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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/glsVertexArrayTests.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/glsVertexArrayTests.js')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/deqp/modules/shared/glsVertexArrayTests.js | 2534 |
1 files changed, 2534 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/deqp/modules/shared/glsVertexArrayTests.js b/dom/canvas/test/webgl-conf/checkout/deqp/modules/shared/glsVertexArrayTests.js new file mode 100644 index 0000000000..99dc79f35e --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/deqp/modules/shared/glsVertexArrayTests.js @@ -0,0 +1,2534 @@ +/*------------------------------------------------------------------------- + * 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.glsVertexArrayTests'); +goog.require('framework.common.tcuFloat'); +goog.require('framework.common.tcuImageCompare'); +goog.require('framework.common.tcuLogImage'); +goog.require('framework.common.tcuPixelFormat'); +goog.require('framework.common.tcuRGBA'); +goog.require('framework.common.tcuSurface'); +goog.require('framework.common.tcuTestCase'); +goog.require('framework.delibs.debase.deMath'); +goog.require('framework.delibs.debase.deRandom'); +goog.require('framework.opengl.gluShaderUtil'); +goog.require('framework.opengl.simplereference.sglrGLContext'); +goog.require('framework.opengl.simplereference.sglrReferenceContext'); +goog.require('framework.opengl.simplereference.sglrShaderProgram'); +goog.require('framework.referencerenderer.rrFragmentOperations'); +goog.require('framework.referencerenderer.rrGenericVector'); +goog.require('framework.referencerenderer.rrShadingContext'); +goog.require('framework.referencerenderer.rrVertexAttrib'); +goog.require('framework.referencerenderer.rrVertexPacket'); + +goog.scope(function() { + + var glsVertexArrayTests = modules.shared.glsVertexArrayTests; + var tcuTestCase = framework.common.tcuTestCase; + var tcuRGBA = framework.common.tcuRGBA; + var tcuFloat = framework.common.tcuFloat; + var tcuPixelFormat = framework.common.tcuPixelFormat; + var tcuSurface = framework.common.tcuSurface; + var tcuImageCompare = framework.common.tcuImageCompare; + var tcuLogImage = framework.common.tcuLogImage; + var gluShaderUtil = framework.opengl.gluShaderUtil; + var sglrGLContext = framework.opengl.simplereference.sglrGLContext; + var sglrReferenceContext = framework.opengl.simplereference.sglrReferenceContext; + var sglrShaderProgram = framework.opengl.simplereference.sglrShaderProgram; + var deMath = framework.delibs.debase.deMath; + var deRandom = framework.delibs.debase.deRandom; + var rrFragmentOperations = framework.referencerenderer.rrFragmentOperations; + var rrGenericVector = framework.referencerenderer.rrGenericVector; + var rrShadingContext = framework.referencerenderer.rrShadingContext; + var rrVertexAttrib = framework.referencerenderer.rrVertexAttrib; + var rrVertexPacket = framework.referencerenderer.rrVertexPacket; + + var DE_ASSERT = function(x) { + if (!x) + throw new Error('Assert failed'); + }; + + /** + * @interface + */ + glsVertexArrayTests.deArray = function() {}; + + /** + * glsVertexArrayTests.deArray.Target enum + * @enum + */ + glsVertexArrayTests.deArray.Target = { + ELEMENT_ARRAY: 0, + ARRAY: 1 + }; + + /** + * glsVertexArrayTests.deArray.InputType enum + * @enum + */ + glsVertexArrayTests.deArray.InputType = { + FLOAT: 0, + /*FIXED: 1, + DOUBLE: 2,*/ + + BYTE: 1, + SHORT: 2, + + UNSIGNED_BYTE: 3, + UNSIGNED_SHORT: 4, + + INT: 5, + UNSIGNED_INT: 6, + HALF: 7, + UNSIGNED_INT_2_10_10_10: 8, + INT_2_10_10_10: 9 + }; + + /** + * glsVertexArrayTests.deArray.OutputType enum + * @enum + */ + glsVertexArrayTests.deArray.OutputType = { + FLOAT: 0, + VEC2: 1, + VEC3: 2, + VEC4: 3, + + INT: 4, + UINT: 5, + + IVEC2: 6, + IVEC3: 7, + IVEC4: 8, + + UVEC2: 9, + UVEC3: 10, + UVEC4: 11 + }; + + /** + * glsVertexArrayTests.deArray.Usage enum + * @enum + */ + glsVertexArrayTests.deArray.Usage = { + DYNAMIC_DRAW: 0, + STATIC_DRAW: 1, + STREAM_DRAW: 2, + + STREAM_READ: 3, + STREAM_COPY: 4, + + STATIC_READ: 5, + STATIC_COPY: 6, + + DYNAMIC_READ: 7, + DYNAMIC_COPY: 8 + }; + + /** + * glsVertexArrayTests.deArray.Storage enum + * @enum + */ + glsVertexArrayTests.deArray.Storage = { + USER: 0, + BUFFER: 1 + }; + + /** + * glsVertexArrayTests.deArray.Primitive enum + * @enum + */ + glsVertexArrayTests.deArray.Primitive = { + POINTS: 0, + TRIANGLES: 1, + TRIANGLE_FAN: 2, + TRIANGLE_STRIP: 3 + }; + + //glsVertexArrayTests.deArray static functions + + /** + * @param {glsVertexArrayTests.deArray.Target} target + * @return {string} + */ + glsVertexArrayTests.deArray.targetToString = function(target) { + DE_ASSERT(target < Object.keys(glsVertexArrayTests.deArray.Target).length); + + /** @type {Array<string>} */ var targets = + [ + 'element_array', // glsVertexArrayTests.deArray.Target.ELEMENT_ARRAY + 'array' // glsVertexArrayTests.deArray.Target.ARRAY + ]; + DE_ASSERT(targets.length == Object.keys(glsVertexArrayTests.deArray.Target).length); + + return targets[target]; + }; + + /** + * @param {glsVertexArrayTests.deArray.InputType} type + * @return {string} + */ + glsVertexArrayTests.deArray.inputTypeToString = function(type) { + DE_ASSERT(type < Object.keys(glsVertexArrayTests.deArray.InputType).length); + + /** @type {Array<string>} */ var types = + [ + 'float', // glsVertexArrayTests.deArray.InputType.FLOAT + + 'byte', // glsVertexArrayTests.deArray.InputType.BYTE + 'short', // glsVertexArrayTests.deArray.InputType.SHORT + + 'unsigned_byte', // glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE + 'unsigned_short', // glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT + + 'int', // glsVertexArrayTests.deArray.InputType.INT + 'unsigned_int', // glsVertexArrayTests.deArray.InputType.UNSIGNED_INT + 'half', // glsVertexArrayTests.deArray.InputType.HALF + 'unsigned_int2_10_10_10', // glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10 + 'int2_10_10_10' // glsVertexArrayTests.deArray.InputType.INT_2_10_10_10 + ]; + DE_ASSERT(types.length == Object.keys(glsVertexArrayTests.deArray.InputType).length); + + return types[type]; + }; + + /** + * @param {glsVertexArrayTests.deArray.OutputType} type + * @return {string} + */ + glsVertexArrayTests.deArray.outputTypeToString = function(type) { + DE_ASSERT(type < Object.keys(glsVertexArrayTests.deArray.OutputType).length); + + /** @type {Array<string>} */ var types = + [ + 'float', // glsVertexArrayTests.deArray.OutputType.FLOAT + 'vec2', // glsVertexArrayTests.deArray.OutputType.VEC2 + 'vec3', // glsVertexArrayTests.deArray.OutputType.VEC3 + 'vec4', // glsVertexArrayTests.deArray.OutputType.VEC4 + + 'int', // glsVertexArrayTests.deArray.OutputType.INT + 'uint', // glsVertexArrayTests.deArray.OutputType.UINT + + 'ivec2', // glsVertexArrayTests.deArray.OutputType.IVEC2 + 'ivec3', // glsVertexArrayTests.deArray.OutputType.IVEC3 + 'ivec4', // glsVertexArrayTests.deArray.OutputType.IVEC4 + + 'uvec2', // glsVertexArrayTests.deArray.OutputType.UVEC2 + 'uvec3', // glsVertexArrayTests.deArray.OutputType.UVEC3 + 'uvec4' // glsVertexArrayTests.deArray.OutputType.UVEC4 + ]; + DE_ASSERT(types.length == Object.keys(glsVertexArrayTests.deArray.OutputType).length); + + return types[type]; + }; + + /** + * @param {glsVertexArrayTests.deArray.Usage} usage + * @return {string} + */ + glsVertexArrayTests.deArray.usageTypeToString = function(usage) { + DE_ASSERT(usage < Object.keys(glsVertexArrayTests.deArray.Usage).length); + + /** @type {Array<string>} */ var usages = + [ + 'dynamic_draw', // glsVertexArrayTests.deArray.Usage.DYNAMIC_DRAW + 'static_draw', // glsVertexArrayTests.deArray.Usage.STATIC_DRAW + 'stream_draw', // glsVertexArrayTests.deArray.Usage.STREAM_DRAW + + 'stream_read', // glsVertexArrayTests.deArray.Usage.STREAM_READ + 'stream_copy', // glsVertexArrayTests.deArray.Usage.STREAM_COPY + + 'static_read', // glsVertexArrayTests.deArray.Usage.STATIC_READ + 'static_copy', // glsVertexArrayTests.deArray.Usage.STATIC_COPY + + 'dynamic_read', // glsVertexArrayTests.deArray.Usage.DYNAMIC_READ + 'dynamic_copy' // glsVertexArrayTests.deArray.Usage.DYNAMIC_COPY + ]; + DE_ASSERT(usages.length == Object.keys(glsVertexArrayTests.deArray.Usage).length); + + return usages[usage]; + }; + + /** + * @param {glsVertexArrayTests.deArray.Storage} storage + * @return {string} + */ + glsVertexArrayTests.deArray.storageToString = function(storage) { + DE_ASSERT(storage < Object.keys(glsVertexArrayTests.deArray.Storage).length); + + /** @type {Array<string>} */ var storages = + [ + 'user_ptr', // glsVertexArrayTests.deArray.Storage.USER + 'buffer' // glsVertexArrayTests.deArray.Storage.BUFFER + ]; + DE_ASSERT(storages.length == Object.keys(glsVertexArrayTests.deArray.Storage).length); + + return storages[storage]; + }; + + /** + * @param {glsVertexArrayTests.deArray.Primitive} primitive + * @return {string} + */ + glsVertexArrayTests.deArray.primitiveToString = function(primitive) { + DE_ASSERT(primitive < Object.keys(glsVertexArrayTests.deArray.Primitive).length); + + /** @type {Array<string>} */ var primitives = + [ + 'points', // glsVertexArrayTests.deArray.Primitive.POINTS + 'triangles', // glsVertexArrayTests.deArray.Primitive.TRIANGLES + 'triangle_fan', // glsVertexArrayTests.deArray.Primitive.TRIANGLE_FAN + 'triangle_strip' // glsVertexArrayTests.deArray.Primitive.TRIANGLE_STRIP + ]; + DE_ASSERT(primitives.length == Object.keys(glsVertexArrayTests.deArray.Primitive).length); + + return primitives[primitive]; + }; + + /** + * @param {glsVertexArrayTests.deArray.InputType} type + * @return {number} + */ + glsVertexArrayTests.deArray.inputTypeSize = function(type) { + DE_ASSERT(type < Object.keys(glsVertexArrayTests.deArray.InputType).length); + + /** @type {Array<number>} */ var size = [ + 4, // glsVertexArrayTests.deArray.InputType.FLOAT + + 1, // glsVertexArrayTests.deArray.InputType.BYTE + 2, // glsVertexArrayTests.deArray.InputType.SHORT + + 1, // glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE + 2, // glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT + + 4, // glsVertexArrayTests.deArray.InputType.INT + 4, // glsVertexArrayTests.deArray.InputType.UNSIGNED_INT + 2, // glsVertexArrayTests.deArray.InputType.HALF + 4 / 4, // glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10 + 4 / 4 // glsVertexArrayTests.deArray.InputType.INT_2_10_10_10 + ]; + DE_ASSERT(size.length == Object.keys(glsVertexArrayTests.deArray.InputType).length); + + return size[type]; + }; + + /** + * @param {glsVertexArrayTests.deArray.InputType} type + * @return {boolean} + */ + glsVertexArrayTests.inputTypeIsFloatType = function(type) { + if (type == glsVertexArrayTests.deArray.InputType.FLOAT) + return true; + /*if (type == glsVertexArrayTests.deArray.InputType.FIXED) + return true; + if (type == glsVertexArrayTests.deArray.InputType.DOUBLE) + return true;*/ + if (type == glsVertexArrayTests.deArray.InputType.HALF) + return true; + return false; + }; + + /** + * @param {glsVertexArrayTests.deArray.OutputType} type + * @return {boolean} + */ + glsVertexArrayTests.outputTypeIsFloatType = function(type) { + if (type == glsVertexArrayTests.deArray.OutputType.FLOAT || + type == glsVertexArrayTests.deArray.OutputType.VEC2 || + type == glsVertexArrayTests.deArray.OutputType.VEC3 || + type == glsVertexArrayTests.deArray.OutputType.VEC4) + return true; + + return false; + }; + + //glsVertexArrayTests.deArray member functions (all virtual, since this is an interface) + + /** + * @param {glsVertexArrayTests.deArray.Target} target + * @param {number} size + * @param {Uint8Array} data + * @param {glsVertexArrayTests.deArray.Usage} usage + */ + glsVertexArrayTests.deArray.prototype.data = function(target, size, data, usage) {}; + + /** + * @param {glsVertexArrayTests.deArray.Target} target + * @param {number} offset + * @param {number} size + * @param {Uint8Array} data + */ + glsVertexArrayTests.deArray.prototype.subdata = function(target, offset, size, data) {}; + + /** + * @param {number} attribNdx + * @param {number} offset + * @param {number} size + * @param {glsVertexArrayTests.deArray.InputType} inType + * @param {glsVertexArrayTests.deArray.OutputType} outType + * @param {boolean} normalized + * @param {number} stride + */ + glsVertexArrayTests.deArray.prototype.bind = function(attribNdx, offset, size, inType, outType, normalized, stride) {}; + + /** + * unBind + */ + glsVertexArrayTests.deArray.prototype.unBind = function() {}; + + /** + * @return {boolean} + */ + glsVertexArrayTests.deArray.prototype.isBound = function() {}; + + /** + * @return {number} + */ + glsVertexArrayTests.deArray.prototype.getComponentCount = function() {}; + + /** + * @return {glsVertexArrayTests.deArray.Target} + */ + glsVertexArrayTests.deArray.prototype.getTarget = function() {}; + + /** + * @return {glsVertexArrayTests.deArray.InputType} + */ + glsVertexArrayTests.deArray.prototype.getInputType = function() {}; + + /** + * @return {glsVertexArrayTests.deArray.OutputType} + */ + glsVertexArrayTests.deArray.prototype.getOutputType = function() {}; + + /** + * @return {glsVertexArrayTests.deArray.Storage} + */ + glsVertexArrayTests.deArray.prototype.getStorageType = function() {}; + + /** + * @return {boolean} + */ + glsVertexArrayTests.deArray.prototype.getNormalized = function() {}; + + /** + * @return {number} + */ + glsVertexArrayTests.deArray.prototype.getStride = function() {}; + + /** + * @return {number} + */ + glsVertexArrayTests.deArray.prototype.getAttribNdx = function() {}; + + /** + * @param {number} attribNdx + */ + glsVertexArrayTests.deArray.prototype.setAttribNdx = function(attribNdx) {}; + + //glsVertexArrayTests.ContextArray class, implements glsVertexArrayTests.deArray interface + + /** + * @constructor + * @implements {glsVertexArrayTests.deArray} + * @param {glsVertexArrayTests.deArray.Storage} storage + * @param {sglrGLContext.GLContext | sglrReferenceContext.ReferenceContext} context + */ + glsVertexArrayTests.ContextArray = function(storage, context) { + /** @type {glsVertexArrayTests.deArray.Storage} */ this.m_storage = storage; + /** @type {sglrGLContext.GLContext | sglrReferenceContext.ReferenceContext} */ this.m_ctx = context; + /** @type {WebGLBuffer|sglrReferenceContext.DataBuffer|null} */ this.m_glBuffer = null; + + /** @type {boolean} */ this.m_bound = false; + /** @type {number} */ this.m_attribNdx = 0; + /** @type {number} */ this.m_size = 0; + /** @type {Uint8Array} */ this.m_data = null; + /** @type {number} */ this.m_componentCount = 1; + /** @type {glsVertexArrayTests.deArray.Target} */ this.m_target = glsVertexArrayTests.deArray.Target.ARRAY; + /** @type {glsVertexArrayTests.deArray.InputType} */ this.m_inputType = glsVertexArrayTests.deArray.InputType.FLOAT; + /** @type {glsVertexArrayTests.deArray.OutputType} */ this.m_outputType = glsVertexArrayTests.deArray.OutputType.FLOAT; + /** @type {boolean} */ this.m_normalize = false; + /** @type {number} */ this.m_stride = 0; + /** @type {number} */ this.m_offset = 0; + + if (this.m_storage == glsVertexArrayTests.deArray.Storage.BUFFER) { + this.m_glBuffer = this.m_ctx.createBuffer(); + } + }; + + // glsVertexArrayTests.ContextArray member functions + + /** + * unBind + */ + glsVertexArrayTests.ContextArray.prototype.unBind = function() { this.m_bound = false; }; + + /** + * @return {boolean} + */ + glsVertexArrayTests.ContextArray.prototype.isBound = function() { return this.m_bound; }; + + /** + * @return {number} + */ + glsVertexArrayTests.ContextArray.prototype.getComponentCount = function() { return this.m_componentCount; }; + + /** + * @return {glsVertexArrayTests.deArray.Target} + */ + glsVertexArrayTests.ContextArray.prototype.getTarget = function() { return this.m_target; }; + + /** + * @return {glsVertexArrayTests.deArray.InputType} + */ + glsVertexArrayTests.ContextArray.prototype.getInputType = function() { return this.m_inputType; }; + + /** + * @return {glsVertexArrayTests.deArray.OutputType} + */ + glsVertexArrayTests.ContextArray.prototype.getOutputType = function() { return this.m_outputType; }; + + /** + * @return {glsVertexArrayTests.deArray.Storage} + */ + glsVertexArrayTests.ContextArray.prototype.getStorageType = function() { return this.m_storage; }; + + /** + * @return {boolean} + */ + glsVertexArrayTests.ContextArray.prototype.getNormalized = function() { return this.m_normalize; }; + + /** + * @return {number} + */ + glsVertexArrayTests.ContextArray.prototype.getStride = function() { return this.m_stride; }; + + /** + * @return {number} + */ + glsVertexArrayTests.ContextArray.prototype.getAttribNdx = function() { return this.m_attribNdx; }; + + /** + * @param {number} attribNdx + */ + glsVertexArrayTests.ContextArray.prototype.setAttribNdx = function(attribNdx) { this.m_attribNdx = attribNdx; }; + + /** + * @param {glsVertexArrayTests.deArray.Target} target + * @param {number} size + * @param {Uint8Array} ptr + * @param {glsVertexArrayTests.deArray.Usage} usage + */ + glsVertexArrayTests.ContextArray.prototype.data = function(target, size, ptr, usage) { + this.m_size = size; + this.m_target = target; + + if (this.m_storage == glsVertexArrayTests.deArray.Storage.BUFFER) { + this.m_ctx.bindBuffer(glsVertexArrayTests.ContextArray.targetToGL(target), this.m_glBuffer); + + //No need for size param here, as opposed to GL ES. + this.m_ctx.bufferData(glsVertexArrayTests.ContextArray.targetToGL(target), ptr, glsVertexArrayTests.ContextArray.usageToGL(usage)); + } else if (this.m_storage == glsVertexArrayTests.deArray.Storage.USER) { + this.m_data = new Uint8Array(size); + for (var i = 0; i < size; i++) + this.m_data[i] = ptr[i]; + } else + throw new Error('glsVertexArrayTests.ContextArray.prototype.data - Invalid storage type specified'); + }; + + /** + * @param {glsVertexArrayTests.deArray.Target} target + * @param {number} offset + * @param {number} size + * @param {Uint8Array} ptr + */ + glsVertexArrayTests.ContextArray.prototype.subdata = function(target, offset, size, ptr) { + this.m_target = target; + + if (this.m_storage == glsVertexArrayTests.deArray.Storage.BUFFER) { + this.m_ctx.bindBuffer(glsVertexArrayTests.ContextArray.targetToGL(target), this.m_glBuffer); + + this.m_ctx.bufferSubData(glsVertexArrayTests.ContextArray.targetToGL(target), offset, ptr); + } else if (this.m_storage == glsVertexArrayTests.deArray.Storage.USER) + for (var i = offset; i < size; i++) + this.m_data[i] = ptr[i]; + else + throw new Error('glsVertexArrayTests.ContextArray.prototype.subdata - Invalid storage type specified'); + }; + + /** + * @param {number} attribNdx + * @param {number} offset + * @param {number} size + * @param {glsVertexArrayTests.deArray.InputType} inType + * @param {glsVertexArrayTests.deArray.OutputType} outType + * @param {boolean} normalized + * @param {number} stride + */ + glsVertexArrayTests.ContextArray.prototype.bind = function(attribNdx, offset, size, inType, outType, normalized, stride) { + this.m_attribNdx = attribNdx; + this.m_bound = true; + this.m_componentCount = size; + this.m_inputType = inType; + this.m_outputType = outType; + this.m_normalize = normalized; + this.m_stride = stride; + this.m_offset = offset; + }; + + /** + * @param {glsVertexArrayTests.deArray.Target} target + */ + glsVertexArrayTests.ContextArray.prototype.bindIndexArray = function(target) { + if (this.m_storage == glsVertexArrayTests.deArray.Storage.USER) { + } else if (this.m_storage == glsVertexArrayTests.deArray.Storage.BUFFER) { + this.m_ctx.bindBuffer(glsVertexArrayTests.ContextArray.targetToGL(target), this.m_glBuffer); + } + }; + + /** + * @param {number} loc + */ + glsVertexArrayTests.ContextArray.prototype.glBind = function(loc) { + if (this.m_storage == glsVertexArrayTests.deArray.Storage.BUFFER) { + this.m_ctx.bindBuffer(glsVertexArrayTests.ContextArray.targetToGL(this.m_target), this.m_glBuffer); + + if (!glsVertexArrayTests.inputTypeIsFloatType(this.m_inputType)) { + // Input is not float type + + if (glsVertexArrayTests.outputTypeIsFloatType(this.m_outputType)) { + // Output type is float type + this.m_ctx.vertexAttribPointer(loc, this.m_componentCount, glsVertexArrayTests.ContextArray.inputTypeToGL(this.m_inputType), this.m_normalize, this.m_stride, this.m_offset); + } else { + // Output type is int type + this.m_ctx.vertexAttribIPointer(loc, this.m_componentCount, glsVertexArrayTests.ContextArray.inputTypeToGL(this.m_inputType), this.m_stride, this.m_offset); + } + } else { + // Input type is float type + // Output type must be float type + DE_ASSERT(this.m_outputType == glsVertexArrayTests.deArray.OutputType.FLOAT || this.m_outputType == glsVertexArrayTests.deArray.OutputType.VEC2 || this.m_outputType == glsVertexArrayTests.deArray.OutputType.VEC3 || this.m_outputType == glsVertexArrayTests.deArray.OutputType.VEC4); + + this.m_ctx.vertexAttribPointer(loc, this.m_componentCount, glsVertexArrayTests.ContextArray.inputTypeToGL(this.m_inputType), this.m_normalize, this.m_stride, this.m_offset); + } + + this.m_ctx.bindBuffer(glsVertexArrayTests.ContextArray.targetToGL(this.m_target), null); + } else if (this.m_storage == glsVertexArrayTests.deArray.Storage.USER) { + this.m_ctx.bindBuffer(glsVertexArrayTests.ContextArray.targetToGL(this.m_target), null); + + if (!glsVertexArrayTests.inputTypeIsFloatType(this.m_inputType)) { + // Input is not float type + + if (glsVertexArrayTests.outputTypeIsFloatType(this.m_outputType)) { + // Output type is float type + this.m_ctx.vertexAttribPointer(loc, this.m_componentCount, glsVertexArrayTests.ContextArray.inputTypeToGL(this.m_inputType), this.m_normalize, this.m_stride, this.m_data.subarray(this.m_offset)); + } else { + // Output type is int type + this.m_ctx.vertexAttribIPointer(loc, this.m_componentCount, glsVertexArrayTests.ContextArray.inputTypeToGL(this.m_inputType), this.m_stride, this.m_data.subarray(this.m_offset)); + } + } else { + // Input type is float type + + // Output type must be float type + DE_ASSERT(this.m_outputType == glsVertexArrayTests.deArray.OutputType.FLOAT || this.m_outputType == glsVertexArrayTests.deArray.OutputType.VEC2 || this.m_outputType == glsVertexArrayTests.deArray.OutputType.VEC3 || this.m_outputType == glsVertexArrayTests.deArray.OutputType.VEC4); + + this.m_ctx.vertexAttribPointer(loc, this.m_componentCount, glsVertexArrayTests.ContextArray.inputTypeToGL(this.m_inputType), this.m_normalize, this.m_stride, this.m_data.subarray(this.m_offset)); + } + } else + throw new Error('glsVertexArrayTests.ContextArray.prototype.glBind - Invalid storage type specified'); + }; + + //glsVertexArrayTests.ContextArray static functions + + /** + * @param {glsVertexArrayTests.deArray.Target} target + * @return {number} + */ + glsVertexArrayTests.ContextArray.targetToGL = function(target) { + DE_ASSERT(target < Object.keys(glsVertexArrayTests.deArray.Target).length); + + /** @type {Array<number>} */ var targets = + [ + gl.ELEMENT_ARRAY_BUFFER, // glsVertexArrayTests.deArray.Target.ELEMENT_ARRAY + gl.ARRAY_BUFFER // glsVertexArrayTests.deArray.Target.ARRAY + ]; + + return targets[target]; + }; + + /** + * @param {glsVertexArrayTests.deArray.Usage} usage + * @return {number} + */ + glsVertexArrayTests.ContextArray.usageToGL = function(usage) { + DE_ASSERT(usage < Object.keys(glsVertexArrayTests.deArray.Usage).length); + + /** @type {Array<number>} */ var usages = + [ + gl.DYNAMIC_DRAW, // glsVertexArrayTests.deArray.Usage.DYNAMIC_DRAW + gl.STATIC_DRAW, // glsVertexArrayTests.deArray.Usage.STATIC_DRAW + gl.STREAM_DRAW, // glsVertexArrayTests.deArray.Usage.STREAM_DRAW + + gl.STREAM_READ, // glsVertexArrayTests.deArray.Usage.STREAM_READ + gl.STREAM_COPY, // glsVertexArrayTests.deArray.Usage.STREAM_COPY + + gl.STATIC_READ, // glsVertexArrayTests.deArray.Usage.STATIC_READ + gl.STATIC_COPY, // glsVertexArrayTests.deArray.Usage.STATIC_COPY + + gl.DYNAMIC_READ, // glsVertexArrayTests.deArray.Usage.DYNAMIC_READ + gl.DYNAMIC_COPY // glsVertexArrayTests.deArray.Usage.DYNAMIC_COPY + ]; + DE_ASSERT(usages.length == Object.keys(glsVertexArrayTests.deArray.Usage).length); + + return usages[usage]; + }; + + /** + * @param {glsVertexArrayTests.deArray.InputType} type + * @return {number} + */ + glsVertexArrayTests.ContextArray.inputTypeToGL = function(type) { + DE_ASSERT(type < Object.keys(glsVertexArrayTests.deArray.InputType).length); + + /** @type {Array<number>} */ var types = + [ + gl.FLOAT, // glsVertexArrayTests.deArray.InputType.FLOAT + + gl.BYTE, // glsVertexArrayTests.deArray.InputType.BYTE + gl.SHORT, // glsVertexArrayTests.deArray.InputType.SHORT + gl.UNSIGNED_BYTE, // glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE + gl.UNSIGNED_SHORT, // glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT + + gl.INT, // glsVertexArrayTests.deArray.InputType.INT + gl.UNSIGNED_INT, // glsVertexArrayTests.deArray.InputType.UNSIGNED_INT + gl.HALF_FLOAT, // glsVertexArrayTests.deArray.InputType.HALF + gl.UNSIGNED_INT_2_10_10_10_REV, // glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10 + gl.INT_2_10_10_10_REV // glsVertexArrayTests.deArray.InputType.INT_2_10_10_10 + ]; + DE_ASSERT(types.length == Object.keys(glsVertexArrayTests.deArray.InputType).length); + + return types[type]; + }; + + /** + * @param {glsVertexArrayTests.deArray.OutputType} type + * @return {string} + */ + glsVertexArrayTests.ContextArray.outputTypeToGLType = function(type) { + DE_ASSERT(type < Object.keys(glsVertexArrayTests.deArray.OutputType).length); + + /** @type {Array<string>} */ var types = + [ + 'float', // glsVertexArrayTests.deArray.OutputType.FLOAT + 'vec2', // glsVertexArrayTests.deArray.OutputType.VEC2 + 'vec3', // glsVertexArrayTests.deArray.OutputType.VEC3 + 'vec4', // glsVertexArrayTests.deArray.OutputType.VEC4 + + 'int', // glsVertexArrayTests.deArray.OutputType.INT + 'uint', // glsVertexArrayTests.deArray.OutputType.UINT + + 'ivec2', // glsVertexArrayTests.deArray.OutputType.IVEC2 + 'ivec3', // glsVertexArrayTests.deArray.OutputType.IVEC3 + 'ivec4', // glsVertexArrayTests.deArray.OutputType.IVEC4 + + 'uvec2', // glsVertexArrayTests.deArray.OutputType.UVEC2 + 'uvec3', // glsVertexArrayTests.deArray.OutputType.UVEC3 + 'uvec4' // glsVertexArrayTests.deArray.OutputType.UVEC4 + ]; + DE_ASSERT(types.length == Object.keys(glsVertexArrayTests.deArray.OutputType).length); + + return types[type]; + }; + + /** + * @param {glsVertexArrayTests.deArray.Primitive} primitive + * @return {number} + */ + glsVertexArrayTests.ContextArray.primitiveToGL = function(primitive) { + /** @type {Array<number>} */ var primitives = + [ + gl.POINTS, // glsVertexArrayTests.deArray.Primitive.POINTS + gl.TRIANGLES, // glsVertexArrayTests.deArray.Primitive.TRIANGLES + gl.TRIANGLE_FAN, // glsVertexArrayTests.deArray.Primitive.TRIANGLE_FAN + gl.TRIANGLE_STRIP // glsVertexArrayTests.deArray.Primitive.TRIANGLE_STRIP + ]; + DE_ASSERT(primitives.length == Object.keys(glsVertexArrayTests.deArray.Primitive).length); + + return primitives[primitive]; + }; + + /** + * @constructor + * @param {sglrGLContext.GLContext | sglrReferenceContext.ReferenceContext} drawContext + */ + glsVertexArrayTests.ContextArrayPack = function(drawContext) { + /** @type {WebGLRenderingContextBase} */ this.m_renderCtx = gl; + //TODO: Reference rasterizer implementation. + /** @type {sglrGLContext.GLContext | sglrReferenceContext.ReferenceContext} */ this.m_ctx = drawContext; + + /** @type {Array<glsVertexArrayTests.ContextArray>} */ this.m_arrays = []; + /** @type {sglrShaderProgram.ShaderProgram} */ this.m_program; + /** @type {tcuSurface.Surface} */ this.m_screen = new tcuSurface.Surface( + Math.min(512, canvas.width), + Math.min(512, canvas.height) + ); + }; + + /** + * @return {number} + */ + glsVertexArrayTests.ContextArrayPack.prototype.getArrayCount = function() { + return this.m_arrays.length; + }; + + /** + * @param {glsVertexArrayTests.deArray.Storage} storage + */ + glsVertexArrayTests.ContextArrayPack.prototype.newArray = function(storage) { + this.m_arrays.push(new glsVertexArrayTests.ContextArray(storage, this.m_ctx)); + }; + + /** + * @param {number} i + * @return {glsVertexArrayTests.ContextArray} + */ + glsVertexArrayTests.ContextArrayPack.prototype.getArray = function(i) { + return this.m_arrays[i]; + }; + + /** + * updateProgram + */ + glsVertexArrayTests.ContextArrayPack.prototype.updateProgram = function() { + this.m_program = new glsVertexArrayTests.ContextShaderProgram(this.m_renderCtx, this.m_arrays); + }; + + /** + * @param {glsVertexArrayTests.deArray.Primitive} primitive + * @param {number} firstVertex + * @param {number} vertexCount + * @param {boolean} useVao + * @param {number} coordScale + * @param {number} colorScale + */ + glsVertexArrayTests.ContextArrayPack.prototype.render = function(primitive, firstVertex, vertexCount, useVao, coordScale, colorScale) { + var program; + /** @type {(WebGLVertexArrayObject|sglrReferenceContext.VertexArray|null)} */ var vaoID = null; + + this.updateProgram(); + + this.m_ctx.viewport(0, 0, this.m_screen.getWidth(), this.m_screen.getHeight()); + this.m_ctx.clearColor(0.0, 0.0, 0.0, 1.0); + this.m_ctx.clear(gl.COLOR_BUFFER_BIT); + + program = this.m_ctx.createProgram(this.m_program); + + this.m_ctx.useProgram(program); + + this.m_ctx.uniform1f(this.m_ctx.getUniformLocation(program, 'u_coordScale'), coordScale); + this.m_ctx.uniform1f(this.m_ctx.getUniformLocation(program, 'u_colorScale'), colorScale); + + if (useVao) { + vaoID = this.m_ctx.createVertexArray(); + this.m_ctx.bindVertexArray(vaoID); + } + + /** @type {string} */ var attribName; + /** @type {number} */ var loc; + for (var arrayNdx = 0; arrayNdx < this.m_arrays.length; arrayNdx++) { + if (this.m_arrays[arrayNdx].isBound()) { + attribName = 'a_' + this.m_arrays[arrayNdx].getAttribNdx(); + loc = this.m_ctx.getAttribLocation(program, attribName); + this.m_ctx.enableVertexAttribArray(loc); + + this.m_arrays[arrayNdx].glBind(loc); + } + } + + DE_ASSERT((firstVertex % 6) == 0); + //this.m_ctx.drawArrays(glsVertexArrayTests.ContextArray.primitiveToGL(primitive), firstVertex, vertexCount - firstVertex); + this.m_ctx.drawQuads(gl.TRIANGLES, firstVertex, vertexCount - firstVertex); + + for (var arrayNdx = 0; arrayNdx < this.m_arrays.length; arrayNdx++) { + if (this.m_arrays[arrayNdx].isBound()) { + attribName = 'a_' + this.m_arrays[arrayNdx].getAttribNdx(); + loc = this.m_ctx.getAttribLocation(program, attribName); + + this.m_ctx.disableVertexAttribArray(loc); + } + } + + if (useVao) + vaoID = this.m_ctx.deleteVertexArray(vaoID); + + this.m_ctx.deleteProgram(program); + this.m_ctx.useProgram(null); + this.m_ctx.readPixels(0, 0, this.m_screen.getWidth(), this.m_screen.getHeight(), gl.RGBA, gl.UNSIGNED_BYTE, this.m_screen.getAccess().getDataPtr()); + }; + + /** + * @return {tcuSurface.Surface} + */ + glsVertexArrayTests.ContextArrayPack.prototype.getSurface = function() { return this.m_screen; }; + + /** + * glsVertexArrayTests.ContextShaderProgram class + * @constructor + * @extends {sglrShaderProgram.ShaderProgram} + * @param {WebGLRenderingContextBase | sglrReferenceContext.ReferenceContext} ctx + * @param {Array<glsVertexArrayTests.ContextArray>} arrays + */ + glsVertexArrayTests.ContextShaderProgram = function(ctx, arrays) { + sglrShaderProgram.ShaderProgram.call(this, this.createProgramDeclaration(ctx, arrays)); + this.m_componentCount = new Array(arrays.length); + /** @type {Array<rrGenericVector.GenericVecType>} */ this.m_attrType = new Array(arrays.length); + + for (var arrayNdx = 0; arrayNdx < arrays.length; arrayNdx++) { + this.m_componentCount[arrayNdx] = this.getComponentCount(arrays[arrayNdx].getOutputType()); + this.m_attrType[arrayNdx] = this.mapOutputType(arrays[arrayNdx].getOutputType()); + } + }; + + glsVertexArrayTests.ContextShaderProgram.prototype = Object.create(sglrShaderProgram.ShaderProgram.prototype); + glsVertexArrayTests.ContextShaderProgram.prototype.constructor = glsVertexArrayTests.ContextShaderProgram; + + /** + * glsVertexArrayTests.calcShaderColorCoord function + * @param {Array<number>} coord (2 elements) + * @param {Array<number>} color (3 elements) + * @param {goog.NumberArray} attribValue (4 elements) + * @param {boolean} isCoordinate + * @param {number} numComponents + */ + glsVertexArrayTests.calcShaderColorCoord = function(coord, color, attribValue, isCoordinate, numComponents) { + if (isCoordinate) + switch (numComponents) { + case 1: + coord[0] = attribValue[0]; + coord[1] = attribValue[0]; + break; + case 2: + coord[0] = attribValue[0]; + coord[1] = attribValue[1]; + break; + case 3: + coord[0] = attribValue[0] + attribValue[2]; + coord[1] = attribValue[1]; + break; + case 4: + coord[0] = attribValue[0] + attribValue[2]; + coord[1] = attribValue[1] + attribValue[3]; + break; + default: + throw new Error('glsVertexArrayTests.calcShaderColorCoord - Invalid number of components'); + } else { + switch (numComponents) { + case 1: + color[0] = color[0] * attribValue[0]; + break; + case 2: + color[0] = color[0] * attribValue[0]; + color[1] = color[1] * attribValue[1]; + break; + case 3: + color[0] = color[0] * attribValue[0]; + color[1] = color[1] * attribValue[1]; + color[2] = color[2] * attribValue[2]; + break; + case 4: + color[0] = color[0] * attribValue[0] * attribValue[3]; + color[1] = color[1] * attribValue[1] * attribValue[3]; + color[2] = color[2] * attribValue[2] * attribValue[3]; + break; + default: + throw new Error('glsVertexArrayTests.calcShaderColorCoord - Invalid number of components'); + } + } + }; + + /** + * glsVertexArrayTests.ContextShaderProgram.shadeVertices + * @param {Array<rrVertexAttrib.VertexAttrib>} inputs + * @param {Array<rrVertexPacket.VertexPacket>} packets + * @param {number} numPackets + */ + glsVertexArrayTests.ContextShaderProgram.prototype.shadeVertices = function(inputs, packets, numPackets) { + /** @type {number} */ var u_coordScale = this.getUniformByName('u_coordScale').value[0]; + /** @type {number} */ var u_colorScale = this.getUniformByName('u_colorScale').value[0]; + + for (var packetNdx = 0; packetNdx < numPackets; ++packetNdx) { + /** @type {number} */ var varyingLocColor = 0; + + /** @type {rrVertexPacket.VertexPacket} */ var packet = packets[packetNdx]; + + // Calc output color + /** @type {Array<number>} */ var coord = [1.0, 1.0]; + /** @type {Array<number>} */ var color = [1.0, 1.0, 1.0]; + + for (var attribNdx = 0; attribNdx < this.m_attrType.length; attribNdx++) { + /** @type {number} */ var numComponents = this.m_componentCount[attribNdx]; + + glsVertexArrayTests.calcShaderColorCoord(coord, color, rrVertexAttrib.readVertexAttrib(inputs[attribNdx], packet.instanceNdx, packet.vertexNdx, this.m_attrType[attribNdx]), attribNdx == 