1/*-------------------------------------------------------------------------
2 * drawElements Quality Program OpenGL ES 3.0 Module
3 * -------------------------------------------------
4 *
5 * Copyright 2014 The Android Open Source Project
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 Shader matrix arithmetic tests.
22 *
23 * Variables:
24 *  + operation
25 *    - mat OP mat
26 *    - mat OP vec
27 *    - vec OP mat
28 *    - mat OP scalar
29 *    - OP ( mat )
30 *    - vec OP vec
31 *    - OP mat
32 *  + matrix source
33 *    - constant (ctor)
34 *    - uniform
35 *    - vertex input
36 *    - fragment input
37 *  + other operand: always dynamic data?
38 *  + how to reduce to vec3?
39 *//*--------------------------------------------------------------------*/
40
41#include "es3fShaderMatrixTests.hpp"
42#include "glsShaderRenderCase.hpp"
43#include "gluShaderUtil.hpp"
44#include "tcuVector.hpp"
45#include "tcuMatrix.hpp"
46#include "tcuMatrixUtil.hpp"
47#include "deStringUtil.hpp"
48#include "deFloat16.h"
49
50#include "glwEnums.hpp"
51#include "glwFunctions.hpp"
52
53namespace deqp
54{
55namespace gles3
56{
57namespace Functional
58{
59
60using std::string;
61using std::vector;
62using namespace glu;
63using namespace deqp::gls;
64
65using tcu::Vec2;
66using tcu::Vec3;
67using tcu::Vec4;
68using tcu::Mat2;
69using tcu::Mat2x3;
70using tcu::Mat2x4;
71using tcu::Mat3x2;
72using tcu::Mat3;
73using tcu::Mat3x4;
74using tcu::Mat4x2;
75using tcu::Mat4x3;
76using tcu::Mat4;
77
78// Uniform / constant values for tests.
79// \note Input1 should not contain 0 components as it is used as divisor in div cases.
80// \todo [2012-02-14 pyry] Make these dynamic.
81static const float	s_constInFloat[2]	= { 0.5f, -0.2f };
82static const Vec2	s_constInVec2[2]	= { Vec2(1.2f, 0.5f), Vec2(0.5f, 1.0f) };
83static const Vec3	s_constInVec3[2]	= { Vec3(1.1f, 0.1f, 0.5f), Vec3(-0.2f, 0.5f, 0.8f) };
84static const Vec4	s_constInVec4[2]	= { Vec4(1.4f, 0.2f, -0.5f, 0.7f), Vec4(0.2f, -1.0f, 0.5f, 0.8f) };
85
86static const float s_constInMat2x2[2][4] =
87{
88	{
89		-0.1f,  1.0f,
90		-0.2f,  0.0f,
91	},
92	{
93		 0.8f,  0.1f,
94		 0.5f, -0.9f,
95	},
96};
97static const float s_constInMat3x2[2][6] =
98{
99	{
100		 0.8f, -0.3f,  0.3f,
101		 1.0f,  1.2f, -1.2f,
102	},
103	{
104		 1.2f, -1.0f,  0.5f,
105		-0.8f,  1.1f,  0.3f,
106	},
107};
108static const float s_constInMat4x2[2][8] =
109{
110	{
111		-0.2f,  0.5f, 0.0f, -1.0f,
112		 1.2f, -0.5f, 0.3f, -0.9f,
113	},
114	{
115		1.0f,  0.1f, -1.1f,  0.6f,
116		0.8f, -1.2f, -1.1f,  0.7f,
117	},
118};
119static const float s_constInMat2x3[2][6] =
120{
121	{
122		-0.6f, -0.1f,
123		-0.7f, -1.2f,
124		-0.2f,  0.0f,
125	},
126	{
127		 1.1f,  0.6f,
128		 0.8f,  1.0f,
129		 0.7f,  0.1f,
130	},
131};
132static const float s_constInMat3x3[2][9] =
133{
134	{
135		-0.2f,  1.1f, 1.2f,
136		-1.0f,  1.2f, 0.5f,
137		 0.7f, -0.2f, 1.0f,
138	},
139	{
140		-0.1f, -0.1f,  0.1f,
141		-0.1f, -0.2f,  1.0f,
142		-0.5f,  0.1f, -0.4f,
143	},
144};
145static const float s_constInMat4x3[2][12] =
146{
147	{
148		-0.9f,  0.0f,  0.6f,  0.2f,
149		 0.9f, -0.1f, -0.3f, -0.7f,
150		-0.1f,  0.1f,  1.0f,  0.0f,
151	},
152	{
153		 0.5f,  0.7f,  0.7f,  1.2f,
154		 1.1f,  0.1f,  1.0f, -1.0f,
155		-0.2f, -0.2f, -0.3f, -0.5f,
156	},
157};
158static const float s_constInMat2x4[2][8] =
159{
160	{
161		-0.6f, -1.1f,
162		-0.6f, -0.6f,
163		-0.2f, -0.6f,
164		-0.1f, -0.1f,
165	},
166	{
167		-1.2f, -1.0f,
168		 0.7f, -1.0f,
169		 0.7f,  0.7f,
170		-0.4f, -0.3f,
171	},
172};
173static const float s_constInMat3x4[2][12] =
174{
175	{
176		 0.6f, -0.4f,  1.2f,
177		 0.9f,  0.8f,  0.4f,
178		 1.1f,  0.3f,  0.5f,
179		-0.2f,  0.0f,  1.1f,
180	},
181	{
182		-0.8f,  1.2f, -0.2f,
183		-1.1f, -0.9f, -0.5f,
184		-1.2f,  1.0f,  1.2f,
185		 0.1f, -0.7f, -0.5f,
186	},
187};
188static const float s_constInMat4x4[2][16] =
189{
190	{
191		 0.3f,  0.9f, -0.2f,  1.0f,
192		-0.4f, -0.6f,  0.6f, -1.0f,
193		-0.9f, -0.1f,  0.3f, -0.2f,
194		-0.3f, -0.9f,  1.0f,  0.1f,
195	},
196	{
197		 0.4f, -0.7f, -0.8f,  0.7f,
198		-0.4f, -0.8f,  0.6f, -0.3f,
199		 0.7f, -1.0f,  0.1f, -0.3f,
200		 0.2f,  0.6f,  0.4f, -1.0f,
201	},
202};
203
204namespace MatrixCaseUtils
205{
206
207enum InputType
208{
209	INPUTTYPE_CONST = 0,
210	INPUTTYPE_UNIFORM,
211	INPUTTYPE_DYNAMIC,
212
213	INPUTTYPE_LAST
214};
215
216struct ShaderInput
217{
218	ShaderInput (InputType inputType_, DataType dataType_, Precision precision_)
219		: inputType	(inputType_)
220		, dataType	(dataType_)
221		, precision	(precision_)
222	{
223	}
224
225	InputType		inputType;
226	DataType		dataType;
227	Precision		precision;
228};
229
230enum MatrixOp
231{
232	OP_ADD = 0,
233	OP_SUB,
234	OP_MUL,
235	OP_DIV,
236	OP_COMP_MUL,
237	OP_OUTER_PRODUCT,
238	OP_TRANSPOSE,
239	OP_INVERSE,
240	OP_DETERMINANT,
241	OP_UNARY_PLUS,
242	OP_NEGATION,
243	OP_PRE_INCREMENT,
244	OP_PRE_DECREMENT,
245	OP_POST_INCREMENT,
246	OP_POST_DECREMENT,
247	OP_ADD_INTO,
248	OP_SUBTRACT_FROM,
249	OP_MULTIPLY_INTO,
250	OP_DIVIDE_INTO,
251	OP_LAST
252};
253
254// Type traits.
255
256template <int DataT>
257struct TypeTraits;
258
259#define DECLARE_TYPE_TRAIT(DATATYPE, TYPE)	\
260template<>									\
261struct TypeTraits<DATATYPE> {				\
262	typedef TYPE Type;						\
263}
264
265DECLARE_TYPE_TRAIT(TYPE_FLOAT,			float);
266DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC2,		tcu::Vec2);
267DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC3,		tcu::Vec3);
268DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC4,		tcu::Vec4);
269DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT2,		tcu::Mat2);
270DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT2X3,	tcu::Mat2x3);
271DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT2X4,	tcu::Mat2x4);
272DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT3X2,	tcu::Mat3x2);
273DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT3,		tcu::Mat3);
274DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT3X4,	tcu::Mat3x4);
275DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT4X2,	tcu::Mat4x2);
276DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT4X3,	tcu::Mat4x3);
277DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT4,		tcu::Mat4);
278
279// Operation info
280
281enum OperationType
282{
283	OPERATIONTYPE_BINARY_OPERATOR = 0,
284	OPERATIONTYPE_BINARY_FUNCTION,
285	OPERATIONTYPE_UNARY_PREFIX_OPERATOR,
286	OPERATIONTYPE_UNARY_POSTFIX_OPERATOR,
287	OPERATIONTYPE_UNARY_FUNCTION,
288	OPERATIONTYPE_ASSIGNMENT,
289
290	OPERATIONTYPE_LAST
291};
292
293static const char* getOperationName (MatrixOp op)
294{
295	switch (op)
296	{
297		case OP_ADD:			return "+";
298		case OP_SUB:			return "-";
299		case OP_MUL:			return "*";
300		case OP_DIV:			return "/";
301		case OP_COMP_MUL:		return "matrixCompMult";
302		case OP_OUTER_PRODUCT:	return "outerProduct";
303		case OP_TRANSPOSE:		return "transpose";
304		case OP_INVERSE:		return "inverse";
305		case OP_DETERMINANT:	return "determinant";
306		case OP_UNARY_PLUS:		return "+";
307		case OP_NEGATION:		return "-";
308		case OP_PRE_INCREMENT:	return "++";
309		case OP_PRE_DECREMENT:	return "--";
310		case OP_POST_INCREMENT:	return "++";
311		case OP_POST_DECREMENT:	return "--";
312		case OP_ADD_INTO:		return "+=";
313		case OP_SUBTRACT_FROM:	return "-=";
314		case OP_MULTIPLY_INTO:	return "*=";
315		case OP_DIVIDE_INTO:	return "/=";
316
317		default:
318			DE_ASSERT(DE_FALSE);
319			return "";
320	}
321}
322
323static OperationType getOperationType (MatrixOp op)
324{
325	switch (op)
326	{
327		case OP_ADD:			return OPERATIONTYPE_BINARY_OPERATOR;
328		case OP_SUB:			return OPERATIONTYPE_BINARY_OPERATOR;
329		case OP_MUL:			return OPERATIONTYPE_BINARY_OPERATOR;
330		case OP_DIV:			return OPERATIONTYPE_BINARY_OPERATOR;
331		case OP_COMP_MUL:		return OPERATIONTYPE_BINARY_FUNCTION;
332		case OP_OUTER_PRODUCT:	return OPERATIONTYPE_BINARY_FUNCTION;
333		case OP_TRANSPOSE:		return OPERATIONTYPE_UNARY_FUNCTION;
334		case OP_INVERSE:		return OPERATIONTYPE_UNARY_FUNCTION;
335		case OP_DETERMINANT:	return OPERATIONTYPE_UNARY_FUNCTION;
336		case OP_UNARY_PLUS:		return OPERATIONTYPE_UNARY_PREFIX_OPERATOR;
337		case OP_NEGATION:		return OPERATIONTYPE_UNARY_PREFIX_OPERATOR;
338		case OP_PRE_INCREMENT:	return OPERATIONTYPE_UNARY_PREFIX_OPERATOR;
339		case OP_PRE_DECREMENT:	return OPERATIONTYPE_UNARY_PREFIX_OPERATOR;
340		case OP_POST_INCREMENT:	return OPERATIONTYPE_UNARY_POSTFIX_OPERATOR;
341		case OP_POST_DECREMENT:	return OPERATIONTYPE_UNARY_POSTFIX_OPERATOR;
342		case OP_ADD_INTO:		return OPERATIONTYPE_ASSIGNMENT;
343		case OP_SUBTRACT_FROM:	return OPERATIONTYPE_ASSIGNMENT;
344		case OP_MULTIPLY_INTO:	return OPERATIONTYPE_ASSIGNMENT;
345		case OP_DIVIDE_INTO:	return OPERATIONTYPE_ASSIGNMENT;
346		default:
347			DE_ASSERT(DE_FALSE);
348			return OPERATIONTYPE_LAST;
349	}
350}
351
352enum TestMatrixType
353{
354	TESTMATRIXTYPE_DEFAULT = 0,
355	TESTMATRIXTYPE_NEGATED,
356	TESTMATRIXTYPE_INCREMENTED,
357	TESTMATRIXTYPE_DECREMENTED,
358	TESTMATRIXTYPE_NEGATED_INCREMENTED,
359	TESTMATRIXTYPE_INCREMENTED_LESS,
360
361	TESTMATRIXTYPE_LAST
362};
363
364static TestMatrixType getOperationTestMatrixType (MatrixOp op)
365{
366	switch(op)
367	{
368		case OP_ADD:			return TESTMATRIXTYPE_DEFAULT;
369		case OP_SUB:			return TESTMATRIXTYPE_DEFAULT;
370		case OP_MUL:			return TESTMATRIXTYPE_DEFAULT;
371		case OP_DIV:			return TESTMATRIXTYPE_DEFAULT;
372		case OP_COMP_MUL:		return TESTMATRIXTYPE_DEFAULT;
373		case OP_OUTER_PRODUCT:	return TESTMATRIXTYPE_DEFAULT;
374		case OP_TRANSPOSE:		return TESTMATRIXTYPE_DEFAULT;
375		case OP_INVERSE:		return TESTMATRIXTYPE_DEFAULT;
