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965 lines
30 KiB
965 lines
30 KiB
/*------------------------------------------------------------------------- |
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* drawElements Quality Program OpenGL ES 2.0 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 Shader control statement performance tests. |
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*//*--------------------------------------------------------------------*/ |
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#include "es2pShaderControlStatementTests.hpp" |
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#include "glsShaderPerformanceCase.hpp" |
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#include "tcuTestLog.hpp" |
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#include "glwEnums.hpp" |
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#include "glwFunctions.hpp" |
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#include <string> |
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#include <vector> |
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namespace deqp |
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{ |
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namespace gles2 |
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{ |
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namespace Performance |
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{ |
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using namespace gls; |
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using namespace glw; // GL types |
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using tcu::Vec4; |
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using tcu::TestLog; |
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using std::string; |
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using std::vector; |
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// Writes the workload expression used in conditional tests. |
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static void writeConditionalWorkload (std::ostringstream& stream, const char* resultName, const char* operandName) |
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{ |
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const int numMultiplications = 64; |
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stream << resultName << " = "; |
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for (int i = 0; i < numMultiplications; i++) |
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{ |
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if (i > 0) |
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stream << "*"; |
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stream << operandName; |
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} |
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stream << ";"; |
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} |
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// Writes the workload expression used in loop tests (one iteration). |
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static void writeLoopWorkload (std::ostringstream& stream, const char* resultName, const char* operandName) |
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{ |
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const int numMultiplications = 8; |
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stream << resultName << " = "; |
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for (int i = 0; i < numMultiplications; i++) |
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{ |
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if (i > 0) |
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stream << " * "; |
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stream << "(" << resultName << " + " << operandName << ")"; |
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} |
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stream << ";"; |
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} |
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// The type of decision to be made in a conditional expression. |
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// \note In fragment cases with DECISION_ATTRIBUTE, the value in the expression will actually be a varying. |
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enum DecisionType |
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{ |
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DECISION_STATIC = 0, |
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DECISION_UNIFORM, |
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DECISION_ATTRIBUTE, |
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DECISION_LAST |
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}; |
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class ControlStatementCase : public ShaderPerformanceCase |
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{ |
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public: |
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ControlStatementCase (tcu::TestContext& testCtx, glu::RenderContext& renderCtx, const char* name, const char* description, gls::PerfCaseType caseType) |
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: ShaderPerformanceCase(testCtx, renderCtx, name, description, caseType) |
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{ |
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} |
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void init (void) |
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{ |
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m_testCtx.getLog() << TestLog::Message << "Using additive blending." << TestLog::EndMessage; |
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ShaderPerformanceCase::init(); |
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} |
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void setupRenderState (void) |
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{ |
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const glw::Functions& gl = m_renderCtx.getFunctions(); |
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gl.enable(GL_BLEND); |
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gl.blendEquation(GL_FUNC_ADD); |
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gl.blendFunc(GL_ONE, GL_ONE); |
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} |
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}; |
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class ConditionalCase : public ControlStatementCase |
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{ |
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public: |
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enum BranchResult |
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{ |
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BRANCH_TRUE = 0, |
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BRANCH_FALSE, |
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BRANCH_MIXED, |
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BRANCH_LAST |
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}; |
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enum WorkloadDivision |
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{ |
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WORKLOAD_DIVISION_EVEN = 0, //! Both true and false branches contain same amount of computation. |
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WORKLOAD_DIVISION_TRUE_HEAVY, //! True branch contains more computation. |
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WORKLOAD_DIVISION_FALSE_HEAVY, //! False branch contains more computation. |
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WORKLOAD_DIVISION_LAST |
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}; |
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ConditionalCase (Context& context, const char* name, const char* description, DecisionType decisionType, BranchResult branchType, WorkloadDivision workloadDivision, bool isVertex); |
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~ConditionalCase (void); |
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void init (void); |
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void deinit (void); |
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void setupProgram (deUint32 program); |
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private: |
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DecisionType m_decisionType; |
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BranchResult m_branchType; |
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WorkloadDivision m_workloadDivision; |
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vector<float> m_comparisonValueArray; // Will contain per-vertex comparison values if using mixed branch type in vertex case. |
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deUint32 m_arrayBuffer; |
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}; |
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ConditionalCase::ConditionalCase (Context& context, const char* name, const char* description, DecisionType decisionType, BranchResult branchType, WorkloadDivision workloadDivision, bool isVertex) |
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: ControlStatementCase (context.getTestContext(), context.getRenderContext(), name, description, isVertex ? CASETYPE_VERTEX : CASETYPE_FRAGMENT) |
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, m_decisionType (decisionType) |
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, m_branchType (branchType) |
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, m_workloadDivision (workloadDivision) |
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, m_arrayBuffer (0) |
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{ |
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} |
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void ConditionalCase::init (void) |
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{ |
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bool isVertexCase = m_caseType == CASETYPE_VERTEX; |
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bool isStaticCase = m_decisionType == DECISION_STATIC; |
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bool isUniformCase = m_decisionType == DECISION_UNIFORM; |
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bool isAttributeCase = m_decisionType == DECISION_ATTRIBUTE; |
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DE_ASSERT(isStaticCase || isUniformCase || isAttributeCase); |
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bool isConditionTrue = m_branchType == BRANCH_TRUE; |
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bool isConditionFalse = m_branchType == BRANCH_FALSE; |
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bool isConditionMixed = m_branchType == BRANCH_MIXED; |
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DE_ASSERT(isConditionTrue || isConditionFalse || isConditionMixed); |
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DE_UNREF(isConditionFalse); |
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DE_ASSERT(isAttributeCase || !isConditionMixed); // The branch taken can vary between executions only if using attribute input. |
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const char* staticCompareValueStr = isConditionTrue ? "1.0" : "-1.0"; |
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const char* compareValueStr = isStaticCase ? staticCompareValueStr : |
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isUniformCase ? "u_compareValue" : |
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isVertexCase ? "a_compareValue" : |
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"v_compareValue"; |
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std::ostringstream vtx; |
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std::ostringstream frag; |
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std::ostringstream& op = isVertexCase ? vtx : frag; |
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vtx << "attribute highp vec4 a_position;\n"; // Position attribute. |
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vtx << "attribute mediump vec4 a_value0;\n"; // Input for workload calculations of "true" branch. |
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vtx << "attribute mediump vec4 a_value1;\n"; // Input for workload calculations of "false" branch. |
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// Value to be used in the conditional expression. |
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if (isAttributeCase) |
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vtx << "attribute mediump float a_compareValue;\n"; |
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else if (isUniformCase) |
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op << "uniform mediump float u_compareValue;\n"; |
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// Varyings. |
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if (isVertexCase) |
