Typos below.

On 11/04/2013 08:15 AM, Jon Ashburn wrote:
Tests rendering into a single framebuffer surface with multiple viewports
via a geometry shader.  Scissoring is used to restrict quads to a smaller
area on the surface.  Confirm that each area of the surface delineated by
a scissor rectangle for viewport index renders the correct color. Both
indexed scissor tests and indexed scissor enables  are used. Geometry
shader is used to expand a single rectangle primitve to N rectangles.

Tested on Nvidia Quadro 600, test passes.

Signed-off-by: Jon Ashburn <j...@lunarg.com>
---
  tests/all.tests                                 |   1 +
  tests/spec/arb_viewport_array/CMakeLists.gl.txt |   1 +
  tests/spec/arb_viewport_array/render_scissor.c  | 249 ++++++++++++++++++++++++
  3 files changed, 251 insertions(+)
  create mode 100644 tests/spec/arb_viewport_array/render_scissor.c

diff --git a/tests/all.tests b/tests/all.tests
index f20a58b..928bf33 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -1750,6 +1750,7 @@ 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')
  arb_viewport_array['render-depthrange'] = 
concurrent_test('arb_viewport_array-render-depthrange')
+arb_viewport_array['render-scissor'] = 
concurrent_test('arb_viewport_array-render-scissor')

  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 418c1d1..3c217ad 100644
--- a/tests/spec/arb_viewport_array/CMakeLists.gl.txt
+++ b/tests/spec/arb_viewport_array/CMakeLists.gl.txt
@@ -17,5 +17,6 @@ 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)
  piglit_add_executable(arb_viewport_array-render-depthrange 
render_depthrange.c)
+piglit_add_executable(arb_viewport_array-render-scissor render_scissor.c)

  # vim: ft=cmake:
diff --git a/tests/spec/arb_viewport_array/render_scissor.c 
b/tests/spec/arb_viewport_array/render_scissor.c
new file mode 100644
index 0000000..0f7e373
--- /dev/null
+++ b/tests/spec/arb_viewport_array/render_scissor.c
@@ -0,0 +1,249 @@
+/*
+ * 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.  Scissoring is used to restrict quads to a smaller
+ * area on the surface.  Confirm that each area of the surface delineated by
+ * a scissor rectangle for viewport index renders the correct color. Both
+ * indexed scissor tests and indexed scissor enables  are used. Geometry
+ * shader is used to expand a single rectangle to N rectangles.
+ * OpenGL 4.3 Core Profile spec section 13.7.2 covers this test:
+ *    "The scissor test determines if (xw , yw ) lies within the scissor
+ *    rectangle defined by four values for each viewport."
+ *    "If left ≤ xw < left + width and bottom ≤ yw < bottom + height for the
+ *    selected scissor rectangle, then the scissor test passes. Otherwise, the
+ *    test fails and the fragment is discarded. For points, lines, and
+ *    polygons, the scissor rectangle for a primitive is selected in the same
+ *    manner as the viewport (see section 13.6.1)."
+ */
+#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
+
+/* number of viewport/scissor rectangle divisons in x and y */
+static const int divX=2, divY=3;
+
+/**
+ * Helper  function to draw a quad and check the results for divX*divY areas
+ * on the screen.
+ */
+static bool
+draw_check_pixels(void)
+{
+       bool pass = true;
+       int i, j;
+       GLfloat w = (GLfloat) piglit_width / (GLfloat) divX;
+       GLfloat h = (GLfloat) piglit_height / (GLfloat) divY;
+
+       /* draw single quad, expanded to divX*divY quads via geometry shader */
+       piglit_draw_rect(-1, -1, 2, 2);
+       piglit_present_results();
+
+       /* check rendering results: greyscale RGB == 1.0 / (index +1)*/
+       for (i = 0; i < divX; i++) {
+               for (j = 0; j < divY; j++) {
+                       GLfloat expected[4];
+                       int p;
+                       expected[0] =
+                       expected[1] =
+                       expected[2] = 1.0 / (GLfloat) (1 + j + i*divY);
+                       expected[3] = 1.0;
+                       p = piglit_probe_rect_rgba(i * w, j * h, w, h,
+                                                  expected);
+                       if (!p) {
+                               printf("Wrong color for viewport i,j %d %d\n",
+                                      i, j);
+                               pass = false;
+                       }
+               }
+       }
+       return pass;
+}
+
+/**
+ * Draws a single quad full window size, with different scissor rectangles.
+ * Scissor rectangles restrict drawing to sub-area of full window.
+ * Geometry shader is responsible for expanding primitves to cover all

"primitives"


+ * divX * divY viewport/scissor indices.  The function reads back the expected
+ * color to test if the scissored drawing was correct.
+ */
+static bool
+draw_multi_scissor_rect(void)
+{
+       bool pass = true;
+       int i, j;
+       GLfloat w = (GLfloat) piglit_width / (GLfloat) divX;
+       GLfloat h = (GLfloat) piglit_height / (GLfloat) divY;
+
+       glViewport(0, 0, piglit_width, piglit_height);
+       glClear(GL_COLOR_BUFFER_BIT);
+       glEnable(GL_SCISSOR_TEST);
+       /* setup sicssor rectangles for viewport indices */

