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/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES Utilities
* ------------------------------------------------
*
* 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.
*
*/
'use strict';
goog.provide('functional.gles3.es3fShaderLoopTests');
goog.require('framework.common.tcuStringTemplate');
goog.require('framework.common.tcuTestCase');
goog.require('framework.delibs.debase.deMath');
goog.require('framework.opengl.gluShaderUtil');
goog.require('framework.opengl.gluShaderProgram');
goog.require('modules.shared.glsShaderRenderCase');
goog.scope(function() {
var es3fShaderLoopTests = functional.gles3.es3fShaderLoopTests;
var tcuTestCase = framework.common.tcuTestCase;
var deMath = framework.delibs.debase.deMath;
var gluShaderUtil = framework.opengl.gluShaderUtil;
var gluShaderProgram = framework.opengl.gluShaderProgram;
var glsShaderRenderCase = modules.shared.glsShaderRenderCase;
var tcuStringTemplate = framework.common.tcuStringTemplate;
// Repeated with for, while, do-while. Examples given as 'for' loops.
// Repeated for const, uniform, dynamic loops.
/**
* @enum {number}
*/
es3fShaderLoopTests.LoopCase = {
LOOPCASE_EMPTY_BODY: 0, // for (...) { }
LOOPCASE_INFINITE_WITH_UNCONDITIONAL_BREAK_FIRST: 1, // for (...) { break; <body>; }
LOOPCASE_INFINITE_WITH_UNCONDITIONAL_BREAK_LAST: 2, // for (...) { <body>; break; }
LOOPCASE_INFINITE_WITH_CONDITIONAL_BREAK: 3, // for (...) { <body>; if (cond) break; }
LOOPCASE_SINGLE_STATEMENT: 4, // for (...) statement;
LOOPCASE_COMPOUND_STATEMENT: 5, // for (...) { statement; statement; }
LOOPCASE_SEQUENCE_STATEMENT: 6, // for (...) statement, statement;
LOOPCASE_NO_ITERATIONS: 7, // for (i=0; i<0; i++) ...
LOOPCASE_SINGLE_ITERATION: 8, // for (i=0; i<1; i++) ...
LOOPCASE_SELECT_ITERATION_COUNT: 9, // for (i=0; i<a?b:c; i++) ...
LOOPCASE_CONDITIONAL_CONTINUE: 10, // for (...) { if (cond) continue; }
LOOPCASE_UNCONDITIONAL_CONTINUE: 11, // for (...) { <body>; continue; }
LOOPCASE_ONLY_CONTINUE: 12, // for (...) { continue; }
LOOPCASE_DOUBLE_CONTINUE: 13, // for (...) { if (cond) continue; <body>; continue; }
LOOPCASE_CONDITIONAL_BREAK: 14, // for (...) { if (cond) break; }
LOOPCASE_UNCONDITIONAL_BREAK: 15, // for (...) { <body>; break; }
LOOPCASE_PRE_INCREMENT: 16, // for (...; ++i) { <body>; }
LOOPCASE_POST_INCREMENT: 17, // for (...; i++) { <body>; }
LOOPCASE_MIXED_BREAK_CONTINUE: 18,
LOOPCASE_VECTOR_COUNTER: 19, // for (ivec3 ndx = ...; ndx.x < ndx.y; ndx.x += ndx.z) { ... }
LOOPCASE_101_ITERATIONS: 20, // loop for 101 iterations
LOOPCASE_SEQUENCE: 21, // two loops in sequence
LOOPCASE_NESTED: 22, // two nested loops
LOOPCASE_NESTED_SEQUENCE: 23, // two loops in sequence nested inside a third
LOOPCASE_NESTED_TRICKY_DATAFLOW_1: 24, // nested loops with tricky data flow
LOOPCASE_NESTED_TRICKY_DATAFLOW_2: 25 // nested loops with tricky data flow
};
/**
* @param {es3fShaderLoopTests.LoopCase} loopCase
* @return {string}
*/
es3fShaderLoopTests.getLoopCaseName = function(loopCase) {
/** @type {Array<string>} */ var s_names = [
'empty_body',
'infinite_with_unconditional_break_first',
'infinite_with_unconditional_break_last',
'infinite_with_conditional_break',
'single_statement',
'compound_statement',
'sequence_statement',
'no_iterations',
'single_iteration',
'select_iteration_count',
'conditional_continue',
'unconditional_continue',
'only_continue',
'double_continue',
'conditional_break',
'unconditional_break',
'pre_increment',
'post_increment',
'mixed_break_continue',
'vector_counter',
'101_iterations',
'sequence',
'nested',
'nested_sequence',
'nested_tricky_dataflow_1',
'nested_tricky_dataflow_2'
];
// DE_STATIC_ASSERT(DE_LENGTH_OF_ARRAY(s_names) == es3fShaderLoopTests.LoopCase.LOOPCASE_LAST);
// DE_ASSERT(deInBounds32((int)loopCase, 0, LOOPCASE_LAST));
return s_names[loopCase];
};
// Complex loop cases.
