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authorNicholas Mack <nichmack@gmail.com>2013-09-09 14:42:17 -0700
committerNicholas Mack <nichmack@gmail.com>2013-09-11 10:57:51 -0700
commit3e22dfc227544ac97dfce5b3977aa8fbaa5a20ab (patch)
tree8fb1a4039d04ffaced5211355a4a18c6caff9394 /tests/spec/glsl-1.50/execution
parentd66a8a738f55d835a086ee9dd8508f9df3e08da5 (diff)
Move gs-emits-too-few-verts.c into the correct folder
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Diffstat (limited to 'tests/spec/glsl-1.50/execution')
-rw-r--r--tests/spec/glsl-1.50/execution/geometry/CMakeLists.gl.txt1
-rw-r--r--tests/spec/glsl-1.50/execution/geometry/gs-emits-too-few-verts.c166
2 files changed, 167 insertions, 0 deletions
diff --git a/tests/spec/glsl-1.50/execution/geometry/CMakeLists.gl.txt b/tests/spec/glsl-1.50/execution/geometry/CMakeLists.gl.txt
index 865595afb..aefaf41e8 100644
--- a/tests/spec/glsl-1.50/execution/geometry/CMakeLists.gl.txt
+++ b/tests/spec/glsl-1.50/execution/geometry/CMakeLists.gl.txt
@@ -13,4 +13,5 @@ ${OPENGL_glu_LIBRARY}
piglit_add_executable (glsl-1.50-geometry-end-primitive end-primitive.c)
piglit_add_executable (glsl-1.50-geometry-primitive-id-restart primitive-id-restart.c)
piglit_add_executable (glsl-1.50-geometry-primitive-types primitive-types.c)
+piglit_add_executable (glsl-1.50-gs-emits-too-few-verts gs-emits-too-few-verts.c)
piglit_add_executable (glsl-1.50-gs-mismatch-prim-type gs-mismatch-prim-type.c)
diff --git a/tests/spec/glsl-1.50/execution/geometry/gs-emits-too-few-verts.c b/tests/spec/glsl-1.50/execution/geometry/gs-emits-too-few-verts.c
new file mode 100644
index 000000000..45e39ce70
--- /dev/null
+++ b/tests/spec/glsl-1.50/execution/geometry/gs-emits-too-few-verts.c
@@ -0,0 +1,166 @@
+/**
+ * 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 2.12.2 (Geometry Shader Output Primitives):
+ *
+ * "If the number of vertices emitted by the geometry shader is not sufficient
+ * to produce a single primitive, nothing is drawn."
+ */
+
+#include "piglit-util-gl-common.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;
+
+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 *gstext =
+ "#version 150\n"
+ "layout(triangles) in;\n"
+ "layout(triangle_strip, max_vertices = 3) out;\n"
+ "in vec3 pos[];\n"
+ "void main() {\n"
+ " for(int i = 0; i < 2; 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., 0., 0., 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;
+
+void
+piglit_init(int argc, char **argv)
+{
+ GLuint vs = 0, gs = 0, fs = 0;
+ GLuint vertIndex;
+
+ prog = glCreateProgram();
+ vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vstext);
+ 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);
+
+ 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;
+ float grey[] = {.4, .4, .4};
+ GLuint primQuery, primCount;
+
+ glClearColor(.4, .4, .4, 1.);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glBindVertexArray(vao);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf);
+
+ glGenQueries(1, &primQuery);
+ glBeginQuery(GL_PRIMITIVES_GENERATED, primQuery);
+ glDrawElements(GL_TRIANGLES, ARRAY_SIZE(indices),
+ GL_UNSIGNED_INT, NULL);
+ glEndQuery(GL_PRIMITIVES_GENERATED);
+
+ glGetQueryObjectuiv(primQuery, GL_QUERY_RESULT, &primCount);
+ if(primCount != 0) {
+ printf("Expected 0 primitives but %d were generated.\n",
+ primCount);
+ pass = false;
+ }
+ glDeleteQueries(1, &primQuery);
+
+ /* Geom shader only emits 2 verts per tri, so it should not draw any */
+ pass = piglit_probe_rect_rgb(0, 0, piglit_width, piglit_height, grey)
+ && pass;
+
+ pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+ piglit_present_results();
+
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}