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diff --git a/dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fFboTestUtil.js b/dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fFboTestUtil.js
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+/*-------------------------------------------------------------------------
+ * drawElements Quality Program OpenGL ES Utilities
+ * ------------------------------------------------
+ *
+ * Copyright 2014 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+'use strict';
+goog.provide('functional.gles3.es3fFboTestUtil');
+goog.require('framework.common.tcuMatrix');
+goog.require('framework.common.tcuRGBA');
+goog.require('framework.common.tcuSurface');
+goog.require('framework.common.tcuTexture');
+goog.require('framework.common.tcuTextureUtil');
+goog.require('framework.delibs.debase.deMath');
+goog.require('framework.opengl.gluShaderUtil');
+goog.require('framework.opengl.gluTextureUtil');
+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 es3fFboTestUtil = functional.gles3.es3fFboTestUtil;
+var tcuTexture = framework.common.tcuTexture;
+var tcuTextureUtil = framework.common.tcuTextureUtil;
+var tcuRGBA = framework.common.tcuRGBA;
+var gluTextureUtil = framework.opengl.gluTextureUtil;
+var deMath = framework.delibs.debase.deMath;
+var rrShadingContext = framework.referencerenderer.rrShadingContext;
+var rrVertexPacket = framework.referencerenderer.rrVertexPacket;
+var rrVertexAttrib = framework.referencerenderer.rrVertexAttrib;
+var gluShaderUtil = framework.opengl.gluShaderUtil;
+var sglrGLContext = framework.opengl.simplereference.sglrGLContext;
+var sglrReferenceContext = framework.opengl.simplereference.sglrReferenceContext;
+var sglrShaderProgram = framework.opengl.simplereference.sglrShaderProgram;
+var rrGenericVector = framework.referencerenderer.rrGenericVector;
+var tcuMatrix = framework.common.tcuMatrix;
+var rrFragmentOperations = framework.referencerenderer.rrFragmentOperations;
+var tcuSurface = framework.common.tcuSurface;
+
+var DE_ASSERT = function(x) {
+ if (!x)
+ throw new Error('Assert failed');
+};
+
+/**
+ * Defines the exception type for a test failure.
+ * @constructor
+ * @param {number} reason The error code.
+ */
+es3fFboTestUtil.FboIncompleteException = function(reason) {
+ this.reason = reason;
+ this.name = 'es3fFboTestUtil.FboIncompleteException';
+};
+
+/** @typedef { (WebGL2RenderingContext|sglrReferenceContext.ReferenceContext)} */
+es3fFboTestUtil.Context;
+
+es3fFboTestUtil.FboIncompleteException.prototype.getReason = function() {return this.reason; };
+
+ /**
+ * @param {gluShaderUtil.DataType} type
+ * @return {rrGenericVector.GenericVecType}
+ */
+ es3fFboTestUtil.mapDataTypeToGenericVecType = function(type) {
+ switch (type) {
+ case gluShaderUtil.DataType.FLOAT_VEC4: return rrGenericVector.GenericVecType.FLOAT;
+ case gluShaderUtil.DataType.INT_VEC4: return rrGenericVector.GenericVecType.INT32;
+ case gluShaderUtil.DataType.UINT_VEC4: return rrGenericVector.GenericVecType.UINT32;
+ default:
+ throw new Error('Unrecognized type: ' + type);
+ }
+ };
+
+ /**
+ * @param {Array<number>} input
+ * @param {{max: number, min: number}} type min, max information
+ * @return {Array<number>}
+ */
+ es3fFboTestUtil.castVectorSaturate = function(input, type) {
+ return [
+ (input[0] + 0.5 >= type.max) ? (type.max) : ((input[0] - 0.5 <= type.min) ? (type.min) : Math.round(input[0])),
+ (input[1] + 0.5 >= type.max) ? (type.max) : ((input[1] - 0.5 <= type.min) ? (type.min) : Math.round(input[1])),
+ (input[2] + 0.5 >= type.max) ? (type.max) : ((input[2] - 0.5 <= type.min) ? (type.min) : Math.round(input[2])),
+ (input[3] + 0.5 >= type.max) ? (type.max) : ((input[3] - 0.5 <= type.min) ? (type.min) : Math.round(input[3]))
+ ];
+ };
+
+ /**
+ * es3fFboTestUtil.FlatColorShader inherits from sglrShaderProgram
+ * @constructor
+ * @extends {sglrShaderProgram.ShaderProgram}
+ * @param {gluShaderUtil.DataType} outputType
+ * @param {number=} pointSize
+ */
+ es3fFboTestUtil.FlatColorShader = function(outputType, pointSize) {
+ pointSize = pointSize || 1;
+ /** @type {sglrShaderProgram.ShaderProgramDeclaration} */
+ var decl = new sglrShaderProgram.ShaderProgramDeclaration();
+ /** @type {gluShaderUtil.DataType} */ this.m_outputType = outputType;
+
+ decl.pushVertexAttribute(new sglrShaderProgram.VertexAttribute('a_position', rrGenericVector.GenericVecType.FLOAT));
+ decl.pushVertexToFragmentVarying(new sglrShaderProgram.VertexToFragmentVarying(rrGenericVector.GenericVecType.FLOAT));
+ decl.pushFragmentOutput(new sglrShaderProgram.FragmentOutput(es3fFboTestUtil.mapDataTypeToGenericVecType(outputType)));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_color', gluShaderUtil.DataType.FLOAT_VEC4));
+ decl.pushVertexSource(new sglrShaderProgram.VertexSource(
+ '#version 300 es\n' +
+ 'in highp vec4 a_position;\n' +
+ 'void main (void)\n' +
+ '{\n' +
+ ' gl_Position = a_position;\n' +
+ ' gl_PointSize = ' + pointSize + '.0;\n' +
+ '}\n'));
+ decl.pushFragmentSource(new sglrShaderProgram.FragmentSource(
+ '#version 300 es\n' +
+ 'uniform highp vec4 u_color;\n' +
+ 'layout(location = 0) out highp ' + gluShaderUtil.getDataTypeName(outputType) + ' o_color;\n' +
+ 'void main (void)\n' +
+ '{\n' +
+ ' o_color = ' + gluShaderUtil.getDataTypeName(outputType) + '(u_color);\n' +
+ '}\n'));
+ sglrShaderProgram.ShaderProgram.call(this, decl);
+ this.m_pointSize = pointSize;
+ };
+
+ es3fFboTestUtil.FlatColorShader.prototype = Object.create(sglrShaderProgram.ShaderProgram.prototype);
+ es3fFboTestUtil.FlatColorShader.prototype.constructor = es3fFboTestUtil.FlatColorShader;
+
+ /**
+ * @param {(WebGL2RenderingContext|sglrGLContext.GLContext|sglrReferenceContext.ReferenceContext)} context
+ * @param program GL program object
+ * @param {Array<number>} color
+ */
+ es3fFboTestUtil.FlatColorShader.prototype.setColor = function(context, program, color) {
+ /** @type {number} */ var location = context.getUniformLocation(program, 'u_color');
+
+ context.useProgram(program);
+ context.uniform4fv(location, color);
+ };
+
+ /**
+ * @param {Array<rrVertexAttrib.VertexAttrib>} inputs
+ * @param {Array<rrVertexPacket.VertexPacket>} packets
+ * @param {number} numPackets
+ */
+ es3fFboTestUtil.FlatColorShader.prototype.shadeVertices = function(inputs, packets, numPackets) {
+ for (var packetNdx = 0; packetNdx < numPackets; ++packetNdx) {
+ /** @type {rrVertexPacket.VertexPacket} */ var packet = packets[packetNdx];
+ packet.position = rrVertexAttrib.readVertexAttrib(inputs[0], packet.instanceNdx, packet.vertexNdx, rrGenericVector.GenericVecType.FLOAT);
+ packet.pointSize = this.m_pointSize;
+ }
+ };
+
+ /**
+ * @param {Array<rrFragmentOperations.Fragment>} packet
+ * @param {rrShadingContext.FragmentShadingContext} context
+ */
+ es3fFboTestUtil.FlatColorShader.prototype.shadeFragments = function(packet, context) {
+ var numPackets = packet.length;
+ /** @const {Array<number>} */ var color = this.m_uniforms[0].value;
+ /** @const {Array<number>} */ var icolor = es3fFboTestUtil.castVectorSaturate(color, tcuTexture.deTypes.deInt32);