/*enum LoopBody
{
LOOPBODY_READ_UNIFORM = 0,
LOOPBODY_READ_UNIFORM_ARRAY,
LOOPBODY_READ_
};*/
/**
* @enum {number}
*/
es3fShaderLoopTests.LoopType = {
LOOPTYPE_FOR: 0,
LOOPTYPE_WHILE: 1,
LOOPTYPE_DO_WHILE: 2
};
/**
* @param {es3fShaderLoopTests.LoopType} loopType
* @return {string}
*/
es3fShaderLoopTests.getLoopTypeName = function(loopType) {
/** @type {Array<string>} */ var s_names = [
'for',
'while',
'do_while'
];
// DE_STATIC_ASSERT(DE_LENGTH_OF_ARRAY(s_names) === es3fShaderLoopTests.LoopType.LOOPTYPE_LAST);
// DE_ASSERT(deInBounds32((int)loopType, 0, LOOPTYPE_LAST));
return s_names[loopType];
};
/**
* @enum {number}
*/
es3fShaderLoopTests.LoopCountType = {
LOOPCOUNT_CONSTANT: 0,
LOOPCOUNT_UNIFORM: 1,
LOOPCOUNT_DYNAMIC: 2
};
/**
* @param {es3fShaderLoopTests.LoopCountType} countType
* @return {string}
*/
es3fShaderLoopTests.getLoopCountTypeName = function(countType) {
/** @type {Array<string>} */ var s_names = [
'constant',
'uniform',
'dynamic'
];
// DE_STATIC_ASSERT(DE_LENGTH_OF_ARRAY(s_names) == es3fShaderLoopTests.LoopCountType.LOOPCOUNT_LAST);
// DE_ASSERT(deInBounds32((int)countType, 0, es3fShaderLoopTests.LoopCountType.LOOPCOUNT_LAST));
return s_names[countType];
};
/**
* @param {glsShaderRenderCase.ShaderEvalContext} c
*/
es3fShaderLoopTests.evalLoop0Iters = function(c) {
var swizzled = deMath.swizzle(c.coords, [0, 1, 2]);
c.color[0] = swizzled[0];
c.color[1] = swizzled[1];
c.color[2] = swizzled[2];
};
/**
* @param {glsShaderRenderCase.ShaderEvalContext} c
*/
es3fShaderLoopTests.evalLoop1Iters = function(c) {
var swizzled = deMath.swizzle(c.coords, [1, 2, 3]);
c.color[0] = swizzled[0];
c.color[1] = swizzled[1];
c.color[2] = swizzled[2];
};
/**
* @param {glsShaderRenderCase.ShaderEvalContext} c
*/
es3fShaderLoopTests.evalLoop2Iters = function(c) {
var swizzled = deMath.swizzle(c.coords, [2, 3, 0]);
c.color[0] = swizzled[0];
c.color[1] = swizzled[1];
c.color[2] = swizzled[2];
};
/**
* @param {glsShaderRenderCase.ShaderEvalContext} c
*/
es3fShaderLoopTests.evalLoop3Iters = function(c) {
var swizzled = deMath.swizzle(c.coords, [3, 0, 1]);
c.color[0] = swizzled[0];
c.color[1] = swizzled[1];
c.color[2] = swizzled[2];
};
/**
* @param {number} numIters
* @return {glsShaderRenderCase.ShaderEvalFunc}
*/
es3fShaderLoopTests.getLoopEvalFunc = function(numIters) {
switch (numIters % 4) {
case 0: return es3fShaderLoopTests.evalLoop0Iters;
case 1: return es3fShaderLoopTests.evalLoop1Iters;
case 2: return es3fShaderLoopTests.evalLoop2Iters;
case 3: return es3fShaderLoopTests.evalLoop3Iters;
}
throw new Error('Invalid loop iteration count.');
};
// ShaderLoopCase
/**
* @constructor
* @extends {glsShaderRenderCase.ShaderRenderCase}
* @param {string} name
* @param {string} description
* @param {boolean} isVertexCase
* @param {glsShaderRenderCase.ShaderEvalFunc} evalFunc
* @param {string} vertShaderSource
* @param {string} fragShaderSource
*/
es3fShaderLoopTests.ShaderLoopCase = function(name, description, isVertexCase, evalFunc, vertShaderSource, fragShaderSource) {
glsShaderRenderCase.ShaderRenderCase.call(this, name, description, isVertexCase, evalFunc);
/** @type {string} */ this.m_vertShaderSource = vertShaderSource;
/** @type {string} */ this.m_fragShaderSource = fragShaderSource;
};
es3fShaderLoopTests.ShaderLoopCase.prototype = Object.create(glsShaderRenderCase.ShaderRenderCase.prototype);
es3fShaderLoopTests.ShaderLoopCase.prototype.constructor = es3fShaderLoopTests.ShaderLoopCase;
// Test case creation.
/**
* @param {string} caseName
* @param {string} description
* @param {boolean} isVertexCase
* @param {es3fShaderLoopTests.LoopType} loopType
* @param {es3fShaderLoopTests.LoopCountType} loopCountType
* @param {gluShaderUtil.precision} loopCountPrecision
* @param {gluShaderUtil.DataType} loopCountDataType
* @return {es3fShaderLoopTests.ShaderLoopCase}
*/
es3fShaderLoopTests.createGenericLoopCase = function(caseName, description, isVertexCase, loopType, loopCountType, loopCountPrecision, loopCountDataType) {
/** @type {string} */ var vtx = '';
/** @type {string} */ var frag = '';
/** @type {string} */ var op = '';
vtx += '#version 300 es\n';
frag += '#version 300 es\n';
vtx += 'in highp vec4 a_position;\n';
vtx += 'in highp vec4 a_coords;\n';
frag += 'layout(location = 0) out mediump vec4 o_color;\n';
if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_DYNAMIC)
vtx += 'in mediump float a_one;\n';
if (isVertexCase) {
vtx += 'out mediump vec3 v_color;\n';
frag += 'in mediump vec3 v_color;\n';
}
else {
vtx += 'out mediump vec4 v_coords;\n';
frag += 'in mediump vec4 v_coords;\n';
if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_DYNAMIC) {
vtx += 'out mediump float v_one;\n';
frag += 'in mediump float v_one;\n';
}
}
// \todo [petri] Pass numLoopIters from outside?