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{ |
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vtx << "varying mediump vec4 v_color;\n"; |
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frag << "varying mediump vec4 v_color;\n"; |
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} |
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else |
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{ |
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vtx << "varying mediump vec4 v_value0;\n"; |
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vtx << "varying mediump vec4 v_value1;\n"; |
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frag << "varying mediump vec4 v_value0;\n"; |
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frag << "varying mediump vec4 v_value1;\n"; |
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if (isAttributeCase) |
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{ |
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vtx << "varying mediump float v_compareValue;\n"; |
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frag << "varying mediump float v_compareValue;\n"; |
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} |
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} |
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vtx << "\n"; |
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vtx << "void main()\n"; |
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vtx << "{\n"; |
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vtx << " gl_Position = a_position;\n"; |
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frag << "\n"; |
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frag << "void main()\n"; |
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frag << "{\n"; |
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op << " mediump vec4 res;\n"; |
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string condition; |
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if (isConditionMixed && !isVertexCase) |
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condition = string("") + "fract(" + compareValueStr + ") < 0.5"; // Comparison result varies with high frequency. |
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else |
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condition = string("") + compareValueStr + " > 0.0"; |
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op << " if (" << condition << ")\n"; |
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op << " {\n"; |
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op << "\t\t"; |
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if (m_workloadDivision == WORKLOAD_DIVISION_EVEN || m_workloadDivision == WORKLOAD_DIVISION_TRUE_HEAVY) |
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writeConditionalWorkload(op, "res", isVertexCase ? "a_value0" : "v_value0"); // Workload calculation for the "true" branch. |
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else |
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op << "res = " << (isVertexCase ? "a_value0" : "v_value0") << ";"; |
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op << "\n"; |
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op << " }\n"; |
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op << " else\n"; |
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op << " {\n"; |
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op << "\t\t"; |
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if (m_workloadDivision == WORKLOAD_DIVISION_EVEN || m_workloadDivision == WORKLOAD_DIVISION_FALSE_HEAVY) |
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writeConditionalWorkload(op, "res", isVertexCase ? "a_value1" : "v_value1"); // Workload calculations for the "false" branch. |
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else |
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op << "res = " << (isVertexCase ? "a_value1" : "v_value1") << ";"; |
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op << "\n"; |
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op << " }\n"; |
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if (isVertexCase) |
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{ |
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// Put result to color variable. |
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vtx << " v_color = res;\n"; |
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frag << " gl_FragColor = v_color;\n"; |
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} |
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else |
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{ |
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// Transfer inputs to fragment shader through varyings. |
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if (isAttributeCase) |
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vtx << " v_compareValue = a_compareValue;\n"; |
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vtx << " v_value0 = a_value0;\n"; |
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vtx << " v_value1 = a_value1;\n"; |
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frag << " gl_FragColor = res;\n"; // Put result to color variable. |
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} |
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vtx << "}\n"; |
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frag << "}\n"; |
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m_vertShaderSource = vtx.str(); |
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m_fragShaderSource = frag.str(); |
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if (isAttributeCase) |
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{ |
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if (!isConditionMixed) |
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{ |
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// Every execution takes the same branch. |
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float value = isConditionTrue ? +1.0f : -1.0f; |
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m_attributes.push_back(AttribSpec("a_compareValue", Vec4(value, 0.0f, 0.0f, 0.0f), |
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Vec4(value, 0.0f, 0.0f, 0.0f), |
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Vec4(value, 0.0f, 0.0f, 0.0f), |
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Vec4(value, 0.0f, 0.0f, 0.0f))); |
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} |
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else if (isVertexCase) |
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{ |
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// Vertex case, not every execution takes the same branch. |
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const int numComponents = 4; |
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int numVertices = (getGridWidth() + 1) * (getGridHeight() + 1); |
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// setupProgram() will later bind this array as an attribute. |
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m_comparisonValueArray.resize(numVertices * numComponents); |
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// Make every second vertex take the true branch, and every second the false branch. |
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for (int i = 0; i < (int)m_comparisonValueArray.size(); i++) |
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{ |
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if (i % numComponents == 0) |
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m_comparisonValueArray[i] = (i / numComponents) % 2 == 0 ? +1.0f : -1.0f; |
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else |
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m_comparisonValueArray[i] = 0.0f; |
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} |
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} |
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else // isConditionMixed && !isVertexCase |
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{ |
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// Fragment case, not every execution takes the same branch. |
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// \note fract(a_compareValue) < 0.5 will be true for every second column of fragments. |
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float minValue = 0.0f; |
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float maxValue = (float)getViewportWidth()*0.5f; |
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m_attributes.push_back(AttribSpec("a_compareValue", Vec4(minValue, 0.0f, 0.0f, 0.0f), |
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Vec4(maxValue, 0.0f, 0.0f, 0.0f), |
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Vec4(minValue, 0.0f, 0.0f, 0.0f), |
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Vec4(maxValue, 0.0f, 0.0f, 0.0f))); |
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} |
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} |
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m_attributes.push_back(AttribSpec("a_value0", Vec4(0.0f, 0.1f, 0.2f, 0.3f), |
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Vec4(0.4f, 0.5f, 0.6f, 0.7f), |
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Vec4(0.8f, 0.9f, 1.0f, 1.1f), |
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Vec4(1.2f, 1.3f, 1.4f, 1.5f))); |
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m_attributes.push_back(AttribSpec("a_value1", Vec4(0.0f, 0.1f, 0.2f, 0.3f), |
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Vec4(0.4f, 0.5f, 0.6f, 0.7f), |
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Vec4(0.8f, 0.9f, 1.0f, 1.1f), |
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Vec4(1.2f, 1.3f, 1.4f, 1.5f))); |
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ControlStatementCase::init(); |
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} |
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void ConditionalCase::setupProgram (deUint32 program) |
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{ |
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const glw::Functions& gl = m_renderCtx.getFunctions(); |
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if (m_decisionType == DECISION_UNIFORM) |
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{ |
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int location = gl.getUniformLocation(program, "u_compareValue"); |
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gl.uniform1f(location, m_branchType == BRANCH_TRUE ? +1.0f : -1.0f); |
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} |
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else if (m_decisionType == DECISION_ATTRIBUTE && m_branchType == BRANCH_MIXED && m_caseType == CASETYPE_VERTEX) |
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{ |
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// Setup per-vertex comparison values calculated in init(). |
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const int numComponents = 4; |
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int compareAttribLocation = gl.getAttribLocation(program, "a_compareValue"); |
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DE_ASSERT((int)m_comparisonValueArray.size() == numComponents * (getGridWidth() + 1) * (getGridHeight() + 1)); |
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gl.genBuffers(1, &m_arrayBuffer); |
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gl.bindBuffer(GL_ARRAY_BUFFER, m_arrayBuffer); |
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gl.bufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(m_comparisonValueArray.size()*sizeof(float)), &m_comparisonValueArray[0], GL_STATIC_DRAW); |
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gl.enableVertexAttribArray(compareAttribLocation); |
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gl.vertexAttribPointer(compareAttribLocation, (GLint)numComponents, GL_FLOAT, GL_FALSE, 0, DE_NULL); |
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} |
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GLU_EXPECT_NO_ERROR(gl.getError(), "Setup program state"); |
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} |
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ConditionalCase::~ConditionalCase (void) |
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{ |
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const glw::Functions& gl = m_renderCtx.getFunctions(); |
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if (m_arrayBuffer != 0) |
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{ |
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gl.deleteBuffers(1, &m_arrayBuffer); |
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m_arrayBuffer = 0; |
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} |
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} |
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void ConditionalCase::deinit (void) |
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{ |
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const glw::Functions& gl = m_renderCtx.getFunctions(); |
