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/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL (ES) Module
* -----------------------------------------------
*
* 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.
*
*//*!
* \file
* \brief Shader execution utilities.
*//*--------------------------------------------------------------------*/
'use strict';
goog.provide('modules.shared.glsShaderExecUtil');
goog.require('framework.common.tcuMatrix');
goog.require('framework.common.tcuMatrixUtil');
goog.require('framework.common.tcuTexture');
goog.require('framework.opengl.gluDrawUtil');
goog.require('framework.opengl.gluShaderProgram');
goog.require('framework.opengl.gluShaderUtil');
goog.require('framework.opengl.gluTextureUtil');
goog.require('framework.opengl.gluVarType');
goog.scope(function() {
var glsShaderExecUtil = modules.shared.glsShaderExecUtil;
var gluVarType = framework.opengl.gluVarType;
var gluShaderUtil = framework.opengl.gluShaderUtil;
var gluShaderProgram = framework.opengl.gluShaderProgram;
var gluDrawUtil = framework.opengl.gluDrawUtil;
var gluTextureUtil = framework.opengl.gluTextureUtil;
var tcuTexture = framework.common.tcuTexture;
var tcuMatrix = framework.common.tcuMatrix;
var tcuMatrixUtil = framework.common.tcuMatrixUtil;
var DE_ASSERT = function(x) {
if (!x)
throw new Error('Assert failed');
};
var setParentClass = function(child, parent) {
child.prototype = Object.create(parent.prototype);
child.prototype.constructor = child;
};
/**
* @constructor
* @param {string=} name
* @param {gluVarType.VarType=} varType
*/
glsShaderExecUtil.Symbol = function(name, varType) {
name = name === undefined ? '<unnamed>' : name;
/** @type {string} */ this.name = name;
/** @type {gluVarType.VarType} */ this.varType = varType || null;
};
//! Complete shader specification.
/**
* @constructor
*/
glsShaderExecUtil.ShaderSpec = function() {
/** @type {gluShaderUtil.GLSLVersion} */ this.version = gluShaderUtil.GLSLVersion.V300_ES; //!< Shader version.
/** @type {Array<glsShaderExecUtil.Symbol>} */ this.inputs = [];
/** @type {Array<glsShaderExecUtil.Symbol>} */ this.outputs = [];
/** @type {string} */ this.globalDeclarations = ''; //!< These are placed into global scope. Can contain uniform declarations for example.
/** @type {*} */ this.source; //!< Source snippet to be executed.
};
/**
* Base class for shader executor.
* @constructor
* @param {glsShaderExecUtil.ShaderSpec} shaderSpec
*/
glsShaderExecUtil.ShaderExecutor = function(shaderSpec) {
/** @type {Array<glsShaderExecUtil.Symbol>} */ this.m_inputs = shaderSpec.inputs;
/** @type {Array<glsShaderExecUtil.Symbol>} */ this.m_outputs = shaderSpec.outputs;
};
glsShaderExecUtil.ShaderExecutor.prototype.useProgram = function() {
DE_ASSERT(this.isOk);
gl.useProgram(this.getProgram());
};
/**
* @return {boolean}
*/
glsShaderExecUtil.ShaderExecutor.prototype.isOk = function() {
throw new Error('Virtual function. Please override.');
};
/**
* @return {WebGLProgram}
*/
glsShaderExecUtil.ShaderExecutor.prototype.getProgram = function() {
throw new Error('Virtual function. Please override.');
};
/**
* @param {number} numValues
* @param {Array<Array<number>>} inputs
* @return {Array<goog.TypedArray>} outputs
*/
glsShaderExecUtil.ShaderExecutor.prototype.execute = function(numValues, inputs) {
throw new Error('Virtual function. Please override.');
};
/**
* Base class for shader executor.
