1 /*-------------------------------------------------------------------------
2 * OpenGL Conformance Test Suite
3 * -----------------------------
4 *
5 * Copyright (c) 2016 Google Inc.
6 * Copyright (c) 2016 The Khronos Group Inc.
7 *
8 * Licensed under the Apache License, Version 2.0 (the "License");
9 * you may not use this file except in compliance with the License.
10 * You may obtain a copy of the License at
11 *
12 * http://www.apache.org/licenses/LICENSE-2.0
13 *
14 * Unless required by applicable law or agreed to in writing, software
15 * distributed under the License is distributed on an "AS IS" BASIS,
16 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
17 * See the License for the specific language governing permissions and
18 * limitations under the License.
19 *
20 */ /*!
21 * \file
22 * \brief Shader indexing (arrays, vector, matrices) tests.
23 */ /*-------------------------------------------------------------------*/
24
25 #include "glcShaderIndexingTests.hpp"
26 #include "glcShaderRenderCase.hpp"
27 #include "gluShaderUtil.hpp"
28 #include "glwEnums.hpp"
29 #include "glwFunctions.hpp"
30 #include "tcuStringTemplate.hpp"
31
32 #include "deInt32.h"
33 #include "deMemory.h"
34
35 #include <map>
36
37 using namespace std;
38 using namespace tcu;
39 using namespace glu;
40 using namespace deqp;
41
42 namespace deqp
43 {
44
45 enum IndexAccessType
46 {
47 INDEXACCESS_STATIC = 0,
48 INDEXACCESS_DYNAMIC,
49 INDEXACCESS_STATIC_LOOP,
50 INDEXACCESS_DYNAMIC_LOOP,
51
52 INDEXACCESS_LAST
53 };
54
getIndexAccessTypeName(IndexAccessType accessType)55 static const char* getIndexAccessTypeName(IndexAccessType accessType)
56 {
57 static const char* s_names[INDEXACCESS_LAST] = { "static", "dynamic", "static_loop", "dynamic_loop" };
58
59 DE_ASSERT(deInBounds32((int)accessType, 0, INDEXACCESS_LAST));
60 return s_names[(int)accessType];
61 }
62
63 enum VectorAccessType
64 {
65 DIRECT = 0,
66 COMPONENT,
67 SUBSCRIPT_STATIC,
68 SUBSCRIPT_DYNAMIC,
69 SUBSCRIPT_STATIC_LOOP,
70 SUBSCRIPT_DYNAMIC_LOOP,
71
72 VECTORACCESS_LAST
73 };
74
getVectorAccessTypeName(VectorAccessType accessType)75 static const char* getVectorAccessTypeName(VectorAccessType accessType)
76 {
77 static const char* s_names[VECTORACCESS_LAST] = { "direct",
78 "component",
79 "static_subscript",
80 "dynamic_subscript",
81 "static_loop_subscript",
82 "dynamic_loop_subscript" };
83
84 DE_ASSERT(deInBounds32((int)accessType, 0, VECTORACCESS_LAST));
85 return s_names[(int)accessType];
86 }
87
evalArrayCoordsFloat(ShaderEvalContext & c)88 void evalArrayCoordsFloat(ShaderEvalContext& c)
89 {
90 c.color.x() = 1.875f * c.coords.x();
91 }
evalArrayCoordsVec2(ShaderEvalContext & c)92 void evalArrayCoordsVec2(ShaderEvalContext& c)
93 {
94 c.color.xy() = 1.875f * c.coords.swizzle(0, 1);
95 }
evalArrayCoordsVec3(ShaderEvalContext & c)96 void evalArrayCoordsVec3(ShaderEvalContext& c)
97 {
98 c.color.xyz() = 1.875f * c.coords.swizzle(0, 1, 2);
99 }
evalArrayCoordsVec4(ShaderEvalContext & c)100 void evalArrayCoordsVec4(ShaderEvalContext& c)
101 {
102 c.color = 1.875f * c.coords;
103 }
104
getArrayCoordsEvalFunc(DataType dataType)105 static ShaderEvalFunc getArrayCoordsEvalFunc(DataType dataType)
106 {
107 if (dataType == TYPE_FLOAT)
108 return evalArrayCoordsFloat;
109 else if (dataType == TYPE_FLOAT_VEC2)
110 return evalArrayCoordsVec2;
111 else if (dataType == TYPE_FLOAT_VEC3)
112 return evalArrayCoordsVec3;
113 else if (dataType == TYPE_FLOAT_VEC4)
114 return evalArrayCoordsVec4;
115
116 DE_ASSERT(DE_FALSE && "Invalid data type.");
117 return NULL;
118 }
119
evalArrayUniformFloat(ShaderEvalContext & c)120 void evalArrayUniformFloat(ShaderEvalContext& c)
121 {
122 c.color.x() = 1.875f * c.constCoords.x();
123 }
evalArrayUniformVec2(ShaderEvalContext & c)124 void evalArrayUniformVec2(ShaderEvalContext& c)
125 {
126 c.color.xy() = 1.875f * c.constCoords.swizzle(0, 1);
127 }
evalArrayUniformVec3(ShaderEvalContext & c)128 void evalArrayUniformVec3(ShaderEvalContext& c)
129 {
130 c.color.xyz() = 1.875f * c.constCoords.swizzle(0, 1, 2);
131 }
evalArrayUniformVec4(ShaderEvalContext & c)132 void evalArrayUniformVec4(ShaderEvalContext& c)
133 {
134 c.color = 1.875f * c.constCoords;
135 }
136
getArrayUniformEvalFunc(DataType dataType)137 static ShaderEvalFunc getArrayUniformEvalFunc(DataType dataType)
138 {
139 if (dataType == TYPE_FLOAT)
140 return evalArrayUniformFloat;
141 else if (dataType == TYPE_FLOAT_VEC2)
142 return evalArrayUniformVec2;
143 else if (dataType == TYPE_FLOAT_VEC3)
144 return evalArrayUniformVec3;
145 else if (dataType == TYPE_FLOAT_VEC4)
146 return evalArrayUniformVec4;
147
148 DE_ASSERT(DE_FALSE && "Invalid data type.");
149 return NULL;
150 }
151
152 // ShaderIndexingCase
153
154 class ShaderIndexingCase : public ShaderRenderCase
155 {
156 public:
157 ShaderIndexingCase(Context& context, const char* name, const char* description, bool isVertexCase, DataType varType,
158 ShaderEvalFunc evalFunc, const char* vertShaderSource, const char* fragShaderSource);
159 virtual ~ShaderIndexingCase(void);
160
161 private:
162 ShaderIndexingCase(const ShaderIndexingCase&); // not allowed!
163 ShaderIndexingCase& operator=(const ShaderIndexingCase&); // not allowed!
164
165 virtual void setup(deUint32 programID);
166 virtual void setupUniforms(deUint32 programID, const Vec4& constCoords);
167
168 DataType m_varType;
169 };
170
ShaderIndexingCase(Context & context,const char * name,const char * description,bool isVertexCase,DataType varType,ShaderEvalFunc evalFunc,const char * vertShaderSource,const char * fragShaderSource)171 ShaderIndexingCase::ShaderIndexingCase(Context& context, const char* name, const char* description, bool isVertexCase,
172 DataType varType, ShaderEvalFunc evalFunc, const char* vertShaderSource,
173 const char* fragShaderSource)
174 : ShaderRenderCase(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name,
175 description, isVertexCase, evalFunc)
176 {
177 m_varType = varType;
178 m_vertShaderSource = vertShaderSource;
179 m_fragShaderSource = fragShaderSource;
180 }
181
~ShaderIndexingCase(void)182 ShaderIndexingCase::~ShaderIndexingCase(void)
183 {
184 }
185
setup(deUint32 programID)186 void ShaderIndexingCase::setup(deUint32 programID)
187 {
188 DE_UNREF(programID);
189 }
190
setupUniforms(deUint32 programID,const Vec4 & constCoords)191 void ShaderIndexingCase::setupUniforms(deUint32 programID, const Vec4& constCoords)
192 {
193 const glw::Functions& gl = m_renderCtx.getFunctions();
194
195 DE_UNREF(constCoords);
196
197 int arrLoc = gl.getUniformLocation(programID, "u_arr");
198 if (arrLoc != -1)
199 {
200 //int scalarSize = getDataTypeScalarSize(m_varType);
201 if (m_varType == TYPE_FLOAT)
202 {
203 float arr[4];
204 arr[0] = constCoords.x();
205 arr[1] = constCoords.x() * 0.5f;
206 arr[2] = constCoords.x() * 0.25f;
207 arr[3] = constCoords.x() * 0.125f;
208 gl.uniform1fv(arrLoc, 4, &arr[0]);
209 }
210 else if (m_varType == TYPE_FLOAT_VEC2)
211 {
212 Vec2 arr[4];
213 arr[0] = constCoords.swizzle(0, 1);
214 arr[1] = constCoords.swizzle(0, 1) * 0.5f;
215 arr[2] = constCoords.swizzle(0, 1) * 0.25f;
216 arr[3] = constCoords.swizzle(0, 1) * 0.125f;
217 gl.uniform2fv(arrLoc, 4, arr[0].getPtr());
218 }
219 else if (m_varType == TYPE_FLOAT_VEC3)
220 {
221 Vec3 arr[4];
222 arr[0] = constCoords.swizzle(0, 1, 2);
223 arr[1] = constCoords.swizzle(0, 1, 2) * 0.5f;
224 arr[2] = constCoords.swizzle(0, 1, 2) * 0.25f;
225 arr[3] = constCoords.swizzle(0, 1, 2) * 0.125f;
226 gl.uniform3fv(arrLoc, 4, arr[0].getPtr());
227 }
228 else if (m_varType == TYPE_FLOAT_VEC4)
229 {
230 Vec4 arr[4];
231 arr[0] = constCoords.swizzle(0, 1, 2, 3);
232 arr[1] = constCoords.swizzle(0, 1, 2, 3) * 0.5f;
233 arr[2] = constCoords.swizzle(0, 1, 2, 3) * 0.25f;
234 arr[3] = constCoords.swizzle(0, 1, 2, 3) * 0.125f;
235 gl.uniform4fv(arrLoc, 4, arr[0].getPtr());
236 }
237 else
238 DE_TEST_ASSERT(false);
239 }
240 }
241
242 // Helpers.
243
createVaryingArrayCase(Context & context,const char * caseName,const char * description,glu::GLSLVersion glslVersion,DataType varType,IndexAccessType vertAccess,IndexAccessType fragAccess)244 static ShaderIndexingCase* createVaryingArrayCase(Context& context, const char* caseName, const char* description,
245 glu::GLSLVersion glslVersion, DataType varType,
246 IndexAccessType vertAccess, IndexAccessType fragAccess)
247 {
248 DE_ASSERT(glslVersion == glu::GLSL_VERSION_300_ES || glslVersion == glu::GLSL_VERSION_310_ES ||
249 glslVersion >= glu::GLSL_VERSION_330);
250
251 std::ostringstream vtx;
252 vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
253 vtx << "in highp vec4 a_position;\n";
254 vtx << "in highp vec4 a_coords;\n";
255 if (vertAccess == INDEXACCESS_DYNAMIC)
256 vtx << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n";
257 else if (vertAccess == INDEXACCESS_DYNAMIC_LOOP)
258 vtx << "uniform mediump int ui_four;\n";
259 vtx << "out ${PRECISION} ${VAR_TYPE} var[${ARRAY_LEN}];\n";
260 vtx << "\n";
261 vtx << "void main()\n";
262 vtx << "{\n";
263 vtx << " gl_Position = a_position;\n";
264 if (vertAccess == INDEXACCESS_STATIC)
265 {
266 vtx << " var[0] = ${VAR_TYPE}(a_coords);\n";
267 vtx << " var[1] = ${VAR_TYPE}(a_coords) * 0.5;\n";
268 vtx << " var[2] = ${VAR_TYPE}(a_coords) * 0.25;\n";
269 vtx << " var[3] = ${VAR_TYPE}(a_coords) * 0.125;\n";
270 }
271 else if (vertAccess == INDEXACCESS_DYNAMIC)
272 {
273 vtx << " var[ui_zero] = ${VAR_TYPE}(a_coords);\n";
274 vtx << " var[ui_one] = ${VAR_TYPE}(a_coords) * 0.5;\n";
275 vtx << " var[ui_two] = ${VAR_TYPE}(a_coords) * 0.25;\n";
276 vtx << " var[ui_three] = ${VAR_TYPE}(a_coords) * 0.125;\n";
277 }
278 else if (vertAccess == INDEXACCESS_STATIC_LOOP)
279 {
280 vtx << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n";
281 vtx << " for (int i = 0; i < 4; i++)\n";
282 vtx << " {\n";
283 vtx << " var[i] = ${VAR_TYPE}(coords);\n";
284 vtx << " coords = coords * 0.5;\n";
285 vtx << " }\n";
286 }
287 else
288 {
289 DE_ASSERT(vertAccess == INDEXACCESS_DYNAMIC_LOOP);
290 vtx << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n";
291 vtx << " for (int i = 0; i < ui_four; i++)\n";
292 vtx << " {\n";
293 vtx << " var[i] = ${VAR_TYPE}(coords);\n";
294 vtx << " coords = coords * 0.5;\n";
295 vtx << " }\n";
296 }
297 vtx << "}\n";
298
299 std::ostringstream frag;
300 frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
301 frag << "precision mediump int;\n";
302 frag << "layout(location = 0) out mediump vec4 o_color;\n";
303 if (fragAccess == INDEXACCESS_DYNAMIC)
304 frag << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n";
305 else if (fragAccess == INDEXACCESS_DYNAMIC_LOOP)
306 frag << "uniform int ui_four;\n";
307 frag << "in ${PRECISION} ${VAR_TYPE} var[${ARRAY_LEN}];\n";
308 frag << "\n";
309 frag << "void main()\n";
310 frag << "{\n";
311 frag << " ${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n";
312 if (fragAccess == INDEXACCESS_STATIC)
313 {
314 frag << " res += var[0];\n";
315 frag << " res += var[1];\n";
316 frag << " res += var[2];\n";
317 frag << " res += var[3];\n";
318 }
319 else if (fragAccess == INDEXACCESS_DYNAMIC)
320 {
321 frag << " res += var[ui_zero];\n";
322 frag << " res += var[ui_one];\n";
323 frag << " res += var[ui_two];\n";
324 frag << " res += var[ui_three];\n";
325 }
326 else if (fragAccess == INDEXACCESS_STATIC_LOOP)
327 {
328 frag << " for (int i = 0; i < 4; i++)\n";
329 frag << " res += var[i];\n";
330 }
331 else
332 {
333 DE_ASSERT(fragAccess == INDEXACCESS_DYNAMIC_LOOP);
334 frag << " for (int i = 0; i < ui_four; i++)\n";
335 frag << " res += var[i];\n";
336 }
337 frag << " o_color = vec4(res${PADDING});\n";
338 frag << "}\n";
339
340 // Fill in shader templates.