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m_comparisonValueArray.clear(); |
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if (m_arrayBuffer != 0) |
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{ |
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gl.deleteBuffers(1, &m_arrayBuffer); |
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m_arrayBuffer = 0; |
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} |
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ShaderPerformanceCase::deinit(); |
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} |
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class LoopCase : public ControlStatementCase |
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{ |
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public: |
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enum LoopType |
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{ |
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LOOP_FOR = 0, |
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LOOP_WHILE, |
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LOOP_DO_WHILE, |
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LOOP_LAST |
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}; |
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LoopCase (Context& context, const char* name, const char* description, LoopType type, DecisionType decisionType, bool isLoopBoundStable, bool isVertex); |
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~LoopCase (void); |
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void init (void); |
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void deinit (void); |
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void setupProgram (deUint32 program); |
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private: |
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DecisionType m_decisionType; |
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LoopType m_type; |
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bool m_isLoopBoundStable; // Whether loop bound is same in all executions. |
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vector<float> m_boundArray; // Will contain per-vertex loop bounds if using non-stable attribute in vertex case. |
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deUint32 m_arrayBuffer; |
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}; |
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LoopCase::LoopCase (Context& context, const char* name, const char* description, LoopType type, DecisionType decisionType, bool isLoopBoundStable, bool isVertex) |
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: ControlStatementCase (context.getTestContext(), context.getRenderContext(), name, description, isVertex ? CASETYPE_VERTEX : CASETYPE_FRAGMENT) |
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, m_decisionType (decisionType) |
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, m_type (type) |
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, m_isLoopBoundStable (isLoopBoundStable) |
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, m_arrayBuffer (0) |
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{ |
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} |
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void LoopCase::init (void) |
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{ |
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bool isVertexCase = m_caseType == CASETYPE_VERTEX; |
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bool isStaticCase = m_decisionType == DECISION_STATIC; |
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bool isUniformCase = m_decisionType == DECISION_UNIFORM; |
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bool isAttributeCase = m_decisionType == DECISION_ATTRIBUTE; |
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DE_ASSERT(isStaticCase || isUniformCase || isAttributeCase); |
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DE_ASSERT(m_type == LOOP_FOR || |
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m_type == LOOP_WHILE || |
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m_type == LOOP_DO_WHILE); |
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DE_ASSERT(isAttributeCase || m_isLoopBoundStable); // The loop bound count can vary between executions only if using attribute input. |
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// \note The fractional part is .5 (instead of .0) so that these can be safely used as loop bounds. |
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const float loopBound = 10.5f; |
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const float unstableBoundLow = 5.5f; |
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const float unstableBoundHigh = 15.5f; |
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static const char* loopBoundStr = "10.5"; |
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static const char* unstableBoundLowStr = "5.5"; |
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static const char* unstableBoundHighStr = "15.5"; |
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const char* boundValueStr = isStaticCase ? loopBoundStr : |
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isUniformCase ? "u_bound" : |
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isVertexCase ? "a_bound" : |
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m_isLoopBoundStable ? "v_bound" : |
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"loopBound"; |
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std::ostringstream vtx; |
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std::ostringstream frag; |
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std::ostringstream& op = isVertexCase ? vtx : frag; |
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vtx << "attribute highp vec4 a_position;\n"; // Position attribute. |
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vtx << "attribute mediump vec4 a_value;\n"; // Input for workload calculations. |
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// Value to be used as the loop iteration count. |
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if (isAttributeCase) |
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vtx << "attribute mediump float a_bound;\n"; |
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else if (isUniformCase) |
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op << "uniform mediump float u_bound;\n"; |
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// Varyings. |
