119 lines
3.6 KiB
C++
119 lines
3.6 KiB
C++
#ifndef _GLSRANDOMSHADERCASE_HPP
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#define _GLSRANDOMSHADERCASE_HPP
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/*-------------------------------------------------------------------------
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* drawElements Quality Program OpenGL (ES) Module
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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 Random shader test case.
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*//*--------------------------------------------------------------------*/
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#include "tcuDefs.hpp"
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#include "tcuTestCase.hpp"
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#include "gluRenderContext.hpp"
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#include "rsgParameters.hpp"
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#include "tcuSurface.hpp"
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#include "rsgShader.hpp"
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#include "rsgVariableValue.hpp"
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#include "gluTexture.hpp"
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#include <string>
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#include <vector>
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#include <map>
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namespace deqp
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{
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namespace gls
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{
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class VertexArray
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{
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public:
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VertexArray (const rsg::ShaderInput* input, int numVertices);
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~VertexArray (void) {}
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const std::vector<float>& getVertices (void) const { return m_vertices; }
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std::vector<float>& getVertices (void) { return m_vertices; }
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const char* getName (void) const { return m_input->getVariable()->getName(); }
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int getNumComponents (void) const { return m_input->getVariable()->getType().getNumElements(); }
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rsg::ConstValueRangeAccess getValueRange (void) const { return m_input->getValueRange(); }
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private:
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const rsg::ShaderInput* m_input;
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std::vector<float> m_vertices;
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};
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class TextureManager
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{
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public:
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TextureManager (void);
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~TextureManager (void);
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void bindTexture (int unit, const glu::Texture2D* tex2D);
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void bindTexture (int unit, const glu::TextureCube* texCube);
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std::vector<std::pair<int, const glu::Texture2D*> > getBindings2D (void) const;
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std::vector<std::pair<int, const glu::TextureCube*> > getBindingsCube (void) const;
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private:
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std::map<int, const glu::Texture2D*> m_tex2D;
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std::map<int, const glu::TextureCube*> m_texCube;
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};
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class RandomShaderCase : public tcu::TestCase
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{
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public:
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RandomShaderCase (tcu::TestContext& testCtx, glu::RenderContext& renderCtx, const char* name, const char* description, const rsg::ProgramParameters& params);
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virtual ~RandomShaderCase (void);
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virtual void init (void);
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virtual void deinit (void);
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virtual IterateResult iterate (void);
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private:
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void checkShaderLimits (const rsg::Shader& shader) const;
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void checkProgramLimits (const rsg::Shader& vtxShader, const rsg::Shader& frgShader) const;
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protected:
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glu::RenderContext& m_renderCtx;
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// \todo [2011-12-21 pyry] Multiple textures!
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const glu::Texture2D* getTex2D (void);
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const glu::TextureCube* getTexCube (void);
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rsg::ProgramParameters m_parameters;
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int m_gridWidth;
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int m_gridHeight;
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rsg::Shader m_vertexShader;
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rsg::Shader m_fragmentShader;
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std::vector<rsg::VariableValue> m_uniforms;
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std::vector<VertexArray> m_vertexArrays;
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std::vector<deUint16> m_indices;
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TextureManager m_texManager;
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glu::Texture2D* m_tex2D;
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glu::TextureCube* m_texCube;
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};
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} // gls
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} // deqp
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#endif // _GLSRANDOMSHADERCASE_HPP
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