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102 lines
3.0 KiB
102 lines
3.0 KiB
/*------------------------------------------------------------------------- |
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* drawElements Quality Program Random Shader Generator |
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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 Program generator. |
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*//*--------------------------------------------------------------------*/ |
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#include "rsgProgramGenerator.hpp" |
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#include "rsgShaderGenerator.hpp" |
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#include "rsgGeneratorState.hpp" |
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using std::vector; |
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namespace rsg |
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{ |
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ProgramGenerator::ProgramGenerator (void) |
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{ |
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} |
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ProgramGenerator::~ProgramGenerator (void) |
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{ |
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} |
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void ProgramGenerator::generate ( |
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const ProgramParameters& programParams, |
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Shader& vertexShader, |
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Shader& fragmentShader) |
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{ |
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// Random number generator |
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de::Random rnd(programParams.seed); |
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GeneratorState state(programParams, rnd); |
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// Fragment shader |
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{ |
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ShaderGenerator shaderGen(state); |
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vector<ShaderInput*> emptyOutputs; // \note [pyry] gl_FragColor is added in ShaderGenerator |
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shaderGen.generate(programParams.fragmentParameters, fragmentShader, emptyOutputs); |
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} |
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// Vertex shader |
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{ |
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ShaderGenerator shaderGen(state); |
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// Initialize outputs from fragment shader inputs |
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const vector<ShaderInput*>& fragmentInputs = fragmentShader.getInputs(); // \note gl_Position and dEQP_Position are handled in ShaderGenerator |
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shaderGen.generate(programParams.vertexParameters, vertexShader, fragmentInputs); |
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} |
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// Allocate samplers \todo [pyry] Randomize allocation. |
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{ |
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const vector<ShaderInput*>& vertexUniforms = vertexShader.getUniforms(); |
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const vector<ShaderInput*>& fragmentUniforms = fragmentShader.getUniforms(); |
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vector<ShaderInput*> unifiedSamplers; |
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int curSamplerNdx = 0; |
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// Build unified sampler list. |
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for (vector<ShaderInput*>::const_iterator i = vertexUniforms.begin(); i != vertexUniforms.end(); i++) |
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{ |
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if ((*i)->getVariable()->getType().isSampler()) |
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unifiedSamplers.push_back(*i); |
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} |
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for (vector<ShaderInput*>::const_iterator i = fragmentUniforms.begin(); i != fragmentUniforms.end(); i++) |
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{ |
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if ((*i)->getVariable()->getType().isSampler()) |
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unifiedSamplers.push_back(*i); |
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} |
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// Assign sampler indices. |
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for (vector<ShaderInput*>::const_iterator i = unifiedSamplers.begin(); i != unifiedSamplers.end(); i++) |
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{ |
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ShaderInput* input = *i; |
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if (input->getVariable()->getType().isSampler()) |
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{ |
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input->getValueRange().getMin() = curSamplerNdx; |
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input->getValueRange().getMax() = curSamplerNdx; |
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curSamplerNdx += 1; |
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} |
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} |
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} |
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} |
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} // rsg
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