[Piglit] [PATCH v1] Porting the OpenGL shading language from Glean to Piglit.
Juliet Fru
julietfru at gmail.com
Wed Oct 7 01:48:58 PDT 2015
This test replaces the original tglsl1.cpp test
---
tests/all.py | 1 +
tests/spec/gl-1.0/CMakeLists.gl.txt | 1 +
tests/spec/gl-1.0/shading-lang.c | 1939 +++++++++++++++++++++++++++++++++++
3 files changed, 1941 insertions(+)
create mode 100644 tests/spec/gl-1.0/shading-lang.c
diff --git a/tests/all.py b/tests/all.py
index fe088f5..6140320 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -999,6 +999,7 @@ with profile.group_manager(
g(['gl-1.0-fpexceptions'])
g(['gl-1.0-ortho-pos'])
g(['gl-1.0-readpixsanity'])
+ g(['gl-1.0-shading-lang'])
g(['gl-1.0-logicop'])
with profile.group_manager(
diff --git a/tests/spec/gl-1.0/CMakeLists.gl.txt b/tests/spec/gl-1.0/CMakeLists.gl.txt
index d04b835..28a1d42 100644
--- a/tests/spec/gl-1.0/CMakeLists.gl.txt
+++ b/tests/spec/gl-1.0/CMakeLists.gl.txt
@@ -26,6 +26,7 @@ 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)
piglit_add_executable (gl-1.0-rendermode-feedback rendermode-feedback.c)
+piglit_add_executable (gl-1.0-shading-lang shading-lang.c)
piglit_add_executable (gl-1.0-swapbuffers-behavior swapbuffers-behavior.c)
# vim: ft=cmake:
diff --git a/tests/spec/gl-1.0/shading-lang.c b/tests/spec/gl-1.0/shading-lang.c
new file mode 100644
index 0000000..5b8ed9a
--- /dev/null
+++ b/tests/spec/gl-1.0/shading-lang.c
@@ -0,0 +1,1939 @@
+/*
+ * BEGIN_COPYRIGHT -*- glean -*-
+ *
+ * Copyright (C) 1999 Allen Akin All Rights Reserved.
+ * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
+ *
+ * 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 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 ALLEN AKIN 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 shading-lang.c
+ *
+ * Test OpenGL shading language
+ *
+ * Authors:
+ * Brian Paul <brianp at valinux.com>
+ * Adapted to Piglit by Juliet Fru <julietfru at gmail.com>, October 2015.
+ */
+
+#include "piglit-util-gl.h"
+
+#include <stdlib.h>
+#include <assert.h>
+#include <string.h>
+#include <math.h>
+
+
+PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 20;
+
+config.window_visual =
+ PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DEPTH |
+ PIGLIT_GL_VISUAL_STENCIL;
+
+PIGLIT_GL_TEST_CONFIG_END
+#define GL_GLEXT_PROTOTYPES
+#define FLAG_NONE 0x0
+#define FLAG_LOOSE 0x1 /* to indicate a looser tolerance test is needed */
+#define FLAG_ILLEGAL_SHADER 0x2 /* the shader test should not compile */
+#define FLAG_ILLEGAL_LINK 0x4 /* the shaders should not link */
+#define FLAG_VERSION_1_20 0x8 /* GLSL 1.20 test */
+#define FLAG_VERSION_1_30 0x10 /* GLSL 1.30 test */
+#define FLAG_WINDING_CW 0x20 /* clockwise-winding polygon */
+#define FLAG_VERTEX_TEXTURE 0x40
+#define FLAG_ARB_DRAW_BUFFERS 0x80
+#define DONT_CARE_Z -1.0
+#define NO_VERTEX_SHADER NULL
+#define NO_FRAGMENT_SHADER NULL
+#define PRIMARY_R 0.25
+#define PRIMARY_G 0.75
+#define PRIMARY_B 0.5
+#define PRIMARY_A 0.25
+#define SECONDARY_R 0.0
+#define SECONDARY_G 0.25
+#define SECONDARY_B 0.25
+#define SECONDARY_A 1.0
+#define AMBIENT { 0.2, 0.4, 0.6, 0.8 }
+#define LIGHT_DIFFUSE { 0.1, 0.3, 0.5, 0.7 }
+#define MAT_DIFFUSE { 0.1, 0.3, 0.5, 0.7 }
+#define DIFFUSE_PRODUCT { 0.01, 0.09, 0.25, 0.7 } /* note alpha! */
+#define UNIFORM1 {1.0, 0.25, 0.75, 0.0 } /* don't change! */
+#define PSIZE 3.0
+#define PSIZE_MIN 2.0
+#define PSIZE_MAX 8.0
+#define PSIZE_THRESH 1.5
+#define PSIZE_ATTEN0 4.0
+#define PSIZE_ATTEN1 5.0
+#define PSIZE_ATTEN2 6.0
+#define FOG_START 100.0
+#define FOG_END 200.0
+#define FOG_R 1.0
+#define FOG_G 0.5
+#define FOG_B 1.0
+#define FOG_A 0.0
+static const GLfloat PrimaryColor[4] = { PRIMARY_R, PRIMARY_G,
+ PRIMARY_B, PRIMARY_A
+};
+
+static const GLfloat SecondaryColor[4] = { SECONDARY_R, SECONDARY_G,
+ SECONDARY_B, SECONDARY_A
+};
+
+static const GLfloat Ambient[4] = AMBIENT;
+static const GLfloat MatDiffuse[4] = MAT_DIFFUSE;
+static const GLfloat LightDiffuse[4] = LIGHT_DIFFUSE;
+
+static const GLfloat Uniform1[4] = UNIFORM1;
+static const GLfloat UniformArray[4] = { 0.1, 0.25, 0.5, 0.75 };
+
+static const GLfloat UniformArray4[4][4] = {
+ {0.1, 0.2, 0.3, 0.4},
+ {0.9, 0.8, 0.7, 0.6},
+ {0.5, 0.6, 0.7, 0.5},
+ {0.3, 0.4, 0.5, 0.6}
+};
+
+static const GLfloat PointAtten[3] =
+ { PSIZE_ATTEN0, PSIZE_ATTEN1, PSIZE_ATTEN2 };
+static const GLfloat FogColor[4] = { FOG_R, FOG_G, FOG_B, FOG_A };
+
+GLfloat tolerance[5];
+GLfloat looseTolerance[5];
+bool glsl_120; /* GLSL 1.20 or higher supported? */
+bool glsl_130; /* GLSL 1.30 or higher supported? */
+
+
+typedef struct
+{
+ const char *name;
+ const char *vertShaderString;
+ const char *fragShaderString;
+ GLfloat expectedColor[4];
+ GLfloat expectedZ;
+ int flags;
+} ShaderProgram;
+
+
+/* Shader program test cases */
+static const ShaderProgram Programs[] = {
+ // Simple tests =======================================================
+ {
+ "Primary plus secondary color",
+ // vert shader:
+ "void main() { \n"
+ " gl_Position = ftransform(); \n"
+ " gl_FrontColor = gl_Color + gl_SecondaryColor; \n" "} \n",
+ // frag shader:
+ "void main() { \n" " gl_FragColor = gl_Color; \n" "} \n",
+ {PRIMARY_R + SECONDARY_R,
+ PRIMARY_G + SECONDARY_G,
+ PRIMARY_B + SECONDARY_B,
+ 1.0 /*PRIMARY_A + SECONDARY_A */ },
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Global vars and initializers",
+ NO_VERTEX_SHADER,
+ "vec4 c = vec4(1.0, 0.5, 0.25, 0.0); \n"
+ "void main() { \n" " gl_FragColor = c; \n" "} \n",
+ {1.0, 0.5, 0.25, 0.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Global vars and initializers (2)",
+ NO_VERTEX_SHADER,
+ "vec4 c1 = vec4(0.4, 0.5, 0.25, 0.0); \n"
+ "vec4 c2 = vec4(0.3, 0.5, 0.5, 0.4); \n"
+ "vec4 c3 = c1 + c2; \n"
+ "void main() { \n" " gl_FragColor = c3; \n" "} \n",
+ {0.7, 1.0, 0.75, 0.4},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ // Swizzle, writemask =================================================
+ {
+ "Swizzle",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " vec4 a = vec4(0.5, 0.25, 0.0, 1.0); \n"
+ " gl_FragColor = a.yxxz; \n" "} \n",
+ {0.25, 0.5, 0.5, 0.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Swizzle (rgba)",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " vec4 a = vec4(0.5, 0.25, 0.0, 1.0); \n"
+ " gl_FragColor = a.grrb; \n" "} \n",
+ {0.25, 0.5, 0.5, 0.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Swizzle (stpq)",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " vec4 a = vec4(0.5, 0.25, 0.0, 1.0); \n"
+ " gl_FragColor = a.tssp; \n" "} \n",
+ {0.25, 0.5, 0.5, 0.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Writemask",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " gl_FragColor = vec4(1.0); \n"
+ " gl_FragColor.x = 0.5; \n" " gl_FragColor.z = 0.25; \n" "} \n",
+ {0.5, 1.0, 0.25, 1.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Swizzled writemask",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " gl_FragColor.zwxy = vec4(1.0, 0.5, 0.25, 0.75); \n" "} \n",
+ {0.25, 0.75, 1.0, 0.5},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Swizzled writemask (2)",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " gl_FragColor.zy = vec2(1.0, 0.5); \n"
+ " gl_FragColor.wx = vec2(0.25, 0.75); \n" "} \n",
+ {0.75, 0.5, 1.0, 0.25},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Swizzled writemask (rgba)",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " gl_FragColor.bg = vec2(1.0, 0.5); \n"
+ " gl_FragColor.ar = vec2(0.25, 0.75); \n" "} \n",
+ {0.75, 0.5, 1.0, 0.25},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Swizzled writemask (stpq)",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " gl_FragColor.pt = vec2(1.0, 0.5); \n"
+ " gl_FragColor.qs = vec2(0.25, 0.75); \n" "} \n",
+ {0.75, 0.5, 1.0, 0.25},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Swizzled expression",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " vec4 a = vec4(1, 1, 1, 1); \n"
+ " vec4 b = vec4(0.5, 0.2, 0.1, 0.8); \n"
+ " vec4 c = (a * b).wzyx; \n" " gl_FragColor = c; \n" "} \n",
+ {0.8, 0.1, 0.2, 0.5},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ // This test targets SOA implementations where we have to
+ // check for SOA dependencies.
