On 05/24/2013 10:49 AM, Fabian Bieler wrote:
Draw the adjacency version of a primitive in red and blend the normal version
of that primitive in green on top of it. Check that the entire framebuffer is
yellow or black.

ARB_geometry_shader4 spec 2.6.1:
"If a geometry shader is not active, the "adjacent" vertices are ignored."
---
  tests/all.tests                                    |   2 +
  .../execution/CMakeLists.gl.txt                    |  14 ++
  .../execution/ignore-adjacent-vertices-indexed.c   | 223 +++++++++++++++++++++
  .../execution/ignore-adjacent-vertices.c           | 218 ++++++++++++++++++++
  4 files changed, 457 insertions(+)
  create mode 100644 tests/spec/arb_geometry_shader4/execution/CMakeLists.gl.txt
  create mode 100644 
tests/spec/arb_geometry_shader4/execution/ignore-adjacent-vertices-indexed.c
  create mode 100644 
tests/spec/arb_geometry_shader4/execution/ignore-adjacent-vertices.c

diff --git a/tests/all.tests b/tests/all.tests
index 785c864..294c2b6 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -2297,6 +2297,8 @@ spec['ARB_map_buffer_alignment'] = 
arb_map_buffer_alignment
  add_plain_test(arb_map_buffer_alignment, 
'arb_map_buffer_alignment-sanity_test')

