/*------------------------------------------------------------------------- * drawElements Quality Program OpenGL ES Utilities * ------------------------------------------------ * * 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 * * http://www.apache.org/licenses/LICENSE-2.0 * * 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. * */ 'use strict'; goog.provide('functional.gles3.es3fShaderPrecisionTests'); goog.require('framework.common.tcuTestCase'); goog.require('framework.common.tcuFloat'); goog.require('framework.delibs.debase.deMath'); goog.require('framework.delibs.debase.deRandom'); goog.require('framework.delibs.debase.deString'); goog.require('framework.opengl.gluDrawUtil'); goog.require('framework.opengl.gluShaderProgram'); goog.require('framework.opengl.gluShaderUtil'); goog.scope(function() { var es3fShaderPrecisionTests = functional.gles3.es3fShaderPrecisionTests; var deMath = framework.delibs.debase.deMath; var deRandom = framework.delibs.debase.deRandom; var deString = framework.delibs.debase.deString; var tcuFloat = framework.common.tcuFloat; var tcuTestCase = framework.common.tcuTestCase; var gluDrawUtil = framework.opengl.gluDrawUtil; var gluShaderUtil = framework.opengl.gluShaderUtil; var gluShaderProgram = framework.opengl.gluShaderProgram; /** @const {number} */ es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH = 32; /** @const {number} */ es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT = 32; es3fShaderPrecisionTests.add = function(a, b) { return a + b; }; es3fShaderPrecisionTests.sub = function(a, b) { return a - b; }; es3fShaderPrecisionTests.mul = function(a, b) { return a * b; }; // a * b = (a1 * 2^16 + a0) * (b1 * 2^16 + b0) = a1 * b1 * 2^32 + (a0 * b1 + a1 * b0) * 2^16 + a0 * b0 // 32bit integer multiplication may overflow in JavaScript. Only return low 32bit of the result. es3fShaderPrecisionTests.mul32 = function(a, b) { var sign = Math.sign(a) * Math.sign(b); a = Math.abs(a); b = Math.abs(b); var a1 = deMath.split16(a)[1]; var a0 = deMath.split16(a)[0]; var b1 = deMath.split16(b)[1]; var b0 = deMath.split16(b)[0]; return sign * ((a0 * b1 + a1 * b0) * 0x10000 + a0 * b0); } es3fShaderPrecisionTests.div = function(a, b) { if (b !== 0) return a / b; else throw new Error('division by zero.')}; /** * @param {gluShaderUtil.precision} precision * @param {string} evalOp * @param {boolean} isVertexCase * @return {gluShaderProgram.ShaderProgram} */ es3fShaderPrecisionTests.createFloatPrecisionEvalProgram = function(precision, evalOp, isVertexCase) { /** @type {gluShaderUtil.DataType} */ var type = gluShaderUtil.DataType.FLOAT; /** @type {gluShaderUtil.DataType} */ var outType = gluShaderUtil.DataType.UINT; /** @type {string} */ var typeName = gluShaderUtil.getDataTypeName(type); /** @type {string} */ var outTypeName = gluShaderUtil.getDataTypeName(outType); /** @type {string} */ var precName = gluShaderUtil.getPrecisionName(precision); /** @type {string} */ var vtx = ''; /** @type {string} */ var frag = ''; /** @type {string} */ var op = ''; vtx += '#version 300 es\n' + 'in highp vec4 a_position;\n' + 'in ' + precName + ' ' + typeName + ' a_in0;\n' + 'in ' + precName + ' ' + typeName + ' a_in1;\n'; frag += '#version 300 es\n' + 'layout(location = 0) out highp ' + outTypeName + ' o_out;\n'; if (isVertexCase) { vtx += 'flat out ' + precName + ' ' + typeName + ' v_out;\n'; frag += 'flat in ' + precName + ' ' + typeName + ' v_out;\n'; } else { vtx += 'flat out ' + precName + ' ' + typeName + ' v_in0;\n' + 'flat out ' + precName + ' ' + typeName + ' v_in1;\n'; frag += 'flat in ' + precName + ' ' + typeName + ' v_in0;\n' + 'flat in ' + precName + ' ' + typeName + ' v_in1;\n'; } vtx += '\nvoid main (void)\n{\n' + ' gl_Position = a_position;\n'; frag += '\nvoid main (void)\n{\n'; op += '\t' + precName + ' ' + typeName + ' in0 = ' + (isVertexCase ? 'a_' : 'v_') + 'in0;\n' + '\t' + precName + ' ' + typeName + ' in1 = ' + (isVertexCase ? 'a_' : 'v_') + 'in1;\n'; if (!isVertexCase) op += '\t' + precName + ' ' + typeName + ' res;\n'; op += '\t' + (isVertexCase ? 'v_out' : 'res') + ' = ' + evalOp + ';\n'; vtx += isVertexCase ? op : ''; frag += isVertexCase ? '' : op; op = ''; if (isVertexCase) { frag += ' o_out = floatBitsToUint(v_out);\n'; } else { vtx += ' v_in0 = a_in0;\n' + ' v_in1 = a_in1;\n'; frag += ' o_out = floatBitsToUint(res);\n'; } vtx += '}\n'; frag += '}\n'; return new gluShaderProgram.ShaderProgram(gl, gluShaderProgram.makeVtxFragSources(vtx, frag)); }; /** * @param {gluShaderUtil.DataType} type * @param {gluShaderUtil.precision} precision * @param {string} evalOp * @param {boolean} isVertexCase * @return {gluShaderProgram.ShaderProgram} */ es3fShaderPrecisionTests.createIntUintPrecisionEvalProgram = function(type, precision, evalOp, isVertexCase) { /** @type {string} */ var typeName = gluShaderUtil.getDataTypeName(type); /** @type {string} */ var precName = gluShaderUtil.getPrecisionName(precision); /** @type {string} */ var vtx = ''; /** @type {string} */ var frag = ''; /** @type {string} */ var op = ''; vtx += '#version 300 es\n' + 'in highp vec4 a_position;\n' + 'in ' + precName + ' ' + typeName + ' a_in0;\n' + 'in ' + precName + ' ' + typeName + ' a_in1;\n'; frag += '#version 300 es\n' + 'layout(location = 0) out ' + precName + ' ' + typeName + ' o_out;\n'; if (isVertexCase) { vtx += 'flat out ' + precName + ' ' + typeName + ' v_out;\n'; frag += 'flat in ' + precName + ' ' + typeName + ' v_out;\n'; } else { vtx += 'flat out ' + precName + ' ' + typeName + ' v_in0;\n' + 'flat out ' + precName + ' ' + typeName + ' v_in1;\n'; frag += 'flat in ' + precName + ' ' + typeName + ' v_in0;\n' + 'flat in ' + precName + ' ' + typeName + ' v_in1;\n'; } vtx += '\nvoid main (void)\n{\n'+ ' gl_Position = a_position;\n'; frag += '\nvoid main (void)\n{\n'; op += '\t' + precName + ' ' + typeName + ' in0 = ' + (isVertexCase ? 'a_' : 'v_') + 'in0;\n' + '\t' + precName + ' ' + typeName + ' in1 = ' + (isVertexCase ? 'a_' : 'v_') + 'in1;\n'; op += '\t' + (isVertexCase ? 'v_' : 'o_') + 'out = ' + evalOp + ';\n'; vtx += isVertexCase ? op : ''; frag += isVertexCase ? '' : op; op = ''; if (isVertexCase) { frag += ' o_out = v_out;\n'; } else { vtx += ' v_in0 = a_in0;\n' + ' v_in1 = a_in1;\n'; } vtx += '}\n'; frag += '}\n'; return new gluShaderProgram.ShaderProgram(gl, gluShaderProgram.makeVtxFragSources(vtx, frag)); }; /** @typedef {function(number, number)} */ es3fShaderPrecisionTests.EvalFunc; /** * @constructor * @extends {tcuTestCase.DeqpTest} * @param {string} name * @param {string} desc * @param {string} op * @param {es3fShaderPrecisionTests.EvalFunc} evalFunc * @param {gluShaderUtil.precision} precision * @param {Array} rangeA * @param {Array} rangeB * @param {boolean} isVertexCase */ es3fShaderPrecisionTests.ShaderFloatPrecisionCase = function(name, desc, op, evalFunc, precision, rangeA, rangeB, isVertexCase) { tcuTestCase.DeqpTest.call(this, name, desc); // Case parameters. /** @type {string} */ this.m_op = op; /** @type {es3fShaderPrecisionTests.EvalFunc} */ this.m_evalFunc = evalFunc; /** @type {gluShaderUtil.precision} */ this.m_precision = precision; /** @type {Array} */ this.m_rangeA = rangeA; /** @type {Array} */ this.m_rangeB = rangeB; /** @type {boolean} */ this.m_isVertexCase = isVertexCase; /** @type {number} */ this.m_numTestsPerIter = 32; /** @type {number} */ this.m_numIters = 4; /** @type {deRandom.Random} */ this.m_rnd = new deRandom.Random(deString.deStringHash(this.name)); // Iteration state. /** @type {?gluShaderProgram.ShaderProgram} */ this.m_program = null; /** @type {?WebGLFramebuffer} */ this.m_framebuffer = null; /** @type {?WebGLRenderbuffer} */ this.m_renderbuffer = null; /** @type {number} */ this.m_iterNdx = 0; /** @type {Array} */ this.m_iterPass = []; }; es3fShaderPrecisionTests.ShaderFloatPrecisionCase.prototype = Object.create(tcuTestCase.DeqpTest.prototype); es3fShaderPrecisionTests.ShaderFloatPrecisionCase.prototype.constructor = es3fShaderPrecisionTests.ShaderFloatPrecisionCase; es3fShaderPrecisionTests.ShaderFloatPrecisionCase.prototype.init = function() { assertMsgOptions(!this.m_program && !this.m_framebuffer && !this.m_renderbuffer, 'Program/Framebuffer/Renderbuffer should be null at this point.', false, true); // Create program. this.m_program = es3fShaderPrecisionTests.createFloatPrecisionEvalProgram(this.m_precision, this.m_op, this.m_isVertexCase); if (!this.m_program.isOk()) assertMsgOptions(false, 'Compile failed', false, true); // Create framebuffer. this.m_framebuffer = gl.createFramebuffer(); this.m_renderbuffer = gl.createRenderbuffer(); gl.bindRenderbuffer(gl.RENDERBUFFER, this.m_renderbuffer); gl.renderbufferStorage(gl.RENDERBUFFER, gl.R32UI, es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH, es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT); gl.bindFramebuffer(gl.FRAMEBUFFER, this.m_framebuffer); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, this.m_renderbuffer); assertMsgOptions(gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE, 'Framebuffer is incomplete', false, true); gl.bindFramebuffer(gl.FRAMEBUFFER, null); this.m_iterNdx = 0; }; es3fShaderPrecisionTests.ShaderFloatPrecisionCase.prototype.deinit = function() { if(this.m_framebuffer) gl.deleteFramebuffer(this.m_framebuffer); if(this.m_renderbuffer) gl.deleteRenderbuffer(this.m_renderbuffer); this.m_program = null; this.m_framebuffer = null; this.m_renderbuffer = null; }; /** * @param {number} in0 * @param {number} in1 * @param {number} reference * @param {number} result */ es3fShaderPrecisionTests.ShaderFloatPrecisionCase.prototype.compare = function(in0, in1, reference, result) { // Comparison is done using 64-bit reference value to accurately evaluate rounding mode error. // If 32-bit reference value is used, 2 bits of rounding error must be allowed. // For mediump and lowp types the comparison currently allows 3 bits of rounding error: // two bits from conversions and one from actual operation. // \todo [2013-09-30 pyry] Make this more strict: determine if rounding can actually happen. /** @type {number} */ var mantissaBits = this.m_precision == gluShaderUtil.precision.PRECISION_HIGHP ? 