/** @type {number} */ var numLoopIters = 3;
/** @type {boolean} */ var isIntCounter = gluShaderUtil.isDataTypeIntOrIVec(loopCountDataType);
if (isIntCounter) {
if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_UNIFORM || loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_DYNAMIC)
op += 'uniform ${COUNTER_PRECISION} int ' + glsShaderRenderCase.getIntUniformName(numLoopIters) + ';\n';
}
else {
if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_UNIFORM || loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_DYNAMIC)
op += 'uniform ${COUNTER_PRECISION} float ' + glsShaderRenderCase.getFloatFractionUniformName(numLoopIters) + ';\n';
if (numLoopIters != 1)
op += 'uniform ${COUNTER_PRECISION} float uf_one;\n';
}
vtx += isVertexCase ? op : '';
frag += isVertexCase ? '' : op;
op = '';
vtx += "\n" +
"void main()\n" +
"{\n" +
" gl_Position = a_position;\n";
frag += "\n" +
"void main()\n" +
"{\n";
if (isVertexCase)
vtx += ' ${PRECISION} vec4 coords = a_coords;\n';
else
frag += ' ${PRECISION} vec4 coords = v_coords;\n';
if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_DYNAMIC) {
if (isIntCounter) {
if (isVertexCase)
vtx += ' ${COUNTER_PRECISION} int one = int(a_one + 0.5);\n';
else
frag += ' ${COUNTER_PRECISION} int one = int(v_one + 0.5);\n';
}
else {
if (isVertexCase)
vtx += ' ${COUNTER_PRECISION} float one = a_one;\n';
else
frag += ' ${COUNTER_PRECISION} float one = v_one;\n';
}
}
// Read array.
op += ' ${PRECISION} vec4 res = coords;\n';
// Loop iteration count.
/** @type {string} */ var iterMaxStr;
if (isIntCounter) {
if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_CONSTANT)
iterMaxStr = numLoopIters.toString();
else if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_UNIFORM)
iterMaxStr = glsShaderRenderCase.getIntUniformName(numLoopIters);
else if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_DYNAMIC)
iterMaxStr = glsShaderRenderCase.getIntUniformName(numLoopIters) + '*one';
else
throw new Error('Loop Count Type not supported: ' + loopCountType);
}
else {
if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_CONSTANT)
iterMaxStr = '1.0';
else if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_UNIFORM)
iterMaxStr = 'uf_one';
else if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_DYNAMIC)
iterMaxStr = 'uf_one*one';
else
throw new Error('Loop Count Type not supported: ' + loopCountType);
}
// Loop operations.
/** @type {string} */ var initValue = isIntCounter ? '0' : '0.05';
/** @type {string} */ var loopCountDeclStr = '' + gluShaderUtil.getPrecisionName(loopCountPrecision) + ' ' + gluShaderUtil.getDataTypeName(loopCountDataType) + ' ndx = ' + initValue;
/** @type {string} */ var loopCmpStr = 'ndx < ' + iterMaxStr;
/** @type {string} */ var incrementStr;
if (isIntCounter)
incrementStr = 'ndx++';
else {
if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_CONSTANT)
incrementStr = 'ndx += ' + (1.0 / numLoopIters);
else if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_UNIFORM)
incrementStr = 'ndx += ' + glsShaderRenderCase.getFloatFractionUniformName(numLoopIters);
else if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_DYNAMIC)
incrementStr = 'ndx += ' + glsShaderRenderCase.getFloatFractionUniformName(numLoopIters) + '*one';
else
throw new Error('Loop Count Type not supported: ' + loopCountType);
}
// Loop body.
/** @type {string} */ var loopBody = ' res = res.yzwx;\n';;
if (loopType === es3fShaderLoopTests.LoopType.LOOPTYPE_FOR) {
op += ' for (' + loopCountDeclStr + '; ' + loopCmpStr + '; ' + incrementStr + ')\n' +
' {\n' +
loopBody +
' }\n';
}
else if (loopType === es3fShaderLoopTests.LoopType.LOOPTYPE_WHILE) {
op += '\t' + loopCountDeclStr + ';\n' +
' while (' + loopCmpStr + ')\n' +
' {\n' +
loopBody +
'\t\t' + incrementStr + ';\n' +
' }\n';
}
else if (loopType === es3fShaderLoopTests.LoopType.LOOPTYPE_DO_WHILE)
{
op += '\t' + loopCountDeclStr + ';\n' +
' do\n' +
' {\n' +
loopBody +
'\t\t' + incrementStr + ';\n' +
' } while (' + loopCmpStr + ');\n';
}
else
throw new Error('Loop Type not supported: ' + loopType);
vtx += isVertexCase ? op : '';
frag += isVertexCase ? '' : op;
op = '';
if (isVertexCase) {
vtx += ' v_color = res.rgb;\n';
frag += ' o_color = vec4(v_color.rgb, 1.0);\n';
}
else {
vtx += ' v_coords = a_coords;\n';
frag += ' o_color = vec4(res.rgb, 1.0);\n';
if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_DYNAMIC)
vtx += ' v_one = a_one;\n';
}
vtx += '}\n';
frag += '}\n';
// Fill in shader templates.
/** @type {Object} */ var params = {};
params['LOOP_VAR_TYPE'] = gluShaderUtil.getDataTypeName(loopCountDataType);
params['PRECISION'] = 'mediump';
params['COUNTER_PRECISION'] = gluShaderUtil.getPrecisionName(loopCountPrecision);
/** @type {string} */ var vertexShaderSource = tcuStringTemplate.specialize(vtx, params);
/** @type {string} */ var fragmentShaderSource = tcuStringTemplate.specialize(frag, params);
// Create the case.
/** @type {glsShaderRenderCase.ShaderEvalFunc} */
var evalFunc = es3fShaderLoopTests.getLoopEvalFunc(numLoopIters);
return new es3fShaderLoopTests.ShaderLoopCase(caseName, description, isVertexCase, evalFunc, vertexShaderSource, fragmentShaderSource);
};
// \todo [petri] Generalize to float as well?
