1/*-------------------------------------------------------------------------
2 * OpenGL Conformance Test Suite
3 * -----------------------------
4 *
5 * Copyright (c) 2014-2016 The Khronos Group Inc.
6 *
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
10 *
11 *      http://www.apache.org/licenses/LICENSE-2.0
12 *
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
18 *
19 */ /*!
20 * \file
21 * \brief
22 */ /*-------------------------------------------------------------------*/
23
24#include "esextcGPUShader5PreciseQualifier.hpp"
25#include "gluContextInfo.hpp"
26#include "gluDefs.hpp"
27#include "glwEnums.hpp"
28#include "glwFunctions.hpp"
29#include "tcuTestLog.hpp"
30#include <assert.h>
31#include <cstdlib>
32#include <cstring>
33#include <ctime>
34
35namespace glcts
36{
37/* Fragment Shader code */
38const char* GPUShader5PreciseQualifier::m_fragment_shader_code = "${VERSION}\n"
39																 "\n"
40																 "${GPU_SHADER5_REQUIRE}\n"
41																 "\n"
42																 "precision highp float;\n"
43																 "\n"
44																 "out vec4 color;\n"
45																 "\n"
46																 "void main()\n"
47																 "{\n"
48																 "   color = vec4(1, 1, 1, 1);\n"
49																 "}\n";
50
51/* Vertex Shader code */
52const char* GPUShader5PreciseQualifier::m_vertex_shader_code =
53	"${VERSION}\n"
54	"\n"
55	"${GPU_SHADER5_REQUIRE}\n"
56	"\n"
57	"precision highp float;\n"
58	"\n"
59	"layout(location = 0) in  vec4 positions;\n"
60	"layout(location = 1) in  vec4 weights;\n"
61	"out vec4 weightedSum;\n"
62	"\n"
63	"void eval(in vec4 p, in vec4 w, precise out float result)\n"
64	"{\n"
65	"    result = (p.x*w.x + p.y*w.y) + (p.z*w.z + p.w*w.w);\n"
66	"}\n"
67	"\n"
68	"float eval(in vec4 p, in vec4 w)\n"
69	"{\n"
70	"    precise float result = (p.x*w.x + p.y*w.y) + (p.z*w.z + p.w*w.w);\n"
71	"\n"
72	"    return result;\n"
73	"}\n"
74	"void main()\n"
75	"{\n"
76	"    eval(positions, weights, weightedSum.x);\n"
77	"\n"
78	"    weightedSum.y = eval(positions, weights);\n"
79	"\n"
80	"    precise float result = 0.0f;\n"
81	"\n"
82	"    result        = (positions.x * weights.x + positions.y * weights.y) +\n"
83	"                    (positions.z * weights.z + positions.w * weights.w);\n"
84	"    weightedSum.z = result;\n"
85	"    weightedSum.w = (positions.x * weights.x + positions.y * weights.y) + \n"
86	"                    (positions.z * weights.z + positions.w * weights.w);\n"
87	"}\n";
88
89const glw::GLuint GPUShader5PreciseQualifier::m_n_components   = 4;
90const glw::GLuint GPUShader5PreciseQualifier::m_n_iterations   = 100;
91const glw::GLint  GPUShader5PreciseQualifier::m_position_range = 1000;
92
93/** Constructor
94 *
95 *  @param context       Test context
96 *  @param name          Test case's name
97 *  @param description   Test case's description
98 **/
99GPUShader5PreciseQualifier::GPUShader5PreciseQualifier(Context& context, const ExtParameters& extParams,
100													   const char* name, const char* description)
101	: TestCaseBase(context, extParams, name, description)
102	, m_fragment_shader_id(0)
103	, m_program_id(0)
104	, m_tf_buffer_id(0)
105	, m_vao_id(0)
106	, m_vertex_shader_id(0)
107	, m_vertex_positions_buffer_id(0)
108	, m_vertex_weights_buffer_id(0)
109{
110	/* Nothing to be done here */
111}
112
113/** Initializes GLES objects used during the test.
