/** * 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 2.12.1 (Geometry Shader Input Primitives): * * "If a geometry shader is active, any command that transfers vertices to the * GL will generate an INVALID_OPERATION error if the primitive mode parameter * is incompatible with the input primitive type of the currently active * program object, as discussed below." * * "Geometry shaders that operate on points are valid only for the POINTS * primitive type." * "Geometry shaders that operate on line segments are valid only for the LINES, * LINE_STRIP, and LINE_LOOP primitive types." * "Geometry shaders that operate on line segments with adjacent vertices are * valid only for the LINES_ADJACENCY and LINE_STRIP_ADJACENCY primitive * types." * "Geometry shaders that operate on triangles are valid for the TRIANGLES, * TRIANGLE_STRIP and TRIANGLE_FAN primitive types." * "Geometry shaders that operate on triangles with adjacent vertices are valid * for the TRIANGLES_ADJACENCY and TRIANGLE_STRIP_ADJACENCY primitive types." */ #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_HAS_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 *gstemplate = "#version 150\n" "#define LAYOUT_TYPE %s\n" "layout(LAYOUT_TYPE) in;\n" "layout(triangle_strip, max_vertices = 3) out;\n" "in vec3 pos[];\n" "void main() {\n" " for(int i = 0; i < pos.length(); 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.);\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; static const struct test_set { GLenum prim_type; const char *layout_type; } tests[] = { {GL_POINTS, "points"}, {GL_LINES, "lines"}, {GL_LINE_STRIP, "lines"}, {GL_LINE_LOOP, "lines"}, {GL_LINES_ADJACENCY, "lines_adjacency"}, {GL_LINE_STRIP_ADJACENCY, "lines_adjacency"}, {GL_TRIANGLES, "triangles"}, {GL_TRIANGLE_STRIP, "triangles"}, {GL_TRIANGLE_FAN, "triangles"}, {GL_TRIANGLES_ADJACENCY, "triangles_adjacency"}, {GL_TRIANGLE_STRIP_ADJACENCY, "triangles_adjacency"} }; const char* layout; void piglit_init(int argc, char **argv) { GLuint vs = 0, gs = 0, fs = 0; char* gstext = NULL; GLuint vertIndex; /* Parse params */ if (argc != 2) { printf("%s failed\n", argv[0]); piglit_report_result(PIGLIT_FAIL); } layout = argv[1]; if (layout == NULL) { printf("%s failed\n", argv[0]); piglit_report_result(PIGLIT_FAIL); } prog = glCreateProgram(); vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vstext); (void)!asprintf(&gstext, gstemplate, layout); 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); free(gstext); 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; int i = 0; glClearColor(0.2, 0.2, 0.2, 1.0); glClear(GL_COLOR_BUFFER_BIT); glBindVertexArray(vao); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf); for(i = 0; i < ARRAY_SIZE(tests); i++) { glDrawElements(tests[i].prim_type, ARRAY_SIZE(indices), GL_UNSIGNED_INT, NULL); if(strcmp(layout, tests[i].layout_type) == 0) pass = piglit_check_gl_error(GL_NO_ERROR) && pass; else pass = piglit_check_gl_error(GL_INVALID_OPERATION) & pass; } return pass ? PIGLIT_PASS : PIGLIT_FAIL; }