Source code

Revision control

Copy as Markdown

Other Tools

/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES Utilities
* ------------------------------------------------
*
* Copyright 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
'use strict';
goog.provide('modules.shared.glsRandomUniformBlockCase');
goog.require('framework.common.tcuTestCase');
goog.require('framework.delibs.debase.deMath');
goog.require('framework.delibs.debase.deRandom');
goog.require('framework.opengl.gluShaderUtil');
goog.require('modules.shared.glsUniformBlockCase');
goog.scope(function() {
var glsRandomUniformBlockCase = modules.shared.glsRandomUniformBlockCase;
var gluShaderUtil = framework.opengl.gluShaderUtil;
var glsUniformBlockCase = modules.shared.glsUniformBlockCase;
var tcuTestCase = framework.common.tcuTestCase;
var deMath = framework.delibs.debase.deMath;
var deRandom = framework.delibs.debase.deRandom;
glsRandomUniformBlockCase.FeatureBits = {
FEATURE_VECTORS: (1 << 0),
FEATURE_MATRICES: (1 << 1),
FEATURE_ARRAYS: (1 << 2),
FEATURE_STRUCTS: (1 << 3),
FEATURE_NESTED_STRUCTS: (1 << 4),
FEATURE_INSTANCE_ARRAYS: (1 << 5),
FEATURE_VERTEX_BLOCKS: (1 << 6),
FEATURE_FRAGMENT_BLOCKS: (1 << 7),
FEATURE_SHARED_BLOCKS: (1 << 8),
FEATURE_UNUSED_UNIFORMS: (1 << 9),
FEATURE_UNUSED_MEMBERS: (1 << 10),
FEATURE_PACKED_LAYOUT: (1 << 11),
FEATURE_SHARED_LAYOUT: (1 << 12),
FEATURE_STD140_LAYOUT: (1 << 13),
FEATURE_MATRIX_LAYOUT: (1 << 14), //!< Matrix layout flags.
FEATURE_ARRAYS_OF_ARRAYS: (1 << 15)
};
/**
* glsRandomUniformBlockCase.RandomUniformBlockCase class
* @param {string} name
* @param {string} description
* @param {glsUniformBlockCase.BufferMode} bufferMode
* @param {number} features
* @param {number} seed
* @constructor
* @extends {glsUniformBlockCase.UniformBlockCase}
*/
glsRandomUniformBlockCase.RandomUniformBlockCase = function(name, description, bufferMode, features, seed) {
glsUniformBlockCase.UniformBlockCase.call(this, name, description, bufferMode);
this.m_features = features;
this.m_maxVertexBlocks = ((features & glsRandomUniformBlockCase.FeatureBits.FEATURE_VERTEX_BLOCKS) ? 4 : 0);
this.m_maxFragmentBlocks = ((features & glsRandomUniformBlockCase.FeatureBits.FEATURE_FRAGMENT_BLOCKS) ? 4 : 0);
this.m_maxSharedBlocks = ((features & glsRandomUniformBlockCase.FeatureBits.FEATURE_SHARED_BLOCKS) ? 4 : 0);
this.m_maxInstances = ((features & glsRandomUniformBlockCase.FeatureBits.FEATURE_INSTANCE_ARRAYS) ? 3 : 0);
this.m_maxArrayLength = ((features & glsRandomUniformBlockCase.FeatureBits.FEATURE_ARRAYS) ? 8 : 0);
this.m_maxStructDepth = ((features & glsRandomUniformBlockCase.FeatureBits.FEATURE_STRUCTS) ? 2 : 0);
this.m_maxBlockMembers = 5;
this.m_maxStructMembers = 4;
this.m_seed = seed;
this.m_blockNdx = 1;
this.m_uniformNdx = 1;
this.m_structNdx = 1;
};
glsRandomUniformBlockCase.RandomUniformBlockCase.prototype = Object.create(glsUniformBlockCase.UniformBlockCase.prototype);
glsRandomUniformBlockCase.RandomUniformBlockCase.prototype.constructor = glsRandomUniformBlockCase.RandomUniformBlockCase;
/**
* generateType
* @param {deRandom.Random} rnd
* @param {number} typeDepth
* @param {boolean} arrayOk
* @return {glsUniformBlockCase.VarType}
*/
glsRandomUniformBlockCase.RandomUniformBlockCase.prototype.generateType = function(rnd, typeDepth, arrayOk) {
/** @type {number} */ var structWeight = 0.1;
/** @type {number} */ var arrayWeight = 0.1;
/** @type {number} */ var flags;
if (typeDepth < this.m_maxStructDepth && rnd.getFloat() < structWeight) {
/** @type {number} */ var unusedVtxWeight = 0.15;
/** @type {number} */ var unusedFragWeight = 0.15;
/** @type {boolean} */ var unusedOk = (this.m_features & glsRandomUniformBlockCase.FeatureBits.FEATURE_UNUSED_MEMBERS) != 0;
/** @type {Array<glsUniformBlockCase.VarType>} */ var memberTypes = [];
/** @type {number} */ var numMembers = rnd.getInt(1, this.m_maxStructMembers);
// Generate members first so nested struct declarations are in correct order.
for (var ndx = 0; ndx < numMembers; ndx++)
memberTypes.push(this.generateType(rnd, typeDepth + 1, true));
/** @type {glsUniformBlockCase.StructType} */ var structType = this.m_interface.allocStruct('s' + this.genName('A'.charCodeAt(0), 'Z'.charCodeAt(0), this.m_structNdx));
this.m_structNdx += 1;
assertMsgOptions(this.m_blockNdx <= 'Z'.charCodeAt(0) - 'A'.charCodeAt(0), 'generateType', false, true);
for (var ndx = 0; ndx < numMembers; ndx++) {
flags = 0;
flags |= (unusedOk && rnd.getFloat() < unusedVtxWeight) ? glsUniformBlockCase.UniformFlags.UNUSED_VERTEX : 0;
flags |= (unusedOk && rnd.getFloat() < unusedFragWeight) ? glsUniformBlockCase.UniformFlags.UNUSED_FRAGMENT : 0;
structType.addMember('m' + ('A'.charCodeAt(0) + ndx), memberTypes[ndx], flags);
}
return glsUniformBlockCase.newVarTypeStruct(structType);
} else if (this.m_maxArrayLength > 0 && arrayOk && rnd.getFloat() < arrayWeight) {
/** @type {boolean} */ var arraysOfArraysOk = (this.m_features & glsRandomUniformBlockCase.FeatureBits.FEATURE_ARRAYS_OF_ARRAYS) != 0;
/** @type {number} */ var arrayLength = rnd.getInt(1, this.m_maxArrayLength);
/** @type {glsUniformBlockCase.VarType} */ var elementType = this.generateType(rnd, typeDepth, arraysOfArraysOk);
return glsUniformBlockCase.newVarTypeArray(elementType, arrayLength);
} else {
/** @type {Array<gluShaderUtil.DataType>} */ var typeCandidates = [];
typeCandidates.push(gluShaderUtil.DataType.FLOAT);
typeCandidates.push(gluShaderUtil.DataType.INT);
typeCandidates.push(gluShaderUtil.DataType.UINT);
typeCandidates.push(gluShaderUtil.DataType.BOOL);
if (this.m_features & glsRandomUniformBlockCase.FeatureBits.FEATURE_VECTORS) {
typeCandidates.push(gluShaderUtil.DataType.FLOAT_VEC2);
typeCandidates.push(gluShaderUtil.DataType.FLOAT_VEC3);
typeCandidates.push(gluShaderUtil.DataType.FLOAT_VEC4);
typeCandidates.push(gluShaderUtil.DataType.INT_VEC2);
typeCandidates.push(gluShaderUtil.DataType.INT_VEC3);
typeCandidates.push(gluShaderUtil.DataType.INT_VEC4);
typeCandidates.push(gluShaderUtil.DataType.UINT_VEC2);
typeCandidates.push(gluShaderUtil.DataType.UINT_VEC3);
typeCandidates.push(gluShaderUtil.DataType.UINT_VEC4);
typeCandidates.push(gluShaderUtil.DataType.BOOL_VEC2);
typeCandidates.push(gluShaderUtil.DataType.BOOL_VEC3);
typeCandidates.push(gluShaderUtil.DataType.BOOL_VEC4);
}
if (this.m_features & glsRandomUniformBlockCase.FeatureBits.FEATURE_MATRICES) {
typeCandidates.push(gluShaderUtil.DataType.FLOAT_MAT2);
typeCandidates.push(gluShaderUtil.DataType.FLOAT_MAT2X3);
typeCandidates.push(gluShaderUtil.DataType.FLOAT_MAT3X2);
typeCandidates.push(gluShaderUtil.DataType.FLOAT_MAT3);
typeCandidates.push(gluShaderUtil.DataType.FLOAT_MAT3X4);
typeCandidates.push(gluShaderUtil.DataType.FLOAT_MAT4X2);
typeCandidates.push(gluShaderUtil.DataType.FLOAT_MAT4X3);
typeCandidates.push(gluShaderUtil.DataType.FLOAT_MAT4);
}
/** @type {gluShaderUtil.DataType} */ var type = (rnd.choose(typeCandidates)[0]);
flags = 0;
if (!gluShaderUtil.isDataTypeBoolOrBVec(type)) {
// Precision.
/** @type {Array<number>} */ var precisionCandidates = [glsUniformBlockCase.UniformFlags.PRECISION_LOW, glsUniformBlockCase.UniformFlags.PRECISION_MEDIUM, glsUniformBlockCase.UniformFlags.PRECISION_HIGH];
flags |= rnd.choose(precisionCandidates)[0];
}
return glsUniformBlockCase.newVarTypeBasic(type, flags);
}
};
/**
* genName
* @param {number} first
* @param {number} last
* @param {number} ndx
* @return {string}
*/
glsRandomUniformBlockCase.RandomUniformBlockCase.prototype.genName = function(first, last, ndx) {
/** @type {string} */ var str = '';
/** @type {number} */ var alphabetLen = last - first + 1;
while (ndx > alphabetLen) {
str = String.fromCharCode(first + ((ndx - 1) % alphabetLen)) + str;
ndx = Math.floor((ndx - 1) / alphabetLen);
}
str = String.fromCharCode(first + (ndx % (alphabetLen + 1)) - 1) + str;
return str;
};
/**
* generateUniform
* @param {deRandom.Random} rnd
* @param {glsUniformBlockCase.UniformBlock} block
*/
glsRandomUniformBlockCase.RandomUniformBlockCase.prototype.generateUniform = function(rnd, block) {
/** @type {number} */ var unusedVtxWeight = 0.15;
/** @type {number} */ var unusedFragWeight = 0.15;
/** @type {boolean} */ var unusedOk = (this.m_features & glsRandomUniformBlockCase.FeatureBits.FEATURE_UNUSED_UNIFORMS) != 0;
/** @type {number} */ var flags = 0;
/** @type {string} */ var name = this.genName('a'.charCodeAt(0), 'z'.charCodeAt(0), this.m_uniformNdx);
/** @type {glsUniformBlockCase.VarType} */ var type = this.generateType(rnd, 0, true); //TODO: implement this.
