1 /*-------------------------------------------------------------------------
2 * drawElements Quality Program OpenGL ES 3.0 Module
3 * -------------------------------------------------
5 * Copyright 2014 The Android Open Source Project
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
11 * http://www.apache.org/licenses/LICENSE-2.0
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.
21 * \brief Shader discard statement tests.
22 *//*--------------------------------------------------------------------*/
24 #include "es3fShaderDiscardTests.hpp"
25 #include "glsShaderRenderCase.hpp"
26 #include "tcuStringTemplate.hpp"
27 #include "gluTexture.hpp"
33 #include "glwEnums.hpp"
34 #include "glwFunctions.hpp"
36 using tcu::StringTemplate;
40 using std::ostringstream;
43 using namespace deqp::gls;
52 class ShaderDiscardCase : public ShaderRenderCase
55 ShaderDiscardCase (Context& context, const char* name, const char* description, const char* shaderSource, ShaderEvalFunc evalFunc, bool usesTexture);
56 virtual ~ShaderDiscardCase (void);
61 void setupUniforms (int programID, const tcu::Vec4& constCoords);
65 glu::Texture2D* m_brickTexture;
68 ShaderDiscardCase::ShaderDiscardCase (Context& context, const char* name, const char* description, const char* shaderSource, ShaderEvalFunc evalFunc, bool usesTexture)
69 : ShaderRenderCase (context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, false, evalFunc)
70 , m_usesTexture (usesTexture)
71 , m_brickTexture (DE_NULL)
73 m_fragShaderSource = shaderSource;
76 "in highp vec4 a_position;\n"
77 "in highp vec4 a_coords;\n"
78 "out mediump vec4 v_color;\n"
79 "out mediump vec4 v_coords;\n\n"
82 " gl_Position = a_position;\n"
83 " v_color = vec4(a_coords.xyz, 1.0);\n"
84 " v_coords = a_coords;\n"
88 ShaderDiscardCase::~ShaderDiscardCase (void)
90 delete m_brickTexture;
93 void ShaderDiscardCase::init (void)
97 m_brickTexture = glu::Texture2D::create(m_renderCtx, m_ctxInfo, m_testCtx.getArchive(), "data/brick.png");
98 m_textures.push_back(TextureBinding(m_brickTexture, tcu::Sampler(tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE,
99 tcu::Sampler::LINEAR, tcu::Sampler::LINEAR)));
101 gls::ShaderRenderCase::init();
104 void ShaderDiscardCase::deinit (void)
106 gls::ShaderRenderCase::deinit();
107 delete m_brickTexture;
108 m_brickTexture = DE_NULL;
111 void ShaderDiscardCase::setupUniforms (int programID, const tcu::Vec4&)
113 const glw::Functions& gl = m_renderCtx.getFunctions();
114 gl.uniform1i(gl.getUniformLocation(programID, "ut_brick"), 0);
117 ShaderDiscardTests::ShaderDiscardTests (Context& context)
118 : TestCaseGroup(context, "discard", "Discard statement tests")
122 ShaderDiscardTests::~ShaderDiscardTests (void)
128 DISCARDMODE_ALWAYS = 0,
139 DISCARDTEMPLATE_MAIN_BASIC = 0,
140 DISCARDTEMPLATE_FUNCTION_BASIC,
141 DISCARDTEMPLATE_MAIN_STATIC_LOOP,
142 DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP,
143 DISCARDTEMPLATE_FUNCTION_STATIC_LOOP,
148 // Evaluation functions
149 inline void evalDiscardAlways (ShaderEvalContext& c) { c.discard(); }
150 inline void evalDiscardNever (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); }
151 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(); }
153 inline void evalDiscardTexture (ShaderEvalContext& c)
155 c.color.xyz() = c.coords.swizzle(0,1,2);
156 if (c.texture2D(0, c.coords.swizzle(0,1) * 0.25f + 0.5f).x() < 0.7f)
160 static ShaderEvalFunc getEvalFunc (DiscardMode mode)
164 case DISCARDMODE_ALWAYS: return evalDiscardAlways;
165 case DISCARDMODE_NEVER: return evalDiscardNever;
166 case DISCARDMODE_UNIFORM: return evalDiscardAlways;
167 case DISCARDMODE_DYNAMIC: return evalDiscardDynamic;
168 case DISCARDMODE_TEXTURE: return evalDiscardTexture;
171 return evalDiscardAlways;
175 static const char* getTemplate (DiscardTemplate variant)
179 case DISCARDTEMPLATE_MAIN_BASIC:
180 return "#version 300 es\n"
181 "in mediump vec4 v_color;\n"
182 "in mediump vec4 v_coords;\n"
183 "layout(location = 0) out mediump vec4 o_color;\n"
184 "uniform sampler2D ut_brick;\n"
185 "uniform mediump int ui_one;\n\n"
188 " o_color = v_color;\n"
