/*-------------------------------------------------------------------------
* 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 matrix arithmetic tests.
*
* Variables:
* + operation
* - mat OP mat
* - mat OP vec
* - vec OP mat
* - mat OP scalar
* - OP mat
* + matrix source
* - constant (ctor)
* - uniform
* - vertex input
* - fragment input
* + other operand: always dynamic data?
* + how to reduce to vec3?
*//*--------------------------------------------------------------------*/
#include "es2fShaderMatrixTests.hpp"
#include "glsShaderRenderCase.hpp"
#include "gluShaderUtil.hpp"
#include "tcuVector.hpp"
#include "tcuMatrix.hpp"
#include "tcuMatrixUtil.hpp"
#include "deStringUtil.hpp"
#include "glwEnums.hpp"
#include "glwFunctions.hpp"
namespace deqp
{
namespace gles2
{
namespace Functional
{
using std::string;
using std::vector;
using namespace glu;
using namespace deqp::gls;
using tcu::Vec2;
using tcu::Vec3;
using tcu::Vec4;
using tcu::Mat2;
using tcu::Mat3;
using tcu::Mat4;
// Uniform / constant values for tests.
// \note Input1 should not contain 0 components as it is used as divisor in div cases.
// \todo [2012-02-14 pyry] Make these dynamic.
static const float s_constInFloat[2] = { 0.5f, -0.2f };
static const Vec2 s_constInVec2[2] = { Vec2(1.2f, 0.5f), Vec2(0.5f, 1.0f) };
static const Vec3 s_constInVec3[2] = { Vec3(1.1f, 0.1f, 0.5f), Vec3(-0.2f, 0.5f, 0.8f) };
static const Vec4 s_constInVec4[2] = { Vec4(1.4f, 0.2f, -0.5f, 0.7f), Vec4(0.2f, -1.0f, 0.5f, 0.8f) };
static const float s_constInMat20[] = { 0.6f, -1.0f, 0.7f, 0.4f };
static const float s_constInMat21[] = { -0.5f, -0.4f, 0.7f, -0.8f };
static const float s_constInMat31[] =
{
1.2f, 0.1f, -0.1f,
0.1f, 0.9f, 0.2f,
0.2f, -0.1f, 0.7f
};
static const float s_constInMat41[] =
{
1.2f, -0.2f, 0.4f, 0.1f,
0.1f, 0.8f, -0.1f, -0.2f,
-0.2f, 0.1f, -1.1f, 0.3f,
0.1f, 0.2f, 0.3f, 0.9f
};
static const Mat2 s_constInMat2[2] = { tcu::Mat2(s_constInMat20), tcu::Mat2(s_constInMat21) };
static const Mat3 s_constInMat3[2] = { tcu::translationMatrix(tcu::Vec2(0.2f, -0.3f)), tcu::Mat3(s_constInMat31) };
static const Mat4 s_constInMat4[2] = { tcu::translationMatrix(tcu::Vec3(0.2f, -0.3f, 0.15f)), tcu::Mat4(s_constInMat41) };
namespace MatrixCaseUtils
{
enum InputType
{
INPUTTYPE_CONST = 0,
INPUTTYPE_UNIFORM,
INPUTTYPE_DYNAMIC,
INPUTTYPE_LAST
};
struct ShaderInput
{
ShaderInput (InputType inputType_, DataType dataType_, Precision precision_)
: inputType (inputType_)
, dataType (dataType_)
, precision (precision_)
{
}
InputType inputType;
DataType dataType;
Precision precision;
};
enum MatrixOp
{
OP_ADD = 0,
OP_SUB,
OP_MUL,
OP_DIV,
OP_COMP_MUL,
OP_UNARY_PLUS,
OP_NEGATION,
OP_PRE_INCREMENT,
OP_PRE_DECREMENT,
OP_POST_INCREMENT,
OP_POST_DECREMENT,
OP_ADD_INTO,
OP_SUBTRACT_FROM,
OP_MULTIPLY_INTO,
OP_DIVIDE_INTO,
OP_LAST
};
// Type traits.
template <int DataT>
struct TypeTraits;
#define DECLARE_TYPE_TRAIT(DATATYPE, TYPE) \
template<> \
struct TypeTraits<DATATYPE> { \
typedef TYPE Type; \
}
DECLARE_TYPE_TRAIT(TYPE_FLOAT, float);
DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC2, tcu::Vec2);
DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC3, tcu::Vec3);
DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC4, tcu::Vec4);
DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT2, tcu::Mat2);
DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT3, tcu::Mat3);
DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT4, tcu::Mat4);
// Operation info
enum OperationType
{
OPERATIONTYPE_BINARY_OPERATOR = 0,
OPERATIONTYPE_BINARY_FUNCTION,
OPERATIONTYPE_UNARY_PREFIX_OPERATOR,
OPERATIONTYPE_UNARY_POSTFIX_OPERATOR,
OPERATIONTYPE_ASSIGNMENT,
OPERATIONTYPE_LAST
};
static const char* getOperationName (MatrixOp op)
{
switch (op)
{
case OP_ADD: return "+";
case OP_SUB: return "-";
case OP_MUL: return "*";
case OP_DIV: return "/";
case OP_COMP_MUL: return "matrixCompMult";
case OP_UNARY_PLUS: return "+";
case OP_NEGATION: return "-";
case OP_PRE_INCREMENT: return "++";
case OP_PRE_DECREMENT: return "--";
case OP_POST_INCREMENT: return "++";
case OP_POST_DECREMENT: return "--";
case OP_ADD_INTO: return "+=";
case OP_SUBTRACT_FROM: return "-=";
case OP_MULTIPLY_INTO: return "*=";
case OP_DIVIDE_INTO: return "/=";
default:
DE_ASSERT(DE_FALSE);
return "";
}
}
static OperationType getOperationType (MatrixOp op)
{
switch (op)
{
case OP_ADD: return OPERATIONTYPE_BINARY_OPERATOR;
case OP_SUB: return OPERATIONTYPE_BINARY_OPERATOR;
case OP_MUL: return OPERATIONTYPE_BINARY_OPERATOR;
case OP_DIV: return OPERATIONTYPE_BINARY_OPERATOR;
case OP_COMP_MUL: return OPERATIONTYPE_BINARY_FUNCTION;
case OP_UNARY_PLUS: return OPERATIONTYPE_UNARY_PREFIX_OPERATOR;
case OP_NEGATION: return OPERATIONTYPE_UNARY_PREFIX_OPERATOR;
case OP_PRE_INCREMENT: return OPERATIONTYPE_UNARY_PREFIX_OPERATOR;
