1 /*-------------------------------------------------------------------------
2  * drawElements Quality Program OpenGL ES 3.0 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 Texture format performance tests.
22  *//*--------------------------------------------------------------------*/
23 
24 #include "es3pTextureCases.hpp"
25 #include "glsShaderPerformanceCase.hpp"
26 #include "tcuTextureUtil.hpp"
27 #include "tcuRenderTarget.hpp"
28 #include "gluTexture.hpp"
29 #include "gluTextureUtil.hpp"
30 #include "gluStrUtil.hpp"
31 
32 #include "deStringUtil.hpp"
33 
34 #include "glwEnums.hpp"
35 #include "glwFunctions.hpp"
36 
37 namespace deqp
38 {
39 namespace gles3
40 {
41 namespace Performance
42 {
43 
44 using namespace gls;
45 using namespace glw; // GL types
46 using tcu::Vec2;
47 using tcu::Vec3;
48 using tcu::Vec4;
49 using tcu::IVec4;
50 using std::string;
51 using std::vector;
52 using tcu::TestLog;
53 
Texture2DRenderCase(Context & context,const char * name,const char * description,deUint32 internalFormat,deUint32 wrapS,deUint32 wrapT,deUint32 minFilter,deUint32 magFilter,const tcu::Mat3 & coordTransform,int numTextures,bool powerOfTwo)54 Texture2DRenderCase::Texture2DRenderCase (Context&			context,
55 										  const char*		name,
56 										  const char*		description,
57 										  deUint32			internalFormat,
58 										  deUint32			wrapS,
59 										  deUint32			wrapT,
60 										  deUint32			minFilter,
61 										  deUint32			magFilter,
62 										  const tcu::Mat3&	coordTransform,
63 										  int				numTextures,
64 										  bool				powerOfTwo)
65 	: ShaderPerformanceCase	(context.getTestContext(), context.getRenderContext(), name, description, CASETYPE_FRAGMENT)
66 	, m_internalFormat		(internalFormat)
67 	, m_wrapS				(wrapS)
68 	, m_wrapT				(wrapT)
69 	, m_minFilter			(minFilter)
70 	, m_magFilter			(magFilter)
71 	, m_coordTransform		(coordTransform)
72 	, m_numTextures			(numTextures)
73 	, m_powerOfTwo			(powerOfTwo)
74 {
75 }
76 
~Texture2DRenderCase(void)77 Texture2DRenderCase::~Texture2DRenderCase (void)
78 {
79 	for (vector<glu::Texture2D*>::iterator i = m_textures.begin(); i != m_textures.end(); i++)
80 		delete *i;
81 	m_textures.clear();
82 }
83 
roundDownToPowerOfTwo(int val)84 static inline int roundDownToPowerOfTwo (int val)
85 {
86 	DE_ASSERT(val >= 0);
87 	int l0 = deClz32(val);
88 	return val & ~((1<<(31-l0))-1);
89 }
90 
init(void)91 void Texture2DRenderCase::init (void)
92 {
93 	TestLog& log = m_testCtx.getLog();
94 
95 	const tcu::TextureFormat		texFormat	= glu::mapGLInternalFormat(m_internalFormat);
