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/*
* Copyright © 2017 Fabian Bieler
*
* 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 property-bindings.c: Access GL state in ARB_vertex_program.
*
* Set constant parameter bindings with the OpenGL API and access it in
* ARB vertex programs.
*
* Matrix state is not tested.
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 13;
config.window_visual = PIGLIT_GL_VISUAL_RGB;
config.khr_no_error_support = PIGLIT_NO_ERRORS;
PIGLIT_GL_TEST_CONFIG_END
#ifdef _WIN32
#define SRAND(x) srand(x)
#define DRAND() ((float)rand() / RAND_MAX)
#else
#define SRAND(x) srand48(x)
#define DRAND() drand48()
#endif
/*
* This vertex program compares test_param against expected using epsilon
* as tolerance. On match result.color is set to green, red otherwise.
*/
static const char *vp_template =
"!!ARBvp1.0\n"
"PARAM epsilon = 0.00390625;\n"
"PARAM expected = {%f, %f, %f, %f};\n"
"PARAM test_param = %s;\n"
"TEMP temp;\n"
"SUB temp, expected, test_param;\n"
"ABS temp, temp;\n"
"SLT temp, temp, epsilon;\n"
"DP4 temp, temp, temp;\n"
"SLT temp.x, temp.x, 4;\n"
"SGE temp.y, temp.y, 4;\n"
"SWZ result.color, temp, x, y, 0, 1;\n"
"MOV result.position, vertex.position;\n"
"END";
/**
* Check that the constant parameter \name is equal to \val.
*
* Since we also test for derived state involving floating point computation
* don't test for strict equality but rather only check if the parameter's
* components are within and epsilon of their expected values.
*/
static bool
check_prg_param_(const float *val, const char *name)
{
char *vp_text;
const float green[3] = {0.0, 1.0, 0.0};
asprintf(&vp_text, vp_template, val[0], val[1], val[2], val[3], name);
GLuint prog = piglit_compile_program(GL_VERTEX_PROGRAM_ARB, vp_text);
free(vp_text);
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog);
glClear(GL_COLOR_BUFFER_BIT);
piglit_draw_rect(-1, -1, 2, 2);
glDeleteProgramsARB(1, &prog);
if (piglit_probe_pixel_rgb_silent(piglit_width / 2, piglit_height / 2,
green, NULL))
return true;
printf("Failed parameter: '%s'.\n", name);
return false;
}
/**
* printf-like version of function above.
*/
static bool
check_prg_param(const float *val, const char *format, ...) PRINTFLIKE(2, 3);
static bool
check_prg_param(const float *val, const char *format, ...)
{
char *name;
va_list ap;
va_start(ap, format);
vasprintf(&name, format, ap);
va_end(ap);
const bool r = check_prg_param_(val, name);
free(name);
return r;
}
static void
normalize(float *v)
{
const float norm = sqrtf(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
for (int i = 0; i < 3; ++i)
v[i] /= norm;
}
static void
random_vec4(float *v)
{
for (int i = 0; i < 4; ++i)
v[i] = DRAND();
}
/**
* Get name fragment used in ARB program for GLenum \pname.
*/
static const char *
enum2program(const GLenum pname)
{
switch (pname) {
case GL_EMISSION:
return "emission";
case GL_AMBIENT:
return "ambient";
case GL_DIFFUSE:
return "diffuse";
case GL_SPECULAR:
return "specular";
case GL_POSITION:
return "position";
case GL_S:
return "s";
case GL_T:
return "t";
case GL_R:
return "r";
case GL_Q:
return "q";
default:
assert(!"unexpected state enum");
return "";
}
}
enum piglit_result
piglit_display(void)
{
bool pass = true;
float val[4];
/* Material Property Bindings */
for (int s = 0; s < 2; ++s) {
for (int p = 0; p < 4; ++p) {
const GLenum pname[] = {GL_EMISSION, GL_AMBIENT,
GL_DIFFUSE, GL_SPECULAR};
random_vec4(val);
glMaterialfv(GL_FRONT + s, pname[p], val);
pass = check_prg_param(val, "state.material.%s.%s",
s ? "back" : "front",
enum2program(pname[p])) &&
pass;
/* The front material bindings are also accessible
* without ".front.".
