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Jarkko Poyry3c827362014-09-02 11:48:52 +03001/*-------------------------------------------------------------------------
2 * drawElements Quality Program Random Shader Generator
3 * ----------------------------------------------------
4 *
5 * Copyright 2014 The Android Open Source Project
6 *
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
10 *
11 * http://www.apache.org/licenses/LICENSE-2.0
12 *
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
18 *
19 *//*!
20 * \file
21 * \brief Program generator.
22 *//*--------------------------------------------------------------------*/
23
24#include "rsgProgramGenerator.hpp"
25#include "rsgShaderGenerator.hpp"
26#include "rsgGeneratorState.hpp"
27
28using std::vector;
29
30namespace rsg
31{
32
33ProgramGenerator::ProgramGenerator (void)
34{
35}
36
37ProgramGenerator::~ProgramGenerator (void)
38{
39}
40
41void ProgramGenerator::generate (
42 const ProgramParameters& programParams,
43 Shader& vertexShader,
44 Shader& fragmentShader)
45{
46 // Random number generator
47 de::Random rnd(programParams.seed);
48
49 GeneratorState state(programParams, rnd);
50
51 // Fragment shader
52 {
53 ShaderGenerator shaderGen(state);
54 vector<ShaderInput*> emptyOutputs; // \note [pyry] gl_FragColor is added in ShaderGenerator
55 shaderGen.generate(programParams.fragmentParameters, fragmentShader, emptyOutputs);
56 }
57
58 // Vertex shader
59 {
60 ShaderGenerator shaderGen(state);
61
62 // Initialize outputs from fragment shader inputs
63 const vector<ShaderInput*>& fragmentInputs = fragmentShader.getInputs(); // \note gl_Position and dEQP_Position are handled in ShaderGenerator
64
65 shaderGen.generate(programParams.vertexParameters, vertexShader, fragmentInputs);
66 }
67
68 // Allocate samplers \todo [pyry] Randomize allocation.
69 {
70 const vector<ShaderInput*>& vertexUniforms = vertexShader.getUniforms();
71 const vector<ShaderInput*>& fragmentUniforms = fragmentShader.getUniforms();
72 vector<ShaderInput*> unifiedSamplers;
73 int curSamplerNdx = 0;
74
75 // Build unified sampler list.
76 for (vector<ShaderInput*>::const_iterator i = vertexUniforms.begin(); i != vertexUniforms.end(); i++)
77 {
78 if ((*i)->getVariable()->getType().isSampler())
79 unifiedSamplers.push_back(*i);
80 }
81
82 for (vector<ShaderInput*>::const_iterator i = fragmentUniforms.begin(); i != fragmentUniforms.end(); i++)
83 {
84 if ((*i)->getVariable()->getType().isSampler())
85 unifiedSamplers.push_back(*i);
86 }
87
88 // Assign sampler indices.
89 for (vector<ShaderInput*>::const_iterator i = unifiedSamplers.begin(); i != unifiedSamplers.end(); i++)
90 {
91 ShaderInput* input = *i;
92 if (input->getVariable()->getType().isSampler())
93 {
94 input->getValueRange().getMin() = curSamplerNdx;
95 input->getValueRange().getMax() = curSamplerNdx;
96 curSamplerNdx += 1;
97 }
98 }
99 }
100}
101
102} // rsg