flags |= (unusedOk && rnd.getFloat() < unusedVtxWeight) ? glsUniformBlockCase.UniformFlags.UNUSED_VERTEX : 0;
flags |= (unusedOk && rnd.getFloat() < unusedFragWeight) ? glsUniformBlockCase.UniformFlags.UNUSED_FRAGMENT : 0;
block.addUniform(new glsUniformBlockCase.Uniform(name, type, flags));
this.m_uniformNdx += 1;
};
/**
* generateBlock
* @param {deRandom.Random} rnd
* @param {number} layoutFlags
*/
glsRandomUniformBlockCase.RandomUniformBlockCase.prototype.generateBlock = function(rnd, layoutFlags) {
assertMsgOptions(this.m_blockNdx <= 'z'.charCodeAt(0) - 'a'.charCodeAt(0), 'generateBlock', false, true);
/** @type {number} */ var instanceArrayWeight = 0.3;
/** @type {glsUniformBlockCase.UniformBlock} */ var block = this.m_interface.allocBlock('Block' + String.fromCharCode('A'.charCodeAt(0) + this.m_blockNdx));
/** @type {number} */ var numInstances = (this.m_maxInstances > 0 && rnd.getFloat() < instanceArrayWeight) ? rnd.getInt(0, this.m_maxInstances) : 0;
/** @type {number} */ var numUniforms = rnd.getInt(1, this.m_maxBlockMembers);
if (numInstances > 0)
block.setArraySize(numInstances);
if (numInstances > 0 || rnd.getBool())
block.setInstanceName('block' + String.fromCharCode('A'.charCodeAt(0) + this.m_blockNdx));
// Layout flag candidates.
/** @type {Array<number>} */ var layoutFlagCandidates = [];
layoutFlagCandidates.push(0);
if (this.m_features & glsRandomUniformBlockCase.FeatureBits.FEATURE_PACKED_LAYOUT)
layoutFlagCandidates.push(glsUniformBlockCase.UniformFlags.LAYOUT_SHARED);
if ((this.m_features & glsRandomUniformBlockCase.FeatureBits.FEATURE_SHARED_LAYOUT) && ((layoutFlags & glsUniformBlockCase.UniformFlags.DECLARE_BOTH) != glsUniformBlockCase.UniformFlags.DECLARE_BOTH))
layoutFlagCandidates.push(glsUniformBlockCase.UniformFlags.LAYOUT_PACKED); // \note packed layout can only be used in a single shader stage.
if (this.m_features & glsRandomUniformBlockCase.FeatureBits.FEATURE_STD140_LAYOUT)
layoutFlagCandidates.push(glsUniformBlockCase.UniformFlags.LAYOUT_STD140);
layoutFlags |= rnd.choose(layoutFlagCandidates)[0]; //In Javascript, this function returns an array, so taking element 0.
if (this.m_features & glsRandomUniformBlockCase.FeatureBits.FEATURE_MATRIX_LAYOUT) {
/** @type {Array<number>}*/ var matrixCandidates = [0, glsUniformBlockCase.UniformFlags.LAYOUT_ROW_MAJOR, glsUniformBlockCase.UniformFlags.LAYOUT_COLUMN_MAJOR];
layoutFlags |= rnd.choose(matrixCandidates)[0];
}
block.setFlags(layoutFlags);
for (var ndx = 0; ndx < numUniforms; ndx++)
this.generateUniform(rnd, block);
this.m_blockNdx += 1;
};
/**
* Initializes the glsRandomUniformBlockCase.RandomUniformBlockCase
*/
glsRandomUniformBlockCase.RandomUniformBlockCase.prototype.init = function() {
/** @type {deRandom.Random} */ var rnd = new deRandom.Random(this.m_seed);
/** @type {number} */ var numShared = this.m_maxSharedBlocks > 0 ? rnd.getInt(1, this.m_maxSharedBlocks) : 0;
/** @type {number} */ var numVtxBlocks = this.m_maxVertexBlocks - numShared > 0 ? rnd.getInt(1, this.m_maxVertexBlocks - numShared) : 0;
/** @type {number} */ var numFragBlocks = this.m_maxFragmentBlocks - numShared > 0 ? rnd.getInt(1, this.m_maxFragmentBlocks - numShared) : 0;
for (var ndx = 0; ndx < numShared; ndx++)
this.generateBlock(rnd, glsUniformBlockCase.UniformFlags.DECLARE_VERTEX | glsUniformBlockCase.UniformFlags.DECLARE_FRAGMENT);
for (var ndx = 0; ndx < numVtxBlocks; ndx++)
this.generateBlock(rnd, glsUniformBlockCase.UniformFlags.DECLARE_VERTEX);
for (var ndx = 0; ndx < numFragBlocks; ndx++)
this.generateBlock(rnd, glsUniformBlockCase.UniformFlags.DECLARE_FRAGMENT);
};
});