/**
* @param {string} caseName
* @param {string} description
* @param {boolean} isVertexCase
* @param {es3fShaderLoopTests.LoopCase} loopCase
* @param {es3fShaderLoopTests.LoopType} loopType
* @param {es3fShaderLoopTests.LoopCountType} loopCountType
* @return {es3fShaderLoopTests.ShaderLoopCase}
*/
es3fShaderLoopTests.createSpecialLoopCase = function(caseName, description, isVertexCase, loopCase, loopType, loopCountType) {
/** @type {string} */ var vtx = '';
/** @type {string} */ var frag = '';
/** @type {string} */ var op = '';
vtx += '#version 300 es\n';
frag += '#version 300 es\n';
vtx += 'in highp vec4 a_position;\n';
vtx += 'in highp vec4 a_coords;\n';
frag += 'layout(location = 0) out mediump vec4 o_color;\n';
if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_DYNAMIC)
vtx += 'in mediump float a_one;\n';
// Attribute and varyings.
if (isVertexCase) {
vtx += 'out mediump vec3 v_color;\n';
frag += 'in mediump vec3 v_color;\n';
}
else {
vtx += 'out mediump vec4 v_coords;\n';
frag += 'in mediump vec4 v_coords;\n';
if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_DYNAMIC) {
vtx += 'out mediump float v_one;\n';
frag += 'in mediump float v_one;\n';
}
}
if (loopCase === es3fShaderLoopTests.LoopCase.LOOPCASE_SELECT_ITERATION_COUNT)
op += 'uniform bool ub_true;\n';
op += 'uniform ${COUNTER_PRECISION} int ui_zero, ui_one, ui_two, ui_three, ui_four, ui_five, ui_six;\n';
if (loopCase === es3fShaderLoopTests.LoopCase.LOOPCASE_101_ITERATIONS)
op += 'uniform ${COUNTER_PRECISION} int ui_oneHundredOne;\n';
vtx += isVertexCase ? op : '';
frag += isVertexCase ? '' : op;
op = '';
/** @type {number} */ var iterCount = 3; // value to use in loop
/** @type {number} */ var numIters = 3; // actual number of iterations
vtx += '\n' +
'void main()\n' +
'{\n' +
' gl_Position = a_position;\n';
frag += '\n' +
'void main()\n' +
'{\n';
if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_DYNAMIC) {
if (isVertexCase)
vtx += ' ${COUNTER_PRECISION} int one = int(a_one + 0.5);\n';
else
frag += ' ${COUNTER_PRECISION} int one = int(v_one + 0.5);\n';
}
if (isVertexCase)
vtx += ' ${PRECISION} vec4 coords = a_coords;\n';
else
frag += ' ${PRECISION} vec4 coords = v_coords;\n';
// Read array.
op += ' ${PRECISION} vec4 res = coords;\n';
// Handle all loop types.
/** @type {string} */ var counterPrecisionStr = 'mediump';
/** @type {string} */ var forLoopStr = '';
/** @type {string} */ var whileLoopStr = '';
/** @type {string} */ var doWhileLoopPreStr = '';
/** @type {string} */ var doWhileLoopPostStr = '';
if (loopType === es3fShaderLoopTests.LoopType.LOOPTYPE_FOR) {
switch (loopCase) {
case es3fShaderLoopTests.LoopCase.LOOPCASE_EMPTY_BODY:
numIters = 0;
op += ' ${FOR_LOOP} {}\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_INFINITE_WITH_UNCONDITIONAL_BREAK_FIRST:
numIters = 0;
op += ' for (;;) { break; res = res.yzwx; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_INFINITE_WITH_UNCONDITIONAL_BREAK_LAST:
numIters = 1;
op += ' for (;;) { res = res.yzwx; break; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_INFINITE_WITH_CONDITIONAL_BREAK:
numIters = 2;
op += ' ${COUNTER_PRECISION} int i = 0;\n' +
' for (;;) { res = res.yzwx; if (i == ${ONE}) break; i++; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_SINGLE_STATEMENT:
op += ' ${FOR_LOOP} res = res.yzwx;\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_COMPOUND_STATEMENT:
iterCount = 2;
numIters = 2 * iterCount;
op += ' ${FOR_LOOP} { res = res.yzwx; res = res.yzwx; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_SEQUENCE_STATEMENT:
iterCount = 2;
numIters = 2 * iterCount;
op += ' ${FOR_LOOP} res = res.yzwx, res = res.yzwx;\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_NO_ITERATIONS:
iterCount = 0;
numIters = 0;
op += ' ${FOR_LOOP} res = res.yzwx;\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_SINGLE_ITERATION:
iterCount = 1;
numIters = 1;
op += ' ${FOR_LOOP} res = res.yzwx;\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_SELECT_ITERATION_COUNT:
op += ' for (int i = 0; i < (ub_true ? ${ITER_COUNT} : 0); i++) res = res.yzwx;\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_CONDITIONAL_CONTINUE:
numIters = iterCount - 1;
op += ' ${FOR_LOOP} { if (i == ${TWO}) continue; res = res.yzwx; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_UNCONDITIONAL_CONTINUE:
op += ' ${FOR_LOOP} { res = res.yzwx; continue; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_ONLY_CONTINUE:
numIters = 0;
op += ' ${FOR_LOOP} { continue; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_DOUBLE_CONTINUE:
numIters = iterCount - 1;
op += ' ${FOR_LOOP} { if (i == ${TWO}) continue; res = res.yzwx; continue; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_CONDITIONAL_BREAK:
numIters = 2;
op += ' ${FOR_LOOP} { if (i == ${TWO}) break; res = res.yzwx; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_UNCONDITIONAL_BREAK:
numIters = 1;
op += ' ${FOR_LOOP} { res = res.yzwx; break; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_PRE_INCREMENT:
op += ' for (int i = 0; i < ${ITER_COUNT}; ++i) { res = res.yzwx; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_POST_INCREMENT:
op += ' ${FOR_LOOP} { res = res.yzwx; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_MIXED_BREAK_CONTINUE:
numIters = 2;
iterCount = 5;
