[Piglit] [PATCH] gl-1.0: Bitmap test that draws zelda hearts.

Laura Ekstrand laura at jlekstrand.net
Fri May 11 20:43:15 UTC 2018


Ian,

This test has been moved up the priority list.  Jason has adopted my
blitter-removal patches because someone at Intel wants the blitter gone.
(It should've been deleted ages ago.)  Anyway, test coverage for glBitmap
was a little spotty for the purposes of removing the blitter from glBitmap
in the i965 driver, so that's why I made this test.

Thanks.

Laura

On Fri, May 11, 2018 at 1:38 PM, Laura Ekstrand <laura at jlekstrand.net>
wrote:

> ---
>  tests/opengl.py                        |   1 +
>  tests/spec/gl-1.0/CMakeLists.gl.txt    |   1 +
>  tests/spec/gl-1.0/bitmap-heart-dance.c | 219
> +++++++++++++++++++++++++++++++++
>  3 files changed, 221 insertions(+)
>  create mode 100644 tests/spec/gl-1.0/bitmap-heart-dance.c
>
> diff --git a/tests/opengl.py b/tests/opengl.py
> index 347e8c5d4..ddf07b0b7 100644
> --- a/tests/opengl.py
> +++ b/tests/opengl.py
> @@ -570,6 +570,7 @@ 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..cb1c7faa7
> --- /dev/null
> +++ b/tests/spec/gl-1.0/bitmap-heart-dance.c
> @@ -0,0 +1,219 @@
> +/*
> + * 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);
> +       }
> +}
> +
> +static GLuint fragShader, program;
> +
> +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);
> +
> +
> +       /*
> +        * 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)
> +{
> +       fragShader = piglit_compile_shader_text(GL_FRAGMENT_SHADER,
> +                                               fragShaderText);
> +       program = piglit_link_simple_program(0, fragShader);
> +       glUseProgram(program);
> +}
> --
> 2.14.3
>
>
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