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/*-------------------------------------------------------------------------
* 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.glsVertexArrayTests');
goog.require('framework.common.tcuFloat');
goog.require('framework.common.tcuImageCompare');
goog.require('framework.common.tcuLogImage');
goog.require('framework.common.tcuPixelFormat');
goog.require('framework.common.tcuRGBA');
goog.require('framework.common.tcuSurface');
goog.require('framework.common.tcuTestCase');
goog.require('framework.delibs.debase.deMath');
goog.require('framework.delibs.debase.deRandom');
goog.require('framework.opengl.gluShaderUtil');
goog.require('framework.opengl.simplereference.sglrGLContext');
goog.require('framework.opengl.simplereference.sglrReferenceContext');
goog.require('framework.opengl.simplereference.sglrShaderProgram');
goog.require('framework.referencerenderer.rrFragmentOperations');
goog.require('framework.referencerenderer.rrGenericVector');
goog.require('framework.referencerenderer.rrShadingContext');
goog.require('framework.referencerenderer.rrVertexAttrib');
goog.require('framework.referencerenderer.rrVertexPacket');
goog.scope(function() {
var glsVertexArrayTests = modules.shared.glsVertexArrayTests;
var tcuTestCase = framework.common.tcuTestCase;
var tcuRGBA = framework.common.tcuRGBA;
var tcuFloat = framework.common.tcuFloat;
var tcuPixelFormat = framework.common.tcuPixelFormat;
var tcuSurface = framework.common.tcuSurface;
var tcuImageCompare = framework.common.tcuImageCompare;
var tcuLogImage = framework.common.tcuLogImage;
var gluShaderUtil = framework.opengl.gluShaderUtil;
var sglrGLContext = framework.opengl.simplereference.sglrGLContext;
var sglrReferenceContext = framework.opengl.simplereference.sglrReferenceContext;
var sglrShaderProgram = framework.opengl.simplereference.sglrShaderProgram;
var deMath = framework.delibs.debase.deMath;
var deRandom = framework.delibs.debase.deRandom;
var rrFragmentOperations = framework.referencerenderer.rrFragmentOperations;
var rrGenericVector = framework.referencerenderer.rrGenericVector;
var rrShadingContext = framework.referencerenderer.rrShadingContext;
var rrVertexAttrib = framework.referencerenderer.rrVertexAttrib;
var rrVertexPacket = framework.referencerenderer.rrVertexPacket;
var DE_ASSERT = function(x) {
if (!x)
throw new Error('Assert failed');
};
/**
* @interface
*/
glsVertexArrayTests.deArray = function() {};
/**
* glsVertexArrayTests.deArray.Target enum
* @enum
*/
glsVertexArrayTests.deArray.Target = {
ELEMENT_ARRAY: 0,
ARRAY: 1
};
/**
* glsVertexArrayTests.deArray.InputType enum
* @enum
*/
glsVertexArrayTests.deArray.InputType = {
FLOAT: 0,
/*FIXED: 1,
DOUBLE: 2,*/
BYTE: 1,
SHORT: 2,
UNSIGNED_BYTE: 3,
UNSIGNED_SHORT: 4,
INT: 5,
UNSIGNED_INT: 6,
HALF: 7,
UNSIGNED_INT_2_10_10_10: 8,
INT_2_10_10_10: 9
};
/**
* glsVertexArrayTests.deArray.OutputType enum
* @enum
*/
glsVertexArrayTests.deArray.OutputType = {
FLOAT: 0,
VEC2: 1,
VEC3: 2,
VEC4: 3,
INT: 4,
UINT: 5,
IVEC2: 6,
IVEC3: 7,
IVEC4: 8,
UVEC2: 9,
UVEC3: 10,
UVEC4: 11
};
/**
* glsVertexArrayTests.deArray.Usage enum
* @enum
*/
glsVertexArrayTests.deArray.Usage = {
DYNAMIC_DRAW: 0,
STATIC_DRAW: 1,
STREAM_DRAW: 2,
STREAM_READ: 3,
STREAM_COPY: 4,
STATIC_READ: 5,
STATIC_COPY: 6,
DYNAMIC_READ: 7,
DYNAMIC_COPY: 8
};
/**
* glsVertexArrayTests.deArray.Storage enum
* @enum
*/
glsVertexArrayTests.deArray.Storage = {
USER: 0,
BUFFER: 1
};
/**
* glsVertexArrayTests.deArray.Primitive enum
* @enum
*/
glsVertexArrayTests.deArray.Primitive = {
POINTS: 0,
TRIANGLES: 1,
TRIANGLE_FAN: 2,
TRIANGLE_STRIP: 3
};
//glsVertexArrayTests.deArray static functions
/**
* @param {glsVertexArrayTests.deArray.Target} target
* @return {string}
*/
glsVertexArrayTests.deArray.targetToString = function(target) {
DE_ASSERT(target < Object.keys(glsVertexArrayTests.deArray.Target).length);
/** @type {Array<string>} */ var targets =
[
'element_array', // glsVertexArrayTests.deArray.Target.ELEMENT_ARRAY
'array' // glsVertexArrayTests.deArray.Target.ARRAY
];
DE_ASSERT(targets.length == Object.keys(glsVertexArrayTests.deArray.Target).length);
return targets[target];
};
/**
* @param {glsVertexArrayTests.deArray.InputType} type
* @return {string}
*/
glsVertexArrayTests.deArray.inputTypeToString = function(type) {
DE_ASSERT(type < Object.keys(glsVertexArrayTests.deArray.InputType).length);
/** @type {Array<string>} */ var types =
[
'float', // glsVertexArrayTests.deArray.InputType.FLOAT
'byte', // glsVertexArrayTests.deArray.InputType.BYTE
'short', // glsVertexArrayTests.deArray.InputType.SHORT
'unsigned_byte', // glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE
'unsigned_short', // glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT
'int', // glsVertexArrayTests.deArray.InputType.INT
'unsigned_int', // glsVertexArrayTests.deArray.InputType.UNSIGNED_INT
'half', // glsVertexArrayTests.deArray.InputType.HALF
'unsigned_int2_10_10_10', // glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10
'int2_10_10_10' // glsVertexArrayTests.deArray.InputType.INT_2_10_10_10
];
DE_ASSERT(types.length == Object.keys(glsVertexArrayTests.deArray.InputType).length);
return types[type];
};
/**
* @param {glsVertexArrayTests.deArray.OutputType} type
* @return {string}
*/
glsVertexArrayTests.deArray.outputTypeToString = function(type) {
DE_ASSERT(type < Object.keys(glsVertexArrayTests.deArray.OutputType).length);
/** @type {Array<string>} */ var types =
[
'float', // glsVertexArrayTests.deArray.OutputType.FLOAT
'vec2', // glsVertexArrayTests.deArray.OutputType.VEC2
'vec3', // glsVertexArrayTests.deArray.OutputType.VEC3
'vec4', // glsVertexArrayTests.deArray.OutputType.VEC4
'int', // glsVertexArrayTests.deArray.OutputType.INT
'uint', // glsVertexArrayTests.deArray.OutputType.UINT
'ivec2', // glsVertexArrayTests.deArray.OutputType.IVEC2
'ivec3', // glsVertexArrayTests.deArray.OutputType.IVEC3
'ivec4', // glsVertexArrayTests.deArray.OutputType.IVEC4
'uvec2', // glsVertexArrayTests.deArray.OutputType.UVEC2
'uvec3', // glsVertexArrayTests.deArray.OutputType.UVEC3
'uvec4' // glsVertexArrayTests.deArray.OutputType.UVEC4
];
DE_ASSERT(types.length == Object.keys(glsVertexArrayTests.deArray.OutputType).length);
return types[type];
};
/**
* @param {glsVertexArrayTests.deArray.Usage} usage
* @return {string}
*/
glsVertexArrayTests.deArray.usageTypeToString = function(usage) {
DE_ASSERT(usage < Object.keys(glsVertexArrayTests.deArray.Usage).length);
/** @type {Array<string>} */ var usages =
[
'dynamic_draw', // glsVertexArrayTests.deArray.Usage.DYNAMIC_DRAW
'static_draw', // glsVertexArrayTests.deArray.Usage.STATIC_DRAW
'stream_draw', // glsVertexArrayTests.deArray.Usage.STREAM_DRAW
'stream_read', // glsVertexArrayTests.deArray.Usage.STREAM_READ
'stream_copy', // glsVertexArrayTests.deArray.Usage.STREAM_COPY
'static_read', // glsVertexArrayTests.deArray.Usage.STATIC_READ
'static_copy', // glsVertexArrayTests.deArray.Usage.STATIC_COPY
'dynamic_read', // glsVertexArrayTests.deArray.Usage.DYNAMIC_READ
'dynamic_copy' // glsVertexArrayTests.deArray.Usage.DYNAMIC_COPY
];
DE_ASSERT(usages.length == Object.keys(glsVertexArrayTests.deArray.Usage).length);
return usages[usage];
};
/**
* @param {glsVertexArrayTests.deArray.Storage} storage
* @return {string}
*/
glsVertexArrayTests.deArray.storageToString = function(storage) {
DE_ASSERT(storage < Object.keys(glsVertexArrayTests.deArray.Storage).length);
/** @type {Array<string>} */ var storages =
[
'user_ptr', // glsVertexArrayTests.deArray.Storage.USER
'buffer' // glsVertexArrayTests.deArray.Storage.BUFFER
];
DE_ASSERT(storages.length == Object.keys(glsVertexArrayTests.deArray.Storage).length);
return storages[storage];
};
/**
* @param {glsVertexArrayTests.deArray.Primitive} primitive
* @return {string}
*/
glsVertexArrayTests.deArray.primitiveToString = function(primitive) {
DE_ASSERT(primitive < Object.keys(glsVertexArrayTests.deArray.Primitive).length);
/** @type {Array<string>} */ var primitives =
[
'points', // glsVertexArrayTests.deArray.Primitive.POINTS
'triangles', // glsVertexArrayTests.deArray.Primitive.TRIANGLES
'triangle_fan', // glsVertexArrayTests.deArray.Primitive.TRIANGLE_FAN
'triangle_strip' // glsVertexArrayTests.deArray.Primitive.TRIANGLE_STRIP
];
DE_ASSERT(primitives.length == Object.keys(glsVertexArrayTests.deArray.Primitive).length);
return primitives[primitive];
};
/**
* @param {glsVertexArrayTests.deArray.InputType} type
* @return {number}
*/
glsVertexArrayTests.deArray.inputTypeSize = function(type) {
DE_ASSERT(type < Object.keys(glsVertexArrayTests.deArray.InputType).length);
/** @type {Array<number>} */ var size = [
4, // glsVertexArrayTests.deArray.InputType.FLOAT
1, // glsVertexArrayTests.deArray.InputType.BYTE
2, // glsVertexArrayTests.deArray.InputType.SHORT
1, // glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE
2, // glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT
4, // glsVertexArrayTests.deArray.InputType.INT
4, // glsVertexArrayTests.deArray.InputType.UNSIGNED_INT
2, // glsVertexArrayTests.deArray.InputType.HALF
4 / 4, // glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10
4 / 4 // glsVertexArrayTests.deArray.InputType.INT_2_10_10_10
];
DE_ASSERT(size.length == Object.keys(glsVertexArrayTests.deArray.InputType).length);
return size[type];
};
/**
* @param {glsVertexArrayTests.deArray.InputType} type
* @return {boolean}
*/
glsVertexArrayTests.inputTypeIsFloatType = function(type) {
if (type == glsVertexArrayTests.deArray.InputType.FLOAT)
return true;
/*if (type == glsVertexArrayTests.deArray.InputType.FIXED)
return true;
if (type == glsVertexArrayTests.deArray.InputType.DOUBLE)
return true;*/
if (type == glsVertexArrayTests.deArray.InputType.HALF)
return true;
return false;
};
/**
* @param {glsVertexArrayTests.deArray.OutputType} type
* @return {boolean}
*/
glsVertexArrayTests.outputTypeIsFloatType = function(type) {
if (type == glsVertexArrayTests.deArray.OutputType.FLOAT ||
type == glsVertexArrayTests.deArray.OutputType.VEC2 ||
type == glsVertexArrayTests.deArray.OutputType.VEC3 ||
type == glsVertexArrayTests.deArray.OutputType.VEC4)
return true;
return false;
};
//glsVertexArrayTests.deArray member functions (all virtual, since this is an interface)
