1 /*-------------------------------------------------------------------------
2 * drawElements Quality Program OpenGL ES 3.1 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 FBO test utilities.
22 *//*--------------------------------------------------------------------*/
23
24 #include "es31fFboTestUtil.hpp"
25 #include "sglrContextUtil.hpp"
26 #include "sglrGLContext.hpp"
27 #include "sglrReferenceContext.hpp"
28 #include "gluTextureUtil.hpp"
29 #include "tcuTextureUtil.hpp"
30 #include "deStringUtil.hpp"
31 #include "deMath.h"
32 #include "glwEnums.hpp"
33 #include "glwFunctions.hpp"
34
35 #include <limits>
36
37 namespace deqp
38 {
39 namespace gles31
40 {
41 namespace Functional
42 {
43 namespace FboTestUtil
44 {
45
46 using std::string;
47 using std::vector;
48 using tcu::Vec2;
49 using tcu::Vec3;
50 using tcu::Vec4;
51 using tcu::IVec2;
52 using tcu::IVec3;
53 using tcu::IVec4;
54
mapDataTypeToGenericVecType(glu::DataType type)55 static rr::GenericVecType mapDataTypeToGenericVecType(glu::DataType type)
56 {
57 switch (type)
58 {
59 case glu::TYPE_FLOAT_VEC4: return rr::GENERICVECTYPE_FLOAT;
60 case glu::TYPE_INT_VEC4: return rr::GENERICVECTYPE_INT32;
61 case glu::TYPE_UINT_VEC4: return rr::GENERICVECTYPE_UINT32;
62 default:
63 DE_ASSERT(DE_FALSE);
64 return rr::GENERICVECTYPE_LAST;
65 }
66 }
67
68 template <typename T>
castVectorSaturate(const tcu::Vec4 & in)69 static tcu::Vector<T, 4> castVectorSaturate (const tcu::Vec4& in)
70 {
71 return tcu::Vector<T, 4>((in.x() + 0.5f >= std::numeric_limits<T>::max()) ? (std::numeric_limits<T>::max()) : ((in.x() - 0.5f <= std::numeric_limits<T>::min()) ? (std::numeric_limits<T>::min()) : (T(in.x()))),
72 (in.y() + 0.5f >= std::numeric_limits<T>::max()) ? (std::numeric_limits<T>::max()) : ((in.y() - 0.5f <= std::numeric_limits<T>::min()) ? (std::numeric_limits<T>::min()) : (T(in.y()))),
73 (in.z() + 0.5f >= std::numeric_limits<T>::max()) ? (std::numeric_limits<T>::max()) : ((in.z() - 0.5f <= std::numeric_limits<T>::min()) ? (std::numeric_limits<T>::min()) : (T(in.z()))),
74 (in.w() + 0.5f >= std::numeric_limits<T>::max()) ? (std::numeric_limits<T>::max()) : ((in.w() - 0.5f <= std::numeric_limits<T>::min()) ? (std::numeric_limits<T>::min()) : (T(in.w()))));
75 }
76
genTexFragmentShader(const vector<glu::DataType> & samplerTypes,glu::DataType outputType)77 static string genTexFragmentShader (const vector<glu::DataType>& samplerTypes, glu::DataType outputType)
78 {
79 const char* precision = "highp";
80 std::ostringstream src;
81
82 src << "#version 300 es\n"
83 << "layout(location = 0) out highp " << glu::getDataTypeName(outputType) << " o_color0;\n";
84
85 src << "in highp vec2 v_coord;\n";
86
87 for (int samplerNdx = 0; samplerNdx < (int)samplerTypes.size(); samplerNdx++)
88 {
89 src << "uniform " << precision << " " << glu::getDataTypeName(samplerTypes[samplerNdx]) << " u_sampler" << samplerNdx << ";\n";
90 src << "uniform " << precision << " vec4 u_texScale" << samplerNdx << ";\n";
91 src << "uniform " << precision << " vec4 u_texBias" << samplerNdx << ";\n";
92 }
93
94 // Output scale & bias
95 src << "uniform " << precision << " vec4 u_outScale0;\n"
96 << "uniform " << precision << " vec4 u_outBias0;\n";
97
98 src << "\n"
99 << "void main (void)\n"
100 << "{\n"
101 << " " << precision << " vec4 out0 = vec4(0.0);\n";
102
103 // Texture input fetch and combine.
104 for (int inNdx = 0; inNdx < (int)samplerTypes.size(); inNdx++)
105 src << "\tout0 += vec4("
106 << "texture(u_sampler" << inNdx << ", v_coord)) * u_texScale" << inNdx << " + u_texBias" << inNdx << ";\n";
107
108 // Write output.
109 src << " o_color0 = " << glu::getDataTypeName(outputType) << "(out0 * u_outScale0 + u_outBias0);\n";
110
111 src << "}\n";
112
113 return src.str();
114 }
115
genTexture2DShaderDecl(const DataTypes & samplerTypes,glu::DataType outputType)116 static sglr::pdec::ShaderProgramDeclaration genTexture2DShaderDecl (const DataTypes& samplerTypes, glu::DataType outputType)
117 {
118 sglr::pdec::ShaderProgramDeclaration decl;
119
120 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT);
121 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT);
122 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT);
123 decl << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType));
124
125 decl << sglr::pdec::VertexSource(
126 "#version 300 es\n"
127 "in highp vec4 a_position;\n"
128 "in highp vec2 a_coord;\n"
129 "out highp vec2 v_coord;\n"
130 "void main(void)\n"
131 "{\n"
132 " gl_Position = a_position;\n"
133 " v_coord = a_coord;\n"
134 "}\n");
135 decl << sglr::pdec::FragmentSource(genTexFragmentShader(samplerTypes.vec, outputType));
136
137 decl << sglr::pdec::Uniform("u_outScale0", glu::TYPE_FLOAT_VEC4);
138 decl << sglr::pdec::Uniform("u_outBias0", glu::TYPE_FLOAT_VEC4);
139
140 for (size_t ndx = 0; ndx < samplerTypes.vec.size(); ++ndx)
141 {
142 decl << sglr::pdec::Uniform(std::string("u_sampler") + de::toString(ndx), samplerTypes.vec[ndx]);
143 decl << sglr::pdec::Uniform(std::string("u_texScale") + de::toString(ndx), glu::TYPE_FLOAT_VEC4);
144 decl << sglr::pdec::Uniform(std::string("u_texBias") + de::toString(ndx), glu::TYPE_FLOAT_VEC4);
145 }
146
147 return decl;
148 }
149
Texture2DShader(const DataTypes & samplerTypes,glu::DataType outputType,const Vec4 & outScale,const Vec4 & outBias)150 Texture2DShader::Texture2DShader (const DataTypes& samplerTypes, glu::DataType outputType, const Vec4& outScale, const Vec4& outBias)
151 : sglr::ShaderProgram (genTexture2DShaderDecl(samplerTypes, outputType))
152 , m_outScale (outScale)
153 , m_outBias (outBias)
154 , m_outputType (outputType)
155 {
156 m_inputs.resize(samplerTypes.vec.size());
157
158 // Initialize units.
159 for (int ndx = 0; ndx < (int)m_inputs.size(); ndx++)
160 {
161 m_inputs[ndx].unitNdx = ndx;
162 m_inputs[ndx].scale = Vec4(1.0f);
163 m_inputs[ndx].bias = Vec4(0.0f);
164 }
165 }
166
setUnit(int inputNdx,int unitNdx)167 void Texture2DShader::setUnit (int inputNdx, int unitNdx)
168 {
169 m_inputs[inputNdx].unitNdx = unitNdx;
170 }
171
setTexScaleBias(int inputNdx,const Vec4 & scale,const Vec4 & bias)172 void Texture2DShader::setTexScaleBias (int inputNdx, const Vec4& scale, const Vec4& bias)
173 {
174 m_inputs[inputNdx].scale = scale;
175 m_inputs[inputNdx].bias = bias;
176 }
177
setOutScaleBias(const Vec4 & scale,const Vec4 & bias)178 void Texture2DShader::setOutScaleBias (const Vec4& scale, const Vec4& bias)
179 {
180 m_outScale = scale;
181 m_outBias = bias;
182 }
183
setUniforms(sglr::Context & gl,deUint32 program) const184 void Texture2DShader::setUniforms (sglr::Context& gl, deUint32 program) const
185 {
186 gl.useProgram(program);
187
188 for (int texNdx = 0; texNdx < (int)m_inputs.size(); texNdx++)
189 {
190 string samplerName = string("u_sampler") + de::toString(texNdx);
191 string scaleName = string("u_texScale") + de::toString(texNdx);
192 string biasName = string("u_texBias") + de::toString(texNdx);
193
194 gl.uniform1i(gl.getUniformLocation(program, samplerName.c_str()), m_inputs[texNdx].unitNdx);
195 gl.uniform4fv(gl.getUniformLocation(program, scaleName.c_str()), 1, m_inputs[texNdx].scale.getPtr());
196 gl.uniform4fv(gl.getUniformLocation(program, biasName.c_str()), 1, m_inputs[texNdx].bias.getPtr());
197 }
198
199 gl.uniform4fv(gl.getUniformLocation(program, "u_outScale0"), 1, m_outScale.getPtr());
200 gl.uniform4fv(gl.getUniformLocation(program, "u_outBias0"), 1, m_outBias.getPtr());
201 }
202
shadeVertices(const rr::VertexAttrib * inputs,rr::VertexPacket * const * packets,const int numPackets) const203 void Texture2DShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const
204 {
205 for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
206 {
207 rr::VertexPacket& packet = *packets[packetNdx];
208
209 packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx);
210 packet.outputs[0] = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx);
211 }
212 }
213
shadeFragments(rr::FragmentPacket * packets,const int numPackets,const rr::FragmentShadingContext & context) const214 void Texture2DShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const
215 {
216 const tcu::Vec4 outScale (m_uniforms[0].value.f4);
217 const tcu::Vec4 outBias (m_uniforms[1].value.f4);
218
219 tcu::Vec2 texCoords[4];
220 tcu::Vec4 colors[4];
221
222 for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
223 {
224 // setup tex coords
225 for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
226 {
227 const tcu::Vec4 coord = rr::readTriangleVarying<float>(packets[packetNdx], context, 0, fragNdx);
228 texCoords[fragNdx] = tcu::Vec2(coord.x(), coord.y());
229 }
230
231 // clear result
232 for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
233 colors[fragNdx] = tcu::Vec4(0.0f);
234
235 // sample each texture
236 for (int ndx = 0; ndx < (int)m_inputs.size(); ndx++)
237 {
238 const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D;
239 const tcu::Vec4 scale (m_uniforms[2 + ndx*3 + 1].value.f4);
240 const tcu::Vec4 bias (m_uniforms[2 + ndx*3 + 2].value.f4);
241 tcu::Vec4 tmpColors[4];
242
243 tex->sample4(tmpColors, texCoords);
244
245 for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
246 colors[fragNdx] += tmpColors[fragNdx] * scale + bias;
247 }
248
249 // write out
250 for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
251 {
252 const tcu::Vec4 color = colors[fragNdx] * outScale + outBias;
253 const tcu::IVec4 icolor = castVectorSaturate<deInt32>(color);
254 const tcu::UVec4 uicolor = castVectorSaturate<deUint32>(color);
255
256 if (m_outputType == glu::TYPE_FLOAT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color);
257 else if (m_outputType == glu::TYPE_INT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, icolor);
258 else if (m_outputType == glu::TYPE_UINT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, uicolor);
259 else
260 DE_ASSERT(DE_FALSE);
261 }
262 }
263 }
264
TextureCubeArrayShader(glu::DataType samplerType,glu::DataType outputType)265 TextureCubeArrayShader::TextureCubeArrayShader (glu::DataType samplerType, glu::DataType outputType)
266 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
267 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
268 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT)
269 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
270 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType))
271 << sglr::pdec::Uniform("u_coordMat", glu::TYPE_FLOAT_MAT3)
272 << sglr::pdec::Uniform("u_sampler0", samplerType)
273 << sglr::pdec::Uniform("u_scale", glu::TYPE_FLOAT_VEC4)
274 << sglr::pdec::Uniform("u_bias", glu::TYPE_FLOAT_VEC4)
275 << sglr::pdec::Uniform("u_layer", glu::TYPE_INT)
276 << sglr::pdec::VertexSource(
277 "#version 310 es\n"
278 "#extension GL_EXT_texture_cube_map_array : require\n"
279 "in highp vec4 a_position;\n"
280 "in mediump vec2 a_coord;\n"
281 "uniform mat3 u_coordMat;\n"
282 "out highp vec3 v_coord;\n"
283 "void main (void)\n"
284 "{\n"
285 " gl_Position = a_position;\n"
286 " v_coord = u_coordMat * vec3(a_coord, 1.0);\n"
287 "}\n")
288 << sglr::pdec::FragmentSource(
289 string("") +
290 "#version 310 es\n"
291 "#extension GL_EXT_texture_cube_map_array : require\n"
292 "uniform highp " + glu::getDataTypeName(samplerType) + " u_sampler0;\n"
293 "uniform highp vec4 u_scale;\n"
294 "uniform highp vec4 u_bias;\n"
295 "uniform highp int u_layer;\n"
296 "in highp vec3 v_coord;\n"
297 "layout(location = 0) out highp " + glu::getDataTypeName(outputType) + " o_color;\n"
298 "void main (void)\n"
299 "{\n"
300 " o_color = " + glu::getDataTypeName(outputType) + "(vec4(texture(u_sampler0, vec4(v_coord, u_layer))) * u_scale + u_bias);\n"
301 "}\n"))
302 , m_texScale (1.0f)
303 , m_texBias (0.0f)
304 , m_layer (0)
305 , m_outputType (outputType)
306 {
307 }
308
setLayer(int layer)309 void TextureCubeArrayShader::setLayer (int layer)
310 {
311 m_layer = layer;
312 }
313
setFace(tcu::CubeFace face)314 void TextureCubeArrayShader::setFace (tcu::CubeFace face)
315 {
316 static const float s_cubeTransforms[][3*3] =
317 {
318 // Face -X: (x, y, 1) -> (-1, -(2*y-1), +(2*x-1))
319 { 0.0f, 0.0f, -1.0f,
320 0.0f, -2.0f, 1.0f,
321 2.0f, 0.0f, -1.0f },
322 // Face +X: (x, y, 1) -> (+1, -(2*y-1), -(2*x-1))
323 { 0.0f, 0.0f, 1.0f,
324 0.0f, -2.0f, 1.0f,
325 -2.0f, 0.0f, 1.0f },
326 // Face -Y: (x, y, 1) -> (+(2*x-1), -1, -(2*y-1))
327 { 2.0f, 0.0f, -1.0f,
328 0.0f, 0.0f, -1.0f,
329 0.0f, -2.0f, 1.0f },
330 // Face +Y: (x, y, 1) -> (+(2*x-1), +1, +(2*y-1))
331 { 2.0f, 0.0f, -1.0f,
332 0.0f, 0.0f, 1.0f,
333 0.0f, 2.0f, -1.0f },
334 // Face -Z: (x, y, 1) -> (-(2*x-1), -(2*y-1), -1)
335 { -2.0f, 0.0f, 1.0f,
336 0.0f, -2.0f, 1.0f,
337 0.0f, 0.0f, -1.0f },
338 // Face +Z: (x, y, 1) -> (+(2*x-1), -(2*y-1), +1)
339 { 2.0f, 0.0f, -1.0f,
340 0.0f, -2.0f, 1.0f,
341 0.0f, 0.0f, 1.0f }
342 };
343 DE_ASSERT(de::inBounds<int>(face, 0, tcu::CUBEFACE_LAST));
344 m_coordMat = tcu::Mat3(s_cubeTransforms[face]);
345 }
346
setTexScaleBias(const Vec4 & scale,const Vec4 & bias)347 void TextureCubeArrayShader::setTexScaleBias (const Vec4& scale, const Vec4& bias)
348 {
349 m_texScale = scale;
350 m_texBias = bias;
351 }
352
setUniforms(sglr::Context & gl,deUint32 program) const353 void TextureCubeArrayShader::setUniforms (sglr::Context& gl, deUint32 program) const
354 {
355 gl.useProgram(program);
356
357 gl.uniform1i(gl.getUniformLocation(program, "u_sampler0"), 0);
358 gl.uniformMatrix3fv(gl.getUniformLocation(program, "u_coordMat"), 1, GL_FALSE, m_coordMat.getColumnMajorData().getPtr());
359 gl.uniform1i(gl.getUniformLocation(program, "u_layer"), m_layer);
360 gl.uniform4fv(gl.getUniformLocation(program, "u_scale"), 1, m_texScale.getPtr());
361 gl.uniform4fv(gl.getUniformLocation(program, "u_bias"), 1, m_texBias.getPtr());
362 }
363
shadeVertices(const rr::VertexAttrib * inputs,rr::VertexPacket * const * packets,const int numPackets) const364 void TextureCubeArrayShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const
365 {
366 tcu::Mat3 texCoordMat = tcu::Mat3(m_uniforms[0].value.m3);
367
368 for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
369 {
370 rr::VertexPacket& packet = *packets[packetNdx];
371 const tcu::Vec2 a_coord = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx).xy();
372 const tcu::Vec3 v_coord = texCoordMat * tcu::Vec3(a_coord.x(), a_coord.y(), 1.0f);
373
374 packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx);
375 packet.outputs[0] = tcu::Vec4(v_coord.x(), v_coord.y(), v_coord.z(), 0.0f);
376 }
377 }
378
shadeFragments(rr::FragmentPacket * packets,const int numPackets,const rr::FragmentShadingContext & context) const379 void TextureCubeArrayShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const
380 {
381 const tcu::Vec4 texScale (m_uniforms[2].value.f4);
382 const tcu::Vec4 texBias (m_uniforms[3].value.f4);
383
384 tcu::Vec4 texCoords[4];
385 tcu::Vec4 colors[4];
386
387 for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
388 {
389 const sglr::rc::TextureCubeArray* tex = m_uniforms[1].sampler.texCubeArray;
390
391 for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
392 {
393 const tcu::Vec4 coord = rr::readTriangleVarying<float>(packets[packetNdx], context, 0, fragNdx);
394 texCoords[fragNdx] = tcu::Vec4(coord.x(), coord.y(), coord.z(), (float)m_layer);
395 }
396
397 tex->sample4(colors, texCoords);
398
399 for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
400 {
401 const tcu::Vec4 color = colors[fragNdx] * texScale + texBias;
402 const tcu::IVec4 icolor = castVectorSaturate<deInt32>(color);
403 const tcu::UVec4 uicolor = castVectorSaturate<deUint32>(color);
404
405 if (m_outputType == glu::TYPE_FLOAT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color);
406 else if (m_outputType == glu::TYPE_INT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, icolor);
407 else if (m_outputType == glu::TYPE_UINT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, uicolor);
408 else
409 DE_ASSERT(DE_FALSE);
410 }
411 }
412 }
413
clearColorBuffer(sglr::Context & ctx,const tcu::TextureFormat & format,const tcu::Vec4 & value)414 void clearColorBuffer (sglr::Context& ctx, const tcu::TextureFormat& format, const tcu::Vec4& value)
415 {
416 const tcu::TextureChannelClass fmtClass = tcu::getTextureChannelClass(format.type);
417
418 switch (fmtClass)
419 {
420 case tcu::TEXTURECHANNELCLASS_FLOATING_POINT:
421 case tcu::TEXTURECHANNELCLASS_SIGNED_FIXED_POINT:
422 case tcu::TEXTURECHANNELCLASS_UNSIGNED_FIXED_POINT:
423 ctx.clearBufferfv(GL_COLOR, 0, value.getPtr());
424 break;
425
426 case tcu::TEXTURECHANNELCLASS_UNSIGNED_INTEGER:
427 ctx.clearBufferuiv(GL_COLOR, 0, value.asUint().getPtr());
428 break;
429
430 case tcu::TEXTURECHANNELCLASS_SIGNED_INTEGER:
431 ctx.clearBufferiv(GL_COLOR, 0, value.asInt().getPtr());
432 break;
433
434 default:
435 DE_ASSERT(DE_FALSE);
436 }
437 }
438
readPixels(sglr::Context & ctx,tcu::Surface & dst,int x,int y,int width,int height,const tcu::TextureFormat & format,const tcu::Vec4 & scale,const tcu::Vec4 & bias)439 void readPixels (sglr::Context& ctx, tcu::Surface& dst, int x, int y, int width, int height, const tcu::TextureFormat& format, const tcu::Vec4& scale, const tcu::Vec4& bias)
440 {
441 tcu::TextureFormat readFormat = getFramebufferReadFormat(format);
442 glu::TransferFormat transferFmt = glu::getTransferFormat(readFormat);
443 int alignment = 4; // \note GL_PACK_ALIGNMENT = 4 is assumed.
444 int rowSize = deAlign32(readFormat.getPixelSize()*width, alignment);
445 vector<deUint8> data (rowSize*height);
446
447 ctx.readPixels(x, y, width, height, transferFmt.format, transferFmt.dataType, &data[0]);
448
449 // Convert to surface.
450 tcu::ConstPixelBufferAccess src(readFormat, width, height, 1, rowSize, 0, &data[0]);
451
452 dst.setSize(width, height);
453 tcu::PixelBufferAccess dstAccess = dst.getAccess();
454
455 for (int yo = 0; yo < height; yo++)
456 for (int xo = 0; xo < width; xo++)
457 dstAccess.setPixel(src.getPixel(xo, yo) * scale + bias, xo, yo);
458 }
459
getFboIncompleteReasonName(deUint32 reason)460 static const char* getFboIncompleteReasonName (deUint32 reason)
461 {
462 switch (reason)
463 {
464 case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
465 case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
466 case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: return "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS";
467 case GL_FRAMEBUFFER_UNSUPPORTED: return "GL_FRAMEBUFFER_UNSUPPORTED";
468 case GL_FRAMEBUFFER_COMPLETE: return "GL_FRAMEBUFFER_COMPLETE";
469 default: return "UNKNOWN";
470 }
471 }
472
FboIncompleteException(deUint32 reason,const char * file,int line)473 FboIncompleteException::FboIncompleteException (deUint32 reason, const char* file, int line)
474 : TestError ("Framebuffer is not complete", getFboIncompleteReasonName(reason), file, line)
475 , m_reason (reason)
476 {
477 }
478
getFormatName(deUint32 format)479 const char* getFormatName (deUint32 format)
480 {
481 switch (format)
482 {
483 case GL_RGB565: return "rgb565";
484 case GL_RGB5_A1: return "rgb5_a1";
485 case GL_RGBA4: return "rgba4";
486 case GL_DEPTH_COMPONENT16: return "depth_component16";
487 case GL_STENCIL_INDEX8: return "stencil_index8";
488 case GL_RGBA32F: return "rgba32f";
489 case GL_RGBA32I: return "rgba32i";
490 case GL_RGBA32UI: return "rgba32ui";
491 case GL_RGBA16F: return "rgba16f";
492 case GL_RGBA16I: return "rgba16i";
493 case GL_RGBA16UI: return "rgba16ui";
494 case GL_RGBA8: return "rgba8";
495 case GL_RGBA8I: return "rgba8i";
496 case GL_RGBA8UI: return "rgba8ui";
497 case GL_SRGB8_ALPHA8: return "srgb8_alpha8";
498 case GL_RGB10_A2: return "rgb10_a2";
499 case GL_RGB10_A2UI: return "rgb10_a2ui";
500 case GL_RGBA8_SNORM: return "rgba8_snorm";
501 case GL_RGB8: return "rgb8";
502 case GL_R11F_G11F_B10F: return "r11f_g11f_b10f";
503 case GL_RGB32F: return "rgb32f";
504 case GL_RGB32I: return "rgb32i";
505 case GL_RGB32UI: return "rgb32ui";
506 case GL_RGB16F: return "rgb16f";
507 case GL_RGB16I: return "rgb16i";
508 case GL_RGB16UI: return "rgb16ui";
509 case GL_RGB8_SNORM: return "rgb8_snorm";
510 case GL_RGB8I: return "rgb8i";
511 case GL_RGB8UI: return "rgb8ui";
512 case GL_SRGB8: return "srgb8";
513 case GL_RGB9_E5: return "rgb9_e5";
514 case GL_RG32F: return "rg32f";
515 case GL_RG32I: return "rg32i";
516 case GL_RG32UI: return "rg32ui";
517 case GL_RG16F: return "rg16f";
518 case GL_RG16I: return "rg16i";
519 case GL_RG16UI: return "rg16ui";
520 case GL_RG8: return "rg8";
521 case GL_RG8I: return "rg8i";
522 case GL_RG8UI: return "rg8ui";
523 case GL_RG8_SNORM: return "rg8_snorm";
524 case GL_R32F: return "r32f";
525 case GL_R32I: return "r32i";
526 case GL_R32UI: return "r32ui";
527 case GL_R16F: return "r16f";
528 case GL_R16I: return "r16i";
529 case GL_R16UI: return "r16ui";
530 case GL_R8: return "r8";
531 case GL_R8I: return "r8i";
532 case GL_R8UI: return "r8ui";
533 case GL_R8_SNORM: return "r8_snorm";
534 case GL_DEPTH_COMPONENT32F: return "depth_component32f";
535 case GL_DEPTH_COMPONENT24: return "depth_component24";
536 case GL_DEPTH32F_STENCIL8: return "depth32f_stencil8";
537 case GL_DEPTH24_STENCIL8: return "depth24_stencil8";
538
539 default:
540 TCU_FAIL("Unknown format");
541 }
542 }
543
getFragmentOutputType(const tcu::TextureFormat & format)544 glu::DataType getFragmentOutputType (const tcu::TextureFormat& format)
545 {
546 switch (tcu::getTextureChannelClass(format.type))
547 {
548 case tcu::TEXTURECHANNELCLASS_FLOATING_POINT:
549 case tcu::TEXTURECHANNELCLASS_SIGNED_FIXED_POINT:
550 case tcu::TEXTURECHANNELCLASS_UNSIGNED_FIXED_POINT:
551 return glu::TYPE_FLOAT_VEC4;
552
553 case tcu::TEXTURECHANNELCLASS_UNSIGNED_INTEGER:
554 return glu::TYPE_UINT_VEC4;
555
556 case tcu::TEXTURECHANNELCLASS_SIGNED_INTEGER:
557 return glu::TYPE_INT_VEC4;
558
559 default:
560 DE_FATAL("Unknown format");
561 return glu::TYPE_LAST;
562 }
563 }
564
getFramebufferReadFormat(const tcu::TextureFormat & format)565 tcu::TextureFormat getFramebufferReadFormat (const tcu::TextureFormat& format)
566 {
567 switch (tcu::getTextureChannelClass(format.type))
568 {
569 case tcu::TEXTURECHANNELCLASS_FLOATING_POINT:
570 return tcu::TextureFormat(tcu::TextureFormat::RGBA, tcu::TextureFormat::FLOAT);
571
572 case tcu::TEXTURECHANNELCLASS_SIGNED_FIXED_POINT:
573 case tcu::TEXTURECHANNELCLASS_UNSIGNED_FIXED_POINT:
574 return tcu::TextureFormat(tcu::TextureFormat::RGBA, tcu::TextureFormat::UNORM_INT8);
575
576 case tcu::TEXTURECHANNELCLASS_UNSIGNED_INTEGER:
577 return tcu::TextureFormat(tcu::TextureFormat::RGBA, tcu::TextureFormat::UNSIGNED_INT32);
578
579 case tcu::TEXTURECHANNELCLASS_SIGNED_INTEGER:
580 return tcu::TextureFormat(tcu::TextureFormat::RGBA, tcu::TextureFormat::SIGNED_INT32);
581
582 default:
583 DE_FATAL("Unknown format");
584 return tcu::TextureFormat();
585 }
586 }
587
calculateU8ConversionError(int srcBits)588 static int calculateU8ConversionError (int srcBits)
589 {
590 if (srcBits > 0)
591 {
592 const int clampedBits = de::clamp<int>(srcBits, 0, 8);
593 const int srcMaxValue = de::max((1<<clampedBits) - 1, 1);
594 const int error = int(deFloatCeil(255.0f * 2.0f / float(srcMaxValue)));
595
596 return de::clamp<int>(error, 0, 255);
597 }
598 else
599 return 1;
600 }
601
getFormatThreshold(const tcu::TextureFormat & format)602 tcu::RGBA getFormatThreshold (const tcu::TextureFormat& format)
603 {
604 const tcu::IVec4 bits = tcu::getTextureFormatBitDepth(format);
605
606 return tcu::RGBA(calculateU8ConversionError(bits.x()),
607 calculateU8ConversionError(bits.y()),
608 calculateU8ConversionError(bits.z()),
609 calculateU8ConversionError(bits.w()));
610 }
611
getFormatThreshold(deUint32 glFormat)612 tcu::RGBA getFormatThreshold (deUint32 glFormat)
613 {
614 const tcu::TextureFormat format = glu::mapGLInternalFormat(glFormat);
615
616 return getFormatThreshold(format);
617 }
618
619 } // FboTestUtil
620 } // Functional
621 } // gles31
622 } // deqp
623