[Piglit] [PATCH] Add a new test case used to valid gl_VertexID for bug 87611

Chris Forbes chrisf at ijw.co.nz
Sat Jan 3 23:15:24 PST 2015


No, you want fans. Strips are supported by the HW path (either using
the sensible cut index on ~all gens, or using arbitrary cut indices on
Haswell+. Fans force the draw to be decomposed into multiple draws,
which is important to trigger this bug.

On Sun, Jan 4, 2015 at 6:05 PM, Wang, Shuo <shuo.wang at intel.com> wrote:
> Thank you Chris, I just update it to GL_TRIANGLE_STRIP, and send out another version with the subject of  " [PATCH] V2. Add a case to valid gl_VertexID for bug 87611"
>
> And, is there any difference between GL_TRIANGLE_FAN and GL_TRIANGLE_STRIP for the SW primitive restart path. Because from the result, both of them work well.
>
> Thanks,
> Shuo
>
> -----Original Message-----
> From: Chris Forbes [mailto:chrisf at ijw.co.nz]
> Sent: Thursday, January 1, 2015 2:53 AM
> To: Wang, Shuo
> Cc: piglit at lists.freedesktop.org; Romanick, Ian D
> Subject: Re: [Piglit] [PATCH] Add a new test case used to valid gl_VertexID for bug 87611
>
> I think it would be worth mentioning that you're using GL_TRIANGLE_FAN specifically to hit the SW primitive restart path.
>
> On Thu, Jan 1, 2015 at 3:24 AM, Wang Shuo <shuo.wang at intel.com> wrote:
>> This case is added for *Bug 87611 - Exercise gl_VertexID corner cases
>> in i965 driver*, and used to watch the status of *Bug 85529 - Surfaces not drawn in Unvanquished* This case is failed by master, and passed by the patch of vcelestialragev at gmail.com(https://bugs.freedesktop.org/attachment.cgi?id=110839) which is agree by Kenneth Graunke.
>> Below is the test point of this case:
>> 1. Use user-allocated vertex arrays (NOT vertex buffer objects).
>>
>> 2. Use a glDrawArrays with a non-zero 'first'.
>>
>> 3. Use primitive restart to trigger multiple _mesa_prim without an intervening state change.
>>         For primitive restart test:
>>         In OpenGL ES, primitive restart do not support glDrawArrays.Below is the spec of OpenGLR ES Version 3.0.1 (January 10, 2013) page26
>>                  When DrawElements,DrawElementsInstanced, or DrawRangeElements transfers a set of generic attribute array elements to the GL,
>>                  if the index within the vertex arrays corresponding to that set is equal to 2N ô€€€ 1, where N is 8, 16 or 32 if the type is
>>                  UNSIGNED_-BYTE, UNSIGNED_SHORT, or UNSIGNED_INT, respectively, then the GL does not process those elements as a vertex.
>>         For OpenGL, primitive restarting to work with all rendering commands, including the non-indexed commands. However, implementations
>>         did not implement this, and the rule itself makes no sense.(https://www.opengl.org/wiki/Vertex_Rendering)
>>         So I used glDrawElements to test primitive restart
>>
>> 4. Validate the value of gl_VertexID in the vertex shader.
>>         Both glDrawArrays testing and glDrawElements testing test the
>> value of gl_VertexID
>>
>> Signed-off-by: Wang Shuo <shuo.wang at intel.com>
>> ---
>>  tests/all.py                    |   1 +
>>  tests/shaders/CMakeLists.gl.txt |   1 +
>>  tests/shaders/glsl-bug-87611.c  | 196
>> ++++++++++++++++++++++++++++++++++++++++
>>  3 files changed, 198 insertions(+)
>>  create mode 100644 tests/shaders/glsl-bug-87611.c
>>
>> diff --git a/tests/all.py b/tests/all.py index 0d9a971..dd1ae92 100644
>> --- a/tests/all.py
>> +++ b/tests/all.py
>> @@ -386,6 +386,7 @@ add_concurrent_test(shaders,
>> 'createshaderprogram-attached-shaders')
>>  add_concurrent_test(shaders, 'glsl-arb-fragment-coord-conventions')
>>  add_concurrent_test(shaders,
>> 'glsl-arb-fragment-coord-conventions-define')
>>  add_concurrent_test(shaders, 'glsl-bug-22603')
>> +add_concurrent_test(shaders, 'glsl-bug-87611')
>>  add_concurrent_test(shaders, 'glsl-bindattriblocation')
>> add_concurrent_test(shaders, 'glsl-dlist-getattriblocation')
>> add_concurrent_test(shaders, 'glsl-getactiveuniform-array-size')
>> diff --git a/tests/shaders/CMakeLists.gl.txt
>> b/tests/shaders/CMakeLists.gl.txt index c827256..501cad3 100644
>> --- a/tests/shaders/CMakeLists.gl.txt
>> +++ b/tests/shaders/CMakeLists.gl.txt
>> @@ -47,6 +47,7 @@ piglit_add_executable
>> (glsl-arb-fragment-coord-conventions glsl-arb-fragment-coo
>> piglit_add_executable (glsl-arb-fragment-coord-conventions-define
>> glsl-arb-fragment-coord-conventions-define.c)
>>  piglit_add_executable (glsl-bindattriblocation
>> glsl-bindattriblocation.c)  piglit_add_executable (glsl-bug-22603
>> glsl-bug-22603.c)
>> +piglit_add_executable (glsl-bug-87611 glsl-bug-87611.c)
>>  piglit_add_executable (glsl-dlist-getattriblocation
>> glsl-dlist-getattriblocation.c)  piglit_add_executable
>> (glsl-explicit-location-01 glsl-explicit-location-01.c)
>> piglit_add_executable (glsl-explicit-location-02
>> glsl-explicit-location-02.c) diff --git
>> a/tests/shaders/glsl-bug-87611.c b/tests/shaders/glsl-bug-87611.c new
>> file mode 100644 index 0000000..358e45c
>> --- /dev/null
>> +++ b/tests/shaders/glsl-bug-87611.c
>> @@ -0,0 +1,196 @@
>> +/*
>> + * Copyright © 2009 Intel Corporation
>> + * Copyright © 2010 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.
>> + */
>> +
>> +/**
>> + * \file glsl-bug-87611.c
>> + *
>> + * Check gl_VertexID
>> + * This case is added for *Bug 87611 - Exercise gl_VertexID corner
>> +cases in i965 driver*,
>> + * and used to watch the status of *Bug 85529 - Surfaces not drawn in
>> +Unvanquished*
>> + * This case is failed by master, and passed by the patch of
>> +vcelestialragev at gmail.com(https://bugs.freedesktop.org/attachment.cgi
>> +?id=110839)
>> + * which is agree by Kenneth Graunke.
>> + *
>> + *
>> + * \author Wang Shuo <shuo.wang at intel.com> */
>> +
>> +
>> +#include "piglit-util-gl.h"
>> +
>> +PIGLIT_GL_TEST_CONFIG_BEGIN
>> +
>> +       config.supports_gl_compat_version = 10;
>> +
>> +       config.window_visual = PIGLIT_GL_VISUAL_RGB |
>> + PIGLIT_GL_VISUAL_DOUBLE;
>> +
>> +PIGLIT_GL_TEST_CONFIG_END
>> +
>> +//     Validate the value of gl_VertexID in the vertex shader.
>> +static const GLchar *vertShaderText =
>> +       "#version 130\n"
>> +       "attribute vec4 attrib;\n"
>> +       "void main()\n"
>> +       "{\n"
>> +       "       gl_Position = gl_ModelViewProjectionMatrix * attrib;\n"
>> +       "       if (gl_VertexID == 2 || gl_VertexID == 3 || gl_VertexID == 4 || gl_VertexID == 5 )\n"
>> +       "{ \n"
>> +       "       gl_FrontColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
>> +       "} \n"
>> +       "       else"
>> +       "{ \n"
>> +       "       gl_FrontColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
>> +       "} \n"
>> +       "} \n";
>> +
>> +//     Validate the value of gl_VertexID in the vertex shader.
>> +static const GLchar *vertShaderTextIndex =
>> +       "#version 130\n"
>> +       "attribute vec4 attrib;\n"
>> +       "void main()\n"
>> +       "{\n"
>> +       "       gl_Position = gl_ModelViewProjectionMatrix * attrib;\n"
>> +       "       if (gl_VertexID == 2 || gl_VertexID == 3 || gl_VertexID == 4 || gl_VertexID == 5 )\n"
>> +       "{ \n"
>> +       "       gl_FrontColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
>> +       "} \n"
>> +       "       else"
>> +       "{ \n"
>> +       "       gl_FrontColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
>> +       "} \n"
>> +       "} \n";
>> +
>> +
>> +static const GLfloat Vcoords[6][2] = { {-1, -1}, {-1, -1}, {-1, -1},
>> +{1, -1}, {1, 1}, {-1, 1}};
>> +
>> +static const unsigned short indiceTriangleFan[] =
>> +       {
>> +               2, 0xFFFF, 2, 3, 0xFFFF, 0xFFFF, 2, 3, 4, 5, 0xFFFF, 0xFFFF, 0xFFFF,5
>> +       };
>> +
>> +
>> +enum piglit_result
>> +piglit_display(void)
>> +{
>> +       static const GLfloat expColor[4] = {0, 1, 0, 1};
>> +       GLint vs, vsIndex;
>> +       GLint prog, progIndex;
>> +       GLint attrib_loc, attrib_locIndex;
>> +       enum piglit_result result, resultIndex;
>> +
>> +       vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vertShaderText);
>> +       if (vs == 0) {
>> +                exit(1);
>> +        }
>> +
>> +       prog = piglit_link_simple_program(vs, 0);
>> +       if (prog == 0) {
>> +                exit(1);
>> +        }
>> +
>> +
>> +       glLinkProgram(prog);
>> +
>> +       attrib_loc = glGetAttribLocation(prog, "attrib");
>> +
>> +       glUseProgram(prog);
>> +
>> +       glMatrixMode(GL_PROJECTION);
>> +       glLoadIdentity();
>> +       glOrtho(-1.1, 1.1, -1.1, 1.1, -1, 1);
>> +
>> +       glClear(GL_COLOR_BUFFER_BIT);
>> +
>> +       //      Use user-allocated vertex arrays (NOT vertex buffer objects).