op += ' ${FOR_LOOP} { if (i == 0) continue; else if (i == 3) break; res = res.yzwx; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_VECTOR_COUNTER:
op += ' for (${COUNTER_PRECISION} ivec4 i = ivec4(0, 1, ${ITER_COUNT}, 0); i.x < i.z; i.x += i.y) { res = res.yzwx; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_101_ITERATIONS:
numIters = iterCount = 101;
op += ' ${FOR_LOOP} res = res.yzwx;\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_SEQUENCE:
iterCount = 5;
numIters = 5;
op += ' ${COUNTER_PRECISION} int i;\n' +
' for (i = 0; i < ${TWO}; i++) { res = res.yzwx; }\n' +
' for (; i < ${ITER_COUNT}; i++) { res = res.yzwx; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_NESTED:
numIters = 2 * iterCount;
op += ' for (${COUNTER_PRECISION} int i = 0; i < ${TWO}; i++)\n' +
' {\n' +
' for (${COUNTER_PRECISION} int j = 0; j < ${ITER_COUNT}; j++)\n' +
' res = res.yzwx;\n' +
' }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_NESTED_SEQUENCE:
numIters = 3 * iterCount;
op += ' for (${COUNTER_PRECISION} int i = 0; i < ${ITER_COUNT}; i++)\n' +
' {\n' +
' for (${COUNTER_PRECISION} int j = 0; j < ${TWO}; j++)\n' +
' res = res.yzwx;\n' +
' for (${COUNTER_PRECISION} int j = 0; j < ${ONE}; j++)\n' +
' res = res.yzwx;\n' +
' }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_NESTED_TRICKY_DATAFLOW_1:
numIters = 2;
op += ' ${FOR_LOOP}\n' +
' {\n' +
' res = coords; // ignore outer loop effect \n' +
' for (${COUNTER_PRECISION} int j = 0; j < ${TWO}; j++)\n' +
' res = res.yzwx;\n' +
' }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_NESTED_TRICKY_DATAFLOW_2:
numIters = iterCount;
op += ' ${FOR_LOOP}\n' +
' {\n' +
' res = coords.wxyz;\n' +
' for (${COUNTER_PRECISION} int j = 0; j < ${TWO}; j++)\n' +
' res = res.yzwx;\n' +
' coords = res;\n' +
' }\n';
break;
default:
throw new Error('Case not supported: ' + loopCase);
}
if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_CONSTANT)
forLoopStr = 'for (' + counterPrecisionStr + ' int i = 0; i < ' + iterCount + '; i++)';
else if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_UNIFORM)
forLoopStr = 'for (' + counterPrecisionStr + ' int i = 0; i < ' + glsShaderRenderCase.getIntUniformName(iterCount) + '; i++)';
else if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_DYNAMIC)
forLoopStr = 'for (' + counterPrecisionStr + ' int i = 0; i < one*' + glsShaderRenderCase.getIntUniformName(iterCount) + '; i++)';
else
throw new Error('Loop Count Type not supported: ' + loopCountType);
}
else if (loopType === es3fShaderLoopTests.LoopType.LOOPTYPE_WHILE) {
switch (loopCase) {
case es3fShaderLoopTests.LoopCase.LOOPCASE_EMPTY_BODY:
numIters = 0;
op += ' ${WHILE_LOOP} {}\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_INFINITE_WITH_UNCONDITIONAL_BREAK_FIRST:
numIters = 0;
op += ' while (true) { break; res = res.yzwx; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_INFINITE_WITH_UNCONDITIONAL_BREAK_LAST:
numIters = 1;
op += ' while (true) { res = res.yzwx; break; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_INFINITE_WITH_CONDITIONAL_BREAK:
numIters = 2;
op += ' ${COUNTER_PRECISION} int i = 0;\n' +
' while (true) { res = res.yzwx; if (i == ${ONE}) break; i++; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_SINGLE_STATEMENT:
op += ' ${WHILE_LOOP} res = res.yzwx;\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_COMPOUND_STATEMENT:
iterCount = 2;
numIters = 2 * iterCount;
op += ' ${WHILE_LOOP} { res = res.yzwx; res = res.yzwx; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_SEQUENCE_STATEMENT:
iterCount = 2;
numIters = 2 * iterCount;
op += ' ${WHILE_LOOP} res = res.yzwx, res = res.yzwx;\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_NO_ITERATIONS:
iterCount = 0;
numIters = 0;
op += ' ${WHILE_LOOP} res = res.yzwx;\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_SINGLE_ITERATION:
iterCount = 1;
numIters = 1;
op += ' ${WHILE_LOOP} res = res.yzwx;\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_SELECT_ITERATION_COUNT:
op += ' ${COUNTER_PRECISION} int i = 0;\n' +
' while (i < (ub_true ? ${ITER_COUNT} : 0)) { res = res.yzwx; i++; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_CONDITIONAL_CONTINUE:
numIters = iterCount - 1;
op += ' ${WHILE_LOOP} { if (i == ${TWO}) continue; res = res.yzwx; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_UNCONDITIONAL_CONTINUE:
op += ' ${WHILE_LOOP} { res = res.yzwx; continue; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_ONLY_CONTINUE:
numIters = 0;
op += ' ${WHILE_LOOP} { continue; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_DOUBLE_CONTINUE:
numIters = iterCount - 1;
op += ' ${WHILE_LOOP} { if (i == ${ONE}) continue; res = res.yzwx; continue; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_CONDITIONAL_BREAK:
numIters = 2;
op += ' ${WHILE_LOOP} { if (i == ${THREE}) break; res = res.yzwx; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_UNCONDITIONAL_BREAK:
numIters = 1;
op += ' ${WHILE_LOOP} { res = res.yzwx; break; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_PRE_INCREMENT:
numIters = iterCount - 1;
op += ' ${COUNTER_PRECISION} int i = 0;\n' +
' while (++i < ${ITER_COUNT}) { res = res.yzwx; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_POST_INCREMENT:
op += ' ${COUNTER_PRECISION} int i = 0;\n' +
