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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.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();
+ }
+ };
+
+
+});