/*------------------------------------------------------------------------- * 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('modules.shared.glsShaderLibraryCase'); goog.require('framework.common.tcuTestCase'); goog.require('framework.opengl.gluDrawUtil'); goog.require('framework.opengl.gluShaderProgram'); goog.require('framework.opengl.gluShaderUtil'); goog.scope(function() { var glsShaderLibraryCase = modules.shared.glsShaderLibraryCase; var tcuTestCase = framework.common.tcuTestCase; var gluShaderProgram = framework.opengl.gluShaderProgram; var gluShaderUtil = framework.opengl.gluShaderUtil; var gluDrawUtil = framework.opengl.gluDrawUtil; /** @const @type {number} */ glsShaderLibraryCase.VIEWPORT_WIDTH = 128; /** @const @type {number} */ glsShaderLibraryCase.VIEWPORT_HEIGHT = 128; /** * Shader compilation expected result enum * @enum {number} */ glsShaderLibraryCase.expectResult = { EXPECT_PASS: 0, EXPECT_COMPILE_FAIL: 1, EXPECT_LINK_FAIL: 2, EXPECT_COMPILE_LINK_FAIL: 3, EXPECT_VALIDATION_FAIL: 4, EXPECT_BUILD_SUCCESSFUL: 5 }; /** * Test case type * @enum {number} */ glsShaderLibraryCase.caseType = { CASETYPE_COMPLETE: 0, //!< Has all shaders specified separately. CASETYPE_VERTEX_ONLY: 1, //!< "Both" case, vertex shader sub case. CASETYPE_FRAGMENT_ONLY: 2 //!< "Both" case, fragment shader sub case. }; /** * glsShaderLibraryCase.BeforeDrawValidator target type enum * @enum {number} */ glsShaderLibraryCase.targetType = { PROGRAM: 0, PIPELINE: 1 }; /** * Shader case type enum * @enum {number} */ glsShaderLibraryCase.shaderCase = { STORAGE_INPUT: 0, STORAGE_OUTPUT: 1, STORAGE_UNIFORM: 2 }; /** * Checks if shader uses in/out qualifiers depending on the version * @param {string} version * @return {boolean} version */ glsShaderLibraryCase.usesShaderInoutQualifiers = function(version) { switch (version) { case '100': case '130': case '140': case '150': return false; default: return true; } }; /** * Checks if version supports fragment highp precision * @param {string} version * @return {boolean} version ,True when is different from version 100 */ glsShaderLibraryCase.supportsFragmentHighp = function(version) { return version !== '100'; }; /** * This functions builds a matching vertex shader for a 'both' case, when * the fragment shader is being tested. * We need to build attributes and varyings for each 'input'. * @param { {values:Array}} valueBlock * @return {string} res */ glsShaderLibraryCase.genVertexShader = function(valueBlock) { /** @type {string} */ var res = ''; /** @type {Object} */ var state = tcuTestCase.runner; /** @type {boolean} */ var usesInout = glsShaderLibraryCase.usesShaderInoutQualifiers(state.currentTest.spec.targetVersion); /** @type {string} */ var vtxIn = usesInout ? 'in' : 'attribute'; /** @type {string} */ var vtxOut = usesInout ? 'out' : 'varying'; res += '#version ' + state.currentTest.spec.targetVersion + '\n'; res += 'precision highp float;\n'; res += 'precision highp int;\n'; res += '\n'; res += vtxIn + ' highp vec4 dEQP_Position;\n'; for (var ndx = 0; ndx < valueBlock.values.length; ndx++) { var val = valueBlock.values[ndx]; if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_INPUT) { /** @type {string} */ var floatType = gluShaderUtil.getDataTypeFloatScalars(val.dataType); res += vtxIn + ' ' + floatType + ' a_' + val.valueName + ';\n'; if (gluShaderUtil.getDataTypeScalarType(val.dataType) === 'float') res += vtxOut + ' ' + floatType + ' ' + val.valueName + ';\n'; else res += vtxOut + ' ' + floatType + ' v_' + val.valueName + ';\n'; } } res += '\n'; // Main function. // - gl_Position = dEQP_Position; // - for each input: write attribute directly to varying res += 'void main()\n'; res += ' {\n'; res += '\tgl_Position = dEQP_Position;\n'; for (var ndx = 0; ndx < valueBlock.values.length; ndx++) { var val = valueBlock.values[ndx]; if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_INPUT) { /** @type {string} */ var name = val.valueName; if (gluShaderUtil.getDataTypeScalarType(val.dataType) === 'float') res += '\t' + name + ' = a_' + name + ';\n'; else res += '\tv_' + name + ' = a_' + name + ';\n'; } } res += '}\n'; return res; }; /** * @param { {values:Array}} valueBlock * @param {boolean} useFloatTypes * @return {string} stream */ glsShaderLibraryCase.genCompareFunctions = function(valueBlock, useFloatTypes) { var cmpTypeFound = {}; /** @type {string} */ var stream = ''; for (var ndx = 0; ndx < valueBlock.values.length; ndx++) { /** @type {Array} */ var val = valueBlock.values[ndx]; if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_OUTPUT) cmpTypeFound[gluShaderUtil.getDataTypeName(val.dataType)] = true; } if (useFloatTypes) { if (cmpTypeFound['bool']) stream += 'bool isOk (float a, bool b) { return ((a > 0.5) == b); }\n'; if (cmpTypeFound['bvec2']) stream += 'bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }\n'; if (cmpTypeFound['bvec3']) stream += 'bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }\n'; if (cmpTypeFound['bvec4']) stream += 'bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }\n'; if (cmpTypeFound['int']) stream += 'bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }\n'; if (cmpTypeFound['ivec2']) stream += 'bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }\n'; if (cmpTypeFound['ivec3']) stream += 'bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }\n'; if (cmpTypeFound['ivec4']) stream += 'bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }\n'; if (cmpTypeFound['uint']) stream += 'bool isOk (float a, uint b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1u)); }\n'; if (cmpTypeFound['uvec2']) stream += 'bool isOk (vec2 a, uvec2 b) { return (uvec2(floor(a + 0.5)) == b); }\n'; if (cmpTypeFound['uvec3']) stream += 'bool isOk (vec3 a, uvec3 b) { return (uvec3(floor(a + 0.5)) == b); }\n'; if (cmpTypeFound['uvec4']) stream += 'bool isOk (vec4 a, uvec4 b) { return (uvec4(floor(a + 0.5)) == b); }\n'; } else { if (cmpTypeFound['bool']) stream += 'bool isOk (bool a, bool b) { return (a == b); }\n'; if (cmpTypeFound['bvec2']) stream += 'bool isOk (bvec2 a, bvec2 b) { return (a == b); }\n'; if (cmpTypeFound['bvec3']) stream += 'bool isOk (bvec3 a, bvec3 b) { return (a == b); }\n'; if (cmpTypeFound['bvec4']) stream += 'bool isOk (bvec4 a, bvec4 b) { return (a == b); }\n'; if (cmpTypeFound['int']) stream += 'bool isOk (int a, int b) { return (a == b); }\n'; if (cmpTypeFound['ivec2']) stream += 'bool isOk (ivec2 a, ivec2 b) { return (a == b); }\n'; if (cmpTypeFound['ivec3']) stream += 'bool isOk (ivec3 a, ivec3 b) { return (a == b); }\n'; if (cmpTypeFound['ivec4']) stream += 'bool isOk (ivec4 a, ivec4 b) { return (a == b); }\n'; if (cmpTypeFound['uint']) stream += 'bool isOk (uint a, uint b) { return (a == b); }\n'; if (cmpTypeFound['uvec2']) stream += 'bool isOk (uvec2 a, uvec2 b) { return (a == b); }\n'; if (cmpTypeFound['uvec3']) stream += 'bool isOk (uvec3 a, uvec3 b) { return (a == b); }\n'; if (cmpTypeFound['uvec4']) stream += 'bool isOk (uvec4 a, uvec4 b) { return (a == b); }\n'; } if (cmpTypeFound['float']) stream += 'bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }\n'; if (cmpTypeFound['vec2']) stream += 'bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }\n'; if (cmpTypeFound['vec3']) stream += 'bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }\n'; if (cmpTypeFound['vec4']) stream += 'bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }\n'; if (cmpTypeFound['mat2']) stream += 'bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }\n'; if (cmpTypeFound['mat2x3']) stream += 'bool isOk (mat2x3 a, mat2x3 b, float eps) { vec3 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec3(eps))); }\n'; if (cmpTypeFound['mat2x4']) stream += 'bool isOk (mat2x4 a, mat2x4 b, float eps) { vec4 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec4(eps))); }\n'; if (cmpTypeFound['mat3x2']) stream += 'bool isOk (mat3x2 a, mat3x2 b, float eps) { vec2 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec2(eps))); }\n'; if (cmpTypeFound['mat3']) stream += 'bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }\n'; if (cmpTypeFound['mat3x4']) stream += 'bool isOk (mat3x4 a, mat3x4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec4(eps))); }\n'; if (cmpTypeFound['mat4x2']) stream += 'bool isOk (mat4x2 a, mat4x2 b, float eps) { vec2 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec2(eps))); }\n'; if (cmpTypeFound['mat4x3']) stream += 'bool isOk (mat4x3 a, mat4x3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec3(eps))); }\n'; if (cmpTypeFound['mat4']) stream += 'bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }\n'; return stream; }; /** * @param {string} dstVec4Var * @param { {values:Array}} valueBlock * @param {string} nonFloatNamePrefix * @param {?string=} checkVarName * @return {string} output */ glsShaderLibraryCase.genCompareOp = function(dstVec4Var, valueBlock, nonFloatNamePrefix, checkVarName) { /** @type {boolean} */ var isFirstOutput = true; /** @type {string} */ var output = ''; for (var ndx = 0; ndx < valueBlock.values.length; ndx++) { /** @type {Array} */ var val = valueBlock.values[ndx]; /** @type {string} */ var valueName = val.valueName; if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_OUTPUT) { // Check if we're only interested in one variable (then skip if not the right one). if (checkVarName && (valueName !== checkVarName)) continue; // Prefix. if (isFirstOutput) { output += 'bool RES = '; isFirstOutput = false; } else output += 'RES = RES && '; // Generate actual comparison. if (gluShaderUtil.getDataTypeScalarType(val.dataType) === 'float') output += 'isOk(' + valueName + ', ref_' + valueName + ', 0.05);\n'; else output += 'isOk(' + nonFloatNamePrefix + valueName + ', ref_' + valueName + ');\n'; } // \note Uniforms are already declared in shader. } if (isFirstOutput) output += dstVec4Var + ' = vec4(1.0);\n'; // \todo [petri] Should we give warning if not expect-failure case? else output += dstVec4Var + ' = vec4(RES, RES, RES, 1.0);\n'; return output; }; /** * @param { {values:Array}} valueBlock * @return {string} shader */ glsShaderLibraryCase.genFragmentShader = function(valueBlock) { /** @type {string} */ var shader = ''; /** @type {Object} */ var state = tcuTestCase.runner; /** @type {boolean} */ var usesInout = glsShaderLibraryCase.usesShaderInoutQualifiers(state.currentTest.spec.targetVersion); /** @type {string} */ var vtxIn = usesInout ? 'in' : 'attribute'; /** @type {string} */ var vtxOut = usesInout ? 'out' : 'varying'; /** @type {boolean} */ var customColorOut = usesInout; /** @type {string} */ var fragIn = usesInout ? 'in' : 'varying'; /** @type {string} */ var prec = glsShaderLibraryCase.supportsFragmentHighp(state.currentTest.spec.targetVersion) ? 'highp' : 'mediump'; shader += '#version ' + state.currentTest.spec.targetVersion + '\n'; shader += 'precision ' + prec + ' float;\n'; shader += 'precision ' + prec + ' int;\n'; shader += '\n'; if (customColorOut) { shader += 'layout(location = 0) out mediump vec4 dEQP_FragColor;\n'; shader += '\n'; } shader += glsShaderLibraryCase.genCompareFunctions(valueBlock, true); shader += '\n'; // Declarations (varying, reference for each output). for (var ndx = 0; ndx < valueBlock.values.length; ndx++) { /** @type {Array} */ var val = valueBlock.values[ndx]; /** @type {string} */ var floatType = gluShaderUtil.getDataTypeFloatScalars(val.dataType); /** @type {string} */ var refType = gluShaderUtil.getDataTypeName(val.dataType); if (val.storageType == glsShaderLibraryCase.shaderCase.STORAGE_OUTPUT) { if (gluShaderUtil.getDataTypeScalarType(val.dataType) === 'float') shader += fragIn + ' ' + floatType + ' ' + val.valueName + ';\n'; else shader += fragIn + ' ' + floatType + ' v_' + val.valueName + ';\n'; shader += 'uniform ' + refType + ' ref_' + val.valueName + ';\n'; } } shader += '\n'; shader += 'void main()\n'; shader += ' {\n'; shader += '\t'; shader += glsShaderLibraryCase.genCompareOp(customColorOut ? 'dEQP_FragColor' : 'gl_FragColor', valueBlock, 'v_', null); shader += '}\n'; return shader; }; glsShaderLibraryCase.caseRequirement = (function() { /** * @constructor */ var CaseRequirement = function() { /** * @param {number} shaderType * @return {boolean} */ this.isAffected = function(shaderType) { for (var i = 0; i < this.shaderTypes.length; i++) if (this.shaderTypes[i] === shaderType) return true; return false; }; this.checkRequirements = function(gl) { if (this.type === requirementType.EXTENSION) { var extns = gl.getSupportedExtensions(); for (var i = 0; i < extns.length; i++) for (var j = 0; j < this.requirements.length; j++) if (extns[i] === this.requirements[j]) { this.supportedExtension = this.requirements[j]; return true; } if (this.requirements.length === 1) throw Error('Test requires extension of ' + this.requirements[0]); else throw Error('Test requires any extension of ' + this.requirements); } else if (this.type === requirementType.IMPLEMENTATION_LIMIT) { var value = gl.getParameter(this.enumName); assertMsgOptions(gl.getError() === gl.NO_ERROR, 'Failed to read parameter ' + this.enumName, false, true); if (!(value > this.referenceValue)) throw Error('Test requires ' + this.enumName + ' (' + value + ') > ' + this.referenceValue); } }; this.getSupportedExtension = function() { return this.supportedExtension; }; }; var createAnyExtensionRequirement = function(requirements, shaderTypes) { var cr = new CaseRequirement(); cr.type = requirementType.EXTENSION; cr.requirements = requirements; cr.shaderTypes = shaderTypes; return cr; }; var createLimitRequirement = function(enumName, ref) { var cr = new CaseRequirement(); cr.type = requirementType.IMPLEMENTATION_LIMIT; cr.enumName = enumName; cr.referenceValue = ref; }; /** * @enum {number} */ var requirementType = { EXTENSION: 0, IMPLEMENTATION_LIMIT: 1 }; return { createAnyExtensionRequirement: createAnyExtensionRequirement, createLimitRequirement: createLimitRequirement, requirementType: requirementType }; }()); /** Specialize a shader only for the vertex test case. * @param {string} baseCode * @param {number} shaderType * @param {Array} requirements * @return {string} resultBuf */ glsShaderLibraryCase.injectExtensionRequirements = function(baseCode, shaderType, requirements) { /** * @param {Array} requirements * @param {number} shaderType * @return {string} buf */ var generateExtensionStatements = function(requirements, shaderType) { /** @type {string} */ var buf = ''; if (requirements) for (var ndx = 0; ndx < requirements.length; ndx++) if (requirements[ndx].type === glsShaderLibraryCase.caseRequirement.requirementType.EXTENSION && requirements[ndx].isAffected(shaderType)) buf += '#extension ' + requirements[ndx].getSupportedExtension() + ' : require\n'; return buf; }; /** @type {string} */ var extensions = generateExtensionStatements(requirements, shaderType); if (extensions.length === 0) return baseCode; /** @type {Array} */ var splitLines = baseCode.split('\n'); /** @type {boolean} */ var firstNonPreprocessorLine = true; /** @type {string} */ var resultBuf = ''; for (var i = 0; i < splitLines.length; i++) { /** @const @type {boolean} */ var isPreprocessorDirective = (splitLines[i].match(/^\s*#/) !== null); if (!isPreprocessorDirective && firstNonPreprocessorLine) { firstNonPreprocessorLine = false; resultBuf += extensions; } resultBuf += splitLines[i] + '\n'; } return resultBuf; }; /** Specialize a shader for the vertex shader test case. * @param {string} src * @param { {values:Array}} valueBlock * @return {string} withExt */ glsShaderLibraryCase.specializeVertexShader = function(src, valueBlock) { /** @type {string} */ var decl = ''; /** @type {string} */ var setup = ''; /** @type {string} */ var output = ''; /** @type {Object} */ var state = tcuTestCase.runner; /** @type {boolean} */ var usesInout = glsShaderLibraryCase.usesShaderInoutQualifiers(state.currentTest.spec.targetVersion); /** @type {string} */ var vtxIn = usesInout ? 'in' : 'attribute'; /** @type {string} */ var vtxOut = usesInout ? 'out' : 'varying'; // Output (write out position). output += 'gl_Position = dEQP_Position;\n'; // Declarations (position + attribute for each input, varying for each output). decl += vtxIn + ' highp vec4 dEQP_Position;\n'; for (var ndx = 0; ndx < valueBlock.values.length; ndx++) { /** @type {Array} */ var val = valueBlock.values[ndx]; /** @type {string} */ var valueName = val.valueName; /** @type {string} */ var floatType = gluShaderUtil.getDataTypeFloatScalars(val.dataType); /** @type {string} */ var dataTypeName = gluShaderUtil.getDataTypeName(val.dataType); if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_INPUT) { if (gluShaderUtil.getDataTypeScalarType(val.dataType) === 'float') { decl += vtxIn + ' ' + floatType + ' ' + valueName + ';\n'; } else { decl += vtxIn + ' ' + floatType + ' a_' + valueName + ';\n'; setup += dataTypeName + ' ' + valueName + ' = ' + dataTypeName + '(a_' + valueName + ');\n'; } } else if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_OUTPUT) { if (gluShaderUtil.getDataTypeScalarType(val.dataType) === 'float') decl += vtxOut + ' ' + floatType + ' ' + valueName + ';\n'; else { decl += vtxOut + ' ' + floatType + ' v_' + valueName + ';\n'; decl += dataTypeName + ' ' + valueName + ';\n'; output += 'v_' + valueName + ' = ' + floatType + '(' + valueName + ');\n'; } } } /** @type {string} */ var baseSrc = src .replace(/\$\{DECLARATIONS\}/g, decl) .replace(/\$\{DECLARATIONS:single-line\}/g, decl.replace(/\n/g, ' ')) .replace(/\$\{SETUP\}/g, setup) .replace(/\$\{OUTPUT\}/g, output) .replace(/\$\{POSITION_FRAG_COLOR\}/g, 'gl_Position'); /** @type {string} */ var withExt = glsShaderLibraryCase.injectExtensionRequirements(baseSrc, gluShaderProgram.shaderType.VERTEX, state.currentTest.spec.requirements); return withExt; }; /** Specialize a shader only for the vertex test case. * @param {string} src * @param { {values:Array}} valueBlock * @return {string} withExt */ glsShaderLibraryCase.specializeVertexOnly = function(src, valueBlock) { /** @type {string} */ var decl = ''; /** @type {string} */ var setup = ''; /** @type {string} */ var output = ''; /** @type {Object} */ var state = tcuTestCase.runner; /** @type {boolean} */ var usesInout = glsShaderLibraryCase.usesShaderInoutQualifiers(state.currentTest.spec.targetVersion); /** @type {string} */ var vtxIn = usesInout ? 'in' : 'attribute'; // Output (write out position). output += 'gl_Position = dEQP_Position;\n'; // Declarations (position + attribute for each input, varying for each output). decl += vtxIn + ' highp vec4 dEQP_Position;\n'; for (var ndx = 0; ndx < valueBlock.values.length; ndx++) { /** @type {Array} */ var val = valueBlock.values[ndx]; /** @type {string} */ var valueName = val.valueName; /** @type {string} */ var type = gluShaderUtil.getDataTypeName(val.dataType); if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_INPUT) { if (gluShaderUtil.getDataTypeScalarType(val.dataType) === 'float') { decl += vtxIn + ' ' + type + ' ' + valueName + ';\n'; } else { /** @type {string} */ var floatType = gluShaderUtil.getDataTypeFloatScalars(val.dataType); decl += vtxIn + ' ' + floatType + ' a_' + valueName + ';\n'; setup += type + ' ' + valueName + ' = ' + type + '(a_' + valueName + ');\n'; } } else if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_UNIFORM && !val.valueName.match('\\.')) decl += 'uniform ' + type + ' ' + valueName + ';\n'; } /** @type {string} */ var baseSrc = src .replace(/\$\{VERTEX_DECLARATIONS\}/g, decl) .replace(/\$\{VERTEX_DECLARATIONS:single-line\}/g, decl.replace(/\n/g, ' ')) .replace(/\$\{VERTEX_SETUP\}/g, setup) .replace(/\$\{VERTEX_OUTPUT\}/g, output); /** @type {string} */ var withExt = glsShaderLibraryCase.injectExtensionRequirements(baseSrc, gluShaderProgram.shaderType.VERTEX, state.currentTest.spec.requirements); return withExt; }; /** Specialize a shader for the fragment shader test case. * @param {string} src * @param { {values:Array}} valueBlock * @return {string} withExt */ glsShaderLibraryCase.specializeFragmentShader = function(src, valueBlock) { /** @type {string} */ var decl = ''; /** @type {string} */ var setup = ''; /** @type {string} */ var output = ''; /** @type {Object} */ var state = tcuTestCase.runner; /** @type {boolean} */ var usesInout = glsShaderLibraryCase.usesShaderInoutQualifiers(state.currentTest.spec.targetVersion); /** @type {boolean} */ var customColorOut = usesInout; /** @type {string} */ var fragIn = usesInout ? 'in' : 'varying'; /** @type {string} */ var fragColor = customColorOut ? 