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/*
* Copyright © 2009 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 fp-abs-01.c
* Validate the ABS instruction in GL_ARB_fragment_program
*
* \author Ian Romanick <ian.d.romanick@intel.com>
*/
#include "piglit-util-gl-common.h"
#define TEST_ROWS 1
#define TEST_COLS 2
#define BOX_SIZE 32
PIGLIT_GL_TEST_MAIN(
(((BOX_SIZE+1)*TEST_COLS)+1) /*window_width*/,
(((BOX_SIZE+1)*TEST_ROWS)+1) /*window_height*/,
PIGLIT_GL_VISUAL_DOUBLE)
static const char cos_shader_source[] =
"!!ARBfp1.0\n"
"ATTRIB input0 = fragment.texcoord[0];\n"
"ATTRIB input1 = fragment.texcoord[1];\n"
"TEMP R0, R1, R2;\n"
"\n"
"MOV R2, {0.0, 0.0, 0.0, 1.0};\n"
"\n"
"# Assume that input1.x is 1.0. COS(PI) is -1. This means\n"
"# that R2.y should end up with -1.0.\n"
"MUL R0, input1.x, 3.14159265358979323846;\n"
"COS R0, R0.x;\n"
"DP4 R2.y, R0, 0.25;\n"
"\n"
"ABS result.color, R2;\n"
"END\n"
;
static const char sge_shader_source[] =
"!!ARBfp1.0\n"
"ATTRIB input0 = fragment.texcoord[0];\n"
"ATTRIB input1 = fragment.texcoord[1];\n"
"TEMP R0, R1, R2;\n"
"\n"
"MOV R2, {0.0, 1.0, 0.0, 1.0};\n"
"\n"
"# By convention, all components of input0 are < 0.0, and\n"
"# input0 = -input1.\n"
"# The dot-product compacts the four components into a single\n"
"# component. R2.x should be 0.0.\n"
"ABS R1, input0;\n"
"ADD R0, -input1, R1;\n"
"SGE R1, R0, 1e-15;\n"
"SLT R0, R0, -1e-15;\n"
"DP4 R1, R1, 1.0;\n"
"DP4 R0, R0, 1.0;\n"
"ADD R2.x, R1, R2;\n"
"\n"
"# If R2.x is not 0.0 as it should be, set R2.y != 1.0\n"
"DP3 R1, R2.xxxx, 1.0;\n"
"SUB R2.y, R2, R1;\n"
"\n"
"MOV result.color, R2;\n"
"END\n"
;
static const char vert_shader_source[] =
"!!ARBvp1.0\n"
"ATTRIB iPos = vertex.position;\n"
"OUTPUT oPos = result.position;\n"
"PARAM mvp[4] = { state.matrix.mvp };\n"
"DP4 oPos.x, mvp[0], iPos;\n"
"DP4 oPos.y, mvp[1], iPos;\n"
"DP4 oPos.z, mvp[2], iPos;\n"
"DP4 oPos.w, mvp[3], iPos;\n"
"MOV result.texcoord[0], -vertex.color;\n"
"MOV result.texcoord[1], vertex.color;\n"
"END"
;
/**
* \name Handles to fragment programs.
*/
/*@{*/
static GLint progs[TEST_COLS];
static GLint vert_prog;
/*@}*/
enum piglit_result
piglit_display(void)
{
static const GLfloat color[4] = { 0.0, 1.0, 0.0, 0.0 };
enum piglit_result result = PIGLIT_PASS;
unsigned i;
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glEnable(GL_VERTEX_PROGRAM_ARB);
glColor4f(1.0, 0.6, 0.3, 0.1);
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vert_prog);
for (i = 0; i < ARRAY_SIZE(progs); i++) {
const int x = 1 + (i * (BOX_SIZE + 1));
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, progs[i]);
piglit_draw_rect(x, 1, BOX_SIZE, BOX_SIZE);
if (!piglit_probe_pixel_rgb(x + (BOX_SIZE / 2),
1 + (BOX_SIZE / 2),
color)) {
result = PIGLIT_FAIL;
}
}
piglit_present_results();
return result;
}
void
piglit_init(int argc, char **argv)
{
(void) argc;
(void) argv;
piglit_require_vertex_program();
piglit_require_fragment_program();
piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
progs[0] = piglit_compile_program(GL_FRAGMENT_PROGRAM_ARB,
cos_shader_source);
progs[1] = piglit_compile_program(GL_FRAGMENT_PROGRAM_ARB,
sge_shader_source);
vert_prog = piglit_compile_program(GL_VERTEX_PROGRAM_ARB,
vert_shader_source);
glClearColor(0.5, 0.5, 0.5, 1.0);
}
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