#ifndef _ES3FFBOTESTUTIL_HPP #define _ES3FFBOTESTUTIL_HPP /*------------------------------------------------------------------------- * drawElements Quality Program OpenGL ES 3.0 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 FBO test utilities. *//*--------------------------------------------------------------------*/ #include "tcuDefs.hpp" #include "sglrContext.hpp" #include "gluShaderUtil.hpp" #include "tcuTexture.hpp" #include "tcuMatrix.hpp" #include "tcuRenderTarget.hpp" #include namespace deqp { namespace gles3 { namespace Functional { namespace FboTestUtil { // \todo [2012-04-29 pyry] Clean up and name as SglrUtil // Helper class for constructing DataType vectors. struct DataTypes { std::vector vec; DataTypes &operator<<(glu::DataType type) { vec.push_back(type); return *this; } }; // Shaders. class FlatColorShader : public sglr::ShaderProgram { public: FlatColorShader(glu::DataType outputType); ~FlatColorShader(void) { } void setColor(sglr::Context &context, uint32_t program, const tcu::Vec4 &color); 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; private: const glu::DataType m_outputType; }; class GradientShader : public sglr::ShaderProgram { public: GradientShader(glu::DataType outputType); ~GradientShader(void) { } void setGradient(sglr::Context &context, uint32_t program, const tcu::Vec4 &gradientMin, const tcu::Vec4 &gradientMax); 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; private: const glu::DataType m_outputType; }; class Texture2DShader : public sglr::ShaderProgram { public: Texture2DShader(const DataTypes &samplerTypes, glu::DataType outputType, const tcu::Vec4 &outScale = tcu::Vec4(1.0f), const tcu::Vec4 &outBias = tcu::Vec4(0.0f)); ~Texture2DShader(void) { } void setUnit(int samplerNdx, int unitNdx); void setTexScaleBias(int samplerNdx, const tcu::Vec4 &scale, const tcu::Vec4 &bias); void setOutScaleBias(const tcu::Vec4 &scale, const tcu::Vec4 &bias); void setUniforms(sglr::Context &context, uint32_t program) const; 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; private: struct Input { int unitNdx; tcu::Vec4 scale; tcu::Vec4 bias; }; std::vector m_inputs; tcu::Vec4 m_outScale; tcu::Vec4 m_outBias; const glu::DataType m_outputType; }; class TextureCubeShader : public sglr::ShaderProgram { public: TextureCubeShader(glu::DataType samplerType, glu::DataType outputType); ~TextureCubeShader(void) { } void setFace(tcu::CubeFace face); void setTexScaleBias(const tcu::Vec4 &scale, const tcu::Vec4 &bias); void setUniforms(sglr::Context &context, uint32_t program) const; 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; private: tcu::Mat3 m_coordMat; tcu::Vec4 m_texScale; tcu::Vec4 m_texBias; const glu::DataType m_outputType; }; class Texture2DArrayShader : public sglr::ShaderProgram { public: Texture2DArrayShader(glu::DataType samplerType, glu::DataType outputType); ~Texture2DArrayShader(void) { } void setLayer(int layer); void setTexScaleBias(const tcu::Vec4 &scale, const tcu::Vec4 &bias); void setUniforms(sglr::Context &context, uint32_t program) const; 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; private: tcu::Vec4 m_texScale; tcu::Vec4 m_texBias; int m_layer; const glu::DataType m_outputType; }; class Texture3DShader : public sglr::ShaderProgram { public: Texture3DShader(glu::DataType samplerType, glu::DataType outputType); ~Texture3DShader(void) { } void setDepth(float r); void setTexScaleBias(const tcu::Vec4 &scale, const tcu::Vec4 &bias); void setUniforms(sglr::Context &context, uint32_t program) const; 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; private: tcu::Vec4 m_texScale; tcu::Vec4 m_texBias; float m_depth; const glu::DataType m_outputType; }; class DepthGradientShader : public sglr::ShaderProgram { public: DepthGradientShader(glu::DataType outputType); ~DepthGradientShader(void) { } void setUniforms(sglr::Context &context, uint32_t program, const float gradientMin, const float gradientMax, const tcu::Vec4 &color); 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; private: const glu::DataType m_outputType; const sglr::UniformSlot &u_minGradient; const sglr::UniformSlot &u_maxGradient; const sglr::UniformSlot &u_color; }; // Framebuffer incomplete exception. class FboIncompleteException : public tcu::TestError { public: FboIncompleteException(uint32_t reason, const char *file, int line); virtual ~FboIncompleteException(void) throw() { } uint32_t getReason(void) const { return m_reason; } private: uint32_t m_reason; }; // Utility functions. glu::DataType getFragmentOutputType(const tcu::TextureFormat &format); tcu::TextureFormat getFramebufferReadFormat(const tcu::TextureFormat &format); const char *getFormatName(uint32_t format); void clearColorBuffer(sglr::Context &ctx, const tcu::TextureFormat &format, const tcu::Vec4 &value); void readPixels(sglr::Context &ctx, tcu::Surface &dst, int x, int y, int width, int height, const tcu::TextureFormat &format, const tcu::Vec4 &scale, const tcu::Vec4 &bias); tcu::RGBA getFormatThreshold(const tcu::TextureFormat &format); tcu::RGBA getFormatThreshold(const uint32_t glFormat); tcu::RGBA getToSRGBConversionThreshold(const tcu::TextureFormat &src, const tcu::TextureFormat &dst); } // namespace FboTestUtil } // namespace Functional } // namespace gles3 } // namespace deqp #endif // _ES3FFBOTESTUTIL_HPP