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/*-------------------------------------------------------------------------
* 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 sglr-rsg adaptation.
*//*--------------------------------------------------------------------*/
#include "glsRandomShaderProgram.hpp"
#include "rsgShader.hpp"
namespace deqp
{
namespace gls
{
using std::vector;
static rr::GenericVecType mapToGenericVecType (const rsg::VariableType& varType)
{
if (varType.isFloatOrVec())
return rr::GENERICVECTYPE_FLOAT;
else if (varType.isIntOrVec())
return rr::GENERICVECTYPE_INT32;
else
{
DE_ASSERT(false);
return rr::GENERICVECTYPE_LAST;
}
}
static glu::DataType mapToBasicType (const rsg::VariableType& varType)
{
if (varType.isFloatOrVec() || varType.isIntOrVec() || varType.isBoolOrVec())
{
const glu::DataType scalarType = varType.isFloatOrVec() ? glu::TYPE_FLOAT :
varType.isIntOrVec() ? glu::TYPE_INT :
varType.isBoolOrVec() ? glu::TYPE_BOOL : glu::TYPE_LAST;
const int numComps = varType.getNumElements();
DE_ASSERT(de::inRange(numComps, 1, 4));
return glu::DataType(scalarType + numComps - 1);
}
else if (varType.getBaseType() == rsg::VariableType::TYPE_SAMPLER_2D)
return glu::TYPE_SAMPLER_2D;
else if (varType.getBaseType() == rsg::VariableType::TYPE_SAMPLER_CUBE)
return glu::TYPE_SAMPLER_CUBE;
else
{
DE_ASSERT(false);
return glu::TYPE_LAST;
}
}
static void generateProgramDeclaration (sglr::pdec::ShaderProgramDeclaration& decl, const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms)
{
decl << sglr::pdec::VertexSource(vertexShader.getSource())
<< sglr::pdec::FragmentSource(fragmentShader.getSource());
for (vector<rsg::ShaderInput*>::const_iterator vtxInIter = vertexShader.getInputs().begin(); vtxInIter != vertexShader.getInputs().end(); ++vtxInIter)
{
const rsg::ShaderInput* vertexInput = *vtxInIter;
decl << sglr::pdec::VertexAttribute(vertexInput->getVariable()->getName(), mapToGenericVecType(vertexInput->getVariable()->getType()));
}
for (vector<rsg::ShaderInput*>::const_iterator fragInIter = fragmentShader.getInputs().begin(); fragInIter != fragmentShader.getInputs().end(); ++fragInIter)
{
const rsg::ShaderInput* fragInput = *fragInIter;
decl << sglr::pdec::VertexToFragmentVarying(mapToGenericVecType(fragInput->getVariable()->getType()));
}
for (int uniformNdx = 0; uniformNdx < numUnifiedUniforms; uniformNdx++)
{
const rsg::ShaderInput* uniform = unifiedUniforms[uniformNdx];
decl << sglr::pdec::Uniform(uniform->getVariable()->getName(), mapToBasicType(uniform->getVariable()->getType()));
}
decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT);
}
static sglr::pdec::ShaderProgramDeclaration generateProgramDeclaration (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms)
{
sglr::pdec::ShaderProgramDeclaration decl;
generateProgramDeclaration(decl, vertexShader, fragmentShader, numUnifiedUniforms, unifiedUniforms);
return decl;
}
static const rsg::Variable* findShaderOutputByName (const rsg::Shader& shader, const char* name)
{
vector<const rsg::Variable*> outputs;
shader.getOutputs(outputs);
for (vector<const rsg::Variable*>::const_iterator iter = outputs.begin(); iter != outputs.end(); ++iter)
{
if (deStringEqual((*iter)->getName(), name))
return *iter;
}
return DE_NULL;
}
static const rsg::Variable* findShaderOutputByLocation (const rsg::Shader& shader, int location)
{
vector<const rsg::Variable*> outputs;
shader.getOutputs(outputs);
for (vector<const rsg::Variable*>::const_iterator iter = outputs.begin(); iter != outputs.end(); iter++)
{
if ((*iter)->getLayoutLocation() == location)
return *iter;
}
return DE_NULL;
}
RandomShaderProgram::RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms)
: sglr::ShaderProgram (generateProgramDeclaration(vertexShader, fragmentShader, numUnifiedUniforms, unifiedUniforms))
, m_vertexShader (vertexShader)
, m_fragmentShader (fragmentShader)
, m_numUnifiedUniforms (numUnifiedUniforms)
, m_unifiedUniforms (unifiedUniforms)
, m_positionVar (findShaderOutputByName(vertexShader, "gl_Position"))
, m_fragColorVar (findShaderOutputByLocation(fragmentShader, 0))
, m_execCtx (m_sampler2DMap, m_samplerCubeMap)
{
TCU_CHECK_INTERNAL(m_positionVar && m_positionVar->getType().getBaseType() == rsg::VariableType::TYPE_FLOAT && m_positionVar->getType().getNumElements() == 4);
TCU_CHECK_INTERNAL(m_fragColorVar && m_fragColorVar->getType().getBaseType() == rsg::VariableType::TYPE_FLOAT && m_fragColorVar->getType().getNumElements() == 4);
// Build list of vertex outputs.
for (vector<rsg::ShaderInput*>::const_iterator fragInIter = fragmentShader.getInputs().begin(); fragInIter != fragmentShader.getInputs().end(); ++fragInIter)
{
const rsg::ShaderInput* fragInput = *fragInIter;
const rsg::Variable* vertexOutput = findShaderOutputByName(vertexShader, fragInput->getVariable()->getName());
TCU_CHECK_INTERNAL(vertexOutput);
m_vertexOutputs.push_back(vertexOutput);
}
}
void RandomShaderProgram::refreshUniforms (void) const
{
DE_ASSERT(m_numUnifiedUniforms == (int)m_uniforms.size());
for (int uniformNdx = 0; uniformNdx < m_numUnifiedUniforms; uniformNdx++)
{
const rsg::Variable* uniformVar = m_unifiedUniforms[uniformNdx]->getVariable();
const rsg::VariableType& uniformType = uniformVar->getType();
const sglr::UniformSlot& uniformSlot = m_uniforms[uniformNdx];
m_execCtx.getValue(uniformVar) = rsg::ConstValueAccess(uniformType, (const rsg::Scalar*)&uniformSlot.value).value();
}
}
void RandomShaderProgram::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const
{
// \todo [2013-12-13 pyry] Do only when necessary.
refreshUniforms();
int packetOffset = 0;
while (packetOffset < numPackets)
{
const int numToExecute = de::min(numPackets-packetOffset, (int)rsg::EXEC_VEC_WIDTH);
// Fetch attributes.
for (int attribNdx = 0; attribNdx < (int)m_vertexShader.getInputs().size(); ++attribNdx)
{
const rsg::Variable* attribVar = m_vertexShader.getInputs()[attribNdx]->getVariable();
const rsg::VariableType& attribType = attribVar->getType();
const int numComponents = attribType.getNumElements();
rsg::ExecValueAccess access = m_execCtx.getValue(attribVar);
DE_ASSERT(attribType.isFloatOrVec() && de::inRange(numComponents, 1, 4));
for (int ndx = 0; ndx < numToExecute; ndx++)
{
const int packetNdx = ndx+packetOffset;
const rr::VertexPacket* packet = packets[packetNdx];
const tcu::Vec4 attribValue = rr::readVertexAttribFloat(inputs[attribNdx], packet->instanceNdx, packet->vertexNdx);
access.component(0).asFloat(ndx) = attribValue[0];
if (numComponents >= 2) access.component(1).asFloat(ndx) = attribValue[1];
if (numComponents >= 3) access.component(2).asFloat(ndx) = attribValue[2];
if (numComponents >= 4) access.component(3).asFloat(ndx) = attribValue[3];
}
}
m_vertexShader.execute(m_execCtx);
// Store position
{
const rsg::ExecConstValueAccess access = m_execCtx.getValue(m_positionVar);
for (int ndx = 0; ndx < numToExecute; ndx++)
{
const int packetNdx = ndx+packetOffset;
rr::VertexPacket* packet = packets[packetNdx];
packet->position[0] = access.component(0).asFloat(ndx);
packet->position[1] = access.component(1).asFloat(ndx);
packet->position[2] = access.component(2).asFloat(ndx);
packet->position[3] = access.component(3).asFloat(ndx);
}
}
// Other varyings
for (int varNdx = 0; varNdx < (int)m_vertexOutputs.size(); varNdx++)
{
const rsg::Variable* var = m_vertexOutputs[varNdx];
