1 /*-------------------------------------------------------------------------
2  * drawElements Quality Program OpenGL ES 2.0 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 Algorithm implementation tests.
22  *//*--------------------------------------------------------------------*/
23 
24 #include "es2fShaderAlgorithmTests.hpp"
25 #include "glsShaderRenderCase.hpp"
26 #include "gluShaderUtil.hpp"
27 #include "tcuStringTemplate.hpp"
28 
29 #include "deInt32.h"
30 #include "deMemory.h"
31 
32 #include <map>
33 #include <algorithm>
34 
35 using namespace std;
36 using namespace tcu;
37 using namespace glu;
38 using namespace deqp::gls;
39 
40 namespace deqp
41 {
42 namespace gles2
43 {
44 namespace Functional
45 {
46 
47 // ShaderAlgorithmCase
48 
49 class ShaderAlgorithmCase : public ShaderRenderCase
50 {
51 public:
52 								ShaderAlgorithmCase			(Context& context, const char* name, const char* description, bool isVertexCase, ShaderEvalFunc evalFunc, const char* vertShaderSource, const char* fragShaderSource);
53 	virtual						~ShaderAlgorithmCase		(void);
54 
55 private:
56 								ShaderAlgorithmCase			(const ShaderAlgorithmCase&);	// not allowed!
57 	ShaderAlgorithmCase&		operator=					(const ShaderAlgorithmCase&);	// not allowed!
58 };
59 
ShaderAlgorithmCase(Context & context,const char * name,const char * description,bool isVertexCase,ShaderEvalFunc evalFunc,const char * vertShaderSource,const char * fragShaderSource)60 ShaderAlgorithmCase::ShaderAlgorithmCase (Context& context, const char* name, const char* description, bool isVertexCase, ShaderEvalFunc evalFunc, const char* vertShaderSource, const char* fragShaderSource)
61 	: ShaderRenderCase(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, isVertexCase, evalFunc)
62 {
63 	m_vertShaderSource	= vertShaderSource;
64 	m_fragShaderSource	= fragShaderSource;
65 }
66 
~ShaderAlgorithmCase(void)67 ShaderAlgorithmCase::~ShaderAlgorithmCase (void)
68 {
69 }
70 
71 // Helpers.
72 
createExpressionCase(Context & context,const char * caseName,const char * description,bool isVertexCase,ShaderEvalFunc evalFunc,LineStream & shaderBody)73 static ShaderAlgorithmCase* createExpressionCase (Context& context, const char* caseName, const char* description, bool isVertexCase, ShaderEvalFunc evalFunc, LineStream& shaderBody)
74 {
75 	std::ostringstream vtx;
76 	std::ostringstream frag;
77 	std::ostringstream& op = isVertexCase ? vtx : frag;
78 
79 	vtx << "attribute highp vec4 a_position;\n";
80 	vtx << "attribute highp vec4 a_unitCoords;\n";
81 
82 	if (isVertexCase)
83 	{
84 		vtx << "varying mediump vec3 v_color;\n";
85 		frag << "varying mediump vec3 v_color;\n";
86 	}
87 	else
88 	{
89 		vtx << "varying mediump vec4 v_coords;\n";
90 		frag << "varying mediump vec4 v_coords;\n";
91 	}
92 
93 //	op << "uniform mediump sampler2D ut_brick;\n";
94 
95 	vtx << "\n";
96 	vtx << "void main()\n";
97 	vtx << "{\n";
98 	vtx << "	gl_Position = a_position;\n";
99 
100 	frag << "\n";
101 	frag << "void main()\n";
102 	frag << "{\n";
103 
104 	// Write matrix.
