From: tom fogal <tfo...@sci.utah.edu> v2: lots of hacking by anholt to make it look more like a normal piglit test and make all results visible at once. --- tests/all.tests | 1 + tests/shaders/CMakeLists.gl.txt | 1 + tests/shaders/glsl-fs-normalmatrix.c | 166 ++++++++++++++++++++++++++++++++++ 3 files changed, 168 insertions(+), 0 deletions(-) create mode 100644 tests/shaders/glsl-fs-normalmatrix.c
diff --git a/tests/all.tests b/tests/all.tests index 0248164..89bd03d 100644 --- a/tests/all.tests +++ b/tests/all.tests @@ -396,6 +396,7 @@ add_plain_test(shaders, 'glsl-fs-loop') add_plain_test(shaders, 'glsl-fs-loop-nested') add_plain_test(shaders, 'glsl-fs-mix') add_plain_test(shaders, 'glsl-fs-mix-constant') +add_concurrent_test(shaders, 'glsl-fs-normalmatrix') add_plain_test(shaders, 'glsl-fs-pointcoord') add_plain_test(shaders, 'glsl-fs-raytrace-bug27060') add_plain_test(shaders, 'glsl-fs-sampler-numbering') diff --git a/tests/shaders/CMakeLists.gl.txt b/tests/shaders/CMakeLists.gl.txt index 3dce256..ed72b21 100644 --- a/tests/shaders/CMakeLists.gl.txt +++ b/tests/shaders/CMakeLists.gl.txt @@ -82,6 +82,7 @@ add_executable (glsl-fs-loop glsl-fs-loop.c) add_executable (glsl-fs-loop-nested glsl-fs-loop-nested.c) add_executable (glsl-fs-mix glsl-fs-mix.c) add_executable (glsl-fs-mix-constant glsl-fs-mix-constant.c) +add_executable (glsl-fs-normalmatrix glsl-fs-normalmatrix.c) IF (NOT MSVC) add_executable (glsl-fs-raytrace-bug27060 glsl-fs-raytrace-bug27060.c) ENDIF (NOT MSVC) diff --git a/tests/shaders/glsl-fs-normalmatrix.c b/tests/shaders/glsl-fs-normalmatrix.c new file mode 100644 index 0000000..b55a80a --- /dev/null +++ b/tests/shaders/glsl-fs-normalmatrix.c @@ -0,0 +1,166 @@ +/* + * 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. + * + * Authors: + * Tom Fogal + * + */ + +/** @file glsl-fs-normalmatrix.c + * + * Tests gl_NormalMatrix for appropriate initial values. + */ + +#include "piglit-util.h" + +int piglit_width = 30, piglit_height = 30; +int piglit_window_mode = GLUT_RGB | GLUT_DOUBLE; + +static const char vert[] = { + "void main()\n" + "{\n" + " gl_Position = ftransform();\n" + "}\n" +}; + +/* Creates a fragment shader which colors everything green if + * gl_NormalMatrix[col].row + * is between 'low' and 'high', otherwise everything is red. + * The returned string is dynamically allocated and must be free'd by the + * caller. + */ +static char * +generate_fs(int row, int col) +{ + static const char *fs_template = + "void main()\n" + "{\n" + " if (%f <= gl_NormalMatrix[%u].%c &&\n" + " gl_NormalMatrix[%u].%c <= %f)\n" + " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0);\n" + " else\n" + " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0);\n" + "}\n"; + char *result; + char row_char = "xyz"[row]; + float expected_matrix[] = { + 1, 0, 0, + 0, 1, 0, + 0, 0, 1, + }; + float expected = expected_matrix[row * 3 + col]; + float low = expected - .01; + float high = expected + .01; + + if (0) { + printf("test: %g <= gl_NormalMatrix[%u].%c <= %g\n", + low, col, row_char, high); + } + + result = calloc(1, strlen(fs_template) + 100); + sprintf(result, fs_template, low, col, row_char, col, row_char, high); + + return result; +} + +static bool +test(int row, int col) +{ + GLint vs, fs, prog; + float green[] = {0.0, 1.0, 0.0, 0.0}; + char *fs_source; + bool pass; + int w = piglit_width / 3; + int h = piglit_height / 3; + int x = col * w; + int y = (2 - row) * h; + + fs_source = generate_fs(row, col); + vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vert); + fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_source); + prog = piglit_link_simple_program(vs, fs); + glUseProgram(prog); + + if (!fs || !vs || !prog) { + printf("Failed to compile with fragment shader:\n%s\n", + fs_source); + return false; + } + + piglit_draw_rect(x, y, w, h); + pass = piglit_probe_rect_rgb(x, y, w, h, green); + + /* clean up shaders. */ + free(fs_source); + glUseProgram(0); + glDeleteShader(vs); + glDeleteShader(fs); + glDeleteProgram(prog); + + return pass; +} + +enum piglit_result +piglit_display(void) +{ + GLboolean pass = GL_TRUE; + int row, col; + + /* Set up projection matrix so we can just draw using window + * coordinates. + */ + piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); + + /* Set the modelview to identity, which means normalmatrix + * should also be identity. + */ + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + for (row = 0; row < 3; row++) { + for (col = 0; col < 3; col++) { + pass = test(row, col) && pass; + } + } + + piglit_present_results(); + + return pass ? PIGLIT_PASS : PIGLIT_FAIL; +} + +void +piglit_init(int argc, char **argv) +{ + if (!GLEW_VERSION_2_0) { + printf("Requires OpenGL 2.0\n"); + piglit_report_result(PIGLIT_SKIP); + } + piglit_require_GLSL(); + + printf("gl_NormalMatrix access results are displayed as:\n"); + printf(" x y z\n"); + printf(" +-+-+-+\n"); + printf("row 0 |1|0|0|\n"); + printf(" +-+-+-+\n"); + printf("row 1 |0|1|0|\n"); + printf(" +-+-+-+\n"); + printf("row 2 |0|0|1|\n"); + printf(" +-+-+-+\n"); +} -- 1.7.7 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev