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