376		case OP_DETERMINANT:	return TESTMATRIXTYPE_DEFAULT;
377		case OP_UNARY_PLUS:		return TESTMATRIXTYPE_DECREMENTED;
378		case OP_NEGATION:		return TESTMATRIXTYPE_NEGATED_INCREMENTED;
379		case OP_PRE_INCREMENT:	return TESTMATRIXTYPE_NEGATED;
380		case OP_PRE_DECREMENT:	return TESTMATRIXTYPE_INCREMENTED;
381		case OP_POST_INCREMENT:	return TESTMATRIXTYPE_NEGATED;
382		case OP_POST_DECREMENT:	return TESTMATRIXTYPE_DEFAULT;
383		case OP_ADD_INTO:		return TESTMATRIXTYPE_DEFAULT;
384		case OP_SUBTRACT_FROM:	return TESTMATRIXTYPE_INCREMENTED_LESS;
385		case OP_MULTIPLY_INTO:	return TESTMATRIXTYPE_NEGATED;
386		case OP_DIVIDE_INTO:	return TESTMATRIXTYPE_DECREMENTED;
387
388		default:
389			DE_ASSERT(DE_FALSE);
390			return TESTMATRIXTYPE_LAST;
391	}
392}
393
394static bool isOperationBinary (MatrixOp op)
395{
396	return getOperationType(op) == OPERATIONTYPE_BINARY_OPERATOR ||
397	       getOperationType(op) == OPERATIONTYPE_BINARY_FUNCTION ||
398	       getOperationType(op) == OPERATIONTYPE_ASSIGNMENT;
399}
400
401static bool isOperationMatrixScalar (MatrixOp op)
402{
403	return op == OP_ADD || op == OP_SUB || op == OP_MUL || op == OP_DIV;
404}
405
406static bool isOperationMatrixVector (MatrixOp op)
407{
408	return op == OP_MUL;
409}
410
411static bool isOperationArithmeticMatrixMatrix (MatrixOp op)
412{
413	return op == OP_MUL;
414}
415
416static bool isOperationComponentwiseMatrixMatrix (MatrixOp op)
417{
418	return op == OP_ADD || op == OP_SUB || op == OP_MUL || op == OP_DIV || op == OP_COMP_MUL;
419}
420
421static bool isOperationVectorVector (MatrixOp op)
422{
423	return op == OP_OUTER_PRODUCT;
424}
425
426static bool isOperationUnaryAnyMatrix (MatrixOp op)
427{
428	return  op == OP_TRANSPOSE			 ||
429			op == OP_UNARY_PLUS			 ||
430			op == OP_NEGATION			 ||
431			op == OP_PRE_INCREMENT		 ||
432			op == OP_PRE_DECREMENT		 ||
433			op == OP_POST_INCREMENT		 ||
434			op == OP_POST_DECREMENT;
435}
436
437static bool isOperationUnarySymmetricMatrix (MatrixOp op)
438{
439	return op == OP_INVERSE || op == OP_DETERMINANT;
440}
441
442static bool isOperationValueModifying (MatrixOp op)
443{
444	return  op == OP_PRE_INCREMENT		 ||
445			op == OP_PRE_DECREMENT		 ||
446			op == OP_POST_INCREMENT		 ||
447			op == OP_POST_DECREMENT;
448}
449
450static bool isOperationAssignment (MatrixOp op)
451{
452	return  op == OP_ADD_INTO		 ||
453			op == OP_SUBTRACT_FROM	 ||
454			op == OP_MULTIPLY_INTO	 ||
455			op == OP_DIVIDE_INTO;
456}
457
458static bool isOperationAssignmentAnyMatrix (MatrixOp op)
459{
460	return  op == OP_ADD_INTO		 ||
461			op == OP_SUBTRACT_FROM	 ||
462			op == OP_DIVIDE_INTO;
463}
464
465static bool isOperationAssignmentSymmetricMatrix (MatrixOp op)
466{
467	return op == OP_MULTIPLY_INTO;
468}
469
470// Operation nature
471
472enum OperationNature
473{
474	OPERATIONNATURE_PURE = 0,
475	OPERATIONNATURE_MUTATING,
476	OPERATIONNATURE_ASSIGNMENT,
477
478	OPERATIONNATURE_LAST
479};
480
481static OperationNature getOperationNature (MatrixOp op)
482{
483	if (isOperationAssignment(op))
484		return OPERATIONNATURE_ASSIGNMENT;
485
486	if (isOperationValueModifying(op))
487		return OPERATIONNATURE_MUTATING;
488
489	return OPERATIONNATURE_PURE;
490}
491
492// Input value loader.
493
494template <int InputT, int DataT>
495typename TypeTraits<DataT>::Type getInputValue (const ShaderEvalContext& evalCtx, int inputNdx);
496
497template <> inline float		getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT>			(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInFloat[inputNdx];	}
498template <> inline tcu::Vec2	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_VEC2>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec2[inputNdx];	}
499template <> inline tcu::Vec3	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_VEC3>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec3[inputNdx];	}
500template <> inline tcu::Vec4	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_VEC4>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec4[inputNdx];	}
501
502template <> inline tcu::Mat2	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_MAT2>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat2(s_constInMat2x2[inputNdx]);		}
503template <> inline tcu::Mat2x3	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_MAT2X3>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat2x3(s_constInMat2x3[inputNdx]);	}
504template <> inline tcu::Mat2x4	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_MAT2X4>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat2x4(s_constInMat2x4[inputNdx]);	}
505template <> inline tcu::Mat3x2	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_MAT3X2>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat3x2(s_constInMat3x2[inputNdx]);	}
506template <> inline tcu::Mat3	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_MAT3>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat3(s_constInMat3x3[inputNdx]);		}
507template <> inline tcu::Mat3x4	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_MAT3X4>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat3x4(s_constInMat3x4[inputNdx]);	}
508template <> inline tcu::Mat4x2	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_MAT4X2>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat4x2(s_constInMat4x2[inputNdx]);	}
509template <> inline tcu::Mat4x3	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_MAT4X3>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat4x3(s_constInMat4x3[inputNdx]);	}
510template <> inline tcu::Mat4	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_MAT4>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat4(s_constInMat4x4[inputNdx]);		}
511
512template <> inline float		getInputValue<INPUTTYPE_DYNAMIC,	TYPE_FLOAT>			(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.x();					}
513template <> inline tcu::Vec2	getInputValue<INPUTTYPE_DYNAMIC,	TYPE_FLOAT_VEC2>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.swizzle(0, 1);			}
514template <> inline tcu::Vec3	getInputValue<INPUTTYPE_DYNAMIC,	TYPE_FLOAT_VEC3>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.swizzle(0, 1, 2);		}
515template <> inline tcu::Vec4	getInputValue<INPUTTYPE_DYNAMIC,	TYPE_FLOAT_VEC4>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.swizzle(0, 1, 2, 3);	}
516
517template <> inline tcu::Mat2 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT2> (const ShaderEvalContext& evalCtx, int inputNdx)
518{
519	DE_UNREF(inputNdx); // Not used.
520	tcu::Mat2 m;
521	m.setColumn(0, evalCtx.in[0].swizzle(0,1));
522	m.setColumn(1, evalCtx.in[1].swizzle(0,1));
523	return m;
524}
525
526template <> inline tcu::Mat2x3 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT2X3> (const ShaderEvalContext& evalCtx, int inputNdx)
527{
528	DE_UNREF(inputNdx); // Not used.
529	tcu::Mat2x3 m;
530	m.setColumn(0, evalCtx.in[0].swizzle(0,1,2));
531	m.setColumn(1, evalCtx.in[1].swizzle(0,1,2));
532	return m;
533}
534
535template <> inline tcu::Mat2x4 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT2X4> (const ShaderEvalContext& evalCtx, int inputNdx)
536{
537	DE_UNREF(inputNdx); // Not used.
538	tcu::Mat2x4 m;
539	m.setColumn(0, evalCtx.in[0]);
540	m.setColumn(1, evalCtx.in[1]);
541	return m;
542}
543
544template <> inline tcu::Mat3x2 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT3X2> (const ShaderEvalContext& evalCtx, int inputNdx)
545{
546	DE_UNREF(inputNdx); // Not used.
547	tcu::Mat3x2 m;
548	m.setColumn(0, evalCtx.in[0].swizzle(0,1));
549	m.setColumn(1, evalCtx.in[1].swizzle(0,1));
550	m.setColumn(2, evalCtx.in[2].swizzle(0,1));
551	return m;
552}
553
554template <> inline tcu::Mat3 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT3> (const ShaderEvalContext& evalCtx, int inputNdx)
555{
556	DE_UNREF(inputNdx); // Not used.
557	tcu::Mat3 m;
558	m.setColumn(0, evalCtx.in[0].swizzle(0,1,2));
559	m.setColumn(1, evalCtx.in[1].swizzle(0,1,2));
560	m.setColumn(2, evalCtx.in[2].swizzle(0,1,2));
561	return m;
562}
563
564template <> inline tcu::Mat3x4 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT3X4> (const ShaderEvalContext& evalCtx, int inputNdx)
565{
566	DE_UNREF(inputNdx); // Not used.
567	tcu::Mat3x4 m;
568	m.setColumn(0, evalCtx.in[0]);
569	m.setColumn(1, evalCtx.in[1]);
570	m.setColumn(2, evalCtx.in[2]);
571	return m;
572}
573
574template <> inline tcu::Mat4x2 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT4X2> (const ShaderEvalContext& evalCtx, int inputNdx)
575{
576	DE_UNREF(inputNdx); // Not used.
577	tcu::Mat4x2 m;
578	m.setColumn(0, evalCtx.in[0].swizzle(0,1));
579	m.setColumn(1, evalCtx.in[1].swizzle(0,1));
580	m.setColumn(2, evalCtx.in[2].swizzle(0,1));
581	m.setColumn(3, evalCtx.in[3].swizzle(0,1));
582	return m;
583}
584
585template <> inline tcu::Mat4x3 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT4X3> (const ShaderEvalContext& evalCtx, int inputNdx)
586{
587	DE_UNREF(inputNdx); // Not used.
588	tcu::Mat4x3 m;
589	m.setColumn(0, evalCtx.in[0].swizzle(0,1,2));
590	m.setColumn(1, evalCtx.in[1].swizzle(0,1,2));
591	m.setColumn(2, evalCtx.in[2].swizzle(0,1,2));
592	m.setColumn(3, evalCtx.in[3].swizzle(0,1,2));
593	return m;
594}
595
596template <> inline tcu::Mat4 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT4> (const ShaderEvalContext& evalCtx, int inputNdx)
597{
598	DE_UNREF(inputNdx); // Not used.
599	tcu::Mat4 m;
600	m.setColumn(0, evalCtx.in[0]);
601	m.setColumn(1, evalCtx.in[1]);
602	m.setColumn(2, evalCtx.in[2]);
603	m.setColumn(3, evalCtx.in[3]);
604	return m;
605}
606
607// Reduction from expression result to vec3.
