[Piglit] [PATCH v2 1/4] Add new classes to draw points and lines in to multisample FBO
Paul Berry
stereotype441 at gmail.com
Tue May 29 15:17:30 PDT 2012
On 22 May 2012 19:21, Anuj Phogat <anuj.phogat at gmail.com> wrote:
> This patch adds following new classes to common.cpp file:
> - Points: Draws a sequence of points with varied sizes in
> color buffer.
> - Spiral: Draws points with varied sizes in spiral pattern.
> - StencilSpiral: Draws spiral pattern in stencil buffer.
> - DepthSpiral: Draws spiral pattern in depth buffer.
> - Lines: Draws a sequence of lines with varied width in
> color buffer
> - Star: Draws lines in a star like pattern.
> - StencilStar: Draws star pattern in stencil buffer.
> - DepthStar: Draws star pattern in depth buffer.
>
> All above mentioned classes are used to verify drawing multisample
> points and lines in color, depth and sencil buffers.
>
> V2: Testing smooth lines and points on depth and stencil buffers
> seems redundant. So, trimmed down the patch to just add Points
> and Lines classes. Also made changes to draw points and lines
> with floating point sizes and sizes < 1.0.
>
Looks reasonable. We should probably trim down the commit message so that
it only mentions Points and Lines. With that changed, this patch is:
Reviewed-by: Paul Berry <stereotype441 at gmail.com>
>
> Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
> ---
> tests/spec/ext_framebuffer_multisample/common.cpp | 198
> +++++++++++++++++++++
> tests/spec/ext_framebuffer_multisample/common.h | 43 +++++
> 2 files changed, 241 insertions(+), 0 deletions(-)
>
> diff --git a/tests/spec/ext_framebuffer_multisample/common.cpp
> b/tests/spec/ext_framebuffer_multisample/common.cpp
> index d1e6bcd..ac23683 100644
> --- a/tests/spec/ext_framebuffer_multisample/common.cpp
> +++ b/tests/spec/ext_framebuffer_multisample/common.cpp
> @@ -639,6 +639,204 @@ void Triangles::draw(float (*proj)[4])
> }
> }
>
> +void Lines::compile()
> +{
> + /* Line coords within (-1,-1) to (1,1) rect */
> + static const float pos_line[][2] = {
> + { -0.8, -0.5 },
> + { 0.8, -0.5 }
> + };
> +
> + /* Number of line instances across (and down) */
> + int lines_across = 4;
> +
> + /* Total number of lines drawn */
> + num_lines = lines_across * lines_across;
> +
> + /* Amount each line should be rotated compared to prev */
> + float rotation_delta = M_PI * 2.0 / num_lines;
> +
> + /* Scaling factor uniformly applied to line coords */
> + float line_scale = 0.8 / lines_across;
> +
> + /* Final scaling factor */
> + float final_scale = 0.95;
> +
> + static const char *vert =
> + "#version 130\n"
> + "in vec2 pos_line;\n"
> + "uniform float line_scale;\n"
> + "uniform float rotation_delta;\n"
> + "uniform int lines_across;\n"
> + "uniform float final_scale;\n"
> + "uniform mat4 proj;\n"
> + "uniform int line_num;\n"
> + "\n"
> + "void main()\n"
> + "{\n"
> + " vec2 pos = line_scale * pos_line;\n"
> + " float rotation = rotation_delta * line_num;\n"
> + " pos = mat2(cos(rotation), sin(rotation),\n"
> + " -sin(rotation), cos(rotation)) * pos;\n"
> + " int i = line_num % lines_across;\n"
> + " int j = lines_across - 1 - line_num / lines_across;\n"
> + " pos += (vec2(i, j) * 2.0 + 1.0) / lines_across - 1.0;\n"
> + " pos *= final_scale;\n"
> + " gl_Position = proj * vec4(pos, 0.0, 1.0);\n"
> + "}\n";
> +
> + static const char *frag =
> + "#version 130\n"
> + "void main()\n"
> + "{\n"
> + " gl_FragColor = vec4(1.0);\n"
> + "}\n";
> +
> + /* Compile program */
> + prog = glCreateProgram();
> + GLint vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vert);
> + glAttachShader(prog, vs);
> + GLint fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag);
> + glAttachShader(prog, fs);
> + glBindAttribLocation(prog, 0, "pos_line");
> + glLinkProgram(prog);
> + if (!piglit_link_check_status(prog)) {
> + piglit_report_result(PIGLIT_FAIL);
> + }
> +
> + /* Set up uniforms */
> + glUseProgram(prog);
> + glUniform1f(glGetUniformLocation(prog, "line_scale"), line_scale);
> + glUniform1f(glGetUniformLocation(prog, "rotation_delta"),
> + rotation_delta);
> + glUniform1i(glGetUniformLocation(prog, "lines_across"),
> lines_across);
> + glUniform1f(glGetUniformLocation(prog, "final_scale"),
> final_scale);
> + proj_loc = glGetUniformLocation(prog, "proj");
> + line_num_loc = glGetUniformLocation(prog, "line_num");
> +
> + /* Set up vertex array object */
> + glGenVertexArrays(1, &vao);
> + glBindVertexArray(vao);
> +
> + /* Set up vertex input buffer */
> + glGenBuffers(1, &vertex_buf);
> + glBindBuffer(GL_ARRAY_BUFFER, vertex_buf);
> + glBufferData(GL_ARRAY_BUFFER, sizeof(pos_line), pos_line,
> + GL_STATIC_DRAW);
> + glEnableVertexAttribArray(0);
> + glVertexAttribPointer(0, ARRAY_SIZE(pos_line[0]), GL_FLOAT,
> + GL_FALSE, sizeof(pos_line[0]), (void *) 0);
> +}
> +
> +void Lines::draw(float (*proj)[4])
> +{
> + glClear(GL_COLOR_BUFFER_BIT);
> + glUseProgram(prog);
> + glUniformMatrix4fv(proj_loc, 1, GL_TRUE, &proj[0][0]);
> + glBindVertexArray(vao);
> + for (int line_num = 0; line_num < num_lines; ++line_num) {
> + /* Draws with line width = 0.25, 0.75, 1.25,
> + * 1.75, 2.25, 2.75, 3.25, 3.75
> + */
> + glLineWidth((1 + 2 * line_num) / 4.0);
> + glUniform1i(line_num_loc, line_num);
> + glDrawArrays(GL_LINES, 0, 2);
> + }
> +}
> +
> +void Points::compile()
> +{
> + /* Point coords within (-1,-1) to (1,1) rect */
> + static const float pos_point[2] = { -0.5, -0.5 };
> +
> + /* Number of point instances across (and down) */
> + int points_across = 4;
> +
> + /* Total number of points drawn */
> + num_points = points_across * points_across;
> +
> + /* Scaling factor uniformly applied to point coords */
> + float point_scale = 0.8 / points_across;
> +
> + /* Final scaling factor */
> + float final_scale = 0.95;
> +
> + static const char *vert =
> + "#version 130\n"
> + "in vec2 pos_point;\n"
> + "uniform float point_scale;\n"
> + "uniform int points_across;\n"
> + "uniform float final_scale;\n"
> + "uniform mat4 proj;\n"
> + "uniform int point_num;\n"
> + "uniform float depth;\n"
> + "\n"
> + "void main()\n"
> + "{\n"
> + " vec2 pos = point_scale * pos_point;\n"
> + " int i = point_num % points_across;\n"
> + " int j = points_across - 1 - point_num /
> points_across;\n"
> + " pos += (vec2(i, j) * 2.0 + 1.0) / points_across -
> 1.0;\n"
> + " pos *= final_scale;\n"
> + " gl_Position = proj * vec4(pos, depth, 1.0);\n"
> + "}\n";
> +
> + static const char *frag =
> + "#version 130\n"
> + "void main()\n"
> + "{\n"
> + " gl_FragColor = vec4(1.0);\n"
> + "}\n";
> +
> + /* Compile program */
> + prog = glCreateProgram();
> + GLint vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vert);
> + glAttachShader(prog, vs);
> + GLint fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag);
> + glAttachShader(prog, fs);
> + glBindAttribLocation(prog, 0, "pos_point");
> + glLinkProgram(prog);
> + if (!piglit_link_check_status(prog)) {
> + piglit_report_result(PIGLIT_FAIL);
> + }
> +
> + /* Set up uniforms */
> + glUseProgram(prog);
> + glUniform1f(glGetUniformLocation(prog, "point_scale"),
> point_scale);
> + glUniform1i(glGetUniformLocation(prog, "points_across"),
> points_across);
> + glUniform1f(glGetUniformLocation(prog, "final_scale"),
> final_scale);
> + proj_loc = glGetUniformLocation(prog, "proj");
> + point_num_loc = glGetUniformLocation(prog, "point_num");
> + depth_loc = glGetUniformLocation(prog, "depth");
> +
> + /* Set up vertex array object */
> + glGenVertexArrays(1, &vao);
> + glBindVertexArray(vao);
> +
> + /* Set up vertex input buffer */
> + glGenBuffers(1, &vertex_buf);
> + glBindBuffer(GL_ARRAY_BUFFER, vertex_buf);
> + glBufferData(GL_ARRAY_BUFFER, sizeof(pos_point), pos_point,
> + GL_STATIC_DRAW);
> + glEnableVertexAttribArray(0);
> + glVertexAttribPointer(0, ARRAY_SIZE(pos_point), GL_FLOAT,
> + GL_FALSE, 0, (void *) 0);
> +}
> +
> +void Points::draw(float (*proj)[4])
> +{
> + glClear(GL_COLOR_BUFFER_BIT);
> + glUseProgram(prog);
> + glUniformMatrix4fv(proj_loc, 1, GL_TRUE, &proj[0][0]);
> + glBindVertexArray(vao);
> + glUniform1f(depth_loc, 0.0);
> + for (int point_num = 0; point_num < num_points; ++point_num) {
> + glPointSize((1.0 + 4 * point_num) / 4.0);
> + glUniform1i(point_num_loc, point_num);
> + glDrawArrays(GL_POINTS, 0, 1);
> + }
> +}
> +
> void Sunburst::compile()
> {
> /* Triangle coords within (-1,-1) to (1,1) rect */
> diff --git a/tests/spec/ext_framebuffer_multisample/common.h
> b/tests/spec/ext_framebuffer_multisample/common.h
> index d86cb95..2ea3b42 100644
> --- a/tests/spec/ext_framebuffer_multisample/common.h
> +++ b/tests/spec/ext_framebuffer_multisample/common.h
> @@ -187,6 +187,49 @@ private:
> };
>
> /**
> + * Program we use to draw a test pattern into the color buffer.
> + *
> + * This program draws a sequence of points with varied sizes. This ensures
> + * antialiasing works well with all point sizes.
> + */
> +class Points : public TestPattern
> +{
> +public:
> + virtual void compile();
> + virtual void draw(float (*proj)[4]);
> +
> +private:
> + GLint prog;
> + GLuint vao;
> + GLint proj_loc;
> + GLint depth_loc;
> + GLint point_num_loc;
> + GLuint vertex_buf;
> + int num_points;
> +};
> +
> +/**
> + * Program we use to draw a test pattern into the color buffer.
> + *
> + * This program draws a sequence of lines with varied width. This ensures
> + * antialiasing works well with all line widths.
> + */
> +class Lines : public TestPattern
> +{
> +public:
> + virtual void compile();
> + virtual void draw(float (*proj)[4]);
> +
> +private:
> + GLint prog;
> + GLuint vao;
> + GLint proj_loc;
> + GLint line_num_loc;
> + GLuint vertex_buf;
> + int num_lines;
> +};
> +
> +/**
> * Program we use to draw a test pattern into the depth and stencil
> * buffers.
> *
> --
> 1.7.7.6
>
>
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