },
{ tcu::IVec3(100, 128, 32), 0, 0, tcu::IVec3(100, 128, 32) },
{ tcu::IVec3(100, 128, 32), 1, 0, tcu::IVec3(50, 64, 16) },
{ tcu::IVec3(100, 128, 32), 2, 0, tcu::IVec3(25, 32, 8) },
{ tcu::IVec3(100, 128, 32), 3, 0, tcu::IVec3(12, 16, 4) },
{ tcu::IVec3(100, 128, 32), 4, 0, tcu::IVec3(6, 8, 2) },
{ tcu::IVec3(100, 128, 32), 5, 0, tcu::IVec3(3, 4, 1) },
{ tcu::IVec3(100, 128, 32), 6, 0, tcu::IVec3(1, 2, 1) },
{ tcu::IVec3(100, 128, 32), 7, 0, tcu::IVec3(1, 1, 1) },
// pow 2
{ tcu::IVec3(128, 64, 32), 0, 0, tcu::IVec3(128, 64, 32) },
{ tcu::IVec3(128, 64, 32), 1, 0, tcu::IVec3(64, 32, 16) },
{ tcu::IVec3(128, 64, 32), 2, 0, tcu::IVec3(32, 16, 8) },
{ tcu::IVec3(128, 64, 32), 3, 0, tcu::IVec3(16, 8, 4) },
{ tcu::IVec3(128, 64, 32), 4, 0, tcu::IVec3(8, 4, 2) },
{ tcu::IVec3(128, 64, 32), 5, 0, tcu::IVec3(4, 2, 1) },
{ tcu::IVec3(128, 64, 32), 6, 0, tcu::IVec3(2, 1, 1) },
{ tcu::IVec3(128, 64, 32), 7, 0, tcu::IVec3(1, 1, 1) },
// w == h
{ tcu::IVec3(1, 1, 1), 0, 0, tcu::IVec3(1, 1, 1) },
{ tcu::IVec3(64, 64, 64), 0, 0, tcu::IVec3(64, 64, 64) },
{ tcu::IVec3(64, 64, 64), 1, 0, tcu::IVec3(32, 32, 32) },
{ tcu::IVec3(64, 64, 64), 2, 0, tcu::IVec3(16, 16, 16) },
{ tcu::IVec3(64, 64, 64), 3, 0, tcu::IVec3(8, 8, 8) },
{ tcu::IVec3(64, 64, 64), 4, 0, tcu::IVec3(4, 4, 4) },
// with lod base
{ tcu::IVec3(100, 31, 18), 3, 1, tcu::IVec3(6, 1, 1) },
{ tcu::IVec3(128, 64, 32), 3, 1, tcu::IVec3(8, 4, 2) },
{ tcu::IVec3(64, 64, 64), 1, 1, tcu::IVec3(16, 16, 16) },
};
const int lastIterationIndex = DE_LENGTH_OF_ARRAY(testSizes) + 1;
if (currentIteration == 0)
{
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
return initShader() ? CONTINUE : STOP;
}
else if (currentIteration == lastIterationIndex)
{
freeShader();
return STOP;
}
else
{
if (!testTextureSize(testSizes[currentIteration - 1]))
if (m_testCtx.getTestResult() != QP_TEST_RESULT_FAIL)
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Got unexpected texture size");
return CONTINUE;
}
}
bool TextureSizeCase::initShader (void)
{
const std::string vertSrc = genVertexShader();
const std::string fragSrc = genFragmentShader();
DE_ASSERT(m_program == DE_NULL);
m_program = new glu::ShaderProgram(m_context.getRenderContext(), glu::makeVtxFragSources(vertSrc, fragSrc));
m_context.getTestContext().getLog() << *m_program;
if (!m_program->isOk())
{
m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Shader failed");
return false;
}
return true;
}
void TextureSizeCase::freeShader (void)
{
delete m_program;
m_program = DE_NULL;
}
bool TextureSizeCase::testTextureSize (const TestSize& testSize)
{
using tcu::TestLog;
const tcu::Vec4 triangle[3] = // covers entire viewport
{
tcu::Vec4(-1, -1, 0, 1),
tcu::Vec4( 4, -1, 0, 1),
tcu::Vec4(-1, 4, 0, 1),
};
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
const glw::GLint positionLoc = gl.getAttribLocation (m_program->getProgram(), "a_position");
const glw::GLint samplerLoc = gl.getUniformLocation (m_program->getProgram(), "u_sampler");
const glw::GLint sizeLoc = gl.getUniformLocation (m_program->getProgram(), "u_texSize");
const glw::GLint lodLoc = gl.getUniformLocation (m_program->getProgram(), "u_lod");
const glw::GLenum textureTarget = getGLTextureTarget ();
const bool isSquare = testSize.textureSize.x() == testSize.textureSize.y();
const bool is2DLodValid = (testSize.textureSize.x() >> (testSize.lod + testSize.lodBase)) != 0 || (testSize.textureSize.y() >> (testSize.lod + testSize.lodBase)) != 0;
bool success = true;
glw::GLenum errorValue;
// Skip incompatible cases
if (m_textureSpec.type == TEXTURETYPE_CUBE_MAP && !isSquare)
return true;
if (m_textureSpec.type == TEXTURETYPE_2D && !is2DLodValid)
return true;
if (m_textureSpec.type == TEXTURETYPE_2D_ARRAY && !is2DLodValid)
return true;
// setup rendering
gl.useProgram (m_program->getProgram());
gl.uniform1i (samplerLoc, 0);
gl.clearColor (0.5f, 0.5f, 0.5f, 1.0f);
gl.viewport (0, 0, 1, 1);
gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangle);
gl.enableVertexAttribArray (positionLoc);
// setup texture
{
const int maxLevel = testSize.lod + testSize.lodBase;
const int levels = maxLevel + 1;
glw::GLuint texId = 0;
// gen texture
gl.genTextures(1, &texId);
gl.bindTexture(textureTarget, texId);
gl.texParameteri(textureTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl.texParameteri(textureTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl.texParameteri(textureTarget, GL_TEXTURE_BASE_LEVEL, testSize.lodBase);
// set up texture
switch (m_textureSpec.type)
{
case TEXTURETYPE_3D:
{
m_context.getTestContext().getLog() << TestLog::Message << "Testing image size " << testSize.textureSize.x() << "x" << testSize.textureSize.y() << "x" << testSize.textureSize.z() << TestLog::EndMessage;
m_context.getTestContext().getLog() << TestLog::Message << "Lod: " << testSize.lod << ", base level: " << testSize.lodBase << TestLog::EndMessage;
m_context.getTestContext().getLog() << TestLog::Message << "Expecting: " << testSize.expectedSize.x() << "x" << testSize.expectedSize.y() << "x" << testSize.expectedSize.z() << TestLog::EndMessage;
gl.uniform3iv(sizeLoc, 1, testSize.expectedSize.m_data);
gl.uniform1iv(lodLoc, 1, &testSize.lod);
gl.texStorage3D(textureTarget, levels, m_textureSpec.format, testSize.textureSize.x(), testSize.textureSize.y(), testSize.textureSize.z());
break;
}
case TEXTURETYPE_2D:
case TEXTURETYPE_CUBE_MAP:
{
m_context.getTestContext().getLog() << TestLog::Message << "Testing image size " << testSize.textureSize.x() << "x" << testSize.textureSize.y() << TestLog::EndMessage;
m_context.getTestContext().getLog() << TestLog::Message << "Lod: " << testSize.lod << ", base level: " << testSize.lodBase << TestLog::EndMessage;
m_context.getTestContext().getLog() << TestLog::Message << "Expecting: " << testSize.expectedSize.x() << "x" << testSize.expectedSize.y() << TestLog::EndMessage;
gl.uniform2iv(sizeLoc, 1, testSize.expectedSize.m_data);
gl.uniform1iv(lodLoc, 1, &testSize.lod);
gl.texStorage2D(textureTarget, levels, m_textureSpec.format, testSize.textureSize.x(), testSize.textureSize.y());
break;
}
case TEXTURETYPE_2D_ARRAY:
{
tcu::IVec3 expectedSize(testSize.expectedSize.x(), testSize.expectedSize.y(), testSize.textureSize.z());
m_context.getTestContext().getLog() << TestLog::Message << "Testing image size " << testSize.textureSize.x() << "x" << testSize.textureSize.y() << " with " << testSize.textureSize.z() << " layer(s)" << TestLog::EndMessage;
m_context.getTestContext().getLog() << TestLog::Message << "Lod: " << testSize.lod << ", base level: " << testSize.lodBase << TestLog::EndMessage;
m_context.getTestContext().getLog() << TestLog::Message << "Expecting: " << testSize.expectedSize.x() << "x" << testSize.expectedSize.y() << " and " << testSize.textureSize.z() << " layer(s)" << TestLog::EndMessage;
gl.uniform3iv(sizeLoc, 1, expectedSize.m_data);
gl.uniform1iv(lodLoc, 1, &testSize.lod);
gl.texStorage3D(textureTarget, levels, m_textureSpec.format, testSize.textureSize.x(), testSize.textureSize.y(), testSize.textureSize.z());
break;
}
default:
{
DE_ASSERT(false);
break;
}
}
errorValue = gl.getError();
if (errorValue == GL_OUT_OF_MEMORY)
{
throw glu::OutOfMemoryError("Failed to allocate texture, got GL_OUT_OF_MEMORY.", "TexStorageXD", __FILE__, __LINE__);
}
else if (errorValue != GL_NO_ERROR)
{
// error is a failure too
m_context.getTestContext().getLog() << tcu::TestLog::Message << "Failed, got " << glu::getErrorStr(errorValue) << "." << tcu::TestLog::EndMessage;
success = false;
}
else
{
// test
const float colorTolerance = 0.1f;
tcu::TextureLevel sample (tcu::TextureFormat(tcu::TextureFormat::RGBA, tcu::TextureFormat::UNORM_INT8), 1, 1);
tcu::Vec4 outputColor;
gl.clear (GL_COLOR_BUFFER_BIT);
gl.drawArrays (GL_TRIANGLES, 0, 3);
gl.finish ();
glu::readPixels (m_context.getRenderContext(), 0, 0, sample.getAccess());
outputColor = sample.getAccess().getPixel(0, 0);
if (outputColor.x() >= 1.0f - colorTolerance &&
outputColor.y() >= 1.0f - colorTolerance &&
outputColor.z() >= 1.0f - colorTolerance)
{
// success
m_context.getTestContext().getLog() << TestLog::Message << "Passed" << TestLog::EndMessage;
}
else
{
// failure
m_context.getTestContext().getLog() << TestLog::Message << "Failed" << TestLog::EndMessage;
success = false;
}
}
// empty line to format log nicely
m_context.getTestContext().getLog() << TestLog::Message << TestLog::EndMessage;
// free
gl.bindTexture (textureTarget, 0);
gl.deleteTextures (1, &texId);
}
gl.useProgram(0);
return success;
}
std::string TextureSizeCase::genVertexShader() const
{
std::ostringstream vert;
vert << "#version 300 es\n"
<< "in highp vec4 a_position;\n";
if (m_isVertexCase)
{
vert << "out mediump vec4 v_color;\n";
vert << "uniform highp " << m_samplerTypeStr << " u_sampler;\n";
vert << "uniform highp ivec" << (m_has3DSize ? 3 : 2) << " u_texSize;\n";
vert << "uniform highp int u_lod;\n";
}
vert << "void main()\n{\n";
if (m_isVertexCase)
vert << " v_color = (textureSize(u_sampler, u_lod) == u_texSize ? vec4(1.0, 1.0, 1.0, 1.0) : vec4(0.0, 0.0, 0.0, 1.0));\n";
vert << " gl_Position = a_position;\n"
<< "}\n";
return vert.str();
}
std::string TextureSizeCase::genFragmentShader() const
{
std::ostringstream frag;
frag << "#version 300 es\n"
<< "layout(location = 0) out mediump vec4 o_color;\n";
if (m_isVertexCase)
frag << "in mediump vec4 v_color;\n";
if (!m_isVertexCase)
{
frag << "uniform highp " << m_samplerTypeStr << " u_sampler;\n";
frag << "uniform highp ivec" << (m_has3DSize ? 3 : 2) << " u_texSize;\n";
frag << "uniform highp int u_lod;\n";
}
frag << "void main()\n{\n";
if (!m_isVertexCase)
frag << " o_color = (textureSize(u_sampler, u_lod) == u_texSize ? vec4(1.0, 1.0, 1.0, 1.0) : vec4(0.0, 0.0, 0.0, 1.0));\n";
else
frag << " o_color = v_color;\n";
frag << "}\n";
return frag.str();
}
glw::GLenum TextureSizeCase::getGLTextureTarget() const
{
switch (m_textureSpec.type)
{
case TEXTURETYPE_2D: return GL_TEXTURE_2D; break;
case TEXTURETYPE_CUBE_MAP: return GL_TEXTURE_CUBE_MAP; break;
case TEXTURETYPE_2D_ARRAY: return GL_TEXTURE_2D_ARRAY; break;
case TEXTURETYPE_3D: return GL_TEXTURE_3D; break;
default: DE_ASSERT(DE_FALSE); break;
}
return 0;
}
ShaderTextureFunctionTests::ShaderTextureFunctionTests (Context& context)
: TestCaseGroup(context, "texture_functions", "Texture Access Function Tests")
{
}
ShaderTextureFunctionTests::~ShaderTextureFunctionTests (void)
{
}
enum CaseFlags
{
VERTEX = (1<<0),
FRAGMENT = (1<<1),
BOTH = VERTEX|FRAGMENT
};
struct TexFuncCaseSpec
{
const char* name;
TextureLookupSpec lookupSpec;
TextureSpec texSpec;
TexEvalFunc evalFunc;
deUint32 flags;
};
#define CASE_SPEC(NAME, FUNC, MINCOORD, MAXCOORD, USEBIAS, MINLOD, MAXLOD, USEOFFSET, OFFSET, TEXSPEC, EVALFUNC, FLAGS) \
{ #NAME, TextureLookupSpec(FUNC, MINCOORD, MAXCOORD, USEBIAS, MINLOD, MAXLOD, tcu::Vec3(0.0f), tcu::Vec3(0.0f), tcu::Vec3(0.0f), tcu::Vec3(0.0f), USEOFFSET, OFFSET), TEXSPEC, EVALFUNC, FLAGS }
#define GRAD_CASE_SPEC(NAME, FUNC, MINCOORD, MAXCOORD, MINDX, MAXDX, MINDY, MAXDY, USEOFFSET, OFFSET, TEXSPEC, EVALFUNC, FLAGS) \
{ #NAME, TextureLookupSpec(FUNC, MINCOORD, MAXCOORD, false, 0.0f, 0.0f, MINDX, MAXDX, MINDY, MAXDY, USEOFFSET, OFFSET), TEXSPEC, EVALFUNC, FLAGS }
static void createCaseGroup (TestCaseGroup* parent, const char* groupName, const char* groupDesc, const TexFuncCaseSpec* cases, int numCases)
{
tcu::TestCaseGroup* group = new tcu::TestCaseGroup(parent->getTestContext(), groupName, groupDesc);
parent->addChild(group);
for (int ndx = 0; ndx < numCases; ndx++)
{
std::string name = cases[ndx].name;
if (cases[ndx].flags & VERTEX)
group->addChild(new ShaderTextureFunctionCase(parent->getContext(), (name + "_vertex").c_str(), "", cases[ndx].lookupSpec, cases[ndx].texSpec, cases[ndx].evalFunc, true));
if (cases[ndx].flags & FRAGMENT)
group->addChild(new ShaderTextureFunctionCase(parent->getContext(), (name + "_fragment").c_str(), "", cases[ndx].lookupSpec, cases[ndx].texSpec, cases[ndx].evalFunc, false));
}
}
void ShaderTextureFunctionTests::init (void)
{
// Samplers
static const tcu::Sampler samplerNearestNoMipmap (tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL,
tcu::Sampler::NEAREST, tcu::Sampler::NEAREST,
0.0f /* LOD threshold */, true /* normalized coords */, tcu::Sampler::COMPAREMODE_NONE,
0 /* cmp channel */, tcu::Vec4(0.0f) /* border color */, true /* seamless cube map */);
static const tcu::Sampler samplerLinearNoMipmap (tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL,
tcu::Sampler::LINEAR, tcu::Sampler::LINEAR,
0.0f /* LOD threshold */, true /* normalized coords */, tcu::Sampler::COMPAREMODE_NONE,
0 /* cmp channel */, tcu::Vec4(0.0f) /* border color */, true /* seamless cube map */);
static const tcu::Sampler samplerNearestMipmap (tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL,
tcu::Sampler::NEAREST_MIPMAP_NEAREST, tcu::Sampler::NEAREST,
0.0f /* LOD threshold */, true /* normalized coords */, tcu::Sampler::COMPAREMODE_NONE,
0 /* cmp channel */, tcu::Vec4(0.0f) /* border color */, true /* seamless cube map */);
static const tcu::Sampler samplerLinearMipmap (tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL,
tcu::Sampler::LINEAR_MIPMAP_NEAREST, tcu::Sampler::LINEAR,
0.0f /* LOD threshold */, true /* normalized coords */, tcu::Sampler::COMPAREMODE_NONE,
0 /* cmp channel */, tcu::Vec4(0.0f) /* border color */, true /* seamless cube map */);
static const tcu::Sampler samplerShadowNoMipmap (tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL,
tcu::Sampler::NEAREST, tcu::Sampler::NEAREST,
0.0f /* LOD threshold */, true /* normalized coords */, tcu::Sampler::COMPAREMODE_LESS,
0 /* cmp channel */, tcu::Vec4(0.0f) /* border color */, true /* seamless cube map */);
static const tcu::Sampler samplerShadowMipmap (tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL,
tcu::Sampler::NEAREST_MIPMAP_NEAREST, tcu::Sampler::NEAREST,
0.0f /* LOD threshold */, true /* normalized coords */, tcu::Sampler::COMPAREMODE_LESS,
0 /* cmp channel */, tcu::Vec4(0.0f) /* border color */, true /* seamless cube map */);
static const tcu::Sampler samplerTexelFetch (tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL,
tcu::Sampler::NEAREST_MIPMAP_NEAREST, tcu::Sampler::NEAREST,
0.0f /* LOD threshold */, false /* non-normalized coords */, tcu::Sampler::COMPAREMODE_NONE,
0 /* cmp channel */, tcu::Vec4(0.0f) /* border color */, true /* seamless cube map */);
// Default textures.
