Merge aosp/upstream-vulkan-cts-1.0-dev into aosp/master am: 68e9111d15 am: 0e5e3a7b7d...
[platform/upstream/VK-GL-CTS.git] / modules / gles2 / performance / es2pTextureCases.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 Texture format performance tests.
22  *//*--------------------------------------------------------------------*/
23
24 #include "es2pTextureCases.hpp"
25 #include "glsShaderPerformanceCase.hpp"
26 #include "tcuTextureUtil.hpp"
27 #include "tcuRenderTarget.hpp"
28 #include "gluTexture.hpp"
29 #include "gluStrUtil.hpp"
30
31 #include "deStringUtil.hpp"
32
33 #include "glwEnums.hpp"
34 #include "glwFunctions.hpp"
35
36 namespace deqp
37 {
38 namespace gles2
39 {
40 namespace Performance
41 {
42
43 using namespace gls;
44 using namespace glw; // GL types
45 using tcu::Vec2;
46 using tcu::Vec3;
47 using tcu::Vec4;
48 using tcu::IVec4;
49 using std::string;
50 using std::vector;
51 using tcu::TestLog;
52
53 Texture2DRenderCase::Texture2DRenderCase (Context&                      context,
54                                                                                   const char*           name,
55                                                                                   const char*           description,
56                                                                                   deUint32                      format,
57                                                                                   deUint32                      dataType,
58                                                                                   deUint32                      wrapS,
59                                                                                   deUint32                      wrapT,
60                                                                                   deUint32                      minFilter,
61                                                                                   deUint32                      magFilter,
62                                                                                   const tcu::Mat3&      coordTransform,
63                                                                                   int                           numTextures,
64                                                                                   bool                          powerOfTwo)
65         : ShaderPerformanceCase (context.getTestContext(), context.getRenderContext(), name, description, CASETYPE_FRAGMENT)
66         , m_format                              (format)
67         , m_dataType                    (dataType)
68         , m_wrapS                               (wrapS)
69         , m_wrapT                               (wrapT)
70         , m_minFilter                   (minFilter)
71         , m_magFilter                   (magFilter)
72         , m_coordTransform              (coordTransform)
73         , m_numTextures                 (numTextures)
74         , m_powerOfTwo                  (powerOfTwo)
75 {
76 }
77
78 Texture2DRenderCase::~Texture2DRenderCase (void)
79 {
80         for (vector<glu::Texture2D*>::iterator i = m_textures.begin(); i != m_textures.end(); i++)
81                 delete *i;
82         m_textures.clear();
83 }
84
85 static inline int roundDownToPowerOfTwo (int val)
86 {
87         DE_ASSERT(val >= 0);
88         int l0 = deClz32(val);
89         return val & ~((1<<(31-l0))-1);
90 }
91
92 void Texture2DRenderCase::init (void)
93 {
94         TestLog& log = m_testCtx.getLog();
95
96         int width       = m_renderCtx.getRenderTarget().getWidth();
97         int height      = m_renderCtx.getRenderTarget().getHeight();
98
99         if (m_powerOfTwo)
100         {
101                 width   = roundDownToPowerOfTwo(width);
102                 height  = roundDownToPowerOfTwo(height);
103         }
104
105         bool mipmaps = m_minFilter == GL_NEAREST_MIPMAP_NEAREST ||
106                                    m_minFilter == GL_NEAREST_MIPMAP_LINEAR      ||
107                                    m_minFilter == GL_LINEAR_MIPMAP_NEAREST      ||
108                                    m_minFilter == GL_LINEAR_MIPMAP_LINEAR;
109
110         DE_ASSERT(m_powerOfTwo || (!mipmaps && m_wrapS == GL_CLAMP_TO_EDGE && m_wrapT == GL_CLAMP_TO_EDGE));
111
112         Vec2 p00 = (m_coordTransform * Vec3(0.0f, 0.0f, 1.0f)).swizzle(0,1);
113         Vec2 p10 = (m_coordTransform * Vec3(1.0f, 0.0f, 1.0f)).swizzle(0,1);
114         Vec2 p01 = (m_coordTransform * Vec3(0.0f, 1.0f, 1.0f)).swizzle(0,1);
115         Vec2 p11 = (m_coordTransform * Vec3(1.0f, 1.0f, 1.0f)).swizzle(0,1);
116
117         m_attributes.push_back(AttribSpec("a_coords", Vec4(p00.x(), p00.y(), 0.0f, 0.0f),
118                                                                                                   Vec4(p10.x(), p10.y(), 0.0f, 0.0f),
119                                                                                                   Vec4(p01.x(), p01.y(), 0.0f, 0.0f),
120                                                                                                   Vec4(p11.x(), p11.y(), 0.0f, 0.0f)));
121
122         log << TestLog::Message << "Size: " << width << "x" << height << TestLog::EndMessage;
123         log << TestLog::Message << "Format: " <<glu::getTextureFormatName(m_format) << " " << glu::getTypeName(m_dataType) << TestLog::EndMessage;
124         log << TestLog::Message << "Coords: " << p00 << ", " << p10 << ", " << p01 << ", " << p11 << TestLog::EndMessage;
125         log << TestLog::Message << "Wrap: " << glu::getTextureWrapModeStr(m_wrapS) << " / " << glu::getTextureWrapModeStr(m_wrapT) << TestLog::EndMessage;
126         log << TestLog::Message << "Filter: " << glu::getTextureFilterStr(m_minFilter) << " / " << glu::getTextureFilterStr(m_magFilter) << TestLog::EndMessage;
127         log << TestLog::Message << "Mipmaps: " << (mipmaps ? "true" : "false") << TestLog::EndMessage;
128         log << TestLog::Message << "Using additive blending." << TestLog::EndMessage;
129
130         // Use same viewport size as texture size.
