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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/modules/shared/glsShaderLibraryCase.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/modules/shared/glsShaderLibraryCase.js')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/deqp/modules/shared/glsShaderLibraryCase.js | 1132 |
1 files changed, 1132 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/deqp/modules/shared/glsShaderLibraryCase.js b/dom/canvas/test/webgl-conf/checkout/deqp/modules/shared/glsShaderLibraryCase.js new file mode 100644 index 0000000000..fa9666de56 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/deqp/modules/shared/glsShaderLibraryCase.js @@ -0,0 +1,1132 @@ +/*------------------------------------------------------------------------- + * 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.glsShaderLibraryCase'); +goog.require('framework.common.tcuTestCase'); +goog.require('framework.opengl.gluDrawUtil'); +goog.require('framework.opengl.gluShaderProgram'); +goog.require('framework.opengl.gluShaderUtil'); + +goog.scope(function() { + +var glsShaderLibraryCase = modules.shared.glsShaderLibraryCase; +var tcuTestCase = framework.common.tcuTestCase; +var gluShaderProgram = framework.opengl.gluShaderProgram; +var gluShaderUtil = framework.opengl.gluShaderUtil; +var gluDrawUtil = framework.opengl.gluDrawUtil; + + /** @const @type {number} */ glsShaderLibraryCase.VIEWPORT_WIDTH = 128; + /** @const @type {number} */ glsShaderLibraryCase.VIEWPORT_HEIGHT = 128; + +/** + * Shader compilation expected result enum + * @enum {number} + */ +glsShaderLibraryCase.expectResult = { + EXPECT_PASS: 0, + EXPECT_COMPILE_FAIL: 1, + EXPECT_LINK_FAIL: 2, + EXPECT_COMPILE_LINK_FAIL: 3, + EXPECT_VALIDATION_FAIL: 4, + EXPECT_BUILD_SUCCESSFUL: 5 +}; + +/** + * Test case type + * @enum {number} + */ +glsShaderLibraryCase.caseType = { + CASETYPE_COMPLETE: 0, //!< Has all shaders specified separately. + CASETYPE_VERTEX_ONLY: 1, //!< "Both" case, vertex shader sub case. + CASETYPE_FRAGMENT_ONLY: 2 //!< "Both" case, fragment shader sub case. +}; + +/** + * glsShaderLibraryCase.BeforeDrawValidator target type enum + * @enum {number} + */ +glsShaderLibraryCase.targetType = { + PROGRAM: 0, + PIPELINE: 1 +}; + +/** + * Shader case type enum + * @enum {number} + */ +glsShaderLibraryCase.shaderCase = { + STORAGE_INPUT: 0, + STORAGE_OUTPUT: 1, + STORAGE_UNIFORM: 2 +}; + +/** + * Checks if shader uses in/out qualifiers depending on the version + * @param {string} version + * @return {boolean} version + */ +glsShaderLibraryCase.usesShaderInoutQualifiers = function(version) { + switch (version) { + case '100': + case '130': + case '140': + case '150': + return false; + + default: + return true; + } +}; + +/** + * Checks if version supports fragment highp precision + * @param {string} version + * @return {boolean} version ,True when is different from version 100 + */ +glsShaderLibraryCase.supportsFragmentHighp = function(version) { + return version !== '100'; +}; + +/** + * This functions builds a matching vertex shader for a 'both' case, when + * the fragment shader is being tested. + * We need to build attributes and varyings for each 'input'. + * @param { {values:Array}} valueBlock + * @return {string} res + */ +glsShaderLibraryCase.genVertexShader = function(valueBlock) { + /** @type {string} */ var res = ''; + /** @type {Object} */ var state = tcuTestCase.runner; + /** @type {boolean} */ var usesInout = glsShaderLibraryCase.usesShaderInoutQualifiers(state.currentTest.spec.targetVersion); + /** @type {string} */ var vtxIn = usesInout ? 'in' : 'attribute'; + /** @type {string} */ var vtxOut = usesInout ? 'out' : 'varying'; + + res += '#version ' + state.currentTest.spec.targetVersion + '\n'; + res += 'precision highp float;\n'; + res += 'precision highp int;\n'; + res += '\n'; + res += vtxIn + ' highp vec4 dEQP_Position;\n'; + + for (var ndx = 0; ndx < valueBlock.values.length; ndx++) { + var val = valueBlock.values[ndx]; + if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_INPUT) { + /** @type {string} */ var floatType = gluShaderUtil.getDataTypeFloatScalars(val.dataType); + res += vtxIn + ' ' + floatType + ' a_' + val.valueName + ';\n'; + + if (gluShaderUtil.getDataTypeScalarType(val.dataType) === 'float') + res += vtxOut + ' ' + floatType + ' ' + val.valueName + ';\n'; + else + res += vtxOut + ' ' + floatType + ' v_' + val.valueName + ';\n'; + } + } + res += '\n'; + + // Main function. + // - gl_Position = dEQP_Position; + // - for each input: write attribute directly to varying + res += 'void main()\n'; + res += ' {\n'; + res += '\tgl_Position = dEQP_Position;\n'; + for (var ndx = 0; ndx < valueBlock.values.length; ndx++) { + var val = valueBlock.values[ndx]; + if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_INPUT) { + /** @type {string} */ var name = val.valueName; + if (gluShaderUtil.getDataTypeScalarType(val.dataType) === 'float') + res += '\t' + name + ' = a_' + name + ';\n'; + else + res += '\tv_' + name + ' = a_' + name + ';\n'; + } + } + + res += '}\n'; + return res; +}; + +/** + * @param { {values:Array}} valueBlock + * @param {boolean} useFloatTypes + * @return {string} stream + */ +glsShaderLibraryCase.genCompareFunctions = function(valueBlock, useFloatTypes) { + var cmpTypeFound = {}; + /** @type {string} */ var stream = ''; + + for (var ndx = 0; ndx < valueBlock.values.length; ndx++) { + /** @type {Array} */ var val = valueBlock.values[ndx]; + if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_OUTPUT) + cmpTypeFound[gluShaderUtil.getDataTypeName(val.dataType)] = true; + + } + if (useFloatTypes) { + if (cmpTypeFound['bool']) stream += 'bool isOk (float a, bool b) { return ((a > 0.5) == b); }\n'; + if (cmpTypeFound['bvec2']) stream += 'bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }\n'; + if (cmpTypeFound['bvec3']) stream += 'bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }\n'; + if (cmpTypeFound['bvec4']) stream += 'bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }\n'; + if (cmpTypeFound['int']) stream += 'bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }\n'; + if (cmpTypeFound['ivec2']) stream += 'bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }\n'; + if (cmpTypeFound['ivec3']) stream += 'bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }\n'; + if (cmpTypeFound['ivec4']) stream += 'bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }\n'; + if (cmpTypeFound['uint']) stream += 'bool isOk (float a, uint b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1u)); }\n'; + if (cmpTypeFound['uvec2']) stream += 'bool isOk (vec2 a, uvec2 b) { return (uvec2(floor(a + 0.5)) == b); }\n'; + if (cmpTypeFound['uvec3']) stream += 'bool isOk (vec3 a, uvec3 b) { return (uvec3(floor(a + 0.5)) == b); }\n'; + if (cmpTypeFound['uvec4']) stream += 'bool isOk (vec4 a, uvec4 b) { return (uvec4(floor(a + 0.5)) == b); }\n'; + } else { + if (cmpTypeFound['bool']) stream += 'bool isOk (bool a, bool b) { return (a == b); }\n'; + if (cmpTypeFound['bvec2']) stream += 'bool isOk (bvec2 a, bvec2 b) { return (a == b); }\n'; + if (cmpTypeFound['bvec3']) stream += 'bool isOk (bvec3 a, bvec3 b) { return (a == b); }\n'; + if (cmpTypeFound['bvec4']) stream += 'bool isOk (bvec4 a, bvec4 b) { return (a == b); }\n'; + if (cmpTypeFound['int']) stream += 'bool isOk (int a, int b) { return (a == b); }\n'; + if (cmpTypeFound['ivec2']) stream += 'bool isOk (ivec2 a, ivec2 b) { return (a == b); }\n'; + if (cmpTypeFound['ivec3']) stream += 'bool isOk (ivec3 a, ivec3 b) { return (a == b); }\n'; + if (cmpTypeFound['ivec4']) stream += 'bool isOk (ivec4 a, ivec4 b) { return (a == b); }\n'; + if (cmpTypeFound['uint']) stream += 'bool isOk (uint a, uint b) { return (a == b); }\n'; + if (cmpTypeFound['uvec2']) stream += 'bool isOk (uvec2 a, uvec2 b) { return (a == b); }\n'; + if (cmpTypeFound['uvec3']) stream += 'bool isOk (uvec3 a, uvec3 b) { return (a == b); }\n'; + if (cmpTypeFound['uvec4']) stream += 'bool isOk (uvec4 a, uvec4 b) { return (a == b); }\n'; + } + + if (cmpTypeFound['float']) + stream += 'bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }\n'; + if (cmpTypeFound['vec2']) + stream += 'bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }\n'; + if (cmpTypeFound['vec3']) + stream += 'bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }\n'; + if (cmpTypeFound['vec4']) + stream += 'bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }\n'; + + if (cmpTypeFound['mat2']) + stream += 'bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }\n'; + if (cmpTypeFound['mat2x3']) + stream += 'bool isOk (mat2x3 a, mat2x3 b, float eps) { vec3 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec3(eps))); }\n'; + if (cmpTypeFound['mat2x4']) + stream += 'bool isOk (mat2x4 a, mat2x4 b, float eps) { vec4 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec4(eps))); }\n'; + if (cmpTypeFound['mat3x2']) + stream += 'bool isOk (mat3x2 a, mat3x2 b, float eps) { vec2 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec2(eps))); }\n'; + if (cmpTypeFound['mat3']) + stream += 'bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }\n'; + if (cmpTypeFound['mat3x4']) + stream += 'bool isOk (mat3x4 a, mat3x4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec4(eps))); }\n'; + if (cmpTypeFound['mat4x2']) + stream += 'bool isOk (mat4x2 a, mat4x2 b, float eps) { vec2 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec2(eps))); }\n'; + if (cmpTypeFound['mat4x3']) + stream += 'bool isOk (mat4x3 a, mat4x3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec3(eps))); }\n'; + if (cmpTypeFound['mat4']) + stream += 'bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }\n'; + + return stream; +}; + +/** + * @param {string} dstVec4Var + * @param { {values:Array}} valueBlock + * @param {string} nonFloatNamePrefix + * @param {?string=} checkVarName + * @return {string} output + */ +glsShaderLibraryCase.genCompareOp = function(dstVec4Var, valueBlock, nonFloatNamePrefix, checkVarName) { + + /** @type {boolean} */ var isFirstOutput = true; + /** @type {string} */ var output = ''; + + for (var ndx = 0; ndx < valueBlock.values.length; ndx++) { + /** @type {Array} */ var val = valueBlock.values[ndx]; + /** @type {string} */ var valueName = val.valueName; + + if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_OUTPUT) { + // Check if we're only interested in one variable (then skip if not the right one). + if (checkVarName && (valueName !== checkVarName)) + continue; + + // Prefix. + if (isFirstOutput) { + output += 'bool RES = '; + isFirstOutput = false; + } else + output += 'RES = RES && '; + + // Generate actual comparison. + if (gluShaderUtil.getDataTypeScalarType(val.dataType) === 'float') + output += 'isOk(' + valueName + ', ref_' + valueName + ', 0.05);\n'; + else + output += 'isOk(' + nonFloatNamePrefix + valueName + ', ref_' + valueName + ');\n'; + } + // \note Uniforms are already declared in shader. + } + + if (isFirstOutput) + output += dstVec4Var + ' = vec4(1.0);\n'; // \todo [petri] Should we give warning if not expect-failure case? + else + output += dstVec4Var + ' = vec4(RES, RES, RES, 1.0);\n'; + + return output; +}; + +/** + * @param { {values:Array}} valueBlock + * @return {string} shader + */ +glsShaderLibraryCase.genFragmentShader = function(valueBlock) { + /** @type {string} */ var shader = ''; + /** @type {Object} */ var state = tcuTestCase.runner; + /** @type {boolean} */ var usesInout = glsShaderLibraryCase.usesShaderInoutQualifiers(state.currentTest.spec.targetVersion); + /** @type {string} */ var vtxIn = usesInout ? 'in' : 'attribute'; + /** @type {string} */ var vtxOut = usesInout ? 'out' : 'varying'; + /** @type {boolean} */ var customColorOut = usesInout; + /** @type {string} */ var fragIn = usesInout ? 'in' : 'varying'; + /** @type {string} */ var prec = glsShaderLibraryCase.supportsFragmentHighp(state.currentTest.spec.targetVersion) ? 'highp' : 'mediump'; + + shader += '#version ' + state.currentTest.spec.targetVersion + '\n'; + + shader += 'precision ' + prec + ' float;\n'; + shader += 'precision ' + prec + ' int;\n'; + shader += '\n'; + + if (customColorOut) { + shader += 'layout(location = 0) out mediump vec4 dEQP_FragColor;\n'; + shader += '\n'; + } + + shader += glsShaderLibraryCase.genCompareFunctions(valueBlock, true); + shader += '\n'; + + // Declarations (varying, reference for each output). + for (var ndx = 0; ndx < valueBlock.values.length; ndx++) { + /** @type {Array} */ var val = valueBlock.values[ndx]; + /** @type {string} */ var floatType = gluShaderUtil.getDataTypeFloatScalars(val.dataType); + /** @type {string} */ var refType = gluShaderUtil.getDataTypeName(val.dataType); + + if (val.storageType == glsShaderLibraryCase.shaderCase.STORAGE_OUTPUT) { + if (gluShaderUtil.getDataTypeScalarType(val.dataType) === 'float') + shader += fragIn + ' ' + floatType + ' ' + val.valueName + ';\n'; + else + shader += fragIn + ' ' + floatType + ' v_' + val.valueName + ';\n'; + + shader += 'uniform ' + refType + ' ref_' + val.valueName + ';\n'; + } + } + + shader += '\n'; + shader += 'void main()\n'; + shader += ' {\n'; + + shader += '\t'; + shader += glsShaderLibraryCase.genCompareOp(customColorOut ? 'dEQP_FragColor' : 'gl_FragColor', valueBlock, 'v_', null); + + shader += '}\n'; + return shader; +}; + +glsShaderLibraryCase.caseRequirement = (function() { + +/** + * @constructor + */ +var CaseRequirement = function() { + +/** + * @param {number} shaderType + * @return {boolean} + */ + this.isAffected = function(shaderType) { + for (var i = 0; i < this.shaderTypes.length; i++) + if (this.shaderTypes[i] === shaderType) + return true; + return false; + }; + + this.checkRequirements = function(gl) { + if (this.type === requirementType.EXTENSION) { + var extns = gl.getSupportedExtensions(); + for (var i = 0; i < extns.length; i++) + for (var j = 0; j < this.requirements.length; j++) + if (extns[i] === this.requirements[j]) { + this.supportedExtension = this.requirements[j]; + return true; + } + if (this.requirements.length === 1) + throw Error('Test requires extension of ' + this.requirements[0]); + else + throw Error('Test requires any extension of ' + this.requirements); + } else if (this.type === requirementType.IMPLEMENTATION_LIMIT) { + var value = gl.getParameter(this.enumName); + assertMsgOptions(gl.getError() === gl.NO_ERROR, 'Failed to read parameter ' + this.enumName, false, true); + + if (!(value > this.referenceValue)) + throw Error('Test requires ' + this.enumName + ' (' + value + ') > ' + this.referenceValue); + } + }; + + this.getSupportedExtension = function() { + return this.supportedExtension; + }; + +}; + +var createAnyExtensionRequirement = function(requirements, shaderTypes) { + var cr = new CaseRequirement(); + cr.type = requirementType.EXTENSION; + cr.requirements = requirements; + cr.shaderTypes = shaderTypes; + return cr; +}; + +var createLimitRequirement = function(enumName, ref) { + var cr = new CaseRequirement(); + cr.type = requirementType.IMPLEMENTATION_LIMIT; + cr.enumName = enumName; + cr.referenceValue = ref; +}; + +/** + * @enum {number} + */ +var requirementType = { + EXTENSION: 0, + IMPLEMENTATION_LIMIT: 1 +}; + +return { + createAnyExtensionRequirement: createAnyExtensionRequirement, + createLimitRequirement: createLimitRequirement, + requirementType: requirementType +}; + +}()); + +/** Specialize a shader only for the vertex test case. + * @param {string} baseCode + * @param {number} shaderType + * @param {Array<Object>} requirements + * @return {string} resultBuf + */ +glsShaderLibraryCase.injectExtensionRequirements = function(baseCode, shaderType, requirements) { +/** + * @param {Array<Object>} requirements + * @param {number} shaderType + * @return {string} buf + */ + var generateExtensionStatements = function(requirements, shaderType) { + /** @type {string} */ var buf = ''; + + if (requirements) + for (var ndx = 0; ndx < requirements.length; ndx++) + if (requirements[ndx].type === glsShaderLibraryCase.caseRequirement.requirementType.EXTENSION && + requirements[ndx].isAffected(shaderType)) + buf += '#extension ' + requirements[ndx].getSupportedExtension() + ' : require\n'; + + return buf; + }; + + /** @type {string} */ var extensions = generateExtensionStatements(requirements, shaderType); + + if (extensions.length === 0) + return baseCode; + + /** @type {Array<string>} */ var splitLines = baseCode.split('\n'); + /** @type {boolean} */ var firstNonPreprocessorLine = true; + /** @type {string} */ var resultBuf = ''; + + for (var i = 0; i < splitLines.length; i++) { + /** @const @type {boolean} */ var isPreprocessorDirective = (splitLines[i].match(/^\s*#/) !== null); + + if (!isPreprocessorDirective && firstNonPreprocessorLine) { + firstNonPreprocessorLine = false; + resultBuf += extensions; + } + + resultBuf += splitLines[i] + '\n'; + } + + return resultBuf; +}; + +/** Specialize a shader for the vertex shader test case. + * @param {string} src + * @param { {values:Array}} valueBlock + * @return {string} withExt + */ +glsShaderLibraryCase.specializeVertexShader = function(src, valueBlock) { + /** @type {string} */ var decl = ''; + /** @type {string} */ var setup = ''; + /** @type {string} */ var output = ''; + /** @type {Object} */ var state = tcuTestCase.runner; + /** @type {boolean} */ var usesInout = glsShaderLibraryCase.usesShaderInoutQualifiers(state.currentTest.spec.targetVersion); + /** @type {string} */ var vtxIn = usesInout ? 'in' : 'attribute'; + /** @type {string} */ var vtxOut = usesInout ? 'out' : 'varying'; + + // Output (write out position). + output += 'gl_Position = dEQP_Position;\n'; + + // Declarations (position + attribute for each input, varying for each output). + decl += vtxIn + ' highp vec4 dEQP_Position;\n'; + for (var ndx = 0; ndx < valueBlock.values.length; ndx++) { + /** @type {Array} */ var val = valueBlock.values[ndx]; + /** @type {string} */ var valueName = val.valueName; + /** @type {string} */ var floatType = gluShaderUtil.getDataTypeFloatScalars(val.dataType); + /** @type {string} */ var dataTypeName = gluShaderUtil.getDataTypeName(val.dataType); + + if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_INPUT) { + if (gluShaderUtil.getDataTypeScalarType(val.dataType) === 'float') { + decl += vtxIn + ' ' + floatType + ' ' + valueName + ';\n'; + } else { + decl += vtxIn + ' ' + floatType + ' a_' + valueName + ';\n'; + setup += dataTypeName + ' ' + valueName + ' = ' + dataTypeName + '(a_' + valueName + ');\n'; + } + } else if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_OUTPUT) { + if (gluShaderUtil.getDataTypeScalarType(val.dataType) === 'float') + decl += vtxOut + ' ' + floatType + ' ' + valueName + ';\n'; + else { + decl += vtxOut + ' ' + floatType + ' v_' + valueName + ';\n'; + decl += dataTypeName + ' ' + valueName + ';\n'; + + output += 'v_' + valueName + ' = ' + floatType + '(' + valueName + ');\n'; + } + } + } + + /** @type {string} */ + var baseSrc = src + .replace(/\$\{DECLARATIONS\}/g, decl) + .replace(/\$\{DECLARATIONS:single-line\}/g, decl.replace(/\n/g, ' ')) + .replace(/\$\{SETUP\}/g, setup) + .replace(/\$\{OUTPUT\}/g, output) + .replace(/\$\{POSITION_FRAG_COLOR\}/g, 'gl_Position'); + + /** @type {string} */ + var withExt = glsShaderLibraryCase.injectExtensionRequirements(baseSrc, gluShaderProgram.shaderType.VERTEX, state.currentTest.spec.requirements); + + return withExt; +}; + +/** Specialize a shader only for the vertex test case. + * @param {string} src + * @param { {values:Array}} valueBlock + * @return {string} withExt + */ +glsShaderLibraryCase.specializeVertexOnly = function(src, valueBlock) { + /** @type {string} */ var decl = ''; + /** @type {string} */ var setup = ''; + /** @type {string} */ var output = ''; + /** @type {Object} */ var state = tcuTestCase.runner; + /** @type {boolean} */ var usesInout = glsShaderLibraryCase.usesShaderInoutQualifiers(state.currentTest.spec.targetVersion); + /** @type {string} */ var vtxIn = usesInout ? 'in' : 'attribute'; + + // Output (write out position). + output += 'gl_Position = dEQP_Position;\n'; + + // Declarations (position + attribute for each input, varying for each output). + decl += vtxIn + ' highp vec4 dEQP_Position;\n'; + + for (var ndx = 0; ndx < valueBlock.values.length; ndx++) { + /** @type {Array} */ var val = valueBlock.values[ndx]; + /** @type {string} */ var valueName = val.valueName; + /** @type {string} */ var type = gluShaderUtil.getDataTypeName(val.dataType); + + if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_INPUT) { + if (gluShaderUtil.getDataTypeScalarType(val.dataType) === 'float') { + decl += vtxIn + ' ' + type + ' ' + valueName + ';\n'; + } else { + /** @type {string} */ var floatType = gluShaderUtil.getDataTypeFloatScalars(val.dataType); + + decl += vtxIn + ' ' + floatType + ' a_' + valueName + ';\n'; + setup += type + ' ' + valueName + ' = ' + type + '(a_' + valueName + ');\n'; + } + } else if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_UNIFORM && + !val.valueName.match('\\.')) + decl += 'uniform ' + type + ' ' + valueName + ';\n'; + } + + /** @type {string} */ + var baseSrc = src + .replace(/\$\{VERTEX_DECLARATIONS\}/g, decl) + .replace(/\$\{VERTEX_DECLARATIONS:single-line\}/g, decl.replace(/\n/g, ' ')) + .replace(/\$\{VERTEX_SETUP\}/g, setup) + .replace(/\$\{VERTEX_OUTPUT\}/g, output); + + /** @type {string} */ + var withExt = glsShaderLibraryCase.injectExtensionRequirements(baseSrc, gluShaderProgram.shaderType.VERTEX, state.currentTest.spec.requirements); + + return withExt; +}; + +/** Specialize a shader for the fragment shader test case. + * @param {string} src + * @param { {values:Array}} valueBlock + * @return {string} withExt + */ +glsShaderLibraryCase.specializeFragmentShader = function(src, valueBlock) { + /** @type {string} */ var decl = ''; + /** @type {string} */ var setup = ''; + /** @type {string} */ var output = ''; + + /** @type {Object} */ var state = tcuTestCase.runner; + + /** @type {boolean} */ var usesInout = glsShaderLibraryCase.usesShaderInoutQualifiers(state.currentTest.spec.targetVersion); + /** @type {boolean} */ var customColorOut = usesInout; + /** @type {string} */ var fragIn = usesInout ? 'in' : 'varying'; + /** @type {string} */ var fragColor = customColorOut ? 'dEQP_FragColor' : 'gl_FragColor'; + + decl += glsShaderLibraryCase.genCompareFunctions(valueBlock, false); + output += glsShaderLibraryCase.genCompareOp(fragColor, valueBlock, '', null); + + if (customColorOut) + decl += 'layout(location = 0) out mediump vec4 dEQP_FragColor;\n'; + + for (var ndx = 0; ndx < valueBlock.values.length; ndx++) { + /** @type {Array} */ var val = valueBlock.values[ndx]; + /** @type {string} */ var valueName = val.valueName; + /** @type {string} */ var floatType = gluShaderUtil.getDataTypeFloatScalars(val.dataType); + /** @type {string} */ var refType = gluShaderUtil.getDataTypeName(val.dataType); + + if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_INPUT) { + if (gluShaderUtil.getDataTypeScalarType(val.dataType) === 'float') + decl += fragIn + ' ' + floatType + ' ' + valueName + ';\n'; + else { + decl += fragIn + ' ' + floatType + ' v_' + valueName + ';\n'; + var offset = gluShaderUtil.isDataTypeIntOrIVec(val.dataType) ? ' * 1.0025' : ''; // \todo [petri] bit of a hack to avoid errors in chop() due to varying interpolation + setup += refType + ' ' + valueName + ' = ' + refType + '(v_' + valueName + offset + ');\n'; + } + } else if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_OUTPUT) { + decl += 'uniform ' + refType + ' ref_' + valueName + ';\n'; + decl += refType + ' ' + valueName + ';\n'; + } + } + + /* \todo [2010-04-01 petri] Check all outputs. */ + + /** @type {string} */ + var baseSrc = src + .replace(/\$\{DECLARATIONS\}/g, decl) + .replace(/\$\{DECLARATIONS:single-line\}/g, decl.replace(/\n/g, ' ')) + .replace(/\$\{SETUP\}/g, setup) + .replace(/\$\{OUTPUT\}/g, output) + .replace(/\$\{POSITION_FRAG_COLOR\}/g, fragColor); + + /** @type {string} */ + var withExt = glsShaderLibraryCase.injectExtensionRequirements(baseSrc, gluShaderProgram.shaderType.FRAGMENT, state.currentTest.spec.requirements); + + return withExt; +}; + +/** Specialize a shader only for the fragment test case. + * @param {string} src + * @param { {values:Array}} valueBlock + * @return {string} withExt + */ +glsShaderLibraryCase.specializeFragmentOnly = function(src, valueBlock) { + /** @type {string} */ var decl = ''; + /** @type {string} */ var output = ''; + /** @type {Object} */ var state = tcuTestCase.runner; + /** @type {boolean} */ var usesInout = glsShaderLibraryCase.usesShaderInoutQualifiers(state.currentTest.spec.targetVersion); + /** @type {boolean} */ var customColorOut = usesInout; + /** @type {string} */ var fragIn = usesInout ? 'in' : 'varying'; + /** @type {string} */ var fragColor = customColorOut ? 'dEQP_FragColor' : 'gl_FragColor'; + + decl += glsShaderLibraryCase.genCompareFunctions(valueBlock, false); + output += glsShaderLibraryCase.genCompareOp(fragColor, valueBlock, '', null); + + if (customColorOut) + decl += 'layout(location = 0) out mediump vec4 dEQP_FragColor;\n'; + + for (var ndx = 0; ndx < valueBlock.values.length; ndx++) { + /** @type {Array} */ var val = valueBlock.values[ndx]; + /** @type {string} */ var valueName = val.valueName; + /** @type {string} */ var floatType = gluShaderUtil.getDataTypeFloatScalars(val.dataType); + /** @type {string} */ var refType = gluShaderUtil.getDataTypeName(val.dataType); + + if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_OUTPUT) { + decl += 'uniform ' + refType + ' ref_' + valueName + ';\n'; + decl += refType + ' ' + valueName + ';\n'; + } else if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_UNIFORM && + !valueName.match('\\.')) + decl += 'uniform ' + refType + ' ' + valueName + ';\n'; + } + + /** @type {string} */ + var baseSrc = src + .replace(/\$\{FRAGMENT_DECLARATIONS\}/g, decl) + .replace(/\$\{FRAGMENT_DECLARATIONS:single-line\}/g, decl.replace(/\n/g, ' ')) + .replace(/\$\{FRAGMENT_OUTPUT\}/g, output) + .replace(/\$\{FRAG_COLOR\}/g, fragColor); + + /** @type {string} */ + var withExt = glsShaderLibraryCase.injectExtensionRequirements(baseSrc, gluShaderProgram.shaderType.FRAGMENT, state.currentTest.spec.requirements); + + return withExt; +}; + +/** + * Is tessellation present + * @return {boolean} True if tessellation is present + */ +glsShaderLibraryCase.isTessellationPresent = function() { + /* TODO: GLES 3.1: implement */ + return false; +}; + +glsShaderLibraryCase.setUniformValue = function(gl, pipelinePrograms, name, val, arrayNdx) { + /** @type {boolean} */ var foundAnyMatch = false; + + for (var programNdx = 0; programNdx < pipelinePrograms.length; ++programNdx) { + /** @const @type {WebGLUniformLocation} */ var loc = gl.getUniformLocation(pipelinePrograms[programNdx], name); + /** @const @type {number} */ var scalarSize = gluShaderUtil.getDataTypeScalarSize(val.dataType); + /** @const @type {number} */ var elemNdx = (val.arrayLength === 1) ? (0) : (arrayNdx * scalarSize); + + if (!loc) + continue; + + foundAnyMatch = true; + + gl.useProgram(pipelinePrograms[programNdx]); + + /** @type {Array} */ var element = val.elements.slice(elemNdx, elemNdx + scalarSize); + switch (val.dataType) { + case gluShaderUtil.DataType.FLOAT: gl.uniform1fv(loc, new Float32Array(element)); break; + case gluShaderUtil.DataType.FLOAT_VEC2: gl.uniform2fv(loc, new Float32Array(element)); break; + case gluShaderUtil.DataType.FLOAT_VEC3: gl.uniform3fv(loc, new Float32Array(element)); break; + case gluShaderUtil.DataType.FLOAT_VEC4: gl.uniform4fv(loc, new Float32Array(element)); break; + case gluShaderUtil.DataType.FLOAT_MAT2: gl.uniformMatrix2fv(loc, false, new Float32Array(element)); break; + case gluShaderUtil.DataType.FLOAT_MAT3: gl.uniformMatrix3fv(loc, false, new Float32Array(element)); break; + case gluShaderUtil.DataType.FLOAT_MAT4: gl.uniformMatrix4fv(loc, false, new Float32Array(element)); break; + case gluShaderUtil.DataType.INT: gl.uniform1iv(loc, new Int32Array(element)); break; + case gluShaderUtil.DataType.INT_VEC2: gl.uniform2iv(loc, new Int32Array(element)); break; + case gluShaderUtil.DataType.INT_VEC3: gl.uniform3iv(loc, new Int32Array(element)); break; + case gluShaderUtil.DataType.INT_VEC4: gl.uniform4iv(loc, new Int32Array(element)); break; + + /** TODO: What type should be used for bool uniforms? */ + case gluShaderUtil.DataType.BOOL: gl.uniform1iv(loc, new Int32Array(element)); break; + case gluShaderUtil.DataType.BOOL_VEC2: gl.uniform2iv(loc, new Int32Array(element)); break; + case gluShaderUtil.DataType.BOOL_VEC3: gl.uniform3iv(loc, new Int32Array(element)); break; + case gluShaderUtil.DataType.BOOL_VEC4: gl.uniform4iv(loc, new Int32Array(element)); break; + + case gluShaderUtil.DataType.UINT: gl.uniform1uiv(loc, new Uint32Array(element)); break; + case gluShaderUtil.DataType.UINT_VEC2: gl.uniform2uiv(loc, new Uint32Array(element)); break; + case gluShaderUtil.DataType.UINT_VEC3: gl.uniform3uiv(loc, new Uint32Array(element)); break; + case gluShaderUtil.DataType.UINT_VEC4: gl.uniform4uiv(loc, new Uint32Array(element)); break; + case gluShaderUtil.DataType.FLOAT_MAT2X3: gl.uniformMatrix2x3fv(loc, false, new Float32Array(element)); break; + case gluShaderUtil.DataType.FLOAT_MAT2X4: gl.uniformMatrix2x4fv(loc, false, new Float32Array(element)); break; + case gluShaderUtil.DataType.FLOAT_MAT3X2: gl.uniformMatrix3x2fv(loc, false, new Float32Array(element)); break; + case gluShaderUtil.DataType.FLOAT_MAT3X4: gl.uniformMatrix3x4fv(loc, false, new Float32Array(element)); break; + case gluShaderUtil.DataType.FLOAT_MAT4X2: gl.uniformMatrix4x2fv(loc, false, new Float32Array(element)); break; + case gluShaderUtil.DataType.FLOAT_MAT4X3: gl.uniformMatrix4x3fv(loc, false, new Float32Array(element)); break; + + default: + testFailed('Unknown data type ' + val.dataType); + } + } + + if (!foundAnyMatch) + bufferedLogToConsole('WARNING // Uniform \"' + name + '\" location is not valid, location = -1. Cannot set value to the uniform.'); +}; + +/** + * Evaluates pixels, if they are white, black or there is any unexpected result + * @param {gluDrawUtil.Surface} surface + * @param {number} minX + * @param {number} maxX + * @param {number} minY + * @param {number} maxY + * @return {boolean} True if tessellation is present + */ +glsShaderLibraryCase.checkPixels = function(surface, minX, maxX, minY, maxY) { + /** @type {boolean} */ var allWhite = true; + /** @type {boolean} */ var allBlack = true; + /** @type {boolean} */ var anyUnexpected = false; + + assertMsgOptions((maxX > minX) && (maxY > minY), 'glsShaderLibraryCase.checkPixels sanity check', false, true); + + for (var y = minY; y <= maxY; y++) { + for (var x = minX; x <= maxX; x++) { + /** @type {number} */ var pixel = surface.getPixelUintRGB8(x, y); + /** @type {boolean} */ var isWhite = (pixel == 0xFFFFFF); + /** @type {boolean} */ var isBlack = (pixel == 0x000000); + + allWhite = allWhite && isWhite; + allBlack = allBlack && isBlack; + anyUnexpected = anyUnexpected || (!isWhite && !isBlack); + + // Early terminate as soon as we know the check hasn't passed + if (!allWhite && !allBlack) + break; + } + } + + if (!allWhite) { + if (anyUnexpected) + testFailed('WARNING: expecting all rendered pixels to be white or black, but got other colors as well!'); + else if (!allBlack) + testFailed('WARNING: got inconsistent results over the image, when all pixels should be the same color!'); + + return false; + } + return true; +}; + +/** + * Initialize a test case + */ +glsShaderLibraryCase.init = function() { +/** @type {Object} */ var state = tcuTestCase.runner; +/** @type {Object} */ var test = state.currentTest; + + bufferedLogToConsole('Processing ' + test.fullName()); + + if (!test.spec.valueBlockList.length) + test.spec.valueBlockList.push(glsShaderLibraryCase.genValueBlock()); + /** @type { {values:Array}} */ var valueBlock = test.spec.valueBlockList[0]; + + if (test.spec.requirements) + for (var ndx = 0; ndx < test.spec.requirements.length; ++ndx) + test.spec.requirements[ndx].checkRequirements(); + + /** @type {Array<gluShaderProgram.ShaderInfo>} */ var sources = []; + + if (test.spec.caseType === glsShaderLibraryCase.caseType.CASETYPE_COMPLETE) { + /** @type {string} */ var vertex = glsShaderLibraryCase.specializeVertexOnly(test.spec.vertexSource, valueBlock); + /** @type {string} */ var fragment = glsShaderLibraryCase.specializeFragmentOnly(test.spec.fragmentSource, valueBlock); + sources.push(gluShaderProgram.genVertexSource(vertex)); + sources.push(gluShaderProgram.genFragmentSource(fragment)); + } else if (test.spec.caseType === glsShaderLibraryCase.caseType.CASETYPE_VERTEX_ONLY) { + sources.push(gluShaderProgram.genVertexSource(glsShaderLibraryCase.specializeVertexShader(test.spec.vertexSource, valueBlock))); + sources.push(gluShaderProgram.genFragmentSource(glsShaderLibraryCase.genFragmentShader(valueBlock))); + } else if (test.spec.caseType === glsShaderLibraryCase.caseType.CASETYPE_FRAGMENT_ONLY) { + sources.push(gluShaderProgram.genVertexSource(glsShaderLibraryCase.genVertexShader(valueBlock))); + sources.push(gluShaderProgram.genFragmentSource(glsShaderLibraryCase.specializeFragmentShader(test.spec.fragmentSource, valueBlock))); + } + + test.programs = []; + test.programs.push({ + programSources: { + sources: sources + } + } + ); + +}; + +/** + * Execute a test case + * @return {boolean} True if test case passed + */ +glsShaderLibraryCase.execute = function() { + /** @const @type {number} */ var quadSize = 1.0; + /** @const @type {Array<number>} */ + var s_positions = [ + -quadSize, -quadSize, 0.0, 1.0, + -quadSize, +quadSize, 0.0, 1.0, + +quadSize, -quadSize, 0.0, 1.0, + +quadSize, +quadSize, 0.0, 1.0 + ]; + + /** @const @type {Array<number>} */ + var s_indices = [ + 0, 1, 2, + 1, 3, 2 + ]; + + var wtu = WebGLTestUtils; + /** @type {WebGL2RenderingContext} */ var gl = wtu.create3DContext('canvas'); + /** @type {Object} */ var state = tcuTestCase.runner; + /** @type {Object} */ var test = state.currentTest; + /** @type {Object} */ var spec = test.spec; + + // Compute viewport. + /* TODO: original code used random number generator to compute viewport, we use whole canvas */ + /** @const @type {number} */ var width = Math.min(canvas.width, glsShaderLibraryCase.VIEWPORT_WIDTH); + /** @const @type {number} */ var height = Math.min(canvas.height, glsShaderLibraryCase.VIEWPORT_HEIGHT); + /** @const @type {number} */ var viewportX = 0; + /** @const @type {number} */ var viewportY = 0; + /** @const @type {number} */ var numVerticesPerDraw = 4; + /** @const @type {boolean} */ var tessellationPresent = glsShaderLibraryCase.isTessellationPresent(); + + /** @type {boolean} */ var allCompilesOk = true; + /** @type {boolean} */ var allLinksOk = true; + /** @type {?string} */ var failReason = null; + + /** @type {number} */ var vertexProgramID = -1; + /** @type {Array<WebGLProgram>} */ var pipelineProgramIDs = []; + /** @type {Array<gluShaderProgram.ShaderProgram>} */ var programs = []; + var programPipeline; + + // Set the name of the current test so testFailedOptions/testPassedOptions can use it. + setCurrentTestName(test.fullName()); + debug('Start testcase: ' + test.fullName()); + assertMsgOptions(gl.getError() === gl.NO_ERROR, 'Start testcase: ' + test.fullName(), false, true); + + /** @type {gluShaderProgram.ShaderProgram} */ var program = new gluShaderProgram.ShaderProgram(gl, test.programs[0].programSources); + + vertexProgramID = program.getProgram(); + pipelineProgramIDs.push(program.getProgram()); + programs.push(program); + + // Check that compile/link results are what we expect. + + for (var i = 0; i < program.shaders.length; i++) { + if (!program.shaders[i].info.compileOk) + allCompilesOk = false; + } + + if (!program.getProgramInfo().linkOk) + allLinksOk = false; + + switch (spec.expectResult) { + case glsShaderLibraryCase.expectResult.EXPECT_PASS: + case glsShaderLibraryCase.expectResult.EXPECT_VALIDATION_FAIL: + case glsShaderLibraryCase.expectResult.EXPECT_BUILD_SUCCESSFUL: + if (!allCompilesOk) + failReason = 'expected shaders to compile and link properly, but failed to compile.'; + else if (!allLinksOk) + failReason = 'expected shaders to compile and link properly, but failed to link.'; + break; + + case glsShaderLibraryCase.expectResult.EXPECT_COMPILE_FAIL: + if (allCompilesOk && !allLinksOk) + failReason = 'expected compilation to fail, but shaders compiled and link failed.'; + else if (allCompilesOk) + failReason = 'expected compilation to fail, but shaders compiled correctly.'; + break; + + case glsShaderLibraryCase.expectResult.EXPECT_LINK_FAIL: + if (!allCompilesOk) + failReason = 'expected linking to fail, but unable to compile.'; + else if (allLinksOk) + failReason = 'expected linking to fail, but passed.'; + break; + + case glsShaderLibraryCase.expectResult.EXPECT_COMPILE_LINK_FAIL: + if (allCompilesOk && allLinksOk) + failReason = 'expected compile or link to fail, but passed.'; + break; + + default: + testFailedOptions('Unknown expected result', true); + return false; + } + + if (failReason != null) { + // \todo [2010-06-07 petri] These should be handled in the test case? + + // If implementation parses shader at link time, report it as quality warning. + if (spec.expectResult === glsShaderLibraryCase.expectResult.EXPECT_COMPILE_FAIL && allCompilesOk && !allLinksOk) + bufferedLogToConsole('Quality warning: implementation parses shader at link time: ' + failReason); + else { + bufferedLogToConsole('ERROR: ' + failReason); + testFailedOptions(failReason, true); + } + return false; + } + + // Return if compile/link expected to fail. + if (spec.expectResult === glsShaderLibraryCase.expectResult.EXPECT_COMPILE_FAIL || + spec.expectResult === glsShaderLibraryCase.expectResult.EXPECT_COMPILE_LINK_FAIL || + spec.expectResult === glsShaderLibraryCase.expectResult.EXPECT_LINK_FAIL || + spec.expectResult === glsShaderLibraryCase.expectResult.EXPECT_BUILD_SUCCESSFUL) { + if (spec.expectResult === glsShaderLibraryCase.expectResult.EXPECT_BUILD_SUCCESSFUL) { + testPassedOptions('Compile/link is expected to succeed', true); + } else { + testPassedOptions('Compile/link is expected to fail', true); + } + setCurrentTestName(''); + return (failReason === null); + } + + // Setup viewport. + gl.viewport(viewportX, viewportY, width, height); + + // Start using program + gl.useProgram(vertexProgramID); + assertMsgOptions(gl.getError() === gl.NO_ERROR, 'glUseProgram()', false, true); + + // Fetch location for positions positions. + /** @type {number} */ var positionLoc = gl.getAttribLocation(vertexProgramID, 'dEQP_Position'); + if (positionLoc === -1) { + testFailedOptions("no location found for attribute 'dEQP_Position'", true); + return false; + } + + // Iterate all value blocks. + for (var blockNdx = 0; blockNdx < spec.valueBlockList.length; blockNdx++) { + /** @type { {values:Array}} */ var block = spec.valueBlockList[blockNdx]; + + // always render at least one pass even if there is no input/output data + /** @const @type {number} */ var numRenderPasses = Math.max(block.arrayLength, 1); + + // Iterate all array sub-cases. + for (var arrayNdx = 0; arrayNdx < numRenderPasses; arrayNdx++) { + /** @const @type {number} */ var numValues = block.values.length; + /** @type {Array<gluDrawUtil.VertexArrayBinding>} */ var vertexArrays = []; + /** @type {number} */ var attribValueNdx = 0; + /** @type {number} */ var postDrawError; + + vertexArrays.push(new gluDrawUtil.VertexArrayBinding(gl.FLOAT, positionLoc, 4, numVerticesPerDraw, s_positions)); + + // Collect VA pointer for inputs + for (var valNdx = 0; valNdx < numValues; valNdx++) { + var val = block.values[valNdx]; + /** @const @type {string} */ var valueName = val.valueName; + /** @const @type {gluShaderUtil.DataType} */ var dataType = val.dataType; + /** @const @type {number} */ var scalarSize = gluShaderUtil.getDataTypeScalarSize(val.dataType); + + if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_INPUT) { + // Replicate values four times. + /** @type {Array} */ var scalars = []; + + for (var repNdx = 0; repNdx < numVerticesPerDraw; repNdx++) + for (var ndx = 0; ndx < scalarSize; ndx++) + scalars[repNdx * scalarSize + ndx] = val.elements[arrayNdx * scalarSize + ndx]; + + // Attribute name prefix. + /** @type {string} */ var attribPrefix = ''; + // \todo [2010-05-27 petri] Should latter condition only apply for vertex cases (or actually non-fragment cases)? + if ((spec.caseType === glsShaderLibraryCase.caseType.CASETYPE_FRAGMENT_ONLY) || (gluShaderUtil.getDataTypeScalarType(dataType) !== 'float')) + attribPrefix = 'a_'; + + // Input always given as attribute. + /** @type {string} */ var attribName = attribPrefix + valueName; + /** @type {number} */ var attribLoc = gl.getAttribLocation(vertexProgramID, attribName); + if (attribLoc === -1) { + bufferedLogToConsole("Warning: no location found for attribute '" + attribName + "'"); + continue; + } + + if (gluShaderUtil.isDataTypeMatrix(dataType)) { + var numCols = gluShaderUtil.getDataTypeMatrixNumColumns(dataType); + var numRows = gluShaderUtil.getDataTypeMatrixNumRows(dataType); + + assertMsgOptions(scalarSize === numCols * numRows, 'Matrix size sanity check', false, true); + + for (var i = 0; i < numCols; i++) + vertexArrays.push(new gluDrawUtil.VertexArrayBinding(gl.FLOAT, attribLoc + i, numRows, numVerticesPerDraw, scalars, scalarSize * 4, i * numRows * 4)); + } else + vertexArrays.push(new gluDrawUtil.VertexArrayBinding(gl.FLOAT, attribLoc, scalarSize, numVerticesPerDraw, scalars)); + + assertMsgOptions(gl.getError() === gl.NO_ERROR, 'set vertex attrib array', false, true); + } + } + + assertMsgOptions(gl.getError() === gl.NO_ERROR, 'before set uniforms', false, true); + + // set uniform values for outputs (refs). + for (var valNdx = 0; valNdx < numValues; valNdx++) { + /** @type {Array} */ var val1 = block.values[valNdx]; + /** @type {string} */ var valueName1 = val1.valueName; + + if (val1.storageType === glsShaderLibraryCase.shaderCase.STORAGE_OUTPUT) { + // Set reference value. + glsShaderLibraryCase.setUniformValue(gl, pipelineProgramIDs, 'ref_' + valueName1, val1, arrayNdx); + assertMsgOptions(gl.getError() === gl.NO_ERROR, 'set reference uniforms', false, true); + } else if (val1.storageType === glsShaderLibraryCase.shaderCase.STORAGE_UNIFORM) { + glsShaderLibraryCase.setUniformValue(gl, pipelineProgramIDs, valueName1, val1, arrayNdx); + assertMsgOptions(gl.getError() === gl.NO_ERROR, 'set uniforms', false, true); + } + } + + // Clear. + gl.clearColor(0.125, 0.25, 0.5, 1); + gl.clear(gl.COLOR_BUFFER_BIT); + assertMsgOptions(gl.getError() === gl.NO_ERROR, 'clear buffer', false, true); + + // Use program or pipeline + if (spec.separatePrograms) + gl.useProgram(null); + else + gl.useProgram(vertexProgramID); + + // Draw. + // if (tessellationPresent) { + // gl.patchParameteri(gl.PATCH_VERTICES, 3); + // assertMsgOptions(gl.getError() === gl.NO_ERROR, 'set patchParameteri(PATCH_VERTICES, 3)', false, true); + // } + + gluDrawUtil.draw(gl, vertexProgramID, vertexArrays, gluDrawUtil.triangles(s_indices)); + + postDrawError = gl.getError(); + + if (spec.expectResult === glsShaderLibraryCase.expectResult.EXPECT_PASS) { + /** @type {gluDrawUtil.Surface} */ var surface = new gluDrawUtil.Surface(); + /** @const @type {number} */ var w = s_positions[3]; + /** @const @type {number} */ var minY = Math.ceil(((-quadSize / w) * 0.5 + 0.5) * height + 1.0); + /** @const @type {number} */ var maxY = Math.floor(((+quadSize / w) * 0.5 + 0.5) * height - 0.5); + /** @const @type {number} */ var minX = Math.ceil(((-quadSize / w) * 0.5 + 0.5) * width + 1.0); + /** @const @type {number} */ var maxX = Math.floor(((+quadSize / w) * 0.5 + 0.5) * width - 0.5); + + assertMsgOptions(postDrawError === gl.NO_ERROR, 'draw', false, true); + + surface.readSurface(gl, viewportX, viewportY, width, height); + assertMsgOptions(gl.getError() === gl.NO_ERROR, 'read pixels', false, true); + + if (!glsShaderLibraryCase.checkPixels(surface, minX, maxX, minY, maxY)) { + testFailedOptions(( + 'INCORRECT RESULT for (value block ' + (blockNdx + 1) + + ' of ' + spec.valueBlockList.length + ', sub-case ' + + (arrayNdx + 1) + ' of ' + block.arrayLength + '):' + ), true); + + /* TODO: Port */ + /* + log << TestLog::Message << "Failing shader input/output values:" << TestLog::EndMessage; + dumpValues(block, arrayNdx); + + // Dump image on failure. + log << TestLog::Image("Result", "Rendered result image", surface); + + */ + gl.useProgram(null); + + return false; + } + } else if (spec.expectResult === glsShaderLibraryCase.expectResult.EXPECT_VALIDATION_FAIL) { + /** TODO: GLES 3.1: Implement */ + testFailedOptions('Unsupported test case', true); + } + } + } + gl.useProgram(null); + + assertMsgOptions(gl.getError() === gl.NO_ERROR, '', true, true); + setCurrentTestName(''); + + return true; +}; + +glsShaderLibraryCase.runTestCases = function() { +/** @type {Object} */ var state = tcuTestCase.runner; + if (state.next()) { + try { + glsShaderLibraryCase.init(); + glsShaderLibraryCase.execute(); + } catch (err) { + bufferedLogToConsole(err); + } + tcuTestCase.runner.runCallback(glsShaderLibraryCase.runTestCases); + } else + tcuTestCase.runner.terminate(); + +}; + +glsShaderLibraryCase.genValueBlock = function() { + return { + /** @type {Array} */ values: [], + /** @type {number} */ arrayLength: 0 + }; +}; + +}); |