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|
/*
* Copyright © 2011 Marek Olšák <maraeo@gmail.com>
*
* 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.
*/
/**
* Test for immediate-mode style commands like glVertexAttrib, glColor, etc.
* with vertex arrays, immediate mode and display lists.
* Most of the GL2 and GL3 commands are covered.
*
* glVertex and the commands taking a pointer (e.g. glColor*v) are not
* tested here.
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_width = 512;
config.window_height = 512;
config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
PIGLIT_GL_TEST_CONFIG_END
enum {
R,
RG,
RGB,
RGBA
};
enum {
FLOAT_TYPE,
INT_TYPE,
UINT_TYPE
};
enum {
VERTEX_ARRAYS,
IMMEDIATE_MODE,
DISPLAY_LIST,
NUM_MODES
};
static const char *mode_to_str[NUM_MODES] = {
"vertex arrays",
"immediate mode",
"display list"
};
static void draw_quad(unsigned mode, float *v,
void (*attrib)(float x, float y, float z, float w))
{
static const float verts[] = {
0, 0,
0, 10,
10, 10,
10, 0
};
int i;
switch (mode) {
case VERTEX_ARRAYS:
attrib(v[0], v[1], v[2], v[3]);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, verts);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
break;
case IMMEDIATE_MODE:
glBegin(GL_QUADS);
for (i = 0; i < 4; i++) {
attrib(v[0], v[1], v[2], v[3]);
glVertex2fv(&verts[i*2]);
}
glEnd();
break;
case DISPLAY_LIST:
glNewList(1, GL_COMPILE);
glBegin(GL_QUADS);
for (i = 0; i < 4; i++) {
attrib(v[0], v[1], v[2], v[3]);
glVertex2fv(&verts[i*2]);
}
glEnd();
glEndList();
glCallList(1);
break;
default:
assert(0);
}
}
static GLboolean test(int x, int y, const char *shaderfunc,
unsigned mask, unsigned type, unsigned mode,
void (*attrib)(float x, float y, float z, float w),
const char *info)
{
static const char *templ = {
"%s \n"
"#extension GL_ARB_explicit_attrib_location : require \n"
"layout(location = 1) in %s attr; \n"
"void main() { \n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \n"
" gl_FrontColor = (%s) * vec4(1.0, 1.0, 1.0, 0.5); \n"
"} \n"
};
GLuint prog, vs;
GLboolean pass = GL_TRUE;
char vstext[1024];
int i;
float color[3][4] = {
{0.2, 0.4, 0.6, 0.8},
{0, 1, 0, 1},
{0.5, 0.3, 0.9, 0.2}
};
sprintf(vstext, templ,
type != FLOAT_TYPE ? "#version 130" : "",
type == INT_TYPE ? "ivec4" : type == UINT_TYPE ? "uvec4" : "vec4",
shaderfunc);
/* Create the shader. */
vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vstext);
if (!vs)
piglit_report_result(PIGLIT_FAIL);
prog = piglit_link_simple_program(vs, 0);
if (!prog)
piglit_report_result(PIGLIT_FAIL);
/* Render. */
glUseProgram(prog);
glLoadIdentity();
glTranslatef(x, y, 0);
draw_quad(mode, color[0], attrib);
glDrawArrays(GL_QUADS, 0, 4);
glTranslatef(10, 0, 0);
draw_quad(mode, color[1], attrib);
glTranslatef(10, 0, 0);
