[Piglit] [PATCH] gl-1.0: Bitmap test that draws zelda hearts.
Ian Romanick
idr at freedesktop.org
Thu Apr 26 21:37:32 UTC 2018
On 04/23/2018 12:16 PM, Laura Ekstrand wrote:
> 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);
Compiling shaders should happen in piglit_init. As it is, every time a
redisplay occurs (more often than you think), this will compile a new
shader and leak the old shader.
Piglit C code primarily uses hard-tabs for indentation and /* */ for
comments.
> + 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)
> +{
> +}
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