ext_gpu_shader4: add compiler tests for everything
[piglit.git] / tests / spec / amd_vertex_shader_viewport_index / render.c
bloba08cbe9313a36ed22bae9237d61f535500e8c5e9
1 /*
2 * Copyright © 2013 LunarG, Inc.
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
23 * Author: Jon Ashburn <jon@lunarg.com>
24 * Adapted for vertex shader: Ilia Mirkin <imirkin@alum.mit.edu>
27 /**
28 * Tests rendering into a single framebuffer surface with multiple viewports
29 * via a vertex shader. Confirm that each area of the surface delineated by
30 * a viewport renders the correct color.
31 * From the extension registry for ARB_viewport_array:
32 * "This extension enhances OpenGL by providing a mechanism to expose
33 * multiple viewports. Each viewport is specified as a rectangle. The
34 * destination viewport may be selected per-primitive by the geometry
35 * shader. This allows the Geometry Shader to produce different versions
36 * of primitives destined for separate viewport rectangles on the same
37 * surface.
38 * This extension allows specifying the viewport from the vertex shader.
40 #include "piglit-util-gl.h"
42 PIGLIT_GL_TEST_CONFIG_BEGIN
44 config.supports_gl_core_version = 31;
46 config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
47 config.khr_no_error_support = PIGLIT_NO_ERRORS;
49 PIGLIT_GL_TEST_CONFIG_END
51 const char *vsSource = {
52 "#version 140\n"
53 "#extension GL_AMD_vertex_shader_viewport_index : enable\n"
54 "in vec4 piglit_vertex;\n"
55 "uniform int idx;\n"
56 "void main() {\n"
57 " gl_ViewportIndex = idx;\n"
58 " gl_Position = piglit_vertex;\n"
59 "}\n"
62 const char *fsSource = {
63 "#version 140\n"
64 "uniform vec3 color;\n"
65 "void main() {\n"
66 " gl_FragColor = vec4(color.xyz, 1.0);\n"
67 "}\n"
70 static GLint colorLoc;
71 static GLint vpIndexLoc;
73 /**
74 * Draws a single quad into multiple viewport each with a different
75 * color. Reads back the expected color to test if the drawing was correct.
76 * @param changeVPloc; if true then the vertex shader viewport location
77 * is changed with each loop, otherwise viewport location is fixed.
79 static bool
80 draw_multi_viewport(const bool changeVPLoc)
82 bool pass = true;
83 int i, j;
84 const int divX=2, divY=4;
85 GLfloat w = (GLfloat) piglit_width / (GLfloat) divX;
86 GLfloat h = (GLfloat) piglit_height / (GLfloat) divY;
87 const GLfloat colors[][3] = {{0.0, 0.0, 1.0},
88 {0.0, 1.0, 0.0},
89 {1.0, 0.0, 0.0},
90 {1.0, 1.0, 0.0},
91 {0.0, 1.0, 1.0},
92 {1.0, 0.0, 1.0},
93 {1.0, 1.0, 1.0},
94 {0.0, 0.0, 0.5},
95 {0.0, 0.0, 0.0}};
97 assert(ARRAY_SIZE(colors) == divX*divY + 1);
99 glViewport(0, 0, piglit_width, piglit_height); /* for glClear() */
100 glClear(GL_COLOR_BUFFER_BIT);
101 glUniform1i(vpIndexLoc, divX * divY);
102 glViewportIndexedf(divX * divY, -10.0, -30.0, piglit_width, 20.0);
103 for (i = 0; i < divX; i++) {
104 for (j = 0; j < divY; j++) {
105 int p;
106 GLfloat *expected;
107 glUniform3fv(colorLoc, 1, &colors[j + i*divY][0]);
108 if (changeVPLoc) {
109 glUniform1i(vpIndexLoc, j + i*divY);
110 expected = (GLfloat *) &colors[j + i*divY][0];
111 } else {
112 expected = (GLfloat *) &colors[divX * divY][0];
114 glViewportIndexedf(j + i*divY, i * w, j * h, w, h);
115 piglit_draw_rect(-1, -1, 2, 2);
116 pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
117 p = piglit_probe_pixel_rgb(i * w + w/2, j * h + h/2,
118 expected);
119 piglit_present_results();
120 if (!p) {
121 printf("Wrong color for viewport i,j %d %d changeVP=%d\n",
122 i, j, changeVPLoc);
123 pass = false;
127 return pass;
130 enum piglit_result
131 piglit_display(void)
133 bool pass = true;
135 pass = draw_multi_viewport(true);
136 pass = draw_multi_viewport(false) && pass;
137 pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
138 return pass ? PIGLIT_PASS : PIGLIT_FAIL;
141 void
142 piglit_init(int argc, char **argv)
144 GLuint program;
146 piglit_require_extension("GL_AMD_vertex_shader_viewport_index");
148 program = piglit_build_simple_program(vsSource, fsSource);
149 glUseProgram(program);
150 colorLoc = glGetUniformLocation(program, "color");
151 vpIndexLoc = glGetUniformLocation(program, "idx");