341 map<string, string> params;
342 params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType)));
343 params.insert(pair<string, string>("ARRAY_LEN", "4"));
344 params.insert(pair<string, string>("PRECISION", "mediump"));
345
346 if (varType == TYPE_FLOAT)
347 params.insert(pair<string, string>("PADDING", ", 0.0, 0.0, 1.0"));
348 else if (varType == TYPE_FLOAT_VEC2)
349 params.insert(pair<string, string>("PADDING", ", 0.0, 1.0"));
350 else if (varType == TYPE_FLOAT_VEC3)
351 params.insert(pair<string, string>("PADDING", ", 1.0"));
352 else
353 params.insert(pair<string, string>("PADDING", ""));
354
355 StringTemplate vertTemplate(vtx.str().c_str());
356 StringTemplate fragTemplate(frag.str().c_str());
357 string vertexShaderSource = vertTemplate.specialize(params);
358 string fragmentShaderSource = fragTemplate.specialize(params);
359
360 ShaderEvalFunc evalFunc = getArrayCoordsEvalFunc(varType);
361 return new ShaderIndexingCase(context, caseName, description, true, varType, evalFunc, vertexShaderSource.c_str(),
362 fragmentShaderSource.c_str());
363 }
364
createUniformArrayCase(Context & context,const char * caseName,const char * description,glu::GLSLVersion glslVersion,bool isVertexCase,DataType varType,IndexAccessType readAccess)365 static ShaderIndexingCase* createUniformArrayCase(Context& context, const char* caseName, const char* description,
366 glu::GLSLVersion glslVersion, bool isVertexCase, DataType varType,
367 IndexAccessType readAccess)
368 {
369 DE_ASSERT(glslVersion == glu::GLSL_VERSION_300_ES || glslVersion == glu::GLSL_VERSION_310_ES ||
370 glslVersion >= glu::GLSL_VERSION_330);
371
372 std::ostringstream vtx;
373 std::ostringstream frag;
374 std::ostringstream& op = isVertexCase ? vtx : frag;
375
376 vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
377 frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
378
379 vtx << "in highp vec4 a_position;\n";
380 vtx << "in highp vec4 a_coords;\n";
381 frag << "layout(location = 0) out mediump vec4 o_color;\n";
382
383 if (isVertexCase)
384 {
385 vtx << "out mediump vec4 v_color;\n";
386 frag << "in mediump vec4 v_color;\n";
387 }
388 else
389 {
390 vtx << "out mediump vec4 v_coords;\n";
391 frag << "in mediump vec4 v_coords;\n";
392 }
393
394 if (readAccess == INDEXACCESS_DYNAMIC)
395 op << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n";
396 else if (readAccess == INDEXACCESS_DYNAMIC_LOOP)
397 op << "uniform mediump int ui_four;\n";
398
399 op << "uniform ${PRECISION} ${VAR_TYPE} u_arr[${ARRAY_LEN}];\n";
400
401 vtx << "\n";
402 vtx << "void main()\n";
403 vtx << "{\n";
404 vtx << " gl_Position = a_position;\n";
405
406 frag << "\n";
407 frag << "void main()\n";
408 frag << "{\n";
409
410 // Read array.
411 op << " ${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n";
412 if (readAccess == INDEXACCESS_STATIC)
413 {
414 op << " res += u_arr[0];\n";
415 op << " res += u_arr[1];\n";
416 op << " res += u_arr[2];\n";
417 op << " res += u_arr[3];\n";
418 }
419 else if (readAccess == INDEXACCESS_DYNAMIC)
420 {
421 op << " res += u_arr[ui_zero];\n";
422 op << " res += u_arr[ui_one];\n";
423 op << " res += u_arr[ui_two];\n";
424 op << " res += u_arr[ui_three];\n";
425 }
426 else if (readAccess == INDEXACCESS_STATIC_LOOP)
427 {
428 op << " for (int i = 0; i < 4; i++)\n";
429 op << " res += u_arr[i];\n";
430 }
431 else
432 {
433 DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP);
434 op << " for (int i = 0; i < ui_four; i++)\n";
435 op << " res += u_arr[i];\n";
436 }
437
438 if (isVertexCase)
439 {
440 vtx << " v_color = vec4(res${PADDING});\n";
441 frag << " o_color = v_color;\n";
442 }
443 else
444 {
445 vtx << " v_coords = a_coords;\n";
446 frag << " o_color = vec4(res${PADDING});\n";
447 }
448
449 vtx << "}\n";
450 frag << "}\n";
451
452 // Fill in shader templates.
453 map<string, string> params;
454 params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType)));
455 params.insert(pair<string, string>("ARRAY_LEN", "4"));
456 params.insert(pair<string, string>("PRECISION", "mediump"));
457
458 if (varType == TYPE_FLOAT)
459 params.insert(pair<string, string>("PADDING", ", 0.0, 0.0, 1.0"));
460 else if (varType == TYPE_FLOAT_VEC2)
461 params.insert(pair<string, string>("PADDING", ", 0.0, 1.0"));
462 else if (varType == TYPE_FLOAT_VEC3)
463 params.insert(pair<string, string>("PADDING", ", 1.0"));
464 else
465 params.insert(pair<string, string>("PADDING", ""));
466
467 StringTemplate vertTemplate(vtx.str().c_str());
468 StringTemplate fragTemplate(frag.str().c_str());
469 string vertexShaderSource = vertTemplate.specialize(params);
470 string fragmentShaderSource = fragTemplate.specialize(params);
471
472 ShaderEvalFunc evalFunc = getArrayUniformEvalFunc(varType);
473 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc,
474 vertexShaderSource.c_str(), fragmentShaderSource.c_str());
475 }
476
createTmpArrayCase(Context & context,const char * caseName,const char * description,glu::GLSLVersion glslVersion,bool isVertexCase,DataType varType,IndexAccessType writeAccess,IndexAccessType readAccess)477 static ShaderIndexingCase* createTmpArrayCase(Context& context, const char* caseName, const char* description,
478 glu::GLSLVersion glslVersion, bool isVertexCase, DataType varType,
479 IndexAccessType writeAccess, IndexAccessType readAccess)
480 {
481 DE_ASSERT(glslVersion == glu::GLSL_VERSION_300_ES || glslVersion == glu::GLSL_VERSION_310_ES ||
482 glslVersion >= glu::GLSL_VERSION_330);
483
484 std::ostringstream vtx;
485 std::ostringstream frag;
486 std::ostringstream& op = isVertexCase ? vtx : frag;
487
488 vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
489 frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
490
491 vtx << "in highp vec4 a_position;\n";
492 vtx << "in highp vec4 a_coords;\n";
493 frag << "layout(location = 0) out mediump vec4 o_color;\n";
494
495 if (isVertexCase)
496 {
497 vtx << "out mediump vec4 v_color;\n";
498 frag << "in mediump vec4 v_color;\n";
499 }
500 else
501 {
502 vtx << "out mediump vec4 v_coords;\n";
503 frag << "in mediump vec4 v_coords;\n";
504 }
505
506 if (writeAccess == INDEXACCESS_DYNAMIC || readAccess == INDEXACCESS_DYNAMIC)
507 op << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n";
508
509 if (writeAccess == INDEXACCESS_DYNAMIC_LOOP || readAccess == INDEXACCESS_DYNAMIC_LOOP)
510 op << "uniform mediump int ui_four;\n";
511
512 vtx << "\n";
513 vtx << "void main()\n";
514 vtx << "{\n";
515 vtx << " gl_Position = a_position;\n";
516
517 frag << "\n";
518 frag << "void main()\n";
519 frag << "{\n";
520
521 // Write array.
