[Piglit] [PATCH] gl-1.0: Bitmap test that draws zelda hearts.
Laura Ekstrand
laura at jlekstrand.net
Mon Apr 23 16:16:46 UTC 2018
Only tested on Broadwell gt2.
---
tests/all.py | 1 +
tests/spec/gl-1.0/CMakeLists.gl.txt | 1 +
tests/spec/gl-1.0/bitmap-heart-dance.c | 215 +++++++++++++++++++++++++++++++++
3 files changed, 217 insertions(+)
create mode 100644 tests/spec/gl-1.0/bitmap-heart-dance.c
diff --git a/tests/all.py b/tests/all.py
index 26638cd82..616ce68f5 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -722,6 +722,7 @@ with profile.test_list.group_manager(
PiglitGLTest,
grouptools.join('spec', '!opengl 1.0')) as g:
g(['gl-1.0-beginend-coverage'])
+ g(['gl-1.0-bitmap-heart-dance'])
g(['gl-1.0-dlist-beginend'])
g(['gl-1.0-dlist-bitmap'])
g(['gl-1.0-dlist-materials'])
diff --git a/tests/spec/gl-1.0/CMakeLists.gl.txt b/tests/spec/gl-1.0/CMakeLists.gl.txt
index e5986968c..c97a160fc 100644
--- a/tests/spec/gl-1.0/CMakeLists.gl.txt
+++ b/tests/spec/gl-1.0/CMakeLists.gl.txt
@@ -10,6 +10,7 @@ link_libraries (
piglit_add_executable (gl-1.0-user-clip-all-planes user-clip-all-planes.c)
piglit_add_executable (gl-1.0-beginend-coverage beginend-coverage.c)
+piglit_add_executable (gl-1.0-bitmap-heart-dance bitmap-heart-dance.c)
piglit_add_executable (gl-1.0-blend-func blend.c)
piglit_add_executable (gl-1.0-dlist-beginend dlist-beginend.c)
piglit_add_executable (gl-1.0-dlist-bitmap dlist-bitmap.c)
diff --git a/tests/spec/gl-1.0/bitmap-heart-dance.c b/tests/spec/gl-1.0/bitmap-heart-dance.c
new file mode 100644
index 000000000..a3a4ac708
--- /dev/null
+++ b/tests/spec/gl-1.0/bitmap-heart-dance.c
@@ -0,0 +1,215 @@
+/*
+ * Copyright (C) 2018 Laura Ekstrand
+ *
+ * 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.
+ */
+
+/**
+ * Test glBitmap in a methodical way using a series of heart shapes.
+ * Heart shape is diagram A.2 from Garnstudio free sock pattern Heart Dance
+ * (https://www.garnstudio.com/pattern.php?id=7440&cid=17).
+ * Knitting color work is basically glBitmap for knits!
+ *
+ * _ * _ _ _ * _ _ where _ = 0
+ * * * * _ * * * _ * = 1
+ * * * * * * * * _
+ * * * * * * * * _
+ * _ * * * * * _ _
+ * _ _ * * * _ _ _
+ * _ _ _ * _ _ _ _
+ * _ _ _ _ _ _ _ _
+ *
+ * Or: Little end Big end
+ * 0 1 0 0 0 1 0 0 68 0x44 0x22
+ * 1 1 1 0 1 1 1 0 238 0xEE 0x77
+ * 1 1 1 1 1 1 1 0 254 0xFE 0xF7
+ * 1 1 1 1 1 1 1 0 254 0xFE 0xF7
+ * 0 1 1 1 1 1 0 0 124 0x7C 0xE3
+ * 0 0 1 1 1 0 0 0 56 0x38 0xC2
+ * 0 0 0 1 0 0 0 0 16 0x10 0x80
+ * 0 0 0 0 0 0 0 0 0 0x00 0x00
+ *
+ * Laura Ekstrand
+ * March 2018
+ */
+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+ config.supports_gl_compat_version = 10;
+ config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
+ config.window_width = 340;
+ config.window_height = 200;
+ config.khr_no_error_support = PIGLIT_NO_ERRORS;
+PIGLIT_GL_TEST_CONFIG_END
+
+static const float red[4] = {0.502, 0.082, 0.082, 1.0};
+static const float salmon[4] = {1.000, 0.353, 0.353, 1.0};
+static const float pink[4] = {0.945, 0.471, 0.639, 1.0};
+static const float orange[4] = {1.000, 0.286, 0.000, 1.0};
+static const float ltorange[4] = {1.000, 0.514, 0.322, 1.0};
+static const float yellow[4] = {1.000, 0.871, 0.133, 1.0};
+static GLubyte bitmap[8] = { 0x00, 0x10, 0x38, 0x7C,
+ 0xFE, 0xFE, 0xEE, 0x44 };
+
+static const char *fragShaderText =
+ "#version 130 \n"
+ "uniform vec4 red; \n"
+ "uniform vec4 salmon; \n"
+ "uniform vec4 pink; \n"
+ "uniform vec4 orange; \n"
+ "uniform vec4 ltorange; \n"
+ "uniform vec4 yellow; \n"
+ "uniform int xorig; \n"
+ "uniform int yorig; \n"
+ "uniform int length; \n"
+ "uniform int ysp; \n"
+ "uniform int height; \n"
+ "uniform int heart[8]; \n"
+ "\n"
+ "void main() \n"
+ "{ \n"
+ " float zoom = 1.0; \n"
+ " vec4 black = vec4(0.0, 0.0, 0.0, 1.0); \n"
+ " int xsp = ysp + 8; // Must be > 8. \n"
+ " vec2 fragCoord = gl_FragCoord.xy; \n"
+ " if ((fragCoord.x < xorig) || (fragCoord.y < height + yorig) || \n"
+ " (fragCoord.x > xorig + ((length - 1) * xsp) + 8) || \n"
+ " (fragCoord.y > height + yorig + (5*ysp) + 8)) { \n"
+ " gl_FragColor = black; \n"
+ " return; \n"
+ " } \n"
+ " fragCoord = fragCoord/zoom; \n"
+ " int i = int(fragCoord.y - yorig - height) % ysp; \n"
+ " int pointmask = i < 8 ? heart[i] : 0; \n"
+ " int j = int(fragCoord.x - xorig) % xsp; \n"
+ " if (j > 8) { \n"
+ " j = 0; \n"
+ " } \n"
+ " for (int r = 0; r < j; r++) { \n"
+ " pointmask = pointmask/2; //left shift. \n"
+ " } \n"
+ " if (pointmask % 2 == 1) { \n"
+ " int c = (int(fragCoord.y - height - yorig) / ysp) % 6; \n"
+ " switch (c) { \n"
+ " case 0: \n"
+ " gl_FragColor = yellow; \n"
+ " break; \n"
+ " case 1: \n"
+ " gl_FragColor = ltorange; \n"
+ " break; \n"
+ " case 2: \n"
+ " gl_FragColor = orange; \n"
+ " break; \n"
+ " case 3: \n"
+ " gl_FragColor = pink; \n"
+ " break; \n"
+ " case 4: \n"
+ " gl_FragColor = salmon; \n"
+ " break; \n"
+ " case 5: \n"
+ " gl_FragColor = red; \n"
+ " break; \n"
+ " } \n"
+ " } else { \n"
+ " gl_FragColor = black; \n"
+ " } \n"
+ "} \n";
+
+
+static void
+draw_row(const float* color, int length,
+ int x, int y, int spacex) {
+ glColor4fv(color);
+ glRasterPos2f(x, y);
+ for (int i = 0; i < length; i++) {
+ // A line of hearts.
+ glBitmap(8, 8, 0, 0, 8 + spacex, 0, bitmap);
+ }
+}
+
+enum piglit_result
+piglit_display(void)
+{
+ // Draw with glBitmap
+ bool pass = true;
+ int length = 17;
+ int x = 20;
+ int y = 30;
+ int spacing = 10;
+
+ glPixelStorei(GL_UNPACK_LSB_FIRST, GL_TRUE);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ glViewport(0, 0, piglit_width, piglit_height);
+ piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+ draw_row( red, length, x, y + 5*spacing, spacing);
+ draw_row( salmon, length, x, y + 4*spacing, spacing);
+ draw_row( pink, length, x, y + 3*spacing, spacing);
+ draw_row( orange, length, x, y + 2*spacing, spacing);
+ draw_row(ltorange, length, x, y + 1*spacing, spacing);
+ draw_row( yellow, length, x, y + 0*spacing, spacing);
+
+ // Draw with shader.
+ GLuint fragShader, program;
+ fragShader = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fragShaderText);
+ program = piglit_link_simple_program(0, fragShader);
+ glUseProgram(program);
+
+ // Upload heart pattern. glBitmap is a bit mysterious in its bit
+ // interpretation, and GLSL doesn't have ubyte.
+ int heart[8];
+ for (int i = 0; i < 8; i++) {
+ heart[i] = (int) bitmap[i];
+ }
+ glUniform1iv(glGetUniformLocation(program, "heart"), 8, heart);
+
+ // Load Colors.
+ glUniform4fv(glGetUniformLocation(program, "red"), 1, red);
+ glUniform4fv(glGetUniformLocation(program, "salmon"), 1, salmon);
+ glUniform4fv(glGetUniformLocation(program, "pink"), 1, pink);
+ glUniform4fv(glGetUniformLocation(program, "orange"), 1, orange);
+ glUniform4fv(glGetUniformLocation(program, "ltorange"), 1, ltorange);
+ glUniform4fv(glGetUniformLocation(program, "yellow"), 1, yellow);
+
+ // Load spacing.
+ glUniform1i(glGetUniformLocation(program, "xorig"), x);
+ glUniform1i(glGetUniformLocation(program, "yorig"), y);
+ glUniform1i(glGetUniformLocation(program, "length"), length);
+ glUniform1i(glGetUniformLocation(program, "ysp"), spacing);
+
+ // Draw shader in top half.
+ glUniform1i(glGetUniformLocation(program, "height"), piglit_height/2);
+ piglit_draw_rect(0, piglit_height/2, piglit_width, piglit_height/2);
+
+ piglit_present_results();
+
+ pass = piglit_probe_rects_equal(0, 0, 0, piglit_height/2, piglit_width,
+ piglit_height/2, GL_RGB);
+
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+}
--
2.14.3
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