* @param {gluShaderProgram.shaderType} shaderType
* @param {glsShaderExecUtil.ShaderSpec} shaderSpec
* @return {glsShaderExecUtil.ShaderExecutor}
*/
glsShaderExecUtil.createExecutor = function(shaderType, shaderSpec) {
switch (shaderType) {
case gluShaderProgram.shaderType.VERTEX: return new glsShaderExecUtil.VertexShaderExecutor(shaderSpec);
case gluShaderProgram.shaderType.FRAGMENT: return new glsShaderExecUtil.FragmentShaderExecutor(shaderSpec);
default:
throw new Error('Unsupported shader type: ' + shaderType);
}
};
/**
* @param {glsShaderExecUtil.ShaderSpec} shaderSpec
* @return {string}
*/
glsShaderExecUtil.generateVertexShader = function(shaderSpec) {
/** @type {boolean} */ var usesInout = true;
/** @type {string} */ var in_ = usesInout ? 'in' : 'attribute';
/** @type {string} */ var out = usesInout ? 'out' : 'varying';
/** @type {string} */ var src = '';
/** @type {number} */ var vecSize;
/** @type {gluShaderUtil.DataType} */ var intBaseType;
src += '#version 300 es\n';
if (shaderSpec.globalDeclarations.length > 0)
src += (shaderSpec.globalDeclarations + '\n');
for (var i = 0; i < shaderSpec.inputs.length; ++i)
src += (in_ + ' ' + gluVarType.declareVariable(shaderSpec.inputs[i].varType, shaderSpec.inputs[i].name) + ';\n');
for (var i = 0; i < shaderSpec.outputs.length; i++) {
var output = shaderSpec.outputs[i];
DE_ASSERT(output.varType.isBasicType());
if (gluShaderUtil.isDataTypeBoolOrBVec(output.varType.getBasicType())) {
vecSize = gluShaderUtil.getDataTypeScalarSize(output.varType.getBasicType());
intBaseType = vecSize > 1 ? gluShaderUtil.getDataTypeVector(gluShaderUtil.DataType.INT, vecSize) : gluShaderUtil.DataType.INT;
/** @type {gluVarType.VarType} */ var intType = new gluVarType.VarType().VarTypeBasic(intBaseType, gluShaderUtil.precision.PRECISION_HIGHP);
src += ('flat ' + out + ' ' + gluVarType.declareVariable(intType, 'o_' + output.name) + ';\n');
} else
src += ('flat ' + out + ' ' + gluVarType.declareVariable(output.varType, output.name) + ';\n');
}
src += '\n' +
'void main (void)\n' +
'{\n' +
' gl_Position = vec4(0.0);\n' +
' gl_PointSize = 1.0;\n\n';
// Declare necessary output variables (bools).
for (var i = 0; i < shaderSpec.outputs.length; i++) {
if (gluShaderUtil.isDataTypeBoolOrBVec(shaderSpec.outputs[i].varType.getBasicType()))
src += ('\t' + gluVarType.declareVariable(shaderSpec.outputs[i].varType, shaderSpec.outputs[i].name) + ';\n');
}
//Operation - indented to correct level.
// TODO: Add indenting
src += shaderSpec.source;
// Assignments to outputs.
for (var i = 0; i < shaderSpec.outputs.length; i++) {
if (gluShaderUtil.isDataTypeBoolOrBVec(output.varType.getBasicType())) {
vecSize = gluShaderUtil.getDataTypeScalarSize(output.varType.getBasicType());
intBaseType = vecSize > 1 ? gluShaderUtil.getDataTypeVector(gluShaderUtil.DataType.INT, vecSize) : gluShaderUtil.DataType.INT;
src += ('\to_' + output.name + ' = ' + gluShaderUtil.getDataTypeName(intBaseType) + '(' + output.name + ');\n');
}
}
src += '}\n';
return src;
};
/**
* @return {string}
*/
glsShaderExecUtil.generateEmptyFragmentSource = function() {
/** @type {string} */ var src;
src = '#version 300 es\n';
src += 'out lowp vec4 color;\n';
src += 'void main (void)\n{\n';
src += ' color = vec4(0.0);\n';
src += '}\n';
return src;
};
/**
* @param {glsShaderExecUtil.ShaderSpec} shaderSpec
* @param {string} inputPrefix
* @param {string} outputPrefix
* @return {string}
*/
glsShaderExecUtil.generatePassthroughVertexShader = function(shaderSpec, inputPrefix, outputPrefix) {
// flat qualifier is not present in earlier versions?
// DE_ASSERT(glu::glslVersionUsesInOutQualifiers(shaderSpec.version));
/** @type {string} */ var src;
src = '#version 300 es\n' +
'in highp vec4 a_position;\n';
for (var i = 0; i < shaderSpec.inputs.length; i++) {
src += ('in ' + gluVarType.declareVariable(shaderSpec.inputs[i].varType, inputPrefix + shaderSpec.inputs[i].name) + ';\n' +
'flat out ' + gluVarType.declareVariable(shaderSpec.inputs[i].varType, outputPrefix + shaderSpec.inputs[i].name) + ';\n');
}
src += '\nvoid main (void)\n{\n' +
' gl_Position = a_position;\n' +
' gl_PointSize = 1.0;\n';
for (var i = 0; i < shaderSpec.inputs.length; i++)
src += ('\t' + outputPrefix + shaderSpec.inputs[i].name + ' = ' + inputPrefix + shaderSpec.inputs[i].name + ';\n');
src += '}\n';
return src;
};
/**
* @param {glsShaderExecUtil.ShaderSpec} shaderSpec
* @param {boolean} useIntOutputs
* @param {*} outLocationMap
* @return {string}
*/
glsShaderExecUtil.generateFragmentShader = function(shaderSpec, useIntOutputs, outLocationMap) {
/** @type {number} */ var vecSize;
/** @type {number} */ var numVecs;
/** @type {gluShaderUtil.DataType} */ var intBasicType;
/** @type {gluShaderUtil.DataType} */ var uintBasicType;
/** @type {gluVarType.VarType} */ var uintType;
/** @type {gluVarType.VarType} */ var intType;
/** @type {string} */ var src;
src = '#version 300 es\n';
if (!shaderSpec.globalDeclarations.length > 0)
src += (shaderSpec.globalDeclarations + '\n');
for (var i = 0; i < shaderSpec.inputs.length; i++)
src += ('flat in ' + gluVarType.declareVariable(shaderSpec.inputs[i].varType, shaderSpec.inputs[i].name) + ';\n');
for (var outNdx = 0; outNdx < shaderSpec.outputs.length; ++outNdx) {
/** @type {glsShaderExecUtil.Symbol} */ var output = shaderSpec.outputs[outNdx];
/** @type {number} */ var location = outLocationMap[output.name];
/** @type {string} */ var outVarName = 'o_' + output.name;
/** @type {gluVarType.VariableDeclaration} */ var decl = new gluVarType.VariableDeclaration(output.varType, outVarName, gluVarType.Storage.STORAGE_OUT, undefined, new gluVarType.Layout(location));
DE_ASSERT(output.varType.isBasicType());
if (useIntOutputs && gluShaderUtil.isDataTypeFloatOrVec(output.varType.getBasicType())) {
vecSize = gluShaderUtil.getDataTypeScalarSize(output.varType.getBasicType());
uintBasicType = vecSize > 1 ? gluShaderUtil.getDataTypeVector(gluShaderUtil.DataType.UINT, vecSize) : gluShaderUtil.DataType.UINT;
uintType = gluVarType.newTypeBasic(uintBasicType, gluShaderUtil.precision.PRECISION_HIGHP);
decl.varType = uintType;
src += (decl + ';\n');
} else if (gluShaderUtil.isDataTypeBoolOrBVec(output.varType.getBasicType())) {
vecSize = gluShaderUtil.getDataTypeScalarSize(output.varType.getBasicType());
intBasicType = vecSize > 1 ? gluShaderUtil.getDataTypeVector(gluShaderUtil.DataType.INT, vecSize) : gluShaderUtil.DataType.INT;
intType = gluVarType.newTypeBasic(intBasicType, gluShaderUtil.precision.PRECISION_HIGHP);
decl.varType = intType;
src += (decl + ';\n');
} else if (gluShaderUtil.isDataTypeMatrix(output.varType.getBasicType())) {
vecSize = gluShaderUtil.getDataTypeMatrixNumRows(output.varType.getBasicType());
numVecs = gluShaderUtil.getDataTypeMatrixNumColumns(output.varType.getBasicType());
uintBasicType = gluShaderUtil.getDataTypeVector(gluShaderUtil.DataType.UINT, vecSize);
uintType = gluVarType.newTypeBasic(uintBasicType, gluShaderUtil.precision.PRECISION_HIGHP);
decl.varType = uintType;
for (var vecNdx = 0; vecNdx < numVecs; ++vecNdx) {
decl.name = outVarName + '_' + (vecNdx);
decl.layout.location = location + vecNdx;
src += (decl + ';\n');
}
} else //src += '';//glu::VariableDeclaration(output.varType, output.name, glu::STORAGE_OUT, glu::INTERPOLATION_LAST, location) << ";\n";
src += new gluVarType.VariableDeclaration(output.varType, output.name, gluVarType.Storage.STORAGE_OUT, undefined, new gluVarType.Layout(location)) + ';\n';
}
src += '\nvoid main (void)\n{\n';
for (var i = 0; i < shaderSpec.outputs.length; i++) {
if ((useIntOutputs && gluShaderUtil.isDataTypeFloatOrVec(shaderSpec.outputs[i].varType.getBasicType())) ||
gluShaderUtil.isDataTypeBoolOrBVec(shaderSpec.outputs[i].varType.getBasicType()) ||
gluShaderUtil.isDataTypeMatrix(shaderSpec.outputs[i].varType.getBasicType()))
src += ('\t' + gluVarType.declareVariable(shaderSpec.outputs[i].varType, shaderSpec.outputs[i].name) + ';\n');
}
// Operation - indented to correct level.
// TODO: Add indenting
src += shaderSpec.source;
// {
// std::istringstream opSrc (shaderSpec.source);
// /** @type{number} */ var line;
//
// while (std::getline(opSrc, line))
// src += ('\t' << line << '\n');
// }
for (var i = 0; i < shaderSpec.outputs.length; i++) {
if (useIntOutputs && gluShaderUtil.isDataTypeFloatOrVec(shaderSpec.outputs[i].varType.getBasicType()))
src += (' o_' + shaderSpec.outputs[i].name + ' = floatBitsToUint(' + shaderSpec.outputs[i].name + ');\n');
else if (gluShaderUtil.isDataTypeMatrix(shaderSpec.outputs[i].varType.getBasicType())) {
numVecs = gluShaderUtil.getDataTypeMatrixNumColumns(shaderSpec.outputs[i].varType.getBasicType());
for (var vecNdx = 0; vecNdx < numVecs; ++vecNdx)
if (useIntOutputs)
src += ('\to_' + shaderSpec.outputs[i].name + '_' + vecNdx + ' = floatBitsToUint(' + shaderSpec.outputs[i].name + '[' + vecNdx + ']);\n');
else
src += ('\to_' + shaderSpec.outputs[i].name + '_' + vecNdx + ' = ' + shaderSpec.outputs[i].name + '[' + vecNdx + '];\n');
} else if (gluShaderUtil.isDataTypeBoolOrBVec(shaderSpec.outputs[i].varType.getBasicType())) {
vecSize = gluShaderUtil.getDataTypeScalarSize(shaderSpec.outputs[i].varType.getBasicType());
intBasicType = vecSize > 1 ? gluShaderUtil.getDataTypeVector(gluShaderUtil.DataType.INT, vecSize) : gluShaderUtil.DataType.INT;
src += ('\to_' + shaderSpec.outputs[i].name + ' = ' + gluShaderUtil.getDataTypeName(intBasicType) + '(' + shaderSpec.outputs[i].name + ');\n');
}
}
src += '}\n';
return src;
};
/**
* @param {Array<glsShaderExecUtil.Symbol>} outputs
* @return {gluShaderProgram.TransformFeedbackVaryings}
*/
glsShaderExecUtil.getTFVaryings = function(outputs) {
var names = [];
for (var i = 0; i < outputs.length; i++) {
if (gluShaderUtil.isDataTypeBoolOrBVec(outputs[i].varType.getBasicType())) {
names.push('o_' + outputs[i].name);
} else {
names.push(outputs[i].name);
}
}
return new gluShaderProgram.TransformFeedbackVaryings(names);
};
// VertexProcessorExecutor (base class for vertex and geometry executors)
/**
* @constructor
