/*-------------------------------------------------------------------------
* 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 Texture unit usage tests.
*
* \todo [2012-07-12 nuutti] Come up with a good way to make these tests faster.
*//*--------------------------------------------------------------------*/
#include "es2fTextureUnitTests.hpp"
#include "glsTextureTestUtil.hpp"
#include "gluTextureUtil.hpp"
#include "gluContextInfo.hpp"
#include "tcuTextureUtil.hpp"
#include "tcuImageCompare.hpp"
#include "tcuMatrix.hpp"
#include "tcuRenderTarget.hpp"
#include "sglrContextUtil.hpp"
#include "sglrReferenceContext.hpp"
#include "sglrGLContext.hpp"
#include "deMath.h"
#include "deStringUtil.hpp"
#include "deRandom.hpp"
#include "glwEnums.hpp"
#include "glwFunctions.hpp"
using tcu::Vec2;
using tcu::Vec3;
using tcu::Vec4;
using tcu::IVec2;
using tcu::Mat3;
using std::vector;
using std::string;
using namespace glw; // GL types
namespace deqp
{
using namespace gls::TextureTestUtil;
namespace gles2
{
namespace Functional
{
static const int VIEWPORT_WIDTH = 128;
static const int VIEWPORT_HEIGHT = 128;
static const int TEXTURE_WIDTH_2D = 128;
static const int TEXTURE_HEIGHT_2D = 128;
// \note Cube map texture size is larger in order to make minifications possible - otherwise would need to display different faces at same time.
static const int TEXTURE_WIDTH_CUBE = 256;
static const int TEXTURE_HEIGHT_CUBE = 256;
static const int GRID_CELL_SIZE = 8;
static const GLenum s_testFormats[] =
{
GL_RGB,
GL_RGBA,
GL_ALPHA,
GL_LUMINANCE,
GL_LUMINANCE_ALPHA
};
static const GLenum s_testDataTypes[] =
{
GL_UNSIGNED_BYTE,
GL_UNSIGNED_SHORT_5_6_5,
GL_UNSIGNED_SHORT_4_4_4_4,
GL_UNSIGNED_SHORT_5_5_5_1,
};
static const GLenum s_testWrapModes[] =
{
GL_CLAMP_TO_EDGE,
GL_REPEAT,
GL_MIRRORED_REPEAT,
};
static const GLenum s_testMinFilters[] =
{
GL_NEAREST,
GL_LINEAR,
GL_NEAREST_MIPMAP_NEAREST,
GL_LINEAR_MIPMAP_NEAREST,
GL_NEAREST_MIPMAP_LINEAR,
GL_LINEAR_MIPMAP_LINEAR
};
static const GLenum s_testNonMipmapMinFilters[] =
{
GL_NEAREST,
GL_LINEAR
};
static const GLenum s_testMagFilters[] =
{
GL_NEAREST,
GL_LINEAR
};
static const GLenum s_cubeFaceTargets[] =
{
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
};
static string generateMultiTexFragmentShader(int numUnits, const GLenum* unitTypes)
{
// The fragment shader calculates the average of a set of textures.
string samplersStr;
string matricesStr;
string lookupsStr;
string colorMultiplier = "(1.0/" + de::toString(numUnits) + ".0)";
for (int ndx = 0; ndx < numUnits; ndx++)
{
string ndxStr = de::toString(ndx);
string samplerName = "u_sampler" + ndxStr;
string transformationName = "u_trans" + ndxStr;
const char* samplerType = unitTypes[ndx] == GL_TEXTURE_2D ? "sampler2D" : "samplerCube";
const char* lookupFunc = unitTypes[ndx] == GL_TEXTURE_2D ? "texture2D" : "textureCube";
samplersStr += string("") + "uniform mediump " + samplerType + " " + samplerName + ";\n";
matricesStr += "uniform mediump mat3 " + transformationName + ";\n";
string lookupCoord = transformationName + "*vec3(v_coord, 1.0)";
if (unitTypes[ndx] == GL_TEXTURE_2D)
lookupCoord = "vec2(" + lookupCoord + ")";
lookupsStr += "\tcolor += " + colorMultiplier + "*" + lookupFunc + "(" + samplerName + ", " + lookupCoord + ");\n";
}
return
samplersStr +
matricesStr +
"varying mediump vec2 v_coord;\n"
"\n"
"void main (void)\n"
"{\n"
" mediump vec4 color = vec4(0.0);\n" +
lookupsStr +
" gl_FragColor = color;\n"
"}\n";
}
static sglr::pdec::ShaderProgramDeclaration generateShaderProgramDeclaration (int numUnits, const GLenum* unitTypes)
{
sglr::pdec::ShaderProgramDeclaration decl;
decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT);
decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT);
decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT);
decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT);
for (int ndx = 0; ndx < numUnits; ++ndx)
{
string samplerName = "u_sampler" + de::toString(ndx);
string transformationName = "u_trans" + de::toString(ndx);
decl << sglr::pdec::Uniform(samplerName, (unitTypes[ndx] == GL_TEXTURE_2D) ? (glu::TYPE_SAMPLER_2D) : (glu::TYPE_SAMPLER_CUBE));
decl << sglr::pdec::Uniform(transformationName, glu::TYPE_FLOAT_MAT3);
}
decl << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n"
"attribute mediump vec2 a_coord;\n"
"varying mediump vec2 v_coord;\n"
"\n"
"void main (void)\n"
"{\n"
" gl_Position = a_position;\n"
" v_coord = a_coord;\n"
"}\n");
decl << sglr::pdec::FragmentSource(generateMultiTexFragmentShader(numUnits, unitTypes));
return decl;
}
// Calculates values to be used in calculateLod().
