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 Shader discard statement tests.
22 *//*--------------------------------------------------------------------*/
23
24 #include "es2fShaderDiscardTests.hpp"
25 #include "glsShaderRenderCase.hpp"
26 #include "tcuStringTemplate.hpp"
27 #include "gluTexture.hpp"
28
29 #include <map>
30 #include <sstream>
31 #include <string>
32
33 #include "glwEnums.hpp"
34 #include "glwFunctions.hpp"
35
36 using tcu::StringTemplate;
37
38 using std::map;
39 using std::string;
40 using std::ostringstream;
41
42 using namespace glu;
43 using namespace deqp::gls;
44
45 namespace deqp
46 {
47 namespace gles2
48 {
49 namespace Functional
50 {
51
52 enum CaseFlags
53 {
54 FLAG_USES_TEXTURES = (1<<0),
55 FLAG_REQUIRES_DYNAMIC_LOOPS = (1<<1),
56 };
57
58 class ShaderDiscardCase : public ShaderRenderCase
59 {
60 public:
61 ShaderDiscardCase (Context& context, const char* name, const char* description, const char* shaderSource, ShaderEvalFunc evalFunc, deUint32 flags);
62 virtual ~ShaderDiscardCase (void);
63
64 void init (void);
65 void deinit (void);
66
67 void setupUniforms (int programID, const tcu::Vec4& constCoords);
68
69 private:
70 const deUint32 m_flags;
71 glu::Texture2D* m_brickTexture;
72 };
73
ShaderDiscardCase(Context & context,const char * name,const char * description,const char * shaderSource,ShaderEvalFunc evalFunc,deUint32 flags)74 ShaderDiscardCase::ShaderDiscardCase (Context& context, const char* name, const char* description, const char* shaderSource, ShaderEvalFunc evalFunc, deUint32 flags)
75 : ShaderRenderCase (context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, false, evalFunc)
76 , m_flags (flags)
77 , m_brickTexture (DE_NULL)
78 {
79 m_fragShaderSource = shaderSource;
80 m_vertShaderSource =
81 "attribute highp vec4 a_position;\n"
82 "attribute highp vec4 a_coords;\n"
83 "varying mediump vec4 v_color;\n"
84 "varying mediump vec4 v_coords;\n\n"
85 "void main (void)\n"
86 "{\n"
87 " gl_Position = a_position;\n"
88 " v_color = vec4(a_coords.xyz, 1.0);\n"
89 " v_coords = a_coords;\n"
90 "}\n";
91 }
92
~ShaderDiscardCase(void)93 ShaderDiscardCase::~ShaderDiscardCase (void)
94 {
95 delete m_brickTexture;
96 }
97
init(void)98 void ShaderDiscardCase::init (void)
99 {
100 try
101 {
102 gls::ShaderRenderCase::init();
103 }
104 catch (const CompileFailed&)
105 {
106 if (m_flags & FLAG_REQUIRES_DYNAMIC_LOOPS)
107 {
108 const bool isSupported = m_isVertexCase ? m_ctxInfo.isVertexDynamicLoopSupported() : m_ctxInfo.isFragmentDynamicLoopSupported();
109 if (!isSupported)
110 throw tcu::NotSupportedError("Dynamic loops not supported");
111 }
112
113 throw;
114 }
115
116 if (m_flags & FLAG_USES_TEXTURES)
117 {
118 m_brickTexture = glu::Texture2D::create(m_renderCtx, m_ctxInfo, m_testCtx.getArchive(), "data/brick.png");
119 m_textures.push_back(TextureBinding(m_brickTexture, tcu::Sampler(tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE,
120 tcu::Sampler::LINEAR, tcu::Sampler::LINEAR)));
121 }
122 }
123
deinit(void)124 void ShaderDiscardCase::deinit (void)
125 {
126 gls::ShaderRenderCase::deinit();
127 delete m_brickTexture;
128 m_brickTexture = DE_NULL;
129 }
130
setupUniforms(int programID,const tcu::Vec4 &)131 void ShaderDiscardCase::setupUniforms (int programID, const tcu::Vec4&)
132 {
133 const glw::Functions& gl = m_renderCtx.getFunctions();
134 gl.uniform1i(gl.getUniformLocation(programID, "ut_brick"), 0);
135 }
136
ShaderDiscardTests(Context & context)137 ShaderDiscardTests::ShaderDiscardTests (Context& context)
138 : TestCaseGroup(context, "discard", "Discard statement tests")
139 {
140 }
141
~ShaderDiscardTests(void)142 ShaderDiscardTests::~ShaderDiscardTests (void)
143 {
144 }
145
146 enum DiscardMode
147 {
148 DISCARDMODE_ALWAYS = 0,
