[Piglit] [PATCH] Porting basic GL rendering paths test to piglit

Brian Paul brian.e.paul at gmail.com
Tue Aug 25 07:56:04 PDT 2015


Looks good overall.  Just a bunch of nit-picks below...


On Mon, Aug 24, 2015 at 5:19 PM, Juliet Fru <julietfru at gmail.com> wrote:

> ---
>  tests/all.py                        |   1 +
>  tests/spec/gl-1.0/CMakeLists.gl.txt |   1 +
>  tests/spec/gl-1.0/no-op-paths.c     | 370
> ++++++++++++++++++++++++++++++++++++
>  3 files changed, 372 insertions(+)
>  create mode 100644 tests/spec/gl-1.0/no-op-paths.c
>
> diff --git a/tests/all.py b/tests/all.py
> index fe088f5..a9822d3 100644
> --- a/tests/all.py
> +++ b/tests/all.py
> @@ -1000,6 +1000,7 @@ with profile.group_manager(
>      g(['gl-1.0-ortho-pos'])
>      g(['gl-1.0-readpixsanity'])
>      g(['gl-1.0-logicop'])
> +    g(['gl-1.0-no-op-paths'])
>
>  with profile.group_manager(
>          PiglitGLTest,
> diff --git a/tests/spec/gl-1.0/CMakeLists.gl.txt
> b/tests/spec/gl-1.0/CMakeLists.gl.txt
> index d04b835..7a7f508 100644
> --- a/tests/spec/gl-1.0/CMakeLists.gl.txt
> +++ b/tests/spec/gl-1.0/CMakeLists.gl.txt
> @@ -22,6 +22,7 @@ piglit_add_executable (gl-1.0-front-invalidate-back
> front-invalidate-back.c)
>  piglit_add_executable (gl-1.0-logicop logicop.c)
>  piglit_add_executable (gl-1.0-long-dlist long-dlist.c)
>  piglit_add_executable (gl-1.0-ortho-pos orthpos.c)
> +piglit_add_executable (gl-1.0-no-op-paths no-op-paths.c)
>  piglit_add_executable (gl-1.0-polygon-line-aa polygon-line-aa.c)
>  piglit_add_executable (gl-1.0-push-no-attribs push-no-attribs.c)
>  piglit_add_executable (gl-1.0-readpixsanity readpix.c)
> diff --git a/tests/spec/gl-1.0/no-op-paths.c
> b/tests/spec/gl-1.0/no-op-paths.c
> new file mode 100644
> index 0000000..9a76baf
> --- /dev/null
> +++ b/tests/spec/gl-1.0/no-op-paths.c
> @@ -0,0 +1,370 @@
> +/*  BEGIN_COPYRIGHT -*- glean -*-
> + *
> + *  Copyright (C) 1999  Allen Akin   All Rights Reserved.
> + *  Copyright (C) 2015  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.
> + *
> + *  END_COPYRIGHT
> + */
> +/** @file paths.c
> + *
> + *  Test basic GL rendering paths.
> + *
> + *
> + *      This test verifies that basic, trival OpenGL paths work as
> expected.
> + *      For example, glAlphaFunc(GL_GEQUAL, 0.0) should always pass and
> + *      glAlphaFunc(GL_LESS, 0.0) should always fail.  We setup trivial
> + *      pass and fail conditions for each of alpha test, blending, color
> mask,
> + *      depth test, logic ops, scissor, stencil, stipple, and texture and
> + *      make sure they work as expected.  We also setup trival-pass for
> all
> + *      these paths simultaneously and test that as well.
> + *
> + *      To test for pass/fail we examine the color buffer for white or
> black,
> + *      respectively.
> + *
>

Here, I'd add an additional comment saying that this Piglit test is based
on the original Glean tpaths.cpp test.



> + */
> +
> +#include "piglit-util-gl.h"
> +
> +#include <stdlib.h>
>

Is stdlib.h really needed?



> +
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> +       config.supports_gl_compat_version = 10;
> +
> +       config.window_visual = PIGLIT_GL_VISUAL_RGBA |
> +                      PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_DEPTH;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +
> +typedef enum {
> +       ALPHA,
> +       BLEND,
> +       COLOR_MASK,
> +       DEPTH,
> +       LOGIC,
> +       SCISSOR,
> +       STENCIL,
> +       STIPPLE,
> +       TEXTURE,
> +       ZZZ  /* end-of-list token */
> +} Path;
> +
> +typedef enum {
> +       DISABLE,
> +       ALWAYS_PASS,
> +       ALWAYS_FAIL
> +
>

Unneeded empty line.


> +} State;
> +
> +
> +const char *
>

Could be static.



> +path_name(Path path) {
>

Opening brace goes on next line.


> +
> +       switch (path) {
> +       case ALPHA:
> +               return "Alpha Test";
>

We use 8-column tabs for indenting in Piglit, not spaces.



> +       case BLEND:
> +               return "Blending";
> +       case COLOR_MASK:
> +               return "Color Mask";
> +       case DEPTH:
> +               return "Depth Test";
> +       case LOGIC:
> +               return "LogicOp";
> +       case SCISSOR:
> +               return "Scissor Test";
> +       case STENCIL:
> +               return "Stencil Test";
> +       case STIPPLE:
> +               return "Polygon Stipple";
> +       case TEXTURE:
> +               return "Modulated Texture";
> +       case ZZZ:
> +               return "paths";
> +       default:
> +               return "???";
> +       }
> +}
> +
> +
> +void
> +set_path_state(Path path, State state) {
>

Same comments as above.



> +
> +       int i;
> +       switch (path) {
> +       case ALPHA:
> +               if (state == ALWAYS_PASS) {
> +                       glAlphaFunc(GL_GEQUAL, 0.0);
> +                       glEnable(GL_ALPHA_TEST);
> +               }
> +               else if (state == ALWAYS_FAIL) {
> +                       glAlphaFunc(GL_GREATER, 1.0);
> +                       glEnable(GL_ALPHA_TEST);
> +               }
> +               else {
> +                       glDisable(GL_ALPHA_TEST);
> +               }
> +               break;
> +       case BLEND:
> +               if (state == ALWAYS_PASS) {
> +                       glBlendFunc(GL_ONE, GL_ZERO);
> +                       glEnable(GL_BLEND);
> +               }
> +               else if (state == ALWAYS_FAIL) {
> +                       glBlendFunc(GL_ZERO, GL_ONE);
> +                       glEnable(GL_BLEND);
> +               }
> +               else {
> +                       glDisable(GL_BLEND);
> +               }
> +               break;
> +       case COLOR_MASK:
> +               if (state == ALWAYS_PASS) {
> +                       glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
> +               }
> +               else if (state == ALWAYS_FAIL) {
> +                       glColorMask(GL_FALSE, GL_FALSE, GL_FALSE,
> GL_FALSE);
> +               }
> +               else {
> +                       glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
> +               }
> +               break;
> +       case DEPTH:
> +               if (state == ALWAYS_PASS) {
> +                       glDepthFunc(GL_ALWAYS);
> +                       glEnable(GL_DEPTH_TEST);
> +               }
> +               else if (state == ALWAYS_FAIL) {
> +                       glDepthFunc(GL_NEVER);
> +                       glEnable(GL_DEPTH_TEST);
> +               }
> +               else {
> +                       glDisable(GL_DEPTH_TEST);
> +               }
> +               break;
> +       case LOGIC:
> +               if (state == ALWAYS_PASS) {
> +                       glLogicOp(GL_OR);
> +                       glEnable(GL_COLOR_LOGIC_OP);
> +               }
> +               else if (state == ALWAYS_FAIL) {
> +                       glLogicOp(GL_AND);
> +                       glEnable(GL_COLOR_LOGIC_OP);
> +               }
> +               else {
> +                       glDisable(GL_COLOR_LOGIC_OP);
> +               }
> +               break;
> +       case SCISSOR:
> +               if (state == ALWAYS_PASS) {
> +                       glScissor(0, 0, 10, 10);
> +                       glEnable(GL_SCISSOR_TEST);
> +               }
> +               else if (state == ALWAYS_FAIL) {
> +                       glScissor(0, 0, 0, 0);
> +                       glEnable(GL_SCISSOR_TEST);
> +               }
> +               else {
> +                       glDisable(GL_SCISSOR_TEST);
> +               }
> +               break;
> +       case STENCIL:
> +               if (state == ALWAYS_PASS) {
> +                       /* pass if reference <= stencil value (ref = 0) */
> +                       glStencilFunc(GL_LEQUAL, 0, ~0);
> +                       glEnable(GL_STENCIL_TEST);
> +               }
> +               else if (state == ALWAYS_FAIL) {
> +                       /* pass if reference > stencil value (ref = 0) */
> +                       glStencilFunc(GL_GREATER, 0, ~0);
> +                       glEnable(GL_STENCIL_TEST);
> +               }
> +               else {
> +                       glDisable(GL_STENCIL_TEST);
> +               }
> +               break;
> +       case STIPPLE:
> +               if (state == ALWAYS_PASS) {
> +                       GLubyte stipple[4*32];
> +                       for (i = 0; i < 4*32; i++)
> +                               stipple[i] = 0xff;
> +                       glPolygonStipple(stipple);
> +                       glEnable(GL_POLYGON_STIPPLE);
> +               }
> +               else if (state == ALWAYS_FAIL) {
> +                       GLubyte stipple[4*32];
> +                       for (i = 0; i < 4*32; i++)
> +                               stipple[i] = 0x0;
> +                       glPolygonStipple(stipple);
> +                       glEnable(GL_POLYGON_STIPPLE);
> +               }
> +               else {
> +                       glDisable(GL_POLYGON_STIPPLE);
> +               }
> +               break;
> +       case TEXTURE:
> +               if (state == DISABLE) {
> +                       glDisable(GL_TEXTURE_2D);
> +               }
> +               else {
> +                       GLubyte val = (state == ALWAYS_PASS) ? 0xff : 0x00;
> +                       GLubyte texImage[4*4*4];
> +                       for (i = 0; i < 4*4*4; i++)
> +                               texImage[i] = val;
> +                       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0,
> +                                    GL_RGBA, GL_UNSIGNED_BYTE, texImage);
> +                       glTexParameteri(GL_TEXTURE_2D,
> GL_TEXTURE_MIN_FILTER,
> +                                       GL_NEAREST);
> +                       glTexParameteri(GL_TEXTURE_2D,
> GL_TEXTURE_MAG_FILTER,
> +                                       GL_NEAREST);
> +                       glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,
> +                                 GL_MODULATE);
> +                       glEnable(GL_TEXTURE_2D);
> +               }
> +               break;
> +       default:
> +               abort(); /* error */
> +       }
> +}
> +
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +       /* No init */
> +} /* piglit_init */
>

You can drop the closing /* piglit_init */ comment.



> +
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> +       bool pass = true;
> +       Path p, paths[1000];
> +       int i, numPaths = 0;
> +
> +       /* draw 10x10 pixel quads */
> +       glViewport(0, 0, 10, 10);
> +
> +       glDisable(GL_DITHER);
> +
> +       /* Build the list of paths to exercise.
> +        * Skip depth test if we have no depth buffer. */
> +       /*  Skip stencil test if we have no stencil buffer. */
> +       for (p = ALPHA; p != ZZZ; p = (Path) (p + 1)) {
> +               paths[numPaths++] = p;
> +       }
> +
> +       /* test always-pass paths */
> +       for (i = 0; i < numPaths; i++) {
> +               glClear(GL_COLOR_BUFFER_BIT);
> +
> +               set_path_state(paths[i], ALWAYS_PASS);
> +
> +               /* draw polygon */
> +               glColor4f(1, 1, 1, 1);
> +               glBegin(GL_POLYGON);
> +               glVertex2f(-1, -1);
> +               glVertex2f( 1, -1);
> +               glVertex2f( 1,  1);
> +               glVertex2f(-1,  1);
> +               glEnd();
>

I think there's a piglit_draw_rect() function that could be used there.



> +
> +               set_path_state(paths[i], DISABLE);
> +
> +               /* test buffer */
> +               GLfloat pixel[3];
> +               glReadPixels(4, 4, 1, 1, GL_RGB, GL_FLOAT, pixel);
> +               if (pixel[0] != 1.0 || pixel[1] != 1.0 || pixel[2] != 1.0)
> {
>

I think you can replace that code with piglit_probe_rect_rgb().



> +                       printf("\nFAIL: %s, should have had no effect"
> +                              " (1, 1, 1) but actually modified the
> fragment"
> +                              " ( %f, %f, %f)\n", path_name(paths[i]),
> pixel[0], pixel[1], pixel[2]);
> +                       return PIGLIT_FAIL;
> +               }
> +       }
> +
> +       /* enable all always-pass paths */
> +       {
> +               glClear(GL_COLOR_BUFFER_BIT);
> +
> +               for (i = 0; i < numPaths; i++) {
> +                       set_path_state(paths[i], ALWAYS_PASS);
> +               }
> +
> +               /* draw polygon */
> +               glColor4f(1, 1, 1, 1);
> +               glBegin(GL_POLYGON);
> +               glVertex2f(-1, -1);
> +               glVertex2f( 1, -1);
> +               glVertex2f( 1,  1);
> +               glVertex2f(-1,  1);
> +               glEnd();
>

piglit_draw_rect()



> +
> +               for (i = 0; i < numPaths; i++) {
> +                       set_path_state(paths[i], DISABLE);
> +               }
> +
> +               /* test buffer */
> +               GLfloat pixel[3];
> +               glReadPixels(4, 4, 1, 1, GL_RGB, GL_FLOAT, pixel);
> +               if (pixel[0] != 1.0 || pixel[1] != 1.0 || pixel[2] != 1.0)
> {
>

piglit_probe_rect_rgb()



> +                       printf("\nFAIL: %s, should have had no effect"
> +                              " (1, 1, 1) but actually modified the
> fragment"
> +                              " ( %f, %f, %f)\n", path_name(paths[i]),
> pixel[0], pixel[1], pixel[2]);
> +                       return PIGLIT_FAIL;
> +               }
> +       }
> +
> +       /* test never-pass paths */
> +       for (i = 0; i < numPaths; i++) {
> +               glClear(GL_COLOR_BUFFER_BIT);
> +
> +               set_path_state(paths[i], ALWAYS_FAIL);
> +
> +               /* draw polygon */
> +               glColor4f(1, 1, 1, 1);
> +               glBegin(GL_POLYGON);
> +               glVertex2f(-1, -1);
> +               glVertex2f( 1, -1);
> +               glVertex2f( 1,  1);
> +               glVertex2f(-1,   1);
> +               glEnd();
> +
> +               set_path_state(paths[i], DISABLE);
> +
> +               /* test buffer */
> +               GLfloat pixel[3];
> +               glReadPixels(4, 4, 1, 1, GL_RGB, GL_FLOAT, pixel);
> +               if (pixel[0] != 0.0 || pixel[1] != 0.0 || pixel[2] != 0.0)
> {
> +                       printf("\nFAIL: %s, should have had no effect"
> +                              " (1, 1, 1) but actually modified the
> fragment"
> +                              " ( %f, %f, %f)\n", path_name(paths[i]),
> pixel[0], pixel[1], pixel[2]);
> +                       return PIGLIT_FAIL;
> +               }
> +       }
> +
> +       /* success */
> +       pass = true;
> +
> +       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
>

Remove the 'pass' var and just return PIGLIT_PASS here.



> +}
> --
> 2.4.3
>
>
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