/* * 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. */ /** * \file varying-struct-centroid.c * * Test that varying structs work properly. * * From the GLSL ES 3.00 specification, section 4.3.4 ("Input Variables"): * * Fragment inputs can only be signed and unsigned integers and * integer vectors, float, floating-point vectors, matrices, or * arrays or structures of these. * * And from section 4.3.6 ("Output Variables"): * * Vertex output variables ... can only be float, floating-point * vectors, matrices, signed or unsigned integers or integer * vectors, or arrays or structures of any these. * * This tests that the elements of varying structs properly respect the * "centroid" keyword. * * The test functions as follows: * * - Create a vertex and fragment shader whose varyings are (1) a vec4 * using normal interpolation, (2) a vec4 using centroid * interpolation, (3) a struct using normal interpolation, and (4) a * struct using centroid interpolation. Both structs contain a * single vec4. The fragment shader compares the vec4's inside the * structs with the corresponding non-structured vec4's, and outputs * red or green depending whether they match. * * - Create a multisampled renderbuffer. * * - Draw a rectangle that covers the entire renderbuffer. * * - Draw a triangle over the top of this rectangle, where the * coordinates have been chosen to ensure that at least some pixels * are less than 50% covered (these pixels will have their * centroid-interpolated varyings differ from their * non-centroid-interpolated varyings since the center of the pixel * is not covered). * * - Use a blit to downsample the image to the screen. * * - Check that all pixels are green. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_es_version = 30; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static const char vs_text[] = "#version 300 es\n" "in vec4 piglit_vertex;\n" "struct Foo {\n" " vec4 v;\n" "};\n" "out Foo foo;\n" "centroid out Foo foo_centroid;\n" "out vec4 ref;\n" "centroid out vec4 ref_centroid;\n" "void main()\n" "{\n" " gl_Position = piglit_vertex;\n" " foo.v = piglit_vertex;\n" " foo_centroid.v = piglit_vertex;\n" " ref = piglit_vertex;\n" " ref_centroid = piglit_vertex;\n" "}\n"; static const char fs_text[] = "#version 300 es\n" "precision mediump float;\n" "struct Foo {\n" " vec4 v;\n" "};\n" "in Foo foo;\n" "centroid in Foo foo_centroid;\n" "in vec4 ref;\n" "centroid in vec4 ref_centroid;\n" "out vec4 color;\n" "void main()\n" "{\n" " if (distance(foo.v, ref) > 0.00001\n" " || distance(foo_centroid.v, ref_centroid) > 0.00001) {\n" " color = vec4(1.0, 0.0, 0.0, 1.0);\n" " } else {\n" " color = vec4(0.0, 1.0, 0.0, 1.0);\n" " }\n" "}\n"; static GLuint prog; static GLuint fbo; static GLuint rb; void piglit_init(int argc, char **argv) { /* Create the shaders */ prog = piglit_build_simple_program(vs_text, fs_text); /* Create the multisampled framebuffer */ glGenFramebuffers(1, &fbo); glGenRenderbuffers(1, &rb); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); glBindRenderbuffer(GL_RENDERBUFFER, rb); glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4 /* samples */, GL_RGBA8 /* internalformat */, piglit_width, piglit_height); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb); if (glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { printf("Framebuffer incomplete\n"); piglit_report_result(PIGLIT_FAIL); } if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); } enum piglit_result piglit_display(void) { const float verts[3][4] = { { -1.0, -1.0, 0.0, 1.0 }, { -0.9, 1.0, 0.0, 1.0 }, { 1.0, 0.8, 0.0, 1.0 } }; const float green[4] = { 0.0, 1.0, 0.0, 1.0 }; bool pass = true; /* Set up to draw into the multisampled renderbuffer */ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(prog); /* Draw a rectangle covering the entire buffer */ piglit_draw_rect(-1, -1, 2, 2); /* Draw a triangle where some samples are <50% covered */ glVertexAttribPointer(PIGLIT_ATTRIB_POS, 4, GL_FLOAT, GL_FALSE, 0, verts); glEnableVertexAttribArray(PIGLIT_ATTRIB_POS); glDrawArrays(GL_TRIANGLES, 0, 3); /* Blit to the main window to downsample the image */ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo); glBlitFramebuffer(0, 0, piglit_width, piglit_height, 0, 0, piglit_width, piglit_height, GL_COLOR_BUFFER_BIT, GL_NEAREST); /* Check that the image is all green */ glBindFramebuffer(GL_READ_FRAMEBUFFER, piglit_winsys_fbo); pass = piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height, green) && pass; piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }