[Piglit] [PATCH 9/9 v2] ARB_viewport_array: Rendering test with multiple scissor rectangles/enables
Jon Ashburn
jon at lunarg.com
Mon Nov 4 07:15:01 PST 2013
Tests rendering into a single framebuffer surface with multiple viewports
via a geometry shader. Scissoring is used to restrict quads to a smaller
area on the surface. Confirm that each area of the surface delineated by
a scissor rectangle for viewport index renders the correct color. Both
indexed scissor tests and indexed scissor enables are used. Geometry
shader is used to expand a single rectangle primitve to N rectangles.
Tested on Nvidia Quadro 600, test passes.
Signed-off-by: Jon Ashburn <jon at lunarg.com>
---
tests/all.tests | 1 +
tests/spec/arb_viewport_array/CMakeLists.gl.txt | 1 +
tests/spec/arb_viewport_array/render_scissor.c | 249 ++++++++++++++++++++++++
3 files changed, 251 insertions(+)
create mode 100644 tests/spec/arb_viewport_array/render_scissor.c
diff --git a/tests/all.tests b/tests/all.tests
index f20a58b..928bf33 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -1750,6 +1750,7 @@ arb_viewport_array['queries'] = concurrent_test('arb_viewport_array-queries')
arb_viewport_array['minmax'] = concurrent_test('arb_viewport_array-minmax')
arb_viewport_array['render-viewport'] = concurrent_test('arb_viewport_array-render-viewport')
arb_viewport_array['render-depthrange'] = concurrent_test('arb_viewport_array-render-depthrange')
+arb_viewport_array['render-scissor'] = concurrent_test('arb_viewport_array-render-scissor')
nv_vertex_program = Group()
spec['NV_vertex_program'] = nv_vertex_program
diff --git a/tests/spec/arb_viewport_array/CMakeLists.gl.txt b/tests/spec/arb_viewport_array/CMakeLists.gl.txt
index 418c1d1..3c217ad 100644
--- a/tests/spec/arb_viewport_array/CMakeLists.gl.txt
+++ b/tests/spec/arb_viewport_array/CMakeLists.gl.txt
@@ -17,5 +17,6 @@ piglit_add_executable(arb_viewport_array-queries queries.c)
piglit_add_executable(arb_viewport_array-minmax minmax.c)
piglit_add_executable(arb_viewport_array-render-viewport render_viewport.c)
piglit_add_executable(arb_viewport_array-render-depthrange render_depthrange.c)
+piglit_add_executable(arb_viewport_array-render-scissor render_scissor.c)
# vim: ft=cmake:
diff --git a/tests/spec/arb_viewport_array/render_scissor.c b/tests/spec/arb_viewport_array/render_scissor.c
new file mode 100644
index 0000000..0f7e373
--- /dev/null
+++ b/tests/spec/arb_viewport_array/render_scissor.c
@@ -0,0 +1,249 @@
+/*
+ * Copyright © 2013 LunarG, 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.
+ *
+ * Author: Jon Ashburn <jon at lunarg.com>
+ */
+
+/**
+ * Tests rendering into a single framebuffer surface with multiple viewports
+ * via a geometry shader. Scissoring is used to restrict quads to a smaller
+ * area on the surface. Confirm that each area of the surface delineated by
+ * a scissor rectangle for viewport index renders the correct color. Both
+ * indexed scissor tests and indexed scissor enables are used. Geometry
+ * shader is used to expand a single rectangle to N rectangles.
+ * OpenGL 4.3 Core Profile spec section 13.7.2 covers this test:
+ * "The scissor test determines if (xw , yw ) lies within the scissor
+ * rectangle defined by four values for each viewport."
+ * "If left ≤ xw < left + width and bottom ≤ yw < bottom + height for the
+ * selected scissor rectangle, then the scissor test passes. Otherwise, the
+ * test fails and the fragment is discarded. For points, lines, and
+ * polygons, the scissor rectangle for a primitive is selected in the same
+ * manner as the viewport (see section 13.6.1)."
+ */
+#include "piglit-util-gl-common.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+ config.supports_gl_compat_version = 32;
+ config.supports_gl_core_version = 32;
+
+ config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+/* number of viewport/scissor rectangle divisons in x and y */
+static const int divX=2, divY=3;
+
+/**
+ * Helper function to draw a quad and check the results for divX*divY areas
+ * on the screen.
+ */
+static bool
+draw_check_pixels(void)
+{
+ bool pass = true;
+ int i, j;
+ GLfloat w = (GLfloat) piglit_width / (GLfloat) divX;
+ GLfloat h = (GLfloat) piglit_height / (GLfloat) divY;
+
+ /* draw single quad, expanded to divX*divY quads via geometry shader */
+ piglit_draw_rect(-1, -1, 2, 2);
+ piglit_present_results();
+
+ /* check rendering results: greyscale RGB == 1.0 / (index +1)*/
+ for (i = 0; i < divX; i++) {
+ for (j = 0; j < divY; j++) {
+ GLfloat expected[4];
+ int p;
+ expected[0] =
+ expected[1] =
+ expected[2] = 1.0 / (GLfloat) (1 + j + i*divY);
+ expected[3] = 1.0;
+ p = piglit_probe_rect_rgba(i * w, j * h, w, h,
+ expected);
+ if (!p) {
+ printf("Wrong color for viewport i,j %d %d\n",
+ i, j);
+ pass = false;
+ }
+ }
+ }
+ return pass;
+}
+
+/**
+ * Draws a single quad full window size, with different scissor rectangles.
