[Piglit] [PATCH v2] Test that nothing is drawn if GS emits too few vertices to create a primitive

Nicholas Mack nichmack at gmail.com
Tue Sep 3 11:17:08 PDT 2013


v2: add check for how many primitives were actually generated
---
 tests/all.tests                               |   1 +
 tests/spec/glsl-1.50/CMakeLists.gl.txt        |  13 ++
 tests/spec/glsl-1.50/CMakeLists.txt           |   1 +
 tests/spec/glsl-1.50/gs-emits-too-few-verts.c | 166 ++++++++++++++++++++++++++
 4 files changed, 181 insertions(+)
 create mode 100644 tests/spec/glsl-1.50/CMakeLists.gl.txt
 create mode 100644 tests/spec/glsl-1.50/gs-emits-too-few-verts.c

diff --git a/tests/all.tests b/tests/all.tests
index 959cbf5..1af16d8 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -943,6 +943,7 @@ for draw in ['', 'indexed']:
                             ('arb_geometry_shader4-ignore-adjacent-vertices '
                              'core {0} {1}').format(draw, prim))
 spec['glsl-1.50']['built-in constants'] = concurrent_test('built-in-constants tests/spec/glsl-1.50/minimum-maximums.txt')
+spec['glsl-1.50']['gs-emits-too-few-verts'] = concurrent_test('gs-emits-too-few-verts')
 
