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-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fShaderStructTests.js | 1957 |
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diff --git a/dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fShaderStructTests.js b/dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fShaderStructTests.js new file mode 100644 index 0000000000..3c23545d75 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fShaderStructTests.js @@ -0,0 +1,1957 @@ +/*------------------------------------------------------------------------- + * 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.es3fShaderStructTests'); +goog.require('framework.common.tcuTestCase'); +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.gluTexture'); +goog.require('modules.shared.glsShaderRenderCase'); +goog.require('framework.common.tcuStringTemplate'); + +goog.scope(function() { + var es3fShaderStructTests = functional.gles3.es3fShaderStructTests; + var tcuTestCase = framework.common.tcuTestCase; + var tcuTexture = framework.common.tcuTexture; + var tcuTextureUtil = framework.common.tcuTextureUtil; + var deMath = framework.delibs.debase.deMath; + // var gluShaderUtil = framework.opengl.gluShaderUtil; + var glsShaderRenderCase = modules.shared.glsShaderRenderCase; + var gluTexture = framework.opengl.gluTexture; + var tcuStringTemplate = framework.common.tcuStringTemplate; + + /** @typedef {function(WebGLProgram, Array<number>)} */ + es3fShaderStructTests.SetupUniformsFunc; + + /** @const {number} */ es3fShaderStructTests.TEXTURE_BRICK = 0; + + + /** + * @constructor + * @extends {glsShaderRenderCase.ShaderRenderCase} + * @param {string} name + * @param {string} description + * @param {boolean} isVertexCase + * @param {boolean} usesTextures + * @param {glsShaderRenderCase.ShaderEvalFunc} evalFunc + * @param {?es3fShaderStructTests.SetupUniformsFunc} setupUniformsFunc + * @param {string} vertShaderSource + * @param {string} fragShaderSource + */ + es3fShaderStructTests.ShaderStructCase = function(name, description, isVertexCase, usesTextures, evalFunc, setupUniformsFunc, vertShaderSource, fragShaderSource) { + glsShaderRenderCase.ShaderRenderCase.call(this, name, description, isVertexCase, evalFunc); + /** @type {?es3fShaderStructTests.SetupUniformsFunc} */ this.m_setupUniforms = setupUniformsFunc; + /** @type {boolean} */ this.m_usesTexture = usesTextures; + /** @type {gluTexture.Texture2D} */ this.m_brickTexture = null; + /** @type {string} */ this.m_vertShaderSource = vertShaderSource; + /** @type {string} */ this.m_fragShaderSource = fragShaderSource; + }; + + es3fShaderStructTests.ShaderStructCase.prototype = Object.create(glsShaderRenderCase.ShaderRenderCase.prototype); + es3fShaderStructTests.ShaderStructCase.prototype.constructor = es3fShaderStructTests.ShaderStructCase; + + es3fShaderStructTests.ShaderStructCase.prototype.init = function() { + if (this.m_usesTexture) { + this.m_brickTexture = gluTexture.texture2DFromInternalFormat(gl, gl.RGBA8, 256, 256); + var ref = this.m_brickTexture.getRefTexture(); + for (var i = 0 ; i < ref.getNumLevels(); i++) { + ref.allocLevel(i); + tcuTextureUtil.fillWithGrid(ref.getLevel(i), 8, [0.2, 0.7, 0.1, 1.0], [0.7, 0.1, 0.5, 0.8]); + } + this.m_brickTexture.upload(); + + this.m_textures.push(new glsShaderRenderCase.TextureBinding( + this.m_brickTexture, + new tcuTexture.Sampler( + tcuTexture.WrapMode.CLAMP_TO_EDGE, + tcuTexture.WrapMode.CLAMP_TO_EDGE, + tcuTexture.WrapMode.CLAMP_TO_EDGE, + tcuTexture.FilterMode.LINEAR, + tcuTexture.FilterMode.LINEAR))); + + assertMsgOptions(this.m_textures.length === 1, 'Only one texture required', false, true); + } + this.postinit(); + }; + + es3fShaderStructTests.ShaderStructCase.prototype.deinit = function() { + glsShaderRenderCase.ShaderRenderCase.prototype.deinit.call(this); + this.m_brickTexture = null; + }; + + /** + * @param {WebGLProgram} programID + * @param {Array<number>} constCoords + */ + es3fShaderStructTests.ShaderStructCase.prototype.setupUniforms = function(programID, constCoords) { + glsShaderRenderCase.ShaderRenderCase.prototype.setupUniforms.call(this, programID, constCoords); + if (this.m_setupUniforms) + this.m_setupUniforms(programID, constCoords); + }; + + /** + * @param {string} name + * @param {string} description + * @param {boolean} isVertexCase + * @param {boolean} usesTextures + * @param {glsShaderRenderCase.ShaderEvalFunc} evalFunc + * @param {?es3fShaderStructTests.SetupUniformsFunc} setupUniforms + * @param {string} shaderSrc + */ + es3fShaderStructTests.ShaderStructCase.createStructCase = function(name, description, isVertexCase, usesTextures, evalFunc, setupUniforms, shaderSrc) { + /** @type {string} */ var defaultVertSrc = + '#version 300 es\n' + + 'in highp vec4 a_position;\n' + + 'in highp vec4 a_coords;\n' + + 'out mediump vec4 v_coords;\n\n' + + 'void main (void)\n' + + '{\n' + + ' v_coords = a_coords;\n' + + ' gl_Position = a_position;\n' + + '}\n'; + /** @type {string} */ var defaultFragSrc = + '#version 300 es\n' + + 'in mediump vec4 v_color;\n' + + 'layout(location = 0) out mediump vec4 o_color;\n\n' + + 'void main (void)\n' + + '{\n' + + ' o_color = v_color;\n' + + '}\n'; + + // Fill in specialization parameters. + var spParams = {}; + if (isVertexCase) { + spParams["HEADER"] = + "#version 300 es\n" + + "in highp vec4 a_position;\n" + + "in highp vec4 a_coords;\n" + + "out mediump vec4 v_color;"; + spParams["COORDS"] = "a_coords"; + spParams["DST"] = "v_color"; + spParams["ASSIGN_POS"] = "gl_Position = a_position;"; + } + else { + spParams["HEADER"] = + "#version 300 es\n" + + "in mediump vec4 v_coords;\n" + + "layout(location = 0) out mediump vec4 o_color;"; + spParams["COORDS"] = "v_coords"; + spParams["DST"] = "o_color"; + spParams["ASSIGN_POS"] = ""; + } + + if (isVertexCase) + return new es3fShaderStructTests.ShaderStructCase(name, description, isVertexCase, usesTextures, evalFunc, setupUniforms, tcuStringTemplate.specialize(shaderSrc, spParams), defaultFragSrc); + else + return new es3fShaderStructTests.ShaderStructCase(name, description, isVertexCase, usesTextures, evalFunc, setupUniforms, defaultVertSrc, tcuStringTemplate.specialize(shaderSrc, spParams)); + }; + + /** + * @constructor + * @extends {tcuTestCase.DeqpTest} + */ + es3fShaderStructTests.LocalStructTests = function() { + tcuTestCase.DeqpTest.call(this, 'local', 'Local structs'); + this.makeExecutable(); + }; + + es3fShaderStructTests.LocalStructTests.prototype = Object.create(tcuTestCase.DeqpTest.prototype); + es3fShaderStructTests.LocalStructTests.prototype.constructor = es3fShaderStructTests.LocalStructTests; + + es3fShaderStructTests.LocalStructTests.prototype.init = function() { + var currentCtx = this; + function LocalStructCase(name, description, shaderSource, evalFunction) { + currentCtx.addChild(es3fShaderStructTests.ShaderStructCase.createStructCase(name + "_vertex", description, true, false, evalFunction, null, shaderSource)); + currentCtx.addChild(es3fShaderStructTests.ShaderStructCase.createStructCase(name + "_fragment", description, false, false, evalFunction, null, shaderSource)); + }; + + LocalStructCase('basic', 'Basic struct usage', + '${HEADER}\n' + + 'uniform int ui_one;\n' + + '\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump vec3 b;\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s = S(${COORDS}.x, vec3(0.0), ui_one);\n' + + ' s.b = ${COORDS}.yzw;\n' + + ' ${DST} = vec4(s.a, s.b.x, s.b.y, s.c);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[0]; + c.color[1] = c.coords[1]; + c.color[2] = c.coords[2]; + }); + + LocalStructCase('nested', "Nested struct", + '${HEADER}\n' + + "uniform int ui_zero;\n" + + "uniform int ui_one;\n" + + "\n" + + "struct T {\n" + + " int a;\n" + + " mediump vec2 b;\n" + + "};\n" + + "struct S {\n" + + ' mediump float a;\n' + + ' T b;\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);\n' + + ' s.b = T(ui_zero, ${COORDS}.yz);\n' + + ' ${DST} = vec4(s.a, s.b.b, s.b.a + s.c);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[0]; + c.color[1] = c.coords[1]; + c.color[2] = c.coords[2]; + }); + + LocalStructCase('array_member', "Struct with array member", + '${HEADER}\n' + + 'uniform int ui_one;\n' + + '\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump float b[3];\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s;\n' + + ' s.a = ${COORDS}.w;\n' + + ' s.c = ui_one;\n' + + ' s.b[0] = ${COORDS}.z;\n' + + ' s.b[1] = ${COORDS}.y;\n' + + ' s.b[2] = ${COORDS}.x;\n' + + ' ${DST} = vec4(s.a, s.b[0], s.b[1], s.c);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[3]; + c.color[1] = c.coords[2]; + c.color[2] = c.coords[1]; + }); + + LocalStructCase('array_member_dynamic_index', "Struct with array member, dynamic indexing", + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + '\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump float b[3];\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s;\n' + + ' s.a = ${COORDS}.w;\n' + + ' s.c = ui_one;\n' + + ' s.b[0] = ${COORDS}.z;\n' + + ' s.b[1] = ${COORDS}.y;\n' + + ' s.b[2] = ${COORDS}.x;\n' + + ' ${DST} = vec4(s.b[ui_one], s.b[ui_zero], s.b[ui_two], s.c);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[1]; + c.color[1] = c.coords[2]; + c.color[2] = c.coords[0]; + }); + + LocalStructCase('struct_array', "Struct array", + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + '\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump int b;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s[3];\n' + + ' s[0] = S(${COORDS}.x, ui_zero);\n' + + ' s[1].a = ${COORDS}.y;\n' + + ' s[1].b = ui_one;\n' + + ' s[2] = S(${COORDS}.z, ui_two);\n' + + ' ${DST} = vec4(s[2].a, s[1].a, s[0].a, s[2].b - s[1].b + s[0].b);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[2]; + c.color[1] = c.coords[1]; + c.color[2] = c.coords[0]; + }); + + LocalStructCase('struct_array_dynamic_index', "Struct array with dynamic indexing", + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + '\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump int b;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s[3];\n' + + ' s[0] = S(${COORDS}.x, ui_zero);\n' + + ' s[1].a = ${COORDS}.y;\n' + + ' s[1].b = ui_one;\n' + + ' s[2] = S(${COORDS}.z, ui_two);\n' + + ' ${DST} = vec4(s[ui_two].a, s[ui_one].a, s[ui_zero].a, s[ui_two].b - s[ui_one].b + s[ui_zero].b);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[2]; + c.color[1] = c.coords[1]; + c.color[2] = c.coords[0]; + }); + + LocalStructCase('nested_struct_array', "Nested struct array", + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + 'uniform mediump float uf_two;\n' + + 'uniform mediump float uf_three;\n' + + 'uniform mediump float uf_four;\n' + + 'uniform mediump float uf_half;\n' + + 'uniform mediump float uf_third;\n' + + 'uniform mediump float uf_fourth;\n' + + '\n' + + 'struct T {\n' + + ' mediump float a;\n' + + ' mediump vec2 b[2];\n' + + '};\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' T b[3];\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s[2];\n' + + '\n' + + ' // S[0]\n' + + ' s[0].a = ${COORDS}.x;\n' + + ' s[0].b[0].a = uf_half;\n' + + ' s[0].b[0].b[0] = ${COORDS}.xy;\n' + + ' s[0].b[0].b[1] = ${COORDS}.zw;\n' + + ' s[0].b[1].a = uf_third;\n' + + ' s[0].b[1].b[0] = ${COORDS}.zw;\n' + + ' s[0].b[1].b[1] = ${COORDS}.xy;\n' + + ' s[0].b[2].a = uf_fourth;\n' + + ' s[0].b[2].b[0] = ${COORDS}.xz;\n' + + ' s[0].b[2].b[1] = ${COORDS}.yw;\n' + + ' s[0].c = ui_zero;\n' + + '\n' + + ' // S[1]\n' + + ' s[1].a = ${COORDS}.w;\n' + + ' s[1].b[0].a = uf_two;\n' + + ' s[1].b[0].b[0] = ${COORDS}.xx;\n' + + ' s[1].b[0].b[1] = ${COORDS}.yy;\n' + + ' s[1].b[1].a = uf_three;\n' + + ' s[1].b[1].b[0] = ${COORDS}.zz;\n' + + ' s[1].b[1].b[1] = ${COORDS}.ww;\n' + + ' s[1].b[2].a = uf_four;\n' + + ' s[1].b[2].b[0] = ${COORDS}.yx;\n' + + ' s[1].b[2].b[1] = ${COORDS}.wz;\n' + + ' s[1].c = ui_one;\n' + + '\n' + + ' mediump float r = (s[0].b[1].b[0].x + s[1].b[2].b[1].y) * s[0].b[0].a; // (z + z) * 0.5\n' + + ' mediump float g = s[1].b[0].b[0].y * s[0].b[2].a * s[1].b[2].a; // x * 0.25 * 4\n' + + ' mediump float b = (s[0].b[2].b[1].y + s[0].b[1].b[0].y + s[1].a) * s[0].b[1].a; // (w + w + w) * 0.333\n' + + ' mediump float a = float(s[0].c) + s[1].b[2].a - s[1].b[1].a; // 0 + 4.0 - 3.0\n' + + ' ${DST} = vec4(r, g, b, a);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[2]; + c.color[1] = c.coords[0]; + c.color[2] = c.coords[3]; + }); + + LocalStructCase('nested_struct_array_dynamic_index', "Nested struct array with dynamic indexing", + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + 'uniform mediump float uf_two;\n' + + 'uniform mediump float uf_three;\n' + + 'uniform mediump float uf_four;\n' + + 'uniform mediump float uf_half;\n' + + 'uniform mediump float uf_third;\n' + + 'uniform mediump float uf_fourth;\n' + + '\n' + + 'struct T {\n' + + ' mediump float a;\n' + + ' mediump vec2 b[2];\n' + + '};\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' T b[3];\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s[2];\n' + + '\n' + + ' // S[0]\n' + + ' s[0].a = ${COORDS}.x;\n' + + ' s[0].b[0].a = uf_half;\n' + + ' s[0].b[0].b[0] = ${COORDS}.xy;\n' + + ' s[0].b[0].b[1] = ${COORDS}.zw;\n' + + ' s[0].b[1].a = uf_third;\n' + + ' s[0].b[1].b[0] = ${COORDS}.zw;\n' + + ' s[0].b[1].b[1] = ${COORDS}.xy;\n' + + ' s[0].b[2].a = uf_fourth;\n' + + ' s[0].b[2].b[0] = ${COORDS}.xz;\n' + + ' s[0].b[2].b[1] = ${COORDS}.yw;\n' + + ' s[0].c = ui_zero;\n' + + '\n' + + ' // S[1]\n' + + ' s[1].a = ${COORDS}.w;\n' + + ' s[1].b[0].a = uf_two;\n' + + ' s[1].b[0].b[0] = ${COORDS}.xx;\n' + + ' s[1].b[0].b[1] = ${COORDS}.yy;\n' + + ' s[1].b[1].a = uf_three;\n' + + ' s[1].b[1].b[0] = ${COORDS}.zz;\n' + + ' s[1].b[1].b[1] = ${COORDS}.ww;\n' + + ' s[1].b[2].a = uf_four;\n' + + ' s[1].b[2].b[0] = ${COORDS}.yx;\n' + + ' s[1].b[2].b[1] = ${COORDS}.wz;\n' + + ' s[1].c = ui_one;\n' + + '\n' + + ' mediump float r = (s[0].b[ui_one].b[ui_one-1].x + s[ui_one].b[ui_two].b[ui_zero+1].y) * s[0].b[0].a; // (z + z) * 0.5\n' + + ' mediump float g = s[ui_two-1].b[ui_two-2].b[ui_zero].y * s[0].b[ui_two].a * s[ui_one].b[2].a; // x * 0.25 * 4\n' + + ' mediump float b = (s[ui_zero].b[ui_one+1].b[1].y + s[0].b[ui_one*ui_one].b[0].y + s[ui_one].a) * s[0].b[ui_two-ui_one].a; // (w + w + w) * 0.333\n' + + ' mediump float a = float(s[ui_zero].c) + s[ui_one-ui_zero].b[ui_two].a - s[ui_zero+ui_one].b[ui_two-ui_one].a; // 0 + 4.0 - 3.0\n' + + ' ${DST} = vec4(r, g, b, a);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[2]; + c.color[1] = c.coords[0]; + c.color[2] = c.coords[3]; + }); + + LocalStructCase('parameter', "Struct