608
609inline tcu::Vec3 reduceToVec3 (const tcu::Vec2& value)		{ return value.swizzle(0,1,0); }
610inline tcu::Vec3 reduceToVec3 (const tcu::Vec3& value)		{ return value; }
611inline tcu::Vec3 reduceToVec3 (const tcu::Vec4& value)		{ return tcu::Vec3(value.x(), value.y(), value.z()+value.w()); }
612inline tcu::Vec3 reduceToVec3 (const tcu::Mat2& value)		{ return tcu::Vec3(value(0, 0), value(0, 1), value(1, 0)+value(1, 1)); }
613inline tcu::Vec3 reduceToVec3 (const tcu::Mat2x3& value)	{ return value.getColumn(0) + value.getColumn(1); }
614inline tcu::Vec3 reduceToVec3 (const tcu::Mat2x4& value)	{ return value.getColumn(0).swizzle(0,1,2) + value.getColumn(1).swizzle(1,2,3); }
615inline tcu::Vec3 reduceToVec3 (const tcu::Mat3x2& value)	{ return tcu::Vec3(value(0,0)+value(1,0), value(0,1)+value(1,1), value(0,2)+value(1,2)); }
616inline tcu::Vec3 reduceToVec3 (const tcu::Mat3& value)		{ return value.getColumn(0) + value.getColumn(1) + value.getColumn(2); }
617inline tcu::Vec3 reduceToVec3 (const tcu::Mat3x4& value)	{ return value.getColumn(0).swizzle(0,1,2) + value.getColumn(1).swizzle(1,2,3) + value.getColumn(2).swizzle(2,3,0); }
618inline tcu::Vec3 reduceToVec3 (const tcu::Mat4x2& value)	{ return tcu::Vec3(value(0,0)+value(1,0)+value(0,3), value(0,1)+value(1,1)+value(1,3), value(0,2)+value(1,2)); }
619inline tcu::Vec3 reduceToVec3 (const tcu::Mat4x3& value)	{ return value.getColumn(0) + value.getColumn(1) + value.getColumn(2) + value.getColumn(3); }
620inline tcu::Vec3 reduceToVec3 (const tcu::Mat4& value)		{ return value.getColumn(0).swizzle(0,1,2) + value.getColumn(1).swizzle(1,2,3) + value.getColumn(2).swizzle(2,3,0) + value.getColumn(3).swizzle(3,0,1); }
621
622// matrixCompMult
623
624template <typename T, int Rows, int Cols>
625tcu::Matrix<T, Rows, Cols> matrixCompMult (const tcu::Matrix<T, Rows, Cols>& a, const tcu::Matrix<T, Rows, Cols>& b)
626{
627	tcu::Matrix<T, Rows, Cols> retVal;
628
629	for (int r = 0; r < Rows; ++r)
630		for (int c = 0; c < Cols; ++c)
631			retVal(r,c) = a(r,c) * b(r, c);
632
633	return retVal;
634}
635
636// outerProduct
637
638template <typename T, int Rows, int Cols>
639tcu::Matrix<T, Cols, Rows> outerProduct (const tcu::Vector<T, Cols>& a, const tcu::Vector<T, Rows>& b)
640{
641	tcu::Matrix<T, Rows, Cols> retVal;
642
643	for (int r = 0; r < Rows; ++r)
644		for (int c = 0; c < Cols; ++c)
645			retVal(r,c) = a[c] * b[r];
646
647	return transpose(retVal); // to gl-form (column-major)
648}
649
650// Determinant
651
652template <int Size>
653float determinant (const tcu::Matrix<float, Size, Size>& mat);
654
655template <>
656float determinant<2> (const tcu::Matrix<float, 2, 2>& mat)
657{
658	return mat(0,0) * mat(1,1) - mat(1,0) * mat(0,1);
659}
660
661template <>
662float determinant<3> (const tcu::Matrix<float, 3, 3>& mat)
663{
664	return	+ mat(0,0) * mat(1,1) * mat(2,2)
665			+ mat(0,1) * mat(1,2) * mat(2,0)
666			+ mat(0,2) * mat(1,0) * mat(2,1)
667			- mat(0,0) * mat(1,2) * mat(2,1)
668			- mat(0,1) * mat(1,0) * mat(2,2)
669			- mat(0,2) * mat(1,1) * mat(2,0);
670}
671
672template <>
673float determinant<4> (const tcu::Matrix<float, 4, 4>& mat)
674{
675	const float minorMatrices[4][3*3] =
676	{
677		{
678			mat(1,1),	mat(2,1),	mat(3,1),
679			mat(1,2),	mat(2,2),	mat(3,2),
680			mat(1,3),	mat(2,3),	mat(3,3),
681		},
682		{
683			mat(1,0),	mat(2,0),	mat(3,0),
684			mat(1,2),	mat(2,2),	mat(3,2),
685			mat(1,3),	mat(2,3),	mat(3,3),
686		},
687		{
688			mat(1,0),	mat(2,0),	mat(3,0),
689			mat(1,1),	mat(2,1),	mat(3,1),
690			mat(1,3),	mat(2,3),	mat(3,3),
691		},
692		{
693			mat(1,0),	mat(2,0),	mat(3,0),
694			mat(1,1),	mat(2,1),	mat(3,1),
695			mat(1,2),	mat(2,2),	mat(3,2),
696		}
697	};
698
699	return	+ mat(0,0) * determinant(tcu::Mat3(minorMatrices[0]))
700			- mat(0,1) * determinant(tcu::Mat3(minorMatrices[1]))
701			+ mat(0,2) * determinant(tcu::Mat3(minorMatrices[2]))
702			- mat(0,3) * determinant(tcu::Mat3(minorMatrices[3]));
703}
704
705// Inverse
706
707template <int Size>
708tcu::Matrix<float, Size, Size> inverse (const tcu::Matrix<float, Size, Size>& mat);
709
710template <>
711tcu::Matrix<float, 2, 2> inverse<2> (const tcu::Matrix<float, 2, 2>& mat)
712{
713	const float					det		= determinant(mat);
714	tcu::Matrix<float, 2, 2>	retVal;
715
716	DE_ASSERT(det != 0.0f);
717
718	retVal(0, 0) =  mat(1, 1) / det;
719	retVal(0, 1) = -mat(0, 1) / det;
720	retVal(1, 0) = -mat(1, 0) / det;
721	retVal(1, 1) =  mat(0, 0) / det;
722
723	return retVal;
724}
725
726template <>
727tcu::Matrix<float, 3, 3> inverse<3> (const tcu::Matrix<float, 3, 3>& mat)
728{
729	// Blockwise inversion
730
731	DE_ASSERT(determinant(mat) != 0.0f);
732
733	const float areaA[2*2] =
734	{
735		mat(0,0),	mat(0,1),
736		mat(1,0),	mat(1,1)
737	};
738	const float areaB[2] =
739	{
740		mat(0,2),
741		mat(1,2),
742	};
743	const float areaC[2] =
744	{
745		mat(2,0),	mat(2,1),
746	};
747	const float areaD[1] =
748	{
749		mat(2,2)
750	};
751	const float nullField[4] = { 0.0f };
752
753	const tcu::Matrix<float, 2, 2>	invA = inverse(tcu::Matrix<float, 2, 2>(areaA));
754	const tcu::Matrix<float, 2, 1>	matB =         tcu::Matrix<float, 2, 1>(areaB);
755	const tcu::Matrix<float, 1, 2>	matC =         tcu::Matrix<float, 1, 2>(areaC);
756	const tcu::Matrix<float, 1, 1>	matD =         tcu::Matrix<float, 1, 1>(areaD);
757
758	const float						schurComplement = 1.0f / (matD - matC*invA*matB)(0,0);
759	const tcu::Matrix<float, 2, 2>	zeroMat         = Mat2(nullField);
760
761	const tcu::Matrix<float, 2, 2>	blockA = invA + invA*matB*schurComplement*matC*invA;
762	const tcu::Matrix<float, 2, 1>	blockB = (zeroMat-invA)*matB*schurComplement;
763	const tcu::Matrix<float, 1, 2>	blockC = matC*invA*(-schurComplement);
764	const float						blockD = schurComplement;
765
766	const float result[3*3] =
767	{
768		blockA(0,0),	blockA(0,1),	blockB(0,0),
769		blockA(1,0),	blockA(1,1),	blockB(1,0),
770		blockC(0,0),	blockC(0,1),	blockD,
771	};
772
773	return Mat3(result);
774}
775
776template <>
777tcu::Matrix<float, 4, 4> inverse<4> (const tcu::Matrix<float, 4, 4>& mat)
778{
779	// Blockwise inversion
780
781	DE_ASSERT(determinant(mat) != 0.0f);
782
783	const float areaA[2*2] =
784	{
785		mat(0,0),	mat(0,1),
786		mat(1,0),	mat(1,1)
787	};
788	const float areaB[2*2] =
789	{
790		mat(0,2),	mat(0,3),
791		mat(1,2),	mat(1,3)
792	};
793	const float areaC[2*2] =
794	{
795		mat(2,0),	mat(2,1),
796		mat(3,0),	mat(3,1)
797	};
798	const float areaD[2*2] =
799	{
800		mat(2,2),	mat(2,3),
801		mat(3,2),	mat(3,3)
802	};
803	const float nullField[4] = { 0.0f };
804
805	const tcu::Matrix<float, 2, 2> invA = inverse(Mat2(areaA));
806	const tcu::Matrix<float, 2, 2> matB =         Mat2(areaB);
807	const tcu::Matrix<float, 2, 2> matC =         Mat2(areaC);
808	const tcu::Matrix<float, 2, 2> matD =         Mat2(areaD);
809
810	const tcu::Matrix<float, 2, 2> schurComplement = inverse(matD - matC*invA*matB);
811	const tcu::Matrix<float, 2, 2> zeroMat         = Mat2(nullField);
812
813	const tcu::Matrix<float, 2, 2> blockA = invA + invA*matB*schurComplement*matC*invA;
814	const tcu::Matrix<float, 2, 2> blockB = (zeroMat-invA)*matB*schurComplement;
815	const tcu::Matrix<float, 2, 2> blockC = (zeroMat-schurComplement)*matC*invA;
816	const tcu::Matrix<float, 2, 2> blockD = schurComplement;
817
818	const float result[4*4] =
819	{
820		blockA(0,0),	blockA(0,1),	blockB(0,0),	blockB(0,1),
821		blockA(1,0),	blockA(1,1),	blockB(1,0),	blockB(1,1),
822		blockC(0,0),	blockC(0,1),	blockD(0,0),	blockD(0,1),
823		blockC(1,0),	blockC(1,1),	blockD(1,0),	blockD(1,1),
824	};
825
826	return Mat4(result);
827}
828
829// negate
830
831template <typename T, int Rows, int Cols>
832tcu::Matrix<T, Rows, Cols> negate (const tcu::Matrix<T, Rows, Cols>& mat)
833{
834	tcu::Matrix<T, Rows, Cols> retVal;
835
836	for (int r = 0; r < Rows; ++r)
837		for (int c = 0; c < Cols; ++c)
838			retVal(r,c) = -mat(r, c);
839
840	return retVal;
841}
842
843// increment/decrement
844
845template <typename T, int Rows, int Cols>
846tcu::Matrix<T, Rows, Cols> increment (const tcu::Matrix<T, Rows, Cols>& mat)
847{
848	tcu::Matrix<T, Rows, Cols> retVal;
849
850	for (int r = 0; r < Rows; ++r)
851		for (int c = 0; c < Cols; ++c)
852			retVal(r,c) = mat(r, c) + 1.0f;
853
854	return retVal;
855}
856
857template <typename T, int Rows, int Cols>
858tcu::Matrix<T, Rows, Cols> decrement (const tcu::Matrix<T, Rows, Cols>& mat)
859{
860	tcu::Matrix<T, Rows, Cols> retVal;
861
862	for (int r = 0; r < Rows; ++r)
863		for (int c = 0; c < Cols; ++c)
864			retVal(r,c) = mat(r, c) - 1.0f;
865
866	return retVal;
867}
868
869// Evaluator template.
