[Piglit] [PATCH 4/3] arb_draw_indirect: Verify gl_VertexID when used with indirect rendering
Ian Romanick
idr at freedesktop.org
Mon Jun 23 15:33:10 PDT 2014
From: Ian Romanick <ian.d.romanick at intel.com>
When rendering with glDrawArraysIndirect, the value of gl_VertexID
observed in the shader should start with the value of 'first' and
increment from there.
When rendering with glDrawElementsIndirect, the value of gl_VertexID
observed in the shader should be the value retrieved from the index
buffer plus the value of basevertex.
NOTE: This test currently fails on the i965 driver (even with the fixes
posted to the mesa-dev mailing list).
Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=80247
---
tests/all.py | 2 +
tests/spec/arb_draw_indirect/CMakeLists.gl.txt | 1 +
tests/spec/arb_draw_indirect/vertexid.c | 246 +++++++++++++++++++++++++
3 files changed, 249 insertions(+)
create mode 100644 tests/spec/arb_draw_indirect/vertexid.c
diff --git a/tests/all.py b/tests/all.py
index 01ed223..3f2bad8 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -1515,6 +1515,8 @@ add_concurrent_test(arb_draw_indirect, 'arb_draw_indirect-draw-elements-base-ins
add_concurrent_test(arb_draw_indirect, 'arb_draw_indirect-draw-elements-prim-restart')
add_concurrent_test(arb_draw_indirect, 'arb_draw_indirect-draw-elements-prim-restart-ugly')
add_concurrent_test(arb_draw_indirect, 'arb_draw_indirect-draw-arrays-instances')
+arb_draw_indirect['gl_VertexID used with glDrawArraysIndirect'] = concurrent_test('arb_draw_indirect-vertexid')
+arb_draw_indirect['gl_VertexID used with glDrawElementsIndirect'] = concurrent_test('arb_draw_indirect-vertexid elements')
# Group ARB_fragment_program
arb_fragment_program = {}
diff --git a/tests/spec/arb_draw_indirect/CMakeLists.gl.txt b/tests/spec/arb_draw_indirect/CMakeLists.gl.txt
index 94735db..4be3a88 100644
--- a/tests/spec/arb_draw_indirect/CMakeLists.gl.txt
+++ b/tests/spec/arb_draw_indirect/CMakeLists.gl.txt
@@ -17,5 +17,6 @@ piglit_add_executable (arb_draw_indirect-draw-elements-base-instance draw-elemen
piglit_add_executable (arb_draw_indirect-draw-elements-prim-restart draw-elements-prim-restart.c)
piglit_add_executable (arb_draw_indirect-draw-elements-prim-restart-ugly draw-elements-prim-restart-ugly.c)
piglit_add_executable (arb_draw_indirect-draw-arrays-instances draw-arrays-instances.c)
+piglit_add_executable (arb_draw_indirect-vertexid vertexid.c)
# vim: ft=cmake:
diff --git a/tests/spec/arb_draw_indirect/vertexid.c b/tests/spec/arb_draw_indirect/vertexid.c
new file mode 100644
index 0000000..4e68dc9
--- /dev/null
+++ b/tests/spec/arb_draw_indirect/vertexid.c
@@ -0,0 +1,246 @@
+/* Copyright © 2014 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 vertexid.c
+ * Test indirect renderinger with gl_VertexID
+ *
+ * When rendering with glDrawArraysIndirect, the value of gl_VertexID observed
+ * in the shader should start with the value of 'first' and increment from
+ * there.
+ *
+ * When rendering with glDrawElementsIndirect, the value of gl_VertexID
+ * observed in the shader should be the value retrieved from the index buffer
+ * plus the value of basevertex.
+ *
+ * Run the program with no parameters to use glDrawArraysIndirect, or run the
+ * program with "elements" parameter to use glDrawElementsIndirect.
+ */
+
+#include "piglit-util-gl-common.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+ config.supports_gl_core_version = 31;
+ config.supports_gl_compat_version = 31;
+
+ config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static const float green[] = { 0, 1, 0, 1 };
+static const float blue[] = { 0, 0, 1, 1 };
+static const float gold[] = { 1, 1, 0, 1 };
+static const float magenta[] = { 1, 0, 1, 1 };
+
+typedef struct {
+ GLuint count;
+ GLuint primCount;
+ GLuint first;
+ GLuint reservedMustBeZero;
+} DrawArraysIndirectCommand;
+
+typedef struct {
+ GLuint count;
+ GLuint primCount;
+ GLuint firstIndex;
+ GLint baseVertex;
+ GLuint reservedMustBeZero;
+} DrawElementsIndirectCommand;
+
+static const DrawArraysIndirectCommand arrays_commands[] = {
+ { 4, 1, 4, 0 },
+ { 4, 1, 8, 0 },
+ { 4, 1, 12, 0 },
+ { 4, 1, 16, 0 },
+};
+
+static const DrawElementsIndirectCommand elements_commands[ARRAY_SIZE(arrays_commands)] = {
+ { 4, 1, 0, 4, 0 },
+ { 4, 1, 0, 8, 0 },
+ { 4, 1, 0, 12, 0 },
+ { 4, 1, 0, 16, 0 },
+};
+
+static bool use_arrays = true;
+
+enum piglit_result
+piglit_display(void)
+{
+ bool pass = true;
+ unsigned i;
+
+ glViewport(0, 0, piglit_width, piglit_height);
+ glClearColor(0.2, 0.2, 0.2, 0.2);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ for (i = 0; i < ARRAY_SIZE(arrays_commands); i++) {
+ if (use_arrays) {
+ glDrawArraysIndirect(GL_TRIANGLE_FAN,
+ (void *)(sizeof(arrays_commands[0]) * i));
+ } else {
+ glDrawElementsIndirect(GL_TRIANGLE_FAN,
+ GL_UNSIGNED_INT,
+ (void *)(sizeof(elements_commands[0]) * i));
+ }
+ }
+
+ pass = piglit_probe_rect_rgba(0, 0,
+ piglit_width / 2, piglit_height /2,
+ green)
+ && pass;
+ pass = piglit_probe_rect_rgba(piglit_width / 2, 0,
+ piglit_width / 2, piglit_height / 2,
+ blue)
+ && pass;
+ pass = piglit_probe_rect_rgba(0, piglit_height /2,
+ piglit_width / 2, piglit_height / 2,
+ gold)
+ && pass;
+ pass = piglit_probe_rect_rgba(piglit_width / 2, piglit_height /2,
+ piglit_width / 2, piglit_height / 2,
+ magenta)
+ && pass;
+
+ piglit_present_results();
+
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+ static const GLuint indices[] = { 0, 1, 2, 3 };
+ static const GLfloat verts[] = {
+ /* These vertices should never be accessed due to the way
+ * glDrawArraysIndirect and glDrawElementsIndirect are called.
+ */
+ -0.5, -0.5,
+ 0.5, -0.5,
+ 0.5, 0.5,
+ -0.5, 0.5,
+
+ -1.0, -1.0,
+ 0.0, -1.0,
+ 0.0, 0.0,
+ -1.0, 0.0,
+
+ 0.0, -1.0,
+ 1.0, -1.0,
+ 1.0, 0.0,
+ 0.0, 0.0,
+
+ -1.0, 0.0,
+ 0.0, 0.0,
+ 0.0, 1.0,
+ -1.0, 1.0,
+
+ 0.0, 0.0,
+ 1.0, 0.0,
+ 1.0, 1.0,
+ 0.0, 1.0,
+ };
+
+ GLuint prog = piglit_build_simple_program(
+ "#version 140\n"
+ "\n"
+ "in vec4 piglit_vertex;\n"
+ "out vec3 c;\n"
+ "\n"
+ "const vec3 colors[] = vec3[](\n"
+ " vec3(1, 0, 0),\n"
+ " vec3(1, 0, 0),\n"
+ " vec3(1, 0, 0),\n"
+ " vec3(1, 0, 0),\n"
+ "\n"
+ " vec3(0, 1, 0),\n"
+ " vec3(0, 1, 0),\n"
+ " vec3(0, 1, 0),\n"
+ " vec3(0, 1, 0),\n"
+ "\n"
+ " vec3(0, 0, 1),\n"
+ " vec3(0, 0, 1),\n"
+ " vec3(0, 0, 1),\n"
+ " vec3(0, 0, 1),\n"
+ "\n"
+ " vec3(1, 1, 0),\n"
+ " vec3(1, 1, 0),\n"
+ " vec3(1, 1, 0),\n"
+ " vec3(1, 1, 0),\n"
+ "\n"
+ " vec3(1, 0, 1),\n"
+ " vec3(1, 0, 1),\n"
+ " vec3(1, 0, 1),\n"
+ " vec3(1, 0, 1)\n"
+ ");\n"
+ "void main() {\n"
+ " c = colors[gl_VertexID];\n"
+ " gl_Position = piglit_vertex;\n"
+ "}\n",
+
+ "#version 140\n"
+ "in vec3 c;\n"
+ "out vec4 fragcolor;\n"
+ "\n"
+ "void main() {\n"
+ " fragcolor = vec4(c, 1);\n"
+ "}\n");
+
+ GLuint vao;
+ GLuint buf[3];
+
+ piglit_require_extension("GL_ARB_draw_indirect");
+
+ use_arrays = (argc < 2 || strcmp(argv[1], "elements") != 0);
+ printf("Using glDraw%sIndirect...\n",
+ use_arrays ? "Arrays" : "Elements");
+
+ glUseProgram(prog);
+
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+
+ glGenBuffers(ARRAY_SIZE(buf), buf);
+ glBindBuffer(GL_ARRAY_BUFFER, buf[0]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts,
+ GL_STATIC_DRAW);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf[1]);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
+ GL_STATIC_DRAW);
+
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void *) 0);
+ glEnableVertexAttribArray(0);
+
+ if (use_arrays) {
+ glBindBuffer(GL_DRAW_INDIRECT_BUFFER, buf[2]);
+ glBufferData(GL_DRAW_INDIRECT_BUFFER,
+ sizeof(arrays_commands),
+ arrays_commands,
+ GL_STATIC_DRAW);
+ } else {
+ glBindBuffer(GL_DRAW_INDIRECT_BUFFER, buf[2]);
+ glBufferData(GL_DRAW_INDIRECT_BUFFER,
+ sizeof(elements_commands),
+ elements_commands,
+ GL_STATIC_DRAW);
+ }
+}
--
1.8.1.4
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