114 *
115 */
116void GPUShader5PreciseQualifier::initTest(void)
117{
118	/* Check if gpu_shader5 extension is supported */
119	if (!m_is_gpu_shader5_supported)
120	{
121		throw tcu::NotSupportedError(GPU_SHADER5_EXTENSION_NOT_SUPPORTED, "", __FILE__, __LINE__);
122	}
123
124	const glw::Functions& gl = m_context.getRenderContext().getFunctions();
125
126	/* Create program object */
127	m_program_id = gl.createProgram();
128
129	/* Setup transform feedback varyings */
130	const char* feedback_varyings[] = { "weightedSum" };
131
132	gl.transformFeedbackVaryings(m_program_id, 1, feedback_varyings, GL_INTERLEAVED_ATTRIBS);
133	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not set transform feedback varyings!");
134
135	/* Create shaders */
136	m_vertex_shader_id   = gl.createShader(GL_VERTEX_SHADER);
137	m_fragment_shader_id = gl.createShader(GL_FRAGMENT_SHADER);
138
139	/* Build program */
140	if (!buildProgram(m_program_id, m_fragment_shader_id, 1, &m_fragment_shader_code, m_vertex_shader_id, 1,
141					  &m_vertex_shader_code))
142	{
143		TCU_FAIL("Program could not have been created sucessfully from a valid vertex/geometry/fragment shader!");
144	}
145
146	/* Generate & bind a VAO */
147	gl.genVertexArrays(1, &m_vao_id);
148	gl.bindVertexArray(m_vao_id);
149
150	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create a vertex array object!");
151
152	/* Create transform feedback buffer object */
153	gl.genBuffers(1, &m_tf_buffer_id);
154	gl.bindBuffer(GL_ARRAY_BUFFER, m_tf_buffer_id);
155	gl.bufferData(GL_ARRAY_BUFFER, sizeof(glw::GLfloat) * m_n_components, DE_NULL, GL_STATIC_COPY);
156	gl.bindBuffer(GL_ARRAY_BUFFER, 0);
157
158	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create buffer object!");
159
160	/* Bind buffer object to transform feedback binding point */
161	gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, m_tf_buffer_id);
162
163	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not bind buffer object to transform feedback binding point!");
164
165	/* Create positions buffer object */
166	gl.genBuffers(1, &m_vertex_positions_buffer_id);
167	gl.bindBuffer(GL_ARRAY_BUFFER, m_vertex_positions_buffer_id);
168	gl.bufferData(GL_ARRAY_BUFFER, sizeof(glw::GLfloat) * m_n_components, DE_NULL, GL_STATIC_DRAW);
169
170	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create buffer object!");
171
172	/* Create weights buffer object */
173	gl.genBuffers(1, &m_vertex_weights_buffer_id);
174	gl.bindBuffer(GL_ARRAY_BUFFER, m_vertex_weights_buffer_id);
175	gl.bufferData(GL_ARRAY_BUFFER, sizeof(glw::GLfloat) * m_n_components, DE_NULL, GL_STATIC_DRAW);
176
177	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not create buffer object!");
178
179	gl.useProgram(m_program_id);
180	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not use a program object!");
181
182	gl.bindBuffer(GL_ARRAY_BUFFER, m_vertex_positions_buffer_id);
183	gl.vertexAttribPointer(0 /* index */, 4 /* size */, GL_FLOAT, GL_FALSE, 0, 0);
184	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not configure vertex attribute array for positions attribute!");
185
186	gl.bindBuffer(GL_ARRAY_BUFFER, m_vertex_weights_buffer_id);
187	gl.vertexAttribPointer(1 /* index */, 4 /* size */, GL_FLOAT, GL_FALSE, 0, 0);
188	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not configure vertex attribute array for weights attribute!");
189
190	gl.enableVertexAttribArray(0 /* index */);
191	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not enable vertex attribute array for index 0!");
192	gl.enableVertexAttribArray(1 /* index */);
193	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not enable vertex attribute array for index 1!");
194}
195
196/** Deinitializes GLES objects created during the test.
197 *
198 */
199void GPUShader5PreciseQualifier::deinit(void)
200{
201	const glw::Functions& gl = m_context.getRenderContext().getFunctions();
202
203	/* Reset OpenGL ES state */
204	gl.disableVertexAttribArray(0);
205	gl.disableVertexAttribArray(1);
206	gl.useProgram(0);
207	gl.bindBuffer(GL_ARRAY_BUFFER, 0);
208	gl.bindVertexArray(0);
209
210	/* Delete program object and shaders */
211	if (m_program_id != 0)
212	{
213		gl.deleteProgram(m_program_id);
214
215		m_program_id = 0;
216	}
217
218	if (m_vertex_shader_id != 0)
219	{
220		gl.deleteShader(m_vertex_shader_id);
221
222		m_vertex_shader_id = 0;
223	}
224
225	if (m_fragment_shader_id != 0)
226	{
227		gl.deleteShader(m_fragment_shader_id);
228
229		m_fragment_shader_id = 0;
230	}
231
232	/* Delete buffer objects */
233	if (m_tf_buffer_id != 0)
234	{
235		gl.deleteBuffers(1, &m_tf_buffer_id);
236
237		m_tf_buffer_id = 0;
238	}
239
240	if (m_vertex_positions_buffer_id != 0)
241	{
242		gl.deleteBuffers(1, &m_vertex_positions_buffer_id);
243
244		m_vertex_positions_buffer_id = 0;
245	}
246
247	if (m_vertex_weights_buffer_id != 0)
248	{
249		gl.deleteBuffers(1, &m_vertex_weights_buffer_id);
250
251		m_vertex_weights_buffer_id = 0;
252	}
253
254	/* Delete vertex array object */
255	if (m_vao_id != 0)
256	{
257		gl.deleteVertexArrays(1, &m_vao_id);
258
259		m_vao_id = 0;
260	}
261
262	/* Call base class' deinit() */
263	TestCaseBase::deinit();
264}
265
266/** Executes the test.
267 *  Sets the test result to QP_TEST_RESULT_FAIL if the test failed, QP_TEST_RESULT_PASS otherwise.
268 *
269 *  Note the function throws exception should an error occur!
270 *
271 *  @return STOP if the test has finished, CONTINUE to indicate iterate should be called once again.
272 *
273 **/
274tcu::TestNode::IterateResult GPUShader5PreciseQualifier::iterate(void)
275{
276	initTest();
277
278	/* Set the seed for the random generator */
279	randomSeed(1);
280
281	glw::GLboolean test_failed = false;
282
283	for (glw::GLuint test_iter = 0; test_iter < m_n_iterations; ++test_iter)
284	{
285		/* Create the data for positions and weights attributes */
286		glw::GLfloat vertex_data_positions[m_n_components];
287		glw::GLfloat vertex_data_weights[m_n_components];
288		glw::GLfloat weights_sum = 1.0f;
289
290		for (glw::GLuint component_nr = 0; component_nr < m_n_components; ++component_nr)
291		{
292			vertex_data_positions[component_nr] = static_cast<glw::GLfloat>(
293				static_cast<glw::GLint>(randomFormula(2 * m_position_range)) - m_position_range);
294
295			if (component_nr != (m_n_components - 1))
296			{
297				glw::GLfloat random_value = static_cast<glw::GLfloat>(randomFormula(m_position_range)) /
298											static_cast<glw::GLfloat>(m_position_range);
299
300				vertex_data_weights[component_nr] = random_value;
301				weights_sum -= random_value;
302			}
303			else
304			{
305				vertex_data_weights[component_nr] = weights_sum;
306			}
307		}
308
309		/* Compute forward weighted sum */
310		WeightedSum weighted_sum_forward[m_n_components];
311
312		drawAndGetFeedbackResult(vertex_data_positions, vertex_data_weights, weighted_sum_forward);
313
314		/* Reverse the data for positions and weights attributes */
315		glw::GLfloat temp_value = 0.0f;
316
317		for (glw::GLuint component_nr = 0; component_nr < (m_n_components / 2); ++component_nr)
318		{
319			temp_value = vertex_data_positions[component_nr];
320
321			vertex_data_positions[component_nr] = vertex_data_positions[m_n_components - 1 - component_nr];
