Reviewed-by: Tapani Pälli <[email protected]>

On 06/21/2014 03:25 AM, Ian Romanick wrote:
> From: Ian Romanick <[email protected]>
>
> OpenGL expects the gl_VertexID to inlcude the basevertex value, but
> DirectX does not.  As a result, some hardware implements this
> incorrectly for OpenGL.
>
> Signed-off-by: Ian Romanick <[email protected]>
> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=80247
> ---
>  tests/all.py                            |   1 +
>  tests/spec/gl-3.2/CMakeLists.gl.txt     |   1 +
>  tests/spec/gl-3.2/basevertex-vertexid.c | 183 
> ++++++++++++++++++++++++++++++++
>  3 files changed, 185 insertions(+)
>  create mode 100644 tests/spec/gl-3.2/basevertex-vertexid.c
>
> diff --git a/tests/all.py b/tests/all.py
> index eca47f7..d7707c6 100644
> --- a/tests/all.py
> +++ b/tests/all.py
> @@ -976,6 +976,7 @@ add_concurrent_test(gl32, 'glsl-resource-not-bound 2DMS')
>  add_concurrent_test(gl32, 'glsl-resource-not-bound 2DMSArray')
>  add_concurrent_test(gl32, 'glsl-resource-not-bound Buffer')
>  add_concurrent_test(gl32, 'glsl-resource-not-bound Cube')
> +spec['!OpenGL 3.2/gl_VertexID used with glMultiDrawElementsBaseVertex'] = 
> concurrent_test('gl-3.2-basevertex-bvertexid')
>  spec['!OpenGL 3.2/minmax'] = concurrent_test('gl-3.2-minmax')
>  spec['!OpenGL 3.2/clear-no-buffers'] = 
> concurrent_test('gl-3.2-clear-no-buffers')
>  spec['!OpenGL 3.2/depth-tex-sampling'] = 
> concurrent_test('gl-3.2-depth-tex-sampling')
> diff --git a/tests/spec/gl-3.2/CMakeLists.gl.txt 
> b/tests/spec/gl-3.2/CMakeLists.gl.txt
> index ac4499f..fb7fed4 100644
> --- a/tests/spec/gl-3.2/CMakeLists.gl.txt
> +++ b/tests/spec/gl-3.2/CMakeLists.gl.txt
> @@ -10,6 +10,7 @@ link_libraries (
>  )
>  
>  piglit_add_executable (gl-3.2-minmax minmax.c)
> +piglit_add_executable (gl-3.2-basevertex-vertexid basevertex-vertexid.c)
>  piglit_add_executable (gl-3.2-clear-no-buffers clear-no-buffers.c)
>  piglit_add_executable (gl-3.2-depth-tex-sampling depth-tex-sampling.c)
>  piglit_add_executable (gl-3.2-get-buffer-parameter-i64v 
> get-buffer-parameter-i64v.c)
> diff --git a/tests/spec/gl-3.2/basevertex-vertexid.c 
> b/tests/spec/gl-3.2/basevertex-vertexid.c
> new file mode 100644
> index 0000000..6c9c8ce
> --- /dev/null
> +++ b/tests/spec/gl-3.2/basevertex-vertexid.c
> @@ -0,0 +1,183 @@
> +/* Copyright © 2014 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 basevertex-vertexid.c
> + * Test using gl_VertexID in conjunction with glMultiDrawElementsBaseVertex.
> + *
> + * The value of gl_VertexID observed in the shader should be the value
> + * retrieved from the index buffer plus the value of basevertex.
> + */
> +
> +#include "piglit-util-gl-common.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> +     config.supports_gl_core_version = 32;
> +     config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +static const float green[]   = { 0, 1, 0, 1 };
> +static const float blue[]    = { 0, 0, 1, 1 };
> +static const float gold[]    = { 1, 1, 0, 1 };
> +static const float magenta[] = { 1, 0, 1, 1 };
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> +     bool pass = true;
> +     static const GLsizei count[] = { 4, 4, 4, 4 };
> +     static const void *indices[ARRAY_SIZE(count)] = { 0, 0, 0, 0 };
> +     static const GLint base[ARRAY_SIZE(count)] = { 4, 8, 12, 16 };
> +
> +     glViewport(0, 0, piglit_width, piglit_height);
> +     glClearColor(0.2, 0.2, 0.2, 0.2);
> +     glClear(GL_COLOR_BUFFER_BIT);
> +
> +     glMultiDrawElementsBaseVertex(GL_TRIANGLE_FAN,
> +                                   count,
> +                                   GL_UNSIGNED_INT,
> +                                   indices,
> +                                   ARRAY_SIZE(indices),
> +                                   base);
> +
> +     pass = piglit_probe_rect_rgba(0, 0,
> +                                   piglit_width / 2, piglit_height /2,
> +                                   green)
> +             && pass;
> +     pass = piglit_probe_rect_rgba(piglit_width / 2, 0,
> +                                   piglit_width / 2, piglit_height / 2,
> +                                   blue)
> +             && pass;
> +     pass = piglit_probe_rect_rgba(0, piglit_height /2,
> +                                   piglit_width / 2, piglit_height / 2,
> +                                   gold)
> +             && pass;
> +     pass = piglit_probe_rect_rgba(piglit_width / 2, piglit_height /2,
> +                                   piglit_width / 2, piglit_height / 2,
> +                                   magenta)
> +             && pass;
> +
> +     piglit_present_results();
> +
> +     return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +     static const GLuint indices[] = { 0, 1, 2, 3 };
> +     static const GLfloat verts[] = {
> +             /* These vertices should never be accessed due to the way
> +              * glDrawElementsBaseVertex is called.
> +              */
> +             -1.0, -1.0,
> +              1.0, -1.0,
> +              1.0,  1.0,
> +             -1.0,  1.0,
> +
> +             -1.0, -1.0,
> +              0.0, -1.0,
> +              0.0,  0.0,
> +             -1.0,  0.0,
> +
> +              0.0, -1.0,
> +              1.0, -1.0,
> +              1.0,  0.0,
> +              0.0,  0.0,
> +
> +             -1.0,  0.0,
> +              0.0,  0.0,
> +              0.0,  1.0,
> +             -1.0,  1.0,
> +
> +              0.0,  0.0,
> +              1.0,  0.0,
> +              1.0,  1.0,
> +              0.0,  1.0,
> +     };
> +
> +     GLuint prog = piglit_build_simple_program(
> +             "#version 140\n"
> +             "\n"
> +             "in vec4 piglit_vertex;\n"
> +             "out vec3 c;\n"
> +             "\n"
> +             "const vec3 colors[] = vec3[](\n"
> +             "       vec3(1, 0, 0),\n"
> +             "       vec3(1, 0, 0),\n"
> +             "       vec3(1, 0, 0),\n"
> +             "       vec3(1, 0, 0),\n"
> +             "\n"
> +             "       vec3(0, 1, 0),\n"
> +             "       vec3(0, 1, 0),\n"
> +             "       vec3(0, 1, 0),\n"
> +             "       vec3(0, 1, 0),\n"
> +             "\n"
> +             "       vec3(0, 0, 1),\n"
> +             "       vec3(0, 0, 1),\n"
> +             "       vec3(0, 0, 1),\n"
> +             "       vec3(0, 0, 1),\n"
> +             "\n"
> +             "       vec3(1, 1, 0),\n"
> +             "       vec3(1, 1, 0),\n"
> +             "       vec3(1, 1, 0),\n"
> +             "       vec3(1, 1, 0),\n"
> +             "\n"
> +             "       vec3(1, 0, 1),\n"
> +             "       vec3(1, 0, 1),\n"
> +             "       vec3(1, 0, 1),\n"
> +             "       vec3(1, 0, 1)\n"
> +             ");\n"
> +             "void main() {\n"
> +             "       c = colors[gl_VertexID];\n"
> +             "       gl_Position = piglit_vertex;\n"
> +             "}\n",
> +
> +             "#version 140\n"
> +             "in vec3 c;\n"
> +             "out vec4 fragcolor;\n"
> +             "\n"
> +             "void main() {\n"
> +             "       fragcolor = vec4(c, 1);\n"
> +             "}\n");
> +
> +     GLuint vao;
> +     GLuint buf[2];
> +
> +     glUseProgram(prog);
> +
> +     glGenVertexArrays(1, &vao);
> +     glBindVertexArray(vao);
> +
> +     glGenBuffers(2, buf);
> +     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf[0]);
> +     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
> +                  GL_STATIC_DRAW);
> +
> +     glBindBuffer(GL_ARRAY_BUFFER, buf[1]);
> +     glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts,
> +                  GL_STATIC_DRAW);
> +
> +     glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void *) 0);
> +     glEnableVertexAttribArray(0);
> +}

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