  arb_geometry_shader4 = Group()
+add_concurrent_test(arb_geometry_shader4, 'ignore-adjacent-vertices')
+add_concurrent_test(arb_geometry_shader4, 'ignore-adjacent-vertices-indexed')
  add_concurrent_test(arb_geometry_shader4, 'program-parameter-input-type')
  add_concurrent_test(arb_geometry_shader4, 'program-parameter-input-type-draw')
  add_concurrent_test(arb_geometry_shader4, 'program-parameter-output-type')
diff --git a/tests/spec/arb_geometry_shader4/execution/CMakeLists.gl.txt 
b/tests/spec/arb_geometry_shader4/execution/CMakeLists.gl.txt
new file mode 100644
index 0000000..8a370b9
--- /dev/null
+++ b/tests/spec/arb_geometry_shader4/execution/CMakeLists.gl.txt
@@ -0,0 +1,14 @@
+include_directories(
+       ${GLEXT_INCLUDE_DIR}
+       ${OPENGL_INCLUDE_PATH}
+       ${piglit_SOURCE_DIR}/tests/util
+)
+
+link_libraries (
+       piglitutil_${piglit_target_api}
+       ${OPENGL_gl_LIBRARY}
+       ${OPENGL_glu_LIBRARY}
+)
+
+piglit_add_executable (ignore-adjacent-vertices ignore-adjacent-vertices.c)
+piglit_add_executable (ignore-adjacent-vertices-indexed 
ignore-adjacent-vertices-indexed.c)
diff --git 
a/tests/spec/arb_geometry_shader4/execution/ignore-adjacent-vertices-indexed.c 
b/tests/spec/arb_geometry_shader4/execution/ignore-adjacent-vertices-indexed.c
new file mode 100644
index 0000000..2ddee13
--- /dev/null
+++ 
b/tests/spec/arb_geometry_shader4/execution/ignore-adjacent-vertices-indexed.c
@@ -0,0 +1,223 @@
+/*
+ * Copyright © 2013 The Piglit project
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+/**
+ * \file ignore-adjacent-vertices-indexed.c
+ *
+ * Test that adjacent vertices are ignored when no geometry shader is active.
+ * Draw the adjacency primitive in red and blend the non adjacency version in
+ * green on top of it. Then test that the entire framebuffer is either yellow
+ * or black.
+ */
+
+#include "piglit-util-gl-common.h"
+
+struct primitives {
+       GLenum type_adjacency;
+       int count_adjacency;
+       GLenum type_base;
+       int count_base;
+};
+
+static const char vs_text[] =
+       "void main()\n"
+       "{\n"
+       "  gl_Position = ftransform();\n"
+       "}\n";
+
+static const char fs_text[] =
+       "uniform vec4 color;\n"
+       "void main()\n"
+       "{\n"
+       "  gl_FragColor = color;\n"
+       "}\n";
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+       config.supports_gl_compat_version = 20;
+       config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
+PIGLIT_GL_TEST_CONFIG_END
+
+GLuint color_uniform;
+
+/* Check that the framebuffer is yellow and black. */
+static bool
+check_framebuffer(void)
+{
+       static uint32_t* buffer = 0;
+       int y, x;
+       if (!buffer) buffer = malloc(sizeof(uint32_t) * piglit_width * 
piglit_height);
+
+       glReadPixels(0, 0, piglit_width, piglit_height, GL_RGBA, 
GL_UNSIGNED_INT_8_8_8_8, buffer);
+
+       for (y = 0; y < piglit_height; ++y) {
+               for (x = 0; x < piglit_width; ++x) {
+                       uint32_t val = buffer[y * piglit_width + x] & 
0xFFFFFF00;
+
+                       if (val != 0 && val != 0xFFFF0000) {
+                               fprintf(stderr, "FAIL: Rendered primitives 
differ.\n");
+                               return false;
+                       }
+               }
+       }
+
+       return true;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+       GLuint array_bufs[2];
+       GLuint array;
+       GLuint vs, fs, prog;
+       const int w = piglit_width;
+       const int h = piglit_height;
+       const float x_3 = (int)(w / 3.0) + 0.5;
+       const float y_3 = (int)(h / 3.0) + 0.5;
+       const float x2_3 = (int)(w * 2.0 / 3.0) + 0.5;
+       const float y2_3 = (int)(h * 2.0 / 3.0) + 0.5;
+       const float vertex_data[] = {
+               0, h, x_3, h, x2_3, h, w, h,
+               0, y2_3, x_3, y2_3, x2_3, y2_3, w, y2_3,
+               0, y_3, x_3, y_3, x2_3, y_3, w, y_3,
+               0, 0, x_3, 0, x2_3, 0, w, 0,
+       };
+       const unsigned short index_data[] = {
+               /* lines_adjacency */
+               4, 5, 6, 7, 8, 9, 10, 11,
+
+               /* lines */
+               5, 6, 9, 10,
+
+               /* line_strip_adjacency */
+               4, 5, 6, 10, 9, 8,
+
+               /* line_strip */
+               5, 6, 10, 9,
+
+               /* triangles_adjacency */
+               9, 4, 5, 6, 10, 14, 6, 11, 10, 9, 5, 1,
+
+               /* triangles */
+               9, 5, 10, 6, 10, 5,
+
+               /* triangle_strip_adjacency */
+               9, 4, 5, 14, 10, 1, 6, 11,
+
+               /* triangle_strip */
+               9, 5, 10, 6,
+       };
+
+       /* Bind Vertex Data */
+       glGenVertexArrays(1, &array);
+       glBindVertexArray(array);
