/*------------------------------------------------------------------------- * 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.glsUniformBlockCase'); goog.require('framework.common.tcuTestCase'); goog.require('framework.delibs.debase.deMath'); goog.require('framework.delibs.debase.deRandom'); goog.require('framework.delibs.debase.deString'); goog.require('framework.delibs.debase.deUtil'); goog.require('framework.opengl.gluDrawUtil'); goog.require('framework.opengl.gluShaderProgram'); goog.require('framework.opengl.gluShaderUtil'); goog.scope(function() { var glsUniformBlockCase = modules.shared.glsUniformBlockCase; var tcuTestCase = framework.common.tcuTestCase; var gluShaderProgram = framework.opengl.gluShaderProgram; var gluShaderUtil = framework.opengl.gluShaderUtil; var gluDrawUtil = framework.opengl.gluDrawUtil; var deUtil = framework.delibs.debase.deUtil; var deMath = framework.delibs.debase.deMath; var deRandom = framework.delibs.debase.deRandom; var deString = framework.delibs.debase.deString; var DE_ASSERT = function(x) { if (!x) throw new Error('Assert failed'); }; var littleEndian = (function() { var buffer = new ArrayBuffer(2); new DataView(buffer).setInt16(0, 256, true /* littleEndian */); // Int16Array uses the platform's endianness. return new Int16Array(buffer)[0] === 256; })(); /** * Class to implement some pointers functionality. * @constructor */ glsUniformBlockCase.BlockPointers = function() { /** @type {ArrayBuffer} */ this.data; //!< Data (vector). /** @type {Array} */ this.offsets = []; //!< Reference block pointers (map). /** @type {Array} */ this.sizes = []; }; /** * push - Adds an offset/size pair to the collection * @param {number} offset Offset of the element to refer. * @param {number} size Size of the referred element. */ glsUniformBlockCase.BlockPointers.prototype.push = function(offset, size) { this.offsets.push(offset); this.sizes.push(size); }; /** * find - Finds and maps the data at the given offset, and returns a Uint8Array * @param {number} index of the element to find. * @return {Uint8Array} */ glsUniformBlockCase.BlockPointers.prototype.find = function(index) { return new Uint8Array(this.data, this.offsets[index], this.sizes[index]); }; /** * resize - Replaces resize of a vector in C++. Sets the size of the data buffer. * NOTE: In this case however, if you resize, the data is lost. * @param {number} newsize The new size of the data buffer. */ glsUniformBlockCase.BlockPointers.prototype.resize = function(newsize) { this.data = new ArrayBuffer(newsize); }; /** * glsUniformBlockCase.isSupportedGLSLVersion * @param {gluShaderUtil.GLSLVersion} version * @return {boolean} */ glsUniformBlockCase.isSupportedGLSLVersion = function(version) { return version >= gluShaderUtil.GLSLVersion.V300_ES; }; /** * @enum {number} */ glsUniformBlockCase.UniformFlags = { PRECISION_LOW: (1 << 0), PRECISION_MEDIUM: (1 << 1), PRECISION_HIGH: (1 << 2), LAYOUT_SHARED: (1 << 3), LAYOUT_PACKED: (1 << 4), LAYOUT_STD140: (1 << 5), LAYOUT_ROW_MAJOR: (1 << 6), LAYOUT_COLUMN_MAJOR: (1 << 7), //!< \note Lack of both flags means column-major matrix. DECLARE_VERTEX: (1 << 8), DECLARE_FRAGMENT: (1 << 9), UNUSED_VERTEX: (1 << 10), //!< glsUniformBlockCase.Uniform or struct member is not read in vertex shader. UNUSED_FRAGMENT: (1 << 11) //!< glsUniformBlockCase.Uniform or struct member is not read in fragment shader. }; /** @const */ glsUniformBlockCase.UniformFlags.PRECISION_MASK = glsUniformBlockCase.UniformFlags.PRECISION_LOW | glsUniformBlockCase.UniformFlags.PRECISION_MEDIUM | glsUniformBlockCase.UniformFlags.PRECISION_HIGH; /** @const */ glsUniformBlockCase.UniformFlags.LAYOUT_MASK = glsUniformBlockCase.UniformFlags.LAYOUT_SHARED | glsUniformBlockCase.UniformFlags.LAYOUT_PACKED | glsUniformBlockCase.UniformFlags.LAYOUT_STD140 | glsUniformBlockCase.UniformFlags.LAYOUT_ROW_MAJOR | glsUniformBlockCase.UniformFlags.LAYOUT_COLUMN_MAJOR; /** @const */ glsUniformBlockCase.UniformFlags.DECLARE_BOTH = glsUniformBlockCase.UniformFlags.DECLARE_VERTEX | glsUniformBlockCase.UniformFlags.DECLARE_FRAGMENT; /** @const */ glsUniformBlockCase.UniformFlags.UNUSED_BOTH = glsUniformBlockCase.UniformFlags.UNUSED_VERTEX | glsUniformBlockCase.UniformFlags.UNUSED_FRAGMENT; /** * glsUniformBlockCase.VarType types enum * @enum {number} */ glsUniformBlockCase.Type = { TYPE_BASIC: 0, TYPE_ARRAY: 1, TYPE_STRUCT: 2 }; glsUniformBlockCase.Type.TYPE_LAST = Object.keys(glsUniformBlockCase.Type).length; /** * glsUniformBlockCase.TypeArray struct (nothing to do with JS's TypedArrays) * @param {glsUniformBlockCase.VarType} elementType * @param {number} arraySize * @constructor */ glsUniformBlockCase.TypeArray = function(elementType, arraySize) { /** @type {glsUniformBlockCase.VarType} */ this.elementType = elementType; /** @type {number} */ this.size = arraySize; }; /** * glsUniformBlockCase.VarType class * @constructor */ glsUniformBlockCase.VarType = function() { /** @type {glsUniformBlockCase.Type} */ this.m_type; /** @type {number} */ this.m_flags = 0; /* * m_data used to be a 'Data' union in C++. Using a var is enough here. * it will contain any necessary value. */ /** @type {(gluShaderUtil.DataType|glsUniformBlockCase.TypeArray|glsUniformBlockCase.StructType)} */ this.m_data; }; /** * Creates a basic type glsUniformBlockCase.VarType. Use this after the constructor call. * @param {gluShaderUtil.DataType} basicType * @param {number} flags * @return {glsUniformBlockCase.VarType} The currently modified object */ glsUniformBlockCase.VarType.prototype.VarTypeBasic = function(basicType, flags) { this.m_type = glsUniformBlockCase.Type.TYPE_BASIC; this.m_flags = flags; this.m_data = basicType; return this; }; /** * Creates an array type glsUniformBlockCase.VarType. Use this after the constructor call. * @param {glsUniformBlockCase.VarType} elementType * @param {number} arraySize * @return {glsUniformBlockCase.VarType} The currently modified object */ glsUniformBlockCase.VarType.prototype.VarTypeArray = function(elementType, arraySize) { this.m_type = glsUniformBlockCase.Type.TYPE_ARRAY; this.m_flags = 0; this.m_data = new glsUniformBlockCase.TypeArray(elementType, arraySize); return this; }; /** * Creates a struct type glsUniformBlockCase.VarType. Use this after the constructor call. * @param {glsUniformBlockCase.StructType} structPtr * @return {glsUniformBlockCase.VarType} The currently modified object */ glsUniformBlockCase.VarType.prototype.VarTypeStruct = function(structPtr) { this.m_type = glsUniformBlockCase.Type.TYPE_STRUCT; this.m_flags = 0; this.m_data = structPtr; return this; }; /** isBasicType * @return {boolean} true if the glsUniformBlockCase.VarType represents a basic type. **/ glsUniformBlockCase.VarType.prototype.isBasicType = function() { return this.m_type == glsUniformBlockCase.Type.TYPE_BASIC; }; /** isArrayType * @return {boolean} true if the glsUniformBlockCase.VarType represents an array. **/ glsUniformBlockCase.VarType.prototype.isArrayType = function() { return this.m_type == glsUniformBlockCase.Type.TYPE_ARRAY; }; /** isStructType * @return {boolean} true if the glsUniformBlockCase.VarType represents a struct. **/ glsUniformBlockCase.VarType.prototype.isStructType = function() { return this.m_type == glsUniformBlockCase.Type.TYPE_STRUCT; }; /** getFlags * @return {number} returns the flags of the glsUniformBlockCase.VarType. **/ glsUniformBlockCase.VarType.prototype.getFlags = function() { return this.m_flags; }; /** getBasicType * @return {gluShaderUtil.DataType} returns the basic data type of the glsUniformBlockCase.VarType. **/ glsUniformBlockCase.VarType.prototype.getBasicType = function() { return /** @type {gluShaderUtil.DataType} */ (this.m_data); }; /** getElementType * @return {glsUniformBlockCase.VarType} returns the glsUniformBlockCase.VarType of the element in case of an Array. **/ glsUniformBlockCase.VarType.prototype.getElementType = function() { return this.m_data.elementType; }; /** getArraySize * (not to be confused with a javascript array) * @return {number} returns the size of the array in case it is an array. **/ glsUniformBlockCase.VarType.prototype.getArraySize = function() { return this.m_data.size; }; /** getStruct * @return {glsUniformBlockCase.StructType} returns the structure when it is a glsUniformBlockCase.StructType. **/ glsUniformBlockCase.VarType.prototype.getStruct = function() { return /** @type {glsUniformBlockCase.StructType} */ (this.m_data); }; /** * Creates a basic type glsUniformBlockCase.VarType. * @param {gluShaderUtil.DataType} basicType * @param {number} flags * @return {glsUniformBlockCase.VarType} */ glsUniformBlockCase.newVarTypeBasic = function(basicType, flags) { return new glsUniformBlockCase.VarType().VarTypeBasic(basicType, flags); }; /** * Creates an array type glsUniformBlockCase.VarType. * @param {glsUniformBlockCase.VarType} elementType * @param {number} arraySize * @return {glsUniformBlockCase.VarType} */ glsUniformBlockCase.newVarTypeArray = function(elementType, arraySize) { return new glsUniformBlockCase.VarType().VarTypeArray(elementType, arraySize); }; /** * Creates a struct type glsUniformBlockCase.VarType. * @param {glsUniformBlockCase.StructType} structPtr * @return {glsUniformBlockCase.VarType} */ glsUniformBlockCase.newVarTypeStruct = function(structPtr) { return new glsUniformBlockCase.VarType().VarTypeStruct(structPtr); }; /** glsUniformBlockCase.StructMember * in the JSDoc annotations or if a number would do. * @constructor **/ glsUniformBlockCase.StructMember = function() { /** @type {string} */ this.m_name; /** @type {glsUniformBlockCase.VarType} */ this.m_type; /** @type {number} */ this.m_flags = 0; }; /** * Creates a glsUniformBlockCase.StructMember. Use this after the constructor call. * @param {string} name * @param {glsUniformBlockCase.VarType} type * @param {number} flags * @return {glsUniformBlockCase.StructMember} The currently modified object */ glsUniformBlockCase.StructMember.prototype.Constructor = function(name, type, flags) { this.m_type = type; this.m_name = name; this.m_flags = flags; return this; }; /** getName * @return {string} the name of the member **/ glsUniformBlockCase.StructMember.prototype.getName = function() { return this.m_name; }; /** getType * @return {glsUniformBlockCase.VarType} the type of the member **/ glsUniformBlockCase.StructMember.prototype.getType = function() { return this.m_type; }; /** getFlags * @return {number} the flags in the member **/ glsUniformBlockCase.StructMember.prototype.getFlags = function() { return this.m_flags; }; /** * Creates a glsUniformBlockCase.StructMember with name, type and flags. * @param {string} name * @param {glsUniformBlockCase.VarType} type * @return {glsUniformBlockCase.StructMember} */ glsUniformBlockCase.newStructMember = function(name, type, flags) { return new glsUniformBlockCase.StructMember().Constructor(name, type, flags); }; /** * glsUniformBlockCase.StructType * @constructor */ glsUniformBlockCase.StructType = function() { /** @type {string}*/ this.m_typeName; /** @type {Array} */ this.m_members = []; }; /** * glsUniformBlockCase.StructType - Constructor with type name * @param {string} typeName * @return {glsUniformBlockCase.StructType} The currently modified object. */ glsUniformBlockCase.StructType.prototype.Constructor = function(typeName) { /** @type {string}*/ this.m_typeName = typeName; return this; }; /** getTypeName * @return {string} **/ glsUniformBlockCase.StructType.prototype.getTypeName = function() { return this.m_typeName; }; /* * Instead of iterators, we'll add * a getter for a specific element (getMember), * and current members amount (getSize). */ /** getMember * @param {number} memberNdx The index of the member to retrieve. * @return {glsUniformBlockCase.StructMember} **/ glsUniformBlockCase.StructType.prototype.getMember = function(memberNdx) { if (memberNdx >= 0 && memberNdx < this.m_members.length) return this.m_members[memberNdx]; else { throw new Error("Invalid member index for glsUniformBlockCase.StructType's members"); } }; /** getSize * @return {number} The size of the m_members array. **/ glsUniformBlockCase.StructType.prototype.getSize = function() { return this.m_members.length; }; /** addMember * @param {string} member_name * @param {glsUniformBlockCase.VarType} member_type * @param {number=} member_flags **/ glsUniformBlockCase.StructType.prototype.addMember = function(member_name, member_type, member_flags) { var member = glsUniformBlockCase.newStructMember(member_name, member_type, member_flags); this.m_members.push(member); }; /** * Creates a glsUniformBlockCase.StructType. * @param {string} name * @return {glsUniformBlockCase.StructType} */ glsUniformBlockCase.newStructType = function(name) { return new glsUniformBlockCase.StructType().Constructor(name); }; /** glsUniformBlockCase.Uniform * @param {string} name * @param {glsUniformBlockCase.VarType} type * @param {number=} flags * @constructor **/ glsUniformBlockCase.Uniform = function(name, type, flags) { /** @type {string} */ this.m_name = name; /** @type {glsUniformBlockCase.VarType} */ this.m_type = type; /** @type {number} */ this.m_flags = (typeof flags === 'undefined') ? 0 : flags; }; /** getName * @return {string} */ glsUniformBlockCase.Uniform.prototype.getName = function() { return this.m_name; }; /** getType * @return {glsUniformBlockCase.VarType} */ glsUniformBlockCase.Uniform.prototype.getType = function() { return this.m_type; }; /** getFlags * @return {number} **/ glsUniformBlockCase.Uniform.prototype.getFlags = function() { return this.m_flags; }; /** glsUniformBlockCase.UniformBlock * @param {string} blockName * @constructor **/ glsUniformBlockCase.UniformBlock = function(blockName) { /** @type {string} */ this.m_blockName = blockName; /** @type {string} */ this.m_instanceName; /** @type {Array} */ this.m_uniforms = []; /** @type {number} */ this.m_arraySize = 0; //!< Array size or 0 if not interface block array. /** @type {number} */ this.m_flags = 0; }; /** getBlockName * @return {string} **/ glsUniformBlockCase.UniformBlock.prototype.getBlockName = function() { return this.m_blockName; }; /** getInstanceName * @return {string} **/ glsUniformBlockCase.UniformBlock.prototype.getInstanceName = function() { return this.m_instanceName; }; /** isArray * @return {boolean} **/ glsUniformBlockCase.UniformBlock.prototype.isArray = function() { return this.m_arraySize > 0; }; /** getArraySize * @return {number} **/ glsUniformBlockCase.UniformBlock.prototype.getArraySize = function() { return this.m_arraySize; }; /** getFlags * @return {number} **/ glsUniformBlockCase.UniformBlock.prototype.getFlags = function() { return this.m_flags; }; /** setInstanceName * @param {string} name **/ glsUniformBlockCase.UniformBlock.prototype.setInstanceName = function(name) { this.m_instanceName = name; }; /** setFlags * @param {number} flags **/ glsUniformBlockCase.UniformBlock.prototype.setFlags = function(flags) { this.m_flags = flags; }; /** setArraySize * @param {number} arraySize **/ glsUniformBlockCase.UniformBlock.prototype.setArraySize = function(arraySize) { this.m_arraySize = arraySize; }; /** addUniform * @param {glsUniformBlockCase.Uniform} uniform **/ glsUniformBlockCase.UniformBlock.prototype.addUniform = function(uniform) { this.m_uniforms.push(uniform); }; /* * Using uniform getter (getUniform), * and uniform array size getter (countUniforms) * instead of iterators. */ /** * getUniform * @param {number} index * @return {glsUniformBlockCase.Uniform} */ glsUniformBlockCase.UniformBlock.prototype.getUniform = function(index) { if (index >= 0 && index < this.m_uniforms.length) return this.m_uniforms[index]; else { throw new Error("Invalid uniform index for glsUniformBlockCase.UniformBlock's uniforms"); } }; /** * countUniforms * @return {number} */ glsUniformBlockCase.UniformBlock.prototype.countUniforms = function() { return this.m_uniforms.length; }; /** * glsUniformBlockCase.ShaderInterface * @constructor */ glsUniformBlockCase.ShaderInterface = function() { /** @type {Array} */ this.m_structs = []; /** @type {Array} */ this.m_uniformBlocks = []; }; /** allocStruct * @param {string} name * @return {glsUniformBlockCase.StructType} **/ glsUniformBlockCase.ShaderInterface.prototype.allocStruct = function(name) { //m_structs.reserve(m_structs.length + 1); this.m_structs.push(glsUniformBlockCase.newStructType(name)); return this.m_structs[this.m_structs.length - 1]; }; /** findStruct * @param {string} name * @return {glsUniformBlockCase.StructType} **/ glsUniformBlockCase.ShaderInterface.prototype.findStruct = function(name) { for (var pos = 0; pos < this.m_structs.length; pos++) { if (this.m_structs[pos].getTypeName() == name) return this.m_structs[pos]; } return null; }; /** getNamedStructs * @param {Array} structs **/ glsUniformBlockCase.ShaderInterface.prototype.getNamedStructs = function(structs) { for (var pos = 0; pos < this.m_structs.length; pos++) { if (this.m_structs[pos].getTypeName() != undefined) structs.push(this.m_structs[pos]); } }; /** allocBlock * @param {string} name * @return {glsUniformBlockCase.UniformBlock} **/ glsUniformBlockCase.ShaderInterface.prototype.allocBlock = function(name) { this.m_uniformBlocks.push(new glsUniformBlockCase.UniformBlock(name)); return this.m_uniformBlocks[this.m_uniformBlocks.length - 1]; }; /** getNumUniformBlocks * @return {number} **/ glsUniformBlockCase.ShaderInterface.prototype.getNumUniformBlocks = function() { return this.m_uniformBlocks.length; }; /** getUniformBlock * @param {number} ndx * @return {glsUniformBlockCase.UniformBlock} **/ glsUniformBlockCase.ShaderInterface.prototype.getUniformBlock = function(ndx) { return this.m_uniformBlocks[ndx]; }; /** * @constructor */ glsUniformBlockCase.BlockLayoutEntry = function() { return { /** @type {number} */ size: 0, /** @type {string} */ name: '', /** @type {Array} */ activeUniformIndices: [] }; }; /** * @constructor */ glsUniformBlockCase.UniformLayoutEntry = function() { return { /** @type {string} */ name: '', /** @type {gluShaderUtil.DataType} */ type: gluShaderUtil.DataType.INVALID, /** @type {number} */ size: 0, /** @type {number} */ blockNdx: -1, /** @type {number} */ offset: -1, /** @type {number} */ arrayStride: -1, /** @type {number} */ matrixStride: -1, /** @type {boolean} */ isRowMajor: false }; }; /** * @constructor */ glsUniformBlockCase.UniformLayout = function() { /** @type {Array}*/ this.blocks = []; /** @type {Array}*/ this.uniforms = []; }; /** getUniformIndex, returns a uniform index number in the layout, * given the uniform's name. * @param {string} name * @return {number} uniform's index */ glsUniformBlockCase.UniformLayout.prototype.getUniformIndex = function(name) { for (var ndx = 0; ndx < this.uniforms.length; ndx++) { if (this.uniforms[ndx].name == name) return ndx; } return -1; }; /** getBlockIndex, returns a block index number in the layout, * given the block's name. * @param {string} name the name of the block * @return {number} block's index */ glsUniformBlockCase.UniformLayout.prototype.getBlockIndex = function(name) { for (var ndx = 0; ndx < this.blocks.length; ndx++) { if (this.blocks[ndx].name == name) return ndx; } return -1; }; /** * @enum {number} */ glsUniformBlockCase.BufferMode = { BUFFERMODE_SINGLE: 0, //!< Single buffer shared between uniform blocks. BUFFERMODE_PER_BLOCK: 1 //!< Per-block buffers }; glsUniformBlockCase.BufferMode.BUFFERMODE_LAST = Object.keys(glsUniformBlockCase.BufferMode).length; /** * glsUniformBlockCase.PrecisionFlagsFmt * @param {number} flags * @return {string} */ glsUniformBlockCase.PrecisionFlagsFmt = function(flags) { // Precision. DE_ASSERT(deMath.dePop32(flags & (glsUniformBlockCase.UniformFlags.PRECISION_LOW | glsUniformBlockCase.UniformFlags.PRECISION_MEDIUM | glsUniformBlockCase.UniformFlags.PRECISION_HIGH)) <= 1); var str = ''; str += (flags & glsUniformBlockCase.UniformFlags.PRECISION_LOW ? 'lowp' : flags & glsUniformBlockCase.UniformFlags.PRECISION_MEDIUM ? 'mediump' : flags & glsUniformBlockCase.UniformFlags.PRECISION_HIGH ? 'highp' : ''); return str; }; /** * glsUniformBlockCase.LayoutFlagsFmt * @param {number} flags_ * @return {string} */ glsUniformBlockCase.LayoutFlagsFmt = function(flags_) { var str = ''; var bitDesc = [{ bit: glsUniformBlockCase.UniformFlags.LAYOUT_SHARED, token: 'shared' }, { bit: glsUniformBlockCase.UniformFlags.LAYOUT_PACKED, token: 'packed' }, { bit: glsUniformBlockCase.UniformFlags.LAYOUT_STD140, token: 'std140' }, { bit: glsUniformBlockCase.UniformFlags.LAYOUT_ROW_MAJOR, token: 'row_major' }, { bit: glsUniformBlockCase.UniformFlags.LAYOUT_COLUMN_MAJOR, token: 'column_major' } ]; /** @type {number} */ var remBits = flags_; for (var descNdx = 0; descNdx < bitDesc.length; descNdx++) { if (remBits & bitDesc[descNdx].bit) { if (remBits != flags_) str += ', '; str += bitDesc[descNdx].token; remBits &= (~bitDesc[descNdx].bit) & 0xFFFFFFFF; //0xFFFFFFFF truncate to 32 bit value } } DE_ASSERT(remBits == 0); return str; }; /** * @constructor */ glsUniformBlockCase.UniformBufferManager = function(renderCtx) { this.m_renderCtx = renderCtx; /** @type {Array} */ this.m_buffers = []; }; /** * allocBuffer * @return {WebGLBuffer} */ glsUniformBlockCase.UniformBufferManager.prototype.allocBuffer = function() { /** @type {WebGLBuffer} */ var buf = this.m_renderCtx.createBuffer(); this.m_buffers.push(buf); return buf; }; /** * @param {string} name * @param {string} description * @param {glsUniformBlockCase.BufferMode} bufferMode * @constructor * @extends {tcuTestCase.DeqpTest} */ glsUniformBlockCase.UniformBlockCase = function(name, description, bufferMode) { tcuTestCase.DeqpTest.call(this, name, description); /** @type {string} */ this.m_name = name; /** @type {string} */ this.m_description = description; /** @type {glsUniformBlockCase.BufferMode} */ this.m_bufferMode = bufferMode; /** @type {glsUniformBlockCase.ShaderInterface} */ this.m_interface = new glsUniformBlockCase.ShaderInterface(); }; glsUniformBlockCase.UniformBlockCase.prototype = Object.create(tcuTestCase.DeqpTest.prototype); glsUniformBlockCase.UniformBlockCase.prototype.constructor = glsUniformBlockCase.UniformBlockCase; /** * glsUniformBlockCase.getDataTypeByteSize * @param {gluShaderUtil.DataType} type * @return {number} */ glsUniformBlockCase.getDataTypeByteSize = function(type) { return gluShaderUtil.getDataTypeScalarSize(type) * deMath.INT32_SIZE; }; /** * glsUniformBlockCase.getDataTypeByteAlignment * @param {gluShaderUtil.DataType} type * @return {number} */ glsUniformBlockCase.getDataTypeByteAlignment = function(type) { switch (type) { case gluShaderUtil.DataType.FLOAT: case gluShaderUtil.DataType.INT: case gluShaderUtil.DataType.UINT: case gluShaderUtil.DataType.BOOL: return 1 * deMath.INT32_SIZE; case gluShaderUtil.DataType.FLOAT_VEC2: case gluShaderUtil.DataType.INT_VEC2: case gluShaderUtil.DataType.UINT_VEC2: case gluShaderUtil.DataType.BOOL_VEC2: return 2 * deMath.INT32_SIZE; case gluShaderUtil.DataType.FLOAT_VEC3: case gluShaderUtil.DataType.INT_VEC3: case gluShaderUtil.DataType.UINT_VEC3: case gluShaderUtil.DataType.BOOL_VEC3: // Fall-through to vec4 case gluShaderUtil.DataType.FLOAT_VEC4: case gluShaderUtil.DataType.INT_VEC4: case gluShaderUtil.DataType.UINT_VEC4: case gluShaderUtil.DataType.BOOL_VEC4: return 4 * deMath.INT32_SIZE; default: DE_ASSERT(false); return 0; } }; /** * glsUniformBlockCase.getDataTypeArrayStride * @param {gluShaderUtil.DataType} type * @return {number} */ glsUniformBlockCase.getDataTypeArrayStride = function(type) { DE_ASSERT(!gluShaderUtil.isDataTypeMatrix(type)); /** @type {number} */ var baseStride = glsUniformBlockCase.getDataTypeByteSize(type); /** @type {number} */ var vec4Alignment = deMath.INT32_SIZE * 4; DE_ASSERT(baseStride <= vec4Alignment); return Math.max(baseStride, vec4Alignment); // Really? See rule 4. }; /** * glsUniformBlockCase.deRoundUp32 Rounds up 'a' in case the * relationship with 'b' has a decimal part. * @param {number} a * @param {number} b * @return {number} */ glsUniformBlockCase.deRoundUp32 = function(a, b) { var d = Math.trunc(a / b); return d * b == a ? a : (d + 1) * b; }; /** * glsUniformBlockCase.computeStd140BaseAlignment * @param {glsUniformBlockCase.VarType} type * @return {number} */ glsUniformBlockCase.computeStd140BaseAlignment = function(type) { /** @type {number} */ var vec4Alignment = deMath.INT32_SIZE * 4; if (type.isBasicType()) { /** @type {gluShaderUtil.DataType} */ var basicType = type.getBasicType(); if (gluShaderUtil.isDataTypeMatrix(basicType)) { /** @type {boolean} */ var isRowMajor = !!(type.getFlags() & glsUniformBlockCase.UniformFlags.LAYOUT_ROW_MAJOR); /** @type {number} */ var vecSize = isRowMajor ? gluShaderUtil.getDataTypeMatrixNumColumns(basicType) : gluShaderUtil.getDataTypeMatrixNumRows(basicType); return glsUniformBlockCase.getDataTypeArrayStride(gluShaderUtil.getDataTypeFloatVec(vecSize)); } else return glsUniformBlockCase.getDataTypeByteAlignment(basicType); } else if (type.isArrayType()) { /** @type {number} */ var elemAlignment = glsUniformBlockCase.computeStd140BaseAlignment(type.getElementType()); // Round up to alignment of vec4 return glsUniformBlockCase.deRoundUp32(elemAlignment, vec4Alignment); } else { DE_ASSERT(type.isStructType()); /** @type {number} */ var maxBaseAlignment = 0; for (var memberNdx = 0; memberNdx < type.getStruct().getSize(); memberNdx++) { /** @type {glsUniformBlockCase.StructMember} */ var memberIter = type.getStruct().getMember(memberNdx); maxBaseAlignment = Math.max(maxBaseAlignment, glsUniformBlockCase.computeStd140BaseAlignment(memberIter.getType())); } return glsUniformBlockCase.deRoundUp32(maxBaseAlignment, vec4Alignment); } }; /** * mergeLayoutflags * @param {number} prevFlags * @param {number} newFlags * @return {number} */ glsUniformBlockCase.mergeLayoutFlags = function(prevFlags, newFlags) { /** @type {number} */ var packingMask = glsUniformBlockCase.UniformFlags.LAYOUT_PACKED | glsUniformBlockCase.UniformFlags.LAYOUT_SHARED | glsUniformBlockCase.UniformFlags.LAYOUT_STD140; /** @type {number} */ var matrixMask = glsUniformBlockCase.UniformFlags.LAYOUT_ROW_MAJOR | glsUniformBlockCase.UniformFlags.LAYOUT_COLUMN_MAJOR; /** @type {number} */ var mergedFlags = 0; mergedFlags |= ((newFlags & packingMask) ? newFlags : prevFlags) & packingMask; mergedFlags |= ((newFlags & matrixMask) ? newFlags : prevFlags) & matrixMask; return mergedFlags; }; /** * glsUniformBlockCase.computeStd140Layout_B * @param {glsUniformBlockCase.UniformLayout} layout * @param {number} curOffset * @param {number} curBlockNdx * @param {string} curPrefix * @param {glsUniformBlockCase.VarType} type * @param {number} layoutFlags * @return {number} //This is what would return in the curOffset output parameter in the original C++ project. */ glsUniformBlockCase.computeStd140Layout_B = function(layout, curOffset, curBlockNdx, curPrefix, type, layoutFlags) { /** @type {number} */ var baseAlignment = glsUniformBlockCase.computeStd140BaseAlignment(type); /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var entry; /** @type {number} */ var stride; /** @type {gluShaderUtil.DataType} */ var elemBasicType; /** @type {boolean} */ var isRowMajor; /** @type {number} */ var vecSize; /** @type {number} */ var numVecs; curOffset = deMath.deAlign32(curOffset, baseAlignment); if (type.isBasicType()) { /** @type {gluShaderUtil.DataType} */ var basicType = type.getBasicType(); entry = new glsUniformBlockCase.UniformLayoutEntry(); entry.name = curPrefix; entry.type = basicType; entry.size = 1; entry.arrayStride = 0; entry.matrixStride = 0; entry.blockNdx = curBlockNdx; if (gluShaderUtil.isDataTypeMatrix(basicType)) { // Array of vectors as specified in rules 5 & 7. isRowMajor = !!(layoutFlags & glsUniformBlockCase.UniformFlags.LAYOUT_ROW_MAJOR); vecSize = isRowMajor ? gluShaderUtil.getDataTypeMatrixNumColumns(basicType) : gluShaderUtil.getDataTypeMatrixNumRows(basicType); numVecs = isRowMajor ? gluShaderUtil.getDataTypeMatrixNumRows(basicType) : gluShaderUtil.getDataTypeMatrixNumColumns(basicType); stride = glsUniformBlockCase.getDataTypeArrayStride(gluShaderUtil.getDataTypeFloatVec(vecSize)); entry.offset = curOffset; entry.matrixStride = stride; entry.isRowMajor = isRowMajor; curOffset += numVecs * stride; } else { // Scalar or vector. entry.offset = curOffset; curOffset += glsUniformBlockCase.getDataTypeByteSize(basicType); } layout.uniforms.push(entry); } else if (type.isArrayType()) { /** @type {glsUniformBlockCase.VarType} */ var elemType = type.getElementType(); if (elemType.isBasicType() && !gluShaderUtil.isDataTypeMatrix(elemType.getBasicType())) { // Array of scalars or vectors. elemBasicType = elemType.getBasicType(); entry = new glsUniformBlockCase.UniformLayoutEntry(); stride = glsUniformBlockCase.getDataTypeArrayStride(elemBasicType); entry.name = curPrefix + '[0]'; // Array uniforms are always postfixed with [0] entry.type = elemBasicType; entry.blockNdx = curBlockNdx; entry.offset = curOffset; entry.size = type.getArraySize(); entry.arrayStride = stride; entry.matrixStride = 0; curOffset += stride * type.getArraySize(); layout.uniforms.push(entry); } else if (elemType.isBasicType() && gluShaderUtil.isDataTypeMatrix(elemType.getBasicType())) { // Array of matrices. elemBasicType = elemType.getBasicType(); isRowMajor = !!(layoutFlags & glsUniformBlockCase.UniformFlags.LAYOUT_ROW_MAJOR); vecSize = isRowMajor ? gluShaderUtil.getDataTypeMatrixNumColumns(elemBasicType) : gluShaderUtil.getDataTypeMatrixNumRows(elemBasicType); numVecs = isRowMajor ? gluShaderUtil.getDataTypeMatrixNumRows(elemBasicType) : gluShaderUtil.getDataTypeMatrixNumColumns(elemBasicType); stride = glsUniformBlockCase.getDataTypeArrayStride(gluShaderUtil.getDataTypeFloatVec(vecSize)); entry = new glsUniformBlockCase.UniformLayoutEntry(); entry.name = curPrefix + '[0]'; // Array uniforms are always postfixed with [0] entry.type = elemBasicType; entry.blockNdx = curBlockNdx; entry.offset = curOffset; entry.size = type.getArraySize(); entry.arrayStride = stride * numVecs; entry.matrixStride = stride; entry.isRowMajor = isRowMajor; curOffset += numVecs * type.getArraySize() * stride; layout.uniforms.push(entry); } else { DE_ASSERT(elemType.isStructType() || elemType.isArrayType()); for (var elemNdx = 0; elemNdx < type.getArraySize(); elemNdx++) curOffset = glsUniformBlockCase.computeStd140Layout_B(layout, curOffset, curBlockNdx, curPrefix + '[' + elemNdx + ']', type.getElementType(), layoutFlags); } } else { DE_ASSERT(type.isStructType()); for (var memberNdx = 0; memberNdx < type.getStruct().getSize(); memberNdx++) { /** @type {glsUniformBlockCase.StructMember} */ var memberIter = type.getStruct().getMember(memberNdx); curOffset = glsUniformBlockCase.computeStd140Layout_B(layout, curOffset, curBlockNdx, curPrefix + '.' + memberIter.getName(), memberIter.getType(), layoutFlags); } curOffset = deMath.deAlign32(curOffset, baseAlignment); } return curOffset; }; /** * glsUniformBlockCase.computeStd140Layout * @param {glsUniformBlockCase.UniformLayout} layout * @param {glsUniformBlockCase.ShaderInterface} sinterface */ glsUniformBlockCase.computeStd140Layout = function(layout, sinterface) { // \todo [2012-01-23 pyry] Uniforms in default block. /** @type {number} */ var numUniformBlocks = sinterface.getNumUniformBlocks(); for (var blockNdx = 0; blockNdx < numUniformBlocks; blockNdx++) { /** @type {glsUniformBlockCase.UniformBlock} */ var block = sinterface.getUniformBlock(blockNdx); /** @type {boolean} */ var hasInstanceName = block.getInstanceName() !== undefined; /** @type {string} */ var blockPrefix = hasInstanceName ? (block.getBlockName() + '.') : ''; /** @type {number} */ var curOffset = 0; /** @type {number} */ var activeBlockNdx = layout.blocks.length; /** @type {number} */ var firstUniformNdx = layout.uniforms.length; for (var ubNdx = 0; ubNdx < block.countUniforms(); ubNdx++) { /** @type {glsUniformBlockCase.Uniform} */ var uniform = block.getUniform(ubNdx); curOffset = glsUniformBlockCase.computeStd140Layout_B(layout, curOffset, activeBlockNdx, blockPrefix + uniform.getName(), uniform.getType(), glsUniformBlockCase.mergeLayoutFlags(block.getFlags(), uniform.getFlags())); } /** @type {number} */ var uniformIndicesEnd = layout.uniforms.length; /** @type {number} */ var blockSize = curOffset; /** @type {number} */ var numInstances = block.isArray() ? block.getArraySize() : 1; // Create block layout entries for each instance. for (var instanceNdx = 0; instanceNdx < numInstances; instanceNdx++) { // Allocate entry for instance. layout.blocks.push(new glsUniformBlockCase.BlockLayoutEntry()); /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var blockEntry = layout.blocks[layout.blocks.length - 1]; blockEntry.name = block.getBlockName(); blockEntry.size = blockSize; // Compute active uniform set for block. for (var uniformNdx = firstUniformNdx; uniformNdx < uniformIndicesEnd; uniformNdx++) blockEntry.activeUniformIndices.push(uniformNdx); if (block.isArray()) blockEntry.name += '[' + instanceNdx + ']'; } } }; /** * glsUniformBlockCase.generateValue - Value generator * @param {glsUniformBlockCase.UniformLayoutEntry} entry * @param {Uint8Array} basePtr * @param {deRandom.Random} rnd */ glsUniformBlockCase.generateValue = function(entry, basePtr, rnd) { /** @type {gluShaderUtil.DataType}*/ var scalarType = gluShaderUtil.getDataTypeScalarTypeAsDataType(entry.type); //Using a more appropriate function in this case. /** @type {number} */ var scalarSize = gluShaderUtil.getDataTypeScalarSize(entry.type); /** @type {boolean} */ var isMatrix = gluShaderUtil.isDataTypeMatrix(entry.type); /** @type {number} */ var numVecs = isMatrix ? (entry.isRowMajor ? gluShaderUtil.getDataTypeMatrixNumRows(entry.type) : gluShaderUtil.getDataTypeMatrixNumColumns(entry.type)) : 1; /** @type {number} */ var vecSize = scalarSize / numVecs; /** @type {boolean} */ var isArray = entry.size > 1; /** @type {number} */ var compSize = deMath.INT32_SIZE; DE_ASSERT(scalarSize % numVecs == 0); for (var elemNdx = 0; elemNdx < entry.size; elemNdx++) { /** @type {Uint8Array} */ var elemPtr = basePtr.subarray(entry.offset + (isArray ? elemNdx * entry.arrayStride : 0)); for (var vecNdx = 0; vecNdx < numVecs; vecNdx++) { /** @type {Uint8Array} */ var vecPtr = elemPtr.subarray(isMatrix ? vecNdx * entry.matrixStride : 0); for (var compNdx = 0; compNdx < vecSize; compNdx++) { /** @type {Uint8Array} */ var compPtr = vecPtr.subarray(compSize * compNdx); /** @type {number} */ var _random; //Copy the random data byte per byte var _size = glsUniformBlockCase.getDataTypeByteSize(scalarType); var nbuffer = new ArrayBuffer(_size); var nview = new DataView(nbuffer); switch (scalarType) { case gluShaderUtil.DataType.FLOAT: _random = rnd.getInt(-9, 9); nview.setFloat32(0, _random, littleEndian); break; case gluShaderUtil.DataType.INT: _random = rnd.getInt(-9, 9); nview.setInt32(0, _random, littleEndian); break; case gluShaderUtil.DataType.UINT: _random = rnd.getInt(0, 9); nview.setUint32(0, _random, littleEndian); break; // \note Random bit pattern is used for true values. Spec states that all non-zero values are // interpreted as true but some implementations fail this. case gluShaderUtil.DataType.BOOL: _random = rnd.getBool() ? 