1 /*-------------------------------------------------------------------------
2 * drawElements Quality Program OpenGL Shared Module
3 * -------------------------------------------------
4 *
5 * Copyright 2014 The Android Open Source Project
6 *
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
10 *
11 * http://www.apache.org/licenses/LICENSE-2.0
12 *
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
18 *
19 *//*!
20 * \file
21 * \brief Shared shader constant expression test components
22 *//*--------------------------------------------------------------------*/
23
24 #include "glsShaderConstExprTests.hpp"
25 #include "glsShaderLibrary.hpp"
26 #include "glsShaderLibraryCase.hpp"
27
28 #include "tcuStringTemplate.hpp"
29
30 #include "deStringUtil.hpp"
31 #include "deMath.h"
32
33 namespace deqp
34 {
35 namespace gls
36 {
37 namespace ShaderConstExpr
38 {
39
createTests(tcu::TestContext & testContext,glu::RenderContext & renderContext,const glu::ContextInfo & contextInfo,const TestParams * cases,int numCases,glu::GLSLVersion version,TestShaderStage testStage)40 std::vector<tcu::TestNode*> createTests (tcu::TestContext& testContext,
41 glu::RenderContext& renderContext,
42 const glu::ContextInfo& contextInfo,
43 const TestParams* cases,
44 int numCases,
45 glu::GLSLVersion version,
46 TestShaderStage testStage)
47 {
48 using std::string;
49 using std::vector;
50 using gls::sl::ShaderCase;
51
52 // Needed for autogenerating shader code for increased component counts
53 DE_STATIC_ASSERT(glu::TYPE_FLOAT+1 == glu::TYPE_FLOAT_VEC2);
54 DE_STATIC_ASSERT(glu::TYPE_FLOAT+2 == glu::TYPE_FLOAT_VEC3);
55 DE_STATIC_ASSERT(glu::TYPE_FLOAT+3 == glu::TYPE_FLOAT_VEC4);
56
57 DE_STATIC_ASSERT(glu::TYPE_INT+1 == glu::TYPE_INT_VEC2);
58 DE_STATIC_ASSERT(glu::TYPE_INT+2 == glu::TYPE_INT_VEC3);
59 DE_STATIC_ASSERT(glu::TYPE_INT+3 == glu::TYPE_INT_VEC4);
60
61 DE_STATIC_ASSERT(glu::TYPE_UINT+1 == glu::TYPE_UINT_VEC2);
62 DE_STATIC_ASSERT(glu::TYPE_UINT+2 == glu::TYPE_UINT_VEC3);
63 DE_STATIC_ASSERT(glu::TYPE_UINT+3 == glu::TYPE_UINT_VEC4);
64
65 DE_STATIC_ASSERT(glu::TYPE_BOOL+1 == glu::TYPE_BOOL_VEC2);
66 DE_STATIC_ASSERT(glu::TYPE_BOOL+2 == glu::TYPE_BOOL_VEC3);
67 DE_STATIC_ASSERT(glu::TYPE_BOOL+3 == glu::TYPE_BOOL_VEC4);
68
69 DE_ASSERT(testStage);
70
71 const char* shaderTemplateSrc =
72 "#version ${GLES_VERSION}\n"
73 "precision highp float;\n"
74 "precision highp int;\n"
75 "${DECLARATIONS}\n"
76 "void main()\n"
77 "{\n"
78 " const ${CASE_BASE_TYPE} cval = ${CASE_EXPRESSION};\n"
79 " out0 = cval;\n"
80 " ${OUTPUT}\n"
81 "}\n";
82
83 const tcu::StringTemplate shaderTemplate (shaderTemplateSrc);
84 vector<tcu::TestNode*> ret;
85 vector<ShaderCase::ValueBlock> shaderOutput (1);
86
87 shaderOutput[0].arrayLength = 1;
88 shaderOutput[0].values.push_back(ShaderCase::Value());
89 shaderOutput[0].values[0].storageType = ShaderCase::Value::STORAGE_OUTPUT;
90 shaderOutput[0].values[0].valueName = "out0";
91 shaderOutput[0].values[0].dataType = glu::TYPE_FLOAT;
92 shaderOutput[0].values[0].arrayLength = 1;
93 shaderOutput[0].values[0].elements.push_back(ShaderCase::Value::Element());
94
95 for (int caseNdx = 0; caseNdx < numCases; caseNdx++)
96 {
97 std::map<string, string> shaderTemplateParams;
98 const int minComponents = cases[caseNdx].minComponents;
99 const int maxComponents = cases[caseNdx].maxComponents;
100 const DataType inType = cases[caseNdx].inType;
101 const DataType outType = cases[caseNdx].outType;
102 const string expression = cases[caseNdx].expression;
103 // Check for presence of func(vec, scalar) style specialization, use as gatekeeper for applying said specialization
104 const bool alwaysScalar = expression.find("${MT}")!=string::npos;
105 ShaderCase::Value& expected = shaderOutput[0].values[0];
106
107 switch (outType)
108 {
109 case glu::TYPE_INT:
110 expected.elements[0].int32 = (int)cases[caseNdx].output;
111 break;
112
113 case glu::TYPE_UINT:
114 expected.elements[0].int32 = (unsigned int)cases[caseNdx].output;
115 break;
116
117 case glu::TYPE_BOOL:
118 expected.elements[0].bool32 = cases[caseNdx].output!=0.0f;
119 break;
120
121 case glu::TYPE_FLOAT:
122 expected.elements[0].float32 = cases[caseNdx].output;
123 break;
124
125 default:
126 DE_ASSERT(false);
127 }
128
129 expected.dataType = outType;
130
131 shaderTemplateParams["GLES_VERSION"] = version == glu::GLSL_VERSION_300_ES ? "300 es" : "100";
132 shaderTemplateParams["CASE_BASE_TYPE"] = glu::getDataTypeName(outType);
133 shaderTemplateParams["DECLARATIONS"] = "${DECLARATIONS}";
134 shaderTemplateParams["OUTPUT"] = "${OUTPUT}";
135
136 for (int compCount = minComponents-1; compCount < maxComponents; compCount++)
137 {
138 vector<tcu::TestNode*> children;
139 std::map<string, string> expressionTemplateParams;
140 string typeName = glu::getDataTypeName((glu::DataType)(inType + compCount)); // results in float, vec2, vec3, vec4 progression (same for other primitive types)
141 const char* componentAccess[] = {"", ".y", ".z", ".w"};
142 const tcu::StringTemplate expressionTemplate (expression);
143 // Add type to case name if we are generating multiple versions
144 const string caseName = string(cases[caseNdx].name) + (minComponents==maxComponents ? "" : ("_" + typeName));
145
146 // ${T} => final type, ${MT} => final type but with scalar version usable even when T is a vector
147 expressionTemplateParams["T"] = typeName;
148 expressionTemplateParams["MT"] = typeName;
149
150 shaderTemplateParams["CASE_EXPRESSION"] = expressionTemplate.specialize(expressionTemplateParams) + componentAccess[compCount]; // Add vector access to expression as needed
151
152 {
153 const string mapped = shaderTemplate.specialize(shaderTemplateParams);
154
155 if (testStage & SHADER_VERTEX)
156 ret.push_back(new ShaderCase(testContext,
157 renderContext,
158 contextInfo,
159 (caseName + "_vertex").c_str(),
160 "",
161 ShaderCase::ShaderCaseSpecification::generateSharedSourceVertexCase(ShaderCase::EXPECT_PASS,
162 version,
163 shaderOutput,
164 mapped)));
165
166 if (testStage & SHADER_FRAGMENT)
167 ret.push_back(new ShaderCase(testContext,
168 renderContext,
169 contextInfo,
170 (caseName + "_fragment").c_str(),
171 "",
172 ShaderCase::ShaderCaseSpecification::generateSharedSourceFragmentCase(ShaderCase::EXPECT_PASS,
173 version,
174 shaderOutput,
175 mapped)));
176 }
177
178 // Deal with functions that allways accept one ore more scalar parameters even when others are vectors
179 if (alwaysScalar && compCount > 0)
180 {
181 const string scalarCaseName = string(cases[caseNdx].name) + "_" + typeName + "_" + glu::getDataTypeName(inType);
182
183 expressionTemplateParams["MT"] = glu::getDataTypeName(inType);
184 shaderTemplateParams["CASE_EXPRESSION"] = expressionTemplate.specialize(expressionTemplateParams) + componentAccess[compCount];
185
186 {
187 const string mapped = shaderTemplate.specialize(shaderTemplateParams);
188
189 if (testStage & SHADER_VERTEX)
190 ret.push_back(new ShaderCase(testContext,
191 renderContext,
192 contextInfo,
193 (scalarCaseName + "_vertex").c_str(),
194 "",
195 ShaderCase::ShaderCaseSpecification::generateSharedSourceVertexCase(ShaderCase::EXPECT_PASS,
196 version,
197 shaderOutput,
198 mapped)));
199
200 if (testStage & SHADER_FRAGMENT)
201 ret.push_back(new ShaderCase(testContext,
202 renderContext,
203 contextInfo,
204 (scalarCaseName + "_fragment").c_str(),
205 "",
206 ShaderCase::ShaderCaseSpecification::generateSharedSourceFragmentCase(ShaderCase::EXPECT_PASS,
207 version,
208 shaderOutput,
209 mapped)));
210 }
211 }
212 }
213 }
214
215 return ret;
216 }
217
218 } // ShaderConstExpr
219 } // gls
220 } // deqp
221