From ed35791e185093a36e3f4b80a940eceda2498291 Mon Sep 17 00:00:00 2001 From: Wang Shuo Date: Wed, 31 Dec 2014 22:15:20 +0800 Subject: [PATCH] Add a new test case used to valid gl_VertexID for bug 87611 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit This case is added for *Bug 87611 - Exercise gl_VertexID corner cases in i965 driver*, and used to watch the status of *Bug 85529 - Surfaces not drawn in Unvanquished* This case is failed by master, and passed by the patch of vcelestialragev@gmail.com(https://bugs.freedesktop.org/attachment.cgi?id=110839) which is agree by Kenneth Graunke. Below is the test point of this case: 1. Use user-allocated vertex arrays (NOT vertex buffer objects). 2. Use a glDrawArrays with a non-zero 'first'. 3. Use primitive restart to trigger multiple _mesa_prim without an intervening state change. For primitive restart test: In OpenGL ES, primitive restart do not support glDrawArrays.Below is the spec of OpenGLR ES Version 3.0.1 (January 10, 2013) page26 When DrawElements,DrawElementsInstanced, or DrawRangeElements transfers a set of generic attribute array elements to the GL, if the index within the vertex arrays corresponding to that set is equal to 2N ô€€€ 1, where N is 8, 16 or 32 if the type is UNSIGNED_-BYTE, UNSIGNED_SHORT, or UNSIGNED_INT, respectively, then the GL does not process those elements as a vertex. For OpenGL, primitive restarting to work with all rendering commands, including the non-indexed commands. However, implementations did not implement this, and the rule itself makes no sense.(https://www.opengl.org/wiki/Vertex_Rendering) So I used glDrawElements to test primitive restart 4. Validate the value of gl_VertexID in the vertex shader. Both glDrawArrays testing and glDrawElements testing test the value of gl_VertexID Signed-off-by: Wang Shuo --- tests/all.py | 1 + tests/shaders/CMakeLists.gl.txt | 1 + tests/shaders/glsl-bug-87611.c | 196 ++++++++++++++++++++++++++++++++++++++++ 3 files changed, 198 insertions(+) create mode 100644 tests/shaders/glsl-bug-87611.c diff --git a/tests/all.py b/tests/all.py index 0d9a971..dd1ae92 100644 --- a/tests/all.py +++ b/tests/all.py @@ -386,6 +386,7 @@ add_concurrent_test(shaders, 'createshaderprogram-attached-shaders') add_concurrent_test(shaders, 'glsl-arb-fragment-coord-conventions') add_concurrent_test(shaders, 'glsl-arb-fragment-coord-conventions-define') add_concurrent_test(shaders, 'glsl-bug-22603') +add_concurrent_test(shaders, 'glsl-bug-87611') add_concurrent_test(shaders, 'glsl-bindattriblocation') add_concurrent_test(shaders, 'glsl-dlist-getattriblocation') add_concurrent_test(shaders, 'glsl-getactiveuniform-array-size') diff --git a/tests/shaders/CMakeLists.gl.txt b/tests/shaders/CMakeLists.gl.txt index c827256..501cad3 100644 --- a/tests/shaders/CMakeLists.gl.txt +++ b/tests/shaders/CMakeLists.gl.txt @@ -47,6 +47,7 @@ piglit_add_executable (glsl-arb-fragment-coord-conventions glsl-arb-fragment-coo piglit_add_executable (glsl-arb-fragment-coord-conventions-define glsl-arb-fragment-coord-conventions-define.c) piglit_add_executable (glsl-bindattriblocation glsl-bindattriblocation.c) piglit_add_executable (glsl-bug-22603 glsl-bug-22603.c) +piglit_add_executable (glsl-bug-87611 glsl-bug-87611.c) piglit_add_executable (glsl-dlist-getattriblocation glsl-dlist-getattriblocation.c) piglit_add_executable (glsl-explicit-location-01 glsl-explicit-location-01.c) piglit_add_executable (glsl-explicit-location-02 glsl-explicit-location-02.c) diff --git a/tests/shaders/glsl-bug-87611.c b/tests/shaders/glsl-bug-87611.c new file mode 100644 index 0000000..358e45c --- /dev/null +++ b/tests/shaders/glsl-bug-87611.c @@ -0,0 +1,196 @@ +/* + * Copyright © 2009 Intel Corporation + * Copyright © 2010 VMware, Inc. + * + * 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 glsl-bug-87611.c + * + * Check gl_VertexID + * This case is added for *Bug 87611 - Exercise gl_VertexID corner cases in i965 driver*, + * and used to watch the status of *Bug 85529 - Surfaces not drawn in Unvanquished* + * This case is failed by master, and passed by the patch of vcelestialragev@gmail.com(https://bugs.freedesktop.org/attachment.cgi?id=110839) + * which is agree by Kenneth Graunke. + * + * + * \author Wang Shuo */ + + +#include "piglit-util-gl.h" + +PIGLIT_GL_TEST_CONFIG_BEGIN + + config.supports_gl_compat_version = 10; + + config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; + +PIGLIT_GL_TEST_CONFIG_END + +// Validate the value of gl_VertexID in the vertex shader. +static const GLchar *vertShaderText = + "#version 130\n" + "attribute vec4 attrib;\n" + "void main()\n" + "{\n" + " gl_Position = gl_ModelViewProjectionMatrix * attrib;\n" + " if (gl_VertexID == 2 || gl_VertexID == 3 || gl_VertexID == 4 || gl_VertexID == 5 )\n" + "{ \n" + " gl_FrontColor = vec4(0.0, 1.0, 0.0, 1.0);\n" + "} \n" + " else" + "{ \n" + " gl_FrontColor = vec4(1.0, 0.0, 0.0, 1.0);\n" + "} \n" + "} \n"; + +// Validate the value of gl_VertexID in the vertex shader. +static const GLchar *vertShaderTextIndex = + "#version 130\n" + "attribute vec4 attrib;\n" + "void main()\n" + "{\n" + " gl_Position = gl_ModelViewProjectionMatrix * attrib;\n" + " if (gl_VertexID == 2 || gl_VertexID == 3 || gl_VertexID == 4 || gl_VertexID == 5 )\n" + "{ \n" + " gl_FrontColor = vec4(0.0, 1.0, 0.0, 1.0);\n" + "} \n" + " else" + "{ \n" + " gl_FrontColor = vec4(1.0, 0.0, 0.0, 1.0);\n" + "} \n" + "} \n"; + + +static const GLfloat Vcoords[6][2] = { {-1, -1}, {-1, -1}, {-1, -1}, {1, -1}, {1, 1}, {-1, 1}}; + +static const unsigned short indiceTriangleFan[] = + { + 2, 0xFFFF, 2, 3, 0xFFFF, 0xFFFF, 2, 3, 4, 5, 0xFFFF, 0xFFFF, 0xFFFF,5 + }; + + +enum piglit_result +piglit_display(void) +{ + static const GLfloat expColor[4] = {0, 1, 0, 1}; + GLint vs, vsIndex; + GLint prog, progIndex; + GLint attrib_loc, attrib_locIndex; + enum piglit_result result, resultIndex; + + vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vertShaderText); + if (vs == 0) { + exit(1); + } + + prog = piglit_link_simple_program(vs, 0); + if (prog == 0) { + exit(1); + } + + + glLinkProgram(prog); + + attrib_loc = glGetAttribLocation(prog, "attrib"); + + glUseProgram(prog); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glOrtho(-1.1, 1.1, -1.1, 1.1, -1, 1); + + glClear(GL_COLOR_BUFFER_BIT); + + // Use user-allocated vertex arrays (NOT vertex buffer objects). + glVertexAttribPointer(attrib_loc, 2, GL_FLOAT, GL_FALSE, 0, Vcoords); + glEnableVertexAttribArray(attrib_loc); + + // Use a glDrawArrays with a non-zero 'first'. + glDrawArrays(GL_TRIANGLE_FAN, 2, 4); + + result = piglit_probe_pixel_rgba(20, 20, expColor) + ? PIGLIT_PASS : PIGLIT_FAIL; + + glDisableVertexAttribArray(attrib_loc); + + vsIndex = piglit_compile_shader_text(GL_VERTEX_SHADER, vertShaderTextIndex); + if (vsIndex == 0) { + exit(1); + } + + progIndex = piglit_link_simple_program(vsIndex, 0); + if (progIndex == 0) { + exit(1); + } + + + glLinkProgram(progIndex); + + /* check that the bind worked */ + attrib_locIndex = glGetAttribLocation(progIndex, "attrib"); + + /* now draw something and check that it works */ + glUseProgram(progIndex); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glOrtho(-1.1, 1.1, -1.1, 1.1, -1, 1); + + glClear(GL_COLOR_BUFFER_BIT); + // Use primitive restart to trigger multiple _mesa_prim without an intervening state change. + // Because for OpenGL ES PRIMITIVE_RESTART only support DrawElements, DrawElementsInstanced, or DrawRangeElements + // And for OpenGL PRIMITIVE_RESTART work with all rendering commands, including the non-indexed commands. + // However, implementations did not implement this, and the rule itself makes no sense (https://www.opengl.org/wiki/Vertex_Rendering) + // So for testing PRIMITIVE_RESTART I used glDrawElements + // OpenGL ES spec:When DrawElements,DrawElementsInstanced, or DrawRangeElements transfers a set of generic + // attribute array elements to the GL, if the index within the vertex arrays corresponding to that set is + // equal to 2N 􀀀 1, where N is 8, 16 or 32 if the type is UNSIGNED_-BYTE, UNSIGNED_SHORT, or UNSIGNED_INT, + // respectively, then the GL does not process those elements as a vertex. + glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX); + + glVertexAttribPointer(attrib_locIndex, 2, GL_FLOAT, GL_FALSE, 0, Vcoords); + glEnableVertexAttribArray(attrib_locIndex); + + glDrawElements(GL_TRIANGLE_FAN, sizeof(indiceTriangleFan) / sizeof(indiceTriangleFan[0]), GL_UNSIGNED_SHORT, indiceTriangleFan); + + resultIndex = piglit_probe_pixel_rgba(20, 20, expColor) + ? PIGLIT_PASS : PIGLIT_FAIL; + + if (result == PIGLIT_PASS && resultIndex == PIGLIT_PASS) + result = PIGLIT_PASS; + else + result = PIGLIT_FAIL; + + piglit_present_results(); + + return result; +} + + +void +piglit_init(int argc, char **argv) +{ + piglit_require_vertex_shader(); + + piglit_require_gl_version(20); + piglit_require_GLSL_version(130); +} -- 1.8.3.2