Tests rendering into a single framebuffer surface with multiple viewports
via a geometry shader.  Confirm that each area of the surface delineated by
a viewport renders the correct color. Use multiple draw calls to replicate
geometry rather than the geometry shader.

Tested on Nvidia Quadro 600, test passes.
---
 tests/all.tests                                 |   1 +
 tests/spec/arb_viewport_array/CMakeLists.gl.txt |   1 +
 tests/spec/arb_viewport_array/render_viewport.c | 168 ++++++++++++++++++++++++
 3 files changed, 170 insertions(+)
 create mode 100644 tests/spec/arb_viewport_array/render_viewport.c

diff --git a/tests/all.tests b/tests/all.tests
index 0ed93b6..9bfb947 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -1737,6 +1737,7 @@ arb_viewport_array['scissor-indices'] = 
concurrent_test('arb_viewport_array-scis
 arb_viewport_array['bounds'] = concurrent_test('arb_viewport_array-bounds')
 arb_viewport_array['queries'] = concurrent_test('arb_viewport_array-queries')
 arb_viewport_array['minmax'] = concurrent_test('arb_viewport_array-minmax')
+arb_viewport_array['render-viewport'] = 
concurrent_test('arb_viewport_array-render-viewport')
 
 nv_vertex_program = Group()
 spec['NV_vertex_program'] = nv_vertex_program
diff --git a/tests/spec/arb_viewport_array/CMakeLists.gl.txt 
b/tests/spec/arb_viewport_array/CMakeLists.gl.txt
index 155b62a..0514b81 100644
--- a/tests/spec/arb_viewport_array/CMakeLists.gl.txt
+++ b/tests/spec/arb_viewport_array/CMakeLists.gl.txt
@@ -15,5 +15,6 @@ piglit_add_executable(arb_viewport_array-scissor-indices 
scissor_indices.c)
 piglit_add_executable(arb_viewport_array-bounds bounds.c)
 piglit_add_executable(arb_viewport_array-queries queries.c)
 piglit_add_executable(arb_viewport_array-minmax minmax.c)
+piglit_add_executable(arb_viewport_array-render-viewport render_viewport.c)
 
 # vim: ft=cmake:
diff --git a/tests/spec/arb_viewport_array/render_viewport.c 
b/tests/spec/arb_viewport_array/render_viewport.c
new file mode 100644
index 0000000..0cfb8d2
--- /dev/null
+++ b/tests/spec/arb_viewport_array/render_viewport.c
@@ -0,0 +1,168 @@
+/*
+ * Copyright © 2013 LunarG, 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.
+ *
+ * Author: Jon Ashburn <j...@lunarg.com>
+ */
+
+/**
+ * Tests rendering into a single framebuffer surface with multiple viewports
+ * via a geometry shader.  Confirm that each area of the surface delineated by
+ * a viewport renders the correct color. Use multiple draw
+ * calls to replicate geometry rather than the geometry shader.
+ * From the extension registry for ARB_viewport_array:
+ *    "This extension enhances OpenGL by providing a mechanism to expose
+ *    multiple viewports. Each viewport is specified as a rectangle. The
+ *    destination viewport may be selected per-primitive by the geometry
+ *    shader. This allows the Geometry Shader to produce different versions
+ *    of primitives destined for separate viewport rectangles on the same
+ *    surface.
+ */
+#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_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+const char *vsSource = {
+       "#version 410\n"
+       "in vec4 piglit_vertex;\n"
+       "void main() {\n"
+       "       gl_Position = piglit_vertex;\n"
+       "}\n"
+};
+
+const char *gsSource = {
+       "#version 410\n"
+       "layout(triangles) in;\n"
+       "layout(triangle_strip, max_vertices = 3) out;\n"
+       "uniform int idx;\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "       gl_ViewportIndex = idx;\n"
+       "       for(int i = 0; i < gl_in.length(); i++) {\n"
+       "               gl_Position = gl_in[i].gl_Position;\n"
+       "               EmitVertex();\n"
+       "       }\n"
+       "       EndPrimitive();\n"
+       "}\n"
+};
+
+const char *fsSource = {
+       "#version 410\n"
+       "uniform vec3 color;\n"
+       "void main() {\n"
+       "       gl_FragColor = vec4(color.xyz, 1.0);\n"
+       "}\n"
+};
+
+static GLuint colorLoc;
+static GLuint vpIndexLoc;
+
+/**
+ * Draws a single quad into multiple viewport  each with a different
+ * color.  Reads back the expected color  to test if the drawing was correct.
+ * @param  changeVPloc;   if true then the geometry shader viewport location
+ *         is changed with each loop, otherwise shader location is fixed.
+ */
+static bool
+draw_multi_viewport(const bool changeVPLoc)
+{
+       bool pass = true;
+       int i, j;
+       const int divX=2, divY=4;
+       GLfloat w = (GLfloat) piglit_width / (GLfloat) divX;
+       GLfloat h = (GLfloat) piglit_height / (GLfloat) divY;
+       GLfloat colors[][3] = {{0.0, 0.0, 1.0},
+                                 {0.0, 1.0, 0.0},
+                                 {1.0, 0.0, 0.0},
+                                 {1.0, 1.0, 0.0},
+                                 {0.0, 1.0, 1.0},
+                                 {1.0, 0.0, 1.0},
+                                 {1.0, 1.0, 1.0},
+                                 {0.0, 0.0, 0.5},
+                                 {0.0, 0.0, 0.0}};
+
+       assert(ARRAY_SIZE(colors) == divX*divY + 1);
+
+       glClear(GL_COLOR_BUFFER_BIT);
+       glUniform1i(vpIndexLoc, divX * divY);
+       glViewportIndexedf(divX * divY, -10.0, -30.0, piglit_width, 20.0);
+       for (i = 0; i < divX; i++) {
+               for (j = 0; j < divY; j++) {
+                       int p;
+                       GLfloat *expected;
+                       glUniform3fv(colorLoc, 1, &colors[j + i*divY][0]);
+                       if (changeVPLoc) {
+                               glUniform1i(vpIndexLoc, j + i*divY);
+                               expected = &colors[j + i*divY][0];
+                       } else  {
+                               expected = &colors[divX * divY][0];
+                       }
+                       glViewportIndexedf(j + i*divY, i * w, j * h, w, h);
+                       piglit_draw_rect(-1, -1, 2, 2);
+                       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+                       p = piglit_probe_pixel_rgb(i * w + w/2, j * h + h/2,
+                                                  expected);
+                       piglit_present_results();
+                       if (!p) {
+                               printf("Wrong color for viewport i,j %d %d 
changeVP=%d\n",
+                                      i, j, changeVPLoc);
+                               pass = false;
+                       }
+               }
+       }
+       return pass;
+}
+
+enum piglit_result
+piglit_display(void)
+{
+       bool pass= true;
+
+       pass = draw_multi_viewport(true);
+       pass = draw_multi_viewport(false);
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+       GLuint program;
+
+       piglit_require_extension("GL_ARB_viewport_array");
+
+       program = piglit_build_simple_program_multiple_shaders(
+                                       GL_VERTEX_SHADER, vsSource,
+                                       GL_GEOMETRY_SHADER, gsSource,
+                                       GL_FRAGMENT_SHADER, fsSource,
+                                       0);
+       glUseProgram(program);
+       colorLoc = glGetUniformLocation(program, "color");
+       vpIndexLoc = glGetUniformLocation(program, "idx");
+}
-- 
1.8.1.2

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