None of the other provoking vertex tests actually check the rendering
of all the different primitive types with first/last provoking vertex.
---
 tests/all.py                                      |   1 +
 tests/spec/arb_provoking_vertex/CMakeLists.gl.txt |   1 +
 tests/spec/arb_provoking_vertex/render.c          | 346 ++++++++++++++++++++++
 3 files changed, 348 insertions(+)
 create mode 100644 tests/spec/arb_provoking_vertex/render.c

diff --git a/tests/all.py b/tests/all.py
index 27bb619..c42f4a9 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -2178,6 +2178,7 @@ arb_provoking_vertex = {}
 spec['ARB_provoking_vertex'] = arb_provoking_vertex
 add_plain_test(arb_provoking_vertex, ['arb-provoking-vertex-control'])
 add_plain_test(arb_provoking_vertex, ['arb-provoking-vertex-initial'])
+add_plain_test(arb_provoking_vertex, ['arb-provoking-vertex-render'])
 add_plain_test(arb_provoking_vertex, ['arb-quads-follow-provoking-vertex'])
 add_plain_test(arb_provoking_vertex, ['arb-xfb-before-flatshading'])
 
diff --git a/tests/spec/arb_provoking_vertex/CMakeLists.gl.txt 
b/tests/spec/arb_provoking_vertex/CMakeLists.gl.txt
index d70637c..01db2d9 100644
--- a/tests/spec/arb_provoking_vertex/CMakeLists.gl.txt
+++ b/tests/spec/arb_provoking_vertex/CMakeLists.gl.txt
@@ -11,6 +11,7 @@ link_libraries (
 
 piglit_add_executable (arb-provoking-vertex-control provoking-vertex-control.c)
 piglit_add_executable (arb-provoking-vertex-initial provoking-vertex-initial.c)
+piglit_add_executable (arb-provoking-vertex-render render.c)
 piglit_add_executable (arb-quads-follow-provoking-vertex 
quads-follow-provoking-vertex.c)
 piglit_add_executable (arb-xfb-before-flatshading xfb-before-flatshading.c)
 
diff --git a/tests/spec/arb_provoking_vertex/render.c 
b/tests/spec/arb_provoking_vertex/render.c
new file mode 100644
index 0000000..c340b4d
--- /dev/null
+++ b/tests/spec/arb_provoking_vertex/render.c
@@ -0,0 +1,346 @@
+/**
+ * Copyright 2015 VMware, Inc.
+ *
+ * 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.
+ */
+
+/**
+ * Test provoking vertex control with rendering.
+ *
+ */
+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+       config.supports_gl_compat_version = 10;
+PIGLIT_GL_TEST_CONFIG_END
+
+
+static const float red[3] = {1, 0, 0},
+       green[3] = {0, 1, 0},
+       blue[3] = {0, 0, 1},
+       yellow[3] = {1, 1, 0},
+       black[3] = {0, 0, 0};
+
+
+/* Do GL_QUADS, GL_QUAD_STRIP obey the provoking vertex control? */
+static GLboolean quads_pv;
+
+
+void
+piglit_init(int argc, char **argv)
+{
+       piglit_require_extension("GL_ARB_provoking_vertex");
+}
+
+
+static bool
+test_mode(GLenum prim, GLenum pv_mode)
+{
+       bool pass = true;
+       const float *expected1, *expected2;
+       int x1 = piglit_width / 4;
+       int x2 = piglit_width * 3 / 4;
+       int y = piglit_height / 2;
+       int dy;
+       int num_black = 0;
+       float dummy[4];
+
+       glClear(GL_COLOR_BUFFER_BIT);
+
+       glProvokingVertex(pv_mode);
+
+       switch (prim) {
+       case GL_LINES:
+               glBegin(GL_LINES);
+               /* first line */
+               glColor3fv(red);
+               glVertex2f(-1, 0);
+               glColor3fv(green);
+               glVertex2f( -0.1, 0);
+               /* second line */
+               glColor3fv(blue);
+               glVertex2f(0.1, 0);
+               glColor3fv(yellow);
+               glVertex2f(1, 0);
+               glEnd();
+               if (pv_mode == GL_FIRST_VERTEX_CONVENTION) {
+                       expected1 = red;
+                       expected2 = blue;
+               }
+               else {
+                       expected1 = green;
+                       expected2 = yellow;
+               }
+               break;
+
+       case GL_LINE_STRIP:
+               glBegin(GL_LINE_STRIP);
+               glColor3fv(red);
+               glVertex2f(-1, 0);
+               glColor3fv(green);
+               glVertex2f(0, 0);
+               glColor3fv(blue);
+               glVertex2f(1, 0);
+               glEnd();
+               if (pv_mode == GL_FIRST_VERTEX_CONVENTION) {
+                       expected1 = red;
+                       expected2 = green;
+               }
+               else {
+                       expected1 = green;
+                       expected2 = blue;
+               }
+               break;
+
+       case GL_LINE_LOOP:
+               glBegin(GL_LINE_STRIP);
+               glColor3fv(red);
+               glVertex2f(-1, 0);
+               glColor3fv(green);
+               glVertex2f(0, 0);
+               glColor3fv(blue);
+               glVertex2f(1, 0);
+               glColor3fv(yellow);
+               glVertex2f(0, 1);
+               glEnd();
+               if (pv_mode == GL_FIRST_VERTEX_CONVENTION) {
+                       expected1 = red;
+                       expected2 = green;
+               }
+               else {
+                       expected1 = green;
+                       expected2 = blue;
+               }
+               break;
+
+       case GL_TRIANGLES:
+               glBegin(GL_TRIANGLES);
+               /* first tri */
+               glColor3fv(red);
+               glVertex2f(-1, -1);
+               glColor3fv(green);
+               glVertex2f( 0, -1);
+               glColor3fv(blue);
+               glVertex2f(-0.5, 1);
+               /* second tri */
+               glColor3fv(green);
+               glVertex2f(0, -1);
+               glColor3fv(blue);
+               glVertex2f( 1, -1);
+               glColor3fv(red);
+               glVertex2f(0.5, 1);
+               glEnd();
+               if (pv_mode == GL_FIRST_VERTEX_CONVENTION) {
+                       expected1 = red;
+                       expected2 = green;
+               }
+               else {
+                       expected1 = blue;
+                       expected2 = red;
+               }
+               break;
+
+       case GL_TRIANGLE_STRIP:
+               glBegin(GL_TRIANGLE_STRIP);
+               /* first tri */
+               glColor3fv(red);
+               glVertex2f(-1, -1);
+               glColor3fv(green);
+               glVertex2f(-0.5, 1);
+               glColor3fv(blue);
+               glVertex2f(0.5, -1);
+               glColor3fv(yellow);
+               glVertex2f(1, 1);
+               glEnd();
+               if (pv_mode == GL_FIRST_VERTEX_CONVENTION) {
+                       expected1 = red;
+                       expected2 = green;
+               }
+               else {
+                       expected1 = blue;
+                       expected2 = yellow;
+               }
+               break;
+
+       case GL_TRIANGLE_FAN:
+               glBegin(GL_TRIANGLE_FAN);
+               glColor3fv(red);
