Fredrik Höglund <[email protected]> writes:
> diff --git a/tests/spec/arb_vertex_attrib_binding/instance-divisor.c 
> b/tests/spec/arb_vertex_attrib_binding/instance-divisor.c
> new file mode 100644
> index 0000000..88ae454
> --- /dev/null
> +++ b/tests/spec/arb_vertex_attrib_binding/instance-divisor.c

> +const char *vs_source =
> +     "attribute vec4 pos;\n"
> +     "attribute vec2 offset;\n"
> +     "attribute vec4 color;\n"
> +     "uniform vec2 global_offset;\n"
> +     "varying vec4 col;\n"
> +     "void main() {\n"
> +     "    col = color;\n"
> +     "    gl_Position = pos + vec4(global_offset + offset, vec2(0, 0));\n"
> +     "}";

> +enum piglit_result
> +piglit_display(void)
> +{
> +     const struct vec2 quad[] = {
> +             { -0.125,  0.125 }, { 0.125,  0.125 },
> +             { -0.125, -0.125 }, { 0.125, -0.125 }
> +     };
> +
> +     const struct vec2 offsets[] = {
> +             { -.75, 0 }, { -.25, 0 }, { .25, 0 }, { .75, 0 }
> +     };
> +
> +     const struct vec4 colors[] = {
> +             { 1.0, 0.0, 0.0, 1.0 },
> +             { 0.0, 1.0, 0.0, 1.0 },
> +             { 0.0, 0.0, 1.0, 1.0 },
> +             { 1.0, 1.0, 1.0, 1.0 }
> +     };
> +
> +     GLuint vbo1, vbo2, vbo3, vao;
> +     bool pass = true;
> +
> +     glGenVertexArrays(1, &vao);
> +     glBindVertexArray(vao);
> +
> +     glGenBuffers(1, &vbo1);
> +     glGenBuffers(1, &vbo2);
> +     glGenBuffers(1, &vbo3);
> +
> +     glBindBuffer(GL_ARRAY_BUFFER, vbo1);
> +     glBufferData(GL_ARRAY_BUFFER, sizeof(quad), (const GLvoid *) quad, 
> GL_STATIC_DRAW);
> +
> +     glBindBuffer(GL_ARRAY_BUFFER, vbo2);
> +     glBufferData(GL_ARRAY_BUFFER, sizeof(offsets), (const GLvoid *) 
> offsets, GL_STATIC_DRAW);

I'm confused why there's both pos/quad (with two names) and offset.
Could you just have a single pre-baked pos vec2?

> +     pass = piglit_probe_pixel_rgba(piglit_width * .125, piglit_height * 
> .75, (const float *) &colors[0]);
> +     pass = piglit_probe_pixel_rgba(piglit_width * .375, piglit_height * 
> .75, (const float *) &colors[1]);
> +     pass = piglit_probe_pixel_rgba(piglit_width * .625, piglit_height * 
> .75, (const float *) &colors[2]);
> +     pass = piglit_probe_pixel_rgba(piglit_width * .875, piglit_height * 
> .75, (const float *) &colors[3]);
> +
> +     pass = piglit_probe_pixel_rgba(piglit_width * .125, piglit_height * 
> .25, (const float *) &colors[0]);
> +     pass = piglit_probe_pixel_rgba(piglit_width * .375, piglit_height * 
> .25, (const float *) &colors[0]);
> +     pass = piglit_probe_pixel_rgba(piglit_width * .625, piglit_height * 
> .25, (const float *) &colors[1]);
> +     pass = piglit_probe_pixel_rgba(piglit_width * .875, piglit_height * 
> .25, (const float *) &colors[1]);

Again, not required, but I like probe_rect (when the HW craps out and
only draws some of the pixels, you get fewer false positives).

> +void
> +piglit_init(int argc, char **argv)
> +{
> +     GLuint vs, fs;
> +
> +     piglit_require_extension("GL_ARB_vertex_attrib_binding");

Since I think we're enabling this extension on all Mesa drivers
regardless of HW support for instancing, I think this should also depend
on GL_ARB_instanced_arrays.  (It's not called out in the spec because
they wrote it against 4.2).

> +     vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source);
> +     fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_source);
> +     program = piglit_link_simple_program(vs, fs);

piglit_build_simple_program().

> +     pos           = glGetAttribLocation(program, "pos");
> +     offset        = glGetAttribLocation(program, "offset");
> +     color         = glGetAttribLocation(program, "color");
> +     global_offset = glGetUniformLocation(program, "global_offset");
> +}

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