[Piglit] [PATCH 1/6] arb_vertex_program: Test property bindings.

Fabian Bieler fabianbieler at fastmail.fm
Sat Dec 2 20:49:15 UTC 2017


Test accessing the GL state from ARB_vertex_program using property bindings.

Matrix bindings are not tested.
---
 tests/all.py                                      |   1 +
 tests/spec/arb_vertex_program/CMakeLists.gl.txt   |   1 +
 tests/spec/arb_vertex_program/property-bindings.c | 405 ++++++++++++++++++++++
 3 files changed, 407 insertions(+)
 create mode 100644 tests/spec/arb_vertex_program/property-bindings.c

diff --git a/tests/all.py b/tests/all.py
index 5d0d71f..9a44984 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -2872,6 +2872,7 @@ with profile.test_list.group_manager(
     g(['clip-plane-transformation', 'arb'],
       'clip-plane-transformation arb')
     g(['arb_vertex_program-minmax'], 'minmax')
+    g(['arb_vertex_program-property-bindings'])
     g(['fdo24066'], run_concurrent=False)
     g(['vp-address-01'], run_concurrent=False)
     g(['vp-address-02'], run_concurrent=False)
diff --git a/tests/spec/arb_vertex_program/CMakeLists.gl.txt b/tests/spec/arb_vertex_program/CMakeLists.gl.txt
index 14c0857..656efff 100644
--- a/tests/spec/arb_vertex_program/CMakeLists.gl.txt
+++ b/tests/spec/arb_vertex_program/CMakeLists.gl.txt
@@ -13,5 +13,6 @@ piglit_add_executable (arb_vertex_program-getlocal4d-with-error getlocal4d-with-
 piglit_add_executable (arb_vertex_program-getlocal4f-max getlocal4f-max.c)
 piglit_add_executable (arb_vertex_program-getlocal4-errors getlocal4-errors.c)
 piglit_add_executable (arb_vertex_program-minmax minmax.c)
+piglit_add_executable (arb_vertex_program-property-bindings property-bindings.c)
 
 # vim: ft=cmake:
diff --git a/tests/spec/arb_vertex_program/property-bindings.c b/tests/spec/arb_vertex_program/property-bindings.c
new file mode 100644
index 0000000..cc493db
--- /dev/null
+++ b/tests/spec/arb_vertex_program/property-bindings.c
@@ -0,0 +1,405 @@
+/*
+ * Copyright © 2017 Fabian Bieler
+ *
+ * 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 property-bindings.c:  Access GL state in ARB_vertex_program.
+ *
+ * Set constant parameter bindings with the OpenGL API and access it in
+ * ARB vertex programs.
+ *
+ * Matrix state is not tested.
+ */
+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+	config.supports_gl_compat_version = 13;
+	config.window_visual = PIGLIT_GL_VISUAL_RGB;
+	config.khr_no_error_support = PIGLIT_NO_ERRORS;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+#ifdef _WIN32
+#define SRAND(x) srand(x)
+#define DRAND() ((float)rand() / RAND_MAX)
+#else
+#define SRAND(x) srand48(x)
+#define DRAND() drand48()
+#endif
+
+/*
+ * This vertex program compares test_param against expected using epsilon
+ * as tolerance.  On match result.color is set to green, red otherwise.
+ */
+static const char *vp_template =
+	"!!ARBvp1.0\n"
+	"PARAM epsilon = 0.00390625;\n"
+	"PARAM expected = {%f, %f, %f, %f};\n"
+	"PARAM test_param = %s;\n"
+	"TEMP temp;\n"
+	"SUB temp, expected, test_param;\n"
+	"ABS temp, temp;\n"
+	"SLT temp, temp, epsilon;\n"
+	"DP4 temp, temp, temp;\n"
+	"SLT temp.x, temp.x, 4;\n"
+	"SGE temp.y, temp.y, 4;\n"
+	"SWZ result.color, temp, x, y, 0, 1;\n"
+	"MOV result.position, vertex.position;\n"
+	"END";
+
+/**
+ * Check that the constant parameter \name is equal to \val.
+ *
+ * Since we also test for derived state involving floating point computation
+ * don't test for strict equality but rather only check if the parameter's
+ * components are within and epsilon of their expected values.
+ */
+static bool
+check_prg_param_(const float *val, const char *name)
+{
+	char *vp_text;
+	const float green[3] = {0.0, 1.0, 0.0};
+
+	asprintf(&vp_text, vp_template, val[0], val[1], val[2], val[3], name);
+	GLuint prog = piglit_compile_program(GL_VERTEX_PROGRAM_ARB, vp_text);
+	free(vp_text);
+	glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog);
+
+	glClear(GL_COLOR_BUFFER_BIT);
+	piglit_draw_rect(-1, -1, 2, 2);
+
+	glDeleteProgramsARB(1, &prog);
+
+	if (piglit_probe_pixel_rgb_silent(piglit_width / 2, piglit_height / 2,
+					  green, NULL))
+		return true;
+	printf("Failed parameter: '%s'.\n", name);
+	return false;
+}
+
+/**
+ * printf-like version of function above.
+ */
+static bool
+check_prg_param(const float *val, const char *format, ...) PRINTFLIKE(2, 3);
+static bool
+check_prg_param(const float *val, const char *format, ...)
+{
+	char *name;
+	va_list ap;
+
+	va_start(ap, format);
+	vasprintf(&name, format, ap);
+	va_end(ap);
+
+	const bool r = check_prg_param_(val, name);
+	free(name);
+	return r;
+}
+
+static void
+normalize(float *v)
+{
+	const float norm = sqrtf(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
+	for (int i = 0; i < 3; ++i)
+		v[i] /= norm;
+}
+
+static void
+random_vec4(float *v)
+{
+	for (int i = 0; i < 4; ++i)
+		v[i] = DRAND();
+}
+
+/**
+ * Get name fragment used in ARB program for GLenum \pname.
+ */
+static const char *
+enum2program(const GLenum pname)
+{
+	switch (pname) {
+	case GL_EMISSION:
+		return "emission";
+	case GL_AMBIENT:
+		return "ambient";
+	case GL_DIFFUSE:
+		return "diffuse";
+	case GL_SPECULAR:
+		return "specular";
+	case GL_POSITION:
+		return "position";
+	case GL_S:
+		return "s";
+	case GL_T:
+		return "t";
+	case GL_R:
+		return "r";
+	case GL_Q:
+		return "q";
+	}
+	assert(0);
+}
+
+enum piglit_result
+piglit_display(void)
+{
+	bool pass = true;
+	float val[4];
+
+	/* Material Property Bindings */
+	for (int s = 0; s < 2; ++s) {
+		for (int p = 0; p < 4; ++p) {
+			const GLenum pname[] = {GL_EMISSION, GL_AMBIENT,
+						GL_DIFFUSE, GL_SPECULAR};
+
+			random_vec4(val);
+			glMaterialfv(GL_FRONT + s, pname[p], val);
+			pass = check_prg_param(val, "state.material.%s.%s",
+					       s ? "back" : "front",
+					       enum2program(pname[p])) &&
+			       pass;
+
+			/* The front material bindings are also accessible
+			 * without ".front.".
+			 */
+			if (s == 0)
+				pass = check_prg_param(
+					       val, "state.material.%s",
+					       enum2program(pname[p])) &&
+				       pass;
+		}
+
+		val[0] = DRAND();
+		val[1] = 0;
+		val[2] = 0;
+		val[3] = 1;
+		glMaterialf(GL_FRONT + s, GL_SHININESS, val[0]);
+		pass = check_prg_param(val, "state.material.%s.shininess",
+				       s ? "back" : "front") && pass;
+
+		if (s == 0)
+			pass = check_prg_param(val,
+					       "state.material.shininess") &&
+			       pass;
+	}
+
+	/* Light Property Bindings */
+	int max_lights;
+	glGetIntegerv(GL_MAX_LIGHTS, &max_lights);
+	for (int l = 0; l < max_lights; ++l) {
+		for (int p = 0; p < 4; ++p) {
+			const GLenum pname[] = {GL_AMBIENT, GL_DIFFUSE,
+						GL_SPECULAR, GL_POSITION};
+			random_vec4(val);
+			glLightfv(GL_LIGHT0 + l, pname[p], val);
+			pass = check_prg_param(val, "state.light[%d].%s", l,
+					       enum2program(pname[p])) &&
+			       pass;
+		}
+
+		random_vec4(val);
+		glLightf(GL_LIGHT0 + l, GL_CONSTANT_ATTENUATION, val[0]);
+		glLightf(GL_LIGHT0 + l, GL_LINEAR_ATTENUATION, val[1]);
+		glLightf(GL_LIGHT0 + l, GL_QUADRATIC_ATTENUATION, val[2]);
+		glLightf(GL_LIGHT0 + l, GL_SPOT_EXPONENT, val[3]);
+		pass = check_prg_param(val, "state.light[%d].attenuation",
+				       l) && pass;
+
+		random_vec4(val);
+		glLightfv(GL_LIGHT0 + l, GL_SPOT_DIRECTION, val);
+		glLightf(GL_LIGHT0 + l, GL_SPOT_CUTOFF, val[3]);
+		val[3] = cosf(val[3] / 180 * M_PI);
+		pass = check_prg_param(val, "state.light[%d].spot.direction",
+				       l) && pass;
+
+		for (int c = 0; c < 3; ++c)
+			val[c] = DRAND();
+		val[3] = 1;
+		glLightfv(GL_LIGHT0 + l, GL_POSITION, val);
+		normalize(val);
+		val[2] += 1;
+		normalize(val);
+		pass = check_prg_param(val, "state.light[%d].half", l) &&
+		       pass;
+	}
+
+	random_vec4(val);
+	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, val);
+	pass = check_prg_param(val, "state.lightmodel.ambient") && pass;
+
+	for (int s = 0; s < 2; ++s) {
+		float scene_color[4];
+
+		for (int c = 0; c < 4; ++c)
+			scene_color[c] = val[c] = DRAND();
+		glMaterialfv(GL_FRONT + s, GL_AMBIENT, val);
+		for (int c = 0; c < 4; ++c)
+			scene_color[c] *= val[c] = DRAND();
+		glLightModelfv(GL_LIGHT_MODEL_AMBIENT, val);
+		for (int c = 0; c < 4; ++c)
+			scene_color[c] += val[c] = DRAND();
+		glMaterialfv(GL_FRONT + s, GL_EMISSION, val);
+
+		/* Page 63 (77 of the PDF) of the OpenGL 2.0 spec says:
+		 *
+		 *      "The value of A produced by lighting is the alpha
+		 *      value associated with d_{cm}."
+		 *
+		 * I'm not sure if this applies to the scene color, but both
+		 * Mesa and the NVIDIA driver do this.
+		 */
+		random_vec4(val);
+		glMaterialfv(GL_FRONT + s, GL_DIFFUSE, val);
+		scene_color[3] = val[3];
+
+		pass = check_prg_param(scene_color,
+				       "state.lightmodel.%s.scenecolor",
+				       s ? "back" : "front") && pass;
+
+		if (s == 0)
+			pass = check_prg_param(
+				       scene_color,
+				       "state.lightmodel.scenecolor") && pass;
+	}
+
+	for (int s = 0; s < 2; ++s) {
+		for (int l = 0; l < max_lights; ++l) {
+			const GLenum pname[] = {GL_AMBIENT, GL_DIFFUSE,
+						GL_SPECULAR};
+			for (int p = 0; p < 3; ++p) {
+				float light_product[4];
+				for (int c = 0; c < 4; ++c)
+					light_product[c] = val[c] = DRAND();
+				glLightfv(GL_LIGHT0 + l, pname[p], val);
+				for (int c = 0; c < 4; ++c)
+					light_product[c] *= val[c] = DRAND();
+				glMaterialfv(GL_FRONT + s, pname[p], val);
+				/* XXX: I have no Idea where the spec says the
+				 * alpha value of the light product is the
+				 * material's alpha value, but both Mesa and
+				 * the NVIDIA driver do this.