870
871typedef void (*MatrixShaderEvalFunc) (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type);
872
873template <int Op, int In0DataType, int In1DataType>
874struct Evaluator;
875
876template <int In0DataType, int In1DataType>
877struct Evaluator<OP_ADD, In0DataType, In1DataType>
878{
879	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
880	{
881		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
882																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
883		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
884																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
885		evalCtx.color.xyz() = reduceToVec3(in0 + in1);
886	}
887};
888
889template <int In0DataType, int In1DataType>
890struct Evaluator<OP_SUB, In0DataType, In1DataType>
891{
892	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
893	{
894		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
895																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
896		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
897																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
898		evalCtx.color.xyz() = reduceToVec3(in0 - in1);
899	}
900};
901
902template <int In0DataType, int In1DataType>
903struct Evaluator<OP_MUL, In0DataType, In1DataType>
904{
905	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
906	{
907		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
908																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
909		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
910																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
911		evalCtx.color.xyz() = reduceToVec3(in0 * in1);
912	}
913};
914
915template <int In0DataType, int In1DataType>
916struct Evaluator<OP_DIV, In0DataType, In1DataType>
917{
918	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
919	{
920		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
921																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
922		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
923																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
924		evalCtx.color.xyz() = reduceToVec3(in0 / in1);
925	}
926};
927
928template <int In0DataType, int In1DataType>
929struct Evaluator<OP_COMP_MUL, In0DataType, In1DataType>
930{
931	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
932	{
933		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
934																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
935		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
936																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
937		evalCtx.color.xyz() = reduceToVec3(matrixCompMult(in0, in1));
938	}
939};
940
941template <int In0DataType, int In1DataType>
942struct Evaluator<OP_OUTER_PRODUCT, In0DataType, In1DataType>
943{
944	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
945	{
946		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
947																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
948		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
949																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
950		evalCtx.color.xyz() = reduceToVec3(outerProduct(in0, in1));
951	}
952};
953
954template <int In0DataType, int In1DataType>
955struct Evaluator<OP_TRANSPOSE, In0DataType, In1DataType>
956{
957	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
958	{
959		DE_UNREF(in1Type);
960		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
961																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
962		evalCtx.color.xyz() = reduceToVec3(transpose(in0));
963	}
964};
965
966template <int In0DataType, int In1DataType>
967struct Evaluator<OP_INVERSE, In0DataType, In1DataType>
968{
969	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
970	{
971		DE_UNREF(in1Type);
972		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
973																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
974		evalCtx.color.xyz() = reduceToVec3(inverse(in0));
975	}
976};
977
978template <int In0DataType, int In1DataType>
979struct Evaluator<OP_DETERMINANT, In0DataType, In1DataType>
980{
981	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
982	{
983		DE_UNREF(in1Type);
984		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
985																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
986		evalCtx.color.xyz() = Vec3(determinant(in0));
987	}
988};
989
990template <int In0DataType, int In1DataType>
991struct Evaluator<OP_UNARY_PLUS, In0DataType, In1DataType>
992{
993	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
994	{
995		DE_UNREF(in1Type);
996		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
997																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
998		evalCtx.color.xyz() = reduceToVec3(in0);
999	}
1000};
1001
1002template <int In0DataType, int In1DataType>
1003struct Evaluator<OP_NEGATION, In0DataType, In1DataType>
1004{
1005	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
1006	{
1007		DE_UNREF(in1Type);
1008		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
1009																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
1010		evalCtx.color.xyz() = reduceToVec3(negate(in0));
1011	}
1012};
1013
1014template <int In0DataType, int In1DataType>
1015struct Evaluator<OP_PRE_INCREMENT, In0DataType, In1DataType>
1016{
1017	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
1018	{
1019		DE_UNREF(in1Type);
1020		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
1021																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
1022
1023		// modifying reduction: sum modified value too
1024		evalCtx.color.xyz() = reduceToVec3(increment(in0)) + reduceToVec3(increment(in0));
1025	}
1026};
1027
1028template <int In0DataType, int In1DataType>
1029struct Evaluator<OP_PRE_DECREMENT, In0DataType, In1DataType>
1030{
1031	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
1032	{
1033		DE_UNREF(in1Type);
1034		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
1035																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
1036
1037		// modifying reduction: sum modified value too
1038		evalCtx.color.xyz() = reduceToVec3(decrement(in0)) + reduceToVec3(decrement(in0));
1039	}
1040};
1041
1042template <int In0DataType, int In1DataType>
1043struct Evaluator<OP_POST_INCREMENT, In0DataType, In1DataType>
1044{
1045	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
1046	{
1047		DE_UNREF(in1Type);
1048		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
1049																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
1050
1051		// modifying reduction: sum modified value too
1052		evalCtx.color.xyz() = reduceToVec3(in0) + reduceToVec3(increment(in0));
1053	}
1054};
1055
1056template <int In0DataType, int In1DataType>
1057struct Evaluator<OP_POST_DECREMENT, In0DataType, In1DataType>
1058{
1059	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
1060	{
1061		DE_UNREF(in1Type);
1062		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
1063																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
1064
1065		// modifying reduction: sum modified value too
1066		evalCtx.color.xyz() = reduceToVec3(in0) + reduceToVec3(decrement(in0));
1067	}
1068};
1069
1070template <int In0DataType, int In1DataType>
1071struct Evaluator<OP_ADD_INTO, In0DataType, In1DataType>
1072{
1073	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
1074	{
1075		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
1076																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
1077		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
1078																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
1079		evalCtx.color.xyz() = reduceToVec3(in0 + in1);
1080	}
1081};
1082
1083template <int In0DataType, int In1DataType>
1084struct Evaluator<OP_SUBTRACT_FROM, In0DataType, In1DataType>
1085{
1086	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
1087	{
1088		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
1089																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
1090		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
1091																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
1092		evalCtx.color.xyz() = reduceToVec3(in0 - in1);
1093	}
1094};
1095
1096template <int In0DataType, int In1DataType>
1097struct Evaluator<OP_MULTIPLY_INTO, In0DataType, In1DataType>
1098{
1099	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
1100	{
1101		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
1102																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
1103		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
1104																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
1105		evalCtx.color.xyz() = reduceToVec3(in0 * in1);
1106	}
1107};
1108
1109template <int In0DataType, int In1DataType>
1110struct Evaluator<OP_DIVIDE_INTO, In0DataType, In1DataType>
1111{
1112	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
1113	{
1114		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
1115																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
1116		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
1117																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
1118		evalCtx.color.xyz() = reduceToVec3(in0 / in1);
1119	}
1120};
1121
1122MatrixShaderEvalFunc getEvalFunc (const ShaderInput& in0, const ShaderInput& in1, MatrixOp op)
1123{
1124	// Evaluator is selected based on op and input data types.
1125	// For efficient lookup the types and op enums are packed together to form a 19-bit key:
1126	// [18..14 OP] [13..7 TYPE0] [6..0 TYPE1]
1127
1128	DE_STATIC_ASSERT(TYPE_LAST	<= (1<<7));
1129	DE_STATIC_ASSERT(OP_LAST	<= (1<<5));
1130
1131#define PACK_EVAL_CASE(OP, IN0DATATYPE, IN1DATATYPE)	(((OP) << 14) | ((IN0DATATYPE) << 7) | (IN1DATATYPE))
1132
1133#define MAKE_EVAL_CASE(OP, IN0DATATYPE, IN1DATATYPE)	\
1134	case PACK_EVAL_CASE(OP, IN0DATATYPE, IN1DATATYPE):	\
1135		return Evaluator<OP, IN0DATATYPE, IN1DATATYPE>::evaluate
1136
1137#define MAKE_SCALAR_OPS(IN0DATATYPE, IN1DATATYPE)		\
1138	MAKE_EVAL_CASE(OP_ADD, IN0DATATYPE, IN1DATATYPE);	\
1139	MAKE_EVAL_CASE(OP_SUB, IN0DATATYPE, IN1DATATYPE);	\
1140	MAKE_EVAL_CASE(OP_MUL, IN0DATATYPE, IN1DATATYPE);	\
1141	MAKE_EVAL_CASE(OP_DIV, IN0DATATYPE, IN1DATATYPE)
1142
1143#define MAKE_CWISE_OPS(IN0DATATYPE, IN1DATATYPE)			\
1144	MAKE_EVAL_CASE(OP_ADD,		IN0DATATYPE, IN1DATATYPE);	\
1145	MAKE_EVAL_CASE(OP_SUB,		IN0DATATYPE, IN1DATATYPE);	\
1146	MAKE_EVAL_CASE(OP_DIV,		IN0DATATYPE, IN1DATATYPE);	\
1147	MAKE_EVAL_CASE(OP_COMP_MUL,	IN0DATATYPE, IN1DATATYPE)
1148
1149#define MAKE_MUL_OP(IN0DATATYPE, IN1DATATYPE)			\
1150	MAKE_EVAL_CASE(OP_MUL, IN0DATATYPE, IN1DATATYPE)
1151
1152#define MAKE_VECVEC_OP(IN0DATATYPE, IN1DATATYPE)			\
1153	MAKE_EVAL_CASE(OP_OUTER_PRODUCT, IN0DATATYPE, IN1DATATYPE)
1154
1155#define MAKE_UNARY_OP(IN0DATATYPE)								\
1156	MAKE_EVAL_CASE(OP_TRANSPOSE,		IN0DATATYPE, TYPE_LAST);	\
1157	MAKE_EVAL_CASE(OP_UNARY_PLUS,		IN0DATATYPE, TYPE_LAST);	\
1158	MAKE_EVAL_CASE(OP_NEGATION,			IN0DATATYPE, TYPE_LAST);	\
1159	MAKE_EVAL_CASE(OP_PRE_INCREMENT,	IN0DATATYPE, TYPE_LAST);	\
1160	MAKE_EVAL_CASE(OP_PRE_DECREMENT,	IN0DATATYPE, TYPE_LAST);	\
1161	MAKE_EVAL_CASE(OP_POST_INCREMENT,	IN0DATATYPE, TYPE_LAST);	\
1162	MAKE_EVAL_CASE(OP_POST_DECREMENT,	IN0DATATYPE, TYPE_LAST)
1163
1164#define MAKE_UNARY_SYMMETRIC_OP(IN0DATATYPE)					\
1165	MAKE_UNARY_OP(IN0DATATYPE);									\
1166	MAKE_EVAL_CASE(OP_DETERMINANT,	IN0DATATYPE, TYPE_LAST);	\
1167	MAKE_EVAL_CASE(OP_INVERSE,		IN0DATATYPE, TYPE_LAST)
1168
1169#define MAKE_ASSIGNMENT_OP(IN0DATATYPE)								\
1170	MAKE_EVAL_CASE(OP_ADD_INTO,			IN0DATATYPE, IN0DATATYPE);	\
1171	MAKE_EVAL_CASE(OP_SUBTRACT_FROM,	IN0DATATYPE, IN0DATATYPE);	\
1172	MAKE_EVAL_CASE(OP_DIVIDE_INTO,		IN0DATATYPE, IN0DATATYPE)
1173
1174#define MAKE_ASSIGNMENT_SYMMETRIC_OP(IN0DATATYPE)					\
1175	MAKE_ASSIGNMENT_OP(IN0DATATYPE);								\
1176	MAKE_EVAL_CASE(OP_MULTIPLY_INTO,	IN0DATATYPE, IN0DATATYPE)
1177
1178	switch (PACK_EVAL_CASE(op, in0.dataType, in1.dataType))
1179	{
1180		// Matrix-scalar.