+ * Scissor rectangles restrict drawing to sub-area of full window.
+ * Geometry shader is responsible for expanding primitves to cover all
+ * divX * divY viewport/scissor indices. The function reads back the expected
+ * color to test if the scissored drawing was correct.
+ */
+static bool
+draw_multi_scissor_rect(void)
+{
+ bool pass = true;
+ int i, j;
+ GLfloat w = (GLfloat) piglit_width / (GLfloat) divX;
+ GLfloat h = (GLfloat) piglit_height / (GLfloat) divY;
+
+ glViewport(0, 0, piglit_width, piglit_height);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glEnable(GL_SCISSOR_TEST);
+ /* setup sicssor rectangles for viewport indices */
+ for (i = 0; i < divX; i++) {
+ for (j = 0; j < divY; j++) {
+ glScissorIndexed(j + i*divY, i * w, j * h, w, h);
+ }
+ }
+
+ /* draw full viewport sized quads scissored down and check results */
+ pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+ pass = draw_check_pixels() & pass;
+ glDisable(GL_SCISSOR_TEST);
+ return pass;
+}
+
+/**
+ * Draws a single quad full window size, with different scissor rectangles
+ * and different scissor test enables for each viewport index.
+ * Scissor rectangles or viewport restrict drawing to sub-area of full
+ * window surface. Geometry shader is responsible for exapnding primitves
+ * to cover all divX * divY viewport/scissor indices. The function reads
+ * back the expected color to test if the scissored drawing was correct.
+ */
+static bool
+draw_multi_viewport_scissor(void)
+{
+ bool pass = true, scEnabled;
+ int i, j;
+ GLfloat w = (GLfloat) piglit_width / (GLfloat) divX;
+ GLfloat h = (GLfloat) piglit_height / (GLfloat) divY;
+
+ /* Setup scissor/viewport rectangles and enables for indices.
+ * Every other index has SCISSOR_TEST enabled with a scissor
+ * rectangle that restricts rendering to the sub-region (wxh).
+ * The other indices restrict rendering by making the viewport
+ * restricted to the sub-region (wxh sized). For the indices with
+ * viewport restricted rendering, the SCISSOR_TEST is alternatively
+ * enabled/disabled.
+ */
+ glScissor(0, 0, piglit_width, piglit_height);
+ glViewport(0, 0, piglit_width, piglit_height);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glEnable(GL_SCISSOR_TEST);
+ scEnabled = false;
+ for (i = 0; i < divX; i++) {
+ for (j = 0; j < divY; j++) {
+ GLuint idx = j + i*divY;
+ if (scEnabled) {
+ /* use viewport to restrict rendering */
+ if (i & 1)
+ glDisablei(GL_SCISSOR_TEST, idx);
+ glViewportIndexedf(idx, i * w, j * h, w, h);
+ scEnabled = false;
+ } else {
+ /* use scissor to restrict rendering */
+ glScissorIndexed(idx, i * w, j * h, w, h);
+ scEnabled = true;
+ }
+ }
+ }
+
+ /* draw restricted size quads with scissoring enabled/disabled */
+ pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+ pass = draw_check_pixels() & pass;
+ glDisable(GL_SCISSOR_TEST);
+ return pass;
+}
+
+#define X(f, desc) \
+ do { \
+ const bool subtest_pass = (f); \
+ piglit_report_subtest_result(subtest_pass \
+ ? PIGLIT_PASS : PIGLIT_FAIL, \
+ (desc)); \
+ pass = pass && subtest_pass; \
+ } while (0)
+
+enum piglit_result
+piglit_display(void)
+{
+ bool pass= true;
+
+ X(draw_multi_scissor_rect(), "Render multi-scissor rectangles");
+ X(draw_multi_viewport_scissor(), "Render multi-viewport scissor test");
+#undef X
+ pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+ GLuint program;
+ char *vsSource;
+ char *gsSource;
+ char *fsSource;
+
+ piglit_require_extension("GL_ARB_viewport_array");
+
+ asprintf(&vsSource,
+ "#version 410\n"
+ "in vec4 piglit_vertex;\n"
+ "void main() {\n"
+ " gl_Position = piglit_vertex;\n"
+ "}\n");
+
+ asprintf(&gsSource,
+ "#version 410\n"
+ "layout(triangles) in;\n"
+ "layout(triangle_strip, max_vertices = 18) out;\n"
+ "out vec3 color;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " for (int j = 0; j < %d; j++) {\n"
+ " gl_ViewportIndex = j;\n"
+ " color = vec3(1.0 / (j+1), 1.0 / (j+1), 1.0 / (j+1));\n"
+ " for(int i = 0; i < gl_in.length(); i++) {\n"
+ " gl_Position = gl_in[i].gl_Position;\n"
+ " EmitVertex();\n"
+ " }\n"
+ " EndPrimitive();\n"
+ " }\n"
+ "}\n", divX * divY);
+
+ asprintf(&fsSource,
+ "#version 410\n"
+ "in vec3 color;\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(color.xyz, 1.0);\n"
+ "}\n");
+
+
+ program = piglit_build_simple_program_multiple_shaders(
+ GL_VERTEX_SHADER, vsSource,
+ GL_GEOMETRY_SHADER, gsSource,
+ GL_FRAGMENT_SHADER, fsSource,
+ 0);
+ glUseProgram(program);
+}
--
1.8.1.2
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