[Piglit] [PATCH 7/9] ARB_viewport_array: Rendering test with multiple viewports
Brian Paul
brianp at vmware.com
Wed Oct 30 00:47:17 CET 2013
On 10/29/2013 03:55 PM, Jon Ashburn wrote:
> Tests rendering into a single framebuffer surface with multiple viewports
> via a geometry shader. Confirm that each area of the surface delineated by
> a viewport renders the correct color. Use multiple draw calls to replicate
> geometry rather than the geometry shader.
>
> Tested on Nvidia Quadro 600, test passes.
> ---
> tests/all.tests | 1 +
> tests/spec/arb_viewport_array/CMakeLists.gl.txt | 1 +
> tests/spec/arb_viewport_array/render_viewport.c | 168 ++++++++++++++++++++++++
> 3 files changed, 170 insertions(+)
> create mode 100644 tests/spec/arb_viewport_array/render_viewport.c
>
> diff --git a/tests/all.tests b/tests/all.tests
> index 0ed93b6..9bfb947 100644
> --- a/tests/all.tests
> +++ b/tests/all.tests
> @@ -1737,6 +1737,7 @@ arb_viewport_array['scissor-indices'] = concurrent_test('arb_viewport_array-scis
> arb_viewport_array['bounds'] = concurrent_test('arb_viewport_array-bounds')
> 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')
>
> 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 155b62a..0514b81 100644
> --- a/tests/spec/arb_viewport_array/CMakeLists.gl.txt
> +++ b/tests/spec/arb_viewport_array/CMakeLists.gl.txt
> @@ -15,5 +15,6 @@ piglit_add_executable(arb_viewport_array-scissor-indices scissor_indices.c)
> piglit_add_executable(arb_viewport_array-bounds bounds.c)
> 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)
>
> # vim: ft=cmake:
> diff --git a/tests/spec/arb_viewport_array/render_viewport.c b/tests/spec/arb_viewport_array/render_viewport.c
> new file mode 100644
> index 0000000..0cfb8d2
> --- /dev/null
> +++ b/tests/spec/arb_viewport_array/render_viewport.c
> @@ -0,0 +1,168 @@
> +/*
> + * 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. Confirm that each area of the surface delineated by
> + * a viewport renders the correct color. Use multiple draw
> + * calls to replicate geometry rather than the geometry shader.
> + * From the extension registry for ARB_viewport_array:
> + * "This extension enhances OpenGL by providing a mechanism to expose
> + * multiple viewports. Each viewport is specified as a rectangle. The
> + * destination viewport may be selected per-primitive by the geometry
> + * shader. This allows the Geometry Shader to produce different versions
> + * of primitives destined for separate viewport rectangles on the same
> + * surface.
> + */
> +#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
> +
> +const char *vsSource = {
> + "#version 410\n"
> + "in vec4 piglit_vertex;\n"
> + "void main() {\n"
> + " gl_Position = piglit_vertex;\n"
> + "}\n"
> +};
> +
> +const char *gsSource = {
> + "#version 410\n"
> + "layout(triangles) in;\n"
> + "layout(triangle_strip, max_vertices = 3) out;\n"
> + "uniform int idx;\n"
> + "\n"
> + "void main()\n"
> + "{\n"
> + " gl_ViewportIndex = idx;\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"
> +};
> +
> +const char *fsSource = {
> + "#version 410\n"
> + "uniform vec3 color;\n"
> + "void main() {\n"
> + " gl_FragColor = vec4(color.xyz, 1.0);\n"
> + "}\n"
> +};
> +
> +static GLuint colorLoc;
> +static GLuint vpIndexLoc;
Those should be GLint.
> +
> +/**
> + * Draws a single quad into multiple viewport each with a different
> + * color. Reads back the expected color to test if the drawing was correct.
> + * @param changeVPloc; if true then the geometry shader viewport location
> + * is changed with each loop, otherwise shader location is fixed.
"otherwise viewport location is fixed", right?
> + */
> +static bool
> +draw_multi_viewport(const bool changeVPLoc)
> +{
> + bool pass = true;
> + int i, j;
> + const int divX=2, divY=4;
> + GLfloat w = (GLfloat) piglit_width / (GLfloat) divX;
> + GLfloat h = (GLfloat) piglit_height / (GLfloat) divY;
> + GLfloat colors[][3] = {{0.0, 0.0, 1.0},
> + {0.0, 1.0, 0.0},
> + {1.0, 0.0, 0.0},
> + {1.0, 1.0, 0.0},
> + {0.0, 1.0, 1.0},
> + {1.0, 0.0, 1.0},
> + {1.0, 1.0, 1.0},
> + {0.0, 0.0, 0.5},
> + {0.0, 0.0, 0.0}};
const qualify?
> +
> + assert(ARRAY_SIZE(colors) == divX*divY + 1);
> +
> + glClear(GL_COLOR_BUFFER_BIT);
> + glUniform1i(vpIndexLoc, divX * divY);
> + glViewportIndexedf(divX * divY, -10.0, -30.0, piglit_width, 20.0);
> + for (i = 0; i < divX; i++) {
> + for (j = 0; j < divY; j++) {
> + int p;
> + GLfloat *expected;
> + glUniform3fv(colorLoc, 1, &colors[j + i*divY][0]);
> + if (changeVPLoc) {
> + glUniform1i(vpIndexLoc, j + i*divY);
> + expected = &colors[j + i*divY][0];
> + } else {
> + expected = &colors[divX * divY][0];
> + }
> + glViewportIndexedf(j + i*divY, i * w, j * h, w, h);
> + piglit_draw_rect(-1, -1, 2, 2);
> + pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
> + p = piglit_probe_pixel_rgb(i * w + w/2, j * h + h/2,
> + expected);
> + piglit_present_results();
> + if (!p) {
> + printf("Wrong color for viewport i,j %d %d changeVP=%d\n",
> + i, j, changeVPLoc);
> + pass = false;
> + }
> + }
> + }
> + return pass;
> +}
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> + bool pass= true;
> +
> + pass = draw_multi_viewport(true);
> + pass = draw_multi_viewport(false);
append those lines with "&& pass"
> + pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
> + return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> + GLuint program;
> +
> + piglit_require_extension("GL_ARB_viewport_array");
> +
> + program = piglit_build_simple_program_multiple_shaders(
> + GL_VERTEX_SHADER, vsSource,
> + GL_GEOMETRY_SHADER, gsSource,
> + GL_FRAGMENT_SHADER, fsSource,
> + 0);
> + glUseProgram(program);
> + colorLoc = glGetUniformLocation(program, "color");
> + vpIndexLoc = glGetUniformLocation(program, "idx");
> +}
>
With above fixes: Reviewed-by: Brian Paul <brianp at vmware.com>
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