/* * Copyright 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 OpenGL 3.0's glVertexAttribIPointer function with all combinations * of types and sizes. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 30; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END /** * We'll pass in the same data for both the signed and unsigned vertex * attributes and the signed/unsigned expected value. */ static const char *vertShaderText = "#version 130 \n" "uniform ivec4 expected_i; \n" "in ivec4 attr_i; \n" "uniform uvec4 expected_u; \n" "in uvec4 attr_u; \n" "out vec4 color; \n" " \n" "void main() \n" "{ \n" " gl_Position = gl_Vertex; \n" " if (attr_i == expected_i && attr_u == expected_u) \n" " color = vec4(0, 1, 0, 0); // good! \n" " else \n" " color = vec4(1, 0, 0, 0); // bad! \n" "} \n"; static const char *fragShaderText = "#version 130 \n" "in vec4 color;\n" "void main()\n" "{ \n" " gl_FragColor = color; \n" "} \n"; static const GLubyte ubyte4_data[] = { 100, 0, 200, 255 }; static const GLbyte byte4_data[] = { 50, 0, -25, -50 }; static const GLushort ushort4_data[] = { 16000, 0, 32000, 65535 }; static const GLshort short4_data[] = { 2000, 0, -4000, -32010 }; static const GLuint uint4_data[] = { 10000000, 0, 20000000, 80000020 }; static const GLint int4_data[] = { 10000000, 0, -20000000, -40000020 }; static GLuint Prog; static GLint ExpectedUniform_i, ExpectedUniform_u; static GLint Attr_i, Attr_u; /* * Test glVertexAttribIArray(type, size, normalized) */ static bool test_array(GLenum type, GLuint size) { static const GLfloat verts[4][2] = { { -1.0, -1.0 }, { 1.0, -1.0 }, { 1.0, 1.0 }, { -1.0, 1.0 } }; static const GLfloat green[4] = { 0.0, 1.0, 0.0, 0.0 }; GLubyte attr_buffer[4 * 4 * sizeof(GLuint)]; int typeSize; const void *data; GLint expected[4]; int i, p; switch (type) { case GL_BYTE: typeSize = sizeof(GLbyte); data = byte4_data; for (i = 0; i < 4; i++) expected[i] = byte4_data[i]; break; case GL_UNSIGNED_BYTE: typeSize = sizeof(GLubyte); data = ubyte4_data; for (i = 0; i < 4; i++) expected[i] = ubyte4_data[i]; break; case GL_SHORT: typeSize = sizeof(GLshort); data = short4_data; for (i = 0; i < 4; i++) expected[i] = short4_data[i]; break; case GL_UNSIGNED_SHORT: typeSize = sizeof(GLushort); data = ushort4_data; for (i = 0; i < 4; i++) expected[i] = ushort4_data[i]; break; case GL_INT: typeSize = sizeof(GLint); data = int4_data; for (i = 0; i < 4; i++) expected[i] = int4_data[i]; break; case GL_UNSIGNED_INT: typeSize = sizeof(GLuint); data = uint4_data; for (i = 0; i < 4; i++) expected[i] = uint4_data[i]; break; default: assert(0); typeSize = sizeof(GLint); data = NULL; } /* set unused components to defaults */ switch (size) { case 1: expected[1] = 0; case 2: expected[2] = 0; case 3: expected[3] = 1; } /* Setup the attribute buffer by making four copies of the * test's array data (for the four vertices). */ { int i, sz = typeSize * size; for (i = 0; i < 4; i++) { memcpy(attr_buffer + i * sz, data, sz); } } /* We set up both the signed and unsigned int attribute arrays to * point to the same vertex data. */ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts); glEnableVertexAttribArray(0); glVertexAttribIPointer(Attr_i, size, type, 0, attr_buffer); glEnableVertexAttribArray(Attr_i); glVertexAttribIPointer(Attr_u, size, type, 0, attr_buffer); glEnableVertexAttribArray(Attr_u); glViewport(0, 0, piglit_width, piglit_height); glClearColor(1,0,0,0); glClear(GL_COLOR_BUFFER_BIT); /* The same value is expected for the signed and unsigned attributes */ glUniform4iv(ExpectedUniform_i, 1, expected); glUniform4uiv(ExpectedUniform_u, 1, (const GLuint *) expected); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableVertexAttribArray(0); glDisableVertexAttribArray(Attr_i); glDisableVertexAttribArray(Attr_u); p = piglit_probe_pixel_rgba(piglit_width / 2, piglit_height / 2, green); if (!p) { printf("Test %s[%d] failed\n", piglit_get_gl_enum_name(type), size); fflush(stdout); } piglit_present_results(); return p; } enum piglit_result piglit_display(void) { static const GLenum types[] = { GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT }; bool pass = true; int t, size; for (t = 0; t < ARRAY_SIZE(types); t++) { for (size = 1; size <= 4; size++) { pass = test_array(types[t], size) && pass; } } return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { piglit_require_gl_version(30); Prog = piglit_build_simple_program(vertShaderText, fragShaderText); if (!Prog) { printf("Failed to compile/link program\n"); piglit_report_result(PIGLIT_FAIL); } glUseProgram(Prog); Attr_i = glGetAttribLocation(Prog, "attr_i"); Attr_u = glGetAttribLocation(Prog, "attr_u"); ExpectedUniform_i = glGetUniformLocation(Prog, "expected_i"); ExpectedUniform_u = glGetUniformLocation(Prog, "expected_u"); }