96 	const tcu::TextureFormatInfo	fmtInfo		= tcu::getTextureFormatInfo(texFormat);
97 	const glu::Precision			samplerPrec	= (texFormat.type == tcu::TextureFormat::FLOAT			||
98 												   texFormat.type == tcu::TextureFormat::UNSIGNED_INT32	||
99 												   texFormat.type == tcu::TextureFormat::SIGNED_INT32)
100 												? glu::PRECISION_HIGHP : glu::PRECISION_MEDIUMP;
101 	const glu::DataType				samplerType	= glu::getSampler2DType(texFormat);
102 	const bool						isIntUint	= samplerType == glu::TYPE_INT_SAMPLER_2D || samplerType == glu::TYPE_UINT_SAMPLER_2D;
103 
104 	int								width		= m_renderCtx.getRenderTarget().getWidth();
105 	int								height		= m_renderCtx.getRenderTarget().getHeight();
106 
107 	if (m_powerOfTwo)
108 	{
109 		width	= roundDownToPowerOfTwo(width);
110 		height	= roundDownToPowerOfTwo(height);
111 	}
112 
113 	bool mipmaps = m_minFilter == GL_NEAREST_MIPMAP_NEAREST ||
114 				   m_minFilter == GL_NEAREST_MIPMAP_LINEAR	||
115 				   m_minFilter == GL_LINEAR_MIPMAP_NEAREST	||
116 				   m_minFilter == GL_LINEAR_MIPMAP_LINEAR;
117 
118 	DE_ASSERT(m_powerOfTwo || (!mipmaps && m_wrapS == GL_CLAMP_TO_EDGE && m_wrapT == GL_CLAMP_TO_EDGE));
119 
120 	Vec2 p00 = (m_coordTransform * Vec3(0.0f, 0.0f, 1.0f)).swizzle(0,1);
121 	Vec2 p10 = (m_coordTransform * Vec3(1.0f, 0.0f, 1.0f)).swizzle(0,1);
122 	Vec2 p01 = (m_coordTransform * Vec3(0.0f, 1.0f, 1.0f)).swizzle(0,1);
123 	Vec2 p11 = (m_coordTransform * Vec3(1.0f, 1.0f, 1.0f)).swizzle(0,1);
124 
125 	m_attributes.push_back(AttribSpec("a_coords", Vec4(p00.x(), p00.y(), 0.0f, 0.0f),
126 												  Vec4(p10.x(), p10.y(), 0.0f, 0.0f),
127 												  Vec4(p01.x(), p01.y(), 0.0f, 0.0f),
128 												  Vec4(p11.x(), p11.y(), 0.0f, 0.0f)));
129 
130 	log << TestLog::Message << "Size: " << width << "x" << height << TestLog::EndMessage;
131 	log << TestLog::Message << "Format: " <<glu::getTextureFormatName(m_internalFormat) << TestLog::EndMessage;
132 	log << TestLog::Message << "Coords: " << p00 << ", " << p10 << ", " << p01 << ", " << p11 << TestLog::EndMessage;
133 	log << TestLog::Message << "Wrap: " << glu::getTextureWrapModeStr(m_wrapS) << " / " << glu::getTextureWrapModeStr(m_wrapT) << TestLog::EndMessage;
134 	log << TestLog::Message << "Filter: " << glu::getTextureFilterStr(m_minFilter) << " / " << glu::getTextureFilterStr(m_magFilter) << TestLog::EndMessage;
135 	log << TestLog::Message << "Mipmaps: " << (mipmaps ? "true" : "false") << TestLog::EndMessage;
136 	log << TestLog::Message << "Using additive blending." << TestLog::EndMessage;
137 
138 	// Use same viewport size as texture size.
139 	setViewportSize(width, height);
140 
141 	m_vertShaderSource =
142 		"#version 300 es\n"
143 		"in highp vec4 a_position;\n"
144 		"in mediump vec2 a_coords;\n"
145 		"out mediump vec2 v_coords;\n"
146 		"void main (void)\n"
147 		"{\n"
148 		"	gl_Position = a_position;\n"
149 		"	v_coords = a_coords;\n"
150 		"}\n";
151 
152 	std::ostringstream fragSrc;
153 	fragSrc << "#version 300 es\n";
154 	fragSrc << "layout(location = 0) out mediump vec4 o_color;\n";
155 	fragSrc << "in mediump vec2 v_coords;\n";
156 
157 	for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
158 		fragSrc << "uniform " << glu::getPrecisionName(samplerPrec) << " " << glu::getDataTypeName(samplerType) << " u_sampler" << texNdx << ";\n";
159 
160 	fragSrc << "void main (void)\n"
161 			<< "{\n";
162 
163 	for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
164 	{
165 		if (texNdx == 0)
166 			fragSrc << "\t" << glu::getPrecisionName(samplerPrec) << " vec4 r = ";
167 		else
168 			fragSrc << "\tr += ";
169 
170 		if (isIntUint)
171 			fragSrc << "vec4(";
172 
173 		fragSrc << "texture(u_sampler" << texNdx << ", v_coords)";
174 
175 		if (isIntUint)
176 			fragSrc << ")";
177 
178 		fragSrc << ";\n";
179 	}
180 
181 	fragSrc << "	o_color = r;\n"
182 			<< "}\n";
183 
184 	m_fragShaderSource = fragSrc.str();
185 
186 	m_textures.reserve(m_numTextures);
187 	for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
188 	{
189 		static const IVec4 swizzles[] = { IVec4(0,1,2,3), IVec4(1,2,3,0), IVec4(2,3,0,1), IVec4(3,0,1,2),
190 										  IVec4(3,2,1,0), IVec4(2,1,0,3), IVec4(1,0,3,2), IVec4(0,3,2,1) };
191 		const IVec4& sw = swizzles[texNdx % DE_LENGTH_OF_ARRAY(swizzles)];
192 
193 		glu::Texture2D* texture = new glu::Texture2D(m_renderCtx, m_internalFormat, width, height);
194 		m_textures.push_back(texture);
195 
196 		// Fill levels.
197 		int numLevels = mipmaps ? texture->getRefTexture().getNumLevels() : 1;
198 		for (int levelNdx = 0; levelNdx < numLevels; levelNdx++)
199 		{
200 			// \todo [2013-06-02 pyry] Values are not scaled back to 0..1 range in shaders.
201 			texture->getRefTexture().allocLevel(levelNdx);
202 			tcu::fillWithComponentGradients(texture->getRefTexture().getLevel(levelNdx),
203 											fmtInfo.valueMin.swizzle(sw[0], sw[1], sw[2], sw[3]),
204 											fmtInfo.valueMax.swizzle(sw[0], sw[1], sw[2], sw[3]));
205 		}
206 
207 		texture->upload();
208 	}
209 
210 	ShaderPerformanceCase::init();
211 }
212 
deinit(void)213 void Texture2DRenderCase::deinit (void)
214 {
215 	for (vector<glu::Texture2D*>::iterator i = m_textures.begin(); i != m_textures.end(); i++)
216 		delete *i;
217 	m_textures.clear();
218 
219 	ShaderPerformanceCase::deinit();
220 }
221 
setupProgram(deUint32 program)222 void Texture2DRenderCase::setupProgram (deUint32 program)
223 {
224 	const glw::Functions& gl = m_renderCtx.getFunctions();
225 	for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
226 	{
227 		int samplerLoc = gl.getUniformLocation(program, (string("u_sampler") + de::toString(texNdx)).c_str());
228 		gl.uniform1i(samplerLoc, texNdx);
229 	}
230 }
231 
setupRenderState(void)232 void Texture2DRenderCase::setupRenderState (void)
233 {
234 	const glw::Functions& gl = m_renderCtx.getFunctions();
235 
236 	// Setup additive blending.
237 	gl.enable(GL_BLEND);
238 	gl.blendFunc(GL_ONE, GL_ONE);
239 	gl.blendEquation(GL_FUNC_ADD);
240 
241 	// Setup textures.
242 	for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
243 	{
244 		gl.activeTexture(GL_TEXTURE0 + texNdx);
245 		gl.bindTexture(GL_TEXTURE_2D, m_textures[texNdx]->getGLTexture());
246 		gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,	m_minFilter);
247 		gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,	m_magFilter);
248 		gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,		m_wrapS);
249 		gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,		m_wrapT);
250 	}
251 }
252 
253 
254 } // Performance
255 } // gles3
256 } // deqp
257