draw_quad(mode, color[2], attrib);
switch (mask) {
case R:
for (i = 0; i < 3; i++)
color[i][1] = 0;
/* fall through */
case RG:
for (i = 0; i < 3; i++)
color[i][2] = 0;
/* fall through */
case RGB:
for (i = 0; i < 3; i++)
color[i][3] = 1;
/* fall through */
case RGBA:
break;
default:
assert(0);
}
if (strstr(info, "GL_INT_2_10_10_10_REV-norm")) {
for (i = 0; i < 3; i++) {
if (color[i][3] < 0.333)
color[i][3] = 0;
else if (color[i][3] < 1)
color[i][3] = 0.333;
}
} else if (strstr(info, "GL_INT_2_10_10_10_REV")) {
for (i = 0; i < 3; i++) {
if (color[i][3] < 1)
color[i][3] = 0;
}
} else if (strstr(info, "GL_UNSIGNED_INT_2_10_10_10_REV")) {
for (i = 0; i < 3; i++) {
if (color[i][3] < 0.333)
color[i][3] = 0;
else if (color[i][3] < 0.666)
color[i][3] = 0.333;
else if (color[i][3] < 1)
color[i][3] = 0.666;
}
}
/* We scale alpha in the shader to ensure it's not > 1 when it should be 1. */
for (i = 0; i < 3; i++)
color[i][3] *= 0.5;
/* Probe pixels. */
pass = piglit_probe_pixel_rgba(x+5, y+5, color[0]) && pass;
pass = piglit_probe_pixel_rgba(x+15, y+5, color[1]) && pass;
pass = piglit_probe_pixel_rgba(x+25, y+5, color[2]) && pass;
return pass;
}
typedef GLboolean (*test_func)(int x, int y, unsigned mode);
#define DEFINE_TEST(func, funcsuffix, params, shaderfunc, mask, type, info) \
static void invoke_##func##funcsuffix(float x, float y, float z, float w) \
{ \
func params; \
} \
\
static GLboolean test_##func##funcsuffix(int x, int y, unsigned mode) \
{ \
printf("Testing %s, %s\n", #func "(" info ")", mode_to_str[mode]); \
return test(x, y, shaderfunc, mask, type, mode, invoke_##func##funcsuffix, info); \
}
#define B(f) ((f) * 0x7F)
#define UB(f) ((f) * 0xFF)
#define S(f) ((f) * 0x7FFF)
#define US(f) ((f) * 0xFFFF)
#define I(f) ((double)(f) * 0x7FFFFFFF)
#define UI(f) ((double)(f) * 0xFFFFFFFF)
/* GL 2.0 */
/* XXX This list is incomplete. */
DEFINE_TEST(glColor3b,, (B(x), B(y), B(z)), "gl_Color", RGB, FLOAT_TYPE, "")
DEFINE_TEST(glColor3d,, (x, y, z), "gl_Color", RGB, FLOAT_TYPE, "")
DEFINE_TEST(glColor3f,, (x, y, z), "gl_Color", RGB, FLOAT_TYPE, "")
DEFINE_TEST(glColor3i,, (I(x), I(y), I(z)), "gl_Color", RGB, FLOAT_TYPE, "")
DEFINE_TEST(glColor3s,, (S(x), S(y), S(z)), "gl_Color", RGB, FLOAT_TYPE, "")
DEFINE_TEST(glColor3ub,, (UB(x), UB(y), UB(z)), "gl_Color", RGB, FLOAT_TYPE, "")
DEFINE_TEST(glColor3ui,, (UI(x), UI(y), UI(z)), "gl_Color", RGB, FLOAT_TYPE, "")
DEFINE_TEST(glColor3us,, (US(x), US(y), US(z)), "gl_Color", RGB, FLOAT_TYPE, "")
DEFINE_TEST(glColor4b,, (B(x), B(y), B(z), B(w)), "gl_Color", RGBA, FLOAT_TYPE, "")
DEFINE_TEST(glColor4d,, (x, y, z, w), "gl_Color", RGBA, FLOAT_TYPE, "")
DEFINE_TEST(glColor4f,, (x, y, z, w), "gl_Color", RGBA, FLOAT_TYPE, "")
DEFINE_TEST(glColor4i,, (I(x), I(y), I(z), I(w)), "gl_Color", RGBA, FLOAT_TYPE, "")