+ "Swizzle in-place",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " vec4 a = vec4(0.5, 0.2, 0.1, 0.8); \n"
+ " a = a.yxwz; \n" " gl_FragColor = a; \n" "} \n",
+ {0.2, 0.5, 0.8, 0.1},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Swizzled swizzle",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " vec4 a = vec4(0.1, 0.2, 0.3, 0.4); \n"
+ " vec4 b = a.wzyx.yxwz; \n" " gl_FragColor = b; \n" "} \n",
+ {0.3, 0.4, 0.1, 0.2},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Swizzled swizzled swizzle",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " vec4 a = vec4(0.1, 0.2, 0.3, 0.4); \n"
+ " vec4 b = a.wzyx.yxwz.xxyz; \n" " gl_FragColor = b; \n" "} \n",
+ {0.3, 0.3, 0.4, 0.1},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+
+ // Z-write ============================================================
+ {
+ "gl_FragDepth writing",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " gl_FragColor = vec4(0.5); \n"
+ " gl_FragDepth = 0.25; \n" "} \n",
+ {0.5, 0.5, 0.5, 0.5},
+ 0.25, // Z value
+ FLAG_NONE},
+
+ // Basic arithmetic ===================================================
+ {
+ "chained assignment",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " float x, y, z; \n"
+ " x = y = z = 0.25; \n"
+ " gl_FragColor = vec4(x + y + z); \n" "} \n",
+ {0.75, 0.75, 0.75, 0.75},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ // built-in functions ================================================
+ {
+ // This is a Mesa regression test (bump.c)
+ "cross() function, in-place",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " vec3 u,v ; \n"
+ " u.x = 0.8; \n"
+ " u.y = -0.5; \n"
+ " u.z = 1.0; \n"
+ " v.x = 0.1; \n"
+ " v.y = 0.5; \n"
+ " v.z = -2.0; \n"
+ " u = cross(u, v); \n"
+ " gl_FragColor.xyz = u; \n" " gl_FragColor.w = 1.0; \n" "} \n",
+ {0.502, 1.0, 0.4509, 1.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ // Flow Control ======================================================
+ {
+ "sequence (comma) operator",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " float x, y, z; \n"
+ " x = 1.0, y = 0.5, z = x * y; \n"
+ " gl_FragColor = vec4(z); \n" "} \n",
+ {0.5, 0.5, 0.5, 0.5},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ // Logical operators =================================================
+ {
+ "&& operator, short-circuit",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " float x = 0.75; \n"
+ " // this should always be false \n"
+ " if (x <= 0.5 && ++x > 0.0) { \n"
+ " x += 0.1; \n"
+ " } \n" " gl_FragColor = vec4(x); \n" "} \n",
+ {0.75, 0.75, 0.75, 0.75},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "|| operator, short-circuit",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " float x = 0.75; \n"
+ " // this should always be true \n"
+ " if (x >= 0.5 || ++x >= 0.0) { \n"
+ " x += 0.1; \n"
+ " } \n" " gl_FragColor = vec4(x); \n" "} \n",
+ {0.85, 0.85, 0.85, 0.85},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ // GL state refs =====================================================
+ {
+ "GL state variable reference (gl_FrontMaterial.ambient)",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " gl_FragColor = gl_FrontMaterial.ambient; \n" "} \n",
+ AMBIENT,
+ DONT_CARE_Z,
+ FLAG_NONE},
+ {
+ "GL state variable reference (gl_LightSource[0].diffuse)",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " gl_FragColor = gl_LightSource[0].diffuse; \n" "} \n",
+ LIGHT_DIFFUSE,
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "GL state variable reference (diffuse product)",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " gl_FragColor = gl_FrontLightProduct[0].diffuse; \n" "} \n",
+ DIFFUSE_PRODUCT,
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "GL state variable reference (point size)",
+ "void main() { \n"
+ " gl_Position = ftransform(); \n"
+ " gl_FrontColor.x = gl_Point.size * 0.1; \n"
+ " gl_FrontColor.y = gl_Point.sizeMin * 0.1; \n"
+ " gl_FrontColor.z = gl_Point.sizeMax * 0.1; \n"
+ " gl_FrontColor.w = 0.0; \n" "} \n",
+ NO_FRAGMENT_SHADER,
+ {PSIZE * 0.1, PSIZE_MIN * 0.1, PSIZE_MAX * 0.1, 0.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "GL state variable reference (point attenuation)",
+ "void main() { \n"
+ " gl_Position = ftransform(); \n"
+ " gl_FrontColor.x = gl_Point.distanceConstantAttenuation * 0.1; \n"
+ " gl_FrontColor.y = gl_Point.distanceLinearAttenuation * 0.1; \n"
+ " gl_FrontColor.z = gl_Point.distanceQuadraticAttenuation * 0.1; \n"
+ " gl_FrontColor.w = 0.0; \n" "} \n",
+ NO_FRAGMENT_SHADER,
+ {PSIZE_ATTEN0 * 0.1, PSIZE_ATTEN1 * 0.1,
+ PSIZE_ATTEN2 * 0.1, 0.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "linear fog",
+ // vertex prog:
+ "void main() { \n"
+ " gl_Position = ftransform(); \n"
+ " gl_FogFragCoord = 125.0; \n"
+ " gl_FrontColor = gl_Color; \n" "} \n",
+ // fragment prog:
+ "void main() { \n"
+ " float bf = (gl_FogFragCoord - gl_Fog.start) * gl_Fog.scale; \n"
+ " gl_FragColor = mix(gl_Color, gl_Fog.color, bf); \n" "} \n",
+#define BF (125.0 - FOG_START) / (FOG_END - FOG_START) // Blend Factor
+ {PRIMARY_R + BF * (FOG_R - PRIMARY_R),
+ PRIMARY_G + BF * (FOG_G - PRIMARY_G),
+ PRIMARY_B + BF * (FOG_B - PRIMARY_B),
+ PRIMARY_A + BF * (FOG_A - PRIMARY_A)},
+#undef BF
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "built-in constants",
+ // vertex shader:
+ "void main() { \n"
+ " gl_Position = ftransform(); \n"
+ " // front color values should all be >= 1.0 \n"
+ " gl_FrontColor = vec4(gl_MaxLights, gl_MaxClipPlanes,\n"
+ " gl_MaxTextureUnits, \n"
+ " gl_MaxTextureCoords); \n" "} \n",
+ NO_FRAGMENT_SHADER,
+ {1.0, 1.0, 1.0, 1.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ // Texture functions ==================================================
+ {
+ "texture2D()",
+ NO_VERTEX_SHADER,
+ "uniform sampler2D tex2d; \n"
+ "void main() { \n"
+ " gl_FragColor = texture2D(tex2d, gl_TexCoord[0].xy);\n" "} \n",
+ {1.0, 0.0, 0.0, 1.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "texture2D(), computed coordinate",
+ NO_VERTEX_SHADER,
+ "uniform sampler2D tex2d; \n"
+ "void main() { \n"
+ " vec2 coord = gl_TexCoord[0].xy + vec2(0.5); \n"
+ " gl_FragColor = texture2D(tex2d, coord, 0.0); \n" "} \n",
+ {1.0, 1.0, 1.0, 1.0}, // upper-right tex color
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "texture2D(), with bias",
+ NO_VERTEX_SHADER,
+ "uniform sampler2D tex2d; \n"
+ "void main() { \n"
+ " gl_FragColor = texture2D(tex2d, gl_TexCoord[0].xy, 1.0);\n"
+ "} \n",
+ {0.5, 0.0, 0.0, 0.5},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "2D Texture lookup with explicit lod (Vertex shader)",
+ "uniform sampler2D tex2d; \n"
+ "void main() { \n"
+ " gl_FrontColor = texture2DLod(tex2d, gl_MultiTexCoord0.xy, 2.0);\n"
+ " gl_Position = ftransform(); \n" "} \n",
+ NO_FRAGMENT_SHADER,
+ {0.25, 0.0, 0.0, 0.25},
+ DONT_CARE_Z,
+ FLAG_VERTEX_TEXTURE},
+
+ {
+ "texture2DProj()",
+ NO_VERTEX_SHADER,
+ "uniform sampler2D tex2d; \n"
+ "void main() { \n"
+ " vec4 coord = gl_TexCoord[0] * vec4(2.25); \n"
+ " // 'proj' will divide components by w (=2.25) \n"
+ " gl_FragColor = texture2DProj(tex2d, coord);\n" "} \n",
+ {1.0, 0.0, 0.0, 1.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "texture1D()",
+ NO_VERTEX_SHADER,
+ "uniform sampler1D tex1d; \n"
+ "void main() { \n"
+ " gl_FragColor = texture1D(tex1d, gl_TexCoord[0].x);\n" "} \n",
+ {1.0, 0.0, 0.0, 1.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "texture3D()",
+ NO_VERTEX_SHADER,
+ "uniform sampler3D tex3d; \n"
+ "void main() { \n"
+ " gl_FragColor = texture3D(tex3d, gl_TexCoord[0].xyz);\n" "} \n",
+ {1.0, 0.0, 0.0, 1.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "texture3D(), computed coord",
+ NO_VERTEX_SHADER,
+ "uniform sampler3D tex3d; \n"
+ "void main() { \n"
+ " vec3 coord = gl_TexCoord[0].xyz; \n"
+ " coord.y = 0.75; \n"
+ " coord.z = 0.75; \n"
+ " gl_FragColor = texture3D(tex3d, coord); \n" "} \n",
+ {0.0, 0.0, 0.5, 0.5},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "shadow2D(): 1",
+ NO_VERTEX_SHADER,
+ "uniform sampler2DShadow texZ; \n"
+ "void main() { \n"
+ " vec3 coord = vec3(0.1, 0.1, 0.5); \n"
+ " // shadow map value should be 0.25 \n"
+ " gl_FragColor = shadow2D(texZ, coord) + vec4(0.25); \n"
+ " // color = (0.5 <= 0.25) ? 1.25 : 0.25\n" "} \n",
+ {0.25, 0.25, 0.25, 1.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "shadow2D(): 2",
+ NO_VERTEX_SHADER,
+ "uniform sampler2DShadow texZ; \n"
+ "void main() { \n"
+ " vec3 coord = vec3(0.1, 0.1, 0.2); \n"
+ " // shadow map value should be 0.25 \n"
+ " gl_FragColor = shadow2D(texZ, coord); \n"
+ " // color = (0.2 <= 0.25) ? 1 : 0\n" "} \n",
+ {1.0, 1.0, 1.0, 1.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "shadow2D(): 3",
+ NO_VERTEX_SHADER,
+ "uniform sampler2DShadow texZ; \n"
+ "void main() { \n"
+ " vec3 coord = vec3(0.9, 0.9, 0.95); \n"
+ " // shadow map value should be 0.75 \n"
+ " gl_FragColor = shadow2D(texZ, coord) + vec4(0.25); \n"
+ " // color = (0.95 <= 0.75) ? 1.25 : 0.25\n" "} \n",
+ {0.25, 0.25, 0.25, 1.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "shadow2D(): 4",
+ NO_VERTEX_SHADER,
+ "uniform sampler2DShadow texZ; \n"
+ "void main() { \n"
+ " vec3 coord = vec3(0.9, 0.9, 0.65); \n"
+ " // shadow map value should be 0.75 \n"
+ " gl_FragColor = shadow2D(texZ, coord); \n"
+ " // color = (0.65 <= 0.75) ? 1 : 0\n" "} \n",
+ {1.0, 1.0, 1.0, 1.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ // Function calls ====================================================
+ {
+ "nested function calls (1)",
+ NO_VERTEX_SHADER,
+ "float Half(const in float x) { \n"
+ " return 0.5 * x; \n"
+ "} \n"
+ "\n"
+ "float square(const in float x) { \n"
+ " return x * x; \n"
+ "} \n"
+ "\n"
+ "void main() { \n"
+ " float a = 0.5; \n"
+ " float b = square(Half(1.0)); \n"
+ " gl_FragColor = vec4(b); \n" "} \n",
+ {0.25, 0.25, 0.25, 0.25},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "nested function calls (2)",
+ NO_VERTEX_SHADER,
+ "float Half(const in float x) { \n"
+ " return 0.5 * x; \n"
+ "} \n"
+ "\n"
+ "float square_half(const in float x) { \n"
+ " float y = Half(x); \n"
+ " return y * y; \n"
+ "} \n"
+ "\n"
+ "void main() { \n"
+ " float a = 1.0; \n"
+ " float b = square_half(a); \n"
+ " gl_FragColor = vec4(b); \n" "} \n",
+ {0.25, 0.25, 0.25, 0.25},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "nested function calls (3)",
+ NO_VERTEX_SHADER,
+ "float Half(const in float x) { \n"
+ " return 0.5 * x; \n"
+ "} \n"
+ "\n"
+ "void main() { \n"
+ " float a = 0.5; \n"
+ " float b = Half(Half(a)); \n"
+ " gl_FragColor = vec4(b); \n" "} \n",
+ {0.125, 0.125, 0.125, 0.125},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "TPPStreamCompiler::assignOperands",
+ NO_VERTEX_SHADER,
+ "struct S { \n"
+ " float f; \n"
+ "}; \n"
+ "\n"
+ "void F(S s) {} \n"
+ "\n"
+ "const S s = S(0.0); \n"
+ "\n"
+ "void F() { \n"
+ " F(s); \n"
+ "} \n"
+ "\n"
+ "void main() { \n"
+ " gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); \n" "} \n",
+ {0.0, 0.0, 0.0, 0.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ // Matrix tests ======================================================
+ {
+ "matrix column check (1)",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " mat4 m = gl_TextureMatrix[1]; \n"
+ " gl_FragColor = m[0]; \n" "} \n",
+ {1.0, 0.5, 0.6, 0.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "matrix column check (2)",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " mat4 m = gl_TextureMatrix[1]; \n"
+ " gl_FragColor = m[3]; \n" "} \n",
+ {0.1, 0.2, 0.3, 1.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "matrix, vector multiply (1)",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " mat4 m = mat4(0.5); // scale by 0.5 \n"
+ " vec4 color = gl_Color * m; \n"
+ " gl_FragColor = color; \n" "} \n",
+ {0.5 * PRIMARY_R, 0.5 * PRIMARY_G,
+ 0.5 * PRIMARY_B, 0.5 * PRIMARY_A},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "matrix, vector multiply (2)",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " vec4 color = gl_TextureMatrix[1] * gl_Color; \n"
+ " gl_FragColor = color; \n" "} \n",
+ {0.2745, 0.9255, 0.7294, 1.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "matrix, vector multiply (3)",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " vec4 color = gl_Color * gl_TextureMatrix[1]; \n"
+ " gl_FragColor = color; \n" "} \n",
+ {0.925, 0.925, 0.6999, .5750},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "uniform matrix",
+ NO_VERTEX_SHADER,
+ "uniform mat4 uniformMat4; \n"
+ "void main() { \n" " gl_FragColor = uniformMat4[3]; \n" "} \n",
+ {0.6, 0.7, 0.8, 1.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "uniform matrix, transposed",
+ NO_VERTEX_SHADER,
+ "uniform mat4 uniformMat4t; \n"
+ "void main() { \n" " gl_FragColor = uniformMat4t[2]; \n" "} \n",
+ {0.2, 0.0, 1.0, 0.8},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ // Struct tests ======================================================
+ {
+ "struct (1)",
+ NO_VERTEX_SHADER,
+ "struct s1 { \n"
+ " float f1; \n"
+ " vec4 v4; \n"
+ "}; \n"
+ "\n"
+ "void main() { \n"
+ " s1 a, b; \n"
+ " a.v4 = vec4(0.25, 0.5, 0.75, 1.0); \n"
+ " a.f1 = 0.0; \n"
+ " b = a; \n" " gl_FragColor = b.v4; \n" "} \n",
+ {0.25, 0.5, 0.75, 1.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "struct (2)",
+ NO_VERTEX_SHADER,
+ "struct s1 { \n"
+ " float f1; \n"
+ " vec4 v4; \n"
+ "}; \n"
+ "\n"
+ "void main() { \n"
+ " s1 a[2]; \n"
+ " a[0].v4 = vec4(0.25, 0.5, 0.75, 1.0); \n"