0, numComponents); + } + + // Transform position + packet.position = [u_coordScale * coord[0], u_coordScale * coord[1], 1.0, 1.0]; + + // Pass color to FS + packet.outputs[varyingLocColor] = [u_colorScale * color[0], u_colorScale * color[1], u_colorScale * color[2], 1.0]; + } + }; + + /** + * @param {Array<rrFragmentOperations.Fragment>} packets + * @param {rrShadingContext.FragmentShadingContext} context + */ + glsVertexArrayTests.ContextShaderProgram.prototype.shadeFragments = function(packets, context) { + var varyingLocColor = 0; + + // Normal shading + for (var packetNdx = 0; packetNdx < packets.length; ++packetNdx) + packets[packetNdx].value = rrShadingContext.readTriangleVarying(packets[packetNdx], context, varyingLocColor); + }; + + /** + * @param {Array<glsVertexArrayTests.ContextArray>} arrays + * @return string + */ + glsVertexArrayTests.ContextShaderProgram.prototype.genVertexSource = function(arrays) { + var vertexShaderSrc = ''; + var params = []; + + params['VTX_IN'] = 'in'; + params['VTX_OUT'] = 'out'; + params['FRAG_IN'] = 'in'; + params['FRAG_COLOR'] = 'dEQP_FragColor'; + params['VTX_HDR'] = '#version 300 es\n'; + params['FRAG_HDR'] = '#version 300 es\nlayout(location = 0) out mediump vec4 dEQP_FragColor;\n'; + + vertexShaderSrc += params['VTX_HDR']; + + for (var arrayNdx = 0; arrayNdx < arrays.length; arrayNdx++) { + vertexShaderSrc += params['VTX_IN'] + ' highp ' + glsVertexArrayTests.ContextArray.outputTypeToGLType(arrays[arrayNdx].getOutputType()) + ' a_' + arrays[arrayNdx].getAttribNdx() + ';\n'; + } + + vertexShaderSrc += + 'uniform highp float u_coordScale;\n' + + 'uniform highp float u_colorScale;\n' + + params['VTX_OUT'] + ' mediump vec4 v_color;\n' + + 'void main(void)\n' + + ' {\n' + + '\tgl_PointSize = 1.0;\n' + + '\thighp vec2 coord = vec2(1.0, 1.0);\n' + + '\thighp vec3 color = vec3(1.0, 1.0, 1.0);\n'; + + for (var arrayNdx = 0; arrayNdx < arrays.length; arrayNdx++) { + if (arrays[arrayNdx].getAttribNdx() == 0) { + switch (arrays[arrayNdx].getOutputType()) { + case (glsVertexArrayTests.deArray.OutputType.FLOAT): + vertexShaderSrc += + '\tcoord = vec2(a_0);\n'; + break; + + case (glsVertexArrayTests.deArray.OutputType.VEC2): + vertexShaderSrc += + '\tcoord = a_0.xy;\n'; + break; + + case (glsVertexArrayTests.deArray.OutputType.VEC3): + vertexShaderSrc += + '\tcoord = a_0.xy;\n' + + '\tcoord.x = coord.x + a_0.z;\n'; + break; + + case (glsVertexArrayTests.deArray.OutputType.VEC4): + vertexShaderSrc += + '\tcoord = a_0.xy;\n' + + '\tcoord += a_0.zw;\n'; + break; + + case (glsVertexArrayTests.deArray.OutputType.IVEC2): + case (glsVertexArrayTests.deArray.OutputType.UVEC2): + vertexShaderSrc += + '\tcoord = vec2(a_0.xy);\n'; + break; + + case (glsVertexArrayTests.deArray.OutputType.IVEC3): + case (glsVertexArrayTests.deArray.OutputType.UVEC3): + vertexShaderSrc += + '\tcoord = vec2(a_0.xy);\n' + + '\tcoord.x = coord.x + float(a_0.z);\n'; + break; + + case (glsVertexArrayTests.deArray.OutputType.IVEC4): + case (glsVertexArrayTests.deArray.OutputType.UVEC4): + vertexShaderSrc += + '\tcoord = vec2(a_0.xy);\n' + + '\tcoord += vec2(a_0.zw);\n'; + break; + + default: + throw new Error('Invalid output type'); + break; + } + continue; + } + + switch (arrays[arrayNdx].getOutputType()) { + case (glsVertexArrayTests.deArray.OutputType.FLOAT): + vertexShaderSrc += + '\tcolor = color * a_' + arrays[arrayNdx].getAttribNdx() + ';\n'; + break; + + case (glsVertexArrayTests.deArray.OutputType.VEC2): + vertexShaderSrc += + '\tcolor.rg = color.rg * a_' + arrays[arrayNdx].getAttribNdx() + '.xy;\n'; + break; + + case (glsVertexArrayTests.deArray.OutputType.VEC3): + vertexShaderSrc += + '\tcolor = color.rgb * a_' + arrays[arrayNdx].getAttribNdx() + '.xyz;\n'; + break; + + case (glsVertexArrayTests.deArray.OutputType.VEC4): + vertexShaderSrc += + '\tcolor = color.rgb * a_' + arrays[arrayNdx].getAttribNdx() + '.xyz * a_' + arrays[arrayNdx].getAttribNdx() + '.w;\n'; + break; + + default: + throw new Error('Invalid output type'); + break; + } + } + + vertexShaderSrc += + '\tv_color = vec4(u_colorScale * color, 1.0);\n' + + '\tgl_Position = vec4(u_coordScale * coord, 1.0, 1.0);\n' + + '}\n'; + + return vertexShaderSrc; + }; + + /** + * @return {string} + */ + glsVertexArrayTests.ContextShaderProgram.prototype.genFragmentSource = function() { + var params = []; + + params['VTX_IN'] = 'in'; + params['VTX_OUT'] = 'out'; + params['FRAG_IN'] = 'in'; + params['FRAG_COLOR'] = 'dEQP_FragColor'; + params['VTX_HDR'] = '#version 300 es\n'; + params['FRAG_HDR'] = '#version 300 es\nlayout(location = 0) out mediump vec4 dEQP_FragColor;\n'; + + /* TODO: Check if glsl supported version check function is needed.*/ + + var fragmentShaderSrc = params['FRAG_HDR'] + + params['FRAG_IN'] + ' mediump vec4 v_color;\n' + + 'void main(void)\n' + + ' {\n' + + '\t' + params['FRAG_COLOR'] + ' = v_color;\n' + + '}\n'; + + return fragmentShaderSrc; + }; + + /** + * @param {glsVertexArrayTests.deArray.OutputType} type + * @return {rrGenericVector.GenericVecType} + */ + glsVertexArrayTests.ContextShaderProgram.prototype.mapOutputType = function(type) { + switch (type) { + case (glsVertexArrayTests.deArray.OutputType.FLOAT): + case (glsVertexArrayTests.deArray.OutputType.VEC2): + case (glsVertexArrayTests.deArray.OutputType.VEC3): + case (glsVertexArrayTests.deArray.OutputType.VEC4): + return rrGenericVector.GenericVecType.FLOAT; + + case (glsVertexArrayTests.deArray.OutputType.INT): + case (glsVertexArrayTests.deArray.OutputType.IVEC2): + case (glsVertexArrayTests.deArray.OutputType.IVEC3): + case (glsVertexArrayTests.deArray.OutputType.IVEC4): + return rrGenericVector.GenericVecType.INT32; + + case (glsVertexArrayTests.deArray.OutputType.UINT): + case (glsVertexArrayTests.deArray.OutputType.UVEC2): + case (glsVertexArrayTests.deArray.OutputType.UVEC3): + case (glsVertexArrayTests.deArray.OutputType.UVEC4): + return rrGenericVector.GenericVecType.UINT32; + + default: + throw new Error('Invalid output type'); + } + }; + + /** + * @param {glsVertexArrayTests.deArray.OutputType} type + * @return {number} + */ + glsVertexArrayTests.ContextShaderProgram.prototype.getComponentCount = function(type) { + switch (type) { + case (glsVertexArrayTests.deArray.OutputType.FLOAT): + case (glsVertexArrayTests.deArray.OutputType.INT): + case (glsVertexArrayTests.deArray.OutputType.UINT): + return 1; + + case (glsVertexArrayTests.deArray.OutputType.VEC2): + case (glsVertexArrayTests.deArray.OutputType.IVEC2): + case (glsVertexArrayTests.deArray.OutputType.UVEC2): + return 2; + + case (glsVertexArrayTests.deArray.OutputType.VEC3): + case (glsVertexArrayTests.deArray.OutputType.IVEC3): + case (glsVertexArrayTests.deArray.OutputType.UVEC3): + return 3; + + case (glsVertexArrayTests.deArray.OutputType.VEC4): + case (glsVertexArrayTests.deArray.OutputType.IVEC4): + case (glsVertexArrayTests.deArray.OutputType.UVEC4): + return 4; + + default: + throw new Error('Invalid output type'); + } + }; + + /** + * @param {WebGLRenderingContextBase | sglrReferenceContext.ReferenceContext} ctx + * @param {Array<glsVertexArrayTests.ContextArray>} arrays + * @return {sglrShaderProgram.ShaderProgramDeclaration} + */ + glsVertexArrayTests.ContextShaderProgram.prototype.createProgramDeclaration = function(ctx, arrays) { + /** @type {sglrShaderProgram.ShaderProgramDeclaration} */ var decl = new sglrShaderProgram.ShaderProgramDeclaration(); + + for (var arrayNdx = 0; arrayNdx < arrays.length; arrayNdx++) + decl.pushVertexAttribute(new sglrShaderProgram.VertexAttribute('a_' + arrayNdx, this.mapOutputType(arrays[arrayNdx].getOutputType()))); + + decl.pushVertexToFragmentVarying(new sglrShaderProgram.VertexToFragmentVarying(rrGenericVector.GenericVecType.FLOAT)); + decl.pushFragmentOutput(new sglrShaderProgram.FragmentOutput(rrGenericVector.GenericVecType.FLOAT)); + + decl.pushVertexSource(new sglrShaderProgram.VertexSource(this.genVertexSource(/*ctx,*/ arrays))); //TODO: Check if we need to review the support of a given GLSL version (we'd need the ctx) + decl.pushFragmentSource(new sglrShaderProgram.FragmentSource(this.genFragmentSource(/*ctx*/))); + + decl.pushUniform(new sglrShaderProgram.Uniform('u_coordScale', gluShaderUtil.DataType.FLOAT)); + decl.pushUniform(new sglrShaderProgram.Uniform('u_colorScale', gluShaderUtil.DataType.FLOAT)); + + return decl; + }; + + /** + * glsVertexArrayTests.GLValue class + * @constructor + */ + glsVertexArrayTests.GLValue = function() { + /** @type {goog.NumberArray} */ this.m_value = [0]; + /** @type {glsVertexArrayTests.deArray.InputType} */ this.m_type; + }; + + /** + * @param {Uint8Array} dst + * @param {glsVertexArrayTests.GLValue} val + */ + glsVertexArrayTests.copyGLValueToArray = function(dst, val) { + /** @type {Uint8Array} */ var val8 = new Uint8Array(val.m_value.buffer); // TODO: Fix encapsulation issue + dst.set(val8); + }; + + /** + * @param {Uint8Array} dst + * @param {goog.NumberArray} src + */ + glsVertexArrayTests.copyArray = function(dst, src) { + /** @type {Uint8Array} */ var src8 = new Uint8Array(src.buffer).subarray(src.byteOffset, src.byteOffset + src.byteLength); // TODO: Fix encapsulation issue + dst.set(src8); + }; + + /** + * typeToTypedArray function. Determines which type of array will store the value, and stores it. + * @param {number} value + * @param {glsVertexArrayTests.deArray.InputType} type + */ + glsVertexArrayTests.GLValue.typeToTypedArray = function(value, type) { + var array; + + switch (type) { + case glsVertexArrayTests.deArray.InputType.FLOAT: + array = new Float32Array(1); + break; + /*case glsVertexArrayTests.deArray.InputType.FIXED: + array = new Int32Array(1); + break; + case glsVertexArrayTests.deArray.InputType.DOUBLE: + array = new Float32Array(1); // 64-bit? + break;*/ + + case glsVertexArrayTests.deArray.InputType.BYTE: + array = new Int8Array(1); + break; + case glsVertexArrayTests.deArray.InputType.SHORT: + array = new Int16Array(1); + break; + + case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE: + array = new Uint8Array(1); + break; + case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT: + array = new Uint16Array(1); + break; + + case glsVertexArrayTests.deArray.InputType.INT: + array = new Int32Array(1); + break; + case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT: + array = new Uint32Array(1); + break; + case glsVertexArrayTests.deArray.InputType.HALF: + array = new Uint16Array(1); + value = glsVertexArrayTests.GLValue.floatToHalf(value); + break; + case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10: + array = new Uint32Array(1); + break; + case glsVertexArrayTests.deArray.InputType.INT_2_10_10_10: + array = new Int32Array(1); + break; + default: + throw new Error('glsVertexArrayTests.GLValue.typeToTypedArray - Invalid InputType'); + } + + array[0] = value; + return array; + }; + + /** + * glsVertexArrayTests.GLValue.create + * @param {number} value + * @param {glsVertexArrayTests.deArray.InputType} type + */ + glsVertexArrayTests.GLValue.create = function(value, type) { + var v = new glsVertexArrayTests.GLValue(); + v.m_value = glsVertexArrayTests.GLValue.typeToTypedArray(value, type); + v.m_type = type; + return v; + }; + + /** + * glsVertexArrayTests.GLValue.halfToFloat + * @param {number} value + * @return {number} + */ + glsVertexArrayTests.GLValue.halfToFloat = function(value) { + return tcuFloat.halfFloatToNumberNoDenorm(value); + }; + + /** + * @param {number} f + * @return {number} + */ + glsVertexArrayTests.GLValue.floatToHalf = function(f) { + // No denorm support. + return