+ /** @const {Array<number>} */ var uicolor = es3fFboTestUtil.castVectorSaturate(color, tcuTexture.deTypes.deUint32);
+
+ if (this.m_outputType == gluShaderUtil.DataType.FLOAT_VEC4) {
+ for (var packetNdx = 0; packetNdx < numPackets; ++packetNdx)
+ packet[packetNdx].value = color;
+ } else if (this.m_outputType == gluShaderUtil.DataType.INT_VEC4) {
+ for (var packetNdx = 0; packetNdx < numPackets; ++packetNdx)
+ packet[packetNdx].value = icolor;
+ } else if (this.m_outputType == gluShaderUtil.DataType.UINT_VEC4) {
+ for (var packetNdx = 0; packetNdx < numPackets; ++packetNdx)
+ packet[packetNdx].value = uicolor;
+ } else
+ throw new Error('Invalid output type: ' + this.m_outputType);
+ };
+
+ /**
+ * es3fFboTestUtil.GradientShader inherits from sglrShaderProgram
+ * @constructor
+ * @extends {sglrShaderProgram.ShaderProgram}
+ * @param {gluShaderUtil.DataType} outputType
+ */
+ es3fFboTestUtil.GradientShader = function(outputType) {
+ /** @type {sglrShaderProgram.ShaderProgramDeclaration} */
+ var decl = new sglrShaderProgram.ShaderProgramDeclaration();
+ /** @type {gluShaderUtil.DataType} */ this.m_outputType = outputType;
+ decl.pushVertexAttribute(new sglrShaderProgram.VertexAttribute('a_position', rrGenericVector.GenericVecType.FLOAT));
+ decl.pushVertexAttribute(new sglrShaderProgram.VertexAttribute('a_coord', rrGenericVector.GenericVecType.FLOAT));
+ decl.pushVertexToFragmentVarying(new sglrShaderProgram.VertexToFragmentVarying(rrGenericVector.GenericVecType.FLOAT));
+ decl.pushFragmentOutput(new sglrShaderProgram.FragmentOutput(es3fFboTestUtil.mapDataTypeToGenericVecType(outputType)));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_gradientMin', gluShaderUtil.DataType.FLOAT_VEC4));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_gradientMax', gluShaderUtil.DataType.FLOAT_VEC4));
+ decl.pushVertexSource(new sglrShaderProgram.VertexSource(
+ '#version 300 es\n' +
+ 'in highp vec4 a_position;\n' +
+ 'in highp vec4 a_coord;\n' +
+ 'out highp vec4 v_coord;\n' +
+ 'void main (void)\n' +
+ '{\n' +
+ ' gl_Position = a_position;\n' +
+ ' v_coord = a_coord;\n' +
+ '}\n'));
+ decl.pushFragmentSource(new sglrShaderProgram.FragmentSource(
+ '#version 300 es\n' +
+ 'in highp vec4 v_coord;\n' +
+ 'uniform highp vec4 u_gradientMin;\n' +
+ 'uniform highp vec4 u_gradientMax;\n' +
+ 'layout(location = 0) out highp ' + gluShaderUtil.getDataTypeName(outputType) + ' o_color;\n' +
+ 'void main (void)\n' +
+ '{\n' +
+ ' highp float x = v_coord.x;\n' +
+ ' highp float y = v_coord.y;\n' +
+ ' highp float f0 = (x + y) * 0.5;\n' +
+ ' highp float f1 = 0.5 + (x - y) * 0.5;\n' +
+ ' highp vec4 fv = vec4(f0, f1, 1.0f-f0, 1.0f-f1);\n' +
+ ' o_color = ' + gluShaderUtil.getDataTypeName(outputType) + '(u_gradientMin + (u_gradientMax-u_gradientMin)*fv);\n' +
+ '}\n'));
+ sglrShaderProgram.ShaderProgram.call(this, decl);
+ };
+
+ es3fFboTestUtil.GradientShader.prototype = Object.create(sglrShaderProgram.ShaderProgram.prototype);
+ es3fFboTestUtil.GradientShader.prototype.constructor = es3fFboTestUtil.GradientShader;
+
+ /**
+ * @param {es3fFboTestUtil.Context} ctx GL-like context
+ * @param program GL program
+ * @param {Array<number>} gradientMin
+ * @param {Array<number>} gradientMax
+ */
+ es3fFboTestUtil.GradientShader.prototype.setGradient = function(ctx, program, gradientMin, gradientMax) {
+ ctx.useProgram(program);
+ ctx.uniform4fv(ctx.getUniformLocation(program, 'u_gradientMin'), gradientMin);
+ ctx.uniform4fv(ctx.getUniformLocation(program, 'u_gradientMax'), gradientMax);
+ };
+
+ /**
+ * @param {Array<rrVertexAttrib.VertexAttrib>} inputs
+ * @param {Array<rrVertexPacket.VertexPacket>} packets
+ * @param {number} numPackets
+ */
+ es3fFboTestUtil.GradientShader.prototype.shadeVertices = function(inputs, packets, numPackets) {
+ for (var packetNdx = 0; packetNdx < numPackets; ++packetNdx) {
+ /** @type {rrVertexPacket.VertexPacket} */ var packet = packets[packetNdx];
+
+ packet.position = rrVertexAttrib.readVertexAttrib(inputs[0], packet.instanceNdx, packet.vertexNdx, rrGenericVector.GenericVecType.FLOAT);
+ packet.outputs[0] = rrVertexAttrib.readVertexAttrib(inputs[1], packet.instanceNdx, packet.vertexNdx, rrGenericVector.GenericVecType.FLOAT);
+ }
+ };
+
+ /**
+ * @param {Array<rrFragmentOperations.Fragment>} packet
+ * @param {rrShadingContext.FragmentShadingContext} context
+ */
+ es3fFboTestUtil.GradientShader.prototype.shadeFragments = function(packet, context) {
+ var numPackets = packet.length;
+ /** @const {Array<number>} */ var gradientMin = this.m_uniforms[0].value;
+ /** @const {Array<number>} */ var gradientMax = this.m_uniforms[1].value;
+
+ for (var packetNdx = 0; packetNdx < numPackets; ++packetNdx) {
+ /** @const {Array<number>} */ var coord = rrShadingContext.readTriangleVarying(packet[packetNdx], context, 0);
+ /** @const {number} */ var x = coord[0];
+ /** @const {number} */ var y = coord[1];
+ /** @const {number} */ var f0 = (x + y) * 0.5;
+ /** @const {number} */ var f1 = 0.5 + (x - y) * 0.5;
+ /** @const {Array<number>} */ var fv = [f0, f1, 1.0 - f0, 1.0 - f1];
+
+ /** @const {Array<number>} */ var color = deMath.add(gradientMin, deMath.multiply(deMath.subtract(gradientMax, gradientMin), fv));
+ /** @const {Array<number>} */ var icolor = es3fFboTestUtil.castVectorSaturate(color, tcuTexture.deTypes.deInt32);
+ /** @const {Array<number>} */ var uicolor = es3fFboTestUtil.castVectorSaturate(color, tcuTexture.deTypes.deUint32);
+
+ if (this.m_outputType == gluShaderUtil.DataType.FLOAT_VEC4)
+ packet[packetNdx].value = color;
+ else if (this.m_outputType == gluShaderUtil.DataType.INT_VEC4)
+ packet[packetNdx].value = icolor;
+ else if (this.m_outputType == gluShaderUtil.DataType.UINT_VEC4)
+ packet[packetNdx].value = uicolor;
+ else
+ throw new Error('Invalid output type: ' + this.m_outputType);
+ }
+ };
+
+ /**
+ * @param {Array<gluShaderUtil.DataType>} samplerTypes
+ * @param {gluShaderUtil.DataType} outputType
+ * @return {string}
+ */
+ es3fFboTestUtil.genTexFragmentShader = function(samplerTypes, outputType) {
+ /** @type {string} */ var precision = 'highp';
+ /** @type {string} */ var src = '';
+
+ src = '#version 300 es\n' +
+ 'layout(location = 0) out highp ' + gluShaderUtil.getDataTypeName(outputType) + ' o_color0;\n' +
+ 'in highp vec2 v_coord;\n';
+
+ for (var samplerNdx = 0; samplerNdx < samplerTypes.length; samplerNdx++) {
+ src += 'uniform ' + precision + ' ' + gluShaderUtil.getDataTypeName(samplerTypes[samplerNdx]) + ' u_sampler' + samplerNdx + ';\n' +
+ 'uniform ' + precision + ' vec4 u_texScale' + samplerNdx + ';\n' +
+ 'uniform ' + precision + ' vec4 u_texBias' + samplerNdx + ';\n';
+ }
+
+ // Output scale & bias
+ src += 'uniform ' + precision + ' vec4 u_outScale0;\n' +
+ 'uniform ' + precision + ' vec4 u_outBias0;\n';
+
+ src += '\n' +
+ 'void main (void)\n' +
+ '{\n' +
+ ' ' + precision + ' vec4 out0 = vec4(0.0);\n';
+
+ // Texture input fetch and combine.
+ for (var inNdx = 0; inNdx < samplerTypes.length; inNdx++)
+ src += '\tout0 += vec4(' +
+ 'texture(u_sampler' + inNdx + ', v_coord)) * u_texScale' + inNdx + ' + u_texBias' + inNdx + ';\n';
+
+ // Write output.
+ src += ' o_color0 = ' + gluShaderUtil.getDataTypeName(outputType) + '(out0 * u_outScale0 + u_outBias0);\n' +
+ '}\n';
+
+ return src;
+ };
+
+ /**
+ * @param {Array<gluShaderUtil.DataType>} samplerTypes
+ * @param {gluShaderUtil.DataType} outputType
+ * @return {sglrShaderProgram.ShaderProgramDeclaration}
+ */
+ es3fFboTestUtil.genTexture2DShaderDecl = function(samplerTypes, outputType) {
+ /** @type {sglrShaderProgram.ShaderProgramDeclaration} */
+ var decl = new sglrShaderProgram.ShaderProgramDeclaration();
+
+ decl.pushVertexAttribute(new sglrShaderProgram.VertexAttribute('a_position', rrGenericVector.GenericVecType.FLOAT));
+ decl.pushVertexAttribute(new sglrShaderProgram.VertexAttribute('a_coord', rrGenericVector.GenericVecType.FLOAT));
+ decl.pushVertexToFragmentVarying(new sglrShaderProgram.VertexToFragmentVarying(rrGenericVector.GenericVecType.FLOAT));
+ decl.pushFragmentOutput(new sglrShaderProgram.FragmentOutput(es3fFboTestUtil.mapDataTypeToGenericVecType(outputType)));
+
+ decl.pushVertexSource(new sglrShaderProgram.VertexSource(
+ '#version 300 es\n' +
+ 'in highp vec4 a_position;\n' +
+ 'in highp vec2 a_coord;\n' +
+ 'out highp vec2 v_coord;\n' +
+ 'void main(void)\n' +
+ '{\n' +
+ ' gl_Position = a_position;\n' +
+ ' v_coord = a_coord;\n' +
+ '}\n'));
+
+ decl.pushFragmentSource(new sglrShaderProgram.FragmentSource(es3fFboTestUtil.genTexFragmentShader(samplerTypes, outputType)));
+
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_outScale0', gluShaderUtil.DataType.FLOAT_VEC4));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_outBias0', gluShaderUtil.DataType.FLOAT_VEC4));
+
+ for (var ndx = 0; ndx < samplerTypes.length; ++ndx) {
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_sampler' + ndx, samplerTypes[ndx]));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_texScale' + ndx, gluShaderUtil.DataType.FLOAT_VEC4));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_texBias' + ndx, gluShaderUtil.DataType.FLOAT_VEC4));
+ }
+
+ return decl;
+ };
+
+ /**
+ * For use in es3fFboTestUtil.Texture2DShader
+ * @constructor
+ */
+ es3fFboTestUtil.Input = function() {
+ /** @type {number} */ this.unitNdx;
+ /** @type {Array<number>} */ this.scale;
+ /** @type {Array<number>} */ this.bias;
+ };
+
+ /**
+ * es3fFboTestUtil.Texture2DShader inherits from sglrShaderProgram
+ * @constructor
+ * @extends {sglrShaderProgram.ShaderProgram}
+ * @param {Array<gluShaderUtil.DataType>} samplerTypes
+ * @param {gluShaderUtil.DataType} outputType
+ * @param {Array<number>=} outScale - default [1.0, 1.0, 1.0, 1.0]
+ * @param {Array<number>=} outBias - default [0.0, 0.0, 0.0, 0.0]
+ */
+ es3fFboTestUtil.Texture2DShader = function(samplerTypes, outputType, outScale, outBias) {
+ if (outScale === undefined) outScale = [1.0, 1.0, 1.0, 1.0];
+ if (outBias === undefined) outBias = [0.0, 0.0, 0.0, 0.0];
+ sglrShaderProgram.ShaderProgram.call(this, es3fFboTestUtil.genTexture2DShaderDecl(samplerTypes, outputType));
+ /** @type {Array<es3fFboTestUtil.Input>} */ this.m_inputs = [];
+ /** @type {Array<number>} */ this.m_outScale = outScale;
+ /** @type {Array<number>} */ this.m_outBias = outBias;
+ /** @const {gluShaderUtil.DataType} */ this.m_outputType = outputType;
+ for (var ndx = 0; ndx < samplerTypes.length; ndx++) {
+ var input = new es3fFboTestUtil.Input();
+ input.unitNdx = ndx;
+ input.scale = [1.0, 1.0, 1.0, 1.0];
+ input.bias = [0.0, 0.0, 0.0, 0.0];
+ this.m_inputs[ndx] = input;
+ }
+ };
+
+ es3fFboTestUtil.Texture2DShader.prototype = Object.create(sglrShaderProgram.ShaderProgram.prototype);
+ es3fFboTestUtil.Texture2DShader.prototype.constructor = es3fFboTestUtil.Texture2DShader;
+
+ /**
+ * @param {number} inputNdx
+ * @param {number} unitNdx
+ */
+ es3fFboTestUtil.Texture2DShader.prototype.setUnit = function(inputNdx, unitNdx) {
+ this.m_inputs[inputNdx].unitNdx = unitNdx;
+ };
+
+ /**
+ * @param {number} inputNdx
+ * @param {Array<number>} scale
+ * @param {Array<number>} bias
+ */
+ es3fFboTestUtil.Texture2DShader.prototype.setTexScaleBias = function(inputNdx, scale, bias) {
+ this.m_inputs[inputNdx].scale = scale;
+ this.m_inputs[inputNdx].bias = bias;
+ };
+
+ /**
+ * @param {Array<number>} scale
+ * @param {Array<number>} bias
+ */
+ es3fFboTestUtil.Texture2DShader.prototype.setOutScaleBias = function(scale, bias) {
+ this.m_outScale = scale;
+ this.m_outBias = bias;
+ };
+
+ /**
+ * @param context GL-like context
+ * @param program
+ */
+ es3fFboTestUtil.Texture2DShader.prototype.setUniforms = function(context, program) {
+ context.useProgram(program);
+
+ for (var texNdx = 0; texNdx < this.m_inputs.length; texNdx++) {
+ /** @type {string} */ var samplerName = 'u_sampler' + texNdx;
+ /** @type {string} */ var scaleName = 'u_texScale' + texNdx;
+ /** @type {string} */ var biasName = 'u_texBias' + texNdx;
+
+ context.uniform1i(context.getUniformLocation(program, samplerName), this.m_inputs[texNdx].unitNdx);
+ context.uniform4fv(context.getUniformLocation(program, scaleName), this.m_inputs[texNdx].scale);
+ context.uniform4fv(context.getUniformLocation(program, biasName), this.m_inputs[texNdx].bias);
+ }
+
+ context.uniform4fv(context.getUniformLocation(program, 'u_outScale0'), this.m_outScale);
+ context.uniform4fv(context.getUniformLocation(program, 'u_outBias0'), this.m_outBias);
+ };
+
+ /**
+ * @param {Array<rrVertexAttrib.VertexAttrib>} inputs
+ * @param {Array<rrVertexPacket.VertexPacket>} packets
+ * @param {number} numPackets
+ */
+ es3fFboTestUtil.Texture2DShader.prototype.shadeVertices = function(inputs, packets, numPackets) {
+ // TODO: implement rrVertexAttrib.readVertexAttribFloat
+ for (var packetNdx = 0; packetNdx < numPackets; ++packetNdx) {
+ /** @type {rrVertexPacket.VertexPacket} */ var packet = packets[packetNdx];
+ packet.position = rrVertexAttrib.readVertexAttrib(inputs[0], packet.instanceNdx, packet.vertexNdx, rrGenericVector.GenericVecType.FLOAT);
+ packet.outputs[0] = rrVertexAttrib.readVertexAttrib(inputs[1], packet.instanceNdx, packet.vertexNdx, rrGenericVector.GenericVecType.FLOAT);
+ }
+ };
+
+ /**
+ * @param {Array<rrFragmentOperations.Fragment>} packet
+ * @param {rrShadingContext.FragmentShadingContext} context
+ */
+ es3fFboTestUtil.Texture2DShader.prototype.shadeFragments = function(packet, context) {
+ var numPackets = packet.length;
+ /** @type {Array<number>} */ var outScale = this.m_uniforms[0].value;
+ /** @type {Array<number>} */ var outBias = this.m_uniforms[1].value;
+ var texCoords = [];
+ var colors = [];
+
+ for (var packetNdx = 0; packetNdx < numPackets; ++packetNdx) {
+ // setup tex coords
+ /** @const {Array<number>} */ var coord = rrShadingContext.readTriangleVarying(packet[packetNdx], context, 0);
+ texCoords = [coord[0], coord[1]];
+
+ // clear result
+ colors = [0.0, 0.0, 0.0, 0.0];
+
+ // sample each texture
+ for (var ndx = 0; ndx < this.m_inputs.length; ndx++) {
+ var tex = this.m_uniforms[2 + ndx * 3].sampler;
