/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES 2.0 Module
* -------------------------------------------------
*
* 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.
*
*//*!
* \file
* \brief Shader indexing (arrays, vector, matrices) tests.
*//*--------------------------------------------------------------------*/
#include "es2fShaderIndexingTests.hpp"
#include "glsShaderRenderCase.hpp"
#include "gluShaderUtil.hpp"
#include "tcuStringTemplate.hpp"
#include "deInt32.h"
#include "deMemory.h"
#include <map>
#include "glwEnums.hpp"
#include "glwFunctions.hpp"
using namespace std;
using namespace tcu;
using namespace glu;
using namespace deqp::gls;
namespace deqp
{
namespace gles2
{
namespace Functional
{
enum IndexAccessType
{
INDEXACCESS_STATIC = 0,
INDEXACCESS_DYNAMIC,
INDEXACCESS_STATIC_LOOP,
INDEXACCESS_DYNAMIC_LOOP,
INDEXACCESS_LAST
};
static const char* getIndexAccessTypeName (IndexAccessType accessType)
{
static const char* s_names[INDEXACCESS_LAST] =
{
"static",
"dynamic",
"static_loop",
"dynamic_loop"
};
DE_ASSERT(deInBounds32((int)accessType, 0, INDEXACCESS_LAST));
return s_names[(int)accessType];
}
enum VectorAccessType
{
DIRECT = 0,
COMPONENT,
SUBSCRIPT_STATIC,
SUBSCRIPT_DYNAMIC,
SUBSCRIPT_STATIC_LOOP,
SUBSCRIPT_DYNAMIC_LOOP,
VECTORACCESS_LAST
};
static const char* getVectorAccessTypeName (VectorAccessType accessType)
{
static const char* s_names[VECTORACCESS_LAST] =
{
"direct",
"component",
"static_subscript",
"dynamic_subscript",
"static_loop_subscript",
"dynamic_loop_subscript"
};
DE_ASSERT(deInBounds32((int)accessType, 0, VECTORACCESS_LAST));
return s_names[(int)accessType];
}
enum RequirementFlags
{
REQUIREMENT_UNIFORM_INDEXING = (1<<0),
REQUIREMENT_VERTEX_UNIFORM_LOOPS = (1<<1),
REQUIREMENT_FRAGMENT_UNIFORM_LOOPS = (1<<2),
};
void evalArrayCoordsFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.coords.x(); }
void evalArrayCoordsVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.coords.swizzle(0,1); }
void evalArrayCoordsVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.coords.swizzle(0,1,2); }
void evalArrayCoordsVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.coords; }
static ShaderEvalFunc getArrayCoordsEvalFunc (DataType dataType)
{
if (dataType == TYPE_FLOAT) return evalArrayCoordsFloat;
else if (dataType == TYPE_FLOAT_VEC2) return evalArrayCoordsVec2;
else if (dataType == TYPE_FLOAT_VEC3) return evalArrayCoordsVec3;
else if (dataType == TYPE_FLOAT_VEC4) return evalArrayCoordsVec4;
DE_FATAL("Invalid data type.");
return NULL;
}
void evalArrayUniformFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.constCoords.x(); }
void evalArrayUniformVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.constCoords.swizzle(0,1); }
void evalArrayUniformVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.constCoords.swizzle(0,1,2); }
void evalArrayUniformVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.constCoords; }
static ShaderEvalFunc getArrayUniformEvalFunc (DataType dataType)
{
if (dataType == TYPE_FLOAT) return evalArrayUniformFloat;
else if (dataType == TYPE_FLOAT_VEC2) return evalArrayUniformVec2;
else if (dataType == TYPE_FLOAT_VEC3) return evalArrayUniformVec3;
else if (dataType == TYPE_FLOAT_VEC4) return evalArrayUniformVec4;
DE_FATAL("Invalid data type.");
return NULL;
}
// ShaderIndexingCase
class ShaderIndexingCase : public ShaderRenderCase
{
public:
ShaderIndexingCase (Context& context, const char* name, const char* description, bool isVertexCase, DataType varType, ShaderEvalFunc evalFunc, deUint32 requirements, const char* vertShaderSource, const char* fragShaderSource);
virtual ~ShaderIndexingCase (void);
virtual void init (void);
private:
ShaderIndexingCase (const ShaderIndexingCase&); // not allowed!
ShaderIndexingCase& operator= (const ShaderIndexingCase&); // not allowed!
virtual void setup (int programID);
virtual void setupUniforms (int programID, const Vec4& constCoords);
DataType m_varType;
deUint32 m_requirements;
};
ShaderIndexingCase::ShaderIndexingCase (Context& context, const char* name, const char* description, bool isVertexCase, DataType varType, ShaderEvalFunc evalFunc, deUint32 requirements, const char* vertShaderSource, const char* fragShaderSource)
: ShaderRenderCase (context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, isVertexCase, evalFunc)
, m_requirements (requirements)
{
m_varType = varType;
m_vertShaderSource = vertShaderSource;
m_fragShaderSource = fragShaderSource;
}
ShaderIndexingCase::~ShaderIndexingCase (void)
{
}
void ShaderIndexingCase::init (void)
{
const bool isSupported = !(m_requirements & REQUIREMENT_UNIFORM_INDEXING) &&
(!(m_requirements & REQUIREMENT_VERTEX_UNIFORM_LOOPS) || m_ctxInfo.isVertexUniformLoopSupported()) &&
(!(m_requirements & REQUIREMENT_FRAGMENT_UNIFORM_LOOPS) || m_ctxInfo.isFragmentUniformLoopSupported());
try
{
ShaderRenderCase::init();
}
catch (const CompileFailed&)
{
if (!isSupported)
throw tcu::NotSupportedError("Shader is not supported");
else
throw;
}
}
void ShaderIndexingCase::setup (int programID)
{
DE_UNREF(programID);
}
void ShaderIndexingCase::setupUniforms (int programID, const Vec4& constCoords)
{
const glw::Functions& gl = m_renderCtx.getFunctions();
DE_UNREF(constCoords);
int arrLoc = gl.getUniformLocation(programID, "u_arr");
if (arrLoc != -1)
{
//int scalarSize = getDataTypeScalarSize(m_varType);
if (m_varType == TYPE_FLOAT)
{
float arr[4];
arr[0] = constCoords.x();
arr[1] = constCoords.x() * 0.5f;
arr[2] = constCoords.x() * 0.25f;
arr[3] = constCoords.x() * 0.125f;
gl.uniform1fv(arrLoc, 4, &arr[0]);
}
else if (m_varType == TYPE_FLOAT_VEC2)
{
Vec2 arr[4];
arr[0] = constCoords.swizzle(0,1);
arr[1] = constCoords.swizzle(0,1) * 0.5f;
arr[2] = constCoords.swizzle(0,1) * 0.25f;
arr[3] = constCoords.swizzle(0,1) * 0.125f;
gl.uniform2fv(arrLoc, 4, arr[0].getPtr());
}
else if (m_varType == TYPE_FLOAT_VEC3)
{
Vec3 arr[4];
arr[0] = constCoords.swizzle(0,1,2);
arr[1] = constCoords.swizzle(0,1,2) * 0.5f;
arr[2] = constCoords.swizzle(0,1,2) * 0.25f;
arr[3] = constCoords.swizzle(0,1,2) * 0.125f;
gl.uniform3fv(arrLoc, 4, arr[0].getPtr());
}
else if (m_varType == TYPE_FLOAT_VEC4)
{
Vec4 arr[4];
arr[0] = constCoords.swizzle(0,1,2,3);
arr[1] = constCoords.swizzle(0,1,2,3) * 0.5f;
arr[2] = constCoords.swizzle(0,1,2,3) * 0.25f;
arr[3] = constCoords.swizzle(0,1,2,3) * 0.125f;
gl.uniform4fv(arrLoc, 4, arr[0].getPtr());
}
else
throw tcu::TestError("u_arr should not have location assigned in this test case");
}
}
// Helpers.
static ShaderIndexingCase* createVaryingArrayCase (Context& context, const char* caseName, const char* description, DataType varType, IndexAccessType vertAccess, IndexAccessType fragAccess)
{
std::ostringstream vtx;
vtx << "attribute highp vec4 a_position;\n";
vtx << "attribute highp vec4 a_coords;\n";
if (vertAccess == INDEXACCESS_DYNAMIC)
vtx << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n";
else if (vertAccess == INDEXACCESS_DYNAMIC_LOOP)
vtx << "uniform mediump int ui_four;\n";
vtx << "varying ${PRECISION} ${VAR_TYPE} var[${ARRAY_LEN}];\n";
vtx << "\n";
vtx << "void main()\n";
vtx << "{\n";
vtx << " gl_Position = a_position;\n";
if (vertAccess == INDEXACCESS_STATIC)
{
vtx << " var[0] = ${VAR_TYPE}(a_coords);\n";
vtx << " var[1] = ${VAR_TYPE}(a_coords) * 0.5;\n";
vtx << " var[2] = ${VAR_TYPE}(a_coords) * 0.25;\n";
vtx << " var[3] = ${VAR_TYPE}(a_coords) * 0.125;\n";
}
else if (vertAccess == INDEXACCESS_DYNAMIC)
{
vtx << " var[ui_zero] = ${VAR_TYPE}(a_coords);\n";
vtx << " var[ui_one] = ${VAR_TYPE}(a_coords) * 0.5;\n";
vtx << " var[ui_two] = ${VAR_TYPE}(a_coords) * 0.25;\n";
vtx << " var[ui_three] = ${VAR_TYPE}(a_coords) * 0.125;\n";
}
else if (vertAccess == INDEXACCESS_STATIC_LOOP)
{
vtx << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n";
vtx << " for (int i = 0; i < 4; i++)\n";
vtx << " {\n";
vtx << " var[i] = ${VAR_TYPE}(coords);\n";
vtx << " coords = coords * 0.5;\n";
vtx << " }\n";
}
else
{
DE_ASSERT(vertAccess == INDEXACCESS_DYNAMIC_LOOP);
vtx << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n";
vtx << " for (int i = 0; i < ui_four; i++)\n";
vtx << " {\n";
vtx << " var[i] = ${VAR_TYPE}(coords);\n";
vtx << " coords = coords * 0.5;\n";
vtx << " }\n";
}
vtx << "}\n";
std::ostringstream frag;
frag << "precision mediump int;\n";
if (fragAccess == INDEXACCESS_DYNAMIC)
frag << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n";
else if (fragAccess == INDEXACCESS_DYNAMIC_LOOP)
frag << "uniform int ui_four;\n";
frag << "varying ${PRECISION} ${VAR_TYPE} var[${ARRAY_LEN}];\n";
frag << "\n";
frag << "void main()\n";
frag << "{\n";
frag << " ${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n";
if (fragAccess == INDEXACCESS_STATIC)
{
frag << " res += var[0];\n";
frag << " res += var[1];\n";
frag << " res += var[2];\n";
frag << " res += var[3];\n";
}
else if (fragAccess == INDEXACCESS_DYNAMIC)
{
frag << " res += var[ui_zero];\n";
frag << " res += var[ui_one];\n";
frag << " res += var[ui_two];\n";
frag << " res += var[ui_three];\n";
}
else if (fragAccess == INDEXACCESS_STATIC_LOOP)
{
frag << " for (int i = 0; i < 4; i++)\n";
frag << " res += var[i];\n";
}
else
{
DE_ASSERT(fragAccess == INDEXACCESS_DYNAMIC_LOOP);
frag << " for (int i = 0; i < ui_four; i++)\n";
frag << " res += var[i];\n";
}
frag << " gl_FragColor = vec4(res${PADDING});\n";
frag << "}\n";
// Fill in shader templates.