static Vec4 calculateLodDerivateParts(const Mat3& transformation)
{
// Calculate transformed coordinates of three corners.
Vec2 trans00 = (transformation * Vec3(0.0f, 0.0f, 1.0f)).xy();
Vec2 trans01 = (transformation * Vec3(0.0f, 1.0f, 1.0f)).xy();
Vec2 trans10 = (transformation * Vec3(1.0f, 0.0f, 1.0f)).xy();
return Vec4(trans10.x() - trans00.x(),
trans01.x() - trans00.x(),
trans10.y() - trans00.y(),
trans01.y() - trans00.y());
}
// Calculates the maximum allowed lod from derivates
static float calculateLodMax(const Vec4& derivateParts, const tcu::IVec2& textureSize, const Vec2& screenDerivate)
{
float dudx = derivateParts.x() * (float)textureSize.x() * screenDerivate.x();
float dudy = derivateParts.y() * (float)textureSize.x() * screenDerivate.y();
float dvdx = derivateParts.z() * (float)textureSize.y() * screenDerivate.x();
float dvdy = derivateParts.w() * (float)textureSize.y() * screenDerivate.y();
return deFloatLog2(de::max(de::abs(dudx), de::abs(dudy)) + de::max(de::abs(dvdx), de::abs(dvdy)));
}
// Calculates the minimum allowed lod from derivates
static float calculateLodMin(const Vec4& derivateParts, const tcu::IVec2& textureSize, const Vec2& screenDerivate)
{
float dudx = derivateParts.x() * (float)textureSize.x() * screenDerivate.x();
float dudy = derivateParts.y() * (float)textureSize.x() * screenDerivate.y();
float dvdx = derivateParts.z() * (float)textureSize.y() * screenDerivate.x();
float dvdy = derivateParts.w() * (float)textureSize.y() * screenDerivate.y();
return deFloatLog2(de::max(de::max(de::abs(dudx), de::abs(dudy)), de::max(de::abs(dvdx), de::abs(dvdy))));
}
class MultiTexShader : public sglr::ShaderProgram
{
public:
MultiTexShader (deUint32 randSeed, int numUnits, const vector<GLenum>& unitTypes);
void setUniforms (sglr::Context& context, deUint32 program) const;
void makeSafeLods (const vector<IVec2>& textureSizes, const IVec2& viewportSize); // Modifies texture coordinates so that LODs aren't too close to x.5 or 0.0 .
private:
void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const;
void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const;
int m_numUnits;
vector<GLenum> m_unitTypes; // 2d or cube map.
vector<Mat3> m_transformations;
vector<Vec4> m_lodDerivateParts; // Parts of lod derivates; computed in init(), used in eval().
};
MultiTexShader::MultiTexShader (deUint32 randSeed, int numUnits, const vector<GLenum>& unitTypes)
: sglr::ShaderProgram (generateShaderProgramDeclaration(numUnits, &unitTypes[0]))
, m_numUnits (numUnits)
, m_unitTypes (unitTypes)
{
// 2d-to-cube-face transformations.
// \note 2d coordinates range from 0 to 1 and cube face coordinates from -1 to 1, so scaling is done as well.