/**
* @param {glsVertexArrayTests.deArray.Target} target
* @param {number} size
* @param {Uint8Array} data
* @param {glsVertexArrayTests.deArray.Usage} usage
*/
glsVertexArrayTests.deArray.prototype.data = function(target, size, data, usage) {};
/**
* @param {glsVertexArrayTests.deArray.Target} target
* @param {number} offset
* @param {number} size
* @param {Uint8Array} data
*/
glsVertexArrayTests.deArray.prototype.subdata = function(target, offset, size, data) {};
/**
* @param {number} attribNdx
* @param {number} offset
* @param {number} size
* @param {glsVertexArrayTests.deArray.InputType} inType
* @param {glsVertexArrayTests.deArray.OutputType} outType
* @param {boolean} normalized
* @param {number} stride
*/
glsVertexArrayTests.deArray.prototype.bind = function(attribNdx, offset, size, inType, outType, normalized, stride) {};
/**
* unBind
*/
glsVertexArrayTests.deArray.prototype.unBind = function() {};
/**
* @return {boolean}
*/
glsVertexArrayTests.deArray.prototype.isBound = function() {};
/**
* @return {number}
*/
glsVertexArrayTests.deArray.prototype.getComponentCount = function() {};
/**
* @return {glsVertexArrayTests.deArray.Target}
*/
glsVertexArrayTests.deArray.prototype.getTarget = function() {};
/**
* @return {glsVertexArrayTests.deArray.InputType}
*/
glsVertexArrayTests.deArray.prototype.getInputType = function() {};
/**
* @return {glsVertexArrayTests.deArray.OutputType}
*/
glsVertexArrayTests.deArray.prototype.getOutputType = function() {};
/**
* @return {glsVertexArrayTests.deArray.Storage}
*/
glsVertexArrayTests.deArray.prototype.getStorageType = function() {};
/**
* @return {boolean}
*/
glsVertexArrayTests.deArray.prototype.getNormalized = function() {};
/**
* @return {number}
*/
glsVertexArrayTests.deArray.prototype.getStride = function() {};
/**
* @return {number}
*/
glsVertexArrayTests.deArray.prototype.getAttribNdx = function() {};
/**
* @param {number} attribNdx
*/
glsVertexArrayTests.deArray.prototype.setAttribNdx = function(attribNdx) {};
//glsVertexArrayTests.ContextArray class, implements glsVertexArrayTests.deArray interface
/**
* @constructor
* @implements {glsVertexArrayTests.deArray}
* @param {glsVertexArrayTests.deArray.Storage} storage
* @param {sglrGLContext.GLContext | sglrReferenceContext.ReferenceContext} context
*/
glsVertexArrayTests.ContextArray = function(storage, context) {
/** @type {glsVertexArrayTests.deArray.Storage} */ this.m_storage = storage;
/** @type {sglrGLContext.GLContext | sglrReferenceContext.ReferenceContext} */ this.m_ctx = context;
/** @type {WebGLBuffer|sglrReferenceContext.DataBuffer|null} */ this.m_glBuffer = null;
/** @type {boolean} */ this.m_bound = false;
/** @type {number} */ this.m_attribNdx = 0;
/** @type {number} */ this.m_size = 0;
/** @type {Uint8Array} */ this.m_data = null;
/** @type {number} */ this.m_componentCount = 1;
/** @type {glsVertexArrayTests.deArray.Target} */ this.m_target = glsVertexArrayTests.deArray.Target.ARRAY;
/** @type {glsVertexArrayTests.deArray.InputType} */ this.m_inputType = glsVertexArrayTests.deArray.InputType.FLOAT;
/** @type {glsVertexArrayTests.deArray.OutputType} */ this.m_outputType = glsVertexArrayTests.deArray.OutputType.FLOAT;
/** @type {boolean} */ this.m_normalize = false;
/** @type {number} */ this.m_stride = 0;
/** @type {number} */ this.m_offset = 0;
if (this.m_storage == glsVertexArrayTests.deArray.Storage.BUFFER) {
this.m_glBuffer = this.m_ctx.createBuffer();
}
};
// glsVertexArrayTests.ContextArray member functions
/**
* unBind
*/
glsVertexArrayTests.ContextArray.prototype.unBind = function() { this.m_bound = false; };
/**
* @return {boolean}
*/
glsVertexArrayTests.ContextArray.prototype.isBound = function() { return this.m_bound; };
/**
* @return {number}
*/
glsVertexArrayTests.ContextArray.prototype.getComponentCount = function() { return this.m_componentCount; };
/**
* @return {glsVertexArrayTests.deArray.Target}
*/
glsVertexArrayTests.ContextArray.prototype.getTarget = function() { return this.m_target; };
/**
* @return {glsVertexArrayTests.deArray.InputType}
*/
glsVertexArrayTests.ContextArray.prototype.getInputType = function() { return this.m_inputType; };
/**
* @return {glsVertexArrayTests.deArray.OutputType}
*/
glsVertexArrayTests.ContextArray.prototype.getOutputType = function() { return this.m_outputType; };
/**
* @return {glsVertexArrayTests.deArray.Storage}
*/
glsVertexArrayTests.ContextArray.prototype.getStorageType = function() { return this.m_storage; };
/**
* @return {boolean}
*/
glsVertexArrayTests.ContextArray.prototype.getNormalized = function() { return this.m_normalize; };
/**
* @return {number}
*/
glsVertexArrayTests.ContextArray.prototype.getStride = function() { return this.m_stride; };
/**
* @return {number}
*/
glsVertexArrayTests.ContextArray.prototype.getAttribNdx = function() { return this.m_attribNdx; };
/**
* @param {number} attribNdx
*/
glsVertexArrayTests.ContextArray.prototype.setAttribNdx = function(attribNdx) { this.m_attribNdx = attribNdx; };
/**
* @param {glsVertexArrayTests.deArray.Target} target
* @param {number} size
* @param {Uint8Array} ptr
* @param {glsVertexArrayTests.deArray.Usage} usage
*/
glsVertexArrayTests.ContextArray.prototype.data = function(target, size, ptr, usage) {
this.m_size = size;
this.m_target = target;
if (this.m_storage == glsVertexArrayTests.deArray.Storage.BUFFER) {
this.m_ctx.bindBuffer(glsVertexArrayTests.ContextArray.targetToGL(target), this.m_glBuffer);
//No need for size param here, as opposed to GL ES.
this.m_ctx.bufferData(glsVertexArrayTests.ContextArray.targetToGL(target), ptr, glsVertexArrayTests.ContextArray.usageToGL(usage));
} else if (this.m_storage == glsVertexArrayTests.deArray.Storage.USER) {
this.m_data = new Uint8Array(size);
for (var i = 0; i < size; i++)
this.m_data[i] = ptr[i];
} else
throw new Error('glsVertexArrayTests.ContextArray.prototype.data - Invalid storage type specified');
};
/**
* @param {glsVertexArrayTests.deArray.Target} target
* @param {number} offset
* @param {number} size
* @param {Uint8Array} ptr
*/
glsVertexArrayTests.ContextArray.prototype.subdata = function(target, offset, size, ptr) {
this.m_target = target;
if (this.m_storage == glsVertexArrayTests.deArray.Storage.BUFFER) {
this.m_ctx.bindBuffer(glsVertexArrayTests.ContextArray.targetToGL(target), this.m_glBuffer);
this.m_ctx.bufferSubData(glsVertexArrayTests.ContextArray.targetToGL(target), offset, ptr);
} else if (this.m_storage == glsVertexArrayTests.deArray.Storage.USER)
for (var i = offset; i < size; i++)
this.m_data[i] = ptr[i];
else
throw new Error('glsVertexArrayTests.ContextArray.prototype.subdata - Invalid storage type specified');
};
/**
* @param {number} attribNdx
* @param {number} offset
* @param {number} size
* @param {glsVertexArrayTests.deArray.InputType} inType
* @param {glsVertexArrayTests.deArray.OutputType} outType
* @param {boolean} normalized
* @param {number} stride
*/
glsVertexArrayTests.ContextArray.prototype.bind = function(attribNdx, offset, size, inType, outType, normalized, stride) {
this.m_attribNdx = attribNdx;
this.m_bound = true;
this.m_componentCount = size;
this.m_inputType = inType;
this.m_outputType = outType;
this.m_normalize = normalized;
this.m_stride = stride;
this.m_offset = offset;
};
/**
* @param {glsVertexArrayTests.deArray.Target} target
*/
glsVertexArrayTests.ContextArray.prototype.bindIndexArray = function(target) {
if (this.m_storage == glsVertexArrayTests.deArray.Storage.USER) {
} else if (this.m_storage == glsVertexArrayTests.deArray.Storage.BUFFER) {
this.m_ctx.bindBuffer(glsVertexArrayTests.ContextArray.targetToGL(target), this.m_glBuffer);
}
};
/**
* @param {number} loc
*/
glsVertexArrayTests.ContextArray.prototype.glBind = function(loc) {
if (this.m_storage == glsVertexArrayTests.deArray.Storage.BUFFER) {
this.m_ctx.bindBuffer(glsVertexArrayTests.ContextArray.targetToGL(this.m_target), this.m_glBuffer);
if (!glsVertexArrayTests.inputTypeIsFloatType(this.m_inputType)) {
// Input is not float type
if (glsVertexArrayTests.outputTypeIsFloatType(this.m_outputType)) {
// Output type is float type
this.m_ctx.vertexAttribPointer(loc, this.m_componentCount, glsVertexArrayTests.ContextArray.inputTypeToGL(this.m_inputType), this.m_normalize, this.m_stride, this.m_offset);
} else {
// Output type is int type
this.m_ctx.vertexAttribIPointer(loc, this.m_componentCount, glsVertexArrayTests.ContextArray.inputTypeToGL(this.m_inputType), this.m_stride, this.m_offset);
}
} else {
// Input type is float type
// Output type must be float type
DE_ASSERT(this.m_outputType == glsVertexArrayTests.deArray.OutputType.FLOAT || this.m_outputType == glsVertexArrayTests.deArray.OutputType.VEC2 || this.m_outputType == glsVertexArrayTests.deArray.OutputType.VEC3 || this.m_outputType == glsVertexArrayTests.deArray.OutputType.VEC4);
this.m_ctx.vertexAttribPointer(loc, this.m_componentCount, glsVertexArrayTests.ContextArray.inputTypeToGL(this.m_inputType), this.m_normalize, this.m_stride, this.m_offset);
}
this.m_ctx.bindBuffer(glsVertexArrayTests.ContextArray.targetToGL(this.m_target), null);
} else if (this.m_storage == glsVertexArrayTests.deArray.Storage.USER) {
this.m_ctx.bindBuffer(glsVertexArrayTests.ContextArray.targetToGL(this.m_target), null);
if (!glsVertexArrayTests.inputTypeIsFloatType(this.m_inputType)) {
// Input is not float type
if (glsVertexArrayTests.outputTypeIsFloatType(this.m_outputType)) {
// Output type is float type
this.m_ctx.vertexAttribPointer(loc, this.m_componentCount, glsVertexArrayTests.ContextArray.inputTypeToGL(this.m_inputType), this.m_normalize, this.m_stride, this.m_data.subarray(this.m_offset));
} else {
// Output type is int type
this.m_ctx.vertexAttribIPointer(loc, this.m_componentCount, glsVertexArrayTests.ContextArray.inputTypeToGL(this.m_inputType), this.m_stride, this.m_data.subarray(this.m_offset));
}
} else {
// Input type is float type
// Output type must be float type
DE_ASSERT(this.m_outputType == glsVertexArrayTests.deArray.OutputType.FLOAT || this.m_outputType == glsVertexArrayTests.deArray.OutputType.VEC2 || this.m_outputType == glsVertexArrayTests.deArray.OutputType.VEC3 || this.m_outputType == glsVertexArrayTests.deArray.OutputType.VEC4);
this.m_ctx.vertexAttribPointer(loc, this.m_componentCount, glsVertexArrayTests.ContextArray.inputTypeToGL(this.m_inputType), this.m_normalize, this.m_stride, this.m_data.subarray(this.m_offset));
}
} else
throw new Error('glsVertexArrayTests.ContextArray.prototype.glBind - Invalid storage type specified');
};
//glsVertexArrayTests.ContextArray static functions
/**
* @param {glsVertexArrayTests.deArray.Target} target
* @return {number}
*/
glsVertexArrayTests.ContextArray.targetToGL = function(target) {
DE_ASSERT(target < Object.keys(glsVertexArrayTests.deArray.Target).length);
/** @type {Array<number>} */ var targets =
[
gl.ELEMENT_ARRAY_BUFFER, // glsVertexArrayTests.deArray.Target.ELEMENT_ARRAY
gl.ARRAY_BUFFER // glsVertexArrayTests.deArray.Target.ARRAY
];
return targets[target];
};
/**
* @param {glsVertexArrayTests.deArray.Usage} usage
* @return {number}
*/
glsVertexArrayTests.ContextArray.usageToGL = function(usage) {
DE_ASSERT(usage < Object.keys(glsVertexArrayTests.deArray.Usage).length);
/** @type {Array<number>} */ var usages =
[
gl.DYNAMIC_DRAW, // glsVertexArrayTests.deArray.Usage.DYNAMIC_DRAW
gl.STATIC_DRAW, // glsVertexArrayTests.deArray.Usage.STATIC_DRAW
gl.STREAM_DRAW, // glsVertexArrayTests.deArray.Usage.STREAM_DRAW
gl.STREAM_READ, // glsVertexArrayTests.deArray.Usage.STREAM_READ
gl.STREAM_COPY, // glsVertexArrayTests.deArray.Usage.STREAM_COPY
gl.STATIC_READ, // glsVertexArrayTests.deArray.Usage.STATIC_READ
gl.STATIC_COPY, // glsVertexArrayTests.deArray.Usage.STATIC_COPY
gl.DYNAMIC_READ, // glsVertexArrayTests.deArray.Usage.DYNAMIC_READ
gl.DYNAMIC_COPY // glsVertexArrayTests.deArray.Usage.DYNAMIC_COPY
];
DE_ASSERT(usages.length == Object.keys(glsVertexArrayTests.deArray.Usage).length);
return usages[usage];
};
/**
* @param {glsVertexArrayTests.deArray.InputType} type
* @return {number}
*/
glsVertexArrayTests.ContextArray.inputTypeToGL = function(type) {
DE_ASSERT(type < Object.keys(glsVertexArrayTests.deArray.InputType).length);
/** @type {Array<number>} */ var types =
[
gl.FLOAT, // glsVertexArrayTests.deArray.InputType.FLOAT
gl.BYTE, // glsVertexArrayTests.deArray.InputType.BYTE
gl.SHORT, // glsVertexArrayTests.deArray.InputType.SHORT
gl.UNSIGNED_BYTE, // glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE
gl.UNSIGNED_SHORT, // glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT
gl.INT, // glsVertexArrayTests.deArray.InputType.INT
gl.UNSIGNED_INT, // glsVertexArrayTests.deArray.InputType.UNSIGNED_INT
gl.HALF_FLOAT, // glsVertexArrayTests.deArray.InputType.HALF
gl.UNSIGNED_INT_2_10_10_10_REV, // glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10
gl.INT_2_10_10_10_REV // glsVertexArrayTests.deArray.InputType.INT_2_10_10_10
];
DE_ASSERT(types.length == Object.keys(glsVertexArrayTests.deArray.InputType).length);
return types[type];
};
/**
* @param {glsVertexArrayTests.deArray.OutputType} type
* @return {string}
*/
glsVertexArrayTests.ContextArray.outputTypeToGLType = function(type) {
DE_ASSERT(type < Object.keys(glsVertexArrayTests.deArray.OutputType).length);
/** @type {Array<string>} */ var types =
[
'float', // glsVertexArrayTests.deArray.OutputType.FLOAT
'vec2', // glsVertexArrayTests.deArray.OutputType.VEC2
'vec3', // glsVertexArrayTests.deArray.OutputType.VEC3
'vec4', // glsVertexArrayTests.deArray.OutputType.VEC4
'int', // glsVertexArrayTests.deArray.OutputType.INT
'uint', // glsVertexArrayTests.deArray.OutputType.UINT
'ivec2', // glsVertexArrayTests.deArray.OutputType.IVEC2
'ivec3', // glsVertexArrayTests.deArray.OutputType.IVEC3
'ivec4', // glsVertexArrayTests.deArray.OutputType.IVEC4
'uvec2', // glsVertexArrayTests.deArray.OutputType.UVEC2
'uvec3', // glsVertexArrayTests.deArray.OutputType.UVEC3
'uvec4' // glsVertexArrayTests.deArray.OutputType.UVEC4
];
DE_ASSERT(types.length == Object.keys(glsVertexArrayTests.deArray.OutputType).length);
return types[type];
};
/**
* @param {glsVertexArrayTests.deArray.Primitive} primitive
* @return {number}
*/
glsVertexArrayTests.ContextArray.primitiveToGL = function(primitive) {
/** @type {Array<number>} */ var primitives =
[
gl.POINTS, // glsVertexArrayTests.deArray.Primitive.POINTS
gl.TRIANGLES, // glsVertexArrayTests.deArray.Primitive.TRIANGLES
gl.TRIANGLE_FAN, // glsVertexArrayTests.deArray.Primitive.TRIANGLE_FAN
gl.TRIANGLE_STRIP // glsVertexArrayTests.deArray.Primitive.TRIANGLE_STRIP
];
DE_ASSERT(primitives.length == Object.keys(glsVertexArrayTests.deArray.Primitive).length);
return primitives[primitive];
};
/**
* @constructor
* @param {sglrGLContext.GLContext | sglrReferenceContext.ReferenceContext} drawContext
*/
glsVertexArrayTests.ContextArrayPack = function(drawContext) {
/** @type {WebGLRenderingContextBase} */ this.m_renderCtx = gl;
//TODO: Reference rasterizer implementation.
/** @type {sglrGLContext.GLContext | sglrReferenceContext.ReferenceContext} */ this.m_ctx = drawContext;
/** @type {Array<glsVertexArrayTests.ContextArray>} */ this.m_arrays = [];
/** @type {sglrShaderProgram.ShaderProgram} */ this.m_program;
/** @type {tcuSurface.Surface} */ this.m_screen = new tcuSurface.Surface(
Math.min(512, canvas.width),
Math.min(512, canvas.height)
);
};
/**
* @return {number}
*/
glsVertexArrayTests.ContextArrayPack.prototype.getArrayCount = function() {
return this.m_arrays.length;
};
/**
* @param {glsVertexArrayTests.deArray.Storage} storage
*/
glsVertexArrayTests.ContextArrayPack.prototype.newArray = function(storage) {
this.m_arrays.push(new glsVertexArrayTests.ContextArray(storage, this.m_ctx));
};
/**
* @param {number} i
* @return {glsVertexArrayTests.ContextArray}
*/
glsVertexArrayTests.ContextArrayPack.prototype.getArray = function(i) {
return this.m_arrays[i];
};
/**
* updateProgram
*/
glsVertexArrayTests.ContextArrayPack.prototype.updateProgram = function() {
this.m_program = new glsVertexArrayTests.ContextShaderProgram(this.m_renderCtx, this.m_arrays);
};
/**
* @param {glsVertexArrayTests.deArray.Primitive} primitive
* @param {number} firstVertex
* @param {number} vertexCount
* @param {boolean} useVao
* @param {number} coordScale
* @param {number} colorScale
*/
glsVertexArrayTests.ContextArrayPack.prototype.render = function(primitive, firstVertex, vertexCount, useVao, coordScale, colorScale) {
var program;
/** @type {(WebGLVertexArrayObject|sglrReferenceContext.VertexArray|null)} */ var vaoID = null;
this.updateProgram();
this.m_ctx.viewport(0, 0, this.m_screen.getWidth(), this.m_screen.getHeight());
this.m_ctx.clearColor(0.0, 0.0, 0.0, 1.0);
this.m_ctx.clear(gl.COLOR_BUFFER_BIT);
program = this.m_ctx.createProgram(this.m_program);
this.m_ctx.useProgram(program);
this.m_ctx.uniform1f(this.m_ctx.getUniformLocation(program, 'u_coordScale'), coordScale);
this.m_ctx.uniform1f(this.m_ctx.getUniformLocation(program, 'u_colorScale'), colorScale);
if (useVao) {
vaoID = this.m_ctx.createVertexArray();
this.m_ctx.bindVertexArray(vaoID);
}
/** @type {string} */ var attribName;
/** @type {number} */ var loc;
for (var arrayNdx = 0; arrayNdx < this.m_arrays.length; arrayNdx++) {
if (this.m_arrays[arrayNdx].isBound()) {
attribName = 'a_' + this.m_arrays[arrayNdx].getAttribNdx();
loc = this.m_ctx.getAttribLocation(program, attribName);
this.m_ctx.enableVertexAttribArray(loc);
this.m_arrays[arrayNdx].glBind(loc);
}
}
DE_ASSERT((firstVertex % 6) == 0);
//this.m_ctx.drawArrays(glsVertexArrayTests.ContextArray.primitiveToGL(primitive), firstVertex, vertexCount - firstVertex);
this.m_ctx.drawQuads(gl.TRIANGLES, firstVertex, vertexCount - firstVertex);
for (var arrayNdx = 0; arrayNdx < this.m_arrays.length; arrayNdx++) {
if (this.m_arrays[arrayNdx].isBound()) {
attribName = 'a_' + this.m_arrays[arrayNdx].getAttribNdx();
loc = this.m_ctx.getAttribLocation(program, attribName);
this.m_ctx.disableVertexAttribArray(loc);
}
}
if (useVao)
vaoID = this.m_ctx.deleteVertexArray(vaoID);
this.m_ctx.deleteProgram(program);
this.m_ctx.useProgram(null);
this.m_ctx.readPixels(0, 0, this.m_screen.getWidth(), this.m_screen.getHeight(), gl.RGBA, gl.UNSIGNED_BYTE, this.m_screen.getAccess().getDataPtr());
};
/**
* @return {tcuSurface.Surface}
*/
glsVertexArrayTests.ContextArrayPack.prototype.getSurface = function() { return this.m_screen; };
/**
* glsVertexArrayTests.ContextShaderProgram class
* @constructor
* @extends {sglrShaderProgram.ShaderProgram}
* @param {WebGLRenderingContextBase | sglrReferenceContext.ReferenceContext} ctx
* @param {Array<glsVertexArrayTests.ContextArray>} arrays
*/
glsVertexArrayTests.ContextShaderProgram = function(ctx, arrays) {
sglrShaderProgram.ShaderProgram.call(this, this.createProgramDeclaration(ctx, arrays));
this.m_componentCount = new Array(arrays.length);
/** @type {Array<rrGenericVector.GenericVecType>} */ this.m_attrType = new Array(arrays.length);
for (var arrayNdx = 0; arrayNdx < arrays.length; arrayNdx++) {
this.m_componentCount[arrayNdx] = this.getComponentCount(arrays[arrayNdx].getOutputType());
this.m_attrType[arrayNdx] = this.mapOutputType(arrays[arrayNdx].getOutputType());
}
};
glsVertexArrayTests.ContextShaderProgram.prototype = Object.create(sglrShaderProgram.ShaderProgram.prototype);
glsVertexArrayTests.ContextShaderProgram.prototype.constructor = glsVertexArrayTests.ContextShaderProgram;
/**
* glsVertexArrayTests.calcShaderColorCoord function
* @param {Array<number>} coord (2 elements)
* @param {Array<number>} color (3 elements)
* @param {goog.NumberArray} attribValue (4 elements)
* @param {boolean} isCoordinate
* @param {number} numComponents
*/
glsVertexArrayTests.calcShaderColorCoord = function(coord, color, attribValue, isCoordinate, numComponents) {
if (isCoordinate)
switch (numComponents) {
case 1:
coord[0] = attribValue[0];
coord[1] = attribValue[0];
break;
case 2:
coord[0] = attribValue[0];
coord[1] = attribValue[1];
break;
case 3:
coord[0] = attribValue[0] + attribValue[2];
coord[1] = attribValue[1];
break;
case 4:
coord[0] = attribValue[0] + attribValue[2];
coord[1] = attribValue[1] + attribValue[3];
break;
default:
throw new Error('glsVertexArrayTests.calcShaderColorCoord - Invalid number of components');
} else {
switch (numComponents) {
case 1:
color[0] = color[0] * attribValue[0];
break;
case 2:
color[0] = color[0] * attribValue[0];
color[1] = color[1] * attribValue[1];
break;
case 3:
color[0] = color[0] * attribValue[0];
color[1] = color[1] * attribValue[1];
color[2] = color[2] * attribValue[2];
break;
case 4:
color[0] = color[0] * attribValue[0] * attribValue[3];
color[1] = color[1] * attribValue[1] * attribValue[3];
color[2] = color[2] * attribValue[2] * attribValue[3];
break;
default:
throw new Error('glsVertexArrayTests.calcShaderColorCoord - Invalid number of components');
}
}
};
/**
* glsVertexArrayTests.ContextShaderProgram.shadeVertices
* @param {Array<rrVertexAttrib.VertexAttrib>} inputs
* @param {Array<rrVertexPacket.VertexPacket>} packets
* @param {number} numPackets
*/
glsVertexArrayTests.ContextShaderProgram.prototype.shadeVertices = function(inputs, packets, numPackets) {
/** @type {number} */ var u_coordScale = this.getUniformByName('u_coordScale').value[0];
/** @type {number} */ var u_colorScale = this.getUniformByName('u_colorScale').value[0];
for (var packetNdx = 0; packetNdx < numPackets; ++packetNdx) {
/** @type {number} */ var varyingLocColor = 0;
/** @type {rrVertexPacket.VertexPacket} */ var packet = packets[packetNdx];
// Calc output color
/** @type {Array<number>} */ var coord = [1.0, 1.0];
/** @type {Array<number>} */ var color = [1.0, 1.0, 1.0];
for (var attribNdx = 0; attribNdx < this.m_attrType.length; attribNdx++) {
/** @type {number} */ var numComponents = this.m_componentCount[attribNdx];
glsVertexArrayTests.calcShaderColorCoord(coord, color, rrVertexAttrib.readVertexAttrib(inputs[attribNdx], packet.instanceNdx, packet.vertexNdx, this.m_attrType[attribNdx]), attribNdx == 0, numComponents);
}
// Transform position
packet.position = [u_coordScale * coord[0], u_coordScale * coord[1], 1.0, 1.0];
// Pass color to FS
packet.outputs[varyingLocColor] = [u_colorScale * color[0], u_colorScale * color[1], u_colorScale * color[2], 1.0];
}
};
/**
* @param {Array<rrFragmentOperations.Fragment>} packets
* @param {rrShadingContext.FragmentShadingContext} context
*/
glsVertexArrayTests.ContextShaderProgram.prototype.shadeFragments = function(packets, context) {
var varyingLocColor = 0;
// Normal shading
for (var packetNdx = 0; packetNdx < packets.length; ++packetNdx)
packets[packetNdx].value = rrShadingContext.readTriangleVarying(packets[packetNdx], context, varyingLocColor);
};
/**
* @param {Array<glsVertexArrayTests.ContextArray>} arrays
* @return string
*/
glsVertexArrayTests.ContextShaderProgram.prototype.genVertexSource = function(arrays) {
var vertexShaderSrc = '';
var params = [];
params['VTX_IN'] = 'in';
params['VTX_OUT'] = 'out';
params['FRAG_IN'] = 'in';
params['FRAG_COLOR'] = 'dEQP_FragColor';
params['VTX_HDR'] = '#version 300 es\n';
params['FRAG_HDR'] = '#version 300 es\nlayout(location = 0) out mediump vec4 dEQP_FragColor;\n';
vertexShaderSrc += params['VTX_HDR'];
for (var arrayNdx = 0; arrayNdx < arrays.length; arrayNdx++) {
vertexShaderSrc += params['VTX_IN'] + ' highp ' + glsVertexArrayTests.ContextArray.outputTypeToGLType(arrays[arrayNdx].getOutputType()) + ' a_' + arrays[arrayNdx].getAttribNdx() + ';\n';
}
vertexShaderSrc +=
'uniform highp float u_coordScale;\n' +
'uniform highp float u_colorScale;\n' +
params['VTX_OUT'] + ' mediump vec4 v_color;\n' +
'void main(void)\n' +
' {\n' +
'\tgl_PointSize = 1.0;\n' +
'\thighp vec2 coord = vec2(1.0, 1.0);\n' +
'\thighp vec3 color = vec3(1.0, 1.0, 1.0);\n';
for (var arrayNdx = 0; arrayNdx < arrays.length; arrayNdx++) {
if (arrays[arrayNdx].getAttribNdx() == 0) {
switch (arrays[arrayNdx].getOutputType()) {
case (glsVertexArrayTests.deArray.OutputType.FLOAT):
vertexShaderSrc +=
'\tcoord = vec2(a_0);\n';
break;
case (glsVertexArrayTests.deArray.OutputType.VEC2):
vertexShaderSrc +=
'\tcoord = a_0.xy;\n';
break;
case (glsVertexArrayTests.deArray.OutputType.VEC3):
vertexShaderSrc +=
'\tcoord = a_0.xy;\n' +
'\tcoord.x = coord.x + a_0.z;\n';
break;
case (glsVertexArrayTests.deArray.OutputType.VEC4):
vertexShaderSrc +=
'\tcoord = a_0.xy;\n' +
'\tcoord += a_0.zw;\n';
break;
case (glsVertexArrayTests.deArray.OutputType.IVEC2):
case (glsVertexArrayTests.deArray.OutputType.UVEC2):
vertexShaderSrc +=
'\tcoord = vec2(a_0.xy);\n';
break;
case (glsVertexArrayTests.deArray.OutputType.IVEC3):
case (glsVertexArrayTests.deArray.OutputType.UVEC3):
vertexShaderSrc +=
'\tcoord = vec2(a_0.xy);\n' +
'\tcoord.x = coord.x + float(a_0.z);\n';
break;
case (glsVertexArrayTests.deArray.OutputType.IVEC4):
case (glsVertexArrayTests.deArray.OutputType.UVEC4):
vertexShaderSrc +=
'\tcoord = vec2(a_0.xy);\n' +
'\tcoord += vec2(a_0.zw);\n';
break;
default:
throw new Error('Invalid output type');
break;
}
continue;
}
switch (arrays[arrayNdx].getOutputType()) {
case (glsVertexArrayTests.deArray.OutputType.FLOAT):
vertexShaderSrc +=
'\tcolor = color * a_' + arrays[arrayNdx].getAttribNdx() + ';\n';
break;
case (glsVertexArrayTests.deArray.OutputType.VEC2):
vertexShaderSrc +=
'\tcolor.rg = color.rg * a_' + arrays[arrayNdx].getAttribNdx() + '.xy;\n';
break;
case (glsVertexArrayTests.deArray.OutputType.VEC3):
vertexShaderSrc +=
'\tcolor = color.rgb * a_' + arrays[arrayNdx].getAttribNdx() + '.xyz;\n';
break;
case (glsVertexArrayTests.deArray.OutputType.VEC4):
vertexShaderSrc +=
'\tcolor = color.rgb * a_' + arrays[arrayNdx].getAttribNdx() + '.xyz * a_' + arrays[arrayNdx].getAttribNdx() + '.w;\n';
break;
default:
throw new Error('Invalid output type');
break;
}
}
vertexShaderSrc +=
'\tv_color = vec4(u_colorScale * color, 1.0);\n' +
'\tgl_Position = vec4(u_coordScale * coord, 1.0, 1.0);\n' +
'}\n';
return vertexShaderSrc;
};
/**
* @return {string}
*/
glsVertexArrayTests.ContextShaderProgram.prototype.genFragmentSource = function() {
var params = [];
params['VTX_IN'] = 'in';
params['VTX_OUT'] = 'out';
params['FRAG_IN'] = 'in';
params['FRAG_COLOR'] = 'dEQP_FragColor';
params['VTX_HDR'] = '#version 300 es\n';
params['FRAG_HDR'] = '#version 300 es\nlayout(location = 0) out mediump vec4 dEQP_FragColor;\n';
/* TODO: Check if glsl supported version check function is needed.*/
var fragmentShaderSrc = params['FRAG_HDR'] +
params['FRAG_IN'] + ' mediump vec4 v_color;\n' +
'void main(void)\n' +
' {\n' +
'\t' + params['FRAG_COLOR'] + ' = v_color;\n' +
'}\n';
return fragmentShaderSrc;
};
/**
* @param {glsVertexArrayTests.deArray.OutputType} type
* @return {rrGenericVector.GenericVecType}
*/
glsVertexArrayTests.ContextShaderProgram.prototype.mapOutputType = function(type) {
switch (type) {
case (glsVertexArrayTests.deArray.OutputType.FLOAT):
case (glsVertexArrayTests.deArray.OutputType.VEC2):
case (glsVertexArrayTests.deArray.OutputType.VEC3):
case (glsVertexArrayTests.deArray.OutputType.VEC4):
return rrGenericVector.GenericVecType.FLOAT;
case (glsVertexArrayTests.deArray.OutputType.INT):
case (glsVertexArrayTests.deArray.OutputType.IVEC2):
case (glsVertexArrayTests.deArray.OutputType.IVEC3):
case (glsVertexArrayTests.deArray.OutputType.IVEC4):
return rrGenericVector.GenericVecType.INT32;
case (glsVertexArrayTests.deArray.OutputType.UINT):
case (glsVertexArrayTests.deArray.OutputType.UVEC2):
case (glsVertexArrayTests.deArray.OutputType.UVEC3):
case (glsVertexArrayTests.deArray.OutputType.UVEC4):
return rrGenericVector.GenericVecType.UINT32;
default:
throw new Error('Invalid output type');
}
};
/**
* @param {glsVertexArrayTests.deArray.OutputType} type
* @return {number}
*/
glsVertexArrayTests.ContextShaderProgram.prototype.getComponentCount = function(type) {
switch (type) {
case (glsVertexArrayTests.deArray.OutputType.FLOAT):
case (glsVertexArrayTests.deArray.OutputType.INT):
case (glsVertexArrayTests.deArray.OutputType.UINT):
return 1;
case (glsVertexArrayTests.deArray.OutputType.VEC2):
case (glsVertexArrayTests.deArray.OutputType.IVEC2):
case (glsVertexArrayTests.deArray.OutputType.UVEC2):
return 2;
case (glsVertexArrayTests.deArray.OutputType.VEC3):
case (glsVertexArrayTests.deArray.OutputType.IVEC3):
case (glsVertexArrayTests.deArray.OutputType.UVEC3):
return 3;
case (glsVertexArrayTests.deArray.OutputType.VEC4):
case (glsVertexArrayTests.deArray.OutputType.IVEC4):
case (glsVertexArrayTests.deArray.OutputType.UVEC4):
return 4;
default:
throw new Error('Invalid output type');
}
};
/**
* @param {WebGLRenderingContextBase | sglrReferenceContext.ReferenceContext} ctx
* @param {Array<glsVertexArrayTests.ContextArray>} arrays
* @return {sglrShaderProgram.ShaderProgramDeclaration}
*/
glsVertexArrayTests.ContextShaderProgram.prototype.createProgramDeclaration = function(ctx, arrays) {
/** @type {sglrShaderProgram.ShaderProgramDeclaration} */ var decl = new sglrShaderProgram.ShaderProgramDeclaration();
for (var arrayNdx = 0; arrayNdx < arrays.length; arrayNdx++)
decl.pushVertexAttribute(new sglrShaderProgram.VertexAttribute('a_' + arrayNdx, this.mapOutputType(arrays[arrayNdx].getOutputType())));
decl.pushVertexToFragmentVarying(new sglrShaderProgram.VertexToFragmentVarying(rrGenericVector.GenericVecType.FLOAT));
decl.pushFragmentOutput(new sglrShaderProgram.FragmentOutput(rrGenericVector.GenericVecType.FLOAT));
decl.pushVertexSource(new sglrShaderProgram.VertexSource(this.genVertexSource(/*ctx,*/ arrays))); //TODO: Check if we need to review the support of a given GLSL version (we'd need the ctx)
decl.pushFragmentSource(new sglrShaderProgram.FragmentSource(this.genFragmentSource(/*ctx*/)));
decl.pushUniform(new sglrShaderProgram.Uniform('u_coordScale', gluShaderUtil.DataType.FLOAT));
decl.pushUniform(new sglrShaderProgram.Uniform('u_colorScale', gluShaderUtil.DataType.FLOAT));
return decl;
};
/**
* glsVertexArrayTests.GLValue class
* @constructor
*/
glsVertexArrayTests.GLValue = function() {
/** @type {goog.NumberArray} */ this.m_value = [0];
/** @type {glsVertexArrayTests.deArray.InputType} */ this.m_type;
};
/**
* @param {Uint8Array} dst
* @param {glsVertexArrayTests.GLValue} val
*/
glsVertexArrayTests.copyGLValueToArray = function(dst, val) {
/** @type {Uint8Array} */ var val8 = new Uint8Array(val.m_value.buffer); // TODO: Fix encapsulation issue
dst.set(val8);
};
/**
* @param {Uint8Array} dst
* @param {goog.NumberArray} src
*/
glsVertexArrayTests.copyArray = function(dst, src) {
/** @type {Uint8Array} */ var src8 = new Uint8Array(src.buffer).subarray(src.byteOffset, src.byteOffset + src.byteLength); // TODO: Fix encapsulation issue
dst.set(src8);
};
/**
* typeToTypedArray function. Determines which type of array will store the value, and stores it.
* @param {number} value
* @param {glsVertexArrayTests.deArray.InputType} type
*/
glsVertexArrayTests.GLValue.typeToTypedArray = function(value, type) {
var array;
switch (type) {
case glsVertexArrayTests.deArray.InputType.FLOAT:
array = new Float32Array(1);
break;
/*case glsVertexArrayTests.deArray.InputType.FIXED:
array = new Int32Array(1);
break;
case glsVertexArrayTests.deArray.InputType.DOUBLE:
array = new Float32Array(1); // 64-bit?
break;*/
case glsVertexArrayTests.deArray.InputType.BYTE:
array = new Int8Array(1);
break;
case glsVertexArrayTests.deArray.InputType.SHORT:
array = new Int16Array(1);
break;
case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE:
array = new Uint8Array(1);
break;
case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT:
array = new Uint16Array(1);
break;
case glsVertexArrayTests.deArray.InputType.INT:
array = new Int32Array(1);
break;
case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT:
array = new Uint32Array(1);
break;
case glsVertexArrayTests.deArray.InputType.HALF:
array = new Uint16Array(1);
value = glsVertexArrayTests.GLValue.floatToHalf(value);
break;
case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10:
array = new Uint32Array(1);
break;
case glsVertexArrayTests.deArray.InputType.INT_2_10_10_10:
array = new Int32Array(1);
break;
default:
throw new Error('glsVertexArrayTests.GLValue.typeToTypedArray - Invalid InputType');
}
array[0] = value;
return array;
};
/**
* glsVertexArrayTests.GLValue.create
* @param {number} value
* @param {glsVertexArrayTests.deArray.InputType} type
*/
glsVertexArrayTests.GLValue.create = function(value, type) {
var v = new glsVertexArrayTests.GLValue();
v.m_value = glsVertexArrayTests.GLValue.typeToTypedArray(value, type);
v.m_type = type;
return v;
};
/**
* glsVertexArrayTests.GLValue.halfToFloat
* @param {number} value
* @return {number}
*/
glsVertexArrayTests.GLValue.halfToFloat = function(value) {
return tcuFloat.halfFloatToNumberNoDenorm(value);
};
/**
* @param {number} f
* @return {number}
*/
glsVertexArrayTests.GLValue.floatToHalf = function(f) {
// No denorm support.
return tcuFloat.numberToHalfFloatNoDenorm(f);
};
/**
* glsVertexArrayTests.GLValue.getMaxValue
* @param {glsVertexArrayTests.deArray.InputType} type
* @return {glsVertexArrayTests.GLValue}
*/
glsVertexArrayTests.GLValue.getMaxValue = function(type) {
var value;
switch (type) {
case glsVertexArrayTests.deArray.InputType.FLOAT:
value = 127;
break;
/*case glsVertexArrayTests.deArray.InputType.FIXED:
value = 32760;
break;
case glsVertexArrayTests.deArray.InputType.DOUBLE:
value = 127;
break;*/
case glsVertexArrayTests.deArray.InputType.BYTE:
value = 127;
break;
case glsVertexArrayTests.deArray.InputType.SHORT:
value = 32760;
break;
case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE:
value = 255;
break;
case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT:
value = 65530;
break;
case glsVertexArrayTests.deArray.InputType.INT:
value = 2147483647;
break;
case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT:
value = 4294967295;
break;
case glsVertexArrayTests.deArray.InputType.HALF:
value = 256;
break;
default: //Original code returns garbage-filled GLValues
return new glsVertexArrayTests.GLValue();
}
return glsVertexArrayTests.GLValue.create(value, type);
};
/**
* glsVertexArrayTests.GLValue.getMinValue
* @param {glsVertexArrayTests.deArray.InputType} type
* @return {glsVertexArrayTests.GLValue}
*/
glsVertexArrayTests.GLValue.getMinValue = function(type) {
var value;
switch (type) {
case glsVertexArrayTests.deArray.InputType.FLOAT:
value = -127;
break;
/*case glsVertexArrayTests.deArray.InputType.FIXED:
value = -32760;
break;
case glsVertexArrayTests.deArray.InputType.DOUBLE:
value = -127;
break;*/
case glsVertexArrayTests.deArray.InputType.BYTE:
value = -127;
break;
case glsVertexArrayTests.deArray.InputType.SHORT:
value = -32760;
break;
case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE:
value = 0;
break;
case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT:
value = 0;
break;
case glsVertexArrayTests.deArray.InputType.INT:
value = -2147483647;
break;
case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT:
value = 0;
break;
case glsVertexArrayTests.deArray.InputType.HALF:
value = -256;
break;
default: //Original code returns garbage-filled GLValues
return new glsVertexArrayTests.GLValue();
}
return glsVertexArrayTests.GLValue.create(value, type);
};
/**
* glsVertexArrayTests.GLValue.getRandom
* @param {deRandom.Random} rnd
* @param {glsVertexArrayTests.GLValue} min
* @param {glsVertexArrayTests.GLValue} max
* @return {glsVertexArrayTests.GLValue}
*/
glsVertexArrayTests.GLValue.getRandom = function(rnd, min, max) {
DE_ASSERT(min.getType() == max.getType());
var minv = min.interpret();
var maxv = max.interpret();
var type = min.getType();
var value;
if (maxv < minv)
return min;
switch (type) {
case glsVertexArrayTests.deArray.InputType.FLOAT:
//case glsVertexArrayTests.deArray.InputType.DOUBLE:
case glsVertexArrayTests.deArray.InputType.HALF: {
return glsVertexArrayTests.GLValue.create(minv + rnd.getFloat() * (maxv - minv), type);
break;
}
/*case glsVertexArrayTests.deArray.InputType.FIXED: {
return minv == maxv ? min : glsVertexArrayTests.GLValue.create(minv + rnd.getInt() % (maxv - minv), type);
break;
}*/
case glsVertexArrayTests.deArray.InputType.SHORT:
case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT:
case glsVertexArrayTests.deArray.InputType.BYTE:
case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE:
case glsVertexArrayTests.deArray.InputType.INT:
case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT: {
return glsVertexArrayTests.GLValue.create(minv + rnd.getInt() % (maxv - minv), type);
break;
}
default:
throw new Error('glsVertexArrayTests.GLValue.getRandom - Invalid input type');
break;
}
};
// Minimum difference required between coordinates
/**
* @param {glsVertexArrayTests.deArray.InputType} type
* @return {glsVertexArrayTests.GLValue}
*/
glsVertexArrayTests.GLValue.minValue = function(type) {
switch (type) {
case glsVertexArrayTests.deArray.InputType.FLOAT:
case glsVertexArrayTests.deArray.InputType.BYTE:
case glsVertexArrayTests.deArray.InputType.HALF:
//case glsVertexArrayTests.deArray.InputType.DOUBLE:
return glsVertexArrayTests.GLValue.create(4, type);
case glsVertexArrayTests.deArray.InputType.SHORT:
case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT:
return glsVertexArrayTests.GLValue.create(4 * 256, type);
case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE:
return glsVertexArrayTests.GLValue.create(4 * 2, type);
/*case glsVertexArrayTests.deArray.InputType.FIXED:
return glsVertexArrayTests.GLValue.create(4 * 512, type);*/
case glsVertexArrayTests.deArray.InputType.INT:
case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT:
return glsVertexArrayTests.GLValue.create(4 * 16777216, type);
default:
throw new Error('glsVertexArrayTests.GLValue.minValue - Invalid input type');
}
};
/**
* @param {glsVertexArrayTests.GLValue} val
* @return {glsVertexArrayTests.GLValue}
*/
glsVertexArrayTests.GLValue.abs = function(val) {
var type = val.getType();
switch (type) {
//case glsVertexArrayTests.deArray.InputType.FIXED:
case glsVertexArrayTests.deArray.InputType.SHORT:
return glsVertexArrayTests.GLValue.create(0x7FFF & val.getValue(), type);
case glsVertexArrayTests.deArray.InputType.BYTE:
return glsVertexArrayTests.GLValue.create(0x7F & val.getValue(), type);
case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE:
case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT:
case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT:
return val;
case glsVertexArrayTests.deArray.InputType.FLOAT:
case glsVertexArrayTests.deArray.InputType.HALF:
//case glsVertexArrayTests.deArray.InputType.DOUBLE:
return glsVertexArrayTests.GLValue.create(Math.abs(val.interpret()), type);
case glsVertexArrayTests.deArray.InputType.INT:
return glsVertexArrayTests.GLValue.create(0x7FFFFFFF & val.getValue(), type);
default:
throw new Error('glsVertexArrayTests.GLValue.abs - Invalid input type');
}
};
/**
* @return {glsVertexArrayTests.deArray.InputType}
*/
glsVertexArrayTests.GLValue.prototype.getType = function() {
return this.m_type;
};
/**
* glsVertexArrayTests.GLValue.toFloat
* @return {number}
*/
glsVertexArrayTests.GLValue.prototype.toFloat = function() {
return this.interpret();
};
/**
* glsVertexArrayTests.GLValue.getValue
* @return {number}
*/
glsVertexArrayTests.GLValue.prototype.getValue = function() {
return this.m_value[0];
};
/**
* interpret function. Returns the m_value as a quantity so arithmetic operations can be performed on it
* Only some types require this.
* @return {number}
*/
glsVertexArrayTests.GLValue.prototype.interpret = function() {
if (this.m_type == glsVertexArrayTests.deArray.InputType.HALF)
return glsVertexArrayTests.GLValue.halfToFloat(this.m_value[0]);
/*else if (this.m_type == glsVertexArrayTests.deArray.InputType.FIXED) {
var maxValue = 65536;
return Math.floor((2 * this.m_value[0] + 1) / (maxValue - 1));
}*/
return this.m_value[0];
};
/**
* @param {glsVertexArrayTests.GLValue} other
* @return {glsVertexArrayTests.GLValue}
*/
glsVertexArrayTests.GLValue.prototype.add = function(other) {
return glsVertexArrayTests.GLValue.create(this.interpret() + other.interpret(), this.m_type);
};
/**
* @param {glsVertexArrayTests.GLValue} other
* @return {glsVertexArrayTests.GLValue}
*/
glsVertexArrayTests.GLValue.prototype.mul = function(other) {
return glsVertexArrayTests.GLValue.create(this.interpret() * other.interpret(), this.m_type);
};
/**
* @param {glsVertexArrayTests.GLValue} other
* @return {glsVertexArrayTests.GLValue}
*/
glsVertexArrayTests.GLValue.prototype.div = function(other) {
return glsVertexArrayTests.GLValue.create(this.interpret() / other.interpret(), this.m_type);
};
/**
* @param {glsVertexArrayTests.GLValue} other
* @return {glsVertexArrayTests.GLValue}
*/
glsVertexArrayTests.GLValue.prototype.sub = function(other) {
return glsVertexArrayTests.GLValue.create(this.interpret() - other.interpret(), this.m_type);
};
/**
* @param {glsVertexArrayTests.GLValue} other
* @return {glsVertexArrayTests.GLValue}
*/
glsVertexArrayTests.GLValue.prototype.addToSelf = function(other) {
this.m_value[0] = this.interpret() + other.interpret();
return this;
};
/**
* @param {glsVertexArrayTests.GLValue} other
* @return {glsVertexArrayTests.GLValue}
*/
glsVertexArrayTests.GLValue.prototype.subToSelf = function(other) {
this.m_value[0] = this.interpret() - other.interpret();
return this;
};
/**
* @param {glsVertexArrayTests.GLValue} other
* @return {glsVertexArrayTests.GLValue}
*/
glsVertexArrayTests.GLValue.prototype.mulToSelf = function(other) {
this.m_value[0] = this.interpret() * other.interpret();
return this;
};
/**
* @param {glsVertexArrayTests.GLValue} other
* @return {glsVertexArrayTests.GLValue}
*/
glsVertexArrayTests.GLValue.prototype.divToSelf = function(other) {
this.m_value[0] = this.interpret() / other.interpret();
return this;
};
/**
* @param {glsVertexArrayTests.GLValue} other
* @return {boolean}
*/
glsVertexArrayTests.GLValue.prototype.equals = function(other) {
return this.m_value[0] == other.getValue();
};
/**
* @param {glsVertexArrayTests.GLValue} other
* @return {boolean}
*/
glsVertexArrayTests.GLValue.prototype.lessThan = function(other) {
return this.interpret() < other.interpret();
};
/**
* @param {glsVertexArrayTests.GLValue} other
* @return {boolean}
*/
glsVertexArrayTests.GLValue.prototype.greaterThan = function(other) {
return this.interpret() > other.interpret();
};
/**
* @param {glsVertexArrayTests.GLValue} other
* @return {boolean}
*/
glsVertexArrayTests.GLValue.prototype.lessOrEqualThan = function(other) {
return this.interpret() <= other.interpret();
};
/**
* @param {glsVertexArrayTests.GLValue} other
* @return {boolean}
*/
glsVertexArrayTests.GLValue.prototype.greaterOrEqualThan = function(other) {
return this.interpret() >= other.interpret();
};
/**
* glsVertexArrayTests.RandomArrayGenerator class. Contains static methods only
*/
glsVertexArrayTests.RandomArrayGenerator = function() {};
/**
* glsVertexArrayTests.RandomArrayGenerator.setData
* @param {Uint8Array} data
* @param {glsVertexArrayTests.deArray.InputType} type
* @param {deRandom.Random} rnd
* @param {glsVertexArrayTests.GLValue} min
* @param {glsVertexArrayTests.GLValue} max
*/
glsVertexArrayTests.RandomArrayGenerator.setData = function(data, type, rnd, min, max) {
// Parameter type is not necessary, but we'll use it to assert the created glsVertexArrayTests.GLValue is of the correct type.