DEFINE_TEST(glColor4s,, (S(x), S(y), S(z), S(w)), "gl_Color", RGBA, FLOAT_TYPE, "")
DEFINE_TEST(glColor4ub,, (UB(x), UB(y), UB(z), UB(w)), "gl_Color", RGBA, FLOAT_TYPE, "")
DEFINE_TEST(glColor4ui,, (UI(x), UI(y), UI(z), UI(w)), "gl_Color", RGBA, FLOAT_TYPE, "")
DEFINE_TEST(glColor4us,, (US(x), US(y), US(z), US(w)), "gl_Color",RGBA, FLOAT_TYPE, "")
DEFINE_TEST(glVertexAttrib1d,, (1, x), "attr", R, FLOAT_TYPE, "")
DEFINE_TEST(glVertexAttrib1f,, (1, x), "attr", R, FLOAT_TYPE, "")
DEFINE_TEST(glVertexAttrib1s,, (1, S(x)), "attr * vec4(1.0/32768.0, 1.0, 1.0, 1.0)", R, FLOAT_TYPE, "")
DEFINE_TEST(glVertexAttrib2d,, (1, x, y), "attr", RG, FLOAT_TYPE, "")
DEFINE_TEST(glVertexAttrib2f,, (1, x, y), "attr", RG, FLOAT_TYPE, "")
DEFINE_TEST(glVertexAttrib2s,, (1, S(x), S(y)), "attr * vec4(vec2(1.0/32768.0), 1.0, 1.0)", RG, FLOAT_TYPE, "")
DEFINE_TEST(glVertexAttrib3d,, (1, x, y, z), "attr", RGB, FLOAT_TYPE, "")
DEFINE_TEST(glVertexAttrib3f,, (1, x, y, z), "attr", RGB, FLOAT_TYPE, "")
DEFINE_TEST(glVertexAttrib3s,, (1, S(x), S(y), S(z)), "attr * vec4(vec3(1.0/32768.0), 1.0)", RGB, FLOAT_TYPE, "")
DEFINE_TEST(glVertexAttrib4Nub,, (1, UB(x), UB(y), UB(z), UB(w)), "attr", RGBA, FLOAT_TYPE, "")
DEFINE_TEST(glVertexAttrib4d,, (1, x, y, z, w), "attr", RGBA, FLOAT_TYPE, "")
DEFINE_TEST(glVertexAttrib4f,, (1, x, y, z, w), "attr", RGBA, FLOAT_TYPE, "")
DEFINE_TEST(glVertexAttrib4s,, (1, S(x), S(y), S(z), S(w)), "attr * vec4(1.0/32768.0)", RGBA, FLOAT_TYPE, "")
static test_func tests_GL2[] = {
test_glColor3b,
test_glColor3d,
test_glColor3f,
test_glColor3i,
test_glColor3s,
test_glColor3ub,
test_glColor3ui,
test_glColor3ui,
test_glColor3us,
test_glColor4b,
test_glColor4d,
test_glColor4f,
test_glColor4i,
test_glColor4s,
test_glColor4ub,
test_glColor4ui,
test_glColor4us,
test_glVertexAttrib1d,
test_glVertexAttrib1d,
test_glVertexAttrib1f,
test_glVertexAttrib1s,
test_glVertexAttrib2d,
test_glVertexAttrib2f,
test_glVertexAttrib2s,
test_glVertexAttrib3d,
test_glVertexAttrib3f,
test_glVertexAttrib3s,
test_glVertexAttrib4Nub,
test_glVertexAttrib4d,
test_glVertexAttrib4f,
test_glVertexAttrib4s,
};
/* GL 3.0 */
DEFINE_TEST(glVertexAttribI1i,, (1, I(x)),
"vec4(attr) * vec4(1.0/2147483647.0, 1.0, 1.0, 1.0)", R, INT_TYPE, "")
DEFINE_TEST(glVertexAttribI2i,, (1, I(x), I(y)),
"vec4(attr) * vec4(vec2(1.0/2147483647.0), 1.0, 1.0)", RG, INT_TYPE, "")
DEFINE_TEST(glVertexAttribI3i,, (1, I(x), I(y), I(z)),
"vec4(attr) * vec4(vec3(1.0/2147483647.0), 1.0)", RGB, INT_TYPE, "")
DEFINE_TEST(glVertexAttribI4i,, (1, I(x), I(y), I(z), I(w)),
"vec4(attr) * vec4(1.0/2147483647.0)", RGBA, INT_TYPE, "")
DEFINE_TEST(glVertexAttribI1ui,, (1, UI(x)),
"vec4(attr) * vec4(1.0/4294967295.0, 1.0, 1.0, 1.0)", R, UINT_TYPE, "")
DEFINE_TEST(glVertexAttribI2ui,, (1, UI(x), UI(y)),
