/*------------------------------------------------------------------------- * 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.glsVertexArrayTests'); goog.require('framework.common.tcuFloat'); goog.require('framework.common.tcuImageCompare'); goog.require('framework.common.tcuLogImage'); goog.require('framework.common.tcuPixelFormat'); goog.require('framework.common.tcuRGBA'); goog.require('framework.common.tcuSurface'); goog.require('framework.common.tcuTestCase'); goog.require('framework.delibs.debase.deMath'); goog.require('framework.delibs.debase.deRandom'); goog.require('framework.opengl.gluShaderUtil'); goog.require('framework.opengl.simplereference.sglrGLContext'); goog.require('framework.opengl.simplereference.sglrReferenceContext'); goog.require('framework.opengl.simplereference.sglrShaderProgram'); goog.require('framework.referencerenderer.rrFragmentOperations'); goog.require('framework.referencerenderer.rrGenericVector'); goog.require('framework.referencerenderer.rrShadingContext'); goog.require('framework.referencerenderer.rrVertexAttrib'); goog.require('framework.referencerenderer.rrVertexPacket'); goog.scope(function() { var glsVertexArrayTests = modules.shared.glsVertexArrayTests; var tcuTestCase = framework.common.tcuTestCase; var tcuRGBA = framework.common.tcuRGBA; var tcuFloat = framework.common.tcuFloat; var tcuPixelFormat = framework.common.tcuPixelFormat; var tcuSurface = framework.common.tcuSurface; var tcuImageCompare = framework.common.tcuImageCompare; var tcuLogImage = framework.common.tcuLogImage; var gluShaderUtil = framework.opengl.gluShaderUtil; var sglrGLContext = framework.opengl.simplereference.sglrGLContext; var sglrReferenceContext = framework.opengl.simplereference.sglrReferenceContext; var sglrShaderProgram = framework.opengl.simplereference.sglrShaderProgram; var deMath = framework.delibs.debase.deMath; var deRandom = framework.delibs.debase.deRandom; var rrFragmentOperations = framework.referencerenderer.rrFragmentOperations; var rrGenericVector = framework.referencerenderer.rrGenericVector; var rrShadingContext = framework.referencerenderer.rrShadingContext; var rrVertexAttrib = framework.referencerenderer.rrVertexAttrib; var rrVertexPacket = framework.referencerenderer.rrVertexPacket; var DE_ASSERT = function(x) { if (!x) throw new Error('Assert failed'); }; /** * @interface */ glsVertexArrayTests.deArray = function() {}; /** * glsVertexArrayTests.deArray.Target enum * @enum */ glsVertexArrayTests.deArray.Target = { ELEMENT_ARRAY: 0, ARRAY: 1 }; /** * glsVertexArrayTests.deArray.InputType enum * @enum */ glsVertexArrayTests.deArray.InputType = { FLOAT: 0, /*FIXED: 1, DOUBLE: 2,*/ BYTE: 1, SHORT: 2, UNSIGNED_BYTE: 3, UNSIGNED_SHORT: 4, INT: 5, UNSIGNED_INT: 6, HALF: 7, UNSIGNED_INT_2_10_10_10: 8, INT_2_10_10_10: 9 }; /** * glsVertexArrayTests.deArray.OutputType enum * @enum */ glsVertexArrayTests.deArray.OutputType = { FLOAT: 0, VEC2: 1, VEC3: 2, VEC4: 3, INT: 4, UINT: 5, IVEC2: 6, IVEC3: 7, IVEC4: 8, UVEC2: 9, UVEC3: 10, UVEC4: 11 }; /** * glsVertexArrayTests.deArray.Usage enum * @enum */ glsVertexArrayTests.deArray.Usage = { DYNAMIC_DRAW: 0, STATIC_DRAW: 1, STREAM_DRAW: 2, STREAM_READ: 3, STREAM_COPY: 4, STATIC_READ: 5, STATIC_COPY: 6, DYNAMIC_READ: 7, DYNAMIC_COPY: 8 }; /** * glsVertexArrayTests.deArray.Storage enum * @enum */ glsVertexArrayTests.deArray.Storage = { USER: 0, BUFFER: 1 }; /** * glsVertexArrayTests.deArray.Primitive enum * @enum */ glsVertexArrayTests.deArray.Primitive = { POINTS: 0, TRIANGLES: 1, TRIANGLE_FAN: 2, TRIANGLE_STRIP: 3 }; //glsVertexArrayTests.deArray static functions /** * @param {glsVertexArrayTests.deArray.Target} target * @return {string} */ glsVertexArrayTests.deArray.targetToString = function(target) { DE_ASSERT(target < Object.keys(glsVertexArrayTests.deArray.Target).length); /** @type {Array} */ var targets = [ 'element_array', // glsVertexArrayTests.deArray.Target.ELEMENT_ARRAY 'array' // glsVertexArrayTests.deArray.Target.ARRAY ]; DE_ASSERT(targets.length == Object.keys(glsVertexArrayTests.deArray.Target).length); return targets[target]; }; /** * @param {glsVertexArrayTests.deArray.InputType} type * @return {string} */ glsVertexArrayTests.deArray.inputTypeToString = function(type) { DE_ASSERT(type < Object.keys(glsVertexArrayTests.deArray.InputType).length); /** @type {Array} */ var types = [ 'float', // glsVertexArrayTests.deArray.InputType.FLOAT 'byte', // glsVertexArrayTests.deArray.InputType.BYTE 'short', // glsVertexArrayTests.deArray.InputType.SHORT 'unsigned_byte', // glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE 'unsigned_short', // glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT 'int', // glsVertexArrayTests.deArray.InputType.INT 'unsigned_int', // glsVertexArrayTests.deArray.InputType.UNSIGNED_INT 'half', // glsVertexArrayTests.deArray.InputType.HALF 'unsigned_int2_10_10_10', // glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10 'int2_10_10_10' // glsVertexArrayTests.deArray.InputType.INT_2_10_10_10 ]; DE_ASSERT(types.length == Object.keys(glsVertexArrayTests.deArray.InputType).length); return types[type]; }; /** * @param {glsVertexArrayTests.deArray.OutputType} type * @return {string} */ glsVertexArrayTests.deArray.outputTypeToString = function(type) { DE_ASSERT(type < Object.keys(glsVertexArrayTests.deArray.OutputType).length); /** @type {Array} */ var types = [ 'float', // glsVertexArrayTests.deArray.OutputType.FLOAT 'vec2', // glsVertexArrayTests.deArray.OutputType.VEC2 'vec3', // glsVertexArrayTests.deArray.OutputType.VEC3 'vec4', // glsVertexArrayTests.deArray.OutputType.VEC4 'int', // glsVertexArrayTests.deArray.OutputType.INT 'uint', // glsVertexArrayTests.deArray.OutputType.UINT 'ivec2', // glsVertexArrayTests.deArray.OutputType.IVEC2 'ivec3', // glsVertexArrayTests.deArray.OutputType.IVEC3 'ivec4', // glsVertexArrayTests.deArray.OutputType.IVEC4 'uvec2', // glsVertexArrayTests.deArray.OutputType.UVEC2 'uvec3', // glsVertexArrayTests.deArray.OutputType.UVEC3 'uvec4' // glsVertexArrayTests.deArray.OutputType.UVEC4 ]; DE_ASSERT(types.length == Object.keys(glsVertexArrayTests.deArray.OutputType).length); return types[type]; }; /** * @param {glsVertexArrayTests.deArray.Usage} usage * @return {string} */ glsVertexArrayTests.deArray.usageTypeToString = function(usage) { DE_ASSERT(usage < Object.keys(glsVertexArrayTests.deArray.Usage).length); /** @type {Array} */ var usages = [ 'dynamic_draw', // glsVertexArrayTests.deArray.Usage.DYNAMIC_DRAW 'static_draw', // glsVertexArrayTests.deArray.Usage.STATIC_DRAW 'stream_draw', // glsVertexArrayTests.deArray.Usage.STREAM_DRAW 'stream_read', // glsVertexArrayTests.deArray.Usage.STREAM_READ 'stream_copy', // glsVertexArrayTests.deArray.Usage.STREAM_COPY 'static_read', // glsVertexArrayTests.deArray.Usage.STATIC_READ 'static_copy', // glsVertexArrayTests.deArray.Usage.STATIC_COPY 'dynamic_read', // glsVertexArrayTests.deArray.Usage.DYNAMIC_READ 'dynamic_copy' // glsVertexArrayTests.deArray.Usage.DYNAMIC_COPY ]; DE_ASSERT(usages.length == Object.keys(glsVertexArrayTests.deArray.Usage).length); return usages[usage]; }; /** * @param {glsVertexArrayTests.deArray.Storage} storage * @return {string} */ glsVertexArrayTests.deArray.storageToString = function(storage) { DE_ASSERT(storage < Object.keys(glsVertexArrayTests.deArray.Storage).length); /** @type {Array} */ var storages = [ 'user_ptr', // glsVertexArrayTests.deArray.Storage.USER 'buffer' // glsVertexArrayTests.deArray.Storage.BUFFER ]; DE_ASSERT(storages.length == Object.keys(glsVertexArrayTests.deArray.Storage).length); return storages[storage]; }; /** * @param {glsVertexArrayTests.deArray.Primitive} primitive * @return {string} */ glsVertexArrayTests.deArray.primitiveToString = function(primitive) { DE_ASSERT(primitive < Object.keys(glsVertexArrayTests.deArray.Primitive).length); /** @type {Array} */ var primitives = [ 'points', // glsVertexArrayTests.deArray.Primitive.POINTS 'triangles', // glsVertexArrayTests.deArray.Primitive.TRIANGLES 'triangle_fan', // glsVertexArrayTests.deArray.Primitive.TRIANGLE_FAN 'triangle_strip' // glsVertexArrayTests.deArray.Primitive.TRIANGLE_STRIP ]; DE_ASSERT(primitives.length == Object.keys(glsVertexArrayTests.deArray.Primitive).length); return primitives[primitive]; }; /** * @param {glsVertexArrayTests.deArray.InputType} type * @return {number} */ glsVertexArrayTests.deArray.inputTypeSize = function(type) { DE_ASSERT(type < Object.keys(glsVertexArrayTests.deArray.InputType).length); /** @type {Array} */ var size = [ 4, // glsVertexArrayTests.deArray.InputType.FLOAT 1, // glsVertexArrayTests.deArray.InputType.BYTE 2, // glsVertexArrayTests.deArray.InputType.SHORT 1, // glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE 2, // glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT 4, // glsVertexArrayTests.deArray.InputType.INT 4, // glsVertexArrayTests.deArray.InputType.UNSIGNED_INT 2, // glsVertexArrayTests.deArray.InputType.HALF 4 / 4, // glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10 4 / 4 // glsVertexArrayTests.deArray.InputType.INT_2_10_10_10 ]; DE_ASSERT(size.length == Object.keys(glsVertexArrayTests.deArray.InputType).length); return size[type]; }; /** * @param {glsVertexArrayTests.deArray.InputType} type * @return {boolean} */ glsVertexArrayTests.inputTypeIsFloatType = function(type) { if (type == glsVertexArrayTests.deArray.InputType.FLOAT) return true; /*if (type == glsVertexArrayTests.deArray.InputType.FIXED) return true; if (type == glsVertexArrayTests.deArray.InputType.DOUBLE) return true;*/ if (type == glsVertexArrayTests.deArray.InputType.HALF) return true; return false; }; /** * @param {glsVertexArrayTests.deArray.OutputType} type * @return {boolean} */ glsVertexArrayTests.outputTypeIsFloatType = function(type) { if (type == glsVertexArrayTests.deArray.OutputType.FLOAT || type == glsVertexArrayTests.deArray.OutputType.VEC2 || type == glsVertexArrayTests.deArray.OutputType.VEC3 || type == glsVertexArrayTests.deArray.OutputType.VEC4) return true; return false; }; //glsVertexArrayTests.deArray member functions (all virtual, since this is an interface) /** * @param {glsVertexArrayTests.deArray.Target} target * @param {number} size * @param {Uint8Array} data * @param {glsVertexArrayTests.deArray.Usage} usage */ glsVertexArrayTests.deArray.prototype.data = function(target, size, data, usage) {}; /** * @param {glsVertexArrayTests.deArray.Target} target * @param {number} offset * @param {number} size * @param {Uint8Array} data */ glsVertexArrayTests.deArray.prototype.subdata = function(target, offset, size, data) {}; /** * @param {number} attribNdx * @param {number} offset * @param {number} size * @param {glsVertexArrayTests.deArray.InputType} inType * @param {glsVertexArrayTests.deArray.OutputType} outType * @param {boolean} normalized * @param {number} stride */ glsVertexArrayTests.deArray.prototype.bind = function(attribNdx, offset, size, inType, outType, normalized, stride) {}; /** * unBind */ glsVertexArrayTests.deArray.prototype.unBind = function() {}; /** * @return {boolean} */ glsVertexArrayTests.deArray.prototype.isBound = function() {}; /** * @return {number} */ glsVertexArrayTests.deArray.prototype.getComponentCount = function() {}; /** * @return {glsVertexArrayTests.deArray.Target} */ glsVertexArrayTests.deArray.prototype.getTarget = function() {}; /** * @return {glsVertexArrayTests.deArray.InputType} */ glsVertexArrayTests.deArray.prototype.getInputType = function() {}; /** * @return {glsVertexArrayTests.deArray.OutputType} */ glsVertexArrayTests.deArray.prototype.getOutputType = function() {}; /** * @return {glsVertexArrayTests.deArray.Storage} */ glsVertexArrayTests.deArray.prototype.getStorageType = function() {}; /** * @return {boolean} */ glsVertexArrayTests.deArray.prototype.getNormalized = function() {}; /** * @return {number} */ glsVertexArrayTests.deArray.prototype.getStride = function() {}; /** * @return {number} */ glsVertexArrayTests.deArray.prototype.getAttribNdx = function() {}; /** * @param {number} attribNdx */ glsVertexArrayTests.deArray.prototype.setAttribNdx = function(attribNdx) {}; //glsVertexArrayTests.ContextArray class, implements glsVertexArrayTests.deArray interface /** * @constructor * @implements {glsVertexArrayTests.deArray} * @param {glsVertexArrayTests.deArray.Storage} storage * @param {sglrGLContext.GLContext | sglrReferenceContext.ReferenceContext} context */ glsVertexArrayTests.ContextArray = function(storage, context) { /** @type {glsVertexArrayTests.deArray.Storage} */ this.m_storage = storage; /** @type {sglrGLContext.GLContext | sglrReferenceContext.ReferenceContext} */ this.m_ctx = context; /** @type {WebGLBuffer|sglrReferenceContext.DataBuffer|null} */ this.m_glBuffer = null; /** @type {boolean} */ this.m_bound = false; /** @type {number} */ this.m_attribNdx = 0; /** @type {number} */ this.m_size = 0; /** @type {Uint8Array} */ this.m_data = null; /** @type {number} */ this.m_componentCount = 1; /** @type {glsVertexArrayTests.deArray.Target} */ this.m_target = glsVertexArrayTests.deArray.Target.ARRAY; /** @type {glsVertexArrayTests.deArray.InputType} */ this.m_inputType = glsVertexArrayTests.deArray.InputType.FLOAT; /** @type {glsVertexArrayTests.deArray.OutputType} */ this.m_outputType = glsVertexArrayTests.deArray.OutputType.FLOAT; /** @type {boolean} */ this.m_normalize = false; /** @type {number} */ this.m_stride = 0; /** @type {number} */ this.m_offset = 0; if (this.m_storage == glsVertexArrayTests.deArray.Storage.BUFFER) { this.m_glBuffer = this.m_ctx.createBuffer(); } }; // glsVertexArrayTests.ContextArray member functions /** * unBind */ glsVertexArrayTests.ContextArray.prototype.unBind = function() { this.m_bound = false; }; /** * @return {boolean} */ glsVertexArrayTests.ContextArray.prototype.isBound = function() { return this.m_bound; }; /** * @return {number} */ glsVertexArrayTests.ContextArray.prototype.getComponentCount = function() { return this.m_componentCount; }; /** * @return {glsVertexArrayTests.deArray.Target} */ glsVertexArrayTests.ContextArray.prototype.getTarget = function() { return this.m_target; }; /** * @return {glsVertexArrayTests.deArray.InputType} */ glsVertexArrayTests.ContextArray.prototype.getInputType = function() { return this.m_inputType; }; /** * @return {glsVertexArrayTests.deArray.OutputType} */ glsVertexArrayTests.ContextArray.prototype.getOutputType = function() { return this.m_outputType; }; /** * @return {glsVertexArrayTests.deArray.Storage} */ glsVertexArrayTests.ContextArray.prototype.getStorageType = function() { return this.m_storage; }; /** * @return {boolean} */ glsVertexArrayTests.ContextArray.prototype.getNormalized = function() { return this.m_normalize; }; /** * @return {number} */ glsVertexArrayTests.ContextArray.prototype.getStride = function() { return this.m_stride; }; /** * @return {number} */ glsVertexArrayTests.ContextArray.prototype.getAttribNdx = function() { return this.m_attribNdx; }; /** * @param {number} attribNdx */ glsVertexArrayTests.ContextArray.prototype.setAttribNdx = function(attribNdx) { this.m_attribNdx = attribNdx; }; /** * @param {glsVertexArrayTests.deArray.Target} target * @param {number} size * @param {Uint8Array} ptr * @param {glsVertexArrayTests.deArray.Usage} usage */ glsVertexArrayTests.ContextArray.prototype.data = function(target, size, ptr, usage) { this.m_size = size; this.m_target = target; if (this.m_storage == glsVertexArrayTests.deArray.Storage.BUFFER) { this.m_ctx.bindBuffer(glsVertexArrayTests.ContextArray.targetToGL(target), this.m_glBuffer); //No need for size param here, as opposed to GL ES. this.m_ctx.bufferData(glsVertexArrayTests.ContextArray.targetToGL(target), ptr, glsVertexArrayTests.ContextArray.usageToGL(usage)); } else if (this.m_storage == glsVertexArrayTests.deArray.Storage.USER) { this.m_data = new Uint8Array(size); for (var i = 0; i < size; i++) this.m_data[i] = ptr[i]; } else throw new Error('glsVertexArrayTests.ContextArray.prototype.data - Invalid storage type specified'); }; /** * @param {glsVertexArrayTests.deArray.Target} target * @param {number} offset * @param {number} size * @param {Uint8Array} ptr */ glsVertexArrayTests.ContextArray.prototype.subdata = function(target, offset, size, ptr) { this.m_target = target; if (this.m_storage == glsVertexArrayTests.deArray.Storage.BUFFER) { this.m_ctx.bindBuffer(glsVertexArrayTests.ContextArray.targetToGL(target), this.m_glBuffer); this.m_ctx.bufferSubData(glsVertexArrayTests.ContextArray.targetToGL(target), offset, ptr); } else if (this.m_storage == glsVertexArrayTests.deArray.Storage.USER) for (var i = offset; i < size; i++) this.m_data[i] = ptr[i]; else throw new Error('glsVertexArrayTests.ContextArray.prototype.subdata - Invalid storage type specified'); }; /** * @param {number} attribNdx * @param {number} offset * @param {number} size * @param {glsVertexArrayTests.deArray.InputType} inType * @param {glsVertexArrayTests.deArray.OutputType} outType * @param {boolean} normalized * @param {number} stride */ glsVertexArrayTests.ContextArray.prototype.bind = function(attribNdx, offset, size, inType, outType, normalized, stride) { this.m_attribNdx = attribNdx; this.m_bound = true; this.m_componentCount = size; this.m_inputType = inType; this.m_outputType = outType; this.m_normalize = normalized; this.m_stride = stride; this.m_offset = offset; }; /** * @param {glsVertexArrayTests.deArray.Target} target */ glsVertexArrayTests.ContextArray.prototype.bindIndexArray = function(target) { if (this.m_storage == glsVertexArrayTests.deArray.Storage.USER) { } else if (this.m_storage == glsVertexArrayTests.deArray.Storage.BUFFER) { this.m_ctx.bindBuffer(glsVertexArrayTests.ContextArray.targetToGL(target), this.m_glBuffer); } }; /** * @param {number} loc */ glsVertexArrayTests.ContextArray.prototype.glBind = function(loc) { if (this.m_storage == glsVertexArrayTests.deArray.Storage.BUFFER) { this.m_ctx.bindBuffer(glsVertexArrayTests.ContextArray.targetToGL(this.m_target), this.m_glBuffer); if (!glsVertexArrayTests.inputTypeIsFloatType(this.m_inputType)) { // Input is not float type if (glsVertexArrayTests.outputTypeIsFloatType(this.m_outputType)) { // Output type is float type this.m_ctx.vertexAttribPointer(loc, this.m_componentCount, glsVertexArrayTests.ContextArray.inputTypeToGL(this.m_inputType), this.m_normalize, this.m_stride, this.m_offset); } else { // Output type is int type this.m_ctx.vertexAttribIPointer(loc, this.m_componentCount, glsVertexArrayTests.ContextArray.inputTypeToGL(this.m_inputType), this.m_stride, this.m_offset); } } else { // Input type is float type // Output type must be float type DE_ASSERT(this.m_outputType == glsVertexArrayTests.deArray.OutputType.FLOAT || this.m_outputType == glsVertexArrayTests.deArray.OutputType.VEC2 || this.m_outputType == glsVertexArrayTests.deArray.OutputType.VEC3 || this.m_outputType == glsVertexArrayTests.deArray.OutputType.VEC4); this.m_ctx.vertexAttribPointer(loc, this.m_componentCount, glsVertexArrayTests.ContextArray.inputTypeToGL(this.m_inputType), this.m_normalize, this.m_stride, this.m_offset); } this.m_ctx.bindBuffer(glsVertexArrayTests.ContextArray.targetToGL(this.m_target), null); } else if (this.m_storage == glsVertexArrayTests.deArray.Storage.USER) { this.m_ctx.bindBuffer(glsVertexArrayTests.ContextArray.targetToGL(this.m_target), null); if (!glsVertexArrayTests.inputTypeIsFloatType(this.m_inputType)) { // Input is not float type if (glsVertexArrayTests.outputTypeIsFloatType(this.m_outputType)) { // Output type is float type this.m_ctx.vertexAttribPointer(loc, this.m_componentCount, glsVertexArrayTests.ContextArray.inputTypeToGL(this.m_inputType), this.m_normalize, this.m_stride, this.m_data.subarray(this.m_offset)); } else { // Output type is int type this.m_ctx.vertexAttribIPointer(loc, this.m_componentCount, glsVertexArrayTests.ContextArray.inputTypeToGL(this.m_inputType), this.m_stride, this.m_data.subarray(this.m_offset)); } } else { // Input type is float type // Output type must be float type DE_ASSERT(this.m_outputType == glsVertexArrayTests.deArray.OutputType.FLOAT || this.m_outputType == glsVertexArrayTests.deArray.OutputType.VEC2 || this.m_outputType == glsVertexArrayTests.deArray.OutputType.VEC3 || this.m_outputType == glsVertexArrayTests.deArray.OutputType.VEC4); this.m_ctx.vertexAttribPointer(loc, this.m_componentCount, glsVertexArrayTests.ContextArray.inputTypeToGL(this.m_inputType), this.m_normalize, this.m_stride, this.m_data.subarray(this.m_offset)); } } else throw new Error('glsVertexArrayTests.ContextArray.prototype.glBind - Invalid storage type specified'); }; //glsVertexArrayTests.ContextArray static functions /** * @param {glsVertexArrayTests.deArray.Target} target * @return {number} */ glsVertexArrayTests.ContextArray.targetToGL = function(target) { DE_ASSERT(target < Object.keys(glsVertexArrayTests.deArray.Target).length); /** @type {Array} */ var targets = [ gl.ELEMENT_ARRAY_BUFFER, // glsVertexArrayTests.deArray.Target.ELEMENT_ARRAY gl.ARRAY_BUFFER // glsVertexArrayTests.deArray.Target.ARRAY ]; return targets[target]; }; /** * @param {glsVertexArrayTests.deArray.Usage} usage * @return {number} */ glsVertexArrayTests.ContextArray.usageToGL = function(usage) { DE_ASSERT(usage < Object.keys(glsVertexArrayTests.deArray.Usage).length); /** @type {Array} */ var usages = [ gl.DYNAMIC_DRAW, // glsVertexArrayTests.deArray.Usage.DYNAMIC_DRAW gl.STATIC_DRAW, // glsVertexArrayTests.deArray.Usage.STATIC_DRAW gl.STREAM_DRAW, // glsVertexArrayTests.deArray.Usage.STREAM_DRAW gl.STREAM_READ, // glsVertexArrayTests.deArray.Usage.STREAM_READ gl.STREAM_COPY, // glsVertexArrayTests.deArray.Usage.STREAM_COPY gl.STATIC_READ, // glsVertexArrayTests.deArray.Usage.STATIC_READ gl.STATIC_COPY, // glsVertexArrayTests.deArray.Usage.STATIC_COPY gl.DYNAMIC_READ, // glsVertexArrayTests.deArray.Usage.DYNAMIC_READ gl.DYNAMIC_COPY // glsVertexArrayTests.deArray.Usage.DYNAMIC_COPY ]; DE_ASSERT(usages.length == Object.keys(glsVertexArrayTests.deArray.Usage).length); return usages[usage]; }; /** * @param {glsVertexArrayTests.deArray.InputType} type * @return {number} */ glsVertexArrayTests.ContextArray.inputTypeToGL = function(type) { DE_ASSERT(type < Object.keys(glsVertexArrayTests.deArray.InputType).length); /** @type {Array} */ var types = [ gl.FLOAT, // glsVertexArrayTests.deArray.InputType.FLOAT gl.BYTE, // glsVertexArrayTests.deArray.InputType.BYTE gl.SHORT, // glsVertexArrayTests.deArray.InputType.SHORT gl.UNSIGNED_BYTE, // glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE gl.UNSIGNED_SHORT, // glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT gl.INT, // glsVertexArrayTests.deArray.InputType.INT gl.UNSIGNED_INT, // glsVertexArrayTests.deArray.InputType.UNSIGNED_INT gl.HALF_FLOAT, // glsVertexArrayTests.deArray.InputType.HALF gl.UNSIGNED_INT_2_10_10_10_REV, // glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10 gl.INT_2_10_10_10_REV // glsVertexArrayTests.deArray.InputType.INT_2_10_10_10 ]; DE_ASSERT(types.length == Object.keys(glsVertexArrayTests.deArray.InputType).length); return types[type]; }; /** * @param {glsVertexArrayTests.deArray.OutputType} type * @return {string} */ glsVertexArrayTests.ContextArray.outputTypeToGLType = function(type) { DE_ASSERT(type < Object.keys(glsVertexArrayTests.deArray.OutputType).length); /** @type {Array} */ var types = [ 'float', // glsVertexArrayTests.deArray.OutputType.FLOAT 'vec2', // glsVertexArrayTests.deArray.OutputType.VEC2 'vec3', // glsVertexArrayTests.deArray.OutputType.VEC3 'vec4', // glsVertexArrayTests.deArray.OutputType.VEC4 'int', // glsVertexArrayTests.deArray.OutputType.INT 'uint', // glsVertexArrayTests.deArray.OutputType.UINT 'ivec2', // glsVertexArrayTests.deArray.OutputType.IVEC2 'ivec3', // glsVertexArrayTests.deArray.OutputType.IVEC3 'ivec4', // glsVertexArrayTests.deArray.OutputType.IVEC4 'uvec2', // glsVertexArrayTests.deArray.OutputType.UVEC2 'uvec3', // glsVertexArrayTests.deArray.OutputType.UVEC3 'uvec4' // glsVertexArrayTests.deArray.OutputType.UVEC4 ]; DE_ASSERT(types.length == Object.keys(glsVertexArrayTests.deArray.OutputType).length); return types[type]; }; /** * @param {glsVertexArrayTests.deArray.Primitive} primitive * @return {number} */ glsVertexArrayTests.ContextArray.primitiveToGL = function(primitive) { /** @type {Array} */ var primitives = [ gl.POINTS, // glsVertexArrayTests.deArray.Primitive.POINTS gl.TRIANGLES, // glsVertexArrayTests.deArray.Primitive.TRIANGLES gl.TRIANGLE_FAN, // glsVertexArrayTests.deArray.Primitive.TRIANGLE_FAN gl.TRIANGLE_STRIP // glsVertexArrayTests.deArray.Primitive.TRIANGLE_STRIP ]; DE_ASSERT(primitives.length == Object.keys(glsVertexArrayTests.deArray.Primitive).length); return primitives[primitive]; }; /** * @constructor * @param {sglrGLContext.GLContext | sglrReferenceContext.ReferenceContext} drawContext */ glsVertexArrayTests.ContextArrayPack = function(drawContext) { /** @type {WebGLRenderingContextBase} */ this.m_renderCtx = gl; //TODO: Reference rasterizer implementation. /** @type {sglrGLContext.GLContext | sglrReferenceContext.ReferenceContext} */ this.m_ctx = drawContext; /** @type {Array} */ this.m_arrays = []; /** @type {sglrShaderProgram.ShaderProgram} */ this.m_program; /** @type {tcuSurface.Surface} */ this.m_screen = new tcuSurface.Surface( Math.min(512, canvas.width), Math.min(512, canvas.height) ); }; /** * @return {number} */ glsVertexArrayTests.ContextArrayPack.prototype.getArrayCount = function() { return this.m_arrays.length; }; /** * @param {glsVertexArrayTests.deArray.Storage} storage */ glsVertexArrayTests.ContextArrayPack.prototype.newArray = function(storage) { this.m_arrays.push(new glsVertexArrayTests.ContextArray(storage, this.m_ctx)); }; /** * @param {number} i * @return {glsVertexArrayTests.ContextArray} */ glsVertexArrayTests.ContextArrayPack.prototype.getArray = function(i) { return this.m_arrays[i]; }; /** * updateProgram */ glsVertexArrayTests.ContextArrayPack.prototype.updateProgram = function() { this.m_program = new glsVertexArrayTests.ContextShaderProgram(this.m_renderCtx, this.m_arrays); }; /** * @param {glsVertexArrayTests.deArray.Primitive} primitive * @param {number} firstVertex * @param {number} vertexCount * @param {boolean} useVao * @param {number} coordScale * @param {number} colorScale */ glsVertexArrayTests.ContextArrayPack.prototype.render = function(primitive, firstVertex, vertexCount, useVao, coordScale, colorScale) { var program; /** @type {(WebGLVertexArrayObject|sglrReferenceContext.VertexArray|null)} */ var vaoID = null; this.updateProgram(); this.m_ctx.viewport(0, 0, this.m_screen.getWidth(), this.m_screen.getHeight()); this.m_ctx.clearColor(0.0, 0.0, 0.0, 1.0); this.m_ctx.clear(gl.COLOR_BUFFER_BIT); program = this.m_ctx.createProgram(this.m_program); this.m_ctx.useProgram(program); this.m_ctx.uniform1f(this.m_ctx.getUniformLocation(program, 'u_coordScale'), coordScale); this.m_ctx.uniform1f(this.m_ctx.getUniformLocation(program, 'u_colorScale'), colorScale); if (useVao) { vaoID = this.m_ctx.createVertexArray(); this.m_ctx.bindVertexArray(vaoID); } /** @type {string} */ var attribName; /** @type {number} */ var loc; for (var arrayNdx = 0; arrayNdx < this.m_arrays.length; arrayNdx++) { if (this.m_arrays[arrayNdx].isBound()) { attribName = 'a_' + this.m_arrays[arrayNdx].getAttribNdx(); loc = this.m_ctx.getAttribLocation(program, attribName); this.m_ctx.enableVertexAttribArray(loc); this.m_arrays[arrayNdx].glBind(loc); } } DE_ASSERT((firstVertex % 6) == 0); //this.m_ctx.drawArrays(glsVertexArrayTests.ContextArray.primitiveToGL(primitive), firstVertex, vertexCount - firstVertex); this.m_ctx.drawQuads(gl.TRIANGLES, firstVertex, vertexCount - firstVertex); for (var arrayNdx = 0; arrayNdx < this.m_arrays.length; arrayNdx++) { if (this.m_arrays[arrayNdx].isBound()) { attribName = 'a_' + this.m_arrays[arrayNdx].getAttribNdx(); loc = this.m_ctx.getAttribLocation(program, attribName); this.m_ctx.disableVertexAttribArray(loc); } } if (useVao) vaoID = this.m_ctx.deleteVertexArray(vaoID); this.m_ctx.deleteProgram(program); this.m_ctx.useProgram(null); this.m_ctx.readPixels(0, 0, this.m_screen.getWidth(), this.m_screen.getHeight(), gl.RGBA, gl.UNSIGNED_BYTE, this.m_screen.getAccess().getDataPtr()); }; /** * @return {tcuSurface.Surface} */ glsVertexArrayTests.ContextArrayPack.prototype.getSurface = function() { return this.m_screen; }; /** * glsVertexArrayTests.ContextShaderProgram class * @constructor * @extends {sglrShaderProgram.ShaderProgram} * @param {WebGLRenderingContextBase | sglrReferenceContext.ReferenceContext} ctx * @param {Array} arrays */ glsVertexArrayTests.ContextShaderProgram = function(ctx, arrays) { sglrShaderProgram.ShaderProgram.call(this, this.createProgramDeclaration(ctx, arrays)); this.m_componentCount = new Array(arrays.length); /** @type {Array} */ this.m_attrType = new Array(arrays.length); for (var arrayNdx = 0; arrayNdx < arrays.length; arrayNdx++) { this.m_componentCount[arrayNdx] = this.getComponentCount(arrays[arrayNdx].getOutputType()); this.m_attrType[arrayNdx] = this.mapOutputType(arrays[arrayNdx].getOutputType()); } }; glsVertexArrayTests.ContextShaderProgram.prototype = Object.create(sglrShaderProgram.ShaderProgram.prototype); glsVertexArrayTests.ContextShaderProgram.prototype.constructor = glsVertexArrayTests.ContextShaderProgram; /** * glsVertexArrayTests.calcShaderColorCoord function * @param {Array} coord (2 elements) * @param {Array} color (3 elements) * @param {goog.NumberArray} attribValue (4 elements) * @param {boolean} isCoordinate * @param {number} numComponents */ glsVertexArrayTests.calcShaderColorCoord = function(coord, color, attribValue, isCoordinate, numComponents) { if (isCoordinate) switch (numComponents) { case 1: coord[0] = attribValue[0]; coord[1] = attribValue[0]; break; case 2: coord[0] = attribValue[0]; coord[1] = attribValue[1]; break; case 3: coord[0] = attribValue[0] + attribValue[2]; coord[1] = attribValue[1]; break; case 4: coord[0] = attribValue[0] + attribValue[2]; coord[1] = attribValue[1] + attribValue[3]; break; default: throw new Error('glsVertexArrayTests.calcShaderColorCoord - Invalid number of components'); } else { switch (numComponents) { case 1: color[0] = color[0] * attribValue[0]; break; case 2: color[0] = color[0] * attribValue[0]; color[1] = color[1] * attribValue[1]; break; case 3: color[0] = color[0] * attribValue[0]; color[1] = color[1] * attribValue[1]; color[2] = color[2] * attribValue[2]; break; case 4: color[0] = color[0] * attribValue[0] * attribValue[3]; color[1] = color[1] * attribValue[1] * attribValue[3]; color[2] = color[2] * attribValue[2] * attribValue[3]; break; default: throw new Error('glsVertexArrayTests.calcShaderColorCoord - Invalid number of components'); } } }; /** * glsVertexArrayTests.ContextShaderProgram.shadeVertices * @param {Array} inputs * @param {Array} packets * @param {number} numPackets */ glsVertexArrayTests.ContextShaderProgram.prototype.shadeVertices = function(inputs, packets, numPackets) { /** @type {number} */ var u_coordScale = this.getUniformByName('u_coordScale').value[0]; /** @type {number} */ var u_colorScale = this.getUniformByName('u_colorScale').value[0]; for (var packetNdx = 0; packetNdx < numPackets; ++packetNdx) { /** @type {number} */ var varyingLocColor = 0; /** @type {rrVertexPacket.VertexPacket} */ var packet = packets[packetNdx]; // Calc output color /** @type {Array} */ var coord = [1.0, 1.0]; /** @type {Array} */ var color = [1.0, 1.0, 1.0]; for (var attribNdx = 0; attribNdx < this.m_attrType.length; attribNdx++) { /** @type {number} */ var numComponents = this.m_componentCount[attribNdx]; glsVertexArrayTests.calcShaderColorCoord(coord, color, rrVertexAttrib.readVertexAttrib(inputs[attribNdx], packet.instanceNdx, packet.vertexNdx, this.m_attrType[attribNdx]), attribNdx == 0, numComponents); } // Transform position packet.position = [u_coordScale * coord[0], u_coordScale * coord[1], 1.0, 1.0]; // Pass color to FS packet.outputs[varyingLocColor] = [u_colorScale * color[0], u_colorScale * color[1], u_colorScale * color[2], 1.0]; } }; /** * @param {Array} packets * @param {rrShadingContext.FragmentShadingContext} context */ glsVertexArrayTests.ContextShaderProgram.prototype.shadeFragments = function(packets, context) { var varyingLocColor = 0; // Normal shading for (var packetNdx = 0; packetNdx < packets.length; ++packetNdx) packets[packetNdx].value = rrShadingContext.readTriangleVarying(packets[packetNdx], context, varyingLocColor); }; /** * @param {Array} arrays * @return string */ glsVertexArrayTests.ContextShaderProgram.prototype.genVertexSource = function(arrays) { var vertexShaderSrc = ''; var params = []; params['VTX_IN'] = 'in'; params['VTX_OUT'] = 'out'; params['FRAG_IN'] = 'in'; params['FRAG_COLOR'] = 'dEQP_FragColor'; params['VTX_HDR'] = '#version 300 es\n'; params['FRAG_HDR'] = '#version 300 es\nlayout(location = 0) out mediump vec4 dEQP_FragColor;\n'; vertexShaderSrc += params['VTX_HDR']; for (var arrayNdx = 0; arrayNdx < arrays.length; arrayNdx++) { vertexShaderSrc += params['VTX_IN'] + ' highp ' + glsVertexArrayTests.ContextArray.outputTypeToGLType(arrays[arrayNdx].getOutputType()) + ' a_' + arrays[arrayNdx].getAttribNdx() + ';\n'; } vertexShaderSrc += 'uniform highp float u_coordScale;\n' + 'uniform highp float u_colorScale;\n' + params['VTX_OUT'] + ' mediump vec4 v_color;\n' + 'void main(void)\n' + ' {\n' + '\tgl_PointSize = 1.0;\n' + '\thighp vec2 coord = vec2(1.0, 1.0);\n' + '\thighp vec3 color = vec3(1.0, 1.0, 1.0);\n'; for (var arrayNdx = 0; arrayNdx < arrays.length; arrayNdx++) { if (arrays[arrayNdx].getAttribNdx() == 0) { switch (arrays[arrayNdx].getOutputType()) { case (glsVertexArrayTests.deArray.OutputType.FLOAT): vertexShaderSrc += '\tcoord = vec2(a_0);\n'; break; case (glsVertexArrayTests.deArray.OutputType.VEC2): vertexShaderSrc += '\tcoord = a_0.xy;\n'; break; case (glsVertexArrayTests.deArray.OutputType.VEC3): vertexShaderSrc += '\tcoord = a_0.xy;\n' + '\tcoord.x = coord.x + a_0.z;\n'; break; case (glsVertexArrayTests.deArray.OutputType.VEC4): vertexShaderSrc += '\tcoord = a_0.xy;\n' + '\tcoord += a_0.zw;\n'; break; case (glsVertexArrayTests.deArray.OutputType.IVEC2): case (glsVertexArrayTests.deArray.OutputType.UVEC2): vertexShaderSrc += '\tcoord = vec2(a_0.xy);\n'; break; case (glsVertexArrayTests.deArray.OutputType.IVEC3): case (glsVertexArrayTests.deArray.OutputType.UVEC3): vertexShaderSrc += '\tcoord = vec2(a_0.xy);\n' + '\tcoord.x = coord.x + float(a_0.z);\n'; break; case (glsVertexArrayTests.deArray.OutputType.IVEC4): case (glsVertexArrayTests.deArray.OutputType.UVEC4): vertexShaderSrc += '\tcoord = vec2(a_0.xy);\n' + '\tcoord += vec2(a_0.zw);\n'; break; default: throw new Error('Invalid output type'); break; } continue; } switch (arrays[arrayNdx].getOutputType()) { case (glsVertexArrayTests.deArray.OutputType.FLOAT): vertexShaderSrc += '\tcolor = color * a_' + arrays[arrayNdx].getAttribNdx() + ';\n'; break; case (glsVertexArrayTests.deArray.OutputType.VEC2): vertexShaderSrc += '\tcolor.rg = color.rg * a_' + arrays[arrayNdx].getAttribNdx() + '.xy;\n'; break; case (glsVertexArrayTests.deArray.OutputType.VEC3): vertexShaderSrc += '\tcolor = color.rgb * a_' + arrays[arrayNdx].getAttribNdx() + '.xyz;\n'; break; case (glsVertexArrayTests.deArray.OutputType.VEC4): vertexShaderSrc += '\tcolor = color.rgb * a_' + arrays[arrayNdx].getAttribNdx() + '.xyz * a_' + arrays[arrayNdx].getAttribNdx() + '.w;\n'; break; default: throw new Error('Invalid output type'); break; } } vertexShaderSrc += '\tv_color = vec4(u_colorScale * color, 1.0);\n' + '\tgl_Position = vec4(u_coordScale * coord, 1.0, 1.0);\n' + '}\n'; return vertexShaderSrc; }; /** * @return {string} */ glsVertexArrayTests.ContextShaderProgram.prototype.genFragmentSource = function() { var params = []; params['VTX_IN'] = 'in'; params['VTX_OUT'] = 'out'; params['FRAG_IN'] = 'in'; params['FRAG_COLOR'] = 'dEQP_FragColor'; params['VTX_HDR'] = '#version 300 es\n'; params['FRAG_HDR'] = '#version 300 es\nlayout(location = 0) out mediump vec4 dEQP_FragColor;\n'; /* TODO: Check if glsl supported version check function is needed.*/ var fragmentShaderSrc = params['FRAG_HDR'] + params['FRAG_IN'] + ' mediump vec4 v_color;\n' + 'void main(void)\n' + ' {\n' + '\t' + params['FRAG_COLOR'] + ' = v_color;\n' + '}\n'; return fragmentShaderSrc; }; /** * @param {glsVertexArrayTests.deArray.OutputType} type * @return {rrGenericVector.GenericVecType} */ glsVertexArrayTests.ContextShaderProgram.prototype.mapOutputType = function(type) { switch (type) { case (glsVertexArrayTests.deArray.OutputType.FLOAT): case (glsVertexArrayTests.deArray.OutputType.VEC2): case (glsVertexArrayTests.deArray.OutputType.VEC3): case (glsVertexArrayTests.deArray.OutputType.VEC4): return rrGenericVector.GenericVecType.FLOAT; case (glsVertexArrayTests.deArray.OutputType.INT): case (glsVertexArrayTests.deArray.OutputType.IVEC2): case (glsVertexArrayTests.deArray.OutputType.IVEC3): case (glsVertexArrayTests.deArray.OutputType.IVEC4): return rrGenericVector.GenericVecType.INT32; case (glsVertexArrayTests.deArray.OutputType.UINT): case (glsVertexArrayTests.deArray.OutputType.UVEC2): case (glsVertexArrayTests.deArray.OutputType.UVEC3): case (glsVertexArrayTests.deArray.OutputType.UVEC4): return rrGenericVector.GenericVecType.UINT32; default: throw new Error('Invalid output type'); } }; /** * @param {glsVertexArrayTests.deArray.OutputType} type * @return {number} */ glsVertexArrayTests.ContextShaderProgram.prototype.getComponentCount = function(type) { switch (type) { case (glsVertexArrayTests.deArray.OutputType.FLOAT): case (glsVertexArrayTests.deArray.OutputType.INT): case (glsVertexArrayTests.deArray.OutputType.UINT): return 1; case (glsVertexArrayTests.deArray.OutputType.VEC2): case (glsVertexArrayTests.deArray.OutputType.IVEC2): case (glsVertexArrayTests.deArray.OutputType.UVEC2): return 2; case (glsVertexArrayTests.deArray.OutputType.VEC3): case (glsVertexArrayTests.deArray.OutputType.IVEC3): case (glsVertexArrayTests.deArray.OutputType.UVEC3): return 3; case (glsVertexArrayTests.deArray.OutputType.VEC4): case (glsVertexArrayTests.deArray.OutputType.IVEC4): case (glsVertexArrayTests.deArray.OutputType.UVEC4): return 4; default: throw new Error('Invalid output type'); } }; /** * @param {WebGLRenderingContextBase | sglrReferenceContext.ReferenceContext} ctx * @param {Array} arrays * @return {sglrShaderProgram.ShaderProgramDeclaration} */ glsVertexArrayTests.ContextShaderProgram.prototype.createProgramDeclaration = function(ctx, arrays) { /** @type {sglrShaderProgram.ShaderProgramDeclaration} */ var decl = new sglrShaderProgram.ShaderProgramDeclaration(); for (var arrayNdx = 0; arrayNdx < arrays.length; arrayNdx++) decl.pushVertexAttribute(new sglrShaderProgram.VertexAttribute('a_' + arrayNdx, this.mapOutputType(arrays[arrayNdx].getOutputType()))); decl.pushVertexToFragmentVarying(new sglrShaderProgram.VertexToFragmentVarying(rrGenericVector.GenericVecType.FLOAT)); decl.pushFragmentOutput(new sglrShaderProgram.FragmentOutput(rrGenericVector.GenericVecType.FLOAT)); decl.pushVertexSource(new sglrShaderProgram.VertexSource(this.genVertexSource(/*ctx,*/ arrays))); //TODO: Check if we need to review the support of a given GLSL version (we'd need the ctx) decl.pushFragmentSource(new sglrShaderProgram.FragmentSource(this.genFragmentSource(/*ctx*/))); decl.pushUniform(new sglrShaderProgram.Uniform('u_coordScale', gluShaderUtil.DataType.FLOAT)); decl.pushUniform(new sglrShaderProgram.Uniform('u_colorScale', gluShaderUtil.DataType.FLOAT)); return decl; }; /** * glsVertexArrayTests.GLValue class * @constructor */ glsVertexArrayTests.GLValue = function() { /** @type {goog.NumberArray} */ this.m_value = [0]; /** @type {glsVertexArrayTests.deArray.InputType} */ this.m_type; }; /** * @param {Uint8Array} dst * @param {glsVertexArrayTests.GLValue} val */ glsVertexArrayTests.copyGLValueToArray = function(dst, val) { /** @type {Uint8Array} */ var val8 = new Uint8Array(val.m_value.buffer); // TODO: Fix encapsulation issue dst.set(val8); }; /** * @param {Uint8Array} dst * @param {goog.NumberArray} src */ glsVertexArrayTests.copyArray = function(dst, src) { /** @type {Uint8Array} */ var src8 = new Uint8Array(src.buffer).subarray(src.byteOffset, src.byteOffset + src.byteLength); // TODO: Fix encapsulation issue dst.set(src8); }; /** * typeToTypedArray function. Determines which type of array will store the value, and stores it. * @param {number} value * @param {glsVertexArrayTests.deArray.InputType} type */ glsVertexArrayTests.GLValue.typeToTypedArray = function(value, type) { var array; switch (type) { case glsVertexArrayTests.deArray.InputType.FLOAT: array = new Float32Array(1); break; /*case glsVertexArrayTests.deArray.InputType.FIXED: array = new Int32Array(1); break; case glsVertexArrayTests.deArray.InputType.DOUBLE: array = new Float32Array(1); // 64-bit? break;*/ case glsVertexArrayTests.deArray.InputType.BYTE: array = new Int8Array(1); break; case glsVertexArrayTests.deArray.InputType.SHORT: array = new Int16Array(1); break; case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE: array = new Uint8Array(1); break; case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT: array = new Uint16Array(1); break; case glsVertexArrayTests.deArray.InputType.INT: array = new Int32Array(1); break; case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT: array = new Uint32Array(1); break; case glsVertexArrayTests.deArray.InputType.HALF: array = new Uint16Array(1); value = glsVertexArrayTests.GLValue.floatToHalf(value); break; case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10: array = new Uint32Array(1); break; case glsVertexArrayTests.deArray.InputType.INT_2_10_10_10: array = new Int32Array(1); break; default: throw new Error('glsVertexArrayTests.GLValue.typeToTypedArray - Invalid InputType'); } array[0] = value; return array; }; /** * glsVertexArrayTests.GLValue.create * @param {number} value * @param {glsVertexArrayTests.deArray.InputType} type */ glsVertexArrayTests.GLValue.create = function(value, type) { var v = new glsVertexArrayTests.GLValue(); v.m_value = glsVertexArrayTests.GLValue.typeToTypedArray(value, type); v.m_type = type; return v; }; /** * glsVertexArrayTests.GLValue.halfToFloat * @param {number} value * @return {number} */ glsVertexArrayTests.GLValue.halfToFloat = function(value) { return tcuFloat.halfFloatToNumberNoDenorm(value); }; /** * @param {number} f * @return {number} */ glsVertexArrayTests.GLValue.floatToHalf = function(f) { // No denorm support. return tcuFloat.numberToHalfFloatNoDenorm(f); }; /** * glsVertexArrayTests.GLValue.getMaxValue * @param {glsVertexArrayTests.deArray.InputType} type * @return {glsVertexArrayTests.GLValue} */ glsVertexArrayTests.GLValue.getMaxValue = function(type) { var value; switch (type) { case glsVertexArrayTests.deArray.InputType.FLOAT: value = 127; break; /*case glsVertexArrayTests.deArray.InputType.FIXED: value = 32760; break; case glsVertexArrayTests.deArray.InputType.DOUBLE: value = 127; break;*/ case glsVertexArrayTests.deArray.InputType.BYTE: value = 127; break; case glsVertexArrayTests.deArray.InputType.SHORT: value = 32760; break; case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE: value = 255; break; case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT: value = 65530; break; case glsVertexArrayTests.deArray.InputType.INT: value = 2147483647; break; case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT: value = 4294967295; break; case glsVertexArrayTests.deArray.InputType.HALF: value = 256; break; default: //Original code returns garbage-filled GLValues return new glsVertexArrayTests.GLValue(); } return glsVertexArrayTests.GLValue.create(value, type); }; /** * glsVertexArrayTests.GLValue.getMinValue * @param {glsVertexArrayTests.deArray.InputType} type * @return {glsVertexArrayTests.GLValue} */ glsVertexArrayTests.GLValue.getMinValue = function(type) { var value; switch (type) { case glsVertexArrayTests.deArray.InputType.FLOAT: value = -127; break; /*case glsVertexArrayTests.deArray.InputType.FIXED: value = -32760; break; case glsVertexArrayTests.deArray.InputType.DOUBLE: value = -127; break;*/ case glsVertexArrayTests.deArray.InputType.BYTE: value = -127; break; case glsVertexArrayTests.deArray.InputType.SHORT: value = -32760; break; case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE: value = 0; break; case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT: value = 0; break; case glsVertexArrayTests.deArray.InputType.INT: value = -2147483647; break; case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT: value = 0; break; case glsVertexArrayTests.deArray.InputType.HALF: value = -256; break; default: //Original code returns garbage-filled GLValues return new glsVertexArrayTests.GLValue(); } return glsVertexArrayTests.GLValue.create(value, type); }; /** * glsVertexArrayTests.GLValue.getRandom * @param {deRandom.Random} rnd * @param {glsVertexArrayTests.GLValue} min * @param {glsVertexArrayTests.GLValue} max * @return {glsVertexArrayTests.GLValue} */ glsVertexArrayTests.GLValue.getRandom = function(rnd, min, max) { DE_ASSERT(min.getType() == max.getType()); var minv = min.interpret(); var maxv = max.interpret(); var type = min.getType(); var value; if (maxv < minv) return min; switch (type) { case glsVertexArrayTests.deArray.InputType.FLOAT: //case glsVertexArrayTests.deArray.InputType.DOUBLE: case glsVertexArrayTests.deArray.InputType.HALF: { return glsVertexArrayTests.GLValue.create(minv + rnd.getFloat() * (maxv - minv), type); break; } /*case glsVertexArrayTests.deArray.InputType.FIXED: { return minv == maxv ? min : glsVertexArrayTests.GLValue.create(minv + rnd.getInt() % (maxv - minv), type); break; }*/ case glsVertexArrayTests.deArray.InputType.SHORT: case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT: case glsVertexArrayTests.deArray.InputType.BYTE: case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE: case glsVertexArrayTests.deArray.InputType.INT: case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT: { return glsVertexArrayTests.GLValue.create(minv + rnd.getInt() % (maxv - minv), type); break; } default: throw new Error('glsVertexArrayTests.GLValue.getRandom - Invalid input type'); break; } }; // Minimum difference required between coordinates /** * @param {glsVertexArrayTests.deArray.InputType} type * @return {glsVertexArrayTests.GLValue} */ glsVertexArrayTests.GLValue.minValue = function(type) { switch (type) { case glsVertexArrayTests.deArray.InputType.FLOAT: case glsVertexArrayTests.deArray.InputType.BYTE: case glsVertexArrayTests.deArray.InputType.HALF: //case glsVertexArrayTests.deArray.InputType.DOUBLE: return glsVertexArrayTests.GLValue.create(4, type); case glsVertexArrayTests.deArray.InputType.SHORT: case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT: return glsVertexArrayTests.GLValue.create(4 * 256, type); case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE: return glsVertexArrayTests.GLValue.create(4 * 2, type); /*case glsVertexArrayTests.deArray.InputType.FIXED: return glsVertexArrayTests.GLValue.create(4 * 512, type);*/ case glsVertexArrayTests.deArray.InputType.INT: case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT: return glsVertexArrayTests.GLValue.create(4 * 16777216, type); default: throw new Error('glsVertexArrayTests.GLValue.minValue - Invalid input type'); } }; /** * @param {glsVertexArrayTests.GLValue} val * @return {glsVertexArrayTests.GLValue} */ glsVertexArrayTests.GLValue.abs = function(val) { var type = val.getType(); switch (type) { //case glsVertexArrayTests.deArray.InputType.FIXED: case glsVertexArrayTests.deArray.InputType.SHORT: return glsVertexArrayTests.GLValue.create(0x7FFF & val.getValue(), type); case glsVertexArrayTests.deArray.InputType.BYTE: return glsVertexArrayTests.GLValue.create(0x7F & val.getValue(), type); case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE: case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT: case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT: return val; case glsVertexArrayTests.deArray.InputType.FLOAT: case glsVertexArrayTests.deArray.InputType.HALF: //case glsVertexArrayTests.deArray.InputType.DOUBLE: return glsVertexArrayTests.GLValue.create(Math.abs(val.interpret()), type); case glsVertexArrayTests.deArray.InputType.INT: return glsVertexArrayTests.GLValue.create(0x7FFFFFFF & val.getValue(), type); default: throw new Error('glsVertexArrayTests.GLValue.abs - Invalid input type'); } }; /** * @return {glsVertexArrayTests.deArray.InputType} */ glsVertexArrayTests.GLValue.prototype.getType = function() { return this.m_type; }; /** * glsVertexArrayTests.GLValue.toFloat * @return {number} */ glsVertexArrayTests.GLValue.prototype.toFloat = function() { return this.interpret(); }; /** * glsVertexArrayTests.GLValue.getValue * @return {number} */ glsVertexArrayTests.GLValue.prototype.getValue = function() { return this.m_value[0]; }; /** * interpret function. Returns the m_value as a quantity so arithmetic operations can be performed on it * Only some types require this. * @return {number} */ glsVertexArrayTests.GLValue.prototype.interpret = function() { if (this.m_type == glsVertexArrayTests.deArray.InputType.HALF) return glsVertexArrayTests.GLValue.halfToFloat(this.m_value[0]); /*else if (this.m_type == glsVertexArrayTests.deArray.InputType.FIXED) { var maxValue = 65536; return Math.floor((2 * this.m_value[0] + 1) / (maxValue - 1)); }*/ return this.m_value[0]; }; /** * @param {glsVertexArrayTests.GLValue} other * @return {glsVertexArrayTests.GLValue} */ glsVertexArrayTests.GLValue.prototype.add = function(other) { return glsVertexArrayTests.GLValue.create(this.interpret() + other.interpret(), this.m_type); }; /** * @param {glsVertexArrayTests.GLValue} other * @return {glsVertexArrayTests.GLValue} */ glsVertexArrayTests.GLValue.prototype.mul = function(other) { return glsVertexArrayTests.GLValue.create(this.interpret() * other.interpret(), this.m_type); }; /** * @param {glsVertexArrayTests.GLValue} other * @return {glsVertexArrayTests.GLValue} */ glsVertexArrayTests.GLValue.prototype.div = function(other) { return glsVertexArrayTests.GLValue.create(this.interpret() / other.interpret(), this.m_type); }; /** * @param {glsVertexArrayTests.GLValue} other * @return {glsVertexArrayTests.GLValue} */ glsVertexArrayTests.GLValue.prototype.sub = function(other) { return glsVertexArrayTests.GLValue.create(this.interpret() - other.interpret(), this.m_type); }; /** * @param {glsVertexArrayTests.GLValue} other * @return {glsVertexArrayTests.GLValue} */ glsVertexArrayTests.GLValue.prototype.addToSelf = function(other) { this.m_value[0] = this.interpret() + other.interpret(); return this; }; /** * @param {glsVertexArrayTests.GLValue} other * @return {glsVertexArrayTests.GLValue} */ glsVertexArrayTests.GLValue.prototype.subToSelf = function(other) { this.m_value[0] = this.interpret() - other.interpret(); return this; }; /** * @param {glsVertexArrayTests.GLValue} other * @return {glsVertexArrayTests.GLValue} */ glsVertexArrayTests.GLValue.prototype.mulToSelf = function(other) { this.m_value[0] = this.interpret() * other.interpret(); return this; }; /** * @param {glsVertexArrayTests.GLValue} other * @return {glsVertexArrayTests.GLValue} */ glsVertexArrayTests.GLValue.prototype.divToSelf = function(other) { this.m_value[0] = this.interpret() / other.interpret(); return this; }; /** * @param {glsVertexArrayTests.GLValue} other * @return {boolean} */ glsVertexArrayTests.GLValue.prototype.equals = function(other) { return this.m_value[0] == other.getValue(); }; /** * @param {glsVertexArrayTests.GLValue} other * @return {boolean} */ glsVertexArrayTests.GLValue.prototype.lessThan = function(other) { return this.interpret() < other.interpret(); }; /** * @param {glsVertexArrayTests.GLValue} other * @return {boolean} */ glsVertexArrayTests.GLValue.prototype.greaterThan = function(other) { return this.interpret() > other.interpret(); }; /** * @param {glsVertexArrayTests.GLValue} other * @return {boolean} */ glsVertexArrayTests.GLValue.prototype.lessOrEqualThan = function(other) { return this.interpret() <= other.interpret(); }; /** * @param {glsVertexArrayTests.GLValue} other * @return {boolean} */ glsVertexArrayTests.GLValue.prototype.greaterOrEqualThan = function(other) { return this.interpret() >= other.interpret(); }; /** * glsVertexArrayTests.RandomArrayGenerator class. Contains static methods only */ glsVertexArrayTests.RandomArrayGenerator = function() {}; /** * glsVertexArrayTests.RandomArrayGenerator.setData * @param {Uint8Array} data * @param {glsVertexArrayTests.deArray.InputType} type * @param {deRandom.Random} rnd * @param {glsVertexArrayTests.GLValue} min * @param {glsVertexArrayTests.GLValue} max */ glsVertexArrayTests.RandomArrayGenerator.setData = function(data, type, rnd, min, max) { // Parameter type is not necessary, but we'll use it to assert the created glsVertexArrayTests.GLValue is of the correct type. /** @type {glsVertexArrayTests.GLValue} */ var value = glsVertexArrayTests.GLValue.getRandom(rnd, min, max); DE_ASSERT(value.getType() == type); glsVertexArrayTests.copyGLValueToArray(data, value); }; /** * generateArray * @param {number} seed * @param {glsVertexArrayTests.GLValue} min * @param {glsVertexArrayTests.GLValue} max * @param {number} count * @param {number} componentCount * @param {number} stride * @param {glsVertexArrayTests.deArray.InputType} type * @return {ArrayBuffer} */ glsVertexArrayTests.RandomArrayGenerator.generateArray = function(seed, min, max, count, componentCount, stride, type) { /** @type {ArrayBuffer} */ var data; /** @type {Uint8Array} */ var data8; var rnd = new deRandom.Random(seed); if (stride == 0) stride = componentCount * glsVertexArrayTests.deArray.inputTypeSize(type); data = new ArrayBuffer(stride * count); data8 = new Uint8Array(data); for (var vertexNdx = 0; vertexNdx < count; vertexNdx++) { for (var componentNdx = 0; componentNdx < componentCount; componentNdx++) { glsVertexArrayTests.RandomArrayGenerator.setData(data8.subarray(vertexNdx * stride + glsVertexArrayTests.deArray.inputTypeSize(type) * componentNdx), type, rnd, min, max); } } return data; }; /* { static char* generateQuads (int seed, int count, int componentCount, int offset, int stride, Array::Primitive primitive, Array::InputType type, glsVertexArrayTests.GLValue min, glsVertexArrayTests.GLValue max); static char* generatePerQuad (int seed, int count, int componentCount, int stride, Array::Primitive primitive, Array::InputType type, glsVertexArrayTests.GLValue min, glsVertexArrayTests.GLValue max); private: template static char* createQuads (int seed, int count, int componentCount, int offset, int stride, Array::Primitive primitive, T min, T max); template static char* createPerQuads (int seed, int count, int componentCount, int stride, Array::Primitive primitive, T min, T max); static char* createQuadsPacked (int seed, int count, int componentCount, int offset, int stride, Array::Primitive primitive); };*/ /** * @param {number} seed * @param {number} count * @param {number} componentCount * @param {number} offset * @param {number} stride * @param {glsVertexArrayTests.deArray.Primitive} primitive * @param {glsVertexArrayTests.deArray.InputType} type * @param {glsVertexArrayTests.GLValue} min * @param {glsVertexArrayTests.GLValue} max * @param {number} scale Coordinate scaling factor * @return {ArrayBuffer} */ glsVertexArrayTests.RandomArrayGenerator.generateQuads = function(seed, count, componentCount, offset, stride, primitive, type, min, max, scale) { /** @type {ArrayBuffer} */ var data; switch (type) { case glsVertexArrayTests.deArray.InputType.FLOAT: /*case glsVertexArrayTests.deArray.InputType.FIXED: case glsVertexArrayTests.deArray.InputType.DOUBLE:*/ case glsVertexArrayTests.deArray.InputType.BYTE: case glsVertexArrayTests.deArray.InputType.SHORT: case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE: case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT: case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT: case glsVertexArrayTests.deArray.InputType.INT: case glsVertexArrayTests.deArray.InputType.HALF: data = glsVertexArrayTests.RandomArrayGenerator.createQuads(seed, count, componentCount, offset, stride, primitive, min, max, scale); break; case glsVertexArrayTests.deArray.InputType.INT_2_10_10_10: case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10: data = glsVertexArrayTests.RandomArrayGenerator.createQuadsPacked(seed, count, componentCount, offset, stride, primitive); break; default: throw new Error('glsVertexArrayTests.RandomArrayGenerator.generateQuads - Invalid input type'); break; } return data; }; /** * @param {number} seed * @param {number} count * @param {number} componentCount * @param {number} offset * @param {number} stride * @param {glsVertexArrayTests.deArray.Primitive} primitive * @return {ArrayBuffer} */ glsVertexArrayTests.RandomArrayGenerator.createQuadsPacked = function(seed, count, componentCount, offset, stride, primitive) { DE_ASSERT(componentCount == 4); /** @type {number} */ var quadStride = 0; if (stride == 0) stride = deMath.INT32_SIZE; switch (primitive) { case glsVertexArrayTests.deArray.Primitive.TRIANGLES: quadStride = stride * 6; break; default: throw new Error('glsVertexArrayTests.RandomArrayGenerator.createQuadsPacked - Invalid primitive'); break; } /** @type {ArrayBuffer} */ var _data = new ArrayBuffer(offset + quadStride * (count - 1) + stride * 5 + componentCount * glsVertexArrayTests.deArray.inputTypeSize(glsVertexArrayTests.deArray.InputType.INT_2_10_10_10)); // last element must be fully in the array /** @type {Uint8Array} */ var resultData = new Uint8Array(_data).subarray(offset); /** @type {number} */ var max = 1024; /** @type {number} */ var min = 10; /** @type {number} */ var max2 = 4; var rnd = new deRandom.Random(seed); switch (primitive) { case glsVertexArrayTests.deArray.Primitive.TRIANGLES: { for (var quadNdx = 0; quadNdx < count; quadNdx++) { /** @type {number} */ var x1 = min + rnd.getInt() % (max - min); /** @type {number} */ var x2 = min + rnd.getInt() % (max - x1); /** @type {number} */ var y1 = min + rnd.getInt() % (max - min); /** @type {number} */ var y2 = min + rnd.getInt() % (max - y1); /** @type {number} */ var z = min + rnd.getInt() % (max - min); /** @type {number} */ var w = rnd.getInt() % max2; /** @type {number} */ var val1 = (w << 30) | (z << 20) | (y1 << 10) | x1; /** @type {number} */ var val2 = (w << 30) | (z << 20) | (y1 << 10) | x2; /** @type {number} */ var val3 = (w << 30) | (z << 20) | (y2 << 10) | x1; /** @type {number} */ var val4 = (w << 30) | (z << 20) | (y2 << 10) | x1; /** @type {number} */ var val5 = (w << 30) | (z << 20) | (y1 << 10) | x2; /** @type {number} */ var val6 = (w << 30) | (z << 20) | (y2 << 10) | x2; glsVertexArrayTests.copyArray(resultData.subarray(quadNdx * quadStride + stride * 0), new Uint32Array([val1])); glsVertexArrayTests.copyArray(resultData.subarray(quadNdx * quadStride + stride * 1), new Uint32Array([val2])); glsVertexArrayTests.copyArray(resultData.subarray(quadNdx * quadStride + stride * 2), new Uint32Array([val3])); glsVertexArrayTests.copyArray(resultData.subarray(quadNdx * quadStride + stride * 3), new Uint32Array([val4])); glsVertexArrayTests.copyArray(resultData.subarray(quadNdx * quadStride + stride * 4), new Uint32Array([val5])); glsVertexArrayTests.copyArray(resultData.subarray(quadNdx * quadStride + stride * 5), new Uint32Array([val6])); } break; } default: throw new Error('glsVertexArrayTests.RandomArrayGenerator.createQuadsPacked - Invalid primitive'); break; } return _data; }; /** * @param {number} seed * @param {number} count * @param {number} componentCount * @param {number} offset * @param {number} stride * @param {glsVertexArrayTests.deArray.Primitive} primitive * @param {glsVertexArrayTests.GLValue} min * @param {glsVertexArrayTests.GLValue} max * @param {number} scale Coordinate scaling factor * @return {ArrayBuffer} */ glsVertexArrayTests.RandomArrayGenerator.createQuads = function(seed, count, componentCount, offset, stride, primitive, min, max, scale) { var componentStride = min.m_value.byteLength; //TODO: Fix encapsulation issue var quadStride = 0; var type = min.getType(); //Instead of using the template parameter. if (stride == 0) stride = componentCount * componentStride; DE_ASSERT(stride >= componentCount * componentStride); switch (primitive) { case glsVertexArrayTests.deArray.Primitive.TRIANGLES: quadStride = stride * 6; break; default: throw new Error('glsVertexArrayTests.RandomArrayGenerator.createQuads - Invalid primitive'); break; } /** @type {ArrayBuffer} */ var _data = new ArrayBuffer(offset + quadStride * count); /** @type {Uint8Array} */ var resultData = new Uint8Array(_data).subarray(offset); var rnd = new deRandom.Random(seed); switch (primitive) { case glsVertexArrayTests.deArray.Primitive.TRIANGLES: { for (var quadNdx = 0; quadNdx < count; ++quadNdx) { /** @type {glsVertexArrayTests.GLValue} */ var x1 = null; /** @type {glsVertexArrayTests.GLValue} */ var x2 = null; /** @type {glsVertexArrayTests.GLValue} */ var y1 = null; /** @type {glsVertexArrayTests.GLValue} */ var y2 = null; /** @type {glsVertexArrayTests.GLValue} */ var z = null; /** @type {glsVertexArrayTests.GLValue} */ var w = null; // attempt to find a good (i.e not extremely small) quad for (var attemptNdx = 0; attemptNdx < 4; ++attemptNdx) { x1 = glsVertexArrayTests.GLValue.getRandom(rnd, min, max); x2 = glsVertexArrayTests.GLValue.getRandom(rnd, glsVertexArrayTests.GLValue.minValue(type), glsVertexArrayTests.GLValue.abs(max.sub(x1))); y1 = glsVertexArrayTests.GLValue.getRandom(rnd, min, max); y2 = glsVertexArrayTests.GLValue.getRandom(rnd, glsVertexArrayTests.GLValue.minValue(type), glsVertexArrayTests.GLValue.abs(max.sub(y1))); z = (componentCount > 2) ? (glsVertexArrayTests.GLValue.getRandom(rnd, min, max)) : (glsVertexArrayTests.GLValue.create(0, type)); w = (componentCount > 3) ? (glsVertexArrayTests.GLValue.getRandom(rnd, min, max)) : (glsVertexArrayTests.GLValue.create(1, type)); // no additional components, all is good if (componentCount <= 2) break; // The result quad is too thin? if ((Math.abs(x2.interpret() + z.interpret()) < glsVertexArrayTests.GLValue.minValue(type).interpret()) || (Math.abs(y2.interpret() + w.interpret()) < glsVertexArrayTests.GLValue.minValue(type).interpret())) continue; // all ok break; } x2 = x1.add(x2); y2 = y1.add(y2); /** * Transform GL vertex coordinates so that after vertex shading the vertices will be rounded. * We want to avoid quads that cover a pixel partially */ var round = function(pos, scale, offset, range) { // Perform the same transformation as the vertex shader var val = (pos.interpret() + offset) * scale; var half = range / 2; val = val * half + half; // Round it val = Math.round(val); // And reverse the vertex shading transformation val = (val - half) / half; val = val / scale - offset; return glsVertexArrayTests.GLValue.create(val, pos.m_type); }; var viewport = gl.getParameter(gl.VIEWPORT); var voffset = 0; if (componentCount > 2) voffset = z.interpret(); x1 = round(x1, scale, voffset, viewport[2]); x2 = round(x2, scale, voffset, viewport[2]); voffset = 1; if (componentCount > 3) voffset = w.interpret(); y1 = round(y1, scale, voffset, viewport[3]); y2 = round(y2, scale, voffset, viewport[3]); glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride), x1); glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + componentStride), y1); glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride), x2); glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride + componentStride), y1); glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 2), x1); glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 2 + componentStride), y2); glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 3), x1); glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 3 + componentStride), y2); glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 4), x2); glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 4 + componentStride), y1); glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 5), x2); glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 5 + componentStride), y2); if (componentCount > 2) { for (var i = 0; i < 6; i++) glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * i + componentStride * 2), z); } if (componentCount > 3) { for (var i = 0; i < 6; i++) glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * i + componentStride * 3), w); } } break; } default: throw new Error('glsVertexArrayTests.RandomArrayGenerator.createQuads - Invalid primitive'); break; } return _data; }; /** * @param {number} seed * @param {number} count * @param {number} componentCount * @param {number} stride * @param {glsVertexArrayTests.deArray.Primitive} primitive * @param {glsVertexArrayTests.deArray.InputType} type * @param {glsVertexArrayTests.GLValue} min * @param {glsVertexArrayTests.GLValue} max */ glsVertexArrayTests.RandomArrayGenerator.generatePerQuad = function(seed, count, componentCount, stride, primitive, type, min, max) { /** @type {ArrayBuffer} */ var data = null; data = glsVertexArrayTests.RandomArrayGenerator.createPerQuads(seed, count, componentCount, stride, primitive, min, max); return data; }; /** * @param {number} seed * @param {number} count * @param {number} componentCount * @param {number} stride * @param {glsVertexArrayTests.deArray.Primitive} primitive * @param {glsVertexArrayTests.GLValue} min * @param {glsVertexArrayTests.GLValue} max */ glsVertexArrayTests.RandomArrayGenerator.createPerQuads = function(seed, count, componentCount, stride, primitive, min, max) { var rnd = new deRandom.Random(seed); var componentStride = min.m_value.byteLength; //TODO: Fix encapsulation issue. if (stride == 0) stride = componentStride * componentCount; var quadStride = 0; switch (primitive) { case glsVertexArrayTests.deArray.Primitive.TRIANGLES: quadStride = stride * 6; break; default: throw new Error('glsVertexArrayTests.RandomArrayGenerator.createPerQuads - Invalid primitive'); break; } /** @type {ArrayBuffer} */ var data = new ArrayBuffer(count * quadStride); for (var quadNdx = 0; quadNdx < count; quadNdx++) { for (var componentNdx = 0; componentNdx < componentCount; componentNdx++) { /** @type {glsVertexArrayTests.GLValue} */ var val = glsVertexArrayTests.GLValue.getRandom(rnd, min, max); var data8 = new Uint8Array(data); glsVertexArrayTests.copyGLValueToArray(data8.subarray(quadNdx * quadStride + stride * 0 + componentStride * componentNdx), val); glsVertexArrayTests.copyGLValueToArray(data8.subarray(quadNdx * quadStride + stride * 1 + componentStride * componentNdx), val); glsVertexArrayTests.copyGLValueToArray(data8.subarray(quadNdx * quadStride + stride * 2 + componentStride * componentNdx), val); glsVertexArrayTests.copyGLValueToArray(data8.subarray(quadNdx * quadStride + stride * 3 + componentStride * componentNdx), val); glsVertexArrayTests.copyGLValueToArray(data8.subarray(quadNdx * quadStride + stride * 4 + componentStride * componentNdx), val); glsVertexArrayTests.copyGLValueToArray(data8.subarray(quadNdx * quadStride + stride * 5 + componentStride * componentNdx), val); } } return data; }; /** * class glsVertexArrayTests.VertexArrayTest * @constructor * @extends {tcuTestCase.DeqpTest} * @param {string} name * @param {string} description */ glsVertexArrayTests.VertexArrayTest = function(name, description) { tcuTestCase.DeqpTest.call(this, name, description); var r = /** @type {number} */ (gl.getParameter(gl.RED_BITS)); var g = /** @type {number} */ (gl.getParameter(gl.GREEN_BITS)); var b = /** @type {number} */ (gl.getParameter(gl.BLUE_BITS)); var a = /** @type {number} */ (gl.getParameter(gl.ALPHA_BITS)); this.m_pixelformat = new tcuPixelFormat.PixelFormat(r, g, b, a); /** @type {sglrReferenceContext.ReferenceContextBuffers} */ this.m_refBuffers = null; /** @type {sglrReferenceContext.ReferenceContext} */ this.m_refContext = null; /** @type {sglrGLContext.GLContext} */ this.m_glesContext = null; /** @type {glsVertexArrayTests.ContextArrayPack} */ this.m_glArrayPack = null; /** @type {glsVertexArrayTests.ContextArrayPack} */ this.m_rrArrayPack = null; /** @type {boolean} */ this.m_isOk = false; /** @type {number} */ this.m_maxDiffRed = Math.ceil(256.0 * (2.0 / (1 << this.m_pixelformat.redBits))); /** @type {number} */ this.m_maxDiffGreen = Math.ceil(256.0 * (2.0 / (1 << this.m_pixelformat.greenBits))); /** @type {number} */ this.m_maxDiffBlue = Math.ceil(256.0 * (2.0 / (1 << this.m_pixelformat.blueBits))); }; glsVertexArrayTests.VertexArrayTest.prototype = Object.create(tcuTestCase.DeqpTest.prototype); glsVertexArrayTests.VertexArrayTest.prototype.constructor = glsVertexArrayTests.VertexArrayTest; /** * init */ glsVertexArrayTests.VertexArrayTest.prototype.init = function() { /** @type {number}*/ var renderTargetWidth = Math.min(512, canvas.width); /** @type {number}*/ var renderTargetHeight = Math.min(512, canvas.height); /** @type {sglrReferenceContext.ReferenceContextLimits} */ var limits = new sglrReferenceContext.ReferenceContextLimits(gl); this.m_glesContext = new sglrGLContext.GLContext(gl); this.m_refBuffers = new sglrReferenceContext.ReferenceContextBuffers(this.m_pixelformat, 0, 0, renderTargetWidth, renderTargetHeight); this.m_refContext = new sglrReferenceContext.ReferenceContext(limits, this.m_refBuffers.getColorbuffer(), this.m_refBuffers.getDepthbuffer(), this.m_refBuffers.getStencilbuffer()); this.m_glArrayPack = new glsVertexArrayTests.ContextArrayPack(this.m_glesContext); this.m_rrArrayPack = new glsVertexArrayTests.ContextArrayPack(this.m_refContext); }; /** * compare */ glsVertexArrayTests.VertexArrayTest.prototype.compare = function() { /** @type {tcuSurface.Surface} */ var ref = this.m_rrArrayPack.getSurface(); /** @type {tcuSurface.Surface} */ var screen = this.m_glArrayPack.getSurface(); if (/** @type {number} */ (this.m_glesContext.getParameter(gl.SAMPLES)) > 1) { // \todo [mika] Improve compare when using multisampling bufferedLogToConsole('Warning: Comparison of result from multisample render targets are not as strict as without multisampling. Might produce false positives!'); this.m_isOk = tcuImageCompare.fuzzyCompare('Compare Results', 'Compare Results', ref.getAccess(), screen.getAccess(), 1.5); } else { /** @type {tcuRGBA.RGBA} */ var threshold = tcuRGBA.newRGBAComponents(this.m_maxDiffRed, this.m_maxDiffGreen, this.m_maxDiffBlue, 255); /** @type {tcuSurface.Surface} */ var error = new tcuSurface.Surface(ref.getWidth(), ref.getHeight()); this.m_isOk = true; for (var y = 1; y < ref.getHeight() - 1; y++) { for (var x = 1; x < ref.getWidth() - 1; x++) { /** @type {tcuRGBA.RGBA} */ var refPixel = tcuRGBA.newRGBAFromArray(ref.getPixel(x, y)); /** @type {tcuRGBA.RGBA} */ var screenPixel = tcuRGBA.newRGBAFromArray(screen.getPixel(x, y)); /** @type {boolean} */ var isOkPixel = false; // Don't do comparisons for this pixel if it belongs to a one-pixel-thin part (i.e. it doesn't have similar-color neighbors in both x and y directions) in both result and reference. // This fixes some false negatives. /** @type {boolean} */ var refThin = ( !tcuRGBA.compareThreshold(refPixel, tcuRGBA.newRGBAFromArray(ref.getPixel(x - 1, y)), threshold) && !tcuRGBA.compareThreshold(refPixel, tcuRGBA.newRGBAFromArray(ref.getPixel(x + 1, y)), threshold) ) || ( !tcuRGBA.compareThreshold(refPixel, tcuRGBA.newRGBAFromArray(ref.getPixel(x, y - 1)), threshold) && !tcuRGBA.compareThreshold(refPixel, tcuRGBA.newRGBAFromArray(ref.getPixel(x, y + 1)), threshold) ); /** @type {boolean} */ var screenThin = ( !tcuRGBA.compareThreshold(screenPixel, tcuRGBA.newRGBAFromArray(screen.getPixel(x - 1, y)), threshold) && !tcuRGBA.compareThreshold(screenPixel, tcuRGBA.newRGBAFromArray(screen.getPixel(x + 1, y)), threshold) ) || ( !tcuRGBA.compareThreshold(screenPixel, tcuRGBA.newRGBAFromArray(screen.getPixel(x, y - 1)), threshold) && !tcuRGBA.compareThreshold(screenPixel, tcuRGBA.newRGBAFromArray(screen.getPixel(x, y + 1)), threshold) ); if (refThin && screenThin) isOkPixel = true; else { //NOTE: This will ignore lines less than three pixels wide, so //even if there's a difference, the test will pass. for (var dy = -1; dy < 2 && !isOkPixel; dy++) { for (var dx = -1; dx < 2 && !isOkPixel; dx++) { // Check reference pixel against screen pixel /** @type {tcuRGBA.RGBA} */ var screenCmpPixel = tcuRGBA.newRGBAFromArray(screen.getPixel(x + dx, y + dy)); /** @type {number} (8-bit) */ var r = Math.abs(refPixel.getRed() - screenCmpPixel.getRed()); /** @type {number} (8-bit) */ var g = Math.abs(refPixel.getGreen() - screenCmpPixel.getGreen()); /** @type {number} (8-bit) */ var b = Math.abs(refPixel.getBlue() - screenCmpPixel.getBlue()); if (r <= this.m_maxDiffRed && g <= this.m_maxDiffGreen && b <= this.m_maxDiffBlue) isOkPixel = true; // Check screen pixels against reference pixel /** @type {tcuRGBA.RGBA} */ var refCmpPixel = tcuRGBA.newRGBAFromArray(ref.getPixel(x + dx, y + dy)); r = Math.abs(refCmpPixel.getRed() - screenPixel.getRed()); g = Math.abs(refCmpPixel.getGreen() - screenPixel.getGreen()); b = Math.abs(refCmpPixel.getBlue() - screenPixel.getBlue()); if (r <= this.m_maxDiffRed && g <= this.m_maxDiffGreen && b <= this.m_maxDiffBlue) isOkPixel = true; } } } if (isOkPixel) error.setPixel(x, y, [tcuRGBA.newRGBAFromArray(screen.getPixel(x, y)).getRed(), (tcuRGBA.newRGBAFromArray(screen.getPixel(x, y)).getGreen() + 255) / 2, tcuRGBA.newRGBAFromArray(screen.getPixel(x, y)).getBlue(), 255] ); else { error.setPixel(x, y, [255, 0, 0, 255]); this.m_isOk = false; } } } if (!this.m_isOk) { debug('Image comparison failed, threshold = (' + this.m_maxDiffRed + ', ' + this.m_maxDiffGreen + ', ' + this.m_maxDiffBlue + ')'); //log << TestLog::ImageSet("Compare result", "Result of rendering"); tcuImageCompare.displayImages(screen.getAccess(), ref.getAccess(), error.getAccess()); } else { //log << TestLog::ImageSet("Compare result", "Result of rendering") tcuLogImage.logImage('Result', '', screen.getAccess()); } } }; //TODO: Is this actually used? -> glsVertexArrayTests.VertexArrayTest& operator= (const glsVertexArrayTests.VertexArrayTest& other); /** * glsVertexArrayTests.MultiVertexArrayTest class * @constructor * @extends {glsVertexArrayTests.VertexArrayTest} * @param {glsVertexArrayTests.MultiVertexArrayTest.Spec} spec * @param {string} name * @param {string} desc */ glsVertexArrayTests.MultiVertexArrayTest = function(spec, name, desc) { glsVertexArrayTests.VertexArrayTest.call(this, name, desc); /** @type {glsVertexArrayTests.MultiVertexArrayTest.Spec} */ this.m_spec = spec; /** @type {number} */ this.m_iteration = 0; }; glsVertexArrayTests.MultiVertexArrayTest.prototype = Object.create(glsVertexArrayTests.VertexArrayTest.prototype); glsVertexArrayTests.MultiVertexArrayTest.prototype.constructor = glsVertexArrayTests.MultiVertexArrayTest; /** * glsVertexArrayTests.MultiVertexArrayTest.Spec class * @constructor */ glsVertexArrayTests.MultiVertexArrayTest.Spec = function() { /** @type {glsVertexArrayTests.deArray.Primitive} */ this.primitive; /** @type {number} */ this.drawCount = 0; /** @type {number} */ this.first = 0; /** @type {Array} */ this.arrays = []; }; /** * glsVertexArrayTests.MultiVertexArrayTest.Spec.ArraySpec class * @constructor * @param {glsVertexArrayTests.deArray.InputType} inputType_ * @param {glsVertexArrayTests.deArray.OutputType} outputType_ * @param {glsVertexArrayTests.deArray.Storage} storage_ * @param {glsVertexArrayTests.deArray.Usage} usage_ * @param {number} componentCount_ * @param {number} offset_ * @param {number} stride_ * @param {boolean} normalize_ * @param {glsVertexArrayTests.GLValue} min_ * @param {glsVertexArrayTests.GLValue} max_ */ glsVertexArrayTests.MultiVertexArrayTest.Spec.ArraySpec = function(inputType_, outputType_, storage_, usage_, componentCount_, offset_, stride_, normalize_, min_, max_) { this.inputType = inputType_; this.outputType = outputType_; this.storage = storage_; this.usage = usage_; this.componentCount = componentCount_; this.offset = offset_; /** @type {number} */ this.stride = stride_; this.normalize = normalize_; this.min = min_; this.max = max_; }; /** * getName * @return {string} */ glsVertexArrayTests.MultiVertexArrayTest.Spec.prototype.getName = function() { var name = ''; for (var ndx = 0; ndx < this.arrays.length; ++ndx) { /** @type {glsVertexArrayTests.MultiVertexArrayTest.Spec.ArraySpec} */ var array = this.arrays[ndx]; if (this.arrays.length > 1) name += 'array' + ndx + '_'; name += glsVertexArrayTests.deArray.storageToString(array.storage) + '_' + array.offset + '_' + array.stride + '_' + glsVertexArrayTests.deArray.inputTypeToString(array.inputType); if (array.inputType != glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10 && array.inputType != glsVertexArrayTests.deArray.InputType.INT_2_10_10_10) name += array.componentCount; name += '_' + (array.normalize ? 