1 : 0; nview.setUint32(0, _random, littleEndian); break; default: DE_ASSERT(false); } for (var i = 0; i < _size; i++) { compPtr[i] = nview.getUint8(i); } } } } }; /** * glsUniformBlockCase.generateValues * @param {glsUniformBlockCase.UniformLayout} layout * @param {glsUniformBlockCase.BlockPointers} blockPointers * @param {number} seed */ glsUniformBlockCase.generateValues = function(layout, blockPointers, seed) { /** @type  {deRandom.Random} */ var rnd = new deRandom.Random(seed); /** @type  {number} */ var numBlocks = layout.blocks.length; for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) { /** @type {Uint8Array} */ var basePtr = blockPointers.find(blockNdx); /** @type  {number} */ var numEntries = layout.blocks[blockNdx].activeUniformIndices.length; for (var entryNdx = 0; entryNdx < numEntries; entryNdx++) { /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var entry = layout.uniforms[layout.blocks[blockNdx].activeUniformIndices[entryNdx]]; glsUniformBlockCase.generateValue(entry, basePtr, rnd); } } }; // Shader generator. /** * glsUniformBlockCase.getCompareFuncForType * @param {gluShaderUtil.DataType} type * @return {string} */ glsUniformBlockCase.getCompareFuncForType = function(type) { switch (type) { case gluShaderUtil.DataType.FLOAT: return 'mediump float compare_float (highp float a, highp float b) { return abs(a - b) < 0.05 ? 1.0 : 0.0; }\n'; case gluShaderUtil.DataType.FLOAT_VEC2: return 'mediump float compare_vec2 (highp vec2 a, highp vec2 b) { return compare_float(a.x, b.x)*compare_float(a.y, b.y); }\n'; case gluShaderUtil.DataType.FLOAT_VEC3: return 'mediump float compare_vec3 (highp vec3 a, highp vec3 b) { return compare_float(a.x, b.x)*compare_float(a.y, b.y)*compare_float(a.z, b.z); }\n'; case gluShaderUtil.DataType.FLOAT_VEC4: return 'mediump float compare_vec4 (highp vec4 a, highp vec4 b) { return compare_float(a.x, b.x)*compare_float(a.y, b.y)*compare_float(a.z, b.z)*compare_float(a.w, b.w); }\n'; case gluShaderUtil.DataType.FLOAT_MAT2: return 'mediump float compare_mat2 (highp mat2 a, highp mat2 b) { return compare_vec2(a[0], b[0])*compare_vec2(a[1], b[1]); }\n'; case gluShaderUtil.DataType.FLOAT_MAT2X3: return 'mediump float compare_mat2x3 (highp mat2x3 a, highp mat2x3 b) { return compare_vec3(a[0], b[0])*compare_vec3(a[1], b[1]); }\n'; case gluShaderUtil.DataType.FLOAT_MAT2X4: return 'mediump float compare_mat2x4 (highp mat2x4 a, highp mat2x4 b) { return compare_vec4(a[0], b[0])*compare_vec4(a[1], b[1]); }\n'; case gluShaderUtil.DataType.FLOAT_MAT3X2: return 'mediump float compare_mat3x2 (highp mat3x2 a, highp mat3x2 b) { return compare_vec2(a[0], b[0])*compare_vec2(a[1], b[1])*compare_vec2(a[2], b[2]); }\n'; case gluShaderUtil.DataType.FLOAT_MAT3: return 'mediump float compare_mat3 (highp mat3 a, highp mat3 b) { return compare_vec3(a[0], b[0])*compare_vec3(a[1], b[1])*compare_vec3(a[2], b[2]); }\n'; case gluShaderUtil.DataType.FLOAT_MAT3X4: return 'mediump float compare_mat3x4 (highp mat3x4 a, highp mat3x4 b) { return compare_vec4(a[0], b[0])*compare_vec4(a[1], b[1])*compare_vec4(a[2], b[2]); }\n'; case gluShaderUtil.DataType.FLOAT_MAT4X2: return 'mediump float compare_mat4x2 (highp mat4x2 a, highp mat4x2 b) { return compare_vec2(a[0], b[0])*compare_vec2(a[1], b[1])*compare_vec2(a[2], b[2])*compare_vec2(a[3], b[3]); }\n'; case gluShaderUtil.DataType.FLOAT_MAT4X3: return 'mediump float compare_mat4x3 (highp mat4x3 a, highp mat4x3 b) { return compare_vec3(a[0], b[0])*compare_vec3(a[1], b[1])*compare_vec3(a[2], b[2])*compare_vec3(a[3], b[3]); }\n'; case gluShaderUtil.DataType.FLOAT_MAT4: return 'mediump float compare_mat4 (highp mat4 a, highp mat4 b) { return compare_vec4(a[0], b[0])*compare_vec4(a[1], b[1])*compare_vec4(a[2], b[2])*compare_vec4(a[3], b[3]); }\n'; case gluShaderUtil.DataType.INT: return 'mediump float compare_int (highp int a, highp int b) { return a == b ? 1.0 : 0.0; }\n'; case gluShaderUtil.DataType.INT_VEC2: return 'mediump float compare_ivec2 (highp ivec2 a, highp ivec2 b) { return a == b ? 1.0 : 0.0; }\n'; case gluShaderUtil.DataType.INT_VEC3: return 'mediump float compare_ivec3 (highp ivec3 a, highp ivec3 b) { return a == b ? 1.0 : 0.0; }\n'; case gluShaderUtil.DataType.INT_VEC4: return 'mediump float compare_ivec4 (highp ivec4 a, highp ivec4 b) { return a == b ? 1.0 : 0.0; }\n'; case gluShaderUtil.DataType.UINT: return 'mediump float compare_uint (highp uint a, highp uint b) { return a == b ? 1.0 : 0.0; }\n'; case gluShaderUtil.DataType.UINT_VEC2: return 'mediump float compare_uvec2 (highp uvec2 a, highp uvec2 b) { return a == b ? 1.0 : 0.0; }\n'; case gluShaderUtil.DataType.UINT_VEC3: return 'mediump float compare_uvec3 (highp uvec3 a, highp uvec3 b) { return a == b ? 1.0 : 0.0; }\n'; case gluShaderUtil.DataType.UINT_VEC4: return 'mediump float compare_uvec4 (highp uvec4 a, highp uvec4 b) { return a == b ? 1.0 : 0.0; }\n'; case gluShaderUtil.DataType.BOOL: return 'mediump float compare_bool (bool a, bool b) { return a == b ? 1.0 : 0.0; }\n'; case gluShaderUtil.DataType.BOOL_VEC2: return 'mediump float compare_bvec2 (bvec2 a, bvec2 b) { return a == b ? 1.0 : 0.0; }\n'; case gluShaderUtil.DataType.BOOL_VEC3: return 'mediump float compare_bvec3 (bvec3 a, bvec3 b) { return a == b ? 1.0 : 0.0; }\n'; case gluShaderUtil.DataType.BOOL_VEC4: return 'mediump float compare_bvec4 (bvec4 a, bvec4 b) { return a == b ? 1.0 : 0.0; }\n'; default: throw new Error('Type "' + type + '" not supported.'); } }; /** * glsUniformBlockCase.getCompareDependencies * @param {Array} compareFuncs Should contain unique elements * @param {gluShaderUtil.DataType} basicType */ glsUniformBlockCase.getCompareDependencies = function(compareFuncs, basicType) { switch (basicType) { case gluShaderUtil.DataType.FLOAT_VEC2: case gluShaderUtil.DataType.FLOAT_VEC3: case gluShaderUtil.DataType.FLOAT_VEC4: deUtil.dePushUniqueToArray(compareFuncs, gluShaderUtil.DataType.FLOAT); deUtil.dePushUniqueToArray(compareFuncs, basicType); break; case gluShaderUtil.DataType.FLOAT_MAT2: case gluShaderUtil.DataType.FLOAT_MAT2X3: case gluShaderUtil.DataType.FLOAT_MAT2X4: case gluShaderUtil.DataType.FLOAT_MAT3X2: case gluShaderUtil.DataType.FLOAT_MAT3: case gluShaderUtil.DataType.FLOAT_MAT3X4: case gluShaderUtil.DataType.FLOAT_MAT4X2: case gluShaderUtil.DataType.FLOAT_MAT4X3: case gluShaderUtil.DataType.FLOAT_MAT4: deUtil.dePushUniqueToArray(compareFuncs, gluShaderUtil.DataType.FLOAT); deUtil.dePushUniqueToArray(compareFuncs, gluShaderUtil.getDataTypeFloatVec(gluShaderUtil.getDataTypeMatrixNumRows(basicType))); deUtil.dePushUniqueToArray(compareFuncs, basicType); break; default: deUtil.dePushUniqueToArray(compareFuncs, basicType); break; } }; /** * glsUniformBlockCase.collectUniqueBasicTypes_B * @param {Array} basicTypes Should contain unique elements * @param {glsUniformBlockCase.VarType} type */ glsUniformBlockCase.collectUniqueBasicTypes_B = function(basicTypes, type) { if (type.isStructType()) { /** @type {glsUniformBlockCase.StructType} */ var stype = type.getStruct(); for (var memberNdx = 0; memberNdx < stype.getSize(); memberNdx++) glsUniformBlockCase.collectUniqueBasicTypes_B(basicTypes, stype.getMember(memberNdx).getType()); } else if (type.isArrayType()) glsUniformBlockCase.collectUniqueBasicTypes_B(basicTypes, type.getElementType()); else { DE_ASSERT(type.isBasicType()); deUtil.dePushUniqueToArray(basicTypes, type.getBasicType()); } }; /** * glsUniformBlockCase.collectUniqueBasicTypes_A * @param {Array} basicTypes Should contain unique elements * @param {glsUniformBlockCase.UniformBlock} uniformBlock */ glsUniformBlockCase.collectUniqueBasicTypes_A = function(basicTypes, uniformBlock) { for (var uniformNdx = 0; uniformNdx < uniformBlock.countUniforms(); uniformNdx++) glsUniformBlockCase.collectUniqueBasicTypes_B(basicTypes, uniformBlock.getUniform(uniformNdx).getType()); }; /** * glsUniformBlockCase.collectUniqueBasicTypes * @param {Array} basicTypes Should contain unique elements * @param {glsUniformBlockCase.ShaderInterface} sinterface */ glsUniformBlockCase.collectUniqueBasicTypes = function(basicTypes, sinterface) { for (var ndx = 0; ndx < sinterface.getNumUniformBlocks(); ++ndx) glsUniformBlockCase.collectUniqueBasicTypes_A(basicTypes, sinterface.getUniformBlock(ndx)); }; /** * glsUniformBlockCase.collectUniqueBasicTypes * @return {string} Was originally an output parameter. As it is a basic type, we have to return it instead. * @param {glsUniformBlockCase.ShaderInterface} sinterface */ glsUniformBlockCase.generateCompareFuncs = function(sinterface) { /** @type {string} */ var str = ''; /** @type {Array} */ var types = []; //Will contain unique elements. /** @type {Array} */ var compareFuncs = []; //Will contain unique elements. // Collect unique basic types glsUniformBlockCase.collectUniqueBasicTypes(types, sinterface); // Set of compare functions required for (var typeNdx = 0; typeNdx < types.length; typeNdx++) glsUniformBlockCase.getCompareDependencies(compareFuncs, types[typeNdx]); for (var type in gluShaderUtil.DataType) { if (compareFuncs.indexOf(gluShaderUtil.DataType[type]) > -1) str += glsUniformBlockCase.getCompareFuncForType(gluShaderUtil.DataType[type]); } return str; }; /** * glsUniformBlockCase.Indent - Prints level_ number of tab chars * @param {number} level_ * @return {string} */ glsUniformBlockCase.Indent = function(level_) { var str = ''; for (var i = 0; i < level_; i++) str += '\t'; return str; }; /** * glsUniformBlockCase.generateDeclaration_C * @return {string} src * @param {glsUniformBlockCase.StructType} structType * @param {number} indentLevel */ glsUniformBlockCase.generateDeclaration_C = function(structType, indentLevel) { /** @type {string} */ var src = ''; DE_ASSERT(structType.getTypeName() !