[Piglit] [PATCH 2/3] GL 3.2: Test gl_Layer when unassigned or no geometry shader
Jacob Penner
jkpenner91 at gmail.com
Tue Sep 3 15:52:10 PDT 2013
---
tests/all.tests | 1 +
.../gl-3.2/layered-rendering/CMakeLists.gl.txt | 1 +
tests/spec/gl-3.2/layered-rendering/gl-layer.c | 243 +++++++++++++++++++++
3 files changed, 245 insertions(+)
create mode 100644 tests/spec/gl-3.2/layered-rendering/gl-layer.c
diff --git a/tests/all.tests b/tests/all.tests
index 877253d..59fb0e2 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -752,6 +752,7 @@ spec['!OpenGL 3.2/layered-rendering/blit'] = concurrent_test('gl-3.2-layered-ren
spec['!OpenGL 3.2/layered-rendering/clear-color'] = concurrent_test('gl-3.2-layered-rendering-clear-color')
spec['!OpenGL 3.2/layered-rendering/framebuffertexture-buffer-textures'] = concurrent_test('gl-3.2-layered-rendering-framebuffertexture-buffer-textures')
spec['!OpenGL 3.2/layered-rendering/readpixels'] = concurrent_test('gl-3.2-layered-rendering-readpixels')
+spec['!OpenGL 3.2/layered-rendering/gl-layer'] = concurrent_test('gl-3.2-layered-rendering-gl-layer')
spec['!OpenGL 3.3/minmax'] = concurrent_test('gl-3.3-minmax')
spec['!OpenGL 3.3/required-renderbuffer-attachment-formats'] = concurrent_test('gl-3.0-required-renderbuffer-attachment-formats 33')
diff --git a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
index 2a66253..9a26b34 100644
--- a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
+++ b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
@@ -13,4 +13,5 @@ piglit_add_executable (gl-3.2-layered-rendering-blit blit.c)
piglit_add_executable (gl-3.2-layered-rendering-clear-color clear-color.c)
piglit_add_executable (gl-3.2-layered-rendering-framebuffertexture-buffer-textures framebuffertexture-buffer-textures.c)
piglit_add_executable (gl-3.2-layered-rendering-readpixels readpixels.c)
+piglit_add_executable (gl-3.2-layered-rendering-gl-layer gl-layer.c)
# vim: ft=cmake:
diff --git a/tests/spec/gl-3.2/layered-rendering/gl-layer.c b/tests/spec/gl-3.2/layered-rendering/gl-layer.c
new file mode 100644
index 0000000..fe557b2
--- /dev/null
+++ b/tests/spec/gl-3.2/layered-rendering/gl-layer.c
@@ -0,0 +1,243 @@
+/*
+ * 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.
+ */
+
+/** @file gl-layer.c
+ *
+ * Section 4.4.7(Framebuffer Objects) From GL spec 3.2 core:
+ *
+ * When rendering to a layered framebuffer, each fragment generated by
+ * the GL is assigned a layer number. The layer number for a fragment
+ * is zero if
+ *
+ * - geometry shaders are disabled, or
+ *
+ * - The current geometry shader does not statically assign a
+ * value to the built-in output variable gl_Layer.
+ *
+ *
+ * Test
+ * Draw a rect onto a layered texture with two different programs. One
+ * program will contain a geometry shader that doesn't assign a value to
+ * gl_Layer, while the other program will not contain a geometry shader.
+ *
+ * End Result
+ * The first layer of both textures used while have their values be green or
+ * (0, 1, 0), and the remaining layers will be not set.