23 : 10; /** @type {number} */ var numPrecBits = 52 - mantissaBits; /** @type {number} */ var in0Exp = tcuFloat.newFloat32(in0).exponent(); /** @type {number} */ var in1Exp = tcuFloat.newFloat32(in1).exponent(); /** @type {number} */ var resExp = tcuFloat.newFloat32(result).exponent(); /** @type {number} */ var numLostBits = Math.max(in0Exp - resExp, in1Exp - resExp, 0); // Lost due to mantissa shift. /** @type {number} */ var roundingUlpError = this.m_precision == gluShaderUtil.precision.PRECISION_HIGHP ? 1 : 3; /** @type {number} */ var maskBits = numLostBits + numPrecBits; bufferedLogToConsole("Assuming " + mantissaBits + " mantissa bits, " + numLostBits + " bits lost in operation, and " + roundingUlpError + " ULP rounding error.") /** @type {number} */ var refBits = tcuFloat.newFloat64(reference).bits(); /** @type {number} */ var resBits = tcuFloat.newFloat64(result).bits(); /** @type {number} */ var accurateRefBits = deMath.shiftRight(refBits, maskBits); /** @type {number} */ var accurateResBits = deMath.shiftRight(resBits, maskBits); /** @type {number} */ var ulpDiff = Math.abs(accurateRefBits - accurateResBits); if (ulpDiff > roundingUlpError) { bufferedLogToConsole("ERROR: comparison failed! ULP diff (ignoring lost/undefined bits) = " + ulpDiff ); return false; } else return true; }; /** * @return {tcuTestCase.IterateResult} */ es3fShaderPrecisionTests.ShaderFloatPrecisionCase.prototype.iterate = function() { var testPassed = true; var testPassedMsg = 'Pass'; // Constant data. /** @type {Array} */ var position =[ -1.0, -1.0, 0.0, 1.0, -1.0, 1.0, 0.0, 1.0, 1.0, -1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0 ]; /** @type {Array} */ var indices = [0, 1, 2, 2, 1, 3]; /** @type {number} */ var numVertices = 4; /** @type {Array} */ var in0Arr = [0.0, 0.0, 0.0, 0.0]; /** @type {Array} */ var in1Arr = [0.0, 0.0, 0.0, 0.0]; /** @type {Array} */ var vertexArrays = []; // Image read from GL. /** @type {goog.TypedArray} */ var pixels_uint = new Uint32Array(es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH * es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT * 4); // \todo [2012-05-03 pyry] Could be cached. /** @type {WebGLProgram} */ var prog = this.m_program.getProgram(); gl.useProgram(prog); gl.bindFramebuffer(gl.FRAMEBUFFER, this.m_framebuffer); vertexArrays[0] = gluDrawUtil.newFloatVertexArrayBinding("a_position", 4, numVertices, 0, position); // Compute values and reference. for (var testNdx = 0; testNdx < this.m_numTestsPerIter; testNdx++) { /** @type {number} */ var in0 = this.m_rnd.getFloat(this.m_rangeA[0], this.m_rangeA[1]); /** @type {number} */ var in1 = this.m_rnd.getFloat(this.m_rangeB[0], this.m_rangeB[1]); /** @type {number} */ var refD = this.m_evalFunc(in0, in1); bufferedLogToConsole("iter " + this.m_iterNdx + ", test " + testNdx + ": "+ "in0 = " + in0 + " / " + tcuFloat.newFloat32(in0).bits() + ", in1 = " + in1 + " / " + tcuFloat.newFloat32(in1).bits() + " reference = " + refD + " / " + tcuFloat.newFloat32(refD).bits()); in0Arr = [in0, in0, in0, in0]; in1Arr = [in1, in1, in1, in1]; vertexArrays[1] = gluDrawUtil.newFloatVertexArrayBinding("a_in0", 1, numVertices, 0, in0Arr); vertexArrays[2] = gluDrawUtil.newFloatVertexArrayBinding("a_in1", 1, numVertices, 0, in1Arr); gluDrawUtil.draw(gl, prog, vertexArrays, gluDrawUtil.triangles(indices)); gl.readPixels(0, 0, es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH, es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT, gl.RGBA_INTEGER, gl.UNSIGNED_INT, pixels_uint); var pixels = new Float32Array(pixels_uint.buffer); bufferedLogToConsole(" result = " + pixels[0] + " / " + tcuFloat.newFloat32(pixels[0]).bits()); // Verify results /** @type {boolean} */ var firstPixelOk = this.compare(in0, in1, refD, pixels[0]); if (firstPixelOk) { // Check that rest of pixels match to first one. /** @type {number} */ var firstPixelBits = tcuFloat.newFloat32(pixels[0]).bits(); /** @type {boolean} */ var allPixelsOk = true; for (var y = 0; y < es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT; y++) { for (var x = 0; x < es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH; x++) { /** @type {number} */ var pixelBits = tcuFloat.newFloat32(pixels[(y * es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH + x) * 4]).bits(); if (pixelBits != firstPixelBits) { bufferedLogToConsole("ERROR: Inconsistent results, got " + pixelBits + " at (" + x + ", " + y + ")") allPixelsOk = false; } } if (!allPixelsOk) break; } if (!allPixelsOk){ bufferedLogToConsole("iter " + this.m_iterNdx + ", test " + testNdx + "Inconsistent values in framebuffer"); testPassed = false; testPassedMsg = 'Inconsistent values in framebuffer'; } } else{ bufferedLogToConsole("iter " + this.m_iterNdx + ", test " + testNdx + "Result comparison failed"); testPassed = false; testPassedMsg = 'Result comparison failed' } } // [dag] Aggregating test results to make the test less verbose. this.m_iterPass[this.m_iterNdx] = testPassed; // [dag] Show test results after the last iteration is done. if (this.m_iterPass.length === this.m_numIters) { if (!deMath.boolAll(this.m_iterPass)) testFailedOptions(testPassedMsg, false); else