' while (i++ < ${ITER_COUNT}) { res = res.yzwx; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_MIXED_BREAK_CONTINUE:
numIters = 2;
iterCount = 5;
op += ' ${WHILE_LOOP} { if (i == 0) continue; else if (i == 3) break; res = res.yzwx; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_VECTOR_COUNTER:
op += ' ${COUNTER_PRECISION} ivec4 i = ivec4(0, 1, ${ITER_COUNT}, 0);\n' +
' while (i.x < i.z) { res = res.yzwx; i.x += i.y; }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_101_ITERATIONS:
numIters = iterCount = 101;
op += ' ${WHILE_LOOP} res = res.yzwx;\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_SEQUENCE:
iterCount = 6;
numIters = iterCount - 1;
op += ' ${COUNTER_PRECISION} int i = 0;\n' +
' while (i++ < ${TWO}) { res = res.yzwx; }\n' +
' while (i++ < ${ITER_COUNT}) { res = res.yzwx; }\n'; // \note skips one iteration
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_NESTED:
numIters = 2 * iterCount;
op += ' ${COUNTER_PRECISION} int i = 0;\n' +
' while (i++ < ${TWO})\n' +
' {\n' +
' ${COUNTER_PRECISION} int j = 0;\n' +
' while (j++ < ${ITER_COUNT})\n' +
' res = res.yzwx;\n' +
' }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_NESTED_SEQUENCE:
numIters = 2 * iterCount;
op += ' ${COUNTER_PRECISION} int i = 0;\n' +
' while (i++ < ${ITER_COUNT})\n' +
' {\n' +
' ${COUNTER_PRECISION} int j = 0;\n' +
' while (j++ < ${ONE})\n' +
' res = res.yzwx;\n' +
' while (j++ < ${THREE})\n' + // \note skips one iteration
' res = res.yzwx;\n' +
' }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_NESTED_TRICKY_DATAFLOW_1:
numIters = 2;
op += ' ${WHILE_LOOP}\n' +
' {\n' +
' res = coords; // ignore outer loop effect \n' +
' ${COUNTER_PRECISION} int j = 0;\n' +
' while (j++ < ${TWO})\n' +
' res = res.yzwx;\n' +
' }\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_NESTED_TRICKY_DATAFLOW_2:
numIters = iterCount;
op += ' ${WHILE_LOOP}\n' +
' {\n' +
' res = coords.wxyz;\n' +
' ${COUNTER_PRECISION} int j = 0;\n' +
' while (j++ < ${TWO})\n' +
' res = res.yzwx;\n' +
' coords = res;\n' +
' }\n';
break;
default:
throw new Error('Loop Case not supported: ' + loopCase);
}
if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_CONSTANT)
whileLoopStr = '\t' + counterPrecisionStr + ' int i = 0;\n' + ' while(i++ < ' + iterCount + ')';
else if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_UNIFORM)
whileLoopStr = '\t' + counterPrecisionStr + ' int i = 0;\n' + ' while(i++ < ' + glsShaderRenderCase.getIntUniformName(iterCount) + ')';
else if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_DYNAMIC)
whileLoopStr = '\t' + counterPrecisionStr + ' int i = 0;\n' + ' while(i++ < one*' + glsShaderRenderCase.getIntUniformName(iterCount) + ')';
else
throw new Error('Loop Count Type not supported: ' + loopCountType);
}
else {
assertMsgOptions(loopType === es3fShaderLoopTests.LoopType.LOOPTYPE_DO_WHILE, 'Expected LOOPTYPE_DO_WHILE', false, true);
switch (loopCase) {
case es3fShaderLoopTests.LoopCase.LOOPCASE_EMPTY_BODY:
numIters = 0;
op += ' ${DO_WHILE_PRE} {} ${DO_WHILE_POST}\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_INFINITE_WITH_UNCONDITIONAL_BREAK_FIRST:
numIters = 0;
op += ' do { break; res = res.yzwx; } while (true);\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_INFINITE_WITH_UNCONDITIONAL_BREAK_LAST:
numIters = 1;
op += ' do { res = res.yzwx; break; } while (true);\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_INFINITE_WITH_CONDITIONAL_BREAK:
numIters = 2;
op += ' ${COUNTER_PRECISION} int i = 0;\n' +
' do { res = res.yzwx; if (i == ${ONE}) break; i++; } while (true);\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_SINGLE_STATEMENT:
op += ' ${DO_WHILE_PRE} res = res.yzwx; ${DO_WHILE_POST}\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_COMPOUND_STATEMENT:
iterCount = 2;
numIters = 2 * iterCount;
op += ' ${DO_WHILE_PRE} { res = res.yzwx; res = res.yzwx; } ${DO_WHILE_POST}\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_SEQUENCE_STATEMENT:
iterCount = 2;
numIters = 2 * iterCount;
op += ' ${DO_WHILE_PRE} res = res.yzwx, res = res.yzwx; ${DO_WHILE_POST}\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_NO_ITERATIONS:
//assertMsgOptions(false, 'LOOPCASE_NO_ITERATIONS', false, false);
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_SINGLE_ITERATION:
iterCount = 1;
numIters = 1;
op += ' ${DO_WHILE_PRE} res = res.yzwx; ${DO_WHILE_POST}\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_SELECT_ITERATION_COUNT:
op += ' ${COUNTER_PRECISION} int i = 0;\n' +
' do { res = res.yzwx; } while (++i < (ub_true ? ${ITER_COUNT} : 0));\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_CONDITIONAL_CONTINUE:
numIters = iterCount - 1;
op += ' ${DO_WHILE_PRE} { if (i == ${TWO}) continue; res = res.yzwx; } ${DO_WHILE_POST}\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_UNCONDITIONAL_CONTINUE:
op += ' ${DO_WHILE_PRE} { res = res.yzwx; continue; } ${DO_WHILE_POST}\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_ONLY_CONTINUE:
numIters = 0;
op += ' ${DO_WHILE_PRE} { continue; } ${DO_WHILE_POST}\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_DOUBLE_CONTINUE:
numIters = iterCount - 1;
op += ' ${DO_WHILE_PRE} { if (i == ${TWO}) continue; res = res.yzwx; continue; } ${DO_WHILE_POST}\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_CONDITIONAL_BREAK:
numIters = 2;
op += ' ${DO_WHILE_PRE} { res = res.yzwx; if (i == ${ONE}) break; } ${DO_WHILE_POST}\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_UNCONDITIONAL_BREAK:
numIters = 1;
op += ' ${DO_WHILE_PRE} { res = res.yzwx; break; } ${DO_WHILE_POST}\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_PRE_INCREMENT:
op += ' ${COUNTER_PRECISION} int i = 0;\n' +
' do { res = res.yzwx; } while (++i < ${ITER_COUNT});\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_POST_INCREMENT:
numIters = iterCount + 1;
op += ' ${COUNTER_PRECISION} int i = 0;\n' +
' do { res = res.yzwx; } while (i++ < ${ITER_COUNT});\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_MIXED_BREAK_CONTINUE:
numIters = 2;
iterCount = 5;
op += ' ${DO_WHILE_PRE} { if (i == 0) continue; else if (i == 3) break; res = res.yzwx; } ${DO_WHILE_POST}\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_VECTOR_COUNTER:
op += ' ${COUNTER_PRECISION} ivec4 i = ivec4(0, 1, ${ITER_COUNT}, 0);\n' +
' do { res = res.yzwx; } while ((i.x += i.y) < i.z);\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_101_ITERATIONS:
numIters = iterCount = 101;
op += ' ${DO_WHILE_PRE} res = res.yzwx; ${DO_WHILE_POST}\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_SEQUENCE:
iterCount = 5;
numIters = 5;
op += ' ${COUNTER_PRECISION} int i = 0;\n' +
' do { res = res.yzwx; } while (++i < ${TWO});\n' +
' do { res = res.yzwx; } while (++i < ${ITER_COUNT});\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_NESTED:
numIters = 2 * iterCount;
op += ' ${COUNTER_PRECISION} int i = 0;\n' +
' do\n' +
' {\n' +
' ${COUNTER_PRECISION} int j = 0;\n' +
' do\n' +
' res = res.yzwx;\n' +
' while (++j < ${ITER_COUNT});\n' +
' } while (++i < ${TWO});\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_NESTED_SEQUENCE:
numIters = 3 * iterCount;
op += ' ${COUNTER_PRECISION} int i = 0;\n' +
' do\n' +
' {\n' +
' ${COUNTER_PRECISION} int j = 0;\n' +
' do\n' +
' res = res.yzwx;\n' +
' while (++j < ${TWO});\n' +
' do\n' +
' res = res.yzwx;\n' +
' while (++j < ${THREE});\n' +
' } while (++i < ${ITER_COUNT});\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_NESTED_TRICKY_DATAFLOW_1:
numIters = 2;
op += ' ${DO_WHILE_PRE}\n' +
' {\n' +
' res = coords; // ignore outer loop effect \n' +
' ${COUNTER_PRECISION} int j = 0;\n' +
' do\n' +
' res = res.yzwx;\n' +
' while (++j < ${TWO});\n' +
' } ${DO_WHILE_POST}\n';
break;
case es3fShaderLoopTests.LoopCase.LOOPCASE_NESTED_TRICKY_DATAFLOW_2:
numIters = iterCount;
op += ' ${DO_WHILE_PRE}\n' +
' {\n' +
' res = coords.wxyz;\n' +
' ${COUNTER_PRECISION} int j = 0;\n' +
' while (j++ < ${TWO})\n' +
' res = res.yzwx;\n' +
' coords = res;\n' +
' } ${DO_WHILE_POST}\n';
break;
default:
throw new Error('Loop Case not supported: ' + loopCase);
}
doWhileLoopPreStr = '\t' + counterPrecisionStr + ' int i = 0;\n' + '\tdo ';
if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_CONSTANT)
doWhileLoopPostStr = ' while (++i < ' + iterCount + ');\n';
else if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_UNIFORM)
doWhileLoopPostStr = ' while (++i < ' + glsShaderRenderCase.getIntUniformName(iterCount) + ');\n';
else if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_DYNAMIC)
doWhileLoopPostStr = ' while (++i < one*' + glsShaderRenderCase.getIntUniformName(iterCount) + ');\n';
else
throw new Error('Loop Count Type not supported: ' + loopCountType);
}
vtx += isVertexCase ? op : '';
frag += isVertexCase ? '' : op;
op = '';
// Shader footers.
if (isVertexCase) {
vtx += ' v_color = res.rgb;\n';
frag += ' o_color = vec4(v_color.rgb, 1.0);\n';
}
else {
vtx += ' v_coords = a_coords;\n';
frag += ' o_color = vec4(res.rgb, 1.0);\n';
if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_DYNAMIC)
vtx += ' v_one = a_one;\n';
}
vtx += '}\n';
frag += '}\n';
// Constants.
/** @type {string} */ var oneStr = '';
/** @type {string} */ var twoStr = '';
/** @type {string} */ var threeStr = '';
/** @type {string} */ var iterCountStr = '';
if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_CONSTANT) {
oneStr = '1';
twoStr = '2';
threeStr = '3';
iterCountStr = iterCount.toString();
}
else if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_UNIFORM) {
oneStr = 'ui_one';
twoStr = 'ui_two';
threeStr = 'ui_three';
iterCountStr = glsShaderRenderCase.getIntUniformName(iterCount);
}
else if (loopCountType === es3fShaderLoopTests.LoopCountType.LOOPCOUNT_DYNAMIC) {
oneStr = 'one*ui_one';
twoStr = 'one*ui_two';
threeStr = 'one*ui_three';
iterCountStr = 'one*' + glsShaderRenderCase.getIntUniformName(iterCount);
}
else throw new Error('Loop Count Type not supported: ' + loopCountType);
// Fill in shader templates.
/** @type {Object} */ var params = {};
params["PRECISION"] = "mediump";
params["ITER_COUNT"] = iterCountStr;
params["COUNTER_PRECISION"] = counterPrecisionStr;
params["FOR_LOOP"] = forLoopStr;
params["WHILE_LOOP"] = whileLoopStr;
params["DO_WHILE_PRE"] = doWhileLoopPreStr;
params["DO_WHILE_POST"] = doWhileLoopPostStr;
params["ONE"] = oneStr;
params["TWO"] = twoStr;
params["THREE"] = threeStr;
/** @type {string} */ var vertexShaderSource = tcuStringTemplate.specialize(vtx, params);
/** @type {string} */ var fragmentShaderSource = tcuStringTemplate.specialize(frag, params);
// Create the case.
