/*------------------------------------------------------------------------- * 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.glsShaderRenderCase'); goog.require('framework.common.tcuImageCompare'); goog.require('framework.common.tcuMatrix'); goog.require('framework.common.tcuRGBA'); goog.require('framework.common.tcuSurface'); goog.require('framework.common.tcuTestCase'); goog.require('framework.common.tcuTexture'); goog.require('framework.delibs.debase.deMath'); goog.require('framework.delibs.debase.deString'); goog.require('framework.delibs.debase.deRandom'); goog.require('framework.opengl.gluDrawUtil'); goog.require('framework.opengl.gluTexture'); goog.require('framework.opengl.gluTextureUtil'); goog.require('framework.opengl.gluShaderProgram'); goog.scope(function() { var glsShaderRenderCase = modules.shared.glsShaderRenderCase; var deMath = framework.delibs.debase.deMath; var deString = framework.delibs.debase.deString; var deRandom = framework.delibs.debase.deRandom; var gluTextureUtil = framework.opengl.gluTextureUtil; var gluTexture = framework.opengl.gluTexture; var gluDrawUtil = framework.opengl.gluDrawUtil; var tcuImageCompare = framework.common.tcuImageCompare; var tcuTexture = framework.common.tcuTexture; var tcuMatrix = framework.common.tcuMatrix; var tcuRGBA = framework.common.tcuRGBA; var tcuTestCase = framework.common.tcuTestCase; var tcuSurface = framework.common.tcuSurface; var gluShaderProgram = framework.opengl.gluShaderProgram; /** @typedef {function(glsShaderRenderCase.ShaderEvalContext)} */ glsShaderRenderCase.ShaderEvalFunc; /** @const {number} */ glsShaderRenderCase.GRID_SIZE = 64; /** @const {number} */ glsShaderRenderCase.MAX_RENDER_WIDTH = 128; /** @const {number} */ glsShaderRenderCase.MAX_RENDER_HEIGHT = 112; /** @const {Array} */ glsShaderRenderCase.DEFAULT_CLEAR_COLOR = [0.125, 0.25, 0.5, 1.0]; /** @const {number} */ glsShaderRenderCase.MAX_USER_ATTRIBS = 4; /** @const {number} */ glsShaderRenderCase.MAX_TEXTURES = 4; /** * @param {Array} a * @return {tcuRGBA.RGBA} */ glsShaderRenderCase.toRGBA = function(a) { return tcuRGBA.newRGBAComponents( deMath.clamp(Math.round(a[0] * 255.0), 0, 255), deMath.clamp(Math.round(a[1] * 255.0), 0, 255), deMath.clamp(Math.round(a[2] * 255.0), 0, 255), deMath.clamp(Math.round(a[3] * 255.0), 0, 255)); }; /** * Helper function * @param {?(gluTexture.Texture2D|gluTexture.TextureCube|gluTexture.Texture2DArray|gluTexture.Texture3D)} tex * @return {gluTexture.Type} */ glsShaderRenderCase.getTextureType = function(tex) { if (tex === null || tex.getType() <= 0) return gluTexture.Type.TYPE_NONE; else return tex.getType(); }; /** * @constructor * @param {number=} indent */ glsShaderRenderCase.LineStream = function(indent) { indent = indent === undefined ? 0 : indent; /** @type {number} */ this.m_indent = indent; /** @type {string} */ this.m_stream; /** @type {string} */ this.m_string; }; /** * @return {string} */ glsShaderRenderCase.LineStream.prototype.str = function() { this.m_string = this.m_stream; return this.m_string; }; /** * @constructor * @param {(gluTexture.Texture2D|gluTexture.TextureCube|gluTexture.Texture2DArray|gluTexture.Texture3D)=} tex * @param {tcuTexture.Sampler=} sampler */ glsShaderRenderCase.TextureBinding = function(tex, sampler) { tex = tex === undefined ? null : tex; sampler = sampler === undefined ? null : sampler; /** @type {gluTexture.Type} */ this.m_type = glsShaderRenderCase.getTextureType(tex); /** @type {tcuTexture.Sampler} */ this.m_sampler = sampler; /** @type {(gluTexture.Texture2D|gluTexture.TextureCube|gluTexture.Texture2DArray|gluTexture.Texture3D)} */ this.m_binding = tex; }; /** * @param {tcuTexture.Sampler} sampler */ glsShaderRenderCase.TextureBinding.prototype.setSampler = function(sampler) { this.m_sampler = sampler; }; /** * @param {(gluTexture.Texture2D|gluTexture.TextureCube|gluTexture.Texture2DArray|gluTexture.Texture3D)} tex */ glsShaderRenderCase.TextureBinding.prototype.setTexture = function(tex) { this.m_type = glsShaderRenderCase.getTextureType(tex); this.m_binding = tex; }; /** @return {gluTexture.Type} */ glsShaderRenderCase.TextureBinding.prototype.getType = function() { return this.m_type; }; /** @return {tcuTexture.Sampler} */ glsShaderRenderCase.TextureBinding.prototype.getSampler = function() { return this.m_sampler; }; /** @return {(gluTexture.Texture2D|gluTexture.TextureCube|gluTexture.Texture2DArray|gluTexture.Texture3D)} */ glsShaderRenderCase.TextureBinding.prototype.getBinding = function() { return this.m_binding; }; /** * @constructor * @param {number} gridSize * @param {number} width * @param {number} height * @param {Array} constCoords * @param {Array} userAttribTransforms * @param {Array} textures */ glsShaderRenderCase.QuadGrid = function(gridSize, width, height, constCoords, userAttribTransforms, textures) { /** @type {number} */ this.m_gridSize = gridSize; /** @type {number} */ this.m_numVertices = (gridSize + 1) * (gridSize + 1); /** @type {number} */ this.m_numTriangles = (gridSize * gridSize *2); /** @type {Array} */ this.m_constCoords = constCoords; /** @type {Array} */ this.m_userAttribTransforms = userAttribTransforms; /** @type {Array} */ this.m_textures = textures; /** @type {Array>} */ this.m_screenPos = []; /** @type {Array>} */ this.m_positions = []; /** @type {Array>} */ this.m_coords = []; //!