/* * Copyright (c) 2020 Simon Zeni * * 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 * on the rights to use, copy, modify, merge, publish, distribute, sub * license, 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 * NON-INFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COYPRIGTH * HOLDERS AND/OR THEIR SUPPLIERS 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 * Tests GL_EXT_draw_instanced */ #include "piglit-util-gl.h" #include "piglit-matrix.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_es_version = 20; config.window_width = 400; config.window_height = 400; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static const char *TestName = "ext-draw-instanced"; #define PRIMS 8 /* Ortho projection width, height */ #define W 10.0 #define H 10.0 static const char *VertShaderText = "#version 100 \n" "#extension GL_EXT_draw_instanced: enable \n" "uniform vec4 Colors[8]; \n" "uniform vec2 Positions[8]; \n" "uniform mat4 MVP; \n" "attribute vec2 Vertex; \n" "varying vec4 color; \n" "void main() \n" "{ \n" " vec2 pos = Positions[gl_InstanceIDEXT]; \n" " vec4 p = vec4(Vertex + pos, 0.0, 1.0); \n" " gl_Position = MVP * p; \n" " color = Colors[gl_InstanceIDEXT]; \n" "} \n"; static const char *FragShaderText = "#version 100 \n" "precision highp float;\n" "varying vec4 color; \n" "void main() \n" "{ \n" " gl_FragColor = color; \n" "} \n"; static GLuint VertShader, FragShader, Program; static GLint VertexAttrib; static GLint ColorsUniform, PositionsUniform, MVPUniform; static float modelview[16], projection[16], modelviewproj[16]; /* Instance positions in uniform array */ static const GLfloat Positions[PRIMS][2] = { { -6, 6 }, { -4, 4 }, { -2, 2 }, { 0, 0 }, { 2, -2 }, { 4, -4 }, { 6, -6 }, { 8, -8 } }; /* Instance colors in vertex array */ static const GLfloat Colors[PRIMS][4] = { {1, 0, 0, 1}, {0, 1, 0, 1}, {0, 0, 1, 1}, {1, 1, 0, 1}, {0, 1, 1, 1}, {1, 0, 1, 1}, {1, 1, 1, 1}, {0.5, 0.5, 0.5, 1}, }; /** Convert object position to window position */ static void objpos_to_winpos(const float obj[2], int win[2]) { float winpos[4]; float objpos[4] = { obj[0], obj[1], 0.0, 1.0 }; piglit_project_to_window(winpos, objpos, modelview, projection, 0, 0, piglit_width, piglit_height); win[0] = (int) winpos[0]; win[1] = (int) winpos[1]; } enum piglit_result piglit_display(void) { static const GLfloat verts[4][2] = { {-1.0, -1.0}, {1.0, -1.0}, {1.0, 1.0}, {-1.0, 1.0} }; glVertexAttribPointer(VertexAttrib, 2, GL_FLOAT, GL_FALSE, 0, verts); glEnableVertexAttribArray(VertexAttrib); glViewport(0, 0, piglit_width, piglit_height); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(Program); glDrawArraysInstancedEXT(GL_TRIANGLE_FAN, 0, 4, PRIMS); /* check rendering */ GLint i, pos[2]; for (i = 0; i < PRIMS; i++) { /* compute probe location */ objpos_to_winpos(Positions[i], pos); if (!piglit_probe_pixel_rgba(pos[0], pos[1], Colors[i])) { fprintf(stderr, "%s: instance %d failed to draw correctly\n", TestName, i); return PIGLIT_FAIL; } } glUseProgram(0); glDisableVertexAttribArray(VertexAttrib); piglit_present_results(); return PIGLIT_PASS; } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_EXT_draw_instanced"); VertShader = piglit_compile_shader_text(GL_VERTEX_SHADER, VertShaderText); assert(VertShader); FragShader = piglit_compile_shader_text(GL_FRAGMENT_SHADER, FragShaderText); assert(FragShader); Program = piglit_link_simple_program(VertShader, FragShader); glUseProgram(Program); VertexAttrib = glGetAttribLocation(Program, "Vertex"); ColorsUniform = glGetUniformLocation(Program, "Colors"); PositionsUniform = glGetUniformLocation(Program, "Positions"); MVPUniform = glGetUniformLocation(Program, "MVP"); glUniform4fv(ColorsUniform, PRIMS, (GLfloat *)Colors); glUniform2fv(PositionsUniform, PRIMS, (GLfloat *)Positions); /* Setup coordinate transformation */ piglit_scale_matrix(modelview, 0.5, 0.5, 1.0); piglit_ortho_matrix(projection, -0.5 * W, 0.5 * W, -0.5 * H, 0.5 * H, -1.0, 1.0); piglit_matrix_mul_matrix(modelviewproj, modelview, projection); glUniformMatrix4fv(MVPUniform, 1, GL_FALSE, modelviewproj); glUseProgram(0); }