* @extends {glsShaderExecUtil.ShaderExecutor}
* @param {glsShaderExecUtil.ShaderSpec} shaderSpec
* @param {gluShaderProgram.ProgramSources} sources
*/
glsShaderExecUtil.VertexProcessorExecutor = function(shaderSpec, sources) {
sources.add(glsShaderExecUtil.getTFVaryings(shaderSpec.outputs));
sources.add(new gluShaderProgram.TransformFeedbackMode(gl.INTERLEAVED_ATTRIBS));
glsShaderExecUtil.ShaderExecutor.call(this, shaderSpec);
this.m_program = new gluShaderProgram.ShaderProgram(gl, sources);
};
setParentClass(glsShaderExecUtil.VertexProcessorExecutor, glsShaderExecUtil.ShaderExecutor);
/**
* @return {boolean}
*/
glsShaderExecUtil.VertexProcessorExecutor.prototype.isOk = function() {
return this.m_program.isOk();
};
/**
* @return {WebGLProgram}
*/
glsShaderExecUtil.VertexProcessorExecutor.prototype.getProgram = function() {
return this.m_program.getProgram();
};
/**
* @param {Array<*>} arr
* @return {number}
*/
glsShaderExecUtil.computeTotalScalarSize = function(arr) {
/** @type {number} */ var size = 0;
for (var i = 0; i < arr.length; i++)
size += arr[i].varType.getScalarSize();
return size;
};
/**
* @param {Array<number>} ptr
* @param {number} colNdx
* @param {number} size Column size
* @return {Array<number>}
*/
glsShaderExecUtil.getColumn = function(ptr, colNdx, size) {
var begin = colNdx * size;
var end = (colNdx + 1) * size;
return ptr.slice(begin, end);
};
glsShaderExecUtil.VertexProcessorExecutor.prototype.execute = function(numValues, inputs) {
/** @type {glsShaderExecUtil.Symbol} */ var symbol;
var outputs = [];
/** @type {boolean} */ var useTFObject = true;
/** @type {Array<gluDrawUtil.VertexArrayBinding>} */ var vertexArrays = [];
var transformFeedback = gl.createTransformFeedback();
var outputBuffer = gl.createBuffer();
/** @type {number} */ var outputBufferStride = glsShaderExecUtil.computeTotalScalarSize(this.m_outputs) * 4;
// Setup inputs.
for (var inputNdx = 0; inputNdx < this.m_inputs.length; inputNdx++) {
symbol = this.m_inputs[inputNdx];
/*const void* */var ptr = inputs[inputNdx];
/** @type {gluShaderUtil.DataType} */ var basicType = symbol.varType.getBasicType();
/** @type {number} */ var vecSize = gluShaderUtil.getDataTypeScalarSize(basicType);
if (gluShaderUtil.isDataTypeFloatOrVec(basicType))
vertexArrays.push(gluDrawUtil.newFloatVertexArrayBinding(symbol.name, vecSize, numValues, 0, ptr));
else if (gluShaderUtil.isDataTypeIntOrIVec(basicType))
vertexArrays.push(gluDrawUtil.newInt32VertexArrayBinding(symbol.name, vecSize, numValues, 0, ptr));
else if (gluShaderUtil.isDataTypeUintOrUVec(basicType))
vertexArrays.push(gluDrawUtil.newUint32VertexArrayBinding(symbol.name, vecSize, numValues, 0, ptr));
else if (gluShaderUtil.isDataTypeMatrix(basicType)) {
/** @type {number} */ var numRows = gluShaderUtil.getDataTypeMatrixNumRows(basicType);
/** @type {number} */ var numCols = gluShaderUtil.getDataTypeMatrixNumColumns(basicType);
// A matrix consists of several (column-major) vectors. A buffer is created for
// every vector in gluDrawUtil.draw() below. Data in every buffer will be tightly
// packed. So the stride should be 0. This is different from the code in native
// deqp, which use only one buffer for a matrix, the data is interleaved.