 spec['glsl-3.30'] = Group()
 spec['glsl-3.30']['built-in constants'] = concurrent_test('built-in-constants tests/spec/glsl-3.30/minimum-maximums.txt')
diff --git a/tests/spec/glsl-1.50/CMakeLists.gl.txt b/tests/spec/glsl-1.50/CMakeLists.gl.txt
new file mode 100644
index 0000000..7609b98
--- /dev/null
+++ b/tests/spec/glsl-1.50/CMakeLists.gl.txt
@@ -0,0 +1,13 @@
+include_directories(
+	${GLEXT_INCLUDE_DIR}
+	${OPENGL_INCLUDE_PATH}
+)
+
+link_libraries (
+	piglitutil_${piglit_target_api}
+	${OPENGL_gl_LIBRARY}
+	${OPENGL_glu_LIBRARY}
+)
+
+piglit_add_executable (gs-emits-too-few-verts gs-emits-too-few-verts.c)
+# vim: ft=cmake:
diff --git a/tests/spec/glsl-1.50/CMakeLists.txt b/tests/spec/glsl-1.50/CMakeLists.txt
index bb76f08..e4126fc 100644
--- a/tests/spec/glsl-1.50/CMakeLists.txt
+++ b/tests/spec/glsl-1.50/CMakeLists.txt
@@ -1 +1,2 @@
 add_subdirectory (execution)
+piglit_include_target_api()
diff --git a/tests/spec/glsl-1.50/gs-emits-too-few-verts.c b/tests/spec/glsl-1.50/gs-emits-too-few-verts.c
new file mode 100644
index 0000000..553e01e
--- /dev/null
+++ b/tests/spec/glsl-1.50/gs-emits-too-few-verts.c
@@ -0,0 +1,166 @@
+/**
+ * Copyright © 2013 Intel Corporation
+ *
+ * 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.
+ */
+
+/**
+ * From the GLSL 3.2 spec, section 2.12.2 (Geometry Shader Output Primitives):
+ *
+ * "If the number of vertices emitted by the geometry shader is not sufficient
+ *  to produce a single primitive, nothing is drawn."
+ */
+
+#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_RGB | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static const char *vstext = 
+	"#version 150\n"
+	"in vec3 vertex;\n"
+	"out vec3 pos;\n"
+	"void main() {\n"
+	"	gl_Position = vec4(vertex, 1.);\n"
+	"	pos = vertex;\n"
+	"}\n";
+
+static const char *gstext = 
+	"#version 150\n"
+	"layout(triangles) in;\n"
+	"layout(triangles, max_vertices = 3) out;\n"
+	"in vec3 pos[];\n"
+	"void main() {\n"
+	"	for(int i = 0; i < 2; i++) {\n"
+	"		gl_Position = vec4(pos[i], 1.);\n"
+	"		EmitVertex();\n"
+	"	}\n"
+	"}\n";
+
+static const char *fstext = 
+	"#version 150\n"
+	"out vec4 color;\n"
+	"void main() {\n"
+	"	color = vec4(1., 0., 0., 1.);\n"
+	"}\n";
+
+static GLuint vao;
+static GLuint vertBuff;
+static GLuint indexBuf;
+
+static GLfloat vertices[] = {
+	-1.0, 1.0, 0.0,
+	 1.0, 1.0, 0.0,
+	 1.0,-1.0, 0.0,
+	-1.0,-1.0, 0.0
+};
+static GLsizei vertSize = sizeof(vertices);
+
+static GLuint indices[] = {
+	0, 1, 2, 0, 2, 3
+};
+static GLsizei indSize = sizeof(indices);
+
+static GLuint prog;
+
+void
+piglit_init(int argc, char **argv)
+{
+	GLuint vs = 0, gs = 0, fs = 0;
+	GLuint vertIndex;
+
+	prog = glCreateProgram();
+	vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vstext);
+	gs = piglit_compile_shader_text(GL_GEOMETRY_SHADER, gstext);
+	fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fstext);
+	glAttachShader(prog, vs);
+	glAttachShader(prog, gs);
+	glAttachShader(prog, fs);
+
+	glLinkProgram(prog);
+	if(!piglit_link_check_status(prog)){
+		glDeleteProgram(prog);
+		piglit_report_result(PIGLIT_FAIL);
+	}
+
+	glUseProgram(prog);
+
+	glGenBuffers(1, &vertBuff);
+	glBindBuffer(GL_ARRAY_BUFFER, vertBuff);
+	glBufferData(GL_ARRAY_BUFFER, vertSize, vertices, GL_STATIC_DRAW);
+
+	glGenBuffers(1, &indexBuf);
+	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf);
+	glBufferData(GL_ELEMENT_ARRAY_BUFFER, indSize,
+			indices, GL_STATIC_DRAW);
+
+	glGenVertexArrays(1, &vao);
+	glBindVertexArray(vao);
+
+	vertIndex = glGetAttribLocation(prog, "vertex");
+
+	glBindBuffer(GL_ARRAY_BUFFER, vertBuff);
+	glEnableVertexAttribArray(vertIndex);
+	glVertexAttribPointer(vertIndex, 3, GL_FLOAT, GL_FALSE, 0, 0);
+}
+
+enum piglit_result
+piglit_display(void)
+{
+	bool pass = true;
+	float grey[] = {.4, .4, .4};
+	GLuint primQuery, primCount;
+
+	glClearColor(.4, .4, .4, 1.);
+	glClear(GL_COLOR_BUFFER_BIT);
+
+	glBindVertexArray(vao);
+	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf);
+
+	glGenQueries(1, &primQuery);
+	glBeginQuery(GL_PRIMITIVES_GENERATED, primQuery);
+	glDrawElements(GL_TRIANGLES, ARRAY_SIZE(indices),
+			GL_UNSIGNED_INT, NULL);
+	glEndQuery(GL_PRIMITIVES_GENERATED);
+
+	glGetQueryObjectuiv(primQuery, GL_QUERY_RESULT, &primCount);
+	if(primCount != 0) {
+		printf("Expected 0 primitives but %d were generated.\n",
+			primCount);
+		pass = false;
+	}
+	glDeleteQueries(1, &primQuery);
+
+	/* Geom shader only emits 2 verts per tri, so it should not draw any */
+	pass = piglit_probe_rect_rgb(0, 0, piglit_width, piglit_height, grey)
+		&& pass;
+
+	pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+	piglit_present_results();
+
+	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
-- 
1.8.3.1



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