/* * Copyright (c) 2013 Intel Corporation * Copyright (c) 2016 Advanced Micro Devices * * 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 indirect data generated by transform feedback to catch flushing bugs. * * Based on draw-arrays.c. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_core_version = 31; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END GLuint draw_vao; GLint tf_prog, draw_prog; GLint tf_in; float red[] = {1,0,0}; float blue[] = {0,0,1}; float vertices_data[] = { -1, -1, 1, -1, -1, 1, }; GLint indirect_data[] = { 3, /* count */ 1, /* primcount */ 0, /* first vertex */ 0, /* mbz */ }; enum piglit_result piglit_display(void) { bool pass = true; glViewport(0, 0, 128, 128); glClearColor(0,0,1,1); glClear(GL_COLOR_BUFFER_BIT); /* Set vertex array already for transform feedback - its contents are * irrelevant. */ glBindVertexArray(draw_vao); glUseProgram(tf_prog); glUniform4iv(tf_in, 1, indirect_data); glEnable(GL_RASTERIZER_DISCARD); glBeginTransformFeedback(GL_POINTS); glDrawArrays(GL_POINTS, 0, 1); glEndTransformFeedback(); glDisable(GL_RASTERIZER_DISCARD); glUseProgram(draw_prog); glDrawArraysIndirect(GL_TRIANGLES, (GLvoid const *)0); glUseProgram(0); piglit_present_results(); pass = piglit_probe_pixel_rgb(32, 32, red) && pass; pass = piglit_probe_pixel_rgb(96, 96, blue) && pass; return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { static const char* const tf_out = "tf_out"; GLint zeros[4] = { 0, 0, 0, 0 }; GLuint vertices_bo; GLuint indirect_bo; piglit_require_extension("GL_ARB_draw_indirect"); glGenVertexArrays(1, &draw_vao); glBindVertexArray(draw_vao); glGenBuffers(1, &vertices_bo); glBindBuffer(GL_ARRAY_BUFFER, vertices_bo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_data), vertices_data, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); glGenBuffers(1, &indirect_bo); glBindBuffer(GL_DRAW_INDIRECT_BUFFER, indirect_bo); /* Fill with zeros so that the default contents are safe (don't lead * to excessive GPU processing times that will be mistaken for hangs). */ glBufferData(GL_DRAW_INDIRECT_BUFFER, sizeof(indirect_data), zeros, GL_STATIC_DRAW); draw_prog = piglit_build_simple_program( "#version 130\n" "#extension GL_ARB_explicit_attrib_location: require\n" "\n" "layout(location=0) in vec2 pos;\n" "\n" "void main() {\n" " gl_Position = vec4(pos, 0, 1);\n" "}\n", "#version 130\n" "\n" "void main() {\n" " gl_FragColor = vec4(1,0,0,1);\n" "}\n"); glBindVertexArray(0); tf_prog = piglit_build_simple_program_unlinked( "#version 130\n" "\n" "out ivec4 tf_out;\n" "uniform ivec4 tf_in;\n" "\n" "void main() {\n" " tf_out = tf_in;\n" " gl_Position = vec4(0);\n" "}\n", NULL); glTransformFeedbackVaryings(tf_prog, 1, &tf_out, GL_INTERLEAVED_ATTRIBS); glLinkProgram(tf_prog); if (!piglit_link_check_status(tf_prog)) piglit_report_result(PIGLIT_FAIL); piglit_check_gl_error(GL_NO_ERROR); tf_in = glGetUniformLocation(tf_prog, "tf_in"); glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, indirect_bo, 0, sizeof(indirect_data)); }