105 	if (isVertexCase)
106 		op << "	${PRECISION} vec4 coords = a_unitCoords;\n";
107 	else
108 		op << "	${PRECISION} vec4 coords = v_coords;\n";
109 
110 	op << "	${PRECISION} vec3 res = vec3(0.0);\n";
111 	op << shaderBody.str();
112 
113 	if (isVertexCase)
114 	{
115 		vtx << "	v_color = res;\n";
116 		frag << "	gl_FragColor = vec4(v_color, 1.0);\n";
117 	}
118 	else
119 	{
120 		vtx << "	v_coords = a_unitCoords;\n";
121 		frag << "	gl_FragColor = vec4(res, 1.0);\n";
122 	}
123 
124 	vtx << "}\n";
125 	frag << "}\n";
126 
127 	// Fill in shader templates.
128 	map<string, string> params;
129 	params.insert(pair<string, string>("PRECISION", "mediump"));
130 
131 	StringTemplate vertTemplate(vtx.str().c_str());
132 	StringTemplate fragTemplate(frag.str().c_str());
133 	string vertexShaderSource = vertTemplate.specialize(params);
134 	string fragmentShaderSource = fragTemplate.specialize(params);
135 
136 	return new ShaderAlgorithmCase(context, caseName, description, isVertexCase, evalFunc, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
137 }
138 
139 // ShaderAlgorithmTests.
140 
ShaderAlgorithmTests(Context & context)141 ShaderAlgorithmTests::ShaderAlgorithmTests(Context& context)
142 	: TestCaseGroup(context, "algorithm", "Miscellaneous algorithm implementations using shaders.")
143 {
144 }
145 
~ShaderAlgorithmTests(void)146 ShaderAlgorithmTests::~ShaderAlgorithmTests (void)
147 {
148 }
149 
init(void)150 void ShaderAlgorithmTests::init (void)
151 {
152 //	TestCaseGroup* colorGroup = new TestCaseGroup(m_testCtx, "color", "Miscellaneous color related algorithm tests.");
153 //	addChild(colorGroup);
154 
155 	#define SHADER_OP_CASE(NAME, DESCRIPTION, SHADER_OP, EVAL_FUNC_BODY)														\
156 		do {																													\
157 			struct Eval_##NAME { static void eval (ShaderEvalContext& c) EVAL_FUNC_BODY };										\
158 			addChild(createExpressionCase(m_context, #NAME "_vertex", DESCRIPTION, true, &Eval_##NAME::eval, SHADER_OP));		\
159 			addChild(createExpressionCase(m_context, #NAME "_fragment", DESCRIPTION, false, &Eval_##NAME::eval, SHADER_OP));	\
160 		} while (deGetFalse())
161 
162 	SHADER_OP_CASE(hsl_to_rgb, "Conversion from HSL color space into RGB.",
163 		LineStream(1)
164 		<< "mediump float H = coords.x, S = coords.y, L = coords.z;"
165 		<< "mediump float v = (L <= 0.5) ? (L * (1.0 + S)) : (L + S - L * S);"
166 		<< "res = vec3(L); // default to gray"
167 		<< "if (v > 0.0)"
168 		<< "{"
169 		<< "	mediump float m = L + L - v;"
170 		<< "	mediump float sv = (v - m) / v;"
171 		<< "	H *= 6.0;"
172 		<< "	mediump int sextant = int(H);"
173 		<< "	mediump float fract = H - float(sextant);"
174 		<< "	mediump float vsf = v * sv * fract;"
175 		<< "	mediump float mid1 = m + vsf;"
176 		<< "	mediump float mid2 = m - vsf;"
177 		<< "	if (sextant == 0)      res = vec3(v, mid1, m);"
178 		<< "	else if (sextant == 1) res = vec3(mid2, v, m);"
179 		<< "	else if (sextant == 2) res = vec3(m, v, mid1);"
180 		<< "	else if (sextant == 3) res = vec3(m, mid2, v);"