case OP_PRE_DECREMENT: return OPERATIONTYPE_UNARY_PREFIX_OPERATOR;
case OP_POST_INCREMENT: return OPERATIONTYPE_UNARY_POSTFIX_OPERATOR;
case OP_POST_DECREMENT: return OPERATIONTYPE_UNARY_POSTFIX_OPERATOR;
case OP_ADD_INTO: return OPERATIONTYPE_ASSIGNMENT;
case OP_SUBTRACT_FROM: return OPERATIONTYPE_ASSIGNMENT;
case OP_MULTIPLY_INTO: return OPERATIONTYPE_ASSIGNMENT;
case OP_DIVIDE_INTO: return OPERATIONTYPE_ASSIGNMENT;
default:
DE_ASSERT(DE_FALSE);
return OPERATIONTYPE_LAST;
}
}
enum TestMatrixType
{
TESTMATRIXTYPE_DEFAULT = 0,
TESTMATRIXTYPE_NEGATED,
TESTMATRIXTYPE_INCREMENTED,
TESTMATRIXTYPE_DECREMENTED,
TESTMATRIXTYPE_LAST
};
static TestMatrixType getOperationTestMatrixType (MatrixOp op)
{
switch(op)
{
case OP_ADD: return TESTMATRIXTYPE_DEFAULT;
case OP_SUB: return TESTMATRIXTYPE_DEFAULT;
case OP_MUL: return TESTMATRIXTYPE_DEFAULT;
case OP_DIV: return TESTMATRIXTYPE_DEFAULT;
case OP_COMP_MUL: return TESTMATRIXTYPE_DEFAULT;
case OP_UNARY_PLUS: return TESTMATRIXTYPE_DEFAULT;
case OP_NEGATION: return TESTMATRIXTYPE_NEGATED;
case OP_PRE_INCREMENT: return TESTMATRIXTYPE_NEGATED;
case OP_PRE_DECREMENT: return TESTMATRIXTYPE_INCREMENTED;
case OP_POST_INCREMENT: return TESTMATRIXTYPE_NEGATED;
case OP_POST_DECREMENT: return TESTMATRIXTYPE_DEFAULT;
case OP_ADD_INTO: return TESTMATRIXTYPE_DECREMENTED;
case OP_SUBTRACT_FROM: return TESTMATRIXTYPE_DEFAULT;
case OP_MULTIPLY_INTO: return TESTMATRIXTYPE_DEFAULT;
case OP_DIVIDE_INTO: return TESTMATRIXTYPE_DEFAULT;
default:
DE_ASSERT(DE_FALSE);
return TESTMATRIXTYPE_LAST;
}
}
static bool isOperationBinary (MatrixOp op)
{
return getOperationType(op) == OPERATIONTYPE_BINARY_OPERATOR ||
getOperationType(op) == OPERATIONTYPE_BINARY_FUNCTION ||
getOperationType(op) == OPERATIONTYPE_ASSIGNMENT;
}
static bool isOperationMatrixScalar (MatrixOp op)
{
return op == OP_ADD || op == OP_SUB || op == OP_MUL || op == OP_DIV;
}
static bool isOperationMatrixVector (MatrixOp op)
{
return op == OP_MUL;
}
static bool isOperationMatrixMatrix (MatrixOp op)
{
return op == OP_ADD || op == OP_SUB || op == OP_MUL || op == OP_DIV || op == OP_COMP_MUL;
}
static bool isOperationUnary (MatrixOp op)
{
return op == OP_UNARY_PLUS ||
op == OP_NEGATION ||
op == OP_PRE_INCREMENT ||
op == OP_PRE_DECREMENT ||
op == OP_POST_INCREMENT ||
op == OP_POST_DECREMENT;
}
static bool isOperationValueModifying (MatrixOp op)
{
return op == OP_PRE_INCREMENT ||
op == OP_PRE_DECREMENT ||
op == OP_POST_INCREMENT ||
op == OP_POST_DECREMENT;
}
static bool isOperationAssignment (MatrixOp op)
{
return op == OP_ADD_INTO ||
op == OP_SUBTRACT_FROM ||
op == OP_MULTIPLY_INTO ||
op == OP_DIVIDE_INTO;
}
// Operation nature
enum OperationNature
{
OPERATIONNATURE_PURE = 0,
OPERATIONNATURE_MUTATING,
OPERATIONNATURE_ASSIGNMENT,
OPERATIONNATURE_LAST
};
static OperationNature getOperationNature (MatrixOp op)
{
if (isOperationAssignment(op))
return OPERATIONNATURE_ASSIGNMENT;
if (isOperationValueModifying(op))
return OPERATIONNATURE_MUTATING;
return OPERATIONNATURE_PURE;
}
// Input value loader.
template <int InputT, int DataT>
typename TypeTraits<DataT>::Type getInputValue (const ShaderEvalContext& evalCtx, int inputNdx);
template <> inline float getInputValue<INPUTTYPE_CONST, TYPE_FLOAT> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInFloat[inputNdx]; }
template <> inline tcu::Vec2 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec2[inputNdx]; }
template <> inline tcu::Vec3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec3[inputNdx]; }
template <> inline tcu::Vec4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec4[inputNdx]; }
template <> inline tcu::Mat2 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInMat2[inputNdx]; }
template <> inline tcu::Mat3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInMat3[inputNdx]; }
template <> inline tcu::Mat4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInMat4[inputNdx]; }
template <> inline float getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.x(); }
template <> inline tcu::Vec2 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_VEC2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.swizzle(0, 1); }
template <> inline tcu::Vec3 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.swizzle(0, 1, 2); }
template <> inline tcu::Vec4 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.swizzle(0, 1, 2, 3); }
template <> inline tcu::Mat2 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT2> (const ShaderEvalContext& evalCtx, int inputNdx)
{
DE_UNREF(inputNdx); // Not used.
tcu::Mat2 m;
m.setColumn(0, evalCtx.in[0].swizzle(0,1));
m.setColumn(1, evalCtx.in[1].swizzle(0,1));
return m;
}
template <> inline tcu::Mat3 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT3> (const ShaderEvalContext& evalCtx, int inputNdx)
{
DE_UNREF(inputNdx); // Not used.