as a function parameter", + '${HEADER}\n' + + 'uniform int ui_one;\n' + + '\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump vec3 b;\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'mediump vec4 myFunc (S s)\n' + + '{\n' + + ' return vec4(s.a, s.b.x, s.b.y, s.c);\n' + + '}\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s = S(${COORDS}.x, vec3(0.0), ui_one);\n' + + ' s.b = ${COORDS}.yzw;\n' + + ' ${DST} = myFunc(s);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[0]; + c.color[1] = c.coords[1]; + c.color[2] = c.coords[2]; + }); + + LocalStructCase('parameter_nested', "Nested struct as a function parameter", + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + '\n' + + 'struct T {\n' + + ' int a;\n' + + ' mediump vec2 b;\n' + + '};\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' T b;\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'mediump vec4 myFunc (S s)\n' + + '{\n' + + ' return vec4(s.a, s.b.b, s.b.a + s.c);\n' + + '}\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);\n' + + ' s.b = T(ui_zero, ${COORDS}.yz);\n' + + ' ${DST} = myFunc(s);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[0]; + c.color[1] = c.coords[1]; + c.color[2] = c.coords[2]; + }); + + LocalStructCase('return', "Struct as a return value", + '${HEADER}\n' + + 'uniform int ui_one;\n' + + '\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump vec3 b;\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'S myFunc (void)\n' + + '{\n' + + ' S s = S(${COORDS}.x, vec3(0.0), ui_one);\n' + + ' s.b = ${COORDS}.yzw;\n' + + ' return s;\n' + + '}\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s = myFunc();\n' + + ' ${DST} = vec4(s.a, s.b.x, s.b.y, s.c);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[0]; + c.color[1] = c.coords[1]; + c.color[2] = c.coords[2]; + }); + + LocalStructCase('return_nested', "Nested struct", + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + '\n' + + 'struct T {\n' + + ' int a;\n' + + ' mediump vec2 b;\n' + + '};\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' T b;\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'S myFunc (void)\n' + + '{\n' + + ' S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);\n' + + ' s.b = T(ui_zero, ${COORDS}.yz);\n' + + ' return s;\n' + + '}\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s = myFunc();\n' + + ' ${DST} = vec4(s.a, s.b.b, s.b.a + s.c);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[0]; + c.color[1] = c.coords[1]; + c.color[2] = c.coords[2]; + }); + + LocalStructCase('conditional_assignment', "Conditional struct assignment", + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform mediump float uf_one;\n' + + '\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump vec3 b;\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);\n' + + ' if (uf_one > 0.0)\n' + + ' s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);\n' + + ' ${DST} = vec4(s.a, s.b.xy, s.c);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[3]; + c.color[1] = c.coords[2]; + c.color[2] = c.coords[1]; + }); + + LocalStructCase('loop_assignment', "Struct assignment in loop", + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + '\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump vec3 b;\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);\n' + + ' for (int i = 0; i < 3; i++)\n' + + ' {\n' + + ' if (i == 1)\n' + + ' s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);\n' + + ' }\n' + + ' ${DST} = vec4(s.a, s.b.xy, s.c);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[3]; + c.color[1] = c.coords[2]; + c.color[2] = c.coords[1]; + }); + + LocalStructCase('dynamic_loop_assignment', "Struct assignment in loop", + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_three;\n' + + '\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump vec3 b;\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);\n' + + ' for (int i = 0; i < ui_three; i++)\n' + + ' {\n' + + ' if (i == ui_one)\n' + + ' s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);\n' + + ' }\n' + + ' ${DST} = vec4(s.a, s.b.xy, s.c);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[3]; + c.color[1] = c.coords[2]; + c.color[2] = c.coords[1]; + }); + + LocalStructCase('nested_conditional_assignment', "Conditional assignment of nested struct", + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform mediump float uf_one;\n' + + '\n' + + 'struct T {\n' + + ' int a;\n' + + ' mediump vec2 b;\n' + + '};\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' T b;\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);\n' + + ' if (uf_one > 0.0)\n' + + ' s.b = T(ui_zero, ${COORDS}.zw);\n' + + ' ${DST} = vec4(s.a, s.b.b, s.c - s.b.a);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[0]; + c.color[1] = c.coords[2]; + c.color[2] = c.coords[3]; + }); + + LocalStructCase('nested_loop_assignment', "Nested struct assignment in loop", + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform mediump float uf_one;\n' + + '\n' + + 'struct T {\n' + + ' int a;\n' + + ' mediump vec2 b;\n' + + '};\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' T b;\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);\n' + + ' for (int i = 0; i < 3; i++)\n' + + ' {\n' + + ' if (i == 1)\n' + + ' s.b = T(ui_zero, ${COORDS}.zw);\n' + + ' }\n' + + ' ${DST} = vec4(s.a, s.b.b, s.c - s.b.a);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[0]; + c.color[1] = c.coords[2]; + c.color[2] = c.coords[3]; + }); + + LocalStructCase('nested_dynamic_loop_assignment', "Nested struct assignment in dynamic loop", + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_three;\n' + + 'uniform mediump float uf_one;\n' + + '\n' + + 'struct T {\n' + + ' int a;\n' + + ' mediump vec2 b;\n' + + '};\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' T b;\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);\n' + + ' for (int i = 0; i < ui_three; i++)\n' + + ' {\n' + + ' if (i == ui_one)\n' + + ' s.b = T(ui_zero, ${COORDS}.zw);\n' + + ' }\n' + + ' ${DST} = vec4(s.a, s.b.b, s.c - s.b.a);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[0]; + c.color[1] = c.coords[2]; + c.color[2] = c.coords[3]; + }); + + LocalStructCase('loop_struct_array', "Struct array usage in loop", + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + '\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump int b;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s[3];\n' + + ' s[0] = S(${COORDS}.x, ui_zero);\n' + + ' s[1].a = ${COORDS}.y;\n' + + ' s[1].b = -ui_one;\n' + + ' s[2] = S(${COORDS}.z, ui_two);\n' + + '\n' + + ' mediump float rgb[3];\n' + + ' int alpha = 0;\n' + + ' for (int i = 0; i < 3; i++)\n' + + ' {\n' + + ' rgb[i] = s[2-i].a;\n' + + ' alpha += s[i].b;\n' + + ' }\n' + + ' ${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[2]; + c.color[1] = c.coords[1]; + c.color[2] = c.coords[0]; + }); + + LocalStructCase('loop_nested_struct_array', "Nested struct array usage in loop", + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + 'uniform mediump float uf_two;\n' + + 'uniform mediump float uf_three;\n' + + 'uniform mediump float uf_four;\n' + + 'uniform mediump float uf_half;\n' + + 'uniform mediump float uf_third;\n' + + 'uniform mediump float uf_fourth;\n' + + 'uniform mediump float uf_sixth;\n' + + '\n' + + 'struct T {\n' + + ' mediump float a;\n' + + ' mediump vec2 b[2];\n' + + '};\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' T b[3];\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s[2];\n' + + '\n' + + ' // S[0]\n' + + ' s[0].a = ${COORDS}.x;\n' + + ' s[0].b[0].a = uf_half;\n' + + ' s[0].b[0].b[0] = ${COORDS}.yx;\n' + + ' s[0].b[0].b[1] = ${COORDS}.zx;\n' + + ' s[0].b[1].a = uf_third;\n' + + ' s[0].b[1].b[0] = ${COORDS}.yy;\n' + + ' s[0].b[1].b[1] = ${COORDS}.wy;\n' + + ' s[0].b[2].a = uf_fourth;\n' + + ' s[0].b[2].b[0] = ${COORDS}.zx;\n' + + ' s[0].b[2].b[1] = ${COORDS}.zy;\n' + + ' s[0].c = ui_zero;\n' + + '\n' + + ' // S[1]\n' + + ' s[1].a = ${COORDS}.w;\n' + + ' s[1].b[0].a = uf_two;\n' + + ' s[1].b[0].b[0] = ${COORDS}.zx;\n' + + ' s[1].b[0].b[1] = ${COORDS}.zy;\n' + + ' s[1].b[1].a = uf_three;\n' + + ' s[1].b[1].b[0] = ${COORDS}.zz;\n' + + ' s[1].b[1].b[1] = ${COORDS}.ww;\n' + + ' s[1].b[2].a = uf_four;\n' + + ' s[1].b[2].b[0] = ${COORDS}.yx;\n' + + ' s[1].b[2].b[1] = ${COORDS}.wz;\n' + + ' s[1].c = ui_one;\n' + + '\n' + + ' mediump float r = 0.0; // (x*3 + y*3) / 6.0\n' + + ' mediump float g = 0.0; // (y*3 + z*3) / 6.0\n' + + ' mediump float b = 0.0; // (z*3 + w*3) / 6.0\n' + + ' mediump float a = 1.0;\n' + + ' for (int i = 0; i < 2; i++)\n' + + ' {\n' + + ' for (int j = 0; j < 3; j++)\n' + + ' {\n' + + ' r += s[0].b[j].b[i].y;\n' + + ' g += s[i].b[j].b[0].x;\n' + + ' b += s[i].b[j].b[1].x;\n' + + ' a *= s[i].b[j].a;\n' + + ' }\n' + + ' }\n' + + ' ${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = (c.coords[0] + c.coords[1]) * 0.5; + c.color[1] = (c.coords[1] + c.coords[2]) * 0.5; + c.color[2] = (c.coords[2] + c.coords[3]) * 0.5; + }); + + LocalStructCase('dynamic_loop_struct_array', "Struct array usage in dynamic loop", + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + 'uniform int ui_three;\n' + + '\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump int b;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s[3];\n' + + ' s[0] = S(${COORDS}.x, ui_zero);\n' + + ' s[1].a = ${COORDS}.y;\n' + + ' s[1].b = -ui_one;\n' + + ' s[2] = S(${COORDS}.z, ui_two);\n' + + '\n' + + ' mediump float rgb[3];\n' + + ' int alpha = 0;\n' + + ' for (int i = 0; i < ui_three; i++)\n' + + ' {\n' + + ' rgb[i] = s[2-i].a;\n' + + ' alpha += s[i].b;\n' + + ' }\n' + + ' ${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = c.coords[2]; + c.color[1] = c.coords[1]; + c.color[2] = c.coords[0]; + }); + + LocalStructCase('dynamic_loop_nested_struct_array', "Nested struct array usage in dynamic loop", + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + 'uniform int ui_three;\n' + + 'uniform mediump float uf_two;\n' + + 'uniform mediump float uf_three;\n' + + 'uniform mediump float uf_four;\n' + + 'uniform mediump float uf_half;\n' + + 'uniform mediump float uf_third;\n' + + 'uniform mediump float uf_fourth;\n' + + 'uniform mediump float uf_sixth;\n' + + '\n' + + 'struct T {\n' + + ' mediump float a;\n' + + ' mediump vec2 b[2];\n' + + '};\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' T b[3];\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S s[2];\n' + + '\n' + + ' // S[0]\n' + + ' s[0].a = ${COORDS}.x;\n' + + ' s[0].b[0].a = uf_half;\n' + + ' s[0].b[0].b[0] = ${COORDS}.yx;\n' + + ' s[0].b[0].b[1] = ${COORDS}.zx;\n' + + ' s[0].b[1].a = uf_third;\n' + + ' s[0].b[1].b[0] = ${COORDS}.yy;\n' + + ' s[0].b[1].b[1] = ${COORDS}.wy;\n' + + ' s[0].b[2].a = uf_fourth;\n' + + ' s[0].b[2].b[0] = ${COORDS}.zx;\n' + + ' s[0].b[2].b[1] = ${COORDS}.zy;\n' + + ' s[0].c = ui_zero;\n' + + '\n' + + ' // S[1]\n' + + ' s[1].a = ${COORDS}.w;\n' + + ' s[1].b[0].a = uf_two;\n' + + ' s[1].b[0].b[0] = ${COORDS}.zx;\n' + + ' s[1].b[0].b[1] = ${COORDS}.zy;\n' + + ' s[1].b[1].a = uf_three;\n' + + ' s[1].b[1].b[0] = ${COORDS}.zz;\n' + + ' s[1].b[1].b[1] = ${COORDS}.ww;\n' + + ' s[1].b[2].a = uf_four;\n' + + ' s[1].b[2].b[0] = ${COORDS}.yx;\n' + + ' s[1].b[2].b[1] = ${COORDS}.wz;\n' + + ' s[1].c = ui_one;\n' + + '\n' + + ' mediump float r = 0.0; // (x*3 + y*3) / 6.0\n' + + ' mediump float g = 0.0; // (y*3 + z*3) / 6.0\n' + + ' mediump float b = 0.0; // (z*3 + w*3) / 6.0\n' + + ' mediump float a = 1.0;\n' + + ' for (int i = 0; i < ui_two; i++)\n' + + ' {\n' + + ' for (int j = 0; j < ui_three; j++)\n' + + ' {\n' + + ' r += s[0].b[j].b[i].y;\n' + + ' g += s[i].b[j].b[0].x;\n' + + ' b += s[i].b[j].b[1].x;\n' + + ' a *= s[i].b[j].a;\n' + + ' }\n' + + ' }\n' + + ' ${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + c.color[0] = (c.coords[0] + c.coords[1]) * 0.5; + c.color[1] = (c.coords[1] + c.coords[2]) * 0.5; + c.color[2] = (c.coords[2] + c.coords[3]) * 0.5; + }); + + LocalStructCase('basic_equal', "Basic struct equality", + '${HEADER}\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + '\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump vec3 b;\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S a = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);\n' + + ' S b = S(floor(${COORDS}.x+0.5), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);\n' + + ' S c = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one);\n' + + ' S d = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_two);\n' + + ' ${DST} = vec4(0.0, 0.0, 0.0, 1.0);\n' + + ' if (a == b) ${DST}.x = 1.0;\n' + + ' if (a == c) ${DST}.y = 1.0;\n' + + ' if (a == d) ${DST}.z = 1.0;\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + if (Math.floor(c.coords[0]) === Math.floor(c.coords[0] + 0.5)) + c.color[0] = 1.0; + if (Math.floor(c.coords[1]) === Math.floor(c.coords[1] + 0.5)) + c.color[1] = 1.0; + }); + + LocalStructCase('basic_not_equal', "Basic struct equality", + '${HEADER}\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + '\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump vec3 b;\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S a = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);\n' + + ' S b = S(floor(${COORDS}.x+0.5), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);\n' + + ' S c = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one);\n' + + ' S d = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_two);\n' + + ' ${DST} = vec4(0.0, 0.0, 0.0, 1.0);\n' + + ' if (a != b) ${DST}.x = 1.0;\n' + + ' if (a != c) ${DST}.y = 1.0;\n' + + ' if (a != d) ${DST}.z = 1.0;\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + if (Math.floor(c.coords[0]) != Math.floor(c.coords[0] + 0.5)) + c.color[0] = 1.0; + if (Math.floor(c.coords[1]) != Math.floor(c.coords[1] + 0.5)) + c.color[1] = 1.0; + c.color[2] = 1.0; + }); + + LocalStructCase('nested_equal', "Nested struct struct equality", + '${HEADER}\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + '\n' + + 'struct T {\n' + + ' mediump vec3 a;\n' + + ' int b;\n' + + '};\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' T b;\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S a = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);\n' + + ' S b = S(floor(${COORDS}.x+0.5), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);\n' + + ' S c = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one), 1);\n' + + ' S d = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_two), 1);\n' + + ' ${DST} = vec4(0.0, 0.0, 0.0, 1.0);\n' + + ' if (a == b) ${DST}.x = 1.0;\n' + + ' if (a == c) ${DST}.y = 1.0;\n' + + ' if (a == d) ${DST}.z = 1.0;\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + if (Math.floor(c.coords[0]) == Math.floor(c.coords[0] + 0.5)) + c.color[0] = 1.0; + if (Math.floor(c.coords[1]) == Math.floor(c.coords[1] + 0.5)) + c.color[1] = 1.0; + }); + + LocalStructCase('nested_not_equal', "Nested struct struct equality", + '${HEADER}\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + '\n' + + 'struct T {\n' + + ' mediump vec3 a;\n' + + ' int b;\n' + + '};\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' T b;\n' + + ' int c;\n' + + '};\n' + + '\n' + + 'void main (void)\n' + + '{\n' + + ' S a = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);\n' + + ' S b = S(floor(${COORDS}.x+0.5), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);\n' + + ' S c = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one), 1);\n' + + ' S d = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_two), 1);\n' + + ' ${DST} = vec4(0.0, 0.0, 0.0, 1.0);\n' + + ' if (a != b) ${DST}.x = 1.0;\n' + + ' if (a != c) ${DST}.y = 1.0;\n' + + ' if (a != d) ${DST}.z = 1.0;\n' + + ' ${ASSIGN_POS}\n' + + '}\n', + function(c) { + if (Math.floor(c.coords[0]) != Math.floor(c.coords[0] + 0.5)) + c.color[0] = 1.0; + if (Math.floor(c.coords[1]) != Math.floor(c.coords[1] + 0.5)) + c.color[1] = 1.0; + c.color[2] = 1.0; + }); + }; + + /** + * @constructor + * @extends {tcuTestCase.DeqpTest} + */ + es3fShaderStructTests.UniformStructTests = function() { + tcuTestCase.DeqpTest.call(this, 'uniform', 'Uniform structs'); + this.makeExecutable(); + }; + + es3fShaderStructTests.UniformStructTests.prototype = Object.create(tcuTestCase.DeqpTest.prototype); + es3fShaderStructTests.UniformStructTests.prototype.constructor = es3fShaderStructTests.UniformStructTests; + + /** + * @param {WebGLProgram} programID + * @param {string} name + * @param {Array<number>} vec + */ + es3fShaderStructTests.setUniform2fv = function(programID, name, vec) { + /** @type {WebGLUniformLocation} */ var loc = gl.getUniformLocation(programID, name); + gl.uniform2fv(loc, vec); + }; + + /** + * @param {WebGLProgram} programID + * @param {string} name + * @param {Array<number>} vec + */ + es3fShaderStructTests.setUniform3fv = function(programID, name, vec) { + /** @type {WebGLUniformLocation} */ var loc = gl.getUniformLocation(programID, name); + gl.uniform3fv(loc, vec); + }; + + /** + * @param {WebGLProgram} programID + * @param {string} name + * @param {number} value + */ + es3fShaderStructTests.setUniform1i = function(programID, name, value) { + /** @type {WebGLUniformLocation} */ var loc = gl.getUniformLocation(programID, name); + gl.uniform1i(loc, value); + }; + + /** + * @param {WebGLProgram} programID + * @param {string} name + * @param {number} value + */ + es3fShaderStructTests.setUniform1f = function(programID, name, value) { + /** @type {WebGLUniformLocation} */ var loc = gl.getUniformLocation(programID, name); + gl.uniform1f(loc, value); + }; + + /** + * @param {WebGLProgram} programID + * @param {string} name + * @param {Array<number>} vec + */ + es3fShaderStructTests.setUniform1fv = function(programID, name, vec) { + /** @type {WebGLUniformLocation} */ var loc = gl.getUniformLocation(programID, name); + gl.uniform1fv(loc, vec); + }; + + es3fShaderStructTests.UniformStructTests.prototype.init = function() { + var currentCtx = this; + function UniformStructCase(name, description, textures, shaderSrc, setUniformsFunc, evalFunc) { + currentCtx.addChild(es3fShaderStructTests.ShaderStructCase.createStructCase(name + "_vertex", description, true, textures, evalFunc, setUniformsFunc, shaderSrc)); + currentCtx.addChild(es3fShaderStructTests.ShaderStructCase.createStructCase(name + "_fragment", description, false, textures, evalFunc, setUniformsFunc, shaderSrc)); + } + + UniformStructCase('basic', "Basic struct usage", false, + '${HEADER}\n' + + 'uniform int ui_one;\n' + + '' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump vec3 b;\n' + + ' int c;\n' + + '};\n' + + 'uniform S s;\n' + + '' + + 'void main (void)\n' + + '{\n' + + ' ${DST} = vec4(s.a, s.b.x, s.b.y, s.c);\n' + + ' ${ASSIGN_POS}\n' + + '}', + function(programID, constCoords) { + es3fShaderStructTests.setUniform1f(programID, "s.a", constCoords[0]); + es3fShaderStructTests.setUniform3fv(programID, "s.b", deMath.swizzle(constCoords, [1, 2, 3])); + es3fShaderStructTests.setUniform1i(programID, "s.c", 1); + }, + function(c) { + c.color[0] = c.constCoords[0]; + c.color[1] = c.constCoords[1]; + c.color[2] = c.constCoords[2]; + }); + + UniformStructCase('nested', "Nested struct", false, + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + '' + + 'struct T {\n' + + ' int a;\n' + + ' mediump vec2 b;\n' + + '};\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' T b;\n' + + ' int c;\n' + + '};\n' + + 'uniform S s;\n' + + '' + + 'void main (void)\n' + + '{\n' + + ' ${DST} = vec4(s.a, s.b.b, s.b.a + s.c);\n' + + ' ${ASSIGN_POS}\n' + + '}', + function(programID, constCoords) { + es3fShaderStructTests.setUniform1f(programID, "s.a", constCoords[0]); + es3fShaderStructTests.setUniform1i(programID, "s.b.a", 0); + es3fShaderStructTests.setUniform2fv(programID, "s.b.b", deMath.swizzle(constCoords, [1,2])); + es3fShaderStructTests.setUniform1i(programID, "s.c", 1); + }, + function(c) { + c.color[0] = c.constCoords[0]; + c.color[1] = c.constCoords[1]; + c.color[2] = c.constCoords[2]; + }); + + UniformStructCase('array_member', "Struct with array member", false, + '${HEADER}\n' + + 'uniform int ui_one;\n' + + '' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump float b[3];\n' + + ' int c;\n' + + '};\n' + + 'uniform S s;\n' + + '' + + 'void main (void)\n' + + '{\n' + + ' ${DST} = vec4(s.a, s.b[0], s.b[1], s.c);\n' + + ' ${ASSIGN_POS}\n' + + '}', + function(programID, constCoords){ + es3fShaderStructTests.setUniform1f(programID, "s.a", constCoords[3]); + es3fShaderStructTests.setUniform1i(programID, "s.c", 1); + + /** @type {Array<number>} */ var b = []; + b[0] = constCoords[2]; + b[1] = constCoords[1]; + b[2] = constCoords[0]; + es3fShaderStructTests.setUniform1fv(programID, "s.b", b); + }, + function(c) { + c.color[0] = c.constCoords[3]; + c.color[1] = c.constCoords[2]; + c.color[2] = c.constCoords[1]; + }); + + UniformStructCase('array_member_dynamic_index', "Struct with array member, dynamic indexing", false, + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + '' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump float b[3];\n' + + ' int c;\n' + + '};\n' + + 'uniform S s;\n' + + '' + + 'void main (void)\n' + + '{\n' + + ' ${DST} = vec4(s.b[ui_one], s.b[ui_zero], s.b[ui_two], s.c);\n' + + ' ${ASSIGN_POS}\n' + + '}', + function(programID, constCoords) { + es3fShaderStructTests.setUniform1f(programID, "s.a", constCoords[3]); + es3fShaderStructTests.setUniform1i(programID, "s.c", 1); + + /** @type {Array<number>} */ var b = []; + b[0] = constCoords[2]; + b[1] = constCoords[1]; + b[2] = constCoords[0]; + es3fShaderStructTests.setUniform1fv(programID, "s.b", b); + }, + function(c) { + c.color[0] = c.constCoords[1]; + c.color[1] = c.constCoords[2]; + c.color[2] = c.constCoords[0]; + }); + + UniformStructCase('struct_array', "Struct array", false, + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + '' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump int b;\n' + + '};\n' + + 