/** @type {number} */ var stride = 0;
for (var colNdx = 0; colNdx < numCols; ++colNdx)
vertexArrays.push(gluDrawUtil.newFloatColumnVertexArrayBinding(symbol.name,
colNdx,
numRows,
numValues,
stride,
glsShaderExecUtil.getColumn(ptr, colNdx, numRows * numValues)));
} else
DE_ASSERT(false);
}
// Setup TF outputs.
if (useTFObject)
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, transformFeedback);
gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, outputBuffer);
gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, outputBufferStride * numValues, gl.STREAM_READ);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, outputBuffer);
// Draw with rasterization disabled.
gl.beginTransformFeedback(gl.POINTS);
gl.enable(gl.RASTERIZER_DISCARD);
gluDrawUtil.draw(gl, this.m_program.getProgram(), vertexArrays,
new gluDrawUtil.PrimitiveList(gluDrawUtil.primitiveType.POINTS, numValues));
gl.disable(gl.RASTERIZER_DISCARD);
gl.endTransformFeedback();
// Read back data.
var result = new ArrayBuffer(outputBufferStride * numValues);
gl.getBufferSubData(gl.TRANSFORM_FEEDBACK_BUFFER, 0, new Uint8Array(result));
/** @type {number} */ var curOffset = 0; // Offset in buffer in bytes.
for (var outputNdx = 0; outputNdx < this.m_outputs.length; outputNdx++) {
symbol = this.m_outputs[outputNdx];
/** @type {number} */ var scalarSize = symbol.varType.getScalarSize();
var readPtr = new Uint8Array(result, curOffset);
if (scalarSize * 4 === outputBufferStride)
outputs[outputNdx] = readPtr;
else {
var dstPtr = new Uint8Array(scalarSize * numValues * 4);
for (var ndx = 0; ndx < numValues; ndx++)
for (var j = 0; j < scalarSize * 4; j++) {
dstPtr[scalarSize * 4 * ndx + j] = readPtr[ndx * outputBufferStride + j];
}
outputs[outputNdx] = dstPtr;
}
curOffset += scalarSize * 4;
}
if (useTFObject)
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, null);
gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, null);
return outputs;
};
// VertexShaderExecutor
/**
* @constructor
* @extends {glsShaderExecUtil.VertexProcessorExecutor}
* @param {glsShaderExecUtil.ShaderSpec} shaderSpec
*/
glsShaderExecUtil.VertexShaderExecutor = function(shaderSpec) {
var sources = gluShaderProgram.makeVtxFragSources(glsShaderExecUtil.generateVertexShader(shaderSpec),
glsShaderExecUtil.generateEmptyFragmentSource());
glsShaderExecUtil.VertexProcessorExecutor.call(this, shaderSpec, sources);
};
setParentClass(glsShaderExecUtil.VertexShaderExecutor, glsShaderExecUtil.VertexProcessorExecutor);
/**
* @constructor
* @extends {glsShaderExecUtil.ShaderExecutor}
* @param {glsShaderExecUtil.ShaderSpec} shaderSpec
*/
glsShaderExecUtil.FragmentShaderExecutor = function(shaderSpec) {
glsShaderExecUtil.ShaderExecutor.call(this, shaderSpec);
/** @type {Array<glsShaderExecUtil.Symbol>} */ this.m_outLocationSymbols = [];
this.m_outLocationMap = glsShaderExecUtil.generateLocationMap(this.m_outputs, this.m_outLocationSymbols);
var sources = gluShaderProgram.makeVtxFragSources(glsShaderExecUtil.generatePassthroughVertexShader(shaderSpec, 'a_', ''),
glsShaderExecUtil.generateFragmentShader(shaderSpec, true, this.m_outLocationMap));
this.m_program = new gluShaderProgram.ShaderProgram(gl, sources);
};
setParentClass(glsShaderExecUtil.FragmentShaderExecutor, glsShaderExecUtil.ShaderExecutor);
/**
* @return {boolean}
*/
glsShaderExecUtil.FragmentShaderExecutor.prototype.isOk = function() {
return this.m_program.isOk();
};
/**
* @return {WebGLProgram}
*/
glsShaderExecUtil.FragmentShaderExecutor.prototype.getProgram = function() {
return this.m_program.getProgram();
};
/**
* @param {gluVarType.VarType} outputType
* @param {boolean} useIntOutputs
* @return {tcuTexture.TextureFormat}
*/
glsShaderExecUtil.getRenderbufferFormatForOutput = function(outputType, useIntOutputs) {
var channelOrderMap = [
tcuTexture.ChannelOrder.R,
tcuTexture.ChannelOrder.RG,
tcuTexture.ChannelOrder.RGBA, // No RGB variants available.