192 case DISCARDTEMPLATE_FUNCTION_BASIC:
193 return "#version 300 es\n"
194 "in mediump vec4 v_color;\n"
195 "in mediump vec4 v_coords;\n"
196 "layout(location = 0) out mediump vec4 o_color;\n"
197 "uniform sampler2D ut_brick;\n"
198 "uniform mediump int ui_one;\n\n"
199 "void myfunc (void)\n"
205 " o_color = v_color;\n"
209 case DISCARDTEMPLATE_MAIN_STATIC_LOOP:
210 return "#version 300 es\n"
211 "in mediump vec4 v_color;\n"
212 "in mediump vec4 v_coords;\n"
213 "layout(location = 0) out mediump vec4 o_color;\n"
214 "uniform sampler2D ut_brick;\n"
215 "uniform mediump int ui_one;\n\n"
218 " o_color = v_color;\n"
219 " for (int i = 0; i < 2; i++)\n"
226 case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP:
227 return "#version 300 es\n"
228 "in mediump vec4 v_color;\n"
229 "in mediump vec4 v_coords;\n"
230 "layout(location = 0) out mediump vec4 o_color;\n"
231 "uniform sampler2D ut_brick;\n"
232 "uniform mediump int ui_one;\n"
233 "uniform mediump int ui_two;\n\n"
236 " o_color = v_color;\n"
237 " for (int i = 0; i < ui_two; i++)\n"
244 case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP:
245 return "#version 300 es\n"
246 "in mediump vec4 v_color;\n"
247 "in mediump vec4 v_coords;\n"
248 "layout(location = 0) out mediump vec4 o_color;\n"
249 "uniform sampler2D ut_brick;\n"
250 "uniform mediump int ui_one;\n\n"
251 "void myfunc (void)\n"
253 " for (int i = 0; i < 2; i++)\n"
261 " o_color = v_color;\n"
271 static const char* getTemplateName (DiscardTemplate variant)
275 case DISCARDTEMPLATE_MAIN_BASIC: return "basic";
276 case DISCARDTEMPLATE_FUNCTION_BASIC: return "function";
277 case DISCARDTEMPLATE_MAIN_STATIC_LOOP: return "static_loop";
278 case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP: return "dynamic_loop";
279 case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP: return "function_static_loop";
286 static const char* getModeName (DiscardMode mode)
290 case DISCARDMODE_ALWAYS: return "always";
291 case DISCARDMODE_NEVER: return "never";
292 case DISCARDMODE_UNIFORM: return "uniform";
293 case DISCARDMODE_DYNAMIC: return "dynamic";
294 case DISCARDMODE_TEXTURE: return "texture";
301 static const char* getTemplateDesc (DiscardTemplate variant)
305 case DISCARDTEMPLATE_MAIN_BASIC: return "main";
306 case DISCARDTEMPLATE_FUNCTION_BASIC: return "function";
307 case DISCARDTEMPLATE_MAIN_STATIC_LOOP: return "static loop";
308 case DISCARDTEMPLATE_MAIN_DYNAMIC_LOOP: return "dynamic loop";
309 case DISCARDTEMPLATE_FUNCTION_STATIC_LOOP: return "static loop in function";
316 static const char* getModeDesc (DiscardMode mode)
320 case DISCARDMODE_ALWAYS: return "Always discard";
321 case DISCARDMODE_NEVER: return "Never discard";
322 case DISCARDMODE_UNIFORM: return "Discard based on uniform value";
323 case DISCARDMODE_DYNAMIC: return "Discard based on varying values";
324 case DISCARDMODE_TEXTURE: return "Discard based on texture value";
331 ShaderDiscardCase* makeDiscardCase (Context& context, DiscardTemplate tmpl, DiscardMode mode)
333 StringTemplate shaderTemplate(getTemplate(tmpl));
335 map<string, string> params;
339 case DISCARDMODE_ALWAYS: params["DISCARD"] = "discard"; break;
340 case DISCARDMODE_NEVER: params["DISCARD"] = "if (false) discard"; break;
341 case DISCARDMODE_UNIFORM: params["DISCARD"] = "if (ui_one > 0) discard"; break;
342 case DISCARDMODE_DYNAMIC: params["DISCARD"] = "if (v_coords.x+v_coords.y > 0.0) discard"; break;
343 case DISCARDMODE_TEXTURE: params["DISCARD"] = "if (texture(ut_brick, v_coords.xy*0.25+0.5).x < 0.7) discard"; break;
349 string name = string(getTemplateName(tmpl)) + "_" + getModeName(mode);
350 string description = string(getModeDesc(mode)) + " in " + getTemplateDesc(tmpl);
352 return new ShaderDiscardCase(context, name.c_str(), description.c_str(), shaderTemplate.specialize(params).c_str(), getEvalFunc(mode), mode == DISCARDMODE_TEXTURE);
355 void ShaderDiscardTests::init (void)
357 for (int tmpl = 0; tmpl < DISCARDTEMPLATE_LAST; tmpl++)
358 for (int mode = 0; mode < DISCARDMODE_LAST; mode++)
359 addChild(makeDiscardCase(m_context, (DiscardTemplate)tmpl, (DiscardMode)mode));