'dEQP_FragColor' : 'gl_FragColor'; decl += glsShaderLibraryCase.genCompareFunctions(valueBlock, false); output += glsShaderLibraryCase.genCompareOp(fragColor, valueBlock, '', null); if (customColorOut) decl += 'layout(location = 0) out mediump vec4 dEQP_FragColor;\n'; for (var ndx = 0; ndx < valueBlock.values.length; ndx++) { /** @type {Array} */ var val = valueBlock.values[ndx]; /** @type {string} */ var valueName = val.valueName; /** @type {string} */ var floatType = gluShaderUtil.getDataTypeFloatScalars(val.dataType); /** @type {string} */ var refType = gluShaderUtil.getDataTypeName(val.dataType); if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_INPUT) { if (gluShaderUtil.getDataTypeScalarType(val.dataType) === 'float') decl += fragIn + ' ' + floatType + ' ' + valueName + ';\n'; else { decl += fragIn + ' ' + floatType + ' v_' + valueName + ';\n'; var offset = gluShaderUtil.isDataTypeIntOrIVec(val.dataType) ? ' * 1.0025' : ''; // \todo [petri] bit of a hack to avoid errors in chop() due to varying interpolation setup += refType + ' ' + valueName + ' = ' + refType + '(v_' + valueName + offset + ');\n'; } } else if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_OUTPUT) { decl += 'uniform ' + refType + ' ref_' + valueName + ';\n'; decl += refType + ' ' + valueName + ';\n'; } } /* \todo [2010-04-01 petri] Check all outputs. */ /** @type {string} */ var baseSrc = src .replace(/\$\{DECLARATIONS\}/g, decl) .replace(/\$\{DECLARATIONS:single-line\}/g, decl.replace(/\n/g, ' ')) .replace(/\$\{SETUP\}/g, setup) .replace(/\$\{OUTPUT\}/g, output) .replace(/\$\{POSITION_FRAG_COLOR\}/g, fragColor); /** @type {string} */ var withExt = glsShaderLibraryCase.injectExtensionRequirements(baseSrc, gluShaderProgram.shaderType.FRAGMENT, state.currentTest.spec.requirements); return withExt; }; /** Specialize a shader only for the fragment test case. * @param {string} src * @param { {values:Array}} valueBlock * @return {string} withExt */ glsShaderLibraryCase.specializeFragmentOnly = function(src, valueBlock) { /** @type {string} */ var decl = ''; /** @type {string} */ var output = ''; /** @type {Object} */ var state = tcuTestCase.runner; /** @type {boolean} */ var usesInout = glsShaderLibraryCase.usesShaderInoutQualifiers(state.currentTest.spec.targetVersion); /** @type {boolean} */ var customColorOut = usesInout; /** @type {string} */ var fragIn = usesInout ? 'in' : 'varying'; /** @type {string} */ var fragColor = customColorOut ? 'dEQP_FragColor' : 'gl_FragColor'; decl += glsShaderLibraryCase.genCompareFunctions(valueBlock, false); output += glsShaderLibraryCase.genCompareOp(fragColor, valueBlock, '', null); if (customColorOut) decl += 'layout(location = 0) out mediump vec4 dEQP_FragColor;\n'; for (var ndx = 0; ndx < valueBlock.values.length; ndx++) { /** @type {Array} */ var val = valueBlock.values[ndx]; /** @type {string} */ var valueName = val.valueName; /** @type {string} */ var floatType = gluShaderUtil.getDataTypeFloatScalars(val.dataType); /** @type {string} */ var refType = gluShaderUtil.getDataTypeName(val.dataType); if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_OUTPUT) { decl += 'uniform ' + refType + ' ref_' + valueName + ';\n'; decl += refType + ' ' + valueName + ';\n'; } else if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_UNIFORM && !valueName.match('\\.')) decl += 'uniform ' + refType + ' ' + valueName + ';\n'; } /** @type {string} */ var baseSrc = src .replace(/\$\{FRAGMENT_DECLARATIONS\}/g, decl) .replace(/\$\{FRAGMENT_DECLARATIONS:single-line\}/g, decl.replace(/\n/g, ' ')) .replace(/\$\{FRAGMENT_OUTPUT\}/g, output) .replace(/\$\{FRAG_COLOR\}/g, fragColor); /** @type {string} */ var withExt = glsShaderLibraryCase.injectExtensionRequirements(baseSrc, gluShaderProgram.shaderType.FRAGMENT, state.currentTest.spec.requirements); return withExt; }; /** * Is tessellation present * @return {boolean} True if tessellation is present */ glsShaderLibraryCase.isTessellationPresent = function() { /* TODO: GLES 3.1: implement */ return false; }; glsShaderLibraryCase.setUniformValue = function(gl, pipelinePrograms, name, val, arrayNdx) { /** @type {boolean} */ var foundAnyMatch = false; for (var programNdx = 0; programNdx < pipelinePrograms.length; ++programNdx) { /** @const @type {WebGLUniformLocation} */ var loc = gl.getUniformLocation(pipelinePrograms[programNdx], name); /** @const @type {number} */ var scalarSize = gluShaderUtil.getDataTypeScalarSize(val.dataType); /** @const @type {number} */ var elemNdx = (val.arrayLength === 1) ? (0) : (arrayNdx * scalarSize); if (!loc) continue; foundAnyMatch = true; gl.useProgram(pipelinePrograms[programNdx]); /** @type {Array} */ var element = val.elements.slice(elemNdx, elemNdx + scalarSize); switch (val.dataType) { case gluShaderUtil.DataType.FLOAT: gl.uniform1fv(loc, new Float32Array(element)); break; case gluShaderUtil.DataType.FLOAT_VEC2: gl.uniform2fv(loc, new Float32Array(element)); break; case gluShaderUtil.DataType.FLOAT_VEC3: gl.uniform3fv(loc, new Float32Array(element)); break; case gluShaderUtil.DataType.FLOAT_VEC4: gl.uniform4fv(loc, new Float32Array(element)); break; case gluShaderUtil.DataType.FLOAT_MAT2: gl.uniformMatrix2fv(loc, false, new Float32Array(element)); break; case gluShaderUtil.DataType.FLOAT_MAT3: gl.uniformMatrix3fv(loc, false, new Float32Array(element)); break; case gluShaderUtil.DataType.FLOAT_MAT4: gl.uniformMatrix4fv(loc, false, new Float32Array(element)); break; case gluShaderUtil.DataType.INT: gl.uniform1iv(loc, new Int32Array(element)); break; case gluShaderUtil.DataType.INT_VEC2: gl.uniform2iv(loc, new Int32Array(element)); break; case gluShaderUtil.DataType.INT_VEC3: gl.uniform3iv(loc, new Int32Array(element)); break; case gluShaderUtil.DataType.INT_VEC4: gl.uniform4iv(loc, new Int32Array(element)); break; /** TODO: What type should be used for bool uniforms? */ case gluShaderUtil.DataType.BOOL: gl.uniform1iv(loc, new Int32Array(element)); break; case gluShaderUtil.DataType.BOOL_VEC2: gl.uniform2iv(loc, new Int32Array(element)); break; case gluShaderUtil.DataType.BOOL_VEC3: gl.uniform3iv(loc, new Int32Array(element)); break; case gluShaderUtil.DataType.BOOL_VEC4: gl.uniform4iv(loc, new Int32Array(element)); break; case gluShaderUtil.DataType.UINT: gl.uniform1uiv(loc, new Uint32Array(element)); break; case gluShaderUtil.DataType.UINT_VEC2: gl.uniform2uiv(loc, new Uint32Array(element)); break; case gluShaderUtil.DataType.UINT_VEC3: gl.uniform3uiv(loc, new Uint32Array(element)); break; case gluShaderUtil.DataType.UINT_VEC4: gl.uniform4uiv(loc, new Uint32Array(element)); break; case gluShaderUtil.DataType.FLOAT_MAT2X3: gl.uniformMatrix2x3fv(loc, false, new Float32Array(element)); break; case gluShaderUtil.DataType.FLOAT_MAT2X4: gl.uniformMatrix2x4fv(loc, false, new Float32Array(element)); break; case gluShaderUtil.DataType.FLOAT_MAT3X2: gl.uniformMatrix3x2fv(loc, false, new Float32Array(element)); break; case gluShaderUtil.DataType.FLOAT_MAT3X4: gl.uniformMatrix3x4fv(loc, false, new Float32Array(element)); break; case gluShaderUtil.DataType.FLOAT_MAT4X2: gl.uniformMatrix4x2fv(loc, false, new Float32Array(element)); break; case gluShaderUtil.DataType.FLOAT_MAT4X3: gl.uniformMatrix4x3fv(loc, false, new Float32Array(element)); break; default: testFailed('Unknown data type ' + val.dataType); } } if (!foundAnyMatch) bufferedLogToConsole('WARNING // Uniform \"' + name + '\" location is not valid, location = -1. Cannot set value to the uniform.'); }; /** * Evaluates pixels, if they are white, black or there is any unexpected result * @param {gluDrawUtil.Surface} surface * @param {number} minX * @param {number} maxX * @param {number} minY * @param {number} maxY * @return {boolean} True if tessellation is present */ glsShaderLibraryCase.checkPixels = function(surface, minX, maxX, minY, maxY) { /** @type {boolean} */ var allWhite = true; /** @type {boolean} */ var allBlack = true; /** @type {boolean} */ var anyUnexpected = false; assertMsgOptions((maxX > minX) && (maxY > minY), 'glsShaderLibraryCase.checkPixels sanity check', false, true); for (var y = minY; y <= maxY; y++) { for (var x = minX; x <= maxX; x++) { /** @type {number} */ var pixel = surface.getPixelUintRGB8(x, y); /** @type {boolean} */ var isWhite = (pixel == 0xFFFFFF); /** @type {boolean} */ var isBlack = (pixel == 0x000000); allWhite = allWhite && isWhite; allBlack = allBlack && isBlack; anyUnexpected = anyUnexpected || (!isWhite && !isBlack); // Early terminate as soon as we know the check hasn't passed if (!allWhite && !allBlack) break; } } if (!allWhite) { if (anyUnexpected) testFailed('WARNING: expecting all rendered pixels to be white or black, but got other colors as well!'); else if (!allBlack) testFailed('WARNING: got inconsistent results over the image, when all pixels should be the same color!'); return false; } return true; }; /** * Initialize a test case */ glsShaderLibraryCase.init = function() { /** @type {Object} */ var state = tcuTestCase.runner; /** @type {Object} */ var test = state.currentTest; bufferedLogToConsole('Processing ' + test.fullName()); if (!test.spec.valueBlockList.length) test.spec.valueBlockList.push(glsShaderLibraryCase.genValueBlock()); /** @type { {values:Array}} */ var valueBlock = test.spec.valueBlockList[0]; if (test.spec.requirements) for (var ndx = 0; ndx < test.spec.requirements.length; ++ndx) test.spec.requirements[ndx].checkRequirements(); /** @type {Array} */ var sources = []; if (test.spec.caseType === glsShaderLibraryCase.caseType.CASETYPE_COMPLETE) { /** @type {string} */ var vertex = glsShaderLibraryCase.specializeVertexOnly(test.spec.vertexSource, valueBlock); /** @type {string} */ var fragment = glsShaderLibraryCase.specializeFragmentOnly(test.spec.fragmentSource, valueBlock); sources.push(gluShaderProgram.genVertexSource(vertex)); sources.push(gluShaderProgram.genFragmentSource(fragment)); } else if (test.spec.caseType === glsShaderLibraryCase.caseType.CASETYPE_VERTEX_ONLY) { sources.push(gluShaderProgram.genVertexSource(glsShaderLibraryCase.specializeVertexShader(test.spec.vertexSource, valueBlock))); sources.push(gluShaderProgram.genFragmentSource(glsShaderLibraryCase.genFragmentShader(valueBlock))); } else if (test.spec.caseType === glsShaderLibraryCase.caseType.CASETYPE_FRAGMENT_ONLY) { sources.push(gluShaderProgram.genVertexSource(glsShaderLibraryCase.genVertexShader(valueBlock))); sources.push(gluShaderProgram.genFragmentSource(glsShaderLibraryCase.specializeFragmentShader(test.spec.fragmentSource, valueBlock))); } test.programs = []; test.programs.push({ programSources: { sources: sources } } ); }; /** * Execute a test case * @return {boolean} True if test case passed */ glsShaderLibraryCase.execute = function() { /** @const @type {number} */ var quadSize = 1.0; /** @const @type {Array} */ var s_positions = [ -quadSize, -quadSize, 0.0, 1.0, -quadSize, +quadSize, 0.0, 1.0, +quadSize, -quadSize, 0.0, 1.0, +quadSize, +quadSize, 0.0, 1.0 ]; /** @const @type {Array} */ var s_indices = [ 0, 1, 2, 1, 3, 2 ]; var wtu = WebGLTestUtils; /** @type {WebGL2RenderingContext} */ var gl = wtu.create3DContext('canvas'); /** @type {Object} */ var state = tcuTestCase.runner; /** @type {Object} */ var test = state.currentTest; /** @type {Object} */ var spec = test.spec; // Compute viewport. /* TODO: original code used random number generator to compute