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#ifndef _TCUTEXLOOKUPVERIFIER_HPP
#define _TCUTEXLOOKUPVERIFIER_HPP
/*-------------------------------------------------------------------------
* drawElements Quality Program Tester Core
* ----------------------------------------
*
* 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.
*
*//*!
* \file
* \brief Texture lookup simulator that is capable of verifying generic
* lookup results based on accuracy parameters.
*//*--------------------------------------------------------------------*/
#include "tcuDefs.hpp"
#include "tcuTexture.hpp"
namespace tcu
{
/*--------------------------------------------------------------------*//*!
* \brief Generic lookup precision parameters.
*
* For (assumed) floating-point values recision is defined by number of
* accurate bits in significand. Maximum number of accurate bits supported
* is 23 (limit of single-precision FP).
*
* For fixed-point values precision is defined by number of bits in
* the fractional part.
*//*--------------------------------------------------------------------*/
struct LookupPrecision
{
IVec3 coordBits; //!< Bits per coordinate component before any transformations. Assumed to be floating-point.
IVec3 uvwBits; //!< Bits per component in final per-level UV(W) coordinates. Assumed to be fixed-point.
Vec4 colorThreshold; //!< Threshold for match.
BVec4 colorMask; //!< Channel mask for comparison.
LookupPrecision(void) : coordBits(22), uvwBits(16), colorThreshold(0.0f), colorMask(true)
{
}
};
struct IntLookupPrecision
{
IVec3 coordBits; //!< Bits per coordinate component before any transformations. Assumed to be floating-point.
IVec3 uvwBits; //!< Bits per component in final per-level UV(W) coordinates. Assumed to be fixed-point.
UVec4 colorThreshold; //!< Threshold for match.
BVec4 colorMask; //!< Channel mask for comparison.
IntLookupPrecision(void) : coordBits(22), uvwBits(16), colorThreshold(0), colorMask(true)
{
}
};
/*--------------------------------------------------------------------*//*!
* \brief Lod computation precision parameters.
*//*--------------------------------------------------------------------*/
struct LodPrecision
{
int derivateBits; //!< Number of bits in derivates. (Floating-point)
int lodBits; //!< Number of bits in final lod (accuracy of log2()). (Fixed-point)
LodPrecision(void) : derivateBits(22), lodBits(16)
{
}
LodPrecision(int derivateBits_, int lodBits_) : derivateBits(derivateBits_), lodBits(lodBits_)
{
}
};
enum TexLookupScaleMode
{
TEX_LOOKUP_SCALE_MINIFY = 0,
TEX_LOOKUP_SCALE_MAGNIFY,
TEX_LOOKUP_SCALE_MODE_LAST
};
Vec4 computeFixedPointThreshold(const IVec4 &bits);
Vec4 computeFloatingPointThreshold(const IVec4 &bits, const Vec4 &value);
Vec4 computeColorBitsThreshold(const IVec4 &bits, const IVec4 &numAccurateBits);
Vec2 computeLodBoundsFromDerivates(const float dudx, const float dudy, const LodPrecision &prec);
Vec2 computeLodBoundsFromDerivates(const float dudx, const float dvdx, const float dudy, const float dvdy,
const LodPrecision &prec);
Vec2 computeLodBoundsFromDerivates(const float dudx, const float dvdx, const float dwdx, const float dudy,
const float dvdy, const float dwdy, const LodPrecision &prec);
Vec2 computeCubeLodBoundsFromDerivates(const Vec3 &coord, const Vec3 &coordDx, const Vec3 &coordDy, const int faceSize,
const LodPrecision &prec);
Vec2 clampLodBounds(const Vec2 &lodBounds, const Vec2 &lodMinMax, const LodPrecision &prec);
bool isLookupResultValid(const Texture1DView &texture, const Sampler &sampler, const LookupPrecision &prec,
const float coord, const Vec2 &lodBounds, const Vec4 &result);
bool isLookupResultValid(const Texture2DView &texture, const Sampler &sampler, const LookupPrecision &prec,
const Vec2 &coord, const Vec2 &lodBounds, const Vec4 &result);
bool isLookupResultValid(const TextureCubeView &texture, const Sampler &sampler, const LookupPrecision &prec,
const Vec3 &coord, const Vec2 &lodBounds, const Vec4 &result);
bool isLookupResultValid(const Texture1DArrayView &texture, const Sampler &sampler, const LookupPrecision &prec,
const Vec2 &coord, const Vec2 &lodBounds, const Vec4 &result);
bool isLookupResultValid(const Texture2DArrayView &texture, const Sampler &sampler, const LookupPrecision &prec,
const Vec3 &coord, const Vec2 &lodBounds, const Vec4 &result);
bool isLookupResultValid(const Texture3DView &texture, const Sampler &sampler, const LookupPrecision &prec,
const Vec3 &coord, const Vec2 &lodBounds, const Vec4 &result);
bool isLookupResultValid(const TextureCubeArrayView &texture, const Sampler &sampler, const LookupPrecision &prec,
const IVec4 &coordBits, const Vec4 &coord, const Vec2 &lodBounds, const Vec4 &result);
bool isLevel1DLookupResultValid(const ConstPixelBufferAccess &access, const Sampler &sampler,
TexLookupScaleMode scaleMode, const LookupPrecision &prec, const float coordX,
const int coordY, const Vec4 &result);
bool isLevel1DLookupResultValid(const ConstPixelBufferAccess &access, const Sampler &sampler,
TexLookupScaleMode scaleMode, const IntLookupPrecision &prec, const float coordX,
const int coordY, const IVec4 &result);
bool isLevel1DLookupResultValid(const ConstPixelBufferAccess &access, const Sampler &sampler,
TexLookupScaleMode scaleMode, const IntLookupPrecision &prec, const float coordX,
const int coordY, const UVec4 &result);
bool isLevel2DLookupResultValid(const ConstPixelBufferAccess &access, const Sampler &sampler,
TexLookupScaleMode scaleMode, const LookupPrecision &prec, const Vec2 &coord,
const int coordZ, const Vec4 &result);
bool isLevel2DLookupResultValid(const ConstPixelBufferAccess &access, const Sampler &sampler,
TexLookupScaleMode scaleMode, const IntLookupPrecision &prec, const Vec2 &coord,
const int coordZ, const IVec4 &result);
bool isLevel2DLookupResultValid(const ConstPixelBufferAccess &access, const Sampler &sampler,
TexLookupScaleMode scaleMode, const IntLookupPrecision &prec, const Vec2 &coord,
const int coordZ, const UVec4 &result);
bool isLevel3DLookupResultValid(const ConstPixelBufferAccess &access, const Sampler &sampler,
TexLookupScaleMode scaleMode, const LookupPrecision &prec, const Vec3 &coord,
const Vec4 &result);
bool isLevel3DLookupResultValid(const ConstPixelBufferAccess &access, const Sampler &sampler,
TexLookupScaleMode scaleMode, const IntLookupPrecision &prec, const Vec3 &coord,
const IVec4 &result);
bool isLevel3DLookupResultValid(const ConstPixelBufferAccess &access, const Sampler &sampler,
TexLookupScaleMode scaleMode, const IntLookupPrecision &prec, const Vec3 &coord,
const UVec4 &result);
bool isLinearSampleResultValid(const ConstPixelBufferAccess &level, const Sampler &sampler, const LookupPrecision &prec,
const Vec2 &coord, const int coordZ, const Vec4 &result);
bool isGatherOffsetsResultValid(const Texture2DView &texture, const Sampler &sampler, const LookupPrecision &prec,
const Vec2 &coord, int componentNdx, const IVec2 (&offsets)[4], const Vec4 &result);
bool isGatherOffsetsResultValid(const Texture2DView &texture, const Sampler &sampler, const IntLookupPrecision &prec,
const Vec2 &coord, int componentNdx, const IVec2 (&offsets)[4], const IVec4 &result);
bool isGatherOffsetsResultValid(const Texture2DView &texture, const Sampler &sampler, const IntLookupPrecision &prec,
const Vec2 &coord, int componentNdx, const IVec2 (&offsets)[4], const UVec4 &result);
bool isGatherOffsetsResultValid(const Texture2DArrayView &texture, const Sampler &sampler, const LookupPrecision &prec,
const Vec3 &coord, int componentNdx, const IVec2 (&offsets)[4], const Vec4 &result);
bool isGatherOffsetsResultValid(const Texture2DArrayView &texture, const Sampler &sampler,
const IntLookupPrecision &prec, const Vec3 &coord, int componentNdx,
const IVec2 (&offsets)[4], const IVec4 &result);
bool isGatherOffsetsResultValid(const Texture2DArrayView &texture, const Sampler &sampler,
const IntLookupPrecision &prec, const Vec3 &coord, int componentNdx,
const IVec2 (&offsets)[4], const UVec4 &result);
// \note For cube textures, gather is only defined without offset.
bool isGatherResultValid(const TextureCubeView &texture, const Sampler &sampler, const LookupPrecision &prec,
const Vec3 &coord, int componentNdx, const Vec4 &result);
bool isGatherResultValid(const TextureCubeView &texture, const Sampler &sampler, const IntLookupPrecision &prec,
const Vec3 &coord, int componentNdx, const IVec4 &result);
bool isGatherResultValid(const TextureCubeView &texture, const Sampler &sampler, const IntLookupPrecision &prec,
const Vec3 &coord, int componentNdx, const UVec4 &result);
} // namespace tcu
#endif // _TCUTEXLOOKUPVERIFIER_HPP