testPassedOptions(testPassedMsg, true); } gl.bindFramebuffer(gl.FRAMEBUFFER, null); this.m_iterNdx += 1; return (this.m_iterNdx < this.m_numIters) ? tcuTestCase.IterateResult.CONTINUE : tcuTestCase.IterateResult.STOP; }; /** * @constructor * @extends {tcuTestCase.DeqpTest} * @param {string} name * @param {string} desc * @param {string} op * @param {es3fShaderPrecisionTests.EvalFunc} evalFunc * @param {gluShaderUtil.precision} precision * @param {number} bits * @param {Array} rangeA * @param {Array} rangeB * @param {boolean} isVertexCase */ es3fShaderPrecisionTests.ShaderIntPrecisionCase = function(name, desc, op, evalFunc, precision, bits, rangeA, rangeB, isVertexCase) { tcuTestCase.DeqpTest.call(this, name, desc); // Case parameters. /** @type {string} */ this.m_op = op; /** @type {es3fShaderPrecisionTests.EvalFunc} */ this.m_evalFunc = evalFunc; /** @type {gluShaderUtil.precision} */ this.m_precision = precision; /** @type {number} */ this.m_bits = bits; /** @type {Array} */ this.m_rangeA = rangeA; /** @type {Array} */ this.m_rangeB = rangeB; /** @type {boolean} */ this.m_isVertexCase = isVertexCase; /** @type {number} */ this.m_numTestsPerIter = 32; /** @type {number} */ this.m_numIters = 4; /** @type {deRandom.Random} */ this.m_rnd = new deRandom.Random(deString.deStringHash(this.name)); // Iteration state. /** @type {gluShaderProgram.ShaderProgram} */ this.m_program = null; /** @type {WebGLFramebuffer} */ this.m_framebuffer = null; /** @type {WebGLRenderbuffer} */ this.m_renderbuffer = null; /** @type {number} */ this.m_iterNdx = 0; }; es3fShaderPrecisionTests.ShaderIntPrecisionCase.prototype = Object.create(tcuTestCase.DeqpTest.prototype); es3fShaderPrecisionTests.ShaderIntPrecisionCase.prototype.constructor = es3fShaderPrecisionTests.ShaderIntPrecisionCase; es3fShaderPrecisionTests.ShaderIntPrecisionCase.prototype.init = function() { assertMsgOptions(!this.m_program && !this.m_framebuffer && !this.m_renderbuffer, 'Program/Framebuffer/Renderbuffer should be null at this point.', false, true); // Create program. this.m_program = es3fShaderPrecisionTests.createIntUintPrecisionEvalProgram(gluShaderUtil.DataType.INT, this.m_precision, this.m_op, this.m_isVertexCase); if (!this.m_program.isOk()) assertMsgOptions(false, 'Compile failed', false, true); // Create framebuffer. this.m_framebuffer = gl.createFramebuffer(); this.m_renderbuffer = gl.createRenderbuffer(); gl.bindRenderbuffer(gl.RENDERBUFFER, this.m_renderbuffer); gl.renderbufferStorage(gl.RENDERBUFFER, gl.R32I, es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH, es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT); gl.bindFramebuffer(gl.FRAMEBUFFER, this.m_framebuffer); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, this.m_renderbuffer); assertMsgOptions(gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE, 'Framebuffer is incomplete', false, true); gl.bindFramebuffer(gl.FRAMEBUFFER, null); this.m_iterNdx = 0; bufferedLogToConsole("Number of accurate bits assumed = " + this.m_bits); }; es3fShaderPrecisionTests.ShaderIntPrecisionCase.prototype.deinit = function() { if(this.m_framebuffer) gl.deleteFramebuffer(this.m_framebuffer); if(this.m_renderbuffer) gl.deleteRenderbuffer(this.m_renderbuffer); this.m_program = null; this.m_framebuffer = null; this.m_renderbuffer = null; }; /** * @param {number} value * @param {number} bits * @return {number} */ es3fShaderPrecisionTests.extendTo32Bit = function(value, bits) { return (value & ((1 << (bits - 1)) - 1)) | ((value & (1 << (bits - 1))) << (32 - bits)) >> (32 - bits); }; /** * @return {tcuTestCase.IterateResult} */ es3fShaderPrecisionTests.ShaderIntPrecisionCase.prototype.iterate = function() { var testPassed = true; var testPassedMsg = 'Pass'; // Constant data. /** @type {Array} */ var position = [ -1.0, -1.0, 0.0, 1.0, -1.0, 1.0, 0.0, 1.0, 1.0, -1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0 ] /** @type {Array} */ var indices = [0, 1, 2, 2, 1, 3]; /** @type {number} */ var numVertices = 4; /** @type {Array} */ var in0Arr = [0, 0, 0, 0]; /** @type {Array} */ var in1Arr = [0, 0, 0, 0]; /** @type {number} */ var mask = this.m_bits === 32 ? 0xffffffff : ((1 << this.m_bits) - 1); /** @type {goog.TypedArray} */ var pixels = new Int32Array(es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH * es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT * 4); /** @type {Array} */ var vertexArrays = []; /** @type {WebGLProgram} */ var prog = this.m_program.getProgram(); // \todo [2012-05-03 pyry] A bit hacky. getInt() should work fine with ranges like this. /** @type {boolean} */ var isMaxRangeA = this.m_rangeA[0] === 0x80000000 && this.m_rangeA[1] === 0x7fffffff; /** @type {boolean} */ var isMaxRangeB = this.m_rangeB[0] === 0x80000000 && this.m_rangeB[1] === 0x7fffffff; gl.useProgram(prog); gl.bindFramebuffer(gl.FRAMEBUFFER, this.m_framebuffer); vertexArrays[0] = gluDrawUtil.newFloatVertexArrayBinding("a_position", 4, numVertices, 0, position); // Compute values and reference. for (var testNdx = 0; testNdx < this.m_numTestsPerIter; testNdx++) { /** @type {number} */ var in0 = this.m_rnd.getInt(this.m_rangeA[0], this.m_rangeA[1]); //es3fShaderPrecisionTests.extendTo32Bit(((isMaxRangeA ? Math.abs(this.m_rnd.getInt()) : this.m_rnd.getInt(this.m_rangeA[0], this.m_rangeA[1])) & mask), this.m_bits); /** @type {number} */ var in1 = this.m_rnd.getInt(this.m_rangeB[0], this.m_rangeB[1]); //es3fShaderPrecisionTests.extendTo32Bit(((isMaxRangeB ? Math.abs(this.m_rnd.getInt()) : this.m_rnd.getInt(this.m_rangeB[0], this.m_rangeB[1])) & mask), this.m_bits); /** @type {number} */ var refMasked = this.m_evalFunc(in0, in1) & mask; /** @type {number} */ var refOut = es3fShaderPrecisionTests.extendTo32Bit(refMasked, this.m_bits); bufferedLogToConsole("iter " + this.m_iterNdx + ", test " + testNdx + ": " + "in0 = " + in0 + ", in1 = " + in1 + ", ref out = " + refOut + " / " + refMasked); in0Arr = [in0, in0, in0, in0]; in1Arr = [in1, in1, in1, in1]; vertexArrays[1] = gluDrawUtil.newInt32VertexArrayBinding("a_in0", 1, numVertices, 0, in0Arr); vertexArrays[2] = gluDrawUtil.newInt32VertexArrayBinding("a_in1", 1, numVertices, 0, in1Arr); gluDrawUtil.draw(gl, prog, vertexArrays, gluDrawUtil.triangles(indices)); gl.readPixels(0, 0, es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH, es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT, gl.RGBA_INTEGER, gl.INT, pixels); // Compare pixels. for (var y = 0; y < es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT; y++) { for (var x = 0; x < es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH; x++) { /** @type {number} */ var cmpOut = pixels[(y * es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH + x) * 4]; /** @type {number} */ var cmpMasked = cmpOut & mask; if (cmpMasked != refMasked) { bufferedLogToConsole("Comparison failed (at " + x + ", " + y + "): " + + "got " + cmpOut + " / " + cmpOut); testPassed = false; testPassedMsg = 'Comparison failed'; } } } } gl.bindFramebuffer(gl.FRAMEBUFFER, null); this.m_iterNdx += 1; if (!testPassed) { testFailedOptions(testPassedMsg, false); return tcuTestCase.IterateResult.STOP; } else if (testPassed && this.m_iterNdx < this.m_numIters) { return tcuTestCase.IterateResult.CONTINUE; } else { testPassedOptions(testPassedMsg, true); return tcuTestCase.IterateResult.STOP; } }; /** * @constructor * @extends {tcuTestCase.DeqpTest} * @param {string} name * @param {string} desc * @param {string} op * @param {es3fShaderPrecisionTests.EvalFunc} evalFunc * @param {gluShaderUtil.precision} precision * @param {number} bits * @param {Array} rangeA * @param {Array} rangeB * @param {boolean} isVertexCase */ es3fShaderPrecisionTests.ShaderUintPrecisionCase = function(name, desc, op, evalFunc, precision, bits, rangeA, rangeB, isVertexCase) { tcuTestCase.DeqpTest.call(this, name, desc); // Case parameters. /** @type {string} */ this.m_op = op; /** @type {es3fShaderPrecisionTests.EvalFunc} */ this.m_evalFunc = evalFunc; /** @type {gluShaderUtil.precision} */ this.m_precision = precision; /** @type {number} */ this.m_bits = bits; /** @type {Array} */ this.m_rangeA = rangeA; /** @type {Array} */ this.m_rangeB = rangeB; /** @type {boolean} */ this.m_isVertexCase = isVertexCase; /** @type {number} */ this.m_numTestsPerIter = 32; /** @type {number} */ this.m_numIters = 4; /** @type {deRandom.Random} */ this.m_rnd = new deRandom.Random(deString.deStringHash(this.name)); // Iteration state. /** @type {gluShaderProgram.ShaderProgram} */ this.m_program = null; /** @type {WebGLFramebuffer} */ this.m_framebuffer = null; /** @type {WebGLRenderbuffer} */ this.m_renderbuffer = null; /** @type {number} */ this.m_iterNdx = 0; }; es3fShaderPrecisionTests.ShaderUintPrecisionCase.prototype = Object.create(tcuTestCase.DeqpTest.prototype); es3fShaderPrecisionTests.ShaderUintPrecisionCase.prototype.constructor = es3fShaderPrecisionTests.ShaderUintPrecisionCase; es3fShaderPrecisionTests.ShaderUintPrecisionCase.prototype.init = function() { assertMsgOptions(!this.m_program && !this.m_framebuffer && !this.m_renderbuffer, 'Program/Framebuffer/Renderbuffer should be null at this point.', false, true); // Create program. this.m_program = es3fShaderPrecisionTests.createIntUintPrecisionEvalProgram(gluShaderUtil.DataType.UINT, this.m_precision, this.m_op, this.m_isVertexCase); if (!this.m_program.isOk()) assertMsgOptions(false, 'Compile failed', false, true); // Create framebuffer. this.m_framebuffer = gl.createFramebuffer(); this.m_renderbuffer = gl.createRenderbuffer(); gl.bindRenderbuffer(gl.RENDERBUFFER, this.m_renderbuffer); gl.renderbufferStorage(gl.RENDERBUFFER, gl.R32UI, es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH, es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT); gl.bindFramebuffer(gl.FRAMEBUFFER, this.m_framebuffer); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, this.m_renderbuffer); assertMsgOptions(gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE, 'Framebuffer is incomplete', false, true); gl.bindFramebuffer(gl.FRAMEBUFFER, null); this.m_iterNdx = 0; bufferedLogToConsole("Number of accurate bits assumed = " + this.m_bits); }; es3fShaderPrecisionTests.ShaderUintPrecisionCase.prototype.deinit = function() { if(this.m_framebuffer) gl.deleteFramebuffer(this.m_framebuffer); if(this.m_renderbuffer) gl.deleteRenderbuffer(this.m_renderbuffer); this.m_program = null; this.m_framebuffer = null; this.m_renderbuffer = null; }; /** * @return {tcuTestCase.IterateResult} */ es3fShaderPrecisionTests.ShaderUintPrecisionCase.prototype.iterate = function() { var testPassed = true; var testPassedMsg = 'Pass'; // Constant data. /** @type {Array} */ var position = [ -1.0, -1.0, 0.0, 1.0, -1.0, 1.0, 0.0, 1.0, 1.0, -1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0 ]; /** @type {Array} */ var indices = [0, 1, 2, 2, 1, 3]; /** @type {number} */ var numVertices = 4; /** @type {Array} */ var in0Arr = [0, 0, 0, 0]; /** @type {Array} */ var in1Arr = [0, 0, 0, 0]; /** @type {number} */ var mask = this.m_bits === 32 ? 0xffffffff : ((1 << this.m_bits) - 1); /** @type {goog.TypedArray} */ var pixels = new Uint32Array(es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH * es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT * 4); /** @type {Array} */ var vertexArrays = []; /** @type {WebGLProgram} */ var prog = this.m_program.getProgram(); // \todo [2012-05-03 pyry] A bit hacky. /** @type {boolean} */ var isMaxRangeA = this.m_rangeA[0] === 0 && this.m_rangeA[1] === 0xffffffff; /** @type {boolean} */ var isMaxRangeB = this.m_rangeB[0] === 0 && this.m_rangeB[1] === 0xffffffff; gl.useProgram(prog); gl.bindFramebuffer(gl.FRAMEBUFFER, this.m_framebuffer); vertexArrays[0] = gluDrawUtil.newFloatVertexArrayBinding("a_position", 4, numVertices, 0, position); // Compute values and reference. for (var testNdx = 0; testNdx < this.m_numTestsPerIter; testNdx++) { /** @type {number} */ var in0 = (isMaxRangeA ? Math.abs(this.m_rnd.getInt()) : (this.m_rangeA[0] + Math.abs(this.m_rnd.getInt()) % (this.m_rangeA[1] - this.m_rangeA[0] + 1))) & mask; /** @type {number} */ var in1 = (isMaxRangeB ? Math.abs(this.m_rnd.getInt()) : (this.m_rangeB[0] + Math.abs(this.m_rnd.getInt()) % (this.m_rangeB[1] - this.m_rangeB[0] + 1))) & mask; /** @type {number} */ var refOut = this.m_evalFunc(in0, in1) & mask; bufferedLogToConsole("iter " + this.m_iterNdx + ", test " + testNdx + ": " + + "in0 = " + in0 + ", in1 = " + in1 + ", ref out = " + refOut) in0Arr = [in0, in0, in0, in0]; in1Arr = [in1, in1, in1, in1]; vertexArrays[1] = gluDrawUtil.newUint32VertexArrayBinding("a_in0", 1, numVertices, 0, in0Arr); vertexArrays[2] = gluDrawUtil.newUint32VertexArrayBinding("a_in1", 1, numVertices, 0, in1Arr); gluDrawUtil.draw(gl, prog, vertexArrays, gluDrawUtil.triangles(indices)); gl.readPixels(0, 0, es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH, es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT, gl.RGBA_INTEGER, gl.UNSIGNED_INT, pixels); // Compare pixels. for (var y = 0; y < es3fShaderPrecisionTests.FRAMEBUFFER_HEIGHT; y++) { for (var x = 0; x < es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH; x++) { /** @type {number} */ var cmpOut = pixels[(y*es3fShaderPrecisionTests.FRAMEBUFFER_WIDTH + x) * 4]; /** @type {number} */ var cmpMasked = cmpOut & mask; if (cmpMasked != refOut) { bufferedLogToConsole("Comparison failed (at " + x + ", " + y + "): " + "got " + cmpOut) testPassed = false; testPassedMsg = 'Comparison failed'; } } } } gl.bindFramebuffer(gl.FRAMEBUFFER, null); this.m_iterNdx += 1; if (!testPassed) { testFailedOptions(testPassedMsg, false); return tcuTestCase.IterateResult.STOP; } else if (testPassed && this.m_iterNdx < this.m_numIters) { return tcuTestCase.IterateResult.CONTINUE; } else { testPassedOptions(testPassedMsg, true); return tcuTestCase.IterateResult.STOP; } }; /** * @constructor * @extends {tcuTestCase.DeqpTest} */ es3fShaderPrecisionTests.ShaderPrecisionTests = function() { tcuTestCase.DeqpTest.call(this, 'precision', 'Shader precision requirements validation tests'); }; es3fShaderPrecisionTests.ShaderPrecisionTests.prototype = Object.create(tcuTestCase.DeqpTest.prototype); es3fShaderPrecisionTests.ShaderPrecisionTests.prototype.constructor = es3fShaderPrecisionTests.ShaderPrecisionTests; es3fShaderPrecisionTests.ShaderPrecisionTests.prototype.init = function() { var testGroup = tcuTestCase.runner.testCases; // Exp = Emax-2, Mantissa = 0 // /** @type {number} */ var minF32 = tcuFloat.newFloat32((1 << 31) | (0xfd << 23) | 0x0).getValue(); // /** @type {number} */ var maxF32 = tcuFloat.newFloat32((0 << 31) | (0xfd << 23) | 0x0).getValue(); // [dag] Workaround for float32 numbers /** @type {number} */ var minF32 = new Float32Array(new Uint32Array([1<<31|0xfd<<23|0x0]).buffer)[0]; /** @type {number} */ var maxF32 = new Float32Array(new Uint32Array([0<<31|0xfd<<23|0x0]).buffer)[0]; // /** @type {number} */ var minF16 = tcuFloat.newFloat16(((1 << 15) | (0x1d << 10) | 0x0)).getValue(); // /** @type {number} */ var maxF16 = tcuFloat.newFloat16(((0 << 15) | (0x1d << 10) | 0x0)).getValue(); /** @type {number} */ var minF16 = -16384; //-1 << 14; // 1 << 15 | 0x1d | 0x0 == 0b1111010000000000; -1 * (2**(29-15)) * 1 /** @type {number} */ var maxF16 = 16384; //1 << 14; // 0 << 15 | 0x1d | 0x0 == 0b0111010000000000; +1 * (2**(29-15)) * 1 /** @type {Array} */ var fullRange32F = [minF32, maxF32]; /** @type {Array} */ var fullRange16F = [minF16, maxF16]; /** @type {Array} */ var fullRange32I = [-2147483648, 2147483647]; // [0x80000000|0, 0x7fffffff|0]; // |0 to force the number as a 32-bit integer /** @type {Array} */ var fullRange16I = [minF16, maxF16 - 1]; //[-(1 << 15), (1 << 15) - 1]; // Added the negative sign to index 0 /** @type {Array} */ var fullRange8I = [-128, 127]; //[-(1 << 7), (1 << 7) - 1]; // Added the negative sign to index 0 /** @type {Array} */ var fullRange32U = [0, 0xffffffff]; /** @type {Array} */ var fullRange16U = [0, 0xffff]; /** @type {Array} */ var fullRange8U = [0, 0xff]; // \note Right now it is not programmatically verified that the results shouldn't end up being inf/nan but // actual values used are ok. /** * @constructor * @struct * @param {string} name * @param {string} op * @param {es3fShaderPrecisionTests.EvalFunc} evalFunc * @param {gluShaderUtil.precision} precision * @param {Array} rangeA * @param {Array} rangeB */ var FloatCase = function(name, op, evalFunc, precision, rangeA, rangeB) { /** @type {string} */ this.name = name; /** @type {string} */ this.op = op; /** @type {es3fShaderPrecisionTests.EvalFunc} */ this.evalFunc = evalFunc; /** @type {gluShaderUtil.precision} */ this.precision = precision; /** @type {Array} */ this.rangeA = rangeA; /** @type {Array} */ this.rangeB = rangeB; }; /** @type {Array} */ var floatCases = [ new FloatCase('highp_add', 'in0 + in1', es3fShaderPrecisionTests.add, gluShaderUtil.precision.PRECISION_HIGHP, fullRange32F, fullRange32F), new FloatCase('highp_sub', 'in0 - in1', es3fShaderPrecisionTests.sub, gluShaderUtil.precision.PRECISION_HIGHP, fullRange32F, fullRange32F), new FloatCase('highp_mul', 'in0 * in1', es3fShaderPrecisionTests.mul, gluShaderUtil.precision.PRECISION_HIGHP, [-1e5, 1e5], [-1e5, 1e5]), new FloatCase('highp_div', 'in0 / in1', es3fShaderPrecisionTests.div, gluShaderUtil.precision.PRECISION_HIGHP, [-1e5, 1e5], [-1e5, 1e5]), new FloatCase('mediump_add', 'in0 + in1', es3fShaderPrecisionTests.add, gluShaderUtil.precision.PRECISION_MEDIUMP, fullRange16F, fullRange16F), new FloatCase('mediump_sub', 'in0 - in1', es3fShaderPrecisionTests.sub, gluShaderUtil.precision.PRECISION_MEDIUMP, fullRange16F, fullRange16F), new FloatCase('mediump_mul', 'in0 * in1', es3fShaderPrecisionTests.mul, gluShaderUtil.precision.PRECISION_MEDIUMP, [-1e2, 1e2], [-1e2, 1e2]), new FloatCase('mediump_div', 'in0 / in1', es3fShaderPrecisionTests.div, gluShaderUtil.precision.PRECISION_MEDIUMP, [-1e2, 1e2], [-1e2, 1e2]) ]; /** * @constructor * @struct * @param {string} name * @param {string} op * @param {es3fShaderPrecisionTests.EvalFunc} evalFunc * @param {gluShaderUtil.precision} precision * @param {number} bits * @param {Array} rangeA * @param {Array} rangeB */ var IntCase = function(name, op, evalFunc, precision, bits, rangeA, rangeB) { /** @type {string} */ this.name = name; /** @type {string} */ this.op = op; /** @type {es3fShaderPrecisionTests.EvalFunc} */ this.evalFunc = evalFunc; /** @type {gluShaderUtil.precision} */ this.precision = precision; /** @type {number} */ this.bits = bits; /** @type {Array} */ this.rangeA = rangeA; /** @type {Array} */ this.rangeB = rangeB; }; /** @type {Array} */ var intCases = [ new IntCase('highp_add', 'in0 + in1', es3fShaderPrecisionTests.add, gluShaderUtil.precision.PRECISION_HIGHP, 32, fullRange32I, fullRange32I), new IntCase('highp_sub', 'in0 - in1', es3fShaderPrecisionTests.sub, gluShaderUtil.precision.PRECISION_HIGHP, 32, fullRange32I, fullRange32I), new IntCase('highp_mul', 'in0 * in1', es3fShaderPrecisionTests.mul32, gluShaderUtil.precision.PRECISION_HIGHP, 32, fullRange32I, fullRange32I), new IntCase('highp_div', 'in0 / in1', es3fShaderPrecisionTests.div, gluShaderUtil.precision.PRECISION_HIGHP, 32, fullRange32I, [-10000, -1]), new IntCase('mediump_add', 'in0 + in1', es3fShaderPrecisionTests.add, gluShaderUtil.precision.PRECISION_MEDIUMP, 16, fullRange16I, fullRange16I), new IntCase('mediump_sub', 'in0 - in1', es3fShaderPrecisionTests.sub, gluShaderUtil.precision.PRECISION_MEDIUMP, 16, fullRange16I, fullRange16I), new IntCase('mediump_mul', 'in0 * in1', es3fShaderPrecisionTests.mul, gluShaderUtil.precision.PRECISION_MEDIUMP, 16, fullRange16I, fullRange16I), new IntCase('mediump_div', 'in0 / in1', es3fShaderPrecisionTests.div, gluShaderUtil.precision.PRECISION_MEDIUMP, 16, fullRange16I, [1, 1000]), new IntCase('lowp_add', 'in0 + in1', es3fShaderPrecisionTests.add, gluShaderUtil.precision.PRECISION_LOWP, 8, fullRange8I, fullRange8I), new IntCase('lowp_sub', 'in0 - in1', es3fShaderPrecisionTests.sub, gluShaderUtil.precision.PRECISION_LOWP, 8, fullRange8I, fullRange8I), new IntCase('lowp_mul', 'in0 * in1', es3fShaderPrecisionTests.mul, gluShaderUtil.precision.PRECISION_LOWP, 8, fullRange8I, fullRange8I), new IntCase('lowp_div', 'in0 / in1', es3fShaderPrecisionTests.div, gluShaderUtil.precision.PRECISION_LOWP, 8, fullRange8I, [-50, -1]) ]; /** * @constructor * @struct * @param {string} name * @param {string} op * @param {es3fShaderPrecisionTests.EvalFunc} evalFunc * @param {gluShaderUtil.precision} precision * @param {number} bits * @param {Array} rangeA * @param {Array} rangeB */ var UintCase = function(name, op, evalFunc, precision, bits, rangeA, rangeB) { /** @type {string} */ this.name = name; /** @type {string} */ this.op = op; /** @type {es3fShaderPrecisionTests.EvalFunc} */ this.evalFunc = evalFunc; /** @type {gluShaderUtil.precision} */ this.precision = precision; /** @type {number} */ this.bits = bits; /** @type {Array} */ this.rangeA = rangeA; /** @type {Array} */ this.rangeB = rangeB; }; /** @type {Array} */ var uintCases = [ new UintCase('highp_add', 'in0 + in1', es3fShaderPrecisionTests.add, gluShaderUtil.precision.PRECISION_HIGHP, 32, fullRange32U, fullRange32U), new UintCase('highp_sub', 'in0 - in1', es3fShaderPrecisionTests.sub, gluShaderUtil.precision.PRECISION_HIGHP, 32, fullRange32U, fullRange32U), new UintCase('highp_mul', 'in0 * in1', es3fShaderPrecisionTests.mul32, gluShaderUtil.precision.PRECISION_HIGHP, 32, fullRange32U, fullRange32U), new UintCase('highp_div', 'in0 / in1', es3fShaderPrecisionTests.div, gluShaderUtil.precision.PRECISION_HIGHP, 32, fullRange32U, [1, 10000]), new UintCase('mediump_add', 'in0 + in1', es3fShaderPrecisionTests.add, gluShaderUtil.precision.PRECISION_MEDIUMP, 16, fullRange16U, fullRange16U), new UintCase('mediump_sub', 'in0 - in1', es3fShaderPrecisionTests.sub, gluShaderUtil.precision.PRECISION_MEDIUMP, 16, fullRange16U, fullRange16U), new UintCase('mediump_mul', 'in0 * in1', es3fShaderPrecisionTests.mul, gluShaderUtil.precision.PRECISION_MEDIUMP, 16, fullRange16U, fullRange16U), new UintCase('mediump_div', 'in0 / in1', es3fShaderPrecisionTests.div, gluShaderUtil.precision.PRECISION_MEDIUMP, 16, fullRange16U, [1, 1000]), new UintCase('lowp_add', 'in0 + in1', es3fShaderPrecisionTests.add, gluShaderUtil.precision.PRECISION_LOWP, 8, fullRange8U, fullRange8U), new UintCase('lowp_sub', 'in0 - in1', es3fShaderPrecisionTests.sub, gluShaderUtil.precision.PRECISION_LOWP, 8, fullRange8U, fullRange8U), new UintCase('lowp_mul', 'in0 * in1', es3fShaderPrecisionTests.mul, gluShaderUtil.precision.PRECISION_LOWP, 8, fullRange8U, fullRange8U), new UintCase('lowp_div', 'in0 / in1', es3fShaderPrecisionTests.div, gluShaderUtil.precision.PRECISION_LOWP, 8, fullRange8U, [1, 50]) ]; /** @type {tcuTestCase.DeqpTest} */ var floatGroup = tcuTestCase.newTest('float', 'Floating-point precision tests'); testGroup.addChild(floatGroup); for (var ndx = 0; ndx < floatCases.length; ndx++) { floatGroup.addChild(new es3fShaderPrecisionTests.ShaderFloatPrecisionCase( floatCases[ndx].name + '_vertex', '', floatCases[ndx].op, floatCases[ndx].evalFunc, floatCases[ndx].precision, floatCases[ndx].rangeA, floatCases[ndx].rangeB, true)); floatGroup.addChild(new es3fShaderPrecisionTests.ShaderFloatPrecisionCase( floatCases[ndx].name + '_fragment', '', floatCases[ndx].op, floatCases[ndx].evalFunc, floatCases[ndx].precision, floatCases[ndx].rangeA, floatCases[ndx].rangeB, false)); } /** @type {tcuTestCase.DeqpTest} */ var intGroup = tcuTestCase.newTest('int', 'Integer precision tests'); testGroup.addChild(intGroup); for (var ndx = 0; ndx < intCases.length; ndx++) { intGroup.addChild(new es3fShaderPrecisionTests.ShaderIntPrecisionCase( intCases[ndx].name + '_vertex', '', intCases[ndx].op, intCases[ndx].evalFunc, intCases[ndx].precision, intCases[ndx].bits, intCases[ndx].rangeA, intCases[ndx].rangeB, true)); intGroup.addChild(new es3fShaderPrecisionTests.ShaderIntPrecisionCase( intCases[ndx].name + '_fragment', '', intCases[ndx].op, intCases[ndx].evalFunc, intCases[ndx].precision, intCases[ndx].bits, intCases[ndx].rangeA, intCases[ndx].rangeB, false)); } /** @type {tcuTestCase.DeqpTest} */ var uintGroup = tcuTestCase.newTest('uint', 'Unsigned integer precision tests'); testGroup.addChild(uintGroup); for (var ndx = 0; ndx < uintCases.length; ndx++) { uintGroup.addChild(new es3fShaderPrecisionTests.ShaderUintPrecisionCase( uintCases[ndx].name + '_vertex', '', uintCases[ndx].op, uintCases[ndx].evalFunc, uintCases[ndx].precision, uintCases[ndx].bits, uintCases[ndx].rangeA, uintCases[ndx].rangeB, true)); uintGroup.addChild(new es3fShaderPrecisionTests.ShaderUintPrecisionCase( uintCases[ndx].name + '_fragment', '', uintCases[ndx].op, uintCases[ndx].evalFunc, uintCases[ndx].precision, uintCases[ndx].bits, uintCases[ndx].rangeA, uintCases[ndx].rangeB, false)); } }; /** * Run test * @param {WebGL2RenderingContext} context */ es3fShaderPrecisionTests.run = function(context, range) { gl = context; //Set up Test Root parameters var state = tcuTestCase.runner; state.setRoot(new es3fShaderPrecisionTests.ShaderPrecisionTests()); //Set up name and description of this test series. setCurrentTestName(state.testCases.fullName()); description(state.testCases.getDescription()); try { if (range) state.setRange(range); //Run test cases tcuTestCase.runTestCases(); } catch (err) { testFailedOptions('Failed to es3fShaderPrecisionTests.run tests', false); tcuTestCase.runner.terminate(); } }; });