/*------------------------------------------------------------------------- * OpenGL Conformance Test Suite * ----------------------------- * * Copyright (c) 2014-2016 The Khronos Group Inc. * * 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 */ /*-------------------------------------------------------------------*/ /*! * \file esextcGPUShader5UniformBlocksArrayIndexing.cpp * \brief GPUShader5 Uniform Blocks Array Indexing Test (Test Group 4) */ /*-------------------------------------------------------------------*/ #include "esextcGPUShader5UniformBlocksArrayIndexing.hpp" #include "gluContextInfo.hpp" #include "gluDefs.hpp" #include "glwEnums.hpp" #include "glwFunctions.hpp" #include "tcuTestLog.hpp" #include namespace glcts { const glw::GLuint GPUShader5UniformBlocksArrayIndexing::m_n_array_size = 4; const glw::GLuint GPUShader5UniformBlocksArrayIndexing::m_n_position_components = 4; /* Data to fill in the buffer object associated with positionBlocks uniform array */ const glw::GLfloat GPUShader5UniformBlocksArrayIndexing::m_position_data[] = { -1.0, -1.0, 0.0, 1.0, -1.0, 1.0, 0.0, 1.0, 1.0, -1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0 }; /* Fragment Shader code */ const char* GPUShader5UniformBlocksArrayIndexing::m_fragment_shader_code = "${VERSION}\n" "\n" "${GPU_SHADER5_REQUIRE}\n" "\n" "precision highp float;\n" "\n" "out vec4 color;\n" "\n" "void main()\n" "{\n" " color = vec4(1, 1, 1, 1);\n" "}\n"; /* Vertex Shader code */ const char* GPUShader5UniformBlocksArrayIndexing::m_vertex_shader_code = "${VERSION}\n" "\n" "${GPU_SHADER5_REQUIRE}\n" "\n" "precision highp float;\n" "\n" "uniform PositionBlock\n" "{\n" " vec4 position;\n" "} positionBlocks[4];\n" "\n" "uniform uint index;\n" "\n" "void main()\n" "{\n" " gl_Position = positionBlocks[index].position;\n" "}\n"; /** Constructor * * @param context Test context * @param name Test case's name * @param description Test case's description **/ GPUShader5UniformBlocksArrayIndexing::GPUShader5UniformBlocksArrayIndexing(Context& context, const ExtParameters& extParams, const char* name, const char* description) : TestCaseBase(context, extParams, name, description) , m_fragment_shader_id(0) , m_program_id(0) , m_tf_buffer_id(0) , m_uniform_buffer_ids(DE_NULL) , m_vertex_shader_id(0) , m_vao_id(0) { /* Nothing to be done here */ } /** Initializes GLES objects used during the test. * **/ void GPUShader5UniformBlocksArrayIndexing::initTest(void) { const glw::Functions& gl = m_context.getRenderContext().getFunctions(); /* Check if gpu_shader5 extension is supported */ if (!m_is_gpu_shader5_supported) { throw tcu::NotSupportedError(GPU_SHADER5_EXTENSION_NOT_SUPPORTED, "", __FILE__, __LINE__); } /* Feedback varyings */ const char* feedbackVaryings[] = { "gl_Position" }; const unsigned int nVaryings = sizeof(feedbackVaryings) / sizeof(char*); /* Generate and bind VAO */ gl.genVertexArrays(1, &m_vao_id); gl.bindVertexArray(m_vao_id); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create vertex array object"); /* Create program object */ m_program_id = gl.createProgram(); GLU_EXPECT_NO_ERROR(gl.getError(), "Creating program object failed!"); gl.transformFeedbackVaryings(m_program_id, nVaryings, feedbackVaryings, GL_INTERLEAVED_ATTRIBS); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not set transform feedback varyings!"); /* Create shader objects */ m_vertex_shader_id = gl.createShader(GL_VERTEX_SHADER); m_fragment_shader_id = gl.createShader(GL_FRAGMENT_SHADER); GLU_EXPECT_NO_ERROR(gl.getError(), "Creating shader objects failed!"); /* Build program */ if (!buildProgram(m_program_id, m_fragment_shader_id, 1, &m_fragment_shader_code, m_vertex_shader_id, 1, &m_vertex_shader_code)) { TCU_FAIL("Program could not have been created sucessfully from a valid vertex/fragment shader!"); } /* Create a buffer object */ gl.genBuffers(1, &m_tf_buffer_id); gl.bindBuffer(GL_ARRAY_BUFFER, m_tf_buffer_id); gl.bufferData(GL_ARRAY_BUFFER, m_n_position_components * sizeof(glw::GLfloat) * nVaryings, DE_NULL, GL_DYNAMIC_COPY); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create and initialize a buffer object to be used for XFB!"); /* Bind buffer object to transform feedback binding point */ gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, /* index */ m_tf_buffer_id); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not bind buffer object to transform feedback binding point!"); } /** Executes the test. * Sets the test result to QP_TEST_RESULT_FAIL if the test failed, QP_TEST_RESULT_PASS otherwise. * * Note the function throws exception should an error occur! * * @return STOP if the test has finished, CONTINUE to indicate iterate should be called once again. * **/ tcu::TestNode::IterateResult GPUShader5UniformBlocksArrayIndexing::iterate(void) { initTest(); const glw::Functions& gl = m_context.getRenderContext().getFunctions(); /* Use the test program object */ gl.useProgram(m_program_id); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not use program object!"); /* Set up uniform buffer bindings */ m_uniform_buffer_ids = new glw::GLuint[m_n_array_size]; memset(m_uniform_buffer_ids, 0, m_n_array_size * sizeof(glw::GLuint)); gl.genBuffers(m_n_array_size, m_uniform_buffer_ids); GLU_EXPECT_NO_ERROR(gl.getError(), "glGenBuffers() failed"); for (glw::GLuint index_value = 0; index_value < m_n_array_size; ++index_value) { glw::GLuint blockIndex = 0; std::stringstream positionBlock; positionBlock << "PositionBlock[" << index_value << "]"; blockIndex = gl.getUniformBlockIndex(m_program_id, positionBlock.str().c_str()); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not get uniform block index"); gl.uniformBlockBinding(m_program_id, blockIndex, index_value); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not assign uniform block binding"); gl.bindBuffer(GL_UNIFORM_BUFFER, m_uniform_buffer_ids[index_value]); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not bind buffer object"); gl.bufferData(GL_UNIFORM_BUFFER, m_n_position_components * sizeof(float), m_position_data + m_n_position_components * index_value, GL_STATIC_READ); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not set buffer object data"); gl.bindBufferBase(GL_UNIFORM_BUFFER, index_value, m_uniform_buffer_ids[index_value]); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not bind buffer object to uniform block binding point"); } /* Retrieve 'index' uniform location. */ glw::GLint index_uniform_location = gl.getUniformLocation(m_program_id, "index"); GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation() call failed."); if (index_uniform_location == -1) { TCU_FAIL("Could not get index uniform location!"); } /* Run the test */ bool testFailed = false; for (glw::GLuint index_value = 0; index_value < m_n_array_size; ++index_value) { if (!drawAndCheckResult(index_uniform_location, index_value)) { testFailed = true; break; } } if (testFailed) { m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail"); } else { m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); } return STOP; } /** Draws and checks result data fetched via transform feedback * * @param index_value value to be set for the index uniform variable. * * @return true if the result data is correct, false otherwise */ bool GPUShader5UniformBlocksArrayIndexing::drawAndCheckResult(glw::GLuint index_location, glw::GLuint index_value) { const glw::Functions& gl = m_context.getRenderContext().getFunctions(); bool result = true; gl.uniform1ui(index_location, index_value); GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1ui() call failed"); gl.enable(GL_RASTERIZER_DISCARD); GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable(GL_RASTERIZER_DISCARD) call failed"); gl.beginTransformFeedback(GL_POINTS); GLU_EXPECT_NO_ERROR(gl.getError(), "glBeginTransformFeedback(GL_POINTS) call failed"); gl.drawArrays(GL_POINTS, 0, /* first */ 1); /* count */ GLU_EXPECT_NO_ERROR(gl.getError(), "Rendering failed!"); gl.endTransformFeedback(); GLU_EXPECT_NO_ERROR(gl.getError(), "glEndTransformFeedback() call failed"); gl.disable(GL_RASTERIZER_DISCARD); GLU_EXPECT_NO_ERROR(gl.getError(), "glDisable(GL_RASTERIZER_DISCARD) call failed"); /* Fetch the results via transform feedback */ const glw::GLfloat* feedback_result = (glw::GLfloat*)gl.mapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, /* offset */ sizeof(float) * m_n_position_components, GL_MAP_READ_BIT); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not map buffer to process space"); if (de::abs(feedback_result[0] - m_position_data[index_value * m_n_position_components + 0]) > m_epsilon_float || de::abs(feedback_result[1] - m_position_data[index_value * m_n_position_components + 1]) > m_epsilon_float || de::abs(feedback_result[2] - m_position_data[index_value * m_n_position_components + 2]) > m_epsilon_float || de::abs(feedback_result[3] - m_position_data[index_value * m_n_position_components + 3]) > m_epsilon_float) { m_testCtx.getLog() << tcu::TestLog::Message << "Expected Data (" << m_position_data[index_value * m_n_position_components + 0] << ", " << m_position_data[index_value * m_n_position_components + 1] << ", " << m_position_data[index_value * m_n_position_components + 2] << ", " << m_position_data[index_value * m_n_position_components + 3] << ") Result Data (" << feedback_result[0] << ", " << feedback_result[1] << ", " << feedback_result[2] << ", " << feedback_result[3] << ")" << tcu::TestLog::EndMessage; result = false; } gl.unmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER); GLU_EXPECT_NO_ERROR(gl.getError(), "glUnmapBuffer() call failed"); return result; } /** Deinitializes GLES objects created during the test. * */ void GPUShader5UniformBlocksArrayIndexing::deinit(void) { const glw::Functions& gl = m_context.getRenderContext().getFunctions(); /* Reset OpenGL ES state */ gl.useProgram(0); gl.bindBuffer(GL_ARRAY_BUFFER, 0); gl.bindBuffer(GL_UNIFORM_BUFFER, 0); gl.bindVertexArray(0); /* Delete program object and shaders */ if (m_program_id != 0) { gl.deleteProgram(m_program_id); m_program_id = 0; } if (m_vertex_shader_id != 0) { gl.deleteShader(m_vertex_shader_id); m_vertex_shader_id = 0; } if (m_fragment_shader_id != 0) { gl.deleteShader(m_fragment_shader_id); m_fragment_shader_id = 0; } if (m_tf_buffer_id != 0) { gl.deleteBuffers(1, &m_tf_buffer_id); m_tf_buffer_id = 0; } if (m_uniform_buffer_ids != DE_NULL) { gl.deleteBuffers(m_n_array_size, m_uniform_buffer_ids); delete[] m_uniform_buffer_ids; m_uniform_buffer_ids = DE_NULL; } if (m_vao_id != 0) { gl.deleteVertexArrays(1, &m_vao_id); m_vao_id = 0; } /* Call base class' deinit() */ TestCaseBase::deinit(); } } // namespace glcts