/** * Copyright © 2013 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. */ /** * From the GLSL 3.2 spec, section 2.12.2 (Geometry Shader Output Primitives): * * "If the number of vertices emitted by the geometry shader is not sufficient * to produce a single primitive, nothing is drawn." */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 32; config.supports_gl_core_version = 32; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static const char *vstext = "#version 150\n" "in vec3 vertex;\n" "out vec3 pos;\n" "void main() {\n" " gl_Position = vec4(vertex, 1.);\n" " pos = vertex;\n" "}\n"; static const char *gstext = "#version 150\n" "layout(triangles) in;\n" "layout(triangle_strip, max_vertices = 3) out;\n" "in vec3 pos[];\n" "void main() {\n" " for(int i = 0; i < 2; i++) {\n" " gl_Position = vec4(pos[i], 1.);\n" " EmitVertex();\n" " }\n" "}\n"; static const char *fstext = "#version 150\n" "out vec4 color;\n" "void main() {\n" " color = vec4(1., 0., 0., 1.);\n" "}\n"; static GLuint vao; static GLuint vertBuff; static GLuint indexBuf; static GLfloat vertices[] = { -1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,-1.0, 0.0, -1.0,-1.0, 0.0 }; static GLsizei vertSize = sizeof(vertices); static GLuint indices[] = { 0, 1, 2, 0, 2, 3 }; static GLsizei indSize = sizeof(indices); static GLuint prog; void piglit_init(int argc, char **argv) { GLuint vs = 0, gs = 0, fs = 0; GLuint vertIndex; prog = glCreateProgram(); vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vstext); gs = piglit_compile_shader_text(GL_GEOMETRY_SHADER, gstext); fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fstext); glAttachShader(prog, vs); glAttachShader(prog, gs); glAttachShader(prog, fs); glLinkProgram(prog); if(!piglit_link_check_status(prog)){ glDeleteProgram(prog); piglit_report_result(PIGLIT_FAIL); } glUseProgram(prog); glGenBuffers(1, &vertBuff); glBindBuffer(GL_ARRAY_BUFFER, vertBuff); glBufferData(GL_ARRAY_BUFFER, vertSize, vertices, GL_STATIC_DRAW); glGenBuffers(1, &indexBuf); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indSize, indices, GL_STATIC_DRAW); glGenVertexArrays(1, &vao); glBindVertexArray(vao); vertIndex = glGetAttribLocation(prog, "vertex"); glBindBuffer(GL_ARRAY_BUFFER, vertBuff); glEnableVertexAttribArray(vertIndex); glVertexAttribPointer(vertIndex, 3, GL_FLOAT, GL_FALSE, 0, 0); } enum piglit_result piglit_display(void) { bool pass = true; float grey[] = {.4, .4, .4}; GLuint primQuery, primCount; glClearColor(.4, .4, .4, 1.); glClear(GL_COLOR_BUFFER_BIT); glBindVertexArray(vao); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf); glGenQueries(1, &primQuery); glBeginQuery(GL_PRIMITIVES_GENERATED, primQuery); glDrawElements(GL_TRIANGLES, ARRAY_SIZE(indices), GL_UNSIGNED_INT, NULL); glEndQuery(GL_PRIMITIVES_GENERATED); glGetQueryObjectuiv(primQuery, GL_QUERY_RESULT, &primCount); if(primCount != 0) { printf("Expected 0 primitives but %d were generated.\n", primCount); pass = false; } glDeleteQueries(1, &primQuery); /* Geom shader only emits 2 verts per tri, so it should not draw any */ pass = piglit_probe_rect_rgb(0, 0, piglit_width, piglit_height, grey) && pass; pass = piglit_check_gl_error(GL_NO_ERROR) && pass; piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }