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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.es3fShaderSwitchTests');
goog.require('framework.common.tcuStringTemplate');
goog.require('framework.common.tcuTestCase');
goog.require('modules.shared.glsShaderRenderCase');
goog.scope(function() {
var es3fShaderSwitchTests = functional.gles3.es3fShaderSwitchTests;
var glsShaderRenderCase = modules.shared.glsShaderRenderCase;
var tcuTestCase = framework.common.tcuTestCase;
var tcuStringTemplate = framework.common.tcuStringTemplate;
/**
* @constructor
* @extends {glsShaderRenderCase.ShaderRenderCase}
* @param {string} name
* @param {string} description
* @param {boolean} isVertexCase
* @param {string} vtxSource
* @param {string} fragSource
* @param {glsShaderRenderCase.ShaderEvalFunc=} evalFunc
*/
es3fShaderSwitchTests.ShaderSwitchCase = function(name, description, isVertexCase, vtxSource, fragSource, evalFunc) {
glsShaderRenderCase.ShaderRenderCase.call(this, name, description, isVertexCase, evalFunc);
/** @type {string} */ this.m_vertShaderSource = vtxSource;
/** @type {string} */ this.m_fragShaderSource = fragSource;
};
es3fShaderSwitchTests.ShaderSwitchCase.prototype = Object.create(glsShaderRenderCase.ShaderRenderCase.prototype);
es3fShaderSwitchTests.ShaderSwitchCase.prototype.constructor = es3fShaderSwitchTests.ShaderSwitchCase;
/**
* @enum {number}
*/
es3fShaderSwitchTests.SwitchType = {
STATIC: 0,
UNIFORM: 1,
DYNAMIC: 2
};
/** @param {glsShaderRenderCase.ShaderEvalContext} evalCtx */
es3fShaderSwitchTests.evalSwitchStatic = function(evalCtx) {
evalCtx.color[0] = evalCtx.coords[1];
evalCtx.color[1] = evalCtx.coords[2];
evalCtx.color[2] = evalCtx.coords[3];
};
/** @param {glsShaderRenderCase.ShaderEvalContext} evalCtx */
es3fShaderSwitchTests.evalSwitchUniform = function(evalCtx) {
evalCtx.color[0] = evalCtx.coords[1];
evalCtx.color[1] = evalCtx.coords[2];
evalCtx.color[2] = evalCtx.coords[3];
};
/** @param {glsShaderRenderCase.ShaderEvalContext} evalCtx */
es3fShaderSwitchTests.evalSwitchDynamic = function(evalCtx) {
switch (Math.floor(evalCtx.coords[2]*1.5 + 2.0)) {
case 0:
evalCtx.color[0] = evalCtx.coords[0];
evalCtx.color[1] = evalCtx.coords[1];
evalCtx.color[2] = evalCtx.coords[2];
break;
case 1:
evalCtx.color[0] = evalCtx.coords[3];
evalCtx.color[1] = evalCtx.coords[2];
evalCtx.color[2] = evalCtx.coords[1];
break;
case 2:
evalCtx.color[0] = evalCtx.coords[1];
evalCtx.color[1] = evalCtx.coords[2];
evalCtx.color[2] = evalCtx.coords[3];
break;
case 3:
evalCtx.color[0] = evalCtx.coords[2];
evalCtx.color[1] = evalCtx.coords[1];
evalCtx.color[2] = evalCtx.coords[0];
break;
default:
evalCtx.color[0] = evalCtx.coords[0];
evalCtx.color[1] = evalCtx.coords[0];
evalCtx.color[2] = evalCtx.coords[0];
break;
}
};
/**
* @param {string} name
* @param {string} desc
* @param {es3fShaderSwitchTests.SwitchType} type
* @param {boolean} isVertex
* @param {string} switchBody
* @return {es3fShaderSwitchTests.ShaderSwitchCase}
*/
es3fShaderSwitchTests.makeSwitchCase = function(name, desc, type, isVertex, switchBody) {
/** @type {string} */ var vtx = '';
/** @type {string} */ var frag = '';
/** @type {string} */ var op = '';
vtx += "#version 300 es\n" +
"in highp vec4 a_position;\n" +
"in highp vec4 a_coords;\n";
frag += "#version 300 es\n" +
"layout(location = 0) out mediump vec4 o_color;\n";
if (isVertex) {
vtx += "out mediump vec4 v_color;\n";
frag += "in mediump vec4 v_color;\n";
} else {
vtx += "out highp vec4 v_coords;\n";
frag += "in highp vec4 v_coords;\n";
}
if (type === es3fShaderSwitchTests.SwitchType.UNIFORM)
op += "uniform highp int ui_two;\n";
vtx += isVertex ? op : '';
frag += isVertex ? '' : op;
op = '';
vtx += "\n" +
"void main (void)\n" +
"{\n" +
" gl_Position = a_position;\n";
frag += "\n" +
"void main (void)\n" +
"{\n";
// Setup.