+               glVertex2f(1, -1);
+               glColor3fv(green);
+               glVertex2f(-1, -1);
+               glColor3fv(blue);
+               glVertex2f(-1, 1);
+               glColor3fv(yellow);
+               glVertex2f(1, 1);
+               glEnd();
+               if (pv_mode == GL_FIRST_VERTEX_CONVENTION) {
+                       expected1 = green;
+                       expected2 = blue;
+               }
+               else {
+                       expected1 = blue;
+                       expected2 = yellow;
+               }
+               break;
+
+        case GL_QUADS:
+               glBegin(GL_QUADS);
+               /* first quad */
+               glColor3fv(red);
+               glVertex2f(-1, -1);
+               glColor3fv(green);
+               glVertex2f(-1, 1);
+               glColor3fv(blue);
+               glVertex2f(-0.1, 1);
+               glColor3fv(yellow);
+               glVertex2f(-0.1, -1);
+               /* second quad */
+               glColor3fv(green);
+               glVertex2f(0.1, -1);
+               glColor3fv(blue);
+               glVertex2f(0.1, 1);
+               glColor3fv(yellow);
+               glVertex2f(1, 1);
+               glColor3fv(red);
+               glVertex2f(1, -1);
+               glEnd();
+               if (quads_pv && pv_mode == GL_FIRST_VERTEX_CONVENTION) {
+                       expected1 = red;
+                       expected2 = green;
+               }
+               else {
+                       expected1 = yellow;
+                       expected2 = red;
+               }
+               break;
+
+        case GL_QUAD_STRIP:
+               glBegin(GL_QUAD_STRIP);
+               glColor3fv(red);
+               glVertex2f(-1, -1);
+               glColor3fv(green);
+               glVertex2f(-1, 1);
+               glColor3fv(blue);
+               glVertex2f(0, -1);
+               glColor3fv(yellow);
+               glVertex2f(0, 1);
+               glColor3fv(green);
+               glVertex2f(1, -1);
+               glColor3fv(red);
+               glVertex2f(1, 1);
+               glEnd();
+               if (quads_pv && pv_mode == GL_FIRST_VERTEX_CONVENTION) {
+                       expected1 = red;
+                       expected2 = blue;
+               }
+               else {
+                       expected1 = yellow;
+                       expected2 = red;
+               }
+               break;
+
+       case GL_POLYGON:
+               glBegin(GL_POLYGON);
+               glColor3fv(red);
+               glVertex2f(1, -1);
+               glColor3fv(green);
+               glVertex2f(-1, -1);
+               glColor3fv(blue);
+               glVertex2f(-1, 1);
+               glColor3fv(yellow);
+               glVertex2f(1, 1);
+               glEnd();
+               expected1 = red;
+               expected2 = red;
+               break;
+
+       default:
+               assert(!"Bad prim mode");
+               return false;
+       }
+
+       /* try probing 3 scan lines to make sure we hit GL_LINES, etc. */
+       for (dy = -1; dy <= 1 && pass; dy++) {
+               if (piglit_probe_pixel_rgb_silent(x1, y+dy, black, dummy)) {
+                       /* try next Y pos */
+                       num_black++;
+                       continue;
+               }
+               if (!piglit_probe_pixel_rgb(x1, y+dy, expected1)) {
+                       pass = false;
+               }
+               if (!piglit_probe_pixel_rgb(x2, y+dy, expected2)) {
+                       pass = false;
+               }
+       }
+
+       if (num_black == 3) {
+               /* nothing drawn */
+               pass = false;
+       }
+
+       if (!pass) {
+               printf("Failure for %s, %s\n",
+                      piglit_get_prim_name(prim),
+                      piglit_get_gl_enum_name(pv_mode));
+       }
+
+       piglit_present_results();
+
+       return pass;
+}
+
+
+enum piglit_result
+piglit_display(void)
+{
+       static const GLenum modes[] = {
+               GL_LINES,
+               GL_LINE_STRIP,
+               GL_LINE_LOOP,
+               GL_TRIANGLES,
+               GL_TRIANGLE_STRIP,
+               GL_TRIANGLE_FAN,
+               GL_QUADS,
+               GL_QUAD_STRIP,
+               GL_POLYGON
+
+       };
+       int i;
+       bool pass = true;
+
+       glViewport(0, 0, piglit_width, piglit_height);
+       glShadeModel(GL_FLAT);
+
+       glGetBooleanv(GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION, &quads_pv);
+        printf("GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION = %u\n", quads_pv);
+
+       for (i = 0; i < ARRAY_SIZE(modes); i++) {
+               pass = test_mode(modes[i], GL_FIRST_VERTEX_CONVENTION) && pass;
+               pass = test_mode(modes[i], GL_LAST_VERTEX_CONVENTION) && pass;
+       }
+
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+       piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
+
+       return PIGLIT_FAIL;
+}
-- 
1.9.1

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