#ifndef _TCUTEXLOOKUPVERIFIER_HPP #define _TCUTEXLOOKUPVERIFIER_HPP /*------------------------------------------------------------------------- * drawElements Quality Program Tester Core * ---------------------------------------- * * 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 lookup simulator that is capable of verifying generic * lookup results based on accuracy parameters. *//*--------------------------------------------------------------------*/ #include "tcuDefs.hpp" #include "tcuTexture.hpp" namespace tcu { /*--------------------------------------------------------------------*//*! * \brief Generic lookup precision parameters. * * For (assumed) floating-point values recision is defined by number of * accurate bits in significand. Maximum number of accurate bits supported * is 23 (limit of single-precision FP). * * For fixed-point values precision is defined by number of bits in * the fractional part. *//*--------------------------------------------------------------------*/ struct LookupPrecision { IVec3 coordBits; //!< Bits per coordinate component before any transformations. Assumed to be floating-point. IVec3 uvwBits; //!< Bits per component in final per-level UV(W) coordinates. Assumed to be fixed-point. Vec4 colorThreshold; //!< Threshold for match. BVec4 colorMask; //!< Channel mask for comparison. LookupPrecision(void) : coordBits(22), uvwBits(16), colorThreshold(0.0f), colorMask(true) { } }; struct IntLookupPrecision { IVec3 coordBits; //!< Bits per coordinate component before any transformations. Assumed to be floating-point. IVec3 uvwBits; //!< Bits per component in final per-level UV(W) coordinates. Assumed to be fixed-point. UVec4 colorThreshold; //!< Threshold for match. BVec4 colorMask; //!< Channel mask for comparison. IntLookupPrecision(void) : coordBits(22), uvwBits(16), colorThreshold(0), colorMask(true) { } }; /*--------------------------------------------------------------------*//*! * \brief Lod computation precision parameters. *//*--------------------------------------------------------------------*/ struct LodPrecision { int derivateBits; //!< Number of bits in derivates. (Floating-point) int lodBits; //!< Number of bits in final lod (accuracy of log2()). (Fixed-point) LodPrecision(void) : derivateBits(22), lodBits(16) { } LodPrecision(int derivateBits_, int lodBits_) : derivateBits(derivateBits_), lodBits(lodBits_) { } }; enum TexLookupScaleMode { TEX_LOOKUP_SCALE_MINIFY = 0, TEX_LOOKUP_SCALE_MAGNIFY, TEX_LOOKUP_SCALE_MODE_LAST }; Vec4 computeFixedPointThreshold(const IVec4 &bits); Vec4 computeFloatingPointThreshold(const IVec4 &bits, const Vec4 &value); Vec4 computeColorBitsThreshold(const IVec4 &bits, const IVec4 &numAccurateBits); Vec2 computeLodBoundsFromDerivates(const float dudx, const float dudy, const LodPrecision &prec); Vec2 computeLodBoundsFromDerivates(const float dudx, const float dvdx, const float dudy, const float dvdy, const LodPrecision &prec); Vec2 computeLodBoundsFromDerivates(const float dudx, const float dvdx, const float dwdx, const float dudy, const float dvdy, const float dwdy, const LodPrecision &prec); Vec2 computeCubeLodBoundsFromDerivates(const Vec3 &coord, const Vec3 &coordDx, const Vec3 &coordDy, const int faceSize, const LodPrecision &prec); Vec2 clampLodBounds(const Vec2 &lodBounds, const Vec2 &lodMinMax, const LodPrecision &prec); bool isLookupResultValid(const Texture1DView &texture, const Sampler &sampler, const LookupPrecision &prec, const float coord, const Vec2 &lodBounds, const Vec4 &result); bool isLookupResultValid(const Texture2DView &texture, const Sampler &sampler, const LookupPrecision &prec, const Vec2 &coord, const Vec2 &lodBounds, const Vec4 &result); bool isLookupResultValid(const TextureCubeView &texture, const Sampler &sampler, const LookupPrecision &prec, const Vec3 &coord, const Vec2 &lodBounds, const Vec4 &result); bool isLookupResultValid(const Texture1DArrayView &texture, const Sampler &sampler, const LookupPrecision &prec, const Vec2 &coord, const Vec2 &lodBounds, const Vec4 &result); bool isLookupResultValid(const Texture2DArrayView &texture, const Sampler &sampler, const LookupPrecision &prec, const Vec3 &coord, const Vec2 &lodBounds, const Vec4 &result); bool