static const float s_cubeTransforms[][3*3] =
{
// Face -X: (x, y, 1) -> (-1, -(2*y-1), +(2*x-1))
{ 0.0f, 0.0f, -1.0f,
0.0f, -2.0f, 1.0f,
2.0f, 0.0f, -1.0f },
// Face +X: (x, y, 1) -> (+1, -(2*y-1), -(2*x-1))
{ 0.0f, 0.0f, 1.0f,
0.0f, -2.0f, 1.0f,
-2.0f, 0.0f, 1.0f },
// Face -Y: (x, y, 1) -> (+(2*x-1), -1, -(2*y-1))
{ 2.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,
0.0f, -2.0f, 1.0f },
// Face +Y: (x, y, 1) -> (+(2*x-1), +1, +(2*y-1))
{ 2.0f, 0.0f, -1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 2.0f, -1.0f },
// Face -Z: (x, y, 1) -> (-(2*x-1), -(2*y-1), -1)
{ -2.0f, 0.0f, 1.0f,
0.0f, -2.0f, 1.0f,
0.0f, 0.0f, -1.0f },
// Face +Z: (x, y, 1) -> (+(2*x-1), -(2*y-1), +1)
{ 2.0f, 0.0f, -1.0f,
0.0f, -2.0f, 1.0f,
0.0f, 0.0f, 1.0f }
};
// Generate transformation matrices.
de::Random rnd(randSeed);
m_transformations.reserve(m_numUnits);
m_lodDerivateParts.reserve(m_numUnits);
DE_ASSERT((int)m_unitTypes.size() == m_numUnits);
for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++)
{
if (m_unitTypes[unitNdx] == GL_TEXTURE_2D)
{
float rotAngle = rnd.getFloat(0.0f, 2.0f*DE_PI);
float xScaleFactor = rnd.getFloat(0.7f, 1.5f);
float yScaleFactor = rnd.getFloat(0.7f, 1.5f);
float xShearAmount = rnd.getFloat(0.0f, 0.5f);
float yShearAmount = rnd.getFloat(0.0f, 0.5f);
float xTranslationAmount = rnd.getFloat(-0.5f, 0.5f);
float yTranslationAmount = rnd.getFloat(-0.5f, 0.5f);
float tempOffsetData[3*3] = // For temporarily centering the coordinates to get nicer transformations.
{
1.0f, 0.0f, -0.5f,
0.0f, 1.0f, -0.5f,
0.0f, 0.0f, 1.0f
};
float rotTransfData[3*3] =
{
deFloatCos(rotAngle), -deFloatSin(rotAngle), 0.0f,
deFloatSin(rotAngle), deFloatCos(rotAngle), 0.0f,
0.0f, 0.0f, 1.0f
};
float scaleTransfData[3*3] =
{
xScaleFactor, 0.0f, 0.0f,
0.0f, yScaleFactor, 0.0f,
0.0f, 0.0f, 1.0f
};
float xShearTransfData[3*3] =
{
1.0f, xShearAmount, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
};
float yShearTransfData[3*3] =
{
1.0f, 0.0f, 0.0f,
yShearAmount, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
};
float translationTransfData[3*3] =
{
1.0f, 0.0f, xTranslationAmount,
0.0f, 1.0f, yTranslationAmount,
0.0f, 0.0f, 1.0f
};
Mat3 transformation =
Mat3(tempOffsetData) *
Mat3(translationTransfData) *
Mat3(rotTransfData) *
Mat3(scaleTransfData) *
Mat3(xShearTransfData) *
Mat3(yShearTransfData) *
(Mat3(tempOffsetData) * (-1.0f));
// Calculate parts of lod derivates.
m_lodDerivateParts.push_back(calculateLodDerivateParts(transformation));
m_transformations.push_back(transformation);
}
else
{
DE_ASSERT(m_unitTypes[unitNdx] == GL_TEXTURE_CUBE_MAP);
DE_STATIC_ASSERT((int)tcu::CUBEFACE_LAST == DE_LENGTH_OF_ARRAY(s_cubeTransforms));
float planarTransData[3*3];
// In case of a cube map, we only want to render one face, so the transformation needs to be restricted - only enlarging scaling is done.
for (int i = 0; i < DE_LENGTH_OF_ARRAY(planarTransData); i++)
{
if (i == 0 || i == 4)
planarTransData[i] = rnd.getFloat(0.1f, 0.9f); // Two first diagonal cells control the scaling.
else if (i == 8)
planarTransData[i] = 1.0f;
else
planarTransData[i] = 0.0f;
}
int faceNdx = rnd.getInt(0, (int)tcu::CUBEFACE_LAST - 1);
Mat3 planarTrans (planarTransData); // Planar, face-agnostic transformation.
Mat3 finalTrans = Mat3(s_cubeTransforms[faceNdx]) * planarTrans; // Final transformation from planar to cube map coordinates, including the transformation just generated.