+ var ratioX = tex.m_view.getWidth() / context.getWidth();
+ var ratioY = tex.m_view.getHeight() / context.getHeight();
+ var lod = Math.floor(Math.log2(Math.max(ratioX, ratioY)));
+
+ /** @const {Array<number>} */ var scale = this.m_uniforms[2 + ndx * 3 + 1].value;
+ /** @const {Array<number>} */ var bias = this.m_uniforms[2 + ndx * 3 + 2].value;
+
+ var tmpColors = tex.sample(texCoords, lod);
+
+ colors = deMath.add(colors, deMath.add(deMath.multiply(tmpColors, scale), bias));
+ }
+
+ // write out
+ /** @const {Array<number>} */ var color = deMath.add(deMath.multiply(colors, outScale), outBias);
+ /** @const {Array<number>} */ var icolor = es3fFboTestUtil.castVectorSaturate(color, tcuTexture.deTypes.deInt32);
+ /** @const {Array<number>} */ var uicolor = es3fFboTestUtil.castVectorSaturate(color, tcuTexture.deTypes.deUint32);
+
+ if (this.m_outputType == gluShaderUtil.DataType.FLOAT_VEC4)
+ packet[packetNdx].value = color;
+ else if (this.m_outputType == gluShaderUtil.DataType.INT_VEC4)
+ packet[packetNdx].value = icolor;
+ else if (this.m_outputType == gluShaderUtil.DataType.UINT_VEC4)
+ packet[packetNdx].value = uicolor;
+ }
+ };
+
+ /**
+ * es3fFboTestUtil.TextureCubeShader inherits from sglrShaderProgram
+ * @constructor
+ * @extends {sglrShaderProgram.ShaderProgram}
+ * @param {gluShaderUtil.DataType} samplerType
+ * @param {gluShaderUtil.DataType} outputType
+ */
+ es3fFboTestUtil.TextureCubeShader = function(samplerType, outputType) {
+ /** @type {sglrShaderProgram.ShaderProgramDeclaration} */
+ var decl = new sglrShaderProgram.ShaderProgramDeclaration();
+ decl.pushVertexAttribute(new sglrShaderProgram.VertexAttribute('a_position', rrGenericVector.GenericVecType.FLOAT));
+ decl.pushVertexAttribute(new sglrShaderProgram.VertexAttribute('a_coord', rrGenericVector.GenericVecType.FLOAT));
+ decl.pushVertexToFragmentVarying(new sglrShaderProgram.VertexToFragmentVarying(rrGenericVector.GenericVecType.FLOAT));
+ decl.pushFragmentOutput(new sglrShaderProgram.FragmentOutput(es3fFboTestUtil.mapDataTypeToGenericVecType(outputType)));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_coordMat', gluShaderUtil.DataType.FLOAT_MAT3));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_sampler0', samplerType));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_scale', gluShaderUtil.DataType.FLOAT_VEC4));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_bias', gluShaderUtil.DataType.FLOAT_VEC4));
+ decl.pushVertexSource(new sglrShaderProgram.VertexSource(
+ '#version 300 es\n' +
+ 'in highp vec4 a_position;\n' +
+ 'in mediump vec2 a_coord;\n' +
+ 'uniform mat3 u_coordMat;\n' +
+ 'out mediump vec3 v_coord;\n' +
+ 'void main (void)\n' +
+ '{\n' +
+ ' gl_Position = a_position;\n' +
+ ' v_coord = u_coordMat * vec3(a_coord, 1.0);\n' +
+ '}\n'));
+ decl.pushFragmentSource(new sglrShaderProgram.FragmentSource(
+ '#version 300 es\n' +
+ 'uniform highp ' + gluShaderUtil.getDataTypeName(samplerType) + ' u_sampler0;\n' +
+ 'uniform highp vec4 u_scale;\n' +
+ 'uniform highp vec4 u_bias;\n' +
+ 'in mediump vec3 v_coord;\n' +
+ 'layout(location = 0) out highp ' + gluShaderUtil.getDataTypeName(outputType) + ' o_color;\n' +
+ 'void main (void)\n' +
+ '{\n' +
+ ' o_color = ' + gluShaderUtil.getDataTypeName(outputType) + '(vec4(texture(u_sampler0, v_coord)) * u_scale + u_bias);\n' +
+ '}\n'));
+ sglrShaderProgram.ShaderProgram.call(this, decl);
+ /** @type {Array<number>} */ this.m_texScale = [1.0, 1.0, 1.0, 1.0];
+ /** @type {Array<number>} */ this.m_texBias = [0.0, 0.0, 0.0, 0.0];
+ /** @type {tcuMatrix.Mat3} */ this.m_coordMat;
+ /** @type {gluShaderUtil.DataType} */ this.m_outputType = outputType;
+ };
+
+ es3fFboTestUtil.TextureCubeShader.prototype = Object.create(sglrShaderProgram.ShaderProgram.prototype);
+ es3fFboTestUtil.TextureCubeShader.prototype.constructor = es3fFboTestUtil.TextureCubeShader;
+
+ /**
+ * @param {tcuTexture.CubeFace} face
+ */
+ es3fFboTestUtil.TextureCubeShader.prototype.setFace = function(face) {
+ /** @const {Array<Array<number>>} */ var s_cubeTransforms = [
+ // Face -X: (x, y, 1) -> (-1, -(2*y-1), +(2*x-1))
+ [0, 0, -1,
+ 0, -2, 1,
+ 2, 0, -1],
+ // Face +X: (x, y, 1) -> (+1, -(2*y-1), -(2*x-1))
+ [0, 0, 1,
+ 0, -2, 1,
+ -2, 0, 1],
+ // Face -Y: (x, y, 1) -> (+(2*x-1), -1, -(2*y-1))
+ [2, 0, -1,
+ 0, 0, -1,
+ 0, -2, 1],
+ // Face +Y: (x, y, 1) -> (+(2*x-1), +1, +(2*y-1))
+ [2, 0, -1,
+ 0, 0, 1,
+ 0, 2, -1],
+ // Face -Z: (x, y, 1) -> (-(2*x-1), -(2*y-1), -1)
+ [-2, 0, 1,
+ 0, -2, 1,
+ 0, 0, -1],
+ // Face +Z: (x, y, 1) -> (+(2*x-1), -(2*y-1), +1)
+ [2, 0, -1,
+ 0, -2, 1,
+ 0, 0, 1]];
+ this.m_coordMat = /** @type {tcuMatrix.Mat3} */ (tcuMatrix.matrixFromArray(3, 3, s_cubeTransforms[face]));
+ };
+
+ /**
+ * @param {Array<number>} scale
+ * @param {Array<number>} bias
+ */
+ es3fFboTestUtil.TextureCubeShader.prototype.setTexScaleBias = function(scale, bias) {
+ this.m_texScale = scale;
+ this.m_texBias = bias;
+ };
+
+ /**
+ * @param ctx GL-like context
+ * @param program
+ */
+ es3fFboTestUtil.TextureCubeShader.prototype.setUniforms = function(ctx, program) {
+ ctx.useProgram(program);
+
+ ctx.uniform1i(ctx.getUniformLocation(program, 'u_sampler0'), 0);
+ ctx.uniformMatrix3fv(ctx.getUniformLocation(program, 'u_coordMat'), false, this.m_coordMat.getColumnMajorData());
+ ctx.uniform4fv(ctx.getUniformLocation(program, 'u_scale'), this.m_texScale);
+ ctx.uniform4fv(ctx.getUniformLocation(program, 'u_bias'), this.m_texBias);
+ };
+
+ /**
+ * @param {Array<rrVertexAttrib.VertexAttrib>} inputs
+ * @param {Array<rrVertexPacket.VertexPacket>} packets
+ * @param {number} numPackets
+ */
+ es3fFboTestUtil.TextureCubeShader.prototype.shadeVertices = function(inputs, packets, numPackets) {
+ /** @type {tcuMatrix.Matrix} */ var texCoordMat = tcuMatrix.matrixFromArray(3, 3, this.m_uniforms[0].value);
+
+ for (var packetNdx = 0; packetNdx < numPackets; ++packetNdx) {
+ /** @type {rrVertexPacket.VertexPacket} */ var packet = packets[packetNdx];
+ var x = rrVertexAttrib.readVertexAttrib(inputs[1], packet.instanceNdx, packet.vertexNdx, rrGenericVector.GenericVecType.FLOAT)[0];
+ var y = rrVertexAttrib.readVertexAttrib(inputs[1], packet.instanceNdx, packet.vertexNdx, rrGenericVector.GenericVecType.FLOAT)[1];
+ /** @type {Array<number>} */ var a_coord = [x, y];
+ /** @type {Array<number>} */ var v_coord = tcuMatrix.multiplyMatVec(texCoordMat, [a_coord[0], a_coord[1], 1.0]);
+
+ packet.position = rrVertexAttrib.readVertexAttrib(inputs[0], packet.instanceNdx, packet.vertexNdx, rrGenericVector.GenericVecType.FLOAT);
+ packet.outputs[0] = [v_coord[0], v_coord[1], v_coord[2], 0.0];
+ }
+ };
+
+ /**
+ * @param {Array<rrFragmentOperations.Fragment>} packet
+ * @param {rrShadingContext.FragmentShadingContext} context
+ */
+ es3fFboTestUtil.TextureCubeShader.prototype.shadeFragments = function(packet, context) {
+ var numPackets = packet.length;
+ /** @const {Array<number>} */ var texScale = this.m_uniforms[2].value;