'normalized_' : '') + glsVertexArrayTests.deArray.outputTypeToString(array.outputType) + '_' + glsVertexArrayTests.deArray.usageTypeToString(array.usage) + '_'; } if (this.first) name += 'first' + this.first + '_'; switch (this.primitive) { case glsVertexArrayTests.deArray.Primitive.TRIANGLES: name += 'quads_'; break; case glsVertexArrayTests.deArray.Primitive.POINTS: name += 'points_'; break; default: throw new Error('glsVertexArrayTests.MultiVertexArrayTest.Spec.getName - Invalid primitive type'); break; } name += this.drawCount; return name; }; /** * getName * @return {string} */ glsVertexArrayTests.MultiVertexArrayTest.Spec.prototype.getDesc = function() { var desc = ''; for (var ndx = 0; ndx < this.arrays.length; ++ndx) { /** @type {glsVertexArrayTests.MultiVertexArrayTest.Spec.ArraySpec} */ var array = this.arrays[ndx]; desc += 'Array ' + ndx + ': ' + 'Storage in ' + glsVertexArrayTests.deArray.storageToString(array.storage) + ', ' + 'stride ' + array.stride + ', ' + 'input datatype ' + glsVertexArrayTests.deArray.inputTypeToString(array.inputType) + ', ' + 'input component count ' + array.componentCount + ', ' + (array.normalize ? 'normalized, ' : '') + 'used as ' + glsVertexArrayTests.deArray.outputTypeToString(array.outputType) + ', '; } desc += 'drawArrays(), ' + 'first ' + this.first + ', ' + this.drawCount; switch (this.primitive) { case glsVertexArrayTests.deArray.Primitive.TRIANGLES: desc += 'quads '; break; case glsVertexArrayTests.deArray.Primitive.POINTS: desc += 'points'; break; default: throw new Error('glsVertexArrayTests.MultiVertexArrayTest.Spec.getDesc - Invalid primitive type'); break; } return desc; }; /** * iterate * @return {tcuTestCase.IterateResult} */ glsVertexArrayTests.MultiVertexArrayTest.prototype.iterate = function() { if (this.m_iteration == 0) { var primitiveSize = (this.m_spec.primitive == glsVertexArrayTests.deArray.Primitive.TRIANGLES) ? (6) : (1); // in non-indexed draw Triangles means rectangles var coordScale = 1.0; var colorScale = 1.0; var useVao = true; // WebGL, WebGL 2.0 - gl.getType().getProfile() == glu::PROFILE_CORE; // Log info bufferedLogToConsole(this.m_spec.getDesc()); // Color and Coord scale // First array is always position /** @type {glsVertexArrayTests.MultiVertexArrayTest.Spec.ArraySpec} */ var arraySpec = this.m_spec.arrays[0]; if (arraySpec.inputType == glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10) { if (arraySpec.normalize) coordScale = 1; else coordScale = 1 / 1024; } else if (arraySpec.inputType == glsVertexArrayTests.deArray.InputType.INT_2_10_10_10) { if (arraySpec.normalize) coordScale = 1.0; else coordScale = 1.0 / 512.0; } else coordScale = arraySpec.normalize && !glsVertexArrayTests.inputTypeIsFloatType(arraySpec.inputType) ? 1.0 : 0.9 / arraySpec.max.toFloat(); if (arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.VEC3 || arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.VEC4 || arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.IVEC3 || arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.IVEC4 || arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.UVEC3 || arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.UVEC4) coordScale = coordScale * 0.5; // And other arrays are color-like for (var arrayNdx = 1; arrayNdx < this.m_spec.arrays.length; arrayNdx++) { arraySpec = this.m_spec.arrays[arrayNdx]; colorScale *= (arraySpec.normalize && !glsVertexArrayTests.inputTypeIsFloatType(arraySpec.inputType) ? 1.0 : 1.0 / arraySpec.max.toFloat()); if (arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.VEC4) colorScale *= (arraySpec.normalize && !glsVertexArrayTests.inputTypeIsFloatType(arraySpec.inputType) ? 1.0 : 1.0 / arraySpec.max.toFloat()); } // Data for (var arrayNdx = 0; arrayNdx < this.m_spec.arrays.length; arrayNdx++) { arraySpec = this.m_spec.arrays[arrayNdx]; /** @type {number} */ var seed = arraySpec.inputType + 10 * arraySpec.outputType + 100 * arraySpec.storage + 1000 * this.m_spec.primitive + 10000 * arraySpec.usage + this.m_spec.drawCount + 12 * arraySpec.componentCount + arraySpec.stride + arraySpec.normalize; /** @type {ArrayBuffer} */ var data = null; /** @type {number} */ var stride = arraySpec.stride == 0 ? arraySpec.componentCount * glsVertexArrayTests.deArray.inputTypeSize(arraySpec.inputType) : arraySpec.stride; /** @type {number} */ var bufferSize = arraySpec.offset + stride * (this.m_spec.drawCount * primitiveSize - 1) + arraySpec.componentCount * glsVertexArrayTests.deArray.inputTypeSize(arraySpec.inputType); switch (this.m_spec.primitive) { // case glsVertexArrayTests.deArray.Primitive.POINTS: // data = glsVertexArrayTests.RandomArrayGenerator.generateArray(seed, arraySpec.min, arraySpec.max, arraySpec.count, arraySpec.componentCount, arraySpec.stride, arraySpec.inputType); // break; case glsVertexArrayTests.deArray.Primitive.TRIANGLES: if (arrayNdx == 0) { data = glsVertexArrayTests.RandomArrayGenerator.generateQuads(seed, this.m_spec.drawCount, arraySpec.componentCount, arraySpec.offset, arraySpec.stride, this.m_spec.primitive, arraySpec.inputType, arraySpec.min, arraySpec.max, coordScale); } else { DE_ASSERT(arraySpec.offset == 0); // \note [jarkko] it just hasn't been implemented data = glsVertexArrayTests.RandomArrayGenerator.generatePerQuad(seed, this.m_spec.drawCount, arraySpec.componentCount, arraySpec.stride, this.m_spec.primitive, arraySpec.inputType, arraySpec.min, arraySpec.max); } break; default: throw new Error('glsVertexArrayTests.MultiVertexArrayTest.prototype.iterate - Invalid primitive type'); break; } this.m_glArrayPack.newArray(arraySpec.storage); this.m_rrArrayPack.newArray(arraySpec.storage); this.m_glArrayPack.getArray(arrayNdx).data(glsVertexArrayTests.deArray.Target.ARRAY, bufferSize, new Uint8Array(data), arraySpec.usage); this.m_rrArrayPack.getArray(arrayNdx).data(glsVertexArrayTests.deArray.Target.ARRAY, bufferSize, new Uint8Array(data), arraySpec.usage); this.m_glArrayPack.getArray(arrayNdx).bind(arrayNdx, arraySpec.offset, arraySpec.componentCount, arraySpec.inputType, arraySpec.outputType, arraySpec.normalize, arraySpec.stride); this.m_rrArrayPack.getArray(arrayNdx).bind(arrayNdx, arraySpec.offset, arraySpec.componentCount, arraySpec.inputType, arraySpec.outputType, arraySpec.normalize, arraySpec.stride); } try { this.m_glArrayPack.render(this.m_spec.primitive, this.m_spec.first, this.m_spec.drawCount * primitiveSize, useVao, coordScale, colorScale); this.m_rrArrayPack.render(this.m_spec.primitive, this.m_spec.first, this.m_spec.drawCount * primitiveSize, useVao, coordScale, colorScale); } catch (err) { // GL Errors are ok if the mode is not properly aligned bufferedLogToConsole('Got error: ' + err.message); if (this.isUnalignedBufferOffsetTest()) testFailedOptions('Failed to draw with unaligned buffers', false); // TODO: QP_TEST_RESULT_COMPATIBILITY_WARNING else if (this.isUnalignedBufferStrideTest()) testFailedOptions('Failed to draw with unaligned stride', false); // QP_TEST_RESULT_COMPATIBILITY_WARNING else throw new Error(err.message); return tcuTestCase.IterateResult.STOP; } this.m_iteration++; return tcuTestCase.IterateResult.CONTINUE; } else if (this.m_iteration == 1) { this.compare(); if (this.m_isOk) { testPassedOptions('', true); } else { if (this.isUnalignedBufferOffsetTest()) testFailedOptions('Failed to draw with unaligned buffers', false); // QP_TEST_RESULT_COMPATIBILITY_WARNING else if (this.isUnalignedBufferStrideTest()) testFailedOptions('Failed to draw with unaligned stride', false); // QP_TEST_RESULT_COMPATIBILITY_WARNING else testFailedOptions('Image comparison failed', false); } this.m_iteration++; return tcuTestCase.IterateResult.STOP; } else { testFailedOptions('glsVertexArrayTests.MultiVertexArrayTest.iterate - Invalid iteration stage', false); return tcuTestCase.IterateResult.STOP; } }; /** * isUnalignedBufferOffsetTest * @return {boolean} */ glsVertexArrayTests.MultiVertexArrayTest.prototype.isUnalignedBufferOffsetTest = function() { // Buffer offsets should be data type size aligned for (var i = 0; i < this.m_spec.arrays.length; ++i) { if (this.m_spec.arrays[i].storage == glsVertexArrayTests.deArray.Storage.BUFFER) { /** @type {boolean} */ var inputTypePacked = this.m_spec.arrays[i].inputType == glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10 || this.m_spec.arrays[i].inputType == glsVertexArrayTests.deArray.InputType.INT_2_10_10_10; /** @type {number} */ var dataTypeSize = glsVertexArrayTests.deArray.inputTypeSize(this.m_spec.arrays[i].inputType); if (inputTypePacked) dataTypeSize = 4; if (this.m_spec.arrays[i].offset % dataTypeSize != 0) return true; } } return false; }; /** * isUnalignedBufferStrideTest * @return {boolean} */ glsVertexArrayTests.MultiVertexArrayTest.prototype.isUnalignedBufferStrideTest = function() { // Buffer strides should be data type size aligned for (var i = 0; i < this.m_spec.arrays.length; ++i) { if (this.m_spec.arrays[i].storage == glsVertexArrayTests.deArray.Storage.BUFFER) { /** @type {boolean} */ var inputTypePacked = this.m_spec.arrays[i].inputType == glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10 || this.m_spec.arrays[i].inputType == glsVertexArrayTests.deArray.InputType.INT_2_10_10_10; /** @type {number} */ var dataTypeSize = glsVertexArrayTests.deArray.inputTypeSize(this.m_spec.arrays[i].inputType); if (inputTypePacked) dataTypeSize = 4; if (this.m_spec.arrays[i].stride % dataTypeSize != 0) return true; } } return false; }; });