| #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 |