/*------------------------------------------------------------------------- * 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.es3fShaderSwitchTests'); goog.require('framework.common.tcuStringTemplate'); goog.require('framework.common.tcuTestCase'); goog.require('modules.shared.glsShaderRenderCase'); goog.scope(function() { var es3fShaderSwitchTests = functional.gles3.es3fShaderSwitchTests; var glsShaderRenderCase = modules.shared.glsShaderRenderCase; var tcuTestCase = framework.common.tcuTestCase; var tcuStringTemplate = framework.common.tcuStringTemplate; /** * @constructor * @extends {glsShaderRenderCase.ShaderRenderCase} * @param {string} name * @param {string} description * @param {boolean} isVertexCase * @param {string} vtxSource * @param {string} fragSource * @param {glsShaderRenderCase.ShaderEvalFunc=} evalFunc */ es3fShaderSwitchTests.ShaderSwitchCase = function(name, description, isVertexCase, vtxSource, fragSource, evalFunc) { glsShaderRenderCase.ShaderRenderCase.call(this, name, description, isVertexCase, evalFunc); /** @type {string} */ this.m_vertShaderSource = vtxSource; /** @type {string} */ this.m_fragShaderSource = fragSource; }; es3fShaderSwitchTests.ShaderSwitchCase.prototype = Object.create(glsShaderRenderCase.ShaderRenderCase.prototype); es3fShaderSwitchTests.ShaderSwitchCase.prototype.constructor = es3fShaderSwitchTests.ShaderSwitchCase; /** * @enum {number} */ es3fShaderSwitchTests.SwitchType = { STATIC: 0, UNIFORM: 1, DYNAMIC: 2 }; /** @param {glsShaderRenderCase.ShaderEvalContext} evalCtx */ es3fShaderSwitchTests.evalSwitchStatic = function(evalCtx) { evalCtx.color[0] = evalCtx.coords[1]; evalCtx.color[1] = evalCtx.coords[2]; evalCtx.color[2] = evalCtx.coords[3]; }; /** @param {glsShaderRenderCase.ShaderEvalContext} evalCtx */ es3fShaderSwitchTests.evalSwitchUniform = function(evalCtx) { evalCtx.color[0] = evalCtx.coords[1]; evalCtx.color[1] = evalCtx.coords[2]; evalCtx.color[2] = evalCtx.coords[3]; }; /** @param {glsShaderRenderCase.ShaderEvalContext} evalCtx */ es3fShaderSwitchTests.evalSwitchDynamic = function(evalCtx) { switch (Math.floor(evalCtx.coords[2]*1.5 + 2.0)) { case 0: evalCtx.color[0] = evalCtx.coords[0]; evalCtx.color[1] = evalCtx.coords[1]; evalCtx.color[2] = evalCtx.coords[2]; break; case 1: evalCtx.color[0] = evalCtx.coords[3]; evalCtx.color[1] = evalCtx.coords[2]; evalCtx.color[2] = evalCtx.coords[1]; break; case 2: evalCtx.color[0] = evalCtx.coords[1]; evalCtx.color[1] = evalCtx.coords[2]; evalCtx.color[2] = evalCtx.coords[3]; break; case 3: evalCtx.color[0] = evalCtx.coords[2]; evalCtx.color[1] = evalCtx.coords[1]; evalCtx.color[2] = evalCtx.coords[0]; break; default: evalCtx.color[0] = evalCtx.coords[0]; evalCtx.color[1] = evalCtx.coords[0]; evalCtx.color[2] = evalCtx.coords[0]; break; } }; /** * @param {string} name * @param {string} desc * @param {es3fShaderSwitchTests.SwitchType} type * @param {boolean} isVertex * @param {string} switchBody * @return {es3fShaderSwitchTests.ShaderSwitchCase} */ es3fShaderSwitchTests.makeSwitchCase = function(name, desc, type, isVertex, switchBody) { /** @type {string} */ var vtx = ''; /** @type {string} */ var frag = ''; /** @type {string} */ var op = ''; vtx += "#version 300 es\n" + "in highp vec4 a_position;\n" + "in highp vec4 a_coords;\n"; frag += "#version 300 es\n" + "layout(location = 0) out mediump vec4 o_color;\n"; if (isVertex) { vtx += "out mediump vec4 v_color;\n"; frag += "in mediump vec4 v_color;\n"; } else { vtx += "out highp vec4 v_coords;\n"; frag += "in highp vec4 v_coords;\n"; } if (type === es3fShaderSwitchTests.SwitchType.UNIFORM) op += "uniform highp int ui_two;\n"; vtx += isVertex ? op : ''; frag += isVertex ? '' : op; op = ''; vtx += "\n" + "void main (void)\n" + "{\n" + " gl_Position = a_position;\n"; frag += "\n" + "void main (void)\n" + "{\n"; // Setup. op += " highp vec4 coords = " + (isVertex ? "a_coords" : "v_coords") + ";\n"; op += " mediump vec3 res = vec3(0.0);\n\n"; vtx += isVertex ? op : ''; frag += isVertex ? '' : op; op = ''; // Switch body. var params = {}; params["CONDITION"] = type == es3fShaderSwitchTests.SwitchType.STATIC ? "2" : type == es3fShaderSwitchTests.SwitchType.UNIFORM ? "ui_two" : type == es3fShaderSwitchTests.SwitchType.DYNAMIC ? "int(floor(coords.z*1.5 + 2.0))" : "???"; op += tcuStringTemplate.specialize(switchBody, params); op += "\n"; vtx += isVertex ? op : ''; frag += isVertex ? '' : op; op = ''; if (isVertex) { vtx += " v_color = vec4(res, 1.0);\n"; frag += " o_color = v_color;\n"; } else { vtx += " v_coords = a_coords;\n"; frag += " o_color = vec4(res, 1.0);\n"; } vtx += "}\n"; frag += "}\n"; return new es3fShaderSwitchTests.ShaderSwitchCase(name, desc, isVertex, vtx, frag, type === es3fShaderSwitchTests.SwitchType.STATIC ? es3fShaderSwitchTests.evalSwitchStatic : type === es3fShaderSwitchTests.SwitchType.UNIFORM ? es3fShaderSwitchTests.evalSwitchUniform : type === es3fShaderSwitchTests.SwitchType.DYNAMIC ? es3fShaderSwitchTests.evalSwitchDynamic : undefined); }; /** * @param {tcuTestCase.DeqpTest} group * @param {string} name * @param {string} desc * @param {string} switchBody */ es3fShaderSwitchTests.makeSwitchCases = function(group, name, desc, switchBody) { /** @type {Array} */ var switchTypeNames = ["static", "uniform", "dynamic"]; for (var type in es3fShaderSwitchTests.SwitchType) { group.addChild(es3fShaderSwitchTests.makeSwitchCase(name + "_" + switchTypeNames[es3fShaderSwitchTests.SwitchType[type]] + "_vertex", desc, es3fShaderSwitchTests.SwitchType[type], true, switchBody)); group.addChild(es3fShaderSwitchTests.makeSwitchCase(name + "_" + switchTypeNames[es3fShaderSwitchTests.SwitchType[type]] + "_fragment", desc, es3fShaderSwitchTests.SwitchType[type], false, switchBody)); } }; /** * @constructor * @extends {tcuTestCase.DeqpTest} */ es3fShaderSwitchTests.ShaderSwitchTests = function() { tcuTestCase.DeqpTest.call(this, 'switch', 'Switch statement tests'); }; es3fShaderSwitchTests.ShaderSwitchTests.prototype = Object.create(tcuTestCase.DeqpTest.prototype); es3fShaderSwitchTests.ShaderSwitchTests.prototype.constructor = es3fShaderSwitchTests.ShaderSwitchTests; es3fShaderSwitchTests.ShaderSwitchTests.prototype.init = function() { // Expected swizzles: // 0: xyz // 1: wzy // 2: yzw // 3: zyx es3fShaderSwitchTests.makeSwitchCases(this, "basic", "Basic switch statement usage", ' switch (${CONDITION})\n' + ' {\n' + ' case 0: res = coords.xyz; break;\n' + ' case 1: res = coords.wzy; break;\n' + ' case 2: res = coords.yzw; break;\n' + ' case 3: res = coords.zyx; break;\n' + ' }\n'); es3fShaderSwitchTests.makeSwitchCases(this, "const_expr_in_label", "Constant expression in label", ' const int t = 2;\n' + ' switch (${CONDITION})\n' + ' {\n' + ' case int(0.0): res = coords.xyz; break;\n' + ' case 2-1: res = coords.wzy; break;\n' + ' case 3&(1<<1): res = coords.yzw; break;\n' + ' case t+1: res = coords.zyx; break;\n' + ' }\n'); es3fShaderSwitchTests.makeSwitchCases(this, "default_label", "Default label usage", ' switch (${CONDITION})\n' + ' {\n' + ' case 0: res = coords.xyz; break;\n' + ' case 1: res = coords.wzy; break;\n' + ' case 3: res = coords.zyx; break;\n' + ' default: res = coords.yzw;\n' + ' }\n'); es3fShaderSwitchTests.makeSwitchCases(this, "default_not_last", "Default label usage", ' switch (${CONDITION})\n' + ' {\n' + ' case 0: res = coords.xyz; break;\n' + ' default: res = coords.yzw; break;\n' + ' case 1: res = coords.wzy; break;\n' + ' case 3: res = coords.zyx; break;\n' + ' }\n'); es3fShaderSwitchTests.makeSwitchCases(this, "no_default_label", "No match in switch without default label", ' res = coords.yzw;\n\n' + ' switch (${CONDITION})\n' + ' {\n' + ' case 0: res = coords.xyz; break;\n' + ' case 1: res = coords.wzy; break;\n' + ' case 3: res = coords.zyx; break;\n' + ' }\n'); es3fShaderSwitchTests.makeSwitchCases(this, "fall_through", "Fall-through", ' switch (${CONDITION})\n' + ' {\n' + ' case 0: res = coords.xyz; break;\n' + ' case 1: res = coords.wzy; break;\n' + ' case 2: coords = coords.yzwx;\n' + ' case 4: res = vec3(coords); break;\n' + ' case 3: res = coords.zyx; break;\n' + ' }\n'); es3fShaderSwitchTests.makeSwitchCases(this, "fall_through_default", "Fall-through", ' switch (${CONDITION})\n' + ' {\n' + ' case 0: res = coords.xyz; break;\n' + ' case 1: res = coords.wzy; break;\n' + ' case 3: res = coords.zyx; break;\n' + ' case 2: coords = coords.yzwx;\n' + ' default: res = vec3(coords);\n' + ' }\n'); es3fShaderSwitchTests.makeSwitchCases(this, "conditional_fall_through", "Fall-through", ' highp vec4 tmp = coords;\n' + ' switch (${CONDITION})\n' + ' {\n' + ' case 0: res = coords.xyz; break;\n' + ' case 1: res = coords.wzy; break;\n' + ' case 2:\n' + ' tmp = coords.yzwx;\n' + ' case 3:\n' + ' res = vec3(tmp);\n' + ' if (${CONDITION} != 3)\n' + ' break;\n' + ' default: res = tmp.zyx; break;\n' + ' }\n'); es3fShaderSwitchTests.makeSwitchCases(this, "conditional_fall_through_2", "Fall-through", ' highp vec4 tmp = coords;\n' + ' mediump int c = ${CONDITION};\n' + ' switch (c)\n' + ' {\n' + ' case 0: res = coords.xyz; break;\n' + ' case 1: res = coords.wzy; break;\n' + ' case 2:\n' + ' c += ${CONDITION};\n' + ' tmp = coords.yzwx;\n' + ' case 3:\n' + ' res = vec3(tmp);\n' + ' if (c == 4)\n' + ' break;\n' + ' default: res = tmp.zyx; break;\n' + ' }\n'); es3fShaderSwitchTests.makeSwitchCases(this, "scope", "Basic switch statement usage", ' switch (${CONDITION})\n' + ' {\n' + ' case 0: res = coords.xyz; break;\n' + ' case 1: res = coords.wzy; break;\n' + ' case 2:\n' + ' {\n' + ' mediump vec3 t = coords.yzw;\n' + ' res = t;\n' + ' break;\n' + ' }\n' + ' case 3: res = coords.zyx; break;\n' + ' }\n'); es3fShaderSwitchTests.makeSwitchCases(this, "switch_in_if", "Switch in for loop", ' if (${CONDITION} >= 0)\n' + ' {\n' + ' switch (${CONDITION})\n' + ' {\n' + ' case 0: res = coords.xyz; break;\n' + ' case 1: res = coords.wzy; break;\n' + ' case 2: res = coords.yzw; break;\n' + ' case 3: res = coords.zyx; break;\n' + ' }\n' + ' }\n'); es3fShaderSwitchTests.makeSwitchCases(this, "switch_in_for_loop", "Switch in for loop", ' for (int i = 0; i <= ${CONDITION}; i++)\n' + ' {\n' + ' switch (i)\n' + ' {\n' + ' case 0: res = coords.xyz; break;\n' + ' case 1: res = coords.wzy; break;\n' + ' case 2: res = coords.yzw; break;\n' + ' case 3: res = coords.zyx; break;\n' + ' }\n' + ' }\n'); es3fShaderSwitchTests.makeSwitchCases(this, "switch_in_while_loop", "Switch in while loop", ' int i = 0;\n' + ' while (i <= ${CONDITION})\n' + ' {\n' + ' switch (i)\n' + ' {\n' + ' case 0: res = coords.xyz; break;\n' + ' case 1: res = coords.wzy; break;\n' + ' case 2: res = coords.yzw; break;\n' + ' case 3: res = coords.zyx; break;\n' + ' }\n' + ' i += 1;\n' + ' }\n'); es3fShaderSwitchTests.makeSwitchCases(this, "switch_in_do_while_loop", "Switch in do-while loop", ' int i = 0;\n' + ' do\n' + ' {\n' + ' switch (i)\n' + ' {\n' + ' case 0: res = coords.xyz; break;\n' + ' case 1: res = coords.wzy; break;\n' + ' case 2: res = coords.yzw; break;\n' + ' case 3: res = coords.zyx; break;\n' + ' }\n' + ' i += 1;\n' + ' } while (i <= ${CONDITION});\n'); es3fShaderSwitchTests.makeSwitchCases(this, "if_in_switch", "Basic switch statement usage", ' switch (${CONDITION})\n' + ' {\n' + ' case 0: res = coords.xyz; break;\n' + ' case 1: res = coords.wzy; break;\n' + ' default:\n' + ' if (${CONDITION} == 2)\n' + ' res = coords.yzw;\n' + ' else\n' + ' res = coords.zyx;\n' + ' break;\n' + ' }\n'); es3fShaderSwitchTests.makeSwitchCases(this, "for_loop_in_switch", "Basic switch statement usage", ' switch (${CONDITION})\n' + ' {\n' + ' case 0: res = coords.xyz; break;\n' + ' case 1:\n' + ' case 2:\n' + ' {\n' + ' highp vec3 t = coords.yzw;\n' + ' for (int i = 0; i < ${CONDITION}; i++)\n' + ' t = t.zyx;\n' + ' res = t;\n' + ' break;\n' + ' }\n' + ' default: res = coords.zyx; break;\n' + ' }\n'); es3fShaderSwitchTests.makeSwitchCases(this, "while_loop_in_switch", "Basic switch statement usage", ' switch (${CONDITION})\n' + ' {\n' + ' case 0: res = coords.xyz; break;\n' + ' case 1:\n' + ' case 2:\n' + ' {\n' + ' highp vec3 t = coords.yzw;\n' + ' int i = 0;\n' + ' while (i < ${CONDITION})\n' + ' {\n' + ' t = t.zyx;\n' + ' i += 1;\n' + ' }\n' + ' res = t;\n' + ' break;\n' + ' }\n' + ' default: res = coords.zyx; break;\n' + ' }\n'); es3fShaderSwitchTests.makeSwitchCases(this, "do_while_loop_in_switch", "Basic switch statement usage", ' switch (${CONDITION})\n' + ' {\n' + ' case 0: res = coords.xyz; break;\n' + ' case 1:\n' + ' case 2:\n' + ' {\n' + ' highp vec3 t = coords.yzw;\n' + ' int i = 0;\n' + ' do\n' + ' {\n' + ' t = t.zyx;\n' + ' i += 1;\n' + ' } while (i < ${CONDITION});\n' + ' res = t;\n' + ' break;\n' + ' }\n' + ' default: res = coords.zyx; break;\n' + ' }\n'); es3fShaderSwitchTests.makeSwitchCases(this, "switch_in_switch", "Basic switch statement usage", ' switch (${CONDITION})\n' + ' {\n' + ' case 0: res = coords.xyz; break;\n' + ' case 1:\n' + ' case 2:\n' + ' switch (${CONDITION} - 1)\n' + ' {\n' + ' case 0: res = coords.wzy; break;\n' + ' case 1: res = coords.yzw; break;\n' + ' }\n' + ' break;\n' + ' default: res = coords.zyx; break;\n' + '}\n'); // Negative cases. // This is being tested somwhere else: data/gles3/shaders/switch.html }; /** * Run test * @param {WebGL2RenderingContext} context */ es3fShaderSwitchTests.run = function(context) { gl = context; //Set up Test Root parameters var state = tcuTestCase.runner; state.setRoot(new es3fShaderSwitchTests.ShaderSwitchTests()); //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 es3fShaderSwitchTests.run tests', false); tcuTestCase.runner.terminate(); } }; });