131         setViewportSize(width, height);
132
133         m_vertShaderSource =
134                 "attribute highp vec4 a_position;\n"
135                 "attribute mediump vec2 a_coords;\n"
136                 "varying mediump vec2 v_coords;\n"
137                 "void main (void)\n"
138                 "{\n"
139                 "       gl_Position = a_position;\n"
140                 "       v_coords = a_coords;\n"
141                 "}\n";
142
143         std::ostringstream fragSrc;
144         fragSrc << "varying mediump vec2 v_coords;\n";
145
146         for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
147                 fragSrc << "uniform sampler2D u_sampler" << texNdx << ";\n";
148
149         fragSrc << "void main (void)\n"
150                         << "{\n";
151
152         for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
153                 fragSrc << "\t" << (texNdx == 0 ? "lowp vec4 r = " : "r += ") << "texture2D(u_sampler" << texNdx << ", v_coords);\n";
154
155         fragSrc << "    gl_FragColor = r;\n"
156                         << "}\n";
157
158         m_fragShaderSource = fragSrc.str();
159
160         m_textures.reserve(m_numTextures);
161         for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
162         {
163                 static const IVec4 swizzles[] = { IVec4(0,1,2,3), IVec4(1,2,3,0), IVec4(2,3,0,1), IVec4(3,0,1,2),
164                                                                                   IVec4(3,2,1,0), IVec4(2,1,0,3), IVec4(1,0,3,2), IVec4(0,3,2,1) };
165                 const IVec4& sw = swizzles[texNdx % DE_LENGTH_OF_ARRAY(swizzles)];
166
167                 glu::Texture2D* texture = new glu::Texture2D(m_renderCtx, m_format, m_dataType, width, height);
168                 m_textures.push_back(texture);
169
170                 // Fill levels.
171                 int numLevels = mipmaps ? texture->getRefTexture().getNumLevels() : 1;
172                 for (int levelNdx = 0; levelNdx < numLevels; levelNdx++)
173                 {
174                         texture->getRefTexture().allocLevel(levelNdx);
175                         tcu::fillWithComponentGradients(texture->getRefTexture().getLevel(levelNdx),
176                                                                                         Vec4(0.0f, 0.0f, 0.0f, 0.0f).swizzle(sw[0], sw[1], sw[2], sw[3]),
177                                                                                         Vec4(1.0f, 1.0f, 1.0f, 1.0f).swizzle(sw[0], sw[1], sw[2], sw[3]));
178                 }
179
180                 texture->upload();
181         }
182
183         ShaderPerformanceCase::init();
184 }
185
186 void Texture2DRenderCase::deinit (void)
187 {
188         for (vector<glu::Texture2D*>::iterator i = m_textures.begin(); i != m_textures.end(); i++)
189                 delete *i;
190         m_textures.clear();
191
192         ShaderPerformanceCase::deinit();
193 }
194
195 void Texture2DRenderCase::setupProgram (deUint32 program)
196 {
197         const glw::Functions& gl = m_renderCtx.getFunctions();
198         for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
199         {
200                 int samplerLoc = gl.getUniformLocation(program, (string("u_sampler") + de::toString(texNdx)).c_str());
201                 gl.uniform1i(samplerLoc, texNdx);
202         }
203 }
204
205 void Texture2DRenderCase::setupRenderState (void)
206 {
207         const glw::Functions& gl = m_renderCtx.getFunctions();
208
209         // Setup additive blending.
210         gl.enable(GL_BLEND);
211         gl.blendFunc(GL_ONE, GL_ONE);
212         gl.blendEquation(GL_FUNC_ADD);
213
214         // Setup textures.
215         for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
216         {
217                 gl.activeTexture(GL_TEXTURE0 + texNdx);
218                 gl.bindTexture(GL_TEXTURE_2D, m_textures[texNdx]->getGLTexture());
219                 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,  m_minFilter);
220                 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,  m_magFilter);
221                 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,              m_wrapS);
222                 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,              m_wrapT);
223         }
224 }
225
226
227 } // Performance
228 } // gles2
229 } // deqp