"scissor"


+       for (i = 0; i < divX; i++) {
+               for (j = 0; j < divY; j++) {
+                       glScissorIndexed(j + i*divY, i * w, j * h, w, h);
+               }
+       }
+
+       /* draw full viewport sized quads scissored down and check results */
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+       pass = draw_check_pixels() & pass;
+       glDisable(GL_SCISSOR_TEST);
+       return pass;
+}
+
+/**
+ * Draws a single quad full window size, with different scissor rectangles
+ * and different scissor test enables for each viewport index.
+ * Scissor rectangles or viewport restrict drawing to sub-area of full
+ * window surface.  Geometry shader is responsible for exapnding primitves
+ * to cover all divX * divY viewport/scissor indices.  The function reads
+ * back the expected color to test if the scissored drawing was correct.
+ */
+static bool
+draw_multi_viewport_scissor(void)
+{
+       bool pass = true, scEnabled;
+       int i, j;
+       GLfloat w = (GLfloat) piglit_width / (GLfloat) divX;
+       GLfloat h = (GLfloat) piglit_height / (GLfloat) divY;
+
+       /* Setup scissor/viewport rectangles and enables for indices.
+        * Every other index has SCISSOR_TEST enabled with a scissor
+        * rectangle that restricts rendering to the sub-region (wxh).
+        * The other indices  restrict rendering by making the viewport
+        * restricted to the sub-region (wxh sized).  For the indices with
+        * viewport restricted rendering, the SCISSOR_TEST is alternatively
+        * enabled/disabled.
+        */
+       glScissor(0, 0, piglit_width, piglit_height);
+       glViewport(0, 0, piglit_width, piglit_height);
+       glClear(GL_COLOR_BUFFER_BIT);
+       glEnable(GL_SCISSOR_TEST);
+       scEnabled = false;
+       for (i = 0; i < divX; i++) {
+               for (j = 0; j < divY; j++) {
+                       GLuint idx = j + i*divY;
+                       if (scEnabled) {
+                               /* use viewport to restrict rendering */
+                               if (i & 1)
+                                       glDisablei(GL_SCISSOR_TEST, idx);
+                               glViewportIndexedf(idx, i * w, j * h, w, h);
+                               scEnabled = false;
+                       } else {
+                               /* use scissor to restrict rendering */
+                               glScissorIndexed(idx, i * w, j * h, w, h);
+                               scEnabled = true;
+                       }
+               }
+       }
+
+       /* draw restricted size quads with scissoring enabled/disabled */
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+       pass = draw_check_pixels() & pass;
+       glDisable(GL_SCISSOR_TEST);
+       return pass;
+}
+
+#define X(f, desc)                                             \
+       do {                                                    \
+               const bool subtest_pass = (f);                  \
+               piglit_report_subtest_result(subtest_pass       \
+                                            ? PIGLIT_PASS : PIGLIT_FAIL, \
+                                            (desc));           \
+               pass = pass && subtest_pass;                    \
+       } while (0)
+
+enum piglit_result
+piglit_display(void)
+{
+       bool pass= true;
+
+       X(draw_multi_scissor_rect(), "Render multi-scissor rectangles");
+       X(draw_multi_viewport_scissor(), "Render multi-viewport scissor test");
+#undef X
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+       GLuint program;
+       char *vsSource;
+       char *gsSource;
+       char *fsSource;
+
+       piglit_require_extension("GL_ARB_viewport_array");
+
+       asprintf(&vsSource,
+                "#version 410\n"
+                "in vec4 piglit_vertex;\n"
+                "void main() {\n"
+                " gl_Position = piglit_vertex;\n"
+                "}\n");
+
+       asprintf(&gsSource,
+                "#version 410\n"
+                "layout(triangles) in;\n"
+                "layout(triangle_strip, max_vertices = 18) out;\n"
+                "out vec3 color;\n"
+                "\n"
+                "void main()\n"
+                "{\n"
+                " for (int j = 0; j < %d; j++) {\n"
+                "         gl_ViewportIndex = j;\n"
+                "         color = vec3(1.0 / (j+1), 1.0 / (j+1), 1.0 / 
(j+1));\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"
+                "}\n", divX * divY);
+
+       asprintf(&fsSource,
+                "#version 410\n"
+                "in vec3 color;\n"
+                "void main() {\n"
+                " gl_FragColor = vec4(color.xyz, 1.0);\n"
+                "}\n");
+
+
+       program = piglit_build_simple_program_multiple_shaders(
+                                       GL_VERTEX_SHADER, vsSource,
+                                       GL_GEOMETRY_SHADER, gsSource,
+                                       GL_FRAGMENT_SHADER, fsSource,
+                                       0);
+       glUseProgram(program);
+}



If you can fix these assorted nits and mail me a tarball of the patches I can push them for you.

-Brian

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