>> +       glVertexAttribPointer(attrib_loc, 2, GL_FLOAT, GL_FALSE, 0, Vcoords);
>> +       glEnableVertexAttribArray(attrib_loc);
>> +
>> +       //      Use a glDrawArrays with a non-zero 'first'.
>> +       glDrawArrays(GL_TRIANGLE_FAN, 2, 4);
>> +
>> +       result = piglit_probe_pixel_rgba(20, 20, expColor)
>> +               ? PIGLIT_PASS : PIGLIT_FAIL;
>> +
>> +       glDisableVertexAttribArray(attrib_loc);
>> +
>> +       vsIndex = piglit_compile_shader_text(GL_VERTEX_SHADER, vertShaderTextIndex);
>> +       if (vsIndex == 0) {
>> +                exit(1);
>> +        }
>> +
>> +       progIndex = piglit_link_simple_program(vsIndex, 0);
>> +       if (progIndex == 0) {
>> +                exit(1);
>> +        }
>> +
>> +
>> +       glLinkProgram(progIndex);
>> +
>> +       /* check that the bind worked */
>> +       attrib_locIndex = glGetAttribLocation(progIndex, "attrib");
>> +
>> +       /* now draw something and check that it works */
>> +       glUseProgram(progIndex);
>> +
>> +       glMatrixMode(GL_PROJECTION);
>> +       glLoadIdentity();
>> +       glOrtho(-1.1, 1.1, -1.1, 1.1, -1, 1);
>> +
>> +       glClear(GL_COLOR_BUFFER_BIT);
>> +       //      Use primitive restart to trigger multiple _mesa_prim without an intervening state change.
>> +       //      Because for OpenGL ES PRIMITIVE_RESTART only support DrawElements, DrawElementsInstanced, or DrawRangeElements
>> +       //      And for OpenGL PRIMITIVE_RESTART work with all rendering commands, including the non-indexed commands.
>> +       //      However, implementations did not implement this, and the rule itself makes no sense (https://www.opengl.org/wiki/Vertex_Rendering)
>> +       //      So for testing PRIMITIVE_RESTART I used glDrawElements
>> +       //      OpenGL ES spec:When DrawElements,DrawElementsInstanced, or DrawRangeElements transfers a set of generic
>> +       //      attribute array elements to the GL, if the index within the vertex arrays corresponding to that set is
>> +       //      equal to 2N 􀀀 1, where N is 8, 16 or 32 if the type is UNSIGNED_-BYTE, UNSIGNED_SHORT, or UNSIGNED_INT,
>> +       //      respectively, then the GL does not process those elements as a vertex.
>> +       glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
>> +
>> +       glVertexAttribPointer(attrib_locIndex, 2, GL_FLOAT, GL_FALSE, 0, Vcoords);
>> +       glEnableVertexAttribArray(attrib_locIndex);
>> +
>> +       glDrawElements(GL_TRIANGLE_FAN, sizeof(indiceTriangleFan) /
>> + sizeof(indiceTriangleFan[0]), GL_UNSIGNED_SHORT, indiceTriangleFan);
>> +
>> +       resultIndex = piglit_probe_pixel_rgba(20, 20, expColor)
>> +               ? PIGLIT_PASS : PIGLIT_FAIL;
>> +
>> +       if (result == PIGLIT_PASS && resultIndex == PIGLIT_PASS)
>> +               result = PIGLIT_PASS;
>> +       else
>> +               result = PIGLIT_FAIL;
>> +
>> +       piglit_present_results();
>> +
>> +       return result;
>> +}
>> +
>> +
>> +void
>> +piglit_init(int argc, char **argv)
>> +{
>> +       piglit_require_vertex_shader();
>> +
>> +       piglit_require_gl_version(20);
>> +       piglit_require_GLSL_version(130); }
>> --
>> 1.8.3.2
>>
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