522 if (isVertexCase)
523 op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n";
524 else
525 op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(v_coords);\n";
526
527 op << " ${PRECISION} ${VAR_TYPE} arr[${ARRAY_LEN}];\n";
528 if (writeAccess == INDEXACCESS_STATIC)
529 {
530 op << " arr[0] = ${VAR_TYPE}(coords);\n";
531 op << " arr[1] = ${VAR_TYPE}(coords) * 0.5;\n";
532 op << " arr[2] = ${VAR_TYPE}(coords) * 0.25;\n";
533 op << " arr[3] = ${VAR_TYPE}(coords) * 0.125;\n";
534 }
535 else if (writeAccess == INDEXACCESS_DYNAMIC)
536 {
537 op << " arr[ui_zero] = ${VAR_TYPE}(coords);\n";
538 op << " arr[ui_one] = ${VAR_TYPE}(coords) * 0.5;\n";
539 op << " arr[ui_two] = ${VAR_TYPE}(coords) * 0.25;\n";
540 op << " arr[ui_three] = ${VAR_TYPE}(coords) * 0.125;\n";
541 }
542 else if (writeAccess == INDEXACCESS_STATIC_LOOP)
543 {
544 op << " for (int i = 0; i < 4; i++)\n";
545 op << " {\n";
546 op << " arr[i] = ${VAR_TYPE}(coords);\n";
547 op << " coords = coords * 0.5;\n";
548 op << " }\n";
549 }
550 else
551 {
552 DE_ASSERT(writeAccess == INDEXACCESS_DYNAMIC_LOOP);
553 op << " for (int i = 0; i < ui_four; i++)\n";
554 op << " {\n";
555 op << " arr[i] = ${VAR_TYPE}(coords);\n";
556 op << " coords = coords * 0.5;\n";
557 op << " }\n";
558 }
559
560 // Read array.
561 op << " ${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n";
562 if (readAccess == INDEXACCESS_STATIC)
563 {
564 op << " res += arr[0];\n";
565 op << " res += arr[1];\n";
566 op << " res += arr[2];\n";
567 op << " res += arr[3];\n";
568 }
569 else if (readAccess == INDEXACCESS_DYNAMIC)
570 {
571 op << " res += arr[ui_zero];\n";
572 op << " res += arr[ui_one];\n";
573 op << " res += arr[ui_two];\n";
574 op << " res += arr[ui_three];\n";
575 }
576 else if (readAccess == INDEXACCESS_STATIC_LOOP)
577 {
578 op << " for (int i = 0; i < 4; i++)\n";
579 op << " res += arr[i];\n";
580 }
581 else
582 {
583 DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP);
584 op << " for (int i = 0; i < ui_four; i++)\n";
585 op << " res += arr[i];\n";
586 }
587
588 if (isVertexCase)
589 {
590 vtx << " v_color = vec4(res${PADDING});\n";
591 frag << " o_color = v_color;\n";
592 }
593 else
594 {
595 vtx << " v_coords = a_coords;\n";
596 frag << " o_color = vec4(res${PADDING});\n";
597 }
598
599 vtx << "}\n";
600 frag << "}\n";
601
602 // Fill in shader templates.
603 map<string, string> params;
604 params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType)));
605 params.insert(pair<string, string>("ARRAY_LEN", "4"));
606 params.insert(pair<string, string>("PRECISION", "mediump"));
607
608 if (varType == TYPE_FLOAT)
609 params.insert(pair<string, string>("PADDING", ", 0.0, 0.0, 1.0"));
610 else if (varType == TYPE_FLOAT_VEC2)
611 params.insert(pair<string, string>("PADDING", ", 0.0, 1.0"));
612 else if (varType == TYPE_FLOAT_VEC3)
613 params.insert(pair<string, string>("PADDING", ", 1.0"));
614 else
615 params.insert(pair<string, string>("PADDING", ""));
616
617 StringTemplate vertTemplate(vtx.str().c_str());
618 StringTemplate fragTemplate(frag.str().c_str());
619 string vertexShaderSource = vertTemplate.specialize(params);
620 string fragmentShaderSource = fragTemplate.specialize(params);
621
622 ShaderEvalFunc evalFunc = getArrayCoordsEvalFunc(varType);
623 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc,
624 vertexShaderSource.c_str(), fragmentShaderSource.c_str());
625 }
626
627 // VECTOR SUBSCRIPT.