181 		<< "	else if (sextant == 4) res = vec3(mid1, m, v);"
182 		<< "	else                   res = vec3(v, m, mid2);"
183 		<< "}",
184 		{
185 			float H = c.unitCoords.x();
186 			float S = c.unitCoords.y();
187 			float L = c.unitCoords.z();
188 			Vec3 rgb = Vec3(L);
189 			float v = (L <= 0.5f) ? (L * (1.0f + S)) : (L + S - L * S);
190 			if (v > 0.0f)
191 			{
192 				float m = L + L - v;
193 				float sv = (v - m) / v;
194 				H *= 6.0f;
195 				int sextant = int(H);
196 				float fract = H - float(sextant);
197 				float vsf = v * sv * fract;
198 				float mid1 = m + vsf;
199 				float mid2 = m - vsf;
200 				if (sextant == 0)		rgb = Vec3(v, mid1, m);
201 				else if (sextant == 1)	rgb = Vec3(mid2, v, m);
202 				else if (sextant == 2)	rgb = Vec3(m, v, mid1);
203 				else if (sextant == 3)	rgb = Vec3(m, mid2, v);
204 				else if (sextant == 4)	rgb = Vec3(mid1, m, v);
205 				else					rgb = Vec3(v, m, mid2);
206 			}
207 			c.color.xyz() = rgb;
208 		});
209 
210 	SHADER_OP_CASE(rgb_to_hsl, "Conversion from RGB color space into HSL.",
211 		LineStream(1)
212 		<< "mediump float r = coords.x, g = coords.y, b = coords.z;"
213 		<< "mediump float minVal = min(min(r, g), b);"
214 		<< "mediump float maxVal = max(max(r, g), b);"
215 		<< "mediump float L = (minVal + maxVal) * 0.5;"
216 		<< "if (minVal == maxVal)"
217 		<< "	res = vec3(0.0, 0.0, L);"
218 		<< "else"
219 		<< "{"
220 		<< "	mediump float H;"
221 		<< "	mediump float S;"
222 		<< "	if (L < 0.5)"
223 		<< "		S = (maxVal - minVal) / (maxVal + minVal);"
224 		<< "	else"
225 		<< "		S = (maxVal - minVal) / (2.0 - maxVal - minVal);"
226 		<< ""
227 		<< "	mediump float ooDiff = 1.0 / (maxVal - minVal);"
228 		<< "	if (r == maxVal)      H = (g - b) * ooDiff;"
229 		<< "	else if (g == maxVal) H = 2.0 + (b - r) * ooDiff;"
230 		<< "	else                  H = 4.0 + (r - g) * ooDiff;"
231 		<< "	H /= 6.0;"
232 		<< ""
233 		<< "	res = vec3(H, S, L);"
234 		<< "}",
235 		{
236 			float r = c.unitCoords.x();
237 			float g = c.unitCoords.y();
238 			float b = c.unitCoords.z();
239 			float minVal = min(min(r, g), b);
240 			float maxVal = max(max(r, g), b);
241 			float L = (minVal + maxVal) * 0.5f;
242 			Vec3 hsl;
243 
244 			if (minVal == maxVal)
245 				hsl = Vec3(0.0f, 0.0f, L);
246 			else
247 			{
248 				float H;
249 				float S;
250 				if (L < 0.5f)
251 					S = (maxVal - minVal) / (maxVal + minVal);
252 				else
253 					S = (maxVal - minVal) / (2.0f - maxVal - minVal);
254 
255 				float ooDiff = 1.0f / (maxVal - minVal);
256 				if (r == maxVal)		H = (g - b) * ooDiff;
257 				else if (g == maxVal)	H = 2.0f + (b - r) * ooDiff;
258 				else					H = 4.0f + (r - g) * ooDiff;
259 				H /= 6.0f;
260 
261 				hsl = Vec3(H, S, L);
262 			}
263 			c.color.xyz() = hsl;
264 		});
265 
266 /*	SHADER_OP_CASE(image_to_grayscale, "Convert image to grayscale.",
267 		LineStream(1)
268 		<< "res = texture2D(ut_brick, coords.xy).rgb;",
269 		{
270 			c.color.xyz() = Vec3(0.5f);
271 		});*/
272 }
273 
274 } // Functional
275 } // gles2
276 } // deqp
277