// Type Format W H D L Sampler
static const TextureSpec tex2DFixed (TEXTURETYPE_2D, GL_RGBA8, 256, 256, 1, 1, samplerLinearNoMipmap);
static const TextureSpec tex2DFloat (TEXTURETYPE_2D, GL_RGBA16F, 256, 256, 1, 1, samplerLinearNoMipmap);
static const TextureSpec tex2DInt (TEXTURETYPE_2D, GL_RGBA8I, 256, 256, 1, 1, samplerNearestNoMipmap);
static const TextureSpec tex2DUint (TEXTURETYPE_2D, GL_RGBA8UI, 256, 256, 1, 1, samplerNearestNoMipmap);
static const TextureSpec tex2DMipmapFixed (TEXTURETYPE_2D, GL_RGBA8, 256, 256, 1, 9, samplerLinearMipmap);
static const TextureSpec tex2DMipmapFloat (TEXTURETYPE_2D, GL_RGBA16F, 256, 256, 1, 9, samplerLinearMipmap);
static const TextureSpec tex2DMipmapInt (TEXTURETYPE_2D, GL_RGBA8I, 256, 256, 1, 9, samplerNearestMipmap);
static const TextureSpec tex2DMipmapUint (TEXTURETYPE_2D, GL_RGBA8UI, 256, 256, 1, 9, samplerNearestMipmap);
static const TextureSpec tex2DShadow (TEXTURETYPE_2D, GL_DEPTH_COMPONENT16, 256, 256, 1, 9, samplerShadowNoMipmap);
static const TextureSpec tex2DMipmapShadow (TEXTURETYPE_2D, GL_DEPTH_COMPONENT16, 256, 256, 1, 9, samplerShadowMipmap);
static const TextureSpec tex2DTexelFetchFixed (TEXTURETYPE_2D, GL_RGBA8, 256, 256, 1, 9, samplerTexelFetch);
static const TextureSpec tex2DTexelFetchFloat (TEXTURETYPE_2D, GL_RGBA16F, 256, 256, 1, 9, samplerTexelFetch);
static const TextureSpec tex2DTexelFetchInt (TEXTURETYPE_2D, GL_RGBA8I, 256, 256, 1, 9, samplerTexelFetch);
static const TextureSpec tex2DTexelFetchUint (TEXTURETYPE_2D, GL_RGBA8UI, 256, 256, 1, 9, samplerTexelFetch);
static const TextureSpec texCubeFixed (TEXTURETYPE_CUBE_MAP, GL_RGBA8, 256, 256, 1, 1, samplerLinearNoMipmap);
static const TextureSpec texCubeFloat (TEXTURETYPE_CUBE_MAP, GL_RGBA16F, 256, 256, 1, 1, samplerLinearNoMipmap);
static const TextureSpec texCubeInt (TEXTURETYPE_CUBE_MAP, GL_RGBA8I, 256, 256, 1, 1, samplerNearestNoMipmap);
static const TextureSpec texCubeUint (TEXTURETYPE_CUBE_MAP, GL_RGBA8UI, 256, 256, 1, 1, samplerNearestNoMipmap);
static const TextureSpec texCubeMipmapFixed (TEXTURETYPE_CUBE_MAP, GL_RGBA8, 256, 256, 1, 9, samplerLinearMipmap);
static const TextureSpec texCubeMipmapFloat (TEXTURETYPE_CUBE_MAP, GL_RGBA16F, 128, 128, 1, 8, samplerLinearMipmap);
static const TextureSpec texCubeMipmapInt (TEXTURETYPE_CUBE_MAP, GL_RGBA8I, 256, 256, 1, 9, samplerNearestMipmap);
static const TextureSpec texCubeMipmapUint (TEXTURETYPE_CUBE_MAP, GL_RGBA8UI, 256, 256, 1, 9, samplerNearestMipmap);
static const TextureSpec texCubeShadow (TEXTURETYPE_CUBE_MAP, GL_DEPTH_COMPONENT16, 256, 256, 1, 1, samplerShadowNoMipmap);
static const TextureSpec texCubeMipmapShadow (TEXTURETYPE_CUBE_MAP, GL_DEPTH_COMPONENT16, 256, 256, 1, 9, samplerShadowMipmap);
static const TextureSpec tex2DArrayFixed (TEXTURETYPE_2D_ARRAY, GL_RGBA8, 128, 128, 4, 1, samplerLinearNoMipmap);
static const TextureSpec tex2DArrayFloat (TEXTURETYPE_2D_ARRAY, GL_RGBA16F, 128, 128, 4, 1, samplerLinearNoMipmap);
static const TextureSpec tex2DArrayInt (TEXTURETYPE_2D_ARRAY, GL_RGBA8I, 128, 128, 4, 1, samplerNearestNoMipmap);
static const TextureSpec tex2DArrayUint (TEXTURETYPE_2D_ARRAY, GL_RGBA8UI, 128, 128, 4, 1, samplerNearestNoMipmap);
static const TextureSpec tex2DArrayMipmapFixed (TEXTURETYPE_2D_ARRAY, GL_RGBA8, 128, 128, 4, 8, samplerLinearMipmap);
static const TextureSpec tex2DArrayMipmapFloat (TEXTURETYPE_2D_ARRAY, GL_RGBA16F, 128, 128, 4, 8, samplerLinearMipmap);
static const TextureSpec tex2DArrayMipmapInt (TEXTURETYPE_2D_ARRAY, GL_RGBA8I, 128, 128, 4, 8, samplerNearestMipmap);
static const TextureSpec tex2DArrayMipmapUint (TEXTURETYPE_2D_ARRAY, GL_RGBA8UI, 128, 128, 4, 8, samplerNearestMipmap);
static const TextureSpec tex2DArrayShadow (TEXTURETYPE_2D_ARRAY, GL_DEPTH_COMPONENT16, 128, 128, 4, 1, samplerShadowNoMipmap);
static const TextureSpec tex2DArrayMipmapShadow (TEXTURETYPE_2D_ARRAY, GL_DEPTH_COMPONENT16, 128, 128, 4, 8, samplerShadowMipmap);
static const TextureSpec tex2DArrayTexelFetchFixed (TEXTURETYPE_2D_ARRAY, GL_RGBA8, 128, 128, 4, 8, samplerTexelFetch);
static const TextureSpec tex2DArrayTexelFetchFloat (TEXTURETYPE_2D_ARRAY, GL_RGBA16F, 128, 128, 4, 8, samplerTexelFetch);
static const TextureSpec tex2DArrayTexelFetchInt (TEXTURETYPE_2D_ARRAY, GL_RGBA8I, 128, 128, 4, 8, samplerTexelFetch);
static const TextureSpec tex2DArrayTexelFetchUint (TEXTURETYPE_2D_ARRAY, GL_RGBA8UI, 128, 128, 4, 8, samplerTexelFetch);
static const TextureSpec tex3DFixed (TEXTURETYPE_3D, GL_RGBA8, 64, 32, 32, 1, samplerLinearNoMipmap);
static const TextureSpec tex3DFloat (TEXTURETYPE_3D, GL_RGBA16F, 64, 32, 32, 1, samplerLinearNoMipmap);
static const TextureSpec tex3DInt (TEXTURETYPE_3D, GL_RGBA8I, 64, 32, 32, 1, samplerNearestNoMipmap);