/** @type {glsShaderRenderCase.ShaderEvalFunc} */
var evalFunc = es3fShaderLoopTests.getLoopEvalFunc(numIters);
return new es3fShaderLoopTests.ShaderLoopCase(caseName, description, isVertexCase, evalFunc, vertexShaderSource, fragmentShaderSource);
};
// ShaderLoopTests.
/**
* @constructor
* @extends {tcuTestCase.DeqpTest}
*/
es3fShaderLoopTests.ShaderLoopTests = function() {
tcuTestCase.DeqpTest.call(this, 'loops', 'Loop Tests');
};
es3fShaderLoopTests.ShaderLoopTests.prototype = Object.create(tcuTestCase.DeqpTest.prototype);
es3fShaderLoopTests.ShaderLoopTests.prototype.constructor = es3fShaderLoopTests.ShaderLoopTests;
es3fShaderLoopTests.ShaderLoopTests.prototype.init = function() {
var testGroup = tcuTestCase.runner.testCases;
// Loop cases.
/** @type {Array<gluShaderProgram.shaderType>} */ var s_shaderTypes = [
gluShaderProgram.shaderType.VERTEX,
gluShaderProgram.shaderType.FRAGMENT
];
/** @type {Array<gluShaderUtil.DataType>} */ var s_countDataType = [
gluShaderUtil.DataType.INT,
gluShaderUtil.DataType.FLOAT
];
/** @type {gluShaderProgram.shaderType} */ var shaderType;
/** @type {string} */ var shaderTypeName;
/** @type {boolean} */ var isVertexCase;
/** @type {string} */ var name;
/** @type {string} */ var desc;
for (var loopType in es3fShaderLoopTests.LoopType) {
/** @type {string} */ var loopTypeName = es3fShaderLoopTests.getLoopTypeName(es3fShaderLoopTests.LoopType[loopType]);
/** @type {tcuTestCase.DeqpTest} */ var loopTypeGroup = tcuTestCase.newTest(loopTypeName, 'Loop tests with ' + loopTypeName + ' loop type');
testGroup.addChild(loopTypeGroup);
for (var loopCountType in es3fShaderLoopTests.LoopCountType) {
/** @type {string} */ var loopCountName = es3fShaderLoopTests.getLoopCountTypeName(es3fShaderLoopTests.LoopCountType[loopCountType]);
/** @type {string} */ var groupName = loopCountName + '_iterations';
/** @type {string} */ var groupDesc = 'Loop tests with ' + loopCountName + ' loop counter.';
/** @type {tcuTestCase.DeqpTest} */ var group = tcuTestCase.newTest(groupName, groupDesc);
loopTypeGroup.addChild(group);
// Generic cases.
for (var precision in gluShaderUtil.precision) {
/** @type {string} */ var precisionName = gluShaderUtil.getPrecisionName(gluShaderUtil.precision[precision]);
for (var dataTypeNdx = 0; dataTypeNdx < s_countDataType.length; dataTypeNdx++) {
/** @type {gluShaderUtil.DataType} */ var loopDataType = s_countDataType[dataTypeNdx];
/** @type {string} */ var dataTypeName = gluShaderUtil.getDataTypeName(loopDataType);
for (var shaderTypeNdx = 0; shaderTypeNdx < s_shaderTypes.length; shaderTypeNdx++) {
shaderType = s_shaderTypes[shaderTypeNdx];
shaderTypeName = gluShaderProgram.getShaderTypeName(shaderType);
isVertexCase = (shaderType == gluShaderProgram.shaderType.VERTEX);
name = 'basic_' + precisionName + '_' + dataTypeName + '_' + shaderTypeName;
desc = loopTypeName + ' loop with ' + precisionName + dataTypeName + ' ' + loopCountName + ' iteration count in ' + shaderTypeName + ' shader.';
group.addChild(es3fShaderLoopTests.createGenericLoopCase(name, desc, isVertexCase, es3fShaderLoopTests.LoopType[loopType], es3fShaderLoopTests.LoopCountType[loopCountType], gluShaderUtil.precision[precision], loopDataType));
}
}
}
// Special cases.
for (var loopCase in es3fShaderLoopTests.LoopCase) {
/** @type {string} */ var loopCaseName = es3fShaderLoopTests.getLoopCaseName(es3fShaderLoopTests.LoopCase[loopCase]);
// no-iterations not possible with do-while.
if ((es3fShaderLoopTests.LoopCase[loopCase] == es3fShaderLoopTests.LoopCase.LOOPCASE_NO_ITERATIONS) && (es3fShaderLoopTests.LoopType[loopType] == es3fShaderLoopTests.LoopType.LOOPTYPE_DO_WHILE))
continue;
for (var shaderTypeNdx = 0; shaderTypeNdx < s_shaderTypes.length; shaderTypeNdx++) {
shaderType = s_shaderTypes[shaderTypeNdx];
shaderTypeName = gluShaderProgram.getShaderTypeName(shaderType);
isVertexCase = (shaderType == gluShaderProgram.shaderType.VERTEX);
name = loopCaseName + '_' + shaderTypeName;
desc = loopCaseName + ' loop with ' + loopTypeName + ' iteration count in ' + shaderTypeName + ' shader.';
group.addChild(es3fShaderLoopTests.createSpecialLoopCase(name, desc, isVertexCase, es3fShaderLoopTests.LoopCase[loopCase], es3fShaderLoopTests.LoopType[loopType], es3fShaderLoopTests.LoopCountType[loopCountType]));
}
}
}
}
};
/**
* Run test
* @param {WebGL2RenderingContext} context
*/
es3fShaderLoopTests.run = function(context, range) {
gl = context;
//Set up Test Root parameters
var state = tcuTestCase.runner;
state.setRoot(new es3fShaderLoopTests.ShaderLoopTests());
//Set up name and description of this test series.
setCurrentTestName(state.testCases.fullName());
description(state.testCases.getDescription());
try {
if (range)
state.setRange(range);
//Run test cases
tcuTestCase.runTestCases();
}
catch (err) {
testFailedOptions('Failed to es3fShaderLoopTests.run tests', false);
tcuTestCase.runner.terminate();
}
};
});