map<string, string> params;
params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType)));
params.insert(pair<string, string>("ARRAY_LEN", "4"));
params.insert(pair<string, string>("PRECISION", "mediump"));
if (varType == TYPE_FLOAT)
params.insert(pair<string, string>("PADDING", ", 0.0, 0.0, 1.0"));
else if (varType == TYPE_FLOAT_VEC2)
params.insert(pair<string, string>("PADDING", ", 0.0, 1.0"));
else if (varType == TYPE_FLOAT_VEC3)
params.insert(pair<string, string>("PADDING", ", 1.0"));
else
params.insert(pair<string, string>("PADDING", ""));
StringTemplate vertTemplate(vtx.str().c_str());
StringTemplate fragTemplate(frag.str().c_str());
string vertexShaderSource = vertTemplate.specialize(params);
string fragmentShaderSource = fragTemplate.specialize(params);
ShaderEvalFunc evalFunc = getArrayCoordsEvalFunc(varType);
deUint32 requirements = 0;
if (vertAccess == INDEXACCESS_DYNAMIC || fragAccess == INDEXACCESS_DYNAMIC)
requirements |= REQUIREMENT_UNIFORM_INDEXING;
if (vertAccess == INDEXACCESS_DYNAMIC_LOOP)
requirements |= REQUIREMENT_VERTEX_UNIFORM_LOOPS|REQUIREMENT_UNIFORM_INDEXING;
if (fragAccess == INDEXACCESS_DYNAMIC_LOOP)
requirements |= REQUIREMENT_FRAGMENT_UNIFORM_LOOPS|REQUIREMENT_UNIFORM_INDEXING;
return new ShaderIndexingCase(context, caseName, description, true, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
}
static ShaderIndexingCase* createUniformArrayCase (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType varType, IndexAccessType readAccess)
{
std::ostringstream vtx;
std::ostringstream frag;
std::ostringstream& op = isVertexCase ? vtx : frag;
vtx << "attribute highp vec4 a_position;\n";
vtx << "attribute highp vec4 a_coords;\n";
if (isVertexCase)
{
vtx << "varying mediump vec4 v_color;\n";
frag << "varying mediump vec4 v_color;\n";
}
else
{
vtx << "varying mediump vec4 v_coords;\n";
frag << "varying mediump vec4 v_coords;\n";
}
if (readAccess == INDEXACCESS_DYNAMIC)
op << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n";
else if (readAccess == INDEXACCESS_DYNAMIC_LOOP)
op << "uniform mediump int ui_four;\n";
op << "uniform ${PRECISION} ${VAR_TYPE} u_arr[${ARRAY_LEN}];\n";
vtx << "\n";
vtx << "void main()\n";
vtx << "{\n";
vtx << " gl_Position = a_position;\n";
frag << "\n";
frag << "void main()\n";
frag << "{\n";
// Read array.
op << " ${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n";
if (readAccess == INDEXACCESS_STATIC)
{
op << " res += u_arr[0];\n";
op << " res += u_arr[1];\n";
op << " res += u_arr[2];\n";
op << " res += u_arr[3];\n";
}
else if (readAccess == INDEXACCESS_DYNAMIC)
{
op << " res += u_arr[ui_zero];\n";
op << " res += u_arr[ui_one];\n";
op << " res += u_arr[ui_two];\n";
op << " res += u_arr[ui_three];\n";
}
else if (readAccess == INDEXACCESS_STATIC_LOOP)
{
op << " for (int i = 0; i < 4; i++)\n";
op << " res += u_arr[i];\n";
}
else
{
DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP);
op << " for (int i = 0; i < ui_four; i++)\n";
op << " res += u_arr[i];\n";
}
if (isVertexCase)
{
vtx << " v_color = vec4(res${PADDING});\n";
frag << " gl_FragColor = v_color;\n";
}
else
{
vtx << " v_coords = a_coords;\n";
frag << " gl_FragColor = vec4(res${PADDING});\n";
}
vtx << "}\n";
frag << "}\n";
// Fill in shader templates.