static const TextureSpec tex3DUint (TEXTURETYPE_3D, GL_RGBA8UI, 64, 32, 32, 1, samplerNearestNoMipmap);
static const TextureSpec tex3DMipmapFixed (TEXTURETYPE_3D, GL_RGBA8, 64, 32, 32, 7, samplerLinearMipmap);
static const TextureSpec tex3DMipmapFloat (TEXTURETYPE_3D, GL_RGBA16F, 64, 32, 32, 7, samplerLinearMipmap);
static const TextureSpec tex3DMipmapInt (TEXTURETYPE_3D, GL_RGBA8I, 64, 32, 32, 7, samplerNearestMipmap);
static const TextureSpec tex3DMipmapUint (TEXTURETYPE_3D, GL_RGBA8UI, 64, 32, 32, 7, samplerNearestMipmap);
static const TextureSpec tex3DTexelFetchFixed (TEXTURETYPE_3D, GL_RGBA8, 64, 32, 32, 7, samplerTexelFetch);
static const TextureSpec tex3DTexelFetchFloat (TEXTURETYPE_3D, GL_RGBA16F, 64, 32, 32, 7, samplerTexelFetch);
static const TextureSpec tex3DTexelFetchInt (TEXTURETYPE_3D, GL_RGBA8I, 64, 32, 32, 7, samplerTexelFetch);
static const TextureSpec tex3DTexelFetchUint (TEXTURETYPE_3D, GL_RGBA8UI, 64, 32, 32, 7, samplerTexelFetch);
// texture() cases
static const TexFuncCaseSpec textureCases[] =
{
// Name Function MinCoord MaxCoord Bias? MinLod MaxLod Offset? Offset Format EvalFunc Flags
CASE_SPEC(sampler2d_fixed, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DFixed, evalTexture2D, VERTEX),
CASE_SPEC(sampler2d_fixed, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapFixed, evalTexture2D, FRAGMENT),
CASE_SPEC(sampler2d_float, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DFloat, evalTexture2D, VERTEX),
CASE_SPEC(sampler2d_float, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapFloat, evalTexture2D, FRAGMENT),
CASE_SPEC(isampler2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DInt, evalTexture2D, VERTEX),
CASE_SPEC(isampler2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapInt, evalTexture2D, FRAGMENT),
CASE_SPEC(usampler2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DUint, evalTexture2D, VERTEX),
CASE_SPEC(usampler2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapUint, evalTexture2D, FRAGMENT),
CASE_SPEC(sampler2d_bias_fixed, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapFixed, evalTexture2DBias, FRAGMENT),
CASE_SPEC(sampler2d_bias_float, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapFloat, evalTexture2DBias, FRAGMENT),
CASE_SPEC(isampler2d_bias, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapInt, evalTexture2DBias, FRAGMENT),
CASE_SPEC(usampler2d_bias, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapUint, evalTexture2DBias, FRAGMENT),
CASE_SPEC(samplercube_fixed, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4( 1.0f, 1.0f, 1.01f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeFixed, evalTextureCube, VERTEX),
CASE_SPEC(samplercube_fixed, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4( 1.0f, 1.0f, 1.01f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeMipmapFixed, evalTextureCube, FRAGMENT),
CASE_SPEC(samplercube_float, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, -1.01f, 0.0f), Vec4( 1.0f, 1.0f, -1.01f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeFloat, evalTextureCube, VERTEX),
CASE_SPEC(samplercube_float, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, -1.01f, 0.0f), Vec4( 1.0f, 1.0f, -1.01f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeMipmapFloat, evalTextureCube, FRAGMENT),
CASE_SPEC(isamplercube, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4( 1.0f, 1.0f, 1.01f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeInt, evalTextureCube, VERTEX),
CASE_SPEC(isamplercube, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4( 1.0f, 1.0f, 1.01f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeMipmapInt, evalTextureCube, FRAGMENT),
CASE_SPEC(usamplercube, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, -1.01f, 0.0f), Vec4( 1.0f, 1.0f, -1.01f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeUint, evalTextureCube, VERTEX),
CASE_SPEC(usamplercube, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, -1.01f, 0.0f), Vec4( 1.0f, 1.0f, -1.01f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeMipmapUint, evalTextureCube, FRAGMENT),
CASE_SPEC(samplercube_bias_fixed, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4( 1.0f, 1.0f, 1.01f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), texCubeMipmapFixed, evalTextureCubeBias, FRAGMENT),
CASE_SPEC(samplercube_bias_float, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, -1.01f, 0.0f), Vec4( 1.0f, 1.0f, -1.01f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), texCubeMipmapFloat, evalTextureCubeBias, FRAGMENT),
CASE_SPEC(isamplercube_bias, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4( 1.0f, 1.0f, 1.01f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), texCubeMipmapInt, evalTextureCubeBias, FRAGMENT),
CASE_SPEC(usamplercube_bias, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, -1.01f, 0.0f), Vec4( 1.0f, 1.0f, -1.01f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), texCubeMipmapUint, evalTextureCubeBias, FRAGMENT),
CASE_SPEC(sampler2darray_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayFixed, evalTexture2DArray, VERTEX),
CASE_SPEC(sampler2darray_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayMipmapFixed, evalTexture2DArray, FRAGMENT),
CASE_SPEC(sampler2darray_float, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayFloat, evalTexture2DArray, VERTEX),
CASE_SPEC(sampler2darray_float, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayMipmapFloat, evalTexture2DArray, FRAGMENT),
CASE_SPEC(isampler2darray, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayInt, evalTexture2DArray, VERTEX),
CASE_SPEC(isampler2darray, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayMipmapInt, evalTexture2DArray, FRAGMENT),
CASE_SPEC(usampler2darray, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayUint, evalTexture2DArray, VERTEX),
CASE_SPEC(usampler2darray, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayMipmapUint, evalTexture2DArray, FRAGMENT),
CASE_SPEC(sampler2darray_bias_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DArrayMipmapFixed, evalTexture2DArrayBias, FRAGMENT),
CASE_SPEC(sampler2darray_bias_float, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DArrayMipmapFloat, evalTexture2DArrayBias, FRAGMENT),
CASE_SPEC(isampler2darray_bias, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DArrayMipmapInt, evalTexture2DArrayBias, FRAGMENT),
CASE_SPEC(usampler2darray_bias, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DArrayMipmapUint, evalTexture2DArrayBias, FRAGMENT),
CASE_SPEC(sampler3d_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex3DFixed, evalTexture3D, VERTEX),
CASE_SPEC(sampler3d_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex3DMipmapFixed, evalTexture3D, FRAGMENT),
CASE_SPEC(sampler3d_float, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex3DFloat, evalTexture3D, VERTEX),
CASE_SPEC(sampler3d_float, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex3DMipmapFloat, evalTexture3D, FRAGMENT),
CASE_SPEC(isampler3d, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex3DInt, evalTexture3D, VERTEX),
CASE_SPEC(isampler3d, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex3DMipmapInt, evalTexture3D, FRAGMENT),
CASE_SPEC(usampler3d, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex3DUint, evalTexture3D, VERTEX),
CASE_SPEC(usampler3d, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex3DMipmapUint, evalTexture3D, FRAGMENT),
CASE_SPEC(sampler3d_bias_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), true, -2.0f, 1.0f, false, IVec3(0), tex3DMipmapFixed, evalTexture3DBias, FRAGMENT),
CASE_SPEC(sampler3d_bias_float, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), true, -2.0f, 1.0f, false, IVec3(0), tex3DMipmapFloat, evalTexture3DBias, FRAGMENT),
CASE_SPEC(isampler3d_bias, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex3DMipmapInt, evalTexture3DBias, FRAGMENT),
CASE_SPEC(usampler3d_bias, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex3DMipmapUint, evalTexture3DBias, FRAGMENT),
CASE_SPEC(sampler2dshadow, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 1.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DShadow, evalTexture2DShadow, VERTEX),
CASE_SPEC(sampler2dshadow, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 1.0f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapShadow, evalTexture2DShadow, FRAGMENT),
CASE_SPEC(sampler2dshadow_bias, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 1.0f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapShadow, evalTexture2DShadowBias, FRAGMENT),
CASE_SPEC(samplercubeshadow, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4( 1.0f, 1.0f, 1.01f, 1.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeShadow, evalTextureCubeShadow, VERTEX),
CASE_SPEC(samplercubeshadow, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4( 1.0f, 1.0f, 1.01f, 1.0f), false, 0.0f, 0.0f, false, IVec3(0), texCubeMipmapShadow, evalTextureCubeShadow, FRAGMENT),
CASE_SPEC(samplercubeshadow_bias, FUNCTION_TEXTURE, Vec4(-1.0f, -1.0f, 1.01f, 0.0f), Vec4( 1.0f, 1.0f, 1.01f, 1.0f), true, -2.0f, 2.0f, false, IVec3(0), texCubeMipmapShadow, evalTextureCubeShadowBias, FRAGMENT),
CASE_SPEC(sampler2darrayshadow, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 1.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayShadow, evalTexture2DArrayShadow, VERTEX),
CASE_SPEC(sampler2darrayshadow, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 1.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DArrayMipmapShadow, evalTexture2DArrayShadow, FRAGMENT)
// Not in spec.