viewport, we use whole canvas */ /** @const @type {number} */ var width = Math.min(canvas.width, glsShaderLibraryCase.VIEWPORT_WIDTH); /** @const @type {number} */ var height = Math.min(canvas.height, glsShaderLibraryCase.VIEWPORT_HEIGHT); /** @const @type {number} */ var viewportX = 0; /** @const @type {number} */ var viewportY = 0; /** @const @type {number} */ var numVerticesPerDraw = 4; /** @const @type {boolean} */ var tessellationPresent = glsShaderLibraryCase.isTessellationPresent(); /** @type {boolean} */ var allCompilesOk = true; /** @type {boolean} */ var allLinksOk = true; /** @type {?string} */ var failReason = null; /** @type {number} */ var vertexProgramID = -1; /** @type {Array} */ var pipelineProgramIDs = []; /** @type {Array} */ var programs = []; var programPipeline; // Set the name of the current test so testFailedOptions/testPassedOptions can use it. setCurrentTestName(test.fullName()); debug('Start testcase: ' + test.fullName()); assertMsgOptions(gl.getError() === gl.NO_ERROR, 'Start testcase: ' + test.fullName(), false, true); /** @type {gluShaderProgram.ShaderProgram} */ var program = new gluShaderProgram.ShaderProgram(gl, test.programs[0].programSources); vertexProgramID = program.getProgram(); pipelineProgramIDs.push(program.getProgram()); programs.push(program); // Check that compile/link results are what we expect. for (var i = 0; i < program.shaders.length; i++) { if (!program.shaders[i].info.compileOk) allCompilesOk = false; } if (!program.getProgramInfo().linkOk) allLinksOk = false; switch (spec.expectResult) { case glsShaderLibraryCase.expectResult.EXPECT_PASS: case glsShaderLibraryCase.expectResult.EXPECT_VALIDATION_FAIL: case glsShaderLibraryCase.expectResult.EXPECT_BUILD_SUCCESSFUL: if (!allCompilesOk) failReason = 'expected shaders to compile and link properly, but failed to compile.'; else if (!allLinksOk) failReason = 'expected shaders to compile and link properly, but failed to link.'; break; case glsShaderLibraryCase.expectResult.EXPECT_COMPILE_FAIL: if (allCompilesOk && !allLinksOk) failReason = 'expected compilation to fail, but shaders compiled and link failed.'; else if (allCompilesOk) failReason = 'expected compilation to fail, but shaders compiled correctly.'; break; case glsShaderLibraryCase.expectResult.EXPECT_LINK_FAIL: if (!allCompilesOk) failReason = 'expected linking to fail, but unable to compile.'; else if (allLinksOk) failReason = 'expected linking to fail, but passed.'; break; case glsShaderLibraryCase.expectResult.EXPECT_COMPILE_LINK_FAIL: if (allCompilesOk && allLinksOk) failReason = 'expected compile or link to fail, but passed.'; break; default: testFailedOptions('Unknown expected result', true); return false; } if (failReason != null) { // \todo [2010-06-07 petri] These should be handled in the test case? // If implementation parses shader at link time, report it as quality warning. if (spec.expectResult === glsShaderLibraryCase.expectResult.EXPECT_COMPILE_FAIL && allCompilesOk && !allLinksOk) bufferedLogToConsole('Quality warning: implementation parses shader at link time: ' + failReason); else { bufferedLogToConsole('ERROR: ' + failReason); testFailedOptions(failReason, true); } return false; } // Return if compile/link expected to fail. if (spec.expectResult === glsShaderLibraryCase.expectResult.EXPECT_COMPILE_FAIL || spec.expectResult === glsShaderLibraryCase.expectResult.EXPECT_COMPILE_LINK_FAIL || spec.expectResult === glsShaderLibraryCase.expectResult.EXPECT_LINK_FAIL || spec.expectResult === glsShaderLibraryCase.expectResult.EXPECT_BUILD_SUCCESSFUL) { if (spec.expectResult === glsShaderLibraryCase.expectResult.EXPECT_BUILD_SUCCESSFUL) { testPassedOptions('Compile/link is expected to succeed', true); } else { testPassedOptions('Compile/link is expected to fail', true); } setCurrentTestName(''); return (failReason === null); } // Setup viewport. gl.viewport(viewportX, viewportY, width, height); // Start using program gl.useProgram(vertexProgramID); assertMsgOptions(gl.getError() === gl.NO_ERROR, 'glUseProgram()', false, true); // Fetch location for positions positions. /** @type {number} */ var positionLoc = gl.getAttribLocation(vertexProgramID, 'dEQP_Position'); if (positionLoc === -1) { testFailedOptions("no location found for attribute 'dEQP_Position'", true); return false; } // Iterate all value blocks. for (var blockNdx = 0; blockNdx < spec.valueBlockList.length; blockNdx++) { /** @type { {values:Array}} */ var block = spec.valueBlockList[blockNdx]; // always render at least one pass even if there is no input/output data /** @const @type {number} */ var numRenderPasses = Math.max(block.arrayLength, 1); // Iterate all array sub-cases. for (var arrayNdx = 0; arrayNdx < numRenderPasses; arrayNdx++) { /** @const @type {number} */ var numValues = block.values.length; /** @type {Array} */ var vertexArrays = []; /** @type {number} */ var attribValueNdx = 0; /** @type {number} */ var postDrawError; vertexArrays.push(new gluDrawUtil.VertexArrayBinding(gl.FLOAT, positionLoc, 4, numVerticesPerDraw, s_positions)); // Collect VA pointer for inputs for (var valNdx = 0; valNdx < numValues; valNdx++) { var val = block.values[valNdx]; /** @const @type {string} */ var valueName = val.valueName; /** @const @type {gluShaderUtil.DataType} */ var dataType = val.dataType; /** @const @type {number} */ var scalarSize = gluShaderUtil.getDataTypeScalarSize(val.dataType); if (val.storageType === glsShaderLibraryCase.shaderCase.STORAGE_INPUT) { // Replicate values four times. /** @type {Array} */ var scalars = []; for (var repNdx = 0; repNdx < numVerticesPerDraw; repNdx++) for (var ndx = 0; ndx < scalarSize; ndx++) scalars[repNdx * scalarSize + ndx] = val.elements[arrayNdx * scalarSize + ndx]; // Attribute name prefix. /** @type {string} */ var attribPrefix = ''; // \todo [2010-05-27 petri] Should latter condition only apply for vertex cases (or actually non-fragment cases)? if ((spec.caseType === glsShaderLibraryCase.caseType.CASETYPE_FRAGMENT_ONLY) || (gluShaderUtil.getDataTypeScalarType(dataType) !