map<string, string> params;
params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType)));
params.insert(pair<string, string>("ARRAY_LEN", "4"));
params.insert(pair<string, string>("PRECISION", "mediump"));
if (varType == TYPE_FLOAT)
params.insert(pair<string, string>("PADDING", ", 0.0, 0.0, 1.0"));
else if (varType == TYPE_FLOAT_VEC2)
params.insert(pair<string, string>("PADDING", ", 0.0, 1.0"));
else if (varType == TYPE_FLOAT_VEC3)
params.insert(pair<string, string>("PADDING", ", 1.0"));
else
params.insert(pair<string, string>("PADDING", ""));
StringTemplate vertTemplate(vtx.str().c_str());
StringTemplate fragTemplate(frag.str().c_str());
string vertexShaderSource = vertTemplate.specialize(params);
string fragmentShaderSource = fragTemplate.specialize(params);
ShaderEvalFunc evalFunc = getArrayUniformEvalFunc(varType);
deUint32 requirements = 0;
if (readAccess == INDEXACCESS_DYNAMIC)
requirements |= REQUIREMENT_UNIFORM_INDEXING;
if (readAccess == INDEXACCESS_DYNAMIC_LOOP)
requirements |= (isVertexCase ? REQUIREMENT_VERTEX_UNIFORM_LOOPS : REQUIREMENT_FRAGMENT_UNIFORM_LOOPS) | REQUIREMENT_UNIFORM_INDEXING;
return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
}
static ShaderIndexingCase* createTmpArrayCase (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType varType, IndexAccessType writeAccess, IndexAccessType readAccess)
{
std::ostringstream vtx;
std::ostringstream frag;
std::ostringstream& op = isVertexCase ? vtx : frag;
vtx << "attribute highp vec4 a_position;\n";
vtx << "attribute highp vec4 a_coords;\n";
if (isVertexCase)
{
vtx << "varying mediump vec4 v_color;\n";
frag << "varying mediump vec4 v_color;\n";
}
else
{
vtx << "varying mediump vec4 v_coords;\n";
frag << "varying mediump vec4 v_coords;\n";
}
if (writeAccess == INDEXACCESS_DYNAMIC || readAccess == INDEXACCESS_DYNAMIC)
op << "uniform mediump int ui_zero, ui_one, ui_two, ui_three;\n";
if (writeAccess == INDEXACCESS_DYNAMIC_LOOP || readAccess == INDEXACCESS_DYNAMIC_LOOP)
op << "uniform mediump int ui_four;\n";
vtx << "\n";
vtx << "void main()\n";
vtx << "{\n";
vtx << " gl_Position = a_position;\n";
frag << "\n";
frag << "void main()\n";
frag << "{\n";
// Write array.
if (isVertexCase)
op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n";
else
op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(v_coords);\n";
op << " ${PRECISION} ${VAR_TYPE} arr[${ARRAY_LEN}];\n";
if (writeAccess == INDEXACCESS_STATIC)
{
op << " arr[0] = ${VAR_TYPE}(coords);\n";
op << " arr[1] = ${VAR_TYPE}(coords) * 0.5;\n";
op << " arr[2] = ${VAR_TYPE}(coords) * 0.25;\n";
op << " arr[3] = ${VAR_TYPE}(coords) * 0.125;\n";
}
else if (writeAccess == INDEXACCESS_DYNAMIC)
{
op << " arr[ui_zero] = ${VAR_TYPE}(coords);\n";
op << " arr[ui_one] = ${VAR_TYPE}(coords) * 0.5;\n";
op << " arr[ui_two] = ${VAR_TYPE}(coords) * 0.25;\n";
op << " arr[ui_three] = ${VAR_TYPE}(coords) * 0.125;\n";
}
else if (writeAccess == INDEXACCESS_STATIC_LOOP)
{
op << " for (int i = 0; i < 4; i++)\n";
op << " {\n";
op << " arr[i] = ${VAR_TYPE}(coords);\n";
op << " coords = coords * 0.5;\n";
op << " }\n";
}
else
{
DE_ASSERT(writeAccess == INDEXACCESS_DYNAMIC_LOOP);
op << " for (int i = 0; i < ui_four; i++)\n";
op << " {\n";
op << " arr[i] = ${VAR_TYPE}(coords);\n";
op << " coords = coords * 0.5;\n";
op << " }\n";
}
// Read array.
op << " ${PRECISION} ${VAR_TYPE} res = ${VAR_TYPE}(0.0);\n";
if (readAccess == INDEXACCESS_STATIC)
{
op << " res += arr[0];\n";
op << " res += arr[1];\n";
op << " res += arr[2];\n";
op << " res += arr[3];\n";
}
else if (readAccess == INDEXACCESS_DYNAMIC)
{
op << " res += arr[ui_zero];\n";
op << " res += arr[ui_one];\n";
op << " res += arr[ui_two];\n";
op << " res += arr[ui_three];\n";
}
else if (readAccess == INDEXACCESS_STATIC_LOOP)
{
op << " for (int i = 0; i < 4; i++)\n";
op << " res += arr[i];\n";
}
else
{
DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP);
op << " for (int i = 0; i < ui_four; i++)\n";
op << " res += arr[i];\n";
}
if (isVertexCase)
{
vtx << " v_color = vec4(res${PADDING});\n";
frag << " gl_FragColor = v_color;\n";
}
else
{
vtx << " v_coords = a_coords;\n";
frag << " gl_FragColor = vec4(res${PADDING});\n";
}
vtx << "}\n";
frag << "}\n";
// Fill in shader templates.
map<string, string> params;
params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType)));
params.insert(pair<string, string>("ARRAY_LEN", "4"));
params.insert(pair<string, string>("PRECISION", "mediump"));
if (varType == TYPE_FLOAT)
params.insert(pair<string, string>("PADDING", ", 0.0, 0.0, 1.0"));
else if (varType == TYPE_FLOAT_VEC2)
params.insert(pair<string, string>("PADDING", ", 0.0, 1.0"));
else if (varType == TYPE_FLOAT_VEC3)
params.insert(pair<string, string>("PADDING", ", 1.0"));
else
params.insert(pair<string, string>("PADDING", ""));
StringTemplate vertTemplate(vtx.str().c_str());
StringTemplate fragTemplate(frag.str().c_str());
string vertexShaderSource = vertTemplate.specialize(params);
string fragmentShaderSource = fragTemplate.specialize(params);
ShaderEvalFunc evalFunc = getArrayCoordsEvalFunc(varType);
deUint32 requirements = 0;
if (readAccess == INDEXACCESS_DYNAMIC || writeAccess == INDEXACCESS_DYNAMIC)
requirements |= REQUIREMENT_UNIFORM_INDEXING;
if (readAccess == INDEXACCESS_DYNAMIC_LOOP || writeAccess == INDEXACCESS_DYNAMIC_LOOP)
requirements |= (isVertexCase ? REQUIREMENT_VERTEX_UNIFORM_LOOPS : REQUIREMENT_FRAGMENT_UNIFORM_LOOPS) | REQUIREMENT_UNIFORM_INDEXING;
return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
}
// VECTOR SUBSCRIPT.
void evalSubscriptVec2 (ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f*c.coords.y()); }
void evalSubscriptVec3 (ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f*c.coords.y() + 0.25f*c.coords.z()); }
void evalSubscriptVec4 (ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f*c.coords.y() + 0.25f*c.coords.z() + 0.125f*c.coords.w()); }
static ShaderEvalFunc getVectorSubscriptEvalFunc (DataType dataType)
{
if (dataType == TYPE_FLOAT_VEC2) return evalSubscriptVec2;
else if (dataType == TYPE_FLOAT_VEC3) return evalSubscriptVec3;
else if (dataType == TYPE_FLOAT_VEC4) return evalSubscriptVec4;
DE_FATAL("Invalid data type.");
return NULL;
}
static ShaderIndexingCase* createVectorSubscriptCase (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType varType, VectorAccessType writeAccess, VectorAccessType readAccess)
{
std::ostringstream vtx;
std::ostringstream frag;
std::ostringstream& op = isVertexCase ? vtx : frag;
int vecLen = getDataTypeScalarSize(varType);
const char* vecLenName = getIntUniformName(vecLen);
vtx << "attribute highp vec4 a_position;\n";
vtx << "attribute highp vec4 a_coords;\n";
if (isVertexCase)
{
vtx << "varying mediump vec3 v_color;\n";
frag << "varying mediump vec3 v_color;\n";
}
else
{
vtx << "varying mediump vec4 v_coords;\n";
frag << "varying mediump vec4 v_coords;\n";
}
if (writeAccess == SUBSCRIPT_DYNAMIC || readAccess == SUBSCRIPT_DYNAMIC)
{
op << "uniform mediump int ui_zero";
if (vecLen >= 2) op << ", ui_one";
if (vecLen >= 3) op << ", ui_two";
if (vecLen >= 4) op << ", ui_three";
op << ";\n";
}
if (writeAccess == SUBSCRIPT_DYNAMIC_LOOP || readAccess == SUBSCRIPT_DYNAMIC_LOOP)
op << "uniform mediump int " << vecLenName << ";\n";
vtx << "\n";
vtx << "void main()\n";
vtx << "{\n";
vtx << " gl_Position = a_position;\n";
frag << "\n";
frag << "void main()\n";
frag << "{\n";
// Write vector.
if (isVertexCase)
op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(a_coords);\n";
else
op << " ${PRECISION} ${VAR_TYPE} coords = ${VAR_TYPE}(v_coords);\n";
op << " ${PRECISION} ${VAR_TYPE} tmp;\n";
if (writeAccess == DIRECT)
op << " tmp = coords.${SWIZZLE} * vec4(1.0, 0.5, 0.25, 0.125).${SWIZZLE};\n";
else if (writeAccess == COMPONENT)
{
op << " tmp.x = coords.x;\n";
if (vecLen >= 2) op << " tmp.y = coords.y * 0.5;\n";
if (vecLen >= 3) op << " tmp.z = coords.z * 0.25;\n";
if (vecLen >= 4) op << " tmp.w = coords.w * 0.125;\n";
}
else if (writeAccess == SUBSCRIPT_STATIC)
{
op << " tmp[0] = coords.x;\n";
if (vecLen >= 2) op << " tmp[1] = coords.y * 0.5;\n";
if (vecLen >= 3) op << " tmp[2] = coords.z * 0.25;\n";
if (vecLen >= 4) op << " tmp[3] = coords.w * 0.125;\n";
}
else if (writeAccess == SUBSCRIPT_DYNAMIC)
{
op << " tmp[ui_zero] = coords.x;\n";
if (vecLen >= 2) op << " tmp[ui_one] = coords.y * 0.5;\n";
if (vecLen >= 3) op << " tmp[ui_two] = coords.z * 0.25;\n";
if (vecLen >= 4) op << " tmp[ui_three] = coords.w * 0.125;\n";
}
else if (writeAccess == SUBSCRIPT_STATIC_LOOP)
{
op << " for (int i = 0; i < " << vecLen << "; i++)\n";
op << " {\n";
op << " tmp[i] = coords.x;\n";
op << " coords = coords.${ROT_SWIZZLE} * 0.5;\n";
op << " }\n";
}
else
{
DE_ASSERT(writeAccess == SUBSCRIPT_DYNAMIC_LOOP);
op << " for (int i = 0; i < " << vecLenName << "; i++)\n";
op << " {\n";
op << " tmp[i] = coords.x;\n";
op << " coords = coords.${ROT_SWIZZLE} * 0.5;\n";
op << " }\n";
}
// Read vector.
op << " ${PRECISION} float res = 0.0;\n";
if (readAccess == DIRECT)
op << " res = dot(tmp, ${VAR_TYPE}(1.0));\n";
else if (readAccess == COMPONENT)
{
op << " res += tmp.x;\n";
if (vecLen >= 2) op << " res += tmp.y;\n";
if (vecLen >= 3) op << " res += tmp.z;\n";
if (vecLen >= 4) op << " res += tmp.w;\n";
}
else if (readAccess == SUBSCRIPT_STATIC)
{
op << " res += tmp[0];\n";
if (vecLen >= 2) op << " res += tmp[1];\n";
if (vecLen >= 3) op << " res += tmp[2];\n";
if (vecLen >= 4) op << " res += tmp[3];\n";
}
else if (readAccess == SUBSCRIPT_DYNAMIC)
{
op << " res += tmp[ui_zero];\n";
if (vecLen >= 2) op << " res += tmp[ui_one];\n";
if (vecLen >= 3) op << " res += tmp[ui_two];\n";
if (vecLen >= 4) op << " res += tmp[ui_three];\n";
}
else if (readAccess == SUBSCRIPT_STATIC_LOOP)
{
op << " for (int i = 0; i < " << vecLen << "; i++)\n";
op << " res += tmp[i];\n";
}
else
{
DE_ASSERT(readAccess == SUBSCRIPT_DYNAMIC_LOOP);
op << " for (int i = 0; i < " << vecLenName << "; i++)\n";
op << " res += tmp[i];\n";
}
if (isVertexCase)
{
vtx << " v_color = vec3(res);\n";
frag << " gl_FragColor = vec4(v_color, 1.0);\n";
}
else
{
vtx << " v_coords = a_coords;\n";
frag << " gl_FragColor = vec4(vec3(res), 1.0);\n";
}
vtx << "}\n";
frag << "}\n";
// Fill in shader templates.
static const char* s_swizzles[5] = { "", "x", "xy", "xyz", "xyzw" };
static const char* s_rotSwizzles[5] = { "", "x", "yx", "yzx", "yzwx" };
map<string, string> params;
params.insert(pair<string, string>("VAR_TYPE", getDataTypeName(varType)));
params.insert(pair<string, string>("PRECISION", "mediump"));
params.insert(pair<string, string>("SWIZZLE", s_swizzles[vecLen]));
params.insert(pair<string, string>("ROT_SWIZZLE", s_rotSwizzles[vecLen]));
StringTemplate vertTemplate(vtx.str().c_str());
StringTemplate fragTemplate(frag.str().c_str());
string vertexShaderSource = vertTemplate.specialize(params);
string fragmentShaderSource = fragTemplate.specialize(params);
ShaderEvalFunc evalFunc = getVectorSubscriptEvalFunc(varType);
deUint32 requirements = 0;
if (readAccess == SUBSCRIPT_DYNAMIC || writeAccess == SUBSCRIPT_DYNAMIC)
requirements |= REQUIREMENT_UNIFORM_INDEXING;
if (readAccess == SUBSCRIPT_DYNAMIC_LOOP || writeAccess == SUBSCRIPT_DYNAMIC_LOOP)
requirements |= (isVertexCase ? REQUIREMENT_VERTEX_UNIFORM_LOOPS : REQUIREMENT_FRAGMENT_UNIFORM_LOOPS) | REQUIREMENT_UNIFORM_INDEXING;
return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
}
// MATRIX SUBSCRIPT.
void evalSubscriptMat2 (ShaderEvalContext& c) { c.color.xy() = c.coords.swizzle(0,1) + 0.5f*c.coords.swizzle(1,2); }
void evalSubscriptMat3 (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2) + 0.5f*c.coords.swizzle(1,2,3) + 0.25f*c.coords.swizzle(2,3,0); }
void evalSubscriptMat4 (ShaderEvalContext& c) { c.color = c.coords + 0.5f*c.coords.swizzle(1,2,3,0) + 0.25f*c.coords.swizzle(2,3,0,1) + 0.125f*c.coords.swizzle(3,0,1,2); }
static ShaderEvalFunc getMatrixSubscriptEvalFunc (DataType dataType)
{
if (dataType == TYPE_FLOAT_MAT2) return evalSubscriptMat2;
else if (dataType == TYPE_FLOAT_MAT3) return evalSubscriptMat3;
else if (dataType == TYPE_FLOAT_MAT4) return evalSubscriptMat4;
DE_FATAL("Invalid data type.");
return NULL;
}
static ShaderIndexingCase* createMatrixSubscriptCase (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType varType, IndexAccessType writeAccess, IndexAccessType readAccess)
{
std::ostringstream vtx;
std::ostringstream frag;
std::ostringstream& op = isVertexCase ? vtx : frag;
int matSize = getDataTypeMatrixNumRows(varType);
const char* matSizeName = getIntUniformName(matSize);
DataType vecType = getDataTypeFloatVec(matSize);
vtx << "attribute highp vec4 a_position;\n";
vtx << "attribute highp vec4 a_coords;\n";
if (isVertexCase)
{
vtx << "varying mediump vec4 v_color;\n";
frag << "varying mediump vec4 v_color;\n";
}
else
{
vtx << "varying mediump vec4 v_coords;\n";
frag << "varying mediump vec4 v_coords;\n";
}
if (writeAccess == INDEXACCESS_DYNAMIC || readAccess == INDEXACCESS_DYNAMIC)
{
op << "uniform mediump int ui_zero";
if (matSize >= 2) op << ", ui_one";
if (matSize >= 3) op << ", ui_two";
if (matSize >= 4) op << ", ui_three";
op << ";\n";
}
if (writeAccess == INDEXACCESS_DYNAMIC_LOOP || readAccess == INDEXACCESS_DYNAMIC_LOOP)
op << "uniform mediump int " << matSizeName << ";\n";
vtx << "\n";
vtx << "void main()\n";
vtx << "{\n";
vtx << " gl_Position = a_position;\n";
frag << "\n";
frag << "void main()\n";
frag << "{\n";
// Write matrix.
if (isVertexCase)
op << " ${PRECISION} vec4 coords = a_coords;\n";
else
op << " ${PRECISION} vec4 coords = v_coords;\n";
op << " ${PRECISION} ${MAT_TYPE} tmp;\n";
if (writeAccess == INDEXACCESS_STATIC)
{
op << " tmp[0] = ${VEC_TYPE}(coords);\n";
if (matSize >= 2) op << " tmp[1] = ${VEC_TYPE}(coords.yzwx) * 0.5;\n";
if (matSize >= 3) op << " tmp[2] = ${VEC_TYPE}(coords.zwxy) * 0.25;\n";
if (matSize >= 4) op << " tmp[3] = ${VEC_TYPE}(coords.wxyz) * 0.125;\n";
}
else if (writeAccess == INDEXACCESS_DYNAMIC)
{
op << " tmp[ui_zero] = ${VEC_TYPE}(coords);\n";
if (matSize >= 2) op << " tmp[ui_one] = ${VEC_TYPE}(coords.yzwx) * 0.5;\n";
if (matSize >= 3) op << " tmp[ui_two] = ${VEC_TYPE}(coords.zwxy) * 0.25;\n";
if (matSize >= 4) op << " tmp[ui_three] = ${VEC_TYPE}(coords.wxyz) * 0.125;\n";
}
else if (writeAccess == INDEXACCESS_STATIC_LOOP)
{
op << " for (int i = 0; i < " << matSize << "; i++)\n";
op << " {\n";
op << " tmp[i] = ${VEC_TYPE}(coords);\n";
op << " coords = coords.yzwx * 0.5;\n";
op << " }\n";
}
else
{
DE_ASSERT(writeAccess == INDEXACCESS_DYNAMIC_LOOP);
op << " for (int i = 0; i < " << matSizeName << "; i++)\n";
op << " {\n";
op << " tmp[i] = ${VEC_TYPE}(coords);\n";
op << " coords = coords.yzwx * 0.5;\n";
op << " }\n";
}
// Read matrix.
op << " ${PRECISION} ${VEC_TYPE} res = ${VEC_TYPE}(0.0);\n";
if (readAccess == INDEXACCESS_STATIC)
{
op << " res += tmp[0];\n";
if (matSize >= 2) op << " res += tmp[1];\n";
if (matSize >= 3) op << " res += tmp[2];\n";
if (matSize >= 4) op << " res += tmp[3];\n";
}
else if (readAccess == INDEXACCESS_DYNAMIC)
{
op << " res += tmp[ui_zero];\n";
if (matSize >= 2) op << " res += tmp[ui_one];\n";
if (matSize >= 3) op << " res += tmp[ui_two];\n";
if (matSize >= 4) op << " res += tmp[ui_three];\n";
}
else if (readAccess == INDEXACCESS_STATIC_LOOP)
{
op << " for (int i = 0; i < " << matSize << "; i++)\n";
op << " res += tmp[i];\n";
}
else
{
DE_ASSERT(readAccess == INDEXACCESS_DYNAMIC_LOOP);
op << " for (int i = 0; i < " << matSizeName << "; i++)\n";
op << " res += tmp[i];\n";
}
if (isVertexCase)
{
vtx << " v_color = vec4(res${PADDING});\n";
frag << " gl_FragColor = v_color;\n";
}
else
{
vtx << " v_coords = a_coords;\n";
frag << " gl_FragColor = vec4(res${PADDING});\n";
}
vtx << "}\n";
frag << "}\n";
// Fill in shader templates.
map<string, string> params;
params.insert(pair<string, string>("MAT_TYPE", getDataTypeName(varType)));
params.insert(pair<string, string>("VEC_TYPE", getDataTypeName(vecType)));
params.insert(pair<string, string>("PRECISION", "mediump"));
if (matSize == 2)
params.insert(pair<string, string>("PADDING", ", 0.0, 1.0"));
else if (matSize == 3)
params.insert(pair<string, string>("PADDING", ", 1.0"));
else
params.insert(pair<string, string>("PADDING", ""));
StringTemplate vertTemplate(vtx.str().c_str());
StringTemplate fragTemplate(frag.str().c_str());
string vertexShaderSource = vertTemplate.specialize(params);
string fragmentShaderSource = fragTemplate.specialize(params);
ShaderEvalFunc evalFunc = getMatrixSubscriptEvalFunc(varType);
deUint32 requirements = 0;
if (readAccess == INDEXACCESS_DYNAMIC || writeAccess == INDEXACCESS_DYNAMIC)
requirements |= REQUIREMENT_UNIFORM_INDEXING;
if (readAccess == INDEXACCESS_DYNAMIC_LOOP || writeAccess == INDEXACCESS_DYNAMIC_LOOP)
requirements |= (isVertexCase ? REQUIREMENT_VERTEX_UNIFORM_LOOPS : REQUIREMENT_FRAGMENT_UNIFORM_LOOPS) | REQUIREMENT_UNIFORM_INDEXING;
return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
}
// ShaderIndexingTests.
ShaderIndexingTests::ShaderIndexingTests(Context& context)
: TestCaseGroup(context, "indexing", "Indexing Tests")
{
}
ShaderIndexingTests::~ShaderIndexingTests (void)
{
}
void ShaderIndexingTests::init (void)
{
static const ShaderType s_shaderTypes[] =
{
SHADERTYPE_VERTEX,
SHADERTYPE_FRAGMENT
};
static const DataType s_floatAndVecTypes[] =
{
TYPE_FLOAT,
TYPE_FLOAT_VEC2,
TYPE_FLOAT_VEC3,
TYPE_FLOAT_VEC4
};
// Varying array access cases.
{
TestCaseGroup* varyingGroup = new TestCaseGroup(m_context, "varying_array", "Varying array access tests.");
addChild(varyingGroup);
for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++)
{
DataType varType = s_floatAndVecTypes[typeNdx];
for (int vertAccess = 0; vertAccess < INDEXACCESS_LAST; vertAccess++)
{
for (int fragAccess = 0; fragAccess < INDEXACCESS_LAST; fragAccess++)
{
const char* vertAccessName = getIndexAccessTypeName((IndexAccessType)vertAccess);
const char* fragAccessName = getIndexAccessTypeName((IndexAccessType)fragAccess);
string name = string(getDataTypeName(varType)) + "_" + vertAccessName + "_write_" + fragAccessName + "_read";
string desc = string("Varying array with ") + vertAccessName + " write in vertex shader and " + fragAccessName + " read in fragment shader.";
varyingGroup->addChild(createVaryingArrayCase(m_context, name.c_str(), desc.c_str(), varType, (IndexAccessType)vertAccess, (IndexAccessType)fragAccess));
}
}
}
}
// Uniform array access cases.