1181		MAKE_SCALAR_OPS(TYPE_FLOAT_MAT2,	TYPE_FLOAT);
1182		MAKE_SCALAR_OPS(TYPE_FLOAT_MAT2X3,	TYPE_FLOAT);
1183		MAKE_SCALAR_OPS(TYPE_FLOAT_MAT2X4,	TYPE_FLOAT);
1184		MAKE_SCALAR_OPS(TYPE_FLOAT_MAT3X2,	TYPE_FLOAT);
1185		MAKE_SCALAR_OPS(TYPE_FLOAT_MAT3,	TYPE_FLOAT);
1186		MAKE_SCALAR_OPS(TYPE_FLOAT_MAT3X4,	TYPE_FLOAT);
1187		MAKE_SCALAR_OPS(TYPE_FLOAT_MAT4X2,	TYPE_FLOAT);
1188		MAKE_SCALAR_OPS(TYPE_FLOAT_MAT4X3,	TYPE_FLOAT);
1189		MAKE_SCALAR_OPS(TYPE_FLOAT_MAT4,	TYPE_FLOAT);
1190
1191		// Matrix-vector.
1192		MAKE_MUL_OP(TYPE_FLOAT_MAT2,	TYPE_FLOAT_VEC2);
1193		MAKE_MUL_OP(TYPE_FLOAT_MAT2X3,	TYPE_FLOAT_VEC2);
1194		MAKE_MUL_OP(TYPE_FLOAT_MAT2X4,	TYPE_FLOAT_VEC2);
1195		MAKE_MUL_OP(TYPE_FLOAT_MAT3X2,	TYPE_FLOAT_VEC3);
1196		MAKE_MUL_OP(TYPE_FLOAT_MAT3,	TYPE_FLOAT_VEC3);
1197		MAKE_MUL_OP(TYPE_FLOAT_MAT3X4,	TYPE_FLOAT_VEC3);
1198		MAKE_MUL_OP(TYPE_FLOAT_MAT4X2,	TYPE_FLOAT_VEC4);
1199		MAKE_MUL_OP(TYPE_FLOAT_MAT4X3,	TYPE_FLOAT_VEC4);
1200		MAKE_MUL_OP(TYPE_FLOAT_MAT4,	TYPE_FLOAT_VEC4);
1201
1202		// Vector-matrix.
1203		MAKE_MUL_OP(TYPE_FLOAT_VEC2, TYPE_FLOAT_MAT2);
1204		MAKE_MUL_OP(TYPE_FLOAT_VEC3, TYPE_FLOAT_MAT2X3);
1205		MAKE_MUL_OP(TYPE_FLOAT_VEC4, TYPE_FLOAT_MAT2X4);
1206		MAKE_MUL_OP(TYPE_FLOAT_VEC2, TYPE_FLOAT_MAT3X2);
1207		MAKE_MUL_OP(TYPE_FLOAT_VEC3, TYPE_FLOAT_MAT3);
1208		MAKE_MUL_OP(TYPE_FLOAT_VEC4, TYPE_FLOAT_MAT3X4);
1209		MAKE_MUL_OP(TYPE_FLOAT_VEC2, TYPE_FLOAT_MAT4X2);
1210		MAKE_MUL_OP(TYPE_FLOAT_VEC3, TYPE_FLOAT_MAT4X3);
1211		MAKE_MUL_OP(TYPE_FLOAT_VEC4, TYPE_FLOAT_MAT4);
1212
1213		// Matrix-matrix.
1214		MAKE_CWISE_OPS(TYPE_FLOAT_MAT2,		TYPE_FLOAT_MAT2);
1215		MAKE_MUL_OP(TYPE_FLOAT_MAT2,		TYPE_FLOAT_MAT2);
1216		MAKE_MUL_OP(TYPE_FLOAT_MAT2,		TYPE_FLOAT_MAT3X2);
1217		MAKE_MUL_OP(TYPE_FLOAT_MAT2,		TYPE_FLOAT_MAT4X2);
1218
1219		MAKE_CWISE_OPS(TYPE_FLOAT_MAT2X3,	TYPE_FLOAT_MAT2X3);
1220		MAKE_MUL_OP(TYPE_FLOAT_MAT2X3,		TYPE_FLOAT_MAT2);
1221		MAKE_MUL_OP(TYPE_FLOAT_MAT2X3,		TYPE_FLOAT_MAT3X2);
1222		MAKE_MUL_OP(TYPE_FLOAT_MAT2X3,		TYPE_FLOAT_MAT4X2);
1223
1224		MAKE_CWISE_OPS(TYPE_FLOAT_MAT2X4,	TYPE_FLOAT_MAT2X4);
1225		MAKE_MUL_OP(TYPE_FLOAT_MAT2X4,		TYPE_FLOAT_MAT2);
1226		MAKE_MUL_OP(TYPE_FLOAT_MAT2X4,		TYPE_FLOAT_MAT3X2);
1227		MAKE_MUL_OP(TYPE_FLOAT_MAT2X4,		TYPE_FLOAT_MAT4X2);
1228
1229		MAKE_CWISE_OPS(TYPE_FLOAT_MAT3X2,	TYPE_FLOAT_MAT3X2);
1230		MAKE_MUL_OP(TYPE_FLOAT_MAT3X2,		TYPE_FLOAT_MAT2X3);
1231		MAKE_MUL_OP(TYPE_FLOAT_MAT3X2,		TYPE_FLOAT_MAT3);
1232		MAKE_MUL_OP(TYPE_FLOAT_MAT3X2,		TYPE_FLOAT_MAT4X3);
1233
1234		MAKE_CWISE_OPS(TYPE_FLOAT_MAT3,		TYPE_FLOAT_MAT3);
1235		MAKE_MUL_OP(TYPE_FLOAT_MAT3,		TYPE_FLOAT_MAT2X3);
1236		MAKE_MUL_OP(TYPE_FLOAT_MAT3,		TYPE_FLOAT_MAT3);
1237		MAKE_MUL_OP(TYPE_FLOAT_MAT3,		TYPE_FLOAT_MAT4X3);
1238
1239		MAKE_CWISE_OPS(TYPE_FLOAT_MAT3X4,	TYPE_FLOAT_MAT3X4);
1240		MAKE_MUL_OP(TYPE_FLOAT_MAT3X4,		TYPE_FLOAT_MAT2X3);
1241		MAKE_MUL_OP(TYPE_FLOAT_MAT3X4,		TYPE_FLOAT_MAT3);
1242		MAKE_MUL_OP(TYPE_FLOAT_MAT3X4,		TYPE_FLOAT_MAT4X3);
1243
1244		MAKE_CWISE_OPS(TYPE_FLOAT_MAT4X2,	TYPE_FLOAT_MAT4X2);
1245		MAKE_MUL_OP(TYPE_FLOAT_MAT4X2,		TYPE_FLOAT_MAT2X4);
1246		MAKE_MUL_OP(TYPE_FLOAT_MAT4X2,		TYPE_FLOAT_MAT3X4);
1247		MAKE_MUL_OP(TYPE_FLOAT_MAT4X2,		TYPE_FLOAT_MAT4);
1248
1249		MAKE_CWISE_OPS(TYPE_FLOAT_MAT4X3,	TYPE_FLOAT_MAT4X3);
1250		MAKE_MUL_OP(TYPE_FLOAT_MAT4X3,		TYPE_FLOAT_MAT2X4);
1251		MAKE_MUL_OP(TYPE_FLOAT_MAT4X3,		TYPE_FLOAT_MAT3X4);
1252		MAKE_MUL_OP(TYPE_FLOAT_MAT4X3,		TYPE_FLOAT_MAT4);
1253
1254		MAKE_CWISE_OPS(TYPE_FLOAT_MAT4,		TYPE_FLOAT_MAT4);
1255		MAKE_MUL_OP(TYPE_FLOAT_MAT4,		TYPE_FLOAT_MAT2X4);
1256		MAKE_MUL_OP(TYPE_FLOAT_MAT4,		TYPE_FLOAT_MAT3X4);
1257		MAKE_MUL_OP(TYPE_FLOAT_MAT4,		TYPE_FLOAT_MAT4);
1258
1259		// Vector-vector.
1260		MAKE_VECVEC_OP(TYPE_FLOAT_VEC2,		TYPE_FLOAT_VEC2);
1261		MAKE_VECVEC_OP(TYPE_FLOAT_VEC2,		TYPE_FLOAT_VEC3);
1262		MAKE_VECVEC_OP(TYPE_FLOAT_VEC2,		TYPE_FLOAT_VEC4);
1263		MAKE_VECVEC_OP(TYPE_FLOAT_VEC3,		TYPE_FLOAT_VEC2);
1264		MAKE_VECVEC_OP(TYPE_FLOAT_VEC3,		TYPE_FLOAT_VEC3);
1265		MAKE_VECVEC_OP(TYPE_FLOAT_VEC3,		TYPE_FLOAT_VEC4);
1266		MAKE_VECVEC_OP(TYPE_FLOAT_VEC4,		TYPE_FLOAT_VEC2);
1267		MAKE_VECVEC_OP(TYPE_FLOAT_VEC4,		TYPE_FLOAT_VEC3);
1268		MAKE_VECVEC_OP(TYPE_FLOAT_VEC4,		TYPE_FLOAT_VEC4);
1269
1270		// Unary Matrix.
1271		MAKE_UNARY_SYMMETRIC_OP(TYPE_FLOAT_MAT2);
1272		MAKE_UNARY_OP(TYPE_FLOAT_MAT2X3);
1273		MAKE_UNARY_OP(TYPE_FLOAT_MAT2X4);
1274		MAKE_UNARY_OP(TYPE_FLOAT_MAT3X2);
1275		MAKE_UNARY_SYMMETRIC_OP(TYPE_FLOAT_MAT3);
1276		MAKE_UNARY_OP(TYPE_FLOAT_MAT3X4);
1277		MAKE_UNARY_OP(TYPE_FLOAT_MAT4X2);
1278		MAKE_UNARY_OP(TYPE_FLOAT_MAT4X3);
1279		MAKE_UNARY_SYMMETRIC_OP(TYPE_FLOAT_MAT4);
1280
1281		// Assignments
1282		MAKE_ASSIGNMENT_SYMMETRIC_OP(TYPE_FLOAT_MAT2);
1283		MAKE_ASSIGNMENT_OP(TYPE_FLOAT_MAT2X3);
1284		MAKE_ASSIGNMENT_OP(TYPE_FLOAT_MAT2X4);
1285		MAKE_ASSIGNMENT_OP(TYPE_FLOAT_MAT3X2);
1286		MAKE_ASSIGNMENT_SYMMETRIC_OP(TYPE_FLOAT_MAT3);
1287		MAKE_ASSIGNMENT_OP(TYPE_FLOAT_MAT3X4);
1288		MAKE_ASSIGNMENT_OP(TYPE_FLOAT_MAT4X2);
1289		MAKE_ASSIGNMENT_OP(TYPE_FLOAT_MAT4X3);
1290		MAKE_ASSIGNMENT_SYMMETRIC_OP(TYPE_FLOAT_MAT4);
1291
1292		default:
1293			DE_ASSERT(DE_FALSE);
1294			return DE_NULL;
1295	}
1296
1297#undef PACK_EVAL_CASE
1298#undef MAKE_EVAL_CASE
1299#undef MUL_OP
1300#undef ALL_OPS
1301#undef MAKE_MAT_SCALAR_VEC_CASES
1302#undef MAKE_MAT_MAT_CASES
1303}
1304
1305// Shader source format utilities.