< Near-unit coordinates, roughly [-2.0 .. 2.0]. /** @type {Array>} */ this.m_unitCoords = []; //!< Positive-only coordinates [0.0 .. 1.5]. /** @type {Array} */ this.m_attribOne = []; /** @type {Array>} */ this.m_userAttribs = []; for (var attribNdx = 0; attribNdx < this.getNumUserAttribs(); attribNdx++) this.m_userAttribs[attribNdx] = []; /** @type {Array} */ this.m_indices = []; /** @type Array} */ var viewportScale = [width, height, 0, 0]; for (var y = 0; y < gridSize + 1; y++) for (var x = 0; x < gridSize + 1; x++) { /** @type {number} */ var sx = x / gridSize; /** @type {number} */ var sy = y / gridSize; /** @type {number} */ var fx = 2.0 * sx - 1.0; /** @type {number} */ var fy = 2.0 * sy - 1.0; /** @type {number} */ var vtxNdx = ((y * (gridSize + 1)) + x); this.m_positions[vtxNdx] = [fx, fy, 0.0, 1.0]; this.m_attribOne[vtxNdx] = 1.0; this.m_screenPos[vtxNdx] = deMath.multiply([sx, sy, 0.0, 1.0], viewportScale); this.m_coords[vtxNdx] = this.getCoords(sx, sy); this.m_unitCoords[vtxNdx] = this.getUnitCoords(sx, sy); for (var attribNdx = 0; attribNdx < this.getNumUserAttribs(); attribNdx++) this.m_userAttribs[attribNdx][vtxNdx] = this.getUserAttrib(attribNdx, sx, sy); } // Compute indices. for (var y = 0; y < gridSize; y++) for (var x = 0; x < gridSize; x++) { /** @type {number} */ var stride = gridSize + 1; /** @type {number} */ var v00 = (y * stride) + x; /** @type {number} */ var v01 = (y * stride) + x + 1; /** @type {number} */ var v10 = ((y + 1) * stride) + x; /** @type {number} */ var v11 = ((y + 1) * stride) + x + 1; /** @type {number} */ var baseNdx = ((y * gridSize) + x) * 6; this.m_indices[baseNdx + 0] = v10; this.m_indices[baseNdx + 1] = v00; this.m_indices[baseNdx + 2] = v01; this.m_indices[baseNdx + 3] = v10; this.m_indices[baseNdx + 4] = v01; this.m_indices[baseNdx + 5] = v11; } }; /** @return {number} */ glsShaderRenderCase.QuadGrid.prototype.getGridSize = function() { return this.m_gridSize; }; /** @return {number} */ glsShaderRenderCase.QuadGrid.prototype.getNumVertices = function() { return this.m_numVertices; }; /** @return {number} */ glsShaderRenderCase.QuadGrid.prototype.getNumTriangles = function() { return this.m_numTriangles; }; /** @return {Array} */ glsShaderRenderCase.QuadGrid.prototype.getConstCoords = function() { return this.m_constCoords; }; /** @return {Array} */ glsShaderRenderCase.QuadGrid.prototype.getUserAttribTransforms = function() { return this.m_userAttribTransforms; }; /** @return {Array} */ glsShaderRenderCase.QuadGrid.prototype.getTextures = function() { return this.m_textures; }; /** @return {Array>} */ glsShaderRenderCase.QuadGrid.prototype.getPositions = function() { return this.m_positions; }; /** @return {Array} */ glsShaderRenderCase.QuadGrid.prototype.getAttribOne = function() { return this.m_attribOne; }; /** @return {Array>} */ glsShaderRenderCase.QuadGrid.prototype.getCoordsArray = function() { return this.m_coords; }; /** @return {Array>} */ glsShaderRenderCase.QuadGrid.prototype.getUnitCoordsArray = function() { return this.m_unitCoords; }; /** * @param {number} attribNdx * @return {Array} */ glsShaderRenderCase.QuadGrid.prototype.getUserAttribByIndex = function(attribNdx) { return this.m_userAttribs[attribNdx]; }; /** @return {Array} */ glsShaderRenderCase.QuadGrid.prototype.getIndices = function() { return this.m_indices; }; /** * @param {number} sx * @param {number} sy * @return {Array} */ glsShaderRenderCase.QuadGrid.prototype.getCoords = function(sx, sy) { /** @type {number} */ var fx = 2.0 * sx - 1.0; /** @type {number} */ var fy = 2.0 * sy - 1.0; return [fx, fy, -fx + 0.33 * fy, -0.275 * fx - fy]; }; /** * @param {number} sx * @param {number} sy * @return {Array} */ glsShaderRenderCase.QuadGrid.prototype.getUnitCoords = function(sx, sy) { return [sx, sy, 0.33 * sx + 0.5 * sy, 0.5 * sx + 0.25 * sy]; }; /** * @return {number} */ glsShaderRenderCase.QuadGrid.prototype.getNumUserAttribs = function() { return this.m_userAttribTransforms.length; }; /** * @param {number} attribNdx * @param {number} sx * @param {number} sy * @return {Array} */ glsShaderRenderCase.QuadGrid.prototype.getUserAttrib = function(attribNdx, sx, sy) { // homogeneous