Add new framebuffer fetch extension tests am: 2a609fb223
[platform/upstream/VK-GL-CTS.git] / modules / gles2 / functional / es2fShaderDiscardTests.cpp
1 /*-------------------------------------------------------------------------
2  * drawElements Quality Program OpenGL ES 2.0 Module
3  * -------------------------------------------------
4  *
5  * Copyright 2014 The Android Open Source Project
6  *
7  * Licensed under the Apache License, Version 2.0 (the "License");
8  * you may not use this file except in compliance with the License.
9  * You may obtain a copy of the License at
10  *
11  *      http://www.apache.org/licenses/LICENSE-2.0
12  *
13  * Unless required by applicable law or agreed to in writing, software
14  * distributed under the License is distributed on an "AS IS" BASIS,
15  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16  * See the License for the specific language governing permissions and
17  * limitations under the License.
18  *
19  *//*!
20  * \file
21  * \brief Shader discard statement tests.
22  *//*--------------------------------------------------------------------*/
23
24 #include "es2fShaderDiscardTests.hpp"
25 #include "glsShaderRenderCase.hpp"
26 #include "tcuStringTemplate.hpp"
27 #include "gluTexture.hpp"
28
29 #include <map>
30 #include <sstream>
31 #include <string>
32
33 #include "glwEnums.hpp"
34 #include "glwFunctions.hpp"
35
36 using tcu::StringTemplate;
37
38 using std::map;
39 using std::string;
40 using std::ostringstream;
41
42 using namespace glu;
43 using namespace deqp::gls;
44
45 namespace deqp
46 {
47 namespace gles2
48 {
49 namespace Functional
50 {
51
52 enum CaseFlags
53 {
54         FLAG_USES_TEXTURES                              = (1<<0),
55         FLAG_REQUIRES_DYNAMIC_LOOPS             = (1<<1),
56 };
57
58 class ShaderDiscardCase : public ShaderRenderCase
59 {
60 public:
61                                                 ShaderDiscardCase                       (Context& context, const char* name, const char* description, const char* shaderSource, ShaderEvalFunc evalFunc, deUint32 flags);
62         virtual                         ~ShaderDiscardCase                      (void);
63
64         void                            init                                            (void);
65         void                            deinit                                          (void);
66
67         void                            setupUniforms                           (int programID, const tcu::Vec4& constCoords);
68
69 private:
70         const deUint32          m_flags;
71         glu::Texture2D*         m_brickTexture;
72 };
73
74 ShaderDiscardCase::ShaderDiscardCase (Context& context, const char* name, const char* description, const char* shaderSource, ShaderEvalFunc evalFunc, deUint32 flags)
75         : ShaderRenderCase      (context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, false, evalFunc)
76         , m_flags                       (flags)
77         , m_brickTexture        (DE_NULL)
78 {
79         m_fragShaderSource      = shaderSource;
80         m_vertShaderSource      =
81                 "attribute highp   vec4 a_position;\n"
82                 "attribute highp   vec4 a_coords;\n"
83                 "varying   mediump vec4 v_color;\n"
84                 "varying   mediump vec4 v_coords;\n\n"
85                 "void main (void)\n"
86                 "{\n"
87                 "    gl_Position = a_position;\n"
88                 "    v_color = vec4(a_coords.xyz, 1.0);\n"
89                 "    v_coords = a_coords;\n"
90                 "}\n";
91 }
92
93 ShaderDiscardCase::~ShaderDiscardCase (void)
94 {
95         delete m_brickTexture;
96 }
97
98 void ShaderDiscardCase::init (void)
99 {
100         try
101         {
102                 gls::ShaderRenderCase::init();
103         }
104         catch (const CompileFailed&)
105         {
106                 if (m_flags & FLAG_REQUIRES_DYNAMIC_LOOPS)
107                 {
108                         const bool isSupported = m_isVertexCase ? m_ctxInfo.isVertexDynamicLoopSupported() : m_ctxInfo.isFragmentDynamicLoopSupported();
109                         if (!isSupported)
110                                 throw tcu::NotSupportedError("Dynamic loops not supported");
111                 }
112
113                 throw;
114         }
115
116         if (m_flags & FLAG_USES_TEXTURES)
117         {
118                 m_brickTexture = glu::Texture2D::create(m_renderCtx, m_ctxInfo, m_testCtx.getArchive(), "data/brick.png");
119                 m_textures.push_back(TextureBinding(m_brickTexture, tcu::Sampler(tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE,
120                                                                                                                                                  tcu::Sampler::LINEAR, tcu::Sampler::LINEAR)));
121         }
122 }
123
124 void ShaderDiscardCase::deinit (void)
125 {
126         gls::ShaderRenderCase::deinit();
127         delete m_brickTexture;
128         m_brickTexture = DE_NULL;
129 }
130
131 void ShaderDiscardCase::setupUniforms (int programID, const tcu::Vec4&)
132 {
133         const glw::Functions& gl = m_renderCtx.getFunctions();
134         gl.uniform1i(gl.getUniformLocation(programID, "ut_brick"), 0);
135 }
136
137 ShaderDiscardTests::ShaderDiscardTests (Context& context)
138         : TestCaseGroup(context, "discard", "Discard statement tests")
139 {
140 }
141
142 ShaderDiscardTests::~ShaderDiscardTests (void)
143 {
144 }
145
146 enum DiscardMode
147 {
148         DISCARDMODE_ALWAYS = 0,
149         DISCARDMODE_NEVER,
150         DISCARDMODE_UNIFORM,