"vec4(attr) * vec4(vec2(1.0/4294967295.0), 1.0, 1.0)", RG, UINT_TYPE, "")
DEFINE_TEST(glVertexAttribI3ui,, (1, UI(x), UI(y), UI(z)),
"vec4(attr) * vec4(vec3(1.0/4294967295.0), 1.0)", RGB, UINT_TYPE, "")
DEFINE_TEST(glVertexAttribI4ui,, (1, UI(x), UI(y), UI(z), UI(w)),
"vec4(attr) * vec4(1.0/4294967295.0)", RGBA, UINT_TYPE, "")
static test_func tests_GL3[] = {
test_glVertexAttribI1i,
test_glVertexAttribI2i,
test_glVertexAttribI3i,
test_glVertexAttribI4i,
test_glVertexAttribI1ui,
test_glVertexAttribI2ui,
test_glVertexAttribI3ui,
test_glVertexAttribI4ui,
};
/* ARB_vertex_type_2_10_10_10_rev */
#define P10(f) ((int)((f) * 0x1FF))
#define UP10(f) ((int)((f) * 0x3FF))
#define PN2(f) ((int)((f) < 0.333 ? 3 /* = -0.333 */ : (f) < 1 ? 0 /* = 0.333 */ : 1)) /* normalized */
#define P2(f) ((int)(f)) /* unnormalized */
#define UP2(f) ((int)((f) * 0x3))
#define P1010102(x,y,z,w) (P10(x) | (P10(y) << 10) | (P10(z) << 20) | (P2(w) << 30))
#define PN1010102(x,y,z,w) (P10(x) | (P10(y) << 10) | (P10(z) << 20) | (PN2(w) << 30))
#define UP1010102(x,y,z,w) (UP10(x) | (UP10(y) << 10) | (UP10(z) << 20) | (UP2(w) << 30))
/* GL_INT_2_10_10_10_REV */
DEFINE_TEST(glTexCoordP1ui,, (GL_INT_2_10_10_10_REV, P1010102(x,y,z,w)),
"gl_MultiTexCoord0 * vec4(1.0/511.0, 1.0, 1.0, 1.0)", R, FLOAT_TYPE, "GL_INT_2_10_10_10_REV")
DEFINE_TEST(glTexCoordP2ui,, (GL_INT_2_10_10_10_REV, P1010102(x,y,z,w)),
"gl_MultiTexCoord0 * vec4(vec2(1.0/511.0), 1.0, 1.0)", RG, FLOAT_TYPE, "GL_INT_2_10_10_10_REV")
DEFINE_TEST(glTexCoordP3ui,, (GL_INT_2_10_10_10_REV, P1010102(x,y,z,w)),
"gl_MultiTexCoord0 * vec4(vec3(1.0/511.0), 1.0)", RGB, FLOAT_TYPE, "GL_INT_2_10_10_10_REV")
DEFINE_TEST(glTexCoordP4ui,, (GL_INT_2_10_10_10_REV, P1010102(x,y,z,w)),
"gl_MultiTexCoord0 * vec4(vec3(1.0/511.0), 1.0)", RGBA, FLOAT_TYPE, "GL_INT_2_10_10_10_REV")
DEFINE_TEST(glMultiTexCoordP1ui,, (GL_TEXTURE1, GL_INT_2_10_10_10_REV, P1010102(x,y,z,w)),
"gl_MultiTexCoord1 * vec4(1.0/511.0, 1.0, 1.0, 1.0)", R, FLOAT_TYPE, "GL_INT_2_10_10_10_REV")
DEFINE_TEST(glMultiTexCoordP2ui,, (GL_TEXTURE1, GL_INT_2_10_10_10_REV, P1010102(x,y,z,w)),
"gl_MultiTexCoord1 * vec4(vec2(1.0/511.0), 1.0, 1.0)", RG, FLOAT_TYPE, "GL_INT_2_10_10_10_REV")
DEFINE_TEST(glMultiTexCoordP3ui,, (GL_TEXTURE1, GL_INT_2_10_10_10_REV, P1010102(x,y,z,w)),
"gl_MultiTexCoord1 * vec4(vec3(1.0/511.0), 1.0)", RGB, FLOAT_TYPE, "GL_INT_2_10_10_10_REV")
DEFINE_TEST(glMultiTexCoordP4ui,, (GL_TEXTURE1, GL_INT_2_10_10_10_REV, P1010102(x,y,z,w)),
"gl_MultiTexCoord1 * vec4(vec3(1.0/511.0), 1.0)", RGBA, FLOAT_TYPE, "GL_INT_2_10_10_10_REV")
DEFINE_TEST(glNormalP3ui,, (GL_INT_2_10_10_10_REV, PN1010102(x,y,z,w)),
"vec4(gl_Normal, 1.0)", RGB, FLOAT_TYPE, "GL_INT_2_10_10_10_REV-norm")
DEFINE_TEST(glColorP3ui,, (GL_INT_2_10_10_10_REV, PN1010102(x,y,z,w)),