tcu::Mat3 m;
m.setColumn(0, evalCtx.in[0].swizzle(0,1,2));
m.setColumn(1, evalCtx.in[1].swizzle(0,1,2));
m.setColumn(2, evalCtx.in[2].swizzle(0,1,2));
return m;
}
template <> inline tcu::Mat4 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT4> (const ShaderEvalContext& evalCtx, int inputNdx)
{
DE_UNREF(inputNdx); // Not used.
tcu::Mat4 m;
m.setColumn(0, evalCtx.in[0]);
m.setColumn(1, evalCtx.in[1]);
m.setColumn(2, evalCtx.in[2]);
m.setColumn(3, evalCtx.in[3]);
return m;
}
// Reduction from expression result to vec3.
inline tcu::Vec3 reduceToVec3 (const tcu::Vec2& value) { return value.swizzle(0,1,0); }
inline tcu::Vec3 reduceToVec3 (const tcu::Vec3& value) { return value; }
inline tcu::Vec3 reduceToVec3 (const tcu::Vec4& value) { return tcu::Vec3(value.x(), value.y(), value.z()+value.w()); }
inline tcu::Vec3 reduceToVec3 (const tcu::Mat2& value) { return tcu::Vec3(value(0, 0), value(0, 1), value(1, 0)+value(1, 1)); }
inline tcu::Vec3 reduceToVec3 (const tcu::Mat3& value) { return value.getColumn(0) + value.getColumn(1) + value.getColumn(2); }
inline tcu::Vec3 reduceToVec3 (const tcu::Mat4& value) { return value.getColumn(0).swizzle(0,1,2) + value.getColumn(1).swizzle(1,2,3) + value.getColumn(2).swizzle(2,3,0) + value.getColumn(3).swizzle(3,0,1); }
// matrixCompMult
template <typename T, int Rows, int Cols>
tcu::Matrix<T, Rows, Cols> matrixCompMult (const tcu::Matrix<T, Rows, Cols>& a, const tcu::Matrix<T, Rows, Cols>& b)
{
tcu::Matrix<T, Rows, Cols> retVal;
for (int r = 0; r < Rows; ++r)
for (int c = 0; c < Cols; ++c)
retVal(r,c) = a(r,c) * b(r, c);
return retVal;
}
// negate
template <typename T, int Rows, int Cols>
tcu::Matrix<T, Rows, Cols> negate (const tcu::Matrix<T, Rows, Cols>& mat)
{
tcu::Matrix<T, Rows, Cols> retVal;
for (int r = 0; r < Rows; ++r)
for (int c = 0; c < Cols; ++c)
retVal(r,c) = -mat(r, c);
return retVal;
}
// increment/decrement
template <typename T, int Rows, int Cols>
tcu::Matrix<T, Rows, Cols> increment (const tcu::Matrix<T, Rows, Cols>& mat)
{
tcu::Matrix<T, Rows, Cols> retVal;
for (int r = 0; r < Rows; ++r)
for (int c = 0; c < Cols; ++c)
retVal(r,c) = mat(r, c) + 1.0f;
return retVal;
}
template <typename T, int Rows, int Cols>
tcu::Matrix<T, Rows, Cols> decrement (const tcu::Matrix<T, Rows, Cols>& mat)
{
tcu::Matrix<T, Rows, Cols> retVal;
for (int r = 0; r < Rows; ++r)
for (int c = 0; c < Cols; ++c)
retVal(r,c) = mat(r, c) - 1.0f;
return retVal;
}
// Evaluator template.
template <int Op, int In0Type, int In0DataType, int In1Type, int In1DataType>
struct Evaluator;
template <int In0Type, int In0DataType, int In1Type, int In1DataType>
struct Evaluator<OP_ADD, In0Type, In0DataType, In1Type, In1DataType>
{
static void evaluate (ShaderEvalContext& evalCtx)
{
evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0) + getInputValue<In1Type, In1DataType>(evalCtx, 1));
}
};
template <int In0Type, int In0DataType, int In1Type, int In1DataType>
struct Evaluator<OP_SUB, In0Type, In0DataType, In1Type, In1DataType>
{
static void evaluate (ShaderEvalContext& evalCtx)
{
evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0) - getInputValue<In1Type, In1DataType>(evalCtx, 1));
}
};
template <int In0Type, int In0DataType, int In1Type, int In1DataType>
struct Evaluator<OP_MUL, In0Type, In0DataType, In1Type, In1DataType>
{
static void evaluate (ShaderEvalContext& evalCtx)
{
evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0) * getInputValue<In1Type, In1DataType>(evalCtx, 1));
}
};
template <int In0Type, int In0DataType, int In1Type, int In1DataType>
struct Evaluator<OP_DIV, In0Type, In0DataType, In1Type, In1DataType>
{
static void evaluate (ShaderEvalContext& evalCtx)
{
evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0) / getInputValue<In1Type, In1DataType>(evalCtx, 1));
}
};
template <int In0Type, int In0DataType, int In1Type, int In1DataType>
struct Evaluator<OP_COMP_MUL, In0Type, In0DataType, In1Type, In1DataType>
{
static void evaluate (ShaderEvalContext& evalCtx)
{
evalCtx.color.xyz() = reduceToVec3(matrixCompMult(getInputValue<In0Type, In0DataType>(evalCtx, 0), getInputValue<In1Type, In1DataType>(evalCtx, 1)));
}
};
template <int In0Type, int In0DataType, int In1Type, int In1DataType>
struct Evaluator<OP_UNARY_PLUS, In0Type, In0DataType, In1Type, In1DataType>
{
static void evaluate (ShaderEvalContext& evalCtx)
{
evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0));
}
};
template <int In0Type, int In0DataType, int In1Type, int In1DataType>
struct Evaluator<OP_NEGATION, In0Type, In0DataType, In1Type, In1DataType>
{
static void evaluate (ShaderEvalContext& evalCtx)
{
evalCtx.color.xyz() = reduceToVec3(negate(getInputValue<In0Type, In0DataType>(evalCtx, 0)));
}
};
template <int In0Type, int In0DataType, int In1Type, int In1DataType>
struct Evaluator<OP_PRE_INCREMENT, In0Type, In0DataType, In1Type, In1DataType>
{
static void evaluate (ShaderEvalContext& evalCtx)
{
// modifying reduction: sum modified value too
evalCtx.color.xyz() = reduceToVec3(increment(getInputValue<In0Type, In0DataType>(evalCtx, 0))) + reduceToVec3(increment(getInputValue<In0Type, In0DataType>(evalCtx, 0)));
}
};
template <int In0Type, int In0DataType, int In1Type, int In1DataType>
struct Evaluator<OP_PRE_DECREMENT, In0Type, In0DataType, In1Type, In1DataType>
{
static void evaluate (ShaderEvalContext& evalCtx)
{
// modifying reduction: sum modified value too
evalCtx.color.xyz() = reduceToVec3(decrement(getInputValue<In0Type, In0DataType>(evalCtx, 0))) + reduceToVec3(decrement(getInputValue<In0Type, In0DataType>(evalCtx, 0)));
}
};
template <int In0Type, int In0DataType, int In1Type, int In1DataType>
struct Evaluator<OP_POST_INCREMENT, In0Type, In0DataType, In1Type, In1DataType>
{
static void evaluate (ShaderEvalContext& evalCtx)
{
// modifying reduction: sum modified value too
evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0)) + reduceToVec3(increment(getInputValue<In0Type, In0DataType>(evalCtx, 0)));
}
};
template <int In0Type, int In0DataType, int In1Type, int In1DataType>
struct Evaluator<OP_POST_DECREMENT, In0Type, In0DataType, In1Type, In1DataType>
{
static void evaluate (ShaderEvalContext& evalCtx)
{
// modifying reduction: sum modified value too
evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0)) + reduceToVec3(decrement(getInputValue<In0Type, In0DataType>(evalCtx, 0)));
}
};
template <int In0Type, int In0DataType, int In1Type, int In1DataType>
struct Evaluator<OP_ADD_INTO, In0Type, In0DataType, In1Type, In1DataType>
{
static void evaluate (ShaderEvalContext& evalCtx)
{
evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0) + getInputValue<In1Type, In1DataType>(evalCtx, 1));
}
};
template <int In0Type, int In0DataType, int In1Type, int In1DataType>
struct Evaluator<OP_SUBTRACT_FROM, In0Type, In0DataType, In1Type, In1DataType>
{
static void evaluate (ShaderEvalContext& evalCtx)
{
evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0) - getInputValue<In1Type, In1DataType>(evalCtx, 1));
}
};
template <int In0Type, int In0DataType, int In1Type, int In1DataType>
struct Evaluator<OP_MULTIPLY_INTO, In0Type, In0DataType, In1Type, In1DataType>
{
static void evaluate (ShaderEvalContext& evalCtx)
{
evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0) * getInputValue<In1Type, In1DataType>(evalCtx, 1));
}
};
template <int In0Type, int In0DataType, int In1Type, int In1DataType>
struct Evaluator<OP_DIVIDE_INTO, In0Type, In0DataType, In1Type, In1DataType>
{
static void evaluate (ShaderEvalContext& evalCtx)
{
evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0) / getInputValue<In1Type, In1DataType>(evalCtx, 1));
}
};
ShaderEvalFunc getEvalFunc (const ShaderInput& in0, const ShaderInput& in1, MatrixOp op)
{
DE_STATIC_ASSERT(TYPE_LAST <= (1<<7));
DE_STATIC_ASSERT(OP_LAST <= (1<<4));
DE_STATIC_ASSERT(INPUTTYPE_LAST <= (1<<2));
#define PACK_EVAL_CASE(OP, IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE) (((OP) << 18) | ((IN0TYPE) << 16) | ((IN0DATATYPE) << 9) | ((IN1TYPE) << 7) | (IN1DATATYPE))
#define MAKE_EVAL_CASE(OP, IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE) \
case PACK_EVAL_CASE(OP, IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE): \
return Evaluator<OP, IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE>::evaluate
#define SCALAR_OPS(IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE) \
MAKE_EVAL_CASE(OP_ADD, IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE); \
MAKE_EVAL_CASE(OP_SUB, IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE); \
MAKE_EVAL_CASE(OP_MUL, IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE); \
MAKE_EVAL_CASE(OP_DIV, IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE)
#define ALL_OPS(IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE) \
MAKE_EVAL_CASE(OP_ADD, IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE); \
MAKE_EVAL_CASE(OP_SUB, IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE); \
MAKE_EVAL_CASE(OP_MUL, IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE); \
MAKE_EVAL_CASE(OP_DIV, IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE); \
MAKE_EVAL_CASE(OP_COMP_MUL, IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE);
#define MUL_OP(IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE) \
MAKE_EVAL_CASE(OP_MUL, IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE)
#define MAKE_MAT_SCALAR_VEC_CASES(OP, TYPE0, TYPE1) \
OP(INPUTTYPE_CONST, TYPE0, INPUTTYPE_CONST, TYPE1); \
OP(INPUTTYPE_DYNAMIC, TYPE0, INPUTTYPE_CONST, TYPE1); \
OP(INPUTTYPE_CONST, TYPE0, INPUTTYPE_DYNAMIC, TYPE1); \
OP(INPUTTYPE_DYNAMIC, TYPE0, INPUTTYPE_DYNAMIC, TYPE1)
#define MAKE_MAT_MAT_CASES(OP, MATTYPE) \
OP(INPUTTYPE_CONST, MATTYPE, INPUTTYPE_CONST, MATTYPE); \
OP(INPUTTYPE_DYNAMIC, MATTYPE, INPUTTYPE_CONST, MATTYPE)
#define UNARY_OP(IN0TYPE, IN0DATATYPE) \
MAKE_EVAL_CASE(OP_UNARY_PLUS, IN0TYPE, IN0DATATYPE, INPUTTYPE_CONST, TYPE_LAST); \
MAKE_EVAL_CASE(OP_NEGATION, IN0TYPE, IN0DATATYPE, INPUTTYPE_CONST, TYPE_LAST); \
MAKE_EVAL_CASE(OP_PRE_INCREMENT, IN0TYPE, IN0DATATYPE, INPUTTYPE_CONST, TYPE_LAST); \
MAKE_EVAL_CASE(OP_PRE_DECREMENT, IN0TYPE, IN0DATATYPE, INPUTTYPE_CONST, TYPE_LAST); \
MAKE_EVAL_CASE(OP_POST_INCREMENT, IN0TYPE, IN0DATATYPE, INPUTTYPE_CONST, TYPE_LAST); \
MAKE_EVAL_CASE(OP_POST_DECREMENT, IN0TYPE, IN0DATATYPE, INPUTTYPE_CONST, TYPE_LAST)
#define MAKE_UNARY_CASES(OP, MATTYPE) \
OP(INPUTTYPE_CONST, MATTYPE); \
OP(INPUTTYPE_DYNAMIC, MATTYPE)
#define ASSIGN_OP(IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE) \
MAKE_EVAL_CASE(OP_ADD_INTO, IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE); \
MAKE_EVAL_CASE(OP_SUBTRACT_FROM, IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE); \
MAKE_EVAL_CASE(OP_MULTIPLY_INTO, IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE); \
MAKE_EVAL_CASE(OP_DIVIDE_INTO, IN0TYPE, IN0DATATYPE, IN1TYPE, IN1DATATYPE)
#define MAKE_ASSIGNMENT_CASES(OP, MATTYPE) \
OP(INPUTTYPE_CONST, MATTYPE, INPUTTYPE_CONST, MATTYPE); \
OP(INPUTTYPE_DYNAMIC, MATTYPE, INPUTTYPE_CONST, MATTYPE); \
OP(INPUTTYPE_CONST, MATTYPE, INPUTTYPE_DYNAMIC, MATTYPE); \
OP(INPUTTYPE_DYNAMIC, MATTYPE, INPUTTYPE_DYNAMIC, MATTYPE)
// \note At the moment there is no difference between uniform and const inputs. This saves binary size.
