[Piglit] [PATCH] gl-3.0: add new test for glVertexAttribIPointer()
Jose Fonseca
jfonseca at vmware.com
Thu Jun 5 05:54:12 PDT 2014
----- Original Message -----
> ---
> tests/all.py | 1 +
> tests/spec/gl-3.0/CMakeLists.gl.txt | 1 +
> tests/spec/gl-3.0/vertexattribipointer.c | 239
> ++++++++++++++++++++++++++++++
> 3 files changed, 241 insertions(+)
> create mode 100644 tests/spec/gl-3.0/vertexattribipointer.c
>
> diff --git a/tests/all.py b/tests/all.py
> index 1652d7c..3830013 100644
> --- a/tests/all.py
> +++ b/tests/all.py
> @@ -944,6 +944,7 @@ gl30['required-texture-attachment-formats'] =
> concurrent_test('gl-3.0-required-t
> gl30['forward-compatible-bit yes'] =
> concurrent_test('gl-3.0-forward-compatible-bit yes')
> gl30['forward-compatible-bit no'] =
> concurrent_test('gl-3.0-forward-compatible-bit no')
> add_concurrent_test(gl30, 'gl-3.0-texture-integer')
> +add_concurrent_test(gl30, 'gl-3.0-vertexattribipointer')
> add_plain_test(gl30, 'gl30basic')
> add_plain_test(gl30, 'array-depth-roundtrip')
> add_plain_test(gl30, 'depth-cube-map')
> diff --git a/tests/spec/gl-3.0/CMakeLists.gl.txt
> b/tests/spec/gl-3.0/CMakeLists.gl.txt
> index df9cf25..c107fd5 100644
> --- a/tests/spec/gl-3.0/CMakeLists.gl.txt
> +++ b/tests/spec/gl-3.0/CMakeLists.gl.txt
> @@ -14,5 +14,6 @@ piglit_add_executable
> (gl-3.0-required-sized-texture-formats required-sized-text
> piglit_add_executable (gl-3.0-required-renderbuffer-attachment-formats
> required-renderbuffer-attachment-formats.c)
> piglit_add_executable (gl-3.0-required-texture-attachment-formats
> required-texture-attachment-formats.c)
> piglit_add_executable (gl-3.0-texture-integer texture-integer.c)
> +piglit_add_executable (gl-3.0-vertexattribipointer vertexattribipointer.c)
>
> # vim: ft=cmake:
> diff --git a/tests/spec/gl-3.0/vertexattribipointer.c
> b/tests/spec/gl-3.0/vertexattribipointer.c
> new file mode 100644
> index 0000000..b69e731
> --- /dev/null
> +++ b/tests/spec/gl-3.0/vertexattribipointer.c
> @@ -0,0 +1,239 @@
> +/*
> + * Copyright 2014 VMware, 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.
> + */
> +
> +/**
> + * Test OpenGL 3.0's glVertexAttribIPointer function with all combinations
> + * of types and sizes.
> + */
> +
> +#include "piglit-util-gl-common.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> + config.supports_gl_compat_version = 30;
> + config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +
> +/**
> + * We'll pass in the same data for both the signed and unsigned vertex
> + * attributes and the signed/unsigned expected value.
> + */
> +static const char *vertShaderText =
> + "#version 130 \n"
> + "uniform ivec4 expected_i; \n"
> + "in ivec4 attr_i; \n"
> + "uniform uvec4 expected_u; \n"
> + "in uvec4 attr_u; \n"
> + "out vec4 color; \n"
> + " \n"
> + "void main() \n"
> + "{ \n"
> + " gl_Position = gl_Vertex; \n"
> + " if (attr_i == expected_i && attr_u == expected_u) \n"
> + " color = vec4(0, 1, 0, 0); // good! \n"
> + " else \n"
> + " color = vec4(1, 0, 0, 0); // bad! \n"
> + "} \n";
> +
> +static const char *fragShaderText =
> + "#version 130 \n"
> + "in vec4 color;\n"
> + "void main()\n"
> + "{ \n"
> + " gl_FragColor = color; \n"
> + "} \n";
> +
> +
> +static const GLubyte ubyte4_data[] = { 100, 0, 200, 255 };
> +static const GLbyte byte4_data[] = { 50, 0, -25, -50 };
> +static const GLushort ushort4_data[] = { 16000, 0, 32000, 65535 };
> +static const GLshort short4_data[] = { 2000, 0, -4000, -32010 };
> +static const GLuint uint4_data[] = { 10000000, 0, 20000000, 80000020 };
> +static const GLint int4_data[] = { 10000000, 0, -20000000, -40000020 };
> +
> +static GLuint Prog;
> +static GLint ExpectedUniform_i, ExpectedUniform_u;
> +static GLint Attr_i, Attr_u;
> +
> +
> +/*
> + * Test glVertexAttribIArray(type, size, normalized)
> + */
> +static bool
> +test_array(GLenum type, GLuint size)
> +{
> + static const GLfloat verts[4][2] = {
> + { -1.0, -1.0 },
> + { 1.0, -1.0 },
> + { 1.0, 1.0 },
> + { -1.0, 1.0 }