== undefined); src += glsUniformBlockCase.generateFullDeclaration(structType, indentLevel); src += ';\n'; return src; }; /** * glsUniformBlockCase.generateFullDeclaration * @return {string} src * @param {glsUniformBlockCase.StructType} structType * @param {number} indentLevel */ glsUniformBlockCase.generateFullDeclaration = function(structType, indentLevel) { var src = 'struct'; if (structType.getTypeName()) src += ' ' + structType.getTypeName(); src += '\n' + glsUniformBlockCase.Indent(indentLevel) + ' {\n'; for (var memberNdx = 0; memberNdx < structType.getSize(); memberNdx++) { src += glsUniformBlockCase.Indent(indentLevel + 1); /** @type {glsUniformBlockCase.StructMember} */ var memberIter = structType.getMember(memberNdx); src += glsUniformBlockCase.generateDeclaration_B(memberIter.getType(), memberIter.getName(), indentLevel + 1, memberIter.getFlags() & glsUniformBlockCase.UniformFlags.UNUSED_BOTH); } src += glsUniformBlockCase.Indent(indentLevel) + '}'; return src; }; /** * glsUniformBlockCase.generateLocalDeclaration * @return {string} src * @param {glsUniformBlockCase.StructType} structType * @param {number} indentLevel */ glsUniformBlockCase.generateLocalDeclaration = function(structType, indentLevel) { /** @type {string} */ var src = ''; if (structType.getTypeName() === undefined) src += glsUniformBlockCase.generateFullDeclaration(structType, indentLevel); else src += structType.getTypeName(); return src; }; /** * glsUniformBlockCase.generateDeclaration_B * @return {string} src * @param {glsUniformBlockCase.VarType} type * @param {string} name * @param {number} indentLevel * @param {number} unusedHints */ glsUniformBlockCase.generateDeclaration_B = function(type, name, indentLevel, unusedHints) { /** @type {string} */ var src = ''; /** @type {number} */ var flags = type.getFlags(); if ((flags & glsUniformBlockCase.UniformFlags.LAYOUT_MASK) != 0) src += 'layout(' + glsUniformBlockCase.LayoutFlagsFmt(flags & glsUniformBlockCase.UniformFlags.LAYOUT_MASK) + ') '; if ((flags & glsUniformBlockCase.UniformFlags.PRECISION_MASK) != 0) src += glsUniformBlockCase.PrecisionFlagsFmt(flags & glsUniformBlockCase.UniformFlags.PRECISION_MASK) + ' '; if (type.isBasicType()) src += gluShaderUtil.getDataTypeName(type.getBasicType()) + ' ' + name; else if (type.isArrayType()) { /** @type {Array} */ var arraySizes = []; /** @type {glsUniformBlockCase.VarType} */ var curType = type; while (curType.isArrayType()) { arraySizes.push(curType.getArraySize()); curType = curType.getElementType(); } if (curType.isBasicType()) { if ((curType.getFlags() & glsUniformBlockCase.UniformFlags.PRECISION_MASK) != 0) src += glsUniformBlockCase.PrecisionFlagsFmt(curType.getFlags() & glsUniformBlockCase.UniformFlags.PRECISION_MASK) + ' '; src += gluShaderUtil.getDataTypeName(curType.getBasicType()); } else { DE_ASSERT(curType.isStructType()); src += glsUniformBlockCase.generateLocalDeclaration(curType.getStruct(), indentLevel + 1); } src += ' ' + name; for (var sizeNdx = 0; sizeNdx < arraySizes.length; sizeNdx++) src += '[' + arraySizes[sizeNdx] + ']'; } else { src += glsUniformBlockCase.generateLocalDeclaration(type.getStruct(), indentLevel + 1); src += ' ' + name; } src += ';'; // Print out unused hints. if (unusedHints != 0) src += ' // unused in ' + (unusedHints == glsUniformBlockCase.UniformFlags.UNUSED_BOTH ? 'both shaders' : unusedHints == glsUniformBlockCase.UniformFlags.UNUSED_VERTEX ? 'vertex shader' : unusedHints == glsUniformBlockCase.UniformFlags.UNUSED_FRAGMENT ? 'fragment shader' : '???'); src += '\n'; return src; }; /** * glsUniformBlockCase.generateDeclaration_A * @return {string} src * @param {glsUniformBlockCase.Uniform} uniform * @param {number} indentLevel */ glsUniformBlockCase.generateDeclaration_A = function(uniform, indentLevel) { /** @type {string} */ var src = ''; if ((uniform.getFlags() & glsUniformBlockCase.UniformFlags.LAYOUT_MASK) != 0) src += 'layout(' + glsUniformBlockCase.LayoutFlagsFmt(uniform.getFlags() & glsUniformBlockCase.UniformFlags.LAYOUT_MASK) + ') '; src += glsUniformBlockCase.generateDeclaration_B(uniform.getType(), uniform.getName(), indentLevel, uniform.getFlags() & glsUniformBlockCase.UniformFlags.UNUSED_BOTH); return src; }; /** * glsUniformBlockCase.generateDeclaration * @return {string} src * @param {glsUniformBlockCase.UniformBlock} block */ glsUniformBlockCase.generateDeclaration = function(block) { /** @type {string} */ var src = ''; if ((block.getFlags() & glsUniformBlockCase.UniformFlags.LAYOUT_MASK) != 0) src += 'layout(' + glsUniformBlockCase.LayoutFlagsFmt(block.getFlags() & glsUniformBlockCase.UniformFlags.LAYOUT_MASK) + ') '; src += 'uniform ' + block.getBlockName(); src += '\n {\n'; for (var uniformNdx = 0; uniformNdx < block.countUniforms(); uniformNdx++) { src += glsUniformBlockCase.Indent(1); src += glsUniformBlockCase.generateDeclaration_A(block.getUniform(uniformNdx), 1 /* indent level */); } src += '}'; if (block.getInstanceName() !== undefined) { src += ' ' + block.getInstanceName(); if (block.isArray()) src += '[' + block.getArraySize() + ']'; } else DE_ASSERT(!block.isArray()); src += ';\n'; return src; }; /** * glsUniformBlockCase.newArrayBufferFromView - Creates a new buffer copying data from a given view * @param {goog.NumberArray} view * @return {ArrayBuffer} The newly created buffer */ glsUniformBlockCase.newArrayBufferFromView = function(view) { var buffer = new ArrayBuffer(view.length * view.BYTES_PER_ELEMENT); var copyview; switch (view.BYTES_PER_ELEMENT) { case 1: copyview = new Uint8Array(buffer); break; case 2: copyview = new Uint16Array(buffer); break; case 4: copyview = new Uint32Array(buffer); break; default: assertMsgOptions(false, 'Unexpected value for BYTES_PER_ELEMENT in view', false, true); } for (var i = 0; i < view.length; i++) copyview[i] = view[i]; return buffer; }; /** * glsUniformBlockCase.generateValueSrc * @return {string} Used to be an output parameter in C++ project * @param {glsUniformBlockCase.UniformLayoutEntry} entry * @param {Uint8Array} basePtr * @param {number} elementNdx */ glsUniformBlockCase.generateValueSrc = function(entry, basePtr, elementNdx) { /** @type {string} */ var src = ''; /** @type {gluShaderUtil.DataType} */ var scalarType = gluShaderUtil.getDataTypeScalarTypeAsDataType(entry.type); /** @type {number} */ var scalarSize = gluShaderUtil.getDataTypeScalarSize(entry.type); /** @type {boolean} */ var isArray = entry.size > 1; /** @type {Uint8Array} */ var elemPtr = basePtr.subarray(entry.offset + (isArray ? elementNdx * entry.arrayStride : 0)); /** @type {number} */ var compSize = deMath.INT32_SIZE; /** @type {Uint8Array} */ var compPtr; if (scalarSize > 1) src += gluShaderUtil.getDataTypeName(entry.type) + '('; if (gluShaderUtil.isDataTypeMatrix(entry.type)) { /** @type {number} */ var numRows = gluShaderUtil.getDataTypeMatrixNumRows(entry.type); /** @type {number} */ var numCols = gluShaderUtil.getDataTypeMatrixNumColumns(entry.type); DE_ASSERT(scalarType == gluShaderUtil.DataType.FLOAT); // Constructed in column-wise order. for (var colNdx = 0; colNdx < numCols; colNdx++) { for (var rowNdx = 0; rowNdx < numRows; rowNdx++) { compPtr = elemPtr.subarray(entry.isRowMajor ? rowNdx * entry.matrixStride + colNdx * compSize : colNdx * entry.matrixStride + rowNdx * compSize); if (colNdx > 0 || rowNdx > 0) src += ', '; var newbuffer = new Uint8Array(compPtr.subarray(0, 4)).buffer; var newview = new DataView(newbuffer); src += parseFloat(newview.getFloat32(0, littleEndian)).toFixed(1); } } } else { for (var scalarNdx = 0; scalarNdx < scalarSize; scalarNdx++) { compPtr = elemPtr.subarray(scalarNdx * compSize); if (scalarNdx > 0) src += ', '; var newbuffer = glsUniformBlockCase.newArrayBufferFromView(compPtr.subarray(0, 4)); var newview = new DataView(newbuffer); switch (scalarType) { case gluShaderUtil.DataType.FLOAT: src += parseFloat(newview.getFloat32(0, littleEndian) * 100 / 100).toFixed(1); break; case gluShaderUtil.DataType.INT: src += newview.getInt32(0, littleEndian); break; case gluShaderUtil.DataType.UINT: src += newview.getUint32(0, littleEndian) + 'u'; break; case gluShaderUtil.DataType.BOOL: src += (newview.getUint32(0, littleEndian) != 0 ? 'true' : 'false'); break; default: DE_ASSERT(false); } } } if (scalarSize > 1) src += ')'; return src; }; /** * glsUniformBlockCase.generateCompareSrc_A * @return {string} Used to be an output parameter in C++ project * @param {string} resultVar * @param {glsUniformBlockCase.VarType} type * @param {string} srcName * @param {string} apiName * @param {glsUniformBlockCase.UniformLayout} layout * @param {Uint8Array} basePtr * @param {number} unusedMask */ glsUniformBlockCase.generateCompareSrc_A = function(resultVar, type, srcName, apiName, layout, basePtr, unusedMask) { /** @type {string} */ var src = ''; /** @type {string} */ var op; /** @type {glsUniformBlockCase.VarType|gluShaderUtil.DataType} */ var elementType; if (type.isBasicType() || (type.isArrayType() && type.getElementType().isBasicType())) { // Basic type or array of basic types. /** @type {boolean} */ var isArray = type.isArrayType(); elementType = isArray ? type.getElementType().getBasicType() : type.getBasicType(); /** @type {string} */ var typeName = gluShaderUtil.getDataTypeName(elementType); /** @type {string} */ var fullApiName = apiName + (isArray ? '[0]' : ''); // Arrays are always postfixed with [0] /** @type {number} */ var uniformNdx = layout.getUniformIndex(fullApiName); /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var entry = layout.uniforms[uniformNdx]; if (isArray) { for (var elemNdx = 0; elemNdx < type.getArraySize(); elemNdx++) { src += '\tresult *= compare_' + typeName + '(' + srcName + '[' + elemNdx + '], '; src += glsUniformBlockCase.generateValueSrc(entry, basePtr, elemNdx); src += ');\n'; } } else { src += '\tresult *= compare_' + typeName + '(' + srcName + ', '; src += glsUniformBlockCase.generateValueSrc(entry, basePtr, 0); src += ');\n'; } } else if (type.isArrayType()) { elementType = type.getElementType(); for (var elementNdx = 0; elementNdx < type.getArraySize(); elementNdx++) { op = '[' + elementNdx + ']'; src += glsUniformBlockCase.generateCompareSrc_A(resultVar, elementType, srcName + op, apiName + op, layout, basePtr, unusedMask); } } else { DE_ASSERT(type.isStructType()); /** @type {glsUniformBlockCase.StructType} */ var stype = type.getStruct(); for (var memberNdx = 0; memberNdx < stype.getSize(); memberNdx++) { /** @type {glsUniformBlockCase.StructMember} */ var memberIter = stype.getMember(memberNdx); if (memberIter.getFlags() & unusedMask) continue; // Skip member. op = '.' + memberIter.getName(); src += glsUniformBlockCase.generateCompareSrc_A(resultVar, memberIter.getType(), srcName + op, apiName + op, layout, basePtr, unusedMask); } } return src; }; /** * glsUniformBlockCase.generateCompareSrc * @return {string} Used to be an output parameter in C++ project * @param {string} resultVar * @param {glsUniformBlockCase.ShaderInterface} sinterface * @param {glsUniformBlockCase.UniformLayout} layout * @param {glsUniformBlockCase.BlockPointers} blockPointers * @param {boolean} isVertex */ glsUniformBlockCase.generateCompareSrc = function(resultVar, sinterface, layout, blockPointers, isVertex) { /** @type {string} */ var src = ''; /** @type {number} */ var unusedMask = isVertex ? glsUniformBlockCase.UniformFlags.UNUSED_VERTEX : glsUniformBlockCase.UniformFlags.UNUSED_FRAGMENT; for (var blockNdx = 0; blockNdx < sinterface.getNumUniformBlocks(); blockNdx++) { /** @type {glsUniformBlockCase.UniformBlock} */ var block = sinterface.getUniformBlock(blockNdx); if ((block.getFlags() & (isVertex ? glsUniformBlockCase.UniformFlags.DECLARE_VERTEX : glsUniformBlockCase.UniformFlags.DECLARE_FRAGMENT)) == 0) continue; // Skip. /** @type {boolean} */ var hasInstanceName = block.getInstanceName() !