+ /** @const {Array<number>} */ var texBias = this.m_uniforms[3].value;
+
+ var texCoords = [];
+ var colors = [];
+
+ for (var packetNdx = 0; packetNdx < numPackets; ++packetNdx) {
+ var tex = this.m_uniforms[1].sampler;
+ var ratioX = tex.m_view.getSize() / context.getWidth();
+ var ratioY = tex.m_view.getSize() / context.getHeight();
+ var lod = Math.floor(Math.log2(Math.max(ratioX, ratioY)));
+
+ var coord = rrShadingContext.readTriangleVarying(packet[packetNdx], context, 0);
+ texCoords = [coord[0], coord[1], coord[2]];
+
+ colors = tex.sample(texCoords, lod);
+
+ var color = deMath.add(deMath.multiply(colors, texScale), texBias);
+ var icolor = es3fFboTestUtil.castVectorSaturate(color, tcuTexture.deTypes.deInt32);
+ var uicolor = es3fFboTestUtil.castVectorSaturate(color, tcuTexture.deTypes.deUint32);
+
+ if (this.m_outputType == gluShaderUtil.DataType.FLOAT_VEC4)
+ packet[packetNdx].value = color;
+ else if (this.m_outputType == gluShaderUtil.DataType.INT_VEC4)
+ packet[packetNdx].value = icolor;
+ else if (this.m_outputType == gluShaderUtil.DataType.UINT_VEC4)
+ packet[packetNdx].value = uicolor;
+ }
+ };
+
+ /**
+ * es3fFboTestUtil.Texture2DArrayShader inherits from sglrShaderProgram
+ * @constructor
+ * @extends {sglrShaderProgram.ShaderProgram}
+ * @param {gluShaderUtil.DataType} samplerType
+ * @param {gluShaderUtil.DataType} outputType
+ */
+ es3fFboTestUtil.Texture2DArrayShader = function(samplerType, outputType) {
+ /** @type {sglrShaderProgram.ShaderProgramDeclaration} */
+ var decl = new sglrShaderProgram.ShaderProgramDeclaration();
+ decl.pushVertexAttribute(new sglrShaderProgram.VertexAttribute('a_position', rrGenericVector.GenericVecType.FLOAT));
+ decl.pushVertexAttribute(new sglrShaderProgram.VertexAttribute('a_coord', rrGenericVector.GenericVecType.FLOAT));
+ decl.pushVertexToFragmentVarying(new sglrShaderProgram.VertexToFragmentVarying(rrGenericVector.GenericVecType.FLOAT));
+ decl.pushFragmentOutput(new sglrShaderProgram.FragmentOutput(es3fFboTestUtil.mapDataTypeToGenericVecType(outputType)));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_sampler0', samplerType));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_scale', gluShaderUtil.DataType.FLOAT_VEC4));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_bias', gluShaderUtil.DataType.FLOAT_VEC4));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_layer', gluShaderUtil.DataType.INT));
+ decl.pushVertexSource(new sglrShaderProgram.VertexSource(
+ '#version 300 es\n' +
+ 'in highp vec4 a_position;\n' +
+ 'in highp vec2 a_coord;\n' +
+ 'out highp vec2 v_coord;\n' +
+ 'void main (void)\n' +
+ '{\n' +
+ ' gl_Position = a_position;\n' +
+ ' v_coord = a_coord;\n' +
+ '}\n'));
+ decl.pushFragmentSource(new sglrShaderProgram.FragmentSource(
+ '#version 300 es\n' +
+ 'uniform highp ' + gluShaderUtil.getDataTypeName(samplerType) + ' u_sampler0;\n' +
+ 'uniform highp vec4 u_scale;\n' +
+ 'uniform highp vec4 u_bias;\n' +
+ 'uniform highp int u_layer;\n' +
+ 'in highp vec2 v_coord;\n' +
+ 'layout(location = 0) out highp ' + gluShaderUtil.getDataTypeName(outputType) + ' o_color;\n' +
+ 'void main (void)\n' +
+ '{\n' +
+ ' o_color = ' + gluShaderUtil.getDataTypeName(outputType) + '(vec4(texture(u_sampler0, vec3(v_coord, u_layer))) * u_scale + u_bias);\n' +
+ '}\n'));
+ sglrShaderProgram.ShaderProgram.call(this, decl);
+ /** @type {Array<number>} */ this.m_texScale = [1.0, 1.0, 1.0, 1.0];
+ /** @type {Array<number>} */ this.m_texBias = [0.0, 0.0, 0.0, 0.0];
+ /** @type {number} */ this.m_layer = 0;
+ /** @type {gluShaderUtil.DataType} */ this.m_outputType = outputType;
+ };
+
+ es3fFboTestUtil.Texture2DArrayShader.prototype = Object.create(sglrShaderProgram.ShaderProgram.prototype);
+ es3fFboTestUtil.Texture2DArrayShader.prototype.constructor = es3fFboTestUtil.Texture2DArrayShader;
+
+ /**
+ * @param {number} layer
+ */
+ es3fFboTestUtil.Texture2DArrayShader.prototype.setLayer = function(layer) {
+ this.m_layer = layer;
+ };
+ /**
+ * @param {Array<number>} scale
+ * @param {Array<number>} bias
+ */
+ es3fFboTestUtil.Texture2DArrayShader.prototype.setTexScaleBias = function(scale, bias) {
+ this.m_texScale = scale;
+ this.m_texBias = bias;
+ };
+ /**
+ * @param {es3fFboTestUtil.Context} ctx GL-like context
+ * @param program
+ */
+ es3fFboTestUtil.Texture2DArrayShader.prototype.setUniforms = function(ctx, program) {
+ ctx.useProgram(program);
+
+ ctx.uniform1i(ctx.getUniformLocation(program, 'u_sampler0'), 0);
+ ctx.uniform1i(ctx.getUniformLocation(program, 'u_layer'), this.m_layer);
+ ctx.uniform4fv(ctx.getUniformLocation(program, 'u_scale'), this.m_texScale);
+ ctx.uniform4fv(ctx.getUniformLocation(program, 'u_bias'), this.m_texBias);
+ };
+
+ /**
+ * @param {Array<rrVertexAttrib.VertexAttrib>} inputs
+ * @param {Array<rrVertexPacket.VertexPacket>} packets
+ * @param {number} numPackets
+ */
+ es3fFboTestUtil.Texture2DArrayShader.prototype.shadeVertices = function(inputs, packets, numPackets) {
+ for (var packetNdx = 0; packetNdx < numPackets; ++packetNdx) {
+ /** @type {rrVertexPacket.VertexPacket} */ var packet = packets[packetNdx];
+
+ packet.position = rrVertexAttrib.readVertexAttrib(inputs[0], packet.instanceNdx, packet.vertexNdx, rrGenericVector.GenericVecType.FLOAT);
+ packet.outputs[0] = rrVertexAttrib.readVertexAttrib(inputs[1], packet.instanceNdx, packet.vertexNdx, rrGenericVector.GenericVecType.FLOAT);
+ }
+ };
+
+ /**
+ * @param {Array<rrFragmentOperations.Fragment>} packet
+ * @param {rrShadingContext.FragmentShadingContext} context
+ */
+ es3fFboTestUtil.Texture2DArrayShader.prototype.shadeFragments = function(packet, context) {
+ var numPackets = packet.length;
+ /** @const {Array<number>} */ var texScale = this.m_uniforms[1].value;
+ /** @const {Array<number>} */ var texBias = this.m_uniforms[2].value;
+ /** @const {number} */ var layer = this.m_uniforms[3].value[0];
+
+ var texCoords = [];
+ var colors = [];
+
+ for (var packetNdx = 0; packetNdx < numPackets; ++packetNdx) {
+ var tex = this.m_uniforms[0].sampler;
+ var ratioX = tex.m_view.getWidth() / context.getWidth();
+ var ratioY = tex.m_view.getHeight() / context.getHeight();
+ var lod = Math.floor(Math.log2(Math.max(ratioX, ratioY)));
+
+ /** @const {Array<number>} */ var coord = rrShadingContext.readTriangleVarying(packet[packetNdx], context, 0);
+ texCoords = [coord[0], coord[1], layer];
+
+ colors = tex.sample(texCoords, lod);
+
+ /** @const {Array<number>} */ var color = deMath.add(deMath.multiply(colors, texScale), texBias);
+ /** @const {Array<number>} */ var icolor = es3fFboTestUtil.castVectorSaturate(color, tcuTexture.deTypes.deInt32);
+ /** @const {Array<number>} */ var uicolor = es3fFboTestUtil.castVectorSaturate(color, tcuTexture.deTypes.deUint32);
+
+ if (this.m_outputType == gluShaderUtil.DataType.FLOAT_VEC4)
+ packet[packetNdx].value = color;
+ else if (this.m_outputType == gluShaderUtil.DataType.INT_VEC4)
