On 08/11/2013 10:32 PM, Paul Berry wrote:
---
  tests/all.tests                                    |   9 +
  tests/spec/glsl-1.50/execution/CMakeLists.txt      |   1 +
  .../glsl-1.50/execution/geometry/CMakeLists.gl.txt |  13 +
  .../glsl-1.50/execution/geometry/CMakeLists.txt    |   1 +
  .../glsl-1.50/execution/geometry/end-primitive.c   | 393 +++++++++++++++++++++
  5 files changed, 417 insertions(+)
  create mode 100644 tests/spec/glsl-1.50/execution/geometry/CMakeLists.gl.txt
  create mode 100644 tests/spec/glsl-1.50/execution/geometry/CMakeLists.txt
  create mode 100644 tests/spec/glsl-1.50/execution/geometry/end-primitive.c

diff --git a/tests/all.tests b/tests/all.tests
index a914a2a..bebb69a 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -910,6 +910,15 @@ for draw in ['', 'indexed']:
                              ('arb_geometry_shader4-ignore-adjacent-vertices '
                               'core {0} {1}').format(draw, prim))

+# max_vertices of 32 and 128 are important transition points for
+# mesa/i965 (they are the number of bits in a float and a vec4,
+# respectively), so test around there.  Also test 0, which means the
+# maximum number of geometry shader output vertices supported by the
+# hardware.
+for i in [31, 32, 33, 34, 127, 128, 129, 130, 0]:
+    add_concurrent_test(spec['glsl-1.50'],
+                        'glsl-1.50-geometry-end-primitive {0}'.format(i))
+
  # Group spec/glsl-es-3.00
  spec['glsl-es-3.00'] = Group()
  import_glsl_parser_tests(spec['glsl-es-3.00'],
diff --git a/tests/spec/glsl-1.50/execution/CMakeLists.txt 
b/tests/spec/glsl-1.50/execution/CMakeLists.txt
index 144a306..c0c4f05 100644
--- a/tests/spec/glsl-1.50/execution/CMakeLists.txt
+++ b/tests/spec/glsl-1.50/execution/CMakeLists.txt
@@ -1 +1,2 @@
  piglit_include_target_api()
+add_subdirectory (geometry)
diff --git a/tests/spec/glsl-1.50/execution/geometry/CMakeLists.gl.txt 
b/tests/spec/glsl-1.50/execution/geometry/CMakeLists.gl.txt
new file mode 100644
index 0000000..d4becb7
--- /dev/null
+++ b/tests/spec/glsl-1.50/execution/geometry/CMakeLists.gl.txt
@@ -0,0 +1,13 @@
+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 (glsl-1.50-geometry-end-primitive end-primitive.c)
diff --git a/tests/spec/glsl-1.50/execution/geometry/CMakeLists.txt 
b/tests/spec/glsl-1.50/execution/geometry/CMakeLists.txt
new file mode 100644
index 0000000..144a306
--- /dev/null
+++ b/tests/spec/glsl-1.50/execution/geometry/CMakeLists.txt
@@ -0,0 +1 @@
+piglit_include_target_api()
diff --git a/tests/spec/glsl-1.50/execution/geometry/end-primitive.c 
b/tests/spec/glsl-1.50/execution/geometry/end-primitive.c
new file mode 100644
index 0000000..9400229
--- /dev/null
+++ b/tests/spec/glsl-1.50/execution/geometry/end-primitive.c
@@ -0,0 +1,393 @@
+/*
+ * Copyright © 2013 Intel Corporation
+ *
+ * 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 end-primitive.c
+ *
+ * Verify functionality of the geometry shader EndPrimitive() function.
+ *
+ * This test checks that EndPrimitive() works properly for the
+ * combination of output primitive type and max vertex count speficied
+ * on the command line.
+ *
+ * The test operates by sending three POINT primitives down the
+ * pipeline.  The geometry shader converts each POINT primitive into a
+ * triangle_strip containing the requested number of vertices.
+ * EndPrimitive() is called after every third vertex, so the resulting
+ * image consists of discrete triangles.  The triangles are arranged
+ * into a spiral pattern so that the maximum geometry shader output
+ * vertex count can be accommodated without making the triangles too
+ * small.
+ *
+ * Each of the 3 geometry shader invocations calls EndPrimitive() at
+ * different times (the first invocation calls it prior to vertices 0,
+ * 3, 6, 9, etc., the second invocation prior to vertices 1, 4, 7, 10,
+ * etc., and the third invocation prior to vertices 2, 5, 8, 11,
+ * etc.).  The colors of the triangles are red for the first geometry
+ * shader invocation, green for the second, and blue for the third.
+ * So the resulting image should show the entire triangle strip with
+ * colors sequencing in red, green, blue order.
+ *
+ * Colors are communicated from the geometry shader to the fragment
+ * shader by adjusting the value of gl_Position.z.  This allows us to
+ * avoid taking up an extra varying slot to communicate color (which
+ * might reduce the number of vertices we can test, due to
+ * GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS).
+ *
+ * The test image is drawn twice, once in the manner described above
+ * (the test pattern), and once without using geometry shaders (the
+ * reference pattern).  The test and reference pattern are then
+ * compared.

Brilliant.  I like it.

+ * The image is drawn with a blend equation of GL_MAX, so that if any
+ * call to EndPrimitive() fails to work, the result will be visible,
+ * even if a subsequent geometry shader invocation draws over the same
+ * part of the image.
+ */
+
+
+#include "piglit-util-gl-common.h"
+
+#define PATTERN_SIZE 256
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+       config.supports_gl_compat_version = 32;
+       config.supports_gl_core_version = 32;
+       config.window_width = 2*PATTERN_SIZE;
+       config.window_height = PATTERN_SIZE;
+       config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static GLuint prog_ref, prog_test, fb;
+static int num_vertices;
+
+/**
+ * Function to compute the spiral pattern.  The distance between
+ * adjacent vertices returned by this function is approximately
+ * constant, so the resulting triangles will be approximately equal in
+ * size.
+ */
+static const char *spiral_text =
+       "#version 150\n"
+       "\n"
+       "uniform int num_vertices;\n"
+       "\n"
+       "vec2 spiral(int vertex_id)\n"
+       "{\n"
+       "  float pi = acos(-1.0);\n"
+       "  float radial_spacing = 1.5;\n"
+       "  float spiral_spacing = 0.5;\n"
+       "  float a = 4.0*pi*spiral_spacing/radial_spacing;\n"
+       "  float b = radial_spacing/(2*pi);\n"
+       "  float theta = sqrt(a*float(vertex_id + 1));\n"
+       "  float r = b*theta;\n"
+       "  if (vertex_id % 2 == 1) r += 1.0;\n"
+       "  float max_r = b*sqrt(a*float(num_vertices)) + 1.0;\n"
+       "  r /= max_r;\n"
+       "  return r*vec2(cos(theta), sin(theta));\n"
+       "}\n";

I didn't review this code, but I trust that it works.

