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/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES 2.0 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 Algorithm implementation tests.
*//*--------------------------------------------------------------------*/
#include "es2fShaderAlgorithmTests.hpp"
#include "glsShaderRenderCase.hpp"
#include "gluShaderUtil.hpp"
#include "tcuStringTemplate.hpp"
#include "deInt32.h"
#include "deMemory.h"
#include <map>
#include <algorithm>
using namespace std;
using namespace tcu;
using namespace glu;
using namespace deqp::gls;
namespace deqp
{
namespace gles2
{
namespace Functional
{
// ShaderAlgorithmCase
class ShaderAlgorithmCase : public ShaderRenderCase
{
public:
ShaderAlgorithmCase (Context& context, const char* name, const char* description, bool isVertexCase, ShaderEvalFunc evalFunc, const char* vertShaderSource, const char* fragShaderSource);
virtual ~ShaderAlgorithmCase (void);
private:
ShaderAlgorithmCase (const ShaderAlgorithmCase&); // not allowed!
ShaderAlgorithmCase& operator= (const ShaderAlgorithmCase&); // not allowed!
};
ShaderAlgorithmCase::ShaderAlgorithmCase (Context& context, const char* name, const char* description, bool isVertexCase, ShaderEvalFunc evalFunc, const char* vertShaderSource, const char* fragShaderSource)
: ShaderRenderCase(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, isVertexCase, evalFunc)
{
m_vertShaderSource = vertShaderSource;
m_fragShaderSource = fragShaderSource;
}
ShaderAlgorithmCase::~ShaderAlgorithmCase (void)
{
}
// Helpers.
static ShaderAlgorithmCase* createExpressionCase (Context& context, const char* caseName, const char* description, bool isVertexCase, ShaderEvalFunc evalFunc, LineStream& shaderBody)
{
std::ostringstream vtx;
std::ostringstream frag;
std::ostringstream& op = isVertexCase ? vtx : frag;
vtx << "attribute highp vec4 a_position;\n";
vtx << "attribute highp vec4 a_unitCoords;\n";
if (isVertexCase)
{
vtx << "varying mediump vec3 v_color;\n";
frag << "varying mediump vec3 v_color;\n";
}
else
{
vtx << "varying mediump vec4 v_coords;\n";
frag << "varying mediump vec4 v_coords;\n";
}
// op << "uniform mediump sampler2D ut_brick;\n";
vtx << "\n";
vtx << "void main()\n";
vtx << "{\n";
vtx << " gl_Position = a_position;\n";
frag << "\n";
frag << "void main()\n";
frag << "{\n";
// Write matrix.
if (isVertexCase)
op << " ${PRECISION} vec4 coords = a_unitCoords;\n";
else
op << " ${PRECISION} vec4 coords = v_coords;\n";
op << " ${PRECISION} vec3 res = vec3(0.0);\n";
op << shaderBody.str();
if (isVertexCase)
{
vtx << " v_color = res;\n";
frag << " gl_FragColor = vec4(v_color, 1.0);\n";
}
else
{
vtx << " v_coords = a_unitCoords;\n";
frag << " gl_FragColor = vec4(res, 1.0);\n";
}
vtx << "}\n";
frag << "}\n";
// Fill in shader templates.
map<string, string> params;
params.insert(pair<string, string>("PRECISION", "mediump"));
StringTemplate vertTemplate(vtx.str().c_str());
StringTemplate fragTemplate(frag.str().c_str());
string vertexShaderSource = vertTemplate.specialize(params);
string fragmentShaderSource = fragTemplate.specialize(params);
return new ShaderAlgorithmCase(context, caseName, description, isVertexCase, evalFunc, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
}
// ShaderAlgorithmTests.
ShaderAlgorithmTests::ShaderAlgorithmTests(Context& context)
: TestCaseGroup(context, "algorithm", "Miscellaneous algorithm implementations using shaders.")
{
}
ShaderAlgorithmTests::~ShaderAlgorithmTests (void)
{
}
void ShaderAlgorithmTests::init (void)
{
// TestCaseGroup* colorGroup = new TestCaseGroup(m_testCtx, "color", "Miscellaneous color related algorithm tests.");
// addChild(colorGroup);
#define SHADER_OP_CASE(NAME, DESCRIPTION, SHADER_OP, EVAL_FUNC_BODY) \
do { \
struct Eval_##NAME { static void eval (ShaderEvalContext& c) EVAL_FUNC_BODY }; /* NOLINT(EVAL_FUNC_BODY) */ \
addChild(createExpressionCase(m_context, #NAME "_vertex", DESCRIPTION, true, &Eval_##NAME::eval, SHADER_OP)); \
addChild(createExpressionCase(m_context, #NAME "_fragment", DESCRIPTION, false, &Eval_##NAME::eval, SHADER_OP)); \
} while (deGetFalse())
SHADER_OP_CASE(hsl_to_rgb, "Conversion from HSL color space into RGB.",
LineStream(1)
<< "mediump float H = coords.x, S = coords.y, L = coords.z;"
<< "mediump float v = (L <= 0.5) ? (L * (1.0 + S)) : (L + S - L * S);"
<< "res = vec3(L); // default to gray"
<< "if (v > 0.0)"
<< "{"
<< " mediump float m = L + L - v;"
<< " mediump float sv = (v - m) / v;"
<< " H *= 6.0;"
<< " mediump int sextant = int(H);"
<< " mediump float fract = H - float(sextant);"
<< " mediump float vsf = v * sv * fract;"
<< " mediump float mid1 = m + vsf;"
<< " mediump float mid2 = m - vsf;"
<< " if (sextant == 0) res = vec3(v, mid1, m);"
<< " else if (sextant == 1) res = vec3(mid2, v, m);"
<< " else if (sextant == 2) res = vec3(m, v, mid1);"
<< " else if (sextant == 3) res = vec3(m, mid2, v);"
<< " else if (sextant == 4) res = vec3(mid1, m, v);"
<< " else res = vec3(v, m, mid2);"
<< "}",
{
float H = c.unitCoords.x();
float S = c.unitCoords.y();
float L = c.unitCoords.z();
Vec3 rgb = Vec3(L);
float v = (L <= 0.5f) ? (L * (1.0f + S)) : (L + S - L * S);
if (v > 0.0f)
{
float m = L + L - v;
float sv = (v - m) / v;
H *= 6.0f;
int sextant = int(H);
float fract = H - float(sextant);
float vsf = v * sv * fract;
float mid1 = m + vsf;
float mid2 = m - vsf;
if (sextant == 0) rgb = Vec3(v, mid1, m);
else if (sextant == 1) rgb = Vec3(mid2, v, m);
else if (sextant == 2) rgb = Vec3(m, v, mid1);
else if (sextant == 3) rgb = Vec3(m, mid2, v);
else if (sextant == 4) rgb = Vec3(mid1, m, v);
else rgb = Vec3(v, m, mid2);
}
c.color.xyz() = rgb;
});
SHADER_OP_CASE(rgb_to_hsl, "Conversion from RGB color space into HSL.",
LineStream(1)
<< "mediump float r = coords.x, g = coords.y, b = coords.z;"
<< "mediump float minVal = min(min(r, g), b);"
<< "mediump float maxVal = max(max(r, g), b);"
<< "mediump float L = (minVal + maxVal) * 0.5;"
<< "if (minVal == maxVal)"
<< " res = vec3(0.0, 0.0, L);"
<< "else"
<< "{"
<< " mediump float H;"
<< " mediump float S;"
<< " if (L < 0.5)"
<< " S = (maxVal - minVal) / (maxVal + minVal);"
<< " else"
<< " S = (maxVal - minVal) / (2.0 - maxVal - minVal);"
<< ""
<< " mediump float ooDiff = 1.0 / (maxVal - minVal);"
<< " if (r == maxVal) H = (g - b) * ooDiff;"
<< " else if (g == maxVal) H = 2.0 + (b - r) * ooDiff;"
<< " else H = 4.0 + (r - g) * ooDiff;"
<< " H /= 6.0;"
<< ""
<< " res = vec3(H, S, L);"
<< "}",
{
float r = c.unitCoords.x();
float g = c.unitCoords.y();
float b = c.unitCoords.z();
float minVal = min(min(r, g), b);
float maxVal = max(max(r, g), b);
float L = (minVal + maxVal) * 0.5f;
Vec3 hsl;
if (minVal == maxVal)
hsl = Vec3(0.0f, 0.0f, L);
else
{
float H;
float S;
if (L < 0.5f)
S = (maxVal - minVal) / (maxVal + minVal);
else
S = (maxVal - minVal) / (2.0f - maxVal - minVal);
float ooDiff = 1.0f / (maxVal - minVal);
if (r == maxVal) H = (g - b) * ooDiff;
else if (g == maxVal) H = 2.0f + (b - r) * ooDiff;
else H = 4.0f + (r - g) * ooDiff;
H /= 6.0f;
hsl = Vec3(H, S, L);
}
c.color.xyz() = hsl;
});
/* SHADER_OP_CASE(image_to_grayscale, "Convert image to grayscale.",
LineStream(1)
<< "res = texture2D(ut_brick, coords.xy).rgb;",
{
c.color.xyz() = Vec3(0.5f);
});*/
}
} // Functional
} // gles2
} // deqp