InputType in0Type = in0.inputType == INPUTTYPE_DYNAMIC ? INPUTTYPE_DYNAMIC : INPUTTYPE_CONST;
InputType in1Type = in1.inputType == INPUTTYPE_DYNAMIC ? INPUTTYPE_DYNAMIC : INPUTTYPE_CONST;
switch (PACK_EVAL_CASE(op, in0Type, in0.dataType, in1Type, in1.dataType))
{
// Matrix-scalar.
MAKE_MAT_SCALAR_VEC_CASES(SCALAR_OPS, TYPE_FLOAT_MAT2, TYPE_FLOAT);
MAKE_MAT_SCALAR_VEC_CASES(SCALAR_OPS, TYPE_FLOAT_MAT3, TYPE_FLOAT);
MAKE_MAT_SCALAR_VEC_CASES(SCALAR_OPS, TYPE_FLOAT_MAT4, TYPE_FLOAT);
// Matrix-vector.
MAKE_MAT_SCALAR_VEC_CASES(MUL_OP, TYPE_FLOAT_MAT2, TYPE_FLOAT_VEC2);
MAKE_MAT_SCALAR_VEC_CASES(MUL_OP, TYPE_FLOAT_MAT3, TYPE_FLOAT_VEC3);
MAKE_MAT_SCALAR_VEC_CASES(MUL_OP, TYPE_FLOAT_MAT4, TYPE_FLOAT_VEC4);
// Vector-matrix.
MAKE_MAT_SCALAR_VEC_CASES(MUL_OP, TYPE_FLOAT_VEC2, TYPE_FLOAT_MAT2);
MAKE_MAT_SCALAR_VEC_CASES(MUL_OP, TYPE_FLOAT_VEC3, TYPE_FLOAT_MAT3);
MAKE_MAT_SCALAR_VEC_CASES(MUL_OP, TYPE_FLOAT_VEC4, TYPE_FLOAT_MAT4);
// Matrix-matrix.
MAKE_MAT_MAT_CASES(ALL_OPS, TYPE_FLOAT_MAT2);
MAKE_MAT_MAT_CASES(ALL_OPS, TYPE_FLOAT_MAT3);
MAKE_MAT_MAT_CASES(ALL_OPS, TYPE_FLOAT_MAT4);
// Unary matrix
MAKE_UNARY_CASES(UNARY_OP, TYPE_FLOAT_MAT2);
MAKE_UNARY_CASES(UNARY_OP, TYPE_FLOAT_MAT3);
MAKE_UNARY_CASES(UNARY_OP, TYPE_FLOAT_MAT4);
// Assignment matrix
MAKE_ASSIGNMENT_CASES(ASSIGN_OP, TYPE_FLOAT_MAT2);
MAKE_ASSIGNMENT_CASES(ASSIGN_OP, TYPE_FLOAT_MAT3);
MAKE_ASSIGNMENT_CASES(ASSIGN_OP, TYPE_FLOAT_MAT4);
default:
DE_ASSERT(DE_FALSE);
return DE_NULL;
}
#undef PACK_EVAL_CASE
#undef MAKE_EVAL_CASE
#undef MUL_OP
#undef ALL_OPS
#undef MAKE_MAT_SCALAR_VEC_CASES
#undef MAKE_MAT_MAT_CASES
}
// Shader source format utilities.
template <int Size>
void writeVectorConstructor (std::ostream& str, const tcu::Vector<float, Size>& v)
{
str << "vec" << Size << "(";
for (int ndx = 0; ndx < Size; ndx++)
{
if (ndx != 0)
str << ", ";
str << de::floatToString(v[ndx], 1);
}
str << ")";
}
template <int Cols, int Rows>
void writeMatrixConstructor (std::ostream& str, const tcu::Matrix<float, Rows, Cols>& m)
{
if (Rows == Cols)
str << "mat" << Cols;
else
str << "mat" << Cols << "x" << Rows;
str << "(";
for (int colNdx = 0; colNdx < Cols; colNdx++)
{
for (int rowNdx = 0; rowNdx < Rows; rowNdx++)
{
if (rowNdx > 0 || colNdx > 0)
str << ", ";
str << de::floatToString(m(rowNdx, colNdx), 1);
}
}
str << ")";
}
} // MatrixCaseUtils
using namespace MatrixCaseUtils;
class ShaderMatrixCase : public ShaderRenderCase
{
public:
ShaderMatrixCase (Context& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in1, MatrixOp op, bool isVertexCase);
~ShaderMatrixCase (void);
void init (void);
protected:
std::string genGLSLMatToVec3Reduction (const glu::DataType& matType, const char* varName);
void setupUniforms (int programID, const tcu::Vec4& constCoords);
private:
ShaderInput m_in0;
ShaderInput m_in1;
MatrixOp m_op;
};
ShaderMatrixCase::ShaderMatrixCase (Context& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in1, MatrixOp op, bool isVertexCase)
: ShaderRenderCase (context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, desc, isVertexCase, getEvalFunc(in0, in1, op))
, m_in0 (in0)
, m_in1 (in1)
, m_op (op)
{
}
ShaderMatrixCase::~ShaderMatrixCase (void)
{
}
void ShaderMatrixCase::init (void)
{
std::ostringstream vtx;
std::ostringstream frag;
std::ostringstream& op = m_isVertexCase ? vtx : frag;
bool isInDynMat0 = isDataTypeMatrix(m_in0.dataType) && m_in0.inputType == INPUTTYPE_DYNAMIC;
bool isInDynMat1 = isDataTypeMatrix(m_in1.dataType) && m_in1.inputType == INPUTTYPE_DYNAMIC;
string inValue0;
string inValue1;
DataType resultType = TYPE_LAST;
Precision resultPrec = m_in0.precision;
vector<string> passVars;
int numInputs = (isOperationBinary(m_op)) ? (2) : (1);
std::string operationValue0;
std::string operationValue1;
DE_ASSERT(!isInDynMat0 || !isInDynMat1); // Only single dynamic matrix input is allowed.