322			vertex_data_positions[m_n_components - 1 - component_nr] = temp_value;
323
324			temp_value = vertex_data_weights[component_nr];
325
326			vertex_data_weights[component_nr] = vertex_data_weights[m_n_components - 1 - component_nr];
327			vertex_data_weights[m_n_components - 1 - component_nr] = temp_value;
328		}
329
330		/* Compute backward weighted sum */
331		WeightedSum weighted_sum_backward[m_n_components];
332
333		drawAndGetFeedbackResult(vertex_data_positions, vertex_data_weights, weighted_sum_backward);
334
335		/* Check if results are bitwise accurate */
336		if (weighted_sum_backward[0].intv != weighted_sum_backward[1].intv ||
337			weighted_sum_backward[0].intv != weighted_sum_backward[2].intv ||
338			weighted_sum_backward[0].intv != weighted_sum_forward[0].intv ||
339			weighted_sum_backward[0].intv != weighted_sum_forward[1].intv ||
340			weighted_sum_backward[0].intv != weighted_sum_forward[2].intv)
341		{
342			test_failed = true;
343			break;
344		}
345	}
346
347	if (test_failed)
348		m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail");
349	else
350		m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
351
352	return STOP;
353}
354
355/** Draw and get feedback result
356 *
357 *  @param vertex_data_positions data for positions attribute
358 *  @param vertex_data_weights   data for weights attribute
359 *  @param feedback_result       space to store result fetched via transform feedback
360 **/
361void GPUShader5PreciseQualifier::drawAndGetFeedbackResult(const glw::GLfloat* vertex_data_positions,
362														  const glw::GLfloat* vertex_data_weights,
363														  WeightedSum*		  feedback_result)
364{
365	const glw::Functions& gl = m_context.getRenderContext().getFunctions();
366
367	gl.bindBuffer(GL_ARRAY_BUFFER, m_vertex_positions_buffer_id);
368	gl.bufferData(GL_ARRAY_BUFFER, sizeof(glw::GLfloat) * m_n_components, vertex_data_positions, GL_STATIC_DRAW);
369	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not set buffer object's data!");
370
371	gl.bindBuffer(GL_ARRAY_BUFFER, m_vertex_weights_buffer_id);
372	gl.bufferData(GL_ARRAY_BUFFER, sizeof(glw::GLfloat) * m_n_components, vertex_data_weights, GL_STATIC_DRAW);
373	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not set buffer object's data!");
374
375	gl.enable(GL_RASTERIZER_DISCARD);
376	GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable(GL_RASTERIZER_DISCARD) failed");
377
378	gl.beginTransformFeedback(GL_POINTS);
379	GLU_EXPECT_NO_ERROR(gl.getError(), "glBeginTransformFeedback(GL_POINTS) failed");
380
381	gl.drawArrays(GL_POINTS, 0 /* first */, 1 /* count */);
382	GLU_EXPECT_NO_ERROR(gl.getError(), "Rendering Failed!");
383
384	gl.endTransformFeedback();
385	GLU_EXPECT_NO_ERROR(gl.getError(), "glEndTransformFeedback() failed");
386
387	/* Fetch the results via transform feedback */
388	WeightedSum* result = (WeightedSum*)gl.mapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0,
389														  sizeof(glw::GLfloat) * m_n_components, GL_MAP_READ_BIT);
390
391	GLU_EXPECT_NO_ERROR(gl.getError(), "glMapBufferRange() failed");
392
393	memcpy(feedback_result, result, sizeof(glw::GLfloat) * m_n_components);
394
395	gl.unmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
396	GLU_EXPECT_NO_ERROR(gl.getError(), "glUnmapBuffer() failed");
397
398	gl.disable(GL_RASTERIZER_DISCARD);
399	GLU_EXPECT_NO_ERROR(gl.getError(), "glDisable(GL_RASTERIZER_DISCARD) failed");
400}
401
402} // namespace glcts
403