[Piglit] [PATCH] Porting basic GL rendering tests to piglit

Juliet Fru julietfru at gmail.com
Wed Sep 2 01:31:52 PDT 2015


Hello IIia,

Thank you for the corrections. I will make these changes and submit.

Regards,
Juliet

On Tue, Sep 1, 2015 at 11:17 PM, Ilia Mirkin <imirkin at alum.mit.edu> wrote:

> On Tue, Sep 1, 2015 at 5:49 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     | 332
> ++++++++++++++++++++++++++++++++++++
> >  3 files changed, 334 insertions(+)
> >  create mode 100644 tests/spec/gl-1.0/no-op-paths.c
> >
> > diff --git a/tests/all.py b/tests/all.py
> > index fcfc5cd..85973d6 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..ea4abf5
> > --- /dev/null
> > +++ b/tests/spec/gl-1.0/no-op-paths.c
> > @@ -0,0 +1,332 @@
> > +/*  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.
> > + *
> > + *
> > + *     Based on the original Glean tpaths.cpp test, 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.
> > + *
> > + *     Authors:
> > + *     Brian Paul <brianp at valinux.com>
> > + *     Adapted to Piglit by Juliet Fru <julietfru at gmail.com>, August
> 2015.
> > + */
> > +
> > +#include "piglit-util-gl.h"
> > +
> > +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
> > +
> > +enum path {
> > +       ALPHA,
> > +       BLEND,
> > +       COLOR_MASK,
> > +       DEPTH,
> > +       LOGIC,
> > +       SCISSOR,
> > +       STENCIL,
> > +       STIPPLE,
> > +       TEXTURE,
> > +       ZZZ  /* end-of-list token */
> > +};
> > +
> > +enum state{
>
> Missing space
>
> > +       DISABLE,
> > +       ALWAYS_PASS,
> > +       ALWAYS_FAIL
> > +};
> > +
> > +const char *
>
> static
>
> > +path_name(enum path paths)
> > +{
> > +       switch (paths) {
> > +       case ALPHA:
> > +               return "Alpha Test";
> > +       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";
> > +       }
> > +}
> > +
> > +void
>
> static
>
> > +set_path_state(enum path paths, enum state states)
> > +{
> > +       int i;
> > +       switch (paths) {
> > +       case ALPHA:
> > +               if (states == ALWAYS_PASS) {
> > +                       glAlphaFunc(GL_GEQUAL, 0.0);
> > +                       glEnable(GL_ALPHA_TEST);
> > +               }
> > +               else if (states == ALWAYS_FAIL) {
> > +                       glAlphaFunc(GL_GREATER, 1.0);
> > +                       glEnable(GL_ALPHA_TEST);
> > +               }
> > +               else {
> > +                       glDisable(GL_ALPHA_TEST);
> > +               }
> > +               break;
> > +       case BLEND:
> > +               if (states == ALWAYS_PASS) {
> > +                       glBlendFunc(GL_ONE, GL_ZERO);
> > +                       glEnable(GL_BLEND);
> > +               }
> > +               else if (states == ALWAYS_FAIL) {
> > +                       glBlendFunc(GL_ZERO, GL_ONE);
> > +                       glEnable(GL_BLEND);
> > +               }
> > +               else {
> > +                       glDisable(GL_BLEND);
> > +               }
> > +               break;
> > +       case COLOR_MASK:
> > +               if (states == ALWAYS_PASS) {
> > +                       glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
> > +               }
> > +               else if (states == 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 (states == ALWAYS_PASS) {
> > +                       glDepthFunc(GL_ALWAYS);
> > +                       glEnable(GL_DEPTH_TEST);
> > +               }
> > +               else if (states == ALWAYS_FAIL) {
> > +                       glDepthFunc(GL_NEVER);
> > +                       glEnable(GL_DEPTH_TEST);
> > +               }
> > +               else {
> > +                       glDisable(GL_DEPTH_TEST);
> > +               }
> > +               break;
> > +       case LOGIC:
> > +               if (states == ALWAYS_PASS) {
> > +                       glLogicOp(GL_OR);
> > +                       glEnable(GL_COLOR_LOGIC_OP);
> > +               }
> > +               else if (states == ALWAYS_FAIL) {
> > +                       glLogicOp(GL_AND);
> > +                       glEnable(GL_COLOR_LOGIC_OP);
> > +               }
> > +               else {
> > +                       glDisable(GL_COLOR_LOGIC_OP);
> > +               }
> > +               break;
> > +       case SCISSOR:
> > +               if (states == ALWAYS_PASS) {
> > +                       glScissor(0, 0, 10, 10);
> > +                       glEnable(GL_SCISSOR_TEST);
> > +               }
> > +               else if (states == ALWAYS_FAIL) {
> > +                       glScissor(0, 0, 0, 0);
> > +                       glEnable(GL_SCISSOR_TEST);
> > +               }
> > +               else {
> > +                       glDisable(GL_SCISSOR_TEST);
> > +               }
> > +               break;
> > +       case STENCIL:
> > +               if (states == ALWAYS_PASS) {
> > +                       /* pass if reference <= stencil value (ref = 0)
> */
> > +                       glStencilFunc(GL_LEQUAL, 0, ~0);
> > +                       glEnable(GL_STENCIL_TEST);
> > +               }
> > +               else if (states == 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 (states == ALWAYS_PASS) {
> > +                       GLubyte stipple[4*32];
> > +                       for (i = 0; i < 4*32; i++)
> > +                               stipple[i] = 0xff;
> > +                       glPolygonStipple(stipple);
> > +                       glEnable(GL_POLYGON_STIPPLE);
> > +               }
> > +               else if (states == 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 (states == DISABLE) {
> > +                       glDisable(GL_TEXTURE_2D);
> > +               }
> > +               else {
> > +                       GLubyte val = (states == 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:
> > +               break;
> > +       }
> > +}
> > +
> > +void
> > +piglit_init(int argc, char **argv)
> > +{
> > +       /* No init */
> > +}
> > +
> > +enum piglit_result
> > +piglit_display(void)
> > +{
> > +       bool pass = true;
> > +       enum path p, paths[10];
> > +       int i, num_paths = 0;
> > +
> > +       static const float white[3] = {1.0, 1.0, 1.0};
> > +
> > +       /* draw 10x10 pixel quads */
> > +       glViewport(0, 0, 10, 10);
>
> Perhaps you can improve this test while you're at it? Right now if one
> thing fails, that's it the whole test fails and you have no idea if
> anything down the line fails, or conversely if everything else is
> alright and it's just that one thing.
>
> Instead you could do something like
>
> piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
>
> > +
> > +       glDisable(GL_DITHER);
> > +
> > +       /* Build the list of paths to exercise */
> > +       for (p = ALPHA; p != ZZZ; p = (enum path) (p + 1)) {
> > +               paths[num_paths++] = p;
> > +       }
>
> I'm a little confused what this adds. Why not just do
>
> num_paths = ZZZ;
>
> and then just use i instead of paths[i] everywhere?
>
> > +
> > +       /* test always-pass paths */
> > +       for (i = 0; i < num_paths; i++) {
> > +               glClear(GL_COLOR_BUFFER_BIT);
> > +
> > +               set_path_state(paths[i], ALWAYS_PASS);
> > +
> > +               /* draw polygon */
> > +               piglit_draw_rect(-1, -1, 2, 2);
>
> piglit_draw_rect(i * 10, 0, 10, 10);
>
> > +
> > +
> > +               set_path_state(paths[i], DISABLE);
> > +
> > +               /* test buffer */
> > +               if (!piglit_probe_pixel_rgb(i * 10 + 4, 4, white)) {
>
> pass = false;
>
> > +                       piglit_present_results();
> > +                       return PIGLIT_FAIL;
>
> and remove that.
>
> > +               }
> > +       }
> > +
> > +       /* enable all always-pass paths */
> > +       {
> > +               glClear(GL_COLOR_BUFFER_BIT);
> > +
> > +               for (i = 0; i < num_paths; i++) {
> > +                       set_path_state(paths[i], ALWAYS_PASS);
> > +               }
> > +
> > +               /* draw polygon */
> > +              piglit_draw_rect(-1, -1, 2, 2);
>
> piglit_draw_rect(10, 10, 10, 10);
>
> > +
> > +               for (i = 0; i < num_paths; i++) {
> > +                       set_path_state(paths[i], DISABLE);
> > +               }
> > +
> > +               /* test buffer */
> > +               if (!piglit_probe_pixel_rgb(4, 4, white)) {
> > +                       piglit_present_results();
> > +                       return PIGLIT_FAIL;
> > +               }
> > +       }
> > +
> > +       /* test never-pass paths */
> > +       for (i = 0; i < num_paths; i++) {
> > +               glClear(GL_COLOR_BUFFER_BIT);
> > +
> > +               set_path_state(paths[i], ALWAYS_FAIL);
> > +
> > +               /* draw polygon */
> > +               piglit_draw_rect(-1, -1, 2, 2);
>
> piglit_draw_rect(10 * i, 20, 10, 10);
>
> > +
> > +               set_path_state(paths[i], DISABLE);
> > +
> > +               /* test buffer */
> > +               if (!piglit_probe_pixel_rgb(4, 4, white)) {
> > +                       piglit_present_results();
> > +                       return PIGLIT_FAIL;
> > +               }
> > +       }
> > +
> > +       piglit_present_results();
> > +       return PIGLIT_PASS;
>
> return pass ? PIGLIT_PASS : PIGLIT_FAIL;
>
> That way you should end up with all the fails even if only a few of
> them fails in the middle.
>
> > +}
> > --
> > 2.4.3
> >
> > _______________________________________________
> > Piglit mailing list
> > Piglit at lists.freedesktop.org
> > http://lists.freedesktop.org/mailman/listinfo/piglit
>
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