+/**
+ * Vertex shader for drawing the test pattern.  The incoming vertex ID
+ * is passed down into the geometry shader, so that it can tell which
+ * invocation it is.
+ */
+static const char *vs_test_text =
+       "#version 150\n"
+       "\n"
+       "out int end_prim_offset;\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "  end_prim_offset = gl_VertexID;\n"
+       "}\n";
+
+/**
+ * Geometry shader for drawing the test pattern.
+ */
+static const char *gs_test_text =
+       "#version 150\n"
+       "\n"
+       "vec2 spiral(int vertex_id);\n"
+       "uniform int num_vertices;\n"
+       "in int end_prim_offset[];\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "  int i = 0;\n"
+       "  while (true) {\n"
+       "    if (i % 3 == end_prim_offset[0])\n"
+       "      EndPrimitive();\n"
+       "    if (i == num_vertices)\n"
+       "      break;\n"
+       "    gl_Position = vec4(spiral(i++), end_prim_offset[0]/4.0, 1.0);\n"
+       "    EmitVertex();\n"
+       "  }\n"
+       "}\n";
+
+/**
+ * Printf template for the geometry shader layout.  %d will be filled
+ * in with the number of vertices requested on the command line.
+ */
+static const char *gs_layout_template =
+       "#version 150\n"
+       "\n"
+       "layout(points) in;\n"
+       "layout(triangle_strip, max_vertices = %d) out;\n";
+
+/**
+ * Fragment shader for drawing both the test and reference patterns.
+ */
+static const char *fs_text =
+       "#version 150\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "  int end_prim_offset = int(round((gl_FragCoord.z - 0.5) * 8.0));\n"
+       "  const vec4 colors[3] = vec4[3](\n"
+       "    vec4(1.0, 0.0, 0.0, 1.0),\n"
+       "    vec4(0.0, 1.0, 0.0, 1.0),\n"
+       "    vec4(0.0, 0.0, 1.0, 1.0));\n"
+       "  gl_FragColor = colors[end_prim_offset];\n"
+       "}\n";
+
+/**
+ * Vertex shader for drawing the reference pattern.  gl_VertexID takes
+ * the place of the variable i in the geometry shader.
+ */
+static const char *vs_ref_text =
+       "#version 150\n"
+       "\n"
+       "vec2 spiral(int vertex_id);\n"
+       "uniform int end_prim_offset;\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "  gl_Position = vec4(spiral(gl_VertexID), end_prim_offset/4.0,\n"
+       "                     1.0);\n"
+       "}\n";
+
+
+static void
+print_usage_and_exit(const char *prog_name)
+{
+       printf("Usage: %s <vertex_count>\n"
+              "  where <vertex_count> is the number of vertices to test, or\n"
+              "  0 to test the maximum possible number of vertices.\n",
+              prog_name);
+       piglit_report_result(PIGLIT_FAIL);
+}
+
+
+void
+piglit_init(int argc, char **argv)
+{
+       GLuint vs_spiral, gs_spiral, vs_ref_main, vs_test_main, gs_test_main,
+               gs_layout, fs_main, vao, element_buf, rb;
+       GLint max_gs_out_vertices, max_gs_out_components;
+       int max_testable_vertices;
+       char *text, *endptr;
+
+       /* parse args */
+       if (argc != 2)
+               print_usage_and_exit(argv[0]);
+       endptr = NULL;
+       num_vertices = strtol(argv[1], &endptr, 0);
+       if (endptr != argv[1] + strlen(argv[1]))
+               print_usage_and_exit(argv[0]);
+
+       /* Figure out the maximum number of vertices we can test. */
+       glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES, &max_gs_out_vertices);
+       glGetIntegerv(GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS,
+                     &max_gs_out_components);
+       if (!piglit_check_gl_error(GL_NO_ERROR))
+               piglit_report_result(PIGLIT_FAIL);
+       max_testable_vertices = MIN2(max_gs_out_vertices,
+                                    max_gs_out_components / 4);
+
+       /* If num_vertices == 0, test the maximum possible number of
+        * vertices.  Otherwise ensure that the requested number is
+        * supported by the implementation.
+        */
+       if (num_vertices == 0)
+               num_vertices = max_testable_vertices;
+       else if (num_vertices > max_testable_vertices) {
+               printf("Can't test more than %d vertices\n",
+                      max_testable_vertices);
+               piglit_report_result(PIGLIT_SKIP);
+       }
+
+       /* Compile shaders */
+       vs_spiral = piglit_compile_shader_text(GL_VERTEX_SHADER, spiral_text);
+       gs_spiral = piglit_compile_shader_text(GL_GEOMETRY_SHADER,
+                                              spiral_text);
+       vs_ref_main = piglit_compile_shader_text(GL_VERTEX_SHADER,
+                                                vs_ref_text);
+       vs_test_main = piglit_compile_shader_text(GL_VERTEX_SHADER,
+                                                 vs_test_text);
+       gs_test_main = piglit_compile_shader_text(GL_GEOMETRY_SHADER,
+                                                 gs_test_text);
+       asprintf(&text, gs_layout_template, num_vertices);
+       gs_layout = piglit_compile_shader_text(GL_GEOMETRY_SHADER, text);
+       free(text);
+       fs_main = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_text);
+
+       prog_ref = glCreateProgram();
+       glAttachShader(prog_ref, vs_ref_main);
+       glAttachShader(prog_ref, vs_spiral);
+       glAttachShader(prog_ref, fs_main);
+       glLinkProgram(prog_ref);
+       if (!piglit_link_check_status(prog_ref))
+               piglit_report_result(PIGLIT_FAIL);
+
+       prog_test = glCreateProgram();
+       glAttachShader(prog_test, vs_test_main);
+       glAttachShader(prog_test, gs_test_main);
+       glAttachShader(prog_test, gs_spiral);
+       glAttachShader(prog_test, gs_layout);
+       glAttachShader(prog_test, fs_main);
+       glLinkProgram(prog_test);
+       if (!piglit_link_check_status(prog_test))
+               piglit_report_result(PIGLIT_FAIL);
+
+       glDeleteShader(vs_spiral);
+       glDeleteShader(gs_spiral);
+       glDeleteShader(vs_ref_main);
+       glDeleteShader(vs_test_main);
+       glDeleteShader(gs_test_main);
+       glDeleteShader(gs_layout);
+       glDeleteShader(fs_main);
+
+       /* Various other GL objects needed by the test */
+       glGenVertexArrays(1, &vao);
+       glBindVertexArray(vao);
+       glGenBuffers(1, &element_buf);
+       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buf);
+       glGenFramebuffers(1, &fb);
+       glBindFramebuffer(GL_FRAMEBUFFER, fb);
+       glGenRenderbuffers(1, &rb);
+       glBindRenderbuffer(GL_RENDERBUFFER, rb);
+       glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, PATTERN_SIZE,
+                             PATTERN_SIZE);
+       glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+                                 GL_RENDERBUFFER, rb);
+
+       if (!piglit_check_gl_error(GL_NO_ERROR))
+               piglit_report_result(PIGLIT_FAIL);
+}
+
+
+/**
+ * Simulate the action of the 3 geometry shader invocations by making
+ * 3 glDrawElements() calls.  Primitive restart is used to simulate
+ * the action of EndPrimitive().
+ */
+static void
+draw_ref_pattern()
+{
+       int i, vertex_count, end_prim_offset;
+
+       glClear(GL_COLOR_BUFFER_BIT);
+       glUseProgram(prog_ref);
+       glUniform1i(glGetUniformLocation(prog_ref, "num_vertices"),
+                   num_vertices);
+       glEnable(GL_PRIMITIVE_RESTART);
+       glPrimitiveRestartIndex(0xffffffff);
+
+       for (end_prim_offset = 0; end_prim_offset < 3; end_prim_offset++) {
+               GLuint *index_buffer =
+                       malloc(2 * sizeof(GLuint) * num_vertices);

This is overallocating, right? Your index buffer would normally be [0, 1, 2, 3, ..] except that you're inserting 0xffffffff every 3 vertices. Wouldn't (num_vertices + ceil(num_vertices/3.) ) * sizeof(GLuint) work?

Overallocating shouldn't hurt anything - it's safe and avoids irritating rounding problems - but it might be nice to have a comment saying that's what you're doing.

+               i = vertex_count = 0;
+               while (true) {
+                       if (i % 3 == end_prim_offset)
+                               index_buffer[vertex_count++] = 0xffffffff;
+                       if (i == num_vertices)
+                               break;
+                       index_buffer[vertex_count++] = i++;
+               }

Wouldn't the following also work?

while (i < num_vertices) {
        if (i % 3 == end_prim_offset)
                index_buffer[vertex_count++] = 0xffffffff;
        index_buffer[vertex_count++] = i++;
}

You might not get the 0xffffffff at the very end, but since it's the end of your draw call anyway, I don't think it would matter.

Not a big deal either way. As is, it matches your shader, and that's worth preserving...

+               glUniform1i(glGetUniformLocation(prog_ref, "end_prim_offset"),
+                           end_prim_offset);
+               glBufferData(GL_ELEMENT_ARRAY_BUFFER,
+                            sizeof(GLuint) * vertex_count, index_buffer,
+                            GL_STATIC_DRAW);
+               free(index_buffer);
+               glDrawElements(GL_TRIANGLE_STRIP, vertex_count,
+                              GL_UNSIGNED_INT, NULL);
+       }
+
+       glDisable(GL_PRIMITIVE_RESTART);
+}
+
+
+static void
+draw_test_pattern()
+{
+       glClear(GL_COLOR_BUFFER_BIT);
+       glUseProgram(prog_test);
+       glUniform1i(glGetUniformLocation(prog_test, "num_vertices"),
+                   num_vertices);
+       glDrawArrays(GL_POINTS, 0, 3);
+}
+
+
+enum piglit_result
+piglit_display(void)
+{
+       bool pass = true;
+
+       glEnable(GL_BLEND);
+       glBlendEquation(GL_MAX);
+
+       /* Left half of the window is the test pattern */
+       glViewport(0, 0, PATTERN_SIZE, PATTERN_SIZE);
+       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
+       draw_test_pattern();
+       glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
+       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
+       glBlitFramebuffer(0, 0, PATTERN_SIZE, PATTERN_SIZE,
+                         0, 0, PATTERN_SIZE, PATTERN_SIZE,
+                         GL_COLOR_BUFFER_BIT, GL_NEAREST);
+
+       /* Right half of the window is the reference image */
+       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
+       draw_ref_pattern();
+       glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
+       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
+       glBlitFramebuffer(0, 0, PATTERN_SIZE, PATTERN_SIZE,
+                         PATTERN_SIZE, 0, 2*PATTERN_SIZE, PATTERN_SIZE,
+                         GL_COLOR_BUFFER_BIT, GL_NEAREST);

You could probably just adjust the viewport rather than monkeying around with multiple framebuffers and blitting. Should be simpler.

+       if (!piglit_check_gl_error(GL_NO_ERROR))
+               pass = false;
+
+       /* Compare window halves */
+       glBindFramebuffer(GL_READ_FRAMEBUFFER, piglit_winsys_fbo);
+       pass = piglit_probe_rect_halves_equal_rgba(0, 0, 2*PATTERN_SIZE,
+                                                  PATTERN_SIZE) && pass;
+
+       piglit_present_results();
+
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}


Reviewed-by: Kenneth Graunke <[email protected]>
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