op += " highp vec4 coords = " + (isVertex ? "a_coords" : "v_coords") + ";\n";
op += " mediump vec3 res = vec3(0.0);\n\n";
vtx += isVertex ? op : '';
frag += isVertex ? '' : op;
op = '';
// Switch body.
var params = {};
params["CONDITION"] = type == es3fShaderSwitchTests.SwitchType.STATIC ? "2" :
type == es3fShaderSwitchTests.SwitchType.UNIFORM ? "ui_two" :
type == es3fShaderSwitchTests.SwitchType.DYNAMIC ? "int(floor(coords.z*1.5 + 2.0))" : "???";
op += tcuStringTemplate.specialize(switchBody, params);
op += "\n";
vtx += isVertex ? op : '';
frag += isVertex ? '' : op;
op = '';
if (isVertex) {
vtx += " v_color = vec4(res, 1.0);\n";
frag += " o_color = v_color;\n";
} else {
vtx += " v_coords = a_coords;\n";
frag += " o_color = vec4(res, 1.0);\n";
}
vtx += "}\n";
frag += "}\n";
return new es3fShaderSwitchTests.ShaderSwitchCase(name, desc, isVertex, vtx, frag,
type === es3fShaderSwitchTests.SwitchType.STATIC ? es3fShaderSwitchTests.evalSwitchStatic :
type === es3fShaderSwitchTests.SwitchType.UNIFORM ? es3fShaderSwitchTests.evalSwitchUniform :
type === es3fShaderSwitchTests.SwitchType.DYNAMIC ? es3fShaderSwitchTests.evalSwitchDynamic : undefined);
};
/**
* @param {tcuTestCase.DeqpTest} group
* @param {string} name
* @param {string} desc
* @param {string} switchBody
*/
es3fShaderSwitchTests.makeSwitchCases = function(group, name, desc, switchBody) {
/** @type {Array<string>} */ var switchTypeNames = ["static", "uniform", "dynamic"];
for (var type in es3fShaderSwitchTests.SwitchType) {
group.addChild(es3fShaderSwitchTests.makeSwitchCase(name + "_" + switchTypeNames[es3fShaderSwitchTests.SwitchType[type]] + "_vertex", desc, es3fShaderSwitchTests.SwitchType[type], true, switchBody));
group.addChild(es3fShaderSwitchTests.makeSwitchCase(name + "_" + switchTypeNames[es3fShaderSwitchTests.SwitchType[type]] + "_fragment", desc, es3fShaderSwitchTests.SwitchType[type], false, switchBody));
}
};
/**
* @constructor
* @extends {tcuTestCase.DeqpTest}
*/
es3fShaderSwitchTests.ShaderSwitchTests = function() {
tcuTestCase.DeqpTest.call(this, 'switch', 'Switch statement tests');
};
es3fShaderSwitchTests.ShaderSwitchTests.prototype = Object.create(tcuTestCase.DeqpTest.prototype);
es3fShaderSwitchTests.ShaderSwitchTests.prototype.constructor = es3fShaderSwitchTests.ShaderSwitchTests;
es3fShaderSwitchTests.ShaderSwitchTests.prototype.init = function() {
// Expected swizzles:
// 0: xyz
// 1: wzy
// 2: yzw
// 3: zyx
es3fShaderSwitchTests.makeSwitchCases(this, "basic", "Basic switch statement usage",
' switch (${CONDITION})\n' +
' {\n' +
' case 0: res = coords.xyz; break;\n' +
' case 1: res = coords.wzy; break;\n' +
' case 2: res = coords.yzw; break;\n' +
' case 3: res = coords.zyx; break;\n' +
' }\n');
es3fShaderSwitchTests.makeSwitchCases(this, "const_expr_in_label", "Constant expression in label",
' const int t = 2;\n' +
' switch (${CONDITION})\n' +
' {\n' +
' case int(0.0): res = coords.xyz; break;\n' +
' case 2-1: res = coords.wzy; break;\n' +
' case 3&(1<<1): res = coords.yzw; break;\n' +
' case t+1: res = coords.zyx; break;\n' +
' }\n');
es3fShaderSwitchTests.makeSwitchCases(this, "default_label", "Default label usage",
' switch (${CONDITION})\n' +
' {\n' +
' case 0: res = coords.xyz; break;\n' +
' case 1: res = coords.wzy; break;\n' +
' case 3: res = coords.zyx; break;\n' +