+ packet[packetNdx].value = icolor;
+ else if (this.m_outputType == gluShaderUtil.DataType.UINT_VEC4)
+ packet[packetNdx].value = uicolor;
+ }
+ };
+
+ /**
+ * es3fFboTestUtil.Texture3DShader inherits from sglrShaderProgram
+ * @constructor
+ * @extends {sglrShaderProgram.ShaderProgram}
+ * @param {gluShaderUtil.DataType} samplerType
+ * @param {gluShaderUtil.DataType} outputType
+ */
+ es3fFboTestUtil.Texture3DShader = function(samplerType, outputType) {
+ /** @type {sglrShaderProgram.ShaderProgramDeclaration} */
+ var decl = new sglrShaderProgram.ShaderProgramDeclaration();
+ decl.pushVertexAttribute(new sglrShaderProgram.VertexAttribute('a_position', rrGenericVector.GenericVecType.FLOAT));
+ decl.pushVertexAttribute(new sglrShaderProgram.VertexAttribute('a_coord', rrGenericVector.GenericVecType.FLOAT));
+ decl.pushVertexToFragmentVarying(new sglrShaderProgram.VertexToFragmentVarying(rrGenericVector.GenericVecType.FLOAT));
+ decl.pushFragmentOutput(new sglrShaderProgram.FragmentOutput(es3fFboTestUtil.mapDataTypeToGenericVecType(outputType)));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_sampler0', samplerType));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_scale', gluShaderUtil.DataType.FLOAT_VEC4));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_bias', gluShaderUtil.DataType.FLOAT_VEC4));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_depth', gluShaderUtil.DataType.FLOAT));
+ decl.pushVertexSource(new sglrShaderProgram.VertexSource(
+ '#version 300 es\n' +
+ 'in highp vec4 a_position;\n' +
+ 'in highp vec2 a_coord;\n' +
+ 'out highp vec2 v_coord;\n' +
+ 'void main (void)\n' +
+ '{\n' +
+ ' gl_Position = a_position;\n' +
+ ' v_coord = a_coord;\n' +
+ '}\n'));
+ decl.pushFragmentSource(new sglrShaderProgram.FragmentSource(
+ '#version 300 es\n' +
+ 'uniform highp ' + gluShaderUtil.getDataTypeName(samplerType) + ' u_sampler0;\n' +
+ 'uniform highp vec4 u_scale;\n' +
+ 'uniform highp vec4 u_bias;\n' +
+ 'uniform highp float u_depth;\n' +
+ 'in highp vec2 v_coord;\n' +
+ 'layout(location = 0) out highp ' + gluShaderUtil.getDataTypeName(outputType) + ' o_color;\n' +
+ 'void main (void)\n' +
+ '{\n' +
+ ' o_color = ' + gluShaderUtil.getDataTypeName(outputType) + '(vec4(texture(u_sampler0, vec3(v_coord, u_depth))) * u_scale + u_bias);\n' +
+ '}\n'));
+ sglrShaderProgram.ShaderProgram.call(this, decl);
+ /** @type {Array<number>} */ this.m_texScale = [1.0, 1.0, 1.0, 1.0];
+ /** @type {Array<number>} */ this.m_texBias = [0.0, 0.0, 0.0, 0.0];
+ /** @type {number} */ this.m_depth = 0.0;
+ /** @type {gluShaderUtil.DataType} */ this.m_outputType = outputType;
+ };
+
+ es3fFboTestUtil.Texture3DShader.prototype = Object.create(sglrShaderProgram.ShaderProgram.prototype);
+ es3fFboTestUtil.Texture3DShader.prototype.constructor = es3fFboTestUtil.Texture3DShader;
+
+ /**
+ * @param {number} depth
+ */
+ es3fFboTestUtil.Texture3DShader.prototype.setDepth = function(depth) {
+ this.m_depth = depth;
+ };
+
+ /**
+ * @param {Array<number>} scale
+ * @param {Array<number>} bias
+ */
+ es3fFboTestUtil.Texture3DShader.prototype.setTexScaleBias = function(scale, bias) {
+ this.m_texScale = scale;
+ this.m_texBias = bias;
+ };
+
+ /**
+ * @param context GL-like context
+ * @param program
+ */
+ es3fFboTestUtil.Texture3DShader.prototype.setUniforms = function(context, program) {
+ context.useProgram(program);
+ context.uniform1i(context.getUniformLocation(program, 'u_sampler0'), 0);
+ context.uniform1f(context.getUniformLocation(program, 'u_depth'), this.m_depth);
+ context.uniform4fv(context.getUniformLocation(program, 'u_scale'), this.m_texScale);
+ context.uniform4fv(context.getUniformLocation(program, 'u_bias'), this.m_texBias);
+ };
+
+ /**
+ * @param {Array<rrVertexAttrib.VertexAttrib>} inputs
+ * @param {Array<rrVertexPacket.VertexPacket>} packets
+ * @param {number} numPackets
+ */
+ es3fFboTestUtil.Texture3DShader.prototype.shadeVertices = function(inputs, packets, numPackets) {
+ for (var packetNdx = 0; packetNdx < numPackets; ++packetNdx) {
+ /** @type {rrVertexPacket.VertexPacket} */ var packet = packets[packetNdx];
+
+ packet.position = rrVertexAttrib.readVertexAttrib(inputs[0], packet.instanceNdx, packet.vertexNdx, rrGenericVector.GenericVecType.FLOAT);
+ packet.outputs[0] = rrVertexAttrib.readVertexAttrib(inputs[1], packet.instanceNdx, packet.vertexNdx, rrGenericVector.GenericVecType.FLOAT);
+ }
+ };
+
+ /**
+ * @param {Array<rrFragmentOperations.Fragment>} packet
+ * @param {rrShadingContext.FragmentShadingContext} context
+ */
+ es3fFboTestUtil.Texture3DShader.prototype.shadeFragments = function(packet, context) {
+ var numPackets = packet.length;
+ /** @const {Array<number>} */ var texScale = this.m_uniforms[1].value;
+ /** @const {Array<number>} */ var texBias = this.m_uniforms[2].value;
+ /** @const {number} */ var depth = this.m_uniforms[3].value[0];
+
+ var texCoords = [];
+ var colors = [];
+
+ for (var packetNdx = 0; packetNdx < numPackets; ++packetNdx) {
+ var tex = this.m_uniforms[0].sampler;
+ var ratioX = tex.m_view.getWidth() / context.getWidth();
+ var ratioY = tex.m_view.getHeight() / context.getHeight();
+ // TODO: what to do with Z coordinate?
+ var lod = Math.floor(Math.log2(Math.max(ratioX, ratioY)));
+
+ var coord = rrShadingContext.readTriangleVarying(packet[packetNdx], context, 0);
+ texCoords = [coord[0], coord[1], depth];
+
+ colors = tex.sample(texCoords, lod);
+
+ /** @const {Array<number>} */ var color = deMath.add(deMath.multiply(colors, texScale), texBias);
+ /** @const {Array<number>} */ var icolor = es3fFboTestUtil.castVectorSaturate(color, tcuTexture.deTypes.deInt32);
+ /** @const {Array<number>} */ var uicolor = es3fFboTestUtil.castVectorSaturate(color, tcuTexture.deTypes.deUint32);
+
+ if (this.m_outputType == gluShaderUtil.DataType.FLOAT_VEC4)
+ packet[packetNdx].value = color;
+ else if (this.m_outputType == gluShaderUtil.DataType.INT_VEC4)
+ packet[packetNdx].value = icolor;
+ else if (this.m_outputType == gluShaderUtil.DataType.UINT_VEC4)
+ packet[packetNdx].value = uicolor;
+ }
+ };
+
+ /**
+ * es3fFboTestUtil.DepthGradientShader inherits from sglrShaderProgram
+ * @constructor
+ * @extends {sglrShaderProgram.ShaderProgram}
+ * @param {gluShaderUtil.DataType} outputType
+ */
+ es3fFboTestUtil.DepthGradientShader = function(outputType) {
+ /** @type {sglrShaderProgram.ShaderProgramDeclaration} */
+ var decl = new sglrShaderProgram.ShaderProgramDeclaration();
+ decl.pushVertexAttribute(new sglrShaderProgram.VertexAttribute('a_position', rrGenericVector.GenericVecType.FLOAT));
+ decl.pushVertexAttribute(new sglrShaderProgram.VertexAttribute('a_coord', rrGenericVector.GenericVecType.FLOAT));
+ decl.pushVertexToFragmentVarying(new sglrShaderProgram.VertexToFragmentVarying(rrGenericVector.GenericVecType.FLOAT));
