#ifndef _GLSRANDOMUNIFORMBLOCKCASE_HPP #define _GLSRANDOMUNIFORMBLOCKCASE_HPP /*------------------------------------------------------------------------- * drawElements Quality Program OpenGL (ES) 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 Random uniform block layout case. *//*--------------------------------------------------------------------*/ #include "tcuDefs.hpp" #include "tcuTestCase.hpp" #include "glsUniformBlockCase.hpp" namespace de { class Random; } // namespace de namespace deqp { namespace gls { namespace ub { enum FeatureBits { FEATURE_VECTORS = (1 << 0), FEATURE_MATRICES = (1 << 1), FEATURE_ARRAYS = (1 << 2), FEATURE_STRUCTS = (1 << 3), FEATURE_NESTED_STRUCTS = (1 << 4), FEATURE_INSTANCE_ARRAYS = (1 << 5), FEATURE_VERTEX_BLOCKS = (1 << 6), FEATURE_FRAGMENT_BLOCKS = (1 << 7), FEATURE_SHARED_BLOCKS = (1 << 8), FEATURE_UNUSED_UNIFORMS = (1 << 9), FEATURE_UNUSED_MEMBERS = (1 << 10), FEATURE_PACKED_LAYOUT = (1 << 11), FEATURE_SHARED_LAYOUT = (1 << 12), FEATURE_STD140_LAYOUT = (1 << 13), FEATURE_MATRIX_LAYOUT = (1 << 14), //!< Matrix layout flags. FEATURE_ARRAYS_OF_ARRAYS = (1 << 15) }; } // namespace ub class RandomUniformBlockCase : public UniformBlockCase { public: RandomUniformBlockCase(tcu::TestContext &testCtx, glu::RenderContext &renderCtx, glu::GLSLVersion glslVersion, const char *name, const char *description, BufferMode bufferMode, uint32_t features, uint32_t seed); void init(void); private: void generateBlock(de::Random &rnd, uint32_t layoutFlags); void generateUniform(de::Random &rnd, ub::UniformBlock &block); ub::VarType generateType(de::Random &rnd, int typeDepth, bool arrayOk); const uint32_t m_features; const int m_maxVertexBlocks; const int m_maxFragmentBlocks; const int m_maxSharedBlocks; const int m_maxInstances; const int m_maxArrayLength; const int m_maxStructDepth; const int m_maxBlockMembers; const int m_maxStructMembers; const uint32_t m_seed; int m_blockNdx; int m_uniformNdx; int m_structNdx; }; } // namespace gls } // namespace deqp #endif // _GLSRANDOMUNIFORMBLOCKCASE_HPP