/* * Copyright © 2016 Intel Corporation * * 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. */ /** @file vs-non-uniform-control-flow-alu.c * * This test checks the double ALU ops work correctly when they are * under non-uniform control flow. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.window_width = 62; config.window_height = 62; config.supports_gl_compat_version = 32; config.supports_gl_core_version = 32; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; PIGLIT_GL_TEST_CONFIG_END static const char vs_source[] = "#version 330\n" "#extension GL_ARB_gpu_shader_fp64 : require\n" "\n" "out vec4 color;\n" "\n" "uniform dvec2 u0;\n" "uniform dvec2 u1;\n" "\n" "layout(location = 0) in vec3 inVertexPosition;\n" "\n" "void main() {\n" " gl_Position = vec4(inVertexPosition, 1);\n" " dvec2 rg;\n" " if (inVertexPosition.x < 0 && inVertexPosition.y < 0) {\n" " double tmp0 = mod(u1.y, 4.0lf);\n" " tmp0 += 3.0lf / 4.0lf + 0.25lf;\n" " rg = dvec2(u1.x, tmp0 - 1.0);\n" " } else {\n" " dvec2 tmp0 = 4.0lf * (floor(u0) - dvec2(0.75, 0.0lf));\n" " tmp0.y = max(tmp0.y - 2, 0);\n" " rg = tmp0;\n" " }\n" " color = vec4(rg, 0, 1);\n" "}\n"; static const char fs_source[] = "#version 130\n" "\n" "in vec4 color;\n" "out vec4 frag_color;\n" "\n" "void main() {\n" " frag_color = color;\n" "}\n"; static GLuint prog, vertexArrayID; static GLuint fb, rb; void piglit_init(int argc, char **argv) { GLuint vertexBuffer; // Vertex data static const GLfloat vertexData[4 * 3] = { -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, }; GLuint u0, u1; double d0[2] = {1.4, 0.2}; double d1[2] = {0.0, 5.0}; piglit_require_extension("GL_ARB_gpu_shader_fp64"); piglit_require_GLSL_version(330); prog = piglit_build_simple_program(vs_source, fs_source); glUseProgram(prog); glClearColor(0, 0, 0, 1); glPointSize(10.0); glGenRenderbuffers(1, &rb); glBindRenderbuffer(GL_RENDERBUFFER, rb); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, piglit_width, piglit_height); glGenFramebuffers(1, &fb); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb); /* Uniform*/ u0 = glGetUniformLocation(prog, "u0"); u1 = glGetUniformLocation(prog, "u1"); glUniform2dv(u0, 1, d0); glUniform2dv(u1, 1, d1); // Record vertex data and attributes in a VAO glGenVertexArrays(1, &vertexArrayID); glBindVertexArray(vertexArrayID); // Upload vertex position data to a VBO glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW); // Bind vertex position VBO to vertex shader attribute index 0 glEnableVertexAttribArray(0); glVertexAttribPointer( 0, // attribute index 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)0 // buffer offset ); glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VAO glBindVertexArray(0); // Disable attribute arrays glDisableVertexAttribArray(0); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); } enum piglit_result piglit_display(void) { bool pass = true; float red[4] = {1.0, 0.0, 0.0, 1.0}; float green[4] = {0.0, 1.0, 0.0, 1.0}; glUseProgram(prog); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb); glViewport(0, 0, piglit_width, piglit_height); glClear(GL_COLOR_BUFFER_BIT); glBindVertexArray(vertexArrayID); glDrawArrays(GL_POINTS, 0, 4); glBindVertexArray(0); glBindFramebuffer(GL_READ_FRAMEBUFFER, fb); /* Verify */ pass = piglit_probe_pixel_rgba(0, 0, green) && pass; pass = piglit_probe_pixel_rgba(0, piglit_height - 1, red) && pass; pass = piglit_probe_pixel_rgba(piglit_width - 1, piglit_height - 1, red) && pass; pass = piglit_probe_pixel_rgba(piglit_width - 1, 0, red) && pass; pass = piglit_check_gl_error(GL_NO_ERROR) && pass; piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }