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

Laura Ekstrand laura at jlekstrand.net
Fri May 11 20:38:24 UTC 2018


---
 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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