normalized screen-space coordinates return tcuMatrix.multiplyMatVec(this.m_userAttribTransforms[attribNdx], [sx, sy, 0.0, 1.0]); }; /** * @constructor * @struct */ glsShaderRenderCase.ShaderSampler = function() { /** @type {tcuTexture.Sampler} */ this.sampler; /** @type {tcuTexture.Texture2D} */ this.tex2D = null; /** @type {tcuTexture.TextureCube} */ this.texCube = null; /** @type {tcuTexture.Texture2DArray} */ this.tex2DArray = null; /** @type {tcuTexture.Texture3D} */ this.tex3D = null; }; /** * @constructor * @param {glsShaderRenderCase.QuadGrid} quadGrid_ */ glsShaderRenderCase.ShaderEvalContext = function(quadGrid_) { /** @type {Array} */ this.coords = [0, 0, 0, 0] /** @type {Array} */ this.unitCoords = [0, 0, 0, 0] /** @type {Array} */ this.constCoords = quadGrid_.getConstCoords(); /** @type {Array>} */ this.in_ = []; /** @type {Array} */ this.textures = []; /** @type {Array} */ this.color = [0, 0, 0, 0.0]; /** @type {boolean} */ this.isDiscarded = false; /** @type {glsShaderRenderCase.QuadGrid} */ this.quadGrid = quadGrid_; /** @type {Array} */ var bindings = this.quadGrid.getTextures(); assertMsgOptions(bindings.length <= glsShaderRenderCase.MAX_TEXTURES, 'Too many bindings.', false, true); // Fill in texture array. for (var ndx = 0; ndx < bindings.length; ndx++) { /** @type {glsShaderRenderCase.TextureBinding} */ var binding = bindings[ndx]; this.textures[ndx] = new glsShaderRenderCase.ShaderSampler(); if (binding.getType() == gluTexture.Type.TYPE_NONE) continue; this.textures[ndx].sampler = binding.getSampler(); switch (binding.getType()) { case gluTexture.Type.TYPE_2D: this.textures[ndx].tex2D = binding.getBinding().getRefTexture(); break; case gluTexture.Type.TYPE_CUBE_MAP: this.textures[ndx].texCube = binding.getBinding().getRefTexture(); break; case gluTexture.Type.TYPE_2D_ARRAY: this.textures[ndx].tex2DArray = binding.getBinding().getRefTexture(); break; case gluTexture.Type.TYPE_3D: this.textures[ndx].tex3D = binding.getBinding().getRefTexture(); break; default: throw new Error("Binding type not supported"); } } }; /** * @param {number} sx * @param {number} sy */ glsShaderRenderCase.ShaderEvalContext.prototype.reset = function(sx, sy) { // Clear old values this.color = [0.0, 0.0, 0.0, 1.0]; this.isDiscarded = false; // Compute coords this.coords = this.quadGrid.getCoords(sx, sy); this.unitCoords = this.quadGrid.getUnitCoords(sx, sy); // Compute user attributes. /** @type {number} */ var numAttribs = this.quadGrid.getNumUserAttribs(); assertMsgOptions(numAttribs <= glsShaderRenderCase.MAX_USER_ATTRIBS, 'numAttribs out of range', false, true); for (var attribNdx = 0; attribNdx < numAttribs; attribNdx++) this.in_[attribNdx] = this.quadGrid.getUserAttrib(attribNdx, sx, sy); }; glsShaderRenderCase.ShaderEvalContext.prototype.discard = function() { this.isDiscarded = true; }; /** * @param {number} unitNdx * @param {Array} coords */ glsShaderRenderCase.ShaderEvalContext.prototype.texture2D = function(unitNdx, coords) { if (this.textures.length > 0 && this.textures[unitNdx].tex2D) return this.textures[unitNdx].tex2D.getView().sample(this.textures[unitNdx].sampler, coords, 0.0); else return [0.0, 0.0, 0.0, 1.0]; }; /** @param {glsShaderRenderCase.ShaderEvalContext} c */ glsShaderRenderCase.evalCoordsPassthroughX = function(c) { c.color[0] = c.coords[0]; }; /** @param {glsShaderRenderCase.ShaderEvalContext} c */ glsShaderRenderCase.evalCoordsPassthroughXY = function(c) { var swizzle01 = deMath.swizzle(c.coords, [0, 1]); c.color[0] = swizzle01[0]; c.color[1] = swizzle01[1]; }; /** @param {glsShaderRenderCase.ShaderEvalContext} c */ glsShaderRenderCase.evalCoordsPassthroughXYZ = function(c) { var swizzle012 = deMath.swizzle(c.coords, [0, 1, 2]); c.color[0] = swizzle012[0]; c.color[1] = swizzle012[1]; c.color[2] = swizzle012[2]; }; /** @param {glsShaderRenderCase.ShaderEvalContext} c */ glsShaderRenderCase.evalCoordsPassthrough = function(c) { c.color = c.coords; }; /** @param {glsShaderRenderCase.ShaderEvalContext} c */ glsShaderRenderCase.evalCoordsSwizzleWZYX = function(c) { c.color = deMath.swizzle(c.coords, [3, 2, 1, 0]); }; /** * @constructor * @param {?glsShaderRenderCase.ShaderEvalFunc=} evalFunc */ glsShaderRenderCase.ShaderEvaluator = function(evalFunc) { /** @type {?glsShaderRenderCase.ShaderEvalFunc} */ this.m_evalFunc = evalFunc || null; }; /** * @param {glsShaderRenderCase.ShaderEvalContext} ctx */ glsShaderRenderCase.ShaderEvaluator.prototype.evaluate = function(ctx) { assertMsgOptions(this.m_evalFunc !