tcuTexture.ChannelOrder.RGBA
];
var basicType = outputType.getBasicType();
var numComps = gluShaderUtil.getDataTypeNumComponents(basicType);
var channelType;
switch (gluShaderUtil.getDataTypeScalarType(basicType)) {
case 'uint': channelType = tcuTexture.ChannelType.UNSIGNED_INT32; break;
case 'int': channelType = tcuTexture.ChannelType.SIGNED_INT32; break;
case 'bool': channelType = tcuTexture.ChannelType.SIGNED_INT32; break;
case 'float': channelType = useIntOutputs ? tcuTexture.ChannelType.UNSIGNED_INT32 : tcuTexture.ChannelType.FLOAT; break;
default:
throw new Error('Invalid output type ' + gluShaderUtil.getDataTypeScalarType(basicType));
}
return new tcuTexture.TextureFormat(channelOrderMap[numComps - 1], channelType);
};
glsShaderExecUtil.FragmentShaderExecutor.prototype.execute = function(numValues, inputs) {
/** @type {boolean} */ var useIntOutputs = true;
/** @type {glsShaderExecUtil.Symbol} */ var symbol;
var outputs = [];
var maxRenderbufferSize = /** @type {number} */ (gl.getParameter(gl.MAX_RENDERBUFFER_SIZE));
/** @type {number} */ var framebufferW = Math.min(maxRenderbufferSize, numValues);
/** @type {number} */ var framebufferH = Math.ceil(numValues / framebufferW);
var framebuffer = gl.createFramebuffer();
var renderbuffers = [];
for (var i = 0; i < this.m_outLocationSymbols.length; i++)
renderbuffers.push(gl.createRenderbuffer());
var vertexArrays = [];
var positions = [];
if (framebufferH > maxRenderbufferSize)
throw new Error('Value count is too high for maximum supported renderbuffer size');
// Compute positions - 1px points are used to drive fragment shading.
for (var valNdx = 0; valNdx < numValues; valNdx++) {
/** @type {number} */ var ix = valNdx % framebufferW;
/** @type {number} */ var iy = Math.floor(valNdx / framebufferW);
var fx = -1 + 2 * (ix + 0.5) / framebufferW;
var fy = -1 + 2 * (iy + 0.5) / framebufferH;
positions[2 * valNdx] = fx;
positions[2 * valNdx + 1] = fy;
}
// Vertex inputs.
vertexArrays.push(gluDrawUtil.newFloatVertexArrayBinding('a_position', 2, numValues, 0, positions));
for (var inputNdx = 0; inputNdx < this.m_inputs.length; inputNdx++) {
symbol = this.m_inputs[inputNdx];
var attribName = 'a_' + symbol.name;
var ptr = inputs[inputNdx];
/** @type {gluShaderUtil.DataType} */ var basicType = symbol.varType.getBasicType();
/** @type {number} */ var vecSize = gluShaderUtil.getDataTypeScalarSize(basicType);
if (gluShaderUtil.isDataTypeFloatOrVec(basicType))
vertexArrays.push(gluDrawUtil.newFloatVertexArrayBinding(attribName, vecSize, numValues, 0, ptr));
else if (gluShaderUtil.isDataTypeIntOrIVec(basicType))
vertexArrays.push(gluDrawUtil.newInt32VertexArrayBinding(attribName, vecSize, numValues, 0, ptr));
else if (gluShaderUtil.isDataTypeUintOrUVec(basicType))
vertexArrays.push(gluDrawUtil.newUint32VertexArrayBinding(attribName, vecSize, numValues, 0, ptr));
else if (gluShaderUtil.isDataTypeMatrix(basicType)) {
var numRows = gluShaderUtil.getDataTypeMatrixNumRows(basicType);
var numCols = gluShaderUtil.getDataTypeMatrixNumColumns(basicType);
// A matrix consists of several (column-major) vectors. A buffer is created for
// every vector in gluDrawUtil.draw() below. Data in every buffer will be tightly
// packed. So the stride should be 0. This is different from the code in native
// deqp, which use only one buffer for a matrix, the data is interleaved.
var stride = 0;
for (var colNdx = 0; colNdx < numCols; ++colNdx)
vertexArrays.push(gluDrawUtil.newFloatColumnVertexArrayBinding(attribName,
colNdx,
numRows,
numValues,
stride,
glsShaderExecUtil.getColumn(ptr, colNdx, numRows * numValues)));
} else
DE_ASSERT(false);
}
// Construct framebuffer.