== undefined; /** @type {boolean} */ var isArray = block.isArray(); /** @type {number} */ var numInstances = isArray ? block.getArraySize() : 1; /** @type {string} */ var apiPrefix = hasInstanceName ? block.getBlockName() + '.' : ''; DE_ASSERT(!isArray || hasInstanceName); for (var instanceNdx = 0; instanceNdx < numInstances; instanceNdx++) { /** @type {string} */ var instancePostfix = isArray ? '[' + instanceNdx + ']' : ''; /** @type {string} */ var blockInstanceName = block.getBlockName() + instancePostfix; /** @type {string} */ var srcPrefix = hasInstanceName ? block.getInstanceName() + instancePostfix + '.' : ''; /** @type {number} */ var activeBlockNdx = layout.getBlockIndex(blockInstanceName); /** @type {Uint8Array} */ var basePtr = blockPointers.find(activeBlockNdx); for (var uniformNdx = 0; uniformNdx < block.countUniforms(); uniformNdx++) { /** @type {glsUniformBlockCase.Uniform} */ var uniform = block.getUniform(uniformNdx); if (uniform.getFlags() & unusedMask) continue; // Don't read from that uniform. src += glsUniformBlockCase.generateCompareSrc_A(resultVar, uniform.getType(), srcPrefix + uniform.getName(), apiPrefix + uniform.getName(), layout, basePtr, unusedMask); } } } return src; }; /** * glsUniformBlockCase.generateVertexShader * @return {string} src * @param {glsUniformBlockCase.ShaderInterface} sinterface * @param {glsUniformBlockCase.UniformLayout} layout * @param {glsUniformBlockCase.BlockPointers} blockPointers */ glsUniformBlockCase.generateVertexShader = function(sinterface, layout, blockPointers) { /** @type {string} */ var src = ''; DE_ASSERT(glsUniformBlockCase.isSupportedGLSLVersion(gluShaderUtil.getGLSLVersion(gl))); src += gluShaderUtil.getGLSLVersionDeclaration(gluShaderUtil.getGLSLVersion(gl)) + '\n'; src += 'in highp vec4 a_position;\n'; src += 'out mediump float v_vtxResult;\n'; src += '\n'; /** @type {Array} */ var namedStructs = []; sinterface.getNamedStructs(namedStructs); for (var structNdx = 0; structNdx < namedStructs.length; structNdx++) src += glsUniformBlockCase.generateDeclaration_C(namedStructs[structNdx], 0); for (var blockNdx = 0; blockNdx < sinterface.getNumUniformBlocks(); blockNdx++) { /** @type {glsUniformBlockCase.UniformBlock} */ var block = sinterface.getUniformBlock(blockNdx); if (block.getFlags() & glsUniformBlockCase.UniformFlags.DECLARE_VERTEX) src += glsUniformBlockCase.generateDeclaration(block); } // Comparison utilities. src += '\n'; src += glsUniformBlockCase.generateCompareFuncs(sinterface); src += '\n' + 'void main (void)\n' + ' {\n' + ' gl_Position = a_position;\n' + ' mediump float result = 1.0;\n'; // Value compare. src += glsUniformBlockCase.generateCompareSrc('result', sinterface, layout, blockPointers, true); src += ' v_vtxResult = result;\n' + '}\n'; return src; }; /** * glsUniformBlockCase.generateFragmentShader * @return {string} Used to be an output parameter * @param {glsUniformBlockCase.ShaderInterface} sinterface * @param {glsUniformBlockCase.UniformLayout} layout * @param {glsUniformBlockCase.BlockPointers} blockPointers */ glsUniformBlockCase.generateFragmentShader = function(sinterface, layout, blockPointers) { /** @type {string} */ var src = ''; DE_ASSERT(glsUniformBlockCase.isSupportedGLSLVersion(gluShaderUtil.getGLSLVersion(gl))); src += gluShaderUtil.getGLSLVersionDeclaration(gluShaderUtil.getGLSLVersion(gl)) + '\n'; src += 'in mediump float v_vtxResult;\n'; src += 'layout(location = 0) out mediump vec4 dEQP_FragColor;\n'; src += '\n'; /** @type {Array} */ var namedStructs = []; sinterface.getNamedStructs(namedStructs); for (var structNdx = 0; structNdx < namedStructs.length; structNdx++) src += glsUniformBlockCase.generateDeclaration_C(namedStructs[structNdx], 0); for (var blockNdx = 0; blockNdx < sinterface.getNumUniformBlocks(); blockNdx++) { /** @type {glsUniformBlockCase.UniformBlock} */ var block = sinterface.getUniformBlock(blockNdx); if (block.getFlags() & glsUniformBlockCase.UniformFlags.DECLARE_FRAGMENT) src += glsUniformBlockCase.generateDeclaration(block); } // Comparison utilities. src += '\n'; src += glsUniformBlockCase.generateCompareFuncs(sinterface); src += '\n' + 'void main (void)\n' + ' {\n' + ' mediump float result = 1.0;\n'; // Value compare. src += glsUniformBlockCase.generateCompareSrc('result', sinterface, layout, blockPointers, false); src += ' dEQP_FragColor = vec4(1.0, v_vtxResult, result, 1.0);\n' + '}\n'; return src; }; /** * TODO: test glsUniformBlockCase.getGLUniformLayout Gets the uniform blocks and uniforms in the program. * @param {WebGL2RenderingContext} gl * @param {glsUniformBlockCase.UniformLayout} layout To store the layout described in program. * @param {WebGLProgram} program id */ glsUniformBlockCase.getGLUniformLayout = function(gl, layout, program) { /** @type {number} */ var numActiveUniforms = 0; /** @type {number} */ var numActiveBlocks = 0; numActiveUniforms = /** @type {number} */ (gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS)); // ACTIVE_UNIFORM* returns GLInt numActiveBlocks = /** @type {number} */ (gl.getProgramParameter(program, gl.ACTIVE_UNIFORM_BLOCKS)); /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var entryBlock; /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var entryUniform; /** @type {number} */ var size; /** @type {number} */ var nameLen; /** @type {string} */ var nameBuf; /** @type {number} */ var numBlockUniforms; // Block entries. //No need to allocate these beforehand: layout.blocks.resize(numActiveBlocks); for (var blockNdx = 0; blockNdx < numActiveBlocks; blockNdx++) { entryBlock = new glsUniformBlockCase.BlockLayoutEntry(); size = /** @type {number} */ (gl.getActiveUniformBlockParameter(program, blockNdx, gl.UNIFORM_BLOCK_DATA_SIZE)); // nameLen not used so this line is removed. // nameLen = gl.getActiveUniformBlockParameter(program, blockNdx, gl.UNIFORM_BLOCK_NAME_LENGTH); // TODO: UNIFORM_BLOCK_NAME_LENGTH is removed in WebGL2 numBlockUniforms = /** @type {number} */ (gl.getActiveUniformBlockParameter(program, blockNdx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS)); nameBuf = gl.getActiveUniformBlockName(program, blockNdx); entryBlock.name = nameBuf; entryBlock.size = size; //entry.activeUniformIndices.resize(numBlockUniforms); if (numBlockUniforms > 0) entryBlock.activeUniformIndices = gl.getActiveUniformBlockParameter(program, blockNdx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES); layout.blocks.push(entryBlock); //Pushing the block into the array here. } if (numActiveUniforms > 0) { // glsUniformBlockCase.Uniform entries. /** @type {Array} */ var uniformIndices = []; for (var i = 0; i < numActiveUniforms; i++) uniformIndices.push(i); /** @type {Array} */ var types = []; /** @type {Array} */ var sizes = []; /** @type {Array} */ var nameLengths = []; /** @type {Array} */ var blockIndices = []; /** @type {Array} */ var offsets = []; /** @type {Array} */ var arrayStrides = []; /** @type {Array} */ var matrixStrides = []; /** @type {Array} */ var rowMajorFlags = []; // Execute queries. types = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_TYPE); sizes = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_SIZE); // Remove this: nameLengths = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_NAME_LENGTH); blockIndices = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_BLOCK_INDEX); offsets = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_OFFSET); arrayStrides = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_ARRAY_STRIDE); matrixStrides = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_MATRIX_STRIDE); rowMajorFlags = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_IS_ROW_MAJOR); // Translate to LayoutEntries // No resize needed. Will push them: layout.uniforms.resize(numActiveUniforms); for (var uniformNdx = 0; uniformNdx < numActiveUniforms; uniformNdx++) { entryUniform = new glsUniformBlockCase.UniformLayoutEntry(); // Remove this: nameLen = 0; size = 0; /** @type {number} */ var type = gl.NONE; var uniform = gl.getActiveUniform(program, uniformNdx); nameBuf = uniform.name; // Remove this: nameLen = nameBuf.length; size = uniform.size; type = uniform.type; // Remove this: nameLen != nameLengths[uniformNdx] || if (size != sizes[uniformNdx] || type != types[uniformNdx]) testFailedOptions("Values returned by gl.getActiveUniform() don't match with values queried with gl.getActiveUniforms().", true); entryUniform.name = nameBuf; entryUniform.type = gluShaderUtil.getDataTypeFromGLType(types[uniformNdx]); entryUniform.size = sizes[uniformNdx]; entryUniform.blockNdx = blockIndices[uniformNdx]; entryUniform.offset = offsets[uniformNdx]; entryUniform.arrayStride = arrayStrides[uniformNdx]; entryUniform.matrixStride = matrixStrides[uniformNdx]; entryUniform.isRowMajor = rowMajorFlags[uniformNdx] != false; layout.uniforms.push(entryUniform); //Pushing this uniform in the end. } } }; /** * glsUniformBlockCase.copyUniformData_A - Copies a source uniform buffer segment to a destination uniform buffer segment. * @param {glsUniformBlockCase.UniformLayoutEntry} dstEntry * @param {Uint8Array} dstBlockPtr * @param {glsUniformBlockCase.UniformLayoutEntry} srcEntry * @param {Uint8Array} srcBlockPtr */ glsUniformBlockCase.copyUniformData_A = function(dstEntry, dstBlockPtr, srcEntry, srcBlockPtr) { /** @type {Uint8Array} */ var dstBasePtr = dstBlockPtr.subarray(dstEntry.offset); /** @type {Uint8Array} */ var srcBasePtr = srcBlockPtr.subarray(srcEntry.offset); DE_ASSERT(dstEntry.size <= srcEntry.size); DE_ASSERT(dstEntry.type == srcEntry.type); /** @type {number} */ var scalarSize = gluShaderUtil.getDataTypeScalarSize(dstEntry.type); /** @type {boolean} */ var isMatrix = gluShaderUtil.isDataTypeMatrix(dstEntry.type); /** @type {number} */ var compSize = deMath.INT32_SIZE; for (var elementNdx = 0; elementNdx < dstEntry.size; elementNdx++) { /** @type {Uint8Array} */ var dstElemPtr = dstBasePtr.subarray(elementNdx * dstEntry.arrayStride); /** @type {Uint8Array} */ var srcElemPtr = srcBasePtr.subarray(elementNdx * srcEntry.arrayStride); if (isMatrix) { /** @type {number} */ var numRows = gluShaderUtil.getDataTypeMatrixNumRows(dstEntry.type); /** @type {number} */ var numCols = gluShaderUtil.getDataTypeMatrixNumColumns(dstEntry.type); for (var colNdx = 0; colNdx < numCols; colNdx++) { for (var rowNdx = 0; rowNdx < numRows; rowNdx++) { var srcoffset = dstEntry.isRowMajor ? rowNdx * dstEntry.matrixStride + colNdx * compSize : colNdx * dstEntry.matrixStride + rowNdx * compSize; /** @type {Uint8Array} */ var dstCompPtr = dstElemPtr.subarray(srcoffset, srcoffset + compSize); var dstoffset = srcEntry.isRowMajor ? rowNdx * srcEntry.matrixStride + colNdx * compSize : colNdx * srcEntry.matrixStride + rowNdx * compSize; /** @type {Uint8Array} */ var srcCompPtr = srcElemPtr.subarray(dstoffset, dstoffset + compSize); //Copy byte per byte for (var i = 0; i < compSize; i++) dstCompPtr[i] = srcCompPtr[i]; } } } else //Copy byte per byte for (var i = 0; i < scalarSize * compSize; i++) dstElemPtr[i] = srcElemPtr[i]; } }; /** * glsUniformBlockCase.copyUniformData - Copies a source uniform buffer to a destination uniform buffer. * @param {glsUniformBlockCase.UniformLayout} dstLayout * @param {glsUniformBlockCase.BlockPointers} dstBlockPointers * @param {glsUniformBlockCase.UniformLayout} srcLayout * @param {glsUniformBlockCase.BlockPointers} srcBlockPointers */ glsUniformBlockCase.copyUniformData = function(dstLayout, dstBlockPointers, srcLayout, srcBlockPointers) { // \note Src layout is used as reference in case of activeUniforms happens to be incorrect in dstLayout blocks. /** @type {number} */ var numBlocks = srcLayout.blocks.length; for (var srcBlockNdx = 0; srcBlockNdx < numBlocks; srcBlockNdx++) { /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var srcBlock = srcLayout.blocks[srcBlockNdx]; /** @type {Uint8Array} */ var srcBlockPtr = srcBlockPointers.find(srcBlockNdx); /** @type {number} */ var dstBlockNdx = dstLayout.getBlockIndex(srcBlock.name); /** @type {Uint8Array} */ var dstBlockPtr = dstBlockNdx >= 0 ? dstBlockPointers.find(dstBlockNdx) : null; if (dstBlockNdx < 0) continue; for (var srcUniformNdx = 0; srcUniformNdx < srcBlock.activeUniformIndices.length; srcUniformNdx++) { /** @type {number} */ var srcUniformNdxIter = srcBlock.activeUniformIndices[srcUniformNdx]; /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var srcEntry = srcLayout.uniforms[srcUniformNdxIter]; /** @type {number} */ var dstUniformNdx = dstLayout.getUniformIndex(srcEntry.name); if (dstUniformNdx < 0) continue; glsUniformBlockCase.copyUniformData_A(dstLayout.uniforms[dstUniformNdx], dstBlockPtr, srcEntry, srcBlockPtr); } } }; /** * TODO: Test with an actual WebGL 2.0 context * iterate - The actual execution of the test. * @return {tcuTestCase.IterateResult} */ glsUniformBlockCase.UniformBlockCase.prototype.iterate = function() { /** @type {glsUniformBlockCase.UniformLayout} */ var refLayout = new glsUniformBlockCase.UniformLayout(); //!