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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fShaderPrecisionTests.js | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fShaderPrecisionTests.js')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fShaderPrecisionTests.js | 947 |
1 files changed, 947 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fShaderPrecisionTests.js b/dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fShaderPrecisionTests.js new file mode 100644 index 0000000000..28a697397c --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fShaderPrecisionTests.js @@ -0,0 +1,947 @@ +/*------------------------------------------------------------------------- + * 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('functional.gles3.es3fShaderPrecisionTests'); +goog.require('framework.common.tcuTestCase'); +goog.require('framework.common.tcuFloat'); +goog.require('framework.delibs.debase.deMath'); +goog.require('framework.delibs.debase.deRandom'); +goog.require('framework.delibs.debase.deString'); +goog.require('framework.opengl.gluDrawUtil'); +goog.require('framework.opengl.gluShaderProgram'); +goog.require('framework.opengl.gluShaderUtil'); + +goog.scope(function() { + var es3fShaderPrecisionTests = functional.gles3.es3fShaderPrecisionTests; + var deMath = framework.delibs.debase.deMath; + var deRandom = framework.delibs.debase.deRandom; + var deString = framework.delibs.debase.deString; + var tcuFloat = framework.common.tcuFloat; + var tcuTestCase = framework.common.tcuTestCase; + var gluDrawUtil = framework.opengl.gluDrawUtil; + var gluShaderUtil = framework.opengl.gluShaderUtil; + var gluShaderProgram = framework.opengl.gluShaderProgram; + + /** @const {number} */ es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH = 32; + /** @const {number} */ es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT = 32; + + es3fShaderPrecisionTests.add = function(a, b) { return a + b; }; + es3fShaderPrecisionTests.sub = function(a, b) { return a - b; }; + es3fShaderPrecisionTests.mul = function(a, b) { return a * b; }; + // a * b = (a1 * 2^16 + a0) * (b1 * 2^16 + b0) = a1 * b1 * 2^32 + (a0 * b1 + a1 * b0) * 2^16 + a0 * b0 + // 32bit integer multiplication may overflow in JavaScript. Only return low 32bit of the result. + es3fShaderPrecisionTests.mul32 = function(a, b) { + var sign = Math.sign(a) * Math.sign(b); + a = Math.abs(a); + b = Math.abs(b); + var a1 = deMath.split16(a)[1]; + var a0 = deMath.split16(a)[0]; + var b1 = deMath.split16(b)[1]; + var b0 = deMath.split16(b)[0]; + return sign * ((a0 * b1 + a1 * b0) * 0x10000 + a0 * b0); + } + es3fShaderPrecisionTests.div = function(a, b) { if (b !== 0) return a / b; else throw new Error('division by zero.')}; + + /** + * @param {gluShaderUtil.precision} precision + * @param {string} evalOp + * @param {boolean} isVertexCase + * @return {gluShaderProgram.ShaderProgram} + */ + es3fShaderPrecisionTests.createFloatPrecisionEvalProgram = function(precision, evalOp, isVertexCase) { + /** @type {gluShaderUtil.DataType} */ var type = gluShaderUtil.DataType.FLOAT; + /** @type {gluShaderUtil.DataType} */ var outType = gluShaderUtil.DataType.UINT; + /** @type {string} */ var typeName = gluShaderUtil.getDataTypeName(type); + /** @type {string} */ var outTypeName = gluShaderUtil.getDataTypeName(outType); + /** @type {string} */ var precName = gluShaderUtil.getPrecisionName(precision); + /** @type {string} */ var vtx = ''; + /** @type {string} */ var frag = ''; + /** @type {string} */ var op = ''; + + vtx += '#version 300 es\n' + + 'in highp vec4 a_position;\n' + + 'in ' + precName + ' ' + typeName + ' a_in0;\n' + + 'in ' + precName + ' ' + typeName + ' a_in1;\n'; + frag += '#version 300 es\n' + + 'layout(location = 0) out highp ' + outTypeName + ' o_out;\n'; + + if (isVertexCase) { + vtx += 'flat out ' + precName + ' ' + typeName + ' v_out;\n'; + frag += 'flat in ' + precName + ' ' + typeName + ' v_out;\n'; + } else { + vtx += 'flat out ' + precName + ' ' + typeName + ' v_in0;\n' + + 'flat out ' + precName + ' ' + typeName + ' v_in1;\n'; + frag += 'flat in ' + precName + ' ' + typeName + ' v_in0;\n' + + 'flat in ' + precName + ' ' + typeName + ' v_in1;\n'; + } + + vtx += '\nvoid main (void)\n{\n' + + ' gl_Position = a_position;\n'; + frag += '\nvoid main (void)\n{\n'; + + op += '\t' + precName + ' ' + typeName + ' in0 = ' + (isVertexCase ? 'a_' : 'v_') + 'in0;\n' + + '\t' + precName + ' ' + typeName + ' in1 = ' + (isVertexCase ? 'a_' : 'v_') + 'in1;\n'; + + if (!isVertexCase) + op += '\t' + precName + ' ' + typeName + ' res;\n'; + + op += '\t' + (isVertexCase ? 'v_out' : 'res') + ' = ' + evalOp + ';\n'; + + vtx += isVertexCase ? op : ''; + frag += isVertexCase ? '' : op; + op = ''; + + if (isVertexCase) { + frag += ' o_out = floatBitsToUint(v_out);\n'; + } else { + vtx += ' v_in0 = a_in0;\n' + + ' v_in1 = a_in1;\n'; + frag += ' o_out = floatBitsToUint(res);\n'; + } + + vtx += '}\n'; + frag += '}\n'; + + return new gluShaderProgram.ShaderProgram(gl, gluShaderProgram.makeVtxFragSources(vtx, frag)); + }; + + /** + * @param {gluShaderUtil.DataType} type + * @param {gluShaderUtil.precision} precision + * @param {string} evalOp + * @param {boolean} isVertexCase + * @return {gluShaderProgram.ShaderProgram} + */ + es3fShaderPrecisionTests.createIntUintPrecisionEvalProgram = function(type, precision, evalOp, isVertexCase) { + /** @type {string} */ var typeName = gluShaderUtil.getDataTypeName(type); + /** @type {string} */ var precName = gluShaderUtil.getPrecisionName(precision); + /** @type {string} */ var vtx = ''; + /** @type {string} */ var frag = ''; + /** @type {string} */ var op = ''; + + vtx += '#version 300 es\n' + + 'in highp vec4 a_position;\n' + + 'in ' + precName + ' ' + typeName + ' a_in0;\n' + + 'in ' + precName + ' ' + typeName + ' a_in1;\n'; + frag += '#version 300 es\n' + + 'layout(location = 0) out ' + precName + ' ' + typeName + ' o_out;\n'; + + if (isVertexCase) { + vtx += 'flat out ' + precName + ' ' + typeName + ' v_out;\n'; + frag += 'flat in ' + precName + ' ' + typeName + ' v_out;\n'; + } else { + vtx += 'flat out ' + precName + ' ' + typeName + ' v_in0;\n' + + 'flat out ' + precName + ' ' + typeName + ' v_in1;\n'; + frag += 'flat in ' + precName + ' ' + typeName + ' v_in0;\n' + + 'flat in ' + precName + ' ' + typeName + ' v_in1;\n'; + } + + vtx += '\nvoid main (void)\n{\n'+ + ' gl_Position = a_position;\n'; + frag += '\nvoid main (void)\n{\n'; + + op += '\t' + precName + ' ' + typeName + ' in0 = ' + (isVertexCase ? 'a_' : 'v_') + 'in0;\n' + + '\t' + precName + ' ' + typeName + ' in1 = ' + (isVertexCase ? 'a_' : 'v_') + 'in1;\n'; + + op += '\t' + (isVertexCase ? 'v_' : 'o_') + 'out = ' + evalOp + ';\n'; + + vtx += isVertexCase ? op : ''; + frag += isVertexCase ? '' : op; + op = ''; + + if (isVertexCase) { + frag += ' o_out = v_out;\n'; + } else { + vtx += ' v_in0 = a_in0;\n' + + ' v_in1 = a_in1;\n'; + } + + vtx += '}\n'; + frag += '}\n'; + + return new gluShaderProgram.ShaderProgram(gl, gluShaderProgram.makeVtxFragSources(vtx, frag)); + }; + + /** @typedef {function(number, number)} */ es3fShaderPrecisionTests.EvalFunc; + + + /** + * @constructor + * @extends {tcuTestCase.DeqpTest} + * @param {string} name + * @param {string} desc + * @param {string} op + * @param {es3fShaderPrecisionTests.EvalFunc} evalFunc + * @param {gluShaderUtil.precision} precision + * @param {Array<number>} rangeA + * @param {Array<number>} rangeB + * @param {boolean} isVertexCase + */ + es3fShaderPrecisionTests.ShaderFloatPrecisionCase = function(name, desc, op, evalFunc, precision, rangeA, rangeB, isVertexCase) { + tcuTestCase.DeqpTest.call(this, name, desc); + // Case parameters. + /** @type {string} */ this.m_op = op; + /** @type {es3fShaderPrecisionTests.EvalFunc} */ this.m_evalFunc = evalFunc; + /** @type {gluShaderUtil.precision} */ this.m_precision = precision; + /** @type {Array<number>} */ this.m_rangeA = rangeA; + /** @type {Array<number>} */ this.m_rangeB = rangeB; + /** @type {boolean} */ this.m_isVertexCase = isVertexCase; + + /** @type {number} */ this.m_numTestsPerIter = 32; + /** @type {number} */ this.m_numIters = 4; + /** @type {deRandom.Random} */ this.m_rnd = new deRandom.Random(deString.deStringHash(this.name)); + + // Iteration state. + /** @type {?gluShaderProgram.ShaderProgram} */ this.m_program = null; + /** @type {?WebGLFramebuffer} */ this.m_framebuffer = null; + /** @type {?WebGLRenderbuffer} */ this.m_renderbuffer = null; + /** @type {number} */ this.m_iterNdx = 0; + /** @type {Array<boolean>} */ this.m_iterPass = []; + }; + + es3fShaderPrecisionTests.ShaderFloatPrecisionCase.prototype = Object.create(tcuTestCase.DeqpTest.prototype); + es3fShaderPrecisionTests.ShaderFloatPrecisionCase.prototype.constructor = es3fShaderPrecisionTests.ShaderFloatPrecisionCase; + + es3fShaderPrecisionTests.ShaderFloatPrecisionCase.prototype.init = function() { + assertMsgOptions(!this.m_program && !this.m_framebuffer && !this.m_renderbuffer, 'Program/Framebuffer/Renderbuffer should be null at this point.', false, true); + + // Create program. + this.m_program = es3fShaderPrecisionTests.createFloatPrecisionEvalProgram(this.m_precision, this.m_op, this.m_isVertexCase); + + if (!this.m_program.isOk()) + assertMsgOptions(false, 'Compile failed', false, true); + + // Create framebuffer. + this.m_framebuffer = gl.createFramebuffer(); + this.m_renderbuffer = gl.createRenderbuffer(); + + gl.bindRenderbuffer(gl.RENDERBUFFER, this.m_renderbuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.R32UI, es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH, es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT); + + gl.bindFramebuffer(gl.FRAMEBUFFER, this.m_framebuffer); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, this.m_renderbuffer); + + assertMsgOptions(gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE, 'Framebuffer is incomplete', false, true); + + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + + this.m_iterNdx = 0; + }; + + es3fShaderPrecisionTests.ShaderFloatPrecisionCase.prototype.deinit = function() { + if(this.m_framebuffer) + gl.deleteFramebuffer(this.m_framebuffer); + if(this.m_renderbuffer) + gl.deleteRenderbuffer(this.m_renderbuffer); + this.m_program = null; + this.m_framebuffer = null; + this.m_renderbuffer = null; + }; + + /** + * @param {number} in0 + * @param {number} in1 + * @param {number} reference + * @param {number} result + */ + + es3fShaderPrecisionTests.ShaderFloatPrecisionCase.prototype.compare = function(in0, in1, reference, result) { + // Comparison is done using 64-bit reference value to accurately evaluate rounding mode error. + // If 32-bit reference value is used, 2 bits of rounding error must be allowed. + + // For mediump and lowp types the comparison currently allows 3 bits of rounding error: + // two bits from conversions and one from actual operation. + + // \todo [2013-09-30 pyry] Make this more strict: determine if rounding can actually happen. + + /** @type {number} */ var mantissaBits = this.m_precision == gluShaderUtil.precision.PRECISION_HIGHP ? 23 : 10; + /** @type {number} */ var numPrecBits = 52 - mantissaBits; + + /** @type {number} */ var in0Exp = tcuFloat.newFloat32(in0).exponent(); + /** @type {number} */ var in1Exp = tcuFloat.newFloat32(in1).exponent(); + /** @type {number} */ var resExp = tcuFloat.newFloat32(result).exponent(); + /** @type {number} */ var numLostBits = Math.max(in0Exp - resExp, in1Exp - resExp, 0); // Lost due to mantissa shift. + + /** @type {number} */ var roundingUlpError = this.m_precision == gluShaderUtil.precision.PRECISION_HIGHP ? 1 : 3; + /** @type {number} */ var maskBits = numLostBits + numPrecBits; + + bufferedLogToConsole("Assuming " + mantissaBits + " mantissa bits, " + numLostBits + " bits lost in operation, and " + roundingUlpError + " ULP rounding error.") + + // These numbers should never be larger than 52 bits. An assertion in getBitRange verifies this. + /** @type {number} */ var accurateRefBits = tcuFloat.newFloat64(reference).getBitRange(maskBits, 64); + /** @type {number} */ var accurateResBits = tcuFloat.newFloat64(result).getBitRange(maskBits, 64); + /** @type {number} */ var ulpDiff = Math.abs(accurateRefBits - accurateResBits); + + if (ulpDiff > roundingUlpError) { + bufferedLogToConsole("ERROR: comparison failed! ULP diff (ignoring lost/undefined bits) = " + ulpDiff ); + return false; + } + else + return true; + }; + + /** + * @return {tcuTestCase.IterateResult} + */ + es3fShaderPrecisionTests.ShaderFloatPrecisionCase.prototype.iterate = function() { + var testPassed = true; + var testPassedMsg = 'Pass'; + + // Constant data. + /** @type {Array<number>} */ 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 + ]; + + /** @type {Array<number>} */ var indices = [0, 1, 2, 2, 1, 3]; + /** @type {number} */ var numVertices = 4; + /** @type {Array<number>} */ var in0Arr = [0.0, 0.0, 0.0, 0.0]; + /** @type {Array<number>} */ var in1Arr = [0.0, 0.0, 0.0, 0.0]; + + /** @type {Array<gluDrawUtil.VertexArrayBinding>} */ var vertexArrays = []; + + // Image read from GL. + /** @type {goog.TypedArray} */ var pixels_uint = new Uint32Array(es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH * es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT * 4); + + // \todo [2012-05-03 pyry] Could be cached. + /** @type {WebGLProgram} */ var prog = this.m_program.getProgram(); + + gl.useProgram(prog); + gl.bindFramebuffer(gl.FRAMEBUFFER, this.m_framebuffer); + + vertexArrays[0] = gluDrawUtil.newFloatVertexArrayBinding("a_position", 4, numVertices, 0, position); + + + // Compute values and reference. + for (var testNdx = 0; testNdx < this.m_numTestsPerIter; testNdx++) { + /** @type {number} */ var in0 = this.m_rnd.getFloat(this.m_rangeA[0], this.m_rangeA[1]); + /** @type {number} */ var in1 = this.m_rnd.getFloat(this.m_rangeB[0], this.m_rangeB[1]); + + // These random numbers are used in the reference computation. But + // highp is only 32 bits, so these float64s must be rounded to + // float32 first for correctness. This is needed for highp_mul_* on + // one Linux/NVIDIA machine. + in0 = tcuFloat.newFloat32(in0).getValue(); + in1 = tcuFloat.newFloat32(in1).getValue(); + + /** @type {number} */ var refD = this.m_evalFunc(in0, in1); + + bufferedLogToConsole("iter " + this.m_iterNdx + ", test " + testNdx + ": "+ + "in0 = " + in0 + " / " + tcuFloat.newFloat32(in0).bits() + + ", in1 = " + in1 + " / " + tcuFloat.newFloat32(in1).bits() + + " reference = " + refD + " / " + tcuFloat.newFloat32(refD).bits()); + + in0Arr = [in0, in0, in0, in0]; + in1Arr = [in1, in1, in1, in1]; + vertexArrays[1] = gluDrawUtil.newFloatVertexArrayBinding("a_in0", 1, numVertices, 0, in0Arr); + vertexArrays[2] = gluDrawUtil.newFloatVertexArrayBinding("a_in1", 1, numVertices, 0, in1Arr); + + gluDrawUtil.draw(gl, prog, vertexArrays, gluDrawUtil.triangles(indices)); + + gl.readPixels(0, 0, es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH, + es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT, gl.RGBA_INTEGER, gl.UNSIGNED_INT, pixels_uint); + + var pixels = new Float32Array(pixels_uint.buffer); + bufferedLogToConsole(" result = " + pixels[0] + " / " + tcuFloat.newFloat32(pixels[0]).bits()); + + // Verify results + /** @type {boolean} */ var firstPixelOk = this.compare(in0, in1, refD, pixels[0]); + + if (firstPixelOk) { + // Check that rest of pixels match to first one. + /** @type {number} */ var firstPixelBits = tcuFloat.newFloat32(pixels[0]).bits(); + /** @type {boolean} */ var allPixelsOk = true; + + for (var y = 0; y < es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT; y++) { + for (var x = 0; x < es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH; x++) { + /** @type {number} */ var pixelBits = tcuFloat.newFloat32(pixels[(y * es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH + x) * 4]).bits(); + + if (pixelBits != firstPixelBits) { + bufferedLogToConsole("ERROR: Inconsistent results, got " + pixelBits + " at (" + x + ", " + y + ")") + allPixelsOk = false; + } + } + + if (!allPixelsOk) + break; + } + + if (!allPixelsOk){ + bufferedLogToConsole("iter " + this.m_iterNdx + ", test " + testNdx + "Inconsistent values in framebuffer"); + testPassed = false; + testPassedMsg = 'Inconsistent values in framebuffer'; + } + } + else{ + bufferedLogToConsole("iter " + this.m_iterNdx + ", test " + testNdx + "Result comparison failed"); + testPassed = false; + testPassedMsg = 'Result comparison failed' + } + } + + // [dag] Aggregating test results to make the test less verbose. + this.m_iterPass[this.m_iterNdx] = testPassed; + + // [dag] Show test results after the last iteration is done. + if (this.m_iterPass.length === this.m_numIters) { + if (!deMath.boolAll(this.m_iterPass)) + testFailedOptions(testPassedMsg, false); + else + testPassedOptions(testPassedMsg, true); + } + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + + this.m_iterNdx += 1; + return (this.m_iterNdx < this.m_numIters) ? tcuTestCase.IterateResult.CONTINUE : tcuTestCase.IterateResult.STOP; + }; + + /** + * @constructor + * @extends {tcuTestCase.DeqpTest} + * @param {string} name + * @param {string} desc + * @param {string} op + * @param {es3fShaderPrecisionTests.EvalFunc} evalFunc + * @param {gluShaderUtil.precision} precision + * @param {number} bits + * @param {Array<number>} rangeA + * @param {Array<number>} rangeB + * @param {boolean} isVertexCase + */ + es3fShaderPrecisionTests.ShaderIntPrecisionCase = function(name, desc, op, evalFunc, precision, bits, rangeA, rangeB, isVertexCase) { + tcuTestCase.DeqpTest.call(this, name, desc); + // Case parameters. + /** @type {string} */ this.m_op = op; + /** @type {es3fShaderPrecisionTests.EvalFunc} */ this.m_evalFunc = evalFunc; + /** @type {gluShaderUtil.precision} */ this.m_precision = precision; + /** @type {number} */ this.m_bits = bits; + /** @type {Array<number>} */ this.m_rangeA = rangeA; + /** @type {Array<number>} */ this.m_rangeB = rangeB; + /** @type {boolean} */ this.m_isVertexCase = isVertexCase; + + /** @type {number} */ this.m_numTestsPerIter = 32; + /** @type {number} */ this.m_numIters = 4; + /** @type {deRandom.Random} */ this.m_rnd = new deRandom.Random(deString.deStringHash(this.name)); + + // Iteration state. + /** @type {gluShaderProgram.ShaderProgram} */ this.m_program = null; + /** @type {WebGLFramebuffer} */ this.m_framebuffer = null; + /** @type {WebGLRenderbuffer} */ this.m_renderbuffer = null; + /** @type {number} */ this.m_iterNdx = 0; + }; + + es3fShaderPrecisionTests.ShaderIntPrecisionCase.prototype = Object.create(tcuTestCase.DeqpTest.prototype); + es3fShaderPrecisionTests.ShaderIntPrecisionCase.prototype.constructor = es3fShaderPrecisionTests.ShaderIntPrecisionCase; + + es3fShaderPrecisionTests.ShaderIntPrecisionCase.prototype.init = function() { + assertMsgOptions(!this.m_program && !this.m_framebuffer && !this.m_renderbuffer, 'Program/Framebuffer/Renderbuffer should be null at this point.', false, true); + // Create program. + this.m_program = es3fShaderPrecisionTests.createIntUintPrecisionEvalProgram(gluShaderUtil.DataType.INT, this.m_precision, this.m_op, this.m_isVertexCase); + + if (!this.m_program.isOk()) + assertMsgOptions(false, 'Compile failed', false, true); + + // Create framebuffer. + this.m_framebuffer = gl.createFramebuffer(); + this.m_renderbuffer = gl.createRenderbuffer(); + + gl.bindRenderbuffer(gl.RENDERBUFFER, this.m_renderbuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.R32I, es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH, es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT); + + gl.bindFramebuffer(gl.FRAMEBUFFER, this.m_framebuffer); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, this.m_renderbuffer); + + assertMsgOptions(gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE, 'Framebuffer is incomplete', false, true); + + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + + this.m_iterNdx = 0; + + bufferedLogToConsole("Number of accurate bits assumed = " + this.m_bits); + }; + + es3fShaderPrecisionTests.ShaderIntPrecisionCase.prototype.deinit = function() { + if(this.m_framebuffer) + gl.deleteFramebuffer(this.m_framebuffer); + if(this.m_renderbuffer) + gl.deleteRenderbuffer(this.m_renderbuffer); + this.m_program = null; + this.m_framebuffer = null; + this.m_renderbuffer = null; + }; + + /** + * @param {number} value + * @param {number} bits + * @return {number} + */ + + es3fShaderPrecisionTests.extendTo32Bit = function(value, bits) { + return (value & ((1 << (bits - 1)) - 1)) | ((value & (1 << (bits - 1))) << (32 - bits)) >> (32 - bits); + }; + + /** + * @return {tcuTestCase.IterateResult} + */ + es3fShaderPrecisionTests.ShaderIntPrecisionCase.prototype.iterate = function() { + var testPassed = true; + var testPassedMsg = 'Pass'; + // Constant data. + /** @type {Array<number>} */ 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 + ] + /** @type {Array<number>} */ var indices = [0, 1, 2, 2, 1, 3]; + + /** @type {number} */ var numVertices = 4; + /** @type {Array<number>} */ var in0Arr = [0, 0, 0, 0]; + /** @type {Array<number>} */ var in1Arr = [0, 0, 0, 0]; + + /** @type {number} */ var mask = this.m_bits === 32 ? 0xffffffff : ((1 << this.m_bits) - 1); + /** @type {goog.TypedArray} */ var pixels = new Int32Array(es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH * es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT * 4); + /** @type {Array<gluDrawUtil.VertexArrayBinding>} */ var vertexArrays = []; + + /** @type {WebGLProgram} */ var prog = this.m_program.getProgram(); + + // \todo [2012-05-03 pyry] A bit hacky. getInt() should work fine with ranges like this. + /** @type {boolean} */ var isMaxRangeA = this.m_rangeA[0] === 0x80000000 && this.m_rangeA[1] === 0x7fffffff; + /** @type {boolean} */ var isMaxRangeB = this.m_rangeB[0] === 0x80000000 && this.m_rangeB[1] === 0x7fffffff; + + gl.useProgram(prog); + gl.bindFramebuffer(gl.FRAMEBUFFER, this.m_framebuffer); + + vertexArrays[0] = gluDrawUtil.newFloatVertexArrayBinding("a_position", 4, numVertices, 0, position); + + // Compute values and reference. + for (var testNdx = 0; testNdx < this.m_numTestsPerIter; testNdx++) { + /** @type {number} */ var in0 = this.m_rnd.getInt(this.m_rangeA[0], this.m_rangeA[1]); //es3fShaderPrecisionTests.extendTo32Bit(((isMaxRangeA ? Math.abs(this.m_rnd.getInt()) : this.m_rnd.getInt(this.m_rangeA[0], this.m_rangeA[1])) & mask), this.m_bits); + /** @type {number} */ var in1 = this.m_rnd.getInt(this.m_rangeB[0], this.m_rangeB[1]); //es3fShaderPrecisionTests.extendTo32Bit(((isMaxRangeB ? Math.abs(this.m_rnd.getInt()) : this.m_rnd.getInt(this.m_rangeB[0], this.m_rangeB[1])) & mask), this.m_bits); + /** @type {number} */ var refMasked = this.m_evalFunc(in0, in1) & mask; + /** @type {number} */ var refOut = es3fShaderPrecisionTests.extendTo32Bit(refMasked, this.m_bits); + + bufferedLogToConsole("iter " + this.m_iterNdx + ", test " + testNdx + ": " + + "in0 = " + in0 + ", in1 = " + in1 + ", ref out = " + refOut + " / " + refMasked); + + in0Arr = [in0, in0, in0, in0]; + in1Arr = [in1, in1, in1, in1]; + + vertexArrays[1] = gluDrawUtil.newInt32VertexArrayBinding("a_in0", 1, numVertices, 0, in0Arr); + vertexArrays[2] = gluDrawUtil.newInt32VertexArrayBinding("a_in1", 1, numVertices, 0, in1Arr); + + gluDrawUtil.draw(gl, prog, vertexArrays, gluDrawUtil.triangles(indices)); + + gl.readPixels(0, 0, es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH, + es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT, + gl.RGBA_INTEGER, gl.INT, pixels); + + // Compare pixels. + for (var y = 0; y < es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT; y++) { + for (var x = 0; x < es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH; x++) { + /** @type {number} */ var cmpOut = pixels[(y * es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH + x) * 4]; + /** @type {number} */ var cmpMasked = cmpOut & mask; + + if (cmpMasked != refMasked) { + bufferedLogToConsole("Comparison failed (at " + x + ", " + y + "): " + + + "got " + cmpOut + " / " + cmpOut); + testPassed = false; + testPassedMsg = 'Comparison failed'; + } + } + } + } + + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + + this.m_iterNdx += 1; + if (!testPassed) { + testFailedOptions(testPassedMsg, false); + return tcuTestCase.IterateResult.STOP; + } else if (testPassed && this.m_iterNdx < this.m_numIters) { + return tcuTestCase.IterateResult.CONTINUE; + } else { + testPassedOptions(testPassedMsg, true); + return tcuTestCase.IterateResult.STOP; + } + }; + + /** + * @constructor + * @extends {tcuTestCase.DeqpTest} + * @param {string} name + * @param {string} desc + * @param {string} op + * @param {es3fShaderPrecisionTests.EvalFunc} evalFunc + * @param {gluShaderUtil.precision} precision + * @param {number} bits + * @param {Array<number>} rangeA + * @param {Array<number>} rangeB + * @param {boolean} isVertexCase + */ + es3fShaderPrecisionTests.ShaderUintPrecisionCase = function(name, desc, op, evalFunc, precision, bits, rangeA, rangeB, isVertexCase) { + tcuTestCase.DeqpTest.call(this, name, desc); + // Case parameters. + /** @type {string} */ this.m_op = op; + /** @type {es3fShaderPrecisionTests.EvalFunc} */ this.m_evalFunc = evalFunc; + /** @type {gluShaderUtil.precision} */ this.m_precision = precision; + /** @type {number} */ this.m_bits = bits; + /** @type {Array<number>} */ this.m_rangeA = rangeA; + /** @type {Array<number>} */ this.m_rangeB = rangeB; + /** @type {boolean} */ this.m_isVertexCase = isVertexCase; + + /** @type {number} */ this.m_numTestsPerIter = 32; + /** @type {number} */ this.m_numIters = 4; + /** @type {deRandom.Random} */ this.m_rnd = new deRandom.Random(deString.deStringHash(this.name)); + + // Iteration state. + /** @type {gluShaderProgram.ShaderProgram} */ this.m_program = null; + /** @type {WebGLFramebuffer} */ this.m_framebuffer = null; + /** @type {WebGLRenderbuffer} */ this.m_renderbuffer = null; + /** @type {number} */ this.m_iterNdx = 0; + }; + + es3fShaderPrecisionTests.ShaderUintPrecisionCase.prototype = Object.create(tcuTestCase.DeqpTest.prototype); + es3fShaderPrecisionTests.ShaderUintPrecisionCase.prototype.constructor = es3fShaderPrecisionTests.ShaderUintPrecisionCase; + + es3fShaderPrecisionTests.ShaderUintPrecisionCase.prototype.init = function() { + assertMsgOptions(!this.m_program && !this.m_framebuffer && !this.m_renderbuffer, 'Program/Framebuffer/Renderbuffer should be null at this point.', false, true); + // Create program. + this.m_program = es3fShaderPrecisionTests.createIntUintPrecisionEvalProgram(gluShaderUtil.DataType.UINT, this.m_precision, this.m_op, this.m_isVertexCase); + + if (!this.m_program.isOk()) + assertMsgOptions(false, 'Compile failed', false, true); + + // Create framebuffer. + this.m_framebuffer = gl.createFramebuffer(); + this.m_renderbuffer = gl.createRenderbuffer(); + + gl.bindRenderbuffer(gl.RENDERBUFFER, this.m_renderbuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.R32UI, es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH, es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT); + + gl.bindFramebuffer(gl.FRAMEBUFFER, this.m_framebuffer); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, this.m_renderbuffer); + + assertMsgOptions(gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE, 'Framebuffer is incomplete', false, true); + + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + + this.m_iterNdx = 0; + + bufferedLogToConsole("Number of accurate bits assumed = " + this.m_bits); + }; + + es3fShaderPrecisionTests.ShaderUintPrecisionCase.prototype.deinit = function() { + if(this.m_framebuffer) + gl.deleteFramebuffer(this.m_framebuffer); + if(this.m_renderbuffer) + gl.deleteRenderbuffer(this.m_renderbuffer); + this.m_program = null; + this.m_framebuffer = null; + this.m_renderbuffer = null; + }; + + /** + * @return {tcuTestCase.IterateResult} + */ + es3fShaderPrecisionTests.ShaderUintPrecisionCase.prototype.iterate = function() { + var testPassed = true; + var testPassedMsg = 'Pass'; + + // Constant data. + /** @type {Array<number>} */ 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 + ]; + /** @type {Array<number>} */ var indices = [0, 1, 2, 2, 1, 3]; + + /** @type {number} */ var numVertices = 4; + /** @type {Array<number>} */ var in0Arr = [0, 0, 0, 0]; + /** @type {Array<number>} */ var in1Arr = [0, 0, 0, 0]; + + /** @type {number} */ var mask = this.m_bits === 32 ? 0xffffffff : ((1 << this.m_bits) - 1); + /** @type {goog.TypedArray} */ var pixels = new Uint32Array(es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH * es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT * 4); + /** @type {Array<gluDrawUtil.VertexArrayBinding>} */ var vertexArrays = []; + + /** @type {WebGLProgram} */ var prog = this.m_program.getProgram(); + + // \todo [2012-05-03 pyry] A bit hacky. + /** @type {boolean} */ var isMaxRangeA = this.m_rangeA[0] === 0 && this.m_rangeA[1] === 0xffffffff; + /** @type {boolean} */ var isMaxRangeB = this.m_rangeB[0] === 0 && this.m_rangeB[1] === 0xffffffff; + + gl.useProgram(prog); + gl.bindFramebuffer(gl.FRAMEBUFFER, this.m_framebuffer); + + vertexArrays[0] = gluDrawUtil.newFloatVertexArrayBinding("a_position", 4, numVertices, 0, position); + + // Compute values and reference. + for (var testNdx = 0; testNdx < this.m_numTestsPerIter; testNdx++) { + /** @type {number} */ var in0 = (isMaxRangeA ? Math.abs(this.m_rnd.getInt()) : (this.m_rangeA[0] + Math.abs(this.m_rnd.getInt()) % (this.m_rangeA[1] - this.m_rangeA[0] + 1))) & mask; + /** @type {number} */ var in1 = (isMaxRangeB ? Math.abs(this.m_rnd.getInt()) : (this.m_rangeB[0] + Math.abs(this.m_rnd.getInt()) % (this.m_rangeB[1] - this.m_rangeB[0] + 1))) & mask; + /** @type {number} */ var refOut = this.m_evalFunc(in0, in1) & mask; + + bufferedLogToConsole("iter " + this.m_iterNdx + ", test " + testNdx + ": " + + + "in0 = " + in0 + ", in1 = " + in1 + ", ref out = " + refOut) + + in0Arr = [in0, in0, in0, in0]; + in1Arr = [in1, in1, in1, in1]; + vertexArrays[1] = gluDrawUtil.newUint32VertexArrayBinding("a_in0", 1, numVertices, 0, in0Arr); + vertexArrays[2] = gluDrawUtil.newUint32VertexArrayBinding("a_in1", 1, numVertices, 0, in1Arr); + + gluDrawUtil.draw(gl, prog, vertexArrays, gluDrawUtil.triangles(indices)); + + gl.readPixels(0, 0, es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH, + es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT, gl.RGBA_INTEGER, gl.UNSIGNED_INT, pixels); + + // Compare pixels. + for (var y = 0; y < es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT; y++) { + for (var x = 0; x < es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH; x++) { + /** @type {number} */ var cmpOut = pixels[(y*es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH + x) * 4]; + /** @type {number} */ var cmpMasked = cmpOut & mask; + + if (cmpMasked != refOut) { + bufferedLogToConsole("Comparison failed (at " + x + ", " + y + "): " + "got " + cmpOut) + testPassed = false; + testPassedMsg = 'Comparison failed'; + } + } + } + } + + + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + + this.m_iterNdx += 1; + if (!testPassed) { + testFailedOptions(testPassedMsg, false); + return tcuTestCase.IterateResult.STOP; + } else if (testPassed && this.m_iterNdx < this.m_numIters) { + return tcuTestCase.IterateResult.CONTINUE; + } else { + testPassedOptions(testPassedMsg, true); + return tcuTestCase.IterateResult.STOP; + } + }; + + /** + * @constructor + * @extends {tcuTestCase.DeqpTest} + */ + es3fShaderPrecisionTests.ShaderPrecisionTests = function() { + tcuTestCase.DeqpTest.call(this, 'precision', 'Shader precision requirements validation tests'); + }; + + es3fShaderPrecisionTests.ShaderPrecisionTests.prototype = Object.create(tcuTestCase.DeqpTest.prototype); + es3fShaderPrecisionTests.ShaderPrecisionTests.prototype.constructor = es3fShaderPrecisionTests.ShaderPrecisionTests; + + es3fShaderPrecisionTests.ShaderPrecisionTests.prototype.init = function() { + var testGroup = tcuTestCase.runner.testCases; + // Exp = Emax-2, Mantissa = 0 + // /** @type {number} */ var minF32 = tcuFloat.newFloat32((1 << 31) | (0xfd << 23) | 0x0).getValue(); + // /** @type {number} */ var maxF32 = tcuFloat.newFloat32((0 << 31) | (0xfd << 23) | 0x0).getValue(); + // [dag] Workaround for float32 numbers + /** @type {number} */ var minF32 = new Float32Array(new Uint32Array([1<<31|0xfd<<23|0x0]).buffer)[0]; + /** @type {number} */ var maxF32 = new Float32Array(new Uint32Array([0<<31|0xfd<<23|0x0]).buffer)[0]; + + // /** @type {number} */ var minF16 = tcuFloat.newFloat16(((1 << 15) | (0x1d << 10) | 0x0)).getValue(); + // /** @type {number} */ var maxF16 = tcuFloat.newFloat16(((0 << 15) | (0x1d << 10) | 0x0)).getValue(); + /** @type {number} */ var minF16 = -16384; //-1 << 14; // 1 << 15 | 0x1d | 0x0 == 0b1111010000000000; -1 * (2**(29-15)) * 1 + /** @type {number} */ var maxF16 = 16384; //1 << 14; // 0 << 15 | 0x1d | 0x0 == 0b0111010000000000; +1 * (2**(29-15)) * 1 + + /** @type {Array<number>} */ var fullRange32F = [minF32, maxF32]; + /** @type {Array<number>} */ var fullRange16F = [minF16, maxF16]; + /** @type {Array<number>} */ var fullRange32I = [-2147483648, 2147483647]; // [0x80000000|0, 0x7fffffff|0]; // |0 to force the number as a 32-bit integer + /** @type {Array<number>} */ var fullRange16I = [minF16, maxF16 - 1]; //[-(1 << 15), (1 << 15) - 1]; // Added the negative sign to index 0 + /** @type {Array<number>} */ var fullRange8I = [-128, 127]; //[-(1 << 7), (1 << 7) - 1]; // Added the negative sign to index 0 + /** @type {Array<number>} */ var fullRange32U = [0, 0xffffffff]; + /** @type {Array<number>} */ var fullRange16U = [0, 0xffff]; + /** @type {Array<number>} */ var fullRange8U = [0, 0xff]; + + // \note Right now it is not programmatically verified that the results shouldn't end up being inf/nan but + // actual values used are ok. + + /** + * @constructor + * @struct + * @param {string} name + * @param {string} op + * @param {es3fShaderPrecisionTests.EvalFunc} evalFunc + * @param {gluShaderUtil.precision} precision + * @param {Array<number>} rangeA + * @param {Array<number>} rangeB + */ + var FloatCase = function(name, op, evalFunc, precision, rangeA, rangeB) { + /** @type {string} */ this.name = name; + /** @type {string} */ this.op = op; + /** @type {es3fShaderPrecisionTests.EvalFunc} */ this.evalFunc = evalFunc; + /** @type {gluShaderUtil.precision} */ this.precision = precision; + /** @type {Array<number>} */ this.rangeA = rangeA; + /** @type {Array<number>} */ this.rangeB = rangeB; + }; + + /** @type {Array<FloatCase>} */ var floatCases = [ + new FloatCase('highp_add', 'in0 + in1', es3fShaderPrecisionTests.add, gluShaderUtil.precision.PRECISION_HIGHP, fullRange32F, fullRange32F), + new FloatCase('highp_sub', 'in0 - in1', es3fShaderPrecisionTests.sub, gluShaderUtil.precision.PRECISION_HIGHP, fullRange32F, fullRange32F), + new FloatCase('highp_mul', 'in0 * in1', es3fShaderPrecisionTests.mul, gluShaderUtil.precision.PRECISION_HIGHP, [-1e5, 1e5], [-1e5, 1e5]), + new FloatCase('highp_div', 'in0 / in1', es3fShaderPrecisionTests.div, gluShaderUtil.precision.PRECISION_HIGHP, [-1e5, 1e5], [-1e5, 1e5]), + new FloatCase('mediump_add', 'in0 + in1', es3fShaderPrecisionTests.add, gluShaderUtil.precision.PRECISION_MEDIUMP, fullRange16F, fullRange16F), + new FloatCase('mediump_sub', 'in0 - in1', es3fShaderPrecisionTests.sub, gluShaderUtil.precision.PRECISION_MEDIUMP, fullRange16F, fullRange16F), + new FloatCase('mediump_mul', 'in0 * in1', es3fShaderPrecisionTests.mul, gluShaderUtil.precision.PRECISION_MEDIUMP, [-1e2, 1e2], [-1e2, 1e2]), + new FloatCase('mediump_div', 'in0 / in1', es3fShaderPrecisionTests.div, gluShaderUtil.precision.PRECISION_MEDIUMP, [-1e2, 1e2], [-1e2, 1e2]) + ]; + + /** + * @constructor + * @struct + * @param {string} name + * @param {string} op + * @param {es3fShaderPrecisionTests.EvalFunc} evalFunc + * @param {gluShaderUtil.precision} precision + * @param {number} bits + * @param {Array<number>} rangeA + * @param {Array<number>} rangeB + */ + var IntCase = function(name, op, evalFunc, precision, bits, rangeA, rangeB) { + /** @type {string} */ this.name = name; + /** @type {string} */ this.op = op; + /** @type {es3fShaderPrecisionTests.EvalFunc} */ this.evalFunc = evalFunc; + /** @type {gluShaderUtil.precision} */ this.precision = precision; + /** @type {number} */ this.bits = bits; + /** @type {Array<number>} */ this.rangeA = rangeA; + /** @type {Array<number>} */ this.rangeB = rangeB; + }; + + /** @type {Array<IntCase>} */ var intCases = [ + new IntCase('highp_add', 'in0 + in1', es3fShaderPrecisionTests.add, gluShaderUtil.precision.PRECISION_HIGHP, 32, fullRange32I, fullRange32I), + new IntCase('highp_sub', 'in0 - in1', es3fShaderPrecisionTests.sub, gluShaderUtil.precision.PRECISION_HIGHP, 32, fullRange32I, fullRange32I), + new IntCase('highp_mul', 'in0 * in1', es3fShaderPrecisionTests.mul32, gluShaderUtil.precision.PRECISION_HIGHP, 32, fullRange32I, fullRange32I), + new IntCase('highp_div', 'in0 / in1', es3fShaderPrecisionTests.div, gluShaderUtil.precision.PRECISION_HIGHP, 32, fullRange32I, [-10000, -1]), + new IntCase('mediump_add', 'in0 + in1', es3fShaderPrecisionTests.add, gluShaderUtil.precision.PRECISION_MEDIUMP, 16, fullRange16I, fullRange16I), + new IntCase('mediump_sub', 'in0 - in1', es3fShaderPrecisionTests.sub, gluShaderUtil.precision.PRECISION_MEDIUMP, 16, fullRange16I, fullRange16I), + new IntCase('mediump_mul', 'in0 * in1', es3fShaderPrecisionTests.mul, gluShaderUtil.precision.PRECISION_MEDIUMP, 16, fullRange16I, fullRange16I), + new IntCase('mediump_div', 'in0 / in1', es3fShaderPrecisionTests.div, gluShaderUtil.precision.PRECISION_MEDIUMP, 16, fullRange16I, [1, 1000]), + new IntCase('lowp_add', 'in0 + in1', es3fShaderPrecisionTests.add, gluShaderUtil.precision.PRECISION_LOWP, 8, fullRange8I, fullRange8I), + new IntCase('lowp_sub', 'in0 - in1', es3fShaderPrecisionTests.sub, gluShaderUtil.precision.PRECISION_LOWP, 8, fullRange8I, fullRange8I), + new IntCase('lowp_mul', 'in0 * in1', es3fShaderPrecisionTests.mul, gluShaderUtil.precision.PRECISION_LOWP, 8, fullRange8I, fullRange8I), + new IntCase('lowp_div', 'in0 / in1', es3fShaderPrecisionTests.div, gluShaderUtil.precision.PRECISION_LOWP, 8, fullRange8I, [-50, -1]) + ]; + + /** + * @constructor + * @struct + * @param {string} name + * @param {string} op + * @param {es3fShaderPrecisionTests.EvalFunc} evalFunc + * @param {gluShaderUtil.precision} precision + * @param {number} bits + * @param {Array<number>} rangeA + * @param {Array<number>} rangeB + */ + var UintCase = function(name, op, evalFunc, precision, bits, rangeA, rangeB) { + /** @type {string} */ this.name = name; + /** @type {string} */ this.op = op; + /** @type {es3fShaderPrecisionTests.EvalFunc} */ this.evalFunc = evalFunc; + /** @type {gluShaderUtil.precision} */ this.precision = precision; + /** @type {number} */ this.bits = bits; + /** @type {Array<number>} */ this.rangeA = rangeA; + /** @type {Array<number>} */ this.rangeB = rangeB; + }; + + /** @type {Array<UintCase>} */ var uintCases = [ + new UintCase('highp_add', 'in0 + in1', es3fShaderPrecisionTests.add, gluShaderUtil.precision.PRECISION_HIGHP, 32, fullRange32U, fullRange32U), + new UintCase('highp_sub', 'in0 - in1', es3fShaderPrecisionTests.sub, gluShaderUtil.precision.PRECISION_HIGHP, 32, fullRange32U, fullRange32U), + new UintCase('highp_mul', 'in0 * in1', es3fShaderPrecisionTests.mul32, gluShaderUtil.precision.PRECISION_HIGHP, 32, fullRange32U, fullRange32U), + new UintCase('highp_div', 'in0 / in1', es3fShaderPrecisionTests.div, gluShaderUtil.precision.PRECISION_HIGHP, 32, fullRange32U, [1, 10000]), + new UintCase('mediump_add', 'in0 + in1', es3fShaderPrecisionTests.add, gluShaderUtil.precision.PRECISION_MEDIUMP, 16, fullRange16U, fullRange16U), + new UintCase('mediump_sub', 'in0 - in1', es3fShaderPrecisionTests.sub, gluShaderUtil.precision.PRECISION_MEDIUMP, 16, fullRange16U, fullRange16U), + new UintCase('mediump_mul', 'in0 * in1', es3fShaderPrecisionTests.mul, gluShaderUtil.precision.PRECISION_MEDIUMP, 16, fullRange16U, fullRange16U), + new UintCase('mediump_div', 'in0 / in1', es3fShaderPrecisionTests.div, gluShaderUtil.precision.PRECISION_MEDIUMP, 16, fullRange16U, [1, 1000]), + new UintCase('lowp_add', 'in0 + in1', es3fShaderPrecisionTests.add, gluShaderUtil.precision.PRECISION_LOWP, 8, fullRange8U, fullRange8U), + new UintCase('lowp_sub', 'in0 - in1', es3fShaderPrecisionTests.sub, gluShaderUtil.precision.PRECISION_LOWP, 8, fullRange8U, fullRange8U), + new UintCase('lowp_mul', 'in0 * in1', es3fShaderPrecisionTests.mul, gluShaderUtil.precision.PRECISION_LOWP, 8, fullRange8U, fullRange8U), + new UintCase('lowp_div', 'in0 / in1', es3fShaderPrecisionTests.div, gluShaderUtil.precision.PRECISION_LOWP, 8, fullRange8U, [1, 50]) + ]; + + /** @type {tcuTestCase.DeqpTest} */ var floatGroup = tcuTestCase.newTest('float', 'Floating-point precision tests'); + testGroup.addChild(floatGroup); + for (var ndx = 0; ndx < floatCases.length; ndx++) { + floatGroup.addChild(new es3fShaderPrecisionTests.ShaderFloatPrecisionCase( + floatCases[ndx].name + '_vertex', '', floatCases[ndx].op, floatCases[ndx].evalFunc, + floatCases[ndx].precision, floatCases[ndx].rangeA, floatCases[ndx].rangeB, true)); + floatGroup.addChild(new es3fShaderPrecisionTests.ShaderFloatPrecisionCase( + floatCases[ndx].name + '_fragment', '', floatCases[ndx].op, floatCases[ndx].evalFunc, + floatCases[ndx].precision, floatCases[ndx].rangeA, floatCases[ndx].rangeB, false)); + } + + /** @type {tcuTestCase.DeqpTest} */ var intGroup = tcuTestCase.newTest('int', 'Integer precision tests'); + testGroup.addChild(intGroup); + for (var ndx = 0; ndx < intCases.length; ndx++) { + intGroup.addChild(new es3fShaderPrecisionTests.ShaderIntPrecisionCase( + intCases[ndx].name + '_vertex', '', intCases[ndx].op, intCases[ndx].evalFunc, + intCases[ndx].precision, intCases[ndx].bits, intCases[ndx].rangeA, intCases[ndx].rangeB, true)); + intGroup.addChild(new es3fShaderPrecisionTests.ShaderIntPrecisionCase( + intCases[ndx].name + '_fragment', '', intCases[ndx].op, intCases[ndx].evalFunc, + intCases[ndx].precision, intCases[ndx].bits, intCases[ndx].rangeA, intCases[ndx].rangeB, false)); + } + + /** @type {tcuTestCase.DeqpTest} */ var uintGroup = tcuTestCase.newTest('uint', 'Unsigned integer precision tests'); + testGroup.addChild(uintGroup); + for (var ndx = 0; ndx < uintCases.length; ndx++) { + uintGroup.addChild(new es3fShaderPrecisionTests.ShaderUintPrecisionCase( + uintCases[ndx].name + '_vertex', '', uintCases[ndx].op, uintCases[ndx].evalFunc, + uintCases[ndx].precision, uintCases[ndx].bits, uintCases[ndx].rangeA, uintCases[ndx].rangeB, true)); + uintGroup.addChild(new es3fShaderPrecisionTests.ShaderUintPrecisionCase( + uintCases[ndx].name + '_fragment', '', uintCases[ndx].op, uintCases[ndx].evalFunc, + uintCases[ndx].precision, uintCases[ndx].bits, uintCases[ndx].rangeA, uintCases[ndx].rangeB, false)); + } + }; + + /** + * Run test + * @param {WebGL2RenderingContext} context + */ + es3fShaderPrecisionTests.run = function(context, range) { + gl = context; + //Set up Test Root parameters + var state = tcuTestCase.runner; + state.setRoot(new es3fShaderPrecisionTests.ShaderPrecisionTests()); + + //Set up name and description of this test series. + setCurrentTestName(state.testCases.fullName()); + description(state.testCases.getDescription()); + + try { + if (range) + state.setRange(range); + //Run test cases + tcuTestCase.runTestCases(); + } + catch (err) { + testFailedOptions('Failed to es3fShaderPrecisionTests.run tests', false); + tcuTestCase.runner.terminate(); + } + }; + +}); |