/* * Copyright © 2013 LunarG, Inc. * * 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. * * Author: Jon Ashburn * Adapted for vertex shader: Ilia Mirkin */ /** * Tests rendering into a single framebuffer surface with multiple viewports * via a vertex shader. Confirm that each area of the surface delineated by * a viewport renders the correct color. * From the extension registry for ARB_viewport_array: * "This extension enhances OpenGL by providing a mechanism to expose * multiple viewports. Each viewport is specified as a rectangle. The * destination viewport may be selected per-primitive by the geometry * shader. This allows the Geometry Shader to produce different versions * of primitives destined for separate viewport rectangles on the same * surface. * This extension allows specifying the viewport from the vertex shader. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_core_version = 31; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END const char *vsSource = { "#version 140\n" "#extension GL_AMD_vertex_shader_viewport_index : enable\n" "in vec4 piglit_vertex;\n" "uniform int idx;\n" "void main() {\n" " gl_ViewportIndex = idx;\n" " gl_Position = piglit_vertex;\n" "}\n" }; const char *fsSource = { "#version 140\n" "uniform vec3 color;\n" "void main() {\n" " gl_FragColor = vec4(color.xyz, 1.0);\n" "}\n" }; static GLint colorLoc; static GLint vpIndexLoc; /** * Draws a single quad into multiple viewport each with a different * color. Reads back the expected color to test if the drawing was correct. * @param changeVPloc; if true then the vertex shader viewport location * is changed with each loop, otherwise viewport location is fixed. */ static bool draw_multi_viewport(const bool changeVPLoc) { bool pass = true; int i, j; const int divX=2, divY=4; GLfloat w = (GLfloat) piglit_width / (GLfloat) divX; GLfloat h = (GLfloat) piglit_height / (GLfloat) divY; const GLfloat colors[][3] = {{0.0, 0.0, 1.0}, {0.0, 1.0, 0.0}, {1.0, 0.0, 0.0}, {1.0, 1.0, 0.0}, {0.0, 1.0, 1.0}, {1.0, 0.0, 1.0}, {1.0, 1.0, 1.0}, {0.0, 0.0, 0.5}, {0.0, 0.0, 0.0}}; assert(ARRAY_SIZE(colors) == divX*divY + 1); glViewport(0, 0, piglit_width, piglit_height); /* for glClear() */ glClear(GL_COLOR_BUFFER_BIT); glUniform1i(vpIndexLoc, divX * divY); glViewportIndexedf(divX * divY, -10.0, -30.0, piglit_width, 20.0); for (i = 0; i < divX; i++) { for (j = 0; j < divY; j++) { int p; GLfloat *expected; glUniform3fv(colorLoc, 1, &colors[j + i*divY][0]); if (changeVPLoc) { glUniform1i(vpIndexLoc, j + i*divY); expected = (GLfloat *) &colors[j + i*divY][0]; } else { expected = (GLfloat *) &colors[divX * divY][0]; } glViewportIndexedf(j + i*divY, i * w, j * h, w, h); piglit_draw_rect(-1, -1, 2, 2); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; p = piglit_probe_pixel_rgb(i * w + w/2, j * h + h/2, expected); piglit_present_results(); if (!p) { printf("Wrong color for viewport i,j %d %d changeVP=%d\n", i, j, changeVPLoc); pass = false; } } } return pass; } enum piglit_result piglit_display(void) { bool pass = true; pass = draw_multi_viewport(true); pass = draw_multi_viewport(false) && pass; pass = piglit_check_gl_error(GL_NO_ERROR) && pass; return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLuint program; piglit_require_extension("GL_AMD_vertex_shader_viewport_index"); program = piglit_build_simple_program(vsSource, fsSource); glUseProgram(program); colorLoc = glGetUniformLocation(program, "color"); vpIndexLoc = glGetUniformLocation(program, "idx"); }