< std140 layout. /** @type {glsUniformBlockCase.BlockPointers} */ var blockPointers = new glsUniformBlockCase.BlockPointers(); // Compute reference layout. glsUniformBlockCase.computeStd140Layout(refLayout, this.m_interface); // Assign storage for reference values. /** @type {number} */ var totalSize = 0; for (var blockNdx = 0; blockNdx < refLayout.blocks.length; blockNdx++) { /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var blockIter = refLayout.blocks[blockNdx]; totalSize += blockIter.size; } blockPointers.resize(totalSize); // Pointers for each block. var curOffset = 0; for (var blockNdx = 0; blockNdx < refLayout.blocks.length; blockNdx++) { var size = refLayout.blocks[blockNdx].size; blockPointers.push(curOffset, size); curOffset += size; } // Generate values. glsUniformBlockCase.generateValues(refLayout, blockPointers, 1 /* seed */); // Generate shaders and build program. /** @type {string} */ var vtxSrc = glsUniformBlockCase.generateVertexShader(this.m_interface, refLayout, blockPointers); /** @type {string} */ var fragSrc = glsUniformBlockCase.generateFragmentShader(this.m_interface, refLayout, blockPointers); /** @type {gluShaderProgram.ShaderProgram}*/ var program = new gluShaderProgram.ShaderProgram(gl, gluShaderProgram.makeVtxFragSources(vtxSrc, fragSrc)); bufferedLogToConsole(program.getProgramInfo().infoLog); if (!program.isOk()) { // Compile failed. testFailedOptions('Compile failed', false); return tcuTestCase.IterateResult.STOP; } // Query layout from GL. /** @type {glsUniformBlockCase.UniformLayout} */ var glLayout = new glsUniformBlockCase.UniformLayout(); glsUniformBlockCase.getGLUniformLayout(gl, glLayout, program.getProgram()); // Print layout to log. bufferedLogToConsole('Active glsUniformBlockCase.Uniform Blocks'); for (var blockNdx = 0; blockNdx < glLayout.blocks.length; blockNdx++) bufferedLogToConsole(blockNdx + ': ' + glLayout.blocks[blockNdx]); bufferedLogToConsole('Active Uniforms'); for (var uniformNdx = 0; uniformNdx < glLayout.uniforms.length; uniformNdx++) bufferedLogToConsole(uniformNdx + ': ' + glLayout.uniforms[uniformNdx]); // Check that we can even try rendering with given layout. if (!this.checkLayoutIndices(glLayout) || !this.checkLayoutBounds(glLayout) || !this.compareTypes(refLayout, glLayout)) { testFailedOptions('Invalid layout', false); return tcuTestCase.IterateResult.STOP; // It is not safe to use the given layout. } // Verify all std140 blocks. if (!this.compareStd140Blocks(refLayout, glLayout)) testFailedOptions('Invalid std140 layout', false); // Verify all shared blocks - all uniforms should be active, and certain properties match. if (!this.compareSharedBlocks(refLayout, glLayout)) testFailedOptions('Invalid shared layout', false); // Check consistency with index queries if (!this.checkIndexQueries(program.getProgram(), glLayout)) testFailedOptions('Inconsintent block index query results', false); // Use program. gl.useProgram(program.getProgram()); /** @type {number} */ var binding; /** @type {WebGLBuffer} */ var buffer; // Assign binding points to all active uniform blocks. for (var blockNdx = 0; blockNdx < glLayout.blocks.length; blockNdx++) { binding = blockNdx; // \todo [2012-01-25 pyry] Randomize order? gl.uniformBlockBinding(program.getProgram(), blockNdx, binding); } /** @type {number} */ var numBlocks; /** @type {glsUniformBlockCase.BlockPointers} */ var glBlockPointers; // Allocate buffers, write data and bind to targets. /** @type {glsUniformBlockCase.UniformBufferManager} */ var bufferManager = new glsUniformBlockCase.UniformBufferManager(gl); if (this.m_bufferMode == glsUniformBlockCase.BufferMode.BUFFERMODE_PER_BLOCK) { numBlocks = glLayout.blocks.length; glBlockPointers = new glsUniformBlockCase.BlockPointers(); var totalsize = 0; for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) totalsize += glLayout.blocks[blockNdx].size; glBlockPointers.resize(totalsize); var offset = 0; for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) { glBlockPointers.push(offset, glLayout.blocks[blockNdx].size); offset += glLayout.blocks[blockNdx].size; } glsUniformBlockCase.copyUniformData(glLayout, glBlockPointers, refLayout, blockPointers); for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) { buffer = bufferManager.allocBuffer(); binding = blockNdx; gl.bindBuffer(gl.UNIFORM_BUFFER, buffer); gl.bufferData(gl.UNIFORM_BUFFER, glBlockPointers.find(blockNdx) /*(glw::GLsizeiptr)glData[blockNdx].size(), &glData[blockNdx][0]*/, gl.STATIC_DRAW); gl.bindBufferBase(gl.UNIFORM_BUFFER, binding, buffer); } } else { DE_ASSERT(this.m_bufferMode == glsUniformBlockCase.BufferMode.BUFFERMODE_SINGLE); totalSize = 0; curOffset = 0; numBlocks = glLayout.blocks.length; /** @type {number} */ var bindingAlignment = 0; glBlockPointers = new glsUniformBlockCase.BlockPointers(); bindingAlignment = /** @type {number} */ (gl.getParameter(gl.UNIFORM_BUFFER_OFFSET_ALIGNMENT)); // Compute total size and offsets. curOffset = 0; for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) { if (bindingAlignment > 0) curOffset = glsUniformBlockCase.deRoundUp32(curOffset, bindingAlignment); glBlockPointers.push(curOffset, glLayout.blocks[blockNdx].size); curOffset += glLayout.blocks[blockNdx].size; } totalSize = curOffset; glBlockPointers.resize(totalSize); // Copy to gl format. glsUniformBlockCase.copyUniformData(glLayout, glBlockPointers, refLayout, blockPointers); // Allocate buffer and upload data. buffer = bufferManager.allocBuffer(); gl.bindBuffer(gl.UNIFORM_BUFFER, buffer); if (glBlockPointers.data.byteLength > 0 /*!glData.empty()*/) gl.bufferData(gl.UNIFORM_BUFFER, glBlockPointers.find(blockNdx) /*(glw::GLsizeiptr)glData.size(), &glData[0]*/, gl.STATIC_DRAW); // Bind ranges to binding points. for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) { binding = blockNdx; gl.bindBufferRange(gl.UNIFORM_BUFFER, binding, buffer, glBlockPointers.offsets[blockNdx], glLayout.blocks[blockNdx].size); } } /** @type {boolean} */ var renderOk = this.render(program); if (!renderOk) testFailedOptions('Image compare failed', false); else assertMsgOptions(renderOk, '', true, false); return tcuTestCase.IterateResult.STOP; }; /** * compareStd140Blocks * @param {glsUniformBlockCase.UniformLayout} refLayout * @param {glsUniformBlockCase.UniformLayout} cmpLayout **/ glsUniformBlockCase.UniformBlockCase.prototype.compareStd140Blocks = function(refLayout, cmpLayout) { /**@type {boolean} */ var isOk = true; /**@type {number} */ var numBlocks = this.m_interface.getNumUniformBlocks(); for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) { /**@type {glsUniformBlockCase.UniformBlock} */ var block = this.m_interface.getUniformBlock(blockNdx); /**@type {boolean} */ var isArray = block.isArray(); /**@type {string} */ var instanceName = block.getBlockName() + (isArray ? '[0]' : ''); /**@type {number} */ var refBlockNdx = refLayout.getBlockIndex(instanceName); /**@type {number} */ var cmpBlockNdx = cmpLayout.getBlockIndex(instanceName); /**@type {boolean} */ var isUsed = (block.getFlags() & (glsUniformBlockCase.UniformFlags.DECLARE_VERTEX | glsUniformBlockCase.UniformFlags.DECLARE_FRAGMENT)) != 0; if ((block.getFlags() & glsUniformBlockCase.UniformFlags.LAYOUT_STD140) == 0) continue; // Not std140 layout. DE_ASSERT(refBlockNdx >= 0); if (cmpBlockNdx < 0) { // Not found, should it? if (isUsed) { bufferedLogToConsole("Error: glsUniformBlockCase.Uniform block '" + instanceName + "' not found"); isOk = false; } continue; // Skip block. } /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var refBlockLayout = refLayout.blocks[refBlockNdx]; /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var cmpBlockLayout = cmpLayout.blocks[cmpBlockNdx]; // \todo [2012-01-24 pyry] Verify that activeUniformIndices is correct. // \todo [2012-01-24 pyry] Verify all instances. if (refBlockLayout.activeUniformIndices.length != cmpBlockLayout.activeUniformIndices.length) { bufferedLogToConsole("Error: Number of active uniforms differ in block '" + instanceName + "' (expected " + refBlockLayout.activeUniformIndices.length + ', got ' + cmpBlockLayout.activeUniformIndices.length + ')'); isOk = false; } for (var ndx = 0; ndx < refBlockLayout.activeUniformIndices.length; ndx++) { /** @type {number} */ var ndxIter = refBlockLayout.activeUniformIndices[ndx]; /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var refEntry = refLayout.uniforms[ndxIter]; /** @type {number} */ var cmpEntryNdx = cmpLayout.getUniformIndex(refEntry.name); if (cmpEntryNdx < 0) { bufferedLogToConsole("Error: glsUniformBlockCase.Uniform '" + refEntry.name + "' not found"); isOk = false; continue; } /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var cmpEntry = cmpLayout.uniforms[cmpEntryNdx]; if (refEntry.type != cmpEntry.type || refEntry.size != cmpEntry.size || refEntry.offset != cmpEntry.offset || refEntry.arrayStride != cmpEntry.arrayStride || refEntry.matrixStride != cmpEntry.matrixStride || refEntry.isRowMajor != cmpEntry.isRowMajor) { bufferedLogToConsole("Error: Layout mismatch in '" + refEntry.name + "':\n" + ' expected: type = ' + gluShaderUtil.getDataTypeName(refEntry.type) + ', size = ' + refEntry.size + ', row major = ' + (refEntry.isRowMajor ? 'true' : 'false') + '\n' + ' got: type = ' + gluShaderUtil.getDataTypeName(cmpEntry.type) + ', size = ' + cmpEntry.size + ', row major = ' + (cmpEntry.isRowMajor ? 