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/*
* 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-common.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 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 = vertex;\n"
" foo.v = vertex;\n"
" foo_centroid.v = vertex;\n"
" ref = vertex;\n"
" ref_centroid = vertex;\n"
"}\n";
static const char fs_text[] =
"#version 300 es\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 = glCreateProgram();
glAttachShader(prog, piglit_compile_shader_text(GL_VERTEX_SHADER,
vs_text));
glAttachShader(prog, piglit_compile_shader_text(GL_FRAGMENT_SHADER,
fs_text));
glBindAttribLocation(prog, PIGLIT_ATTRIB_POS, "vertex");
glLinkProgram(prog);
if (!piglit_link_check_status(prog))
piglit_report_result(PIGLIT_FAIL);
/* 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;
}
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