151         DISCARDMODE_DYNAMIC,
152         DISCARDMODE_TEXTURE,
153
154         DISCARDMODE_LAST
155 };
156
157 enum DiscardTemplate
158 {
159         DISCARDTEMPLATE_MAIN_BASIC = 0,
160         DISCARDTEMPLATE_FUNCTION_BASIC,
161         DISCARDTEMPLATE_MAIN_STATIC_LOOP,
162         DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP,
163         DISCARDTEMPLATE_FUNCTION_STATIC_LOOP,
164
165         DISCARDTEMPLATE_LAST
166 };
167
168 // Evaluation functions
169 inline void evalDiscardAlways   (ShaderEvalContext& c) { c.discard(); }
170 inline void evalDiscardNever    (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); }
171 inline void evalDiscardDynamic  (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); if (c.coords.x()+c.coords.y() > 0.0f) c.discard(); }
172
173 inline void evalDiscardTexture (ShaderEvalContext& c)
174 {
175         c.color.xyz() = c.coords.swizzle(0,1,2);
176         if (c.texture2D(0, c.coords.swizzle(0,1) * 0.25f + 0.5f).x() < 0.7f)
177                 c.discard();
178 }
179
180 static ShaderEvalFunc getEvalFunc (DiscardMode mode)
181 {
182         switch (mode)
183         {
184                 case DISCARDMODE_ALWAYS:        return evalDiscardAlways;
185                 case DISCARDMODE_NEVER:         return evalDiscardNever;
186                 case DISCARDMODE_UNIFORM:       return evalDiscardAlways;
187                 case DISCARDMODE_DYNAMIC:       return evalDiscardDynamic;
188                 case DISCARDMODE_TEXTURE:       return evalDiscardTexture;
189                 default:
190                         DE_ASSERT(DE_FALSE);
191                         return evalDiscardAlways;
192         }
193 }
194
195 static const char* getTemplate (DiscardTemplate variant)
196 {
197         switch (variant)
198         {
199                 case DISCARDTEMPLATE_MAIN_BASIC:
200                         return "varying mediump vec4 v_color;\n"
201                                    "varying mediump vec4 v_coords;\n"
202                                    "uniform sampler2D    ut_brick;\n"
203                                    "uniform mediump int  ui_one;\n\n"
204                                    "void main (void)\n"
205                                    "{\n"
206                                    "    gl_FragColor = v_color;\n"
207                                    "    ${DISCARD};\n"
208                                    "}\n";
209
210                 case DISCARDTEMPLATE_FUNCTION_BASIC:
211                         return "varying mediump vec4 v_color;\n"
212                                    "varying mediump vec4 v_coords;\n"
213                                    "uniform sampler2D    ut_brick;\n"
214                                    "uniform mediump int  ui_one;\n\n"
215                                    "void myfunc (void)\n"
216                                    "{\n"
217                                    "    ${DISCARD};\n"
218                                    "}\n\n"
219                                    "void main (void)\n"
220                                    "{\n"
221                                    "    gl_FragColor = v_color;\n"
222                                    "    myfunc();\n"
223                                    "}\n";
224
225                 case DISCARDTEMPLATE_MAIN_STATIC_LOOP:
226                         return "varying mediump vec4 v_color;\n"
227                                    "varying mediump vec4 v_coords;\n"
228                                    "uniform sampler2D    ut_brick;\n"
229                                    "uniform mediump int  ui_one;\n\n"
230                                    "void main (void)\n"
231                                    "{\n"
232                                    "    gl_FragColor = v_color;\n"
233                                    "    for (int i = 0; i < 2; i++)\n"
234                                    "    {\n"
235                                    "        if (i > 0)\n"
236                                    "            ${DISCARD};\n"
237                                    "    }\n"
238                                    "}\n";
239
240                 case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP:
241                         return "varying mediump vec4 v_color;\n"
242                                    "varying mediump vec4 v_coords;\n"
243                                    "uniform sampler2D    ut_brick;\n"
244                                    "uniform mediump int  ui_one;\n"
245                                    "uniform mediump int  ui_two;\n\n"
246                                    "void main (void)\n"
247                                    "{\n"
248                                    "    gl_FragColor = v_color;\n"
249                                    "    for (int i = 0; i < ui_two; i++)\n"
250                                    "    {\n"
251                                    "        if (i > 0)\n"
252                                    "            ${DISCARD};\n"
253                                    "    }\n"
254                                    "}\n";
255
256                 case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP:
257                         return "varying mediump vec4 v_color;\n"
258                                    "varying mediump vec4 v_coords;\n"
259                                    "uniform sampler2D    ut_brick;\n"
260                                    "uniform mediump int  ui_one;\n\n"
261                                    "void myfunc (void)\n"
262                                    "{\n"
263                                    "    for (int i = 0; i < 2; i++)\n"
