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/* Copyright © 2014 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 basevertex-vertexid.c
* Test using gl_VertexID in conjunction with glMultiDrawElementsBaseVertex.
*
* The value of gl_VertexID observed in the shader should be the value
* retrieved from the index buffer plus the value of basevertex.
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_core_version = 32;
config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
config.khr_no_error_support = PIGLIT_NO_ERRORS;
PIGLIT_GL_TEST_CONFIG_END
static const float green[] = { 0, 1, 0, 1 };
static const float blue[] = { 0, 0, 1, 1 };
static const float gold[] = { 1, 1, 0, 1 };
static const float magenta[] = { 1, 0, 1, 1 };
enum piglit_result
piglit_display(void)
{
bool pass = true;
static const GLsizei count[] = { 4, 4, 4, 4 };
static const void *indices[ARRAY_SIZE(count)] = { 0, 0, 0, 0 };
static const GLint base[ARRAY_SIZE(count)] = { 4, 8, 12, 16 };
glViewport(0, 0, piglit_width, piglit_height);
glClearColor(0.2, 0.2, 0.2, 0.2);
glClear(GL_COLOR_BUFFER_BIT);
glMultiDrawElementsBaseVertex(GL_TRIANGLE_FAN,
count,
GL_UNSIGNED_INT,
indices,
ARRAY_SIZE(indices),
base);
pass = piglit_probe_rect_rgba(0, 0,
piglit_width / 2, piglit_height /2,
green)
&& pass;
pass = piglit_probe_rect_rgba(piglit_width / 2, 0,
piglit_width / 2, piglit_height / 2,
blue)
&& pass;
pass = piglit_probe_rect_rgba(0, piglit_height /2,
piglit_width / 2, piglit_height / 2,
gold)
&& pass;
pass = piglit_probe_rect_rgba(piglit_width / 2, piglit_height /2,
piglit_width / 2, piglit_height / 2,
magenta)
&& pass;
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
static const GLuint indices[] = { 0, 1, 2, 3 };
static const GLfloat verts[] = {
/* These vertices should never be accessed due to the way
* glDrawElementsBaseVertex is called.
*/
-1.0, -1.0,
1.0, -1.0,
1.0, 1.0,
-1.0, 1.0,
-1.0, -1.0,
0.0, -1.0,
0.0, 0.0,
-1.0, 0.0,
0.0, -1.0,
1.0, -1.0,
1.0, 0.0,
0.0, 0.0,
-1.0, 0.0,
0.0, 0.0,
0.0, 1.0,
-1.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
};
GLuint prog = piglit_build_simple_program(
"#version 140\n"
"\n"
"in vec4 piglit_vertex;\n"
"out vec3 c;\n"
"\n"
"const vec3 colors[] = vec3[](\n"
" vec3(1, 0, 0),\n"
" vec3(1, 0, 0),\n"
" vec3(1, 0, 0),\n"
" vec3(1, 0, 0),\n"
"\n"
" vec3(0, 1, 0),\n"
" vec3(0, 1, 0),\n"
" vec3(0, 1, 0),\n"
" vec3(0, 1, 0),\n"
"\n"
" vec3(0, 0, 1),\n"
" vec3(0, 0, 1),\n"
" vec3(0, 0, 1),\n"
" vec3(0, 0, 1),\n"
"\n"
" vec3(1, 1, 0),\n"
" vec3(1, 1, 0),\n"
" vec3(1, 1, 0),\n"
" vec3(1, 1, 0),\n"
"\n"
" vec3(1, 0, 1),\n"
" vec3(1, 0, 1),\n"
" vec3(1, 0, 1),\n"
" vec3(1, 0, 1)\n"
");\n"
"void main() {\n"
" c = colors[gl_VertexID];\n"
" gl_Position = piglit_vertex;\n"
"}\n",
"#version 140\n"
"in vec3 c;\n"
"out vec4 fragcolor;\n"
"\n"
"void main() {\n"
" fragcolor = vec4(c, 1);\n"
"}\n");
GLuint vao;
GLuint buf[2];
glUseProgram(prog);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(2, buf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf[0]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, buf[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts,
GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void *) 0);
glEnableVertexAttribArray(0);
}
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