tcuFloat.numberToHalfFloatNoDenorm(f); + }; + + /** + * glsVertexArrayTests.GLValue.getMaxValue + * @param {glsVertexArrayTests.deArray.InputType} type + * @return {glsVertexArrayTests.GLValue} + */ + glsVertexArrayTests.GLValue.getMaxValue = function(type) { + var value; + + switch (type) { + case glsVertexArrayTests.deArray.InputType.FLOAT: + value = 127; + break; + /*case glsVertexArrayTests.deArray.InputType.FIXED: + value = 32760; + break; + case glsVertexArrayTests.deArray.InputType.DOUBLE: + value = 127; + break;*/ + case glsVertexArrayTests.deArray.InputType.BYTE: + value = 127; + break; + case glsVertexArrayTests.deArray.InputType.SHORT: + value = 32760; + break; + case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE: + value = 255; + break; + case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT: + value = 65530; + break; + case glsVertexArrayTests.deArray.InputType.INT: + value = 2147483647; + break; + case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT: + value = 4294967295; + break; + case glsVertexArrayTests.deArray.InputType.HALF: + value = 256; + break; + default: //Original code returns garbage-filled GLValues + return new glsVertexArrayTests.GLValue(); + } + + return glsVertexArrayTests.GLValue.create(value, type); + }; + + /** + * glsVertexArrayTests.GLValue.getMinValue + * @param {glsVertexArrayTests.deArray.InputType} type + * @return {glsVertexArrayTests.GLValue} + */ + glsVertexArrayTests.GLValue.getMinValue = function(type) { + var value; + + switch (type) { + case glsVertexArrayTests.deArray.InputType.FLOAT: + value = -127; + break; + /*case glsVertexArrayTests.deArray.InputType.FIXED: + value = -32760; + break; + case glsVertexArrayTests.deArray.InputType.DOUBLE: + value = -127; + break;*/ + case glsVertexArrayTests.deArray.InputType.BYTE: + value = -127; + break; + case glsVertexArrayTests.deArray.InputType.SHORT: + value = -32760; + break; + case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE: + value = 0; + break; + case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT: + value = 0; + break; + case glsVertexArrayTests.deArray.InputType.INT: + value = -2147483647; + break; + case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT: + value = 0; + break; + case glsVertexArrayTests.deArray.InputType.HALF: + value = -256; + break; + + default: //Original code returns garbage-filled GLValues + return new glsVertexArrayTests.GLValue(); + } + + return glsVertexArrayTests.GLValue.create(value, type); + }; + + /** + * glsVertexArrayTests.GLValue.getRandom + * @param {deRandom.Random} rnd + * @param {glsVertexArrayTests.GLValue} min + * @param {glsVertexArrayTests.GLValue} max + * @return {glsVertexArrayTests.GLValue} + */ + glsVertexArrayTests.GLValue.getRandom = function(rnd, min, max) { + DE_ASSERT(min.getType() == max.getType()); + + var minv = min.interpret(); + var maxv = max.interpret(); + var type = min.getType(); + var value; + + if (maxv < minv) + return min; + + switch (type) { + case glsVertexArrayTests.deArray.InputType.FLOAT: + //case glsVertexArrayTests.deArray.InputType.DOUBLE: + case glsVertexArrayTests.deArray.InputType.HALF: { + return glsVertexArrayTests.GLValue.create(minv + rnd.getFloat() * (maxv - minv), type); + break; + } + + /*case glsVertexArrayTests.deArray.InputType.FIXED: { + return minv == maxv ? min : glsVertexArrayTests.GLValue.create(minv + rnd.getInt() % (maxv - minv), type); + break; + }*/ + + case glsVertexArrayTests.deArray.InputType.SHORT: + case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT: + case glsVertexArrayTests.deArray.InputType.BYTE: + case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE: + case glsVertexArrayTests.deArray.InputType.INT: + case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT: { + return glsVertexArrayTests.GLValue.create(minv + rnd.getInt() % (maxv - minv), type); + break; + } + + default: + throw new Error('glsVertexArrayTests.GLValue.getRandom - Invalid input type'); + break; + } + }; + + // Minimum difference required between coordinates + + /** + * @param {glsVertexArrayTests.deArray.InputType} type + * @return {glsVertexArrayTests.GLValue} + */ + glsVertexArrayTests.GLValue.minValue = function(type) { + switch (type) { + case glsVertexArrayTests.deArray.InputType.FLOAT: + case glsVertexArrayTests.deArray.InputType.BYTE: + case glsVertexArrayTests.deArray.InputType.HALF: + //case glsVertexArrayTests.deArray.InputType.DOUBLE: + return glsVertexArrayTests.GLValue.create(4, type); + case glsVertexArrayTests.deArray.InputType.SHORT: + case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT: + return glsVertexArrayTests.GLValue.create(4 * 256, type); + case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE: + return glsVertexArrayTests.GLValue.create(4 * 2, type); + /*case glsVertexArrayTests.deArray.InputType.FIXED: + return glsVertexArrayTests.GLValue.create(4 * 512, type);*/ + case glsVertexArrayTests.deArray.InputType.INT: + case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT: + return glsVertexArrayTests.GLValue.create(4 * 16777216, type); + + default: + throw new Error('glsVertexArrayTests.GLValue.minValue - Invalid input type'); + } + }; + + /** + * @param {glsVertexArrayTests.GLValue} val + * @return {glsVertexArrayTests.GLValue} + */ + glsVertexArrayTests.GLValue.abs = function(val) { + var type = val.getType(); + switch (type) { + //case glsVertexArrayTests.deArray.InputType.FIXED: + case glsVertexArrayTests.deArray.InputType.SHORT: + return glsVertexArrayTests.GLValue.create(0x7FFF & val.getValue(), type); + case glsVertexArrayTests.deArray.InputType.BYTE: + return glsVertexArrayTests.GLValue.create(0x7F & val.getValue(), type); + case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE: + case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT: + case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT: + return val; + case glsVertexArrayTests.deArray.InputType.FLOAT: + case glsVertexArrayTests.deArray.InputType.HALF: + //case glsVertexArrayTests.deArray.InputType.DOUBLE: + return glsVertexArrayTests.GLValue.create(Math.abs(val.interpret()), type); + case glsVertexArrayTests.deArray.InputType.INT: + return glsVertexArrayTests.GLValue.create(0x7FFFFFFF & val.getValue(), type); + default: + throw new Error('glsVertexArrayTests.GLValue.abs - Invalid input type'); + } + }; + + /** + * @return {glsVertexArrayTests.deArray.InputType} + */ + glsVertexArrayTests.GLValue.prototype.getType = function() { + return this.m_type; + }; + + /** + * glsVertexArrayTests.GLValue.toFloat + * @return {number} + */ + glsVertexArrayTests.GLValue.prototype.toFloat = function() { + return this.interpret(); + }; + + /** + * glsVertexArrayTests.GLValue.getValue + * @return {number} + */ + glsVertexArrayTests.GLValue.prototype.getValue = function() { + return this.m_value[0]; + }; + + /** + * interpret function. Returns the m_value as a quantity so arithmetic operations can be performed on it + * Only some types require this. + * @return {number} + */ + glsVertexArrayTests.GLValue.prototype.interpret = function() { + if (this.m_type == glsVertexArrayTests.deArray.InputType.HALF) + return glsVertexArrayTests.GLValue.halfToFloat(this.m_value[0]); + /*else if (this.m_type == glsVertexArrayTests.deArray.InputType.FIXED) { + var maxValue = 65536; + return Math.floor((2 * this.m_value[0] + 1) / (maxValue - 1)); + }*/ + + return this.m_value[0]; + }; + + /** + * @param {glsVertexArrayTests.GLValue} other + * @return {glsVertexArrayTests.GLValue} + */ + glsVertexArrayTests.GLValue.prototype.add = function(other) { + return glsVertexArrayTests.GLValue.create(this.interpret() + other.interpret(), this.m_type); + }; + + /** + * @param {glsVertexArrayTests.GLValue} other + * @return {glsVertexArrayTests.GLValue} + */ + glsVertexArrayTests.GLValue.prototype.mul = function(other) { + return glsVertexArrayTests.GLValue.create(this.interpret() * other.interpret(), this.m_type); + }; + + /** + * @param {glsVertexArrayTests.GLValue} other + * @return {glsVertexArrayTests.GLValue} + */ + glsVertexArrayTests.GLValue.prototype.div = function(other) { + return glsVertexArrayTests.GLValue.create(this.interpret() / other.interpret(), this.m_type); + }; + + /** + * @param {glsVertexArrayTests.GLValue} other + * @return {glsVertexArrayTests.GLValue} + */ + glsVertexArrayTests.GLValue.prototype.sub = function(other) { + return glsVertexArrayTests.GLValue.create(this.interpret() - other.interpret(), this.m_type); + }; + + /** + * @param {glsVertexArrayTests.GLValue} other + * @return {glsVertexArrayTests.GLValue} + */ + glsVertexArrayTests.GLValue.prototype.addToSelf = function(other) { + this.m_value[0] = this.interpret() + other.interpret(); + return this; + }; + + /** + * @param {glsVertexArrayTests.GLValue} other + * @return {glsVertexArrayTests.GLValue} + */ + glsVertexArrayTests.GLValue.prototype.subToSelf = function(other) { + this.m_value[0] = this.interpret() - other.interpret(); + return this; + }; + + /** + * @param {glsVertexArrayTests.GLValue} other + * @return {glsVertexArrayTests.GLValue} + */ + glsVertexArrayTests.GLValue.prototype.mulToSelf = function(other) { + this.m_value[0] = this.interpret() * other.interpret(); + return this; + }; + + /** + * @param {glsVertexArrayTests.GLValue} other + * @return {glsVertexArrayTests.GLValue} + */ + glsVertexArrayTests.GLValue.prototype.divToSelf = function(other) { + this.m_value[0] = this.interpret() / other.interpret(); + return this; + }; + + /** + * @param {glsVertexArrayTests.GLValue} other + * @return {boolean} + */ + glsVertexArrayTests.GLValue.prototype.equals = function(other) { + return this.m_value[0] == other.getValue(); + }; + + /** + * @param {glsVertexArrayTests.GLValue} other + * @return {boolean} + */ + glsVertexArrayTests.GLValue.prototype.lessThan = function(other) { + return this.interpret() < other.interpret(); + }; + + /** + * @param {glsVertexArrayTests.GLValue} other + * @return {boolean} + */ + glsVertexArrayTests.GLValue.prototype.greaterThan = function(other) { + return this.interpret() > other.interpret(); + }; + + /** + * @param {glsVertexArrayTests.GLValue} other + * @return {boolean} + */ + glsVertexArrayTests.GLValue.prototype.lessOrEqualThan = function(other) { + return this.interpret() <= other.interpret(); + }; + + /** + * @param {glsVertexArrayTests.GLValue} other + * @return {boolean} + */ + glsVertexArrayTests.GLValue.prototype.greaterOrEqualThan = function(other) { + return this.interpret() >= other.interpret(); + }; + + /** + * glsVertexArrayTests.RandomArrayGenerator class. Contains static methods only + */ + glsVertexArrayTests.RandomArrayGenerator = function() {}; + + /** + * glsVertexArrayTests.RandomArrayGenerator.setData + * @param {Uint8Array} data + * @param {glsVertexArrayTests.deArray.InputType} type + * @param {deRandom.Random} rnd + * @param {glsVertexArrayTests.GLValue} min + * @param {glsVertexArrayTests.GLValue} max + */ + glsVertexArrayTests.RandomArrayGenerator.setData = function(data, type, rnd, min, max) { + // Parameter type is not necessary, but we'll use it to assert the created glsVertexArrayTests.GLValue is of the correct type. + /** @type {glsVertexArrayTests.GLValue} */ var value = glsVertexArrayTests.GLValue.getRandom(rnd, min, max); + DE_ASSERT(value.getType() == type); + + glsVertexArrayTests.copyGLValueToArray(data, value); + }; + + /** + * generateArray + * @param {number} seed + * @param {glsVertexArrayTests.GLValue} min + * @param {glsVertexArrayTests.GLValue} max + * @param {number} count + * @param {number} componentCount + * @param {number} stride + * @param {glsVertexArrayTests.deArray.InputType} type + * @return {ArrayBuffer} + */ + glsVertexArrayTests.RandomArrayGenerator.generateArray = function(seed, min, max, count, componentCount, stride, type) { + /** @type {ArrayBuffer} */ var data; + /** @type {Uint8Array} */ var data8; + + var rnd = new deRandom.Random(seed); + + if (stride == 0) + stride = componentCount * glsVertexArrayTests.deArray.inputTypeSize(type); + + data = new ArrayBuffer(stride * count); + data8 = new Uint8Array(data); + + for (var vertexNdx = 0; vertexNdx < count; vertexNdx++) { + for (var componentNdx = 0; componentNdx < componentCount; componentNdx++) { + glsVertexArrayTests.RandomArrayGenerator.setData(data8.subarray(vertexNdx * stride + glsVertexArrayTests.deArray.inputTypeSize(type) * componentNdx), type, rnd, min, max); + } + } + + return data; + }; + + /* { + static char* generateQuads (int seed, int count, int componentCount, int offset, int stride, Array::Primitive primitive, Array::InputType type, glsVertexArrayTests.GLValue min, glsVertexArrayTests.GLValue max); + static char* generatePerQuad (int seed, int count, int componentCount, int stride, Array::Primitive primitive, Array::InputType type, glsVertexArrayTests.GLValue min, glsVertexArrayTests.GLValue max); + + private: + template<typename T> + static char* createQuads (int seed, int count, int componentCount, int offset, int stride, Array::Primitive primitive, T min, T max); + template<typename T> + static char* createPerQuads (int seed, int count, int componentCount, int stride, Array::Primitive primitive, T min, T max); + static char* createQuadsPacked (int seed, int count, int componentCount, int offset, int stride, Array::Primitive primitive); + };*/ + + /** + * @param {number} seed + * @param {number} count + * @param {number} componentCount + * @param {number} offset + * @param {number} stride + * @param {glsVertexArrayTests.deArray.Primitive} primitive + * @param {glsVertexArrayTests.deArray.InputType} type + * @param {glsVertexArrayTests.GLValue} min + * @param {glsVertexArrayTests.GLValue} max + * @param {number} scale Coordinate scaling factor + * @return {ArrayBuffer} + */ + glsVertexArrayTests.RandomArrayGenerator.generateQuads = function(seed, count, componentCount, offset, stride, primitive, type, min, max, scale) { + /** @type {ArrayBuffer} */ var data; + + switch (type) { + case glsVertexArrayTests.deArray.InputType.FLOAT: + /*case glsVertexArrayTests.deArray.InputType.FIXED: + case glsVertexArrayTests.deArray.InputType.DOUBLE:*/ + case glsVertexArrayTests.deArray.InputType.BYTE: + case glsVertexArrayTests.deArray.InputType.SHORT: + case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE: + case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT: + case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT: + case glsVertexArrayTests.deArray.InputType.INT: + case glsVertexArrayTests.deArray.InputType.HALF: + data = glsVertexArrayTests.RandomArrayGenerator.createQuads(seed, count, componentCount, offset, stride, primitive, min, max, scale); + break; + + case glsVertexArrayTests.deArray.InputType.INT_2_10_10_10: + case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10: + data = glsVertexArrayTests.RandomArrayGenerator.createQuadsPacked(seed, count, componentCount, offset, stride, primitive); + break; + + default: + throw new Error('glsVertexArrayTests.RandomArrayGenerator.generateQuads - Invalid input type'); + break; + } + + return data; + }; + + /** + * @param {number} seed + * @param {number} count + * @param {number} componentCount + * @param {number} offset + * @param {number} stride + * @param {glsVertexArrayTests.deArray.Primitive} primitive + * @return {ArrayBuffer} + */ + glsVertexArrayTests.RandomArrayGenerator.createQuadsPacked = function(seed, count, componentCount, offset, stride, primitive) { + DE_ASSERT(componentCount == 4); + + /** @type {number} */ var quadStride = 0; + + if (stride == 0) + stride = deMath.INT32_SIZE; + + switch (primitive) { + case glsVertexArrayTests.deArray.Primitive.TRIANGLES: + quadStride = stride * 6; + break; + + default: + throw new Error('glsVertexArrayTests.RandomArrayGenerator.createQuadsPacked - Invalid primitive'); + break; + } + + /** @type {ArrayBuffer} */ var _data = new ArrayBuffer(offset + quadStride * (count - 1) + stride * 5 + componentCount * glsVertexArrayTests.deArray.inputTypeSize(glsVertexArrayTests.deArray.InputType.INT_2_10_10_10)); // last element must be fully in the array + /** @type {Uint8Array} */ var resultData = new Uint8Array(_data).subarray(offset); + + /** @type {number} */ var max = 1024; + /** @type {number} */ var min = 10; + /** @type {number} */ var max2 = 4; + + var rnd = new deRandom.Random(seed); + + switch (primitive) { + case glsVertexArrayTests.deArray.Primitive.TRIANGLES: { + for (var quadNdx = 0; quadNdx < count; quadNdx++) { + /** @type {number} */ var x1 = min + rnd.getInt() % (max - min); + /** @type {number} */ var x2 = min + rnd.getInt() % (max - x1); + + /** @type {number} */ var y1 = min + rnd.getInt() % (max - min); + /** @type {number} */ var y2 = min + rnd.getInt() % (max - y1); + + /** @type {number} */ var z = min + rnd.getInt() % (max - min); + /** @type {number} */ var w = rnd.getInt() % max2; + + /** @type {number} */ var val1 = (w << 30) | (z << 20) | (y1 << 10) | x1; + /** @type {number} */ var val2 = (w << 30) | (z << 20) | (y1 << 10) | x2; + /** @type {number} */ var val3 = (w << 30) | (z << 20) | (y2 << 10) | x1; + + /** @type {number} */ var val4 = (w << 30) | (z << 20) | (y2 << 10) | x1; + /** @type {number} */ var val5 = (w << 30) | (z << 20) | (y1 << 10) | x2; + /** @type {number} */ var val6 = (w << 30) | (z << 20) | (y2 << 10) | x2; + + glsVertexArrayTests.copyArray(resultData.subarray(quadNdx * quadStride + stride * 0), new Uint32Array([val1])); + glsVertexArrayTests.copyArray(resultData.subarray(quadNdx * quadStride + stride * 1), new Uint32Array([val2])); + glsVertexArrayTests.copyArray(resultData.subarray(quadNdx * quadStride + stride * 2), new Uint32Array([val3])); + glsVertexArrayTests.copyArray(resultData.subarray(quadNdx * quadStride + stride * 3), new Uint32Array([val4])); + glsVertexArrayTests.copyArray(resultData.subarray(quadNdx * quadStride + stride * 4), new Uint32Array([val5])); + glsVertexArrayTests.copyArray(resultData.subarray(quadNdx * quadStride + stride * 5), new Uint32Array([val6])); + } + + break; + } + + default: + throw new Error('glsVertexArrayTests.RandomArrayGenerator.createQuadsPacked - Invalid primitive'); + break; + } + + return _data; + }; + + /** + * @param {number} seed + * @param {number} count + * @param {number} componentCount + * @param {number} offset + * @param {number} stride + * @param {glsVertexArrayTests.deArray.Primitive} primitive + * @param {glsVertexArrayTests.GLValue} min + * @param {glsVertexArrayTests.GLValue} max + * @param {number} scale Coordinate scaling factor + * @return {ArrayBuffer} + */ + glsVertexArrayTests.RandomArrayGenerator.createQuads = function(seed, count, componentCount, offset, stride, primitive, min, max, scale) { + var componentStride = min.m_value.byteLength; //TODO: Fix encapsulation issue + var quadStride = 0; + var type = min.getType(); //Instead of using the template parameter. + + if (stride == 0) + stride = componentCount * componentStride; + DE_ASSERT(stride >= componentCount * componentStride); + + switch (primitive) { + case glsVertexArrayTests.deArray.Primitive.TRIANGLES: + quadStride = stride * 6; + break; + + default: + throw new Error('glsVertexArrayTests.RandomArrayGenerator.createQuads - Invalid primitive'); + break; + } + + /** @type {ArrayBuffer} */ var _data = new ArrayBuffer(offset + quadStride * count); + /** @type {Uint8Array} */ var resultData = new Uint8Array(_data).subarray(offset); + + var rnd = new deRandom.Random(seed); + + switch (primitive) { + case glsVertexArrayTests.deArray.Primitive.TRIANGLES: { + for (var quadNdx = 0; quadNdx < count; ++quadNdx) { + /** @type {glsVertexArrayTests.GLValue} */ var x1 = null; + /** @type {glsVertexArrayTests.GLValue} */ var x2 = null; + /** @type {glsVertexArrayTests.GLValue} */ var y1 = null; + /** @type {glsVertexArrayTests.GLValue} */ var y2 = null; + /** @type {glsVertexArrayTests.GLValue} */ var z = null; + /** @type {glsVertexArrayTests.GLValue} */ var w = null; + + // attempt to find a good (i.e not extremely small) quad + for (var attemptNdx = 0; attemptNdx < 4; ++attemptNdx) { + x1 = glsVertexArrayTests.GLValue.getRandom(rnd, min, max); + x2 = glsVertexArrayTests.GLValue.getRandom(rnd, glsVertexArrayTests.GLValue.minValue(type), glsVertexArrayTests.GLValue.abs(max.sub(x1))); + + y1 = glsVertexArrayTests.GLValue.getRandom(rnd, min, max); + y2 = glsVertexArrayTests.GLValue.getRandom(rnd, glsVertexArrayTests.GLValue.minValue(type), glsVertexArrayTests.GLValue.abs(max.sub(y1))); + + z = (componentCount > 2) ? (glsVertexArrayTests.GLValue.getRandom(rnd, min, max)) : (glsVertexArrayTests.GLValue.create(0, type)); + w = (componentCount > 3) ? (glsVertexArrayTests.GLValue.getRandom(rnd, min, max)) : (glsVertexArrayTests.GLValue.create(1, type)); + + // no additional components, all is good + if (componentCount <= 2) + break; + + // The result quad is too thin? + if ((Math.abs(x2.interpret() + z.interpret()) < glsVertexArrayTests.GLValue.minValue(type).interpret()) || + (Math.abs(y2.interpret() + w.interpret()) < glsVertexArrayTests.GLValue.minValue(type).interpret())) + continue; + + // all ok + break; + } + + x2 = x1.add(x2); + y2 = y1.add(y2); + + /** + * Transform GL vertex coordinates so that after vertex shading the vertices will be rounded. + * We want to avoid quads that cover a pixel partially + */ + var round = function(pos, scale, offset, range) { + // Perform the same transformation as the vertex shader + var val = (pos.interpret() + offset) * scale; + var half = range / 2; + val = val * half + half; + // Round it + val = Math.round(val); + // And reverse the vertex shading transformation + val = (val - half) / half; + val = val / scale - offset; + return glsVertexArrayTests.GLValue.create(val, pos.m_type); + }; + + var viewport = gl.getParameter(gl.VIEWPORT); + var voffset = 0; + if (componentCount > 2) + voffset = z.interpret(); + x1 = round(x1, scale, voffset, viewport[2]); + x2 = round(x2, scale, voffset, viewport[2]); + voffset = 1; + if (componentCount > 3) + voffset = w.interpret(); + y1 = round(y1, scale, voffset, viewport[3]); + y2 = round(y2, scale, voffset, viewport[3]); + + glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride), x1); + glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + componentStride), y1); + + glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride), x2); + glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride + componentStride), y1); + + glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 2), x1); + glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 2 + componentStride), y2); + + glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 3), x1); + glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 3 + componentStride), y2); + + glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 4), x2); + glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 4 + componentStride), y1); + + glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 5), x2); + glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 5 + componentStride), y2); + + if (componentCount > 2) { + for (var i = 0; i < 6; i++) + glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * i + componentStride * 2), z); + } + + if (componentCount > 3) { + for (var i = 0; i < 6; i++) + glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * i + componentStride * 3), w); + } + } + + break; + } + + default: + throw new Error('glsVertexArrayTests.RandomArrayGenerator.createQuads - Invalid primitive'); + break; + } + + return _data; + }; + + /** + * @param {number} seed + * @param {number} count + * @param {number} componentCount + * @param {number} stride + * @param {glsVertexArrayTests.deArray.Primitive} primitive + * @param {glsVertexArrayTests.deArray.InputType} type + * @param {glsVertexArrayTests.GLValue} min + * @param {glsVertexArrayTests.GLValue} max + */ + glsVertexArrayTests.RandomArrayGenerator.generatePerQuad = function(seed, count, componentCount, stride, primitive, type, min, max) { + /** @type {ArrayBuffer} */ var data = null; + + data = glsVertexArrayTests.RandomArrayGenerator.createPerQuads(seed, count, componentCount, stride, primitive, min, max); + return data; + }; + + /** + * @param {number} seed + * @param {number} count + * @param {number} componentCount + * @param {number} stride + * @param {glsVertexArrayTests.deArray.Primitive} primitive + * @param {glsVertexArrayTests.GLValue} min + * @param {glsVertexArrayTests.GLValue} max + */ + glsVertexArrayTests.RandomArrayGenerator.createPerQuads = function(seed, count, componentCount, stride, primitive, min, max) { + var rnd = new deRandom.Random(seed); + + var componentStride = min.m_value.byteLength; //TODO: Fix encapsulation issue. + + if (stride == 0) + stride = componentStride * componentCount; + + var quadStride = 0; + + switch (primitive) { + case glsVertexArrayTests.deArray.Primitive.TRIANGLES: + quadStride = stride * 6; + break; + + default: + throw new Error('glsVertexArrayTests.RandomArrayGenerator.createPerQuads - Invalid primitive'); + break; + } + + /** @type {ArrayBuffer} */ var data = new ArrayBuffer(count * quadStride); + + for (var quadNdx = 0; quadNdx < count; quadNdx++) { + for (var componentNdx = 0; componentNdx < componentCount; componentNdx++) { + /** @type {glsVertexArrayTests.GLValue} */ var val = glsVertexArrayTests.GLValue.getRandom(rnd, min, max); + + var data8 = new Uint8Array(data); + glsVertexArrayTests.copyGLValueToArray(data8.subarray(quadNdx * quadStride + stride * 0 + componentStride * componentNdx), val); + glsVertexArrayTests.copyGLValueToArray(data8.subarray(quadNdx * quadStride + stride * 1 + componentStride * componentNdx), val); + glsVertexArrayTests.copyGLValueToArray(data8.subarray(quadNdx * quadStride + stride * 2 + componentStride * componentNdx), val); + glsVertexArrayTests.copyGLValueToArray(data8.subarray(quadNdx * quadStride + stride * 3 + componentStride * componentNdx), val); + glsVertexArrayTests.copyGLValueToArray(data8.subarray(quadNdx * quadStride + stride * 4 + componentStride * componentNdx), val); + glsVertexArrayTests.copyGLValueToArray(data8.subarray(quadNdx * quadStride + stride * 5 + componentStride * componentNdx), val); + } + } + + return data; + }; + + /** + * class glsVertexArrayTests.VertexArrayTest + * @constructor + * @extends {tcuTestCase.DeqpTest} + * @param {string} name + * @param {string} description + */ + glsVertexArrayTests.VertexArrayTest = function(name, description) { + tcuTestCase.DeqpTest.call(this, name, description); + + var r = /** @type {number} */ (gl.getParameter(gl.RED_BITS)); + var g = /** @type {number} */ (gl.getParameter(gl.GREEN_BITS)); + var b = /** @type {number} */ (gl.getParameter(gl.BLUE_BITS)); + var a = /** @type {number} */ (gl.getParameter(gl.ALPHA_BITS)); + this.m_pixelformat = new tcuPixelFormat.PixelFormat(r, g, b, a); + + /** @type {sglrReferenceContext.ReferenceContextBuffers} */ this.m_refBuffers = null; + /** @type {sglrReferenceContext.ReferenceContext} */ this.m_refContext = null; + /** @type {sglrGLContext.GLContext} */ this.m_glesContext = null; + /** @type {glsVertexArrayTests.ContextArrayPack} */ this.m_glArrayPack = null; + /** @type {glsVertexArrayTests.ContextArrayPack} */ this.m_rrArrayPack = null; + /** @type {boolean} */ this.m_isOk = false; + /** @type {number} */ this.m_maxDiffRed = Math.ceil(256.0 * (2.0 / (1 << this.m_pixelformat.redBits))); + /** @type {number} */ this.m_maxDiffGreen = Math.ceil(256.0 * (2.0 / (1 << this.m_pixelformat.greenBits))); + /** @type {number} */ this.m_maxDiffBlue = Math.ceil(256.0 * (2.0 / (1 << this.m_pixelformat.blueBits))); + }; + + glsVertexArrayTests.VertexArrayTest.prototype = Object.create(tcuTestCase.DeqpTest.prototype); + glsVertexArrayTests.VertexArrayTest.prototype.constructor = glsVertexArrayTests.VertexArrayTest; + + /** + * init + */ + glsVertexArrayTests.VertexArrayTest.prototype.init = function() { + /** @type {number}*/ var renderTargetWidth = Math.min(512, canvas.width); + /** @type {number}*/ var renderTargetHeight = Math.min(512, canvas.height); + /** @type {sglrReferenceContext.ReferenceContextLimits} */ var limits = new sglrReferenceContext.ReferenceContextLimits(gl); + + this.m_glesContext = new sglrGLContext.GLContext(gl); + this.m_refBuffers = new sglrReferenceContext.ReferenceContextBuffers(this.m_pixelformat, 0, 0, renderTargetWidth, renderTargetHeight); + this.m_refContext = new sglrReferenceContext.ReferenceContext(limits, this.m_refBuffers.getColorbuffer(), this.m_refBuffers.getDepthbuffer(), this.m_refBuffers.getStencilbuffer()); + + this.m_glArrayPack = new glsVertexArrayTests.ContextArrayPack(this.m_glesContext); + this.m_rrArrayPack = new glsVertexArrayTests.ContextArrayPack(this.m_refContext); + }; + + /** + * compare + */ + glsVertexArrayTests.VertexArrayTest.prototype.compare = function() { + /** @type {tcuSurface.Surface} */ var ref = this.m_rrArrayPack.getSurface(); + /** @type {tcuSurface.Surface} */ var screen = this.m_glArrayPack.getSurface(); + + if (/** @type {number} */ (this.m_glesContext.getParameter(gl.SAMPLES)) > 1) { + // \todo [mika] Improve compare when using multisampling + bufferedLogToConsole('Warning: Comparison of result from multisample render targets are not as strict as without multisampling. Might produce false positives!'); + this.m_isOk = tcuImageCompare.fuzzyCompare('Compare Results', 'Compare Results', ref.getAccess(), screen.getAccess(), 1.5); + } else { + /** @type {tcuRGBA.RGBA} */ var threshold = tcuRGBA.newRGBAComponents(this.m_maxDiffRed, this.m_maxDiffGreen, this.m_maxDiffBlue, 255); + /** @type {tcuSurface.Surface} */ var error = new tcuSurface.Surface(ref.getWidth(), ref.getHeight()); + + this.m_isOk = true; + + for (var y = 1; y < ref.getHeight() - 1; y++) { + for (var x = 1; x < ref.getWidth() - 1; x++) { + /** @type {tcuRGBA.RGBA} */ var refPixel = tcuRGBA.newRGBAFromArray(ref.getPixel(x, y)); + /** @type {tcuRGBA.RGBA} */ var screenPixel = tcuRGBA.newRGBAFromArray(screen.getPixel(x, y)); + /** @type {boolean} */ var isOkPixel = false; + + // Don't do comparisons for this pixel if it belongs to a one-pixel-thin part (i.e. it doesn't have similar-color neighbors in both x and y directions) in both result and reference. + // This fixes some false negatives. + /** @type {boolean} */ var refThin = ( + !tcuRGBA.compareThreshold(refPixel, tcuRGBA.newRGBAFromArray(ref.getPixel(x - 1, y)), threshold) && + !tcuRGBA.compareThreshold(refPixel, tcuRGBA.newRGBAFromArray(ref.getPixel(x + 1, y)), threshold) + ) || ( + !tcuRGBA.compareThreshold(refPixel, tcuRGBA.newRGBAFromArray(ref.getPixel(x, y - 1)), threshold) && + !tcuRGBA.compareThreshold(refPixel, tcuRGBA.newRGBAFromArray(ref.getPixel(x, y + 1)), threshold) + ); + + /** @type {boolean} */ var screenThin = ( + !tcuRGBA.compareThreshold(screenPixel, tcuRGBA.newRGBAFromArray(screen.getPixel(x - 1, y)), threshold) && + !tcuRGBA.compareThreshold(screenPixel, tcuRGBA.newRGBAFromArray(screen.getPixel(x + 1, y)), threshold) + ) || ( + !tcuRGBA.compareThreshold(screenPixel, tcuRGBA.newRGBAFromArray(screen.getPixel(x, y - 1)), threshold) && + !tcuRGBA.compareThreshold(screenPixel, tcuRGBA.newRGBAFromArray(screen.getPixel(x, y + 1)), threshold) + ); + + if (refThin && screenThin) + isOkPixel = true; + else { + //NOTE: This will ignore lines less than three pixels wide, so + //even if there's a difference, the test will pass. + for (var dy = -1; dy < 2 && !isOkPixel; dy++) { + for (var dx = -1; dx < 2 && !isOkPixel; dx++) { + // Check reference pixel against screen pixel + /** @type {tcuRGBA.RGBA} */ var screenCmpPixel = tcuRGBA.newRGBAFromArray(screen.getPixel(x + dx, y + dy)); + /** @type {number} (8-bit) */ var r = Math.abs(refPixel.getRed() - screenCmpPixel.getRed()); + /** @type {number} (8-bit) */ var g = Math.abs(refPixel.getGreen() - screenCmpPixel.getGreen()); + /** @type {number} (8-bit) */ var b = Math.abs(refPixel.getBlue() - screenCmpPixel.getBlue()); + + if (r <= this.m_maxDiffRed && g <= this.m_maxDiffGreen && b <= this.m_maxDiffBlue) + isOkPixel = true; + + // Check screen pixels against reference pixel + /** @type {tcuRGBA.RGBA} */ var refCmpPixel = tcuRGBA.newRGBAFromArray(ref.getPixel(x + dx, y + dy)); + r = Math.abs(refCmpPixel.getRed() - screenPixel.getRed()); + g = Math.abs(refCmpPixel.getGreen() - screenPixel.getGreen()); + b = Math.abs(refCmpPixel.getBlue() - screenPixel.getBlue()); + + if (r <= this.m_maxDiffRed && g <= this.m_maxDiffGreen && b <= this.m_maxDiffBlue) + isOkPixel = true; + } + } + } + + if (isOkPixel) + error.setPixel(x, y, + [tcuRGBA.newRGBAFromArray(screen.getPixel(x, y)).getRed(), + (tcuRGBA.newRGBAFromArray(screen.getPixel(x, y)).getGreen() + 255) / 2, + tcuRGBA.newRGBAFromArray(screen.getPixel(x, y)).getBlue(), 255] + ); + else { + error.setPixel(x, y, [255, 0, 0, 255]); + this.m_isOk = false; + } + } + } + + if (!this.m_isOk) { + debug('Image comparison failed, threshold = (' + this.m_maxDiffRed + ', ' + this.m_maxDiffGreen + ', ' + this.m_maxDiffBlue + ')'); + //log << TestLog::ImageSet("Compare result", "Result of rendering"); + tcuImageCompare.displayImages(screen.getAccess(), ref.getAccess(), error.getAccess()); + } else { + //log << TestLog::ImageSet("Compare result", "Result of rendering") + tcuLogImage.logImage('Result', '', screen.getAccess()); + } + } + }; + + //TODO: Is this actually used? -> glsVertexArrayTests.VertexArrayTest& operator= (const glsVertexArrayTests.VertexArrayTest& other); + + /** + * glsVertexArrayTests.MultiVertexArrayTest class + * @constructor + * @extends {glsVertexArrayTests.VertexArrayTest} + * @param {glsVertexArrayTests.MultiVertexArrayTest.Spec} spec + * @param {string} name + * @param {string} desc + */ + glsVertexArrayTests.MultiVertexArrayTest = function(spec, name, desc) { + glsVertexArrayTests.VertexArrayTest.call(this, name, desc); + + /** @type {glsVertexArrayTests.MultiVertexArrayTest.Spec} */ this.m_spec = spec; + /** @type {number} */ this.m_iteration = 0; + }; + + glsVertexArrayTests.MultiVertexArrayTest.prototype = Object.create(glsVertexArrayTests.VertexArrayTest.prototype); + glsVertexArrayTests.MultiVertexArrayTest.prototype.constructor = glsVertexArrayTests.MultiVertexArrayTest; + + /** + * glsVertexArrayTests.MultiVertexArrayTest.Spec class + * @constructor + */ + glsVertexArrayTests.MultiVertexArrayTest.Spec = function() { + /** @type {glsVertexArrayTests.deArray.Primitive} */ this.primitive; + /** @type {number} */ this.drawCount = 0; + /** @type {number} */ this.first = 0; + /** @type {Array<glsVertexArrayTests.MultiVertexArrayTest.Spec.ArraySpec>} */ this.arrays = []; + }; + + /** + * glsVertexArrayTests.MultiVertexArrayTest.Spec.ArraySpec class + * @constructor + * @param {glsVertexArrayTests.deArray.InputType} inputType_ + * @param {glsVertexArrayTests.deArray.OutputType} outputType_ + * @param {glsVertexArrayTests.deArray.Storage} storage_ + * @param {glsVertexArrayTests.deArray.Usage} usage_ + * @param {number} componentCount_ + * @param {number} offset_ + * @param {number} stride_ + * @param {boolean} normalize_ + * @param {glsVertexArrayTests.GLValue} min_ + * @param {glsVertexArrayTests.GLValue} max_ + */ + glsVertexArrayTests.MultiVertexArrayTest.Spec.ArraySpec = function(inputType_, outputType_, storage_, usage_, componentCount_, offset_, stride_, normalize_, min_, max_) { + this.inputType = inputType_; + this.outputType = outputType_; + this.storage = storage_; + this.usage = usage_; + this.componentCount = componentCount_; + this.offset = offset_; + /** @type {number} */ this.stride = stride_; + this.normalize = normalize_; + this.min = min_; + this.max = max_; + }; + + /** + * getName + * @return {string} + */ + glsVertexArrayTests.MultiVertexArrayTest.Spec.prototype.getName = function() { + var name = ''; + + for (var ndx = 0; ndx < this.arrays.length; ++ndx) { + /** @type {glsVertexArrayTests.MultiVertexArrayTest.Spec.ArraySpec} */ var array = this.arrays[ndx]; + + if (this.arrays.length > 1) + name += 'array' + ndx + '_'; + + name += glsVertexArrayTests.deArray.storageToString(array.storage) + '_' + + array.offset + '_' + + array.stride + '_' + + glsVertexArrayTests.deArray.inputTypeToString(array.inputType); + + if (array.inputType != glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10 && array.inputType != glsVertexArrayTests.deArray.InputType.INT_2_10_10_10) + name += array.componentCount; + name += '_' + + (array.normalize ? 