/** @type {glsVertexArrayTests.GLValue} */ var value = glsVertexArrayTests.GLValue.getRandom(rnd, min, max);
DE_ASSERT(value.getType() == type);
glsVertexArrayTests.copyGLValueToArray(data, value);
};
/**
* generateArray
* @param {number} seed
* @param {glsVertexArrayTests.GLValue} min
* @param {glsVertexArrayTests.GLValue} max
* @param {number} count
* @param {number} componentCount
* @param {number} stride
* @param {glsVertexArrayTests.deArray.InputType} type
* @return {ArrayBuffer}
*/
glsVertexArrayTests.RandomArrayGenerator.generateArray = function(seed, min, max, count, componentCount, stride, type) {
/** @type {ArrayBuffer} */ var data;
/** @type {Uint8Array} */ var data8;
var rnd = new deRandom.Random(seed);
if (stride == 0)
stride = componentCount * glsVertexArrayTests.deArray.inputTypeSize(type);
data = new ArrayBuffer(stride * count);
data8 = new Uint8Array(data);
for (var vertexNdx = 0; vertexNdx < count; vertexNdx++) {
for (var componentNdx = 0; componentNdx < componentCount; componentNdx++) {
glsVertexArrayTests.RandomArrayGenerator.setData(data8.subarray(vertexNdx * stride + glsVertexArrayTests.deArray.inputTypeSize(type) * componentNdx), type, rnd, min, max);
}
}
return data;
};
/* {
static char* generateQuads (int seed, int count, int componentCount, int offset, int stride, Array::Primitive primitive, Array::InputType type, glsVertexArrayTests.GLValue min, glsVertexArrayTests.GLValue max);
static char* generatePerQuad (int seed, int count, int componentCount, int stride, Array::Primitive primitive, Array::InputType type, glsVertexArrayTests.GLValue min, glsVertexArrayTests.GLValue max);
private:
template<typename T>
static char* createQuads (int seed, int count, int componentCount, int offset, int stride, Array::Primitive primitive, T min, T max);
template<typename T>
static char* createPerQuads (int seed, int count, int componentCount, int stride, Array::Primitive primitive, T min, T max);
static char* createQuadsPacked (int seed, int count, int componentCount, int offset, int stride, Array::Primitive primitive);
};*/
/**
* @param {number} seed
* @param {number} count
* @param {number} componentCount
* @param {number} offset
* @param {number} stride
* @param {glsVertexArrayTests.deArray.Primitive} primitive
* @param {glsVertexArrayTests.deArray.InputType} type
* @param {glsVertexArrayTests.GLValue} min
* @param {glsVertexArrayTests.GLValue} max
* @param {number} scale Coordinate scaling factor
* @return {ArrayBuffer}
*/
glsVertexArrayTests.RandomArrayGenerator.generateQuads = function(seed, count, componentCount, offset, stride, primitive, type, min, max, scale) {
/** @type {ArrayBuffer} */ var data;
switch (type) {
case glsVertexArrayTests.deArray.InputType.FLOAT:
/*case glsVertexArrayTests.deArray.InputType.FIXED:
case glsVertexArrayTests.deArray.InputType.DOUBLE:*/
case glsVertexArrayTests.deArray.InputType.BYTE:
case glsVertexArrayTests.deArray.InputType.SHORT:
case glsVertexArrayTests.deArray.InputType.UNSIGNED_BYTE:
case glsVertexArrayTests.deArray.InputType.UNSIGNED_SHORT:
case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT:
case glsVertexArrayTests.deArray.InputType.INT:
case glsVertexArrayTests.deArray.InputType.HALF:
data = glsVertexArrayTests.RandomArrayGenerator.createQuads(seed, count, componentCount, offset, stride, primitive, min, max, scale);
break;
case glsVertexArrayTests.deArray.InputType.INT_2_10_10_10:
case glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10:
data = glsVertexArrayTests.RandomArrayGenerator.createQuadsPacked(seed, count, componentCount, offset, stride, primitive);
break;
default:
throw new Error('glsVertexArrayTests.RandomArrayGenerator.generateQuads - Invalid input type');
break;
}
return data;
};
/**
* @param {number} seed
* @param {number} count
* @param {number} componentCount
* @param {number} offset
* @param {number} stride
* @param {glsVertexArrayTests.deArray.Primitive} primitive
* @return {ArrayBuffer}
*/
glsVertexArrayTests.RandomArrayGenerator.createQuadsPacked = function(seed, count, componentCount, offset, stride, primitive) {
DE_ASSERT(componentCount == 4);
/** @type {number} */ var quadStride = 0;
if (stride == 0)
stride = deMath.INT32_SIZE;
switch (primitive) {
case glsVertexArrayTests.deArray.Primitive.TRIANGLES:
quadStride = stride * 6;
break;
default:
throw new Error('glsVertexArrayTests.RandomArrayGenerator.createQuadsPacked - Invalid primitive');
break;
}
/** @type {ArrayBuffer} */ var _data = new ArrayBuffer(offset + quadStride * (count - 1) + stride * 5 + componentCount * glsVertexArrayTests.deArray.inputTypeSize(glsVertexArrayTests.deArray.InputType.INT_2_10_10_10)); // last element must be fully in the array
/** @type {Uint8Array} */ var resultData = new Uint8Array(_data).subarray(offset);
/** @type {number} */ var max = 1024;
/** @type {number} */ var min = 10;
/** @type {number} */ var max2 = 4;
var rnd = new deRandom.Random(seed);
switch (primitive) {
case glsVertexArrayTests.deArray.Primitive.TRIANGLES: {
for (var quadNdx = 0; quadNdx < count; quadNdx++) {
/** @type {number} */ var x1 = min + rnd.getInt() % (max - min);
/** @type {number} */ var x2 = min + rnd.getInt() % (max - x1);
/** @type {number} */ var y1 = min + rnd.getInt() % (max - min);
/** @type {number} */ var y2 = min + rnd.getInt() % (max - y1);
/** @type {number} */ var z = min + rnd.getInt() % (max - min);
/** @type {number} */ var w = rnd.getInt() % max2;
/** @type {number} */ var val1 = (w << 30) | (z << 20) | (y1 << 10) | x1;
/** @type {number} */ var val2 = (w << 30) | (z << 20) | (y1 << 10) | x2;
/** @type {number} */ var val3 = (w << 30) | (z << 20) | (y2 << 10) | x1;
/** @type {number} */ var val4 = (w << 30) | (z << 20) | (y2 << 10) | x1;
/** @type {number} */ var val5 = (w << 30) | (z << 20) | (y1 << 10) | x2;
/** @type {number} */ var val6 = (w << 30) | (z << 20) | (y2 << 10) | x2;
glsVertexArrayTests.copyArray(resultData.subarray(quadNdx * quadStride + stride * 0), new Uint32Array([val1]));
glsVertexArrayTests.copyArray(resultData.subarray(quadNdx * quadStride + stride * 1), new Uint32Array([val2]));
glsVertexArrayTests.copyArray(resultData.subarray(quadNdx * quadStride + stride * 2), new Uint32Array([val3]));
glsVertexArrayTests.copyArray(resultData.subarray(quadNdx * quadStride + stride * 3), new Uint32Array([val4]));
glsVertexArrayTests.copyArray(resultData.subarray(quadNdx * quadStride + stride * 4), new Uint32Array([val5]));
glsVertexArrayTests.copyArray(resultData.subarray(quadNdx * quadStride + stride * 5), new Uint32Array([val6]));
}
break;
}
default:
throw new Error('glsVertexArrayTests.RandomArrayGenerator.createQuadsPacked - Invalid primitive');
break;
}
return _data;
};
/**
* @param {number} seed
* @param {number} count
* @param {number} componentCount
* @param {number} offset
* @param {number} stride
* @param {glsVertexArrayTests.deArray.Primitive} primitive
* @param {glsVertexArrayTests.GLValue} min
* @param {glsVertexArrayTests.GLValue} max
* @param {number} scale Coordinate scaling factor
* @return {ArrayBuffer}
*/
glsVertexArrayTests.RandomArrayGenerator.createQuads = function(seed, count, componentCount, offset, stride, primitive, min, max, scale) {
var componentStride = min.m_value.byteLength; //TODO: Fix encapsulation issue
var quadStride = 0;
var type = min.getType(); //Instead of using the template parameter.
if (stride == 0)
stride = componentCount * componentStride;
DE_ASSERT(stride >= componentCount * componentStride);
switch (primitive) {
case glsVertexArrayTests.deArray.Primitive.TRIANGLES:
quadStride = stride * 6;
break;
default:
throw new Error('glsVertexArrayTests.RandomArrayGenerator.createQuads - Invalid primitive');
break;
}
/** @type {ArrayBuffer} */ var _data = new ArrayBuffer(offset + quadStride * count);
/** @type {Uint8Array} */ var resultData = new Uint8Array(_data).subarray(offset);
var rnd = new deRandom.Random(seed);
switch (primitive) {
case glsVertexArrayTests.deArray.Primitive.TRIANGLES: {
for (var quadNdx = 0; quadNdx < count; ++quadNdx) {
/** @type {glsVertexArrayTests.GLValue} */ var x1 = null;
/** @type {glsVertexArrayTests.GLValue} */ var x2 = null;
/** @type {glsVertexArrayTests.GLValue} */ var y1 = null;
/** @type {glsVertexArrayTests.GLValue} */ var y2 = null;
/** @type {glsVertexArrayTests.GLValue} */ var z = null;
/** @type {glsVertexArrayTests.GLValue} */ var w = null;
// attempt to find a good (i.e not extremely small) quad
for (var attemptNdx = 0; attemptNdx < 4; ++attemptNdx) {
x1 = glsVertexArrayTests.GLValue.getRandom(rnd, min, max);
x2 = glsVertexArrayTests.GLValue.getRandom(rnd, glsVertexArrayTests.GLValue.minValue(type), glsVertexArrayTests.GLValue.abs(max.sub(x1)));
y1 = glsVertexArrayTests.GLValue.getRandom(rnd, min, max);
y2 = glsVertexArrayTests.GLValue.getRandom(rnd, glsVertexArrayTests.GLValue.minValue(type), glsVertexArrayTests.GLValue.abs(max.sub(y1)));
z = (componentCount > 2) ? (glsVertexArrayTests.GLValue.getRandom(rnd, min, max)) : (glsVertexArrayTests.GLValue.create(0, type));
w = (componentCount > 3) ? (glsVertexArrayTests.GLValue.getRandom(rnd, min, max)) : (glsVertexArrayTests.GLValue.create(1, type));
// no additional components, all is good
if (componentCount <= 2)
break;
// The result quad is too thin?
if ((Math.abs(x2.interpret() + z.interpret()) < glsVertexArrayTests.GLValue.minValue(type).interpret()) ||
(Math.abs(y2.interpret() + w.interpret()) < glsVertexArrayTests.GLValue.minValue(type).interpret()))
continue;
// all ok
break;
}
x2 = x1.add(x2);
y2 = y1.add(y2);
/**
* Transform GL vertex coordinates so that after vertex shading the vertices will be rounded.
* We want to avoid quads that cover a pixel partially
*/
var round = function(pos, scale, offset, range) {
// Perform the same transformation as the vertex shader
var val = (pos.interpret() + offset) * scale;
var half = range / 2;
val = val * half + half;
// Round it
val = Math.round(val);
// And reverse the vertex shading transformation
val = (val - half) / half;
val = val / scale - offset;
return glsVertexArrayTests.GLValue.create(val, pos.m_type);
};
var viewport = gl.getParameter(gl.VIEWPORT);
var voffset = 0;
if (componentCount > 2)
voffset = z.interpret();
x1 = round(x1, scale, voffset, viewport[2]);
x2 = round(x2, scale, voffset, viewport[2]);
voffset = 1;
if (componentCount > 3)
voffset = w.interpret();
y1 = round(y1, scale, voffset, viewport[3]);
y2 = round(y2, scale, voffset, viewport[3]);
glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride), x1);
glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + componentStride), y1);
glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride), x2);
glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride + componentStride), y1);
glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 2), x1);
glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 2 + componentStride), y2);
glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 3), x1);
glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 3 + componentStride), y2);
glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 4), x2);
glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 4 + componentStride), y1);
glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 5), x2);
glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * 5 + componentStride), y2);
if (componentCount > 2) {
for (var i = 0; i < 6; i++)
glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * i + componentStride * 2), z);
}
if (componentCount > 3) {
for (var i = 0; i < 6; i++)
glsVertexArrayTests.copyGLValueToArray(resultData.subarray(quadNdx * quadStride + stride * i + componentStride * 3), w);
}
}
break;
}
default:
throw new Error('glsVertexArrayTests.RandomArrayGenerator.createQuads - Invalid primitive');
break;
}
return _data;
};
/**
* @param {number} seed
* @param {number} count
* @param {number} componentCount
* @param {number} stride
* @param {glsVertexArrayTests.deArray.Primitive} primitive
* @param {glsVertexArrayTests.deArray.InputType} type
* @param {glsVertexArrayTests.GLValue} min
* @param {glsVertexArrayTests.GLValue} max
*/
glsVertexArrayTests.RandomArrayGenerator.generatePerQuad = function(seed, count, componentCount, stride, primitive, type, min, max) {
/** @type {ArrayBuffer} */ var data = null;
data = glsVertexArrayTests.RandomArrayGenerator.createPerQuads(seed, count, componentCount, stride, primitive, min, max);
return data;
};
/**
* @param {number} seed
* @param {number} count
* @param {number} componentCount
* @param {number} stride
* @param {glsVertexArrayTests.deArray.Primitive} primitive
* @param {glsVertexArrayTests.GLValue} min
* @param {glsVertexArrayTests.GLValue} max
*/
glsVertexArrayTests.RandomArrayGenerator.createPerQuads = function(seed, count, componentCount, stride, primitive, min, max) {
var rnd = new deRandom.Random(seed);
var componentStride = min.m_value.byteLength; //TODO: Fix encapsulation issue.
if (stride == 0)
stride = componentStride * componentCount;
var quadStride = 0;
switch (primitive) {
case glsVertexArrayTests.deArray.Primitive.TRIANGLES:
quadStride = stride * 6;
break;
default:
throw new Error('glsVertexArrayTests.RandomArrayGenerator.createPerQuads - Invalid primitive');
break;
}
/** @type {ArrayBuffer} */ var data = new ArrayBuffer(count * quadStride);
for (var quadNdx = 0; quadNdx < count; quadNdx++) {
for (var componentNdx = 0; componentNdx < componentCount; componentNdx++) {
/** @type {glsVertexArrayTests.GLValue} */ var val = glsVertexArrayTests.GLValue.getRandom(rnd, min, max);
var data8 = new Uint8Array(data);
glsVertexArrayTests.copyGLValueToArray(data8.subarray(quadNdx * quadStride + stride * 0 + componentStride * componentNdx), val);
glsVertexArrayTests.copyGLValueToArray(data8.subarray(quadNdx * quadStride + stride * 1 + componentStride * componentNdx), val);
glsVertexArrayTests.copyGLValueToArray(data8.subarray(quadNdx * quadStride + stride * 2 + componentStride * componentNdx), val);
glsVertexArrayTests.copyGLValueToArray(data8.subarray(quadNdx * quadStride + stride * 3 + componentStride * componentNdx), val);
glsVertexArrayTests.copyGLValueToArray(data8.subarray(quadNdx * quadStride + stride * 4 + componentStride * componentNdx), val);
glsVertexArrayTests.copyGLValueToArray(data8.subarray(quadNdx * quadStride + stride * 5 + componentStride * componentNdx), val);
}
}
return data;
};
/**
* class glsVertexArrayTests.VertexArrayTest
* @constructor
* @extends {tcuTestCase.DeqpTest}
* @param {string} name
* @param {string} description
*/
glsVertexArrayTests.VertexArrayTest = function(name, description) {
tcuTestCase.DeqpTest.call(this, name, description);
var r = /** @type {number} */ (gl.getParameter(gl.RED_BITS));
var g = /** @type {number} */ (gl.getParameter(gl.GREEN_BITS));
var b = /** @type {number} */ (gl.getParameter(gl.BLUE_BITS));
var a = /** @type {number} */ (gl.getParameter(gl.ALPHA_BITS));
this.m_pixelformat = new tcuPixelFormat.PixelFormat(r, g, b, a);
/** @type {sglrReferenceContext.ReferenceContextBuffers} */ this.m_refBuffers = null;
/** @type {sglrReferenceContext.ReferenceContext} */ this.m_refContext = null;
/** @type {sglrGLContext.GLContext} */ this.m_glesContext = null;
/** @type {glsVertexArrayTests.ContextArrayPack} */ this.m_glArrayPack = null;
/** @type {glsVertexArrayTests.ContextArrayPack} */ this.m_rrArrayPack = null;
/** @type {boolean} */ this.m_isOk = false;
/** @type {number} */ this.m_maxDiffRed = Math.ceil(256.0 * (2.0 / (1 << this.m_pixelformat.redBits)));
/** @type {number} */ this.m_maxDiffGreen = Math.ceil(256.0 * (2.0 / (1 << this.m_pixelformat.greenBits)));
/** @type {number} */ this.m_maxDiffBlue = Math.ceil(256.0 * (2.0 / (1 << this.m_pixelformat.blueBits)));
};
glsVertexArrayTests.VertexArrayTest.prototype = Object.create(tcuTestCase.DeqpTest.prototype);
glsVertexArrayTests.VertexArrayTest.prototype.constructor = glsVertexArrayTests.VertexArrayTest;
/**
* init
*/
glsVertexArrayTests.VertexArrayTest.prototype.init = function() {
/** @type {number}*/ var renderTargetWidth = Math.min(512, canvas.width);
/** @type {number}*/ var renderTargetHeight = Math.min(512, canvas.height);
/** @type {sglrReferenceContext.ReferenceContextLimits} */ var limits = new sglrReferenceContext.ReferenceContextLimits(gl);
this.m_glesContext = new sglrGLContext.GLContext(gl);
this.m_refBuffers = new sglrReferenceContext.ReferenceContextBuffers(this.m_pixelformat, 0, 0, renderTargetWidth, renderTargetHeight);
this.m_refContext = new sglrReferenceContext.ReferenceContext(limits, this.m_refBuffers.getColorbuffer(), this.m_refBuffers.getDepthbuffer(), this.m_refBuffers.getStencilbuffer());
this.m_glArrayPack = new glsVertexArrayTests.ContextArrayPack(this.m_glesContext);
this.m_rrArrayPack = new glsVertexArrayTests.ContextArrayPack(this.m_refContext);
};
/**
* compare
*/
glsVertexArrayTests.VertexArrayTest.prototype.compare = function() {
/** @type {tcuSurface.Surface} */ var ref = this.m_rrArrayPack.getSurface();
/** @type {tcuSurface.Surface} */ var screen = this.m_glArrayPack.getSurface();
if (/** @type {number} */ (this.m_glesContext.getParameter(gl.SAMPLES)) > 1) {
// \todo [mika] Improve compare when using multisampling
bufferedLogToConsole('Warning: Comparison of result from multisample render targets are not as strict as without multisampling. Might produce false positives!');
this.m_isOk = tcuImageCompare.fuzzyCompare('Compare Results', 'Compare Results', ref.getAccess(), screen.getAccess(), 1.5);
} else {
/** @type {tcuRGBA.RGBA} */ var threshold = tcuRGBA.newRGBAComponents(this.m_maxDiffRed, this.m_maxDiffGreen, this.m_maxDiffBlue, 255);
/** @type {tcuSurface.Surface} */ var error = new tcuSurface.Surface(ref.getWidth(), ref.getHeight());
this.m_isOk = true;
for (var y = 1; y < ref.getHeight() - 1; y++) {
for (var x = 1; x < ref.getWidth() - 1; x++) {
/** @type {tcuRGBA.RGBA} */ var refPixel = tcuRGBA.newRGBAFromArray(ref.getPixel(x, y));
/** @type {tcuRGBA.RGBA} */ var screenPixel = tcuRGBA.newRGBAFromArray(screen.getPixel(x, y));
/** @type {boolean} */ var isOkPixel = false;
// Don't do comparisons for this pixel if it belongs to a one-pixel-thin part (i.e. it doesn't have similar-color neighbors in both x and y directions) in both result and reference.
// This fixes some false negatives.
/** @type {boolean} */ var refThin = (
!tcuRGBA.compareThreshold(refPixel, tcuRGBA.newRGBAFromArray(ref.getPixel(x - 1, y)), threshold) &&
!tcuRGBA.compareThreshold(refPixel, tcuRGBA.newRGBAFromArray(ref.getPixel(x + 1, y)), threshold)
) || (
!tcuRGBA.compareThreshold(refPixel, tcuRGBA.newRGBAFromArray(ref.getPixel(x, y - 1)), threshold) &&
!tcuRGBA.compareThreshold(refPixel, tcuRGBA.newRGBAFromArray(ref.getPixel(x, y + 1)), threshold)
);
/** @type {boolean} */ var screenThin = (
!tcuRGBA.compareThreshold(screenPixel, tcuRGBA.newRGBAFromArray(screen.getPixel(x - 1, y)), threshold) &&
!tcuRGBA.compareThreshold(screenPixel, tcuRGBA.newRGBAFromArray(screen.getPixel(x + 1, y)), threshold)
) || (
!tcuRGBA.compareThreshold(screenPixel, tcuRGBA.newRGBAFromArray(screen.getPixel(x, y - 1)), threshold) &&
!tcuRGBA.compareThreshold(screenPixel, tcuRGBA.newRGBAFromArray(screen.getPixel(x, y + 1)), threshold)
);
if (refThin && screenThin)
isOkPixel = true;
else {
//NOTE: This will ignore lines less than three pixels wide, so
//even if there's a difference, the test will pass.
for (var dy = -1; dy < 2 && !isOkPixel; dy++) {
for (var dx = -1; dx < 2 && !isOkPixel; dx++) {
// Check reference pixel against screen pixel
/** @type {tcuRGBA.RGBA} */ var screenCmpPixel = tcuRGBA.newRGBAFromArray(screen.getPixel(x + dx, y + dy));
/** @type {number} (8-bit) */ var r = Math.abs(refPixel.getRed() - screenCmpPixel.getRed());
/** @type {number} (8-bit) */ var g = Math.abs(refPixel.getGreen() - screenCmpPixel.getGreen());
/** @type {number} (8-bit) */ var b = Math.abs(refPixel.getBlue() - screenCmpPixel.getBlue());
if (r <= this.m_maxDiffRed && g <= this.m_maxDiffGreen && b <= this.m_maxDiffBlue)
isOkPixel = true;
// Check screen pixels against reference pixel
/** @type {tcuRGBA.RGBA} */ var refCmpPixel = tcuRGBA.newRGBAFromArray(ref.getPixel(x + dx, y + dy));
r = Math.abs(refCmpPixel.getRed() - screenPixel.getRed());
g = Math.abs(refCmpPixel.getGreen() - screenPixel.getGreen());
b = Math.abs(refCmpPixel.getBlue() - screenPixel.getBlue());
if (r <= this.m_maxDiffRed && g <= this.m_maxDiffGreen && b <= this.m_maxDiffBlue)
isOkPixel = true;
}
}
}
if (isOkPixel)
error.setPixel(x, y,
[tcuRGBA.newRGBAFromArray(screen.getPixel(x, y)).getRed(),
(tcuRGBA.newRGBAFromArray(screen.getPixel(x, y)).getGreen() + 255) / 2,
tcuRGBA.newRGBAFromArray(screen.getPixel(x, y)).getBlue(), 255]
);
else {
error.setPixel(x, y, [255, 0, 0, 255]);
this.m_isOk = false;
}
}
}
if (!this.m_isOk) {
debug('Image comparison failed, threshold = (' + this.m_maxDiffRed + ', ' + this.m_maxDiffGreen + ', ' + this.m_maxDiffBlue + ')');
//log << TestLog::ImageSet("Compare result", "Result of rendering");
tcuImageCompare.displayImages(screen.getAccess(), ref.getAccess(), error.getAccess());
} else {
//log << TestLog::ImageSet("Compare result", "Result of rendering")
tcuLogImage.logImage('Result', '', screen.getAccess());
}
}
};
//TODO: Is this actually used? -> glsVertexArrayTests.VertexArrayTest& operator= (const glsVertexArrayTests.VertexArrayTest& other);
/**
* glsVertexArrayTests.MultiVertexArrayTest class
* @constructor
* @extends {glsVertexArrayTests.VertexArrayTest}
* @param {glsVertexArrayTests.MultiVertexArrayTest.Spec} spec
* @param {string} name
* @param {string} desc
*/
glsVertexArrayTests.MultiVertexArrayTest = function(spec, name, desc) {
glsVertexArrayTests.VertexArrayTest.call(this, name, desc);
/** @type {glsVertexArrayTests.MultiVertexArrayTest.Spec} */ this.m_spec = spec;
/** @type {number} */ this.m_iteration = 0;
};
glsVertexArrayTests.MultiVertexArrayTest.prototype = Object.create(glsVertexArrayTests.VertexArrayTest.prototype);
glsVertexArrayTests.MultiVertexArrayTest.prototype.constructor = glsVertexArrayTests.MultiVertexArrayTest;
/**
* glsVertexArrayTests.MultiVertexArrayTest.Spec class
* @constructor
*/
glsVertexArrayTests.MultiVertexArrayTest.Spec = function() {
/** @type {glsVertexArrayTests.deArray.Primitive} */ this.primitive;
/** @type {number} */ this.drawCount = 0;
/** @type {number} */ this.first = 0;
/** @type {Array<glsVertexArrayTests.MultiVertexArrayTest.Spec.ArraySpec>} */ this.arrays = [];
};
/**
* glsVertexArrayTests.MultiVertexArrayTest.Spec.ArraySpec class
* @constructor
* @param {glsVertexArrayTests.deArray.InputType} inputType_
* @param {glsVertexArrayTests.deArray.OutputType} outputType_
* @param {glsVertexArrayTests.deArray.Storage} storage_
* @param {glsVertexArrayTests.deArray.Usage} usage_
* @param {number} componentCount_
* @param {number} offset_
* @param {number} stride_
* @param {boolean} normalize_
* @param {glsVertexArrayTests.GLValue} min_
* @param {glsVertexArrayTests.GLValue} max_
*/
glsVertexArrayTests.MultiVertexArrayTest.Spec.ArraySpec = function(inputType_, outputType_, storage_, usage_, componentCount_, offset_, stride_, normalize_, min_, max_) {
this.inputType = inputType_;
this.outputType = outputType_;
this.storage = storage_;
this.usage = usage_;
this.componentCount = componentCount_;
