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

kusmabite at gmail.com kusmabite at gmail.com
Fri Oct 26 13:18:59 UTC 2018


On Fri, 2018-05-11 at 13:38 -0700, Laura Ekstrand 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"

So humm, this is an OpenGL 1.0 test, and it uses a fragment shader with
#version 130? And even without any piglit_require_extension()-calls?

Perhaps this test should be moved to tests/spec/gl-3.0/bitmap-heart-
dance.c, and get a bump to "config.supports_gl_compat_version = 30"?

But it's also a bit unclear what this is supposed to test. Was this
added to prove some bug or something?

> +	"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);
> +}



More information about the Piglit mailing list