+ " a[0].f1 = 0.0; \n"
+ " a[1] = a[0]; \n" " gl_FragColor = a[1].v4; \n" "} \n",
+ {0.25, 0.5, 0.75, 1.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "struct (3)",
+ NO_VERTEX_SHADER,
+ "struct s1 { \n"
+ " float f1; \n"
+ " vec4 v4; \n"
+ "}; \n"
+ "\n"
+ "void main() { \n"
+ " vec4 scale = vec4(0.5); \n"
+ " vec4 bias = vec4(0.1); \n"
+ " s1 a; \n"
+ " a.v4 = vec4(0.25, 0.5, 0.75, 1.0); \n"
+ " a.f1 = 0.0; \n"
+ " gl_FragColor = a.v4 * scale + bias; \n" "} \n",
+ {0.225, 0.35, 0.475, 0.6},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "struct (4)",
+ NO_VERTEX_SHADER,
+ "struct s1 { \n"
+ " float foo; \n"
+ " vec4 v4; \n"
+ "}; \n"
+ "struct s2 { \n"
+ " float bar; \n"
+ " s1 s; \n"
+ " float baz; \n"
+ "}; \n"
+ "\n"
+ "void main() { \n"
+ " s2 a; \n"
+ " a.s.v4 = vec4(0.25, 0.5, 0.75, 1.0); \n"
+ " a.bar = 0.0; \n"
+ " a.baz = 0.0; \n"
+ " a.s.foo = 0.0; \n" " gl_FragColor = a.s.v4; \n" "} \n",
+ {0.25, 0.5, 0.75, 1.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ // Preprocessor tests ================================================
+ {
+ "Preprocessor test 1 (#if 0)",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ "#if 0 \n"
+ " gl_FragColor = vec4(0.5); \n"
+ "#else \n" " gl_FragColor = vec4(0.3); \n" "#endif \n" "} \n",
+ {0.3, 0.3, 0.3, 0.3},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Preprocessor test 2 (#if 1)",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ "#if 1 \n"
+ " gl_FragColor = vec4(0.5); \n"
+ "#else \n" " gl_FragColor = vec4(0.3); \n" "#endif \n" "} \n",
+ {0.5, 0.5, 0.5, 0.5},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Preprocessor test 3 (#if ==)",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ "#define SYMBOL 3 \n"
+ "#if SYMBOL == 3 \n"
+ " gl_FragColor = vec4(0.5); \n"
+ "#else \n" " gl_FragColor = vec4(0.3); \n" "#endif \n" "} \n",
+ {0.5, 0.5, 0.5, 0.5},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Preprocessor test 4 (#if 1, #define macro)",
+ NO_VERTEX_SHADER,
+ "#if 1 \n"
+ "#define FOO(x) x \n"
+ "#else \n"
+ "#define FOO(x) (0.5 * (x)) \n"
+ "#endif \n"
+ "void main() { \n" " gl_FragColor = vec4(FOO(0.25)); \n" "} \n",
+ {0.25, 0.25, 0.25, 0.25},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Preprocessor test 5 (#if 1, #define macro)",
+ NO_VERTEX_SHADER,
+ "#define BAR(x) x \n"
+ "#if 1 \n"
+ "#define FOO(x) BAR(x) \n"
+ "#else \n"
+ "#define FOO(x) (BAR(x) + BAR(x)) \n"
+ "#endif \n"
+ "void main() { \n" " gl_FragColor = vec4(FOO(0.25)); \n" "} \n",
+ {0.25, 0.25, 0.25, 0.25},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Preprocessor test 6 (#if 0, #define macro)",
+ NO_VERTEX_SHADER,
+ "#define BAR(x) x \n"
+ "#if 0 \n"
+ "#define FOO(x) BAR(x) \n"
+ "#else \n"
+ "#define FOO(x) (BAR(x) + BAR(x)) \n"
+ "#endif \n"
+ "void main() { \n" " gl_FragColor = vec4(FOO(0.25)); \n" "} \n",
+ {0.5, 0.5, 0.5, 0.5},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Preprocessor test 7 (multi-line #define)",
+ NO_VERTEX_SHADER,
+ "#define FOO(x) \\\n"
+ " ((x) + (x)) \n"
+ "void main() { \n" " gl_FragColor = vec4(FOO(0.25)); \n" "} \n",
+ {0.5, 0.5, 0.5, 0.5},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Preprocessor test 8 (#ifdef)",
+ NO_VERTEX_SHADER,
+ "#define FOO \n"
+ "void main() { \n"
+ "#ifdef FOO \n"
+ " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n"
+ "#else \n"
+ " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" "#endif \n" "} \n",
+ {0.0, 1.0, 0.0, 0.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Preprocessor test 9 (#ifndef)",
+ NO_VERTEX_SHADER,
+ "#define FOO \n"
+ "void main() { \n"
+ "#ifndef FOO \n"
+ " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n"
+ "#else \n"
+ " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" "#endif \n" "} \n",
+ {1.0, 0.0, 0.0, 0.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Preprocessor test 10 (#if defined())",
+ NO_VERTEX_SHADER,
+ "#define FOO \n"
+ "void main() { \n"
+ "#if defined(FOO) \n"
+ " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n"
+ "#else \n"
+ " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" "#endif \n" "} \n",
+ {0.0, 1.0, 0.0, 0.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Preprocessor test 11 (#elif)",
+ NO_VERTEX_SHADER,
+ "#define FOO 1\n"
+ "void main() { \n"
+ "#if FOO == 1 \n"
+ " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n"
+ "#elif FOO == 2\n"
+ " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n"
+ "#else \n"
+ " vec4 r = vec4(1.0, 1.0, 0.0, 0.0); \n"
+ "#endif \n" " gl_FragColor = r; \n" "} \n",
+ {0.0, 1.0, 0.0, 0.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Preprocessor test 12 (#elif)",
+ NO_VERTEX_SHADER,
+ "#define FOO 2\n"
+ "void main() { \n"
+ "#if FOO == 1 \n"
+ " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n"
+ "#elif FOO == 2\n"
+ " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n"
+ "#else \n"
+ " vec4 r = vec4(1.0, 1.0, 0.0, 0.0); \n"
+ "#endif \n" " gl_FragColor = r; \n" "} \n",
+ {1.0, 0.0, 0.0, 0.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Preprocessor test 13 (nested #if)",
+ NO_VERTEX_SHADER,
+ "#define FOO 1\n"
+ "#define BAR 0\n"
+ "void main() { \n"
+ "#if FOO == 1 \n"
+ "#if BAR == 1 \n"
+ " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n"
+ "#else \n"
+ " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n"
+ "#endif \n"
+ "#else \n"
+ " vec4 r = vec4(0.0, 0.0, 1.0, 0.0); \n"
+ "#endif \n" " gl_FragColor = r; \n" "} \n",
+ {0.0, 1.0, 0.0, 0.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Preprocessor test 14 (nested #if)",
+ NO_VERTEX_SHADER,
+ "#define FOO 0\n"
+ "#define BAR 0\n"
+ "void main() { \n"
+ "#if FOO == 1 \n"
+ " vec4 r = vec4(0.0, 0.0, 1.0, 0.0); \n"
+ "#else \n"
+ "#if BAR == 1 \n"
+ " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n"
+ "#else \n"
+ " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n"
+ "#endif \n" "#endif \n" " gl_FragColor = r; \n" "} \n",
+ {0.0, 1.0, 0.0, 0.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ "Preprocessor test 15 (nested #if, #elif)",
+ NO_VERTEX_SHADER,
+ "#define FOO 0\n"
+ "#define BAR 2\n"
+ "void main() { \n"
+ "#if FOO == 1 \n"
+ " vec4 r = vec4(0.0, 0.0, 1.0, 0.0); \n"
+ "#else \n"
+ "#if BAR == 1 \n"
+ " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n"
+ "#elif BAR == 2 \n"
+ " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n"
+ "#else \n"
+ " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n"
+ "#endif \n" "#endif \n" " gl_FragColor = r; \n" "} \n",
+ {1.0, 0.0, 0.0, 0.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {
+ // This test will only be run if we have the GL_ARB_draw_buffers
+ // extension. Note the FLAG_ARB_DRAW_BUFFERS flag.
+ "Preprocessor test (extension test 1)",
+ NO_VERTEX_SHADER,
+ "#extension GL_ARB_draw_buffers: enable\n"
+ "void main() { \n"
+ "#if defined(GL_ARB_draw_buffers) \n"
+ " gl_FragData[0] = vec4(0.0, 1.0, 0.0, 0.0); \n"
+ "#else \n"
+ " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" "#endif \n" "} \n",
+ {0.0, 1.0, 0.0, 0.0},
+ DONT_CARE_Z,
+ FLAG_ARB_DRAW_BUFFERS},
+
+ {
+ // As above, but use #if == 1 test.
+ "Preprocessor test (extension test 2)",
+ NO_VERTEX_SHADER,
+ "#extension GL_ARB_draw_buffers: enable\n"
+ "void main() { \n"
+ "#if GL_ARB_draw_buffers == 1\n"
+ " gl_FragData[0] = vec4(0.0, 1.0, 0.0, 0.0); \n"
+ "#else \n"
+ " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" "#endif \n" "} \n",
+ {0.0, 1.0, 0.0, 0.0},
+ DONT_CARE_Z,
+ FLAG_ARB_DRAW_BUFFERS},
+
+ {
+ // Test using a non-existant function. Should not compile.
+ "Preprocessor test (extension test 3)",
+ NO_VERTEX_SHADER,
+ "#extension GL_FOO_bar: require\n"
+ "void main() { \n"
+ " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" "} \n",
+ {0.0, 1.0, 0.0, 0.0},
+ DONT_CARE_Z,
+ FLAG_ILLEGAL_SHADER},
+
+ {
+ "Preprocessor test (11)",
+ NO_VERTEX_SHADER,
+ "#define FOO \n"
+ "void main() { \n"
+ "#if !defined(FOO) \n"
+ " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n"
+ "#else \n"
+ " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" "#endif \n" "} \n",
+ {1.0, 0.0, 0.0, 0.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ // Illegal shaders ==================================================
+ {
+ "undefined variable",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " vec3 v = u; \n" " gl_FragColor = vec4(0.5); \n" "} \n",
+ {0.5, 0.5, 0.5, 0.5},
+ DONT_CARE_Z,
+ FLAG_ILLEGAL_SHADER},
+
+ {
+ "if (boolean-scalar) check",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " vec3 v; \n"
+ " if (v) { \n" " } \n" " gl_FragColor = vec4(0.5); \n" "} \n",
+ {0.5, 0.5, 0.5, 0.5},
+ DONT_CARE_Z,
+ FLAG_ILLEGAL_SHADER},
+
+ {
+ "break with no loop",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " break; \n" " gl_FragColor = vec4(0.5); \n" "} \n",
+ {0.5, 0.5, 0.5, 0.5},
+ DONT_CARE_Z,
+ FLAG_ILLEGAL_SHADER},
+
+ {
+ "continue with no loop",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " continue; \n" " gl_FragColor = vec4(0.5); \n" "} \n",
+ {0.5, 0.5, 0.5, 0.5},
+ DONT_CARE_Z,
+ FLAG_ILLEGAL_SHADER},
+
+ {
+ "illegal assignment",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " float x = main; \n" " gl_FragColor = vec4(0.5); \n" "} \n",
+ {0.5, 0.5, 0.5, 0.5},
+ DONT_CARE_Z,
+ FLAG_ILLEGAL_SHADER},
+
+ {
+ "syntax error check (1)",
+ NO_VERTEX_SHADER,
+ "void main() { \n"
+ " float x = ; \n" " gl_FragColor = vec4(0.5); \n" "} \n",
+ {0.5, 0.5, 0.5, 0.5},
+ DONT_CARE_Z,
+ FLAG_ILLEGAL_SHADER},
+
+ {
+ "syntax error check (2)",
+ NO_VERTEX_SHADER,
+ "main() { \n" " gl_FragColor = vec4(0.5); \n" "} \n",
+ {0.5, 0.5, 0.5, 0.5},
+ DONT_CARE_Z,
+ FLAG_ILLEGAL_SHADER},
+
+ {
+ "syntax error check (3)",
+ NO_VERTEX_SHADER,
+ "main() { \n"
+ " float x = 1.0 2.0; \n" " gl_FragColor = vec4(0.5); \n" "} \n",
+ {0.5, 0.5, 0.5, 0.5},
+ DONT_CARE_Z,
+ FLAG_ILLEGAL_SHADER},
+
+ {
+ "TIntermediate::addUnaryMath",
+ NO_VERTEX_SHADER,
+ "void main() { \n" " -vec4(x ? 1.0 : -1.0); \n" "} \n",
+ {0.5, 0.5, 0.5, 0.5},
+ DONT_CARE_Z,
+ FLAG_ILLEGAL_SHADER},
+
+ // Other new GLSL 1.20, 1.30 features (just parse/compile tests)
+ {
+ "GLSL 1.30 precision qualifiers",
+ NO_VERTEX_SHADER,
+ "#version 130 \n"
+ "highp float f1; \n"
+ "mediump float f2; \n"
+ "lowp float f3; \n"
+ "precision mediump float; \n"
+ "precision lowp int; \n"
+ "precision highp float; \n"
+ "void main() { \n" " gl_FragColor = vec4(1); \n" "} \n",
+ {1.0, 1.0, 1.0, 1.0},
+ DONT_CARE_Z,
+ FLAG_VERSION_1_30},
+ {
+ "GLSL 1.20 invariant, centroid qualifiers",
+ NO_VERTEX_SHADER,
+ "#version 120 \n"
+ "invariant varying vec4 v1; \n"
+ "centroid varying vec4 v2; \n"
+ "invariant centroid varying vec4 v3; \n"
+ "varying vec4 v4; \n"
+ "invariant v4; \n"
+ "void main() { \n" " gl_FragColor = vec4(1); \n" "} \n",
+ {1.0, 1.0, 1.0, 1.0},
+ DONT_CARE_Z,
+ FLAG_VERSION_1_20},
+
+#if 0
+ // Check behaviour of inf/nan =========================================
+ {
+ "Divide by zero",
+ NO_VERTEX_SHADER,
+ "uniform vec4 uniform1; \n"
+ "void main() { \n"
+ " float div = uniform1.y / uniform1.w; // div by zero\n"
+ " div = div * uniform1.w; // mul by zero \n"
+ " gl_FragColor = vec4(0.5 + div); \n" "} \n",
+ {0.5, 0.5, 0.5, 0.5},
+ DONT_CARE_Z,
+ FLAG_NONE},
+#endif
+
+ // Illegal link test ==================================================
+ {
+ "gl_Position not written check",
+ "void main() { \n" " gl_FrontColor = vec4(0.3); \n" "} \n",
+ NO_FRAGMENT_SHADER,
+ {0.5, 0.5, 0.5, 0.5},
+ DONT_CARE_Z,
+ FLAG_ILLEGAL_LINK},
+
+ {
+ "varying var mismatch",
+ // vert shader:
+ "varying vec4 foo; \n"
+ "void main() { \n"
+ " foo = gl_Color; \n" " gl_Position = ftransform(); \n" "} \n",
+ // frag shader:
+ "varying vec4 bar; \n"
+ "void main() { \n" " gl_FragColor = bar; \n" "} \n",
+ {0.0, 0.0, 0.0, 0.0},
+ DONT_CARE_Z,
+ FLAG_ILLEGAL_LINK},
+
+ {
+ "varying read but not written",
+ // vert shader:
+ "varying vec4 foo; \n"
+ "void main() { \n" " gl_Position = ftransform(); \n" "} \n",
+ // frag shader:
+ "varying vec4 foo; \n"
+ "void main() { \n" " gl_FragColor = foo; \n" "} \n",
+ {0.0, 0.0, 0.0, 0.0},
+ DONT_CARE_Z,
+ FLAG_ILLEGAL_LINK},
+
+ {
+ "texcoord varying",
+ // Does the linker correctly recognize that texcoord[1] is
+ // written by the vertex shader and read by the fragment shader?