'true' : 'false')); isOk = false; } } } return isOk; }; /** * compareSharedBlocks * @param {glsUniformBlockCase.UniformLayout} refLayout * @param {glsUniformBlockCase.UniformLayout} cmpLayout **/ glsUniformBlockCase.UniformBlockCase.prototype.compareSharedBlocks = function(refLayout, cmpLayout) { /** @type {boolean} */ var isOk = true; /** @type {number} */ var numBlocks = this.m_interface.getNumUniformBlocks(); for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) { /** @type {glsUniformBlockCase.UniformBlock} */ var block = this.m_interface.getUniformBlock(blockNdx); /** @type {boolean} */ var isArray = block.isArray(); /** @type {string} */ var instanceName = block.getBlockName() + (isArray ? '[0]' : ''); /** @type {number} */ var refBlockNdx = refLayout.getBlockIndex(instanceName); /** @type {number} */ var cmpBlockNdx = cmpLayout.getBlockIndex(instanceName); /** @type {boolean} */ var isUsed = (block.getFlags() & (glsUniformBlockCase.UniformFlags.DECLARE_VERTEX | glsUniformBlockCase.UniformFlags.DECLARE_FRAGMENT)) != 0; if ((block.getFlags() & glsUniformBlockCase.UniformFlags.LAYOUT_SHARED) == 0) continue; // Not shared layout. DE_ASSERT(refBlockNdx >= 0); if (cmpBlockNdx < 0) { // Not found, should it? if (isUsed) { bufferedLogToConsole("Error: glsUniformBlockCase.Uniform block '" + instanceName + "' not found"); isOk = false; } continue; // Skip block. } /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var refBlockLayout = refLayout.blocks[refBlockNdx]; /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var cmpBlockLayout = cmpLayout.blocks[cmpBlockNdx]; if (refBlockLayout.activeUniformIndices.length != cmpBlockLayout.activeUniformIndices.length) { bufferedLogToConsole("Error: Number of active uniforms differ in block '" + instanceName + "' (expected " + refBlockLayout.activeUniformIndices.length + ', got ' + cmpBlockLayout.activeUniformIndices.length + ')'); isOk = false; } for (var ndx = 0; ndx < refBlockLayout.activeUniformIndices.length; ndx++) { /** @type {number} */ var ndxIter = refBlockLayout.activeUniformIndices[ndx]; /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var refEntry = refLayout.uniforms[ndxIter]; /** @type {number} */ var cmpEntryNdx = cmpLayout.getUniformIndex(refEntry.name); if (cmpEntryNdx < 0) { bufferedLogToConsole("Error: glsUniformBlockCase.Uniform '" + refEntry.name + "' not found"); isOk = false; continue; } /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var cmpEntry = cmpLayout.uniforms[cmpEntryNdx]; if (refEntry.type != cmpEntry.type || refEntry.size != cmpEntry.size || refEntry.isRowMajor != cmpEntry.isRowMajor) { bufferedLogToConsole("Error: Layout mismatch in '" + refEntry.name + "':\n" + ' expected: type = ' + gluShaderUtil.getDataTypeName(refEntry.type) + ', size = ' + refEntry.size + ', row major = ' + (refEntry.isRowMajor ? 'true' : 'false') + '\n' + ' got: type = ' + gluShaderUtil.getDataTypeName(cmpEntry.type) + ', size = ' + cmpEntry.size + ', row major = ' + (cmpEntry.isRowMajor ? 'true' : 'false')); isOk = false; } } } return isOk; }; /** compareTypes * @param {glsUniformBlockCase.UniformLayout} refLayout * @param {glsUniformBlockCase.UniformLayout} cmpLayout * @return {boolean} true if uniform types are the same **/ glsUniformBlockCase.UniformBlockCase.prototype.compareTypes = function(refLayout, cmpLayout) { /** @type {boolean} */ var isOk = true; /** @type {number} */ var numBlocks = this.m_interface.getNumUniformBlocks(); for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) { /** @type {glsUniformBlockCase.UniformBlock} */ var block = this.m_interface.getUniformBlock(blockNdx); /** @type {boolean} */ var isArray = block.isArray(); /** @type {number} */ var numInstances = isArray ? block.getArraySize() : 1; for (var instanceNdx = 0; instanceNdx < numInstances; instanceNdx++) { /** @type {string} */ var instanceName; instanceName += block.getBlockName(); if (isArray) instanceName = instanceName + '[' + instanceNdx + ']'; /** @type {number} */ var cmpBlockNdx = cmpLayout.getBlockIndex(instanceName); if (cmpBlockNdx < 0) continue; /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var cmpBlockLayout = cmpLayout.blocks[cmpBlockNdx]; for (var ndx = 0; ndx < cmpBlockLayout.activeUniformIndices.length; ndx++) { /** @type {number} */ var ndxIter = cmpBlockLayout.activeUniformIndices[ndx]; /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var cmpEntry = cmpLayout.uniforms[ndxIter]; /** @type {number} */ var refEntryNdx = refLayout.getUniformIndex(cmpEntry.name); if (refEntryNdx < 0) { bufferedLogToConsole("Error: glsUniformBlockCase.Uniform '" + cmpEntry.name + "' not found in reference layout"); isOk = false; continue; } /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var refEntry = refLayout.uniforms[refEntryNdx]; // \todo [2012-11-26 pyry] Should we check other properties as well? if (refEntry.type != cmpEntry.type) { bufferedLogToConsole("Error: glsUniformBlockCase.Uniform type mismatch in '" + refEntry.name + "':
" + "' expected: '" + gluShaderUtil.getDataTypeName(refEntry.type) + "'
" + "' got: '" + gluShaderUtil.getDataTypeName(cmpEntry.type) + "'"); isOk = false; } } } } return isOk; }; /** checkLayoutIndices * @param {glsUniformBlockCase.UniformLayout} layout Layout whose indices are to be checked * @return {boolean} true if all is ok **/ glsUniformBlockCase.UniformBlockCase.prototype.checkLayoutIndices = function(layout) { /** @type {number} */ var numUniforms = layout.uniforms.length; /** @type {number} */ var numBlocks = layout.blocks.length; /** @type {boolean} */ var isOk = true; // Check uniform block indices. for (var uniformNdx = 0; uniformNdx < numUniforms; uniformNdx++) { /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var uniform = layout.uniforms[uniformNdx]; if (uniform.blockNdx < 0 || !deMath.deInBounds32(uniform.blockNdx, 0, numBlocks)) { bufferedLogToConsole("Error: Invalid block index in uniform '" + uniform.name + "'"); isOk = false; } } // Check active uniforms. for (var blockNdx = 0; blockNdx < numBlocks; blockNdx++) { /** @type {glsUniformBlockCase.BlockLayoutEntry} */ var block = layout.blocks[blockNdx]; for (var uniformNdx = 0; uniformNdx < block.activeUniformIndices.length; uniformNdx++) { /** @type {glsUniformBlockCase.UniformLayoutEntry} */ var activeUniformNdx = block.activeUniformIndices[uniformNdx]; if (!deMath.deInBounds32(activeUniformNdx, 0, numUniforms)) { bufferedLogToConsole('Error: Invalid active uniform index ' + activeUniformNdx + " in block '" + block.name); isOk = false; } } } return isOk; }; /** checkLayoutBounds * @param {glsUniformBlockCase.UniformLayout} layout The uniform layout to check * @return {boolean} true if all is within bounds **/ glsUniformBlockCase.UniformBlockCase.prototype.checkLayoutBounds = function(layout) { /** @type {number} */ var numUniforms = layout.uniforms.length; /** @type {boolean}*/ var isOk = true; for (var uniformNdx = 0; uniformNdx < numUniforms; uniformNdx++) { /** @type {glsUniformBlockCase.UniformLayoutEntry}*/ var uniform = layout.uniforms[uniformNdx]; if (uniform.blockNdx < 0) continue; /** @type {glsUniformBlockCase.BlockLayoutEntry}*/ var block = layout.blocks[uniform.blockNdx]; /** @type {boolean}*/ var isMatrix = gluShaderUtil.isDataTypeMatrix(uniform.type); /** @type {number}*/ var numVecs = isMatrix ? (uniform.isRowMajor ? gluShaderUtil.getDataTypeMatrixNumRows(uniform.type) : gluShaderUtil.getDataTypeMatrixNumColumns(uniform.type)) : 1; /** @type {number}*/ var numComps = isMatrix ? (uniform.isRowMajor ? gluShaderUtil.getDataTypeMatrixNumColumns(uniform.type) : gluShaderUtil.getDataTypeMatrixNumRows(uniform.type)) : gluShaderUtil.getDataTypeScalarSize(uniform.type); /** @type {number}*/ var numElements = uniform.size; /** @type {number}*/ var compSize = deMath.INT32_SIZE; /** @type {number}*/ var vecSize = numComps * compSize; /** @type {number}*/ var minOffset = 0; /** @type {number}*/ var maxOffset = 0; // For negative strides. minOffset = Math.min(minOffset, (numVecs - 1) * uniform.matrixStride); minOffset = Math.min(minOffset, (numElements - 1) * uniform.arrayStride); minOffset = Math.min(minOffset, (numElements - 1) * uniform.arrayStride + (numVecs - 1) * uniform.matrixStride); maxOffset = Math.max(maxOffset, vecSize); maxOffset = Math.max(maxOffset, (numVecs - 1) * uniform.matrixStride + vecSize); maxOffset = Math.max(maxOffset, (numElements - 1) * uniform.arrayStride + vecSize); maxOffset = Math.max(maxOffset, (numElements - 1) * uniform.arrayStride + (numVecs - 1) * uniform.matrixStride + vecSize); if (uniform.offset + minOffset < 0 || uniform.offset + maxOffset > block.size) { bufferedLogToConsole("Error: glsUniformBlockCase.Uniform '" + uniform.name + "' out of block bounds"); isOk = false; } } return isOk; }; /** checkIndexQueries * @param {WebGLProgram} program The shader program to be checked against * @param {glsUniformBlockCase.UniformLayout} layout The layout to check * @return {boolean} true if everything matches. **/ glsUniformBlockCase.UniformBlockCase.prototype.checkIndexQueries = function(program, layout) { /** @type {boolean}*/ var allOk = true; // \note Spec mandates that uniform blocks are assigned consecutive locations from 0 // to ACTIVE_UNIFORM_BLOCKS. BlockLayoutEntries are stored in that order in glsUniformBlockCase.UniformLayout. for (var blockNdx = 0; blockNdx < layout.blocks.length; blockNdx++) { /** @const */ var block = layout.blocks[blockNdx]; /** @const */ var queriedNdx = gl.getUniformBlockIndex(program, block.name); if (queriedNdx != blockNdx) { bufferedLogToConsole('ERROR: glGetUniformBlockIndex(' + block.name + ') returned ' + queriedNdx + ', expected ' + blockNdx + '!'); allOk = false; } } return allOk; }; /** @const @type {number} */ glsUniformBlockCase.VIEWPORT_WIDTH = 128; /** @const @type {number} */ glsUniformBlockCase.VIEWPORT_HEIGHT = 128; /** Renders a white square, and then tests all pixels are * effectively white in the color buffer. * @param {gluShaderProgram.ShaderProgram} program The shader program to use. * @return {boolean} false if there was at least one incorrect pixel **/ glsUniformBlockCase.UniformBlockCase.prototype.render = function(program) { // Compute viewport. /** @type {deRandom.Random} */ var rnd = new deRandom.Random(deString.deStringHash(this.name)); /** @const */ var viewportW = Math.min(gl.canvas.width, glsUniformBlockCase.VIEWPORT_WIDTH); /** @const */ var viewportH = Math.min(gl.canvas.height, glsUniformBlockCase.VIEWPORT_HEIGHT); /** @const */ var viewportX = rnd.getInt(0, gl.canvas.width); /** @const */ var viewportY = rnd.getInt(0, gl.canvas.height); gl.clearColor(0.125, 0.25, 0.5, 1.0); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); //Draw var position = [ -1.0, -1.0, 0.0, 1.0, -1.0, 1.0, 0.0, 1.0, 1.0, -1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0 ]; var indices = [0, 1, 2, 2, 1, 3]; gl.viewport(viewportX, viewportY, viewportW, viewportH); // Access var posLoc = gl.getAttribLocation(program.getProgram(), 'a_position'); var posArray = [new gluDrawUtil.VertexArrayBinding(gl.FLOAT, posLoc, 4, 4, position)]; gluDrawUtil.draw(gl, program.getProgram(), posArray, gluDrawUtil.triangles(indices)); // Verify that all pixels are white. var pixels = new gluDrawUtil.Surface(); var numFailedPixels = 0; var readPixelsX = (viewportX + viewportW) > gl.canvas.width ? (gl.canvas.width - viewportX) : viewportW; var readPixelsY = (viewportY + viewportH) > gl.canvas.height ? (gl.canvas.height - viewportY) : viewportH; var buffer = pixels.readSurface(gl, viewportX, viewportY, readPixelsX, readPixelsY); var whitePixel = new gluDrawUtil.Pixel([255.0, 255.0, 255.0, 255.0]); for (var y = 0; y < readPixelsY; y++) { for (var x = 0; x < readPixelsX; x++) { if (!pixels.getPixel(x, y).equals(whitePixel)) numFailedPixels += 1; } } if (numFailedPixels > 0) { bufferedLogToConsole('Image comparison failed, got ' + numFailedPixels + ' non-white pixels.'); } return numFailedPixels == 0; }; });