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
for (var outNdx = 0; outNdx < this.m_outLocationSymbols.length; ++outNdx) {
symbol = this.m_outLocationSymbols[outNdx];
var renderbuffer = renderbuffers[outNdx];
var format = gluTextureUtil.getInternalFormat(glsShaderExecUtil.getRenderbufferFormatForOutput(symbol.varType, useIntOutputs));
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, format, framebufferW, framebufferH);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + outNdx, gl.RENDERBUFFER, renderbuffer);
}
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
assertMsgOptions(gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE, 'Framebuffer is incomplete', false, true);
var drawBuffers = [];
for (var ndx = 0; ndx < this.m_outLocationSymbols.length; ndx++)
drawBuffers[ndx] = gl.COLOR_ATTACHMENT0 + ndx;
gl.drawBuffers(drawBuffers);
// Render
gl.viewport(0, 0, framebufferW, framebufferH);
gluDrawUtil.draw(gl, this.m_program.getProgram(), vertexArrays,
new gluDrawUtil.PrimitiveList(gluDrawUtil.primitiveType.POINTS, numValues));
// Read back pixels.
// \todo [2013-08-07 pyry] Some fast-paths could be added here.
for (var outNdx = 0; outNdx < this.m_outputs.length; ++outNdx) {
symbol = this.m_outputs[outNdx];
/** @type {number} */ var outSize = symbol.varType.getScalarSize();
/** @type {number} */ var outVecSize = gluShaderUtil.getDataTypeNumComponents(symbol.varType.getBasicType());
/** @type {number} */ var outNumLocs = gluShaderUtil.getDataTypeNumLocations(symbol.varType.getBasicType());
var format = glsShaderExecUtil.getRenderbufferFormatForOutput(symbol.varType, useIntOutputs);
var readFormat = new tcuTexture.TextureFormat(tcuTexture.ChannelOrder.RGBA, format.type);
var transferFormat = gluTextureUtil.getTransferFormat(readFormat);
/** @type {number} */ var outLocation = this.m_outLocationMap[symbol.name];
var tmpBuf = new tcuTexture.TextureLevel(readFormat, framebufferW, framebufferH);
for (var locNdx = 0; locNdx < outNumLocs; ++locNdx) {
gl.readBuffer(gl.COLOR_ATTACHMENT0 + outLocation + locNdx);
gl.readPixels(0, 0, framebufferW, framebufferH, transferFormat.format, transferFormat.dataType, tmpBuf.getAccess().getDataPtr());
if (outSize == 4 && outNumLocs == 1) {
outputs[outNdx] = new Uint8Array(tmpBuf.getAccess().getBuffer());
} else {
if (locNdx == 0)
outputs[outNdx] = new Uint32Array(numValues * outVecSize);
var srcPtr = new Uint32Array(tmpBuf.getAccess().getBuffer());
for (var valNdx = 0; valNdx < numValues; valNdx++) {
var srcOffset = valNdx * 4;
var dstOffset = outSize * valNdx + outVecSize * locNdx;
for (var j = 0; j < outVecSize; j++)
outputs[outNdx][dstOffset + j] = srcPtr[srcOffset + j];
}
}
}
}
// \todo [2013-08-07 pyry] Clear draw buffers & viewport?
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
return outputs;
};
glsShaderExecUtil.generateLocationMap = function(symbols, locationSymbols) {
var ret = [];
locationSymbols.length = 0;
var location = 0;
for (var i = 0; i < symbols.length; i++) {
var symbol = symbols[i];
var numLocations = gluShaderUtil.getDataTypeNumLocations(symbol.varType.getBasicType());
ret[symbol.name] = location;
location += numLocations;
for (var ndx = 0; ndx < numLocations; ++ndx)
locationSymbols.push(symbol);
}
return ret;
};
});