> + };
> + static const GLfloat green[4] = { 0.0, 1.0, 0.0, 0.0 };
> + GLubyte attr_buffer[4 * 4 * sizeof(GLuint)];
> + int typeSize;
> + const void *data;
> + GLint expected[4];
> + int i, p;
> +
> + switch (type) {
> + case GL_BYTE:
> + typeSize = sizeof(GLbyte);
> + data = byte4_data;
> + for (i = 0; i < 4; i++)
> + expected[i] = byte4_data[i];
> + break;
> + case GL_UNSIGNED_BYTE:
> + typeSize = sizeof(GLubyte);
> + data = ubyte4_data;
> + for (i = 0; i < 4; i++)
> + expected[i] = ubyte4_data[i];
> + break;
> + case GL_SHORT:
> + typeSize = sizeof(GLshort);
> + data = short4_data;
> + for (i = 0; i < 4; i++)
> + expected[i] = short4_data[i];
> + break;
> + case GL_UNSIGNED_SHORT:
> + typeSize = sizeof(GLushort);
> + data = ushort4_data;
> + for (i = 0; i < 4; i++)
> + expected[i] = ushort4_data[i];
> + break;
> + case GL_INT:
> + typeSize = sizeof(GLint);
> + data = int4_data;
> + for (i = 0; i < 4; i++)
> + expected[i] = int4_data[i];
> + break;
> + case GL_UNSIGNED_INT:
> + typeSize = sizeof(GLuint);
> + data = uint4_data;
> + for (i = 0; i < 4; i++)
> + expected[i] = uint4_data[i];
> + break;
> + default:
> + assert(0);
> + typeSize = sizeof(GLint);
> + }
> +
> + /* set unused components to defaults */
> + switch (size) {
> + case 1:
> + expected[1] = 0;
> + case 2:
> + expected[2] = 0;
> + case 3:
> + expected[3] = 1;
> + }
> +
> + /* Setup the attribute buffer by making four copies of the
> + * test's array data (for the four vertices).
> + */
> + {
> + int i, sz = typeSize * size;
> + for (i = 0; i < 4; i++) {
> + memcpy(attr_buffer + i * sz, data, sz);
> + }
> + }
> +
> + /* We set up both the signed and unsigned int attribute arrays to
> + * point to the same vertex data.
> + */
> + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
> + glEnableVertexAttribArray(0);
> + glVertexAttribIPointer(Attr_i, size, type, 0, attr_buffer);
> + glEnableVertexAttribArray(Attr_i);
> + glVertexAttribIPointer(Attr_u, size, type, 0, attr_buffer);
> + glEnableVertexAttribArray(Attr_u);
> +
> + glViewport(0, 0, piglit_width, piglit_height);
> + glClearColor(1,0,0,0);
> + glClear(GL_COLOR_BUFFER_BIT);
> +
> + /* The same value is expected for the signed and unsigned attributes */
> + glUniform4iv(ExpectedUniform_i, 1, expected);
> + glUniform4uiv(ExpectedUniform_u, 1, (const GLuint *) expected);
> +
> + glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
> +
> + glDisableVertexAttribArray(0);
> + glDisableVertexAttribArray(Attr_i);
> + glDisableVertexAttribArray(Attr_u);
> +
> + p = piglit_probe_pixel_rgba(piglit_width / 2, piglit_height / 2,
> + green);
> + if (!p) {
> + printf("Test %s[%d] failed\n",
> + piglit_get_gl_enum_name(type), size);
> + fflush(stdout);
> + }
> +
> + piglit_present_results();
> +
> + return p;
> +}
> +
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> + static const GLenum types[] = {
> + GL_BYTE,
> + GL_UNSIGNED_BYTE,
> + GL_SHORT,
> + GL_UNSIGNED_SHORT,
> + GL_INT,
> + GL_UNSIGNED_INT
> + };
> + bool pass = true;
> + int t, size;
> +
> + for (t = 0; t < ARRAY_SIZE(types); t++) {
> + for (size = 1; size <= 4; size++) {
> + pass = test_array(types[t], size) && pass;
> + }
> + }
> +
> + return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> +
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> + piglit_require_gl_version(30);
> +
> + Prog = piglit_build_simple_program(vertShaderText, fragShaderText);
> + if (!Prog) {
> + printf("Failed to compile/link program\n");
> + piglit_report_result(PIGLIT_FAIL);
> + }
> +
> + glUseProgram(Prog);
> +
> + Attr_i = glGetAttribLocation(Prog, "attr_i");
> + Attr_u = glGetAttribLocation(Prog, "attr_u");
> + ExpectedUniform_i = glGetUniformLocation(Prog, "expected_i");
> + ExpectedUniform_u = glGetUniformLocation(Prog, "expected_u");
> +}
> --
> 1.7.10.4
>
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>
Looks good AFAICT.
Reviewed-by: Jose Fonseca <jfonseca at vmware.com>
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