this.offset = offset_;
/** @type {number} */ this.stride = stride_;
this.normalize = normalize_;
this.min = min_;
this.max = max_;
};
/**
* getName
* @return {string}
*/
glsVertexArrayTests.MultiVertexArrayTest.Spec.prototype.getName = function() {
var name = '';
for (var ndx = 0; ndx < this.arrays.length; ++ndx) {
/** @type {glsVertexArrayTests.MultiVertexArrayTest.Spec.ArraySpec} */ var array = this.arrays[ndx];
if (this.arrays.length > 1)
name += 'array' + ndx + '_';
name += glsVertexArrayTests.deArray.storageToString(array.storage) + '_' +
array.offset + '_' +
array.stride + '_' +
glsVertexArrayTests.deArray.inputTypeToString(array.inputType);
if (array.inputType != glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10 && array.inputType != glsVertexArrayTests.deArray.InputType.INT_2_10_10_10)
name += array.componentCount;
name += '_' +
(array.normalize ? 'normalized_' : '') +
glsVertexArrayTests.deArray.outputTypeToString(array.outputType) + '_' +
glsVertexArrayTests.deArray.usageTypeToString(array.usage) + '_';
}
if (this.first)
name += 'first' + this.first + '_';
switch (this.primitive) {
case glsVertexArrayTests.deArray.Primitive.TRIANGLES:
name += 'quads_';
break;
case glsVertexArrayTests.deArray.Primitive.POINTS:
name += 'points_';
break;
default:
throw new Error('glsVertexArrayTests.MultiVertexArrayTest.Spec.getName - Invalid primitive type');
break;
}
name += this.drawCount;
return name;
};
/**
* getName
* @return {string}
*/
glsVertexArrayTests.MultiVertexArrayTest.Spec.prototype.getDesc = function() {
var desc = '';
for (var ndx = 0; ndx < this.arrays.length; ++ndx) {
/** @type {glsVertexArrayTests.MultiVertexArrayTest.Spec.ArraySpec} */ var array = this.arrays[ndx];
desc += 'Array ' + ndx + ': ' +
'Storage in ' + glsVertexArrayTests.deArray.storageToString(array.storage) + ', ' +
'stride ' + array.stride + ', ' +
'input datatype ' + glsVertexArrayTests.deArray.inputTypeToString(array.inputType) + ', ' +
'input component count ' + array.componentCount + ', ' +
(array.normalize ? 'normalized, ' : '') +
'used as ' + glsVertexArrayTests.deArray.outputTypeToString(array.outputType) + ', ';
}
desc += 'drawArrays(), ' +
'first ' + this.first + ', ' +
this.drawCount;
switch (this.primitive) {
case glsVertexArrayTests.deArray.Primitive.TRIANGLES:
desc += 'quads ';
break;
case glsVertexArrayTests.deArray.Primitive.POINTS:
desc += 'points';
break;
default:
throw new Error('glsVertexArrayTests.MultiVertexArrayTest.Spec.getDesc - Invalid primitive type');
break;
}
return desc;
};
/**
* iterate
* @return {tcuTestCase.IterateResult}
*/
glsVertexArrayTests.MultiVertexArrayTest.prototype.iterate = function() {
if (this.m_iteration == 0) {
var primitiveSize = (this.m_spec.primitive == glsVertexArrayTests.deArray.Primitive.TRIANGLES) ? (6) : (1); // in non-indexed draw Triangles means rectangles
var coordScale = 1.0;
var colorScale = 1.0;
var useVao = true; // WebGL, WebGL 2.0 - gl.getType().getProfile() == glu::PROFILE_CORE;
// Log info
bufferedLogToConsole(this.m_spec.getDesc());
// Color and Coord scale
// First array is always position
/** @type {glsVertexArrayTests.MultiVertexArrayTest.Spec.ArraySpec} */ var arraySpec = this.m_spec.arrays[0];
if (arraySpec.inputType == glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10) {
if (arraySpec.normalize)
coordScale = 1;
else
coordScale = 1 / 1024;
} else if (arraySpec.inputType == glsVertexArrayTests.deArray.InputType.INT_2_10_10_10) {
if (arraySpec.normalize)
coordScale = 1.0;
else
coordScale = 1.0 / 512.0;
} else
coordScale = arraySpec.normalize && !glsVertexArrayTests.inputTypeIsFloatType(arraySpec.inputType) ? 1.0 : 0.9 / arraySpec.max.toFloat();
if (arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.VEC3 || arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.VEC4 ||
arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.IVEC3 || arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.IVEC4 ||
arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.UVEC3 || arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.UVEC4)
coordScale = coordScale * 0.5;
// And other arrays are color-like
for (var arrayNdx = 1; arrayNdx < this.m_spec.arrays.length; arrayNdx++) {
arraySpec = this.m_spec.arrays[arrayNdx];
colorScale *= (arraySpec.normalize && !glsVertexArrayTests.inputTypeIsFloatType(arraySpec.inputType) ? 1.0 : 1.0 / arraySpec.max.toFloat());
if (arraySpec.outputType == glsVertexArrayTests.deArray.OutputType.VEC4)
colorScale *= (arraySpec.normalize && !glsVertexArrayTests.inputTypeIsFloatType(arraySpec.inputType) ? 1.0 : 1.0 / arraySpec.max.toFloat());
}
// Data
for (var arrayNdx = 0; arrayNdx < this.m_spec.arrays.length; arrayNdx++) {
arraySpec = this.m_spec.arrays[arrayNdx];
/** @type {number} */ var seed = arraySpec.inputType + 10 * arraySpec.outputType + 100 * arraySpec.storage + 1000 * this.m_spec.primitive + 10000 * arraySpec.usage + this.m_spec.drawCount + 12 * arraySpec.componentCount + arraySpec.stride + arraySpec.normalize;
/** @type {ArrayBuffer} */ var data = null;
/** @type {number} */ var stride = arraySpec.stride == 0 ? arraySpec.componentCount * glsVertexArrayTests.deArray.inputTypeSize(arraySpec.inputType) : arraySpec.stride;
/** @type {number} */ var bufferSize = arraySpec.offset + stride * (this.m_spec.drawCount * primitiveSize - 1) + arraySpec.componentCount * glsVertexArrayTests.deArray.inputTypeSize(arraySpec.inputType);
switch (this.m_spec.primitive) {
// case glsVertexArrayTests.deArray.Primitive.POINTS:
// data = glsVertexArrayTests.RandomArrayGenerator.generateArray(seed, arraySpec.min, arraySpec.max, arraySpec.count, arraySpec.componentCount, arraySpec.stride, arraySpec.inputType);
// break;
case glsVertexArrayTests.deArray.Primitive.TRIANGLES:
if (arrayNdx == 0) {
data = glsVertexArrayTests.RandomArrayGenerator.generateQuads(seed, this.m_spec.drawCount, arraySpec.componentCount, arraySpec.offset, arraySpec.stride, this.m_spec.primitive, arraySpec.inputType, arraySpec.min, arraySpec.max, coordScale);
} else {
DE_ASSERT(arraySpec.offset == 0); // \note [jarkko] it just hasn't been implemented
data = glsVertexArrayTests.RandomArrayGenerator.generatePerQuad(seed, this.m_spec.drawCount, arraySpec.componentCount, arraySpec.stride, this.m_spec.primitive, arraySpec.inputType, arraySpec.min, arraySpec.max);
}
break;
default:
throw new Error('glsVertexArrayTests.MultiVertexArrayTest.prototype.iterate - Invalid primitive type');
break;
}
this.m_glArrayPack.newArray(arraySpec.storage);
this.m_rrArrayPack.newArray(arraySpec.storage);
this.m_glArrayPack.getArray(arrayNdx).data(glsVertexArrayTests.deArray.Target.ARRAY, bufferSize, new Uint8Array(data), arraySpec.usage);
this.m_rrArrayPack.getArray(arrayNdx).data(glsVertexArrayTests.deArray.Target.ARRAY, bufferSize, new Uint8Array(data), arraySpec.usage);
this.m_glArrayPack.getArray(arrayNdx).bind(arrayNdx, arraySpec.offset, arraySpec.componentCount, arraySpec.inputType, arraySpec.outputType, arraySpec.normalize, arraySpec.stride);
this.m_rrArrayPack.getArray(arrayNdx).bind(arrayNdx, arraySpec.offset, arraySpec.componentCount, arraySpec.inputType, arraySpec.outputType, arraySpec.normalize, arraySpec.stride);
}
try {
this.m_glArrayPack.render(this.m_spec.primitive, this.m_spec.first, this.m_spec.drawCount * primitiveSize, useVao, coordScale, colorScale);
this.m_rrArrayPack.render(this.m_spec.primitive, this.m_spec.first, this.m_spec.drawCount * primitiveSize, useVao, coordScale, colorScale);
}
catch (err) {
// GL Errors are ok if the mode is not properly aligned
bufferedLogToConsole('Got error: ' + err.message);
if (this.isUnalignedBufferOffsetTest())
testFailedOptions('Failed to draw with unaligned buffers', false); // TODO: QP_TEST_RESULT_COMPATIBILITY_WARNING
else if (this.isUnalignedBufferStrideTest())
testFailedOptions('Failed to draw with unaligned stride', false); // QP_TEST_RESULT_COMPATIBILITY_WARNING
else
throw new Error(err.message);
return tcuTestCase.IterateResult.STOP;
}
this.m_iteration++;
return tcuTestCase.IterateResult.CONTINUE;
} else if (this.m_iteration == 1) {
this.compare();
if (this.m_isOk) {
testPassedOptions('', true);
} else {
if (this.isUnalignedBufferOffsetTest())
testFailedOptions('Failed to draw with unaligned buffers', false); // QP_TEST_RESULT_COMPATIBILITY_WARNING
else if (this.isUnalignedBufferStrideTest())
testFailedOptions('Failed to draw with unaligned stride', false); // QP_TEST_RESULT_COMPATIBILITY_WARNING
else
testFailedOptions('Image comparison failed', false);
}
this.m_iteration++;
return tcuTestCase.IterateResult.STOP;
} else {
testFailedOptions('glsVertexArrayTests.MultiVertexArrayTest.iterate - Invalid iteration stage', false);
return tcuTestCase.IterateResult.STOP;
}
};
/**
* isUnalignedBufferOffsetTest
* @return {boolean}
*/
glsVertexArrayTests.MultiVertexArrayTest.prototype.isUnalignedBufferOffsetTest = function() {
// Buffer offsets should be data type size aligned
for (var i = 0; i < this.m_spec.arrays.length; ++i) {
if (this.m_spec.arrays[i].storage == glsVertexArrayTests.deArray.Storage.BUFFER) {
/** @type {boolean} */ var inputTypePacked = this.m_spec.arrays[i].inputType == glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10 || this.m_spec.arrays[i].inputType == glsVertexArrayTests.deArray.InputType.INT_2_10_10_10;
/** @type {number} */ var dataTypeSize = glsVertexArrayTests.deArray.inputTypeSize(this.m_spec.arrays[i].inputType);
if (inputTypePacked)
dataTypeSize = 4;
if (this.m_spec.arrays[i].offset % dataTypeSize != 0)
return true;
}
}
return false;
};
/**
* isUnalignedBufferStrideTest
* @return {boolean}
*/
glsVertexArrayTests.MultiVertexArrayTest.prototype.isUnalignedBufferStrideTest = function() {
// Buffer strides should be data type size aligned
for (var i = 0; i < this.m_spec.arrays.length; ++i) {
if (this.m_spec.arrays[i].storage == glsVertexArrayTests.deArray.Storage.BUFFER) {
/** @type {boolean} */ var inputTypePacked = this.m_spec.arrays[i].inputType == glsVertexArrayTests.deArray.InputType.UNSIGNED_INT_2_10_10_10 || this.m_spec.arrays[i].inputType == glsVertexArrayTests.deArray.InputType.INT_2_10_10_10;
/** @type {number} */ var dataTypeSize = glsVertexArrayTests.deArray.inputTypeSize(this.m_spec.arrays[i].inputType);
if (inputTypePacked)
dataTypeSize = 4;
if (this.m_spec.arrays[i].stride % dataTypeSize != 0)
return true;
}
}
return false;
};
});