isLookupResultValid(const Texture3DView &texture, const Sampler &sampler, const LookupPrecision &prec, const Vec3 &coord, const Vec2 &lodBounds, const Vec4 &result); bool isLookupResultValid(const TextureCubeArrayView &texture, const Sampler &sampler, const LookupPrecision &prec, const IVec4 &coordBits, const Vec4 &coord, const Vec2 &lodBounds, const Vec4 &result); bool isLevel1DLookupResultValid(const ConstPixelBufferAccess &access, const Sampler &sampler, TexLookupScaleMode scaleMode, const LookupPrecision &prec, const float coordX, const int coordY, const Vec4 &result); bool isLevel1DLookupResultValid(const ConstPixelBufferAccess &access, const Sampler &sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision &prec, const float coordX, const int coordY, const IVec4 &result); bool isLevel1DLookupResultValid(const ConstPixelBufferAccess &access, const Sampler &sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision &prec, const float coordX, const int coordY, const UVec4 &result); bool isLevel2DLookupResultValid(const ConstPixelBufferAccess &access, const Sampler &sampler, TexLookupScaleMode scaleMode, const LookupPrecision &prec, const Vec2 &coord, const int coordZ, const Vec4 &result); bool isLevel2DLookupResultValid(const ConstPixelBufferAccess &access, const Sampler &sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision &prec, const Vec2 &coord, const int coordZ, const IVec4 &result); bool isLevel2DLookupResultValid(const ConstPixelBufferAccess &access, const Sampler &sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision &prec, const Vec2 &coord, const int coordZ, const UVec4 &result); bool isLevel3DLookupResultValid(const ConstPixelBufferAccess &access, const Sampler &sampler, TexLookupScaleMode scaleMode, const LookupPrecision &prec, const Vec3 &coord, const Vec4 &result); bool isLevel3DLookupResultValid(const ConstPixelBufferAccess &access, const Sampler &sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision &prec, const Vec3 &coord, const IVec4 &result); bool isLevel3DLookupResultValid(const ConstPixelBufferAccess &access, const Sampler &sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision &prec, const Vec3 &coord, const UVec4 &result); bool isLinearSampleResultValid(const ConstPixelBufferAccess &level, const Sampler &sampler, const LookupPrecision &prec, const Vec2 &coord, const int coordZ, const Vec4 &result); bool isGatherOffsetsResultValid(const Texture2DView &texture, const Sampler &sampler, const LookupPrecision &prec, const Vec2 &coord, int componentNdx, const IVec2 (&offsets)[4], const Vec4 &result); bool isGatherOffsetsResultValid(const Texture2DView &texture, const Sampler &sampler, const IntLookupPrecision &prec, const Vec2 &coord, int componentNdx, const IVec2 (&offsets)[4], const IVec4 &result); bool isGatherOffsetsResultValid(const Texture2DView &texture, const Sampler &sampler, const IntLookupPrecision &prec, const Vec2 &coord, int componentNdx, const IVec2 (&offsets)[4], const UVec4 &result); bool isGatherOffsetsResultValid(const Texture2DArrayView &texture, const Sampler &sampler, const LookupPrecision &prec, const Vec3 &coord, int componentNdx, const IVec2 (&offsets)[4], const Vec4 &result); bool isGatherOffsetsResultValid(const Texture2DArrayView &texture, const Sampler &sampler, const IntLookupPrecision &prec, const Vec3 &coord, int componentNdx, const IVec2 (&offsets)[4], const IVec4 &result); bool isGatherOffsetsResultValid(const Texture2DArrayView &texture, const Sampler &sampler, const IntLookupPrecision &prec, const Vec3 &coord, int componentNdx, const IVec2 (&offsets)[4], const UVec4 &result); // \note For cube textures, gather is only defined without offset. bool isGatherResultValid(const TextureCubeView &texture, const Sampler &sampler, const LookupPrecision &prec, const Vec3 &coord, int componentNdx, const Vec4 &result); bool isGatherResultValid(const TextureCubeView &texture, const Sampler &sampler, const IntLookupPrecision &prec, const Vec3 &coord, int componentNdx, const IVec4 &result); bool isGatherResultValid(const TextureCubeView &texture, const Sampler &sampler, const IntLookupPrecision &prec, const Vec3 &coord, int componentNdx, const UVec4 &result); } // namespace tcu #endif // _TCUTEXLOOKUPVERIFIER_HPP