== 'float')) attribPrefix = 'a_'; // Input always given as attribute. /** @type {string} */ var attribName = attribPrefix + valueName; /** @type {number} */ var attribLoc = gl.getAttribLocation(vertexProgramID, attribName); if (attribLoc === -1) { bufferedLogToConsole("Warning: no location found for attribute '" + attribName + "'"); continue; } if (gluShaderUtil.isDataTypeMatrix(dataType)) { var numCols = gluShaderUtil.getDataTypeMatrixNumColumns(dataType); var numRows = gluShaderUtil.getDataTypeMatrixNumRows(dataType); assertMsgOptions(scalarSize === numCols * numRows, 'Matrix size sanity check', false, true); for (var i = 0; i < numCols; i++) vertexArrays.push(new gluDrawUtil.VertexArrayBinding(gl.FLOAT, attribLoc + i, numRows, numVerticesPerDraw, scalars, scalarSize * 4, i * numRows * 4)); } else vertexArrays.push(new gluDrawUtil.VertexArrayBinding(gl.FLOAT, attribLoc, scalarSize, numVerticesPerDraw, scalars)); assertMsgOptions(gl.getError() === gl.NO_ERROR, 'set vertex attrib array', false, true); } } assertMsgOptions(gl.getError() === gl.NO_ERROR, 'before set uniforms', false, true); // set uniform values for outputs (refs). for (var valNdx = 0; valNdx < numValues; valNdx++) { /** @type {Array} */ var val1 = block.values[valNdx]; /** @type {string} */ var valueName1 = val1.valueName; if (val1.storageType === glsShaderLibraryCase.shaderCase.STORAGE_OUTPUT) { // Set reference value. glsShaderLibraryCase.setUniformValue(gl, pipelineProgramIDs, 'ref_' + valueName1, val1, arrayNdx); assertMsgOptions(gl.getError() === gl.NO_ERROR, 'set reference uniforms', false, true); } else if (val1.storageType === glsShaderLibraryCase.shaderCase.STORAGE_UNIFORM) { glsShaderLibraryCase.setUniformValue(gl, pipelineProgramIDs, valueName1, val1, arrayNdx); assertMsgOptions(gl.getError() === gl.NO_ERROR, 'set uniforms', false, true); } } // Clear. gl.clearColor(0.125, 0.25, 0.5, 1); gl.clear(gl.COLOR_BUFFER_BIT); assertMsgOptions(gl.getError() === gl.NO_ERROR, 'clear buffer', false, true); // Use program or pipeline if (spec.separatePrograms) gl.useProgram(null); else gl.useProgram(vertexProgramID); // Draw. // if (tessellationPresent) { // gl.patchParameteri(gl.PATCH_VERTICES, 3); // assertMsgOptions(gl.getError() === gl.NO_ERROR, 'set patchParameteri(PATCH_VERTICES, 3)', false, true); // } gluDrawUtil.draw(gl, vertexProgramID, vertexArrays, gluDrawUtil.triangles(s_indices)); postDrawError = gl.getError(); if (spec.expectResult === glsShaderLibraryCase.expectResult.EXPECT_PASS) { /** @type {gluDrawUtil.Surface} */ var surface = new gluDrawUtil.Surface(); /** @const @type {number} */ var w = s_positions[3]; /** @const @type {number} */ var minY = Math.ceil(((-quadSize / w) * 0.5 + 0.5) * height + 1.0); /** @const @type {number} */ var maxY = Math.floor(((+quadSize / w) * 0.5 + 0.5) * height - 0.5); /** @const @type {number} */ var minX = Math.ceil(((-quadSize / w) * 0.5 + 0.5) * width + 1.0); /** @const @type {number} */ var maxX = Math.floor(((+quadSize / w) * 0.5 + 0.5) * width - 0.5); assertMsgOptions(postDrawError === gl.NO_ERROR, 'draw', false, true); surface.readSurface(gl, viewportX, viewportY, width, height); assertMsgOptions(gl.getError() === gl.NO_ERROR, 'read pixels', false, true); if (!glsShaderLibraryCase.checkPixels(surface, minX, maxX, minY, maxY)) { testFailedOptions(( 'INCORRECT RESULT for (value block ' + (blockNdx + 1) + ' of ' + spec.valueBlockList.length + ', sub-case ' + (arrayNdx + 1) + ' of ' + block.arrayLength + '):' ), true); /* TODO: Port */ /* log << TestLog::Message << "Failing shader input/output values:" << TestLog::EndMessage; dumpValues(block, arrayNdx); // Dump image on failure. log << TestLog::Image("Result", "Rendered result image", surface); */ gl.useProgram(null); return false; } } else if (spec.expectResult === glsShaderLibraryCase.expectResult.EXPECT_VALIDATION_FAIL) { /** TODO: GLES 3.1: Implement */ testFailedOptions('Unsupported test case', true); } } } gl.useProgram(null); assertMsgOptions(gl.getError() === gl.NO_ERROR, '', true, true); setCurrentTestName(''); return true; }; glsShaderLibraryCase.runTestCases = function() { /** @type {Object} */ var state = tcuTestCase.runner; if (state.next()) { try { glsShaderLibraryCase.init(); glsShaderLibraryCase.execute(); } catch (err) { bufferedLogToConsole(err); } tcuTestCase.runner.runCallback(glsShaderLibraryCase.runTestCases); } else tcuTestCase.runner.terminate(); }; glsShaderLibraryCase.genValueBlock = function() { return { /** @type {Array} */ values: [], /** @type {number} */ arrayLength: 0 }; }; });