+				 */
+				light_product[3] = val[3];
+
+				pass = check_prg_param(
+					       light_product,
+					       "state.lightprod[%d].%s.%s", l,
+					       s ? "back" : "front",
+					       enum2program(pname[p])) &&
+				       pass;
+
+				if (s == 0)
+					pass = check_prg_param(
+						       light_product,
+						       "state.lightprod[%d]."
+						       "%s",
+						       l,
+						       enum2program(
+							       pname[p])) &&
+					       pass;
+			}
+		}
+	}
+
+	/* Texture Coordinate Generation Property Bindings */
+	int max_texture_coords;
+	glGetIntegerv(GL_MAX_TEXTURE_COORDS, &max_texture_coords);
+	for (int t = 0; t < max_texture_coords; ++t) {
+		const GLenum coord[] = {GL_S, GL_T, GL_R, GL_Q};
+		glActiveTexture(GL_TEXTURE0 + t);
+
+		for (int co = 0; co < 4; ++co) {
+			const GLenum plane[] = {GL_EYE_PLANE,
+						GL_OBJECT_PLANE};
+			const char *plane_name[] = {"eye", "object"};
+			for (int pl = 0; pl < 2; ++pl) {
+				random_vec4(val);
+				glTexGenfv(coord[co], plane[pl], val);
+				pass = check_prg_param(
+					       val, "state.texgen[%d].%s.%s",
+					       t, plane_name[pl],
+					       enum2program(coord[co])) &&
+				       pass;
+				if (t == 0)
+					pass = check_prg_param(
+						       val,
+						       "state.texgen.%s.%s",
+						       plane_name[pl],
+						       enum2program(
+							       coord[co])) &&
+					       pass;
+			}
+		}
+	}
+
+	/* Fog Property Bindings */
+	random_vec4(val);
+	glFogfv(GL_FOG_COLOR, val);
+	pass = check_prg_param(val, "state.fog.color") && pass;
+
+	random_vec4(val);
+	glFogf(GL_FOG_DENSITY, val[0]);
+	glFogf(GL_FOG_START, val[1]);
+	glFogf(GL_FOG_END, val[2]);
+	val[3] = 1 / (val[2] - val[1]);
+	pass = check_prg_param(val, "state.fog.params") && pass;
+
+	/* Clip Plane Property Bindings */
+	int max_clip_planes;
+	glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes);
+	for (int cp = 0; cp < max_clip_planes; ++cp) {
+		double vald[4];
+		for (int c = 0; c < 4; ++c)
+			vald[c] = val[c] = DRAND();
+		glClipPlane(GL_CLIP_PLANE0 + cp, vald);
+		pass = check_prg_param(val, "state.clip[%d].plane", cp) &&
+		       pass;
+	}
+
+	/* Point Property Bindings */
+	random_vec4(val);
+	glPointSize(val[0]);
+	glPointParameterf(GL_POINT_SIZE_MIN, val[1]);
+	glPointParameterf(GL_POINT_SIZE_MAX, val[2]);
+	glPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE, val[3]);
+	pass = check_prg_param(val, "state.point.size") && pass;
+
+	random_vec4(val);
+	val[3] = 1;
+	glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, val);
+	pass = check_prg_param(&val[0], "state.point.attenuation") && pass;
+
+	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+	piglit_require_extension("GL_ARB_vertex_program");
+
+	glEnable(GL_VERTEX_PROGRAM_ARB);
+
+	SRAND(17);
+}
-- 
2.7.4



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