152 lines
9.2 KiB
C++
152 lines
9.2 KiB
C++
#ifndef _TCUTEXLOOKUPVERIFIER_HPP
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#define _TCUTEXLOOKUPVERIFIER_HPP
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/*-------------------------------------------------------------------------
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* drawElements Quality Program Tester Core
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* ----------------------------------------
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*
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* Copyright 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*//*!
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* \file
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* \brief Texture lookup simulator that is capable of verifying generic
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* lookup results based on accuracy parameters.
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*//*--------------------------------------------------------------------*/
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#include "tcuDefs.hpp"
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#include "tcuTexture.hpp"
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namespace tcu
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{
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/*--------------------------------------------------------------------*//*!
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* \brief Generic lookup precision parameters.
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*
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* For (assumed) floating-point values recision is defined by number of
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* accurate bits in significand. Maximum number of accurate bits supported
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* is 23 (limit of single-precision FP).
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*
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* For fixed-point values precision is defined by number of bits in
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* the fractional part.
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*//*--------------------------------------------------------------------*/
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struct LookupPrecision
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{
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IVec3 coordBits; //!< Bits per coordinate component before any transformations. Assumed to be floating-point.
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IVec3 uvwBits; //!< Bits per component in final per-level UV(W) coordinates. Assumed to be fixed-point.
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Vec4 colorThreshold; //!< Threshold for match.
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BVec4 colorMask; //!< Channel mask for comparison.
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LookupPrecision (void)
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: coordBits (22)
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, uvwBits (16)
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, colorThreshold (0.0f)
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, colorMask (true)
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{
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}
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};
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struct IntLookupPrecision
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{
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IVec3 coordBits; //!< Bits per coordinate component before any transformations. Assumed to be floating-point.
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IVec3 uvwBits; //!< Bits per component in final per-level UV(W) coordinates. Assumed to be fixed-point.
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UVec4 colorThreshold; //!< Threshold for match.
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BVec4 colorMask; //!< Channel mask for comparison.
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IntLookupPrecision (void)
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: coordBits (22)
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, uvwBits (16)
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, colorThreshold (0)
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, colorMask (true)
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{
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}
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};
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/*--------------------------------------------------------------------*//*!
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* \brief Lod computation precision parameters.
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*//*--------------------------------------------------------------------*/
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struct LodPrecision
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{
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int derivateBits; //!< Number of bits in derivates. (Floating-point)
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int lodBits; //!< Number of bits in final lod (accuracy of log2()). (Fixed-point)
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LodPrecision (void)
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: derivateBits (22)
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, lodBits (16)
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{
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}
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LodPrecision (int derivateBits_, int lodBits_)
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: derivateBits (derivateBits_)
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, lodBits (lodBits_)
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{}
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};
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enum TexLookupScaleMode
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{
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TEX_LOOKUP_SCALE_MINIFY = 0,
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TEX_LOOKUP_SCALE_MAGNIFY,
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TEX_LOOKUP_SCALE_MODE_LAST
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};
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Vec4 computeFixedPointThreshold (const IVec4& bits);
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Vec4 computeFloatingPointThreshold (const IVec4& bits, const Vec4& value);
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Vec4 computeColorBitsThreshold (const IVec4& bits, const IVec4& numAccurateBits);
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Vec2 computeLodBoundsFromDerivates (const float dudx, const float dudy, const LodPrecision& prec);
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Vec2 computeLodBoundsFromDerivates (const float dudx, const float dvdx, const float dudy, const float dvdy, const LodPrecision& prec);
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Vec2 computeLodBoundsFromDerivates (const float dudx, const float dvdx, const float dwdx, const float dudy, const float dvdy, const float dwdy, const LodPrecision& prec);
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Vec2 computeCubeLodBoundsFromDerivates (const Vec3& coord, const Vec3& coordDx, const Vec3& coordDy, const int faceSize, const LodPrecision& prec);
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Vec2 clampLodBounds (const Vec2& lodBounds, const Vec2& lodMinMax, const LodPrecision& prec);
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bool isLookupResultValid (const Texture1DView& texture, const Sampler& sampler, const LookupPrecision& prec, const float coord, const Vec2& lodBounds, const Vec4& result);
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bool isLookupResultValid (const Texture2DView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec2& coord, const Vec2& lodBounds, const Vec4& result);
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bool isLookupResultValid (const TextureCubeView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result);
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bool isLookupResultValid (const Texture1DArrayView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec2& coord, const Vec2& lodBounds, const Vec4& result);
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bool isLookupResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result);
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bool isLookupResultValid (const Texture3DView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result);
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bool isLookupResultValid (const TextureCubeArrayView& texture, const Sampler& sampler, const LookupPrecision& prec, const IVec4& coordBits, const Vec4& coord, const Vec2& lodBounds, const Vec4& result);
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bool isLevel1DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const LookupPrecision& prec, const float coordX, const int coordY, const Vec4& result);
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bool isLevel1DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const float coordX, const int coordY, const IVec4& result);
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bool isLevel1DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const float coordX, const int coordY, const UVec4& result);
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bool isLevel2DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const LookupPrecision& prec, const Vec2& coord, const int coordZ, const Vec4& result);
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bool isLevel2DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const Vec2& coord, const int coordZ, const IVec4& result);
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bool isLevel2DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const Vec2& coord, const int coordZ, const UVec4& result);
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bool isLevel3DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const LookupPrecision& prec, const Vec3& coord, const Vec4& result);
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bool isLevel3DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const Vec3& coord, const IVec4& result);
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bool isLevel3DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const Vec3& coord, const UVec4& result);
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bool isLinearSampleResultValid (const ConstPixelBufferAccess& level, const Sampler& sampler, const LookupPrecision& prec, const Vec2& coord, const int coordZ, const Vec4& result);
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bool isGatherOffsetsResultValid (const Texture2DView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec2& coord, int componentNdx, const IVec2 (&offsets)[4], const Vec4& result);
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bool isGatherOffsetsResultValid (const Texture2DView& texture, const Sampler& sampler, const IntLookupPrecision& prec, const Vec2& coord, int componentNdx, const IVec2 (&offsets)[4], const IVec4& result);
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bool isGatherOffsetsResultValid (const Texture2DView& texture, const Sampler& sampler, const IntLookupPrecision& prec, const Vec2& coord, int componentNdx, const IVec2 (&offsets)[4], const UVec4& result);
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bool isGatherOffsetsResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, int componentNdx, const IVec2 (&offsets)[4], const Vec4& result);
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bool isGatherOffsetsResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const IntLookupPrecision& prec, const Vec3& coord, int componentNdx, const IVec2 (&offsets)[4], const IVec4& result);
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bool isGatherOffsetsResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const IntLookupPrecision& prec, const Vec3& coord, int componentNdx, const IVec2 (&offsets)[4], const UVec4& result);
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// \note For cube textures, gather is only defined without offset.
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bool isGatherResultValid (const TextureCubeView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, int componentNdx, const Vec4& result);
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bool isGatherResultValid (const TextureCubeView& texture, const Sampler& sampler, const IntLookupPrecision& prec, const Vec3& coord, int componentNdx, const IVec4& result);
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bool isGatherResultValid (const TextureCubeView& texture, const Sampler& sampler, const IntLookupPrecision& prec, const Vec3& coord, int componentNdx, const UVec4& result);
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} // tcu
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#endif // _TCUTEXLOOKUPVERIFIER_HPP
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