diff options
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/deqp/modules/shared/glsUniformBlockCase.js')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/deqp/modules/shared/glsUniformBlockCase.js | 2451 |
1 files changed, 2451 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/deqp/modules/shared/glsUniformBlockCase.js b/dom/canvas/test/webgl-conf/checkout/deqp/modules/shared/glsUniformBlockCase.js new file mode 100644 index 0000000000..e9c45366ac --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/deqp/modules/shared/glsUniformBlockCase.js @@ -0,0 +1,2451 @@ +/*------------------------------------------------------------------------- + * drawElements Quality Program OpenGL ES Utilities + * ------------------------------------------------ + * + * Copyright 2014 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + * + */ + +'use strict'; +goog.provide('modules.shared.glsUniformBlockCase'); +goog.require('framework.common.tcuTestCase'); +goog.require('framework.delibs.debase.deMath'); +goog.require('framework.delibs.debase.deRandom'); +goog.require('framework.delibs.debase.deString'); +goog.require('framework.delibs.debase.deUtil'); +goog.require('framework.opengl.gluDrawUtil'); +goog.require('framework.opengl.gluShaderProgram'); +goog.require('framework.opengl.gluShaderUtil'); + +goog.scope(function() { + +var glsUniformBlockCase = modules.shared.glsUniformBlockCase; +var tcuTestCase = framework.common.tcuTestCase; +var gluShaderProgram = framework.opengl.gluShaderProgram; +var gluShaderUtil = framework.opengl.gluShaderUtil; +var gluDrawUtil = framework.opengl.gluDrawUtil; +var deUtil = framework.delibs.debase.deUtil; +var deMath = framework.delibs.debase.deMath; +var deRandom = framework.delibs.debase.deRandom; +var deString = framework.delibs.debase.deString; + +var DE_ASSERT = function(x) { + if (!x) + throw new Error('Assert failed'); +}; + +var littleEndian = (function() { + var buffer = new ArrayBuffer(2); + new DataView(buffer).setInt16(0, 256, true /* littleEndian */); + // Int16Array uses the platform's endianness. + return new Int16Array(buffer)[0] === 256; +})(); + +/** + * Class to implement some pointers functionality. + * @constructor + */ +glsUniformBlockCase.BlockPointers = function() { + /** @type {ArrayBuffer} */ this.data; //!< Data (vector<deUint8>). + /** @type {Array<number>} */ this.offsets = []; //!< Reference block pointers (map<int, void*>). + /** @type {Array<number>} */ this.sizes = []; +}; + +/** + * push - Adds an offset/size pair to the collection + * @param {number} offset Offset of the element to refer. + * @param {number} size Size of the referred element. + */ +glsUniformBlockCase.BlockPointers.prototype.push = function(offset, size) { + this.offsets.push(offset); + this.sizes.push(size); +}; + +/** + * find - Finds and maps the data at the given offset, and returns a Uint8Array + * @param {number} index of the element to find. + * @return {Uint8Array} + */ +glsUniformBlockCase.BlockPointers.prototype.find = function(index) { + return new Uint8Array(this.data, this.offsets[index], this.sizes[index]); +}; + +/** + * resize - Replaces resize of a vector in C++. Sets the size of the data buffer. + * NOTE: In this case however, if you resize, the data is lost. + * @param {number} newsize The new size of the data buffer. + */ +glsUniformBlockCase.BlockPointers.prototype.resize = function(newsize) { + this.data = new ArrayBuffer(newsize); +}; + +/** + * glsUniformBlockCase.isSupportedGLSLVersion + * @param {gluShaderUtil.GLSLVersion} version + * @return {boolean} + */ +glsUniformBlockCase.isSupportedGLSLVersion = function(version) { + return version >= gluShaderUtil.GLSLVersion.V300_ES; +}; + +/** + * @enum {number} + */ +glsUniformBlockCase.UniformFlags = { + PRECISION_LOW: (1 << 0), + PRECISION_MEDIUM: (1 << 1), + PRECISION_HIGH: (1 << 2), + + LAYOUT_SHARED: (1 << 3), + LAYOUT_PACKED: (1 << 4), + LAYOUT_STD140: (1 << 5), + LAYOUT_ROW_MAJOR: (1 << 6), + LAYOUT_COLUMN_MAJOR: (1 << 7), //!< \note Lack of both flags means column-major matrix. + + DECLARE_VERTEX: (1 << 8), + DECLARE_FRAGMENT: (1 << 9), + + UNUSED_VERTEX: (1 << 10), //!< glsUniformBlockCase.Uniform or struct member is not read in vertex shader. + UNUSED_FRAGMENT: (1 << 11) //!< glsUniformBlockCase.Uniform or struct member is not read in fragment shader. +}; + +/** @const */ glsUniformBlockCase.UniformFlags.PRECISION_MASK = glsUniformBlockCase.UniformFlags.PRECISION_LOW | glsUniformBlockCase.UniformFlags.PRECISION_MEDIUM | glsUniformBlockCase.UniformFlags.PRECISION_HIGH; +/** @const */ glsUniformBlockCase.UniformFlags.LAYOUT_MASK = glsUniformBlockCase.UniformFlags.LAYOUT_SHARED | glsUniformBlockCase.UniformFlags.LAYOUT_PACKED | glsUniformBlockCase.UniformFlags.LAYOUT_STD140 | glsUniformBlockCase.UniformFlags.LAYOUT_ROW_MAJOR | glsUniformBlockCase.UniformFlags.LAYOUT_COLUMN_MAJOR; +/** @const */ glsUniformBlockCase.UniformFlags.DECLARE_BOTH = glsUniformBlockCase.UniformFlags.DECLARE_VERTEX | glsUniformBlockCase.UniformFlags.DECLARE_FRAGMENT; +/** @const */ glsUniformBlockCase.UniformFlags.UNUSED_BOTH = glsUniformBlockCase.UniformFlags.UNUSED_VERTEX | glsUniformBlockCase.UniformFlags.UNUSED_FRAGMENT; + +/** +* glsUniformBlockCase.VarType types enum +* @enum {number} +*/ +glsUniformBlockCase.Type = { + TYPE_BASIC: 0, + TYPE_ARRAY: 1, + TYPE_STRUCT: 2 +}; + +glsUniformBlockCase.Type.TYPE_LAST = Object.keys(glsUniformBlockCase.Type).length; + +/** +* glsUniformBlockCase.TypeArray struct (nothing to do with JS's TypedArrays) +* @param {glsUniformBlockCase.VarType} elementType +* @param {number} arraySize +* @constructor +*/ +glsUniformBlockCase.TypeArray = function(elementType, arraySize) { + /** @type {glsUniformBlockCase.VarType} */ this.elementType = elementType; + /** @type {number} */ this.size = arraySize; +}; + +/** + * glsUniformBlockCase.VarType class + * @constructor + */ +glsUniformBlockCase.VarType = function() { + /** @type {glsUniformBlockCase.Type} */ this.m_type; + /** @type {number} */ this.m_flags = 0; + + /* + * m_data used to be a 'Data' union in C++. Using a var is enough here. + * it will contain any necessary value. + */ + + /** @type {(gluShaderUtil.DataType|glsUniformBlockCase.TypeArray|glsUniformBlockCase.StructType)} */ + this.m_data; +}; + +/** +* Creates a basic type glsUniformBlockCase.VarType. Use this after the constructor call. +* @param {gluShaderUtil.DataType} basicType +* @param {number} flags +* @return {glsUniformBlockCase.VarType} The currently modified object +*/ +glsUniformBlockCase.VarType.prototype.VarTypeBasic = function(basicType, flags) { + this.m_type = glsUniformBlockCase.Type.TYPE_BASIC; + this.m_flags = flags; + this.m_data = basicType; + + return this; +}; + +/** +* Creates an array type glsUniformBlockCase.VarType. Use this after the constructor call. +* @param {glsUniformBlockCase.VarType} elementType +* @param {number} arraySize +* @return {glsUniformBlockCase.VarType} The currently modified object +*/ +glsUniformBlockCase.VarType.prototype.VarTypeArray = function(elementType, arraySize) { + this.m_type = glsUniformBlockCase.Type.TYPE_ARRAY; + this.m_flags = 0; + this.m_data = new glsUniformBlockCase.TypeArray(elementType, arraySize); + + return this; +}; + +/** +* Creates a struct type glsUniformBlockCase.VarType. Use this after the constructor call. +* @param {glsUniformBlockCase.StructType} structPtr +* @return {glsUniformBlockCase.VarType} The currently modified object +*/ +glsUniformBlockCase.VarType.prototype.VarTypeStruct = function(structPtr) { + this.m_type = glsUniformBlockCase.Type.TYPE_STRUCT; + this.m_flags = 0; + this.m_data = structPtr; + + return this; +}; + +/** isBasicType +* @return {boolean} true if the glsUniformBlockCase.VarType represents a basic type. +**/ +glsUniformBlockCase.VarType.prototype.isBasicType = function() { + return this.m_type == glsUniformBlockCase.Type.TYPE_BASIC; +}; + +/** isArrayType +* @return {boolean} true if the glsUniformBlockCase.VarType represents an array. +**/ +glsUniformBlockCase.VarType.prototype.isArrayType = function() { + return this.m_type == glsUniformBlockCase.Type.TYPE_ARRAY; +}; + +/** isStructType +* @return {boolean} true if the glsUniformBlockCase.VarType represents a struct. +**/ +glsUniformBlockCase.VarType.prototype.isStructType = function() { + return this.m_type == glsUniformBlockCase.Type.TYPE_STRUCT; +}; + +/** getFlags +* @return {number} returns the flags of the glsUniformBlockCase.VarType. +**/ +glsUniformBlockCase.VarType.prototype.getFlags = function() { + return this.m_flags; +}; + +/** getBasicType +* @return {gluShaderUtil.DataType} returns the basic data type of the glsUniformBlockCase.VarType. +**/ +glsUniformBlockCase.VarType.prototype.getBasicType = function() { + return /** @type {gluShaderUtil.DataType} */ (this.m_data); +}; + +/** getElementType +* @return {glsUniformBlockCase.VarType} returns the glsUniformBlockCase.VarType of the element in case of an Array. +**/ +glsUniformBlockCase.VarType.prototype.getElementType = function() { + return this.m_data.elementType; +}; + +/** getArraySize +* (not to be confused with a javascript array) +* @return {number} returns the size of the array in case it is an array. +**/ +glsUniformBlockCase.VarType.prototype.getArraySize = function() { + return this.m_data.size; +}; + +/** getStruct +* @return {glsUniformBlockCase.StructType} returns the structure when it is a glsUniformBlockCase.StructType. +**/ +glsUniformBlockCase.VarType.prototype.getStruct = function() { + return /** @type {glsUniformBlockCase.StructType} */ (this.m_data); +}; + +/** + * Creates a basic type glsUniformBlockCase.VarType. + * @param {gluShaderUtil.DataType} basicType + * @param {number} flags + * @return {glsUniformBlockCase.VarType} + */ +glsUniformBlockCase.newVarTypeBasic = function(basicType, flags) { + return new glsUniformBlockCase.VarType().VarTypeBasic(basicType, flags); +}; + +/** +* Creates an array type glsUniformBlockCase.VarType. +* @param {glsUniformBlockCase.VarType} elementType +* @param {number} arraySize +* @return {glsUniformBlockCase.VarType} +*/ +glsUniformBlockCase.newVarTypeArray = function(elementType, arraySize) { + return new glsUniformBlockCase.VarType().VarTypeArray(elementType, arraySize); +}; + +/** +* Creates a struct type glsUniformBlockCase.VarType. +* @param {glsUniformBlockCase.StructType} structPtr +* @return {glsUniformBlockCase.VarType} +*/ +glsUniformBlockCase.newVarTypeStruct = function(structPtr) { + return new glsUniformBlockCase.VarType().VarTypeStruct(structPtr); +}; + +/** glsUniformBlockCase.StructMember + * in the JSDoc annotations or if a number would do. + * @constructor +**/ +glsUniformBlockCase.StructMember = function() { + /** @type {string} */ this.m_name; + /** @type {glsUniformBlockCase.VarType} */ this.m_type; + /** @type {number} */ this.m_flags = 0; +}; + +/** + * Creates a glsUniformBlockCase.StructMember. Use this after the constructor call. + * @param {string} name + * @param {glsUniformBlockCase.VarType} type + * @param {number} flags + * @return {glsUniformBlockCase.StructMember} The currently modified object + */ +glsUniformBlockCase.StructMember.prototype.Constructor = function(name, type, flags) { + this.m_type = type; + this.m_name = name; + this.m_flags = flags; + + return this; +}; + +/** getName +* @return {string} the name of the member +**/ +glsUniformBlockCase.StructMember.prototype.getName = function() { return this.m_name; }; + +/** getType +* @return {glsUniformBlockCase.VarType} the type of the member +**/ +glsUniformBlockCase.StructMember.prototype.getType = function() { return this.m_type; }; + +/** getFlags +* @return {number} the flags in the member +**/ +glsUniformBlockCase.StructMember.prototype.getFlags = function() { return this.m_flags; }; + +/** + * Creates a glsUniformBlockCase.StructMember with name, type and flags. + * @param {string} name + * @param {glsUniformBlockCase.VarType} type + * @return {glsUniformBlockCase.StructMember} + */ + glsUniformBlockCase.newStructMember = function(name, type, flags) { + return new glsUniformBlockCase.StructMember().Constructor(name, type, flags); + }; + +/** + * glsUniformBlockCase.StructType + * @constructor + */ +glsUniformBlockCase.StructType = function() { + /** @type {string}*/ this.m_typeName; + /** @type {Array<glsUniformBlockCase.StructMember>} */ this.m_members = []; +}; + +/** + * glsUniformBlockCase.StructType - Constructor with type name + * @param {string} typeName + * @return {glsUniformBlockCase.StructType} The currently modified object. + */ +glsUniformBlockCase.StructType.prototype.Constructor = function(typeName) { + /** @type {string}*/ this.m_typeName = typeName; + return this; +}; + +/** getTypeName +* @return {string} +**/ +glsUniformBlockCase.StructType.prototype.getTypeName = function() { + return this.m_typeName; +}; + +/* + * Instead of iterators, we'll add + * a getter for a specific element (getMember), + * and current members amount (getSize). + */ + +/** getMember +* @param {number} memberNdx The index of the member to retrieve. +* @return {glsUniformBlockCase.StructMember} +**/ +glsUniformBlockCase.StructType.prototype.getMember = function(memberNdx) { + if (memberNdx >= 0 && memberNdx < this.m_members.length) + return this.m_members[memberNdx]; + else { + throw new Error("Invalid member index for glsUniformBlockCase.StructType's members"); + } +}; + +/** getSize +* @return {number} The size of the m_members array. +**/ +glsUniformBlockCase.StructType.prototype.getSize = function() { + return this.m_members.length; +}; + +/** addMember +* @param {string} member_name +* @param {glsUniformBlockCase.VarType} member_type +* @param {number=} member_flags +**/ +glsUniformBlockCase.StructType.prototype.addMember = function(member_name, member_type, member_flags) { + var member = glsUniformBlockCase.newStructMember(member_name, member_type, member_flags); + + this.m_members.push(member); +}; + +/** + * Creates a glsUniformBlockCase.StructType. + * @param {string} name + * @return {glsUniformBlockCase.StructType} + */ +glsUniformBlockCase.newStructType = function(name) { + return new glsUniformBlockCase.StructType().Constructor(name); +}; + +/** glsUniformBlockCase.Uniform + * @param {string} name + * @param {glsUniformBlockCase.VarType} type + * @param {number=} flags + * @constructor +**/ +glsUniformBlockCase.Uniform = function(name, type, flags) { + /** @type {string} */ this.m_name = name; + /** @type {glsUniformBlockCase.VarType} */ this.m_type = type; + /** @type {number} */ this.m_flags = (typeof flags === 'undefined') ? 0 : flags; +}; + +/** getName + * @return {string} + */ +glsUniformBlockCase.Uniform.prototype.getName = function() { + return this.m_name; +}; + +/** getType + * @return {glsUniformBlockCase.VarType} + */ +glsUniformBlockCase.Uniform.prototype.getType = function() { + return this.m_type; +}; + +/** getFlags +* @return {number} +**/ +glsUniformBlockCase.Uniform.prototype.getFlags = function() { + return this.m_flags; +}; + +/** glsUniformBlockCase.UniformBlock + * @param {string} blockName + * @constructor +**/ +glsUniformBlockCase.UniformBlock = function(blockName) { + /** @type {string} */ this.m_blockName = blockName; + /** @type {string} */ this.m_instanceName; + /** @type {Array<glsUniformBlockCase.Uniform>} */ this.m_uniforms = []; + /** @type {number} */ this.m_arraySize = 0; //!< Array size or 0 if not interface block array. + /** @type {number} */ this.m_flags = 0; +}; + +/** getBlockName +* @return {string} +**/ +glsUniformBlockCase.UniformBlock.prototype.getBlockName = function() { + return this.m_blockName; +}; + +/** getInstanceName +* @return {string} +**/ +glsUniformBlockCase.UniformBlock.prototype.getInstanceName = function() { + return this.m_instanceName; +}; + +/** isArray +* @return {boolean} +**/ +glsUniformBlockCase.UniformBlock.prototype.isArray = function() { + return this.m_arraySize > 0; +}; + +/** getArraySize +* @return {number} +**/ +glsUniformBlockCase.UniformBlock.prototype.getArraySize = function() { + return this.m_arraySize; +}; + +/** getFlags +* @return {number} +**/ +glsUniformBlockCase.UniformBlock.prototype.getFlags = function() { + return this.m_flags; +}; + +/** setInstanceName +* @param {string} name +**/ +glsUniformBlockCase.UniformBlock.prototype.setInstanceName = function(name) { + this.m_instanceName = name; +}; + +/** setFlags +* @param {number} flags +**/ +glsUniformBlockCase.UniformBlock.prototype.setFlags = function(flags) { + this.m_flags = flags; +}; + +/** setArraySize +* @param {number} arraySize +**/ +glsUniformBlockCase.UniformBlock.prototype.setArraySize = function(arraySize) { + this.m_arraySize = arraySize; +}; + +/** addUniform +* @param {glsUniformBlockCase.Uniform} uniform +**/ +glsUniformBlockCase.UniformBlock.prototype.addUniform = function(uniform) { + this.m_uniforms.push(uniform); +}; + +/* + * Using uniform getter (getUniform), + * and uniform array size getter (countUniforms) + * instead of iterators. +*/ + +/** + * getUniform + * @param {number} index + * @return {glsUniformBlockCase.Uniform} + */ +glsUniformBlockCase.UniformBlock.prototype.getUniform = function(index) { + if (index >= 0 && index < this.m_uniforms.length) + return this.m_uniforms[index]; + else { + throw new Error("Invalid uniform index for glsUniformBlockCase.UniformBlock's uniforms"); + } +}; + +/** + * countUniforms + * @return {number} + */ +glsUniformBlockCase.UniformBlock.prototype.countUniforms = function() { + return this.m_uniforms.length; +}; + +/** + * glsUniformBlockCase.ShaderInterface + * @constructor + */ +glsUniformBlockCase.ShaderInterface = function() { + /** @type {Array<glsUniformBlockCase.StructType>} */ this.m_structs = []; + /** @type {Array<glsUniformBlockCase.UniformBlock>} */ this.m_uniformBlocks = []; +}; + +/** allocStruct +* @param {string} name +* @return {glsUniformBlockCase.StructType} +**/ +glsUniformBlockCase.ShaderInterface.prototype.allocStruct = function(name) { + //m_structs.reserve(m_structs.length + 1); + this.m_structs.push(glsUniformBlockCase.newStructType(name)); + return this.m_structs[this.m_structs.length - 1]; +}; + +/** findStruct +* @param {string} name +* @return {glsUniformBlockCase.StructType} +**/ +glsUniformBlockCase.ShaderInterface.prototype.findStruct = function(name) { + for (var pos = 0; pos < this.m_structs.length; pos++) { + if (this.m_structs[pos].getTypeName() == name) + return this.m_structs[pos]; + } + return null; +}; + +/** getNamedStructs +* @param {Array<glsUniformBlockCase.StructType>} structs +**/ +glsUniformBlockCase.ShaderInterface.prototype.getNamedStructs = function(structs) { + for (var pos = 0; pos < this.m_structs.length; pos++) { + if (this.m_structs[pos].getTypeName() != undefined) + structs.push(this.m_structs[pos]); + } +}; + +/** allocBlock +* @param {string} name +* @return {glsUniformBlockCase.UniformBlock} +**/ +glsUniformBlockCase.ShaderInterface.prototype.allocBlock = function(name) { + this.m_uniformBlocks.push(new glsUniformBlockCase.UniformBlock(name)); + return this.m_uniformBlocks[this.m_uniformBlocks.length - 1]; +}; + +/** getNumUniformBlocks +* @return {number} +**/ +glsUniformBlockCase.ShaderInterface.prototype.getNumUniformBlocks = function() { + return this.m_uniformBlocks.length; +}; + +/** getUniformBlock +* @param {number} ndx +* @return {glsUniformBlockCase.UniformBlock} +**/ +glsUniformBlockCase.ShaderInterface.prototype.getUniformBlock = function(ndx) { + return this.m_uniformBlocks[ndx]; +}; + +/** + * @constructor + */ +glsUniformBlockCase.BlockLayoutEntry = function() { + return { + /** @type {number} */ size: 0, + /** @type {string} */ name: '', + /** @type {Array<number>} */ activeUniformIndices: [] + }; +}; + +/** + * @constructor + */ +glsUniformBlockCase.UniformLayoutEntry = function() { + return { + /** @type {string} */ name: '', + /** @type {gluShaderUtil.DataType} */ type: gluShaderUtil.DataType.INVALID, + /** @type {number} */ size: 0, + /** @type {number} */ blockNdx: -1, + /** @type {number} */ offset: -1, + /** @type {number} */ arrayStride: -1, + /** @type {number} */ matrixStride: -1, + /** @type {boolean} */ isRowMajor: false + }; +}; + +/** + * @constructor + */ +glsUniformBlockCase.UniformLayout = function() { + /** @type {Array<glsUniformBlockCase.BlockLayoutEntry>}*/ this.blocks = []; + /** @type {Array<glsUniformBlockCase.UniformLayoutEntry>}*/ this.uniforms = []; +}; + +/** getUniformIndex, returns a uniform index number in the layout, + * given the uniform's name. + * @param {string} name + * @return {number} uniform's index + */ +glsUniformBlockCase.UniformLayout.prototype.getUniformIndex = function(name) { + for (var ndx = 0; ndx < this.uniforms.length; ndx++) { + if (this.uniforms[ndx].name == name) + return ndx; + } + return -1; +}; + +/** getBlockIndex, returns a block index number in the layout, + * given the block's name. + * @param {string} name the name of the block + * @return {number} block's index + */ +glsUniformBlockCase.UniformLayout.prototype.getBlockIndex = function(name) { + for (var ndx = 0; ndx < this.blocks.length; ndx++) { + if (this.blocks[ndx].name == name) + return ndx; + } + return -1; +}; + +/** + * @enum {number} + */ +glsUniformBlockCase.BufferMode = { + BUFFERMODE_SINGLE: 0, //!< Single buffer shared between uniform blocks. + BUFFERMODE_PER_BLOCK: 1 //!< Per-block buffers +}; + +glsUniformBlockCase.BufferMode.BUFFERMODE_LAST = Object.keys(glsUniformBlockCase.BufferMode).length; + +/** + * glsUniformBlockCase.PrecisionFlagsFmt + * @param {number} flags + * @return {string} + */ +glsUniformBlockCase.PrecisionFlagsFmt = function(flags) { + // Precision. + DE_ASSERT(deMath.dePop32(flags & (glsUniformBlockCase.UniformFlags.PRECISION_LOW | glsUniformBlockCase.UniformFlags.PRECISION_MEDIUM | glsUniformBlockCase.UniformFlags.PRECISION_HIGH)) <= 1); + var str = ''; + str += (flags & glsUniformBlockCase.UniformFlags.PRECISION_LOW ? 'lowp' : + flags & glsUniformBlockCase.UniformFlags.PRECISION_MEDIUM ? 'mediump' : + flags & glsUniformBlockCase.UniformFlags.PRECISION_HIGH ? 'highp' : ''); + + return str; +}; + +/** + * glsUniformBlockCase.LayoutFlagsFmt + * @param {number} flags_ + * @return {string} + */ +glsUniformBlockCase.LayoutFlagsFmt = function(flags_) { + var str = ''; + var bitDesc = + [{ bit: glsUniformBlockCase.UniformFlags.LAYOUT_SHARED, token: 'shared' }, { bit: glsUniformBlockCase.UniformFlags.LAYOUT_PACKED, token: 'packed' }, { bit: glsUniformBlockCase.UniformFlags.LAYOUT_STD140, token: 'std140' }, { bit: glsUniformBlockCase.UniformFlags.LAYOUT_ROW_MAJOR, token: 'row_major' }, { bit: glsUniformBlockCase.UniformFlags.LAYOUT_COLUMN_MAJOR, token: 'column_major' } + ]; + + /** @type {number} */ var remBits = flags_; + for (var descNdx = 0; descNdx < bitDesc.length; descNdx++) { + if (remBits & bitDesc[descNdx].bit) { + if (remBits != flags_) + str += ', '; + str += bitDesc[descNdx].token; + remBits &= (~bitDesc[descNdx].bit) & 0xFFFFFFFF; //0xFFFFFFFF truncate to 32 bit value + } + } + DE_ASSERT(remBits == 0); + + return str; +}; + +/** + * @constructor + */ +glsUniformBlockCase.UniformBufferManager = function(renderCtx) { + this.m_renderCtx = renderCtx; + /** @type {Array<number>} */ this.m_buffers = []; +}; + +/** + * allocBuffer + * @return {WebGLBuffer} + */ +glsUniformBlockCase.UniformBufferManager.prototype.allocBuffer = function() { + /** @type {WebGLBuffer} */ var buf = this.m_renderCtx.createBuffer(); + + this.m_buffers.push(buf); + + return buf; +}; + +/** + * @param {string} name + * @param {string} description + * @param {glsUniformBlockCase.BufferMode} bufferMode + * @constructor + * @extends {tcuTestCase.DeqpTest} + */ +glsUniformBlockCase.UniformBlockCase = function(name, description, bufferMode) { + tcuTestCase.DeqpTest.call(this, name, description); + /** @type {string} */ this.m_name = name; + /** @type {string} */ this.m_description = description; + /** @type {glsUniformBlockCase.BufferMode} */ this.m_bufferMode = bufferMode; + /** @type {glsUniformBlockCase.ShaderInterface} */ this.m_interface = new glsUniformBlockCase.ShaderInterface(); +}; + +glsUniformBlockCase.UniformBlockCase.prototype = Object.create(tcuTestCase.DeqpTest.prototype); +glsUniformBlockCase.UniformBlockCase.prototype.constructor = glsUniformBlockCase.UniformBlockCase; + +/** + * glsUniformBlockCase.getDataTypeByteSize + * @param {gluShaderUtil.DataType} type + * @return {number} + */ +glsUniformBlockCase.getDataTypeByteSize = function(type) { + return gluShaderUtil.getDataTypeScalarSize(type) * deMath.INT32_SIZE; +}; + +/** + * glsUniformBlockCase.getDataTypeByteAlignment + * @param {gluShaderUtil.DataType} type + * @return {number} + */ +glsUniformBlockCase.getDataTypeByteAlignment = function(type) { + switch (type) { + case gluShaderUtil.DataType.FLOAT: + case gluShaderUtil.DataType.INT: + case gluShaderUtil.DataType.UINT: + case gluShaderUtil.DataType.BOOL: return 1 * deMath.INT32_SIZE; + + case gluShaderUtil.DataType.FLOAT_VEC2: + case gluShaderUtil.DataType.INT_VEC2: + case gluShaderUtil.DataType.UINT_VEC2: + case gluShaderUtil.DataType.BOOL_VEC2: return 2 * deMath.INT32_SIZE; + + case gluShaderUtil.DataType.FLOAT_VEC3: + case gluShaderUtil.DataType.INT_VEC3: + case gluShaderUtil.DataType.UINT_VEC3: + case gluShaderUtil.DataType.BOOL_VEC3: // Fall-through to vec4 + + case gluShaderUtil.DataType.FLOAT_VEC4: + case gluShaderUtil.DataType.INT_VEC4: + case gluShaderUtil.DataType.UINT_VEC4: + case gluShaderUtil.DataType.BOOL_VEC4: return 4 * deMath.INT32_SIZE; + + default: + DE_ASSERT(false); + return 0; + } +}; + +/** + * glsUniformBlockCase.getDataTypeArrayStride + * @param {gluShaderUtil.DataType} type + * @return {number} + */ +glsUniformBlockCase.getDataTypeArrayStride = function(type) { + DE_ASSERT(!gluShaderUtil.isDataTypeMatrix(type)); + + /** @type {number} */ var baseStride = glsUniformBlockCase.getDataTypeByteSize(type); + /** @type {number} */ var vec4Alignment = deMath.INT32_SIZE * 4; + + DE_ASSERT(baseStride <= vec4Alignment); + return Math.max(baseStride, vec4Alignment); // Really? See rule 4. +}; + +/** + * glsUniformBlockCase.deRoundUp32 Rounds up 'a' in case the + * relationship with 'b' has a decimal part. + * @param {number} a + * @param {number} b + * @return {number} + */ +glsUniformBlockCase.deRoundUp32 = function(a, b) { + var d = Math.trunc(a / b); + return d * b == a ? a : (d + 1) * b; +}; + +/** + * glsUniformBlockCase.computeStd140BaseAlignment + * @param {glsUniformBlockCase.VarType} type + * @return {number} + */ +glsUniformBlockCase.computeStd140BaseAlignment = function(type) { + /** @type {number} */ var vec4Alignment = deMath.INT32_SIZE * 4; + + if (type.isBasicType()) { + /** @type {gluShaderUtil.DataType} */ var basicType = type.getBasicType(); + + if (gluShaderUtil.isDataTypeMatrix(basicType)) { + /** @type {boolean} */ var isRowMajor = !!(type.getFlags() & glsUniformBlockCase.UniformFlags.LAYOUT_ROW_MAJOR); + /** @type {number} */ var vecSize = isRowMajor ? gluShaderUtil.getDataTypeMatrixNumColumns(basicType) : + gluShaderUtil.getDataTypeMatrixNumRows(basicType); + + return glsUniformBlockCase.getDataTypeArrayStride(gluShaderUtil.getDataTypeFloatVec(vecSize)); + } else + return glsUniformBlockCase.getDataTypeByteAlignment(basicType); + } else if (type.isArrayType()) { + /** @type {number} */ var elemAlignment = glsUniformBlockCase.computeStd140BaseAlignment(type.getElementType()); + + // Round up to alignment of vec4 + return glsUniformBlockCase.deRoundUp32(elemAlignment, vec4Alignment); + } else { + DE_ASSERT(type.isStructType()); + + /** @type {number} */ var maxBaseAlignment = 0; + + for (var memberNdx = 0; memberNdx < type.getStruct().getSize(); memberNdx++) { + /** @type {glsUniformBlockCase.StructMember} */ var memberIter = type.getStruct().getMember(memberNdx); + maxBaseAlignment = Math.max(maxBaseAlignment, glsUniformBlockCase.computeStd140BaseAlignment(memberIter.getType())); + } + + return glsUniformBlockCase.deRoundUp32(maxBaseAlignment, vec4Alignment); + } +}; + +/** + * mergeLayoutflags + * @param {number} prevFlags + * @param {number} newFlags + * @return {number} + */ +glsUniformBlockCase.mergeLayoutFlags = function(prevFlags, newFlags) { + /** @type {number} */ var packingMask = glsUniformBlockCase.UniformFlags.LAYOUT_PACKED | glsUniformBlockCase.UniformFlags.LAYOUT_SHARED | glsUniformBlockCase.UniformFlags.LAYOUT_STD140; + /** @type {number} */ var matrixMask = glsUniformBlockCase.UniformFlags.LAYOUT_ROW_MAJOR | glsUniformBlockCase.UniformFlags.LAYOUT_COLUMN_MAJOR; + + /** @type {number} */ var mergedFlags = 0; + + mergedFlags |= ((newFlags & packingMask) ? newFlags : prevFlags) & packingMask; + mergedFlags |= ((newFlags & matrixMask) ? newFlags : prevFlags) & matrixMask; + + return mergedFlags; +}; + +/** + * glsUniformBlockCase.computeStd140Layout_B + * @param {glsUniformBlockCase.UniformLayout} layout + * @param {number} curOffset + * @param {number} curBlockNdx + * @param {string} curPrefix + * @param {glsUniformBlockCase.VarType} type + * @param {number} layoutFlags + * @return {number} //This is what would return in the curOffset output parameter in the original C++ project. + */ +glsUniformBlockCase.computeStd140Layout_B = function(layout, curOffset, curBlockNdx, curPrefix, type, layoutFlags) { + /** @type {number} */ var baseAlignment = glsUniformBlockCase.computeStd140BaseAlignment(type); + /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var entry; + /** @type {number} */ var stride; + /** @type {gluShaderUtil.DataType} */ var elemBasicType; + /** @type {boolean} */ var isRowMajor; + /** @type {number} */ var vecSize; + /** @type {number} */ var numVecs; + + curOffset = deMath.deAlign32(curOffset, baseAlignment); + + if (type.isBasicType()) { + /** @type {gluShaderUtil.DataType} */ var basicType = type.getBasicType(); + entry = new glsUniformBlockCase.UniformLayoutEntry(); + + entry.name = curPrefix; + entry.type = basicType; + entry.size = 1; + entry.arrayStride = 0; + entry.matrixStride = 0; + entry.blockNdx = curBlockNdx; + + if (gluShaderUtil.isDataTypeMatrix(basicType)) { + // Array of vectors as specified in rules 5 & 7. + isRowMajor = !!(layoutFlags & glsUniformBlockCase.UniformFlags.LAYOUT_ROW_MAJOR); + vecSize = isRowMajor ? gluShaderUtil.getDataTypeMatrixNumColumns(basicType) : + gluShaderUtil.getDataTypeMatrixNumRows(basicType); + numVecs = isRowMajor ? gluShaderUtil.getDataTypeMatrixNumRows(basicType) : + gluShaderUtil.getDataTypeMatrixNumColumns(basicType); + stride = glsUniformBlockCase.getDataTypeArrayStride(gluShaderUtil.getDataTypeFloatVec(vecSize)); + + entry.offset = curOffset; + entry.matrixStride = stride; + entry.isRowMajor = isRowMajor; + + curOffset += numVecs * stride; + } else { + // Scalar or vector. + entry.offset = curOffset; + + curOffset += glsUniformBlockCase.getDataTypeByteSize(basicType); + } + + layout.uniforms.push(entry); + } else if (type.isArrayType()) { + /** @type {glsUniformBlockCase.VarType} */ var elemType = type.getElementType(); + + if (elemType.isBasicType() && !gluShaderUtil.isDataTypeMatrix(elemType.getBasicType())) { + // Array of scalars or vectors. + elemBasicType = elemType.getBasicType(); + entry = new glsUniformBlockCase.UniformLayoutEntry(); + stride = glsUniformBlockCase.getDataTypeArrayStride(elemBasicType); + + entry.name = curPrefix + '[0]'; // Array uniforms are always postfixed with [0] + entry.type = elemBasicType; + entry.blockNdx = curBlockNdx; + entry.offset = curOffset; + entry.size = type.getArraySize(); + entry.arrayStride = stride; + entry.matrixStride = 0; + + curOffset += stride * type.getArraySize(); + + layout.uniforms.push(entry); + } else if (elemType.isBasicType() && gluShaderUtil.isDataTypeMatrix(elemType.getBasicType())) { + // Array of matrices. + elemBasicType = elemType.getBasicType(); + isRowMajor = !!(layoutFlags & glsUniformBlockCase.UniformFlags.LAYOUT_ROW_MAJOR); + vecSize = isRowMajor ? gluShaderUtil.getDataTypeMatrixNumColumns(elemBasicType) : + gluShaderUtil.getDataTypeMatrixNumRows(elemBasicType); + numVecs = isRowMajor ? gluShaderUtil.getDataTypeMatrixNumRows(elemBasicType) : + gluShaderUtil.getDataTypeMatrixNumColumns(elemBasicType); + stride = glsUniformBlockCase.getDataTypeArrayStride(gluShaderUtil.getDataTypeFloatVec(vecSize)); + entry = new glsUniformBlockCase.UniformLayoutEntry(); + + entry.name = curPrefix + '[0]'; // Array uniforms are always postfixed with [0] + entry.type = elemBasicType; + entry.blockNdx = curBlockNdx; + entry.offset = curOffset; + entry.size = type.getArraySize(); + entry.arrayStride = stride * numVecs; + entry.matrixStride = stride; + entry.isRowMajor = isRowMajor; + + curOffset += numVecs * type.getArraySize() * stride; + + layout.uniforms.push(entry); + } else { + DE_ASSERT(elemType.isStructType() || elemType.isArrayType()); + + for (var elemNdx = 0; elemNdx < type.getArraySize(); elemNdx++) + curOffset = glsUniformBlockCase.computeStd140Layout_B(layout, curOffset, curBlockNdx, curPrefix + '[' + elemNdx + ']', type.getElementType(), layoutFlags); + } + } else { + DE_ASSERT(type.isStructType()); + + for (var memberNdx = 0; memberNdx < type.getStruct().getSize(); memberNdx++) { + /** @type {glsUniformBlockCase.StructMember} */ var memberIter = type.getStruct().getMember(memberNdx); + curOffset = glsUniformBlockCase.computeStd140Layout_B(layout, curOffset, curBlockNdx, curPrefix + '.' + memberIter.getName(), memberIter.getType(), layoutFlags); + } + + curOffset = deMath.deAlign32(curOffset, baseAlignment); + } + + return curOffset; +}; + +/** + * glsUniformBlockCase.computeStd140Layout + * @param {glsUniformBlockCase.UniformLayout} layout + * @param {glsUniformBlockCase.ShaderInterface} sinterface + */ +glsUniformBlockCase.computeStd140Layout = function(layout, sinterface) { + // \todo [2012-01-23 pyry] Uniforms in default block. + + /** @type {number} */ var numUniformBlocks = sinterface.getNumUniformBlocks(); + + for (var blockNdx = 0; blockNdx < numUniformBlocks; blockNdx++) { + /** @type {glsUniformBlockCase.UniformBlock} */ var block = sinterface.getUniformBlock(blockNdx); + /** @type {boolean} */ var hasInstanceName = block.getInstanceName() !== undefined; + /** @type {string} */ var blockPrefix = hasInstanceName ? (block.getBlockName() + '.') : ''; + /** @type {number} */ var curOffset = 0; + /** @type {number} */ var activeBlockNdx = layout.blocks.length; + /** @type {number} */ var firstUniformNdx = layout.uniforms.length; + + for (var ubNdx = 0; ubNdx < block.countUniforms(); ubNdx++) { + /** @type {glsUniformBlockCase.Uniform} */ var uniform = block.getUniform(ubNdx); + curOffset = glsUniformBlockCase.computeStd140Layout_B(layout, curOffset, activeBlockNdx, blockPrefix + uniform.getName(), uniform.getType(), glsUniformBlockCase.mergeLayoutFlags(block.getFlags(), uniform.getFlags())); + } + + /** @type {number} */ var uniformIndicesEnd = layout.uniforms.length; + /** @type {number} */ var blockSize = curOffset; + /** @type {number} */ var numInstances = block.isArray() ? block.getArraySize() : 1; + + // Create block layout entries for each instance. + for (var instanceNdx = 0; instanceNdx < numInstances; instanceNdx++) { + // Allocate entry for instance. + layout.blocks.push(new glsUniformBlockCase.BlockLayoutEntry()); + /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var blockEntry = layout.blocks[layout.blocks.length - 1]; + + blockEntry.name = block.getBlockName(); + blockEntry.size = blockSize; + + // Compute active uniform set for block. + for (var uniformNdx = firstUniformNdx; uniformNdx < uniformIndicesEnd; uniformNdx++) + blockEntry.activeUniformIndices.push(uniformNdx); + + if (block.isArray()) + blockEntry.name += '[' + instanceNdx + ']'; + } + } +}; + +/** + * glsUniformBlockCase.generateValue - Value generator + * @param {glsUniformBlockCase.UniformLayoutEntry} entry + * @param {Uint8Array} basePtr + * @param {deRandom.Random} rnd + */ +glsUniformBlockCase.generateValue = function(entry, basePtr, rnd) { + /** @type {gluShaderUtil.DataType}*/ var scalarType = gluShaderUtil.getDataTypeScalarTypeAsDataType(entry.type); //Using a more appropriate function in this case. + /** @type {number} */ var scalarSize = gluShaderUtil.getDataTypeScalarSize(entry.type); + /** @type {boolean} */ var isMatrix = gluShaderUtil.isDataTypeMatrix(entry.type); + /** @type {number} */ var numVecs = isMatrix ? (entry.isRowMajor ? gluShaderUtil.getDataTypeMatrixNumRows(entry.type) : gluShaderUtil.getDataTypeMatrixNumColumns(entry.type)) : 1; + /** @type {number} */ var vecSize = scalarSize / numVecs; + /** @type {boolean} */ var isArray = entry.size > 1; + /** @type {number} */ var compSize = deMath.INT32_SIZE; + + DE_ASSERT(scalarSize % numVecs == 0); + + for (var elemNdx = 0; elemNdx < entry.size; elemNdx++) { + /** @type {Uint8Array} */ var elemPtr = basePtr.subarray(entry.offset + (isArray ? elemNdx * entry.arrayStride : 0)); + + for (var vecNdx = 0; vecNdx < numVecs; vecNdx++) { + /** @type {Uint8Array} */ var vecPtr = elemPtr.subarray(isMatrix ? vecNdx * entry.matrixStride : 0); + + for (var compNdx = 0; compNdx < vecSize; compNdx++) { + /** @type {Uint8Array} */ var compPtr = vecPtr.subarray(compSize * compNdx); + /** @type {number} */ var _random; + + //Copy the random data byte per byte + var _size = glsUniformBlockCase.getDataTypeByteSize(scalarType); + + var nbuffer = new ArrayBuffer(_size); + var nview = new DataView(nbuffer); + + switch (scalarType) { + case gluShaderUtil.DataType.FLOAT: + _random = rnd.getInt(-9, 9); + nview.setFloat32(0, _random, littleEndian); + break; + case gluShaderUtil.DataType.INT: + _random = rnd.getInt(-9, 9); + nview.setInt32(0, _random, littleEndian); + break; + case gluShaderUtil.DataType.UINT: + _random = rnd.getInt(0, 9); + nview.setUint32(0, _random, littleEndian); + break; + // \note Random bit pattern is used for true values. Spec states that all non-zero values are + // interpreted as true but some implementations fail this. + case gluShaderUtil.DataType.BOOL: + _random = rnd.getBool() ? 1 : 0; + nview.setUint32(0, _random, littleEndian); + break; + default: + DE_ASSERT(false); + } + + for (var i = 0; i < _size; i++) { + compPtr[i] = nview.getUint8(i); + } + } + } + } +}; + +/** + * glsUniformBlockCase.generateValues + * @param {glsUniformBlockCase.UniformLayout} layout + * @param {glsUniformBlockCase.BlockPointers} blockPointers + * @param {number} seed + */ +glsUniformBlockCase.generateValues = function(layout, blockPointers, seed) { + /** @type {deRandom.Random} */ var rnd = new deRandom.Random(seed); + /** @type {number} */ var numBlocks = layout.blocks.length; + + for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) { + /** @type {Uint8Array} */ var basePtr = blockPointers.find(blockNdx); + /** @type {number} */ var numEntries = layout.blocks[blockNdx].activeUniformIndices.length; + + for (var entryNdx = 0; entryNdx < numEntries; entryNdx++) { + /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var entry = layout.uniforms[layout.blocks[blockNdx].activeUniformIndices[entryNdx]]; + glsUniformBlockCase.generateValue(entry, basePtr, rnd); + } + } +}; + +// Shader generator. + +/** + * glsUniformBlockCase.getCompareFuncForType + * @param {gluShaderUtil.DataType} type + * @return {string} + */ +glsUniformBlockCase.getCompareFuncForType = function(type) { + switch (type) { + case gluShaderUtil.DataType.FLOAT: return 'mediump float compare_float (highp float a, highp float b) { return abs(a - b) < 0.05 ? 1.0 : 0.0; }\n'; + case gluShaderUtil.DataType.FLOAT_VEC2: return 'mediump float compare_vec2 (highp vec2 a, highp vec2 b) { return compare_float(a.x, b.x)*compare_float(a.y, b.y); }\n'; + case gluShaderUtil.DataType.FLOAT_VEC3: return 'mediump float compare_vec3 (highp vec3 a, highp vec3 b) { return compare_float(a.x, b.x)*compare_float(a.y, b.y)*compare_float(a.z, b.z); }\n'; + case gluShaderUtil.DataType.FLOAT_VEC4: return 'mediump float compare_vec4 (highp vec4 a, highp vec4 b) { return compare_float(a.x, b.x)*compare_float(a.y, b.y)*compare_float(a.z, b.z)*compare_float(a.w, b.w); }\n'; + case gluShaderUtil.DataType.FLOAT_MAT2: return 'mediump float compare_mat2 (highp mat2 a, highp mat2 b) { return compare_vec2(a[0], b[0])*compare_vec2(a[1], b[1]); }\n'; + case gluShaderUtil.DataType.FLOAT_MAT2X3: return 'mediump float compare_mat2x3 (highp mat2x3 a, highp mat2x3 b) { return compare_vec3(a[0], b[0])*compare_vec3(a[1], b[1]); }\n'; + case gluShaderUtil.DataType.FLOAT_MAT2X4: return 'mediump float compare_mat2x4 (highp mat2x4 a, highp mat2x4 b) { return compare_vec4(a[0], b[0])*compare_vec4(a[1], b[1]); }\n'; + case gluShaderUtil.DataType.FLOAT_MAT3X2: return 'mediump float compare_mat3x2 (highp mat3x2 a, highp mat3x2 b) { return compare_vec2(a[0], b[0])*compare_vec2(a[1], b[1])*compare_vec2(a[2], b[2]); }\n'; + case gluShaderUtil.DataType.FLOAT_MAT3: return 'mediump float compare_mat3 (highp mat3 a, highp mat3 b) { return compare_vec3(a[0], b[0])*compare_vec3(a[1], b[1])*compare_vec3(a[2], b[2]); }\n'; + case gluShaderUtil.DataType.FLOAT_MAT3X4: return 'mediump float compare_mat3x4 (highp mat3x4 a, highp mat3x4 b) { return compare_vec4(a[0], b[0])*compare_vec4(a[1], b[1])*compare_vec4(a[2], b[2]); }\n'; + case gluShaderUtil.DataType.FLOAT_MAT4X2: return 'mediump float compare_mat4x2 (highp mat4x2 a, highp mat4x2 b) { return compare_vec2(a[0], b[0])*compare_vec2(a[1], b[1])*compare_vec2(a[2], b[2])*compare_vec2(a[3], b[3]); }\n'; + case gluShaderUtil.DataType.FLOAT_MAT4X3: return 'mediump float compare_mat4x3 (highp mat4x3 a, highp mat4x3 b) { return compare_vec3(a[0], b[0])*compare_vec3(a[1], b[1])*compare_vec3(a[2], b[2])*compare_vec3(a[3], b[3]); }\n'; + case gluShaderUtil.DataType.FLOAT_MAT4: return 'mediump float compare_mat4 (highp mat4 a, highp mat4 b) { return compare_vec4(a[0], b[0])*compare_vec4(a[1], b[1])*compare_vec4(a[2], b[2])*compare_vec4(a[3], b[3]); }\n'; + case gluShaderUtil.DataType.INT: return 'mediump float compare_int (highp int a, highp int b) { return a == b ? 1.0 : 0.0; }\n'; + case gluShaderUtil.DataType.INT_VEC2: return 'mediump float compare_ivec2 (highp ivec2 a, highp ivec2 b) { return a == b ? 1.0 : 0.0; }\n'; + case gluShaderUtil.DataType.INT_VEC3: return 'mediump float compare_ivec3 (highp ivec3 a, highp ivec3 b) { return a == b ? 1.0 : 0.0; }\n'; + case gluShaderUtil.DataType.INT_VEC4: return 'mediump float compare_ivec4 (highp ivec4 a, highp ivec4 b) { return a == b ? 1.0 : 0.0; }\n'; + case gluShaderUtil.DataType.UINT: return 'mediump float compare_uint (highp uint a, highp uint b) { return a == b ? 1.0 : 0.0; }\n'; + case gluShaderUtil.DataType.UINT_VEC2: return 'mediump float compare_uvec2 (highp uvec2 a, highp uvec2 b) { return a == b ? 1.0 : 0.0; }\n'; + case gluShaderUtil.DataType.UINT_VEC3: return 'mediump float compare_uvec3 (highp uvec3 a, highp uvec3 b) { return a == b ? 1.0 : 0.0; }\n'; + case gluShaderUtil.DataType.UINT_VEC4: return 'mediump float compare_uvec4 (highp uvec4 a, highp uvec4 b) { return a == b ? 1.0 : 0.0; }\n'; + case gluShaderUtil.DataType.BOOL: return 'mediump float compare_bool (bool a, bool b) { return a == b ? 1.0 : 0.0; }\n'; + case gluShaderUtil.DataType.BOOL_VEC2: return 'mediump float compare_bvec2 (bvec2 a, bvec2 b) { return a == b ? 1.0 : 0.0; }\n'; + case gluShaderUtil.DataType.BOOL_VEC3: return 'mediump float compare_bvec3 (bvec3 a, bvec3 b) { return a == b ? 1.0 : 0.0; }\n'; + case gluShaderUtil.DataType.BOOL_VEC4: return 'mediump float compare_bvec4 (bvec4 a, bvec4 b) { return a == b ? 1.0 : 0.0; }\n'; + default: + throw new Error('Type "' + type + '" not supported.'); + + } +}; + +/** + * glsUniformBlockCase.getCompareDependencies + * @param {Array<gluShaderUtil.DataType>} compareFuncs Should contain unique elements + * @param {gluShaderUtil.DataType} basicType + */ +glsUniformBlockCase.getCompareDependencies = function(compareFuncs, basicType) { + switch (basicType) { + case gluShaderUtil.DataType.FLOAT_VEC2: + case gluShaderUtil.DataType.FLOAT_VEC3: + case gluShaderUtil.DataType.FLOAT_VEC4: + deUtil.dePushUniqueToArray(compareFuncs, gluShaderUtil.DataType.FLOAT); + deUtil.dePushUniqueToArray(compareFuncs, basicType); + break; + + case gluShaderUtil.DataType.FLOAT_MAT2: + case gluShaderUtil.DataType.FLOAT_MAT2X3: + case gluShaderUtil.DataType.FLOAT_MAT2X4: + case gluShaderUtil.DataType.FLOAT_MAT3X2: + case gluShaderUtil.DataType.FLOAT_MAT3: + case gluShaderUtil.DataType.FLOAT_MAT3X4: + case gluShaderUtil.DataType.FLOAT_MAT4X2: + case gluShaderUtil.DataType.FLOAT_MAT4X3: + case gluShaderUtil.DataType.FLOAT_MAT4: + deUtil.dePushUniqueToArray(compareFuncs, gluShaderUtil.DataType.FLOAT); + deUtil.dePushUniqueToArray(compareFuncs, gluShaderUtil.getDataTypeFloatVec(gluShaderUtil.getDataTypeMatrixNumRows(basicType))); + deUtil.dePushUniqueToArray(compareFuncs, basicType); + break; + + default: + deUtil.dePushUniqueToArray(compareFuncs, basicType); + break; + } +}; + +/** + * glsUniformBlockCase.collectUniqueBasicTypes_B + * @param {Array<gluShaderUtil.DataType>} basicTypes Should contain unique elements + * @param {glsUniformBlockCase.VarType} type + */ +glsUniformBlockCase.collectUniqueBasicTypes_B = function(basicTypes, type) { + if (type.isStructType()) { + /** @type {glsUniformBlockCase.StructType} */ var stype = type.getStruct(); + for (var memberNdx = 0; memberNdx < stype.getSize(); memberNdx++) + glsUniformBlockCase.collectUniqueBasicTypes_B(basicTypes, stype.getMember(memberNdx).getType()); + } else if (type.isArrayType()) + glsUniformBlockCase.collectUniqueBasicTypes_B(basicTypes, type.getElementType()); + else { + DE_ASSERT(type.isBasicType()); + deUtil.dePushUniqueToArray(basicTypes, type.getBasicType()); + } +}; + +/** + * glsUniformBlockCase.collectUniqueBasicTypes_A + * @param {Array<gluShaderUtil.DataType>} basicTypes Should contain unique elements + * @param {glsUniformBlockCase.UniformBlock} uniformBlock + */ +glsUniformBlockCase.collectUniqueBasicTypes_A = function(basicTypes, uniformBlock) { + for (var uniformNdx = 0; uniformNdx < uniformBlock.countUniforms(); uniformNdx++) + glsUniformBlockCase.collectUniqueBasicTypes_B(basicTypes, uniformBlock.getUniform(uniformNdx).getType()); +}; + +/** + * glsUniformBlockCase.collectUniqueBasicTypes + * @param {Array<gluShaderUtil.DataType>} basicTypes Should contain unique elements + * @param {glsUniformBlockCase.ShaderInterface} sinterface + */ +glsUniformBlockCase.collectUniqueBasicTypes = function(basicTypes, sinterface) { + for (var ndx = 0; ndx < sinterface.getNumUniformBlocks(); ++ndx) + glsUniformBlockCase.collectUniqueBasicTypes_A(basicTypes, sinterface.getUniformBlock(ndx)); +}; + +/** + * glsUniformBlockCase.collectUniqueBasicTypes + * @return {string} Was originally an output parameter. As it is a basic type, we have to return it instead. + * @param {glsUniformBlockCase.ShaderInterface} sinterface + */ +glsUniformBlockCase.generateCompareFuncs = function(sinterface) { + /** @type {string} */ var str = ''; + /** @type {Array<gluShaderUtil.DataType>} */ var types = []; //Will contain unique elements. + /** @type {Array<gluShaderUtil.DataType>} */ var compareFuncs = []; //Will contain unique elements. + + // Collect unique basic types + glsUniformBlockCase.collectUniqueBasicTypes(types, sinterface); + + // Set of compare functions required + for (var typeNdx = 0; typeNdx < types.length; typeNdx++) + glsUniformBlockCase.getCompareDependencies(compareFuncs, types[typeNdx]); + + for (var type in gluShaderUtil.DataType) { + if (compareFuncs.indexOf(gluShaderUtil.DataType[type]) > -1) + str += glsUniformBlockCase.getCompareFuncForType(gluShaderUtil.DataType[type]); + } + + return str; +}; + +/** + * glsUniformBlockCase.Indent - Prints level_ number of tab chars + * @param {number} level_ + * @return {string} + */ +glsUniformBlockCase.Indent = function(level_) { + var str = ''; + for (var i = 0; i < level_; i++) + str += '\t'; + + return str; +}; + +/** + * glsUniformBlockCase.generateDeclaration_C + * @return {string} src + * @param {glsUniformBlockCase.StructType} structType + * @param {number} indentLevel + */ +glsUniformBlockCase.generateDeclaration_C = function(structType, indentLevel) { + /** @type {string} */ var src = ''; + + DE_ASSERT(structType.getTypeName() !== undefined); + src += glsUniformBlockCase.generateFullDeclaration(structType, indentLevel); + src += ';\n'; + + return src; +}; + +/** + * glsUniformBlockCase.generateFullDeclaration + * @return {string} src + * @param {glsUniformBlockCase.StructType} structType + * @param {number} indentLevel + */ +glsUniformBlockCase.generateFullDeclaration = function(structType, indentLevel) { + var src = 'struct'; + if (structType.getTypeName()) + src += ' ' + structType.getTypeName(); + src += '\n' + glsUniformBlockCase.Indent(indentLevel) + ' {\n'; + + for (var memberNdx = 0; memberNdx < structType.getSize(); memberNdx++) { + src += glsUniformBlockCase.Indent(indentLevel + 1); + /** @type {glsUniformBlockCase.StructMember} */ var memberIter = structType.getMember(memberNdx); + src += glsUniformBlockCase.generateDeclaration_B(memberIter.getType(), memberIter.getName(), indentLevel + 1, memberIter.getFlags() & glsUniformBlockCase.UniformFlags.UNUSED_BOTH); + } + + src += glsUniformBlockCase.Indent(indentLevel) + '}'; + + return src; +}; + +/** + * glsUniformBlockCase.generateLocalDeclaration + * @return {string} src + * @param {glsUniformBlockCase.StructType} structType + * @param {number} indentLevel + */ +glsUniformBlockCase.generateLocalDeclaration = function(structType, indentLevel) { + /** @type {string} */ var src = ''; + + if (structType.getTypeName() === undefined) + src += glsUniformBlockCase.generateFullDeclaration(structType, indentLevel); + else + src += structType.getTypeName(); + + return src; +}; + +/** + * glsUniformBlockCase.generateDeclaration_B + * @return {string} src + * @param {glsUniformBlockCase.VarType} type + * @param {string} name + * @param {number} indentLevel + * @param {number} unusedHints + */ +glsUniformBlockCase.generateDeclaration_B = function(type, name, indentLevel, unusedHints) { + /** @type {string} */ var src = ''; + /** @type {number} */ var flags = type.getFlags(); + + if ((flags & glsUniformBlockCase.UniformFlags.LAYOUT_MASK) != 0) + src += 'layout(' + glsUniformBlockCase.LayoutFlagsFmt(flags & glsUniformBlockCase.UniformFlags.LAYOUT_MASK) + ') '; + + if ((flags & glsUniformBlockCase.UniformFlags.PRECISION_MASK) != 0) + src += glsUniformBlockCase.PrecisionFlagsFmt(flags & glsUniformBlockCase.UniformFlags.PRECISION_MASK) + ' '; + + if (type.isBasicType()) + src += gluShaderUtil.getDataTypeName(type.getBasicType()) + ' ' + name; + else if (type.isArrayType()) { + /** @type {Array<number>} */ var arraySizes = []; + /** @type {glsUniformBlockCase.VarType} */ var curType = type; + while (curType.isArrayType()) { + arraySizes.push(curType.getArraySize()); + curType = curType.getElementType(); + } + + if (curType.isBasicType()) { + if ((curType.getFlags() & glsUniformBlockCase.UniformFlags.PRECISION_MASK) != 0) + src += glsUniformBlockCase.PrecisionFlagsFmt(curType.getFlags() & glsUniformBlockCase.UniformFlags.PRECISION_MASK) + ' '; + src += gluShaderUtil.getDataTypeName(curType.getBasicType()); + } else { + DE_ASSERT(curType.isStructType()); + src += glsUniformBlockCase.generateLocalDeclaration(curType.getStruct(), indentLevel + 1); + } + + src += ' ' + name; + + for (var sizeNdx = 0; sizeNdx < arraySizes.length; sizeNdx++) + src += '[' + arraySizes[sizeNdx] + ']'; + } else { + src += glsUniformBlockCase.generateLocalDeclaration(type.getStruct(), indentLevel + 1); + src += ' ' + name; + } + + src += ';'; + + // Print out unused hints. + if (unusedHints != 0) + src += ' // unused in ' + (unusedHints == glsUniformBlockCase.UniformFlags.UNUSED_BOTH ? 'both shaders' : + unusedHints == glsUniformBlockCase.UniformFlags.UNUSED_VERTEX ? 'vertex shader' : + unusedHints == glsUniformBlockCase.UniformFlags.UNUSED_FRAGMENT ? 'fragment shader' : '???'); + + src += '\n'; + + return src; +}; + +/** + * glsUniformBlockCase.generateDeclaration_A + * @return {string} src + * @param {glsUniformBlockCase.Uniform} uniform + * @param {number} indentLevel + */ +glsUniformBlockCase.generateDeclaration_A = function(uniform, indentLevel) { + /** @type {string} */ var src = ''; + + if ((uniform.getFlags() & glsUniformBlockCase.UniformFlags.LAYOUT_MASK) != 0) + src += 'layout(' + glsUniformBlockCase.LayoutFlagsFmt(uniform.getFlags() & glsUniformBlockCase.UniformFlags.LAYOUT_MASK) + ') '; + + src += glsUniformBlockCase.generateDeclaration_B(uniform.getType(), uniform.getName(), indentLevel, uniform.getFlags() & glsUniformBlockCase.UniformFlags.UNUSED_BOTH); + + return src; +}; + +/** + * glsUniformBlockCase.generateDeclaration + * @return {string} src + * @param {glsUniformBlockCase.UniformBlock} block + */ +glsUniformBlockCase.generateDeclaration = function(block) { + /** @type {string} */ var src = ''; + + if ((block.getFlags() & glsUniformBlockCase.UniformFlags.LAYOUT_MASK) != 0) + src += 'layout(' + glsUniformBlockCase.LayoutFlagsFmt(block.getFlags() & glsUniformBlockCase.UniformFlags.LAYOUT_MASK) + ') '; + + src += 'uniform ' + block.getBlockName(); + src += '\n {\n'; + + for (var uniformNdx = 0; uniformNdx < block.countUniforms(); uniformNdx++) { + src += glsUniformBlockCase.Indent(1); + src += glsUniformBlockCase.generateDeclaration_A(block.getUniform(uniformNdx), 1 /* indent level */); + } + + src += '}'; + + if (block.getInstanceName() !== undefined) { + src += ' ' + block.getInstanceName(); + if (block.isArray()) + src += '[' + block.getArraySize() + ']'; + } else + DE_ASSERT(!block.isArray()); + + src += ';\n'; + + return src; +}; + +/** + * glsUniformBlockCase.newArrayBufferFromView - Creates a new buffer copying data from a given view + * @param {goog.NumberArray} view + * @return {ArrayBuffer} The newly created buffer + */ +glsUniformBlockCase.newArrayBufferFromView = function(view) { + var buffer = new ArrayBuffer(view.length * view.BYTES_PER_ELEMENT); + var copyview; + switch (view.BYTES_PER_ELEMENT) { + case 1: + copyview = new Uint8Array(buffer); break; + case 2: + copyview = new Uint16Array(buffer); break; + case 4: + copyview = new Uint32Array(buffer); break; + default: + assertMsgOptions(false, 'Unexpected value for BYTES_PER_ELEMENT in view', false, true); + } + for (var i = 0; i < view.length; i++) + copyview[i] = view[i]; + + return buffer; +}; + +/** + * glsUniformBlockCase.generateValueSrc + * @return {string} Used to be an output parameter in C++ project + * @param {glsUniformBlockCase.UniformLayoutEntry} entry + * @param {Uint8Array} basePtr + * @param {number} elementNdx + */ +glsUniformBlockCase.generateValueSrc = function(entry, basePtr, elementNdx) { + /** @type {string} */ var src = ''; + /** @type {gluShaderUtil.DataType} */ var scalarType = gluShaderUtil.getDataTypeScalarTypeAsDataType(entry.type); + /** @type {number} */ var scalarSize = gluShaderUtil.getDataTypeScalarSize(entry.type); + /** @type {boolean} */ var isArray = entry.size > 1; + /** @type {Uint8Array} */ var elemPtr = basePtr.subarray(entry.offset + (isArray ? elementNdx * entry.arrayStride : 0)); + /** @type {number} */ var compSize = deMath.INT32_SIZE; + /** @type {Uint8Array} */ var compPtr; + if (scalarSize > 1) + src += gluShaderUtil.getDataTypeName(entry.type) + '('; + + if (gluShaderUtil.isDataTypeMatrix(entry.type)) { + /** @type {number} */ var numRows = gluShaderUtil.getDataTypeMatrixNumRows(entry.type); + /** @type {number} */ var numCols = gluShaderUtil.getDataTypeMatrixNumColumns(entry.type); + + DE_ASSERT(scalarType == gluShaderUtil.DataType.FLOAT); + + // Constructed in column-wise order. + for (var colNdx = 0; colNdx < numCols; colNdx++) { + for (var rowNdx = 0; rowNdx < numRows; rowNdx++) { + compPtr = elemPtr.subarray(entry.isRowMajor ? rowNdx * entry.matrixStride + colNdx * compSize : + colNdx * entry.matrixStride + rowNdx * compSize); + + if (colNdx > 0 || rowNdx > 0) + src += ', '; + + var newbuffer = new Uint8Array(compPtr.subarray(0, 4)).buffer; + var newview = new DataView(newbuffer); + src += parseFloat(newview.getFloat32(0, littleEndian)).toFixed(1); + } + } + } else { + for (var scalarNdx = 0; scalarNdx < scalarSize; scalarNdx++) { + compPtr = elemPtr.subarray(scalarNdx * compSize); + + if (scalarNdx > 0) + src += ', '; + + var newbuffer = glsUniformBlockCase.newArrayBufferFromView(compPtr.subarray(0, 4)); + var newview = new DataView(newbuffer); + + switch (scalarType) { + case gluShaderUtil.DataType.FLOAT: src += parseFloat(newview.getFloat32(0, littleEndian) * 100 / 100).toFixed(1); break; + case gluShaderUtil.DataType.INT: src += newview.getInt32(0, littleEndian); break; + case gluShaderUtil.DataType.UINT: src += newview.getUint32(0, littleEndian) + 'u'; break; + case gluShaderUtil.DataType.BOOL: src += (newview.getUint32(0, littleEndian) != 0 ? 'true' : 'false'); break; + default: + DE_ASSERT(false); + } + } + } + + if (scalarSize > 1) + src += ')'; + + return src; +}; + +/** + * glsUniformBlockCase.generateCompareSrc_A + * @return {string} Used to be an output parameter in C++ project + * @param {string} resultVar + * @param {glsUniformBlockCase.VarType} type + * @param {string} srcName + * @param {string} apiName + * @param {glsUniformBlockCase.UniformLayout} layout + * @param {Uint8Array} basePtr + * @param {number} unusedMask + */ +glsUniformBlockCase.generateCompareSrc_A = function(resultVar, type, srcName, apiName, layout, basePtr, unusedMask) { + /** @type {string} */ var src = ''; + /** @type {string} */ var op; + /** @type {glsUniformBlockCase.VarType|gluShaderUtil.DataType} */ var elementType; + + if (type.isBasicType() || (type.isArrayType() && type.getElementType().isBasicType())) { + // Basic type or array of basic types. + /** @type {boolean} */ var isArray = type.isArrayType(); + elementType = isArray ? type.getElementType().getBasicType() : type.getBasicType(); + /** @type {string} */ var typeName = gluShaderUtil.getDataTypeName(elementType); + /** @type {string} */ var fullApiName = apiName + (isArray ? '[0]' : ''); // Arrays are always postfixed with [0] + /** @type {number} */ var uniformNdx = layout.getUniformIndex(fullApiName); + /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var entry = layout.uniforms[uniformNdx]; + + if (isArray) { + for (var elemNdx = 0; elemNdx < type.getArraySize(); elemNdx++) { + src += '\tresult *= compare_' + typeName + '(' + srcName + '[' + elemNdx + '], '; + src += glsUniformBlockCase.generateValueSrc(entry, basePtr, elemNdx); + src += ');\n'; + } + } else { + src += '\tresult *= compare_' + typeName + '(' + srcName + ', '; + src += glsUniformBlockCase.generateValueSrc(entry, basePtr, 0); + src += ');\n'; + } + } else if (type.isArrayType()) { + elementType = type.getElementType(); + + for (var elementNdx = 0; elementNdx < type.getArraySize(); elementNdx++) { + op = '[' + elementNdx + ']'; + src += glsUniformBlockCase.generateCompareSrc_A(resultVar, elementType, srcName + op, apiName + op, layout, basePtr, unusedMask); + } + } else { + DE_ASSERT(type.isStructType()); + + /** @type {glsUniformBlockCase.StructType} */ var stype = type.getStruct(); + for (var memberNdx = 0; memberNdx < stype.getSize(); memberNdx++) { + /** @type {glsUniformBlockCase.StructMember} */ var memberIter = stype.getMember(memberNdx); + if (memberIter.getFlags() & unusedMask) + continue; // Skip member. + + op = '.' + memberIter.getName(); + src += glsUniformBlockCase.generateCompareSrc_A(resultVar, memberIter.getType(), srcName + op, apiName + op, layout, basePtr, unusedMask); + } + } + + return src; +}; + +/** + * glsUniformBlockCase.generateCompareSrc + * @return {string} Used to be an output parameter in C++ project + * @param {string} resultVar + * @param {glsUniformBlockCase.ShaderInterface} sinterface + * @param {glsUniformBlockCase.UniformLayout} layout + * @param {glsUniformBlockCase.BlockPointers} blockPointers + * @param {boolean} isVertex + */ +glsUniformBlockCase.generateCompareSrc = function(resultVar, sinterface, layout, blockPointers, isVertex) { + /** @type {string} */ var src = ''; + /** @type {number} */ var unusedMask = isVertex ? glsUniformBlockCase.UniformFlags.UNUSED_VERTEX : glsUniformBlockCase.UniformFlags.UNUSED_FRAGMENT; + + for (var blockNdx = 0; blockNdx < sinterface.getNumUniformBlocks(); blockNdx++) { + /** @type {glsUniformBlockCase.UniformBlock} */ var block = sinterface.getUniformBlock(blockNdx); + + if ((block.getFlags() & (isVertex ? glsUniformBlockCase.UniformFlags.DECLARE_VERTEX : glsUniformBlockCase.UniformFlags.DECLARE_FRAGMENT)) == 0) + continue; // Skip. + + /** @type {boolean} */ var hasInstanceName = block.getInstanceName() !== undefined; + /** @type {boolean} */ var isArray = block.isArray(); + /** @type {number} */ var numInstances = isArray ? block.getArraySize() : 1; + /** @type {string} */ var apiPrefix = hasInstanceName ? block.getBlockName() + '.' : ''; + + DE_ASSERT(!isArray || hasInstanceName); + + for (var instanceNdx = 0; instanceNdx < numInstances; instanceNdx++) { + /** @type {string} */ var instancePostfix = isArray ? '[' + instanceNdx + ']' : ''; + /** @type {string} */ var blockInstanceName = block.getBlockName() + instancePostfix; + /** @type {string} */ var srcPrefix = hasInstanceName ? block.getInstanceName() + instancePostfix + '.' : ''; + /** @type {number} */ var activeBlockNdx = layout.getBlockIndex(blockInstanceName); + /** @type {Uint8Array} */ var basePtr = blockPointers.find(activeBlockNdx); + + for (var uniformNdx = 0; uniformNdx < block.countUniforms(); uniformNdx++) { + /** @type {glsUniformBlockCase.Uniform} */ var uniform = block.getUniform(uniformNdx); + + if (uniform.getFlags() & unusedMask) + continue; // Don't read from that uniform. + + src += glsUniformBlockCase.generateCompareSrc_A(resultVar, uniform.getType(), srcPrefix + uniform.getName(), apiPrefix + uniform.getName(), layout, basePtr, unusedMask); + } + } + } + + return src; +}; + +/** + * glsUniformBlockCase.generateVertexShader + * @return {string} src + * @param {glsUniformBlockCase.ShaderInterface} sinterface + * @param {glsUniformBlockCase.UniformLayout} layout + * @param {glsUniformBlockCase.BlockPointers} blockPointers + */ +glsUniformBlockCase.generateVertexShader = function(sinterface, layout, blockPointers) { + /** @type {string} */ var src = ''; + + DE_ASSERT(glsUniformBlockCase.isSupportedGLSLVersion(gluShaderUtil.getGLSLVersion(gl))); + + src += gluShaderUtil.getGLSLVersionDeclaration(gluShaderUtil.getGLSLVersion(gl)) + '\n'; + src += 'in highp vec4 a_position;\n'; + src += 'out mediump float v_vtxResult;\n'; + src += '\n'; + + /** @type {Array<glsUniformBlockCase.StructType>} */ var namedStructs = []; + sinterface.getNamedStructs(namedStructs); + for (var structNdx = 0; structNdx < namedStructs.length; structNdx++) + src += glsUniformBlockCase.generateDeclaration_C(namedStructs[structNdx], 0); + + for (var blockNdx = 0; blockNdx < sinterface.getNumUniformBlocks(); blockNdx++) { + /** @type {glsUniformBlockCase.UniformBlock} */ var block = sinterface.getUniformBlock(blockNdx); + if (block.getFlags() & glsUniformBlockCase.UniformFlags.DECLARE_VERTEX) + src += glsUniformBlockCase.generateDeclaration(block); + } + + // Comparison utilities. + src += '\n'; + src += glsUniformBlockCase.generateCompareFuncs(sinterface); + + src += '\n' + + 'void main (void)\n' + + ' {\n' + + ' gl_Position = a_position;\n' + + ' mediump float result = 1.0;\n'; + + // Value compare. + src += glsUniformBlockCase.generateCompareSrc('result', sinterface, layout, blockPointers, true); + + src += ' v_vtxResult = result;\n' + + '}\n'; + + return src; +}; + +/** + * glsUniformBlockCase.generateFragmentShader + * @return {string} Used to be an output parameter + * @param {glsUniformBlockCase.ShaderInterface} sinterface + * @param {glsUniformBlockCase.UniformLayout} layout + * @param {glsUniformBlockCase.BlockPointers} blockPointers + */ +glsUniformBlockCase.generateFragmentShader = function(sinterface, layout, blockPointers) { + /** @type {string} */ var src = ''; + DE_ASSERT(glsUniformBlockCase.isSupportedGLSLVersion(gluShaderUtil.getGLSLVersion(gl))); + + src += gluShaderUtil.getGLSLVersionDeclaration(gluShaderUtil.getGLSLVersion(gl)) + '\n'; + src += 'in mediump float v_vtxResult;\n'; + src += 'layout(location = 0) out mediump vec4 dEQP_FragColor;\n'; + src += '\n'; + + /** @type {Array<glsUniformBlockCase.StructType>} */ var namedStructs = []; + sinterface.getNamedStructs(namedStructs); + for (var structNdx = 0; structNdx < namedStructs.length; structNdx++) + src += glsUniformBlockCase.generateDeclaration_C(namedStructs[structNdx], 0); + + for (var blockNdx = 0; blockNdx < sinterface.getNumUniformBlocks(); blockNdx++) { + /** @type {glsUniformBlockCase.UniformBlock} */ var block = sinterface.getUniformBlock(blockNdx); + if (block.getFlags() & glsUniformBlockCase.UniformFlags.DECLARE_FRAGMENT) + src += glsUniformBlockCase.generateDeclaration(block); + } + + // Comparison utilities. + src += '\n'; + src += glsUniformBlockCase.generateCompareFuncs(sinterface); + + src += '\n' + + 'void main (void)\n' + + ' {\n' + + ' mediump float result = 1.0;\n'; + + // Value compare. + src += glsUniformBlockCase.generateCompareSrc('result', sinterface, layout, blockPointers, false); + + src += ' dEQP_FragColor = vec4(1.0, v_vtxResult, result, 1.0);\n' + + '}\n'; + + return src; +}; + +/** + * TODO: test glsUniformBlockCase.getGLUniformLayout Gets the uniform blocks and uniforms in the program. + * @param {WebGL2RenderingContext} gl + * @param {glsUniformBlockCase.UniformLayout} layout To store the layout described in program. + * @param {WebGLProgram} program id + */ +glsUniformBlockCase.getGLUniformLayout = function(gl, layout, program) { + /** @type {number} */ var numActiveUniforms = 0; + /** @type {number} */ var numActiveBlocks = 0; + + numActiveUniforms = /** @type {number} */ (gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS)); // ACTIVE_UNIFORM* returns GLInt + numActiveBlocks = /** @type {number} */ (gl.getProgramParameter(program, gl.ACTIVE_UNIFORM_BLOCKS)); + + /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var entryBlock; + /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var entryUniform; + /** @type {number} */ var size; + /** @type {number} */ var nameLen; + /** @type {string} */ var nameBuf; + /** @type {number} */ var numBlockUniforms; + + // Block entries. + //No need to allocate these beforehand: layout.blocks.resize(numActiveBlocks); + for (var blockNdx = 0; blockNdx < numActiveBlocks; blockNdx++) { + entryBlock = new glsUniformBlockCase.BlockLayoutEntry(); + + size = /** @type {number} */ (gl.getActiveUniformBlockParameter(program, blockNdx, gl.UNIFORM_BLOCK_DATA_SIZE)); + // nameLen not used so this line is removed. + // nameLen = gl.getActiveUniformBlockParameter(program, blockNdx, gl.UNIFORM_BLOCK_NAME_LENGTH); // TODO: UNIFORM_BLOCK_NAME_LENGTH is removed in WebGL2 + numBlockUniforms = /** @type {number} */ (gl.getActiveUniformBlockParameter(program, blockNdx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS)); + + nameBuf = gl.getActiveUniformBlockName(program, blockNdx); + + entryBlock.name = nameBuf; + entryBlock.size = size; + //entry.activeUniformIndices.resize(numBlockUniforms); + + if (numBlockUniforms > 0) + entryBlock.activeUniformIndices = gl.getActiveUniformBlockParameter(program, blockNdx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES); + + layout.blocks.push(entryBlock); //Pushing the block into the array here. + } + + if (numActiveUniforms > 0) { + // glsUniformBlockCase.Uniform entries. + /** @type {Array<number>} */ var uniformIndices = []; + for (var i = 0; i < numActiveUniforms; i++) + uniformIndices.push(i); + + /** @type {Array<number>} */ var types = []; + /** @type {Array<number>} */ var sizes = []; + /** @type {Array<number>} */ var nameLengths = []; + /** @type {Array<number>} */ var blockIndices = []; + /** @type {Array<number>} */ var offsets = []; + /** @type {Array<number>} */ var arrayStrides = []; + /** @type {Array<number>} */ var matrixStrides = []; + /** @type {Array<number>} */ var rowMajorFlags = []; + + // Execute queries. + types = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_TYPE); + sizes = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_SIZE); + // Remove this: nameLengths = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_NAME_LENGTH); + blockIndices = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_BLOCK_INDEX); + offsets = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_OFFSET); + arrayStrides = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_ARRAY_STRIDE); + matrixStrides = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_MATRIX_STRIDE); + rowMajorFlags = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_IS_ROW_MAJOR); + + // Translate to LayoutEntries + // No resize needed. Will push them: layout.uniforms.resize(numActiveUniforms); + for (var uniformNdx = 0; uniformNdx < numActiveUniforms; uniformNdx++) { + entryUniform = new glsUniformBlockCase.UniformLayoutEntry(); + + // Remove this: nameLen = 0; + size = 0; + /** @type {number} */ var type = gl.NONE; + + var uniform = gl.getActiveUniform(program, uniformNdx); + + nameBuf = uniform.name; + // Remove this: nameLen = nameBuf.length; + size = uniform.size; + type = uniform.type; + + // Remove this: nameLen != nameLengths[uniformNdx] || + if (size != sizes[uniformNdx] || + type != types[uniformNdx]) + testFailedOptions("Values returned by gl.getActiveUniform() don't match with values queried with gl.getActiveUniforms().", true); + + entryUniform.name = nameBuf; + entryUniform.type = gluShaderUtil.getDataTypeFromGLType(types[uniformNdx]); + entryUniform.size = sizes[uniformNdx]; + entryUniform.blockNdx = blockIndices[uniformNdx]; + entryUniform.offset = offsets[uniformNdx]; + entryUniform.arrayStride = arrayStrides[uniformNdx]; + entryUniform.matrixStride = matrixStrides[uniformNdx]; + entryUniform.isRowMajor = rowMajorFlags[uniformNdx] != false; + + layout.uniforms.push(entryUniform); //Pushing this uniform in the end. + } + } +}; + +/** + * glsUniformBlockCase.copyUniformData_A - Copies a source uniform buffer segment to a destination uniform buffer segment. + * @param {glsUniformBlockCase.UniformLayoutEntry} dstEntry + * @param {Uint8Array} dstBlockPtr + * @param {glsUniformBlockCase.UniformLayoutEntry} srcEntry + * @param {Uint8Array} srcBlockPtr + */ +glsUniformBlockCase.copyUniformData_A = function(dstEntry, dstBlockPtr, srcEntry, srcBlockPtr) { + /** @type {Uint8Array} */ var dstBasePtr = dstBlockPtr.subarray(dstEntry.offset); + /** @type {Uint8Array} */ var srcBasePtr = srcBlockPtr.subarray(srcEntry.offset); + + DE_ASSERT(dstEntry.size <= srcEntry.size); + DE_ASSERT(dstEntry.type == srcEntry.type); + + /** @type {number} */ var scalarSize = gluShaderUtil.getDataTypeScalarSize(dstEntry.type); + /** @type {boolean} */ var isMatrix = gluShaderUtil.isDataTypeMatrix(dstEntry.type); + /** @type {number} */ var compSize = deMath.INT32_SIZE; + + for (var elementNdx = 0; elementNdx < dstEntry.size; elementNdx++) { + /** @type {Uint8Array} */ var dstElemPtr = dstBasePtr.subarray(elementNdx * dstEntry.arrayStride); + /** @type {Uint8Array} */ var srcElemPtr = srcBasePtr.subarray(elementNdx * srcEntry.arrayStride); + + if (isMatrix) { + /** @type {number} */ var numRows = gluShaderUtil.getDataTypeMatrixNumRows(dstEntry.type); + /** @type {number} */ var numCols = gluShaderUtil.getDataTypeMatrixNumColumns(dstEntry.type); + + for (var colNdx = 0; colNdx < numCols; colNdx++) { + for (var rowNdx = 0; rowNdx < numRows; rowNdx++) { + var srcoffset = dstEntry.isRowMajor ? rowNdx * dstEntry.matrixStride + colNdx * compSize : + colNdx * dstEntry.matrixStride + rowNdx * compSize; + /** @type {Uint8Array} */ var dstCompPtr = dstElemPtr.subarray(srcoffset, srcoffset + compSize); + var dstoffset = srcEntry.isRowMajor ? rowNdx * srcEntry.matrixStride + colNdx * compSize : + colNdx * srcEntry.matrixStride + rowNdx * compSize; + /** @type {Uint8Array} */ var srcCompPtr = srcElemPtr.subarray(dstoffset, dstoffset + compSize); + + //Copy byte per byte + for (var i = 0; i < compSize; i++) + dstCompPtr[i] = srcCompPtr[i]; + } + } + } else + //Copy byte per byte + for (var i = 0; i < scalarSize * compSize; i++) + dstElemPtr[i] = srcElemPtr[i]; + } +}; + +/** + * glsUniformBlockCase.copyUniformData - Copies a source uniform buffer to a destination uniform buffer. + * @param {glsUniformBlockCase.UniformLayout} dstLayout + * @param {glsUniformBlockCase.BlockPointers} dstBlockPointers + * @param {glsUniformBlockCase.UniformLayout} srcLayout + * @param {glsUniformBlockCase.BlockPointers} srcBlockPointers + */ +glsUniformBlockCase.copyUniformData = function(dstLayout, dstBlockPointers, srcLayout, srcBlockPointers) { + // \note Src layout is used as reference in case of activeUniforms happens to be incorrect in dstLayout blocks. + /** @type {number} */ var numBlocks = srcLayout.blocks.length; + + for (var srcBlockNdx = 0; srcBlockNdx < numBlocks; srcBlockNdx++) { + /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var srcBlock = srcLayout.blocks[srcBlockNdx]; + /** @type {Uint8Array} */ var srcBlockPtr = srcBlockPointers.find(srcBlockNdx); + /** @type {number} */ var dstBlockNdx = dstLayout.getBlockIndex(srcBlock.name); + /** @type {Uint8Array} */ var dstBlockPtr = dstBlockNdx >= 0 ? dstBlockPointers.find(dstBlockNdx) : null; + + if (dstBlockNdx < 0) + continue; + + for (var srcUniformNdx = 0; srcUniformNdx < srcBlock.activeUniformIndices.length; srcUniformNdx++) { + /** @type {number} */ var srcUniformNdxIter = srcBlock.activeUniformIndices[srcUniformNdx]; + /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var srcEntry = srcLayout.uniforms[srcUniformNdxIter]; + /** @type {number} */ var dstUniformNdx = dstLayout.getUniformIndex(srcEntry.name); + + if (dstUniformNdx < 0) + continue; + + glsUniformBlockCase.copyUniformData_A(dstLayout.uniforms[dstUniformNdx], dstBlockPtr, srcEntry, srcBlockPtr); + } + } +}; + + /** + * TODO: Test with an actual WebGL 2.0 context + * iterate - The actual execution of the test. + * @return {tcuTestCase.IterateResult} + */ + glsUniformBlockCase.UniformBlockCase.prototype.iterate = function() { + /** @type {glsUniformBlockCase.UniformLayout} */ var refLayout = new glsUniformBlockCase.UniformLayout(); //!< std140 layout. + /** @type {glsUniformBlockCase.BlockPointers} */ var blockPointers = new glsUniformBlockCase.BlockPointers(); + + // Compute reference layout. + glsUniformBlockCase.computeStd140Layout(refLayout, this.m_interface); + + // Assign storage for reference values. + /** @type {number} */ var totalSize = 0; + for (var blockNdx = 0; blockNdx < refLayout.blocks.length; blockNdx++) { + /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var blockIter = refLayout.blocks[blockNdx]; + totalSize += blockIter.size; + } + blockPointers.resize(totalSize); + + // Pointers for each block. + var curOffset = 0; + for (var blockNdx = 0; blockNdx < refLayout.blocks.length; blockNdx++) { + var size = refLayout.blocks[blockNdx].size; + blockPointers.push(curOffset, size); + curOffset += size; + } + + // Generate values. + glsUniformBlockCase.generateValues(refLayout, blockPointers, 1 /* seed */); + + // Generate shaders and build program. + /** @type {string} */ var vtxSrc = glsUniformBlockCase.generateVertexShader(this.m_interface, refLayout, blockPointers); + /** @type {string} */ var fragSrc = glsUniformBlockCase.generateFragmentShader(this.m_interface, refLayout, blockPointers); + + /** @type {gluShaderProgram.ShaderProgram}*/ var program = new gluShaderProgram.ShaderProgram(gl, gluShaderProgram.makeVtxFragSources(vtxSrc, fragSrc)); + bufferedLogToConsole(program.getProgramInfo().infoLog); + + if (!program.isOk()) { + // Compile failed. + testFailedOptions('Compile failed', false); + return tcuTestCase.IterateResult.STOP; + } + + // Query layout from GL. + /** @type {glsUniformBlockCase.UniformLayout} */ var glLayout = new glsUniformBlockCase.UniformLayout(); + glsUniformBlockCase.getGLUniformLayout(gl, glLayout, program.getProgram()); + + // Print layout to log. + bufferedLogToConsole('Active glsUniformBlockCase.Uniform Blocks'); + for (var blockNdx = 0; blockNdx < glLayout.blocks.length; blockNdx++) + bufferedLogToConsole(blockNdx + ': ' + glLayout.blocks[blockNdx]); + + bufferedLogToConsole('Active Uniforms'); + for (var uniformNdx = 0; uniformNdx < glLayout.uniforms.length; uniformNdx++) + bufferedLogToConsole(uniformNdx + ': ' + glLayout.uniforms[uniformNdx]); + + // Check that we can even try rendering with given layout. + if (!this.checkLayoutIndices(glLayout) || !this.checkLayoutBounds(glLayout) || !this.compareTypes(refLayout, glLayout)) { + testFailedOptions('Invalid layout', false); + return tcuTestCase.IterateResult.STOP; // It is not safe to use the given layout. + } + + // Verify all std140 blocks. + if (!this.compareStd140Blocks(refLayout, glLayout)) + testFailedOptions('Invalid std140 layout', false); + + // Verify all shared blocks - all uniforms should be active, and certain properties match. + if (!this.compareSharedBlocks(refLayout, glLayout)) + testFailedOptions('Invalid shared layout', false); + + // Check consistency with index queries + if (!this.checkIndexQueries(program.getProgram(), glLayout)) + testFailedOptions('Inconsintent block index query results', false); + + // Use program. + gl.useProgram(program.getProgram()); + + /** @type {number} */ var binding; + /** @type {WebGLBuffer} */ var buffer; + + // Assign binding points to all active uniform blocks. + for (var blockNdx = 0; blockNdx < glLayout.blocks.length; blockNdx++) { + binding = blockNdx; // \todo [2012-01-25 pyry] Randomize order? + gl.uniformBlockBinding(program.getProgram(), blockNdx, binding); + } + + /** @type {number} */ var numBlocks; + /** @type {glsUniformBlockCase.BlockPointers} */ var glBlockPointers; + + // Allocate buffers, write data and bind to targets. + /** @type {glsUniformBlockCase.UniformBufferManager} */ var bufferManager = new glsUniformBlockCase.UniformBufferManager(gl); + if (this.m_bufferMode == glsUniformBlockCase.BufferMode.BUFFERMODE_PER_BLOCK) { + numBlocks = glLayout.blocks.length; + glBlockPointers = new glsUniformBlockCase.BlockPointers(); + + var totalsize = 0; + for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) + totalsize += glLayout.blocks[blockNdx].size; + + glBlockPointers.resize(totalsize); + + var offset = 0; + for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) { + glBlockPointers.push(offset, glLayout.blocks[blockNdx].size); + offset += glLayout.blocks[blockNdx].size; + } + + glsUniformBlockCase.copyUniformData(glLayout, glBlockPointers, refLayout, blockPointers); + + for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) { + buffer = bufferManager.allocBuffer(); + binding = blockNdx; + gl.bindBuffer(gl.UNIFORM_BUFFER, buffer); + gl.bufferData(gl.UNIFORM_BUFFER, glBlockPointers.find(blockNdx) /*(glw::GLsizeiptr)glData[blockNdx].size(), &glData[blockNdx][0]*/, gl.STATIC_DRAW); + gl.bindBufferBase(gl.UNIFORM_BUFFER, binding, buffer); + } + } else { + DE_ASSERT(this.m_bufferMode == glsUniformBlockCase.BufferMode.BUFFERMODE_SINGLE); + + totalSize = 0; + curOffset = 0; + numBlocks = glLayout.blocks.length; + /** @type {number} */ var bindingAlignment = 0; + glBlockPointers = new glsUniformBlockCase.BlockPointers(); + + bindingAlignment = /** @type {number} */ (gl.getParameter(gl.UNIFORM_BUFFER_OFFSET_ALIGNMENT)); + + // Compute total size and offsets. + curOffset = 0; + for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) { + if (bindingAlignment > 0) + curOffset = glsUniformBlockCase.deRoundUp32(curOffset, bindingAlignment); + glBlockPointers.push(curOffset, glLayout.blocks[blockNdx].size); + curOffset += glLayout.blocks[blockNdx].size; + } + totalSize = curOffset; + glBlockPointers.resize(totalSize); + + // Copy to gl format. + glsUniformBlockCase.copyUniformData(glLayout, glBlockPointers, refLayout, blockPointers); + + // Allocate buffer and upload data. + buffer = bufferManager.allocBuffer(); + gl.bindBuffer(gl.UNIFORM_BUFFER, buffer); + if (glBlockPointers.data.byteLength > 0 /*!glData.empty()*/) + gl.bufferData(gl.UNIFORM_BUFFER, glBlockPointers.find(blockNdx) /*(glw::GLsizeiptr)glData.size(), &glData[0]*/, gl.STATIC_DRAW); + + // Bind ranges to binding points. + for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) { + binding = blockNdx; + gl.bindBufferRange(gl.UNIFORM_BUFFER, binding, buffer, glBlockPointers.offsets[blockNdx], glLayout.blocks[blockNdx].size); + } + } + + /** @type {boolean} */ var renderOk = this.render(program); + if (!renderOk) + testFailedOptions('Image compare failed', false); + else + assertMsgOptions(renderOk, '', true, false); + + return tcuTestCase.IterateResult.STOP; +}; + +/** +* compareStd140Blocks +* @param {glsUniformBlockCase.UniformLayout} refLayout +* @param {glsUniformBlockCase.UniformLayout} cmpLayout +**/ +glsUniformBlockCase.UniformBlockCase.prototype.compareStd140Blocks = function(refLayout, cmpLayout) { + /**@type {boolean} */ var isOk = true; + /**@type {number} */ var numBlocks = this.m_interface.getNumUniformBlocks(); + + for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) { + /**@type {glsUniformBlockCase.UniformBlock} */ var block = this.m_interface.getUniformBlock(blockNdx); + /**@type {boolean} */ var isArray = block.isArray(); + /**@type {string} */ var instanceName = block.getBlockName() + (isArray ? '[0]' : ''); + /**@type {number} */ var refBlockNdx = refLayout.getBlockIndex(instanceName); + /**@type {number} */ var cmpBlockNdx = cmpLayout.getBlockIndex(instanceName); + /**@type {boolean} */ var isUsed = (block.getFlags() & (glsUniformBlockCase.UniformFlags.DECLARE_VERTEX | glsUniformBlockCase.UniformFlags.DECLARE_FRAGMENT)) != 0; + + if ((block.getFlags() & glsUniformBlockCase.UniformFlags.LAYOUT_STD140) == 0) + continue; // Not std140 layout. + + DE_ASSERT(refBlockNdx >= 0); + + if (cmpBlockNdx < 0) { + // Not found, should it? + if (isUsed) { + bufferedLogToConsole("Error: glsUniformBlockCase.Uniform block '" + instanceName + "' not found"); + isOk = false; + } + + continue; // Skip block. + } + + /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var refBlockLayout = refLayout.blocks[refBlockNdx]; + /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var cmpBlockLayout = cmpLayout.blocks[cmpBlockNdx]; + + // \todo [2012-01-24 pyry] Verify that activeUniformIndices is correct. + // \todo [2012-01-24 pyry] Verify all instances. + if (refBlockLayout.activeUniformIndices.length != cmpBlockLayout.activeUniformIndices.length) { + bufferedLogToConsole("Error: Number of active uniforms differ in block '" + instanceName + + "' (expected " + refBlockLayout.activeUniformIndices.length + + ', got ' + cmpBlockLayout.activeUniformIndices.length + + ')'); + isOk = false; + } + + for (var ndx = 0; ndx < refBlockLayout.activeUniformIndices.length; ndx++) { + /** @type {number} */ var ndxIter = refBlockLayout.activeUniformIndices[ndx]; + /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var refEntry = refLayout.uniforms[ndxIter]; + /** @type {number} */ var cmpEntryNdx = cmpLayout.getUniformIndex(refEntry.name); + + if (cmpEntryNdx < 0) { + bufferedLogToConsole("Error: glsUniformBlockCase.Uniform '" + refEntry.name + "' not found"); + isOk = false; + continue; + } + + /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var cmpEntry = cmpLayout.uniforms[cmpEntryNdx]; + + if (refEntry.type != cmpEntry.type || + refEntry.size != cmpEntry.size || + refEntry.offset != cmpEntry.offset || + refEntry.arrayStride != cmpEntry.arrayStride || + refEntry.matrixStride != cmpEntry.matrixStride || + refEntry.isRowMajor != cmpEntry.isRowMajor) { + bufferedLogToConsole("Error: Layout mismatch in '" + refEntry.name + "':\n" + + ' expected: type = ' + gluShaderUtil.getDataTypeName(refEntry.type) + ', size = ' + refEntry.size + ', row major = ' + (refEntry.isRowMajor ? 'true' : 'false') + '\n' + + ' got: type = ' + gluShaderUtil.getDataTypeName(cmpEntry.type) + ', size = ' + cmpEntry.size + ', row major = ' + (cmpEntry.isRowMajor ? 'true' : 'false')); + isOk = false; + } + } + } + + return isOk; +}; + +/** +* compareSharedBlocks +* @param {glsUniformBlockCase.UniformLayout} refLayout +* @param {glsUniformBlockCase.UniformLayout} cmpLayout +**/ +glsUniformBlockCase.UniformBlockCase.prototype.compareSharedBlocks = function(refLayout, cmpLayout) { + /** @type {boolean} */ var isOk = true; + /** @type {number} */ var numBlocks = this.m_interface.getNumUniformBlocks(); + + for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) { + /** @type {glsUniformBlockCase.UniformBlock} */ var block = this.m_interface.getUniformBlock(blockNdx); + /** @type {boolean} */ var isArray = block.isArray(); + /** @type {string} */ var instanceName = block.getBlockName() + (isArray ? '[0]' : ''); + /** @type {number} */ var refBlockNdx = refLayout.getBlockIndex(instanceName); + /** @type {number} */ var cmpBlockNdx = cmpLayout.getBlockIndex(instanceName); + /** @type {boolean} */ var isUsed = (block.getFlags() & (glsUniformBlockCase.UniformFlags.DECLARE_VERTEX | glsUniformBlockCase.UniformFlags.DECLARE_FRAGMENT)) != 0; + + if ((block.getFlags() & glsUniformBlockCase.UniformFlags.LAYOUT_SHARED) == 0) + continue; // Not shared layout. + + DE_ASSERT(refBlockNdx >= 0); + + if (cmpBlockNdx < 0) { + // Not found, should it? + if (isUsed) { + bufferedLogToConsole("Error: glsUniformBlockCase.Uniform block '" + instanceName + "' not found"); + isOk = false; + } + + continue; // Skip block. + } + + /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var refBlockLayout = refLayout.blocks[refBlockNdx]; + /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var cmpBlockLayout = cmpLayout.blocks[cmpBlockNdx]; + + if (refBlockLayout.activeUniformIndices.length != cmpBlockLayout.activeUniformIndices.length) { + bufferedLogToConsole("Error: Number of active uniforms differ in block '" + instanceName + + "' (expected " + refBlockLayout.activeUniformIndices.length + + ', got ' + cmpBlockLayout.activeUniformIndices.length + + ')'); + isOk = false; + } + + for (var ndx = 0; ndx < refBlockLayout.activeUniformIndices.length; ndx++) { + /** @type {number} */ var ndxIter = refBlockLayout.activeUniformIndices[ndx]; + /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var refEntry = refLayout.uniforms[ndxIter]; + /** @type {number} */ var cmpEntryNdx = cmpLayout.getUniformIndex(refEntry.name); + + if (cmpEntryNdx < 0) { + bufferedLogToConsole("Error: glsUniformBlockCase.Uniform '" + refEntry.name + "' not found"); + isOk = false; + continue; + } + + /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var cmpEntry = cmpLayout.uniforms[cmpEntryNdx]; + + if (refEntry.type != cmpEntry.type || + refEntry.size != cmpEntry.size || + refEntry.isRowMajor != cmpEntry.isRowMajor) { + bufferedLogToConsole("Error: Layout mismatch in '" + refEntry.name + "':\n" + + ' expected: type = ' + gluShaderUtil.getDataTypeName(refEntry.type) + ', size = ' + refEntry.size + ', row major = ' + (refEntry.isRowMajor ? 'true' : 'false') + '\n' + + ' got: type = ' + gluShaderUtil.getDataTypeName(cmpEntry.type) + ', size = ' + cmpEntry.size + ', row major = ' + (cmpEntry.isRowMajor ? 'true' : 'false')); + isOk = false; + } + } + } + + return isOk; +}; + +/** compareTypes +* @param {glsUniformBlockCase.UniformLayout} refLayout +* @param {glsUniformBlockCase.UniformLayout} cmpLayout +* @return {boolean} true if uniform types are the same +**/ +glsUniformBlockCase.UniformBlockCase.prototype.compareTypes = function(refLayout, cmpLayout) { + /** @type {boolean} */ var isOk = true; + /** @type {number} */ var numBlocks = this.m_interface.getNumUniformBlocks(); + + for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) { + /** @type {glsUniformBlockCase.UniformBlock} */ var block = this.m_interface.getUniformBlock(blockNdx); + /** @type {boolean} */ var isArray = block.isArray(); + /** @type {number} */ var numInstances = isArray ? block.getArraySize() : 1; + + for (var instanceNdx = 0; instanceNdx < numInstances; instanceNdx++) { + /** @type {string} */ var instanceName; + + instanceName += block.getBlockName(); + if (isArray) + instanceName = instanceName + '[' + instanceNdx + ']'; + + /** @type {number} */ var cmpBlockNdx = cmpLayout.getBlockIndex(instanceName); + + if (cmpBlockNdx < 0) + continue; + + /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var cmpBlockLayout = cmpLayout.blocks[cmpBlockNdx]; + + for (var ndx = 0; ndx < cmpBlockLayout.activeUniformIndices.length; ndx++) { + /** @type {number} */ var ndxIter = cmpBlockLayout.activeUniformIndices[ndx]; + /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var cmpEntry = cmpLayout.uniforms[ndxIter]; + /** @type {number} */ var refEntryNdx = refLayout.getUniformIndex(cmpEntry.name); + + if (refEntryNdx < 0) { + bufferedLogToConsole("Error: glsUniformBlockCase.Uniform '" + cmpEntry.name + "' not found in reference layout"); + isOk = false; + continue; + } + + /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var refEntry = refLayout.uniforms[refEntryNdx]; + + // \todo [2012-11-26 pyry] Should we check other properties as well? + if (refEntry.type != cmpEntry.type) { + bufferedLogToConsole("Error: glsUniformBlockCase.Uniform type mismatch in '" + refEntry.name + "':</br>" + + "' expected: '" + gluShaderUtil.getDataTypeName(refEntry.type) + "'</br>" + + "' got: '" + gluShaderUtil.getDataTypeName(cmpEntry.type) + "'"); + isOk = false; + } + } + } + } + + return isOk; +}; + +/** checkLayoutIndices +* @param {glsUniformBlockCase.UniformLayout} layout Layout whose indices are to be checked +* @return {boolean} true if all is ok +**/ +glsUniformBlockCase.UniformBlockCase.prototype.checkLayoutIndices = function(layout) { + /** @type {number} */ var numUniforms = layout.uniforms.length; + /** @type {number} */ var numBlocks = layout.blocks.length; + /** @type {boolean} */ var isOk = true; + + // Check uniform block indices. + for (var uniformNdx = 0; uniformNdx < numUniforms; uniformNdx++) { + /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var uniform = layout.uniforms[uniformNdx]; + + if (uniform.blockNdx < 0 || !deMath.deInBounds32(uniform.blockNdx, 0, numBlocks)) { + bufferedLogToConsole("Error: Invalid block index in uniform '" + uniform.name + "'"); + isOk = false; + } + } + + // Check active uniforms. + for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) { + /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var block = layout.blocks[blockNdx]; + + for (var uniformNdx = 0; uniformNdx < block.activeUniformIndices.length; uniformNdx++) { + /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var activeUniformNdx = block.activeUniformIndices[uniformNdx]; + if (!deMath.deInBounds32(activeUniformNdx, 0, numUniforms)) { + bufferedLogToConsole('Error: Invalid active uniform index ' + activeUniformNdx + " in block '" + block.name); + isOk = false; + } + } + } + return isOk; +}; + +/** checkLayoutBounds +* @param {glsUniformBlockCase.UniformLayout} layout The uniform layout to check +* @return {boolean} true if all is within bounds +**/ +glsUniformBlockCase.UniformBlockCase.prototype.checkLayoutBounds = function(layout) { + /** @type {number} */ var numUniforms = layout.uniforms.length; + /** @type {boolean}*/ var isOk = true; + + for (var uniformNdx = 0; uniformNdx < numUniforms; uniformNdx++) { + /** @type {glsUniformBlockCase.UniformLayoutEntry}*/ var uniform = layout.uniforms[uniformNdx]; + + if (uniform.blockNdx < 0) + continue; + + /** @type {glsUniformBlockCase.BlockLayoutEntry}*/ var block = layout.blocks[uniform.blockNdx]; + /** @type {boolean}*/ var isMatrix = gluShaderUtil.isDataTypeMatrix(uniform.type); + /** @type {number}*/ var numVecs = isMatrix ? (uniform.isRowMajor ? gluShaderUtil.getDataTypeMatrixNumRows(uniform.type) : gluShaderUtil.getDataTypeMatrixNumColumns(uniform.type)) : 1; + /** @type {number}*/ var numComps = isMatrix ? (uniform.isRowMajor ? gluShaderUtil.getDataTypeMatrixNumColumns(uniform.type) : gluShaderUtil.getDataTypeMatrixNumRows(uniform.type)) : gluShaderUtil.getDataTypeScalarSize(uniform.type); + /** @type {number}*/ var numElements = uniform.size; + /** @type {number}*/ var compSize = deMath.INT32_SIZE; + /** @type {number}*/ var vecSize = numComps * compSize; + + /** @type {number}*/ var minOffset = 0; + /** @type {number}*/ var maxOffset = 0; + + // For negative strides. + minOffset = Math.min(minOffset, (numVecs - 1) * uniform.matrixStride); + minOffset = Math.min(minOffset, (numElements - 1) * uniform.arrayStride); + minOffset = Math.min(minOffset, (numElements - 1) * uniform.arrayStride + (numVecs - 1) * uniform.matrixStride); + + maxOffset = Math.max(maxOffset, vecSize); + maxOffset = Math.max(maxOffset, (numVecs - 1) * uniform.matrixStride + vecSize); + maxOffset = Math.max(maxOffset, (numElements - 1) * uniform.arrayStride + vecSize); + maxOffset = Math.max(maxOffset, (numElements - 1) * uniform.arrayStride + (numVecs - 1) * uniform.matrixStride + vecSize); + + if (uniform.offset + minOffset < 0 || uniform.offset + maxOffset > block.size) { + bufferedLogToConsole("Error: glsUniformBlockCase.Uniform '" + uniform.name + "' out of block bounds"); + isOk = false; + } + } + + return isOk; +}; + +/** checkIndexQueries +* @param {WebGLProgram} program The shader program to be checked against +* @param {glsUniformBlockCase.UniformLayout} layout The layout to check +* @return {boolean} true if everything matches. +**/ +glsUniformBlockCase.UniformBlockCase.prototype.checkIndexQueries = function(program, layout) { + /** @type {boolean}*/ var allOk = true; + + // \note Spec mandates that uniform blocks are assigned consecutive locations from 0 + // to ACTIVE_UNIFORM_BLOCKS. BlockLayoutEntries are stored in that order in glsUniformBlockCase.UniformLayout. + for (var blockNdx = 0; blockNdx < layout.blocks.length; blockNdx++) { + /** @const */ var block = layout.blocks[blockNdx]; + /** @const */ var queriedNdx = gl.getUniformBlockIndex(program, block.name); + + if (queriedNdx != blockNdx) { + bufferedLogToConsole('ERROR: glGetUniformBlockIndex(' + block.name + ') returned ' + queriedNdx + ', expected ' + blockNdx + '!'); + allOk = false; + } + } + + return allOk; +}; + +/** @const @type {number} */ glsUniformBlockCase.VIEWPORT_WIDTH = 128; +/** @const @type {number} */ glsUniformBlockCase.VIEWPORT_HEIGHT = 128; + +/** Renders a white square, and then tests all pixels are +* effectively white in the color buffer. +* @param {gluShaderProgram.ShaderProgram} program The shader program to use. +* @return {boolean} false if there was at least one incorrect pixel +**/ +glsUniformBlockCase.UniformBlockCase.prototype.render = function(program) { + // Compute viewport. + /** @type {deRandom.Random} */ var rnd = new deRandom.Random(deString.deStringHash(this.name)); + /** @const */ var viewportW = Math.min(gl.canvas.width, glsUniformBlockCase.VIEWPORT_WIDTH); + /** @const */ var viewportH = Math.min(gl.canvas.height, glsUniformBlockCase.VIEWPORT_HEIGHT); + /** @const */ var viewportX = rnd.getInt(0, gl.canvas.width); + /** @const */ var viewportY = rnd.getInt(0, gl.canvas.height); + + gl.clearColor(0.125, 0.25, 0.5, 1.0); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); + + //Draw + var position = [ + -1.0, -1.0, 0.0, 1.0, + -1.0, 1.0, 0.0, 1.0, + 1.0, -1.0, 0.0, 1.0, + 1.0, 1.0, 0.0, 1.0 + ]; + var indices = [0, 1, 2, 2, 1, 3]; + + gl.viewport(viewportX, viewportY, viewportW, viewportH); + + // Access + var posLoc = gl.getAttribLocation(program.getProgram(), 'a_position'); + var posArray = [new gluDrawUtil.VertexArrayBinding(gl.FLOAT, posLoc, 4, 4, position)]; + gluDrawUtil.draw(gl, program.getProgram(), posArray, gluDrawUtil.triangles(indices)); + + // Verify that all pixels are white. + var pixels = new gluDrawUtil.Surface(); + var numFailedPixels = 0; + + var readPixelsX = (viewportX + viewportW) > gl.canvas.width + ? (gl.canvas.width - viewportX) : viewportW; + var readPixelsY = (viewportY + viewportH) > gl.canvas.height + ? (gl.canvas.height - viewportY) : viewportH; + + var buffer = pixels.readSurface(gl, viewportX, viewportY, readPixelsX, readPixelsY); + + var whitePixel = new gluDrawUtil.Pixel([255.0, 255.0, 255.0, 255.0]); + for (var y = 0; y < readPixelsY; y++) { + for (var x = 0; x < readPixelsX; x++) { + if (!pixels.getPixel(x, y).equals(whitePixel)) + numFailedPixels += 1; + } + } + + if (numFailedPixels > 0) { + bufferedLogToConsole('Image comparison failed, got ' + numFailedPixels + ' non-white pixels.'); + } + + return numFailedPixels == 0; +}; + +}); |