/* * Copyright (C) 2014 VMware, 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. */ /** * Test GLbyte[3] and GLshort[3] normal vectors and OpenGL invariance. * * We draw a lit, curved surface in two passes. The first pass draws the * surface with a blue material and GLfloat[3] normal vectors. The second * pass draws the surface with a green material and GLbyte[3] (or GLshort[3]) * normal vectors. The second pass uses glDepthFunc(GL_EQUAL) and additive * blending. So the result should be a cyan surface (blue + green). * * If OpenGL uses different vertex transformation paths for the GLfloat[3] * vs. GLbyte[3] vs. GLshort[3] normal vectors we may get different vertex * positions, and different fragment Z values, and an unexpected surface color. * * Note: we use vertex buffers/arrays and not glNormal3b/3s since the later * might convert its parameters to floats. * * This test hits a VMware svga3d driver issue. * * Brian Paul * 11 April 2014 */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 15; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DEPTH; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END struct vertex { GLfloat pos[3]; /* position */ GLfloat nf[3]; /* float normal */ GLshort ns[3]; /* short normal */ GLbyte nb[3]; /* byte normal */ }; static GLuint NumSections = 60; static GLenum NormalType = GL_BYTE; static const float blue[4] = { 0, 0, 1, 0 }; static const float green[4] = { 0, 1, 0, 0 }; static const float black[4] = { 0, 0, 0, 0 }; static GLbyte float_to_byte(float v) { return (GLbyte) (v * 127.0); } static GLshort float_to_short(float v) { return (GLshort) (v * 32767.0); } /** * Setup a VBO for a curved surface with vertex positions, float normals * and byte normals. */ static void setup_vbo(void) { const float radius = 20.0; int i, j; GLuint vbo; struct vertex *vbo_data; const unsigned num_verts = (NumSections + 1) * 2; const unsigned vbo_size = sizeof(struct vertex) * num_verts; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, vbo_size, NULL, GL_STATIC_DRAW); vbo_data = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); for (i = j = 0; i <= NumSections; i++) { float a = (float) i / (NumSections) * M_PI * 2.0; float x = cos(a); float z = sin(a); vbo_data[j].pos[0] = radius * x; vbo_data[j].pos[1] = -10.0; vbo_data[j].pos[2] = radius * z; vbo_data[j].nf[0] = x; vbo_data[j].nf[1] = 0; vbo_data[j].nf[2] = z; vbo_data[j].nb[0] = float_to_byte(x); vbo_data[j].nb[1] = 0; vbo_data[j].nb[2] = float_to_byte(z); vbo_data[j].ns[0] = float_to_short(x); vbo_data[j].ns[1] = 0; vbo_data[j].ns[2] = float_to_short(z); j++; vbo_data[j].pos[0] = radius * x; vbo_data[j].pos[1] = 10.0; vbo_data[j].pos[2] = radius * z; vbo_data[j].nf[0] = x; vbo_data[j].nf[1] = 0; vbo_data[j].nf[2] = z; vbo_data[j].nb[0] = float_to_byte(x); vbo_data[j].nb[1] = 0; vbo_data[j].nb[2] = float_to_byte(z); vbo_data[j].ns[0] = float_to_short(x); vbo_data[j].ns[1] = 0; vbo_data[j].ns[2] = float_to_short(z); j++; } glUnmapBuffer(GL_ARRAY_BUFFER); } static void draw_vbo(GLenum normal_type) { const unsigned num_verts = (NumSections + 1) * 2; glVertexPointer(3, GL_FLOAT, sizeof(struct vertex), (void *) offsetof(struct vertex, pos)); if (normal_type == GL_BYTE) { glNormalPointer(GL_BYTE, sizeof(struct vertex), (void *) offsetof(struct vertex, nb)); } else if (normal_type == GL_SHORT) { glNormalPointer(GL_SHORT, sizeof(struct vertex), (void *) offsetof(struct vertex, ns)); } else { assert(normal_type == GL_FLOAT); glNormalPointer(GL_FLOAT, sizeof(struct vertex), (void *) offsetof(struct vertex, nf)); } glEnable(GL_VERTEX_ARRAY); glEnable(GL_NORMAL_ARRAY); glDrawArrays(GL_TRIANGLE_STRIP, 0, num_verts); } static bool draw(void) { GLfloat pix[3]; bool pass; glViewport(0, 0, piglit_width, piglit_height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1, 1, -1, 1, 2, 200); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0, -5, -80); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_BLEND); glPushMatrix(); glRotatef(-25, 1, 0, 0); /* Draw blue base color with glDepthFunc(<=) */ glMaterialfv(GL_FRONT, GL_DIFFUSE, blue); glDepthFunc(GL_LEQUAL); draw_vbo(GL_FLOAT); /* Draw green highlight color with glDepthFunc(==). * We should generate fragments with the same Z value as the * first pass. */ glMaterialfv(GL_FRONT, GL_DIFFUSE, green); glDepthFunc(GL_EQUAL); draw_vbo(NormalType); glPopMatrix(); /* Probe: the center pixel should cyan (blue + green) */ glReadPixels(piglit_width / 2, piglit_height / 2, 1, 1, GL_RGB, GL_FLOAT, pix); pass = (pix[0] == 0.0 && pix[1] >= 0.75 && pix[2] >= 0.75); if (!pass) { printf("Expected (r=0, g>=0.75, b>=0.75), found (%g, %g, %g)\n", pix[0], pix[1], pix[2]); } piglit_present_results(); return pass; } enum piglit_result piglit_display(void) { bool pass = draw(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { if (argc > 1) { if (strcmp(argv[1], "GL_BYTE") == 0) { NormalType = GL_BYTE; } else if (strcmp(argv[1], "GL_SHORT") == 0) { NormalType = GL_SHORT; } else { printf("Expected argument GL_BYTE or GL_SHORT\n"); piglit_report_result(PIGLIT_SKIP); } } glMaterialfv(GL_FRONT, GL_EMISSION, black); glMaterialfv(GL_FRONT, GL_DIFFUSE, black); glMaterialfv(GL_FRONT, GL_SPECULAR, black); glMaterialf(GL_FRONT, GL_SHININESS, 5); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glBlendFunc(GL_ONE, GL_ONE); setup_vbo(); }