149 DISCARDMODE_NEVER,
150 DISCARDMODE_UNIFORM,
151 DISCARDMODE_DYNAMIC,
152 DISCARDMODE_TEXTURE,
153
154 DISCARDMODE_LAST
155 };
156
157 enum DiscardTemplate
158 {
159 DISCARDTEMPLATE_MAIN_BASIC = 0,
160 DISCARDTEMPLATE_FUNCTION_BASIC,
161 DISCARDTEMPLATE_MAIN_STATIC_LOOP,
162 DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP,
163 DISCARDTEMPLATE_FUNCTION_STATIC_LOOP,
164
165 DISCARDTEMPLATE_LAST
166 };
167
168 // Evaluation functions
evalDiscardAlways(ShaderEvalContext & c)169 inline void evalDiscardAlways (ShaderEvalContext& c) { c.discard(); }
evalDiscardNever(ShaderEvalContext & c)170 inline void evalDiscardNever (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); }
evalDiscardDynamic(ShaderEvalContext & c)171 inline void evalDiscardDynamic (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); if (c.coords.x()+c.coords.y() > 0.0f) c.discard(); }
172
evalDiscardTexture(ShaderEvalContext & c)173 inline void evalDiscardTexture (ShaderEvalContext& c)
174 {
175 c.color.xyz() = c.coords.swizzle(0,1,2);
176 if (c.texture2D(0, c.coords.swizzle(0,1) * 0.25f + 0.5f).x() < 0.7f)
177 c.discard();
178 }
179
getEvalFunc(DiscardMode mode)180 static ShaderEvalFunc getEvalFunc (DiscardMode mode)
181 {
182 switch (mode)
183 {
184 case DISCARDMODE_ALWAYS: return evalDiscardAlways;
185 case DISCARDMODE_NEVER: return evalDiscardNever;
186 case DISCARDMODE_UNIFORM: return evalDiscardAlways;
187 case DISCARDMODE_DYNAMIC: return evalDiscardDynamic;
188 case DISCARDMODE_TEXTURE: return evalDiscardTexture;
189 default:
190 DE_ASSERT(DE_FALSE);
191 return evalDiscardAlways;
192 }
193 }
194
getTemplate(DiscardTemplate variant)195 static const char* getTemplate (DiscardTemplate variant)
196 {
197 switch (variant)
198 {
199 case DISCARDTEMPLATE_MAIN_BASIC:
200 return "varying mediump vec4 v_color;\n"
201 "varying mediump vec4 v_coords;\n"
202 "uniform sampler2D ut_brick;\n"
203 "uniform mediump int ui_one;\n\n"
204 "void main (void)\n"
205 "{\n"
206 " gl_FragColor = v_color;\n"
207 " ${DISCARD};\n"
208 "}\n";
209
210 case DISCARDTEMPLATE_FUNCTION_BASIC:
211 return "varying mediump vec4 v_color;\n"
212 "varying mediump vec4 v_coords;\n"
213 "uniform sampler2D ut_brick;\n"
214 "uniform mediump int ui_one;\n\n"
215 "void myfunc (void)\n"
216 "{\n"
217 " ${DISCARD};\n"
218 "}\n\n"
219 "void main (void)\n"
220 "{\n"
221 " gl_FragColor = v_color;\n"
222 " myfunc();\n"
223 "}\n";
224
225 case DISCARDTEMPLATE_MAIN_STATIC_LOOP:
226 return "varying mediump vec4 v_color;\n"
227 "varying mediump vec4 v_coords;\n"
228 "uniform sampler2D ut_brick;\n"
229 "uniform mediump int ui_one;\n\n"
230 "void main (void)\n"
231 "{\n"
232 " gl_FragColor = v_color;\n"
233 " for (int i = 0; i < 2; i++)\n"
234 " {\n"
235 " if (i > 0)\n"
236 " ${DISCARD};\n"
237 " }\n"
238 "}\n";
239
240 case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP:
241 return "varying mediump vec4 v_color;\n"
242 "varying mediump vec4 v_coords;\n"
243 "uniform sampler2D ut_brick;\n"
244 "uniform mediump int ui_one;\n"
245 "uniform mediump int ui_two;\n\n"
246 "void main (void)\n"
247 "{\n"
248 " gl_FragColor = v_color;\n"
249 " for (int i = 0; i < ui_two; i++)\n"
250 " {\n"
251 " if (i > 0)\n"
252 " ${DISCARD};\n"
253 " }\n"
254 "}\n";
255
256 case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP:
257 return "varying mediump vec4 v_color;\n"
258 "varying mediump vec4 v_coords;\n"
259 "uniform sampler2D ut_brick;\n"
260 "uniform mediump int ui_one;\n\n"
261 "void myfunc (void)\n"
262 "{\n"
263 " for (int i = 0; i < 2; i++)\n"
264 " {\n"
265 " if (i > 0)\n"
266 " ${DISCARD};\n"
267 " }\n"
268 "}\n\n"
269 "void main (void)\n"
270 "{\n"
271 " gl_FragColor = v_color;\n"
272 " myfunc();\n"
273 "}\n";
274
275 default:
276 DE_ASSERT(DE_FALSE);
277 return DE_NULL;
278 }
279 }
280
getTemplateName(DiscardTemplate variant)281 static const char* getTemplateName (DiscardTemplate variant)
282 {
283 switch (variant)
284 {
285 case DISCARDTEMPLATE_MAIN_BASIC: return "basic";
286 case DISCARDTEMPLATE_FUNCTION_BASIC: return "function";
287 case DISCARDTEMPLATE_MAIN_STATIC_LOOP: return "static_loop";
288 case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP: return "dynamic_loop";
289 case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP: return "function_static_loop";
290 default:
291 DE_ASSERT(DE_FALSE);
292 return DE_NULL;
293 }
294 }
295
getModeName(DiscardMode mode)296 static const char* getModeName (DiscardMode mode)
297 {
298 switch (mode)
299 {
300 case DISCARDMODE_ALWAYS: return "always";
301 case DISCARDMODE_NEVER: return "never";
302 case DISCARDMODE_UNIFORM: return "uniform";
303 case DISCARDMODE_DYNAMIC: return "dynamic";
304 case DISCARDMODE_TEXTURE: return "texture";
305 default:
306 DE_ASSERT(DE_FALSE);
307 return DE_NULL;
308 }
309 }
310
getTemplateDesc(DiscardTemplate variant)311 static const char* getTemplateDesc (DiscardTemplate variant)
312 {
313 switch (variant)
314 {
315 case DISCARDTEMPLATE_MAIN_BASIC: return "main";
316 case DISCARDTEMPLATE_FUNCTION_BASIC: return "function";
317 case DISCARDTEMPLATE_MAIN_STATIC_LOOP: return "static loop";
318 case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP: return "dynamic loop";
319 case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP: return "static loop in function";
320 default:
321 DE_ASSERT(DE_FALSE);
322 return DE_NULL;
323 }
324 }
325
getModeDesc(DiscardMode mode)326 static const char* getModeDesc (DiscardMode mode)
327 {
328 switch (mode)
329 {
330 case DISCARDMODE_ALWAYS: return "Always discard";
331 case DISCARDMODE_NEVER: return "Never discard";
332 case DISCARDMODE_UNIFORM: return "Discard based on uniform value";
333 case DISCARDMODE_DYNAMIC: return "Discard based on varying values";
334 case DISCARDMODE_TEXTURE: return "Discard based on texture value";
335 default:
336 DE_ASSERT(DE_FALSE);
337 return DE_NULL;
338 }
339 }
340
makeDiscardCase(Context & context,DiscardTemplate tmpl,DiscardMode mode)341 ShaderDiscardCase* makeDiscardCase (Context& context, DiscardTemplate tmpl, DiscardMode mode)
342 {
343 StringTemplate shaderTemplate(getTemplate(tmpl));
344
345 map<string, string> params;
346
347 switch (mode)
348 {
349 case DISCARDMODE_ALWAYS: params["DISCARD"] = "discard"; break;
350 case DISCARDMODE_NEVER: params["DISCARD"] = "if (false) discard"; break;
351 case DISCARDMODE_UNIFORM: params["DISCARD"] = "if (ui_one > 0) discard"; break;
352 case DISCARDMODE_DYNAMIC: params["DISCARD"] = "if (v_coords.x+v_coords.y > 0.0) discard"; break;
353 case DISCARDMODE_TEXTURE: params["DISCARD"] = "if (texture2D(ut_brick, v_coords.xy*0.25+0.5).x < 0.7) discard"; break;
354 default:
355 DE_ASSERT(DE_FALSE);
356 break;
357 }
358
359 string name = string(getTemplateName(tmpl)) + "_" + getModeName(mode);
360 string description = string(getModeDesc(mode)) + " in " + getTemplateDesc(tmpl);
361 deUint32 flags = (mode == DISCARDMODE_TEXTURE ? FLAG_USES_TEXTURES : 0)
362 | (tmpl == DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP ? FLAG_REQUIRES_DYNAMIC_LOOPS : 0);
363
364 return new ShaderDiscardCase(context, name.c_str(), description.c_str(), shaderTemplate.specialize(params).c_str(), getEvalFunc(mode), flags);
365 }
366
init(void)367 void ShaderDiscardTests::init (void)
368 {
369 for (int tmpl = 0; tmpl < DISCARDTEMPLATE_LAST; tmpl++)
370 for (int mode = 0; mode < DISCARDMODE_LAST; mode++)
371 addChild(makeDiscardCase(m_context, (DiscardTemplate)tmpl, (DiscardMode)mode));
372 }
373
374 } // Functional
375 } // gles2
376 } // deqp
377