' default: res = coords.yzw;\n' +
' }\n');
es3fShaderSwitchTests.makeSwitchCases(this, "default_not_last", "Default label usage",
' switch (${CONDITION})\n' +
' {\n' +
' case 0: res = coords.xyz; break;\n' +
' default: res = coords.yzw; break;\n' +
' case 1: res = coords.wzy; break;\n' +
' case 3: res = coords.zyx; break;\n' +
' }\n');
es3fShaderSwitchTests.makeSwitchCases(this, "no_default_label", "No match in switch without default label",
' res = coords.yzw;\n\n' +
' switch (${CONDITION})\n' +
' {\n' +
' case 0: res = coords.xyz; break;\n' +
' case 1: res = coords.wzy; break;\n' +
' case 3: res = coords.zyx; break;\n' +
' }\n');
es3fShaderSwitchTests.makeSwitchCases(this, "fall_through", "Fall-through",
' switch (${CONDITION})\n' +
' {\n' +
' case 0: res = coords.xyz; break;\n' +
' case 1: res = coords.wzy; break;\n' +
' case 2: coords = coords.yzwx;\n' +
' case 4: res = vec3(coords); break;\n' +
' case 3: res = coords.zyx; break;\n' +
' }\n');
es3fShaderSwitchTests.makeSwitchCases(this, "fall_through_default", "Fall-through",
' switch (${CONDITION})\n' +
' {\n' +
' case 0: res = coords.xyz; break;\n' +
' case 1: res = coords.wzy; break;\n' +
' case 3: res = coords.zyx; break;\n' +
' case 2: coords = coords.yzwx;\n' +
' default: res = vec3(coords);\n' +
' }\n');
es3fShaderSwitchTests.makeSwitchCases(this, "conditional_fall_through", "Fall-through",
' highp vec4 tmp = coords;\n' +
' switch (${CONDITION})\n' +
' {\n' +
' case 0: res = coords.xyz; break;\n' +
' case 1: res = coords.wzy; break;\n' +
' case 2:\n' +
' tmp = coords.yzwx;\n' +
' case 3:\n' +
' res = vec3(tmp);\n' +
' if (${CONDITION} != 3)\n' +
' break;\n' +
' default: res = tmp.zyx; break;\n' +
' }\n');
es3fShaderSwitchTests.makeSwitchCases(this, "conditional_fall_through_2", "Fall-through",
' highp vec4 tmp = coords;\n' +
' mediump int c = ${CONDITION};\n' +
' switch (c)\n' +
' {\n' +
' case 0: res = coords.xyz; break;\n' +
' case 1: res = coords.wzy; break;\n' +
' case 2:\n' +
' c += ${CONDITION};\n' +
' tmp = coords.yzwx;\n' +
' case 3:\n' +
' res = vec3(tmp);\n' +
' if (c == 4)\n' +
' break;\n' +
' default: res = tmp.zyx; break;\n' +
' }\n');
es3fShaderSwitchTests.makeSwitchCases(this, "scope", "Basic switch statement usage",
' switch (${CONDITION})\n' +
' {\n' +
' case 0: res = coords.xyz; break;\n' +
' case 1: res = coords.wzy; break;\n' +
' case 2:\n' +
' {\n' +
' mediump vec3 t = coords.yzw;\n' +
' res = t;\n' +
' break;\n' +
' }\n' +
' case 3: res = coords.zyx; break;\n' +
' }\n');
es3fShaderSwitchTests.makeSwitchCases(this, "switch_in_if", "Switch in for loop",
' if (${CONDITION} >= 0)\n' +
' {\n' +
' switch (${CONDITION})\n' +
' {\n' +
' case 0: res = coords.xyz; break;\n' +
' case 1: res = coords.wzy; break;\n' +
' case 2: res = coords.yzw; break;\n' +
' case 3: res = coords.zyx; break;\n' +
' }\n' +
' }\n');
es3fShaderSwitchTests.makeSwitchCases(this, "switch_in_for_loop", "Switch in for loop",
' for (int i = 0; i <= ${CONDITION}; i++)\n' +
' {\n' +
' switch (i)\n' +
' {\n' +
' case 0: res = coords.xyz; break;\n' +
' case 1: res = coords.wzy; break;\n' +
' case 2: res = coords.yzw; break;\n' +
' case 3: res = coords.zyx; break;\n' +
' }\n' +
' }\n');
es3fShaderSwitchTests.makeSwitchCases(this, "switch_in_while_loop", "Switch in while loop",
' int i = 0;\n' +
' while (i <= ${CONDITION})\n' +