+       glGenBuffers(2, array_bufs);
+       glBindBuffer(GL_ARRAY_BUFFER, array_bufs[0]);
+       glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data),
+                    vertex_data, GL_STREAM_DRAW);
+       glVertexPointer(2, GL_FLOAT, 0, NULL);
+       glBindBuffer(GL_ARRAY_BUFFER, 0);
+       glEnableClientState(GL_VERTEX_ARRAY);
+
+       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, array_bufs[1]);
+       glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(index_data),
+                    index_data, GL_STREAM_DRAW);
+
+       /* Create shader. */
+       prog = glCreateProgram();
+       vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_text);
+       fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_text);
+       glAttachShader(prog, vs);
+       glAttachShader(prog, fs);
+       glDeleteShader(vs);
+       glDeleteShader(fs);
+       glLinkProgram(prog);
+       if (!piglit_link_check_status(prog) ||
+           !piglit_check_gl_error(GL_NO_ERROR)) {
+               piglit_report_result(PIGLIT_FAIL);
+       }
+       color_uniform = glGetUniformLocation(prog, "color");
+       glUseProgram(prog);
+
+       piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
+
+       /* Enable blending. */
+       glEnable(GL_BLEND);
+       glBlendEquation(GL_FUNC_ADD);
+       glBlendFunc(GL_ONE, GL_ONE);
+}
+
+static bool
+run_test(const struct primitives test, int *first)
+{
+       const float red[] = {1, 0, 0, 1};
+       const float green[] = {0, 1, 0, 1};
+       bool pass = true;
+
+       printf("Testing %s and %s.\n", 
piglit_get_prim_name(test.type_adjacency),
+                                      piglit_get_prim_name(test.type_base));
+
+       glClear(GL_COLOR_BUFFER_BIT);
+
+       /* Draw adjacency primitive red. */
+       glUniform4fv(color_uniform, 1, red);
+       glDrawElements(test.type_adjacency, test.count_adjacency, 
GL_UNSIGNED_SHORT, NULL + *first * 2);
+       *first += test.count_adjacency;
+
+       /* Draw normal primitive green. */
+       glUniform4fv(color_uniform, 1, green);
+       glDrawElements(test.type_base, test.count_base, GL_UNSIGNED_SHORT, NULL 
+ *first * 2);
+       *first += test.count_base;
+
+       pass = check_framebuffer() && pass;
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+       return pass;
+}
+
+enum piglit_result
+piglit_display(void)
+{
+       bool pass = true;
+       int first = 0;
+       int i = 0;
+       const struct primitives tests[] = {
+               {GL_LINES_ADJACENCY, 8, GL_LINES, 4},
+               {GL_LINE_STRIP_ADJACENCY, 6, GL_LINE_STRIP, 4},
+               {GL_TRIANGLES_ADJACENCY, 12, GL_TRIANGLES, 6},
+               {GL_TRIANGLE_STRIP_ADJACENCY, 8, GL_TRIANGLE_STRIP, 4},
+       };
+
+       for (i = 0; i < ARRAY_SIZE(tests); i++) {
+               pass = run_test(tests[i], &first) && pass;
+
+               if (!piglit_automatic && !pass) {
+                       piglit_present_results();
+                       return PIGLIT_FAIL;
+               }
+       }
+
+       if (!piglit_automatic)
+               piglit_present_results();
+
+       return (pass ? PIGLIT_PASS : PIGLIT_FAIL);
+}
diff --git 
a/tests/spec/arb_geometry_shader4/execution/ignore-adjacent-vertices.c 
b/tests/spec/arb_geometry_shader4/execution/ignore-adjacent-vertices.c
new file mode 100644
index 0000000..6136151
--- /dev/null
+++ b/tests/spec/arb_geometry_shader4/execution/ignore-adjacent-vertices.c
@@ -0,0 +1,218 @@
+/*
+ * Copyright © 2013 The Piglit project
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+/**
+ * \file ignore-adjacent-vertices.c
+ *
+ * Test that adjacent vertices are ignored when no geometry shader is active.
+ * Draw the adjacency primitive in red and blend the non adjacency version in
+ * green on top of it. Then test that the entire framebuffer is either yellow
+ * or black.
+ */
+
+#include "piglit-util-gl-common.h"
+
+struct primitives {
+       GLenum type_adjacency;
+       int count_adjacency;
+       GLenum type_base;
+       int count_base;
+};
+
+static const char vs_text[] =
+       "void main()\n"
+       "{\n"
+       "  gl_Position = ftransform();\n"
+       "}\n";
+
+static const char fs_text[] =
+       "uniform vec4 color;\n"
+       "void main()\n"
+       "{\n"
+       "  gl_FragColor = color;\n"
+       "}\n";
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+       config.supports_gl_compat_version = 20;
+       config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
+PIGLIT_GL_TEST_CONFIG_END
+
+GLuint color_uniform;
+
+/* Check that the framebuffer is yellow and black. */
+static bool
+check_framebuffer(void)
+{
+       static uint32_t* buffer = 0;
+       int y, x;
+       if (!buffer) buffer = malloc(sizeof(uint32_t) * piglit_width * 
piglit_height);