+ */
+
+ #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
+
+const char *vs_source = {
+ "#version 150\n"
+ "in vec4 piglit_vertex;\n"
+ "out vec4 vert;\n"
+ "void main() {\n"
+ " gl_Position = piglit_vertex;\n"
+ " vert = piglit_vertex;\n"
+ "}\n"
+};
+
+const char *gs_source = {
+ "#version 150\n"
+ "layout(triangles) in;\n"
+ "layout(triangles, max_vertices = 3) out;\n"
+ "in vec4 vert[3];\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " for(int i = 0; i < 3; i++) {\n"
+ " gl_Position = vert[i];\n"
+ " EmitVertex();\n"
+ " }\n"
+ "}\n"
+};
+
+const char *fs_source = {
+ "#version 150\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(0, 1, 0, 1);\n"
+ "}\n"
+};
+
+GLint build_program(const char *vs_source, const char *gs_source,
+ const char *fs_source)
+{
+ GLuint vs = 0, gs = 0, fs = 0, prog;
+
+ if(vs_source)
+ vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source);
+ if(gs_source)
+ gs = piglit_compile_shader_text(GL_GEOMETRY_SHADER, gs_source);
+ if(fs_source)
+ fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_source);
+
+ piglit_require_GLSL();
+
+ prog = glCreateProgram();
+
+ if (vs)
+ glAttachShader(prog, vs);
+ if (gs)
+ glAttachShader(prog, gs);
+ if (fs)
+ glAttachShader(prog, fs);
+
+ glLinkProgram(prog);
+
+ if(!piglit_link_check_status(prog)) {
+ glDeleteProgram(prog);
+ prog = 0;
+ }
+
+ if(!prog)
+ piglit_report_result(PIGLIT_FAIL);
+
+ if(fs)
+ glDeleteShader(fs);
+ if(gs)
+ glDeleteShader(gs);
+ if(vs)
+ glDeleteShader(vs);
+
+ return prog;
+}
+
+bool
+probe_texture_layered_rbg(GLuint texture, int x, int y, int z,
+ int w, int h, int d, float *expected)
+{
+ int k;
+ GLuint fbo;
+
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ for(k = 0; k < d; k++ ) {
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ texture, 0, z + k);
+
+ if(!piglit_probe_rect_rgb(0, 0, w, h, &expected[k*3])) {
+ printf("Layer: %i\n", z + k);
+ return false;
+ }
+ }
+
+ return true;
+}
+
+
+static GLuint fbo[2];
+static GLint program[2];
+static GLuint texture[2];
+
+void
+piglit_init(int argc, char **argv)
+{
+ int i;
+ GLuint fboStatus;
+
+ program[0] = build_program(vs_source, gs_source, fs_source);
+ program[1] = build_program(vs_source, NULL, fs_source);
+
+ glGenFramebuffers(2, fbo);
+ glGenTextures(2, texture);
+
+ for( i = 0; i < 2; i++) {
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]);
+
+ glBindTexture(GL_TEXTURE_2D_ARRAY, texture[i]);
+ glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 10,
+ 10, 2, 0, GL_RGB, GL_FLOAT, NULL);
+
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ texture[i], 0);
+
+ fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if(fboStatus != GL_FRAMEBUFFER_COMPLETE) {
+ printf("Framebuffer Status: %s\n",
+ piglit_get_gl_enum_name(fboStatus));
+ piglit_report_result(PIGLIT_FAIL);
+ }
+ }
+
+ if(!piglit_check_gl_error(GL_NO_ERROR)) {
+ piglit_report_result(PIGLIT_FAIL);
+ }
+}
+
+enum piglit_result
+piglit_display(void)
+{
+ int i;
+ bool pass = true;
+ float expected[] = {
+ 0.0, 1.0, 0.0,
+ 0.0, 0.0, 0.0
+ };
+
+ for( i = 0; i < 2; i++) {
+ glUseProgram(program[i]);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]);
+
+ pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+ piglit_draw_rect(-1, -1, 2, 2);
+
+ pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+ pass = probe_texture_layered_rbg(texture[i], 0, 0, 0,
+ 10, 10, 2, expected) && pass;
+ }
+
+ pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo[0]);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ glBlitFramebuffer(0, 0, 10, 10,
+ 0, 0, piglit_width/2, piglit_height,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo[1]);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ glBlitFramebuffer(0, 0, 10, 10,
+ piglit_width/2, 0, piglit_width, piglit_height,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+
+ piglit_present_results();
+
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
--
1.8.3.1
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