const rsg::VariableType& varType = var->getType();
const int numComponents = varType.getNumElements();
const rsg::ExecConstValueAccess access = m_execCtx.getValue(var);
DE_ASSERT(varType.isFloatOrVec() && de::inRange(numComponents, 1, 4));
for (int ndx = 0; ndx < numToExecute; ndx++)
{
const int packetNdx = ndx+packetOffset;
rr::VertexPacket* const packet = packets[packetNdx];
float* const dst = packet->outputs[varNdx].getAccess<float>();
dst[0] = access.component(0).asFloat(ndx);
if (numComponents >= 2) dst[1] = access.component(1).asFloat(ndx);
if (numComponents >= 3) dst[2] = access.component(2).asFloat(ndx);
if (numComponents >= 4) dst[3] = access.component(3).asFloat(ndx);
}
}
packetOffset += numToExecute;
}
}
void RandomShaderProgram::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const
{
const rsg::ExecConstValueAccess fragColorAccess = m_execCtx.getValue(m_fragColorVar);
int packetOffset = 0;
DE_STATIC_ASSERT(rsg::EXEC_VEC_WIDTH % rr::NUM_FRAGMENTS_PER_PACKET == 0);
while (packetOffset < numPackets)
{
const int numPacketsToExecute = de::min(numPackets-packetOffset, (int)rsg::EXEC_VEC_WIDTH / (int)rr::NUM_FRAGMENTS_PER_PACKET);
// Interpolate varyings.
for (int varNdx = 0; varNdx < (int)m_fragmentShader.getInputs().size(); ++varNdx)
{
const rsg::Variable* var = m_fragmentShader.getInputs()[varNdx]->getVariable();
const rsg::VariableType& varType = var->getType();
const int numComponents = varType.getNumElements();
rsg::ExecValueAccess access = m_execCtx.getValue(var);
DE_ASSERT(varType.isFloatOrVec() && de::inRange(numComponents, 1, 4));
for (int packetNdx = 0; packetNdx < numPacketsToExecute; packetNdx++)
{
const rr::FragmentPacket& packet = packets[packetOffset+packetNdx];
for (int fragNdx = 0; fragNdx < rr::NUM_FRAGMENTS_PER_PACKET; fragNdx++)
{
const tcu::Vec4 varValue = rr::readVarying<float>(packet, context, varNdx, fragNdx);
const int dstNdx = packetNdx*rr::NUM_FRAGMENTS_PER_PACKET + fragNdx;
access.component(0).asFloat(dstNdx) = varValue[0];
if (numComponents >= 2) access.component(1).asFloat(dstNdx) = varValue[1];
if (numComponents >= 3) access.component(2).asFloat(dstNdx) = varValue[2];
if (numComponents >= 4) access.component(3).asFloat(dstNdx) = varValue[3];
}
}
}
m_fragmentShader.execute(m_execCtx);
// Store color
for (int packetNdx = 0; packetNdx < numPacketsToExecute; packetNdx++)
{
for (int fragNdx = 0; fragNdx < rr::NUM_FRAGMENTS_PER_PACKET; fragNdx++)
{
const int srcNdx = packetNdx*rr::NUM_FRAGMENTS_PER_PACKET + fragNdx;
const tcu::Vec4 color (fragColorAccess.component(0).asFloat(srcNdx),
fragColorAccess.component(1).asFloat(srcNdx),
fragColorAccess.component(2).asFloat(srcNdx),
fragColorAccess.component(3).asFloat(srcNdx));
rr::writeFragmentOutput(context, packetOffset+packetNdx, fragNdx, 0, color);
}
}
packetOffset += numPacketsToExecute;
}
}
} // gls
} // deqp