"gl_Color", RGB, FLOAT_TYPE, "GL_INT_2_10_10_10_REV-norm")
DEFINE_TEST(glColorP4ui,, (GL_INT_2_10_10_10_REV, PN1010102(x,y,z,w)),
"gl_Color", RGBA, FLOAT_TYPE, "GL_INT_2_10_10_10_REV-norm")
DEFINE_TEST(glSecondaryColorP3ui,, (GL_INT_2_10_10_10_REV, PN1010102(x,y,z,w)),
"gl_SecondaryColor", RGB, FLOAT_TYPE, "GL_INT_2_10_10_10_REV-norm")
/* GL_INT_2_10_10_10_REV unnormalized */
DEFINE_TEST(glVertexAttribP1ui,, (1, GL_INT_2_10_10_10_REV, 0, P1010102(x,y,z,w)),
"attr * vec4(1.0/511.0, 1.0, 1.0, 1.0)", R, FLOAT_TYPE, "GL_INT_2_10_10_10_REV")
DEFINE_TEST(glVertexAttribP2ui,, (1, GL_INT_2_10_10_10_REV, 0, P1010102(x,y,z,w)),
"attr * vec4(vec2(1.0/511.0), 1.0, 1.0)", RG, FLOAT_TYPE, "GL_INT_2_10_10_10_REV")
DEFINE_TEST(glVertexAttribP3ui,, (1, GL_INT_2_10_10_10_REV, 0, P1010102(x,y,z,w)),
"attr * vec4(vec3(1.0/511.0), 1.0)", RGB, FLOAT_TYPE, "GL_INT_2_10_10_10_REV")
DEFINE_TEST(glVertexAttribP4ui,, (1, GL_INT_2_10_10_10_REV, 0, P1010102(x,y,z,w)),
"attr * vec4(vec3(1.0/511.0), 1.0)", RGBA, FLOAT_TYPE, "GL_INT_2_10_10_10_REV")
/* GL_INT_2_10_10_10_REV normalized */
DEFINE_TEST(glVertexAttribP1ui,_norm, (1, GL_INT_2_10_10_10_REV, 1, PN1010102(x,y,z,w)),
"attr", R, FLOAT_TYPE, "GL_INT_2_10_10_10_REV-norm")
DEFINE_TEST(glVertexAttribP2ui,_norm, (1, GL_INT_2_10_10_10_REV, 1, PN1010102(x,y,z,w)),
"attr", RG, FLOAT_TYPE, "GL_INT_2_10_10_10_REV-norm")
DEFINE_TEST(glVertexAttribP3ui,_norm, (1, GL_INT_2_10_10_10_REV, 1, PN1010102(x,y,z,w)),
"attr", RGB, FLOAT_TYPE, "GL_INT_2_10_10_10_REV-norm")
DEFINE_TEST(glVertexAttribP4ui,_norm, (1, GL_INT_2_10_10_10_REV, 1, PN1010102(x,y,z,w)),
"attr", RGBA, FLOAT_TYPE, "GL_INT_2_10_10_10_REV-norm")
/* GL_UNSIGNED_INT_2_10_10_10_REV */
DEFINE_TEST(glTexCoordP1ui,_uint, (GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)),
"gl_MultiTexCoord0 * vec4(1.0/1023.0, 1.0, 1.0, 1.0)", R, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV")
DEFINE_TEST(glTexCoordP2ui,_uint, (GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)),
"gl_MultiTexCoord0 * vec4(vec2(1.0/1023.0), 1.0, 1.0)", RG, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV")
DEFINE_TEST(glTexCoordP3ui,_uint, (GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)),
"gl_MultiTexCoord0 * vec4(vec3(1.0/1023.0), 1.0)", RGB, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV")
DEFINE_TEST(glTexCoordP4ui,_uint, (GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)),
"gl_MultiTexCoord0 * vec4(vec3(1.0/1023.0), 1.0/3.0)", RGBA, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV")
DEFINE_TEST(glMultiTexCoordP1ui,_uint, (GL_TEXTURE1, GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)),
"gl_MultiTexCoord1 * vec4(1.0/1023.0, 1.0, 1.0, 1.0)", R, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV")
