/* * Copyright © 2015 Red Hat. * * 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. * */ /** * Tests rendering into a single framebuffer surface with multiple viewports * via a geometry shader. * This test is inspired by a CTS test. * For one point, the geom shader emits a triangle strip with a color * pre invocation. The viewports then should get one shade of red lighter. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 32; config.supports_gl_core_version = 32; config.supports_gl_es_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 #ifdef PIGLIT_USE_OPENGL #define GLSL_VERSION "150" #else #define GLSL_VERSION "310 es" #endif const char *vsSource = { "#version " GLSL_VERSION "\n" "void main() {\n" "}\n" }; const char *gsSource = { "#version " GLSL_VERSION "\n" "#extension GL_ARB_gpu_shader5 : enable\n" "#extension GL_ARB_viewport_array : enable\n" "#extension GL_OES_viewport_array : enable\n" "#extension GL_EXT_geometry_shader : enable\n" "#extension GL_OES_geometry_shader : enable\n" "layout(points, invocations = 16) in;\n" "layout(triangle_strip, max_vertices = 4) out;\n" " flat out int gs_fs_color;\n" "\n" "void main()\n" "{\n" " gs_fs_color = gl_InvocationID;\n" " gl_ViewportIndex = gl_InvocationID;\n" " gl_Position = vec4(-1, -1, 0, 1);\n" " EmitVertex();\n" " gs_fs_color = gl_InvocationID;\n" " gl_ViewportIndex = gl_InvocationID;\n" " gl_Position = vec4(-1, 1, 0, 1);\n" " EmitVertex();\n" " gs_fs_color = gl_InvocationID;\n" " gl_ViewportIndex = gl_InvocationID;\n" " gl_Position = vec4(1, -1, 0, 1);\n" " EmitVertex();\n" " gs_fs_color = gl_InvocationID;\n" " gl_ViewportIndex = gl_InvocationID;\n" " gl_Position = vec4(1, 1, 0, 1);\n" " EmitVertex();\n" "}\n" }; const char *fsSource = { "#version " GLSL_VERSION "\n" "#ifdef GL_ES\n" "precision highp float;\n" "#endif\n" "flat in int gs_fs_color;\n" "uniform vec3 color;\n" "out vec4 c;\n" "void main() {\n" " c = vec4(1.0 / float(gs_fs_color + 1), 0.0, 0.0, 1.0);\n" "}\n" }; static bool draw_multi_viewport(void) { bool pass = true; int i, j; const int divX=4, divY=4; GLfloat w = (GLfloat) piglit_width / (GLfloat) divX; GLfloat h = (GLfloat) piglit_height / (GLfloat) divY; GLfloat data[16 * 4 /* 4x4 * (x + y + w + h) */]; int idx; int p; idx = 0; for (i = 0; i < divX; i++) { for (j = 0; j < divY; j++) { data[idx * 4 + 0] = (GLfloat)(i * w); data[idx * 4 + 1] = (GLfloat)(j * h); data[idx * 4 + 2] = w; data[idx * 4 + 3] = h; idx++; } } glViewport(0, 0, piglit_width, piglit_height); /* for glClear() */ glClear(GL_COLOR_BUFFER_BIT); glViewportArrayv(0, 16, data); glDrawArrays(GL_POINTS, 0, 1); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; for (i = 0; i < divX; i++) { for (j = 0; j < divY; j++) { GLfloat expected[4]; expected[0] = 1.0 / (1 + i*4 + j); expected[1] = 0.0; expected[2] = 0.0; expected[3] = 1.0; p = piglit_probe_pixel_rgba(i * w + w/2, j * h + h /2, expected); if (!p) { printf("Wrong color for viewport i,j %d %d\n", i, j); pass = false; } } } piglit_present_results(); return pass; } enum piglit_result piglit_display(void) { bool pass = true; pass = draw_multi_viewport(); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLuint program; GLuint vao; #ifdef PIGLIT_USE_OPENGL piglit_require_extension("GL_ARB_viewport_array"); piglit_require_extension("GL_ARB_gpu_shader5"); #else piglit_require_extension("GL_OES_viewport_array"); #endif program = piglit_build_simple_program_multiple_shaders( GL_VERTEX_SHADER, vsSource, GL_GEOMETRY_SHADER, gsSource, GL_FRAGMENT_SHADER, fsSource, 0); glUseProgram(program); glGenVertexArrays(1, &vao); glBindVertexArray(vao); }