blob: 7a98d8388036b7dd688f307b4043e7cdde2d4def [file] [log] [blame]
#ifndef _GLSFRAGMENTOPUTIL_HPP
#define _GLSFRAGMENTOPUTIL_HPP
/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL (ES) Module
* -----------------------------------------------
*
* Copyright 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*//*!
* \file
* \brief Fragment operation test utilities.
*//*--------------------------------------------------------------------*/
#include "tcuDefs.hpp"
#include "gluShaderUtil.hpp"
#include "tcuVector.hpp"
#include "tcuTexture.hpp"
#include "rrFragmentOperations.hpp"
namespace glu
{
class ShaderProgram;
class RenderContext;
}
namespace deqp
{
namespace gls
{
namespace FragmentOpUtil
{
struct Quad
{
tcu::Vec2 posA;
tcu::Vec2 posB;
// Normalized device coordinates (range [-1, 1]).
// In order (A.x, A.y), (A.x, B.y), (B.x, A.y), (B.x, B.y)
tcu::Vec4 color[4];
tcu::Vec4 color1[4];
float depth[4];
Quad (void)
: posA(-1.0f, -1.0f)
, posB( 1.0f, 1.0f)
{
for (int i = 0; i < DE_LENGTH_OF_ARRAY(depth); i++)
depth[i] = 0.0f;
}
};
class QuadRenderer
{
public:
QuadRenderer (const glu::RenderContext& context, glu::GLSLVersion glslVersion);
~QuadRenderer (void);
void render (const Quad& quad) const;
private:
QuadRenderer (const QuadRenderer& other); // Not allowed!
QuadRenderer& operator= (const QuadRenderer& other); // Not allowed!
const glu::RenderContext& m_context;
glu::ShaderProgram* m_program;
int m_positionLoc;
int m_colorLoc;
int m_color1Loc;
const bool m_blendFuncExt;
};
struct IntegerQuad
{
tcu::IVec2 posA;
tcu::IVec2 posB;
// Viewport coordinates (depth in range [0, 1]).
// In order (A.x, A.y), (A.x, B.y), (B.x, A.y), (B.x, B.y)
tcu::Vec4 color[4];
tcu::Vec4 color1[4];
float depth[4];
IntegerQuad (int windowWidth, int windowHeight)
: posA(0, 0)
, posB(windowWidth-1, windowHeight-1)
{
for (int i = 0; i < DE_LENGTH_OF_ARRAY(depth); i++)
depth[i] = 0.0f;
}
IntegerQuad (void)
: posA(0, 0)
, posB(1, 1)
{
for (int i = 0; i < DE_LENGTH_OF_ARRAY(depth); i++)
depth[i] = 0.0f;
}
};
class ReferenceQuadRenderer
{
public:
ReferenceQuadRenderer (void);
void render (const tcu::PixelBufferAccess& colorBuffer,
const tcu::PixelBufferAccess& depthBuffer,
const tcu::PixelBufferAccess& stencilBuffer,
const IntegerQuad& quad,
const rr::FragmentOperationState& state);
private:
enum
{
MAX_FRAGMENT_BUFFER_SIZE = 1024
};
void flushFragmentBuffer (const rr::MultisamplePixelBufferAccess& colorBuffer,
const rr::MultisamplePixelBufferAccess& depthBuffer,
const rr::MultisamplePixelBufferAccess& stencilBuffer,
rr::FaceType faceType,
const rr::FragmentOperationState& state);
rr::Fragment m_fragmentBuffer[MAX_FRAGMENT_BUFFER_SIZE];
float m_fragmentDepths[MAX_FRAGMENT_BUFFER_SIZE];
int m_fragmentBufferSize;
rr::FragmentProcessor m_fragmentProcessor;
};
// These functions take a normally-indexed 2d pixel buffer and return a pixel buffer access
// that indexes the same memory area, but using the multisample indexing convention.
tcu::PixelBufferAccess getMultisampleAccess(const tcu::PixelBufferAccess& original);
tcu::ConstPixelBufferAccess getMultisampleAccess(const tcu::ConstPixelBufferAccess& original);
} // FragmentOpUtil
} // gls
} // deqp
#endif // _GLSFRAGMENTOPUTIL_HPP