DEFINE_TEST(glMultiTexCoordP2ui,_uint, (GL_TEXTURE1, GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)),
"gl_MultiTexCoord1 * vec4(vec2(1.0/1023.0), 1.0, 1.0)", RG, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV")
DEFINE_TEST(glMultiTexCoordP3ui,_uint, (GL_TEXTURE1, GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)),
"gl_MultiTexCoord1 * vec4(vec3(1.0/1023.0), 1.0)", RGB, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV")
DEFINE_TEST(glMultiTexCoordP4ui,_uint, (GL_TEXTURE1, GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)),
"gl_MultiTexCoord1 * vec4(vec3(1.0/1023.0), 1.0/3.0)", RGBA, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV")
DEFINE_TEST(glNormalP3ui,_uint, (GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)),
"vec4(gl_Normal, 1.0)", RGB, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV-norm")
DEFINE_TEST(glColorP3ui,_uint, (GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)),
"gl_Color", RGB, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV-norm")
DEFINE_TEST(glColorP4ui,_uint, (GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)),
"gl_Color", RGBA, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV-norm")
DEFINE_TEST(glSecondaryColorP3ui,_uint, (GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)),
"gl_SecondaryColor", RGB, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV-norm")
/* GL_UNSIGNED_INT_2_10_10_10_REV unnormalized */
DEFINE_TEST(glVertexAttribP1ui,_uint, (1, GL_UNSIGNED_INT_2_10_10_10_REV, 0, UP1010102(x,y,z,w)),
"attr * vec4(1.0/1023.0, 1.0, 1.0, 1.0)", R, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV")
DEFINE_TEST(glVertexAttribP2ui,_uint, (1, GL_UNSIGNED_INT_2_10_10_10_REV, 0, UP1010102(x,y,z,w)),
"attr * vec4(vec2(1.0/1023.0), 1.0, 1.0)", RG, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV")
DEFINE_TEST(glVertexAttribP3ui,_uint, (1, GL_UNSIGNED_INT_2_10_10_10_REV, 0, UP1010102(x,y,z,w)),
"attr * vec4(vec3(1.0/1023.0), 1.0)", RGB, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV")
DEFINE_TEST(glVertexAttribP4ui,_uint, (1, GL_UNSIGNED_INT_2_10_10_10_REV, 0, UP1010102(x,y,z,w)),
"attr * vec4(vec3(1.0/1023.0), 1.0/3.0)", RGBA, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV")
/* GL_UNSIGNED_INT_2_10_10_10_REV normalized */
DEFINE_TEST(glVertexAttribP1ui,_uint_norm, (1, GL_UNSIGNED_INT_2_10_10_10_REV, 1, UP1010102(x,y,z,w)),
"attr", R, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV-norm")
DEFINE_TEST(glVertexAttribP2ui,_uint_norm, (1, GL_UNSIGNED_INT_2_10_10_10_REV, 1, UP1010102(x,y,z,w)),
"attr", RG, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV-norm")
DEFINE_TEST(glVertexAttribP3ui,_uint_norm, (1, GL_UNSIGNED_INT_2_10_10_10_REV, 1, UP1010102(x,y,z,w)),
"attr", RGB, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV-norm")