1306
1307template <int Size>
1308void writeVectorConstructor (std::ostream& str, const tcu::Vector<float, Size>& v)
1309{
1310	str << "vec" << Size << "(";
1311	for (int ndx = 0; ndx < Size; ndx++)
1312	{
1313		if (ndx != 0)
1314			str << ", ";
1315		str << de::floatToString(v[ndx], 1);
1316	}
1317	str << ")";
1318}
1319
1320template <int Cols, int Rows>
1321void writeMatrixConstructor (std::ostream& str, const tcu::Matrix<float, Rows, Cols>& m)
1322{
1323	if (Rows == Cols)
1324		str << "mat" << Cols;
1325	else
1326		str << "mat" << Cols << "x" << Rows;
1327
1328	str << "(";
1329	for (int colNdx = 0; colNdx < Cols; colNdx++)
1330	{
1331		for (int rowNdx = 0; rowNdx < Rows; rowNdx++)
1332		{
1333			if (rowNdx > 0 || colNdx > 0)
1334				str << ", ";
1335			str << de::floatToString(m(rowNdx, colNdx), 1);
1336		}
1337	}
1338	str << ")";
1339}
1340
1341} // MatrixCaseUtils
1342
1343using namespace MatrixCaseUtils;
1344
1345class MatrixShaderEvaluator : public ShaderEvaluator
1346{
1347public:
1348							MatrixShaderEvaluator	(MatrixShaderEvalFunc evalFunc, InputType inType0, InputType inType1);
1349
1350	virtual void			evaluate				(ShaderEvalContext& evalCtx);
1351
1352private:
1353	MatrixShaderEvalFunc	m_matEvalFunc;
1354	InputType				m_inType0;
1355	InputType				m_inType1;
1356};
1357
1358MatrixShaderEvaluator::MatrixShaderEvaluator (MatrixShaderEvalFunc evalFunc, InputType inType0, InputType inType1)
1359	: m_matEvalFunc	(evalFunc)
1360	, m_inType0		(inType0)
1361	, m_inType1		(inType1)
1362{
1363}
1364
1365void MatrixShaderEvaluator::evaluate (ShaderEvalContext& evalCtx)
1366{
1367	m_matEvalFunc(evalCtx, m_inType0, m_inType1);
1368}
1369
1370class ShaderMatrixCase : public ShaderRenderCase
1371{
1372public:
1373							ShaderMatrixCase			(Context& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in1, MatrixOp op, bool isVertexCase);
1374							~ShaderMatrixCase			(void);
1375
1376	void					init						(void);
1377
1378protected:
1379	std::string				genGLSLMatToVec3Reduction	(const glu::DataType& matType, const char* varName);
1380	void					setupUniforms				(int programID, const tcu::Vec4& constCoords);
1381
1382private:
1383	ShaderInput				m_in0;
1384	ShaderInput				m_in1;
1385	MatrixOp				m_op;
1386	MatrixShaderEvaluator	m_matEvaluator;
1387};
1388
1389ShaderMatrixCase::ShaderMatrixCase (Context& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in1, MatrixOp op, bool isVertexCase)
1390	: ShaderRenderCase	(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, desc, isVertexCase, m_matEvaluator)
1391	, m_in0				(in0)
1392	, m_in1				(in1)
1393	, m_op				(op)
1394	, m_matEvaluator	(getEvalFunc(in0, in1, op), in0.inputType, in1.inputType)
1395{
1396}
1397
1398ShaderMatrixCase::~ShaderMatrixCase (void)
1399{
1400}
1401
1402void ShaderMatrixCase::init (void)
1403{
1404	std::ostringstream	vtx;
1405	std::ostringstream	frag;
1406	std::ostringstream&	op				= m_isVertexCase ? vtx : frag;
1407
1408	bool				isInDynMat0		= isDataTypeMatrix(m_in0.dataType) && m_in0.inputType == INPUTTYPE_DYNAMIC;
1409	bool				isInDynMat1		= isDataTypeMatrix(m_in1.dataType) && m_in1.inputType == INPUTTYPE_DYNAMIC;
1410	string				inValue0;
1411	string				inValue1;
1412	DataType			resultType		= TYPE_LAST;
1413	Precision			resultPrec		= m_in0.precision;
1414	vector<string>		passVars;
1415	int					numInputs		= (isOperationBinary(m_op)) ? (2) : (1);
1416
1417	std::string			operationValue0;
1418	std::string			operationValue1;
1419
1420	DE_ASSERT(!isInDynMat0 || !isInDynMat1); // Only single dynamic matrix input is allowed.
1421	DE_UNREF(isInDynMat0 && isInDynMat1);
1422
1423	// Compute result type.
1424	if (m_op == OP_MUL && isDataTypeMatrix(m_in0.dataType) && isDataTypeMatrix(m_in1.dataType))
1425	{
1426		resultType = getDataTypeMatrix(getDataTypeMatrixNumColumns(m_in1.dataType), getDataTypeMatrixNumRows(m_in0.dataType));
1427	}
1428	else if (m_op == OP_OUTER_PRODUCT)
1429	{
1430		resultType = getDataTypeMatrix(getDataTypeScalarSize(m_in1.dataType), getDataTypeScalarSize(m_in0.dataType));
1431	}
1432	else if (m_op == OP_TRANSPOSE)
1433	{
1434		resultType = getDataTypeMatrix(getDataTypeMatrixNumRows(m_in0.dataType), getDataTypeMatrixNumColumns(m_in0.dataType));
1435	}
1436	else if (m_op == OP_INVERSE)
1437	{
1438		resultType = m_in0.dataType;
1439	}
1440	else if (m_op == OP_DETERMINANT)
1441	{
1442		resultType = TYPE_FLOAT;
1443	}
1444	else if (getOperationType(m_op) == OPERATIONTYPE_UNARY_PREFIX_OPERATOR ||
1445			 getOperationType(m_op) == OPERATIONTYPE_UNARY_POSTFIX_OPERATOR)
1446	{
1447		resultType = m_in0.dataType;
1448	}
1449	else if (isDataTypeMatrix(m_in0.dataType) && isDataTypeMatrix(m_in1.dataType))
1450	{
1451		DE_ASSERT(m_in0.dataType == m_in1.dataType);
1452		resultType = m_in0.dataType;
1453	}
1454	else if (isDataTypeMatrix(m_in0.dataType) || isDataTypeMatrix(m_in1.dataType))
1455	{
1456		int			matNdx		= isDataTypeMatrix(m_in0.dataType) ? 0 : 1;
1457		DataType	matrixType	= matNdx == 0 ? m_in0.dataType : m_in1.dataType;
1458		DataType	otherType	= matNdx == 0 ? m_in1.dataType : m_in0.dataType;
1459
1460		if (otherType == TYPE_FLOAT)
1461			resultType = matrixType;
1462		else
1463		{
1464			DE_ASSERT(isDataTypeVector(otherType));
1465			resultType = getDataTypeFloatVec(matNdx == 0 ? getDataTypeMatrixNumRows(matrixType) : getDataTypeMatrixNumColumns(matrixType));
1466		}
1467	}
1468	else
1469	{
1470		DE_ASSERT(DE_FALSE);
1471	}
1472
1473	vtx << "#version 300 es\n";
1474	frag << "#version 300 es\n";
1475
1476	vtx << "in highp vec4 a_position;\n";
1477	frag << "layout(location = 0) out mediump vec4 dEQP_FragColor;\n";
1478	if (m_isVertexCase)
1479	{
1480		vtx << "out mediump vec4 v_color;\n";
1481		frag << "in mediump vec4 v_color;\n";
1482	}
1483
1484	// Input declarations.
1485	for (int inNdx = 0; inNdx < numInputs; inNdx++)
1486	{
1487		const ShaderInput&	in			= inNdx > 0 ? m_in1 : m_in0;
1488		const char*			precName	= getPrecisionName(in.precision);
1489		const char*			typeName	= getDataTypeName(in.dataType);
1490		string&				inValue		= inNdx > 0 ? inValue1 : inValue0;
1491
1492		if (in.inputType == INPUTTYPE_DYNAMIC)
1493		{
1494			vtx << "in " << precName << " " << typeName << " a_";
1495
1496			if (isDataTypeMatrix(in.dataType))
1497			{
1498				// a_matN, v_matN
1499				vtx << typeName << ";\n";
1500				if (!m_isVertexCase)
1501				{
1502					vtx << "out " << precName << " " << typeName << " v_" << typeName << ";\n";
1503					frag << "in " << precName << " " << typeName << " v_" << typeName << ";\n";
1504					passVars.push_back(typeName);
1505				}
1506
1507				inValue = string(m_isVertexCase ? "a_" : "v_") + getDataTypeName(in.dataType);
1508			}
1509			else
1510			{
1511				// a_coords, v_coords
1512				vtx << "coords;\n";
1513				if (!m_isVertexCase)
1514				{
1515					vtx << "out " << precName << " " << typeName << " v_coords;\n";
1516					frag << "in " << precName << " " << typeName << " v_coords;\n";
1517					passVars.push_back("coords");
1518				}
1519
1520				inValue = m_isVertexCase ? "a_coords" : "v_coords";
1521			}
1522		}
1523		else if (in.inputType == INPUTTYPE_UNIFORM)
1524		{
1525			op << "uniform " << precName << " " << typeName << " u_in" << inNdx << ";\n";
1526			inValue = string("u_in") + de::toString(inNdx);
1527		}
1528		else if (in.inputType == INPUTTYPE_CONST)
1529		{
1530			op << "const " << precName << " " << typeName << " in" << inNdx << " = ";
1531
1532			// Generate declaration.
1533			switch (in.dataType)
1534			{
1535				case TYPE_FLOAT:		op << de::floatToString(s_constInFloat[inNdx], 1);					break;
1536				case TYPE_FLOAT_VEC2:	writeVectorConstructor<2>(op, s_constInVec2[inNdx]);				break;
1537				case TYPE_FLOAT_VEC3:	writeVectorConstructor<3>(op, s_constInVec3[inNdx]);				break;
1538				case TYPE_FLOAT_VEC4:	writeVectorConstructor<4>(op, s_constInVec4[inNdx]);				break;
1539				case TYPE_FLOAT_MAT2:	writeMatrixConstructor<2, 2>(op, Mat2(s_constInMat2x2[inNdx]));		break;
1540				case TYPE_FLOAT_MAT2X3:	writeMatrixConstructor<2, 3>(op, Mat2x3(s_constInMat2x3[inNdx]));	break;
1541				case TYPE_FLOAT_MAT2X4:	writeMatrixConstructor<2, 4>(op, Mat2x4(s_constInMat2x4[inNdx]));	break;
1542				case TYPE_FLOAT_MAT3X2:	writeMatrixConstructor<3, 2>(op, Mat3x2(s_constInMat3x2[inNdx]));	break;
1543				case TYPE_FLOAT_MAT3:	writeMatrixConstructor<3, 3>(op, Mat3(s_constInMat3x3[inNdx]));		break;
1544				case TYPE_FLOAT_MAT3X4:	writeMatrixConstructor<3, 4>(op, Mat3x4(s_constInMat3x4[inNdx]));	break;
1545				case TYPE_FLOAT_MAT4X2:	writeMatrixConstructor<4, 2>(op, Mat4x2(s_constInMat4x2[inNdx]));	break;
1546				case TYPE_FLOAT_MAT4X3:	writeMatrixConstructor<4, 3>(op, Mat4x3(s_constInMat4x3[inNdx]));	break;
1547				case TYPE_FLOAT_MAT4:	writeMatrixConstructor<4, 4>(op, Mat4(s_constInMat4x4[inNdx]));		break;
1548
1549				default:
1550					DE_ASSERT(DE_FALSE);
1551			}
1552
1553			op << ";\n";
1554
1555			inValue = string("in") + de::toString(inNdx);
1556		}
1557	}
1558
1559	vtx << "\n"
1560		<< "void main (void)\n"
1561		<< "{\n"
1562		<< "	gl_Position = a_position;\n";
1563	frag << "\n"
1564		 << "void main (void)\n"
1565		 << "{\n";
1566
1567	if (m_isVertexCase)
1568		frag << "	dEQP_FragColor = v_color;\n";
1569	else
1570	{
1571		for (vector<string>::const_iterator copyIter = passVars.begin(); copyIter != passVars.end(); copyIter++)
1572			vtx << "	v_" << *copyIter << " = " << "a_" << *copyIter << ";\n";
1573	}
1574
1575	// Operation.
