[Piglit] [PATCH v2] util: Add new headed matrix_index header to [vertex data]
Alejandro Piñeiro
apinheiro at igalia.com
Fri Apr 8 08:10:06 UTC 2016
Ping. Timothy could you take a look to the patch? BTW, this is basically
your patch, plus the minor tweaks I asked you on my review. If you were
the one doing them, I would have granted the R-b. So you just need to
confirm that you agree with the changes.
BR
On 04/04/16 10:04, Alejandro Piñeiro wrote:
> From: Timothy Arceri <timothy.arceri at collabora.com>
>
> This allows data to be set for matrix attributes in shader runner.
>
> For example to set colunm 2 of mat2x3:
> attname/float/3/1
>
> v2 (changes made by Alejandro in behalf of Timothy Arceri):
> * Fix matrix_index, as was wrongly being substracted by 1 (so for
> column 0, matrix index was -1)
> * Document matrix support at the header
>
> Signed-off-by: Alejandro Piñeiro <apinheiro at igalia.com>
> ---
> tests/util/piglit-vbo.cpp | 63 +++++++++++++++++++++++++++++++++++------------
> 1 file changed, 47 insertions(+), 16 deletions(-)
>
> diff --git a/tests/util/piglit-vbo.cpp b/tests/util/piglit-vbo.cpp
> index 6453d40..6d94194 100644
> --- a/tests/util/piglit-vbo.cpp
> +++ b/tests/util/piglit-vbo.cpp
> @@ -36,10 +36,20 @@
> *
> * The format consists of a row of column headers followed by any
> * number of rows of data. Each column header has the form
> - * "ATTRNAME/TYPE/COUNT", where ATTRNAME is the name of the vertex
> - * attribute to be bound to this column, TYPE is the type of data that
> - * follows ("float", "int", or "uint"), and COUNT is the vector length
> - * of the data (e.g. "3" for vec3 data).
> + * "ATTRNAME/TYPE/COUNT/MATRIX_COLUMN", where ATTRNAME is the name of
> + * the vertex attribute to be bound to this column, TYPE is the type
> + * of data that follows ("float", "int", or "uint"), COUNT is the
> + * vector length of the data (e.g. "3" for vec3 data) and
> + * MATRIX_COLUMN is the column number of the data in case of being a
> + * matrix. MATRIX_COLUMN doesn't need to be be specified if it is not
> + * a matrix column as in the example before. So another example, if
> + * you want to specify the data of a mat2x3:
> + *
> + * \verbatim
> + * foomatrix/float/3/0 foomatrix/float/3/1
> + * 0.0 1.0 2.0 3.0 4.0 5.0
> + * 6.0 7.0 8.0 9.0 10.0 11.0
> + * \endverbatim
> *
> * The data follows the column headers in space-separated form. "#"
> * can be used for comments, as in shell scripts.
> @@ -52,8 +62,8 @@
> * If an error occurs, setup_vbo_from_text() will print out a
> * description of the error and exit with PIGLIT_FAIL.
> *
> - * For the example above, the call to setup_vbo_from_text() is roughly
> - * equivalent to the following GL operations:
> + * For the first example above, the call to setup_vbo_from_text() is
> + * roughly equivalent to the following GL operations:
> *
> * \code
> * struct vertex_attributes {
> @@ -151,6 +161,11 @@ public:
> size_t count;
>
> /**
> + * Index of the matrix column for this attribute.
> + */
> + size_t matrix_index;
> +
> + /**
> * Index of this vertex attribute in the linked program.
> */
> GLuint index;
> @@ -171,7 +186,8 @@ vertex_attrib_description::vertex_attrib_description(GLuint prog,
> /* Split the column header into name/type/count fields */
> const char *first_slash = strchr(text, '/');
> if (first_slash == NULL) {
> - printf("Column headers must be in the form name/type/count. "
> + printf("Column headers must be in the form name/type/count/matrix_column.\n"
> + "Note: matrix_column is optional.\n"
> "Got: %s\n",
> text);
> piglit_report_result(PIGLIT_FAIL);
> @@ -179,7 +195,7 @@ vertex_attrib_description::vertex_attrib_description(GLuint prog,
> std::string name(text, first_slash);
> const char *second_slash = strchr(first_slash + 1, '/');
> if (second_slash == NULL) {
> - printf("Column headers must be in the form name/type/count. "
> + printf("Column headers must be in the form name/type/count/matrix_column.\n"
> "Got: %s\n",
> text);
> piglit_report_result(PIGLIT_FAIL);
> @@ -188,11 +204,26 @@ vertex_attrib_description::vertex_attrib_description(GLuint prog,
> this->data_type = decode_type(type_str.c_str());
> char *endptr;
> this->count = strtoul(second_slash + 1, &endptr, 10);
> +
> if (*endptr != '\0') {
> - printf("Column headers must be in the form name/type/count. "
> - "Got: %s\n",
> - text);
> - piglit_report_result(PIGLIT_FAIL);
> + const char *third_slash = strchr(second_slash + 1, '/');
> + this->matrix_index = strtoul(third_slash + 1, &endptr, 10);
> +
> + if (this->matrix_index < 0 || this->matrix_index > 3) {
> + printf("Matrix column index must be between 0 and 3. Got: %lu\n",
> + (unsigned long) this->matrix_index);
> + piglit_report_result(PIGLIT_FAIL);
> + }
> +
> + if (*endptr != '\0') {
> + printf("Column headers must be in the form name/type/matrix_column.\n"
> + "Note: matrix_column is optional.\n"
> + "Got: %s\n",
> + text);
> + piglit_report_result(PIGLIT_FAIL);
> + }
> + } else {
> + this->matrix_index = 0;
> }
>
> GLint attrib_location = glGetAttribLocation(prog, name.c_str());
> @@ -293,7 +324,7 @@ vertex_attrib_description::setup(size_t *offset, size_t stride) const
> int attribute_size = ATTRIBUTE_SIZE;
> switch (this->data_type) {
> case GL_FLOAT:
> - glVertexAttribPointer(this->index, this->count,
> + glVertexAttribPointer(this->index + this->matrix_index, this->count,
> this->data_type, GL_FALSE, stride,
> (void *) *offset);
> break;
> @@ -302,7 +333,7 @@ vertex_attrib_description::setup(size_t *offset, size_t stride) const
> fprintf(stderr,"vertex_attrib_description fail. no 64-bit float support\n");
> return;
> }
> - glVertexAttribLPointer(this->index, this->count,
> + glVertexAttribLPointer(this->index + this->matrix_index, this->count,
> this->data_type, stride,
> (void *) *offset);
> attribute_size *= 2;
> @@ -312,12 +343,12 @@ vertex_attrib_description::setup(size_t *offset, size_t stride) const
> fprintf(stderr,"vertex_attrib_description fail. no int support\n");
> return;
> }
> - glVertexAttribIPointer(this->index, this->count,
> + glVertexAttribIPointer(this->index + this->matrix_index, this->count,
> this->data_type, stride,
> (void *) *offset);
> break;
> }
> - glEnableVertexAttribArray(index);
> + glEnableVertexAttribArray(index + this->matrix_index);
> *offset += attribute_size * this->count;
> }
>
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