'uniform S s[3];\n' + + '' + + 'void main (void)\n' + + '{\n' + + ' ${DST} = vec4(s[2].a, s[1].a, s[0].a, s[2].b - s[1].b + s[0].b);\n' + + ' ${ASSIGN_POS}\n' + + '}', + function(programID, constCoords) { + es3fShaderStructTests.setUniform1f(programID, "s[0].a", constCoords[0]); + es3fShaderStructTests.setUniform1i(programID, "s[0].b", 0); + es3fShaderStructTests.setUniform1f(programID, "s[1].a", constCoords[1]); + es3fShaderStructTests.setUniform1i(programID, "s[1].b", 1); + es3fShaderStructTests.setUniform1f(programID, "s[2].a", constCoords[2]); + es3fShaderStructTests.setUniform1i(programID, "s[2].b", 2); + }, + function(c) { + c.color[0] = c.constCoords[2]; + c.color[1] = c.constCoords[1]; + c.color[2] = c.constCoords[0]; + }); + + UniformStructCase('struct_array_dynamic_index', "Struct array with dynamic indexing", false, + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + '' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump int b;\n' + + '};\n' + + 'uniform S s[3];\n' + + '' + + 'void main (void)\n' + + '{\n' + + ' ${DST} = vec4(s[ui_two].a, s[ui_one].a, s[ui_zero].a, s[ui_two].b - s[ui_one].b + s[ui_zero].b);\n' + + ' ${ASSIGN_POS}\n' + + '}', + function(programID, constCoords) { + es3fShaderStructTests.setUniform1f(programID, "s[0].a", constCoords[0]); + es3fShaderStructTests.setUniform1i(programID, "s[0].b", 0); + es3fShaderStructTests.setUniform1f(programID, "s[1].a", constCoords[1]); + es3fShaderStructTests.setUniform1i(programID, "s[1].b", 1); + es3fShaderStructTests.setUniform1f(programID, "s[2].a", constCoords[2]); + es3fShaderStructTests.setUniform1i(programID, "s[2].b", 2); + }, + function(c) { + c.color[0] = c.constCoords[2]; + c.color[1] = c.constCoords[1]; + c.color[2] = c.constCoords[0]; + }); + + UniformStructCase('nested_struct_array', "Nested struct array", false, + '${HEADER}\n' + + 'struct T {\n' + + ' mediump float a;\n' + + ' mediump vec2 b[2];\n' + + '};\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' T b[3];\n' + + ' int c;\n' + + '};\n' + + 'uniform S s[2];\n' + + '' + + 'void main (void)\n' + + '{\n' + + ' mediump float r = (s[0].b[1].b[0].x + s[1].b[2].b[1].y) * s[0].b[0].a; // (z + z) * 0.5\n' + + ' mediump float g = s[1].b[0].b[0].y * s[0].b[2].a * s[1].b[2].a; // x * 0.25 * 4\n' + + ' mediump float b = (s[0].b[2].b[1].y + s[0].b[1].b[0].y + s[1].a) * s[0].b[1].a; // (w + w + w) * 0.333\n' + + ' mediump float a = float(s[0].c) + s[1].b[2].a - s[1].b[1].a; // 0 + 4.0 - 3.0\n' + + ' ${DST} = vec4(r, g, b, a);\n' + + ' ${ASSIGN_POS}\n' + + '}', + function(programID, constCoords) { + /** @type {Array<number>} */ var arr = []; + + es3fShaderStructTests.setUniform1f(programID, "s[0].a", constCoords[0]); + arr = deMath.swizzle(constCoords, [0,1,2,3]); + es3fShaderStructTests.setUniform1f(programID, "s[0].b[0].a", 0.5); + es3fShaderStructTests.setUniform2fv(programID, "s[0].b[0].b", arr); + arr = deMath.swizzle(constCoords, [2,3,0,1]); + es3fShaderStructTests.setUniform1f(programID, "s[0].b[1].a", 1.0/3.0); + es3fShaderStructTests.setUniform2fv(programID, "s[0].b[1].b", arr); + arr = deMath.swizzle(constCoords, [0,2,1,3]); + es3fShaderStructTests.setUniform1f(programID, "s[0].b[2].a", 1.0/4.0); + es3fShaderStructTests.setUniform2fv(programID, "s[0].b[2].b", arr); + es3fShaderStructTests.setUniform1i(programID, "s[0].c", 0); + + es3fShaderStructTests.setUniform1f(programID, "s[1].a", constCoords[3]); + arr = deMath.swizzle(constCoords, [0,0,1,1]); + es3fShaderStructTests.setUniform1f(programID, "s[1].b[0].a", 2.0); + es3fShaderStructTests.setUniform2fv(programID, "s[1].b[0].b", arr); + arr = deMath.swizzle(constCoords, [2,2,3,3]); + es3fShaderStructTests.setUniform1f(programID, "s[1].b[1].a", 3.0); + es3fShaderStructTests.setUniform2fv(programID, "s[1].b[1].b", arr); + arr = deMath.swizzle(constCoords, [1,0,3,2]); + es3fShaderStructTests.setUniform1f(programID, "s[1].b[2].a", 4.0); + es3fShaderStructTests.setUniform2fv(programID, "s[1].b[2].b", arr); + es3fShaderStructTests.setUniform1i(programID, "s[1].c", 1); + }, + function(c) { + c.color[0] = c.constCoords[2]; + c.color[1] = c.constCoords[0]; + c.color[2] = c.constCoords[3]; + }); + + UniformStructCase('nested_struct_array_dynamic_index', "Nested struct array with dynamic indexing", false, + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + '' + + 'struct T {\n' + + ' mediump float a;\n' + + ' mediump vec2 b[2];\n' + + '};\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' T b[3];\n' + + ' int c;\n' + + '};\n' + + 'uniform S s[2];\n' + + '' + + 'void main (void)\n' + + '{\n' + + ' mediump float r = (s[0].b[ui_one].b[ui_one-1].x + s[ui_one].b[ui_two].b[ui_zero+1].y) * s[0].b[0].a; // (z + z) * 0.5\n' + + ' mediump float g = s[ui_two-1].b[ui_two-2].b[ui_zero].y * s[0].b[ui_two].a * s[ui_one].b[2].a; // x * 0.25 * 4\n' + + ' mediump float b = (s[ui_zero].b[ui_one+1].b[1].y + s[0].b[ui_one*ui_one].b[0].y + s[ui_one].a) * s[0].b[ui_two-ui_one].a; // (w + w + w) * 0.333\n' + + ' mediump float a = float(s[ui_zero].c) + s[ui_one-ui_zero].b[ui_two].a - s[ui_zero+ui_one].b[ui_two-ui_one].a; // 0 + 4.0 - 3.0\n' + + ' ${DST} = vec4(r, g, b, a);\n' + + ' ${ASSIGN_POS}\n' + + '}', + function(programID, constCoords){ + /** @type {Array<number>} */ var arr = []; + + es3fShaderStructTests.setUniform1f(programID, "s[0].a", constCoords[0]); + arr = constCoords; + es3fShaderStructTests.setUniform1f(programID, "s[0].b[0].a", 0.5); + es3fShaderStructTests.setUniform2fv(programID, "s[0].b[0].b", arr); + arr = deMath.swizzle(constCoords, [2,3,0,1]); + es3fShaderStructTests.setUniform1f(programID, "s[0].b[1].a", 1.0/3.0); + es3fShaderStructTests.setUniform2fv(programID, "s[0].b[1].b", arr); + arr = deMath.swizzle(constCoords, [0,2,1,3]); + es3fShaderStructTests.setUniform1f(programID, "s[0].b[2].a", 1.0/4.0); + es3fShaderStructTests.setUniform2fv(programID, "s[0].b[2].b", arr); + es3fShaderStructTests.setUniform1i(programID, "s[0].c", 0); + + es3fShaderStructTests.setUniform1f(programID, "s[1].a", constCoords[3]); + arr = deMath.swizzle(constCoords, [0,0,1,1]); + es3fShaderStructTests.setUniform1f(programID, "s[1].b[0].a", 2.0); + es3fShaderStructTests.setUniform2fv(programID, "s[1].b[0].b", arr); + arr = deMath.swizzle(constCoords, [2,2,3,3]); + es3fShaderStructTests.setUniform1f(programID, "s[1].b[1].a", 3.0); + es3fShaderStructTests.setUniform2fv(programID, "s[1].b[1].b", arr); + arr = deMath.swizzle(constCoords, [1,0,3,2]); + es3fShaderStructTests.setUniform1f(programID, "s[1].b[2].a", 4.0); + es3fShaderStructTests.setUniform2fv(programID, "s[1].b[2].b", arr); + es3fShaderStructTests.setUniform1i(programID, "s[1].c", 1); + }, + function(c) { + c.color[0] = c.constCoords[2]; + c.color[1] = c.constCoords[0]; + c.color[2] = c.constCoords[3]; + }); + + UniformStructCase('loop_struct_array', "Struct array usage in loop", false, + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + '' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump int b;\n' + + '};\n' + + 'uniform S s[3];\n' + + '' + + 'void main (void)\n' + + '{\n' + + ' mediump float rgb[3];\n' + + ' int alpha = 0;\n' + + ' for (int i = 0; i < 3; i++)\n' + + ' {\n' + + ' rgb[i] = s[2-i].a;\n' + + ' alpha += s[i].b;\n' + + ' }\n' + + ' ${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);\n' + + ' ${ASSIGN_POS}\n' + + '}', + function(programID, constCoords) { + es3fShaderStructTests.setUniform1f(programID, "s[0].a", constCoords[0]); + es3fShaderStructTests.setUniform1i(programID, "s[0].b", 0); + es3fShaderStructTests.setUniform1f(programID, "s[1].a", constCoords[1]); + es3fShaderStructTests.setUniform1i(programID, "s[1].b", -1); + es3fShaderStructTests.setUniform1f(programID, "s[2].a", constCoords[2]); + es3fShaderStructTests.setUniform1i(programID, "s[2].b", 2); + }, + function(c) { + c.color[0] = c.constCoords[2]; + c.color[1] = c.constCoords[1]; + c.color[2] = c.constCoords[0]; + }); + + UniformStructCase('loop_nested_struct_array', "Nested struct array usage in loop", false, + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + 'uniform mediump float uf_two;\n' + + 'uniform mediump float uf_three;\n' + + 'uniform mediump float uf_four;\n' + + 'uniform mediump float uf_half;\n' + + 'uniform mediump float uf_third;\n' + + 'uniform mediump float uf_fourth;\n' + + 'uniform mediump float uf_sixth;\n' + + '' + + 'struct T {\n' + + ' mediump float a;\n' + + ' mediump vec2 b[2];\n' + + '};\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' T b[3];\n' + + ' int c;\n' + + '};\n' + + 'uniform S s[2];\n' + + '' + + 'void main (void)\n' + + '{\n' + + ' mediump float r = 0.0; // (x*3 + y*3) / 6.0\n' + + ' mediump float g = 0.0; // (y*3 + z*3) / 6.0\n' + + ' mediump float b = 0.0; // (z*3 + w*3) / 6.0\n' + + ' mediump float a = 1.0;\n' + + ' for (int i = 0; i < 2; i++)\n' + + ' {\n' + + ' for (int j = 0; j < 3; j++)\n' + + ' {\n' + + ' r += s[0].b[j].b[i].y;\n' + + ' g += s[i].b[j].b[0].x;\n' + + ' b += s[i].b[j].b[1].x;\n' + + ' a *= s[i].b[j].a;\n' + + ' }\n' + + ' }\n' + + ' ${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);\n' + + ' ${ASSIGN_POS}\n' + + '}', + function(programID, constCoords) { + /** @type {Array<number>} */ var arr = []; + + es3fShaderStructTests.setUniform1f(programID, "s[0].a", constCoords[0]); + arr = deMath.swizzle(constCoords, [1,0,2,0]); + es3fShaderStructTests.setUniform1f(programID, "s[0].b[0].a", 0.5); + es3fShaderStructTests.setUniform2fv(programID, "s[0].b[0].b", arr); + arr = deMath.swizzle(constCoords, [1,1,3,1]); + es3fShaderStructTests.setUniform1f(programID, "s[0].b[1].a", 1.0/3.0); + es3fShaderStructTests.setUniform2fv(programID, "s[0].b[1].b", arr); + arr = deMath.swizzle(constCoords, [2,1,2,1]); + es3fShaderStructTests.setUniform1f(programID, "s[0].b[2].a", 1.0/4.0); + es3fShaderStructTests.setUniform2fv(programID, "s[0].b[2].b", arr); + es3fShaderStructTests.setUniform1i(programID, "s[0].c", 0); + + es3fShaderStructTests.setUniform1f(programID, "s[1].a", constCoords[3]); + arr = deMath.swizzle(constCoords, [2,0,2,1]); + es3fShaderStructTests.setUniform1f(programID, "s[1].b[0].a", 2.0); + es3fShaderStructTests.setUniform2fv(programID, "s[1].b[0].b", arr); + arr = deMath.swizzle(constCoords, [2,2,3,3]); + es3fShaderStructTests.setUniform1f(programID, "s[1].b[1].a", 3.0); + es3fShaderStructTests.setUniform2fv(programID, "s[1].b[1].b", arr); + arr = deMath.swizzle(constCoords, [1,0,3,2]); + es3fShaderStructTests.setUniform1f(programID, "s[1].b[2].a", 4.0); + es3fShaderStructTests.setUniform2fv(programID, "s[1].b[2].b", arr); + es3fShaderStructTests.setUniform1i(programID, "s[1].c", 1); + }, + function(c) { + c.color[0] = (c.constCoords[0] + c.constCoords[1]) * 0.5; + c.color[1] = (c.constCoords[1] + c.constCoords[2]) * 0.5; + c.color[2] = (c.constCoords[2] + c.constCoords[3]) * 0.5; + }); + + UniformStructCase('dynamic_loop_struct_array', "Struct array usage in dynamic loop", false, + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + 'uniform int ui_three;\n' + + '' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump int b;\n' + + '};\n' + + 'uniform S s[3];\n' + + '' + + 'void main (void)\n' + + '{\n' + + ' mediump float rgb[3];\n' + + ' int alpha = 0;\n' + + ' for (int i = 0; i < ui_three; i++)\n' + + ' {\n' + + ' rgb[i] = s[2-i].a;\n' + + ' alpha += s[i].b;\n' + + ' }\n' + + ' ${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);\n' + + ' ${ASSIGN_POS}\n' + + '}', + function(programID, constCoords) { + es3fShaderStructTests.setUniform1f(programID, "s[0].a", constCoords[0]); + es3fShaderStructTests.setUniform1i(programID, "s[0].b", 0); + es3fShaderStructTests.setUniform1f(programID, "s[1].a", constCoords[1]); + es3fShaderStructTests.setUniform1i(programID, "s[1].b", -1); + es3fShaderStructTests.setUniform1f(programID, "s[2].a", constCoords[2]); + es3fShaderStructTests.setUniform1i(programID, "s[2].b", 2); + }, + function(c) { + c.color[0] = c.constCoords[2]; + c.color[1] = c.constCoords[1]; + c.color[2] = c.constCoords[0]; + }); + + UniformStructCase('dynamic_loop_nested_struct_array', "Nested struct array usage in dynamic loop", false, + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + 'uniform int ui_two;\n' + + 'uniform int ui_three;\n' + + 'uniform mediump float uf_two;\n' + + 'uniform mediump float uf_three;\n' + + 'uniform mediump float uf_four;\n' + + 'uniform mediump float uf_half;\n' + + 'uniform mediump float uf_third;\n' + + 'uniform mediump float uf_fourth;\n' + + 'uniform mediump float uf_sixth;\n' + + '' + + 'struct T {\n' + + ' mediump float a;\n' + + ' mediump vec2 b[2];\n' + + '};\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' T b[3];\n' + + ' int c;\n' + + '};\n' + + 'uniform S s[2];\n' + + '' + + 'void main (void)\n' + + '{\n' + + ' mediump float r = 0.0; // (x*3 + y*3) / 6.0\n' + + ' mediump float g = 0.0; // (y*3 + z*3) / 6.0\n' + + ' mediump float b = 0.0; // (z*3 + w*3) / 6.0\n' + + ' mediump float a = 1.0;\n' + + ' for (int i = 0; i < ui_two; i++)\n' + + ' {\n' + + ' for (int j = 0; j < ui_three; j++)\n' + + ' {\n' + + ' r += s[0].b[j].b[i].y;\n' + + ' g += s[i].b[j].b[0].x;\n' + + ' b += s[i].b[j].b[1].x;\n' + + ' a *= s[i].b[j].a;\n' + + ' }\n' + + ' }\n' + + ' ${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);\n' + + ' ${ASSIGN_POS}\n' + + '}', + function(programID, constCoords) { + /** @type {Array<number>} */ var arr = []; + + es3fShaderStructTests.setUniform1f(programID, "s[0].a", constCoords[0]); + arr = deMath.swizzle(constCoords, [1,0,2,0]); + es3fShaderStructTests.setUniform1f(programID, "s[0].b[0].a", 0.5); + es3fShaderStructTests.setUniform2fv(programID, "s[0].b[0].b", arr); + arr = deMath.swizzle(constCoords, [1,1,3,1]); + es3fShaderStructTests.setUniform1f(programID, "s[0].b[1].a", 1.0/3.0); + es3fShaderStructTests.setUniform2fv(programID, "s[0].b[1].b", arr); + arr = deMath.swizzle(constCoords, [2,1,2,1]); + es3fShaderStructTests.setUniform1f(programID, "s[0].b[2].a", 1.0/4.0); + es3fShaderStructTests.setUniform2fv(programID, "s[0].b[2].b", arr); + es3fShaderStructTests.setUniform1i(programID, "s[0].c", 0); + + es3fShaderStructTests.setUniform1f(programID, "s[1].a", constCoords[3]); + arr = deMath.swizzle(constCoords, [2,0,2,1]); + es3fShaderStructTests.setUniform1f(programID, "s[1].b[0].a", 2.0); + es3fShaderStructTests.setUniform2fv(programID, "s[1].b[0].b", arr); + arr = deMath.swizzle(constCoords, [2,2,3,3]); + es3fShaderStructTests.setUniform1f(programID, "s[1].b[1].a", 3.0); + es3fShaderStructTests.setUniform2fv(programID, "s[1].b[1].b", arr); + arr = deMath.swizzle(constCoords, [1,0,3,2]); + es3fShaderStructTests.setUniform1f(programID, "s[1].b[2].a", 