{
TestCaseGroup* uniformGroup = new TestCaseGroup(m_context, "uniform_array", "Uniform array access tests.");
addChild(uniformGroup);
for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++)
{
DataType varType = s_floatAndVecTypes[typeNdx];
for (int readAccess = 0; readAccess < INDEXACCESS_LAST; readAccess++)
{
const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess);
for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++)
{
ShaderType shaderType = s_shaderTypes[shaderTypeNdx];
const char* shaderTypeName = getShaderTypeName(shaderType);
string name = string(getDataTypeName(varType)) + "_" + readAccessName + "_read_" + shaderTypeName;
string desc = string("Uniform array with ") + readAccessName + " read in " + shaderTypeName + " shader.";
bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX);
uniformGroup->addChild(createUniformArrayCase(m_context, name.c_str(), desc.c_str(), isVertexCase, varType, (IndexAccessType)readAccess));
}
}
}
}
// Temporary array access cases.
{
TestCaseGroup* tmpGroup = new TestCaseGroup(m_context, "tmp_array", "Temporary array access tests.");
addChild(tmpGroup);
for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_floatAndVecTypes); typeNdx++)
{
DataType varType = s_floatAndVecTypes[typeNdx];
for (int writeAccess = 0; writeAccess < INDEXACCESS_LAST; writeAccess++)
{
for (int readAccess = 0; readAccess < INDEXACCESS_LAST; readAccess++)
{
const char* writeAccessName = getIndexAccessTypeName((IndexAccessType)writeAccess);
const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess);
for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++)
{
ShaderType shaderType = s_shaderTypes[shaderTypeNdx];
const char* shaderTypeName = getShaderTypeName(shaderType);
string name = string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + readAccessName + "_read_" + shaderTypeName;
string desc = string("Temporary array with ") + writeAccessName + " write and " + readAccessName + " read in " + shaderTypeName + " shader.";
bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX);
tmpGroup->addChild(createTmpArrayCase(m_context, name.c_str(), desc.c_str(), isVertexCase, varType, (IndexAccessType)writeAccess, (IndexAccessType)readAccess));
}
}
}
}
}
// Vector indexing with subscripts.
{
TestCaseGroup* vecGroup = new TestCaseGroup(m_context, "vector_subscript", "Vector subscript indexing.");
addChild(vecGroup);
static const DataType s_vectorTypes[] =
{
TYPE_FLOAT_VEC2,
TYPE_FLOAT_VEC3,
TYPE_FLOAT_VEC4
};
for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_vectorTypes); typeNdx++)
{
DataType varType = s_vectorTypes[typeNdx];
for (int writeAccess = 0; writeAccess < VECTORACCESS_LAST; writeAccess++)
{
for (int readAccess = 0; readAccess < VECTORACCESS_LAST; readAccess++)
{
const char* writeAccessName = getVectorAccessTypeName((VectorAccessType)writeAccess);
const char* readAccessName = getVectorAccessTypeName((VectorAccessType)readAccess);
for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++)
{
ShaderType shaderType = s_shaderTypes[shaderTypeNdx];
const char* shaderTypeName = getShaderTypeName(shaderType);
string name = string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + readAccessName + "_read_" + shaderTypeName;
string desc = string("Vector subscript access with ") + writeAccessName + " write and " + readAccessName + " read in " + shaderTypeName + " shader.";
bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX);
vecGroup->addChild(createVectorSubscriptCase(m_context, name.c_str(), desc.c_str(), isVertexCase, varType, (VectorAccessType)writeAccess, (VectorAccessType)readAccess));
}
}
}
}
}
// Matrix indexing with subscripts.
{
TestCaseGroup* matGroup = new TestCaseGroup(m_context, "matrix_subscript", "Matrix subscript indexing.");
addChild(matGroup);
static const DataType s_matrixTypes[] =
{
TYPE_FLOAT_MAT2,
TYPE_FLOAT_MAT3,
TYPE_FLOAT_MAT4
};
for (int typeNdx = 0; typeNdx < DE_LENGTH_OF_ARRAY(s_matrixTypes); typeNdx++)
{
DataType varType = s_matrixTypes[typeNdx];
for (int writeAccess = 0; writeAccess < INDEXACCESS_LAST; writeAccess++)
{
for (int readAccess = 0; readAccess < INDEXACCESS_LAST; readAccess++)
{
const char* writeAccessName = getIndexAccessTypeName((IndexAccessType)writeAccess);
const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess);
for (int shaderTypeNdx = 0; shaderTypeNdx < DE_LENGTH_OF_ARRAY(s_shaderTypes); shaderTypeNdx++)
{
ShaderType shaderType = s_shaderTypes[shaderTypeNdx];
const char* shaderTypeName = getShaderTypeName(shaderType);
string name = string(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + readAccessName + "_read_" + shaderTypeName;
string desc = string("Vector subscript access with ") + writeAccessName + " write and " + readAccessName + " read in " + shaderTypeName + " shader.";
bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX);
matGroup->addChild(createMatrixSubscriptCase(m_context, name.c_str(), desc.c_str(), isVertexCase, varType, (IndexAccessType)writeAccess, (IndexAccessType)readAccess));
}
}
}
}
}
}
} // Functional
} // gles2
} // deqp