DE_UNREF(isInDynMat0 && isInDynMat1);
// Compute result type.
if (isDataTypeMatrix(m_in0.dataType) && isDataTypeMatrix(m_in1.dataType))
{
DE_ASSERT(m_in0.dataType == m_in1.dataType);
resultType = m_in0.dataType;
}
else if (getOperationType(m_op) == OPERATIONTYPE_UNARY_PREFIX_OPERATOR ||
getOperationType(m_op) == OPERATIONTYPE_UNARY_POSTFIX_OPERATOR)
{
resultType = m_in0.dataType;
}
else
{
int matNdx = isDataTypeMatrix(m_in0.dataType) ? 0 : 1;
DataType matrixType = matNdx == 0 ? m_in0.dataType : m_in1.dataType;
DataType otherType = matNdx == 0 ? m_in1.dataType : m_in0.dataType;
if (otherType == TYPE_FLOAT)
resultType = matrixType;
else
{
DE_ASSERT(isDataTypeVector(otherType));
resultType = otherType;
}
}
vtx << "attribute highp vec4 a_position;\n";
if (m_isVertexCase)
{
vtx << "varying mediump vec4 v_color;\n";
frag << "varying mediump vec4 v_color;\n";
}
// Input declarations.
for (int inNdx = 0; inNdx < numInputs; inNdx++)
{
const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0;
const char* precName = getPrecisionName(in.precision);
const char* typeName = getDataTypeName(in.dataType);
string& inValue = inNdx > 0 ? inValue1 : inValue0;
if (in.inputType == INPUTTYPE_DYNAMIC)
{
vtx << "attribute " << precName << " " << typeName << " a_";
if (isDataTypeMatrix(in.dataType))
{
// a_matN, v_matN
vtx << typeName << ";\n";
if (!m_isVertexCase)
{
vtx << "varying " << precName << " " << typeName << " v_" << typeName << ";\n";
frag << "varying " << precName << " " << typeName << " v_" << typeName << ";\n";
passVars.push_back(typeName);
}
inValue = string(m_isVertexCase ? "a_" : "v_") + getDataTypeName(in.dataType);
}
else
{
// a_coords, v_coords
vtx << "coords;\n";
if (!m_isVertexCase)
{
vtx << "varying " << precName << " " << typeName << " v_coords;\n";
frag << "varying " << precName << " " << typeName << " v_coords;\n";
passVars.push_back("coords");
}
inValue = m_isVertexCase ? "a_coords" : "v_coords";
}
}
else if (in.inputType == INPUTTYPE_UNIFORM)
{
op << "uniform " << precName << " " << typeName << " u_in" << inNdx << ";\n";
inValue = string("u_in") + de::toString(inNdx);
}
else if (in.inputType == INPUTTYPE_CONST)
{
op << "const " << precName << " " << typeName << " in" << inNdx << " = ";
// Generate declaration.
switch (in.dataType)
{
case TYPE_FLOAT: op << de::floatToString(s_constInFloat[inNdx], 1); break;
case TYPE_FLOAT_VEC2: writeVectorConstructor<2>(op, s_constInVec2[inNdx]); break;
case TYPE_FLOAT_VEC3: writeVectorConstructor<3>(op, s_constInVec3[inNdx]); break;
case TYPE_FLOAT_VEC4: writeVectorConstructor<4>(op, s_constInVec4[inNdx]); break;
case TYPE_FLOAT_MAT2: writeMatrixConstructor<2, 2>(op, Mat2(s_constInMat2[inNdx])); break;
case TYPE_FLOAT_MAT3: writeMatrixConstructor<3, 3>(op, Mat3(s_constInMat3[inNdx])); break;
case TYPE_FLOAT_MAT4: writeMatrixConstructor<4, 4>(op, Mat4(s_constInMat4[inNdx])); break;
default:
DE_ASSERT(DE_FALSE);
}
op << ";\n";
inValue = string("in") + de::toString(inNdx);
}
}
vtx << "\n"
<< "void main (void)\n"
<< "{\n"
<< " gl_Position = a_position;\n";
frag << "\n"
<< "void main (void)\n"
<< "{\n";
if (m_isVertexCase)
{
frag << " gl_FragColor = v_color;\n";
}
else
{
for (vector<string>::const_iterator copyIter = passVars.begin(); copyIter != passVars.end(); copyIter++)
vtx << " v_" << *copyIter << " = " << "a_" << *copyIter << ";\n";
}
// Operation.
switch (getOperationNature(m_op))
{
case OPERATIONNATURE_PURE:
DE_ASSERT(getOperationType(m_op) != OPERATIONTYPE_ASSIGNMENT);
operationValue0 = inValue0;
operationValue1 = inValue1;
break;
case OPERATIONNATURE_MUTATING:
DE_ASSERT(getOperationType(m_op) != OPERATIONTYPE_ASSIGNMENT);
op << " " << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " tmpValue = " << inValue0 << ";\n";
operationValue0 = "tmpValue";
operationValue1 = inValue1;
break;
case OPERATIONNATURE_ASSIGNMENT:
DE_ASSERT(getOperationType(m_op) == OPERATIONTYPE_ASSIGNMENT);
operationValue0 = inValue0;
operationValue1 = inValue1;
break;
default:
DE_ASSERT(DE_FALSE);
}
switch (getOperationType(m_op))
{
case OPERATIONTYPE_BINARY_OPERATOR:
op << " " << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << operationValue0 << " " << getOperationName(m_op) << " " << operationValue1 << ";\n";
break;
case OPERATIONTYPE_UNARY_PREFIX_OPERATOR:
op << " " << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << getOperationName(m_op) << operationValue0 << ";\n";
break;
case OPERATIONTYPE_UNARY_POSTFIX_OPERATOR:
op << " " << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << operationValue0 << getOperationName(m_op) << ";\n";
break;
case OPERATIONTYPE_BINARY_FUNCTION:
op << " " << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << getOperationName(m_op) << "(" << operationValue0 << ", " << operationValue1 << ");\n";
break;
case OPERATIONTYPE_ASSIGNMENT:
op << " " << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << operationValue0 << ";\n";
op << " res " << getOperationName(m_op) << " " << operationValue1 << ";\n";
break;
default:
DE_ASSERT(DE_FALSE);
}
// Reduction to vec3 (rgb). Check the used value too if it was modified.
op << " " << (m_isVertexCase ? "v_color" : "gl_FragColor") << " = ";
if (isOperationValueModifying(m_op))
op << "vec4(" << genGLSLMatToVec3Reduction(resultType, "res") << ", 1.0) + vec4(" << genGLSLMatToVec3Reduction(resultType, "tmpValue") << ", 0.0);\n";
else
op << "vec4(" << genGLSLMatToVec3Reduction(resultType, "res") << ", 1.0);\n";
vtx << "}\n";
frag << "}\n";
m_vertShaderSource = vtx.str();
m_fragShaderSource = frag.str();
// \todo [2012-02-14 pyry] Compute better values for matrix tests.
m_userAttribTransforms.resize(4);
for (int attribNdx = 0; attribNdx < 4; attribNdx++)
{
m_userAttribTransforms[attribNdx] = Mat4(0.0f);
m_userAttribTransforms[attribNdx]((0 + attribNdx) % 4, 0) = 1.0f;
m_userAttribTransforms[attribNdx]((1 + attribNdx) % 4, 1) = 1.0f;
m_userAttribTransforms[attribNdx]((2 + attribNdx) % 4, 2) = 1.0f;
m_userAttribTransforms[attribNdx]((3 + attribNdx) % 4, 3) = 1.0f;
}
// prevent bad reference cases such as black result images by fine-tuning used matrices
if (getOperationTestMatrixType(m_op) != TESTMATRIXTYPE_DEFAULT)
{
for (int attribNdx = 0; attribNdx < 4; attribNdx++)
{
for (int row = 0; row < 4; row++)
for (int col = 0; col < 4; col++)
{
switch (getOperationTestMatrixType(m_op))
{
case TESTMATRIXTYPE_NEGATED:
m_userAttribTransforms[attribNdx](row, col) = -m_userAttribTransforms[attribNdx](row, col);
break;
case TESTMATRIXTYPE_INCREMENTED:
m_userAttribTransforms[attribNdx](row, col) += 0.3f;
break;
case TESTMATRIXTYPE_DECREMENTED:
m_userAttribTransforms[attribNdx](row, col) -= 0.1f;
break;
default:
DE_ASSERT(DE_FALSE);
break;
}
}
}
}
ShaderRenderCase::init();
}
std::string ShaderMatrixCase::genGLSLMatToVec3Reduction (const glu::DataType& matType, const char* varName)
{
std::ostringstream op;
switch (matType)
{
case TYPE_FLOAT: op << varName << ", " << varName << ", " << varName << ""; break;
case TYPE_FLOAT_VEC2: op << varName << ".x, " << varName << ".y, " << varName << ".x"; break;
case TYPE_FLOAT_VEC3: op << varName << ""; break;
case TYPE_FLOAT_VEC4: op << varName << ".x, " << varName << ".y, " << varName << ".z+" << varName << ".w"; break;
case TYPE_FLOAT_MAT2: op << varName << "[0][0], " << varName << "[1][0], " << varName << "[0][1]+" << varName << "[1][1]"; break;
case TYPE_FLOAT_MAT3: op << varName << "[0]+" << varName << "[1]+" << varName << "[2]"; break;
case TYPE_FLOAT_MAT4: op << varName << "[0].xyz+" << varName << "[1].yzw+" << varName << "[2].zwx+" << varName << "[3].wxy"; break;
default:
DE_ASSERT(DE_FALSE);
}
return op.str();
}
void ShaderMatrixCase::setupUniforms (int programID, const tcu::Vec4& constCoords)
{
const glw::Functions& gl = m_renderCtx.getFunctions();
DE_UNREF(constCoords);
for (int inNdx = 0; inNdx < 2; inNdx++)
{
const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0;
if (in.inputType == INPUTTYPE_UNIFORM)
{
int loc = gl.getUniformLocation(programID, (string("u_in") + de::toString(inNdx)).c_str());
if (loc < 0)
continue;
switch (in.dataType)
{
case TYPE_FLOAT: gl.uniform1f(loc, s_constInFloat[inNdx]); break;
case TYPE_FLOAT_VEC2: gl.uniform2fv(loc, 1, s_constInVec2[inNdx].getPtr()); break;
case TYPE_FLOAT_VEC3: gl.uniform3fv(loc, 1, s_constInVec3[inNdx].getPtr()); break;
case TYPE_FLOAT_VEC4: gl.uniform4fv(loc, 1, s_constInVec4[inNdx].getPtr()); break;
case TYPE_FLOAT_MAT2: gl.uniformMatrix2fv(loc, 1, GL_FALSE, s_constInMat2[inNdx].getColumnMajorData().getPtr()); break;
case TYPE_FLOAT_MAT3: gl.uniformMatrix3fv(loc, 1, GL_FALSE, s_constInMat3[inNdx].getColumnMajorData().getPtr()); break;
case TYPE_FLOAT_MAT4: gl.uniformMatrix4fv(loc, 1, GL_FALSE, s_constInMat4[inNdx].getColumnMajorData().getPtr()); break;
default:
DE_ASSERT(false);
}
}
}
}
ShaderMatrixTests::ShaderMatrixTests (Context& context)
: TestCaseGroup(context, "matrix", "Matrix Tests")
{
}
ShaderMatrixTests::~ShaderMatrixTests (void)
{
}
void ShaderMatrixTests::init (void)
{
static const struct
{
const char* name;
const char* desc;
MatrixOp op;
bool extendedInputTypeCases; // !< test with const and uniform types too
} ops[] =
{
{ "add", "Matrix addition tests", OP_ADD, true },
{ "sub", "Matrix subtraction tests", OP_SUB, true },
{ "mul", "Matrix multiplication tests", OP_MUL, true },
{ "div", "Matrix division tests", OP_DIV, true },
{ "matrixcompmult", "Matrix component-wise multiplication tests", OP_COMP_MUL, false },
{ "unary_addition", "Matrix unary addition tests", OP_UNARY_PLUS, false },
{ "negation", "Matrix negation tests", OP_NEGATION, false },
{ "pre_increment", "Matrix prefix increment tests", OP_PRE_INCREMENT, false },
{ "pre_decrement", "Matrix prefix decrement tests", OP_PRE_DECREMENT, false },
{ "post_increment", "Matrix postfix increment tests", OP_POST_INCREMENT, false },
{ "post_decrement", "Matrix postfix decrement tests", OP_POST_DECREMENT, false },