' {\n' +
' switch (i)\n' +
' {\n' +
' case 0: res = coords.xyz; break;\n' +
' case 1: res = coords.wzy; break;\n' +
' case 2: res = coords.yzw; break;\n' +
' case 3: res = coords.zyx; break;\n' +
' }\n' +
' i += 1;\n' +
' }\n');
es3fShaderSwitchTests.makeSwitchCases(this, "switch_in_do_while_loop", "Switch in do-while loop",
' int i = 0;\n' +
' do\n' +
' {\n' +
' switch (i)\n' +
' {\n' +
' case 0: res = coords.xyz; break;\n' +
' case 1: res = coords.wzy; break;\n' +
' case 2: res = coords.yzw; break;\n' +
' case 3: res = coords.zyx; break;\n' +
' }\n' +
' i += 1;\n' +
' } while (i <= ${CONDITION});\n');
es3fShaderSwitchTests.makeSwitchCases(this, "if_in_switch", "Basic switch statement usage",
' switch (${CONDITION})\n' +
' {\n' +
' case 0: res = coords.xyz; break;\n' +
' case 1: res = coords.wzy; break;\n' +
' default:\n' +
' if (${CONDITION} == 2)\n' +
' res = coords.yzw;\n' +
' else\n' +
' res = coords.zyx;\n' +
' break;\n' +
' }\n');
es3fShaderSwitchTests.makeSwitchCases(this, "for_loop_in_switch", "Basic switch statement usage",
' switch (${CONDITION})\n' +
' {\n' +
' case 0: res = coords.xyz; break;\n' +
' case 1:\n' +
' case 2:\n' +
' {\n' +
' highp vec3 t = coords.yzw;\n' +
' for (int i = 0; i < ${CONDITION}; i++)\n' +
' t = t.zyx;\n' +
' res = t;\n' +
' break;\n' +
' }\n' +
' default: res = coords.zyx; break;\n' +
' }\n');
es3fShaderSwitchTests.makeSwitchCases(this, "while_loop_in_switch", "Basic switch statement usage",
' switch (${CONDITION})\n' +
' {\n' +
' case 0: res = coords.xyz; break;\n' +
' case 1:\n' +
' case 2:\n' +
' {\n' +
' highp vec3 t = coords.yzw;\n' +
' int i = 0;\n' +
' while (i < ${CONDITION})\n' +
' {\n' +
' t = t.zyx;\n' +
' i += 1;\n' +
' }\n' +
' res = t;\n' +
' break;\n' +
' }\n' +
' default: res = coords.zyx; break;\n' +
' }\n');
es3fShaderSwitchTests.makeSwitchCases(this, "do_while_loop_in_switch", "Basic switch statement usage",
' switch (${CONDITION})\n' +
' {\n' +
' case 0: res = coords.xyz; break;\n' +
' case 1:\n' +
' case 2:\n' +
' {\n' +
' highp vec3 t = coords.yzw;\n' +
' int i = 0;\n' +
' do\n' +
' {\n' +
' t = t.zyx;\n' +
' i += 1;\n' +
' } while (i < ${CONDITION});\n' +
' res = t;\n' +
' break;\n' +
' }\n' +
' default: res = coords.zyx; break;\n' +
' }\n');
es3fShaderSwitchTests.makeSwitchCases(this, "switch_in_switch", "Basic switch statement usage",
' switch (${CONDITION})\n' +
' {\n' +
' case 0: res = coords.xyz; break;\n' +
' case 1:\n' +
' case 2:\n' +
' switch (${CONDITION} - 1)\n' +
' {\n' +
' case 0: res = coords.wzy; break;\n' +
' case 1: res = coords.yzw; break;\n' +
' }\n' +
' break;\n' +
' default: res = coords.zyx; break;\n' +
'}\n');
// Negative cases.
// This is being tested somwhere else: data/gles3/shaders/switch.html
};
/**
* Run test
* @param {WebGL2RenderingContext} context
*/
es3fShaderSwitchTests.run = function(context) {
gl = context;
//Set up Test Root parameters
var state = tcuTestCase.runner;
state.setRoot(new es3fShaderSwitchTests.ShaderSwitchTests());
//Set up name and description of this test series.
setCurrentTestName(state.testCases.fullName());
description(state.testCases.getDescription());
try {
//Run test cases
tcuTestCase.runTestCases();
}
catch (err) {
testFailedOptions('Failed to es3fShaderSwitchTests.run tests', false);
tcuTestCase.runner.terminate();
}
};
});