== null, 'No evaluation function specified.', false, true); this.m_evalFunc(ctx); }; /** * @constructor * @extends {tcuTestCase.DeqpTest} * @param {string} name * @param {string} description * @param {boolean} isVertexCase * @param {glsShaderRenderCase.ShaderEvalFunc=} evalFunc */ glsShaderRenderCase.ShaderRenderCase = function(name, description, isVertexCase, evalFunc) { tcuTestCase.DeqpTest.call(this, name, description); // evalFunc = evalFunc || null; /** @type {boolean} */ this.m_isVertexCase = isVertexCase; /** @type {?glsShaderRenderCase.ShaderEvalFunc} */ this.m_defaultEvaluator = evalFunc || null; /** @type {glsShaderRenderCase.ShaderEvaluator} */ this.m_evaluator = new glsShaderRenderCase.ShaderEvaluator(this.m_defaultEvaluator); /** @type {string} */ this.m_vertShaderSource = ''; /** @type {string} */ this.m_fragShaderSource = ''; /** @type {Array} */ this.m_clearColor = glsShaderRenderCase.DEFAULT_CLEAR_COLOR; /** @type {Array} */ this.m_userAttribTransforms = []; /** @type {Array} */ this.m_textures = []; /** @type {?gluShaderProgram.ShaderProgram} */ this.m_program = null; }; /** * @param {string} name * @param {string} description * @param {boolean} isVertexCase * @param {glsShaderRenderCase.ShaderEvaluator} evaluator * @return {glsShaderRenderCase.ShaderRenderCase} */ glsShaderRenderCase.ShaderRenderCase.newWithEvaluator = function(name, description, isVertexCase, evaluator) { var renderCase = new glsShaderRenderCase.ShaderRenderCase(name, description, isVertexCase); renderCase.m_evaluator = evaluator; return renderCase; }; glsShaderRenderCase.ShaderRenderCase.prototype = Object.create(tcuTestCase.DeqpTest.prototype); glsShaderRenderCase.ShaderRenderCase.prototype.constructor = glsShaderRenderCase.ShaderRenderCase; glsShaderRenderCase.ShaderRenderCase.prototype.deinit = function() { this.m_program = null; }; glsShaderRenderCase.ShaderRenderCase.prototype.init = function() { this.postinit(); }; glsShaderRenderCase.ShaderRenderCase.prototype.postinit = function() { if (this.m_vertShaderSource.length === 0 || this.m_fragShaderSource.length === 0) { assertMsgOptions(this.m_vertShaderSource.length === 0 && this.m_fragShaderSource.length === 0, 'No shader source.', false, true); this.setupShaderData(); } assertMsgOptions(!this.m_program, 'Program defined.', false, true); this.m_program = new gluShaderProgram.ShaderProgram(gl, gluShaderProgram.makeVtxFragSources(this.m_vertShaderSource, this.m_fragShaderSource)); try { bufferedLogToConsole(this.m_program.program.info.infoLog); // Always log shader program. if (!this.m_program.isOk()) throw new Error("Shader compile error."); } catch (exception) { // Clean up. this.deinit(); throw exception; } }; /** * @return {tcuTestCase.IterateResult} */ glsShaderRenderCase.ShaderRenderCase.prototype.postiterate = function() { assertMsgOptions(this.m_program !== null, 'Program not specified.', false, true); /** @type {?WebGLProgram} */ var programID = this.m_program.getProgram(); gl.useProgram(programID); // Create quad grid. /** @type {Array} */ var viewportSize = this.getViewportSize(); /** @type {number} */ var width = viewportSize[0]; /** @type {number} */ var height = viewportSize[1]; // \todo [petri] Better handling of constCoords (render in multiple chunks, vary coords). /** @type {glsShaderRenderCase.QuadGrid} */ var quadGrid = new glsShaderRenderCase.QuadGrid( this.m_isVertexCase ? glsShaderRenderCase.GRID_SIZE : 4, width, height, [0.125, 0.25, 0.5, 1.0], this.m_userAttribTransforms, this.m_textures); // Render result. /** @type {tcuSurface.Surface} */ var resImage = new tcuSurface.Surface(width, height); this.render(resImage, programID, quadGrid); // Compute reference. /** @type {tcuSurface.Surface} */ var refImage = new tcuSurface.Surface(width, height); if (this.m_isVertexCase) this.computeVertexReference(refImage, quadGrid); else this.computeFragmentReference(refImage, quadGrid); // Compare. /** @type {boolean} */ var testOk = this.compareImages(resImage, refImage, 0.05); // De-initialize. gl.useProgram(null); if (!testOk) testFailedOptions("Fail", false); else testPassedOptions("Pass", true); return tcuTestCase.IterateResult.STOP; }; /** * @return {tcuTestCase.IterateResult} */ glsShaderRenderCase.ShaderRenderCase.prototype.iterate = function() { return this.postiterate(); }; glsShaderRenderCase.ShaderRenderCase.prototype.setupShaderData = function() {}; /** * @param {?WebGLProgram} programId */ glsShaderRenderCase.ShaderRenderCase.prototype.setup = function(programId) {}; /** * @param {?WebGLProgram} programId * @param {Array} constCoords */ glsShaderRenderCase.ShaderRenderCase.prototype.setupUniforms = function(programId, constCoords) {}; /** * @return {Array} */ glsShaderRenderCase.ShaderRenderCase.prototype.getViewportSize = function() { return [Math.min(gl.canvas.width, glsShaderRenderCase.MAX_RENDER_WIDTH), Math.min(gl.canvas.height, glsShaderRenderCase.MAX_RENDER_HEIGHT)]; }; /** * @param {?WebGLProgram} programId */ glsShaderRenderCase.ShaderRenderCase.prototype.setupDefaultInputs = function(programId) { // SETUP UNIFORMS. glsShaderRenderCase.setupDefaultUniforms(programId); // SETUP TEXTURES. for (var ndx = 0; ndx < this.m_textures.length; ndx++) { /** @type {glsShaderRenderCase.TextureBinding} */ var tex = this.m_textures[ndx]; /** @type {tcuTexture.Sampler} */ var sampler = tex.getSampler(); /** @type {number} */ var texTarget = gl.NONE; /** @type {number} */ var texObj = 0; if (tex.getType() === gluTexture.Type.TYPE_NONE) continue; switch (tex.getType()) { case gluTexture.Type.TYPE_2D: texTarget = gl.TEXTURE_2D; texObj = tex.getBinding().getGLTexture(); break; case gluTexture.Type.TYPE_CUBE_MAP: texTarget = gl.TEXTURE_CUBE_MAP; texObj = tex.getBinding().getGLTexture(); break; case gluTexture.Type.TYPE_2D_ARRAY: texTarget = gl.TEXTURE_2D_ARRAY; texObj = tex.getBinding().getGLTexture(); break; case gluTexture.Type.TYPE_3D: texTarget = gl.TEXTURE_3D; texObj = tex.getBinding().getGLTexture(); break; default: throw new Error("Type not supported"); } gl.activeTexture(gl.TEXTURE0+ ndx); gl.bindTexture(texTarget, texObj); gl.texParameteri(texTarget, gl.TEXTURE_WRAP_S, gluTextureUtil.getGLWrapMode(sampler.wrapS)); gl.texParameteri(texTarget, gl.TEXTURE_WRAP_T, gluTextureUtil.getGLWrapMode(sampler.wrapT)); gl.texParameteri(texTarget, gl.TEXTURE_MIN_FILTER, gluTextureUtil.getGLFilterMode(sampler.minFilter)); gl.texParameteri(texTarget, gl.TEXTURE_MAG_FILTER, gluTextureUtil.getGLFilterMode(sampler.magFilter)); if (texTarget === gl.TEXTURE_3D) gl.texParameteri(texTarget, gl.TEXTURE_WRAP_R, gluTextureUtil.getGLWrapMode(sampler.wrapR)); if (sampler.compare != tcuTexture.CompareMode.COMPAREMODE_NONE) { gl.texParameteri(texTarget, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE); gl.texParameteri(texTarget, gl.TEXTURE_COMPARE_FUNC, gluTextureUtil.getGLCompareFunc(sampler.compare)); } } }; /** * @param {tcuSurface.Surface} result * @param {?WebGLProgram} programId * @param {glsShaderRenderCase.QuadGrid} quadGrid **/ glsShaderRenderCase.ShaderRenderCase.prototype.render = function(result, programId, quadGrid) { // Buffer info. /** @type {number} */ var width = result.getWidth(); /** @type {number} */ var height = result.getHeight(); /** @type {number} */ var xOffsetMax = gl.drawingBufferWidth - width; /** @type {number} */ var yOffsetMax = gl.drawingBufferHeight - height; /** @type {number} */ var hash = deString.deStringHash(this.m_vertShaderSource) + deString.deStringHash(this.m_fragShaderSource); /** @type {deRandom.Random} */ var rnd = new deRandom.Random(hash); /** @type {number} */ var xOffset = rnd.getInt(0, xOffsetMax); /** @type {number} */ var yOffset = rnd.getInt(0, yOffsetMax); gl.viewport(xOffset, yOffset, width, height); // Setup program. this.setupUniforms(programId, quadGrid.getConstCoords()); this.setupDefaultInputs(programId); // Clear. gl.clearColor(this.m_clearColor[0], this.m_clearColor[1], this.m_clearColor[2], this.m_clearColor[3]); gl.clear(gl.COLOR_BUFFER_BIT); // Draw. /** @type {Array} */ var vertexArrays = []; /** @type {number} */ var numElements = quadGrid.getNumTriangles()*3; glsShaderRenderCase.getDefaultVertexArrays(quadGrid, programId, vertexArrays); gluDrawUtil.draw(gl, programId, vertexArrays, gluDrawUtil.triangles(quadGrid.getIndices())); // Read back results. result.readViewport(gl, [xOffset, yOffset, width, height]); }; /** * @param {tcuSurface.Surface} result * @param {glsShaderRenderCase.QuadGrid} quadGrid **/ glsShaderRenderCase.ShaderRenderCase.prototype.computeVertexReference = function(result, quadGrid) { // Buffer info. /** @type {number} */ var width = result.getWidth(); /** @type {number} */ var height = result.getHeight(); /** @type {number} */ var gridSize = quadGrid.getGridSize(); /** @type {number} */ var stride = gridSize + 1; /** @type {boolean} */ var hasAlpha = gl.getContextAttributes().alpha; /** @type {glsShaderRenderCase.ShaderEvalContext} */ var evalCtx = new glsShaderRenderCase.ShaderEvalContext(quadGrid); /** @type {Array} */ var color = []; // Evaluate color for each vertex. /** @type {Array>} */ var colors = []; for (var y = 0; y < gridSize + 1; y++) for (var x = 0; x < gridSize + 1; x++) { /** @type {number} */ var sx = x / gridSize; /** @type {number} */ var sy = y / gridSize; /** @type {number} */ var vtxNdx = ((y * (gridSize+ 1 )) + x); evalCtx.reset(sx, sy); this.m_evaluator.evaluate(evalCtx); assertMsgOptions(!evalCtx.isDiscarded, 'Discard is not available in vertex shader.', false, true); color = evalCtx.color; if (!hasAlpha) color[3] = 1.0; colors[vtxNdx] = color; } // Render quads. for (var y = 0; y < gridSize; y++) for (var x = 0; x < gridSize; x++) { /** @type {number} */ var x0 = x / gridSize; /** @type {number} */ var x1 = (x + 1) / gridSize; /** @type {number} */ var y0 = y / gridSize; /** @type {number} */ var y1 = (y + 1) / gridSize; /** @type {number} */ var sx0 = x0 * width; /** @type {number} */ var sx1 = x1 * width; /** @type {number} */ var sy0 = y0 * height; /** @type {number} */ var sy1 = y1 * height; /** @type {number} */ var oosx = 1.0 / (sx1 - sx0); /** @type {number} */ var oosy = 1.0 / (sy1 - sy0); /** @type {number} */ var ix0 = Math.ceil(sx0 - 0.5); /** @type {number} */ var ix1 = Math.ceil(sx1 - 0.5); /** @type {number} */ var iy0 = Math.ceil(sy0 - 0.5); /** @type {number} */ var iy1 = Math.ceil(sy1 - 0.5); /** @type {number} */ var v00 = (y * stride) + x; /** @type {number} */ var v01 = (y * stride) + x + 1; /** @type {number} */ var v10 = ((y + 1) * stride) + x; /** @type {number} */ var v11 = ((y + 1) * stride) + x + 1; /** @type {Array} */ var c00 = colors[v00]; /** @type {Array} */ var c01 = colors[v01]; /** @type {Array} */ var c10 = colors[v10]; /** @type {Array} */ var c11 = colors[v11]; for (var iy = iy0; iy < iy1; iy++) for (var ix = ix0; ix < ix1; ix++) { assertMsgOptions(deMath.deInBounds32(ix, 0, width), 'Out of bounds.', false, true); assertMsgOptions(deMath.deInBounds32(iy, 0, height), 'Out of bounds.', false, true); /** @type {number} */ var sfx = ix + 0.5; /** @type {number} */ var sfy = iy + 0.5; /** @type {number} */ var fx1 = deMath.clamp((sfx - sx0) * oosx, 0.0, 1.0); /** @type {number} */ var fy1 = deMath.clamp((sfy - sy0) * oosy, 0.0, 1.0); // Triangle quad interpolation. /** @type {boolean} */ var tri = fx1 + fy1 <= 1.0; /** @type {number} */ var tx = tri ? fx1 : (1.0 - fx1); /** @type {number} */ var ty = tri ? fy1 : (1.0 - fy1); /** @type {Array} */ var t0 = tri ? c00 : c11; /** @type {Array} */ var t1 = tri ? c01 : c10; /** @type {Array} */ var t2 = tri ? c10 : c01; color = deMath.add(t0, deMath.add(deMath.scale(deMath.subtract(t1, t0), tx), deMath.scale(deMath.subtract(t2, t0), ty))); result.setPixel(ix, iy, glsShaderRenderCase.toRGBA(color).toIVec()); } } }; /** * @param {tcuSurface.Surface} result * @param {glsShaderRenderCase.QuadGrid} quadGrid **/ glsShaderRenderCase.ShaderRenderCase.prototype.computeFragmentReference = function(result, quadGrid) { // Buffer info. /** @type {number} */ var width = result.getWidth(); /** @type {number} */ var height = result.getHeight(); /** @type {boolean} */ var hasAlpha = gl.getContextAttributes().alpha; /** @type {glsShaderRenderCase.ShaderEvalContext} */ var evalCtx = new glsShaderRenderCase.ShaderEvalContext(quadGrid); // Render. for (var y = 0; y < height; y++) for (var x = 0; x < width; x++) { /** @type {number} */ var sx = (x + 0.5) / width; /** @type {number} */ var sy = (y + 0.5) / height; evalCtx.reset(sx, sy); this.m_evaluator.evaluate(evalCtx); // Select either clear color or computed color based on discarded bit. /** @type {Array} */ var color = evalCtx.isDiscarded ? this.m_clearColor : evalCtx.color; if (!hasAlpha) color[3] = 1.0; result.setPixel(x, y, glsShaderRenderCase.toRGBA(color).toIVec()); } }; /** * @param {tcuSurface.Surface} resImage * @param {tcuSurface.Surface} refImage * @param {number} errorThreshold * @return {boolean} */ glsShaderRenderCase.ShaderRenderCase.prototype.compareImages = function(resImage, refImage, errorThreshold) { return tcuImageCompare.fuzzyCompare("ComparisonResult", "Image comparison result", refImage.getAccess(), resImage.getAccess(), errorThreshold); }; /** * @param {number} number * @return {string} */ glsShaderRenderCase.getIntUniformName = function(number) { switch (number) { case 0: return "ui_zero"; case 1: return "ui_one"; case 2: return "ui_two"; case 3: return "ui_three"; case 4: return "ui_four"; case 5: return "ui_five"; case 6: return "ui_six"; case 7: return "ui_seven"; case 8: return "ui_eight"; case 101: return "ui_oneHundredOne"; default: throw new Error("Uniform not supported."); } }; /** * @param {number} number * @return {string} */ glsShaderRenderCase.getFloatUniformName = function(number) { switch (number) { case 0: return "uf_zero"; case 1: return "uf_one"; case 2: return "uf_two"; case 3: return "uf_three"; case 4: return "uf_four"; case 5: return "uf_five"; case 6: return "uf_six"; case 7: return "uf_seven"; case 8: return "uf_eight"; default: throw new Error("Uniform not supported."); } }; /** * @param {number} number * @return {string} */ glsShaderRenderCase.getFloatFractionUniformName = function(number) { switch (number) { case 1: return "uf_one"; case 2: return "uf_half"; case 3: return "uf_third"; case 4: return "uf_fourth"; case 5: return "uf_fifth"; case 6: return "uf_sixth"; case 7: return "uf_seventh"; case 8: return "uf_eighth"; default: throw new Error("Uniform not supported."); } }; /** * @param {?WebGLProgram} programID */ glsShaderRenderCase.setupDefaultUniforms = function(programID) { /** @type {?WebGLUniformLocation} */ var uniLoc; // Bool. /** * @constructor * @struct */ var BoolUniform = function(name, value) { /** @type {string} */ this.name = name; /** @type {boolean} */ this.value = value; }; /** @type {Array} */ var s_boolUniforms = [ new BoolUniform("ub_true", true), new BoolUniform("ub_false", false) ]; for (var i = 0; i < s_boolUniforms.length; i++) { uniLoc = gl.getUniformLocation(programID, s_boolUniforms[i].name); if (uniLoc != null) gl.uniform1i(uniLoc, s_boolUniforms[i].value ? 