// Calculate parts of lod derivates.
m_lodDerivateParts.push_back(calculateLodDerivateParts(planarTrans));
m_transformations.push_back(finalTrans);
}
}
}
void MultiTexShader::setUniforms (sglr::Context& ctx, deUint32 program) const
{
ctx.useProgram(program);
// Sampler and matrix uniforms.
for (int ndx = 0; ndx < m_numUnits; ndx++)
{
string ndxStr = de::toString(ndx);
ctx.uniform1i(ctx.getUniformLocation(program, ("u_sampler" + ndxStr).c_str()), ndx);
ctx.uniformMatrix3fv(ctx.getUniformLocation(program, ("u_trans" + ndxStr).c_str()), 1, GL_FALSE, (GLfloat*)&m_transformations[ndx].getColumnMajorData()[0]);
}
}
void MultiTexShader::makeSafeLods (const vector<IVec2>& textureSizes, const IVec2& viewportSize)
{
DE_ASSERT((int)textureSizes.size() == m_numUnits);
static const float shrinkScaleMatData[3*3] =
{
0.95f, 0.0f, 0.0f,
0.0f, 0.95f, 0.0f,
0.0f, 0.0f, 1.0f
};
Mat3 shrinkScaleMat(shrinkScaleMatData);
Vec2 screenDerivate(1.0f / (float)viewportSize.x(), 1.0f / (float)viewportSize.y());
for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++)
{
// As long as LOD is too close to 0.0 or is positive and too close to a something-and-a-half (0.5, 1.5, 2.5 etc) or allowed lod range could round to different levels, zoom in a little to get a safer LOD.
for (;;)
{
const float threshold = 0.1f;
const float epsilon = 0.01f;
const float lodMax = calculateLodMax(m_lodDerivateParts[unitNdx], textureSizes[unitNdx], screenDerivate);
const float lodMin = calculateLodMin(m_lodDerivateParts[unitNdx], textureSizes[unitNdx], screenDerivate);
const deInt32 maxLevel = (lodMax + epsilon < 0.5f) ? (0) : (deCeilFloatToInt32(lodMax + epsilon + 0.5f) - 1);
const deInt32 minLevel = (lodMin - epsilon < 0.5f) ? (0) : (deCeilFloatToInt32(lodMin - epsilon + 0.5f) - 1);
if (de::abs(lodMax) < threshold || (lodMax > 0.0f && de::abs(deFloatFrac(lodMax) - 0.5f) < threshold) ||
de::abs(lodMin) < threshold || (lodMin > 0.0f && de::abs(deFloatFrac(lodMin) - 0.5f) < threshold) ||
maxLevel != minLevel)
{
m_transformations[unitNdx] = shrinkScaleMat * m_transformations[unitNdx];
m_lodDerivateParts[unitNdx] = calculateLodDerivateParts(m_transformations[unitNdx]);
}
else
break;
}
}
}
void MultiTexShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const
{
for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
{
rr::VertexPacket& packet = *(packets[packetNdx]);
packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx);
packet.outputs[0] = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx);
}
}
void MultiTexShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const
{
DE_ASSERT((int)m_unitTypes.size() == m_numUnits);
DE_ASSERT((int)m_transformations.size() == m_numUnits);
DE_ASSERT((int)m_lodDerivateParts.size() == m_numUnits);
for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
{
rr::FragmentPacket& packet = packets[packetNdx];
const float colorMultiplier = 1.0f / (float)m_numUnits;
Vec4 outColors[4] = { Vec4(0.0f), Vec4(0.0f), Vec4(0.0f), Vec4(0.0f) };
for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++)
{
tcu::Vec4 texSamples[4];
// Read tex coords
const tcu::Vec2 texCoords[4] =
{
rr::readTriangleVarying<float>(packet, context, 0, 0).xy(),
rr::readTriangleVarying<float>(packet, context, 0, 1).xy(),
rr::readTriangleVarying<float>(packet, context, 0, 2).xy(),
rr::readTriangleVarying<float>(packet, context, 0, 3).xy(),
};
if (m_unitTypes[unitNdx] == GL_TEXTURE_2D)
{
// Transform
const tcu::Vec2 transformedTexCoords[4] =
{
(m_transformations[unitNdx] * Vec3(texCoords[0].x(), texCoords[0].y(), 1.0f)).xy(),
(m_transformations[unitNdx] * Vec3(texCoords[1].x(), texCoords[1].y(), 1.0f)).xy(),
(m_transformations[unitNdx] * Vec3(texCoords[2].x(), texCoords[2].y(), 1.0f)).xy(),
(m_transformations[unitNdx] * Vec3(texCoords[3].x(), texCoords[3].y(), 1.0f)).xy(),
};
// Sample
m_uniforms[2*unitNdx].sampler.tex2D->sample4(texSamples, transformedTexCoords);
}
else
{
DE_ASSERT(m_unitTypes[unitNdx] == GL_TEXTURE_CUBE_MAP);
// Transform
const tcu::Vec3 transformedTexCoords[4] =
{
m_transformations[unitNdx] * Vec3(texCoords[0].x(), texCoords[0].y(), 1.0f),
m_transformations[unitNdx] * Vec3(texCoords[1].x(), texCoords[1].y(), 1.0f),
m_transformations[unitNdx] * Vec3(texCoords[2].x(), texCoords[2].y(), 1.0f),
m_transformations[unitNdx] * Vec3(texCoords[3].x(), texCoords[3].y(), 1.0f),
};
// Sample
m_uniforms[2*unitNdx].sampler.texCube->sample4(texSamples, transformedTexCoords);
}
// Add to sum
for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
outColors[fragNdx] += colorMultiplier * texSamples[fragNdx];
}
// output
for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, outColors[fragNdx]);
}
}
class TextureUnitCase : public TestCase
{
public:
enum CaseType
{
CASE_ONLY_2D = 0,
CASE_ONLY_CUBE,
CASE_MIXED,
CASE_LAST
};
TextureUnitCase (Context& context, const char* name, const char* desc, int numUnits /* \note If non-positive, use all units */, CaseType caseType, deUint32 randSeed);
~TextureUnitCase (void);
void init (void);
void deinit (void);
IterateResult iterate (void);
private:
struct TextureParameters
{
GLenum format;
GLenum dataType;
GLenum wrapModeS;
GLenum wrapModeT;
GLenum minFilter;
GLenum magFilter;
};
TextureUnitCase (const TextureUnitCase& other);
TextureUnitCase& operator= (const TextureUnitCase& other);
void render (sglr::Context& context);
const int m_numUnitsParam;
const CaseType m_caseType;
const deUint32 m_randSeed;
int m_numTextures; //!< \note Needed in addition to m_numUnits since same texture may be bound to many texture units.
int m_numUnits; //!< = m_numUnitsParam > 0 ? m_numUnitsParam : implementationDefinedMaximum
vector<GLenum> m_textureTypes;
vector<TextureParameters> m_textureParams;
vector<tcu::Texture2D*> m_textures2d;
vector<tcu::TextureCube*> m_texturesCube;
vector<int> m_unitTextures; //!< Which texture is used in a particular unit.
vector<int> m_ndx2dOrCube; //!< Index of a texture in either m_textures2d or m_texturesCube, depending on texture type.
MultiTexShader* m_shader;
};
TextureUnitCase::TextureUnitCase (Context& context, const char* name, const char* desc, int numUnits, CaseType caseType, deUint32 randSeed)
: TestCase (context, tcu::NODETYPE_SELF_VALIDATE, name, desc)
, m_numUnitsParam (numUnits)
, m_caseType (caseType)
, m_randSeed (randSeed)
, m_shader (DE_NULL)
{
}
TextureUnitCase::~TextureUnitCase (void)
{
TextureUnitCase::deinit();
}
void TextureUnitCase::deinit (void)
{
for (vector<tcu::Texture2D*>::iterator i = m_textures2d.begin(); i != m_textures2d.end(); i++)
delete *i;
m_textures2d.clear();
for (vector<tcu::TextureCube*>::iterator i = m_texturesCube.begin(); i != m_texturesCube.end(); i++)
delete *i;
m_texturesCube.clear();
delete m_shader;
m_shader = DE_NULL;
}
void TextureUnitCase::init (void)
{
m_numUnits = m_numUnitsParam > 0 ? m_numUnitsParam : m_context.getContextInfo().getInt(GL_MAX_TEXTURE_IMAGE_UNITS);
// Make the textures.
try
{
tcu::TestLog& log = m_testCtx.getLog();
de::Random rnd (m_randSeed);
if (rnd.getFloat() < 0.7f)
m_numTextures = m_numUnits; // In most cases use one unit per texture.
else
m_numTextures = rnd.getInt(deMax32(1, m_numUnits - 2), m_numUnits); // Sometimes assign same texture to multiple units.
log << tcu::TestLog::Message << ("Using " + de::toString(m_numUnits) + " texture unit(s) and " + de::toString(m_numTextures) + " texture(s)").c_str() << tcu::TestLog::EndMessage;
m_textureTypes.reserve(m_numTextures);
m_textureParams.reserve(m_numTextures);
m_ndx2dOrCube.reserve(m_numTextures);
// Generate textures.
for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
{
// Either fixed or randomized target types (2d or cube), and randomized parameters for every texture.