DEFINE_TEST(glVertexAttribP4ui,_uint_norm, (1, GL_UNSIGNED_INT_2_10_10_10_REV, 1, UP1010102(x,y,z,w)),
"attr", RGBA, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV-norm")
static test_func tests_GL_ARB_vertex_type_2_10_10_10_rev[] = {
test_glTexCoordP1ui,
test_glTexCoordP2ui,
test_glTexCoordP3ui,
test_glTexCoordP4ui,
test_glMultiTexCoordP1ui,
test_glMultiTexCoordP2ui,
test_glMultiTexCoordP3ui,
test_glMultiTexCoordP4ui,
test_glNormalP3ui,
test_glColorP3ui,
test_glColorP4ui,
test_glSecondaryColorP3ui,
test_glVertexAttribP1ui,
test_glVertexAttribP2ui,
test_glVertexAttribP3ui,
test_glVertexAttribP4ui,
test_glVertexAttribP1ui_norm,
test_glVertexAttribP2ui_norm,
test_glVertexAttribP3ui_norm,
test_glVertexAttribP4ui_norm,
test_glTexCoordP1ui_uint,
test_glTexCoordP2ui_uint,
test_glTexCoordP3ui_uint,
test_glTexCoordP4ui_uint,
test_glMultiTexCoordP1ui_uint,
test_glMultiTexCoordP2ui_uint,
test_glMultiTexCoordP3ui_uint,
test_glMultiTexCoordP4ui_uint,
test_glNormalP3ui_uint,
test_glColorP3ui_uint,
test_glColorP4ui_uint,
test_glSecondaryColorP3ui_uint,
test_glVertexAttribP1ui_uint,
test_glVertexAttribP2ui_uint,
test_glVertexAttribP3ui_uint,
test_glVertexAttribP4ui_uint,
test_glVertexAttribP1ui_uint_norm,
test_glVertexAttribP2ui_uint_norm,
test_glVertexAttribP3ui_uint_norm,
test_glVertexAttribP4ui_uint_norm,
};
#define TESTS(name) #name, tests_##name, ARRAY_SIZE(tests_##name)
struct test_set {
const char *name;
test_func *tests;
int num_tests;
int gl_version;
const char *extension;
int alpha_bits;
} test_sets[] = {
{ TESTS(GL2) },
{ TESTS(GL3), 30 },
{ TESTS(GL_ARB_vertex_type_2_10_10_10_rev), 0, "GL_ARB_vertex_type_2_10_10_10_rev" },
};
struct test_set *test_set = &test_sets[0];
enum piglit_result piglit_display(void)
{
GLboolean pass = GL_TRUE;
int i, mode;
int x = 0, y = 0;
glClear(GL_COLOR_BUFFER_BIT);
printf("Testing %s\n", test_set->name);
for (mode = 0; mode < NUM_MODES; mode++) {
printf("\n");
for (i = 0; i < test_set->num_tests; i++) {
pass = test_set->tests[i](x, y, mode) && pass;
x += 40;
if (x+40 > piglit_width) {
x = 0;
y += 20;
}
}
}
assert(glGetError() == 0);
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void piglit_init(int argc, char **argv)
{
int a,i;
piglit_require_gl_version(20);
piglit_require_extension("GL_ARB_explicit_attrib_location");
piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
glClearColor(0.2, 0.2, 0.2, 1.0);
for (a = 1; a < argc; a++) {
for (i = 0; i < ARRAY_SIZE(test_sets); i++) {
if (strcmp(argv[a], test_sets[i].name) == 0) {
if (test_sets[i].gl_version)
piglit_require_gl_version(test_sets[i].gl_version);
if (test_sets[i].extension)
piglit_require_extension(test_sets[i].extension);
test_set = &test_sets[i];
return;
}
}
}
}
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