{ "add_assign", "Matrix add into tests", OP_ADD_INTO, false },
{ "sub_assign", "Matrix subtract from tests", OP_SUBTRACT_FROM, false },
{ "mul_assign", "Matrix multiply into tests", OP_MULTIPLY_INTO, false },
{ "div_assign", "Matrix divide into tests", OP_DIVIDE_INTO, false },
};
struct InputTypeSpec
{
const char* name;
const char* desc;
InputType type;
};
static const InputTypeSpec extendedInputTypes[] =
{
{ "const", "Constant matrix input", INPUTTYPE_CONST },
{ "uniform", "Uniform matrix input", INPUTTYPE_UNIFORM },
{ "dynamic", "Dynamic matrix input", INPUTTYPE_DYNAMIC }
};
static const InputTypeSpec reducedInputTypes[] =
{
{ "dynamic", "Dynamic matrix input", INPUTTYPE_DYNAMIC }
};
static const DataType matrixTypes[] =
{
TYPE_FLOAT_MAT2,
TYPE_FLOAT_MAT3,
TYPE_FLOAT_MAT4
};
static const Precision precisions[] =
{
PRECISION_LOWP,
PRECISION_MEDIUMP,
PRECISION_HIGHP
};
for (int opNdx = 0; opNdx < DE_LENGTH_OF_ARRAY(ops); opNdx++)
{
const InputTypeSpec* inTypeList = (ops[opNdx].extendedInputTypeCases) ? (extendedInputTypes) : (reducedInputTypes);
const int inTypeListSize = (ops[opNdx].extendedInputTypeCases) ? (DE_LENGTH_OF_ARRAY(extendedInputTypes)) : (DE_LENGTH_OF_ARRAY(reducedInputTypes));
const MatrixOp op = ops[opNdx].op;
tcu::TestCaseGroup* opGroup = new tcu::TestCaseGroup(m_testCtx, ops[opNdx].name, ops[opNdx].desc);
addChild(opGroup);
for (int inTypeNdx = 0; inTypeNdx < inTypeListSize; inTypeNdx++)
{
const InputType inputType = inTypeList[inTypeNdx].type;
for (int matTypeNdx = 0; matTypeNdx < DE_LENGTH_OF_ARRAY(matrixTypes); matTypeNdx++)
{
DataType matType = matrixTypes[matTypeNdx];
const char* matTypeName = getDataTypeName(matType);
for (int precNdx = 0; precNdx < DE_LENGTH_OF_ARRAY(precisions); precNdx++)
{
Precision precision = precisions[precNdx];
const char* precName = getPrecisionName(precision);
string baseName = string(inTypeList[inTypeNdx].name) + "_" + precName + "_" + matTypeName + "_";
ShaderInput matIn (inputType, matType, precision);
if (isOperationMatrixScalar(op))
{
// Matrix-scalar \note For div cases we use uniform input.
ShaderInput scalarIn(op == OP_DIV ? INPUTTYPE_UNIFORM : INPUTTYPE_DYNAMIC, TYPE_FLOAT, precision);
opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_vertex").c_str(), "Matrix-scalar case", matIn, scalarIn, op, true));
opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_fragment").c_str(), "Matrix-scalar case", matIn, scalarIn, op, false));
}
if (isOperationMatrixVector(op))
{
// Matrix-vector.
DataType vecType = getDataTypeFloatVec(getDataTypeMatrixNumColumns(matType));
ShaderInput vecIn (op == OP_DIV ? INPUTTYPE_UNIFORM : INPUTTYPE_DYNAMIC, vecType, precision);
opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + getDataTypeName(vecType) + "_vertex").c_str(), "Matrix-vector case", matIn, vecIn, op, true));
opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + getDataTypeName(vecType) + "_fragment").c_str(), "Matrix-vector case", matIn, vecIn, op, false));
// Vector-matrix.
string vecMatName = string(inTypeList[inTypeNdx].name) + "_" + precName + "_" + getDataTypeName(vecType) + "_" + matTypeName;
opGroup->addChild(new ShaderMatrixCase(m_context, (vecMatName + "_vertex").c_str(), "Vector-matrix case", vecIn, matIn, op, true));
opGroup->addChild(new ShaderMatrixCase(m_context, (vecMatName + "_fragment").c_str(), "Vector-matrix case", vecIn, matIn, op, false));
}
if (isOperationMatrixMatrix(op))
{
// Matrix-matrix.
ShaderInput otherMatIn(inputType == INPUTTYPE_DYNAMIC ? INPUTTYPE_UNIFORM : inputType, matType, precision);
opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + matTypeName + "_vertex").c_str(), "Matrix-matrix case", matIn, otherMatIn, op, true));
opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + matTypeName + "_fragment").c_str(), "Matrix-matrix case", matIn, otherMatIn, op, false));
}
if (isOperationUnary(op))
{
// op matrix
ShaderInput voidInput(INPUTTYPE_LAST, TYPE_LAST, PRECISION_LAST);
opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "vertex").c_str(), "Matrix case", matIn, voidInput, op, true));
opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "fragment").c_str(), "Matrix case", matIn, voidInput, op, false));
}
if (isOperationAssignment(op))
{
ShaderInput otherMatIn(inputType == INPUTTYPE_DYNAMIC ? INPUTTYPE_UNIFORM : inputType, matType, precision);
opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "vertex").c_str(), "Matrix assignment case", matIn, otherMatIn, op, true));
opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "fragment").c_str(), "Matrix assignment case", matIn, otherMatIn, op, false));
}
}
}
}
}
}
} // Functional
} // gles2
} // deqp
#if defined(_MSC_VER) && _MSC_FULL_VER == 191125507
// Work around crbug.com/759402 which is a code-gen bug in VC++ 2017, version
// 15.3.2.
#pragma optimize("", off)
#endif