TextureParameters params;
bool is2d = m_caseType == CASE_ONLY_2D ? true :
m_caseType == CASE_ONLY_CUBE ? false :
rnd.getBool();
GLenum type = is2d ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP;
const int texWidth = is2d ? TEXTURE_WIDTH_2D : TEXTURE_WIDTH_CUBE;
const int texHeight = is2d ? TEXTURE_HEIGHT_2D : TEXTURE_HEIGHT_CUBE;
bool mipmaps = (deIsPowerOfTwo32(texWidth) && deIsPowerOfTwo32(texHeight));
int numLevels = mipmaps ? deLog2Floor32(de::max(texWidth, texHeight))+1 : 1;
params.wrapModeS = s_testWrapModes [rnd.getInt(0, DE_LENGTH_OF_ARRAY(s_testWrapModes) - 1)];
params.wrapModeT = s_testWrapModes [rnd.getInt(0, DE_LENGTH_OF_ARRAY(s_testWrapModes) - 1)];
params.magFilter = s_testMagFilters [rnd.getInt(0, DE_LENGTH_OF_ARRAY(s_testMagFilters) - 1)];
params.dataType = s_testDataTypes [rnd.getInt(0, DE_LENGTH_OF_ARRAY(s_testDataTypes) - 1)];
// Certain minification filters are only used when using mipmaps.
if (mipmaps)
params.minFilter = s_testMinFilters[rnd.getInt(0, DE_LENGTH_OF_ARRAY(s_testMinFilters) - 1)];
else
params.minFilter = s_testNonMipmapMinFilters[rnd.getInt(0, DE_LENGTH_OF_ARRAY(s_testNonMipmapMinFilters) - 1)];
// Format may depend on data type.
if (params.dataType == GL_UNSIGNED_SHORT_5_6_5)
params.format = GL_RGB;
else if (params.dataType == GL_UNSIGNED_SHORT_4_4_4_4 || params.dataType == GL_UNSIGNED_SHORT_5_5_5_1)
params.format = GL_RGBA;
else
params.format = s_testFormats[rnd.getInt(0, DE_LENGTH_OF_ARRAY(s_testFormats) - 1)];
m_textureTypes.push_back(type);
m_textureParams.push_back(params);
// Create new texture.
if (is2d)
{
m_ndx2dOrCube.push_back((int)m_textures2d.size()); // Remember the index this texture has in the 2d array.
m_textures2d.push_back(new tcu::Texture2D(glu::mapGLTransferFormat(params.format, params.dataType), texWidth, texHeight));
}
else
{
m_ndx2dOrCube.push_back((int)m_texturesCube.size()); // Remember the index this texture has in the cube array.
DE_ASSERT(texWidth == texHeight);
m_texturesCube.push_back(new tcu::TextureCube(glu::mapGLTransferFormat(params.format, params.dataType), texWidth));
}
tcu::TextureFormatInfo fmtInfo = tcu::getTextureFormatInfo(is2d ? m_textures2d.back()->getFormat() : m_texturesCube.back()->getFormat());
Vec4 cBias = fmtInfo.valueMin;
Vec4 cScale = fmtInfo.valueMax-fmtInfo.valueMin;
// Fill with grid texture.
int numFaces = is2d ? 1 : (int)tcu::CUBEFACE_LAST;
for (int face = 0; face < numFaces; face++)
{
deUint32 rgb = rnd.getUint32() & 0x00ffffff;
deUint32 alpha0 = 0xff000000;
deUint32 alpha1 = 0xff000000;
if (params.format == GL_ALPHA) // \note This needs alpha to be visible.
{
alpha0 &= rnd.getUint32();
alpha1 = ~alpha0;
}
deUint32 colorA = alpha0 | rgb;
deUint32 colorB = alpha1 | ~rgb;
for (int levelNdx = 0; levelNdx < numLevels; levelNdx++)
{
if (is2d)
m_textures2d.back()->allocLevel(levelNdx);
else
m_texturesCube.back()->allocLevel((tcu::CubeFace)face, levelNdx);
int curCellSize = deMax32(1, GRID_CELL_SIZE >> levelNdx); // \note Scale grid cell size for mipmaps.
tcu::PixelBufferAccess access = is2d ? m_textures2d.back()->getLevel(levelNdx) : m_texturesCube.back()->getLevelFace(levelNdx, (tcu::CubeFace)face);
tcu::fillWithGrid(access, curCellSize, tcu::RGBA(colorA).toVec()*cScale + cBias, tcu::RGBA(colorB).toVec()*cScale + cBias);
}
}
}
// Assign a texture index to each unit.
m_unitTextures.reserve(m_numUnits);
// \note Every texture is used at least once.
for (int i = 0; i < m_numTextures; i++)
m_unitTextures.push_back(i);
// Assign a random texture to remaining units.
while ((int)m_unitTextures.size() < m_numUnits)
m_unitTextures.push_back(rnd.getInt(0, m_numTextures - 1));
rnd.shuffle(m_unitTextures.begin(), m_unitTextures.end());
// Create shader.
vector<GLenum> unitTypes;
unitTypes.reserve(m_numUnits);
for (int i = 0; i < m_numUnits; i++)
unitTypes.push_back(m_textureTypes[m_unitTextures[i]]);
DE_ASSERT(m_shader == DE_NULL);
m_shader = new MultiTexShader(rnd.getUint32(), m_numUnits, unitTypes);
}
catch (const std::exception&)
{
// Clean up to save memory.
