From: Ian Romanick <ian.d.roman...@intel.com>

A heavily modified version of this test passes on a Geforce3 (NV20)
running NVIDIA's 71.86.15 drivers.  These are the last drivers that
support NV10 through NV2x, and they are shipped in 2011.

Signed-off-by: Ian Romanick <ian.d.roman...@intel.com>
---
 tests/all.py                                 |   3 +
 tests/spec/nv_fog_distance/CMakeLists.gl.txt |   1 +
 tests/spec/nv_fog_distance/simple-draw.c     | 245 +++++++++++++++++++++++++++
 3 files changed, 249 insertions(+)
 create mode 100644 tests/spec/nv_fog_distance/simple-draw.c

diff --git a/tests/all.py b/tests/all.py
index 41e9dda10..70698ba10 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -3918,6 +3918,9 @@ with profile.test_list.group_manager(
         PiglitGLTest,
         grouptools.join('spec', 'nv_fog_distance')) as g:
     g(['nv_fog_distance-coverage'], 'coverage')
+    g(['nv_fog_distance-simple-draw', 'radial'], 'simple draw - 
GL_EYE_RADIAL_NV')
+    g(['nv_fog_distance-simple-draw', 'eye-plane'], 'simple draw - 
GL_EYE_PLANE')
+    g(['nv_fog_distance-simple-draw', 'eye-plane-absolute'], 'simple draw - 
GL_EYE_PLANE_ABSOLUTE_NV')
 
 with profile.test_list.group_manager(
         PiglitGLTest,
diff --git a/tests/spec/nv_fog_distance/CMakeLists.gl.txt 
b/tests/spec/nv_fog_distance/CMakeLists.gl.txt
index 9abea3bef..6a4300e8c 100644
--- a/tests/spec/nv_fog_distance/CMakeLists.gl.txt
+++ b/tests/spec/nv_fog_distance/CMakeLists.gl.txt
@@ -9,3 +9,4 @@ link_libraries (
 )
 
 piglit_add_executable (nv_fog_distance-coverage coverage.c)
+piglit_add_executable (nv_fog_distance-simple-draw simple-draw.c)
diff --git a/tests/spec/nv_fog_distance/simple-draw.c 
b/tests/spec/nv_fog_distance/simple-draw.c
new file mode 100644
index 000000000..e7be6bf5e
--- /dev/null
+++ b/tests/spec/nv_fog_distance/simple-draw.c
@@ -0,0 +1,245 @@
+/* Copyright © 2017 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.
+ */
+
+/** @file simple-draw.c
+ * Simple rendering tests of GL_NV_fog_distance
+ */
+
+#include "piglit-util-gl.h"
+#include "minmax-test.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+       config.supports_gl_compat_version = 10;
+
+       config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static GLenum distance_mode = GL_EYE_RADIAL_NV;
+static GLuint vbo[2];
+
+/* Generate an NxM grid of vertices spanning [-1,-1]x[1,1]
+ */
+static unsigned
+generate_mesh(unsigned n, unsigned m, float z, GLuint vbo[2])
+{
+       /* Generate the grid of vertices by linearly interpolating across
+        * [-1,1]x[-1,1].  This is the easy part.
+        *
+        * Each vertex is 3 floats.  There are N*M vertices.
+        */
+       glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
+       glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * n * m,
+                    NULL, GL_STATIC_DRAW);
+
+       float *verts = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
+       for (unsigned i = 0; i < m; i++) {
+               const float y = -1.0 + ((2.0 * i) / (m - 1));
+
+               for (unsigned j = 0; j < n; j++) {
+                       const float x = -1.0 + ((2.0 * j) / (n - 1));
+
+                       verts[0] = x;
+                       verts[1] = y;
+                       verts[2] = z;
+                       verts += 3;
+               }
+       }
+
+       glUnmapBuffer(GL_ARRAY_BUFFER);
+
+       /* Generate the indices to draw the grid.  This is a bit more tricky.
+        * There are M rows of vertices, so there are M-1 rows of triangle
+        * strips.  Each strip requires 2*N elements.
+        *
+        * Going from one strip to the next is tricky.  We can generate a two
+        * degenerate triangles by emitting the last vertex an extra time.
+        * The last two real indices combined with the extra instance of the
+        * last index is the first degenerate triangle, and the last two
+        * emitted indices combined with the first vertex of the next will
+        * create the second.  Since both of these triangles will have zero
+        * area, neither will be drawn.
+        *
+        * There are always an even number of real triangles in each row, and
+        * there are always two degenerate triangles.  This ensures that the
+        * first triangle in the next row will have the same winding as the
+        * first triangle in the current row.
+        *
+        * This would be a bit easier with primitive restart.
+        */
+       const unsigned total_elements = ((n * 2) + 1) * (m - 1);
+
+       glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
+       glBufferData(GL_ARRAY_BUFFER, sizeof(GLuint) * total_elements,
+                    NULL, GL_STATIC_DRAW);
+
+       unsigned *elements = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
+
+       for (unsigned i = 0; i < (m - 1); i++) {
+               unsigned last;
+
+               for (unsigned j = 0; j < n; j++) {
+                       elements[0] = ((i + 0) * n) + j;
+                       elements[1] = ((i + 1) * n) + j;
+                       last = ((i + 1) * n) + j;
+
+                       elements += 2;
+               }
+
+               *(elements++) = last;
+       }
+
+       glUnmapBuffer(GL_ARRAY_BUFFER);
+
+       /* It's not necessary to draw the last "extra" vertex since it just
+        * joins the last row of triangles with a row that does not exist.
+        */
+       return total_elements - 1;
+}
+
+
+enum piglit_result
+piglit_display(void)
+{
+       unsigned verts_to_draw;
+       static const float fog_color[4] = { 0.0, 1.0, 0.0, 1.0 };
+       static const float draw_color[4] = { 1.0, 0.0, 0.0, 1.0 };
+       static const float mix_color[4] = { 0.5, 0.5, 0.0, 1.0 };
+       bool pass = true;
+
+       glViewport(0, 0, piglit_width, piglit_height);
+
+       /* Pick a Z value for the mesh.  Select fog start and stop distances
+        * such that the middle of the window (the closest point) will have
+        * zero fog and the corners (the farthest points) will have full fog.
+        */
+       float z = 0.5;
+       float fog_start;
+       float fog_end;
+
+       switch (distance_mode) {
+       case GL_EYE_RADIAL_NV:
+               fog_start = z;
+               fog_end = sqrt(1.0 + 1.0 + (z * z));
+               break;
+       case GL_EYE_PLANE:
+               fog_start = 0.0;
+               fog_end = 1.0;
+               break;
+       case GL_EYE_PLANE_ABSOLUTE_NV:
+               /* For eye-plane absolute, set Z such that the eye-plane
+                * distance is negative.
+                */
+               z = -0.5;
+               fog_start = 0.0;
+               fog_end = 1.0;
+               break;
+       default:
+               assert(!"Impossible distance mode.");
+       }
+
+       verts_to_draw = generate_mesh(MAX2(2, (piglit_width + 1) / 2),
+                                     MAX2(2, (piglit_height + 1) / 2),
+                                     z, vbo);
+
+       glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
+       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[1]);
+       glVertexPointer(3, GL_FLOAT, 0, (void *)0);
+
+       glFogi(GL_FOG_DISTANCE_MODE_NV, distance_mode);
+       glFogf(GL_FOG_START, fog_start);
+       glFogf(GL_FOG_END, fog_end);
+       glFogfv(GL_FOG_COLOR, fog_color);
+
+       glColor3fv(draw_color);
+       glDrawElements(GL_TRIANGLE_STRIP, verts_to_draw, GL_UNSIGNED_INT,
+                      (void *) 0);
+
+       glBindBuffer(GL_ARRAY_BUFFER, 0);
+       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+       switch (distance_mode) {
+       case GL_EYE_RADIAL_NV:
+               pass = piglit_probe_pixel_rgb(0, 0, fog_color) && pass;
+               pass = piglit_probe_pixel_rgb(piglit_width / 2,
+                                             piglit_height / 2,
+                                             draw_color) && pass;
+               break;
+       case GL_EYE_PLANE:
+       case GL_EYE_PLANE_ABSOLUTE_NV:
+               pass = piglit_probe_pixel_rgb(0, 0, mix_color) && pass;
+               pass = piglit_probe_pixel_rgb(piglit_width / 2,
+                                             piglit_height / 2,
+                                             mix_color) && pass;
+               break;
+       default:
+               assert(!"Impossible distance mode.");
+       }
+
+       piglit_present_results();
+
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+       static const struct {
+               const char *name;
+               GLenum mode;
+       } modes[] = {
+               { "radial", GL_EYE_RADIAL_NV },
+               { "eye-plane", GL_EYE_PLANE },
+               { "eye-plane-absolute", GL_EYE_PLANE_ABSOLUTE_NV }
+       };
+
+       piglit_require_extension("GL_NV_fog_distance");
+       piglit_require_extension("GL_EXT_fog_coord");
+       piglit_require_extension("GL_ARB_vertex_buffer_object");
+
+       if (argc > 1) {
+               unsigned i;
+
+               for (i = 0; i < ARRAY_SIZE(modes); i++) {
+                       if (strcmp(modes[i].name, argv[1]) == 0) {
+                               distance_mode = modes[i].mode;
+                               break;
+                       }
+               }
+
+               if (i == ARRAY_SIZE(modes)) {
+                       printf("Unknown distance mode \"%s\".\n",
+                              argv[1]);
+                       piglit_report_result(PIGLIT_FAIL);
+               }
+       }
+
+       glEnableClientState(GL_VERTEX_ARRAY);
+       glEnable(GL_FOG);
+       glFogi(GL_FOG_MODE, GL_LINEAR);
+       glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
+
+       glGenBuffers(2, vbo);
+}
-- 
2.14.3

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