+ decl.pushFragmentOutput(new sglrShaderProgram.FragmentOutput(es3fFboTestUtil.mapDataTypeToGenericVecType(outputType)));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_maxGradient', gluShaderUtil.DataType.FLOAT));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_minGradient', gluShaderUtil.DataType.FLOAT));
+ decl.pushUniform(new sglrShaderProgram.Uniform('u_color', gluShaderUtil.DataType.FLOAT_VEC4));
+ decl.pushVertexSource(new sglrShaderProgram.VertexSource(
+ '#version 300 es\n' +
+ 'in highp vec4 a_position;\n' +
+ 'in highp vec4 a_coord;\n' +
+ 'out highp vec4 v_coord;\n' +
+ 'void main (void)\n' +
+ '{\n' +
+ ' gl_Position = a_position;\n' +
+ ' v_coord = a_coord;\n' +
+ '}\n'));
+ decl.pushFragmentSource(new sglrShaderProgram.FragmentSource(
+ '#version 300 es\n' +
+ 'in highp vec4 v_coord;\n' +
+ 'uniform highp float u_minGradient;\n' +
+ 'uniform highp float u_maxGradient;\n' +
+ 'uniform highp vec4 u_color;\n' +
+ 'layout(location = 0) out highp ' + gluShaderUtil.getDataTypeName(outputType) + ' o_color;\n' +
+ 'void main (void)\n' +
+ '{\n' +
+ ' highp float x = v_coord.x;\n' +
+ ' highp float y = v_coord.y;\n' +
+ ' highp float f0 = (x + y) * 0.5;\n' +
+ ' gl_FragDepth = u_minGradient + (u_maxGradient-u_minGradient)*f0;\n' +
+ ' o_color = ' + gluShaderUtil.getDataTypeName(outputType) + '(u_color);\n' +
+ '}\n'));
+ this.m_outputType = outputType;
+ sglrShaderProgram.ShaderProgram.call(this, decl);
+ /** @const {sglrShaderProgram.Uniform} */ this.u_minGradient = this.getUniformByName('u_minGradient');
+ /** @const {sglrShaderProgram.Uniform} */ this.u_maxGradient = this.getUniformByName('u_maxGradient');
+ /** @const {sglrShaderProgram.Uniform} */ this.u_color = this.getUniformByName('u_color');
+ };
+
+ es3fFboTestUtil.DepthGradientShader.prototype = Object.create(sglrShaderProgram.ShaderProgram.prototype);
+ es3fFboTestUtil.DepthGradientShader.prototype.constructor = es3fFboTestUtil.DepthGradientShader;
+
+ /**
+ * @param ctx GL-like context
+ * @param program
+ * @param {number} gradientMin
+ * @param {number} gradientMax
+ * @param {Array<number>} color
+ */
+ es3fFboTestUtil.DepthGradientShader.prototype.setUniforms = function(ctx, program, gradientMin, gradientMax, color) {
+ ctx.useProgram(program);
+ ctx.uniform1fv(ctx.getUniformLocation(program, 'u_minGradient'), [gradientMin]);
+ ctx.uniform1fv(ctx.getUniformLocation(program, 'u_maxGradient'), [gradientMax]);
+ ctx.uniform4fv(ctx.getUniformLocation(program, 'u_color'), color);
+ };
+
+ /**
+ * @param {Array<rrVertexAttrib.VertexAttrib>} inputs
+ * @param {Array<rrVertexPacket.VertexPacket>} packets
+ * @param {number} numPackets
+ */
+ es3fFboTestUtil.DepthGradientShader.prototype.shadeVertices = function(inputs, packets, numPackets) {
+ for (var packetNdx = 0; packetNdx < numPackets; ++packetNdx) {
+ /** @type {rrVertexPacket.VertexPacket} */ var packet = packets[packetNdx];
+
+ packet.position = rrVertexAttrib.readVertexAttrib(inputs[0], packet.instanceNdx, packet.vertexNdx, rrGenericVector.GenericVecType.FLOAT);
+ packet.outputs[0] = rrVertexAttrib.readVertexAttrib(inputs[1], packet.instanceNdx, packet.vertexNdx, rrGenericVector.GenericVecType.FLOAT);
+ }
+ };
+
+ /**
+ * @param {Array<rrFragmentOperations.Fragment>} packet
+ * @param {rrShadingContext.FragmentShadingContext} context
+ */
+ es3fFboTestUtil.DepthGradientShader.prototype.shadeFragments = function(packet, context) {
+ var numPackets = packet.length;
+ /** @const {number} */ var gradientMin = this.u_minGradient.value[0];
+ /** @const {number} */ var gradientMax = this.u_maxGradient.value[0];
+ /** @type {Array<number>} */ var color = this.u_color.value;
+ /** @type {Array<number>} */ var icolor = es3fFboTestUtil.castVectorSaturate(color, tcuTexture.deTypes.deInt32);
+ /** @type {Array<number>} */ var uicolor = es3fFboTestUtil.castVectorSaturate(color, tcuTexture.deTypes.deUint32);
+
+ for (var packetNdx = 0; packetNdx < numPackets; ++packetNdx) {
+ /** @type {Array<number>} */ var coord = rrShadingContext.readTriangleVarying(packet[packetNdx], context, 0);
+ /** @const {number} */ var x = coord[0];
+ /** @const {number} */ var y = coord[1];
+ /** @const {number} */ var f0 = (x + y) * 0.5;
+
+ packet[packetNdx].sampleDepths[0] = gradientMin + (gradientMax - gradientMin) * f0;
+
+ if (this.m_outputType == gluShaderUtil.DataType.FLOAT_VEC4)
+ packet[packetNdx].value = color;
+ else if (this.m_outputType == gluShaderUtil.DataType.INT_VEC4)
+ packet[packetNdx].value = icolor;
+ else if (this.m_outputType == gluShaderUtil.DataType.UINT_VEC4)
+ packet[packetNdx].value = uicolor;
+ }
+ };
+
+ es3fFboTestUtil.getFormatName = function(format) {
+ switch (format) {
+ case gl.RGB565: return 'rgb565';
+ case gl.RGB5_A1: return 'rgb5_a1';
+ case gl.RGBA4: return 'rgba4';
+ case gl.DEPTH_COMPONENT16: return 'depth_component16';
+ case gl.STENCIL_INDEX8: return 'stencil_index8';
+ case gl.RGBA32F: return 'rgba32f';
+ case gl.RGBA32I: return 'rgba32i';
+ case gl.RGBA32UI: return 'rgba32ui';
+ case gl.RGBA16F: return 'rgba16f';
+ case gl.RGBA16I: return 'rgba16i';
+ case gl.RGBA16UI: return 'rgba16ui';
+ case gl.RGBA8: return 'rgba8';
+ case gl.RGBA8I: return 'rgba8i';
+ case gl.RGBA8UI: return 'rgba8ui';
+ case gl.SRGB8_ALPHA8: return 'srgb8_alpha8';
+ case gl.RGB10_A2: return 'rgb10_a2';
+ case gl.RGB10_A2UI: return 'rgb10_a2ui';
+ case gl.RGBA8_SNORM: return 'rgba8_snorm';
+ case gl.RGB8: return 'rgb8';
+ case gl.R11F_G11F_B10F: return 'r11f_g11f_b10f';
+ case gl.RGB32F: return 'rgb32f';
+ case gl.RGB32I: return 'rgb32i';
+ case gl.RGB32UI: return 'rgb32ui';
+ case gl.RGB16F: return 'rgb16f';
+ case gl.RGB16I: return 'rgb16i';
+ case gl.RGB16UI: return 'rgb16ui';
+ case gl.RGB8_SNORM: return 'rgb8_snorm';
+ case gl.RGB8I: return 'rgb8i';
+ case gl.RGB8UI: return 'rgb8ui';
+ case gl.SRGB8: return 'srgb8';
+ case gl.RGB9_E5: return 'rgb9_e5';
+ case gl.RG32F: return 'rg32f';
+ case gl.RG32I: return 'rg32i';
+ case gl.RG32UI: return 'rg32ui';
+ case gl.RG16F: return 'rg16f';
+ case gl.RG16I: return 'rg16i';
+ case gl.RG16UI: return 'rg16ui';
+ case gl.RG8: return 'rg8';
+ case gl.RG8I: return 'rg8i';
+ case gl.RG8UI: return 'rg8ui';
+ case gl.RG8_SNORM: return 'rg8_snorm';
+ case gl.R32F: return 'r32f';
+ case gl.R32I: return 'r32i';
+ case gl.R32UI: return 'r32ui';
+ case gl.R16F: return 'r16f';
+ case gl.R16I: return 'r16i';
+ case gl.R16UI: return 'r16ui';
+ case gl.R8: return 'r8';
+ case gl.R8I: return 'r8i';
+ case gl.R8UI: return 'r8ui';
+ case gl.R8_SNORM: return 'r8_snorm';
+ case gl.DEPTH_COMPONENT32F: return 'depth_component32f';
+ case gl.DEPTH_COMPONENT24: return 'depth_component24';
+ case gl.DEPTH32F_STENCIL8: return 'depth32f_stencil8';
+ case gl.DEPTH24_STENCIL8: return 'depth24_stencil8';
+
+ default:
+ throw new Error('Unknown format in getFromatName()');
+ }
+ };
+
+ /**
+ * @param {tcuTexture.TextureFormat} format
+ * @return {gluShaderUtil.DataType}
+ */
+ es3fFboTestUtil.getFragmentOutputType = function(format) {