264                                    "    {\n"
265                                    "        if (i > 0)\n"
266                                    "            ${DISCARD};\n"
267                                    "    }\n"
268                                    "}\n\n"
269                                    "void main (void)\n"
270                                    "{\n"
271                                    "    gl_FragColor = v_color;\n"
272                                    "    myfunc();\n"
273                                    "}\n";
274
275                 default:
276                         DE_ASSERT(DE_FALSE);
277                         return DE_NULL;
278         }
279 }
280
281 static const char* getTemplateName (DiscardTemplate variant)
282 {
283         switch (variant)
284         {
285                 case DISCARDTEMPLATE_MAIN_BASIC:                        return "basic";
286                 case DISCARDTEMPLATE_FUNCTION_BASIC:            return "function";
287                 case DISCARDTEMPLATE_MAIN_STATIC_LOOP:          return "static_loop";
288                 case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP:         return "dynamic_loop";
289                 case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP:      return "function_static_loop";
290                 default:
291                         DE_ASSERT(DE_FALSE);
292                         return DE_NULL;
293         }
294 }
295
296 static const char* getModeName (DiscardMode mode)
297 {
298         switch (mode)
299         {
300                 case DISCARDMODE_ALWAYS:        return "always";
301                 case DISCARDMODE_NEVER:         return "never";
302                 case DISCARDMODE_UNIFORM:       return "uniform";
303                 case DISCARDMODE_DYNAMIC:       return "dynamic";
304                 case DISCARDMODE_TEXTURE:       return "texture";
305                 default:
306                         DE_ASSERT(DE_FALSE);
307                         return DE_NULL;
308         }
309 }
310
311 static const char* getTemplateDesc (DiscardTemplate variant)
312 {
313         switch (variant)
314         {
315                 case DISCARDTEMPLATE_MAIN_BASIC:                        return "main";
316                 case DISCARDTEMPLATE_FUNCTION_BASIC:            return "function";
317                 case DISCARDTEMPLATE_MAIN_STATIC_LOOP:          return "static loop";
318                 case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP:         return "dynamic loop";
319                 case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP:      return "static loop in function";
320                 default:
321                         DE_ASSERT(DE_FALSE);
322                         return DE_NULL;
323         }
324 }
325
326 static const char* getModeDesc (DiscardMode mode)
327 {
328         switch (mode)
329         {
330                 case DISCARDMODE_ALWAYS:        return "Always discard";
331                 case DISCARDMODE_NEVER:         return "Never discard";
332                 case DISCARDMODE_UNIFORM:       return "Discard based on uniform value";
333                 case DISCARDMODE_DYNAMIC:       return "Discard based on varying values";
334                 case DISCARDMODE_TEXTURE:       return "Discard based on texture value";
335                 default:
336                         DE_ASSERT(DE_FALSE);
337                         return DE_NULL;
338         }
339 }
340
341 ShaderDiscardCase* makeDiscardCase (Context& context, DiscardTemplate tmpl, DiscardMode mode)
342 {
343         StringTemplate shaderTemplate(getTemplate(tmpl));
344
345         map<string, string> params;
346
347         switch (mode)
348         {
349                 case DISCARDMODE_ALWAYS:        params["DISCARD"] = "discard";                                                                          break;
350                 case DISCARDMODE_NEVER:         params["DISCARD"] = "if (false) discard";                                                       break;
351                 case DISCARDMODE_UNIFORM:       params["DISCARD"] = "if (ui_one > 0) discard";                                          break;
352                 case DISCARDMODE_DYNAMIC:       params["DISCARD"] = "if (v_coords.x+v_coords.y > 0.0) discard";         break;
353                 case DISCARDMODE_TEXTURE:       params["DISCARD"] = "if (texture2D(ut_brick, v_coords.xy*0.25+0.5).x < 0.7) discard";   break;
354                 default:
355                         DE_ASSERT(DE_FALSE);
356                         break;
357         }
358
359         string          name                    = string(getTemplateName(tmpl)) + "_" + getModeName(mode);
360         string          description             = string(getModeDesc(mode)) + " in " + getTemplateDesc(tmpl);
361         deUint32        flags                   = (mode == DISCARDMODE_TEXTURE ? FLAG_USES_TEXTURES : 0)
362                                                                 | (tmpl == DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP ? FLAG_REQUIRES_DYNAMIC_LOOPS : 0);
363
364         return new ShaderDiscardCase(context, name.c_str(), description.c_str(), shaderTemplate.specialize(params).c_str(), getEvalFunc(mode), flags);
365 }
366
367 void ShaderDiscardTests::init (void)
368 {
369         for (int tmpl = 0; tmpl < DISCARDTEMPLATE_LAST; tmpl++)
370                 for (int mode = 0; mode < DISCARDMODE_LAST; mode++)
371                         addChild(makeDiscardCase(m_context, (DiscardTemplate)tmpl, (DiscardMode)mode));
372 }
373
374 } // Functional
375 } // gles2
376 } // deqp