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if (isVertexCase) |
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{ |
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vtx << "varying mediump vec4 v_color;\n"; |
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frag << "varying mediump vec4 v_color;\n"; |
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} |
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else |
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{ |
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vtx << "varying mediump vec4 v_value;\n"; |
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frag << "varying mediump vec4 v_value;\n"; |
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if (isAttributeCase) |
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{ |
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vtx << "varying mediump float v_bound;\n"; |
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frag << "varying mediump float v_bound;\n"; |
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} |
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} |
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vtx << "\n"; |
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vtx << "void main()\n"; |
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vtx << "{\n"; |
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vtx << " gl_Position = a_position;\n"; |
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frag << "\n"; |
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frag << "void main()\n"; |
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frag << "{\n"; |
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op << " mediump vec4 res = vec4(0.0);\n"; |
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if (!m_isLoopBoundStable && !isVertexCase) |
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{ |
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// Choose the actual loop bound based on v_bound. |
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// \note Loop bound will vary with high frequency between fragment columns, given appropriate range for v_bound. |
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op << " mediump float loopBound = fract(v_bound) < 0.5 ? " << unstableBoundLowStr << " : " << unstableBoundHighStr << ";\n"; |
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} |
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// Start a for, while or do-while loop. |
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if (m_type == LOOP_FOR) |
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op << " for (mediump float i = 0.0; i < " << boundValueStr << "; i++)\n"; |
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else |
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{ |
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op << " mediump float i = 0.0;\n"; |
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if (m_type == LOOP_WHILE) |
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op << " while (i < " << boundValueStr << ")\n"; |
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else // LOOP_DO_WHILE |
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op << " do\n"; |
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} |
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op << " {\n"; |
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// Workload calculations inside the loop. |
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op << "\t\t"; |
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writeLoopWorkload(op, "res", isVertexCase ? "a_value" : "v_value"); |
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op << "\n"; |
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// Only "for" has counter increment in the loop head. |
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if (m_type != LOOP_FOR) |
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op << " i++;\n"; |
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// End the loop. |
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if (m_type == LOOP_DO_WHILE) |
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op << " } while (i < " << boundValueStr << ");\n"; |
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else |
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op << " }\n"; |
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if (isVertexCase) |
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{ |
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// Put result to color variable. |
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vtx << " v_color = res;\n"; |
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frag << " gl_FragColor = v_color;\n"; |
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} |
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else |
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{ |
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// Transfer inputs to fragment shader through varyings. |
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if (isAttributeCase) |
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vtx << " v_bound = a_bound;\n"; |
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vtx << " v_value = a_value;\n"; |
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|
|
frag << " gl_FragColor = res;\n"; // Put result to color variable. |
|
} |
|
|
|
vtx << "}\n"; |
|
frag << "}\n"; |
|
|
|
m_vertShaderSource = vtx.str(); |
|
m_fragShaderSource = frag.str(); |
|
|
|
if (isAttributeCase) |
|
{ |
|
if (m_isLoopBoundStable) |
|
{ |
|
// Every execution has same number of iterations. |
|
|
|
m_attributes.push_back(AttribSpec("a_bound", Vec4(loopBound, 0.0f, 0.0f, 0.0f), |
|
Vec4(loopBound, 0.0f, 0.0f, 0.0f), |
|
Vec4(loopBound, 0.0f, 0.0f, 0.0f), |
|
Vec4(loopBound, 0.0f, 0.0f, 0.0f))); |
|
} |
|
else if (isVertexCase) |
|
{ |
|
// Vertex case, with non-constant number of iterations. |
|
|
|
const int numComponents = 4; |
|
int numVertices = (getGridWidth() + 1) * (getGridHeight() + 1); |
|
|
|
// setupProgram() will later bind this array as an attribute. |
|
m_boundArray.resize(numVertices * numComponents); |
|
|
|
// Vary between low and high loop bounds; they should average to loopBound however. |
|
for (int i = 0; i < (int)m_boundArray.size(); i++) |
|
{ |
|
if (i % numComponents == 0) |
|
m_boundArray[i] = (i / numComponents) % 2 == 0 ? unstableBoundLow : unstableBoundHigh; |
|
else |
|
m_boundArray[i] = 0.0f; |
|
} |
|
} |
|
else // !m_isLoopBoundStable && !isVertexCase |
|
{ |
|
// Fragment case, with non-constant number of iterations. |
|
// \note fract(a_bound) < 0.5 will be true for every second fragment. |
|
|
|
float minValue = 0.0f; |
|
float maxValue = (float)getViewportWidth()*0.5f; |
|
m_attributes.push_back(AttribSpec("a_bound", Vec4(minValue, 0.0f, 0.0f, 0.0f), |
|
Vec4(maxValue, 0.0f, 0.0f, 0.0f), |
|
Vec4(minValue, 0.0f, 0.0f, 0.0f), |
|
Vec4(maxValue, 0.0f, 0.0f, 0.0f))); |
|
} |
|
} |
|
|
|
m_attributes.push_back(AttribSpec("a_value", Vec4(0.0f, 0.1f, 0.2f, 0.3f), |
|
Vec4(0.4f, 0.5f, 0.6f, 0.7f), |
|
Vec4(0.8f, 0.9f, 1.0f, 1.1f), |
|
Vec4(1.2f, 1.3f, 1.4f, 1.5f))); |
|
|
|
ControlStatementCase::init(); |
|
} |
|
|
|
void LoopCase::setupProgram (deUint32 program) |
|
{ |
|
const glw::Functions& gl = m_renderCtx.getFunctions(); |
|
|
|
if (m_decisionType == DECISION_UNIFORM) |
|
{ |
|
const float loopBound = 10.5f; |
|
|
|
int location = gl.getUniformLocation(program, "u_bound"); |
|
gl.uniform1f(location, loopBound); |
|
} |
|
else if (m_decisionType == DECISION_ATTRIBUTE && !m_isLoopBoundStable && m_caseType == CASETYPE_VERTEX) |
|
{ |
|
// Setup per-vertex loop bounds calculated in init(). |
|
|
|
const int numComponents = 4; |
|
int boundAttribLocation = gl.getAttribLocation(program, "a_bound"); |
|
|
|
DE_ASSERT((int)m_boundArray.size() == numComponents * (getGridWidth() + 1) * (getGridHeight() + 1)); |
|
|
|
gl.genBuffers(1, &m_arrayBuffer); |
|
gl.bindBuffer(GL_ARRAY_BUFFER, m_arrayBuffer); |
|
gl.bufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(m_boundArray.size()*sizeof(float)), &m_boundArray[0], GL_STATIC_DRAW); |
|
gl.enableVertexAttribArray(boundAttribLocation); |
|
gl.vertexAttribPointer(boundAttribLocation, (GLint)numComponents, GL_FLOAT, GL_FALSE, 0, DE_NULL); |
|
} |
|
|
|
GLU_EXPECT_NO_ERROR(gl.getError(), "Setup program state"); |
|
} |
|
|
|
LoopCase::~LoopCase (void) |
|
{ |
|
const glw::Functions& gl = m_renderCtx.getFunctions(); |
|
|
|
if (m_arrayBuffer) |
|
{ |
|
gl.deleteBuffers(1, &m_arrayBuffer); |
|
m_arrayBuffer = 0; |
|
} |
|
} |
|
|
|
void LoopCase::deinit (void) |
|
{ |
|
const glw::Functions& gl = m_renderCtx.getFunctions(); |
|
|
|
m_boundArray.clear(); |
|
|
|
if (m_arrayBuffer) |
|
{ |
|
gl.deleteBuffers(1, &m_arrayBuffer); |
|
m_arrayBuffer = 0; |
|
} |
|
|
|
ShaderPerformanceCase::deinit(); |
|
} |
|
|
|
// A reference case, same calculations as the actual tests but without control statements. |
|
class WorkloadReferenceCase : public ControlStatementCase |
|
{ |
|
public: |
|
WorkloadReferenceCase (Context& context, const char* name, const char* description, bool isVertex); |
|
|
|
void init (void); |
|
|
|
protected: |
|
virtual void writeWorkload (std::ostringstream& dst, const char* resultVariableName, const char* inputVariableName) const = 0; |
|
}; |
|
|
|
WorkloadReferenceCase::WorkloadReferenceCase (Context& context, const char* name, const char* description, bool isVertex) |
|
: ControlStatementCase(context.getTestContext(), context.getRenderContext(), name, description, isVertex ? CASETYPE_VERTEX : CASETYPE_FRAGMENT) |
|
{ |
|
} |
|
|
|
void WorkloadReferenceCase::init (void) |
|
{ |
|
bool isVertexCase = m_caseType == CASETYPE_VERTEX; |
|
|
|
std::ostringstream vtx; |
|
std::ostringstream frag; |
|
std::ostringstream& op = isVertexCase ? vtx : frag; |
|
|
|
vtx << "attribute highp vec4 a_position;\n"; // Position attribute. |
|
vtx << "attribute mediump vec4 a_value;\n"; // Value for workload calculations. |
|
|
|
// Varyings. |
|
if (isVertexCase) |
|
{ |
|
vtx << "varying mediump vec4 v_color;\n"; |
|
frag << "varying mediump vec4 v_color;\n"; |
|
} |
|
else |
|
{ |
|
vtx << "varying mediump vec4 v_value;\n"; |
|
frag << "varying mediump vec4 v_value;\n"; |
|
} |
|
|
|
vtx << "\n"; |
|
vtx << "void main()\n"; |
|
vtx << "{\n"; |
|
vtx << " gl_Position = a_position;\n"; |
|
|
|
frag << "\n"; |
|
frag << "void main()\n"; |
|
frag << "{\n"; |
|
|
|
op << "\tmediump vec4 res;\n"; |
|
writeWorkload(op, "res", isVertexCase ? "a_value" : "v_value"); |
|
|
|
if (isVertexCase) |
|
{ |
|
// Put result to color variable. |
|
vtx << " v_color = res;\n"; |
|
frag << " gl_FragColor = v_color;\n"; |
|
} |
|
else |
|
{ |
|
vtx << " v_value = a_value;\n"; // Transfer input to fragment shader through varying. |
|
frag << " gl_FragColor = res;\n"; // Put result to color variable. |
|
} |
|
|
|
vtx << "}\n"; |
|
frag << "}\n"; |
|
|
|
m_vertShaderSource = vtx.str(); |
|
m_fragShaderSource = frag.str(); |
|
|
|
m_attributes.push_back(AttribSpec("a_value", Vec4(0.0f, 0.1f, 0.2f, 0.3f), |
|
Vec4(0.4f, 0.5f, 0.6f, 0.7f), |
|
Vec4(0.8f, 0.9f, 1.0f, 1.1f), |
|
Vec4(1.2f, 1.3f, 1.4f, 1.5f))); |
|
|
|
ControlStatementCase::init(); |
|
} |
|
|
|
class LoopWorkloadReferenceCase : public WorkloadReferenceCase |
|
{ |
|
public: |
|
LoopWorkloadReferenceCase (Context& context, const char* name, const char* description, bool isAttributeStable, bool isVertex) |
|
: WorkloadReferenceCase (context, name, description, isVertex) |
|
, m_isAttributeStable (isAttributeStable) |
|
{ |
|
} |
|
|
|
protected: |
|
void writeWorkload (std::ostringstream& dst, const char* resultVariableName, const char* inputVariableName) const; |
|
|
|
private: |
|
bool m_isAttributeStable; |
|
}; |
|
|
|
void LoopWorkloadReferenceCase::writeWorkload (std::ostringstream& dst, const char* resultVariableName, const char* inputVariableName) const |
|
{ |
|
const int loopIterations = 11; |
|
bool isVertexCase = m_caseType == CASETYPE_VERTEX; |
|
|
|
dst << "\t" << resultVariableName << " = vec4(0.0);\n"; |
|
|
|
for (int i = 0; i < loopIterations; i++) |
|
{ |
|
dst << "\t"; |
|
writeLoopWorkload(dst, resultVariableName, inputVariableName); |
|
dst << "\n"; |
|
} |
|
|
|
if (!isVertexCase && !m_isAttributeStable) |
|
{ |
|
// Corresponds to the fract() done in a real test's fragment case with non-stable attribute. |
|
dst << " res.x = fract(res.x);\n"; |
|
} |
|
} |
|
|
|
class ConditionalWorkloadReferenceCase : public WorkloadReferenceCase |
|
{ |
|
public: |
|
ConditionalWorkloadReferenceCase (Context& context, const char* name, const char* description, bool isAttributeStable, bool isVertex) |
|
: WorkloadReferenceCase (context, name, description, isVertex) |
|
, m_isAttributeStable (isAttributeStable) |
|
{ |
|
} |
|
|
|
protected: |
|
void writeWorkload (std::ostringstream& dst, const char* resultVariableName, const char* inputVariableName) const; |
|
|
|
private: |
|
bool m_isAttributeStable; |
|
}; |
|
|
|
void ConditionalWorkloadReferenceCase::writeWorkload (std::ostringstream& dst, const char* resultVariableName, const char* inputVariableName) const |
|
{ |
|
bool isVertexCase = m_caseType == CASETYPE_VERTEX; |