*/
if (s == 0)
pass = check_prg_param(
val, "state.material.%s",
enum2program(pname[p])) &&
pass;
}
val[0] = DRAND();
val[1] = 0;
val[2] = 0;
val[3] = 1;
glMaterialf(GL_FRONT + s, GL_SHININESS, val[0]);
pass = check_prg_param(val, "state.material.%s.shininess",
s ? "back" : "front") && pass;
if (s == 0)
pass = check_prg_param(val,
"state.material.shininess") &&
pass;
}
/* Light Property Bindings */
int max_lights;
glGetIntegerv(GL_MAX_LIGHTS, &max_lights);
for (int l = 0; l < max_lights; ++l) {
for (int p = 0; p < 4; ++p) {
const GLenum pname[] = {GL_AMBIENT, GL_DIFFUSE,
GL_SPECULAR, GL_POSITION};
random_vec4(val);
glLightfv(GL_LIGHT0 + l, pname[p], val);
pass = check_prg_param(val, "state.light[%d].%s", l,
enum2program(pname[p])) &&
pass;
}
random_vec4(val);
glLightf(GL_LIGHT0 + l, GL_CONSTANT_ATTENUATION, val[0]);
glLightf(GL_LIGHT0 + l, GL_LINEAR_ATTENUATION, val[1]);
glLightf(GL_LIGHT0 + l, GL_QUADRATIC_ATTENUATION, val[2]);
glLightf(GL_LIGHT0 + l, GL_SPOT_EXPONENT, val[3]);
pass = check_prg_param(val, "state.light[%d].attenuation",
l) && pass;
random_vec4(val);
glLightfv(GL_LIGHT0 + l, GL_SPOT_DIRECTION, val);
glLightf(GL_LIGHT0 + l, GL_SPOT_CUTOFF, val[3]);
val[3] = cosf(val[3] / 180 * M_PI);
pass = check_prg_param(val, "state.light[%d].spot.direction",
l) && pass;
for (int c = 0; c < 3; ++c)
val[c] = DRAND();
val[3] = 1;
glLightfv(GL_LIGHT0 + l, GL_POSITION, val);
normalize(val);
val[2] += 1;
normalize(val);
pass = check_prg_param(val, "state.light[%d].half", l) &&
pass;
}
random_vec4(val);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, val);
pass = check_prg_param(val, "state.lightmodel.ambient") && pass;
for (int s = 0; s < 2; ++s) {
float scene_color[4];
for (int c = 0; c < 4; ++c)
scene_color[c] = val[c] = DRAND();
glMaterialfv(GL_FRONT + s, GL_AMBIENT, val);
for (int c = 0; c < 4; ++c)
scene_color[c] *= val[c] = DRAND();
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, val);
for (int c = 0; c < 4; ++c)
scene_color[c] += val[c] = DRAND();
glMaterialfv(GL_FRONT + s, GL_EMISSION, val);
/* Page 63 (77 of the PDF) of the OpenGL 2.0 spec says:
*
* "The value of A produced by lighting is the alpha
* value associated with d_{cm}."
*
* I'm not sure if this applies to the scene color, but both
* Mesa and the NVIDIA driver do this.
*/
random_vec4(val);
glMaterialfv(GL_FRONT + s, GL_DIFFUSE, val);
scene_color[3] = val[3];
pass = check_prg_param(scene_color,
"state.lightmodel.%s.scenecolor",
s ? "back" : "front") && pass;
if (s == 0)
pass = check_prg_param(
scene_color,
"state.lightmodel.scenecolor") && pass;
}
for (int s = 0; s < 2; ++s) {
for (int l = 0; l < max_lights; ++l) {
const GLenum pname[] = {GL_AMBIENT, GL_DIFFUSE,
GL_SPECULAR};
for (int p = 0; p < 3; ++p) {
float light_product[4];
for (int c = 0; c < 4; ++c)
light_product[c] = val[c] = DRAND();
glLightfv(GL_LIGHT0 + l, pname[p], val);
for (int c = 0; c < 4; ++c)
light_product[c] *= val[c] = DRAND();
glMaterialfv(GL_FRONT + s, pname[p], val);
/* XXX: I have no Idea where the spec says the
* alpha value of the light product is the
* material's alpha value, but both Mesa and
* the NVIDIA driver do this.
*/
light_product[3] = val[3];
pass = check_prg_param(
light_product,
"state.lightprod[%d].%s.%s", l,
s ? "back" : "front",
enum2program(pname[p])) &&
pass;
if (s == 0)
pass = check_prg_param(
light_product,
"state.lightprod[%d]."
"%s",
l,
enum2program(
pname[p])) &&
pass;
}
}
}
/* Texture Coordinate Generation Property Bindings */
int max_texture_coords;
glGetIntegerv(GL_MAX_TEXTURE_COORDS, &max_texture_coords);
for (int t = 0; t < max_texture_coords; ++t) {
const GLenum coord[] = {GL_S, GL_T, GL_R, GL_Q};
glActiveTexture(GL_TEXTURE0 + t);
for (int co = 0; co < 4; ++co) {
const GLenum plane[] = {GL_EYE_PLANE,
GL_OBJECT_PLANE};
const char *plane_name[] = {"eye", "object"};
for (int pl = 0; pl < 2; ++pl) {
random_vec4(val);
glTexGenfv(coord[co], plane[pl], val);
pass = check_prg_param(
val, "state.texgen[%d].%s.%s",
t, plane_name[pl],
enum2program(coord[co])) &&
pass;
if (t == 0)
pass = check_prg_param(
val,
"state.texgen.%s.%s",
plane_name[pl],
enum2program(
coord[co])) &&
pass;
}
}
}
/* Fog Property Bindings */
random_vec4(val);
glFogfv(GL_FOG_COLOR, val);
pass = check_prg_param(val, "state.fog.color") && pass;
random_vec4(val);
glFogf(GL_FOG_DENSITY, val[0]);
glFogf(GL_FOG_START, val[1]);
glFogf(GL_FOG_END, val[2]);
val[3] = 1 / (val[2] - val[1]);
pass = check_prg_param(val, "state.fog.params") && pass;
/* Clip Plane Property Bindings */
int max_clip_planes;
glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes);
for (int cp = 0; cp < max_clip_planes; ++cp) {
double vald[4];
for (int c = 0; c < 4; ++c)
vald[c] = val[c] = DRAND();
glClipPlane(GL_CLIP_PLANE0 + cp, vald);
pass = check_prg_param(val, "state.clip[%d].plane", cp) &&
pass;
}
/* Point Property Bindings */
random_vec4(val);
glPointSize(val[0]);
glPointParameterf(GL_POINT_SIZE_MIN, val[1]);
glPointParameterf(GL_POINT_SIZE_MAX, val[2]);
glPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE, val[3]);
pass = check_prg_param(val, "state.point.size") && pass;
random_vec4(val);
val[3] = 1;
glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, val);
pass = check_prg_param(&val[0], "state.point.attenuation") && pass;
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
piglit_require_extension("GL_ARB_vertex_program");
glEnable(GL_VERTEX_PROGRAM_ARB);
SRAND(17);
}
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