1576
1577	switch (getOperationNature(m_op))
1578	{
1579		case OPERATIONNATURE_PURE:
1580			DE_ASSERT(getOperationType(m_op) != OPERATIONTYPE_ASSIGNMENT);
1581
1582			operationValue0 = inValue0;
1583			operationValue1 = inValue1;
1584			break;
1585
1586		case OPERATIONNATURE_MUTATING:
1587			DE_ASSERT(getOperationType(m_op) != OPERATIONTYPE_ASSIGNMENT);
1588
1589			op << "	" << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " tmpValue = " << inValue0 << ";\n";
1590
1591			operationValue0 = "tmpValue";
1592			operationValue1 = inValue1;
1593			break;
1594
1595		case OPERATIONNATURE_ASSIGNMENT:
1596			DE_ASSERT(getOperationType(m_op) == OPERATIONTYPE_ASSIGNMENT);
1597
1598			operationValue0 = inValue0;
1599			operationValue1 = inValue1;
1600			break;
1601
1602		default:
1603			DE_ASSERT(DE_FALSE);
1604	}
1605
1606	switch (getOperationType(m_op))
1607	{
1608		case OPERATIONTYPE_BINARY_OPERATOR:
1609			op << "	" << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << operationValue0 << " " << getOperationName(m_op) << " " << operationValue1 << ";\n";
1610			break;
1611
1612		case OPERATIONTYPE_UNARY_PREFIX_OPERATOR:
1613			op << "	" << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << getOperationName(m_op) << operationValue0 << ";\n";
1614			break;
1615
1616		case OPERATIONTYPE_UNARY_POSTFIX_OPERATOR:
1617			op << "	" << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << operationValue0 << getOperationName(m_op) << ";\n";
1618			break;
1619
1620		case OPERATIONTYPE_BINARY_FUNCTION:
1621			op << "	" << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << getOperationName(m_op) << "(" << operationValue0 << ", " << operationValue1 << ");\n";
1622			break;
1623
1624		case OPERATIONTYPE_UNARY_FUNCTION:
1625			op << "	" << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << getOperationName(m_op) << "(" << operationValue0 << ");\n";
1626			break;
1627
1628		case OPERATIONTYPE_ASSIGNMENT:
1629			op << "	" << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << operationValue0 << ";\n";
1630			op << "	res " << getOperationName(m_op) << " " << operationValue1 << ";\n";
1631			break;
1632
1633		default:
1634			DE_ASSERT(DE_FALSE);
1635	}
1636
1637	// Reduction to vec3 (rgb). Check the used value too if it was modified
1638	op << "	" << (m_isVertexCase ? "v_color" : "dEQP_FragColor") << " = ";
1639
1640	if (isOperationValueModifying(m_op))
1641		op << "vec4(" << genGLSLMatToVec3Reduction(resultType, "res") << ", 1.0) + vec4(" << genGLSLMatToVec3Reduction(resultType, "tmpValue") << ", 0.0);\n";
1642	else
1643		op << "vec4(" << genGLSLMatToVec3Reduction(resultType, "res") << ", 1.0);\n";
1644
1645	vtx << "}\n";
1646	frag << "}\n";
1647
1648	m_vertShaderSource	= vtx.str();
1649	m_fragShaderSource	= frag.str();
1650
1651	// \todo [2012-02-14 pyry] Compute better values for matrix tests.
1652	m_userAttribTransforms.resize(4);
1653	for (int attribNdx = 0; attribNdx < 4; attribNdx++)
1654	{
1655		m_userAttribTransforms[attribNdx] = Mat4(0.0f);
1656		m_userAttribTransforms[attribNdx](                  0, 3) = 0.1f + 0.1f * float(attribNdx);	// !< prevent matrix*vec from going into zero (assuming vec.w != 0)
1657		m_userAttribTransforms[attribNdx](                  1, 3) = 0.2f + 0.1f * float(attribNdx);	// !<
1658		m_userAttribTransforms[attribNdx](                  2, 3) = 0.3f + 0.1f * float(attribNdx);	// !<
1659		m_userAttribTransforms[attribNdx](                  3, 3) = 0.4f + 0.1f * float(attribNdx);	// !<
1660		m_userAttribTransforms[attribNdx]((0 + attribNdx) % 4, 0) = 1.0f;
1661		m_userAttribTransforms[attribNdx]((1 + attribNdx) % 4, 1) = 1.0f;
1662		m_userAttribTransforms[attribNdx]((2 + attribNdx) % 4, 2) = 1.0f;
1663		m_userAttribTransforms[attribNdx]((3 + attribNdx) % 4, 3) = 1.0f;
1664	}
1665
1666	// prevent bad reference cases such as black result images by fine-tuning used matrices
1667	if (getOperationTestMatrixType(m_op) != TESTMATRIXTYPE_DEFAULT)
1668	{
1669		for (int attribNdx = 0; attribNdx < 4; attribNdx++)
1670		{
1671			for (int row = 0; row < 4; row++)
1672			for (int col = 0; col < 4; col++)
1673			{
1674				switch (getOperationTestMatrixType(m_op))
1675				{
1676					case TESTMATRIXTYPE_NEGATED:
1677						m_userAttribTransforms[attribNdx](row, col) = -m_userAttribTransforms[attribNdx](row, col);
1678						break;
1679					case TESTMATRIXTYPE_INCREMENTED:
1680						m_userAttribTransforms[attribNdx](row, col) += 0.3f;
1681						break;
1682					case TESTMATRIXTYPE_DECREMENTED:
1683						m_userAttribTransforms[attribNdx](row, col) -= 0.3f;
1684						break;
1685					case TESTMATRIXTYPE_NEGATED_INCREMENTED:
1686						m_userAttribTransforms[attribNdx](row, col) = -m_userAttribTransforms[attribNdx](row, col) + 0.3f;
1687						break;
1688					case TESTMATRIXTYPE_INCREMENTED_LESS:
1689						m_userAttribTransforms[attribNdx](row, col) -= 0.1f;
1690						break;
1691
1692					default:
1693						DE_ASSERT(DE_FALSE);
1694						break;
1695				}
1696			}
1697		}
1698	}
1699	// The verification code doesn't deal with reduced precision, so we must quantize the data
1700	// here to try to avoid verification errors. No implementation seems to use lowp, so reduce
1701	// to mediump.
1702	if(resultPrec != PRECISION_HIGHP)
1703	{
1704		for (int attribNdx = 0; attribNdx < 4; attribNdx++)
1705		{
1706			for (int row = 0; row < 4; row++)
1707			for (int col = 0; col < 4; col++)
1708			{
1709				m_userAttribTransforms[attribNdx](row, col) = deFloat16To32(deFloat32To16(m_userAttribTransforms[attribNdx](row, col)));
1710			}
1711		}
1712	}
1713
1714	ShaderRenderCase::init();
1715}
1716
1717std::string ShaderMatrixCase::genGLSLMatToVec3Reduction (const glu::DataType& matType, const char* varName)
1718{
1719	std::ostringstream op;
1720
1721	switch (matType)
1722	{
1723		case TYPE_FLOAT:		op << varName << ", "			<< varName << ", "			<< varName << "";																																			break;
1724		case TYPE_FLOAT_VEC2:	op << varName << ".x, "			<< varName << ".y, "		<< varName << ".x";																																			break;
1725		case TYPE_FLOAT_VEC3:	op << varName << "";																																																	break;
1726		case TYPE_FLOAT_VEC4:	op << varName << ".x, "			<< varName << ".y, "		<< varName << ".z+"			<< varName << ".w";																												break;
1727		case TYPE_FLOAT_MAT2:	op << varName << "[0][0], "		<< varName << "[1][0], "	<< varName << "[0][1]+"		<< varName << "[1][1]";																											break;
1728		case TYPE_FLOAT_MAT2X3:	op << varName << "[0] + "		<< varName << "[1]";																																									break;
1729		case TYPE_FLOAT_MAT2X4:	op << varName << "[0].xyz + "	<< varName << "[1].yzw";																																								break;
1730		case TYPE_FLOAT_MAT3X2:	op << varName << "[0][0]+"		<< varName << "[0][1], "	<< varName << "[1][0]+"		<< varName << "[1][1], "	<< varName << "[2][0]+" << varName << "[2][1]";														break;
1731		case TYPE_FLOAT_MAT3:	op << varName << "[0] + "		<< varName << "[1] + "		<< varName << "[2]";																																		break;
1732		case TYPE_FLOAT_MAT3X4:	op << varName << "[0].xyz + "	<< varName << "[1].yzw + "	<< varName << "[2].zwx";																																	break;
1733		case TYPE_FLOAT_MAT4X2:	op << varName << "[0][0]+"		<< varName << "[0][1]+"		<< varName << "[3][0], "	<< varName << "[1][0]+"		<< varName << "[1][1]+" << varName << "[3][1], " << varName << "[2][0]+" << varName << "[2][1]";	break;
1734		case TYPE_FLOAT_MAT4X3:	op << varName << "[0] + "		<< varName << "[1] + "		<< varName << "[2] + "		<< varName << "[3]";																											break;
1735		case TYPE_FLOAT_MAT4:	op << varName << "[0].xyz+"		<< varName << "[1].yzw+"	<< varName << "[2].zwx+"	<< varName << "[3].wxy";																										break;
1736
1737		default:
1738			DE_ASSERT(DE_FALSE);
1739	}
1740
1741	return op.str();
1742}
1743
1744void ShaderMatrixCase::setupUniforms (int programID, const tcu::Vec4& constCoords)
1745{
1746	const glw::Functions& gl = m_renderCtx.getFunctions();
1747
1748	DE_UNREF(constCoords);
1749
1750	for (int inNdx = 0; inNdx < 2; inNdx++)
1751	{
1752		const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0;
1753
1754		if (in.inputType == INPUTTYPE_UNIFORM)
1755		{
1756			int loc = gl.getUniformLocation(programID, (string("u_in") + de::toString(inNdx)).c_str());
1757
1758			if (loc < 0)
1759				continue;
1760
1761			switch (in.dataType)
1762			{
1763				case TYPE_FLOAT:		gl.uniform1f(loc, s_constInFloat[inNdx]);						break;
1764				case TYPE_FLOAT_VEC2:	gl.uniform2fv(loc, 1, s_constInVec2[inNdx].getPtr());			break;
1765				case TYPE_FLOAT_VEC3:	gl.uniform3fv(loc, 1, s_constInVec3[inNdx].getPtr());			break;
1766				case TYPE_FLOAT_VEC4:	gl.uniform4fv(loc, 1, s_constInVec4[inNdx].getPtr());			break;
1767				// \note GLES3 supports transpose in matrix upload.