4.0); + es3fShaderStructTests.setUniform2fv(programID, "s[1].b[2].b", arr); + es3fShaderStructTests.setUniform1i(programID, "s[1].c", 1); + }, + function(c) { + c.color[0] = (c.constCoords[0] + c.constCoords[1]) * 0.5; + c.color[1] = (c.constCoords[1] + c.constCoords[2]) * 0.5; + c.color[2] = (c.constCoords[2] + c.constCoords[3]) * 0.5; + }); + + UniformStructCase('sampler', "Sampler in struct", true, + '${HEADER}\n' + + 'uniform int ui_one;\n' + + '' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump vec3 b;\n' + + ' sampler2D c;\n' + + '};\n' + + 'uniform S s;\n' + + '' + + 'void main (void)\n' + + '{\n' + + ' ${DST} = vec4(texture(s.c, ${COORDS}.xy * s.b.xy + s.b.z).rgb, s.a);\n' + + ' ${ASSIGN_POS}\n' + + '}', + function(programID, constCoords) { + es3fShaderStructTests.setUniform1f(programID, "s.a", 1.0); + es3fShaderStructTests.setUniform3fv(programID, "s.b", [0.25, 0.25, 0.5]); + es3fShaderStructTests.setUniform1i(programID, "s.c", 0); + }, + function(c) { + var tex2d = c.texture2D(es3fShaderStructTests.TEXTURE_BRICK, deMath.addScalar(deMath.scale(deMath.swizzle(c.coords, [0,1]), 0.25), 0.5)) + + c.color[0] = tex2d[0]; + c.color[1] = tex2d[1]; + c.color[2] = tex2d[2]; + }); + + UniformStructCase('sampler_nested', "Sampler in nested struct", true, + '${HEADER}\n' + + 'uniform int ui_zero;\n' + + 'uniform int ui_one;\n' + + '' + + 'struct T {\n' + + ' sampler2D a;\n' + + ' mediump vec2 b;\n' + + '};\n' + + 'struct S {\n' + + ' mediump float a;\n' + + ' T b;\n' + + ' int c;\n' + + '};\n' + + 'uniform S s;\n' + + '' + + 'void main (void)\n' + + '{\n' + + ' ${DST} = vec4(texture(s.b.a, ${COORDS}.xy * s.b.b + s.a).rgb, s.c);\n' + + ' ${ASSIGN_POS}\n' + + '}', + function(programID, constCoords) { + es3fShaderStructTests.setUniform1f(programID, "s.a", 0.5); + es3fShaderStructTests.setUniform1i(programID, "s.b.a", 0); + es3fShaderStructTests.setUniform2fv(programID, "s.b.b", [0.25, 0.25]); + es3fShaderStructTests.setUniform1i(programID, "s.c", 1); + }, + function(c) { + var tex2d = c.texture2D(es3fShaderStructTests.TEXTURE_BRICK, deMath.addScalar(deMath.scale(deMath.swizzle(c.coords, [0,1]), 0.25), 0.5)); + c.color[0] = tex2d[0]; + c.color[1] = tex2d[1]; + c.color[2] = tex2d[2]; + }); + + UniformStructCase('sampler_array', "Sampler in struct array", true, + '${HEADER}\n' + + 'uniform int ui_one;\n' + + '' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump vec3 b;\n' + + ' sampler2D c;\n' + + '};\n' + + 'uniform S s[2];\n' + + '' + + 'void main (void)\n' + + '{\n' + + ' ${DST} = vec4(texture(s[1].c, ${COORDS}.xy * s[0].b.xy + s[1].b.z).rgb, s[0].a);\n' + + ' ${ASSIGN_POS}\n' + + '}', + function(programID, constCoords) { + es3fShaderStructTests.setUniform1f(programID, "s[0].a", 1.0); + es3fShaderStructTests.setUniform3fv(programID, "s[0].b", [0.25, 0.25, 0.25]); + es3fShaderStructTests.setUniform1i(programID, "s[0].c", 1); + es3fShaderStructTests.setUniform1f(programID, "s[1].a", 0.0); + es3fShaderStructTests.setUniform3fv(programID, "s[1].b", [0.5, 0.5, 0.5]); + es3fShaderStructTests.setUniform1i(programID, "s[1].c", 0); + }, + function(c) { + var tex2d = c.texture2D(es3fShaderStructTests.TEXTURE_BRICK, deMath.addScalar(deMath.scale(deMath.swizzle(c.coords, [0,1]), 0.25), 0.5)); + c.color[0] = tex2d[0]; + c.color[1] = tex2d[1]; + c.color[2] = tex2d[2]; + }); + + UniformStructCase('equal', "Struct equality", false, + '${HEADER}\n' + + 'uniform mediump float uf_one;\n' + + 'uniform int ui_two;\n' + + '' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump vec3 b;\n' + + ' int c;\n' + + '};\n' + + 'uniform S a;\n' + + 'uniform S b;\n' + + 'uniform S c;\n' + + '' + + 'void main (void)\n' + + '{\n' + + ' S d = S(uf_one, vec3(0.0, floor(${COORDS}.y+1.0), 2.0), ui_two);\n' + + ' ${DST} = vec4(0.0, 0.0, 0.0, 1.0);\n' + + ' if (a == b) ${DST}.x = 1.0;\n' + + ' if (a == c) ${DST}.y = 1.0;\n' + + ' if (a == d) ${DST}.z = 1.0;\n' + + ' ${ASSIGN_POS}\n' + + '}', + function(programID, constCoords) { + es3fShaderStructTests.setUniform1f(programID, "a.a", 1.0); + es3fShaderStructTests.setUniform3fv(programID, "a.b", [0.0, 1.0, 2.0]); + es3fShaderStructTests.setUniform1i(programID, "a.c", 2); + es3fShaderStructTests.setUniform1f(programID, "b.a", 1.0); + es3fShaderStructTests.setUniform3fv(programID, "b.b", [0.0, 1.0, 2.0]); + es3fShaderStructTests.setUniform1i(programID, "b.c", 2); + es3fShaderStructTests.setUniform1f(programID, "c.a", 1.0); + es3fShaderStructTests.setUniform3fv(programID, "c.b", [0.0, 1.1, 2.0]); + es3fShaderStructTests.setUniform1i(programID, "c.c", 2); + }, + function(c) { + c.color[0] = 1.0; + c.color[1] = 0.0; + if (Math.floor(c.coords[1] + 1.0) == Math.floor(1.1)) + c.color[2] = 1.0; + }); + + UniformStructCase('not_equal', "Struct equality", false, + '${HEADER}\n' + + 'uniform mediump float uf_one;\n' + + 'uniform int ui_two;\n' + + '' + + 'struct S {\n' + + ' mediump float a;\n' + + ' mediump vec3 b;\n' + + ' int c;\n' + + '};\n' + + 'uniform S a;\n' + + 'uniform S b;\n' + + 'uniform S c;\n' + + '' + + 'void main (void)\n' + + '{\n' + + ' S d = S(uf_one, vec3(0.0, floor(${COORDS}.y+1.0), 2.0), ui_two);\n' + + ' ${DST} = vec4(0.0, 0.0, 0.0, 1.0);\n' + + ' if (a != b) ${DST}.x = 1.0;\n' + + ' if (a != c) ${DST}.y = 1.0;\n' + + ' if (a != d) ${DST}.z = 1.0;\n' + + ' ${ASSIGN_POS}\n' + + '}', + function(programID, constCoords) { + es3fShaderStructTests.setUniform1f(programID, "a.a", 1.0); + es3fShaderStructTests.setUniform3fv(programID, "a.b", [0.0, 1.0, 2.0]); + es3fShaderStructTests.setUniform1i(programID, "a.c", 2); + es3fShaderStructTests.setUniform1f(programID, "b.a", 1.0); + es3fShaderStructTests.setUniform3fv(programID, "b.b", [0.0, 1.0, 2.0]); + es3fShaderStructTests.setUniform1i(programID, "b.c", 2); + es3fShaderStructTests.setUniform1f(programID, "c.a", 1.0); + es3fShaderStructTests.setUniform3fv(programID, "c.b", [0.0, 1.1, 2.0]); + es3fShaderStructTests.setUniform1i(programID, "c.c", 2); + }, + function(c) { + c.color[0] = 0.0; + c.color[1] = 1.0; + if (Math.floor(c.coords[1] + 1.0) != Math.floor(1.1)) + c.color[2] = 1.0; + }); + + }; + + /** + * @constructor + * @extends {tcuTestCase.DeqpTest} + */ + es3fShaderStructTests.ShaderStructTests = function() { + tcuTestCase.DeqpTest.call(this, 'struct', 'Struct Tests'); + }; + + es3fShaderStructTests.ShaderStructTests.prototype = Object.create(tcuTestCase.DeqpTest.prototype); + es3fShaderStructTests.ShaderStructTests.prototype.constructor = es3fShaderStructTests.ShaderStructTests; + + es3fShaderStructTests.ShaderStructTests.prototype.init = function() { + this.addChild(new es3fShaderStructTests.LocalStructTests()); + this.addChild(new es3fShaderStructTests.UniformStructTests()); + }; + + /** + * Run test + * @param {WebGL2RenderingContext} context + */ + es3fShaderStructTests.run = function(context) { + gl = context; + //Set up Test Root parameters + var state = tcuTestCase.runner; + state.setRoot(new es3fShaderStructTests.ShaderStructTests()); + + //Set up name and description of this test series. + setCurrentTestName(state.testCases.fullName()); + description(state.testCases.getDescription()); + try { + //Run test cases + tcuTestCase.runTestCases(); + } + catch (err) { + testFailedOptions('Failed to es3fShaderStructTests.run tests', false); + tcuTestCase.runner.terminate(); + } + }; + + +}); |