TextureUnitCase::deinit();
throw;
}
}
TextureUnitCase::IterateResult TextureUnitCase::iterate (void)
{
glu::RenderContext& renderCtx = m_context.getRenderContext();
const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget();
tcu::TestLog& log = m_testCtx.getLog();
de::Random rnd (m_randSeed);
int viewportWidth = deMin32(VIEWPORT_WIDTH, renderTarget.getWidth());
int viewportHeight = deMin32(VIEWPORT_HEIGHT, renderTarget.getHeight());
int viewportX = rnd.getInt(0, renderTarget.getWidth() - viewportWidth);
int viewportY = rnd.getInt(0, renderTarget.getHeight() - viewportHeight);
tcu::Surface gles2Frame (viewportWidth, viewportHeight);
tcu::Surface refFrame (viewportWidth, viewportHeight);
{
// First we do some tricks to make the LODs safer wrt. precision issues. See MultiTexShader::makeSafeLods().
vector<IVec2> texSizes;
texSizes.reserve(m_numUnits);
for (int i = 0; i < m_numUnits; i++)
{
int texNdx = m_unitTextures[i];
int texNdxInType = m_ndx2dOrCube[texNdx];
GLenum type = m_textureTypes[texNdx];
switch (type)
{
case GL_TEXTURE_2D: texSizes.push_back(IVec2(m_textures2d[texNdxInType]->getWidth(), m_textures2d[texNdxInType]->getHeight())); break;
case GL_TEXTURE_CUBE_MAP: texSizes.push_back(IVec2(m_texturesCube[texNdxInType]->getSize(), m_texturesCube[texNdxInType]->getSize())); break;
default:
DE_ASSERT(DE_FALSE);
}
}
m_shader->makeSafeLods(texSizes, IVec2(viewportWidth, viewportHeight));
}
// Render using GLES2.
{
sglr::GLContext context(renderCtx, log, sglr::GLCONTEXT_LOG_CALLS|sglr::GLCONTEXT_LOG_PROGRAMS, tcu::IVec4(viewportX, viewportY, viewportWidth, viewportHeight));
render(context);
context.readPixels(gles2Frame, 0, 0, viewportWidth, viewportHeight);
}
// Render reference image.
{
sglr::ReferenceContextBuffers buffers (tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), 0 /* depth */, 0 /* stencil */, viewportWidth, viewportHeight);
sglr::ReferenceContext context (sglr::ReferenceContextLimits(renderCtx), buffers.getColorbuffer(), buffers.getDepthbuffer(), buffers.getStencilbuffer());
render(context);
context.readPixels(refFrame, 0, 0, viewportWidth, viewportHeight);
}
// Compare images.
const float threshold = 0.001f;
bool isOk = tcu::fuzzyCompare(log, "ComparisonResult", "Image comparison result", refFrame, gles2Frame, threshold, tcu::COMPARE_LOG_RESULT);
// Store test result.
m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL,
isOk ? "Pass" : "Image comparison failed");
return STOP;
}
void TextureUnitCase::render (sglr::Context& context)
{
// Setup textures.
vector<deUint32> textureGLNames;
vector<bool> isTextureSetUp(m_numTextures, false); // \note Same texture may be bound to multiple units, but we only want to set up parameters and data once per texture.
textureGLNames.resize(m_numTextures);
context.genTextures(m_numTextures, &textureGLNames[0]);
for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++)
{
int texNdx = m_unitTextures[unitNdx];
// Bind texture to unit.
context.activeTexture(GL_TEXTURE0 + unitNdx);
context.bindTexture(m_textureTypes[texNdx], textureGLNames[texNdx]);
if (!isTextureSetUp[texNdx])
{
// Binding this texture for first time, so set parameters and data.