I think you could just use malloc/free per call here.


+
+       glReadPixels(0, 0, piglit_width, piglit_height, GL_RGBA, 
GL_UNSIGNED_INT_8_8_8_8, buffer);
+
+       for (y = 0; y < piglit_height; ++y) {
+               for (x = 0; x < piglit_width; ++x) {
+                       uint32_t val = buffer[y * piglit_width + x] & 
0xFFFFFF00;
+
+                       if (val != 0 && val != 0xFFFF0000) {
+                               fprintf(stderr, "FAIL: Rendered primitives 
differ.\n");
+                               return false;
+                       }
+               }
+       }
+
+       return true;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+       GLuint array_buf;
+       GLuint array;
+       GLuint vs, fs, prog;
+       const int w = piglit_width;
+       const int h = piglit_height;
+       const float x_3 = (int)(w / 3.0) + 0.5;
+       const float y_3 = (int)(h / 3.0) + 0.5;
+       const float x2_3 = (int)(w * 2.0 / 3.0) + 0.5;
+       const float y2_3 = (int)(h * 2.0 / 3.0) + 0.5;
+       const float vertex_data[] = {
+               /* lines_adjacency */
+               0, y2_3, x_3, y2_3, x2_3, y2_3, w, y2_3,
+               0, y_3, x_3, y_3, x2_3, y_3, w, y_3,
+
+               /* lines */
+               x_3, y2_3, x2_3, y2_3,
+               x_3, y_3, x2_3, y_3,
+
+               /* line_strip_adjacency */
+               0, y2_3, x_3, y2_3, x2_3, y2_3,
+               x2_3, y_3, x_3, y_3, 0, y_3,
+
+               /* line_strip */
+               x_3, y2_3, x2_3, y2_3, x2_3, y_3, x_3, y_3,
+
+               /* triangles_adjacency */
+               x_3, y_3, 0, y2_3, x_3, y2_3, x2_3, y2_3, x2_3, y_3, x2_3, 0,
+               x2_3, y2_3, w, y_3, x2_3, y_3, x_3, y_3, x_3, y2_3, x_3, h,
+
+               /* triangles */
+               x_3, y_3, x_3, y2_3, x2_3, y_3,
+               x2_3, y2_3, x2_3, y_3, x_3, y2_3,
+
+               /* triangle_strip_adjacency */
+               x_3, y_3, 0, y2_3, x_3, y2_3, x2_3, 0, x2_3, y_3, x_3, h, x2_3, 
y2_3, w, y_3,
+
+               /* triangle_strip */
+               x_3, y_3, x_3, y2_3, x2_3, y_3, x2_3, y2_3,
+       };
+
+       /* Bind Vertex Data */
+       glGenVertexArrays(1, &array);
+       glBindVertexArray(array);
+       glGenBuffers(1, &array_buf);
+       glBindBuffer(GL_ARRAY_BUFFER, array_buf);
+       glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data),
+                    vertex_data, GL_STREAM_DRAW);
+       glVertexPointer(2, GL_FLOAT, 0, NULL);
+       glEnableClientState(GL_VERTEX_ARRAY);
+       glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+       /* Create shader. */
+       prog = glCreateProgram();
+       vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_text);
+       fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_text);
+       glAttachShader(prog, vs);
+       glAttachShader(prog, fs);
+       glDeleteShader(vs);
+       glDeleteShader(fs);
+       glLinkProgram(prog);
+       if (!piglit_link_check_status(prog) ||
+           !piglit_check_gl_error(GL_NO_ERROR)) {
+               piglit_report_result(PIGLIT_FAIL);
+       }

You could consolidate this shader setup code with piglit_build_simple_program().


+       color_uniform = glGetUniformLocation(prog, "color");
+       glUseProgram(prog);
+
+       piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
+
+       /* Enable blending. */
+       glEnable(GL_BLEND);
+       glBlendEquation(GL_FUNC_ADD);
+       glBlendFunc(GL_ONE, GL_ONE);
+}
+
+static bool
+run_test(const struct primitives test, int *first)
+{
+       const float red[] = {1, 0, 0, 1};
+       const float green[] = {0, 1, 0, 1};
+       bool pass = true;
+
+       printf("Testing %s and %s.\n", 
piglit_get_prim_name(test.type_adjacency),
+                                      piglit_get_prim_name(test.type_base));
+
+       glClear(GL_COLOR_BUFFER_BIT);
+
+       /* Draw adjacency primitive red. */
+       glUniform4fv(color_uniform, 1, red);
+       glDrawArrays(test.type_adjacency, *first, test.count_adjacency);
+       *first += test.count_adjacency;
+
+       /* Draw normal primitive green. */
+       glUniform4fv(color_uniform, 1, green);
+       glDrawArrays(test.type_base, *first, test.count_base);
+       *first += test.count_base;
+
+       pass = check_framebuffer() && pass;
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+       return pass;
+}
+
+enum piglit_result
+piglit_display(void)
+{
+       bool pass = true;
+       int first = 0;
+       int i = 0;
+       const struct primitives tests[] = {
+               {GL_LINES_ADJACENCY, 8, GL_LINES, 4},
+               {GL_LINE_STRIP_ADJACENCY, 6, GL_LINE_STRIP, 4},
+               {GL_TRIANGLES_ADJACENCY, 12, GL_TRIANGLES, 6},
+               {GL_TRIANGLE_STRIP_ADJACENCY, 8, GL_TRIANGLE_STRIP, 4},
+       };
+
+       for (i = 0; i < ARRAY_SIZE(tests); i++) {
+               pass = run_test(tests[i], &first) && pass;
+
+               if (!piglit_automatic && !pass) {
+                       piglit_present_results();
+                       return PIGLIT_FAIL;
+               }
+       }
+
+       if (!piglit_automatic)
+               piglit_present_results();
+
+       return (pass ? PIGLIT_PASS : PIGLIT_FAIL);
+}

One other thing, but not a big deal- this code is a bit fragile with respect to window resizing. You have window size-related code in the init function. Usually, the window size would be accounted for in the piglit_display() function. But window resizing is not too common in piglit.

Reviewed-by: Brian Paul <[email protected]>


_______________________________________________
Piglit mailing list
[email protected]
http://lists.freedesktop.org/mailman/listinfo/piglit

Reply via email to