+ // vert shader:
+ "varying vec4 gl_TexCoord[4]; \n"
+ "void main() { \n"
+ " int i = 1; \n"
+ " gl_TexCoord[i] = vec4(0.5, 0, 0, 0); \n"
+ " gl_Position = ftransform(); \n" "} \n",
+ // frag shader:
+ "varying vec4 gl_TexCoord[4]; \n"
+ "void main() { \n" " gl_FragColor = gl_TexCoord[1]; \n" "} \n",
+ {0.5, 0.0, 0.0, 0.0},
+ DONT_CARE_Z,
+ FLAG_NONE},
+
+ {NULL, NULL, NULL, {0, 0, 0, 0}, 0, FLAG_NONE} /* end of list sentinal */
+};
+
+
+void
+setupTextures(void)
+{
+ GLubyte teximage0[16][16][4];
+ GLubyte teximage1[8][8][4];
+ GLubyte teximage2[4][4][4];
+ GLubyte teximage3D[16][16][16][4];
+ GLfloat teximageZ[16][16];
+ GLint i, j, k;
+ GLuint obj1D, obj2D, obj3D, objZ;
+
+ glGenTextures(1, &obj1D);
+ glGenTextures(1, &obj2D);
+ glGenTextures(1, &obj3D);
+ glGenTextures(1, &objZ);
+
+ glActiveTexture(GL_TEXTURE0);
+
+ /* 2D texture, w/ mipmap */
+ glBindTexture(GL_TEXTURE_2D, obj2D);
+ // +-------+-------+
+ // | blue | white |
+ // +-------+-------+
+ // | red | green |
+ // +-------+-------+
+ for (i = 0; i < 16; i++) {
+ for (j = 0; j < 16; j++) {
+ if (i < 8) {
+ /* bottom half */
+ if (j < 8) {
+ /* red */
+ teximage0[i][j][0] = 255;
+ teximage0[i][j][1] = 0;
+ teximage0[i][j][2] = 0;
+ teximage0[i][j][3] = 255;
+ } else {
+ /* green */
+ teximage0[i][j][0] = 0;
+ teximage0[i][j][1] = 255;
+ teximage0[i][j][2] = 0;
+ teximage0[i][j][3] = 255;
+ }
+ } else {
+ /* top half */
+ if (j < 8) {
+ /* blue */
+ teximage0[i][j][0] = 0;
+ teximage0[i][j][1] = 0;
+ teximage0[i][j][2] = 255;
+ teximage0[i][j][3] = 255;
+ } else {
+ /* white */
+ teximage0[i][j][0] = 255;
+ teximage0[i][j][1] = 255;
+ teximage0[i][j][2] = 255;
+ teximage0[i][j][3] = 255;
+ }
+ }
+ }
+ }
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, teximage0);
+
+ /* level 1: same colors, half intensity */
+ for (i = 0; i < 8; i++) {
+ for (j = 0; j < 8; j++) {
+ teximage1[i][j][0] = teximage0[i * 2][j * 2][0] / 2;
+ teximage1[i][j][1] = teximage0[i * 2][j * 2][1] / 2;
+ teximage1[i][j][2] = teximage0[i * 2][j * 2][2] / 2;
+ teximage1[i][j][3] = teximage0[i * 2][j * 2][3] / 2;
+ }
+ }
+ glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 8, 8, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, teximage1);
+
+ /* level 2: 1/4 intensity */
+ for (i = 0; i < 4; i++) {
+ for (j = 0; j < 4; j++) {
+ teximage2[i][j][0] = teximage0[i * 4][j * 4][0] / 4;
+ teximage2[i][j][1] = teximage0[i * 4][j * 4][1] / 4;
+ teximage2[i][j][2] = teximage0[i * 4][j * 4][2] / 4;
+ teximage2[i][j][3] = teximage0[i * 4][j * 4][3] / 4;
+ }
+ }
+ glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 4, 4, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, teximage2);
+
+ /* level 3, 4: don't care */
+ glTexImage2D(GL_TEXTURE_2D, 3, GL_RGBA, 2, 2, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, teximage0);
+ glTexImage2D(GL_TEXTURE_2D, 4, GL_RGBA, 1, 1, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, teximage0);
+
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ GL_NEAREST_MIPMAP_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ /* 1D texture: just bottom row of the 2D texture */
+ glBindTexture(GL_TEXTURE_1D, obj1D);
+ glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 16, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, teximage0);
+
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ /* 3D texture: 2D texture, depth = 1 */
+ for (i = 0; i < 16; i++) {
+ for (j = 0; j < 16; j++) {
+ for (k = 0; k < 16; k++) {
+ if (i < 8) {
+ teximage3D[i][j][k][0] =
+ teximage0[j][k][0];
+ teximage3D[i][j][k][1] =
+ teximage0[j][k][1];
+ teximage3D[i][j][k][2] =
+ teximage0[j][k][2];
+ teximage3D[i][j][k][3] =
+ teximage0[j][k][3];
+ } else {
+ /* back half: half intensity */
+ teximage3D[i][j][k][0] =
+ teximage0[j][k][0] / 2;
+ teximage3D[i][j][k][1] =
+ teximage0[j][k][1] / 2;
+ teximage3D[i][j][k][2] =
+ teximage0[j][k][2] / 2;
+ teximage3D[i][j][k][3] =
+ teximage0[j][k][3] / 2;
+ }
+ }
+ }
+ }
+ glBindTexture(GL_TEXTURE_3D, obj3D);
+ glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 16, 16, 16, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, teximage3D);
+
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ /* 2D GL_DEPTH_COMPONENT texture (for shadow sampler tests)
+ * Left half = 0.25, right half = 0.75
+ */
+ for (i = 0; i < 16; i++) {
+ for (j = 0; j < 16; j++) {
+ if (j < 8)
+ teximageZ[i][j] = 0.25;
+ else
+ teximageZ[i][j] = 0.75;
+ }
+ }
+ glActiveTexture(GL_TEXTURE1); /* NOTE: Unit 1 */
+ glBindTexture(GL_TEXTURE_2D, objZ);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 16, 16, 0,
+ GL_DEPTH_COMPONENT, GL_FLOAT, teximageZ);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
+ GL_COMPARE_R_TO_TEXTURE_ARB);
+
+ glActiveTexture(GL_TEXTURE0);
+}
+
+
+void
+setupTextureMatrix1(void)
+{
+ /* This matrix is used by some of the general matrix tests */
+ static const GLfloat m[16] = {
+ 1.0, 0.5, 0.6, 0.0, /* col 0 */
+ 0.0, 1.0, 0.0, 0.7, /* col 1 */
+ 0.0, 0.0, 1.0, 0.8, /* col 2 */
+ 0.1, 0.2, 0.3, 1.0 /* col 3 */
+ };
+ glMatrixMode(GL_TEXTURE);
+ glActiveTexture(GL_TEXTURE1);
+ glLoadMatrixf(m);
+ glActiveTexture(GL_TEXTURE0);
+ glMatrixMode(GL_MODELVIEW);
+}
+
+
+void
+reportFailure(const char *programName,
+ const GLfloat expectedColor[4], const GLfloat actualColor[4])
+{
+ printf("FAILURE:\n");
+ printf(" Shader test: %s\n", programName);
+ printf(" Expected color: %f, %f, %f, %f\n", expectedColor[0],
+ expectedColor[1], expectedColor[2], expectedColor[3]);
+ printf(" Observed color: %f, %f, %f, %f\n", actualColor[0],
+ actualColor[1], actualColor[2], actualColor[3]);
+}
+
+
+void
+reportZFailure(const char *programName, GLfloat expectedZ, GLfloat actualZ)
+{
+ printf("FAILURE:\n");
+ printf(" Shader test: %s\n", programName);
+ printf(" Expected Z: %f\n", expectedZ);
+ printf(" Observed Z: %f\n", actualZ);
+}
+
+
+/* Compare actual and expected colors */
+bool
+equalColors(const GLfloat act[4], const GLfloat exp[4], int flags)
+{
+ const GLfloat *tol;
+ if (flags & FLAG_LOOSE)
+ tol = looseTolerance;
+ else
+ tol = tolerance;
+ if ((fabsf(act[0] - exp[0]) > tol[0]) ||
+ (fabsf(act[1] - exp[1]) > tol[1]) ||
+ (fabsf(act[2] - exp[2]) > tol[2]) ||
+ (fabsf(act[3] - exp[3]) > tol[3]))
+ return false;
+ else
+ return true;
+}
+
+
+bool
+equalDepth(GLfloat z0, GLfloat z1)
+{
+ if (fabsf(z0 - z1) > tolerance[4])
+ return false;
+ else
+ return true;
+}
+
+
+GLuint
+loadAndCompileShader(GLenum target, const char *str)
+{
+ GLuint shader;
+ shader = glCreateShader(target);
+ glShaderSource(shader, 1, (const GLchar **) &str, NULL);
+ glCompileShader(shader);
+ return shader;
+}
+
+
+/* Check the compile status of the just compiled shader.
+ * If the outcome is unexpected, report an error.
+ */
+bool
+checkCompileStatus(GLenum target, GLuint shader, const ShaderProgram p)
+{
+ GLint stat;
+ GLchar infoLog[1000];
+ GLsizei len;
+
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
+ if (!stat) {
+ glGetShaderInfoLog(shader, 1000, &len, infoLog);
+ /* printf(" %s\n", infoLog); */
+ }
+
+ if (!stat && (p.flags & FLAG_ILLEGAL_SHADER) == 0) {
+ /* this _should_ have compiled */
+ printf("FAILURE:\n");
+ printf(" Shader test: %s\n", p.name);
+ if (target == GL_FRAGMENT_SHADER)
+ printf("Fragment shader did not compile:\n");
+ else
+ printf("Vertex shader did not compile: %s\n",
+ infoLog);
+ return false;
+ } else if (stat && (p.flags & FLAG_ILLEGAL_SHADER)) {
+ /* this should _not_ have compiled! */
+ printf("FAILURE:\n");
+ printf(" Shader test: %s\n", p.name);
+ printf(" Shader should not have compiled, but it did.\n");
+ return false;
+ }
+ return true;
+}
+
+
+bool
+testProgram(const ShaderProgram p)
+{
+ static const GLfloat uniformMatrix[16] = {
+ 1.0, 0.1, 0.2, 0.3, /* col 0 */
+ 0.0, 1.0, 0.0, 0.4, /* col 1 */
+ 0.0, 1.0, 1.0, 0.5, /* col 2 */
+ 0.6, 0.7, 0.8, 1.0 /* col 3 */
+ };
+ static const GLfloat uniformMatrix2x4[8] = {
+ 0.0, 0.1, 0.2, 0.3, /* col 0 */
+ 0.4, 0.5, 0.6, 0.7 /* col 1 */
+ };
+ static const GLfloat uniformMatrix4x3[12] = {
+ 0.0, 0.1, 0.2, /* col 0 */
+ 0.3, 0.4, 0.5, /* col 1 */
+ 0.6, 0.7, 0.8, /* col 2 */
+ 0.9, 1.0, 0.0 /* col 3 */
+ };
+ const GLfloat r = 0.62; /* XXX draw 16x16 pixel quad */
+ GLuint fragShader = 0, vertShader = 0, program = 0;
+ GLint u1, uArray, uArray4, utex1d, utex2d, utex3d, utexZ, umat4,
+ umat4t;
+ GLint umat2x4, umat2x4t, umat4x3, umat4x3t;
+ bool retVal = false;
+
+ if (p.flags & FLAG_ARB_DRAW_BUFFERS &&
+ !piglit_dispatch_glGetString("GL_ARB_draw_buffers")) {
+ /* skip */
+ retVal = true;
+ goto cleanup;
+ }
+
+
+ if (p.fragShaderString) {
+ fragShader = loadAndCompileShader(GL_FRAGMENT_SHADER,
+ p.fragShaderString);
+ if (!checkCompileStatus(GL_FRAGMENT_SHADER, fragShader, p)) {
+ retVal = false;
+ goto cleanup;
+ }
+ }
+ if (p.vertShaderString) {
+ vertShader = loadAndCompileShader(GL_VERTEX_SHADER,
+ p.vertShaderString);
+ if (!checkCompileStatus(GL_VERTEX_SHADER, vertShader, p)) {
+ retVal = false;
+ goto cleanup;
+ }
+ }
+ if (!fragShader && !vertShader) {
+ /* must have had a compilation error */
+ retVal = false;
+ goto cleanup;
+ }
+
+ if (p.flags & FLAG_ILLEGAL_SHADER) {
+ /* don't render/test */
+ retVal = true;
+ goto cleanup;
+ }
+
+ program = glCreateProgram();
+ if (fragShader)
+ glAttachShader(program, fragShader);
+ if (vertShader)
+ glAttachShader(program, vertShader);
+ glLinkProgram(program);
+
+ /* check link */
+ {
+ GLint stat;
+ glGetProgramiv(program, GL_LINK_STATUS, &stat);
+ if (!stat) {
+ if (p.flags & FLAG_ILLEGAL_LINK) {
+ /* this is the expected outcome */
+ retVal = true;
+ goto cleanup;
+ } else {
+ GLchar log[1000];
+ GLsizei len;
+ glGetProgramInfoLog(program, 1000, &len, log);
+ printf("FAILURE:\n");
+ printf(" Shader test: %s\n", p.name);
+ printf(" Link error: %s", log);
+ retVal = false;
+ goto cleanup;
+ }
+ } else {
+ /* link successful */
+ if (p.flags & FLAG_ILLEGAL_LINK) {
+ /* the shaders should _not_ have linked */
+ printf("FAILURE:\n");
+ printf(" Shader test: %s\n", p.name);
+ printf(" Program linked, but shouldn't have.\n");
+ retVal = false;
+ goto cleanup;
+ }
+ }
+ }
+
+ glUseProgram(program);
+
+ if (p.flags & FLAG_VERTEX_TEXTURE) {
+ /* check if vertex texture units are available */
+ GLint n;
+ glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &n);
+ if (n == 0) {
+ /* can't run the test */
+ retVal = true;
+ goto cleanup;
+ }
+ }
+
+ /* load uniform vars */
+ u1 = glGetUniformLocation(program, "uniform1");
+ if (u1 >= 0)
+ glUniform4fv(u1, 1, Uniform1);
+
+ uArray = glGetUniformLocation(program, "uniformArray");
+ if (uArray >= 0)
+ glUniform1fv(uArray, 4, UniformArray);
+
+ uArray4 = glGetUniformLocation(program, "uniformArray4");
+ if (uArray4 >= 0)
+ glUniform4fv(uArray4, 4, (float *) UniformArray4);
+
+ utex1d = glGetUniformLocation(program, "tex1d");
+ if (utex1d >= 0)
+ glUniform1i(utex1d, 0); /* bind to tex unit 0 */
+
+ utex2d = glGetUniformLocation(program, "tex2d");
+ if (utex2d >= 0)
+ glUniform1i(utex2d, 0); /* bind to tex unit 0 */
+
+ utex3d = glGetUniformLocation(program, "tex3d");
+ if (utex3d >= 0)
+ glUniform1i(utex3d, 0); /* bind to tex unit 0 */
+
+ utexZ = glGetUniformLocation(program, "texZ");
+ if (utexZ >= 0)
+ glUniform1i(utexZ, 1); /* bind to tex unit 1 */
+
+ umat4 = glGetUniformLocation(program, "uniformMat4");
+ if (umat4 >= 0)
+ glUniformMatrix4fv(umat4, 1, GL_FALSE, uniformMatrix);
+
+ umat4t = glGetUniformLocation(program, "uniformMat4t");
+ if (umat4t >= 0)
+ glUniformMatrix4fv(umat4t, 1, GL_TRUE, uniformMatrix);
+
+ umat2x4 = glGetUniformLocation(program, "uniformMat2x4");
+ if (umat2x4 >= 0)
+ glUniformMatrix2x4fv(umat2x4, 1, GL_FALSE, uniformMatrix2x4);
+
+ umat2x4t = glGetUniformLocation(program, "uniformMat2x4t");
+ if (umat2x4t >= 0)
+ glUniformMatrix2x4fv(umat2x4t, 1, GL_TRUE, uniformMatrix2x4);
+
+ umat4x3 = glGetUniformLocation(program, "uniformMat4x3");
+ if (umat4x3 >= 0)
+ glUniformMatrix4x3fv(umat4x3, 1, GL_FALSE, uniformMatrix4x3);
+
+ umat4x3t = glGetUniformLocation(program, "uniformMat4x3t");
+ if (umat4x3t >= 0)
+ glUniformMatrix4x3fv(umat4x3t, 1, GL_TRUE, uniformMatrix4x3);
+
+
+ /* to avoid potential issue with undefined result.depth.z */
+ if (p.expectedZ == DONT_CARE_Z)
+ glDisable(GL_DEPTH_TEST);
+ else
+ glEnable(GL_DEPTH_TEST);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ if (p.flags & FLAG_WINDING_CW) {
+ /* Clockwise */
+ glBegin(GL_POLYGON);
+ glTexCoord2f(0, 0);
+ glVertex2f(-r, -r);
+ glTexCoord2f(0, 1);
+ glVertex2f(-r, r);
+ glTexCoord2f(1, 1);
+ glVertex2f(r, r);
+ glTexCoord2f(1, 0);
+ glVertex2f(r, -r);
+ glEnd();
+ } else {
+ /* Counter Clockwise */
+ glBegin(GL_POLYGON);
+ glTexCoord2f(0, 0);
+ glVertex2f(-r, -r);
+ glTexCoord2f(1, 0);
+ glVertex2f(r, -r);
+ glTexCoord2f(1, 1);
+ glVertex2f(r, r);
+ glTexCoord2f(0, 1);
+ glVertex2f(-r, r);
+ glEnd();
+ }
+
+ /* printf(" Shader test: %s\n", p.name); */
+
+ /* read a pixel from lower-left corder of rendered quad */
+ GLfloat pixel[4];
+ glReadPixels(piglit_width / 2 - 2, piglit_width / 2 - 2, 1, 1,
+ GL_RGBA, GL_FLOAT, pixel);
+ if (0) // debug
+ printf("%s: Expect: %.3f %.3f %.3f %.3f found: %.3f %.3f %.3f %.3f\n", p.name, p.expectedColor[0], p.expectedColor[1], p.expectedColor[2], p.expectedColor[3], pixel[0], pixel[1], pixel[2], pixel[3]);
+
+ if (!equalColors(pixel, p.expectedColor, p.flags)) {
+ reportFailure(p.name, p.expectedColor, pixel);
+ retVal = false;
+ goto cleanup;
+ }
+
+ if (p.expectedZ != DONT_CARE_Z) {
+ GLfloat z;
+ /* read z at center of quad */
+ glReadPixels(piglit_width / 2, piglit_width / 2, 1, 1,
+ GL_DEPTH_COMPONENT, GL_FLOAT, &z);
+ if (!equalDepth(z, p.expectedZ)) {
+ reportZFailure(p.name, p.expectedZ, z);
+ retVal = false;
+ goto cleanup;
+ }
+ }
+
+ /* passed! */
+ retVal = true;
+
+ if (0) // debug
+ printf("%s passed\n", p.name);
+
+ cleanup:
+ if (fragShader)
+ glDeleteShader(fragShader);
+ if (vertShader)
+ glDeleteShader(vertShader);
+ glDeleteProgram(program);
+
+ return retVal;
+}
+
+
+bool
+setup(void)
+{
+ /* check GLSL version */
+#ifdef GL_SHADING_LANGUAGE_VERSION
+ const char *glslVersion =
+ (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION);
+#else
+ const char *glslVersion = NULL;
+#endif
+ const float version = atof(glslVersion);
+ if (version < 1.00) {
+ printf("GLSL 1.x not supported\n");
+ return false;
+ }
+ glsl_120 = version >= 1.20;
+ glsl_130 = version >= 1.30;
+
+ setupTextures();
+ setupTextureMatrix1();
+
+ /* load program inputs */
+ glColor4fv(PrimaryColor);
+ glSecondaryColor3fv(SecondaryColor);
+
+ /* other GL state */
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, Ambient);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MatDiffuse);
+ glPointSize(PSIZE);
+ glPointParameterf(GL_POINT_SIZE_MIN, PSIZE_MIN);
+ glPointParameterf(GL_POINT_SIZE_MAX, PSIZE_MAX);
+ glPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE, PSIZE_THRESH);
+ glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, PointAtten);
+ glFogf(GL_FOG_START, FOG_START);
+ glFogf(GL_FOG_END, FOG_END);
+ glFogfv(GL_FOG_COLOR, FogColor);
+
+ GLenum err = glGetError();
+ assert(!err); /* should be OK */
+
+ /* setup vertex transform (we'll draw a quad in middle of window) */
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(-4.0, 4.0, -4.0, 4.0, 0.0, 1.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glDrawBuffer(GL_FRONT);
+ glReadBuffer(GL_FRONT);
+
+ /* compute error tolerances (may need fine-tuning) */
+ int bufferBits[5];
+ glGetIntegerv(GL_RED_BITS, &bufferBits[0]);
+ glGetIntegerv(GL_GREEN_BITS, &bufferBits[1]);
+ glGetIntegerv(GL_BLUE_BITS, &bufferBits[2]);
+ glGetIntegerv(GL_ALPHA_BITS, &bufferBits[3]);
+ glGetIntegerv(GL_DEPTH_BITS, &bufferBits[4]);
+
+ tolerance[0] = 2.0 / (1 << bufferBits[0]);
+ tolerance[1] = 2.0 / (1 << bufferBits[1]);
+ tolerance[2] = 2.0 / (1 << bufferBits[2]);
+ if (bufferBits[3])
+ tolerance[3] = 2.0 / (1 << bufferBits[3]);
+ else
+ tolerance[3] = 1.0;
+ if (bufferBits[4])
+ tolerance[4] = 16.0 / (1 << bufferBits[4]);
+ else
+ tolerance[4] = 1.0;
+
+ /* Some tests request a looser tolerance:
+ * XXX a factor of 4 may be too much...
+ */
+ for (int i = 0; i < 5; i++)
+ looseTolerance[i] = 4.0 * tolerance[i];
+
+ return true;
+}
+
+
+void
+piglit_init(int argc, char **argv)
+{
+ /* no initialization */
+}
+
+
+enum piglit_result
+piglit_display(void)
+{
+ bool pass = true;
+
+ if (!setup()) {
+ pass = false;
+ return PIGLIT_FAIL;
+ }
+
+ /* If you just want to run a single sub-test, assign the name to singleTest. */
+ const char *singleTest = getenv("PIGLIT_TEST");
+ if (singleTest) {
+ printf("glsl1: Running single test: %s\n", singleTest);
+ for (int i = 0; Programs[i].name; i++) {
+ if (strcmp(Programs[i].name, singleTest) == 0) {
+
+ if ((Programs[i].flags & FLAG_VERSION_1_20)
+ && !glsl_120)
+ break; /* skip non-applicable tests */
+ if ((Programs[i].flags & FLAG_VERSION_1_30)
+ && !glsl_130)
+ break; /* skip non-applicable tests */
+
+ pass = testProgram(Programs[i]) && pass;
+ break;
+ }
+ }
+ } else {
+ /* loop over all tests */
+ for (int i = 0; Programs[i].name; i++) {
+ if ((Programs[i].flags & FLAG_VERSION_1_20)
+ && !glsl_120)
+ continue; /* skip non-applicable tests */
+ if ((Programs[i].flags & FLAG_VERSION_1_30)
+ && !glsl_130)
+ continue; /* skip non-applicable tests */
+ else {
+ pass = testProgram(Programs[i]) && pass;
+ }
+ }
+ }
+
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
--
2.4.3
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