628
evalSubscriptVec2(ShaderEvalContext & c)629 void evalSubscriptVec2(ShaderEvalContext& c)
630 {
631 c.color.xyz() = Vec3(c.coords.x() + 0.5f * c.coords.y());
632 }
evalSubscriptVec3(ShaderEvalContext & c)633 void evalSubscriptVec3(ShaderEvalContext& c)
634 {
635 c.color.xyz() = Vec3(c.coords.x() + 0.5f * c.coords.y() + 0.25f * c.coords.z());
636 }
evalSubscriptVec4(ShaderEvalContext & c)637 void evalSubscriptVec4(ShaderEvalContext& c)
638 {
639 c.color.xyz() = Vec3(c.coords.x() + 0.5f * c.coords.y() + 0.25f * c.coords.z() + 0.125f * c.coords.w());
640 }
641
getVectorSubscriptEvalFunc(DataType dataType)642 static ShaderEvalFunc getVectorSubscriptEvalFunc(DataType dataType)
643 {
644 if (dataType == TYPE_FLOAT_VEC2)
645 return evalSubscriptVec2;
646 else if (dataType == TYPE_FLOAT_VEC3)
647 return evalSubscriptVec3;
648 else if (dataType == TYPE_FLOAT_VEC4)
649 return evalSubscriptVec4;
650
651 DE_ASSERT(DE_FALSE && "Invalid data type.");
652 return NULL;
653 }
654
createVectorSubscriptCase(Context & context,const char * caseName,const char * description,glu::GLSLVersion glslVersion,bool isVertexCase,DataType varType,VectorAccessType writeAccess,VectorAccessType readAccess)655 static ShaderIndexingCase* createVectorSubscriptCase(Context& context, const char* caseName, const char* description,
656 glu::GLSLVersion glslVersion, bool isVertexCase, DataType varType,
657 VectorAccessType writeAccess, VectorAccessType readAccess)
658 {
659 std::ostringstream vtx;
660 std::ostringstream frag;
661 std::ostringstream& op = isVertexCase ? vtx : frag;
662
663 int vecLen = getDataTypeScalarSize(varType);
664 const char* vecLenName = getIntUniformName(vecLen);
665
666 vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
667 frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
668
669 vtx << "in highp vec4 a_position;\n";
670 vtx << "in highp vec4 a_coords;\n";
671 frag << "layout(location = 0) out mediump vec4 o_color;\n";
672
673 if (isVertexCase)
674 {
675 vtx << "out mediump vec3 v_color;\n";
676 frag << "in mediump vec3 v_color;\n";
677 }
678 else
679 {
680 vtx << "out mediump vec4 v_coords;\n";
681 frag << "in mediump vec4 v_coords;\n";
682 }
683
684 if (writeAccess == SUBSCRIPT_DYNAMIC || readAccess == SUBSCRIPT_DYNAMIC)
685 {
686 op << "uniform mediump int ui_zero";
687 if (vecLen >= 2)
688 op << ", ui_one";
689 if (vecLen >= 3)
690 op << ", ui_two";
691 if (vecLen >= 4)
692 op << ", ui_three";
693 op << ";\n";
694 }
695
696 if (writeAccess == SUBSCRIPT_DYNAMIC_LOOP || readAccess == SUBSCRIPT_DYNAMIC_LOOP)
697 op << "uniform mediump int " << vecLenName << ";\n";
698
699 vtx << "\n";
700 vtx << "void main()\n";
701 vtx << "{\n";
702 vtx << " gl_Position = a_position;\n";
703
704 frag << "\n";
705 frag << "void main()\n";
706 frag << "{\n";
707
708 // Write vector.
709 if (isVertexCase)
710 op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n";
711 else
712 op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(v_coords);\n";
713
714 op << " ${PRECISION} ${VAR_TYPE} tmp;\n";
715 if (writeAccess == DIRECT)
716 op << " tmp = coords.${SWIZZLE} * vec4(1.0, 0.5, 0.25, 0.125).${SWIZZLE};\n";
717 else if (writeAccess == COMPONENT)
718 {
719 op << " tmp.x = coords.x;\n";
720 if (vecLen >= 2)
721 op << " tmp.y = coords.y * 0.5;\n";
722 if (vecLen >= 3)
723 op << " tmp.z = coords.z * 0.25;\n";
724 if (vecLen >= 4)
725 op << " tmp.w = coords.w * 0.125;\n";
726 }
727 else if (writeAccess == SUBSCRIPT_STATIC)
728 {
729 op << " tmp[0] = coords.x;\n";
730 if (vecLen >= 2)
731 op << " tmp[1] = coords.y * 0.5;\n";
732 if (vecLen >= 3)
733 op << " tmp[2] = coords.z * 0.25;\n";
734 if (vecLen >= 4)
735 op << " tmp[3] = coords.w * 0.125;\n";
736 }
737 else if (writeAccess == SUBSCRIPT_DYNAMIC)
738 {
739 op << " tmp[ui_zero] = coords.x;\n";
740 if (vecLen >= 2)
741 op << " tmp[ui_one] = coords.y * 0.5;\n";
742 if (vecLen >= 3)
743 op << " tmp[ui_two] = coords.z * 0.25;\n";
744 if (vecLen >= 4)
745 op << " tmp[ui_three] = coords.w * 0.125;\n";
746 }
747 else if (writeAccess == SUBSCRIPT_STATIC_LOOP)
748 {
749 op << " for (int i = 0; i < " << vecLen << "; i++)\n";
750 op << " {\n";
751 op << " tmp[i] = coords.x;\n";
752 op << " coords = coords.${ROT_SWIZZLE} * 0.5;\n";
753 op << " }\n";
754 }
755 else
756 {
757 DE_ASSERT(writeAccess == SUBSCRIPT_DYNAMIC_LOOP);
758 op << " for (int i = 0; i < " << vecLenName << "; i++)\n";
759 op << " {\n";
760 op << " tmp[i] = coords.x;\n";
761 op << " coords = coords.${ROT_SWIZZLE} * 0.5;\n";
762 op << " }\n";
763 }
764
765 // Read vector.
766 op << " ${PRECISION} float res = 0.0;\n";
767 if (readAccess == DIRECT)
768 op << " res = dot(tmp, ${VAR_TYPE}(1.0));\n";
769 else if (readAccess == COMPONENT)
770 {
771 op << " res += tmp.x;\n";
772 if (vecLen >= 2)
773 op << " res += tmp.y;\n";
774 if (vecLen >= 3)
775 op << " res += tmp.z;\n";
776 if (vecLen >= 4)
777 op << " res += tmp.w;\n";
778 }
779 else if (readAccess == SUBSCRIPT_STATIC)
780 {
781 op << " res += tmp[0];\n";
782 if (vecLen >= 2)
783 op << " res += tmp[1];\n";
784 if (vecLen >= 3)
785 op << " res += tmp[2];\n";
786 if (vecLen >= 4)
787 op << " res += tmp[3];\n";
788 }
789 else if (readAccess == SUBSCRIPT_DYNAMIC)
790 {
791 op << " res += tmp[ui_zero];\n";
792 if (vecLen >= 2)
793 op << " res += tmp[ui_one];\n";
794 if (vecLen >= 3)
795 op << " res += tmp[ui_two];\n";
796 if (vecLen >= 4)
797 op << " res += tmp[ui_three];\n";
798 }
799 else if (readAccess == SUBSCRIPT_STATIC_LOOP)
800 {
801 op << " for (int i = 0; i < " << vecLen << "; i++)\n";
802 op << " res += tmp[i];\n";
803 }
804 else
805 {
806 DE_ASSERT(readAccess == SUBSCRIPT_DYNAMIC_LOOP);
807 op << " for (int i = 0; i < " << vecLenName << "; i++)\n";
808 op << " res += tmp[i];\n";
809 }
810
811 if (isVertexCase)
812 {
813 vtx << " v_color = vec3(res);\n";
814 frag << " o_color = vec4(v_color.rgb, 1.0);\n";
815 }
816 else
817 {
818 vtx << " v_coords = a_coords;\n";
819 frag << " o_color = vec4(vec3(res), 1.0);\n";
820 }
821
822 vtx << "}\n";
823 frag << "}\n";
824
825 // Fill in shader templates.
826 static const char* s_swizzles[5] = { "", "x", "xy", "xyz", "xyzw" };
827 static const char* s_rotSwizzles[5] = { "", "x", "yx", "yzx", "yzwx" };
828
829 map<string, string> params;
830 params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType)));
831 params.insert(pair<string, string>("PRECISION", "mediump"));
832 params.insert(pair<string, string>("SWIZZLE", s_swizzles[vecLen]));
833 params.insert(pair<string, string>("ROT_SWIZZLE", s_rotSwizzles[vecLen]));
834
835 StringTemplate vertTemplate(vtx.str().c_str());
836 StringTemplate fragTemplate(frag.str().c_str());
837 string vertexShaderSource = vertTemplate.specialize(params);
838 string fragmentShaderSource = fragTemplate.specialize(params);
839
840 ShaderEvalFunc evalFunc = getVectorSubscriptEvalFunc(varType);
841 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc,
842 vertexShaderSource.c_str(), fragmentShaderSource.c_str());
843 }
844
845 // MATRIX SUBSCRIPT.