// CASE_SPEC(sampler2darrayshadow_bias, (FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 1.0f), true, -2.0f, 2.0f, Vec2(0.0f), Vec2(0.0f), false, IVec3(0)), tex2DArrayMipmapShadow, evalTexture2DArrayShadowBias, FRAGMENT)
};
createCaseGroup(this, "texture", "texture() Tests", textureCases, DE_LENGTH_OF_ARRAY(textureCases));
// textureOffset() cases
// \note _bias variants are not using mipmap thanks to wide allowed range for LOD computation
static const TexFuncCaseSpec textureOffsetCases[] =
{
// Name Function MinCoord MaxCoord Bias? MinLod MaxLod Offset? Offset Format EvalFunc Flags
CASE_SPEC(sampler2d_fixed, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 0), tex2DFixed, evalTexture2DOffset, VERTEX),
CASE_SPEC(sampler2d_fixed, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, -8, 0), tex2DMipmapFixed, evalTexture2DOffset, FRAGMENT),
CASE_SPEC(sampler2d_float, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 0), tex2DFloat, evalTexture2DOffset, VERTEX),
CASE_SPEC(sampler2d_float, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, -8, 0), tex2DMipmapFloat, evalTexture2DOffset, FRAGMENT),
CASE_SPEC(isampler2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 0), tex2DInt, evalTexture2DOffset, VERTEX),
CASE_SPEC(isampler2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, -8, 0), tex2DMipmapInt, evalTexture2DOffset, FRAGMENT),
CASE_SPEC(usampler2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 0), tex2DUint, evalTexture2DOffset, VERTEX),
CASE_SPEC(usampler2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, -8, 0), tex2DMipmapUint, evalTexture2DOffset, FRAGMENT),
CASE_SPEC(sampler2d_bias_fixed, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), true, -2.0f, 2.0f, true, IVec3(-8, 7, 0), tex2DFixed, evalTexture2DOffsetBias, FRAGMENT),
CASE_SPEC(sampler2d_bias_float, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), true, -2.0f, 2.0f, true, IVec3(7, -8, 0), tex2DFloat, evalTexture2DOffsetBias, FRAGMENT),
CASE_SPEC(isampler2d_bias, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), true, -2.0f, 2.0f, true, IVec3(-8, 7, 0), tex2DInt, evalTexture2DOffsetBias, FRAGMENT),
CASE_SPEC(usampler2d_bias, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), true, -2.0f, 2.0f, true, IVec3(7, -8, 0), tex2DUint, evalTexture2DOffsetBias, FRAGMENT),
CASE_SPEC(sampler2darray_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 0), tex2DArrayFixed, evalTexture2DArrayOffset, VERTEX),
CASE_SPEC(sampler2darray_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, -8, 0), tex2DArrayMipmapFixed, evalTexture2DArrayOffset, FRAGMENT),
CASE_SPEC(sampler2darray_float, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 0), tex2DArrayFloat, evalTexture2DArrayOffset, VERTEX),
CASE_SPEC(sampler2darray_float, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, -8, 0), tex2DArrayMipmapFloat, evalTexture2DArrayOffset, FRAGMENT),
CASE_SPEC(isampler2darray, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 0), tex2DArrayInt, evalTexture2DArrayOffset, VERTEX),
CASE_SPEC(isampler2darray, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, -8, 0), tex2DArrayMipmapInt, evalTexture2DArrayOffset, FRAGMENT),
CASE_SPEC(usampler2darray, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 0), tex2DArrayUint, evalTexture2DArrayOffset, VERTEX),
CASE_SPEC(usampler2darray, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, -8, 0), tex2DArrayMipmapUint, evalTexture2DArrayOffset, FRAGMENT),
CASE_SPEC(sampler2darray_bias_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), true, -2.0f, 2.0f, true, IVec3(-8, 7, 0), tex2DArrayFixed, evalTexture2DArrayOffsetBias, FRAGMENT),
CASE_SPEC(sampler2darray_bias_float, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), true, -2.0f, 2.0f, true, IVec3(7, -8, 0), tex2DArrayFloat, evalTexture2DArrayOffsetBias, FRAGMENT),
CASE_SPEC(isampler2darray_bias, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), true, -2.0f, 2.0f, true, IVec3(-8, 7, 0), tex2DArrayInt, evalTexture2DArrayOffsetBias, FRAGMENT),
CASE_SPEC(usampler2darray_bias, FUNCTION_TEXTURE, Vec4(-1.2f, -0.4f, -0.5f, 0.0f), Vec4( 1.5f, 2.3f, 3.5f, 0.0f), true, -2.0f, 2.0f, true, IVec3(7, -8, 0), tex2DArrayUint, evalTexture2DArrayOffsetBias, FRAGMENT),
CASE_SPEC(sampler3d_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 3), tex3DFixed, evalTexture3DOffset, VERTEX),
CASE_SPEC(sampler3d_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, 3, -8), tex3DMipmapFixed, evalTexture3DOffset, FRAGMENT),
CASE_SPEC(sampler3d_float, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, true, IVec3(3, -8, 7), tex3DFloat, evalTexture3DOffset, VERTEX),
CASE_SPEC(sampler3d_float, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 3), tex3DMipmapFloat, evalTexture3DOffset, FRAGMENT),
CASE_SPEC(isampler3d, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, 3, -8), tex3DInt, evalTexture3DOffset, VERTEX),