|
|
|
dst << "\t"; |
|
writeConditionalWorkload(dst, resultVariableName, inputVariableName); |
|
dst << "\n"; |
|
|
|
if (!isVertexCase && !m_isAttributeStable) |
|
{ |
|
// Corresponds to the fract() done in a real test's fragment case with non-stable attribute. |
|
dst << " res.x = fract(res.x);\n"; |
|
} |
|
} |
|
|
|
// A workload reference case for e.g. a conditional case with a branch with no computation. |
|
class EmptyWorkloadReferenceCase : public WorkloadReferenceCase |
|
{ |
|
public: |
|
EmptyWorkloadReferenceCase (Context& context, const char* name, const char* description, bool isVertex) |
|
: WorkloadReferenceCase (context, name, description, isVertex) |
|
{ |
|
} |
|
|
|
protected: |
|
void writeWorkload (std::ostringstream& dst, const char* resultVariableName, const char* inputVariableName) const |
|
{ |
|
dst << "\t" << resultVariableName << " = " << inputVariableName << ";\n"; |
|
} |
|
}; |
|
|
|
ShaderControlStatementTests::ShaderControlStatementTests (Context& context) |
|
: TestCaseGroup(context, "control_statement", "Control Statement Performance Tests") |
|
{ |
|
} |
|
|
|
ShaderControlStatementTests::~ShaderControlStatementTests (void) |
|
{ |
|
} |
|
|
|
void ShaderControlStatementTests::init (void) |
|
{ |
|
// Conditional cases (if-else). |
|
|
|
tcu::TestCaseGroup* ifElseGroup = new tcu::TestCaseGroup(m_testCtx, "if_else", "if-else Conditional Performance Tests"); |
|
addChild(ifElseGroup); |
|
|
|
for (int isFrag = 0; isFrag <= 1; isFrag++) |
|
{ |
|
bool isVertex = isFrag == 0; |
|
ShaderPerformanceCaseGroup* vertexOrFragmentGroup = new ShaderPerformanceCaseGroup(m_testCtx, isVertex ? "vertex" : "fragment", ""); |
|
ifElseGroup->addChild(vertexOrFragmentGroup); |
|
|
|
DE_STATIC_ASSERT(DECISION_STATIC == 0); |
|
for (int decisionType = (int)DECISION_STATIC; decisionType < (int)DECISION_LAST; decisionType++) |
|
{ |
|
const char* decisionName = decisionType == (int)DECISION_STATIC ? "static" : |
|
decisionType == (int)DECISION_UNIFORM ? "uniform" : |
|
decisionType == (int)DECISION_ATTRIBUTE ? (isVertex ? "attribute" : "varying") : |
|
DE_NULL; |
|
DE_ASSERT(decisionName != DE_NULL); |
|
|
|
for (int workloadDivision = 0; workloadDivision < ConditionalCase::WORKLOAD_DIVISION_LAST; workloadDivision++) |
|
{ |
|
const char* workloadDivisionSuffix = workloadDivision == (int)ConditionalCase::WORKLOAD_DIVISION_EVEN ? "" : |
|
workloadDivision == (int)ConditionalCase::WORKLOAD_DIVISION_TRUE_HEAVY ? "_with_heavier_true" : |
|
workloadDivision == (int)ConditionalCase::WORKLOAD_DIVISION_FALSE_HEAVY ? "_with_heavier_false" : |
|
DE_NULL; |
|
DE_ASSERT(workloadDivisionSuffix != DE_NULL); |
|
|
|
DE_STATIC_ASSERT(ConditionalCase::BRANCH_TRUE == 0); |
|
for (int branchResult = (int)ConditionalCase::BRANCH_TRUE; branchResult < (int)ConditionalCase::BRANCH_LAST; branchResult++) |
|
{ |
|
if (decisionType != (int)DECISION_ATTRIBUTE && branchResult == (int)ConditionalCase::BRANCH_MIXED) |
|
continue; |
|
|
|
const char* branchResultName = branchResult == (int)ConditionalCase::BRANCH_TRUE ? "true" : |
|
branchResult == (int)ConditionalCase::BRANCH_FALSE ? "false" : |
|
branchResult == (int)ConditionalCase::BRANCH_MIXED ? "mixed" : |
|
DE_NULL; |
|
DE_ASSERT(branchResultName != DE_NULL); |
|
|
|
string caseName = string("") + decisionName + "_" + branchResultName + workloadDivisionSuffix; |
|
|
|
vertexOrFragmentGroup->addChild(new ConditionalCase(m_context, caseName.c_str(), "", |
|
(DecisionType)decisionType, (ConditionalCase::BranchResult)branchResult, |
|
(ConditionalCase::WorkloadDivision)workloadDivision, isVertex)); |
|
} |
|
} |
|
} |
|
|
|
if (isVertex) |
|
vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference", "", true, isVertex)); |
|
else |
|
{ |
|
// Only fragment case with BRANCH_MIXED has an additional fract() call. |
|
vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference_unmixed", "", true, isVertex)); |
|
vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference_mixed", "", false, isVertex)); |
|
} |
|
|
|
vertexOrFragmentGroup->addChild(new EmptyWorkloadReferenceCase(m_context, "reference_empty", "", isVertex)); |
|
} |
|
|
|
// Loop cases. |
|
|
|
static const struct |
|
{ |
|
LoopCase::LoopType type; |
|
const char* name; |
|
const char* description; |
|
} loopGroups[] = |
|
{ |
|
{LoopCase::LOOP_FOR, "for", "for Loop Performance Tests"}, |
|
{LoopCase::LOOP_WHILE, "while", "while Loop Performance Tests"}, |
|
{LoopCase::LOOP_DO_WHILE, "do_while", "do-while Loop Performance Tests"} |
|
}; |
|
|
|
for (int groupNdx = 0; groupNdx < DE_LENGTH_OF_ARRAY(loopGroups); groupNdx++) |
|
{ |
|
tcu::TestCaseGroup* currentLoopGroup = new tcu::TestCaseGroup(m_testCtx, loopGroups[groupNdx].name, loopGroups[groupNdx].description); |
|
addChild(currentLoopGroup); |
|
|
|
for (int isFrag = 0; isFrag <= 1; isFrag++) |
|
{ |
|
bool isVertex = isFrag == 0; |
|
ShaderPerformanceCaseGroup* vertexOrFragmentGroup = new ShaderPerformanceCaseGroup(m_testCtx, isVertex ? "vertex" : "fragment", ""); |
|
currentLoopGroup->addChild(vertexOrFragmentGroup); |
|
|
|
DE_STATIC_ASSERT(DECISION_STATIC == 0); |
|
for (int decisionType = (int)DECISION_STATIC; decisionType < (int)DECISION_LAST; decisionType++) |
|
{ |
|
const char* decisionName = decisionType == (int)DECISION_STATIC ? "static" : |
|
decisionType == (int)DECISION_UNIFORM ? "uniform" : |
|
decisionType == (int)DECISION_ATTRIBUTE ? (isVertex ? "attribute" : "varying") : |
|
DE_NULL; |
|
DE_ASSERT(decisionName != DE_NULL); |
|
|
|
if (decisionType == (int)DECISION_ATTRIBUTE) |
|
{ |
|
vertexOrFragmentGroup->addChild(new LoopCase(m_context, (string(decisionName) + "_stable").c_str(), "", loopGroups[groupNdx].type, (DecisionType)decisionType, true, isVertex)); |
|
vertexOrFragmentGroup->addChild(new LoopCase(m_context, (string(decisionName) + "_unstable").c_str(), "", loopGroups[groupNdx].type, (DecisionType)decisionType, false, isVertex)); |
|
} |
|
else |
|
vertexOrFragmentGroup->addChild(new LoopCase(m_context, decisionName, "", loopGroups[groupNdx].type, (DecisionType)decisionType, true, isVertex)); |
|
|
|
} |
|
|
|
if (isVertex) |
|
vertexOrFragmentGroup->addChild(new LoopWorkloadReferenceCase(m_context, "reference", "", true, isVertex)); |
|
else |
|
{ |
|
// Only fragment case with unstable attribute has an additional fract() call. |
|
vertexOrFragmentGroup->addChild(new LoopWorkloadReferenceCase(m_context, "reference_stable", "", true, isVertex)); |
|
vertexOrFragmentGroup->addChild(new LoopWorkloadReferenceCase(m_context, "reference_unstable", "", false, isVertex)); |
|
} |
|
} |
|
} |
|
} |
|
|
|
} // Performance |
|
} // gles2 |
|
} // deqp
|
|
|