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authorEric Anholt <eric@anholt.net>2013-02-08 15:46:29 -0800
committerEric Anholt <eric@anholt.net>2013-02-26 12:45:52 -0800
commit869d91299d41022f29d31384616c9cc56dec1554 (patch)
tree1ec104d688d9c396c2039047aa32ecaefc2eeeaf
parentb9fa91c6cb7da6609e76d34df5c3842a67bbffd4 (diff)
Add a variant of glsl-fs-pointcoord for gles2.
GLES2 doesn't require GL_POINT_SPRITE, and i965 had a bug in that case.
-rw-r--r--tests/all.tests1
-rw-r--r--tests/spec/gles-2.0/CMakeLists.gles2.txt1
-rw-r--r--tests/spec/gles-2.0/glsl-fs-pointcoord.c141
3 files changed, 143 insertions, 0 deletions
diff --git a/tests/all.tests b/tests/all.tests
index 95950703..2e3c5502 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -2759,6 +2759,7 @@ egl_khr_create_context['verify GL flavor'] = plain_test('egl-create-context-veri
gles20 = Group()
spec['!OpenGL ES 2.0'] = gles20
+gles20['glsl-fs-pointcoord'] = concurrent_test('glsl-fs-pointcoord_gles2')
add_concurrent_test(gles20, 'invalid-es3-queries_gles2')
add_concurrent_test(gles20, 'minmax_gles2')
add_concurrent_test(gles20, 'multiple-shader-objects_gles2')
diff --git a/tests/spec/gles-2.0/CMakeLists.gles2.txt b/tests/spec/gles-2.0/CMakeLists.gles2.txt
index da06a56d..007e9f69 100644
--- a/tests/spec/gles-2.0/CMakeLists.gles2.txt
+++ b/tests/spec/gles-2.0/CMakeLists.gles2.txt
@@ -2,6 +2,7 @@ link_libraries(
piglitutil_${piglit_target_api}
)
+piglit_add_executable(glsl-fs-pointcoord_gles2 glsl-fs-pointcoord.c)
piglit_add_executable(invalid-es3-queries_gles2 invalid-es3-queries.c)
piglit_add_executable(minmax_gles2 minmax.c)
piglit_add_executable(multiple-shader-objects_gles2 multiple-shader-objects.c)
diff --git a/tests/spec/gles-2.0/glsl-fs-pointcoord.c b/tests/spec/gles-2.0/glsl-fs-pointcoord.c
new file mode 100644
index 00000000..b5af0d83
--- /dev/null
+++ b/tests/spec/gles-2.0/glsl-fs-pointcoord.c
@@ -0,0 +1,141 @@
+/*
+ * Copyright © 2009,2013 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.
+ *
+ * Authors:
+ * Eric Anholt <eric@anholt.net>
+ *
+ */
+
+/** @file glsl-fs-pointcoord.c
+ *
+ * Tests that gl_PointCoord produces the expected output in a GLES2
+ * context, which treats all points as point sprite enabled (so
+ * gl_PointCoord returns defined values).
+ *
+ * To compare, the GLSL 4.3 spec says:
+ *
+ * "The values in gl_PointCoord are two-dimensional coordinates
+ * indicating where within a point primitive the current fragment
+ * is located, when point sprites are enabled."
+ *
+ * (which is tested in tests/shaders/glsl-fs-pointcoord.c) while the
+ * GLSL ES 1.00 spec says:
+ *
+ * "The values in gl_PointCoord are two-dimensional coordinates
+ * indicating where within a point primitive the current fragment
+ * is located."
+ *
+ * which makes sense, because the GL_POINT_SPRITE enable doesn't
+ * exist.
+ */
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <errno.h>
+#include <sys/stat.h>
+
+#include "piglit-util-gl-common.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+ config.supports_gl_es_version = 20;
+
+ config.window_width = 256;
+ config.window_height = 256;
+ config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_ALPHA;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static GLint prog;
+static GLint point_size;
+
+const char *vs_source =
+ "attribute vec4 vertex;\n"
+ "uniform float point_size;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vertex;\n"
+ " gl_PointSize = point_size;\n"
+ "}\n";
+
+const char *fs_source =
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = vec4(gl_PointCoord.xy * 1.1 - 0.05, 0, 1);\n"
+ "}\n";
+
+enum piglit_result
+piglit_display(void)
+{
+ GLboolean pass = GL_TRUE;
+ const float red[4] = {1, 0, 0, 1};
+ const float green[4] = {0, 1, 0, 1};
+ const float yellow[4] = {1, 1, 0, 1};
+ const float black[4] = {0, 0, 0, 1};
+ const float vert[] = {
+ -1.0 + 2.0 * (point_size / 2.0) / piglit_width,
+ -1.0 + 2.0 * (point_size / 2.0) / piglit_height
+ };
+ GLint point_size_loc;
+
+ glClearColor(0.5, 0.5, 0.5, 1.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ point_size_loc = glGetUniformLocation(prog, "point_size");
+ glUniform1f(point_size_loc, point_size);
+
+ glVertexAttribPointer(PIGLIT_ATTRIB_POS, 2, GL_FLOAT, false, 0, vert);
+ glEnableVertexAttribArray(PIGLIT_ATTRIB_POS);
+ glDrawArrays(GL_POINTS, 0, 1);
+
+ pass = pass && piglit_probe_pixel_rgba(0, 0, green);
+ pass = pass && piglit_probe_pixel_rgba(point_size - 1, 0, yellow);
+ pass = pass && piglit_probe_pixel_rgba(0, point_size - 1, black);
+ pass = pass && piglit_probe_pixel_rgba(point_size - 1, point_size - 1,
+ red);
+
+ piglit_present_results();
+
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+void piglit_init(int argc, char**argv)
+{
+ GLint vs, fs;
+ GLint point_size_limits[2];
+
+ glGetIntegerv(GL_ALIASED_POINT_SIZE_RANGE, point_size_limits);
+ point_size = point_size_limits[1];
+
+ if (point_size > piglit_width)
+ point_size = piglit_width;
+ if (point_size > piglit_height)
+ point_size = piglit_height;
+
+ vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source);
+ fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_source);
+ prog = piglit_link_simple_program(vs, fs);
+
+ glUseProgram(prog);
+}