'normalized_' : '') + + glsVertexArrayTests.deArray.outputTypeToString(array.outputType) + '_' + + glsVertexArrayTests.deArray.usageTypeToString(array.usage) + '_'; + } + + if (this.first) + name += 'first' + this.first + '_'; + + switch (this.primitive) { + case glsVertexArrayTests.deArray.Primitive.TRIANGLES: + name += 'quads_'; + break; + case glsVertexArrayTests.deArray.Primitive.POINTS: + name += 'points_'; + break; + + default: + throw new Error('glsVertexArrayTests.MultiVertexArrayTest.Spec.getName - Invalid primitive type'); + break; + } + + name += this.drawCount; + + return name; + }; + + /** + * getName + * @return {string} + */ + glsVertexArrayTests.MultiVertexArrayTest.Spec.prototype.getDesc = function() { + var desc = ''; + + for (var ndx = 0; ndx < this.arrays.length; ++ndx) { + /** @type {glsVertexArrayTests.MultiVertexArrayTest.Spec.ArraySpec} */ var array = this.arrays[ndx]; + + desc += 'Array ' + ndx + ': ' + + 'Storage in ' + glsVertexArrayTests.deArray.storageToString(array.storage) + ', ' + + 'stride ' + array.stride + ', ' + + 'input datatype ' + glsVertexArrayTests.deArray.inputTypeToString(array.inputType) + ', ' + + 'input component count ' + array.componentCount + ', ' + + (array.normalize ? 'normalized, ' : '') + + 'used as ' + glsVertexArrayTests.deArray.outputTypeToString(array.outputType) + ', '; + } + + desc += 'drawArrays(), ' + + 'first ' + this.first + ', ' + + this.drawCount; + + switch (this.primitive) { + case glsVertexArrayTests.deArray.Primitive.TRIANGLES: + desc += 'quads '; + break; + case glsVertexArrayTests.deArray.Primitive.POINTS: + desc += 'points'; + break; + + default: + throw new Error('glsVertexArrayTests.MultiVertexArrayTest.Spec.getDesc - Invalid primitive type'); + break; + } + + return desc; + }; + + /** + * iterate + * @return {tcuTestCase.IterateResult} + */ + glsVertexArrayTests.MultiVertexArrayTest.prototype.iterate = function() { + if (this.m_iteration == 0) { + var primitiveSize = (this.m_spec.primitive == glsVertexArrayTests.deArray.Primitive.TRIANGLES) ? (6) : (1); // in non-indexed draw Triangles means rectangles + var coordScale = 1.0; + var colorScale = 1.0; + var useVao = true; // WebGL, WebGL 2.0 - gl.getType().getProfile() == glu::PROFILE_CORE; + + // Log info + bufferedLogToConsole(this.m_spec.getDesc()); + + // Color and Coord scale + + // First array is always position + /** @type {glsVertexArrayTests.MultiVertexArrayTest.Spec.ArraySpec} */ var arraySpec = this.m_spec.arrays[0]; + if (arraySpec.inputType == glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10) { + if (arraySpec.normalize) + coordScale = 1; + else + coordScale = 1 / 1024; + } else if (arraySpec.inputType == glsVertexArrayTests.deArray.InputType.INT_2_10_10_10) { + if (arraySpec.normalize) + coordScale = 1.0; + else + coordScale = 1.0 / 512.0; + } else + coordScale = arraySpec.normalize && !glsVertexArrayTests.inputTypeIsFloatType(arraySpec.inputType) ? 1.0 : 0.9 / arraySpec.max.toFloat(); + + if (arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.VEC3 || arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.VEC4 || + arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.IVEC3 || arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.IVEC4 || + arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.UVEC3 || arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.UVEC4) + coordScale = coordScale * 0.5; + + // And other arrays are color-like + for (var arrayNdx = 1; arrayNdx < this.m_spec.arrays.length; arrayNdx++) { + arraySpec = this.m_spec.arrays[arrayNdx]; + + colorScale *= (arraySpec.normalize && !glsVertexArrayTests.inputTypeIsFloatType(arraySpec.inputType) ? 1.0 : 1.0 / arraySpec.max.toFloat()); + if (arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.VEC4) + colorScale *= (arraySpec.normalize && !glsVertexArrayTests.inputTypeIsFloatType(arraySpec.inputType) ? 1.0 : 1.0 / arraySpec.max.toFloat()); + } + + // Data + + for (var arrayNdx = 0; arrayNdx < this.m_spec.arrays.length; arrayNdx++) { + arraySpec = this.m_spec.arrays[arrayNdx]; + /** @type {number} */ var seed = arraySpec.inputType + 10 * arraySpec.outputType + 100 * arraySpec.storage + 1000 * this.m_spec.primitive + 10000 * arraySpec.usage + this.m_spec.drawCount + 12 * arraySpec.componentCount + arraySpec.stride + arraySpec.normalize; + /** @type {ArrayBuffer} */ var data = null; + /** @type {number} */ var stride = arraySpec.stride == 0 ? arraySpec.componentCount * glsVertexArrayTests.deArray.inputTypeSize(arraySpec.inputType) : arraySpec.stride; + /** @type {number} */ var bufferSize = arraySpec.offset + stride * (this.m_spec.drawCount * primitiveSize - 1) + arraySpec.componentCount * glsVertexArrayTests.deArray.inputTypeSize(arraySpec.inputType); + + switch (this.m_spec.primitive) { + // case glsVertexArrayTests.deArray.Primitive.POINTS: + // data = glsVertexArrayTests.RandomArrayGenerator.generateArray(seed, arraySpec.min, arraySpec.max, arraySpec.count, arraySpec.componentCount, arraySpec.stride, arraySpec.inputType); + // break; + case glsVertexArrayTests.deArray.Primitive.TRIANGLES: + if (arrayNdx == 0) { + data = glsVertexArrayTests.RandomArrayGenerator.generateQuads(seed, this.m_spec.drawCount, arraySpec.componentCount, arraySpec.offset, arraySpec.stride, this.m_spec.primitive, arraySpec.inputType, arraySpec.min, arraySpec.max, coordScale); + } else { + DE_ASSERT(arraySpec.offset == 0); // \note [jarkko] it just hasn't been implemented + data = glsVertexArrayTests.RandomArrayGenerator.generatePerQuad(seed, this.m_spec.drawCount, arraySpec.componentCount, arraySpec.stride, this.m_spec.primitive, arraySpec.inputType, arraySpec.min, arraySpec.max); + } + break; + + default: + throw new Error('glsVertexArrayTests.MultiVertexArrayTest.prototype.iterate - Invalid primitive type'); + break; + } + + this.m_glArrayPack.newArray(arraySpec.storage); + this.m_rrArrayPack.newArray(arraySpec.storage); + + this.m_glArrayPack.getArray(arrayNdx).data(glsVertexArrayTests.deArray.Target.ARRAY, bufferSize, new Uint8Array(data), arraySpec.usage); + this.m_rrArrayPack.getArray(arrayNdx).data(glsVertexArrayTests.deArray.Target.ARRAY, bufferSize, new Uint8Array(data), arraySpec.usage); + + this.m_glArrayPack.getArray(arrayNdx).bind(arrayNdx, arraySpec.offset, arraySpec.componentCount, arraySpec.inputType, arraySpec.outputType, arraySpec.normalize, arraySpec.stride); + this.m_rrArrayPack.getArray(arrayNdx).bind(arrayNdx, arraySpec.offset, arraySpec.componentCount, arraySpec.inputType, arraySpec.outputType, arraySpec.normalize, arraySpec.stride); + } + + try { + this.m_glArrayPack.render(this.m_spec.primitive, this.m_spec.first, this.m_spec.drawCount * primitiveSize, useVao, coordScale, colorScale); + this.m_rrArrayPack.render(this.m_spec.primitive, this.m_spec.first, this.m_spec.drawCount * primitiveSize, useVao, coordScale, colorScale); + } + catch (err) { + // GL Errors are ok if the mode is not properly aligned + + bufferedLogToConsole('Got error: ' + err.message); + + if (this.isUnalignedBufferOffsetTest()) + testFailedOptions('Failed to draw with unaligned buffers', false); // TODO: QP_TEST_RESULT_COMPATIBILITY_WARNING + else if (this.isUnalignedBufferStrideTest()) + testFailedOptions('Failed to draw with unaligned stride', false); // QP_TEST_RESULT_COMPATIBILITY_WARNING + else + throw new Error(err.message); + + return tcuTestCase.IterateResult.STOP; + } + + this.m_iteration++; + return tcuTestCase.IterateResult.CONTINUE; + } else if (this.m_iteration == 1) { + this.compare(); + + if (this.m_isOk) { + testPassedOptions('', true); + } else { + if (this.isUnalignedBufferOffsetTest()) + testFailedOptions('Failed to draw with unaligned buffers', false); // QP_TEST_RESULT_COMPATIBILITY_WARNING + else if (this.isUnalignedBufferStrideTest()) + testFailedOptions('Failed to draw with unaligned stride', false); // QP_TEST_RESULT_COMPATIBILITY_WARNING + else + testFailedOptions('Image comparison failed', false); + } + + this.m_iteration++; + return tcuTestCase.IterateResult.STOP; + } else { + testFailedOptions('glsVertexArrayTests.MultiVertexArrayTest.iterate - Invalid iteration stage', false); + return tcuTestCase.IterateResult.STOP; + } + }; + + /** + * isUnalignedBufferOffsetTest + * @return {boolean} + */ + glsVertexArrayTests.MultiVertexArrayTest.prototype.isUnalignedBufferOffsetTest = function() { + // Buffer offsets should be data type size aligned + for (var i = 0; i < this.m_spec.arrays.length; ++i) { + if (this.m_spec.arrays[i].storage == glsVertexArrayTests.deArray.Storage.BUFFER) { + /** @type {boolean} */ var inputTypePacked = this.m_spec.arrays[i].inputType == glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10 || this.m_spec.arrays[i].inputType == glsVertexArrayTests.deArray.InputType.INT_2_10_10_10; + + /** @type {number} */ var dataTypeSize = glsVertexArrayTests.deArray.inputTypeSize(this.m_spec.arrays[i].inputType); + if (inputTypePacked) + dataTypeSize = 4; + + if (this.m_spec.arrays[i].offset % dataTypeSize != 0) + return true; + } + } + return false; + }; + + /** + * isUnalignedBufferStrideTest + * @return {boolean} + */ + glsVertexArrayTests.MultiVertexArrayTest.prototype.isUnalignedBufferStrideTest = function() { + // Buffer strides should be data type size aligned + for (var i = 0; i < this.m_spec.arrays.length; ++i) { + if (this.m_spec.arrays[i].storage == glsVertexArrayTests.deArray.Storage.BUFFER) { + /** @type {boolean} */ var inputTypePacked = this.m_spec.arrays[i].inputType == glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10 || this.m_spec.arrays[i].inputType == glsVertexArrayTests.deArray.InputType.INT_2_10_10_10; + + /** @type {number} */ var dataTypeSize = glsVertexArrayTests.deArray.inputTypeSize(this.m_spec.arrays[i].inputType); + if (inputTypePacked) + dataTypeSize = 4; + + if (this.m_spec.arrays[i].stride % dataTypeSize != 0) + return true; + } + } + return false; + }; + +}); |