[Piglit] [PATCH 9/9 v2] ARB_viewport_array: Rendering test with multiple scissor rectangles/enables
Brian Paul
brianp at vmware.com
Thu Nov 7 17:28:09 PST 2013
Typos below.
On 11/04/2013 08:15 AM, Jon Ashburn wrote:
> 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
"primitives"
> + * 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 */
"scissor"
> + 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);
> +}
>
If you can fix these assorted nits and mail me a tarball of the patches
I can push them for you.
-Brian
More information about the Piglit
mailing list