846
evalSubscriptMat2(ShaderEvalContext & c)847 void evalSubscriptMat2(ShaderEvalContext& c)
848 {
849 c.color.xy() = c.coords.swizzle(0, 1) + 0.5f * c.coords.swizzle(1, 2);
850 }
evalSubscriptMat2x3(ShaderEvalContext & c)851 void evalSubscriptMat2x3(ShaderEvalContext& c)
852 {
853 c.color.xyz() = c.coords.swizzle(0, 1, 2) + 0.5f * c.coords.swizzle(1, 2, 3);
854 }
evalSubscriptMat2x4(ShaderEvalContext & c)855 void evalSubscriptMat2x4(ShaderEvalContext& c)
856 {
857 c.color = c.coords.swizzle(0, 1, 2, 3) + 0.5f * c.coords.swizzle(1, 2, 3, 0);
858 }
859
evalSubscriptMat3x2(ShaderEvalContext & c)860 void evalSubscriptMat3x2(ShaderEvalContext& c)
861 {
862 c.color.xy() = c.coords.swizzle(0, 1) + 0.5f * c.coords.swizzle(1, 2) + 0.25f * c.coords.swizzle(2, 3);
863 }
evalSubscriptMat3(ShaderEvalContext & c)864 void evalSubscriptMat3(ShaderEvalContext& c)
865 {
866 c.color.xyz() = c.coords.swizzle(0, 1, 2) + 0.5f * c.coords.swizzle(1, 2, 3) + 0.25f * c.coords.swizzle(2, 3, 0);
867 }
evalSubscriptMat3x4(ShaderEvalContext & c)868 void evalSubscriptMat3x4(ShaderEvalContext& c)
869 {
870 c.color = c.coords.swizzle(0, 1, 2, 3) + 0.5f * c.coords.swizzle(1, 2, 3, 0) + 0.25f * c.coords.swizzle(2, 3, 0, 1);
871 }
872
evalSubscriptMat4x2(ShaderEvalContext & c)873 void evalSubscriptMat4x2(ShaderEvalContext& c)
874 {
875 c.color.xy() = c.coords.swizzle(0, 1) + 0.5f * c.coords.swizzle(1, 2) + 0.25f * c.coords.swizzle(2, 3) +
876 0.125f * c.coords.swizzle(3, 0);
877 }
evalSubscriptMat4x3(ShaderEvalContext & c)878 void evalSubscriptMat4x3(ShaderEvalContext& c)
879 {
880 c.color.xyz() = c.coords.swizzle(0, 1, 2) + 0.5f * c.coords.swizzle(1, 2, 3) + 0.25f * c.coords.swizzle(2, 3, 0) +
881 0.125f * c.coords.swizzle(3, 0, 1);
882 }
evalSubscriptMat4(ShaderEvalContext & c)883 void evalSubscriptMat4(ShaderEvalContext& c)
884 {
885 c.color = c.coords + 0.5f * c.coords.swizzle(1, 2, 3, 0) + 0.25f * c.coords.swizzle(2, 3, 0, 1) +
886 0.125f * c.coords.swizzle(3, 0, 1, 2);
887 }
888
getMatrixSubscriptEvalFunc(DataType dataType)889 static ShaderEvalFunc getMatrixSubscriptEvalFunc(DataType dataType)
890 {
891 switch (dataType)
892 {
893 case TYPE_FLOAT_MAT2:
894 return evalSubscriptMat2;
895 case TYPE_FLOAT_MAT2X3:
896 return evalSubscriptMat2x3;
897 case TYPE_FLOAT_MAT2X4:
898 return evalSubscriptMat2x4;
899 case TYPE_FLOAT_MAT3X2:
900 return evalSubscriptMat3x2;
901 case TYPE_FLOAT_MAT3:
902 return evalSubscriptMat3;
903 case TYPE_FLOAT_MAT3X4:
904 return evalSubscriptMat3x4;
905 case TYPE_FLOAT_MAT4X2:
906 return evalSubscriptMat4x2;
907 case TYPE_FLOAT_MAT4X3:
908 return evalSubscriptMat4x3;
909 case TYPE_FLOAT_MAT4:
910 return evalSubscriptMat4;
911
912 default:
913 DE_ASSERT(DE_FALSE && "Invalid data type.");
914 return DE_NULL;
915 }
916 }
917
createMatrixSubscriptCase(Context & context,const char * caseName,const char * description,glu::GLSLVersion glslVersion,bool isVertexCase,DataType varType,IndexAccessType writeAccess,IndexAccessType readAccess)918 static ShaderIndexingCase* createMatrixSubscriptCase(Context& context, const char* caseName, const char* description,
919 glu::GLSLVersion glslVersion, bool isVertexCase, DataType varType,
920 IndexAccessType writeAccess, IndexAccessType readAccess)
921 {
922 DE_ASSERT(glslVersion == glu::GLSL_VERSION_300_ES || glslVersion == glu::GLSL_VERSION_310_ES ||
923 glslVersion >= glu::GLSL_VERSION_330);
924
925 std::ostringstream vtx;
926 std::ostringstream frag;
927 std::ostringstream& op = isVertexCase ? vtx : frag;
928
929 int numCols = getDataTypeMatrixNumColumns(varType);
930 int numRows = getDataTypeMatrixNumRows(varType);
931 const char* matSizeName = getIntUniformName(numCols);
932 DataType vecType = getDataTypeFloatVec(numRows);
933
934 vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
935 frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
936
937 vtx << "in highp vec4 a_position;\n";
938 vtx << "in highp vec4 a_coords;\n";
939 frag << "layout(location = 0) out mediump vec4 o_color;\n";
940
941 if (isVertexCase)
942 {
943 vtx << "out mediump vec4 v_color;\n";
944 frag << "in mediump vec4 v_color;\n";
945 }
946 else
947 {
948 vtx << "out mediump vec4 v_coords;\n";
949 frag << "in mediump vec4 v_coords;\n";
950 }
951
952 if (writeAccess == INDEXACCESS_DYNAMIC || readAccess == INDEXACCESS_DYNAMIC)
953 {
954 op << "uniform mediump int ui_zero";
955 if (numCols >= 2)
956 op << ", ui_one";
957 if (numCols >= 3)
958 op << ", ui_two";
959 if (numCols >= 4)
960 op << ", ui_three";
961 op << ";\n";
962 }
963
964 if (writeAccess == INDEXACCESS_DYNAMIC_LOOP || readAccess == INDEXACCESS_DYNAMIC_LOOP)
965 op << "uniform mediump int " << matSizeName << ";\n";
966
967 vtx << "\n";
968 vtx << "void main()\n";
969 vtx << "{\n";
970 vtx << " gl_Position = a_position;\n";
971
972 frag << "\n";
973 frag << "void main()\n";
974 frag << "{\n";
975
976 // Write matrix.