1 : 0); } // BVec4. /** * @constructor * @struct */ var BVec4Uniform = function(name, value) { /** @type {string} */ this.name = name; /** @type {Array} */ this.value = value; }; /** @type {Array} */ var s_bvec4Uniforms = [ new BVec4Uniform("ub4_true", [true, true, true, true]), new BVec4Uniform("ub4_false", [false, false, false, false]) ]; for (var i = 0; i < s_bvec4Uniforms.length; i++) { /** @type {BVec4Uniform} */ var uni = s_bvec4Uniforms[i]; /** @type {Array} */ var arr = []; arr[0] = uni.value[0] ? 1 : 0; arr[1] = uni.value[1] ? 1 : 0; arr[2] = uni.value[2] ? 1 : 0; arr[3] = uni.value[3] ? 1 : 0; uniLoc = gl.getUniformLocation(programID, uni.name); if (uniLoc != null) gl.uniform4iv(uniLoc, new Int32Array(arr)); } // Int. /** * @constructor * @struct */ var IntUniform = function(name, value) { /** @type {string} */ this.name = name; /** @type {number} */ this.value = value; }; /** @type {Array} */ var s_intUniforms = [ new IntUniform("ui_minusOne", -1), new IntUniform("ui_zero", 0), new IntUniform("ui_one", 1), new IntUniform("ui_two", 2), new IntUniform("ui_three", 3), new IntUniform("ui_four", 4), new IntUniform("ui_five", 5), new IntUniform("ui_six", 6), new IntUniform("ui_seven", 7), new IntUniform("ui_eight", 8), new IntUniform("ui_oneHundredOne", 101) ]; for (var i = 0; i < s_intUniforms.length; i++) { uniLoc = gl.getUniformLocation(programID, s_intUniforms[i].name); if (uniLoc != null) gl.uniform1i(uniLoc, s_intUniforms[i].value); } // IVec2. /** * @constructor * @struct */ var IVec2Uniform = function(name, value) { /** @type {string} */ this.name = name; /** @type {Array} */ this.value = value; }; /** @type {Array} */ var s_ivec2Uniforms = [ new IVec2Uniform("ui2_minusOne", [-1, -1]), new IVec2Uniform("ui2_zero", [0, 0]), new IVec2Uniform("ui2_one", [1, 1]), new IVec2Uniform("ui2_two", [2, 2]), new IVec2Uniform("ui2_four", [4, 4]), new IVec2Uniform("ui2_five", [5, 5]) ]; for (var i = 0; i < s_ivec2Uniforms.length; i++) { uniLoc = gl.getUniformLocation(programID, s_ivec2Uniforms[i].name); if (uniLoc != null) gl.uniform2iv(uniLoc, new Int32Array(s_ivec2Uniforms[i].value)); } // IVec3. /** * @constructor * @struct */ var IVec3Uniform = function(name, value) { /** @type {string} */ this.name = name; /** @type {Array} */ this.value = value; }; /** @type {Array} */ var s_ivec3Uniforms = [ new IVec3Uniform("ui3_minusOne", [-1, -1, -1]), new IVec3Uniform("ui3_zero", [0, 0, 0]), new IVec3Uniform("ui3_one", [1, 1, 1]), new IVec3Uniform("ui3_two", [2, 2, 2]), new IVec3Uniform("ui3_four", [4, 4, 4]), new IVec3Uniform("ui3_five", [5, 5, 5]) ]; for (var i = 0; i < s_ivec3Uniforms.length; i++) { uniLoc = gl.getUniformLocation(programID, s_ivec3Uniforms[i].name); if (uniLoc != null) gl.uniform3iv(uniLoc, new Int32Array(s_ivec3Uniforms[i].value)); } // IVec4. /** * @constructor * @struct */ var IVec4Uniform = function(name, value) { /** @type {string} */ this.name = name; /** @type {Array} */ this.value = value; }; /** @type {Array} */ var s_ivec4Uniforms = [ new IVec4Uniform("ui4_minusOne", [-1, -1, -1, -1]), new IVec4Uniform("ui4_zero", [0, 0, 0, 0]), new IVec4Uniform("ui4_one", [1, 1, 1, 1]), new IVec4Uniform("ui4_two", [2, 2, 2, 2]), new IVec4Uniform("ui4_four", [4, 4, 4, 4]), new IVec4Uniform("ui4_five", [5, 5, 5, 5]) ]; for (var i = 0; i < s_ivec4Uniforms.length; i++) { uniLoc = gl.getUniformLocation(programID, s_ivec4Uniforms[i].name); if (uniLoc != null) gl.uniform4iv(uniLoc, new Int32Array(s_ivec4Uniforms[i].value)); } // Float. /** * @constructor * @struct */ var FloatUniform = function(name, value) { /** @type {string} */ this.name = name; /** @type {number} */ this.value = value; }; /** @type {Array} */ var s_floatUniforms = [ new FloatUniform("uf_zero", 0.0), new FloatUniform("uf_one", 1.0), new FloatUniform("uf_two", 2.0), new FloatUniform("uf_three", 3.0), new FloatUniform("uf_four", 4.0), new FloatUniform("uf_five", 5.0), new FloatUniform("uf_six", 6.0), new FloatUniform("uf_seven", 7.0), new FloatUniform("uf_eight", 8.0), new FloatUniform("uf_half", 1.0 / 2.0), new FloatUniform("uf_third", 1.0 / 3.0), new FloatUniform("uf_fourth", 1.0 / 4.0), new FloatUniform("uf_fifth", 1.0 / 5.0), new FloatUniform("uf_sixth", 1.0 / 6.0), new FloatUniform("uf_seventh", 1.0 / 7.0), new FloatUniform("uf_eighth", 1.0 / 8.0) ]; for (var i = 0; i < s_floatUniforms.length; i++) { uniLoc = gl.getUniformLocation(programID, s_floatUniforms[i].name); if (uniLoc != null) gl.uniform1f(uniLoc, s_floatUniforms[i].value); } // Vec2. /** * @constructor * @struct */ var Vec2Uniform = function(name, value) { /** @type {string} */ this.name = name; /** @type {Array} */ this.value = value; }; /** @type {Array} */ var s_vec2Uniforms = [ new Vec2Uniform("uv2_minusOne", [-1.0, -1.0]), new Vec2Uniform("uv2_zero", [0.0, 0.0]), new Vec2Uniform("uv2_half", [0.5, 0.5]), new Vec2Uniform("uv2_one", [1.0, 1.0]), new Vec2Uniform("uv2_two", [2.0, 2.0]) ]; for (var i = 0; i < s_vec2Uniforms.length; i++) { uniLoc = gl.getUniformLocation(programID, s_vec2Uniforms[i].name); if (uniLoc != null) gl.uniform2fv(uniLoc, new Float32Array(s_vec2Uniforms[i].value)); } // Vec3. /** * @constructor * @struct */ var Vec3Uniform = function(name, value) { /** @type {string} */ this.name = name; /** @type {Array} */ this.value = value; }; /** @type {Array} */ var s_vec3Uniforms = [ new Vec3Uniform("uv3_minusOne", [-1.0, -1.0, -1.0]), new Vec3Uniform("uv3_zero", [0.0, 0.0, 0.0]), new Vec3Uniform("uv3_half", [0.5, 0.5, 0.5]), new Vec3Uniform("uv3_one", [1.0, 1.0, 1.0]), new Vec3Uniform("uv3_two", [2.0, 2.0, 2.0]) ]; for (var i = 0; i < s_vec3Uniforms.length; i++) { uniLoc = gl.getUniformLocation(programID, s_vec3Uniforms[i].name); if (uniLoc != null) gl.uniform3fv(uniLoc, new Float32Array(s_vec3Uniforms[i].value)); } // Vec4. /** * @constructor * @struct */ var Vec4Uniform = function(name, value) { /** @type {string} */ this.name = name; /** @type {Array} */ this.value = value; }; /** @type {Array} */ var s_vec4Uniforms = [ new Vec4Uniform("uv4_minusOne", [-1.0, -1.0, -1.0, -1.0]), new Vec4Uniform("uv4_zero", [0.0, 0.0, 0.0, 0.0]), new Vec4Uniform("uv4_half", [0.5, 0.5, 0.5, 0.5]), new Vec4Uniform("uv4_one", [1.0, 1.0, 1.0, 1.0]), new Vec4Uniform("uv4_two", [2.0, 2.0, 2.0, 2.0]), new Vec4Uniform("uv4_black", [0.0, 0.0, 0.0, 1.0]), new Vec4Uniform("uv4_gray", [0.5, 0.5, 0.5, 1.0]), new Vec4Uniform("uv4_white", [1.0, 1.0, 1.0, 1.0]) ]; for (var i = 0; i < s_vec4Uniforms.length; i++) { uniLoc = gl.getUniformLocation(programID, s_vec4Uniforms[i].name); if (uniLoc != null) gl.uniform4fv(uniLoc, new Float32Array(s_vec4Uniforms[i].value)); } }; /** * @param {glsShaderRenderCase.QuadGrid} quadGrid * @param {?WebGLProgram} program * @param {Array} vertexArrays */ glsShaderRenderCase.getDefaultVertexArrays = function(quadGrid, program, vertexArrays) { /** @type {number} */ var numElements = quadGrid.getNumVertices(); var posArray = [].concat.apply([], quadGrid.getPositions()); var coordsArray = [].concat.apply([], quadGrid.getCoordsArray()); var unitCoordsArray = [].concat.apply([], quadGrid.getUnitCoordsArray()); vertexArrays.push(gluDrawUtil.newFloatVertexArrayBinding("a_position", 4, numElements, 0, posArray)); vertexArrays.push(gluDrawUtil.newFloatVertexArrayBinding("a_coords", 4, numElements, 0, coordsArray)); vertexArrays.push(gluDrawUtil.newFloatVertexArrayBinding("a_unitCoords", 4, numElements, 0, unitCoordsArray)); vertexArrays.push(gluDrawUtil.newFloatVertexArrayBinding("a_one", 1, numElements, 0, quadGrid.getAttribOne())); // a_inN. for (var userNdx = 0; userNdx < quadGrid.getNumUserAttribs(); userNdx++) { /** @type {string} */ var name = "a_in" + userNdx; var userAttribArray = [].concat.apply([], quadGrid.getUserAttribByIndex(userNdx)); vertexArrays.push(gluDrawUtil.newFloatVertexArrayBinding(name, 4, numElements, 0, userAttribArray)); } // Matrix attributes - these are set by location /** * @constructor * @struct */ var Matrix = function(name, cols, rows) { this.name = name; this.numCols = cols; this.numRows = rows; }; /** @type {Array} */ var matrices = [ new Matrix('a_mat2', 2, 2), new Matrix('a_mat2x3', 2, 3), new Matrix('a_mat2x4', 2, 4), new Matrix('a_mat3x2', 3, 2), new Matrix('a_mat3', 3, 3), new Matrix('a_mat3x4', 3, 4), new Matrix('a_mat4x2', 4, 2), new Matrix('a_mat4x3', 4, 3), new Matrix('a_mat4', 4, 4) ]; for (var matNdx = 0; matNdx < matrices.length; matNdx++) { /** @type {number} */ var loc = gl.getAttribLocation(program, matrices[matNdx].name); if (loc < 0) continue; // Not used in shader. /** @type {number} */ var numRows = matrices[matNdx].numRows; /** @type {number} */ var numCols = matrices[matNdx].numCols; for (var colNdx = 0; colNdx < numCols; colNdx++) { var data = [].concat.apply([], quadGrid.getUserAttribByIndex(colNdx)); vertexArrays.push(gluDrawUtil.newFloatColumnVertexArrayBinding(matrices[matNdx].name, colNdx, numRows, numElements, 4 * 4, data)); } } }; });