1768				case TYPE_FLOAT_MAT2:	gl.uniformMatrix2fv	(loc, 1, GL_TRUE, s_constInMat2x2[inNdx]);	break;
1769				case TYPE_FLOAT_MAT2X3:	gl.uniformMatrix2x3fv(loc, 1, GL_TRUE, s_constInMat2x3[inNdx]);	break;
1770				case TYPE_FLOAT_MAT2X4:	gl.uniformMatrix2x4fv(loc, 1, GL_TRUE, s_constInMat2x4[inNdx]);	break;
1771				case TYPE_FLOAT_MAT3X2:	gl.uniformMatrix3x2fv(loc, 1, GL_TRUE, s_constInMat3x2[inNdx]);	break;
1772				case TYPE_FLOAT_MAT3:	gl.uniformMatrix3fv	(loc, 1, GL_TRUE, s_constInMat3x3[inNdx]);	break;
1773				case TYPE_FLOAT_MAT3X4:	gl.uniformMatrix3x4fv(loc, 1, GL_TRUE, s_constInMat3x4[inNdx]);	break;
1774				case TYPE_FLOAT_MAT4X2:	gl.uniformMatrix4x2fv(loc, 1, GL_TRUE, s_constInMat4x2[inNdx]);	break;
1775				case TYPE_FLOAT_MAT4X3:	gl.uniformMatrix4x3fv(loc, 1, GL_TRUE, s_constInMat4x3[inNdx]);	break;
1776				case TYPE_FLOAT_MAT4:	gl.uniformMatrix4fv	(loc, 1, GL_TRUE, s_constInMat4x4[inNdx]);	break;
1777				default:
1778					DE_ASSERT(false);
1779			}
1780		}
1781	}
1782}
1783
1784ShaderMatrixTests::ShaderMatrixTests (Context& context)
1785	: TestCaseGroup(context, "matrix", "Matrix Tests")
1786{
1787}
1788
1789ShaderMatrixTests::~ShaderMatrixTests (void)
1790{
1791}
1792
1793void ShaderMatrixTests::init (void)
1794{
1795	static const struct
1796	{
1797		const char*		name;
1798		const char*		desc;
1799		MatrixOp		op;
1800		bool			extendedInputTypeCases; // !< test with const and uniform types too
1801		bool			createInputTypeGroup;	// !< create group for input types
1802	} ops[] =
1803	{
1804		{ "add",			"Matrix addition tests",						OP_ADD,				true,	true	},
1805		{ "sub",			"Matrix subtraction tests",						OP_SUB,				true,	true	},
1806		{ "mul",			"Matrix multiplication tests",					OP_MUL,				true,	true	},
1807		{ "div",			"Matrix division tests",						OP_DIV,				true,	true	},
1808		{ "matrixcompmult",	"Matrix component-wise multiplication tests",	OP_COMP_MUL,		false,	true	},
1809		{ "outerproduct",	"Matrix outerProduct() tests",					OP_OUTER_PRODUCT,	false,	true	},
1810		{ "transpose",		"Matrix transpose() tests",						OP_TRANSPOSE,		false,	true	},
1811		{ "determinant",	"Matrix determinant() tests",					OP_DETERMINANT,		false,	true	},
1812		{ "inverse",		"Matrix inverse() tests",						OP_INVERSE,			false,	true	},
1813		{ "unary_addition",	"Matrix unary addition tests",					OP_UNARY_PLUS,		false,	false	},
1814		{ "negation",		"Matrix negation tests",						OP_NEGATION,		false,	false	},
1815		{ "pre_increment",	"Matrix prefix increment tests",				OP_PRE_INCREMENT,	false,	false	},
1816		{ "pre_decrement",	"Matrix prefix decrement tests",				OP_PRE_DECREMENT,	false,	false	},
1817		{ "post_increment",	"Matrix postfix increment tests",				OP_POST_INCREMENT,	false,	false	},
1818		{ "post_decrement",	"Matrix postfix decrement tests",				OP_POST_DECREMENT,	false,	false	},
1819		{ "add_assign",		"Matrix add into tests",						OP_ADD_INTO,		false,	false	},
1820		{ "sub_assign",		"Matrix subtract from tests",					OP_SUBTRACT_FROM,	false,	false	},
1821		{ "mul_assign",		"Matrix multiply into tests",					OP_MULTIPLY_INTO,	false,	false	},
1822		{ "div_assign",		"Matrix divide into tests",						OP_DIVIDE_INTO,		false,	false	},
1823	};
1824
1825	struct InputTypeSpec
1826	{
1827		const char*		name;
1828		const char*		desc;
1829		InputType		type;
1830	};
1831	static const InputTypeSpec extendedInputTypes[] =
1832	{
1833		{ "const",		"Constant matrix input",	INPUTTYPE_CONST		},
1834		{ "uniform",	"Uniform matrix input",		INPUTTYPE_UNIFORM	},
1835		{ "dynamic",	"Dynamic matrix input",		INPUTTYPE_DYNAMIC	}
1836	};
1837	static const InputTypeSpec reducedInputTypes[] =
1838	{
1839		{ "dynamic",	"Dynamic matrix input",		INPUTTYPE_DYNAMIC	}
1840	};
1841
1842	static const DataType matrixTypes[] =
1843	{
1844		TYPE_FLOAT_MAT2,
1845		TYPE_FLOAT_MAT2X3,
1846		TYPE_FLOAT_MAT2X4,
1847		TYPE_FLOAT_MAT3X2,
1848		TYPE_FLOAT_MAT3,
1849		TYPE_FLOAT_MAT3X4,
1850		TYPE_FLOAT_MAT4X2,
1851		TYPE_FLOAT_MAT4X3,
1852		TYPE_FLOAT_MAT4
1853	};
1854
1855	static const Precision precisions[] =
1856	{
1857		PRECISION_LOWP,
1858		PRECISION_MEDIUMP,
1859		PRECISION_HIGHP
1860	};
1861
1862	for (int opNdx = 0; opNdx < DE_LENGTH_OF_ARRAY(ops); opNdx++)
1863	{
1864		const InputTypeSpec*	inTypeList		= (ops[opNdx].extendedInputTypeCases) ? (extendedInputTypes) : (reducedInputTypes);
1865		const int				inTypeListSize	= (ops[opNdx].extendedInputTypeCases) ? (DE_LENGTH_OF_ARRAY(extendedInputTypes)) : (DE_LENGTH_OF_ARRAY(reducedInputTypes));
1866		const MatrixOp			op				= ops[opNdx].op;
1867		tcu::TestCaseGroup*		opGroup			= new tcu::TestCaseGroup(m_testCtx, ops[opNdx].name, ops[opNdx].desc);
1868
1869		addChild(opGroup);
1870
1871		for (int inTypeNdx = 0; inTypeNdx < inTypeListSize; inTypeNdx++)
1872		{
1873			const InputType		inputType	= inTypeList[inTypeNdx].type;
1874			tcu::TestCaseGroup* inGroup;
1875
1876			if (ops[opNdx].createInputTypeGroup)
1877			{
1878				inGroup = new tcu::TestCaseGroup(m_testCtx, inTypeList[inTypeNdx].name, inTypeList[inTypeNdx].desc);
1879				opGroup->addChild(inGroup);
1880			}
1881			else
1882				inGroup = opGroup;
1883
1884			for (int matTypeNdx = 0; matTypeNdx < DE_LENGTH_OF_ARRAY(matrixTypes); matTypeNdx++)
1885			{
1886				DataType	matType		= matrixTypes[matTypeNdx];
1887				int			numCols		= getDataTypeMatrixNumColumns(matType);
1888				int			numRows		= getDataTypeMatrixNumRows(matType);
1889				const char*	matTypeName	= getDataTypeName(matType);
1890
1891				for (int precNdx = 0; precNdx < DE_LENGTH_OF_ARRAY(precisions); precNdx++)
1892				{
1893					Precision	precision	= precisions[precNdx];
1894					const char*	precName	= getPrecisionName(precision);
1895					string		baseName	= string(precName) + "_" + matTypeName + "_";
1896					ShaderInput	matIn		(inputType, matType, precision);
1897
1898					if (isOperationMatrixScalar(op))
1899					{
1900						// Matrix-scalar \note For div cases we use uniform input.
1901						ShaderInput scalarIn(op == OP_DIV ? INPUTTYPE_UNIFORM : INPUTTYPE_DYNAMIC, TYPE_FLOAT, precision);
1902						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_vertex").c_str(),		"Matrix-scalar case", matIn, scalarIn, op, true));
1903						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_fragment").c_str(),	"Matrix-scalar case", matIn, scalarIn, op, false));
1904					}
1905
1906					if (isOperationMatrixVector(op))
1907					{
1908						// Matrix-vector.
1909						DataType	colVecType	= getDataTypeFloatVec(numCols);
1910						ShaderInput colVecIn	(op == OP_DIV ? INPUTTYPE_UNIFORM : INPUTTYPE_DYNAMIC, colVecType, precision);
1911
1912						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + getDataTypeName(colVecType) + "_vertex").c_str(),		"Matrix-vector case", matIn, colVecIn, op, true));
1913						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + getDataTypeName(colVecType) + "_fragment").c_str(),	"Matrix-vector case", matIn, colVecIn, op, false));
1914
1915						// Vector-matrix.
1916						DataType	rowVecType	= getDataTypeFloatVec(numRows);
1917						ShaderInput	rowVecIn	(op == OP_DIV ? INPUTTYPE_UNIFORM : INPUTTYPE_DYNAMIC, rowVecType, precision);
1918						string		vecMatName	= string(precName) + "_" + getDataTypeName(rowVecType) + "_" + matTypeName;
1919
1920						inGroup->addChild(new ShaderMatrixCase(m_context, (vecMatName + "_vertex").c_str(),		"Vector-matrix case", rowVecIn, matIn, op, true));
1921						inGroup->addChild(new ShaderMatrixCase(m_context, (vecMatName + "_fragment").c_str(),	"Vector-matrix case", rowVecIn, matIn, op, false));
1922					}
1923
1924					if (isOperationArithmeticMatrixMatrix(op))
1925					{
1926						// Arithmetic matrix-matrix multiplication.
1927						for (int otherCols = 2; otherCols <= 4; otherCols++)
1928						{
1929							ShaderInput otherMatIn(inputType == INPUTTYPE_DYNAMIC ? INPUTTYPE_UNIFORM : inputType, getDataTypeMatrix(otherCols, numCols /* rows */), precision);
1930							inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + getDataTypeName(otherMatIn.dataType) + "_vertex").c_str(),	"Matrix-matrix case", matIn, otherMatIn, op, true));
1931							inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + getDataTypeName(otherMatIn.dataType) + "_fragment").c_str(),	"Matrix-matrix case", matIn, otherMatIn, op, false));
1932						}
1933					}
1934					else if (isOperationComponentwiseMatrixMatrix(op))
1935					{
1936						// Component-wise.
1937						ShaderInput otherMatIn(inputType == INPUTTYPE_DYNAMIC ? INPUTTYPE_UNIFORM : inputType, matType, precision);
1938						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + matTypeName + "_vertex").c_str(),		"Matrix-matrix case", matIn, otherMatIn, op, true));
1939						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + matTypeName + "_fragment").c_str(),	"Matrix-matrix case", matIn, otherMatIn, op, false));
1940					}
1941
1942					if (isOperationVectorVector(op))
1943					{
1944						ShaderInput vec1In(inputType,																getDataTypeFloatVec(numRows), precision);
1945						ShaderInput vec2In((inputType == INPUTTYPE_DYNAMIC) ? (INPUTTYPE_UNIFORM) : (inputType),	getDataTypeFloatVec(numCols), precision);
1946
1947						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_vertex").c_str(),		"Vector-vector case", vec1In, vec2In, op, true));
1948						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_fragment").c_str(),	"Vector-vector case", vec1In, vec2In, op, false));
1949					}
1950
1951					if ((isOperationUnaryAnyMatrix(op)) ||
1952						(isOperationUnarySymmetricMatrix(op) && numCols == numRows))
1953					{
1954						ShaderInput voidInput(INPUTTYPE_LAST, TYPE_LAST, PRECISION_LAST);
1955						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_vertex").c_str(),		"Matrix case", matIn, voidInput, op, true));
1956						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_fragment").c_str(),	"Matrix case", matIn, voidInput, op, false));
1957					}
1958
1959					if ((isOperationAssignmentAnyMatrix(op)) ||
1960						(isOperationAssignmentSymmetricMatrix(op) && numCols == numRows))
1961					{
1962						ShaderInput otherMatIn(inputType == INPUTTYPE_DYNAMIC ? INPUTTYPE_UNIFORM : inputType, matType, precision);
1963						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_vertex").c_str(),		"Matrix assignment case", matIn, otherMatIn, op, true));
1964						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_fragment").c_str(),	"Matrix assignment case", matIn, otherMatIn, op, false));
1965					}
1966				}
1967			}
1968		}
1969	}
1970}
1971
1972} // Functional
1973} // gles3
1974} // deqp
1975
1976#if defined(_MSC_VER) && _MSC_FULL_VER == 191125507
1977// Work around crbug.com/759402 which is a code-gen bug in VC++ 2017, version
1978// 15.3.2.
1979#pragma optimize("", off)
1980#endif
1981