context.texParameteri(m_textureTypes[texNdx], GL_TEXTURE_WRAP_S, m_textureParams[texNdx].wrapModeS);
context.texParameteri(m_textureTypes[texNdx], GL_TEXTURE_WRAP_T, m_textureParams[texNdx].wrapModeT);
context.texParameteri(m_textureTypes[texNdx], GL_TEXTURE_MIN_FILTER, m_textureParams[texNdx].minFilter);
context.texParameteri(m_textureTypes[texNdx], GL_TEXTURE_MAG_FILTER, m_textureParams[texNdx].magFilter);
if (m_textureTypes[texNdx] == GL_TEXTURE_2D)
{
int ndx2d = m_ndx2dOrCube[texNdx];
const tcu::Texture2D* texture = m_textures2d[ndx2d];
bool mipmaps = (deIsPowerOfTwo32(texture->getWidth()) && deIsPowerOfTwo32(texture->getHeight()));
int numLevels = mipmaps ? deLog2Floor32(de::max(texture->getWidth(), texture->getHeight()))+1 : 1;
context.pixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (int levelNdx = 0; levelNdx < numLevels; levelNdx++)
{
tcu::ConstPixelBufferAccess access = texture->getLevel(levelNdx);
int width = access.getWidth();
int height = access.getHeight();
DE_ASSERT(access.getRowPitch() == access.getFormat().getPixelSize()*width);
context.texImage2D(GL_TEXTURE_2D, levelNdx, m_textureParams[texNdx].format, width, height, 0, m_textureParams[texNdx].format, m_textureParams[texNdx].dataType, access.getDataPtr());
}
}
else
{
DE_ASSERT(m_textureTypes[texNdx] == GL_TEXTURE_CUBE_MAP);
int ndxCube = m_ndx2dOrCube[texNdx];
const tcu::TextureCube* texture = m_texturesCube[ndxCube];
bool mipmaps = deIsPowerOfTwo32(texture->getSize()) != DE_FALSE;
int numLevels = mipmaps ? deLog2Floor32(texture->getSize())+1 : 1;
context.pixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (int face = 0; face < (int)tcu::CUBEFACE_LAST; face++)
{
for (int levelNdx = 0; levelNdx < numLevels; levelNdx++)
{
tcu::ConstPixelBufferAccess access = texture->getLevelFace(levelNdx, (tcu::CubeFace)face);
int width = access.getWidth();
int height = access.getHeight();
DE_ASSERT(access.getRowPitch() == access.getFormat().getPixelSize()*width);
context.texImage2D(s_cubeFaceTargets[face], levelNdx, m_textureParams[texNdx].format, width, height, 0, m_textureParams[texNdx].format, m_textureParams[texNdx].dataType, access.getDataPtr());
}
}
}
isTextureSetUp[texNdx] = true; // Don't set up this texture's parameters and data again later.
}
}
GLU_EXPECT_NO_ERROR(context.getError(), "Set textures");
// Setup shader
deUint32 shaderID = context.createProgram(m_shader);
// Draw.
context.clearColor(0.125f, 0.25f, 0.5f, 1.0f);
context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
m_shader->setUniforms(context, shaderID);
sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
GLU_EXPECT_NO_ERROR(context.getError(), "Draw");
// Delete previously generated texture names.
context.deleteTextures(m_numTextures, &textureGLNames[0]);
GLU_EXPECT_NO_ERROR(context.getError(), "Delete textures");
}
TextureUnitTests::TextureUnitTests (Context& context)
: TestCaseGroup(context, "units", "Texture Unit Usage Tests")
{
}
TextureUnitTests::~TextureUnitTests (void)
{
}
void TextureUnitTests::init (void)
{
const int numTestsPerGroup = 10;
static const int unitCounts[] =
{
2,
4,
8,
-1 // \note Negative stands for the implementation-specified maximum.
};
for (int unitCountNdx = 0; unitCountNdx < DE_LENGTH_OF_ARRAY(unitCounts); unitCountNdx++)
{
int numUnits = unitCounts[unitCountNdx];
string countGroupName = (unitCounts[unitCountNdx] < 0 ? "all" : de::toString(numUnits)) + "_units";
tcu::TestCaseGroup* countGroup = new tcu::TestCaseGroup(m_testCtx, countGroupName.c_str(), "");
addChild(countGroup);
DE_STATIC_ASSERT((int)TextureUnitCase::CASE_ONLY_2D == 0);
for (int caseType = (int)TextureUnitCase::CASE_ONLY_2D; caseType < (int)TextureUnitCase::CASE_LAST; caseType++)
{
const char* caseTypeGroupName = (TextureUnitCase::CaseType)caseType == TextureUnitCase::CASE_ONLY_2D ? "only_2d" :
(TextureUnitCase::CaseType)caseType == TextureUnitCase::CASE_ONLY_CUBE ? "only_cube" :
(TextureUnitCase::CaseType)caseType == TextureUnitCase::CASE_MIXED ? "mixed" :
DE_NULL;
DE_ASSERT(caseTypeGroupName != DE_NULL);
tcu::TestCaseGroup* caseTypeGroup = new tcu::TestCaseGroup(m_testCtx, caseTypeGroupName, "");
countGroup->addChild(caseTypeGroup);
for (int testNdx = 0; testNdx < numTestsPerGroup; testNdx++)
caseTypeGroup->addChild(new TextureUnitCase(m_context, de::toString(testNdx).c_str(), "", numUnits, (TextureUnitCase::CaseType)caseType, (deUint32)deInt32Hash(testNdx)));
}
}
}
} // Functional
} // gles2
} // deqp