+ switch (tcuTexture.getTextureChannelClass(format.type)) {
+ case tcuTexture.TextureChannelClass.FLOATING_POINT:
+ case tcuTexture.TextureChannelClass.SIGNED_FIXED_POINT:
+ case tcuTexture.TextureChannelClass.UNSIGNED_FIXED_POINT:
+ return gluShaderUtil.DataType.FLOAT_VEC4;
+
+ case tcuTexture.TextureChannelClass.UNSIGNED_INTEGER:
+ return gluShaderUtil.DataType.UINT_VEC4;
+
+ case tcuTexture.TextureChannelClass.SIGNED_INTEGER:
+ return gluShaderUtil.DataType.INT_VEC4;
+
+ default:
+ throw new Error('Unknown format');
+ }
+ };
+
+ /**
+ * @param {tcuTexture.TextureFormat} format
+ * @return {tcuTexture.TextureFormat}
+ */
+ es3fFboTestUtil.getFramebufferReadFormat = function(format) {
+ switch (tcuTexture.getTextureChannelClass(format.type)) {
+ case tcuTexture.TextureChannelClass.FLOATING_POINT:
+ return new tcuTexture.TextureFormat(tcuTexture.ChannelOrder.RGBA, tcuTexture.ChannelType.FLOAT);
+
+ case tcuTexture.TextureChannelClass.SIGNED_FIXED_POINT:
+ case tcuTexture.TextureChannelClass.UNSIGNED_FIXED_POINT:
+ return new tcuTexture.TextureFormat(tcuTexture.ChannelOrder.RGBA, tcuTexture.ChannelType.UNORM_INT8);
+
+ case tcuTexture.TextureChannelClass.UNSIGNED_INTEGER:
+ return new tcuTexture.TextureFormat(tcuTexture.ChannelOrder.RGBA, tcuTexture.ChannelType.UNSIGNED_INT32);
+
+ case tcuTexture.TextureChannelClass.SIGNED_INTEGER:
+ return new tcuTexture.TextureFormat(tcuTexture.ChannelOrder.RGBA, tcuTexture.ChannelType.SIGNED_INT32);
+
+ default:
+ throw new Error('Unknown format in es3fFboTestUtil.getFramebufferReadFormat()');
+ }
+ };
+
+ /**
+ * @param {es3fFboTestUtil.Context} ctx GL-like context
+ * @param {tcuTexture.TextureFormat} format
+ * @param {Array<number>} value
+ */
+ es3fFboTestUtil.clearColorBuffer = function(ctx, format, value) {
+ /** @const @type {tcuTexture.TextureChannelClass} */
+ var fmtClass = tcuTexture.getTextureChannelClass(format.type);
+
+ switch (fmtClass) {
+ case tcuTexture.TextureChannelClass.FLOATING_POINT:
+ case tcuTexture.TextureChannelClass.SIGNED_FIXED_POINT:
+ case tcuTexture.TextureChannelClass.UNSIGNED_FIXED_POINT:
+ ctx.clearBufferfv(gl.COLOR, 0, value);
+ break;
+
+ case tcuTexture.TextureChannelClass.UNSIGNED_INTEGER:
+ ctx.clearBufferuiv(gl.COLOR, 0, value);
+ break;
+
+ case tcuTexture.TextureChannelClass.SIGNED_INTEGER:
+ ctx.clearBufferiv(gl.COLOR, 0, value);
+ break;
+
+ default:
+ throw new Error('Invalid channel class: ' + fmtClass);
+ }
+ };
+
+ /**
+ * @param {tcuTexture.TextureFormat} format
+ * @return {tcuRGBA.RGBA}
+ */
+ es3fFboTestUtil.getThresholdFromTextureFormat = function(format) {
+ /** @const @type {Array<number>} */ var bits = tcuTextureUtil.getTextureFormatMantissaBitDepth(format);
+ return tcuRGBA.newRGBAComponents(
+ es3fFboTestUtil.calculateU8ConversionError(bits[0]),
+ es3fFboTestUtil.calculateU8ConversionError(bits[1]),
+ es3fFboTestUtil.calculateU8ConversionError(bits[2]),
+ es3fFboTestUtil.calculateU8ConversionError(bits[3])
+ );
+ };
+
+ /**
+ * @param {number} glFormat
+ * @return {tcuRGBA.RGBA}
+ */
+ es3fFboTestUtil.getFormatThreshold = function(glFormat) {
+ /** @const @type {tcuTexture.TextureFormat} */ var format = gluTextureUtil.mapGLInternalFormat(glFormat);
+ return es3fFboTestUtil.getThresholdFromTextureFormat(format);
+ };
+
+ /**
+ * @param {number} srcBits
+ * @return {number}
+ */
+ es3fFboTestUtil.getToSRGB8ConversionError = function(srcBits) {
+ // \note These are pre-computed based on simulation results.
+ /** @const @type {Array<number>} */ var errors = [
+ 1, // 0 bits - rounding
+ 255, // 1 bits
+ 157, // 2 bits
+ 106, // 3 bits
+ 74, // 4 bits
+ 51, // 5 bits
+ 34, // 6 bits
+ 22, // 7 bits
+ 13, // 8 bits
+ 7, // 9 bits
+ 4, // 10 bits
+ 3, // 11 bits
+ 2 // 12 bits
+ // 1 from this on
+ ];
+
+ DE_ASSERT(srcBits >= 0);
+ if (srcBits < errors.length)
+ return errors[srcBits];
+ else
+ return 1;
+ };
+
+ /**
+ * @param {tcuTexture.TextureFormat} src
+ * @param {tcuTexture.TextureFormat} dst
+ * @return {tcuRGBA.RGBA}
+ */
+ es3fFboTestUtil.getToSRGBConversionThreshold = function(src, dst) {
+ // Only SRGB8 and SRGB8_ALPHA8 formats are supported.
+ DE_ASSERT(dst.type == tcuTexture.ChannelType.UNORM_INT8);
+ DE_ASSERT(dst.order == tcuTexture.ChannelOrder.sRGB || dst.order == tcuTexture.ChannelOrder.sRGBA);
+
+ /** @const @type {Array<number>} */ var bits = tcuTextureUtil.getTextureFormatMantissaBitDepth(src);
+ /** @const @type {boolean} */ var dstHasAlpha = dst.order == tcuTexture.ChannelOrder.sRGBA;
+
+ return tcuRGBA.newRGBAComponents(
+ es3fFboTestUtil.getToSRGB8ConversionError(bits[0]),
+ es3fFboTestUtil.getToSRGB8ConversionError(bits[1]),
+ es3fFboTestUtil.getToSRGB8ConversionError(bits[2]),
+ dstHasAlpha ? es3fFboTestUtil.calculateU8ConversionError(bits[3]) : 0);
+ };
+
+ /**
+ * es3fFboTestUtil.readPixels()
+ * @param {(WebGL2RenderingContext|sglrGLContext.GLContext|sglrReferenceContext.ReferenceContext)} ctx
+ * @param {tcuSurface.Surface} dst
+ * @param {number} x
+ * @param {number} y
+ * @param {number} width
+ * @param {number} height
+ * @param {tcuTexture.TextureFormat} format
+ * @param {Array<number>} scale
+ * @param {Array<number>} bias
+ */
+ es3fFboTestUtil.readPixels = function(ctx, dst, x, y, width, height, format, scale, bias) {
+ /** @type {tcuTexture.TextureFormat} */ var readFormat = es3fFboTestUtil.getFramebufferReadFormat(format);
+ /** @type {gluTextureUtil.TransferFormat} */ var transferFmt = gluTextureUtil.getTransferFormat(readFormat);
+ /** @type {number} */ var alignment = 4; // \note gl.PACK_ALIGNMENT = 4 is assumed.
+ /** @type {number} */ var rowSize = deMath.deAlign32(readFormat.getPixelSize() * width, alignment);
+ var typedArrayType = tcuTexture.getTypedArray(readFormat.type);
+ var data = new typedArrayType(rowSize * height);
+ ctx.readPixels(x, y, width, height, transferFmt.format, transferFmt.dataType, data);
+
+ // Convert to surface.
+ var cpbaDescriptor = {
+ format: readFormat,
+ width: width,
+ height: height,
+ depth: 1,
+ rowPitch: rowSize,
+ slicePitch: 0,
+ data: data.buffer
+ };
+
+ /** @type {tcuTexture.ConstPixelBufferAccess} */
+ var src = new tcuTexture.ConstPixelBufferAccess(cpbaDescriptor);
+
+ dst.setSize(width, height);
+ /** @type {tcuTexture.PixelBufferAccess} */ var dstAccess = dst.getAccess();
+
+ for (var yo = 0; yo < height; yo++)
+ for (var xo = 0; xo < width; xo++)
+ dstAccess.setPixel(deMath.add(deMath.multiply(src.getPixel(xo, yo), scale), bias), xo, yo);
+ };
+
+ /**
+ * @param {number} srcBits
+ * @return {number}
+ */
+ es3fFboTestUtil.calculateU8ConversionError = function(srcBits) {
+ if (srcBits > 0) {
+ /** @const @type {number} */ var clampedBits = deMath.clamp(srcBits, 0, 8);
+ /** @const @type {number} */ var srcMaxValue = Math.max((1 << clampedBits) - 1, 1);
+ /** @const @type {number} */ var error = Math.floor(Math.ceil(255.0 * 2.0 / srcMaxValue));
+
+ return deMath.clamp(error, 0, 255);
+ } else
+ return 1;
+ };
+
+});