977 if (isVertexCase)
978 op << " ${PRECISION} vec4 coords = a_coords;\n";
979 else
980 op << " ${PRECISION} vec4 coords = v_coords;\n";
981
982 op << " ${PRECISION} ${MAT_TYPE} tmp;\n";
983 if (writeAccess == INDEXACCESS_STATIC)
984 {
985 op << " tmp[0] = ${VEC_TYPE}(coords);\n";
986 if (numCols >= 2)
987 op << " tmp[1] = ${VEC_TYPE}(coords.yzwx) * 0.5;\n";
988 if (numCols >= 3)
989 op << " tmp[2] = ${VEC_TYPE}(coords.zwxy) * 0.25;\n";
990 if (numCols >= 4)
991 op << " tmp[3] = ${VEC_TYPE}(coords.wxyz) * 0.125;\n";
992 }
993 else if (writeAccess == INDEXACCESS_DYNAMIC)
994 {
995 op << " tmp[ui_zero] = ${VEC_TYPE}(coords);\n";
996 if (numCols >= 2)
997 op << " tmp[ui_one] = ${VEC_TYPE}(coords.yzwx) * 0.5;\n";
998 if (numCols >= 3)
999 op << " tmp[ui_two] = ${VEC_TYPE}(coords.zwxy) * 0.25;\n";
1000 if (numCols >= 4)
1001 op << " tmp[ui_three] = ${VEC_TYPE}(coords.wxyz) * 0.125;\n";
1002 }
1003 else if (writeAccess == INDEXACCESS_STATIC_LOOP)
1004 {
1005 op << " for (int i = 0; i < " << numCols << "; i++)\n";
1006 op << " {\n";
1007 op << " tmp[i] = ${VEC_TYPE}(coords);\n";
1008 op << " coords = coords.yzwx * 0.5;\n";
1009 op << " }\n";
1010 }
1011 else
1012 {
1013 DE_ASSERT(writeAccess == INDEXACCESS_DYNAMIC_LOOP);
1014 op << " for (int i = 0; i < " << matSizeName << "; i++)\n";
1015 op << " {\n";
1016 op << " tmp[i] = ${VEC_TYPE}(coords);\n";
1017 op << " coords = coords.yzwx * 0.5;\n";
1018 op << " }\n";
1019 }
1020
1021 // Read matrix.
1022 op << " ${PRECISION} ${VEC_TYPE} res = ${VEC_TYPE}(0.0);\n";
1023 if (readAccess == INDEXACCESS_STATIC)
1024 {
1025 op << " res += tmp[0];\n";
1026 if (numCols >= 2)
1027 op << " res += tmp[1];\n";
1028 if (numCols >= 3)
1029 op << " res += tmp[2];\n";
1030 if (numCols >= 4)
1031 op << " res += tmp[3];\n";
1032 }
1033 else if (readAccess == INDEXACCESS_DYNAMIC)
1034 {
1035 op << " res += tmp[ui_zero];\n";
1036 if (numCols >= 2)
1037 op << " res += tmp[ui_one];\n";
1038 if (numCols >= 3)
1039 op << " res += tmp[ui_two];\n";
1040 if (numCols >= 4)
1041 op << " res += tmp[ui_three];\n";
1042 }
1043 else if (readAccess == INDEXACCESS_STATIC_LOOP)
1044 {
1045 op << " for (int i = 0; i < " << numCols << "; i++)\n";
1046 op << " res += tmp[i];\n";
1047 }
1048 else
1049 {
1050 DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP);
1051 op << " for (int i = 0; i < " << matSizeName << "; i++)\n";
1052 op << " res += tmp[i];\n";
1053 }
1054
1055 if (isVertexCase)
1056 {
1057 vtx << " v_color = vec4(res${PADDING});\n";
1058 frag << " o_color = v_color;\n";
1059 }
1060 else
1061 {
1062 vtx << " v_coords = a_coords;\n";
1063 frag << " o_color = vec4(res${PADDING});\n";
1064 }
1065
1066 vtx << "}\n";
1067 frag << "}\n";
1068
1069 // Fill in shader templates.
1070 map<string, string> params;
1071 params.insert(pair<string, string>("MAT_TYPE", getDataTypeName(varType)));
1072 params.insert(pair<string, string>("VEC_TYPE", getDataTypeName(vecType)));
1073 params.insert(pair<string, string>("PRECISION", "mediump"));
1074
1075 if (numRows == 2)
1076 params.insert(pair<string, string>("PADDING", ", 0.0, 1.0"));
1077 else if (numRows == 3)
1078 params.insert(pair<string, string>("PADDING", ", 1.0"));
1079 else
1080 params.insert(pair<string, string>("PADDING", ""));
1081
1082 StringTemplate vertTemplate(vtx.str().c_str());
1083 StringTemplate fragTemplate(frag.str().c_str());
1084 string vertexShaderSource = vertTemplate.specialize(params);
1085 string fragmentShaderSource = fragTemplate.specialize(params);
1086
1087 ShaderEvalFunc evalFunc = getMatrixSubscriptEvalFunc(varType);
1088 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc,
1089 vertexShaderSource.c_str(), fragmentShaderSource.c_str());
1090 }
1091
1092 // ShaderIndexingTests.
1093
ShaderIndexingTests(Context & context,glu::GLSLVersion glslVersion)1094 ShaderIndexingTests::ShaderIndexingTests(Context& context, glu::GLSLVersion glslVersion)
1095 : TestCaseGroup(context, "indexing", "Indexing Tests"), m_glslVersion(glslVersion)
1096 {
1097 }
1098
~ShaderIndexingTests(void)1099 ShaderIndexingTests::~ShaderIndexingTests(void)
1100 {
1101 }
1102
init(void)1103 void ShaderIndexingTests::init(void)
1104 {
1105 static const DataType s_floatAndVecTypes[] = { TYPE_FLOAT, TYPE_FLOAT_VEC2, TYPE_FLOAT_VEC3, TYPE_FLOAT_VEC4 };
1106
1107 static const ShaderType s_shaderTypes[] = { SHADERTYPE_VERTEX, SHADERTYPE_FRAGMENT };
1108
1109 // Varying array access cases.
1110 {
1111 TestCaseGroup* varyingGroup = new TestCaseGroup(m_context, "varying_array", "Varying array access tests.");
1112 addChild(varyingGroup);
1113
1114 for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++)
1115 {
1116 DataType varType = s_floatAndVecTypes[typeNdx];
1117 for (int vertAccess = 0; vertAccess < INDEXACCESS_LAST; vertAccess++)
1118 {
1119 for (int fragAccess = 0; fragAccess < INDEXACCESS_LAST; fragAccess++)
1120 {
1121 if (vertAccess == INDEXACCESS_STATIC && fragAccess == INDEXACCESS_STATIC)
1122 continue;
1123
1124 const char* vertAccessName = getIndexAccessTypeName((IndexAccessType)vertAccess);
1125 const char* fragAccessName = getIndexAccessTypeName((IndexAccessType)fragAccess);
1126 string name =
1127 string(getDataTypeName(varType)) + "_" + vertAccessName + "_write_" + fragAccessName + "_read";
1128 string desc = string("Varying array with ") + vertAccessName + " write in vertex shader and " +
1129 fragAccessName + " read in fragment shader.";
1130 varyingGroup->addChild(createVaryingArrayCase(m_context, name.c_str(), desc.c_str(), m_glslVersion,
1131 varType, (IndexAccessType)vertAccess,
1132 (IndexAccessType)fragAccess));
1133 }
1134 }
1135 }
1136 }
1137
1138 // Uniform array access cases.
1139 {
1140 TestCaseGroup* uniformGroup = new TestCaseGroup(m_context, "uniform_array", "Uniform array access tests.");
1141 addChild(uniformGroup);
1142
1143 for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++)
1144 {
1145 DataType varType = s_floatAndVecTypes[typeNdx];
1146 for (int readAccess = 0; readAccess < INDEXACCESS_LAST; readAccess++)
1147 {
1148 const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess);
1149 for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++)
1150 {
1151 ShaderType shaderType = s_shaderTypes[shaderTypeNdx];
1152 const char* shaderTypeName = getShaderTypeName((ShaderType)shaderType);
1153 string name = string(getDataTypeName(varType)) + "_" + readAccessName + "_read_" + shaderTypeName;
1154 string desc =
1155 string("Uniform array with ") + readAccessName + " read in " + shaderTypeName + " shader.";
1156 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX);
1157 uniformGroup->addChild(createUniformArrayCase(m_context, name.c_str(), desc.c_str(), m_glslVersion,
1158 isVertexCase, varType, (IndexAccessType)readAccess));
1159 }
1160 }
1161 }
1162 }
1163
1164 // Temporary array access cases.
1165 {
1166 TestCaseGroup* tmpGroup = new TestCaseGroup(m_context, "tmp_array", "Temporary array access tests.");
1167 addChild(tmpGroup);
1168
1169 for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++)
1170 {
1171 DataType varType = s_floatAndVecTypes[typeNdx];
1172 for (int isReadStatic = 0; isReadStatic < 2; isReadStatic++)
1173 {
1174 for (int access = INDEXACCESS_STATIC + 1; access < INDEXACCESS_LAST; access++)
1175 {
1176 IndexAccessType readAccess = isReadStatic ? INDEXACCESS_STATIC : (IndexAccessType)access;
1177 IndexAccessType writeAccess = isReadStatic ? (IndexAccessType)access : INDEXACCESS_STATIC;
1178
1179 const char* writeAccessName = getIndexAccessTypeName(writeAccess);
1180 const char* readAccessName = getIndexAccessTypeName(readAccess);
1181
1182 for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++)
1183 {
1184 ShaderType shaderType = s_shaderTypes[shaderTypeNdx];
1185 const char* shaderTypeName = getShaderTypeName((ShaderType)shaderType);
1186 string name = string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" +
1187 readAccessName + "_read_" + shaderTypeName;
1188 string desc = string("Temporary array with ") + writeAccessName + " write and " +
1189 readAccessName + " read in " + shaderTypeName + " shader.";
1190 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX);
1191 tmpGroup->addChild(createTmpArrayCase(m_context, name.c_str(), desc.c_str(), m_glslVersion,
1192 isVertexCase, varType, (IndexAccessType)writeAccess,
1193 (IndexAccessType)readAccess));
1194 }
1195 }
1196 }
1197 }
1198 }
1199
1200 // Vector indexing with subscripts.
1201 {
1202 TestCaseGroup* vecGroup = new TestCaseGroup(m_context, "vector_subscript", "Vector subscript indexing.");
1203 addChild(vecGroup);
1204
1205 static const DataType s_vectorTypes[] = { TYPE_FLOAT_VEC2, TYPE_FLOAT_VEC3, TYPE_FLOAT_VEC4 };
1206
1207 for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_vectorTypes); typeNdx++)
1208 {
1209 DataType varType = s_vectorTypes[typeNdx];
1210 for (int isReadDirect = 0; isReadDirect < 2; isReadDirect++)
1211 {
1212 for (int access = SUBSCRIPT_STATIC; access < VECTORACCESS_LAST; access++)
1213 {
1214 VectorAccessType readAccess = isReadDirect ? DIRECT : (VectorAccessType)access;
1215 VectorAccessType writeAccess = isReadDirect ? (VectorAccessType)access : DIRECT;
1216
1217 const char* writeAccessName = getVectorAccessTypeName(writeAccess);
1218 const char* readAccessName = getVectorAccessTypeName(readAccess);
1219
1220 for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++)
1221 {
1222 ShaderType shaderType = s_shaderTypes[shaderTypeNdx];
1223 const char* shaderTypeName = getShaderTypeName((ShaderType)shaderType);
1224 string name = string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" +
1225 readAccessName + "_read_" + shaderTypeName;
1226 string desc = string("Vector subscript access with ") + writeAccessName + " write and " +
1227 readAccessName + " read in " + shaderTypeName + " shader.";
1228 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX);
1229 vecGroup->addChild(createVectorSubscriptCase(
1230 m_context, name.c_str(), desc.c_str(), m_glslVersion, isVertexCase, varType,
1231 (VectorAccessType)writeAccess, (VectorAccessType)readAccess));
1232 }
1233 }
1234 }
1235 }
1236 }
1237
1238 // Matrix indexing with subscripts.
1239 {
1240 TestCaseGroup* matGroup = new TestCaseGroup(m_context, "matrix_subscript", "Matrix subscript indexing.");
1241 addChild(matGroup);
1242
1243 static const DataType s_matrixTypes[] = { TYPE_FLOAT_MAT2, TYPE_FLOAT_MAT2X3, TYPE_FLOAT_MAT2X4,
1244 TYPE_FLOAT_MAT3X2, TYPE_FLOAT_MAT3, TYPE_FLOAT_MAT3X4,
1245 TYPE_FLOAT_MAT4X2, TYPE_FLOAT_MAT4X3, TYPE_FLOAT_MAT4 };
1246
1247 for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_matrixTypes); typeNdx++)
1248 {
1249 DataType varType = s_matrixTypes[typeNdx];
1250 for (int isReadStatic = 0; isReadStatic < 2; isReadStatic++)
1251 {
1252 for (int access = INDEXACCESS_STATIC + 1; access < INDEXACCESS_LAST; access++)
1253 {
1254 IndexAccessType readAccess = isReadStatic ? INDEXACCESS_STATIC : (IndexAccessType)access;
1255 IndexAccessType writeAccess = isReadStatic ? (IndexAccessType)access : INDEXACCESS_STATIC;
1256
1257 const char* writeAccessName = getIndexAccessTypeName(writeAccess);
1258 const char* readAccessName = getIndexAccessTypeName(readAccess);
1259
1260 for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++)
1261 {
1262 ShaderType shaderType = s_shaderTypes[shaderTypeNdx];
1263 const char* shaderTypeName = getShaderTypeName((ShaderType)shaderType);
1264 string name = string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" +
1265 readAccessName + "_read_" + shaderTypeName;
1266 string desc = string("Vector subscript access with ") + writeAccessName + " write and " +
1267 readAccessName + " read in " + shaderTypeName + " shader.";
1268 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX);
1269 matGroup->addChild(createMatrixSubscriptCase(
1270 m_context, name.c_str(), desc.c_str(), m_glslVersion, isVertexCase, varType,
1271 (IndexAccessType)writeAccess, (IndexAccessType)readAccess));
1272 }
1273 }
1274 }
1275 }
1276 }
1277 }
1278
1279 } // deqp
1280