CASE_SPEC(isampler3d, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, true, IVec3(3, -8, 7), tex3DMipmapInt, evalTexture3DOffset, FRAGMENT),
CASE_SPEC(usampler3d, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 3), tex3DUint, evalTexture3DOffset, VERTEX),
CASE_SPEC(usampler3d, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, 3, -8), tex3DMipmapUint, evalTexture3DOffset, FRAGMENT),
CASE_SPEC(sampler3d_bias_fixed, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), true, -2.0f, 1.0f, true, IVec3(-8, 7, 3), tex3DFixed, evalTexture3DOffsetBias, FRAGMENT),
CASE_SPEC(sampler3d_bias_float, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), true, -2.0f, 1.0f, true, IVec3(7, 3, -8), tex3DFloat, evalTexture3DOffsetBias, FRAGMENT),
CASE_SPEC(isampler3d_bias, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), true, -2.0f, 2.0f, true, IVec3(3, -8, 7), tex3DInt, evalTexture3DOffsetBias, FRAGMENT),
CASE_SPEC(usampler3d_bias, FUNCTION_TEXTURE, Vec4(-1.2f, -1.4f, 0.1f, 0.0f), Vec4( 1.5f, 2.3f, 2.3f, 0.0f), true, -2.0f, 2.0f, true, IVec3(-8, 7, 3), tex3DUint, evalTexture3DOffsetBias, FRAGMENT),
CASE_SPEC(sampler2dshadow, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 1.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(-8, 7, 0), tex2DShadow, evalTexture2DShadowOffset, VERTEX),
CASE_SPEC(sampler2dshadow, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 1.0f, 0.0f), false, 0.0f, 0.0f, true, IVec3(7, -8, 0), tex2DMipmapShadow, evalTexture2DShadowOffset, FRAGMENT),
CASE_SPEC(sampler2dshadow_bias, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 1.0f, 0.0f), true, -2.0f, 2.0f, true, IVec3(-8, 7, 0), tex2DShadow, evalTexture2DShadowOffsetBias, FRAGMENT)
};
createCaseGroup(this, "textureoffset", "textureOffset() Tests", textureOffsetCases, DE_LENGTH_OF_ARRAY(textureOffsetCases));
// textureProj() cases
// \note Currently uses constant divider!
static const TexFuncCaseSpec textureProjCases[] =
{
// Name Function MinCoord MaxCoord Bias? MinLod MaxLod Offset? Offset Format EvalFunc Flags
CASE_SPEC(sampler2d_vec3_fixed, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DFixed, evalTexture2DProj3, VERTEX),
CASE_SPEC(sampler2d_vec3_fixed, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapFixed, evalTexture2DProj3, FRAGMENT),
CASE_SPEC(sampler2d_vec3_float, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DFloat, evalTexture2DProj3, VERTEX),
CASE_SPEC(sampler2d_vec3_float, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapFloat, evalTexture2DProj3, FRAGMENT),
CASE_SPEC(isampler2d_vec3, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DInt, evalTexture2DProj3, VERTEX),
CASE_SPEC(isampler2d_vec3, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapInt, evalTexture2DProj3, FRAGMENT),
CASE_SPEC(usampler2d_vec3, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DUint, evalTexture2DProj3, VERTEX),
CASE_SPEC(usampler2d_vec3, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapUint, evalTexture2DProj3, FRAGMENT),
CASE_SPEC(sampler2d_vec3_bias_fixed, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapFixed, evalTexture2DProj3Bias, FRAGMENT),
CASE_SPEC(sampler2d_vec3_bias_float, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapFloat, evalTexture2DProj3Bias, FRAGMENT),
CASE_SPEC(isampler2d_vec3_bias, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapInt, evalTexture2DProj3Bias, FRAGMENT),
CASE_SPEC(usampler2d_vec3_bias, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapUint, evalTexture2DProj3Bias, FRAGMENT),
CASE_SPEC(sampler2d_vec4_fixed, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, false, IVec3(0), tex2DFixed, evalTexture2DProj, VERTEX),
CASE_SPEC(sampler2d_vec4_fixed, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapFixed, evalTexture2DProj, FRAGMENT),
CASE_SPEC(sampler2d_vec4_float, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, false, IVec3(0), tex2DFloat, evalTexture2DProj, VERTEX),
CASE_SPEC(sampler2d_vec4_float, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapFloat, evalTexture2DProj, FRAGMENT),
CASE_SPEC(isampler2d_vec4, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, false, IVec3(0), tex2DInt, evalTexture2DProj, VERTEX),
CASE_SPEC(isampler2d_vec4, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapInt, evalTexture2DProj, FRAGMENT),
CASE_SPEC(usampler2d_vec4, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, false, IVec3(0), tex2DUint, evalTexture2DProj, VERTEX),
CASE_SPEC(usampler2d_vec4, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, false, IVec3(0), tex2DMipmapUint, evalTexture2DProj, FRAGMENT),
CASE_SPEC(sampler2d_vec4_bias_fixed, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapFixed, evalTexture2DProjBias, FRAGMENT),
CASE_SPEC(sampler2d_vec4_bias_float, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), true, -2.0f, 2.0f, false, IVec3(0), tex2DMipmapFloat, evalTexture2DProjBias